# Japanese translation of the Godot Engine class reference. # Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. # Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). # This file is distributed under the same license as the Godot source code. # # Wataru Onuki <bettawat@yahoo.co.jp>, 2020, 2021, 2022. # BinotaLIU <me@binota.org>, 2020. # Pierre Stempin <pierre.stempin@gmail.com>, 2020. # kazuma kondo <kazmax7@gmail.com>, 2020. # Itoyo Onuki <bettawat@yahoo.co.jp>, 2021. # nitenook <admin@alterbaum.net>, 2021, 2022. # Tarou Yamada <mizuningyou@yahoo.co.jp>, 2021. # sugusan <sugusan.development@gmail.com>, 2022. # Juto <mvobujd237@gmail.com>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "PO-Revision-Date: 2022-02-14 22:08+0000\n" "Last-Translator: Wataru Onuki <bettawat@yahoo.co.jp>\n" "Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/ja/>\n" "Language: ja\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Weblate 4.11-dev\n" #: doc/tools/make_rst.py msgid "Description" msgstr "説明" #: doc/tools/make_rst.py msgid "Tutorials" msgstr "チュートリアル" #: doc/tools/make_rst.py msgid "Properties" msgstr "プロパティ" #: doc/tools/make_rst.py msgid "Methods" msgstr "メソッド" #: doc/tools/make_rst.py msgid "Theme Properties" msgstr "テーマ プロパティ" #: doc/tools/make_rst.py msgid "Signals" msgstr "シグナル" #: doc/tools/make_rst.py msgid "Enumerations" msgstr "列挙型" #: doc/tools/make_rst.py msgid "Constants" msgstr "定数" #: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "プロパティの説明" #: doc/tools/make_rst.py msgid "Method Descriptions" msgstr "メソッドの説明" #: doc/tools/make_rst.py msgid "Theme Property Descriptions" msgstr "テーマプロパティの説明" #: doc/tools/make_rst.py msgid "Inherits:" msgstr "継承元:" #: doc/tools/make_rst.py msgid "Inherited By:" msgstr "継承先:" #: doc/tools/make_rst.py msgid "(overrides %s)" msgstr "(%s を上書き)" #: doc/tools/make_rst.py msgid "Default" msgstr "デフォルト" #: doc/tools/make_rst.py msgid "Setter" msgstr "Setter" #: doc/tools/make_rst.py msgid "value" msgstr "値" #: doc/tools/make_rst.py msgid "Getter" msgstr "Getter" #: doc/tools/make_rst.py msgid "" "This method should typically be overridden by the user to have any effect." msgstr "" "このメソッドが効力を得るには通常、ユーザーがオーバーライドする必要がありま" "す。" #: doc/tools/make_rst.py msgid "" "This method has no side effects. It doesn't modify any of the instance's " "member variables." msgstr "" "このメソッドには副作用がありません。インスタンスが持つメンバ変数を変更するこ" "とはありません。" #: doc/tools/make_rst.py msgid "" "This method accepts any number of arguments after the ones described here." msgstr "このメソッドは、ここで記載されている引数以降もいくつでも受け取れます。" #: doc/tools/make_rst.py msgid "This method is used to construct a type." msgstr "このメソッドは、型を作成するために使用されます。" #: doc/tools/make_rst.py msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." msgstr "" "このメソッドは呼び出しにインスタンスを必要としないので、クラス名を使って直接" "呼び出すことができます。" #: doc/tools/make_rst.py msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." msgstr "" "このメソッドは、この型を左側のオペランドとして使用する有効な演算子の記述をし" "ます。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "組み込みGDScript関数。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "List of core built-in GDScript functions. Math functions and other " "utilities. Everything else is provided by objects. (Keywords: builtin, built " "in, global functions.)" msgstr "" "コア組み込みGDScript関数のリスト。数学関数などのユーティリティです。その他す" "べてはオブジェクトによって提供されます。(キーワード: ビルトイン、内蔵、グロー" "バル関数)" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a color constructed from integer red, green, blue, and alpha " "channels. Each channel should have 8 bits of information ranging from 0 to " "255.\n" "[code]r8[/code] red channel\n" "[code]g8[/code] green channel\n" "[code]b8[/code] blue channel\n" "[code]a8[/code] alpha channel\n" "[codeblock]\n" "red = Color8(255, 0, 0)\n" "[/codeblock]" msgstr "" "整数による赤、緑、青、そしてアルファのチャンネルから構成される色を返します。" "それぞれのチャンネルには 0 から 255 まで、8 ビットの情報が要ります。\n" "[code]r8[/code] 赤チャンネル\n" "[code]g8[/code] 緑チャンネル\n" "[code]b8[/code] 青チャンネル\n" "[code]a8[/code] アルファチャンネル\n" "[codeblock]\n" "red = Color8(255, 0, 0)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a color according to the standardized [code]name[/code] with " "[code]alpha[/code] ranging from 0 to 1.\n" "[codeblock]\n" "red = ColorN(\"red\", 1)\n" "[/codeblock]\n" "Supported color names are the same as the constants defined in [Color]." msgstr "" "統一化された名前([code]name[/code])と、0 から 1 までのアルファ([code]alpha[/" "code])に合った色を返します。\n" "[codeblock]\n" "red = ColorN(\"red\", 1)\n" "[/codeblock]\n" "サポートされる色の名前は [Color] にて定数として定義されているものと同様です。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the absolute value of parameter [code]s[/code] (i.e. positive " "value).\n" "[codeblock]\n" "a = abs(-1) # a is 1\n" "[/codeblock]" msgstr "" "パラメータ [code]s[/code] の絶対値 (すなわち正の数) を返します。\n" "[codeblock]\n" "a = abs(-1) # a は 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the arc cosine of [code]s[/code] in radians. Use to get the angle of " "cosine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and " "[code]1.0[/code] (inclusive), otherwise, [method acos] will return [constant " "NAN].\n" "[codeblock]\n" "# c is 0.523599 or 30 degrees if converted with rad2deg(s)\n" "c = acos(0.866025)\n" "[/codeblock]" msgstr "" "[code]s[/code] のアークコサインをラジアンで返します。コサイン [code]s[/code] " "の角度を得るのに使えます。 [code]s[/code] は [code]-1.0[/code] および " "[code]1.0[/code] (を含む) 範囲内、それ以外では [method acos] は [constant " "NAN] を返します。\n" "[codeblock]\n" "# c は 0.523599。rad2deg(s) で変換すれば 30 度。\n" "c = acos(0.866025)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the arc sine of [code]s[/code] in radians. Use to get the angle of " "sine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and " "[code]1.0[/code] (inclusive), otherwise, [method asin] will return [constant " "NAN].\n" "[codeblock]\n" "# s is 0.523599 or 30 degrees if converted with rad2deg(s)\n" "s = asin(0.5)\n" "[/codeblock]" msgstr "" "[code]s[/code] のアークサインをラジアンで返します。サイン [code]s[/code] の角" "度を得るのに使えます。[code]s[/code] は [code]-1.0[/code] と [code]1.0[/" "code] (両端を含む) の間にある必要があります。そうでない場合、[method asin] " "は [constant NAN] を返します。\n" "[codeblock]\n" "# s は 0.523599。rad2deg(s) で変換すれば 30 度。\n" "s = asin(0.5)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Asserts that the [code]condition[/code] is [code]true[/code]. If the " "[code]condition[/code] is [code]false[/code], an error is generated. When " "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 push_error] for " "reporting errors to project developers or add-on users.\n" "[b]Note:[/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" "The optional [code]message[/code] argument, if given, is shown in addition " "to the generic \"Assertion failed\" message. You can use this to provide " "additional details about why the assertion failed.\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, \"speed = %f, but the speed limit is 20\" % speed) # Show " "a message with clarifying details\n" "[/codeblock]" msgstr "" "[code]condition[/code] が [code]true[/code] であるとアサートします。もし " "[code]condition[/code] が [code]false[/code] であった場合は、エラーが出力さ" "れ、プログラムは再開されるまで中断されます。debugビルド、もしくはエディタから" "ゲームを走らせている場合にのみ実行されます。これはデバッグのためで、開発中に" "その文が [code]true[/code] であることを確実にするために使用してください。\n" "追加の引数 [code]message[/code] は、与えられたときは、規定の「アサート失敗」" "メッセージにそれを追加して表示します。これはアサートが失敗した理由について、" "より詳しい情報を加えたいときに使えます。\n" "[codeblock]\n" "# speedを 0 から 20 の間に制限したいとします\n" "speed = -10\n" "assert(speed < 20) # 真。プログラムは続行します\n" "assert(speed >= 0) # 偽。プログラムは停止します\n" "assert(speed >= 0 && speed < 20) # ふたつの文をひとつにまとめられます\n" "assert(speed < 20, \"speed = %f ですが、スピード制限は 20 です\" % speed) # " "より詳細なメッセージを表示します\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the arc tangent of [code]s[/code] in radians. Use it to get the " "angle from an angle's tangent in trigonometry: [code]atan(tan(angle)) == " "angle[/code].\n" "The method cannot know in which quadrant the angle should fall. See [method " "atan2] if you have both [code]y[/code] and [code]x[/code].\n" "[codeblock]\n" "a = atan(0.5) # a is 0.463648\n" "[/codeblock]" msgstr "" "[code]s[/code] のアーク タンジェントをラジアンで返します。三角法において、あ" "る角度のタンジェントから元の角度を得るのに使ってください。[code]atan(tan(角" "度)) == 角度[/code]。\n" "このメソッドでは角度の象限がどれなのかまでは分かりません。もし [code]y[/" "code] と [code]x[/code] があるときは [method atan2] を参照してください。\n" "[codeblock]\n" "a = atan(0.5) # a は 0.463648\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle " "of tangent [code]y/x[/code]. To compute the value, the method takes into " "account the sign of both arguments in order to determine the quadrant.\n" "Important note: The Y coordinate comes first, by convention.\n" "[codeblock]\n" "a = atan2(0, -1) # a is 3.141593\n" "[/codeblock]" msgstr "" "[code]y/x[/code] のアーク タンジェントをラジアンで返します。タンジェント " "[code]y/x[/code] の角度を得るのに使用してください。値を計算する際、このメソッ" "ドは象限を決めるため両引数とも符号の有無を考慮に入れます。\n" "重要: 慣例により、Y座標のほうが最初に来ます。\n" "[codeblock]\n" "a = atan2(0, -1) # a は 3.141593\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Decodes a byte array back to a value. When [code]allow_objects[/code] is " "[code]true[/code] decoding objects is allowed.\n" "[b]WARNING:[/b] Deserialized object can contain code which gets executed. Do " "not use this option if the serialized object comes from untrusted sources to " "avoid potential security threats (remote code execution)." msgstr "" "バイト配列をデコードして値に戻します。[code]allow_objects[/code] が " "[code]true[/code] のときは、オブジェクトのデコードを許可します。\n" "[b]警告:[/b] 逆シリアル化されたオブジェクトにコードが含まれていると実行されま" "す。シリアル化されたオブジェクトが信頼できない入手先からのものならば、潜在的" "なセキュリティ上の危険 (遠隔コード実行) を防ぐため、このオプションは使用しな" "いでください。" #: modules/gdscript/doc_classes/@GDScript.xml #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Converts a 2D point expressed in the cartesian coordinate system (X and Y " "axis) to the polar coordinate system (a distance from the origin and an " "angle)." msgstr "" "直交座標系 (X および Y 軸) で表された二次元の位置を、極座標系 (原点からの距離" "と角度) に変換します。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Rounds [code]s[/code] upward (towards positive infinity), returning the " "smallest whole number that is not less than [code]s[/code].\n" "[codeblock]\n" "a = ceil(1.45) # a is 2.0\n" "a = ceil(1.001) # a is 2.0\n" "[/codeblock]\n" "See also [method floor], [method round], [method stepify], and [int]." msgstr "" "[code]s[/code] を切り上げて丸め (正の無限大方向)、[code]s[/code] より大きい整" "数値の中で最小の値を返します。\n" "[codeblock]\n" "a = ceil(1.45) # a は 2\n" "a = ceil(1.001) # a は 2\n" "[/codeblock]\n" "関連項目: [method floor], [method round], [method stepify], [int]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a character as a String of the given Unicode code point (which is " "compatible with ASCII code).\n" "[codeblock]\n" "a = char(65) # a is \"A\"\n" "a = char(65 + 32) # a is \"a\"\n" "a = char(8364) # a is \"€\"\n" "[/codeblock]\n" "This is the inverse of [method ord]." msgstr "" "与えられたUnicodeコードポイントの文字をStringとして返します (ASCIIコードとも" "互換性あり)。\n" "[codeblock]\n" "a = char(65) # a は \"A\"\n" "a = char(65 + 32) # a は \"a\"\n" "a = char(8364) # a は \"€\"\n" "[/codeblock]\n" "これは [method ord] の逆です。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Clamps [code]value[/code] and returns a value not less than [code]min[/code] " "and not more than [code]max[/code].\n" "[codeblock]\n" "a = clamp(1000, 1, 20) # a is 20\n" "a = clamp(-10, 1, 20) # a is 1\n" "a = clamp(15, 1, 20) # a is 15\n" "[/codeblock]" msgstr "" "[code]value[/code] をClampし、[code]min[/code] より多くかつ [code]max[/code] " "より少ない値を返します。\n" "[codeblock]\n" "a = clamp(1000, 1, 20) # a は 20\n" "a = clamp(-10, 1, 20) # a は 1\n" "a = clamp(15, 1, 20) # a は 15\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts from a type to another in the best way possible. The [code]type[/" "code] parameter uses the [enum Variant.Type] values.\n" "[codeblock]\n" "a = Vector2(1, 0)\n" "# Prints 1\n" "print(a.length())\n" "a = convert(a, TYPE_STRING)\n" "# Prints 6 as \"(1, 0)\" is 6 characters\n" "print(a.length())\n" "[/codeblock]" msgstr "" "ある型を他の型へと、できるだけ最善の方法で変換します。[code]type[/code] パラ" "メータには [enum Variant.Type] の値を使用します。\n" "[codeblock]\n" "a = Vector2(1, 0)\n" "# 1 と表示\n" "print(a.length())\n" "a = convert(a, TYPE_STRING)\n" "# \"(1, 0)\" は 6 文字あるので、6 と表示\n" "print(a.length())\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the cosine of angle [code]s[/code] in radians.\n" "[codeblock]\n" "a = cos(TAU) # a is 1.0\n" "a = cos(PI) # a is -1.0\n" "[/codeblock]" msgstr "" "角度 [code]s[/code] のコサインをラジアンで返します。\n" "[codeblock]\n" "a = cos(TAU) # a は 1.0\n" "a = cos(PI) # a は -1.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the hyperbolic cosine of [code]s[/code] in radians.\n" "[codeblock]\n" "print(cosh(1)) # Prints 1.543081\n" "[/codeblock]" msgstr "" "[code]s[/code] のハイパボリック コサインをラジアンで返します。\n" "[codeblock]\n" "print(cosh(1)) # 1.543081 と表示\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "Converts from decibels to linear energy (audio)." msgstr "デシベルからリニア エネルギーに変換します (オーディオ)。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "Deprecated alias for [method step_decimals]." msgstr "[method step_decimals] の非推奨なエイリアス。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "[b]Note:[/b] [code]dectime[/code] has been deprecated and will be removed in " "Godot 4.0, please use [method move_toward] instead.\n" "Returns the result of [code]value[/code] decreased by [code]step[/code] * " "[code]amount[/code].\n" "[codeblock]\n" "a = dectime(60, 10, 0.1)) # a is 59.0\n" "[/codeblock]" msgstr "" "[b]注:[/b] [code]dectime[/code] はGodot 4.0では廃止される予定です。代わりに " "[method move_toward] を使うことを推奨します。\n" "[code]value[/code] から [code]step[/code] * [code]amount[/code] を引いた値を" "返します。\n" "[codeblock]\n" "a = dectime(60, 10, 0.1)) # a = 59.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Compares two values by checking their actual contents, recursing into any " "[Array] or [Dictionary] up to its deepest level.\n" "This compares to [code]==[/code] in a number of ways:\n" "- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/" "code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] " "and [code]==[/code] work the same.\n" "- For [code]Dictionary[/code], [code]==[/code] considers equality if, and " "only if, both variables point to the very same [code]Dictionary[/code], with " "no recursion or awareness of the contents at all.\n" "- For [code]Array[/code], [code]==[/code] considers equality if, and only " "if, each item in the first [code]Array[/code] is equal to its counterpart in " "the second [code]Array[/code], as told by [code]==[/code] itself. That " "implies that [code]==[/code] recurses into [code]Array[/code], but not into " "[code]Dictionary[/code].\n" "In short, whenever a [code]Dictionary[/code] is potentially involved, if you " "want a true content-aware comparison, you have to use [code]deep_equal[/" "code]." msgstr "" "2つの値の実際の内容をチェックして比較します。あらゆる `Array` や " "`Dictionary` を最も深いレベルまでさかのぼって調べます。\n" "これはいくつかの点で [code]==[/code] と対比できます:\n" "- [code]null[/code]、[code]int[/code]、[code]float[/code]、[code]String[/" "code]、[code]Object[/code]、[code]RID[/code]の場合、[code]deep_equal[/code]と" "[code]==[/code]は同じように動作します。\n" "- [code]Dictionary[/code]の場合、[code]==[/code]は再帰や内容を意識することな" "く、両方の変数が全く同じ[code]Dictionary[/code]を指していれば等式とみなしま" "す。\n" "- [code]Array[/code]の場合、[code]==[/code]は、一つ目の[code]Array[/code]の各" "項目が、二つ目の[code]Array[/code]での対応する項目とそれぞれ[code]==[/code]で" "比較したのと同様に等しい限り等式とみなします。これは、[code]==[/code]は" "[code]Array[/code]では再帰しますが、[code]Dictionary[/code]では再帰しないこと" "を意味します。\n" "つまり、[code]Dictionary[/code]が関与する可能性がある場合、本当の意味で内容を" "考慮した比較をしたいのであれば、[code]deep_equal[/code]を使用しなければなりま" "せん。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts an angle expressed in degrees to radians.\n" "[codeblock]\n" "r = deg2rad(180) # r is 3.141593\n" "[/codeblock]" msgstr "" "角度をラジアンに変換して返します。\n" "[codeblock]\n" "# r は 3.141593\n" "r = deg2rad(180)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts a dictionary (previously created with [method inst2dict]) back to " "an instance. Useful for deserializing." msgstr "" "[method inst2dict]によってインスタンスから生成された辞書を、元のインスタンス" "に変換して返します。デシリアライズするのに便利です。" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns an \"eased\" value of [code]x[/code] based on an easing function " "defined with [code]curve[/code]. This easing function is based on an " "exponent. The [code]curve[/code] can be any floating-point number, with " "specific values leading to the following behaviors:\n" "[codeblock]\n" "- Lower than -1.0 (exclusive): Ease in-out\n" "- 1.0: Linear\n" "- Between -1.0 and 0.0 (exclusive): Ease out-in\n" "- 0.0: Constant\n" "- Between 0.0 to 1.0 (exclusive): Ease out\n" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." msgstr "" "[code]curve[/code] で定義されたイージング関数に基づいて、[code]x[/code] の" "「イージングされた」値を返します。このイージング関数は、指数に基づきます。" "[code]curve[/code]はいかなる浮動小数点数でも指定でき、特定の値で下記のような" "動作をします:\n" "[codeblock]\n" "- -1.0 未満: イーズインアウト\n" "- 1.0: 直線\n" "- -1.0 超えから 0.0 未満: イーズアウトイン\n" "- 0.0: 不変\n" "- 0.0 超えから 1.0 未満: イーズイン\n" "- 1.0: 直線\n" "- 1.0 超え: イーズアウト\n" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" "ease_cheatsheet.png]ease() 曲線値チートシート[/url]\n" "[method smoothstep] も参照してください。より高度なトランジションを行う必要が" "ある場合は、 [Tween] や [AnimationPlayer] を使用してください。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "The natural exponential function. It raises the mathematical constant [b]e[/" "b] to the power of [code]s[/code] and returns it.\n" "[b]e[/b] has an approximate value of 2.71828, and can be obtained with " "[code]exp(1)[/code].\n" "For exponents to other bases use the method [method pow].\n" "[codeblock]\n" "a = exp(2) # Approximately 7.39\n" "[/codeblock]" msgstr "" "自然対数関数。定数 [b]e[/b] を [code]s[/code] 乗した数を返します。\n" "[b]e[/b] の値は約 2.71828 で、[code]exp(1)[/code] で得られます。\n" "その他の底による冪乗をするには [method pow] メソッドを使用してください。\n" "[codeblock]\n" "a = exp(2) # およそ 7.39\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Rounds [code]s[/code] downward (towards negative infinity), returning the " "largest whole number that is not more than [code]s[/code].\n" "[codeblock]\n" "a = floor(2.45) # a is 2.0\n" "a = floor(2.99) # a is 2.0\n" "a = floor(-2.99) # a is -3.0\n" "[/codeblock]\n" "See also [method ceil], [method round], [method stepify], and [int].\n" "[b]Note:[/b] This method returns a float. If you need an integer and " "[code]s[/code] is a non-negative number, you can use [code]int(s)[/code] " "directly." msgstr "" "[code]s[/code] を整数に切り捨てて丸め (負の無限大方向)、[code]s[/code] より小" "さい整数の中で最大の値を返します。\n" "[codeblock]\n" "a = floor(2.99) # a は 2.0\n" "a = floor(-2.99) # a は -3.0\n" "[/codeblock]\n" "関連項目: [method ceil], [method round], [method stepify], and [int]\n" "[b]注:[/b] このメソッドは浮動小数点数で返します。\n" "もし整数が必要であれば、[code]s[/code]が正の数なら直接 [code]int(s)[/code] を" "使うことができます。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the floating-point remainder of [code]a/b[/code], keeping the sign " "of [code]a[/code].\n" "[codeblock]\n" "r = fmod(7, 5.5) # r is 1.5\n" "[/codeblock]\n" "For the integer remainder operation, use the % operator." msgstr "" "[code]a/b[/code] の剰余を浮動小数点数で返します。符号は [code]a[/code] のもの" "と同じになります。\n" "[codeblock]\n" "var remainder = fmod(7, 5.5) # 余りは 1.5\n" "[/codeblock]\n" "整数による剰余計算をするには、% オペレータを使用してください。" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns the floating-point modulus of [code]a/b[/code] that wraps equally in " "positive and negative.\n" "[codeblock]\n" "for i in 7:\n" " var x = 0.5 * i - 1.5\n" " print(\"%4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)])\n" "[/codeblock]\n" "Produces:\n" "[codeblock]\n" "-1.5 -0.0 0.0\n" "-1.0 -1.0 0.5\n" "-0.5 -0.5 1.0\n" " 0.0 0.0 0.0\n" " 0.5 0.5 0.5\n" " 1.0 1.0 1.0\n" " 1.5 0.0 0.0\n" "[/codeblock]" msgstr "" "[code]a/b[/code] の剰余を浮動小数点数で返します。符号は除数と同一です。\n" "[codeblock]\n" "var i = -6\n" "while i < 5:\n" " prints(i, fposmod(i, 3))\n" " i += 1\n" "[/codeblock]\n" "結果:\n" "[codeblock]\n" "-6 0\n" "-5 1\n" "-4 2\n" "-3 0\n" "-2 1\n" "-1 2\n" "0 0\n" "1 1\n" "2 2\n" "3 0\n" "4 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a reference to the specified function [code]funcname[/code] in the " "[code]instance[/code] node. As functions aren't first-class objects in " "GDscript, use [code]funcref[/code] to store a [FuncRef] in a variable and " "call it later.\n" "[codeblock]\n" "func foo():\n" " return(\"bar\")\n" "\n" "a = funcref(self, \"foo\")\n" "print(a.call_func()) # Prints bar\n" "[/codeblock]" msgstr "" "ノードインスタンス [code]instance[/code] にある指定された関数名 " "[code]funcname[/code] への参照を返します。GDScriptでは関数は第一級オブジェク" "トではないため、[code]funcref[/code] で変数に [FuncRef] を格納してから、後で" "それを呼び出してください。\n" "[codeblock]\n" "func foo():\n" " return(\"bar\")\n" "\n" "a = funcref(self, \"foo\")\n" "print(a.call_func()) # bar と表示\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns an array of dictionaries representing the current call stack.\n" "[codeblock]\n" "func _ready():\n" " foo()\n" "\n" "func foo():\n" " bar()\n" "\n" "func bar():\n" " print(get_stack())\n" "[/codeblock]\n" "would print\n" "[codeblock]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" "[/codeblock]" msgstr "" "現在のコールスタックを辞書の配列として返します。\n" "[codeblock]\n" "func _ready():\n" " foo()\n" "\n" "func foo():\n" " bar()\n" "\n" "func bar():\n" " print(get_stack())\n" "[/codeblock]\n" "は次にように表示\n" "[codeblock]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the integer hash of the variable passed.\n" "[codeblock]\n" "print(hash(\"a\")) # Prints 177670\n" "[/codeblock]" msgstr "" "渡された変数のハッシュを整数として返します。\n" "[codeblock]\n" "print(hash(\"a\")) # 177670 と表示\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the passed instance converted to a dictionary (useful for " "serializing).\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" " var d = inst2dict(self)\n" " print(d.keys())\n" " print(d.values())\n" "[/codeblock]\n" "Prints out:\n" "[codeblock]\n" "[@subpath, @path, foo]\n" "[, res://test.gd, bar]\n" "[/codeblock]" msgstr "" "渡されたインスタンスを辞書に変換して返します (シリアライズに便利)。\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" " var d = inst2dict(self)\n" " print(d.keys())\n" " print(d.values())\n" "[/codeblock]\n" "表示:\n" "[codeblock]\n" "[@subpath, @path, foo]\n" "[, res://test.gd, bar]\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the Object that corresponds to [code]instance_id[/code]. All Objects " "have a unique instance ID.\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" " var id = get_instance_id()\n" " var inst = instance_from_id(id)\n" " print(inst.foo) # Prints bar\n" "[/codeblock]" msgstr "" "インスタンスID [code]instance_id[/code] に一致した Object を返します。すべて" "の Object は固有のインスタンスIDを持ちます。\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" " var id = get_instance_id()\n" " var inst = instance_from_id(id)\n" " print(inst.foo) # bar と表示\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns an interpolation or extrapolation factor considering the range " "specified in [code]from[/code] and [code]to[/code], and the interpolated " "value specified in [code]weight[/code]. The returned value will be between " "[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " "[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " "located outside this range, then an extrapolation factor will be returned " "(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). " "Use [method clamp] on the result of [method inverse_lerp] if this is not " "desired.\n" "[codeblock]\n" "# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" "[/codeblock]\n" "See also [method lerp] which performs the reverse of this operation, and " "[method range_lerp] to map a continuous series of values to another." msgstr "" "[code]from[/code] と [code]to[/code] で指定された範囲と、[code]weight[/code] " "で指定された補間値を考慮した、補間または外挿の係数を返します。[code]weight[/" "code] が [code]from[/code] と [code]to[/code] の間 (これらも含む) であれば、" "返される値は[code]0.0[/code] から [code]1.0[/code] の間になります。" "[code]weight[/code] がこの範囲外に位置する場合は、外挿係数が返されます (戻り" "値は [code]0.0[/code] より小さいか、[code]1.0[/code] より大きい)。\n" "[codeblock]\n" "# 以下の`lerp()`の呼び出しにおける補間比率は0.75です。\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` は現在 27.5 です。\n" "# 元の比率を忘れたとして、元に戻したいとします。\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` は 0.75 になります。\n" "[/codeblock]\n" "この操作の逆を行う [method lerp] も参照してください。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns [code]true[/code] if [code]a[/code] and [code]b[/code] are " "approximately equal to each other.\n" "Here, approximately equal means that [code]a[/code] and [code]b[/code] are " "within a small internal epsilon of each other, which scales with the " "magnitude of the numbers.\n" "Infinity values of the same sign are considered equal." msgstr "" "[code]a[/code] と [code]b[/code] が互いにほぼ等しい場合、[code]true[/code] を" "返します。\n" "ここで、ほぼ等しいとは、[code]a[/code] と [code]b[/code] が互いに小さな内部イ" "プシロン値 (数の大きさにより変わる) の範囲内にあることを意味します。\n" "同じ符号の無限大の値は等しいとみなされます。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns whether [code]s[/code] is an infinity value (either positive " "infinity or negative infinity)." msgstr "" "[code]s[/code] が無限大かどうかを返します (正の無限大か負の無限大かにかかわら" "ず)。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns whether [code]instance[/code] is a valid object (e.g. has not been " "deleted from memory)." msgstr "" "[code]instance[/code] が有効なオブジェクト (まだメモリから消去されていない) " "かどうかを返します。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns whether [code]s[/code] is a NaN (\"Not a Number\" or invalid) value." msgstr "" "[code]s[/code] が NaN (Not-A-Number, 非数) 値であるかどうかを返します。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns [code]true[/code] if [code]s[/code] is zero or almost zero.\n" "This method is faster than using [method is_equal_approx] with one value as " "zero." msgstr "" "[code]s[/code] がゼロあるいは、ほぼゼロであれば [code]true[/code] を返しま" "す。\n" "[method is_equal_approx] の一方の値をゼロにして使用するよりも、このメソッドの" "ほうが高速です。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns length of Variant [code]var[/code]. Length is the character count of " "String, element count of Array, size of Dictionary, etc.\n" "[b]Note:[/b] Generates a fatal error if Variant can not provide a length.\n" "[codeblock]\n" "a = [1, 2, 3, 4]\n" "len(a) # Returns 4\n" "[/codeblock]" msgstr "" "Variant [code]var[/code] の長さを返します。String の文字数、Array の要素数、" "Dictionary のサイズ、など。\n" "[b]注:[/b] もし Variant が長さを用意できないときは、致命的なエラーが発生しま" "す。\n" "[codeblock]\n" "a = [1, 2, 3, 4]\n" "len(a) # 4 を返す\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Linearly interpolates between two values by the factor defined in " "[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " "between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " "outside this range are allowed and can be used to perform [i]extrapolation[/" "i]. Use [method clamp] on the result of [method lerp] if this is not " "desired.\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " "return value will be of the same type ([code]lerp[/code] then calls the " "vector type's [code]linear_interpolate[/code] method).\n" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" "[/codeblock]\n" "See also [method inverse_lerp] which performs the reverse of this operation. " "To perform eased interpolation with [method lerp], combine it with [method " "ease] or [method smoothstep]. See also [method range_lerp] to map a " "continuous series of values to another." msgstr "" "2つの値および正規化された値から線形補間します。これは [method inverse_lerp] " "の逆です。\n" "引数 [code]from[/code] と [code]to[/code] の型が [int] あるいは [float] の場" "合、戻り値は [float] になります。\n" "もし2つとも同じベクトル型 ([Vector2]、[Vector3] あるいは [Color]) の場合、戻" "り値はそれと同じ型になります (このとき [code]lerp[/code] はそのベクトル型の " "[code]lerp[/code] メソッドを呼び出します)。\n" "[codeblock]\n" "lerp(0, 4, 0.75) # 3.0 を返す\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Vector2(2, 3.5) を返す\n" "[/codeblock]\n" "線形補間は [code]weight[/code]で定められた値をもとに行われます。 " "[code]weight[/code]は[code]0.0[/code]以上[code]1.0[/code]以下の数値である必要" "がありますが、この範囲を逸脱した値も [i]extrapolation[/i]では使うことができま" "す。" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " "around [constant @GDScript.TAU]. To perform eased interpolation with [method " "lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" "func _process(delta):\n" " var min_angle = deg2rad(0.0)\n" " var max_angle = deg2rad(90.0)\n" " rotation = lerp_angle(min_angle, max_angle, elapsed)\n" " elapsed += delta\n" "[/codeblock]\n" "[b]Note:[/b] This method lerps through the shortest path between [code]from[/" "code] and [code]to[/code]. However, when these two angles are approximately " "[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not " "obvious which way they lerp due to floating-point precision errors. For " "example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, " "while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise." msgstr "" "正規化された値によって2つの角度 (ラジアン) 間を線形補間します。\n" "[method lerp] と似ていますが、 [constant @GDScript.TAU] を振り切れたときでも" "正しく補間できます。 [method lerp_angle]でイージングをかけた線形補間を行うに" "は、 [method ease]もしくは[method smoothstep]と組み合わせて使ってください。\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" "func _process(delta):\n" " var min_angle = deg2rad(0.0)\n" " var max_angle = deg2rad(90.0)\n" " rotation = lerp_angle(min_angle, max_angle, elapsed)\n" " elapsed += delta\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts from linear energy to decibels (audio). This can be used to " "implement volume sliders that behave as expected (since volume isn't " "linear). Example:\n" "[codeblock]\n" "# \"Slider\" refers to a node that inherits Range such as HSlider or " "VSlider.\n" "# Its range must be configured to go from 0 to 1.\n" "# Change the bus name if you'd like to change the volume of a specific bus " "only.\n" "AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), " "linear2db($Slider.value))\n" "[/codeblock]" msgstr "" "リニア エネルギーからデシベル (オーディオ) へ変換します。これは音量スライダー" "を見た目通り機能させるのに使えます (音量はリニアではないため)。例:\n" "[codeblock]\n" "# \"Slider\" は HSlider や VSlider のような Range を継承したノード。\n" "# 範囲は 0 から 1 までに設定する必要があります。\n" "# 特定のバスの音量を変えたいときは、この中のバス名を変更してください。\n" "AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), " "linear2db($Slider.value))\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Loads a resource from the filesystem located at [code]path[/code]. The " "resource is loaded on the method call (unless it's referenced already " "elsewhere, e.g. in another script or in the scene), which might cause slight " "delay, especially when loading 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 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 local path will just return " "[code]null[/code].\n" "This method is a simplified version of [method ResourceLoader.load], which " "can be used for more advanced scenarios." msgstr "" "ファイルシステムの [code]path[/code] にあるリソースを読み込みます。リソースは" "メソッド呼び出し時にロードされるので (他のスクリプトやシーン内などの、他の場" "所ですでに参照されている場合を除く)、特にシーンをロードする際に、若干の遅延が" "発生する可能性があります。何かを複数回ロードする際に不要な遅延を避けるために" "は、リソースを変数に格納するか、[method preload] を使用してください。\n" "[b]注:[/b] リソースのパスは、ファイルシステム ドック内にあるリソースを右ク" "リックして、\"パスをコピー\" を選べば得られます。\n" "[codeblock]\n" "# プロジェクト ディレクトリのルートにある main という名前のシーンを読み込む\n" "var main = load(\"res://main.tscn\")\n" "[/codeblock]\n" "[b]重要:[/b] 絶対パスである必要があり、相対パスだと単に [code]null[/code] を" "返します。\n" "このメソッドは [method ResourceLoader.load]を単純化したバージョンです。より高" "度な処理をするには [method ResourceLoader.load]を使うことができます。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Natural logarithm. The amount of time needed to reach a certain level of " "continuous growth.\n" "[b]Note:[/b] This is not the same as the \"log\" function on most " "calculators, which uses a base 10 logarithm.\n" "[codeblock]\n" "log(10) # Returns 2.302585\n" "[/codeblock]\n" "[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], " "while negative values return [code]-nan[/code]." msgstr "" "自然対数。連続的な増加において、特定の位置に達するまでに必要な時間です。\n" "[b]注:[/b] ほとんどの計算機についている log 関数は、底が 10 なので、これと異" "なります。\n" "[codeblock]\n" "log(10) # 2.302585 を返す\n" "[/codeblock]\n" "[b]注:[/b] [code]0[/code] の対数は [code]-inf[/code] を返し、負数の対数は " "[code]-nan[/code] を返します。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the maximum of two values.\n" "[codeblock]\n" "max(1, 2) # Returns 2\n" "max(-3.99, -4) # Returns -3.99\n" "[/codeblock]" msgstr "" "2つの値のうち最大値を返します。\n" "[codeblock]\n" "max(1, 2) # 2 と返す\n" "max(-3.99, -4) # -3.99 と返す\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the minimum of two values.\n" "[codeblock]\n" "min(1, 2) # Returns 1\n" "min(-3.99, -4) # Returns -4\n" "[/codeblock]" msgstr "" "2つの値のうち最小値を返します。\n" "[codeblock]\n" "min(1, 2) # 1 と返す\n" "min(-3.99, -4) # -4 と返す\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Moves [code]from[/code] toward [code]to[/code] by the [code]delta[/code] " "value.\n" "Use a negative [code]delta[/code] value to move away.\n" "[codeblock]\n" "move_toward(5, 10, 4) # Returns 9\n" "move_toward(10, 5, 4) # Returns 6\n" "move_toward(10, 5, -1.5) # Returns 11.5\n" "[/codeblock]" msgstr "" "[code]delta[/code] の分だけ [code]from[/code] から [code]to[/code] に移動させ" "ます。\n" "負数の [code]delta[/code] を使うと遠ざかります。\n" "[codeblock]\n" "move_toward(5, 10, 4) # 9 を返す\n" "move_toward(10, 5, 4) # 6 を返す\n" "move_toward(10, 5, -1.5) # 11.5 を返す\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the nearest equal or larger power of 2 for integer [code]value[/" "code].\n" "In other words, returns the smallest value [code]a[/code] where [code]a = " "pow(2, n)[/code] such that [code]value <= a[/code] for some non-negative " "integer [code]n[/code].\n" "[codeblock]\n" "nearest_po2(3) # Returns 4\n" "nearest_po2(4) # Returns 4\n" "nearest_po2(5) # Returns 8\n" "\n" "nearest_po2(0) # Returns 0 (this may not be what you expect)\n" "nearest_po2(-1) # Returns 0 (this may not be what you expect)\n" "[/codeblock]\n" "[b]WARNING:[/b] Due to the way it is implemented, this function returns " "[code]0[/code] rather than [code]1[/code] for non-positive values of " "[code]value[/code] (in reality, 1 is the smallest integer power of 2)." msgstr "" "整数の[code]value[/code]について、等しいか最も近い2の累乗数を返します。\n" "言い換えれば、いくつかの非負の整数[code]n[/code]に対して[code]value <= a[/" "code]となるような、[code]a = pow(2, n)[/code]の最小値[code]a[/code]を返しま" "す。\n" "[codeblock]\n" "nearest_po2(3) # 返り値は 4\n" "nearest_po2(4) # 返り値は 4\n" "nearest_po2(5) # 返り値は 8\n" "\n" "nearest_po2(0) # 返り値は 0 (予想とは違うかもしれません)\n" "nearest_po2(-1) # 返り値は 0 (予想とは違うかもしれません)\n" "[/codeblock]\n" "[b]警告:[/b] 実装方法の関係で、この関数は[code]value[/code]の非正の値に対して" "[code]1[/code]ではなく[code]0[/code]を返します (実際には整数のおける2の累乗の" "最小値は1です)。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns an integer representing the Unicode code point of the given Unicode " "character [code]char[/code].\n" "[codeblock]\n" "a = ord(\"A\") # a is 65\n" "a = ord(\"a\") # a is 97\n" "a = ord(\"€\") # a is 8364\n" "[/codeblock]\n" "This is the inverse of [method char]." msgstr "" "Unicode文字 [code]char[/code] のUnicodeコードポイントを整数で返します。\n" "[codeblock]\n" "a = ord(\"A\") # a は 65\n" "a = ord(\"a\") # a は 97\n" "a = ord(\"€\") # a は 8364\n" "[/codeblock]\n" "これは [method char] の逆です。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Parse JSON text to a Variant. (Use [method typeof] to check if the Variant's " "type is what you expect.)\n" "[b]Note:[/b] The JSON specification does not define integer or float types, " "but only a [i]number[/i] type. Therefore, parsing a JSON text will convert " "all numerical values to [float] types.\n" "[b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, " "thus, you should not rely on keys being in a certain order if a dictionary " "is constructed from JSON. In contrast, JSON arrays retain the order of their " "elements:\n" "[codeblock]\n" "var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n" "if typeof(p.result) == TYPE_ARRAY:\n" " print(p.result[0]) # Prints \"hello\"\n" "else:\n" " push_error(\"Unexpected results.\")\n" "[/codeblock]\n" "See also [JSON] for an alternative way to parse JSON text." msgstr "" "JSONテキストをパースしてVariantにします (正しいかどうかは [method typeof] で" "確認してください)。\n" "[b]注:[/b] JSONの規格で定義されているのは [i]number[/i] (数値型)のみで、整数" "型と浮動小数点数型は無いので気をつけてください。そのため、JSONテキストをパー" "スする際は、すべての数値型は [float] 型に変換されます。\n" "[b]注:[/b] Godotの辞書と異なり、JSONオブジェクトはキーの順序を保持しないの" "で、JSONから作成された辞書のキー順序は信頼してはいけません。その一方でJSONの" "配列は、要素の順序を維持します:\n" "[codeblock]\n" "p = parse_json('[\"a\", \"b\", \"c\"]')\n" "if typeof(p) == TYPE_ARRAY:\n" " print(p[0]) # a と表示\n" "else:\n" " print(\"想定外の結果\")\n" "[/codeblock]\n" "JSONテキストをパースする他の方法については [JSON] を参照してください。" #: modules/gdscript/doc_classes/@GDScript.xml #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Converts a 2D point expressed in the polar coordinate system (a distance " "from the origin [code]r[/code] and an angle [code]th[/code]) to the " "cartesian coordinate system (X and Y axis)." msgstr "" "極座標系 (原点からの距離 [code]r[/code] と角度 [code]th[/code] からなる) にお" "ける二次元の点を、デカルト座標系 (X および Y 軸) に変換します。" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns the integer modulus of [code]a/b[/code] that wraps equally in " "positive and negative.\n" "[codeblock]\n" "for i in range(-3, 4):\n" " print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n" "[/codeblock]\n" "Produces:\n" "[codeblock]\n" "-3 0 0\n" "-2 -2 1\n" "-1 -1 2\n" " 0 0 0\n" " 1 1 1\n" " 2 2 2\n" " 3 0 0\n" "[/codeblock]" msgstr "" "[code]a/b[/code] の剰余を整数で返します。符号は除数と同一です。\n" "[codeblock]\n" "var i = -6\n" "while i < 5:\n" " prints(i, posmod(i, 3))\n" " i += 1\n" "[/codeblock]\n" "結果:\n" "[codeblock]\n" "-6 0\n" "-5 1\n" "-4 2\n" "-3 0\n" "-2 1\n" "-1 2\n" "0 0\n" "1 1\n" "2 2\n" "3 0\n" "4 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns the result of [code]base[/code] raised to the power of [code]exp[/" "code].\n" "[codeblock]\n" "pow(2, 5) # Returns 32.0\n" "[/codeblock]" msgstr "" "[code]x[/code] を [code]y[/code] 乗した結果を返します。\n" "[codeblock]\n" "pow(2, 5) # 32 と返す\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a [Resource] from the filesystem located at [code]path[/code]. The " "resource is loaded during script parsing, i.e. is loaded with the script and " "[method preload] effectively acts as a reference to that resource. Note that " "the method requires a constant path. 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 script.\n" "[codeblock]\n" "# Instance a scene.\n" "var diamond = preload(\"res://diamond.tscn\").instance()\n" "[/codeblock]" msgstr "" "[code]path[/code] にあるファイルシステムから [Resource] を返します。リソース" "はスクリプトの解析中にロードされ、すなわちスクリプトと共にロードされます。" "[method preload] は実質的にそのリソースへの参照として機能します。メソッドは定" "数のパスを必要とすることに注意してください。動的 / 変数パスからリソースをロー" "ドしたい場合は、[method load] を使用してください。\n" "[b]注: [/b]リソースのパスは、アセットパネル上でリソースを右クリックして「パス" "をコピー」を選択するか、ファイルシステム ドックからスクリプトにファイルをド" "ラッグすることで取得することができます。\n" "[codeblock]\n" "# シーンをインスタンス化\n" "var diamond = preload(\"res://diamond.tscn\").instance()\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts one or more arguments of any type to string in the best way " "possible and prints them to the console.\n" "[codeblock]\n" "a = [1, 2, 3]\n" "print(\"a\", \"=\", a) # Prints a=[1, 2, 3]\n" "[/codeblock]\n" "[b]Note:[/b] Consider using [method push_error] and [method push_warning] to " "print error and warning messages instead of [method print]. This " "distinguishes them from print messages used for debugging purposes, while " "also displaying a stack trace when an error or warning is printed." msgstr "" "任意の型の1つまたは複数の引数を、可能な限り最適な方法で文字列に変換し、コン" "ソールに表示します。\n" "[codeblock]\n" "a = [1, 2, 3]\n" "print(\"a\", \"=\", a) # a=[1, 2, 3] と表示\n" "[/codeblock]\n" "[b]注:[/b] エラーや警告メッセージの表示には、[method print]の代わりに、" "[method push_error]や[method push_warning]の使用を検討してください。これによ" "り、デバッグ用のメッセージと区別することができ、また、エラーや警告が表示され" "たときにスタックトレースを表示することができます。" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Like [method print], but includes the current stack frame when running with " "the debugger turned on.\n" "Output in the console would look something like this:\n" "[codeblock]\n" "Test print\n" " At: res://test.gd:15:_process()\n" "[/codeblock]" msgstr "" "コード位置のスタックトラックを表示します。デバッガを有効にして実行した時にの" "み動作します。\n" "コンソール内での出力はこのようになります:\n" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Prints a stack track at code location, only works when running with debugger " "turned on.\n" "Output in the console would look something like this:\n" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]" msgstr "" "コード位置のスタックトラックを表示します。デバッガを有効にして実行した時にの" "み動作します。\n" "コンソール内での出力はこのようになります:\n" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Prints one or more arguments to strings in the best way possible to standard " "error line.\n" "[codeblock]\n" "printerr(\"prints to stderr\")\n" "[/codeblock]" msgstr "" "ひとつ又は複数の引数を、可能なかぎり最適な方法で文字列に変換してから標準エ" "ラーとして出力します。\n" "[codeblock]\n" "printerr(\"stderr に出力\")\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Prints one or more arguments to strings in the best way possible to console. " "No newline is added at the end.\n" "[codeblock]\n" "printraw(\"A\")\n" "printraw(\"B\")\n" "# Prints AB\n" "[/codeblock]\n" "[b]Note:[/b] Due to limitations with Godot's built-in console, this only " "prints to the terminal. If you need to print in the editor, use another " "method, such as [method print]." msgstr "" "ひとつ又は複数の引数を、可能なかぎり最適な方法で文字列に変換してからコンソー" "ルに表示します。一番最後に改行が追加されません。\n" "[codeblock]\n" "printraw(\"A\")\n" "printraw(\"B\")\n" "# AB と出力\n" "[/codeblock]\n" "[b]注:[/b] Godotの内蔵コンソールに関する制限により、これはターミナルに対して" "のみ出力します。もしエディタ上で表示する必要がある場合は、[method print] など" "の他の関数を利用してください。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Prints one or more arguments to the console with a space between each " "argument.\n" "[codeblock]\n" "prints(\"A\", \"B\", \"C\") # Prints A B C\n" "[/codeblock]" msgstr "" "ひとつ又は複数の引数を、それぞれの間に空白を入れてコンソールに表示します。\n" "[codeblock]\n" "prints(\"A\", \"B\", \"C\") # A B Cと出力\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Prints one or more arguments to the console with a tab between each " "argument.\n" "[codeblock]\n" "printt(\"A\", \"B\", \"C\") # Prints A B C\n" "[/codeblock]" msgstr "" "ひとつ又は複数の引数を、それぞれの間にタブを入れてコンソールに表示します。\n" "[codeblock]\n" "printt(\"A\", \"B\", \"C\") # A B Cと出力\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Pushes an error message to Godot's built-in debugger and to the OS " "terminal.\n" "[codeblock]\n" "push_error(\"test error\") # Prints \"test error\" to debugger and terminal " "as error call\n" "[/codeblock]\n" "[b]Note:[/b] Errors printed this way will not pause project execution. To " "print an error message and pause project execution in debug builds, use " "[code]assert(false, \"test error\")[/code] instead." msgstr "" "Godotの内蔵デバッガおよびOSターミナルにエラーメッセージを出します。\n" "[codeblock]\n" "push_error(\"test error\") # \"test error\" をエラーコールとしてデバッガと" "ターミナルに出力\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Pushes a warning message to Godot's built-in debugger and to the OS " "terminal.\n" "[codeblock]\n" "push_warning(\"test warning\") # Prints \"test warning\" to debugger and " "terminal as warning call\n" "[/codeblock]" msgstr "" "Godotの内蔵デバッガおよびOSターミナルに警告メッセージを出します。\n" "[codeblock]\n" "push_warning(\"test warning\") # \"test warning\" を警告コールとしてデバッガ" "とターミナルに出力\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Converts an angle expressed in radians to degrees.\n" "[codeblock]\n" "rad2deg(0.523599) # Returns 30.0\n" "[/codeblock]" msgstr "" "ラジアンで表された角度を度に変換します。\n" "[codeblock]\n" "rad2deg(0.523599) # 30 と返す\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns a random floating point value between [code]from[/code] and " "[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" "[/codeblock]\n" "[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" "[code]from[/code] から [code]to[/code] までの間で、ランダムな値を浮動小数点数" "として生成します。\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # 0.135591 0.405263 のように出力\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Random from seed: pass a [code]seed[/code], and an array with both number " "and new seed is returned. \"Seed\" here refers to the internal state of the " "pseudo random number generator. The internal state of the current " "implementation is 64 bits." msgstr "" "シードによるランダムです: [code]seed[/code] を渡すと、数値と新しいシードから" "なる配列を返します。ここでいう「シード」とは、疑似乱数生成器の内部状態を指し" "ます。現在の実装における内部状態は64ビットです。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a random floating point value on the interval [code][0, 1][/code].\n" "[codeblock]\n" "randf() # Returns e.g. 0.375671\n" "[/codeblock]" msgstr "" "区間 [code][0, 1][/code] の中でランダムな浮動小数点数を返します。\n" "[codeblock]\n" "randf() # 0.375671 のように返る\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns a random unsigned 32-bit integer. Use remainder to obtain a random " "value in the interval [code][0, N - 1][/code] (where N is smaller than " "2^32).\n" "[codeblock]\n" "randi() # Returns random integer between 0 and 2^32 - 1\n" "randi() % 20 # Returns random integer between 0 and 19\n" "randi() % 100 # Returns random integer between 0 and 99\n" "randi() % 100 + 1 # Returns random integer between 1 and 100\n" "[/codeblock]" msgstr "" "ランダムな符号なし32bit整数を返します。区間 [code][0, N - 1][/code] (N は " "2^32 より小さいこと) の中でランダムな値を得るには、剰余を使ってください。\n" "[codeblock]\n" "randi() # 0 から 2^32 - 1 までのランダムな整数を返す\n" "randi() % 20 # 0 から 19 までのランダムな整数を返す\n" "randi() % 100 # 0 から 99 までのランダムな整数を返す\n" "randi() % 100 + 1 # 1 から 100 までのランダムな整数を返す\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Randomizes the seed (or the internal state) of the random number generator. " "Current implementation reseeds using a number based on time.\n" "[codeblock]\n" "func _ready():\n" " randomize()\n" "[/codeblock]" msgstr "" "乱数生成器のシード (内部状態とも) をランダム化します。現在の実装では、時間を" "元にした数字からシードを再設定します。\n" "[codeblock]\n" "func _ready():\n" " randomize()\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns an array with the given range. [method range] can be called in three " "ways:\n" "[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " "stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " "[b]exclusive[/b].\n" "[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " "steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" "code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " "respectively.\n" "[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " "increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " "[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " "[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" "code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " "[code]0[/code], an error message is printed.\n" "[method range] converts all arguments to [int] before processing.\n" "[b]Note:[/b] Returns an empty array if no value meets the value constraint " "(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" "Examples:\n" "[codeblock]\n" "print(range(4)) # Prints [0, 1, 2, 3]\n" "print(range(2, 5)) # Prints [2, 3, 4]\n" "print(range(0, 6, 2)) # Prints [0, 2, 4]\n" "print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" "for i in range(array.size(), 0, -1):\n" " print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" "9\n" "6\n" "3\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]" "[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If " "[code]value[/code] is outside [code][istart, istop][/code], then the " "resulting value will also be outside [code][ostart, ostop][/code]. Use " "[method clamp] on the result of [method range_lerp] if this is not desired.\n" "[codeblock]\n" "range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n" "[/codeblock]\n" "For complex use cases where you need multiple ranges, consider using [Curve] " "or [Gradient] instead." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Rounds [code]s[/code] to the nearest whole number, with halfway cases " "rounded away from zero.\n" "[codeblock]\n" "a = round(2.49) # a is 2.0\n" "a = round(2.5) # a is 3.0\n" "a = round(2.51) # a is 3.0\n" "[/codeblock]\n" "See also [method floor], [method ceil], [method stepify], and [int]." msgstr "" "[code]s[/code] にもっとも近い整数値を返します。端数は小数点以下切り上げで丸め" "ます。\n" "[codeblock]\n" "round(2.6) # 3 と返す\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Sets seed for the random number generator.\n" "[codeblock]\n" "my_seed = \"Godot Rocks\"\n" "seed(my_seed.hash())\n" "[/codeblock]" msgstr "" "乱数生成器用のシードを設定します。\n" "[codeblock]\n" "my_seed = \"Godot Rocks\"\n" "seed(my_seed.hash())\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the sign of [code]s[/code]: -1 or 1. Returns 0 if [code]s[/code] is " "0.\n" "[codeblock]\n" "sign(-6) # Returns -1\n" "sign(0) # Returns 0\n" "sign(6) # Returns 1\n" "[/codeblock]" msgstr "" "[code]s[/code] の符号を -1 か 1 で返します。もし [code]s[/code] が 0 ならば " "0 を返します。\n" "[codeblock]\n" "sign(-6) # 返り値は -1\n" "sign(0) # 返り値は 0\n" "sign(6) # 返り値は 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the sine of angle [code]s[/code] in radians.\n" "[codeblock]\n" "sin(0.523599) # Returns 0.5\n" "[/codeblock]" msgstr "" "角度 [code]s[/code] のサインをラジアンで返します。\n" "[codeblock]\n" "sin(0.523599) # 返り値は 0.5\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the hyperbolic sine of [code]s[/code].\n" "[codeblock]\n" "a = log(2.0) # Returns 0.693147\n" "sinh(a) # Returns 0.75\n" "[/codeblock]" msgstr "" "[code]s[/code] のハイパボリック サインを返します。\n" "[codeblock]\n" "a = log(2.0) # 返り値は 0.693147\n" "sinh(a) # 返り値は 0.75\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns the result of smoothly interpolating the value of [code]s[/code] " "between [code]0[/code] and [code]1[/code], based on the where [code]s[/code] " "lies with respect to the edges [code]from[/code] and [code]to[/code].\n" "The return value is [code]0[/code] if [code]s <= from[/code], and [code]1[/" "code] if [code]s >= to[/code]. If [code]s[/code] lies between [code]from[/" "code] and [code]to[/code], the returned value follows an S-shaped curve that " "maps [code]s[/code] between [code]0[/code] and [code]1[/code].\n" "This S-shaped curve is the cubic Hermite interpolator, given by [code]f(y) = " "3*y^2 - 2*y^3[/code] where [code]y = (x-from) / (to-from)[/code].\n" "[codeblock]\n" "smoothstep(0, 2, -5.0) # Returns 0.0\n" "smoothstep(0, 2, 0.5) # Returns 0.15625\n" "smoothstep(0, 2, 1.0) # Returns 0.5\n" "smoothstep(0, 2, 2.0) # Returns 1.0\n" "[/codeblock]\n" "Compared to [method ease] with a curve value of [code]-1.6521[/code], " "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" "[code]from[/code]から[code]to[/code]までの両端に対して[code]s[/code]がどこに" "あるかを基準に、[code]s[/code]を[code]0[/code]と[code]1[/code]の間で滑らかに" "補間した結果を返します。\n" "戻り値は、[code]s <= from[/code]の場合は[code]0[/code]、[code]s >= to[/code]" "の場合は[code]1[/code]です。[code]s[/code]が[code]from[/code]と[code]to[/" "code]の間にある場合、返される値は、[code]s[/code]を[code]0[/code]と[code]1[/" "code]の間にマップするS字曲線に従います。\n" "このS字曲線は、[code]f(s) = 3*s^2 - 2*s^3[/code]で与えられる3次ヘルマイト補間" "器です。\n" "[codeblock]\n" "smoothstep(0, 2, -5.0) # 返り値は 0.0\n" "smoothstep(0, 2, 0.5) # 返り値は 0.15625\n" "smoothstep(0, 2, 1.0) # 返り値は 0.5\n" "smoothstep(0, 2, 2.0) # 返り値は 1.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns the square root of [code]s[/code], where [code]s[/code] is a non-" "negative number.\n" "[codeblock]\n" "sqrt(9) # Returns 3\n" "[/codeblock]\n" "[b]Note:[/b] Negative values of [code]s[/code] return NaN. If you need " "negative inputs, use [code]System.Numerics.Complex[/code] in C#." msgstr "" "[code]s[/code] の平方根を返します。[code]s[/code] は非負の数です。\n" "[codeblock]\n" "sqrt(9) # Returns 3\n" "[/codeblock]\n" "[b]注:[/b] 負の値の [code]s[/code] だとNaNを返します。負数の入力が必要な場合" "は、C#の [code]System.Numerics.Complex[/code] を使用してください。" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns the position of the first non-zero digit, after the decimal point. " "Note that the maximum return value is 10, which is a design decision in the " "implementation.\n" "[codeblock]\n" "n = step_decimals(5) # n is 0\n" "n = step_decimals(1.0005) # n is 4\n" "n = step_decimals(0.000000005) # n is 9\n" "[/codeblock]" msgstr "" "小数点より後ろで、最初に非ゼロとなる桁の位置を返します。注意点として、実装の" "設計時の決定により、返り値は最大 10 までになっています。\n" "[codeblock]\n" "# n は 0\n" "n = step_decimals(5)\n" "# n は 4\n" "n = step_decimals(1.0005)\n" "# n は 9\n" "n = step_decimals(0.000000005)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Snaps float value [code]s[/code] to a given [code]step[/code]. This can also " "be used to round a floating point number to an arbitrary number of " "decimals.\n" "[codeblock]\n" "stepify(100, 32) # Returns 96.0\n" "stepify(3.14159, 0.01) # Returns 3.14\n" "[/codeblock]\n" "See also [method ceil], [method floor], [method round], and [int]." msgstr "" "与えられた [code]step[/code] に対して浮動小数点数値 [code]s[/code] をスナップ" "します。これは、浮動小数点数を特定の桁に丸めることにも使えます。\n" "[codeblock]\n" "stepify(100, 32) # 返り値は 96\n" "stepify(3.14159, 0.01) # 返り値は 3.14\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Converts one or more arguments of any type to string in the best way " "possible.\n" "[codeblock]\n" "var a = [10, 20, 30]\n" "var b = str(a);\n" "len(a) # Returns 3\n" "len(b) # Returns 12\n" "[/codeblock]" msgstr "" "ひとつ又は複数の引数を、できるだけ最善の方法で文字列に変換します。\n" "[codeblock]\n" "var a = [10, 20, 30]\n" "var b = str(a);\n" "len(a) # 返り値は 3\n" "len(b) # 返り値は 12\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts a formatted string that was returned by [method var2str] to the " "original value.\n" "[codeblock]\n" "a = '{ \"a\": 1, \"b\": 2 }'\n" "b = str2var(a)\n" "print(b[\"a\"]) # Prints 1\n" "[/codeblock]" msgstr "" "[method var2str] が返したフォーマット済み文字列を、元の値へと戻します。\n" "[codeblock]\n" "a = '{ \"a\": 1, \"b\": 2 }'\n" "b = str2var(a)\n" "print(b[\"a\"]) # 1 と表示\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the tangent of angle [code]s[/code] in radians.\n" "[codeblock]\n" "tan(deg2rad(45)) # Returns 1\n" "[/codeblock]" msgstr "" "角度 [code]s[/code] のタンジェントをラジアンで返します。\n" "[codeblock]\n" "tan(deg2rad(45)) # 1 と返す\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns the hyperbolic tangent of [code]s[/code].\n" "[codeblock]\n" "a = log(2.0) # a is 0.693147\n" "b = tanh(a) # b is 0.6\n" "[/codeblock]" msgstr "" "[code]s[/code] のハイパボリック タンジェントを返します。\n" "[codeblock]\n" "a = log(2.0) # 返り値は 0.693147\n" "tanh(a) # 返り値は 0.6\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts a [Variant] [code]var[/code] to JSON text and return the result. " "Useful for serializing data to store or send over the network.\n" "[codeblock]\n" "# Both numbers below are integers.\n" "a = { \"a\": 1, \"b\": 2 }\n" "b = to_json(a)\n" "print(b) # {\"a\":1, \"b\":2}\n" "# Both numbers above are floats, even if they display without any decimal " "places.\n" "[/codeblock]\n" "[b]Note:[/b] The JSON specification does not define integer or float types, " "but only a [i]number[/i] type. Therefore, converting a [Variant] to JSON " "text will convert all numerical values to [float] types.\n" "See also [JSON] for an alternative way to convert a [Variant] to JSON text." msgstr "" "[Variant] [code]var[/code] をJSONテキストに変換して結果を返します。データをシ" "リアル化して保存したり、ネットワーク経由で送信したりするのに便利です。\n" "[codeblock]\n" "# 以下の数値は両方とも整数です。\n" "a = { \"a\": 1, \"b\": 2 }\n" "b = to_json(a)\n" "print(b) # {\"a\":1, \"b\":2}\n" "# この数値は、小数点以下の桁数がない状態で表示されていても、どちらも浮動小数" "点数です。\n" "[/codeblock]\n" "[b]注:[/b] JSON仕様では、整数型や浮動小数点型は定義されておらず、[i]number[/" "i]型のみが定義されています。したがって、[Variant]をJSONテキストに変換すると、" "すべての数値が[float]型に変換されます。\n" "[Variant]をJSONテキストに変換する別の方法については、[JSON]も参照してくださ" "い。" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "Returns whether the given class exists in [ClassDB].\n" "[codeblock]\n" "type_exists(\"Sprite\") # Returns true\n" "type_exists(\"Variant\") # Returns false\n" "[/codeblock]" msgstr "" "渡したクラス名が [ClassDB] 上に存在するかどうかを返します。\n" "[codeblock]\n" "type_exists(\"Sprite2D\") # 返り値は true\n" "type_exists(\"Variant\") # 返り値は false\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the internal type of the given Variant object, using the [enum " "Variant.Type] values.\n" "[codeblock]\n" "p = parse_json('[\"a\", \"b\", \"c\"]')\n" "if typeof(p) == TYPE_ARRAY:\n" " print(p[0]) # Prints a\n" "else:\n" " print(\"unexpected results\")\n" "[/codeblock]" msgstr "" "渡した Variant オブジェクトの内部型を、[enum Variant.Type] の値で返します。\n" "[codeblock]\n" "p = parse_json('[\"a\", \"b\", \"c\"]')\n" "if typeof(p) == TYPE_ARRAY:\n" " print(p[0]) # a と表示\n" "else:\n" " print(\"予期しない結果\")\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Checks that [code]json[/code] is valid JSON data. Returns an empty string if " "valid, or an error message otherwise.\n" "[codeblock]\n" "j = to_json([1, 2, 3])\n" "v = validate_json(j)\n" "if not v:\n" " print(\"Valid JSON.\")\n" "else:\n" " push_error(\"Invalid JSON: \" + v)\n" "[/codeblock]" msgstr "" "[code]json[/code] が有効なJSONデータかどうか検証します。もし有効であれば空の" "文字列を、そうでなければエラーメッセージを返します。\n" "[codeblock]\n" "j = to_json([1, 2, 3])\n" "v = validate_json(j)\n" "if not v:\n" " print(\"有効なJSON。\")\n" "else:\n" " push_error(\"無効なJSON: \" + v)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Encodes a variable value to a byte array. When [code]full_objects[/code] is " "[code]true[/code] encoding objects is allowed (and can potentially include " "code)." msgstr "" "変数の値をバイト配列にエンコードします。[code]full_objects[/code] が " "[code]true[/code] のときは、オブジェクトのエンコードも許します(コードも含まれ" "る可能性があります)。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Converts a Variant [code]var[/code] to a formatted string that can later be " "parsed using [method str2var].\n" "[codeblock]\n" "a = { \"a\": 1, \"b\": 2 }\n" "print(var2str(a))\n" "[/codeblock]\n" "prints\n" "[codeblock]\n" "{\n" "\"a\": 1,\n" "\"b\": 2\n" "}\n" "[/codeblock]" msgstr "" "Variant [code]var[/code] を、あとで [method str2var] によってパースできる" "フォーマット済み文字列へと変換します。\n" "[codeblock]\n" "a = { \"a\": 1, \"b\": 2 }\n" "print(var2str(a))\n" "[/codeblock]\n" "結果\n" "[codeblock]\n" "{\n" "\"a\": 1,\n" "\"b\": 2\n" "}\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a weak reference to an object.\n" "A weak reference to an object is not enough to keep the object alive: when " "the only remaining references to a referent are weak references, garbage " "collection is free to destroy the referent and reuse its memory for " "something else. However, until the object is actually destroyed the weak " "reference may return the object even if there are no strong references to it." msgstr "" "オブジェクトへの弱参照を返します。\n" "オブジェクトへの弱参照ではオブジェクトを生存させ続けるには不十分です。もし、" "残る参照が弱参照のみである場合、ガベージコレクションは自由に参照先を破棄し、" "そのメモリ領域を他のことに再利用します。しかし、オブジェクトが実際に破棄され" "るまでは、それへの強参照がなくなった場合でも、弱参照はそのオブジェクトを返せ" "ます。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Wraps float [code]value[/code] between [code]min[/code] and [code]max[/" "code].\n" "Usable for creating loop-alike behavior or infinite surfaces.\n" "[codeblock]\n" "# Infinite loop between 5.0 and 9.9\n" "value = wrapf(value + 0.1, 5.0, 10.0)\n" "[/codeblock]\n" "[codeblock]\n" "# Infinite rotation (in radians)\n" "angle = wrapf(angle + 0.1, 0.0, TAU)\n" "[/codeblock]\n" "[codeblock]\n" "# Infinite rotation (in radians)\n" "angle = wrapf(angle + 0.1, -PI, PI)\n" "[/codeblock]\n" "[b]Note:[/b] If [code]min[/code] is [code]0[/code], this is equivalent to " "[method fposmod], so prefer using that instead.\n" "[code]wrapf[/code] is more flexible than using the [method fposmod] approach " "by giving the user control over the minimum value." msgstr "" "浮動小数点数値 [code]value[/code] を [code]min[/code] と [code]max[/code] の" "間にラップします。\n" "ループに似た挙動や、無限サーフェスの作成に使用できます。\n" "[codeblock]\n" "# 5.0 から 9.9 の間を無限ループ\n" "value = wrapf(value + 0.1, 5.0, 10.0)\n" "[/codeblock]\n" "[codeblock]\n" "# 無限回転 (ラジアンで)\n" "angle = wrapf(angle + 0.1, 0.0, TAU)\n" "[/codeblock]\n" "[codeblock]\n" "# 無限回転 (ラジアンで)\n" "angle = wrapf(angle + 0.1, -PI, PI)\n" "[/codeblock]\n" "[b]注:[/b] [code]min[/code] が [code]0[/code] のときは、これは [method " "fposmod] と同等なので、そちらのほうが合うでしょう。\n" "[code]wrapf[/code] はユーザーが最小値を制御できるので、[method fposmod] を使" "用する方法よりも柔軟性があります。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Wraps integer [code]value[/code] between [code]min[/code] and [code]max[/" "code].\n" "Usable for creating loop-alike behavior or infinite surfaces.\n" "[codeblock]\n" "# Infinite loop between 5 and 9\n" "frame = wrapi(frame + 1, 5, 10)\n" "[/codeblock]\n" "[codeblock]\n" "# result is -2\n" "var result = wrapi(-6, -5, -1)\n" "[/codeblock]\n" "[b]Note:[/b] If [code]min[/code] is [code]0[/code], this is equivalent to " "[method posmod], so prefer using that instead.\n" "[code]wrapi[/code] is more flexible than using the [method posmod] approach " "by giving the user control over the minimum value." msgstr "" "整数値 [code]value[/code] を [code]min[/code] と [code]max[/code] の間にラッ" "プします。\n" "ループに似た挙動や、無限サーフェスの作成に使用できます。\n" "[codeblock]\n" "# 5 から 9 の間で無限ループ\n" "frame = wrapi(frame + 1, 5, 10)\n" "[/codeblock]\n" "[codeblock]\n" "# 結果は -2\n" "var result = wrapi(-6, -5, -1)\n" "[/codeblock]\n" "[b]注:[/b] [code]min[/code] が [code]0[/code] のときは、これは [method " "posmod] と同等なので、そちらのほうが合うでしょう。\n" "[code]wrapi[/code] はユーザーが最小値を制御できるので、[method posmod] を使用" "する方法よりも柔軟性があります。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Stops the function execution and returns the current suspended state to the " "calling function.\n" "From the caller, call [method GDScriptFunctionState.resume] on the state to " "resume execution. This invalidates the state. Within the resumed function, " "[code]yield()[/code] returns whatever was passed to the [code]resume()[/" "code] function call.\n" "If passed an object and a signal, the execution is resumed when the object " "emits the given signal. In this case, [code]yield()[/code] returns the " "argument passed to [code]emit_signal()[/code] if the signal takes only one " "argument, or an array containing all the arguments passed to " "[code]emit_signal()[/code] if the signal takes multiple arguments.\n" "You can also use [code]yield[/code] to wait for a function to finish:\n" "[codeblock]\n" "func _ready():\n" " yield(countdown(), \"completed\") # waiting for the countdown() function " "to complete\n" " print('Ready')\n" "\n" "func countdown():\n" " yield(get_tree(), \"idle_frame\") # returns a GDScriptFunctionState " "object to _ready()\n" " print(3)\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(2)\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(1)\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" "\n" "# prints:\n" "# 3\n" "# 2\n" "# 1\n" "# Ready\n" "[/codeblock]\n" "When yielding on a function, the [code]completed[/code] signal will be " "emitted automatically when the function returns. It can, therefore, be used " "as the [code]signal[/code] parameter of the [code]yield[/code] method to " "resume.\n" "In order to yield on a function, the resulting function should also return a " "[code]GDScriptFunctionState[/code]. Notice [code]yield(get_tree(), " "\"idle_frame\")[/code] from the above example." msgstr "" "現在の関数の実行を一時停止して、停止中の現在のステートを、呼び出し元の関数に" "返します。\n" "呼び出し元からは、そのステートの [method GDScriptFunctionState.resume] を呼び" "出せば実行再開できます。これはステートを取り消します。再開された関数内では、" "[code]yield()[/code] は [code]resume()[/code] 関数に渡されたすべての引数を返" "します。\n" "オブジェクトとシグナルを渡せば、その渡されたシグナルをオブジェクトが発信した" "ときに、実行が再開されます。この場合 [code]yield()[/code] は、" "[code]emit_signal()[/code] に渡された引数を返します。もし、そのシグナルの引数" "がひとつだけなら引数をそのまま返し、引数が複数あれば [code]emit_signal()[/" "code] に渡されたすべての引数を含む配列を返します。\n" "関数の実行が完了するまで待ちたいときにも [code]yield[/code] は使えます:\n" "[codeblock]\n" "func _ready():\n" " yield(countdown(), \"completed\") # countdown() 関数が完了するまで待つ\n" " print('Ready')\n" "\n" "func countdown():\n" " yield(get_tree(), \"idle_frame\") # GDScriptFunctionStateオブジェクトを " "_ready() に返す\n" " print(3)\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(2)\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(1)\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" "\n" "# 結果:\n" "# 3\n" "# 2\n" "# 1\n" "# Ready\n" "[/codeblock]\n" "関数をyieldすると、関数がreturnするときに [code]completed[/code] シグナルが自" "動的に発信されます。そのため、これを [code]yield[/code] メソッドの " "[code]signal[/code] パラメータにすれば再開できます。\n" "関数をyieldするには、その結果となる関数もまた [code]GDScriptFunctionState[/" "code] を返す必要があります。上記の例の [code]yield(get_tree(), " "\"idle_frame\")[/code] に注目してみてください。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Constant that represents how many times the diameter of a circle fits around " "its perimeter. This is equivalent to [code]TAU / 2[/code]." msgstr "" "円周の長さを、円の直径の倍数で表した定数。[code]TAU / 2[/code] に相当します。" #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" "The circle constant, the circumference of the unit circle in radians. This " "is equivalent to [code]PI * 2[/code], or 360 degrees in rotations." msgstr "円定数。ラジアンによる単位円の円周です。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Positive floating-point infinity. This is the result of floating-point " "division when the divisor is [code]0.0[/code]. For negative infinity, use " "[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative " "infinity if the numerator is positive, so dividing by [code]0.0[/code] is " "not the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/" "code] returning [code]true[/code]).\n" "[b]Note:[/b] Numeric infinity is only a concept with floating-point numbers, " "and has no equivalent for integers. Dividing an integer number by [code]0[/" "code] will not result in [constant INF] and will result in a run-time error " "instead." msgstr "" "正の浮動小数点数の無限大。これは、除数が[code]0.0[/code] における浮動小数点数" "除算の結果です。負の無限大の場合は、[code]-INF[/code]を使用します。" "[code]-0.0[/code] で割ると、分子が正なら負の無限大になるため、[code]0.0[/" "code] で割るのは、[code]-0.0[/code] で割るのと同じではありません([code]0.0 " "== -0.0[/code] が[code]true[/code] であることは無関係)。\n" "[b] 注:[/b] 数値の無限大は浮動小数点数のみにある概念であり、整数には相当する" "ものがありません。整数値を [code]0[/code] で割っても [constant INF] にはなら" "ず、代わりにランタイムエラーが発生します。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "\"Not a Number\", an invalid floating-point value. [constant NAN] has " "special properties, including that it is not equal to itself ([code]NAN == " "NAN[/code] returns [code]false[/code]). It is output by some invalid " "operations, such as dividing floating-point [code]0.0[/code] by [code]0.0[/" "code].\n" "[b]Note:[/b] \"Not a Number\" is only a concept with floating-point numbers, " "and has no equivalent for integers. Dividing an integer [code]0[/code] by " "[code]0[/code] will not result in [constant NAN] and will result in a run-" "time error instead." msgstr "" "\"Not a Number\"、無効な浮動小数点値です。[constant NAN] は、それ自身と等しく" "ない ([code]NAN == NAN[/code] は [code]false[/code] を返す) など特殊な性質を" "持っています。浮動小数点の [code]0.0[/code] を [code]0.0[/code] で割るといっ" "た、一部の無効な操作をしたときに出力されます。\n" "[b] 注意:[/b] \"Not a Number\"は浮動小数点数だけの概念で、整数には相当するも" "のはありません。整数 [code]0[/code] を [code]0[/code] で割っても [constant " "NAN] にはならず、ランタイムエラーが発生します。" #: doc/classes/@GlobalScope.xml msgid "Global scope constants and variables." msgstr "グローバルスコープ定数および変数。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Global scope constants and variables. This is all that resides in the " "globals, constants regarding error codes, scancodes, property hints, etc.\n" "Singletons are also documented here, since they can be accessed from " "anywhere." msgstr "" "グローバルスコープの定数と変数です。ここにはグローバルにあるものすべて、エ" "ラーコード用定数、キーコード、プロパティのヒントなどがあります。\n" "シングルトンも、あらゆる場所からアクセスできるので、ここに書かれています。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "The [ARVRServer] singleton." msgstr "[XRServer] シングルトン。" #: doc/classes/@GlobalScope.xml msgid "The [AudioServer] singleton." msgstr "[AudioServer] シングルトン。" #: doc/classes/@GlobalScope.xml msgid "The [CameraServer] singleton." msgstr "[CameraServer] シングルトン。" #: doc/classes/@GlobalScope.xml msgid "The [ClassDB] singleton." msgstr "[ClassDB] シングルトン。" #: doc/classes/@GlobalScope.xml msgid "The [Engine] singleton." msgstr "[Engine] シングルトン。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "The [Geometry] singleton." msgstr "[Geometry2D] シングルトン。" #: doc/classes/@GlobalScope.xml msgid "The [IP] singleton." msgstr "[IP] シングルトン。" #: doc/classes/@GlobalScope.xml msgid "The [Input] singleton." msgstr "[Input] シングルトン。" #: doc/classes/@GlobalScope.xml msgid "The [InputMap] singleton." msgstr "[InputMap] シングルトン。" #: doc/classes/@GlobalScope.xml msgid "The [JSON] singleton." msgstr "[JSON] シングルトン。" #: doc/classes/@GlobalScope.xml msgid "" "The [JavaClassWrapper] singleton.\n" "[b]Note:[/b] Only implemented on Android." msgstr "" "[JavaClassWrapper] シングルトン。\n" "[b]注:[/b] Androidでのみ実装されています。" #: doc/classes/@GlobalScope.xml msgid "" "The [JavaScript] singleton.\n" "[b]Note:[/b] Only implemented on HTML5." msgstr "" "[JavaScript] シングルトン。\n" "[b]注:[/b] HTML5でのみ実装されています。" #: doc/classes/@GlobalScope.xml msgid "The [Marshalls] singleton." msgstr "[Marshalls] シングルトン。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "The [Navigation2DServer] singleton." msgstr "[TranslationServer] シングルトン。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "The [NavigationMeshGenerator] singleton." msgstr "[NavigationMeshGenerator] シングルトン。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "The [NavigationServer] singleton." msgstr "[TranslationServer] シングルトン。" #: doc/classes/@GlobalScope.xml msgid "The [OS] singleton." msgstr "[OS] シングルトン。" #: doc/classes/@GlobalScope.xml msgid "The [Performance] singleton." msgstr "[Performance] シングルトン。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "The [Physics2DServer] singleton." msgstr "[PhysicsServer2D] シングルトン。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "The [PhysicsServer] singleton." msgstr "[PhysicsServer2D] シングルトン。" #: doc/classes/@GlobalScope.xml msgid "The [ProjectSettings] singleton." msgstr "[ProjectSettings] シングルトン。" #: doc/classes/@GlobalScope.xml msgid "The [ResourceLoader] singleton." msgstr "[ResourceLoader] シングルトン。" #: doc/classes/@GlobalScope.xml msgid "The [ResourceSaver] singleton." msgstr "[ResourceSaver] シングルトン。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "The [Time] singleton." msgstr "[Engine] シングルトン。" #: doc/classes/@GlobalScope.xml msgid "The [TranslationServer] singleton." msgstr "[TranslationServer] シングルトン。" #: doc/classes/@GlobalScope.xml msgid "The [VisualScriptEditor] singleton." msgstr "[VisualScriptEditor] シングルトン。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "The [VisualServer] singleton." msgstr "[DisplayServer] シングルトン。" #: doc/classes/@GlobalScope.xml msgid "Left margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "左側の余白。通常は [Control] あるいは [StyleBox] を継承したクラスにて使用され" "ます。" #: doc/classes/@GlobalScope.xml msgid "Top margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "上側の余白。通常は [Control] あるいは [StyleBox] を継承したクラスにて使用され" "ます。" #: doc/classes/@GlobalScope.xml msgid "Right margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "右側の余白。通常は [Control] あるいは [StyleBox] を継承したクラスにて使用され" "ます。" #: doc/classes/@GlobalScope.xml msgid "" "Bottom margin, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "下側の余白。通常は [Control] あるいは [StyleBox] を継承したクラスにて使用され" "ます。" #: doc/classes/@GlobalScope.xml msgid "Top-left corner." msgstr "左上の角。" #: doc/classes/@GlobalScope.xml msgid "Top-right corner." msgstr "右上の角。" #: doc/classes/@GlobalScope.xml msgid "Bottom-right corner." msgstr "右下の角。" #: doc/classes/@GlobalScope.xml msgid "Bottom-left corner." msgstr "左下の角。" #: doc/classes/@GlobalScope.xml msgid "" "General vertical alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "" "一般的な垂直方向への整列。通常は、[Separator]、[ScrollBar]、[Slider] などのた" "めに使用されます。" #: doc/classes/@GlobalScope.xml msgid "" "General horizontal alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "" "一般的な水平方向への整列。通常は、[Separator]、[ScrollBar]、[Slider] などのた" "めに使用されます。" #: doc/classes/@GlobalScope.xml msgid "Horizontal left alignment, usually for text-derived classes." msgstr "水平左側への整列。通常はテキストに関連したクラスのためにあります。" #: doc/classes/@GlobalScope.xml msgid "Horizontal center alignment, usually for text-derived classes." msgstr "水平中央への整列。通常はテキストに関連したクラスのためにあります。" #: doc/classes/@GlobalScope.xml msgid "Horizontal right alignment, usually for text-derived classes." msgstr "水平右側への整列。通常はテキストに関連したクラスのためにあります。" #: doc/classes/@GlobalScope.xml msgid "Vertical top alignment, usually for text-derived classes." msgstr "垂直上側への整列。通常はテキストに関連したクラスのためにあります。" #: doc/classes/@GlobalScope.xml msgid "Vertical center alignment, usually for text-derived classes." msgstr "垂直中央への整列。通常はテキストに関連したクラスのためにあります。" #: doc/classes/@GlobalScope.xml msgid "Vertical bottom alignment, usually for text-derived classes." msgstr "垂直下側への整列。通常はテキストに関連したクラスのためにあります。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Scancodes with this bit applied are non-printable." msgstr "このビットを適用したKeycodeはprint不可になります。" #: doc/classes/@GlobalScope.xml msgid "Escape key." msgstr "Escapeキー。" #: doc/classes/@GlobalScope.xml msgid "Tab key." msgstr "Tabキー。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Shift+Tab key." msgstr "Shift + Tabキー。" #: doc/classes/@GlobalScope.xml msgid "Backspace key." msgstr "Backspaceキー。" #: doc/classes/@GlobalScope.xml msgid "Return key (on the main keyboard)." msgstr "Returnキー (メイン キーボードの)。" #: doc/classes/@GlobalScope.xml msgid "Enter key on the numeric keypad." msgstr "テンキー上のEnterキー。" #: doc/classes/@GlobalScope.xml msgid "Insert key." msgstr "Insertキー。" #: doc/classes/@GlobalScope.xml msgid "Delete key." msgstr "Deleteキー。" #: doc/classes/@GlobalScope.xml msgid "Pause key." msgstr "Pauseキー。" #: doc/classes/@GlobalScope.xml msgid "Print Screen key." msgstr "Print Screenキー。" #: doc/classes/@GlobalScope.xml msgid "System Request key." msgstr "System Requestキー。" #: doc/classes/@GlobalScope.xml msgid "Clear key." msgstr "Clearキー。" #: doc/classes/@GlobalScope.xml msgid "Home key." msgstr "Homeキー。" #: doc/classes/@GlobalScope.xml msgid "End key." msgstr "Endキー。" #: doc/classes/@GlobalScope.xml msgid "Left arrow key." msgstr "左矢印キー。" #: doc/classes/@GlobalScope.xml msgid "Up arrow key." msgstr "上矢印キー。" #: doc/classes/@GlobalScope.xml msgid "Right arrow key." msgstr "右矢印キー。" #: doc/classes/@GlobalScope.xml msgid "Down arrow key." msgstr "下矢印キー。" #: doc/classes/@GlobalScope.xml msgid "Page Up key." msgstr "Page Upキー。" #: doc/classes/@GlobalScope.xml msgid "Page Down key." msgstr "Page Downキー。" #: doc/classes/@GlobalScope.xml msgid "Shift key." msgstr "Shiftキー。" #: doc/classes/@GlobalScope.xml msgid "Control key." msgstr "Controlキー。" #: doc/classes/@GlobalScope.xml msgid "Meta key." msgstr "メタキー。" #: doc/classes/@GlobalScope.xml msgid "Alt key." msgstr "Altキー。" #: doc/classes/@GlobalScope.xml msgid "Caps Lock key." msgstr "Caps Lockキー。" #: doc/classes/@GlobalScope.xml msgid "Num Lock key." msgstr "Num Lockキー。" #: doc/classes/@GlobalScope.xml msgid "Scroll Lock key." msgstr "Scroll Lockキー。" #: doc/classes/@GlobalScope.xml msgid "F1 key." msgstr "F1キー。" #: doc/classes/@GlobalScope.xml msgid "F2 key." msgstr "F2キー。" #: doc/classes/@GlobalScope.xml msgid "F3 key." msgstr "F3キー。" #: doc/classes/@GlobalScope.xml msgid "F4 key." msgstr "F4キー。" #: doc/classes/@GlobalScope.xml msgid "F5 key." msgstr "F5キー。" #: doc/classes/@GlobalScope.xml msgid "F6 key." msgstr "F6キー。" #: doc/classes/@GlobalScope.xml msgid "F7 key." msgstr "F7キー。" #: doc/classes/@GlobalScope.xml msgid "F8 key." msgstr "F8キー。" #: doc/classes/@GlobalScope.xml msgid "F9 key." msgstr "F9キー。" #: doc/classes/@GlobalScope.xml msgid "F10 key." msgstr "F10キー。" #: doc/classes/@GlobalScope.xml msgid "F11 key." msgstr "F11キー。" #: doc/classes/@GlobalScope.xml msgid "F12 key." msgstr "F12キー。" #: doc/classes/@GlobalScope.xml msgid "F13 key." msgstr "F13キー。" #: doc/classes/@GlobalScope.xml msgid "F14 key." msgstr "F14キー。" #: doc/classes/@GlobalScope.xml msgid "F15 key." msgstr "F15キー。" #: doc/classes/@GlobalScope.xml msgid "F16 key." msgstr "F16キー。" #: doc/classes/@GlobalScope.xml msgid "Multiply (*) key on the numeric keypad." msgstr "テンキー上の乗算 (*) キー。" #: doc/classes/@GlobalScope.xml msgid "Divide (/) key on the numeric keypad." msgstr "テンキー上の除算 (/) キー。" #: doc/classes/@GlobalScope.xml msgid "Subtract (-) key on the numeric keypad." msgstr "テンキー上の減算 (-) キー。" #: doc/classes/@GlobalScope.xml msgid "Period (.) key on the numeric keypad." msgstr "テンキー上のピリオド (.) キー。" #: doc/classes/@GlobalScope.xml msgid "Add (+) key on the numeric keypad." msgstr "テンキー上の加算 (+) キー。" #: doc/classes/@GlobalScope.xml msgid "Number 0 on the numeric keypad." msgstr "テンキーの0。" #: doc/classes/@GlobalScope.xml msgid "Number 1 on the numeric keypad." msgstr "テンキーの1。" #: doc/classes/@GlobalScope.xml msgid "Number 2 on the numeric keypad." msgstr "テンキーの2。" #: doc/classes/@GlobalScope.xml msgid "Number 3 on the numeric keypad." msgstr "テンキーの3。" #: doc/classes/@GlobalScope.xml msgid "Number 4 on the numeric keypad." msgstr "テンキーの4。" #: doc/classes/@GlobalScope.xml msgid "Number 5 on the numeric keypad." msgstr "テンキーの5。" #: doc/classes/@GlobalScope.xml msgid "Number 6 on the numeric keypad." msgstr "テンキーの6。" #: doc/classes/@GlobalScope.xml msgid "Number 7 on the numeric keypad." msgstr "テンキーの7。" #: doc/classes/@GlobalScope.xml msgid "Number 8 on the numeric keypad." msgstr "テンキーの8。" #: doc/classes/@GlobalScope.xml msgid "Number 9 on the numeric keypad." msgstr "テンキーの9。" #: doc/classes/@GlobalScope.xml msgid "Left Super key (Windows key)." msgstr "左Superキー (Windowsキー)。" #: doc/classes/@GlobalScope.xml msgid "Right Super key (Windows key)." msgstr "右Superキー (Windowsキー)。" #: doc/classes/@GlobalScope.xml msgid "Context menu key." msgstr "コンテキストメニュー キー。" #: doc/classes/@GlobalScope.xml msgid "Left Hyper key." msgstr "左Hyperキー。" #: doc/classes/@GlobalScope.xml msgid "Right Hyper key." msgstr "右Hyperキー。" #: doc/classes/@GlobalScope.xml msgid "Help key." msgstr "Helpキー。" #: doc/classes/@GlobalScope.xml msgid "Left Direction key." msgstr "左方向キー。" #: doc/classes/@GlobalScope.xml msgid "Right Direction key." msgstr "右方向キー。" #: doc/classes/@GlobalScope.xml msgid "" "Media back key. Not to be confused with the Back button on an Android device." msgstr "" "メディア バックキー。Android端末の「戻る」ボタンと混同しないでください。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Media forward key." msgstr "メディア録画キー。" #: doc/classes/@GlobalScope.xml msgid "Media stop key." msgstr "メディア停止キー。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Media refresh key." msgstr "メディア録画キー。" #: doc/classes/@GlobalScope.xml msgid "Volume down key." msgstr "音量ダウンキー。" #: doc/classes/@GlobalScope.xml msgid "Mute volume key." msgstr "音声ミュート キー。" #: doc/classes/@GlobalScope.xml msgid "Volume up key." msgstr "音量アップキー。" #: doc/classes/@GlobalScope.xml msgid "Bass Boost key." msgstr "Bassブースト キー。" #: doc/classes/@GlobalScope.xml msgid "Bass up key." msgstr "Bassアップキー。" #: doc/classes/@GlobalScope.xml msgid "Bass down key." msgstr "Bassダウンキー。" #: doc/classes/@GlobalScope.xml msgid "Treble up key." msgstr "Trebleアップキー。" #: doc/classes/@GlobalScope.xml msgid "Treble down key." msgstr "Trebleダウンキー。" #: doc/classes/@GlobalScope.xml msgid "Media play key." msgstr "メディア再生キー。" #: doc/classes/@GlobalScope.xml msgid "Previous song key." msgstr "前の曲キー。" #: doc/classes/@GlobalScope.xml msgid "Next song key." msgstr "次の曲キー。" #: doc/classes/@GlobalScope.xml msgid "Media record key." msgstr "メディア録画キー。" #: doc/classes/@GlobalScope.xml msgid "Home page key." msgstr "ホームページ キー。" #: doc/classes/@GlobalScope.xml msgid "Favorites key." msgstr "お気に入りキー。" #: doc/classes/@GlobalScope.xml msgid "Search key." msgstr "検索キー。" #: doc/classes/@GlobalScope.xml msgid "Standby key." msgstr "スタンバイキー。" #: doc/classes/@GlobalScope.xml msgid "Open URL / Launch Browser key." msgstr "URLを開く / ブラウザ起動キー。" #: doc/classes/@GlobalScope.xml msgid "Launch Mail key." msgstr "メール起動キー。" #: doc/classes/@GlobalScope.xml msgid "Launch Media key." msgstr "メディア起動キー。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 0 key." msgstr "ショートカット 0 起動キー。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 1 key." msgstr "ショートカット 1 起動キー。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 2 key." msgstr "ショートカット 2 起動キー。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 3 key." msgstr "ショートカット 3 起動キー。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 4 key." msgstr "ショートカット 4 起動キー。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 5 key." msgstr "ショートカット 5 起動キー。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 6 key." msgstr "ショートカット 6 起動キー。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 7 key." msgstr "ショートカット 7 起動キー。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 8 key." msgstr "ショートカット 8 起動キー。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut 9 key." msgstr "ショートカット 9 起動キー。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut A key." msgstr "ショートカット A 起動キー。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut B key." msgstr "ショートカット B 起動キー。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut C key." msgstr "ショートカット C 起動キー。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut D key." msgstr "ショートカット D 起動キー。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut E key." msgstr "ショートカット E 起動キー。" #: doc/classes/@GlobalScope.xml msgid "Launch Shortcut F key." msgstr "ショートカット F 起動キー。" #: doc/classes/@GlobalScope.xml msgid "Unknown key." msgstr "不明なキー。" #: doc/classes/@GlobalScope.xml msgid "Space key." msgstr "スペースキー。" #: doc/classes/@GlobalScope.xml msgid "! key." msgstr "! キー。" #: doc/classes/@GlobalScope.xml msgid "\" key." msgstr "\" キー。" #: doc/classes/@GlobalScope.xml msgid "# key." msgstr "# キー。" #: doc/classes/@GlobalScope.xml msgid "$ key." msgstr "$ キー。" #: doc/classes/@GlobalScope.xml msgid "% key." msgstr "% キー。" #: doc/classes/@GlobalScope.xml msgid "& key." msgstr "& キー。" #: doc/classes/@GlobalScope.xml msgid "' key." msgstr "' キー。" #: doc/classes/@GlobalScope.xml msgid "( key." msgstr "( キー。" #: doc/classes/@GlobalScope.xml msgid ") key." msgstr ") キー。" #: doc/classes/@GlobalScope.xml msgid "* key." msgstr "* キー。" #: doc/classes/@GlobalScope.xml msgid "+ key." msgstr "+ キー。" #: doc/classes/@GlobalScope.xml msgid ", key." msgstr ", キー。" #: doc/classes/@GlobalScope.xml msgid "- key." msgstr "- キー。" #: doc/classes/@GlobalScope.xml msgid ". key." msgstr ". キー。" #: doc/classes/@GlobalScope.xml msgid "/ key." msgstr "/ キー。" #: doc/classes/@GlobalScope.xml msgid "Number 0." msgstr "数字 0。" #: doc/classes/@GlobalScope.xml msgid "Number 1." msgstr "数字 1。" #: doc/classes/@GlobalScope.xml msgid "Number 2." msgstr "数字 2。" #: doc/classes/@GlobalScope.xml msgid "Number 3." msgstr "数字 3。" #: doc/classes/@GlobalScope.xml msgid "Number 4." msgstr "数字 4。" #: doc/classes/@GlobalScope.xml msgid "Number 5." msgstr "数字 5。" #: doc/classes/@GlobalScope.xml msgid "Number 6." msgstr "数字 6。" #: doc/classes/@GlobalScope.xml msgid "Number 7." msgstr "数字 7。" #: doc/classes/@GlobalScope.xml msgid "Number 8." msgstr "数字 8。" #: doc/classes/@GlobalScope.xml msgid "Number 9." msgstr "数字 9。" #: doc/classes/@GlobalScope.xml msgid ": key." msgstr ": キー。" #: doc/classes/@GlobalScope.xml msgid "; key." msgstr "; キー。" #: doc/classes/@GlobalScope.xml msgid "< key." msgstr "< キー。" #: doc/classes/@GlobalScope.xml msgid "= key." msgstr "= キー。" #: doc/classes/@GlobalScope.xml msgid "> key." msgstr "> キー。" #: doc/classes/@GlobalScope.xml msgid "? key." msgstr "? キー。" #: doc/classes/@GlobalScope.xml msgid "@ key." msgstr "@ キー。" #: doc/classes/@GlobalScope.xml msgid "A key." msgstr "A キー。" #: doc/classes/@GlobalScope.xml msgid "B key." msgstr "B キー。" #: doc/classes/@GlobalScope.xml msgid "C key." msgstr "C キー。" #: doc/classes/@GlobalScope.xml msgid "D key." msgstr "D キー。" #: doc/classes/@GlobalScope.xml msgid "E key." msgstr "E キー。" #: doc/classes/@GlobalScope.xml msgid "F key." msgstr "F キー。" #: doc/classes/@GlobalScope.xml msgid "G key." msgstr "G キー。" #: doc/classes/@GlobalScope.xml msgid "H key." msgstr "H キー。" #: doc/classes/@GlobalScope.xml msgid "I key." msgstr "I キー。" #: doc/classes/@GlobalScope.xml msgid "J key." msgstr "J キー。" #: doc/classes/@GlobalScope.xml msgid "K key." msgstr "K キー。" #: doc/classes/@GlobalScope.xml msgid "L key." msgstr "L キー。" #: doc/classes/@GlobalScope.xml msgid "M key." msgstr "M キー。" #: doc/classes/@GlobalScope.xml msgid "N key." msgstr "N キー。" #: doc/classes/@GlobalScope.xml msgid "O key." msgstr "O キー。" #: doc/classes/@GlobalScope.xml msgid "P key." msgstr "P キー。" #: doc/classes/@GlobalScope.xml msgid "Q key." msgstr "Q キー。" #: doc/classes/@GlobalScope.xml msgid "R key." msgstr "R キー。" #: doc/classes/@GlobalScope.xml msgid "S key." msgstr "S キー。" #: doc/classes/@GlobalScope.xml msgid "T key." msgstr "T キー。" #: doc/classes/@GlobalScope.xml msgid "U key." msgstr "U キー。" #: doc/classes/@GlobalScope.xml msgid "V key." msgstr "V キー。" #: doc/classes/@GlobalScope.xml msgid "W key." msgstr "W キー。" #: doc/classes/@GlobalScope.xml msgid "X key." msgstr "X キー。" #: doc/classes/@GlobalScope.xml msgid "Y key." msgstr "Y キー。" #: doc/classes/@GlobalScope.xml msgid "Z key." msgstr "Z キー。" #: doc/classes/@GlobalScope.xml msgid "[ key." msgstr "[ キー。" #: doc/classes/@GlobalScope.xml msgid "\\ key." msgstr "\\ キー。" #: doc/classes/@GlobalScope.xml msgid "] key." msgstr "] キー。" #: doc/classes/@GlobalScope.xml msgid "^ key." msgstr "^ キー。" #: doc/classes/@GlobalScope.xml msgid "_ key." msgstr "_ キー。" #: doc/classes/@GlobalScope.xml msgid "` key." msgstr "` キー。" #: doc/classes/@GlobalScope.xml msgid "{ key." msgstr "{ キー。" #: doc/classes/@GlobalScope.xml msgid "| key." msgstr "| キー。" #: doc/classes/@GlobalScope.xml msgid "} key." msgstr "} キー。" #: doc/classes/@GlobalScope.xml msgid "~ key." msgstr "~ キー。" #: doc/classes/@GlobalScope.xml msgid "Non-breakable space key." msgstr "ノーブレークスペース キー。" #: doc/classes/@GlobalScope.xml msgid "¡ key." msgstr "¡ キー。" #: doc/classes/@GlobalScope.xml msgid "¢ key." msgstr "¢ キー。" #: doc/classes/@GlobalScope.xml msgid "£ key." msgstr "£ キー。" #: doc/classes/@GlobalScope.xml msgid "¤ key." msgstr "¤ キー。" #: doc/classes/@GlobalScope.xml msgid "¥ key." msgstr "¥ キー。" #: doc/classes/@GlobalScope.xml msgid "¦ key." msgstr "¦ キー。" #: doc/classes/@GlobalScope.xml msgid "§ key." msgstr "§ キー。" #: doc/classes/@GlobalScope.xml msgid "¨ key." msgstr "¨ キー。" #: doc/classes/@GlobalScope.xml msgid "© key." msgstr "© キー。" #: doc/classes/@GlobalScope.xml msgid "ª key." msgstr "ª キー。" #: doc/classes/@GlobalScope.xml msgid "« key." msgstr "« キー。" #: doc/classes/@GlobalScope.xml msgid "¬ key." msgstr "¬ キー。" #: doc/classes/@GlobalScope.xml msgid "Soft hyphen key." msgstr "ソフトハイフン キー。" #: doc/classes/@GlobalScope.xml msgid "® key." msgstr "® キー。" #: doc/classes/@GlobalScope.xml msgid "¯ key." msgstr "¯ キー。" #: doc/classes/@GlobalScope.xml msgid "° key." msgstr "° キー。" #: doc/classes/@GlobalScope.xml msgid "± key." msgstr "± キー。" #: doc/classes/@GlobalScope.xml msgid "² key." msgstr "² キー。" #: doc/classes/@GlobalScope.xml msgid "³ key." msgstr "³ キー。" #: doc/classes/@GlobalScope.xml msgid "´ key." msgstr "´ キー。" #: doc/classes/@GlobalScope.xml msgid "µ key." msgstr "µ キー。" #: doc/classes/@GlobalScope.xml msgid "¶ key." msgstr "¶ キー。" #: doc/classes/@GlobalScope.xml msgid "· key." msgstr "· キー。" #: doc/classes/@GlobalScope.xml msgid "¸ key." msgstr "¸ キー。" #: doc/classes/@GlobalScope.xml msgid "¹ key." msgstr "¹ キー。" #: doc/classes/@GlobalScope.xml msgid "º key." msgstr "º キー。" #: doc/classes/@GlobalScope.xml msgid "» key." msgstr "» キー。" #: doc/classes/@GlobalScope.xml msgid "¼ key." msgstr "¼ キー。" #: doc/classes/@GlobalScope.xml msgid "½ key." msgstr "½ キー。" #: doc/classes/@GlobalScope.xml msgid "¾ key." msgstr "¾ キー。" #: doc/classes/@GlobalScope.xml msgid "¿ key." msgstr "¿ キー。" #: doc/classes/@GlobalScope.xml msgid "À key." msgstr "À キー。" #: doc/classes/@GlobalScope.xml msgid "Á key." msgstr "Á キー。" #: doc/classes/@GlobalScope.xml msgid "Â key." msgstr "Â キー。" #: doc/classes/@GlobalScope.xml msgid "Ã key." msgstr "Ã キー。" #: doc/classes/@GlobalScope.xml msgid "Ä key." msgstr "Ä キー。" #: doc/classes/@GlobalScope.xml msgid "Å key." msgstr "Å キー。" #: doc/classes/@GlobalScope.xml msgid "Æ key." msgstr "Æ キー。" #: doc/classes/@GlobalScope.xml msgid "Ç key." msgstr "Ç キー。" #: doc/classes/@GlobalScope.xml msgid "È key." msgstr "È キー。" #: doc/classes/@GlobalScope.xml msgid "É key." msgstr "É キー。" #: doc/classes/@GlobalScope.xml msgid "Ê key." msgstr "Ê キー。" #: doc/classes/@GlobalScope.xml msgid "Ë key." msgstr "Ë キー。" #: doc/classes/@GlobalScope.xml msgid "Ì key." msgstr "Ì キー。" #: doc/classes/@GlobalScope.xml msgid "Í key." msgstr "Í キー。" #: doc/classes/@GlobalScope.xml msgid "Î key." msgstr "Î キー。" #: doc/classes/@GlobalScope.xml msgid "Ï key." msgstr "Ï キー。" #: doc/classes/@GlobalScope.xml msgid "Ð key." msgstr "Ð キー。" #: doc/classes/@GlobalScope.xml msgid "Ñ key." msgstr "Ñ キー。" #: doc/classes/@GlobalScope.xml msgid "Ò key." msgstr "Ò キー。" #: doc/classes/@GlobalScope.xml msgid "Ó key." msgstr "Ó キー。" #: doc/classes/@GlobalScope.xml msgid "Ô key." msgstr "Ô キー。" #: doc/classes/@GlobalScope.xml msgid "Õ key." msgstr "Õ キー。" #: doc/classes/@GlobalScope.xml msgid "Ö key." msgstr "Ö キー。" #: doc/classes/@GlobalScope.xml msgid "× key." msgstr "× キー。" #: doc/classes/@GlobalScope.xml msgid "Ø key." msgstr "Ø キー。" #: doc/classes/@GlobalScope.xml msgid "Ù key." msgstr "Ù キー。" #: doc/classes/@GlobalScope.xml msgid "Ú key." msgstr "Ú キー。" #: doc/classes/@GlobalScope.xml msgid "Û key." msgstr "Û キー。" #: doc/classes/@GlobalScope.xml msgid "Ü key." msgstr "Ü キー。" #: doc/classes/@GlobalScope.xml msgid "Ý key." msgstr "Ý キー。" #: doc/classes/@GlobalScope.xml msgid "Þ key." msgstr "Þ キー。" #: doc/classes/@GlobalScope.xml msgid "ß key." msgstr "ß キー。" #: doc/classes/@GlobalScope.xml msgid "÷ key." msgstr "÷ キー。" #: doc/classes/@GlobalScope.xml msgid "ÿ key." msgstr "ÿ キー。" #: doc/classes/@GlobalScope.xml msgid "Key Code mask." msgstr "Key Codeマスク。" #: doc/classes/@GlobalScope.xml msgid "Modifier key mask." msgstr "装飾キーマスク。" #: doc/classes/@GlobalScope.xml msgid "Shift key mask." msgstr "Shiftキーマスク。" #: doc/classes/@GlobalScope.xml msgid "Alt key mask." msgstr "Altキーマスク。" #: doc/classes/@GlobalScope.xml msgid "Meta key mask." msgstr "Metaキーマスク。" #: doc/classes/@GlobalScope.xml msgid "Ctrl key mask." msgstr "Ctrlキーマスク。" #: doc/classes/@GlobalScope.xml msgid "" "Command key mask. On macOS, this is equivalent to [constant KEY_MASK_META]. " "On other platforms, this is equivalent to [constant KEY_MASK_CTRL]. This " "mask should be preferred to [constant KEY_MASK_META] or [constant " "KEY_MASK_CTRL] for system shortcuts as it handles all platforms correctly." msgstr "" "Commandキーマスク。macOS上では、これは [constant KEY_MASK_META] と同じです。" "その他のプラットフォームでは [constant KEY_MASK_CTRL] と同じです。このマスク" "は、すべてのプラットフォーム上でシステムショートカットを正しく扱えるので、" "[constant KEY_MASK_META] や [constant KEY_MASK_CTRL] よりも好ましいでしょう。" #: doc/classes/@GlobalScope.xml msgid "Keypad key mask." msgstr "Keypadキーマスク。" #: doc/classes/@GlobalScope.xml msgid "Group Switch key mask." msgstr "Group Switch キーマスク。" #: doc/classes/@GlobalScope.xml msgid "Left mouse button." msgstr "左マウスボタン。" #: doc/classes/@GlobalScope.xml msgid "Right mouse button." msgstr "右マウスボタン。" #: doc/classes/@GlobalScope.xml msgid "Middle mouse button." msgstr "中マウスボタン。" #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 1 (only present on some mice)." msgstr "追加マウスボタン 1 (一部のマウスのみにある)。" #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 2 (only present on some mice)." msgstr "追加マウスボタン 2 (一部のマウスのみにある)。" #: doc/classes/@GlobalScope.xml msgid "Mouse wheel up." msgstr "マウスホイール アップ。" #: doc/classes/@GlobalScope.xml msgid "Mouse wheel down." msgstr "マウスホイール ダウン。" #: doc/classes/@GlobalScope.xml msgid "Mouse wheel left button (only present on some mice)." msgstr "マウスホイール左ボタン (一部のマウスのみにある)。" #: doc/classes/@GlobalScope.xml msgid "Mouse wheel right button (only present on some mice)." msgstr "マウスホイール右ボタン (一部のマウスのみにある)。" #: doc/classes/@GlobalScope.xml msgid "Left mouse button mask." msgstr "左マウスボタンマスク。" #: doc/classes/@GlobalScope.xml msgid "Right mouse button mask." msgstr "右マウスボタンマスク。" #: doc/classes/@GlobalScope.xml msgid "Middle mouse button mask." msgstr "中マウスボタンマスク。" #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 1 mask." msgstr "追加マウスボタン1マスク。" #: doc/classes/@GlobalScope.xml msgid "Extra mouse button 2 mask." msgstr "追加マウスボタン2マスク。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Invalid button or axis." msgstr "不正なデータ エラー。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 0." msgstr "ゲームパッド ボタン0。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 1." msgstr "ゲームパッド ボタン1。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 2." msgstr "ゲームパッド ボタン2。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 3." msgstr "ゲームパッド ボタン3。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 4." msgstr "ゲームパッド ボタン4。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 5." msgstr "ゲームパッド ボタン5。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 6." msgstr "ゲームパッド ボタン6。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 7." msgstr "ゲームパッド ボタン7。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 8." msgstr "ゲームパッド ボタン8。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 9." msgstr "ゲームパッド ボタン9。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 10." msgstr "ゲームパッド ボタン10。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 11." msgstr "ゲームパッド ボタン11。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 12." msgstr "ゲームパッド ボタン12。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 13." msgstr "ゲームパッド ボタン13。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 14." msgstr "ゲームパッド ボタン14。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 15." msgstr "ゲームパッド ボタン15。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 16." msgstr "ゲームパッド ボタン16。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 17." msgstr "ゲームパッド ボタン17。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 18." msgstr "ゲームパッド ボタン18。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 19." msgstr "ゲームパッド ボタン19。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 20." msgstr "ゲームパッド ボタン20。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 21." msgstr "ゲームパッド ボタン21。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button 22." msgstr "ゲームパッド ボタン22。" #: doc/classes/@GlobalScope.xml msgid "" "The maximum number of game controller buttons supported by the engine. The " "actual limit may be lower on specific platforms:\n" "- Android: Up to 36 buttons.\n" "- Linux: Up to 80 buttons.\n" "- Windows and macOS: Up to 128 buttons." msgstr "" "エンジンでサポートされるコントローラーのボタンの最大数です。特定のプラット" "フォームにおいては、実際の上限がこれより少ない可能性があります:\n" "- Android: 36ボタンまで。\n" "- Linux: 80ボタンまで。\n" "- Windows および macOS: 128ボタンまで。" #: doc/classes/@GlobalScope.xml msgid "DualShock circle button." msgstr "デュアルショック丸ボタン。" #: doc/classes/@GlobalScope.xml msgid "DualShock X button." msgstr "デュアルショックXボタン。" #: doc/classes/@GlobalScope.xml msgid "DualShock square button." msgstr "デュアルショック四角ボタン。" #: doc/classes/@GlobalScope.xml msgid "DualShock triangle button." msgstr "デュアルショック三角ボタン。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Xbox controller B button." msgstr "任天堂コントローラBボタン。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Xbox controller A button." msgstr "任天堂コントローラBボタン。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Xbox controller X button." msgstr "任天堂コントローラXボタン。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Xbox controller Y button." msgstr "任天堂コントローラYボタン。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Nintendo controller A button." msgstr "任天堂コントローラBボタン。" #: doc/classes/@GlobalScope.xml msgid "Nintendo controller B button." msgstr "任天堂コントローラBボタン。" #: doc/classes/@GlobalScope.xml msgid "Nintendo controller X button." msgstr "任天堂コントローラXボタン。" #: doc/classes/@GlobalScope.xml msgid "Nintendo controller Y button." msgstr "任天堂コントローラYボタン。" #: doc/classes/@GlobalScope.xml msgid "Grip (side) buttons on a VR controller." msgstr "VRコントローラのグリップ(サイド)ボタン。" #: doc/classes/@GlobalScope.xml msgid "Push down on the touchpad or main joystick on a VR controller." msgstr "VRコントローラのタッチパッドあるいはメインジョイスティックの押下。" #: doc/classes/@GlobalScope.xml msgid "Trigger on a VR controller." msgstr "VRコントローラのトリガー。" #: doc/classes/@GlobalScope.xml msgid "" "A button on the right Oculus Touch controller, X button on the left " "controller (also when used in OpenVR)." msgstr "" "Oculus Touchの右コントローラAボタン、左コントローラのXボタン (OpenVRでの使用" "時)。" #: doc/classes/@GlobalScope.xml msgid "" "B button on the right Oculus Touch controller, Y button on the left " "controller (also when used in OpenVR)." msgstr "" "Oculus Touchの右コントローラBボタン、左コントローラのYボタン (OpenVRでの使用" "時)。" #: doc/classes/@GlobalScope.xml msgid "Menu button on either Oculus Touch controller." msgstr "どちらかのOculus Touchコントローラのメニューボタン。" #: doc/classes/@GlobalScope.xml msgid "Menu button in OpenVR (Except when Oculus Touch controllers are used)." msgstr "OpenVRでのメニューボタン (Oculus Touchコントローラ使用時を除く)。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button Select." msgstr "ゲームパッドのSelectボタン。" #: doc/classes/@GlobalScope.xml msgid "Gamepad button Start." msgstr "ゲームパッドのStartボタン。" #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad up." msgstr "ゲームパッドの十字ボタン上。" #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad down." msgstr "ゲームパッドの十字ボタン下。" #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad left." msgstr "ゲームパッドの十字ボタン左。" #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad right." msgstr "ゲームパッドの十字ボタン右。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad SDL guide button." msgstr "ゲームコントローラ SDLガイドボタン。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad SDL miscellaneous button." msgstr "ゲームパッド ボタン0。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad SDL paddle 1 button." msgstr "ゲームコントローラ SDL 十字ボタン左。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad SDL paddle 2 button." msgstr "ゲームコントローラ SDL 十字ボタン左。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad SDL paddle 3 button." msgstr "ゲームコントローラ SDL 十字ボタン左。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad SDL paddle 4 button." msgstr "ゲームコントローラ SDL 十字ボタン左。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad SDL touchpad button." msgstr "ゲームパッド ボタン0。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad left Shoulder button." msgstr "ゲームコントローラ SDL 左 ショルダーボタン。" #: doc/classes/@GlobalScope.xml msgid "Gamepad left trigger." msgstr "ゲームパッドの左トリガー。" #: doc/classes/@GlobalScope.xml msgid "Gamepad left stick click." msgstr "ゲームパッドの左スティック クリック。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad right Shoulder button." msgstr "ゲームコントローラ SDL 右 ショルダーボタン。" #: doc/classes/@GlobalScope.xml msgid "Gamepad right trigger." msgstr "ゲームパッドの右トリガー。" #: doc/classes/@GlobalScope.xml msgid "Gamepad right stick click." msgstr "ゲームパッドの右スティック クリック。" #: doc/classes/@GlobalScope.xml msgid "Gamepad left stick horizontal axis." msgstr "ゲームパッドの左スティック水平軸。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad left stick vertical axis." msgstr "ゲームパッドの左スティック水平軸。" #: doc/classes/@GlobalScope.xml msgid "Gamepad right stick horizontal axis." msgstr "ゲームパッドの右スティック水平軸。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad right stick vertical axis." msgstr "ゲームパッドの右スティック水平軸。" #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 4." msgstr "汎用ゲームパッド軸 4。" #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 5." msgstr "汎用ゲームパッド軸 5。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad left trigger analog axis." msgstr "ゲームパッドの左トリガー。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Gamepad right trigger analog axis." msgstr "ゲームパッドの右トリガー。" #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 8." msgstr "汎用ゲームパッド軸 8。" #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 9." msgstr "汎用ゲームパッド軸 9。" #: doc/classes/@GlobalScope.xml msgid "Represents the maximum number of joystick axes supported." msgstr "サポートされるジョイスティック軸の最大数を表す。" #: doc/classes/@GlobalScope.xml msgid "Gamepad left analog trigger." msgstr "ゲームパッドの左アナログトリガー。" #: doc/classes/@GlobalScope.xml msgid "Gamepad right analog trigger." msgstr "ゲームパッドの右アナログトリガー。" #: doc/classes/@GlobalScope.xml msgid "VR Controller analog trigger." msgstr "VRコントローラのアナログトリガー。" #: doc/classes/@GlobalScope.xml msgid "VR Controller analog grip (side buttons)." msgstr "VRコントローラのアナロググリップ (側面のボタン)。" #: doc/classes/@GlobalScope.xml msgid "" "OpenVR touchpad X axis (Joystick axis on Oculus Touch and Windows MR " "controllers)." msgstr "" "OpenVRタッチパッドX軸 (Oculus TouchおよびWindows MRコントローラのジョイス" "ティック軸)。" #: doc/classes/@GlobalScope.xml msgid "" "OpenVR touchpad Y axis (Joystick axis on Oculus Touch and Windows MR " "controllers)." msgstr "" "OpenVRタッチパッドY軸 (Oculus TouchおよびWindows MRコントローラのジョイス" "ティック軸)。" #: doc/classes/@GlobalScope.xml msgid "" "MIDI note OFF message. See the documentation of [InputEventMIDI] for " "information of how to use MIDI inputs." msgstr "" "MIDIノートOFF メッセージ。MIDI入力の使用方法については、[InputEventMIDI] のド" "キュメントを参照してください。" #: doc/classes/@GlobalScope.xml msgid "" "MIDI note ON message. See the documentation of [InputEventMIDI] for " "information of how to use MIDI inputs." msgstr "" "MIDIノートON メッセージ。MIDI入力の使用方法については、[InputEventMIDI] のド" "キュメントを参照してください。" #: doc/classes/@GlobalScope.xml msgid "" "MIDI aftertouch message. This message is most often sent by pressing down on " "the key after it \"bottoms out\"." msgstr "" "MIDIアフタータッチ メッセージ。このメッセージは、鍵盤が「底を打った」後にさら" "に鍵盤を押し下げることで送信される場合がほとんどです。" #: doc/classes/@GlobalScope.xml msgid "" "MIDI control change message. This message is sent when a controller value " "changes. Controllers include devices such as pedals and levers." msgstr "" "MIDIコントロールチェンジ メッセージ。コントローラの値が変化したときに送信され" "るメッセージです。コントローラーには、ペダルやレバーなどのデバイスがありま" "す。" #: doc/classes/@GlobalScope.xml msgid "" "MIDI program change message. This message sent when the program patch number " "changes." msgstr "" "MIDIプログラムチェンジ メッセージ。プログラムのパッチナンバーが変更されたとき" "に送信されるメッセージです。" #: doc/classes/@GlobalScope.xml msgid "" "MIDI channel pressure message. This message is most often sent by pressing " "down on the key after it \"bottoms out\". This message is different from " "polyphonic after-touch as it indicates the highest pressure across all keys." msgstr "" "MIDIチャンネルプレッシャー メッセージ。このメッセージは、鍵盤が「底を打った」" "後にさらに鍵盤を押し下げることで送信される場合が多いです。このメッセージは、" "ポリフォニック・アフタータッチとは異なり、全鍵盤の中での最も高い圧力を示しま" "す。" #: doc/classes/@GlobalScope.xml msgid "" "MIDI pitch bend message. This message is sent to indicate a change in the " "pitch bender (wheel or lever, typically)." msgstr "" "MIDIピッチベンド メッセージ。このメッセージは、ピッチベンダー (通常、ホイール" "またはレバー) の変化を示すために送信されます。" #: doc/classes/@GlobalScope.xml msgid "" "MIDI system exclusive message. This has behavior exclusive to the device " "you're receiving input from. Getting this data is not implemented in Godot." msgstr "" "MIDIシステムエクスクルーシブ メッセージ。これは、入力源のデバイス専用の動作を" "持っています。このデータの取得はGodotには実装されていません。" #: doc/classes/@GlobalScope.xml msgid "" "MIDI quarter frame message. Contains timing information that is used to " "synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" "MIDIクォーターフレーム メッセージ。MIDI機器を同期させるためのタイミング情報が" "含まれています。このデータの取得はGodotには実装されていません。" #: doc/classes/@GlobalScope.xml msgid "" "MIDI song position pointer message. Gives the number of 16th notes since the " "start of the song. Getting this data is not implemented in Godot." msgstr "" "MIDIソングポジションポインター メッセージ。曲の先頭からの16分音符の数を示しま" "す。このデータの取得は、Godotには実装されていません。" #: doc/classes/@GlobalScope.xml msgid "" "MIDI song select message. Specifies which sequence or song is to be played. " "Getting this data is not implemented in Godot." msgstr "" "MIDIソングセレクト メッセージ。再生するシーケンスや曲を指定します。このデータ" "の取得は、Godotには実装されていません。" #: doc/classes/@GlobalScope.xml msgid "" "MIDI tune request message. Upon receiving a tune request, all analog " "synthesizers should tune their oscillators." msgstr "" "MIDIチューンリクエスト メッセージ。チューンリクエストを受信したとき、すべての" "アナログシンセサイザーはオシレーターのチューニングを行う必要があります。" #: doc/classes/@GlobalScope.xml msgid "" "MIDI timing clock message. Sent 24 times per quarter note when " "synchronization is required." msgstr "" "MIDIタイミングクロック メッセージ。同期が必要な場合に、4分音符ごとに24回送信" "されます。" #: doc/classes/@GlobalScope.xml msgid "" "MIDI start message. Start the current sequence playing. This message will be " "followed with Timing Clocks." msgstr "" "MIDIスタートメッセージ。現在のシーケンスの再生を開始します。このメッセージの" "後にタイミングクロックが続きます。" #: doc/classes/@GlobalScope.xml msgid "MIDI continue message. Continue at the point the sequence was stopped." msgstr "" #: doc/classes/@GlobalScope.xml msgid "MIDI stop message. Stop the current sequence." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI active sensing message. This message is intended to be sent repeatedly " "to tell the receiver that a connection is alive." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI system reset message. Reset all receivers in the system to power-up " "status. It should not be sent on power-up itself." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Methods that return [enum Error] return [constant OK] when no error " "occurred. Note that many functions don't return an error code but will print " "error messages to standard output.\n" "Since [constant OK] has value 0, and all other failure codes are positive " "integers, it can also be used in boolean checks, e.g.:\n" "[codeblock]\n" "var err = method_that_returns_error()\n" "if err != OK:\n" " print(\"Failure!\")\n" "# Or, equivalent:\n" "if err:\n" " print(\"Still failing!\")\n" "[/codeblock]" msgstr "" "[enum Error] を返すメソッドは、エラーが起こらなかったときは [constant OK] を" "返します。関数の多くはエラーコードを返さずに、標準出力にエラーメッセージを送" "るので注意してください。\n" "[constant OK] の値は 0 なので、他のすべての失敗コードは正の整数になっていて、" "ブール値チェックでも使えます。例えば:\n" "[codeblock]\n" "var err = method_that_returns_error()\n" "if err != OK:\n" " print(\"失敗!\")\n" "# あるいは、同様に:\n" "if err:\n" " print(\"また失敗!\")\n" "[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "Generic error." msgstr "汎用エラー。" #: doc/classes/@GlobalScope.xml msgid "Unavailable error." msgstr "利用不可エラー。" #: doc/classes/@GlobalScope.xml msgid "Unconfigured error." msgstr "未設定エラー。" #: doc/classes/@GlobalScope.xml msgid "Unauthorized error." msgstr "未認証エラー。" #: doc/classes/@GlobalScope.xml msgid "Parameter range error." msgstr "パラメータ範囲エラー。" #: doc/classes/@GlobalScope.xml msgid "Out of memory (OOM) error." msgstr "メモリ不足 (Out of memory) エラー。" #: doc/classes/@GlobalScope.xml msgid "File: Not found error." msgstr "ファイル: 未検出エラー。" #: doc/classes/@GlobalScope.xml msgid "File: Bad drive error." msgstr "ファイル: 不正なドライブ エラー。" #: doc/classes/@GlobalScope.xml msgid "File: Bad path error." msgstr "ファイル: 不正なパス エラー。" #: doc/classes/@GlobalScope.xml msgid "File: No permission error." msgstr "ファイル: 無権限エラー。" #: doc/classes/@GlobalScope.xml msgid "File: Already in use error." msgstr "ファイル: 使用中エラー。" #: doc/classes/@GlobalScope.xml msgid "File: Can't open error." msgstr "ファイル: 読み取り不可エラー。" #: doc/classes/@GlobalScope.xml msgid "File: Can't write error." msgstr "ファイル: 書き込み不可エラー。" #: doc/classes/@GlobalScope.xml msgid "File: Can't read error." msgstr "ファイル: 読み込み不可エラー。" #: doc/classes/@GlobalScope.xml msgid "File: Unrecognized error." msgstr "ファイル: 認識失敗エラー。" #: doc/classes/@GlobalScope.xml msgid "File: Corrupt error." msgstr "ファイル: 破損エラー。" #: doc/classes/@GlobalScope.xml msgid "File: Missing dependencies error." msgstr "ファイル: 依存ファイル不足エラー。" #: doc/classes/@GlobalScope.xml msgid "File: End of file (EOF) error." msgstr "ファイル: End of file (EOF) エラー。" #: doc/classes/@GlobalScope.xml msgid "Can't open error." msgstr "読み込み不可エラー。" #: doc/classes/@GlobalScope.xml msgid "Can't create error." msgstr "作成不可エラー。" #: doc/classes/@GlobalScope.xml msgid "Query failed error." msgstr "クエリ失敗エラー。" #: doc/classes/@GlobalScope.xml msgid "Already in use error." msgstr "使用中エラー。" #: doc/classes/@GlobalScope.xml msgid "Locked error." msgstr "ロック中エラー。" #: doc/classes/@GlobalScope.xml msgid "Timeout error." msgstr "時間切れエラー。" #: doc/classes/@GlobalScope.xml msgid "Can't connect error." msgstr "接続不能エラー。" #: doc/classes/@GlobalScope.xml msgid "Can't resolve error." msgstr "解決不能エラー。" #: doc/classes/@GlobalScope.xml msgid "Connection error." msgstr "接続エラー。" #: doc/classes/@GlobalScope.xml msgid "Can't acquire resource error." msgstr "リソース確保不能エラー。" #: doc/classes/@GlobalScope.xml msgid "Can't fork process error." msgstr "プロセス フォーク不能エラー。" #: doc/classes/@GlobalScope.xml msgid "Invalid data error." msgstr "不正なデータ エラー。" #: doc/classes/@GlobalScope.xml msgid "Invalid parameter error." msgstr "不正なパラメータ エラー。" #: doc/classes/@GlobalScope.xml msgid "Already exists error." msgstr "すでに存在エラー。" #: doc/classes/@GlobalScope.xml msgid "Does not exist error." msgstr "存在せずエラー。" #: doc/classes/@GlobalScope.xml msgid "Database: Read error." msgstr "データベース: 読み込みエラー。" #: doc/classes/@GlobalScope.xml msgid "Database: Write error." msgstr "データベース: 書き込みエラー。" #: doc/classes/@GlobalScope.xml msgid "Compilation failed error." msgstr "コンパイル失敗エラー。" #: doc/classes/@GlobalScope.xml msgid "Method not found error." msgstr "メソッド不明エラー。" #: doc/classes/@GlobalScope.xml msgid "Linking failed error." msgstr "リンク失敗エラー。" #: doc/classes/@GlobalScope.xml msgid "Script failed error." msgstr "スクリプト失敗エラー。" #: doc/classes/@GlobalScope.xml msgid "Cycling link (import cycle) error." msgstr "循環リンク(インポート循環)エラー。" #: doc/classes/@GlobalScope.xml msgid "Invalid declaration error." msgstr "不正な宣言エラー。" #: doc/classes/@GlobalScope.xml msgid "Duplicate symbol error." msgstr "シンボル重複エラー。" #: doc/classes/@GlobalScope.xml msgid "Parse error." msgstr "パース エラー。" #: doc/classes/@GlobalScope.xml msgid "Busy error." msgstr "ビジー エラー。" #: doc/classes/@GlobalScope.xml msgid "Skip error." msgstr "スキップ エラー。" #: doc/classes/@GlobalScope.xml msgid "Help error." msgstr "ヘルプ エラー。" #: doc/classes/@GlobalScope.xml msgid "Bug error." msgstr "バグ エラー。" #: doc/classes/@GlobalScope.xml msgid "" "Printer on fire error. (This is an easter egg, no engine methods return this " "error code.)" msgstr "" "プリンター発火エラー。(これはイースターエッグで、このエラーコードを返すエンジ" "ンメソッドは無い)" #: doc/classes/@GlobalScope.xml msgid "No hint for the edited property." msgstr "編集済みプロパティ用のヒントなし。" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer or float property should be within a range specified " "via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/" "code]. The hint string can optionally include [code]\"or_greater\"[/code] " "and/or [code]\"or_lesser\"[/code] to allow manual input going respectively " "above the max or below the min values. Example: [code]\"-360,360,1," "or_greater,or_lesser\"[/code]." msgstr "" "整数または浮動小数点数プロパティについて、ヒント文字列 [code]\"min,max\"[/" "code] または [code]\"min,max,step\"[/code] で指定された範囲内にあるべきことを" "示すヒント。ヒント文字列には、オプションで [code]\"or_greater\"[/code] およ" "び/または [code]\"or_lesser\"[/code] を含めることができ、それぞれ最大値より上" "または最小値より下への手動入力を可能にします。例 [code]\"-360,360,1," "or_greater,or_lesser\"[/code]。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Hints that a float property should be within an exponential range specified " "via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/" "code]. The hint string can optionally include [code]\"or_greater\"[/code] " "and/or [code]\"or_lesser\"[/code] to allow manual input going respectively " "above the max or below the min values. Example: [code]\"0.01,100,0.01," "or_greater\"[/code]." msgstr "" "整数または浮動小数点数のプロパティについて、ヒント文字列 [code]\"min,max\"[/" "code] または [code]\"min,max,step\"[/code] で指定された指数の範囲内にあるべき" "であることを示すヒント。ヒント文字列は、オプションで [code]\"or_greater\"[/" "code] および/または [code]\"or_lesser\"[/code] を含むことができ、それぞれ最大" "値より上または最小値より下への手動入力を可能にします。例: " "[code]\"0.01,100,0.01,or_greater\"[/code]。" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer, float or string property is an enumerated value to " "pick in a list specified via a hint string.\n" "The hint string is a comma separated list of names such as [code]\"Hello," "Something,Else\"[/code]. For integer and float properties, the first name in " "the list has value 0, the next 1, and so on. Explicit values can also be " "specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero," "One,Three:3,Four,Six:6\"[/code]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property can be an enumerated value to pick in a list " "specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n" "Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts " "arbitrary values and can be empty. The list of values serves to suggest " "possible values." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a float property should be edited via an exponential easing " "function. The hint string can include [code]\"attenuation\"[/code] to flip " "the curve horizontally and/or [code]\"inout\"[/code] to also include in/out " "easing." msgstr "" "浮動小数点数プロパティが累乗イージング関数を介して編集されるべきであるという" "ヒント。ヒント文字列には、曲線を水平方向に反転させるための" "[code]\"attenuation\"[/code] 、および/または、イン/アウト・イージングを含める" "ための [code]\"inout\"[/code] を含めることができます。" #: doc/classes/@GlobalScope.xml msgid "Deprecated hint, unused." msgstr "非推奨のヒント、未使用。" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask with named bit flags. For " "example, to allow toggling bits 0, 1, 2 and 4, the hint could be something " "like [code]\"Bit0,Bit1,Bit2,,Bit4\"[/code]." msgstr "" "整数プロパティが、指定されたビットフラグを持つビットマスクであるというヒン" "ト。例えば、ビット 0, 1, 2, 4 をトグルできるようにするには、ヒントは " "[code]\"Bit0,Bit1,Bit2,,Bit4\"[/code] のようなものになります。" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 2D " "render layers." msgstr "" "整数プロパティが、オプションで指定された 2D レンダー レイヤーを使用したビット" "マスクであることのヒント。" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 2D " "physics layers." msgstr "" "整数プロパティが、オプションで指定された 2D 物理レイヤーを使用したビットマス" "クであることのヒント。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Hints that an integer property is a bitmask using the optionally named 2D " "navigation layers." msgstr "" "整数プロパティが、オプションで指定された 2D レンダー レイヤーを使用したビット" "マスクであることのヒント。" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 3D " "render layers." msgstr "" "整数プロパティが、オプションで指定された 3D レンダー レイヤーを使用したビット" "マスクであることのヒント。" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 3D " "physics layers." msgstr "" "整数プロパティが、オプションで指定された 3D 物理レイヤーを使用したビットマス" "クであることのヒント。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Hints that an integer property is a bitmask using the optionally named 3D " "navigation layers." msgstr "" "整数プロパティが、オプションで指定された 2D レンダー レイヤーを使用したビット" "マスクであることのヒント。" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property is a path to a file. Editing it will show a " "file dialog for picking the path. The hint string can be a set of filters " "with wildcards like [code]\"*.png,*.jpg\"[/code]." msgstr "" "文字列プロパティがファイルへのパスであることのヒント。これを編集すると、パス" "を選択するためのファイル ダイアログが表示されます。ヒント文字列は、[code]\"*." "png,*.jpg\"[/code] のようなワイルドカードを含むフィルタのセットにすることがで" "きます。" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property is a path to a directory. Editing it will show " "a file dialog for picking the path." msgstr "" "文字列プロパティがディレクトリへのパスであることのヒント。これを編集すると、" "パスを選択するためのファイル ダイアログが表示されます。" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property is an absolute path to a file outside the " "project folder. Editing it will show a file dialog for picking the path. The " "hint string can be a set of filters with wildcards like [code]\"*.png,*." "jpg\"[/code]." msgstr "" "文字列プロパティが、プロジェクトフォルダ外のファイルへの絶対パスであることの" "ヒント。これを編集すると、パスを選択するためのファイル ダイアログが表示されま" "す。ヒント文字列は、[code]\"*.png,*.jpg\"[/code] のようなワイルドカードを含む" "フィルタのセットにすることができます。" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property is an absolute path to a directory outside the " "project folder. Editing it will show a file dialog for picking the path." msgstr "" "文字列プロパティが、プロジェクトフォルダ外のディレクトリへの絶対パスであるこ" "とのヒント。これを編集すると、パスを選択するためのファイル ダイアログが表示さ" "れます。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Hints that a property is an instance of a [Resource]-derived type, " "optionally specified via the hint string (e.g. [code]\"Texture\"[/code]). " "Editing it will show a popup menu of valid resource types to instantiate." msgstr "" "プロパティが [Resource] 派生型のインスタンスであることを示すヒント。任意でさ" "らに詳しくヒント文字列 (例: [code]\"Texture2D\"[/code]) を指定できます。これ" "を編集すると、インスタンス化可能なリソース型をポップアップメニューで表示しま" "す。" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property is text with line breaks. Editing it will show " "a text input field where line breaks can be typed." msgstr "" "文字列プロパティが、改行のあるテキストであることのヒント。これを編集すると、" "改行を入力できるテキスト入力フィールドが表示されます。" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property should have a placeholder text visible on its " "input field, whenever the property is empty. The hint string is the " "placeholder text to use." msgstr "" "文字列プロパティが空の場合は常に、そのプロパティの入力フィールドにプレースホ" "ルダ テキストが表示されるべきというヒント。ヒント文字列は、使用するプレースホ" "ルダ テキストになります。" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a color property should be edited without changing its alpha " "component, i.e. only R, G and B channels are edited." msgstr "" "カラープロパティのアルファ成分を変更せずに編集するべきというヒント。つまり、" "R、G、Bチャンネルのみを編集できます。" #: doc/classes/@GlobalScope.xml msgid "Hints that an image is compressed using lossy compression." msgstr "画像が非可逆圧縮を使用して圧縮されているというヒント。" #: doc/classes/@GlobalScope.xml msgid "Hints that an image is compressed using lossless compression." msgstr "画像はロスレス圧縮により圧縮されているというヒント。" #: doc/classes/@GlobalScope.xml msgid "The property is serialized and saved in the scene file (default)." msgstr "" "プロパティはシリアライズされ、シーンファイルに保存されます (デフォルト) 。" #: doc/classes/@GlobalScope.xml msgid "The property is shown in the editor inspector (default)." msgstr "プロパティはエディタのインスペクタに表示されます (デフォルト) 。" #: doc/classes/@GlobalScope.xml msgid "Deprecated usage flag, unused." msgstr "非推奨の使用量フラグ、未使用。" #: doc/classes/@GlobalScope.xml msgid "The property can be checked in the editor inspector." msgstr "プロパティは、エディタのインスペクタでチェックが付けられます。" #: doc/classes/@GlobalScope.xml msgid "The property is checked in the editor inspector." msgstr "プロパティは、エディタのインスペクタでチェックが付いています。" #: doc/classes/@GlobalScope.xml msgid "The property is a translatable string." msgstr "プロパティは翻訳可能な文字列です。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "エディタ内でプロパティをグループ化するために使用します。" #: doc/classes/@GlobalScope.xml msgid "Used to categorize properties together in the editor." msgstr "エディタ内でプロパティをまとめて分類するのに使用します。" #: doc/classes/@GlobalScope.xml msgid "The property does not save its state in [PackedScene]." msgstr "プロパティは、その状態を [PackedScene] に保存しません。" #: doc/classes/@GlobalScope.xml msgid "Editing the property prompts the user for restarting the editor." msgstr "" "プロパティを編集すると、エディタの再起動を促すプロンプトが表示されます。" #: doc/classes/@GlobalScope.xml msgid "" "The property is a script variable which should be serialized and saved in " "the scene file." msgstr "" "このプロパティはスクリプト変数であり、シーンファイルにシリアライズして保存す" "る必要があります。" #: doc/classes/@GlobalScope.xml msgid "Default usage (storage, editor and network)." msgstr "デフォルトの使用量 (ストレージ、エディタ、ネットワーク) 。" #: doc/classes/@GlobalScope.xml msgid "" "Default usage for translatable strings (storage, editor, network and " "internationalized)." msgstr "" "翻訳可能な文字列 (ストレージ、エディタ、ネットワーク、国際化) でのデフォルト" "の使用量。" #: doc/classes/@GlobalScope.xml msgid "" "Default usage but without showing the property in the editor (storage, " "network)." msgstr "" "デフォルトの使用量ですが、エディタにプロパティを表示しません (ストレージ、" "ネットワーク) 。" #: doc/classes/@GlobalScope.xml msgid "Flag for a normal method." msgstr "通常メソッド用のフラグ。" #: doc/classes/@GlobalScope.xml msgid "Flag for an editor method." msgstr "エディタメソッド用のフラグ。" #: doc/classes/@GlobalScope.xml msgid "Deprecated method flag, unused." msgstr "廃止予定のメソッドフラグ、未使用。" #: doc/classes/@GlobalScope.xml msgid "Flag for a constant method." msgstr "定数メソッド用のフラグ。" #: doc/classes/@GlobalScope.xml msgid "Flag for a virtual method." msgstr "仮想メソッド用のフラグ。" #: doc/classes/@GlobalScope.xml msgid "Default method flags." msgstr "デフォルトのメソッド用フラグ。" #: doc/classes/@GlobalScope.xml msgid "Variable is [code]null[/code]." msgstr "変数は [code]null[/code]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [bool]." msgstr "変数は [bool] 型。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [int]." msgstr "変数は [int] 型。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [float] (real)." msgstr "変数は [float] 型(実数)。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [String]." msgstr "変数は [String] 型。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector2]." msgstr "変数は [Vector2] 型。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Rect2]." msgstr "変数は [Rect2] 型。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector3]." msgstr "変数は [Vector3] 型。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Transform2D]." msgstr "変数は [Transform2D] 型。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Plane]." msgstr "変数は [Plane] 型。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Quat]." msgstr "変数は [Quat] 型。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [AABB]." msgstr "変数は [AABB] 型。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Basis]." msgstr "変数は [Basis] 型。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Transform]." msgstr "変数は [Transform] 型。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Color]." msgstr "変数は [Color] 型。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [NodePath]." msgstr "変数は [NodePath] 型。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [RID]." msgstr "変数は [RID] 型。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Object]." msgstr "変数は [Object] 型。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Dictionary]." msgstr "変数は [Dictionary] 型。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Array]." msgstr "変数は [Array] 型。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Variable is of type [PoolByteArray]." msgstr "変数は [PackedByteArray] 型。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Variable is of type [PoolIntArray]." msgstr "変数は [Array] 型。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Variable is of type [PoolRealArray]." msgstr "変数は [Array] 型。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Variable is of type [PoolStringArray]." msgstr "変数は [PackedStringArray] 型。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Variable is of type [PoolVector2Array]." msgstr "変数は [PackedVector2Array] 型。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Variable is of type [PoolVector3Array]." msgstr "変数は [PackedVector3Array] 型。" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "Variable is of type [PoolColorArray]." msgstr "変数は [PackedColorArray] 型。" #: doc/classes/@GlobalScope.xml msgid "Represents the size of the [enum Variant.Type] enum." msgstr "[enum Variant.Type] enumのサイズを表す。" #: doc/classes/@GlobalScope.xml msgid "Equality operator ([code]==[/code])." msgstr "等価演算子 ([code]==[/code])。" #: doc/classes/@GlobalScope.xml msgid "Inequality operator ([code]!=[/code])." msgstr "非等価演算子 ([code]!=[/code])。" #: doc/classes/@GlobalScope.xml msgid "Less than operator ([code]<[/code])." msgstr "小なり演算子 ([code]<[/code])。" #: doc/classes/@GlobalScope.xml msgid "Less than or equal operator ([code]<=[/code])." msgstr "小なりイコール演算子 ([code]<=[/code])。" #: doc/classes/@GlobalScope.xml msgid "Greater than operator ([code]>[/code])." msgstr "大なり演算子 ([code]>[/code])。" #: doc/classes/@GlobalScope.xml msgid "Greater than or equal operator ([code]>=[/code])." msgstr "大なりイコール演算子 ([code]>=[/code])。" #: doc/classes/@GlobalScope.xml msgid "Addition operator ([code]+[/code])." msgstr "加算演算子 ([code]+[/code])。" #: doc/classes/@GlobalScope.xml msgid "Subtraction operator ([code]-[/code])." msgstr "減算演算子 ([code]-[/code])。" #: doc/classes/@GlobalScope.xml msgid "Multiplication operator ([code]*[/code])." msgstr "乗算演算子 ([code]*[/code])。" #: doc/classes/@GlobalScope.xml msgid "Division operator ([code]/[/code])." msgstr "除算演算子 ([code]/[/code])。" #: doc/classes/@GlobalScope.xml msgid "Unary negation operator ([code]-[/code])." msgstr "単項マイナス演算子 ([code]-[/code])。" #: doc/classes/@GlobalScope.xml msgid "Unary plus operator ([code]+[/code])." msgstr "単項プラス演算子 ([code]+[/code])。" #: doc/classes/@GlobalScope.xml msgid "Remainder/modulo operator ([code]%[/code])." msgstr "剰余/モジュロ 演算子 ([code]%[/code])。" #: doc/classes/@GlobalScope.xml msgid "String concatenation operator ([code]+[/code])." msgstr "文字列結合演算子 ([code]+[/code])。" #: doc/classes/@GlobalScope.xml msgid "Left shift operator ([code]<<[/code])." msgstr "左シフト演算子 ([code]<<[/code])。" #: doc/classes/@GlobalScope.xml msgid "Right shift operator ([code]>>[/code])." msgstr "右シフト演算子 ([code]>>[/code])。" #: doc/classes/@GlobalScope.xml msgid "Bitwise AND operator ([code]&[/code])." msgstr "ビット単位AND演算子 ([code]&[/code])。" #: doc/classes/@GlobalScope.xml msgid "Bitwise OR operator ([code]|[/code])." msgstr "ビット単位OR演算子 ([code]|[/code])。" #: doc/classes/@GlobalScope.xml msgid "Bitwise XOR operator ([code]^[/code])." msgstr "ビット単位XOR演算子 ([code]^[/code])。" #: doc/classes/@GlobalScope.xml msgid "Bitwise NOT operator ([code]~[/code])." msgstr "ビット単位NOT演算子 ([code]~[/code])。" #: doc/classes/@GlobalScope.xml msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])." msgstr "論理AND演算子 ([code]and[/code] または [code]&&[/code])。" #: doc/classes/@GlobalScope.xml msgid "Logical OR operator ([code]or[/code] or [code]||[/code])." msgstr "論理OR演算子 ([code]or[/code] または [code]||[/code])。" #: doc/classes/@GlobalScope.xml msgid "Logical XOR operator (not implemented in GDScript)." msgstr "論理XOR演算子 (GDScriptでは未実装)。" #: doc/classes/@GlobalScope.xml msgid "Logical NOT operator ([code]not[/code] or [code]![/code])." msgstr "論理NOT演算子 ([code]not[/code] または [code]![/code])。" #: doc/classes/@GlobalScope.xml msgid "Logical IN operator ([code]in[/code])." msgstr "論理IN演算子 ([code]in[/code])。" #: doc/classes/@GlobalScope.xml msgid "Represents the size of the [enum Variant.Operator] enum." msgstr "[enum Variant.Operator] enumのサイズを表す。" #: doc/classes/AABB.xml msgid "Axis-Aligned Bounding Box." msgstr "軸平行境界ボックス。" #: doc/classes/AABB.xml #, fuzzy msgid "" "[AABB] consists of a position, a size, and several utility functions. It is " "typically used for fast overlap tests.\n" "It uses floating-point coordinates. The 2D counterpart to [AABB] is " "[Rect2].\n" "[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses " "integer coordinates." msgstr "" "[AABB]は、位置、サイズ、およびいくつかのユーティリティ関数から構成されていま" "す。これは通常、高速な重なりテストに使用されます。\n" "浮動小数点座標を使用します。[AABB]に対応する2Dの図形は[Rect2]です。\n" "[b]注:[/b] [Rect2]とは異なり、[AABB]には整数値座標を使用するバリエーションは" "ありません。" #: doc/classes/AABB.xml doc/classes/Basis.xml doc/classes/Rect2.xml #: doc/classes/Transform.xml doc/classes/Transform2D.xml #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Math tutorial index" msgstr "" #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml #: doc/classes/Vector3.xml msgid "Vector math" msgstr "" #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml #: doc/classes/Vector3.xml msgid "Advanced vector math" msgstr "" #: doc/classes/AABB.xml msgid "Constructs an [AABB] from a position and size." msgstr "位置とサイズから [AABB] を作成します。" #: doc/classes/AABB.xml msgid "" "Returns an AABB with equivalent position and size, modified so that the most-" "negative corner is the origin and the size is positive." msgstr "" "最も低い角を原点とし、サイズが正の値になるように修正した、元と同じ位置とサイ" "ズのAABBを返します。" #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this [AABB] completely encloses another one." msgstr "" "この [AABB] がもうひとつを完全に内包する場合 [code]true[/code] を返します。" #: doc/classes/AABB.xml msgid "" "Returns a copy of this [AABB] expanded to include a given point.\n" "[b]Example:[/b]\n" "[codeblock]\n" "# position (-3, 2, 0), size (1, 1, 1)\n" "var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n" "# position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and " "Vector3(0, -1, 2)\n" "var box2 = box.expand(Vector3(0, -1, 2))\n" "[/codeblock]" msgstr "" "指定された点を含むように拡張された [AABB] のコピーを返します。\n" "[b]例:[/b]\n" "[codeblock]\n" "# 位置(-3, 2, 0), サイズ(1, 1, 1)\n" "var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n" "# 位置(-3, -1, 0), サイズ(3, 4, 2), これで元のAABB と Vector3(0, -1, 2) にあ" "わせる\n" "var box2 = box.expand(Vector3(0, -1, 2))\n" "[/codeblock]" #: doc/classes/AABB.xml msgid "Returns the volume of the [AABB]." msgstr "[AABB] の体積を返します。" #: doc/classes/AABB.xml msgid "" "Returns the center of the [AABB], which is equal to [member position] + " "([member size] / 2)." msgstr "" "[AABB] の中央の座標を返します。これは [member position] + ([member size] / " "2) と等しいです。" #: doc/classes/AABB.xml msgid "Gets the position of the 8 endpoints of the [AABB] in space." msgstr "空間にある [AABB] の 8 ポイントの位置を返します。" #: doc/classes/AABB.xml msgid "Returns the normalized longest axis of the [AABB]." msgstr "[AABB] の最長軸を正規化して返します。" #: doc/classes/AABB.xml msgid "" "Returns the index of the longest axis of the [AABB] (according to " "[Vector3]'s [code]AXIS_*[/code] constants)." msgstr "" "[AABB] の最長軸のインデックスを返します ([Vector3]の [code]AXIS_*[/code] 定数" "に基づく)。" #: doc/classes/AABB.xml msgid "Returns the scalar length of the longest axis of the [AABB]." msgstr "[AABB] の最長軸の長さをスカラー数で返します。" #: doc/classes/AABB.xml msgid "Returns the normalized shortest axis of the [AABB]." msgstr "[AABB] の最短軸を正規化して返します。" #: doc/classes/AABB.xml msgid "" "Returns the index of the shortest axis of the [AABB] (according to " "[Vector3]::AXIS* enum)." msgstr "" "[AABB] の最短軸のインデックスを返します ([Vector3] の [code]AXIS_*[/code] 定" "数に基づく)。" #: doc/classes/AABB.xml msgid "Returns the scalar length of the shortest axis of the [AABB]." msgstr "[AABB] の最短軸の長さをスカラー数で返します。" #: doc/classes/AABB.xml msgid "" "Returns the support point in a given direction. This is useful for collision " "detection algorithms." msgstr "" "指定した方向のサポートポイントを返します。これは、衝突検出アルゴリズム向けに" "便利です。" #: doc/classes/AABB.xml msgid "" "Returns a copy of the [AABB] grown a given amount of units towards all the " "sides." msgstr "与えられた量だけ全面方向に拡大した [AABB] のコピーを返します。" #: doc/classes/AABB.xml msgid "Returns [code]true[/code] if the [AABB] is flat or empty." msgstr "[AABB] が平坦あるいは空である場合に [code]true[/code] を返します。" #: doc/classes/AABB.xml msgid "Returns [code]true[/code] if the [AABB] is empty." msgstr "[AABB] が空である場合に [code]true[/code] を返します。" #: doc/classes/AABB.xml msgid "Returns [code]true[/code] if the [AABB] contains a point." msgstr "[AABB] がポイントを含む場合に [code]true[/code] を返します。" #: doc/classes/AABB.xml msgid "" "Returns the intersection between two [AABB]. An empty AABB (size 0,0,0) is " "returned on failure." msgstr "" "2つの [AABB] の交差部を返します。失敗した時は、空の AABB (大きさ 0,0,0)が返り" "ます。" #: doc/classes/AABB.xml msgid "Returns [code]true[/code] if the [AABB] overlaps with another." msgstr "" "この [AABB] がもう一方と重なっているときに [code]true[/code] を返します。" #: doc/classes/AABB.xml msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane." msgstr "[AABB] が特定の平面の両側にある場合、[code]true[/code] を返します。" #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if the [AABB] intersects the line segment between " "[code]from[/code] and [code]to[/code]." msgstr "" "[code]from[/code] から [code]to[/code] までの線分にこの [AABB] が交差していれ" "ば [code]true[/code] を返します。" #: doc/classes/AABB.xml msgid "" "Returns [code]true[/code] if this [AABB] and [code]aabb[/code] are " "approximately equal, by calling [method @GDScript.is_equal_approx] on each " "component." msgstr "" "この [AABB] と [code]aabb[/code] がほぼ等しければ [code]true[/code] を返しま" "す。それぞれのコンポーネントで [method @GDScript.is_equal_approx] が呼ばれま" "す。" #: doc/classes/AABB.xml msgid "" "Returns a larger [AABB] that contains both this [AABB] and [code]with[/code]." msgstr "" "この [AABB] と [code]with[/code] を両方含む、より大きな [AABB] を返します。" #: doc/classes/AABB.xml doc/classes/Rect2.xml msgid "" "Ending corner. This is calculated as [code]position + size[/code]. Setting " "this value will change the size." msgstr "" "終端。これは [code]position + size[/code] として計算されます。この値を変更す" "ると、同時に大きさも変わります。" #: doc/classes/AABB.xml doc/classes/Rect2.xml msgid "Beginning corner. Typically has values lower than [member end]." msgstr "開始角。通常は [member end] よりも低い値を持ちます。" #: doc/classes/AABB.xml doc/classes/Rect2.xml #, fuzzy msgid "" "Size from [member position] to [member end]. Typically, all components are " "positive.\n" "If the size is negative, you can use [method abs] to fix it." msgstr "" "[member position] から [member end] までの大きさ。通常はすべての構成要素が正" "の値になります。\n" "大きさが負の場合は、[method abs] を使って修正してください。" #: doc/classes/AcceptDialog.xml msgid "Base dialog for user notification." msgstr "ユーザー通知のための基本ダイアログ。" #: doc/classes/AcceptDialog.xml msgid "" "This dialog is useful for small notifications to the user about an event. It " "can only be accepted or closed, with the same result." msgstr "" "このダイアログは、イベント発生をユーザーに小さく通知するのに便利です。了承す" "ることおよび閉じることのみができ、結果はいずれも同じです。" #: doc/classes/AcceptDialog.xml #, fuzzy msgid "" "Adds a button with label [code]text[/code] and a custom [code]action[/code] " "to the dialog and returns the created button. [code]action[/code] will be " "passed to the [signal custom_action] signal when pressed.\n" "If [code]true[/code], [code]right[/code] will place the button to the right " "of any sibling buttons.\n" "You can use [method remove_button] method to remove a button created with " "this method from the dialog." msgstr "" "ラベル [code]text[/code] およびカスタムの [code]action[/code] からなるボタン" "をダイアログに追加し、その生成されたボタンを返します。押されたときは、" "[code]action[/code] がシグナル [signal custom_action] に渡されます。\n" "もし [code]right[/code] が [code]true[/code] であれば、他のボタンすべての右側" "に配置されます。" #: doc/classes/AcceptDialog.xml #, fuzzy msgid "" "Adds a button with label [code]name[/code] and a cancel action to the dialog " "and returns the created button.\n" "You can use [method remove_button] method to remove a button created with " "this method from the dialog." msgstr "" "ラベル [code]name[/code] とキャンセルアクションを持つボタンをダイアログに追加" "し、作成したボタンを返します。" #: doc/classes/AcceptDialog.xml msgid "" "Returns the label used for built-in text.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "内蔵テキストに使用されているラベルを返します。\n" "[b]警告:[/b] これは必須の内部ノードで、削除したり解放したりするとクラッシュす" "る可能性があります。このノードやその子ノードを隠したい場合は、[member " "CanvasItem.visible]プロパティを使用します。" #: doc/classes/AcceptDialog.xml msgid "" "Returns the OK [Button] instance.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "OK [Button] のインスタンスを返します。\n" "[b]警告:[/b] これは必須の内部ノードなので、削除して解放するとクラッシュする可" "能性があります。このノードまたはその子ノードを非表示にする場合は、 [member " "CanvasItem.visible] プロパティを使用してください。" #: doc/classes/AcceptDialog.xml msgid "" "Registers a [LineEdit] in the dialog. When the enter key is pressed, the " "dialog will be accepted." msgstr "" "ダイアログに [LineEdit] を登録します。Enterキーを押すとダイアログは承諾されま" "す。" #: doc/classes/AcceptDialog.xml msgid "" "Removes the [code]button[/code] from the dialog. Does NOT free the " "[code]button[/code]. The [code]button[/code] must be a [Button] added with " "[method add_button] or [method add_cancel] method. After removal, pressing " "the [code]button[/code] will no longer emit this dialog's [signal " "custom_action] signal or cancel this dialog." msgstr "" "ダイアログから [code]button[/code] を削除します。 [code]button[/code] は解放" "されません。 [code]button[/code] は [method add_button] または [method " "add_cancel] メソッドが追加された [Button] である必要があります。削除後に " "[code]button[/code] を押しても、このダイアログの [signal custom_action] シグ" "ナルは発信されず、このダイアログはキャンセルされます。" #: doc/classes/AcceptDialog.xml msgid "Sets autowrapping for the text in the dialog." msgstr "ダイアログ内のテキストの自動折り返しを設定します。" #: doc/classes/AcceptDialog.xml msgid "" "If [code]true[/code], the dialog is hidden when the OK button is pressed. " "You can set it to [code]false[/code] if you want to do e.g. input validation " "when receiving the [signal confirmed] signal, and handle hiding the dialog " "in your own logic.\n" "[b]Note:[/b] Some nodes derived from this class can have a different default " "value, and potentially their own built-in logic overriding this setting. For " "example [FileDialog] defaults to [code]false[/code], and has its own input " "validation code that is called when you press OK, which eventually hides the " "dialog if the input is valid. As such, this property can't be used in " "[FileDialog] to disable hiding the dialog when pressing OK." msgstr "" "[code]true[/code] の場合、OKボタンを押すとダイアログが非表示になります。例え" "ば、[signal confirmed] シグナルを受信した時に入力を確認したい場合や、独自のロ" "ジックでダイアログを非表示にする処理をしたい場合は、[code]false[/code]にして" "ください。\n" "[b]注: [/b] このクラスから派生したいくつかのノードでは、異なるデフォルト値を" "持つことができ、それらの独自の組み込みロジックがこの設定をオーバーライドする" "可能性があります。例えば、[FileDialog] のデフォルト値は [code]false[/code] で" "あり、OKを押したときに呼び出される独自の入力検証コードを持っています。そのた" "め、このプロパティは [FileDialog] において OK を押したときにダイアログが非表" "示になるのを無効にするためには使用できません。" #: doc/classes/AcceptDialog.xml msgid "The text displayed by the dialog." msgstr "ダイアログで表示されるテキスト。" #: doc/classes/AcceptDialog.xml msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed." msgstr "ダイアログを承諾したとき、つまりOKボタンが押されたときに発信されます。" #: doc/classes/AcceptDialog.xml msgid "Emitted when a custom button is pressed. See [method add_button]." msgstr "" "カスタムボタンが押されたときに表示されます。[method add_button] を参照してく" "ださい。" #: doc/classes/AESContext.xml msgid "Interface to low level AES encryption features." msgstr "低レベルAES暗号化機能へのインターフェース。" #: doc/classes/AESContext.xml msgid "" "This class provides access to AES encryption/decryption of raw data. Both " "AES-ECB and AES-CBC mode are supported.\n" "[codeblock]\n" "extends Node\n" "\n" "var aes = AESContext.new()\n" "\n" "func _ready():\n" " var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n" " var data = \"My secret text!!\" # Data size must be multiple of 16 " "bytes, apply padding if needed.\n" " # Encrypt ECB\n" " aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8())\n" " var encrypted = aes.update(data.to_utf8())\n" " aes.finish()\n" " # Decrypt ECB\n" " aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8())\n" " var decrypted = aes.update(encrypted)\n" " aes.finish()\n" " # Check ECB\n" " assert(decrypted == data.to_utf8())\n" "\n" " var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n" " # Encrypt CBC\n" " aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8())\n" " encrypted = aes.update(data.to_utf8())\n" " aes.finish()\n" " # Decrypt CBC\n" " aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8())\n" " decrypted = aes.update(encrypted)\n" " aes.finish()\n" " # Check CBC\n" " assert(decrypted == data.to_utf8())\n" "[/codeblock]" msgstr "" "このクラスは、生データの AES 暗号化/復号化へのアクセスを提供します。AES-ECB " "と AES-CBC の両方に対応しています。\n" "[codeblock]\n" "extends Node\n" "\n" "var aes = AESContext.new()\n" "\n" "func _ready():\n" " var key = \"My secret key!!!\" # キーは16バイトか32バイトでなければなりま" "せん。\n" " var data = \"My secret text!!\" # データサイズは16バイトの倍数でなければ" "なりません。必要なら文字を付け足します。\n" " # ECB 暗号化\n" " aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8())\n" " var encrypted = aes.update(data.to_utf8())\n" " aes.finish()\n" " # ECB 復号化\n" " aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8())\n" " var decrypted = aes.update(encrypted)\n" " aes.finish()\n" " # ECB チェック\n" " assert(decrypted == data.to_utf8())\n" "\n" " var iv = \"My secret iv!!!\" # IVは正確に16バイトである必要があります。\n" " # CBC 暗号化\n" " aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8())\n" " encrypted = aes.update(data.to_utf8())\n" " aes.finish()\n" " # CBC 復号化\n" " aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8())\n" " decrypted = aes.update(encrypted)\n" " aes.finish()\n" " # CBC チェック\n" " assert(decrypted == data.to_utf8())\n" "[/codeblock]" #: doc/classes/AESContext.xml msgid "Close this AES context so it can be started again. See [method start]." msgstr "" "この AES コンテキストを閉じて、再度開始できるようにします。[method start] を" "参照してください。" #: doc/classes/AESContext.xml #, fuzzy msgid "" "Get the current IV state for this context (IV gets updated when calling " "[method update]). You normally don't need this function.\n" "[b]Note:[/b] This function only makes sense when the context is started with " "[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" "このコンテキストの現在の IV ステートを取得します(IVは [method update] を呼び" "出すと更新されます)。通常はこの関数は必要ありません。\n" "注: この関数は、コンテキストが [constant MODE_CBC_ENCRYPT] または [constant " "MODE_CBC_DECRYPT] で開始された場合にのみ意味を持ちます。" #: doc/classes/AESContext.xml msgid "" "Start the AES context in the given [code]mode[/code]. A [code]key[/code] of " "either 16 or 32 bytes must always be provided, while an [code]iv[/code] " "(initialization vector) of exactly 16 bytes, is only needed when [code]mode[/" "code] is either [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" "与えられた [code]mode[/code] で AES コンテキストを起動します。16バイトまたは" "32バイトの [code]key[/code] が必要です。[code]mode[/code] が [constant " "MODE_CBC_ENCRYPT] または [constant MODE_CBC_DECRYPT] の場合にのみ、正確に16バ" "イトの [code]iv[/code] (initialization vector 初期化ベクトル) がさらに必要に" "なります。" #: doc/classes/AESContext.xml #, fuzzy msgid "" "Run the desired operation for this AES context. Will return a " "[PoolByteArray] containing the result of encrypting (or decrypting) the " "given [code]src[/code]. See [method start] for mode of operation.\n" "[b]Note:[/b] The size of [code]src[/code] must be a multiple of 16. Apply " "some padding if needed." msgstr "" "この AES コンテキストに対して必要な操作を実行します。与えられた [code]src[/" "code] を暗号化 (または復号化) した結果を含む [PackedByteArray] を返します。動" "作モードについては [method start] を参照してください。\n" "注: [code]src[/code] のサイズは16の倍数でなければなりません。必要であれば、い" "くらかパディングを加えてください。" #: doc/classes/AESContext.xml msgid "AES electronic codebook encryption mode." msgstr "AES Electronic Codebook 暗号化モード。" #: doc/classes/AESContext.xml msgid "AES electronic codebook decryption mode." msgstr "AES Electronic Codebook 復号化モード。" #: doc/classes/AESContext.xml msgid "AES cipher blocker chaining encryption mode." msgstr "AES Cipher Block Chaining 暗号化モード。" #: doc/classes/AESContext.xml msgid "AES cipher blocker chaining decryption mode." msgstr "AES Cipher Block Chaining 復号化モード。" #: doc/classes/AESContext.xml msgid "Maximum value for the mode enum." msgstr "モード用enumの最大値。" #: doc/classes/AnimatedSprite.xml #, fuzzy msgid "" "Sprite node that contains multiple textures as frames to play for animation." msgstr "アニメーション用に複数のテクスチャを使用できるSpriteノード。" #: doc/classes/AnimatedSprite.xml msgid "" "[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " "textures as animation frames. Animations are created using a [SpriteFrames] " "resource, which allows you to import image files (or a folder containing " "said files) to provide the animation frames for the sprite. The " "[SpriteFrames] resource can be configured in the editor via the SpriteFrames " "bottom panel.\n" "[b]Note:[/b] You can associate a set of normal or specular maps by creating " "additional [SpriteFrames] resources with a [code]_normal[/code] or " "[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " "resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" "code] will make it so the [code]run[/code] animation uses normal and " "specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml msgid "2D Sprite animation" msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml #: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml #: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml #: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml #: doc/classes/InputEventAction.xml doc/classes/Label.xml #: doc/classes/Particles2D.xml doc/classes/Timer.xml #: doc/classes/VisibilityNotifier2D.xml msgid "2D Dodge The Creeps Demo" msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" "Plays the animation named [code]anim[/code]. If no [code]anim[/code] is " "provided, the current animation is played. If [code]backwards[/code] is " "[code]true[/code], the animation will be played in reverse." msgstr "" "アニメーション名 [code]anim[/code] のアニメーションを再生します。もし " "[code]anim[/code] が与えられなかった場合は、現在のアニメーションが再生されま" "す。もし [code]backwards[/code] が [code]true[/code] であれば、アニメーション" "は逆再生されます。" #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "Stops the current animation (does not reset the frame counter)." msgstr "現在のアニメーションを停止します (frameカウンターはリセットされない)。" #: doc/classes/AnimatedSprite.xml #, fuzzy msgid "" "The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" "[code]frames[/code] リソースからの現在のアニメーション。この値が変わると、" "[code]frame[/code] カウンタはリセットされます。" #: doc/classes/AnimatedSprite.xml doc/classes/SpriteBase3D.xml msgid "If [code]true[/code], texture will be centered." msgstr "[code]true[/code] であれば、テクスチャは中央になります。" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml #: doc/classes/TextureRect.xml msgid "If [code]true[/code], texture is flipped horizontally." msgstr "[code]true[/code] であれば、テクスチャは水平に反転されます。" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml #: doc/classes/TextureRect.xml msgid "If [code]true[/code], texture is flipped vertically." msgstr "[code]true[/code] であれば、テクスチャは垂直に反転されます。" #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "The displayed animation frame's index." msgstr "表示されているアニメーションフレームのインデックス。" #: doc/classes/AnimatedSprite.xml msgid "" "The [SpriteFrames] resource containing the animation(s). Allows you the " "option to load, edit, clear, make unique and save the states of the " "[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml msgid "The texture's drawing offset." msgstr "テクスチャの描写オフセット。" #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "If [code]true[/code], the [member animation] is currently playing." msgstr "[code]true[/code] であれば、[member animation] が現在再生中。" #: doc/classes/AnimatedSprite.xml msgid "The animation speed is multiplied by this value." msgstr "アニメーションの速度はこの値で乗算されます。" #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "" "Emitted when the animation is finished (when it plays the last frame). If " "the animation is looping, this signal is emitted every time the last frame " "is drawn." msgstr "" "アニメーションが終了したとき (最後のフレームを再生したとき) に発せられます。" "アニメーションがループしている場合は、最後のフレームが描画されるたびにこのシ" "グナルが発信されます。" #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "Emitted when [member frame] changed." msgstr "[member frame] が変更されたときに発信されます。" #: doc/classes/AnimatedSprite3D.xml msgid "" "2D sprite node in 3D world, that can use multiple 2D textures for animation." msgstr "" "3Dワールド内での2Dスプライトノード。複数の2Dテクスチャを使ってアニメーション" "を行うことができます。" #: doc/classes/AnimatedSprite3D.xml msgid "" "Animations are created using a [SpriteFrames] resource, which can be " "configured in the editor via the SpriteFrames panel." msgstr "" "アニメーションは [SpriteFrames] リソースを使って作成し、エディタ上の" "SpriteFramesパネルにて設定できます。" #: doc/classes/AnimatedSprite3D.xml msgid "2D Sprite animation (also applies to 3D)" msgstr "" #: doc/classes/AnimatedSprite3D.xml msgid "Returns [code]true[/code] if an animation is currently being played." msgstr "アニメーションが再生中であれば [code]true[/code] を返します。" #: doc/classes/AnimatedSprite3D.xml msgid "" "Plays the animation named [code]anim[/code]. If no [code]anim[/code] is " "provided, the current animation is played." msgstr "" "[code]anim[/code] という名前のアニメーションを再生します。[code]anim[/code] " "が指定されていない場合は、現在のアニメーションを再生します。" #: doc/classes/AnimatedSprite3D.xml msgid "" "The current animation from the [code]frames[/code] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" "[code]frames[/code] リソースからの現在のアニメーション。この値が変わると、" "[code]frame[/code] カウンタはリセットされます。" #: doc/classes/AnimatedSprite3D.xml msgid "The [SpriteFrames] resource containing the animation(s)." msgstr "アニメーションを格納している [SpriteFrames] リソース。" #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "シンプルなフレームベース アニメーションのためのプロキシ テクスチャ。" #: doc/classes/AnimatedTexture.xml #, fuzzy 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 [AnimatedSprite], it isn't a [Node], " "but has the advantage of being usable anywhere a [Texture] resource can be " "used, e.g. in a [TileSet].\n" "The playback of the animation is controlled by the [member fps] property as " "well as each frame's optional delay (see [method set_frame_delay]). 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 [Texture]." msgstr "" "[AnimatedTexture] はフレームベースのアニメーションのためのリソースフォーマッ" "トで、複数のテクスチャをフレームごとにあらかじめ定義された遅延時間で自動的に" "連結することができます。[AnimationPlayer] や [AnimatedSprite2D] とは異なり、" "これは [Node] ではありませんが、しかし [Texture2D] リソースが使用できる場所で" "あればどこでも使用できるという利点があります。\n" "アニメーションの再生は、[member fps] プロパティと各フレームのオプションの遅" "延 ([method set_frame_delay] を参照) によって制御されます。アニメーションは" "ループします。つまり、最後のフレームを再生した後、自動的に0フレーム目から再開" "します。\n" "[AnimatedTexture] は今のところ、すべてのフレームテクスチャが同じサイズである" "ことが要求されます。また、[AtlasTexture] には対応していません。各フレームは別" "の画像にする必要があります。" #: doc/classes/AnimatedTexture.xml msgid "Returns the given frame's delay value." msgstr "指定したフレームの遅延値を返します。" #: doc/classes/AnimatedTexture.xml #, fuzzy msgid "Returns the given frame's [Texture]." msgstr "与えられたフレームの [Texture2D] を返します。" #: doc/classes/AnimatedTexture.xml msgid "" "Sets an additional delay (in seconds) between this frame and the next one, " "that will be added to the time interval defined by [member fps]. By default, " "frames have no delay defined. If a delay value is defined, the final time " "interval between this frame and the next will be [code]1.0 / fps + delay[/" "code].\n" "For example, for an animation with 3 frames, 2 FPS and a frame delay on the " "second frame of 1.2, the resulting playback will be:\n" "[codeblock]\n" "Frame 0: 0.5 s (1 / fps)\n" "Frame 1: 1.7 s (1 / fps + 1.2)\n" "Frame 2: 0.5 s (1 / fps)\n" "Total duration: 2.7 s\n" "[/codeblock]" msgstr "" "[member fps] で定義された時間間隔に追加される、このフレームから次のフレームま" "での追加の遅延時間(秒単位)を設定します。デフォルトでは、フレームに遅延は定義" "されていません。遅延値が定義されている場合、このフレームと次のフレーム間の最" "終的な時間間隔は [code]1.0 / fps + 遅延値[/code] になります。\n" "例えば、合計3フレーム、2 FPS、2フレーム目のフレーム遅延が1.2のアニメーション" "の場合、結果として以下のように再生されます。\n" "[codeblock]\n" "Frame 0: 0.5 秒 (1 / fps)\n" "Frame 1: 1.7 秒 (1 / fps + 1.2)\n" "Frame 2: 0.5 秒 (1 / fps)\n" "合計時間: 2.7 秒\n" "[/codeblock]" #: doc/classes/AnimatedTexture.xml #, fuzzy msgid "" "Assigns a [Texture] to the given frame. Frame IDs start at 0, so the first " "frame has ID 0, and the last frame of the animation has ID [member frames] - " "1.\n" "You can define any number of textures up to [constant MAX_FRAMES], but keep " "in mind that only frames from 0 to [member frames] - 1 will be part of the " "animation." msgstr "" "与えられたフレームに [Texture2D] を割り当てます。フレームIDは0から始まるの" "で、最初のフレームはID 0、アニメーションの最後のフレームはID [member frames] " "- 1となります。\n" "テクスチャの数は [constant MAX_FRAMES] まで自由に定義できますが、0から " "[member frames] - 1までのフレームのみがアニメーション部となることに注意してく" "ださい。" #: doc/classes/AnimatedTexture.xml msgid "Sets the currently visible frame of the texture." msgstr "テクスチャの現在表示されているフレームを設定します。" #: doc/classes/AnimatedTexture.xml msgid "" "Animation speed in frames per second. This value defines the default time " "interval between two frames of the animation, and thus the overall duration " "of the animation loop based on the [member frames] property. A value of 0 " "means no predefined number of frames per second, the animation will play " "according to each frame's frame delay (see [method set_frame_delay]).\n" "For example, an animation with 8 frames, no frame delay and a [code]fps[/" "code] value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds." msgstr "" "アニメーションの速度を、1秒当たりのフレーム数で指定します。この値は、アニメー" "ションの2つのフレーム間におけるデフォルトの時間間隔を定義し、それにより " "[member frames] プロパティに基づきアニメーションループ全体の再生時間を定義し" "ます。値が0の場合、1秒あたりのフレーム数は事前定義されず、アニメーションは各" "フレームのフレーム遅延に応じて再生されます ([method set_frame_delay] を参" "照) 。\n" "例えば、8フレーム、フレーム遅延なし、[code]fps[/code] の値が2のアニメーション" "は、各フレームの持続時間が0.5秒で、4秒間再生されます。" #: doc/classes/AnimatedTexture.xml 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 " "frames is [constant MAX_FRAMES]." msgstr "" "アニメーションで使用するフレーム数。フレーム自体は [method " "set_frame_texture] により別に作成することができますが、新しいフレームを有効に" "するためにはこの値を設定する必要があります。最大フレーム数は [constant " "MAX_FRAMES] です。" #: doc/classes/AnimatedTexture.xml msgid "" "If [code]true[/code], the animation will only play once and will not loop " "back to the first frame after reaching the end. Note that reaching the end " "will not set [member pause] to [code]true[/code]." msgstr "" "[code]true[/code]の場合、アニメーションは一度だけ再生され、終了しても最初のフ" "レームにはループバックしません。終了しても [member pause] は [code]true[/" "code] に設定されないので注意してください。" #: doc/classes/AnimatedTexture.xml msgid "" "If [code]true[/code], the animation will pause where it currently is (i.e. " "at [member current_frame]). The animation will continue from where it was " "paused when changing this property to [code]false[/code]." msgstr "" "[code]true[/code] の場合、アニメーションは現在の位置 (つまり [member " "current_frame] の位置) で一時停止します。このプロパティを [code]false[/code] " "に変更すると、一時停止した場所からアニメーションを続行します。" #: doc/classes/AnimatedTexture.xml #, fuzzy msgid "" "The maximum number of frames supported by [AnimatedTexture]. If you need " "more frames in your animation, use [AnimationPlayer] or [AnimatedSprite]." msgstr "" "[AnimatedTexture] がサポートする最大フレーム数です。それ以上のフレーム数が必" "要な場合は、 [AnimatedPlayer] や [AnimatedSprite2D] を使用してください。" #: doc/classes/Animation.xml msgid "Contains data used to animate everything in the engine." msgstr "" "エンジン内のすべてのものをアニメーション化するために使用されるデータが含まれ" "ています。" #: doc/classes/Animation.xml #, fuzzy msgid "" "An Animation resource contains data used to animate everything in the " "engine. Animations are divided into tracks, and each track must be linked to " "a node. The state of that node can be changed through time, by adding timed " "keys (events) to the track.\n" "[codeblock]\n" "# This creates an animation that makes the node \"Enemy\" move to the right " "by\n" "# 100 pixels in 0.5 seconds.\n" "var animation = Animation.new()\n" "var track_index = animation.add_track(Animation.TYPE_VALUE)\n" "animation.track_set_path(track_index, \"Enemy:position:x\")\n" "animation.track_insert_key(track_index, 0.0, 0)\n" "animation.track_insert_key(track_index, 0.5, 100)\n" "[/codeblock]\n" "Animations are just data containers, and must be added to nodes such as an " "[AnimationPlayer] or [AnimationTreePlayer] to be played back. Animation " "tracks have different types, each with its own set of dedicated methods. " "Check [enum TrackType] to see available types." msgstr "" "Animation リソースには、エンジン内のすべてのものをアニメーション化するために" "使用されるデータが含まれています。アニメーションはトラックに分割されており、" "各トラックはノードにリンクされていなければなりません。そのノードの状態は、ト" "ラックに時間キー (イベント) を追加することで、時間の経過とともに変更すること" "ができます。\n" "[codeblock]\n" "# これはノード「Enemy」を右に移動させるアニメーションを作成します\n" "# 0.5秒間で100ピクセル。\n" "var animation = Animation.new()\n" "var track_index = animation.add_track(Animation.TYPE_VALUE)\n" "animation.track_set_path(track_index, \"Enemy:position.x\")\n" "animation.track_insert_key(track_index, 0.0, 0)\n" "animation.track_insert_key(track_index, 0.5, 100)\n" "[/codeblock]\n" "Animation は単なるデータコンテナであり、再生するためには [AnimationPlayer] な" "どのノードに追加する必要があります。アニメーショントラックには様々なタイプが" "あり、それぞれに専用のメソッドが用意されています。 [enum TrackType] をチェッ" "クして、利用可能なタイプを確認してください。" #: doc/classes/Animation.xml msgid "Adds a track to the Animation." msgstr "アニメーションにトラックを追加します。" #: doc/classes/Animation.xml msgid "" "Returns the animation name at the key identified by [code]key_idx[/code]. " "The [code]track_idx[/code] must be the index of an Animation Track." msgstr "" "[code]key_idx[/code] で指定されたキーのアニメーション名を返します。" "[code]track_idx[/code] はアニメーショントラックのインデックスでなければなりま" "せん。" #: doc/classes/Animation.xml msgid "" "Inserts a key with value [code]animation[/code] at the given [code]time[/" "code] (in seconds). The [code]track_idx[/code] must be the index of an " "Animation Track." msgstr "" "指定された [code]time[/code] (秒数) に値 [code]animation[/code] をキーとして" "挿入します。[code]track_idx[/code] はアニメーショントラックのインデックスでな" "ければなりません。" #: doc/classes/Animation.xml msgid "" "Sets the key identified by [code]key_idx[/code] to value [code]animation[/" "code]. The [code]track_idx[/code] must be the index of an Animation Track." msgstr "" "[code]key_idx[/code] で指定されたキーを、値 [code]animation[/code] で設定しま" "す。[code]track_idx[/code] はアニメーショントラックのインデックスでなければな" "りません。" #: doc/classes/Animation.xml msgid "" "Returns the end offset of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of an Audio Track.\n" "End offset is the number of seconds cut off at the ending of the audio " "stream." msgstr "" "[code]key_idx[/code] で指定されたキーの後端オフセットを返します。" "[code]track_idx[/code] はオーディオトラックのインデックスでなければなりませ" "ん。\n" "後端オフセットは、オーディオストリームの終了時にカットオフされる秒数です。" #: doc/classes/Animation.xml msgid "" "Returns the start offset of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of an Audio Track.\n" "Start offset is the number of seconds cut off at the beginning of the audio " "stream." msgstr "" "[code]key_idx[/code] で指定されたキーの始端オフセットを返します。 " "[code]track_idx[/code] はオーディオトラックのインデックスでなければなりませ" "ん。\n" "始端オフセットは、オーディオストリームの先頭で切り取られる秒数です。" #: doc/classes/Animation.xml msgid "" "Returns the audio stream of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of an Audio Track." msgstr "" "[code]key_idx[/code] で指定されたキーのオーディオストリームを返します。" "[code]track_idx[/code] はオーディオトラックのインデックスである必要がありま" "す。" #: doc/classes/Animation.xml msgid "" "Inserts an Audio Track key at the given [code]time[/code] in seconds. The " "[code]track_idx[/code] must be the index of an Audio Track.\n" "[code]stream[/code] is the [AudioStream] resource to play. " "[code]start_offset[/code] is the number of seconds cut off at the beginning " "of the audio stream, while [code]end_offset[/code] is at the ending." msgstr "" "オーディオトラックのキーを秒数 [code]time[/code] に挿入します。 " "[code]track_idx[/code] はオーディオトラックのインデックスである必要がありま" "す。\n" "[code]stream[/code] は再生する [AudioStream] リソースです。 " "[code]start_offset[/code] はオーディオストリームの先端でカットオフする秒数、" "一方 [code]end_offset[/code] は後端でカットオフする秒数です。" #: doc/classes/Animation.xml msgid "" "Sets the end offset of the key identified by [code]key_idx[/code] to value " "[code]offset[/code]. The [code]track_idx[/code] must be the index of an " "Audio Track." msgstr "" "[code]key_idx[/code] で指定されるキーの後端オフセットを値 [code]offset[/" "code] で設定します。[code]track_idx[/code] はオーディオトラックのインデックス" "でなければなりません。" #: doc/classes/Animation.xml msgid "" "Sets the start offset of the key identified by [code]key_idx[/code] to value " "[code]offset[/code]. The [code]track_idx[/code] must be the index of an " "Audio Track." msgstr "" "[code]key_idx[/code] で指定されるキーの始端オフセットを値 [code]offset[/" "code] に設定します。[code]track_idx[/code] はオーディオトラックのインデックス" "でなければなりません。" #: doc/classes/Animation.xml #, fuzzy msgid "" "Sets the stream of the key identified by [code]key_idx[/code] to value " "[code]stream[/code]. The [code]track_idx[/code] must be the index of an " "Audio Track." msgstr "" "[code]key_idx[/code] で指定されたキーのストリームを値 [code]offset[/code] で" "設定します。[code]track_idx[/code] はオーディオトラックのインデックスでなけれ" "ばなりません。" #: doc/classes/Animation.xml msgid "" "Returns the in handle of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of a Bezier Track." msgstr "" "[code]key_idx[/code] で指定されたキーのインハンドルを返します。 " "[code]track_idx[/code] はベジェトラックのインデックスでなければなりません。" #: doc/classes/Animation.xml msgid "" "Returns the out handle of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of a Bezier Track." msgstr "" "[code]key_idx[/code] で指定されたキーのアウトハンドルを返します。 " "[code]track_idx[/code] はベジェトラックのインデックスでなければなりません。" #: doc/classes/Animation.xml msgid "" "Returns the value of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of a Bezier Track." msgstr "" "[code]key_idx[/code] で指定されたキーの値を返します。 [code]track_idx[/code] " "はベジェトラックのインデックスでなければなりません。" #: doc/classes/Animation.xml msgid "" "Inserts a Bezier Track key at the given [code]time[/code] in seconds. The " "[code]track_idx[/code] must be the index of a Bezier Track.\n" "[code]in_handle[/code] is the left-side weight of the added Bezier curve " "point, [code]out_handle[/code] is the right-side one, while [code]value[/" "code] is the actual value at this point." msgstr "" "指定された秒数 [code]time[/code] にベジェトラックのキーを挿入します。" "[code]track_idx[/code] はベジェトラックのインデックスでなければなりません。\n" "[code]in_handle[/code] は追加したベジェ曲線点の左側の重み、 " "[code]out_handle[/code] は右側の重み、 [code]value[/code] はこの時点での実際" "の値です。" #: doc/classes/Animation.xml msgid "" "Returns the interpolated value at the given [code]time[/code] (in seconds). " "The [code]track_idx[/code] must be the index of a Bezier Track." msgstr "" "指定された [code]time[/code] (秒数) における補間値を返します。 " "[code]track_idx[/code] はベジェトラックのインデックスでなければなりません。" #: doc/classes/Animation.xml msgid "" "Sets the in handle of the key identified by [code]key_idx[/code] to value " "[code]in_handle[/code]. The [code]track_idx[/code] must be the index of a " "Bezier Track." msgstr "" "[code]key_idx[/code] として識別されるキーのインハンドルを値 [code]in_handle[/" "code] に設定します。 [code]track_idx[/code] はベジェトラックのインデックスで" "なければなりません。" #: doc/classes/Animation.xml msgid "" "Sets the out handle of the key identified by [code]key_idx[/code] to value " "[code]out_handle[/code]. The [code]track_idx[/code] must be the index of a " "Bezier Track." msgstr "" "[code]key_idx[/code] として識別されるキーのアウトハンドルを値 " "[code]out_handle[/code] に設定します。 [code]track_idx[/code] はベジェトラッ" "クのインデックスでなければなりません。" #: doc/classes/Animation.xml msgid "" "Sets the value of the key identified by [code]key_idx[/code] to the given " "value. The [code]track_idx[/code] must be the index of a Bezier Track." msgstr "" "[code]key_idx[/code] として識別されるキーの値を、指定された値に設定します。 " "[code]track_idx[/code] はベジェトラックのインデックスでなければなりません。" #: doc/classes/Animation.xml msgid "Clear the animation (clear all tracks and reset all)." msgstr "アニメーションを除去する (全トラックを除去してすべてリセット) 。" #: doc/classes/Animation.xml msgid "" "Adds a new track that is a copy of the given track from [code]to_animation[/" "code]." msgstr "" "[code]to_animation[/code] で与えられたトラックのコピーである、新しいトラック" "を追加します。" #: doc/classes/Animation.xml msgid "" "Returns the index of the specified track. If the track is not found, return " "-1." msgstr "" "指定したトラックのインデックスを返します。指定したトラックが見つからなかった" "場合は -1 を返します。" #: doc/classes/Animation.xml msgid "Returns the amount of tracks in the animation." msgstr "アニメーションのトラック数を返します。" #: doc/classes/Animation.xml msgid "" "Returns all the key indices of a method track, given a position and delta " "time." msgstr "" "位置とデルタ時間を指定して、メソッドトラックのすべてのキーインデックスを返し" "ます。" #: doc/classes/Animation.xml msgid "Returns the method name of a method track." msgstr "メソッドトラックのメソッド名を返します。" #: doc/classes/Animation.xml msgid "" "Returns the arguments values to be called on a method track for a given key " "in a given track." msgstr "" "指定されたトラック内の指定されたキーにおいて、メソッドトラックで呼び出される" "引数の値を返します。" #: doc/classes/Animation.xml msgid "Removes a track by specifying the track index." msgstr "トラックインデックスを指定してトラックを削除します。" #: doc/classes/Animation.xml msgid "" "Finds the key index by time in a given track. Optionally, only find it if " "the exact time is given." msgstr "" "トラック内で指定された時間のキーインデックスを見つけます。オプションでは、正" "確な時間が指定されている場合にのみ見つけます。" #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the track at [code]idx[/code] wraps the " "interpolation loop. New tracks wrap the interpolation loop by default." msgstr "" "[code]idx[/code] のトラックが補間ループをラップしている場合、 [code]true[/" "code] を返します。新しいトラックはデフォルトで補間ループをラップします。" #: doc/classes/Animation.xml msgid "Returns the interpolation type of a given track." msgstr "指定されたトラックの補間タイプを返します。" #: doc/classes/Animation.xml msgid "Returns the amount of keys in a given track." msgstr "指定したトラックのキー数を返します。" #: doc/classes/Animation.xml msgid "Returns the time at which the key is located." msgstr "キーが配置されている時間を返します。" #: doc/classes/Animation.xml msgid "" "Returns the transition curve (easing) for a specific key (see the built-in " "math function [method @GDScript.ease])." msgstr "" "特定のキーの遷移曲線 (イージング) を返します (組み込みの数学関数 [method " "@GDScript.ease] を参照) 。" #: doc/classes/Animation.xml msgid "Returns the value of a given key in a given track." msgstr "指定されたトラック内の、指定されたキーの値を返します。" #: doc/classes/Animation.xml msgid "" "Gets the path of a track. For more information on the path format, see " "[method track_set_path]." msgstr "" "トラックのパスを取得します。パスの形式については [method track_set_path] を参" "照してください。" #: doc/classes/Animation.xml msgid "Gets the type of a track." msgstr "トラックの種類を取得します。" #: doc/classes/Animation.xml msgid "Insert a generic key in a given track." msgstr "指定されたトラックに通常キーを挿入します。" #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the track at index [code]idx[/code] is enabled." msgstr "" "インデックス [code]idx[/code] のトラックが有効な場合、 [code]true[/code] を返" "します。" #: doc/classes/Animation.xml msgid "" "Returns [code]true[/code] if the given track is imported. Else, return " "[code]false[/code]." msgstr "" "指定したトラックがインポートされている場合、 [code]true[/code] を返します。そ" "うでなければ、 [code]false[/code] を返します。" #: doc/classes/Animation.xml msgid "Moves a track down." msgstr "トラックを下に移動させます。" #: doc/classes/Animation.xml msgid "" "Changes the index position of track [code]idx[/code] to the one defined in " "[code]to_idx[/code]." msgstr "" "トラック [code]idx[/code] のインデックス位置を [code]to_idx[/code] で定義した" "ものに変更します。" #: doc/classes/Animation.xml msgid "Moves a track up." msgstr "トラックを上に移動させます。" #: doc/classes/Animation.xml msgid "Removes a key by index in a given track." msgstr "指定されたトラックにあるキーを、インデックスにより削除します。" #: doc/classes/Animation.xml msgid "Removes a key by position (seconds) in a given track." msgstr "指定されたトラックにあるキーを、位置 (秒) によって削除します。" #: doc/classes/Animation.xml msgid "Enables/disables the given track. Tracks are enabled by default." msgstr "" "指定されたトラックを有効/無効にします。デフォルトではトラックは有効になってい" "ます。" #: doc/classes/Animation.xml msgid "Sets the given track as imported or not." msgstr "与えられたトラックが、インポートされたかどうかを設定します。" #: doc/classes/Animation.xml msgid "" "If [code]true[/code], the track at [code]idx[/code] wraps the interpolation " "loop." msgstr "" "[code]true[/code] の場合、[code]idx[/code] のトラックは補間ループをラップしま" "す。" #: doc/classes/Animation.xml msgid "Sets the interpolation type of a given track." msgstr "指定されたトラックの補間タイプを設定します。" #: doc/classes/Animation.xml msgid "Sets the time of an existing key." msgstr "既存のキーの時間を設定します。" #: doc/classes/Animation.xml msgid "" "Sets the transition curve (easing) for a specific key (see the built-in math " "function [method @GDScript.ease])." msgstr "" "特定のキーの遷移曲線 (イージング) を設定します (組み込みの数学関数 [method " "@GDScript.ease] を参照) 。" #: doc/classes/Animation.xml msgid "Sets the value of an existing key." msgstr "既存のキーの値を設定します。" #: doc/classes/Animation.xml #, fuzzy msgid "" "Sets the path of a track. Paths must be valid scene-tree paths to a node and " "must be specified starting from the parent node of the node that will " "reproduce the animation. Tracks that control properties or bones must append " "their name after the path, separated by [code]\":\"[/code].\n" "For example, [code]\"character/skeleton:ankle\"[/code] or [code]\"character/" "mesh:transform/local\"[/code]." msgstr "" "トラックのパスを設定します。パスは、ノードへの有効なシーンツリーパスでなけれ" "ばならず、アニメーションを再現するノードの親ノードから始まるパスを指定する必" "要があります。プロパティやボーンを制御するトラックは、[code]\":\"[/code] で区" "切ってパスの後に名前を追加しなければなりません。\n" "例えば、[code]\"character/skeleton:ankle\"[/code] や [code]\"character/mesh:" "transform/local\"[/code] などです。" #: doc/classes/Animation.xml msgid "" "Swaps the track [code]idx[/code]'s index position with the track " "[code]with_idx[/code]." msgstr "" "トラック [code]idx[/code] のインデックス位置を、トラック [code]with_idx[/" "code] と入れ替えます。" #: doc/classes/Animation.xml msgid "Insert a transform key for a transform track." msgstr "トランスフォームトラックにトランスフォームキーを挿入します。" #: doc/classes/Animation.xml msgid "" "Returns the interpolated value of a transform track at a given time (in " "seconds). An array consisting of 3 elements: position ([Vector3]), rotation " "([Quat]) and scale ([Vector3])." msgstr "" "指定された時間 (秒) におけるトランスフォームトラックの補間値を返します。位置" "([Vector3])、回転([Quat])、スケール([Vector3]) の3つの要素からなる配列です。" #: doc/classes/Animation.xml msgid "" "Returns all the key indices of a value track, given a position and delta " "time." msgstr "" "位置とデルタ時間を指定して、値トラックのすべてのキーインデックスを返します。" #: doc/classes/Animation.xml msgid "Returns the update mode of a value track." msgstr "値トラックの更新モードを返します。" #: doc/classes/Animation.xml #, fuzzy msgid "" "Returns the interpolated value at the given time (in seconds). The " "[code]track_idx[/code] must be the index of a value track." msgstr "" "指定された [code]time[/code] (秒数) における補間値を返します。 " "[code]track_idx[/code] はベジェトラックのインデックスでなければなりません。" #: doc/classes/Animation.xml msgid "Sets the update mode (see [enum UpdateMode]) of a value track." msgstr "値トラックの更新モード ([enum UpdateMode] を参照) を設定します。" #: doc/classes/Animation.xml msgid "" "The total length of the animation (in seconds).\n" "[b]Note:[/b] Length is not delimited by the last key, as this one may be " "before or after the end to ensure correct interpolation and looping." msgstr "" "アニメーションの全長 (秒) 。\n" "[b]注:[/b] 最後のキーは終了時よりも前か後にあるかもしれないので、正しい補間と" "ルーピングのため、長さは最後のキーでは定められません。" #: doc/classes/Animation.xml #, fuzzy msgid "" "A flag indicating that the animation must loop. This is used for correct " "interpolation of animation cycles, and for hinting the player that it must " "restart the animation." msgstr "" "アニメーションがループしなければならないことを示すフラグ。これは、アニメー" "ションのサイクルを正しく補間したり、アニメーションを再スタートさせる必要があ" "ることをプレーヤーに知らせるヒントとして使用されます。" #: doc/classes/Animation.xml msgid "The animation step value." msgstr "アニメーションのステップ値。" #: doc/classes/Animation.xml msgid "" "Emitted when there's a change in the list of tracks, e.g. tracks are added, " "moved or have changed paths." msgstr "" "トラックが追加されたり、移動されたり、パスが変更されたりした場合など、トラッ" "クのリストに変更があった場合に発信されます。" #: doc/classes/Animation.xml msgid "" "Value tracks set values in node properties, but only those which can be " "Interpolated." msgstr "" "値トラックは、ノードのプロパティの値を設定します。ただし、補間可能な値のみ可" "能です。" #: doc/classes/Animation.xml msgid "" "Transform tracks are used to change node local transforms or skeleton pose " "bones. Transitions are interpolated." msgstr "" "トランスフォーム トラックは、ノードのローカル トランスフォームや、スケルトン" "ポーズのボーンを変更するために使用されます。遷移は補間されます。" #: doc/classes/Animation.xml msgid "Method tracks call functions with given arguments per key." msgstr "メソッドトラックは、キーごとに与えられた引数で関数を呼び出します。" #: doc/classes/Animation.xml msgid "" "Bezier tracks are used to interpolate a value using custom curves. They can " "also be used to animate sub-properties of vectors and colors (e.g. alpha " "value of a [Color])." msgstr "" "ベジェトラックは、カスタムのカーブを使用して値を補間するために使用されます。" "ベジェトラックは、ベクターやカラーのサブプロパティをアニメーション化するため" "にも使用できます (例: [Color] のアルファ値) 。" #: doc/classes/Animation.xml msgid "" "Audio tracks are used to play an audio stream with either type of " "[AudioStreamPlayer]. The stream can be trimmed and previewed in the " "animation." msgstr "" "オーディオトラックは、いずれかの種類の [AudioStreamPlayer] 上でオーディオスト" "リームを再生します。ストリームはアニメーション内でトリミングしたり、プレ" "ビューしたりすることができます。" #: doc/classes/Animation.xml msgid "Animation tracks play animations in other [AnimationPlayer] nodes." msgstr "" "アニメーショントラックは、他の [AnimationPlayer] ノードでアニメーションを再生" "します。" #: doc/classes/Animation.xml msgid "No interpolation (nearest value)." msgstr "補間なし (直近の値) 。" #: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "線形補間。" #: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "キュービック補間。" #: doc/classes/Animation.xml msgid "Update between keyframes." msgstr "キーフレーム間で更新する。" #: doc/classes/Animation.xml msgid "Update at the keyframes and hold the value." msgstr "キーフレームで更新し、値を保持する。" #: doc/classes/Animation.xml msgid "Update at the keyframes." msgstr "キーフレームで更新する。" #: doc/classes/Animation.xml msgid "" "Same as linear interpolation, but also interpolates from the current value " "(i.e. dynamically at runtime) if the first key isn't at 0 seconds." msgstr "" "線形補間と同じですが、最初のキーが0秒時点にない場合は、現在の値から補間しま" "す (実行時に動的に) 。" #: doc/classes/AnimationNode.xml msgid "Base resource for [AnimationTree] nodes." msgstr "[AnimationTree] ノードの基底リソース。" #: doc/classes/AnimationNode.xml msgid "" "Base resource for [AnimationTree] nodes. In general, it's not used directly, " "but you can create custom ones with custom blending formulas.\n" "Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], " "otherwise [AnimationRootNode] should be used instead." msgstr "" "[AnimationTree] ノードの基底リソース。 一般的に、直接使うことはありませんが、" "カスタムブレンド式を使うカスタムノードを作成することができます。\n" "主に [AnimationNodeBlendTree] で使用するノードを作成する場合はこれを継承し、" "それ以外の場合は [AnimationRootNode] を使用してください。" #: doc/classes/AnimationNode.xml msgid "" "Adds an input to the node. This is only useful for nodes created for use in " "an [AnimationNodeBlendTree]." msgstr "" "ノードに入力を追加します。これは [AnimationNodeBlendTree] で使用するために作" "成されたノードでのみ有用です。" #: doc/classes/AnimationNode.xml msgid "" "Blend an animation by [code]blend[/code] amount (name must be valid in the " "linked [AnimationPlayer]). A [code]time[/code] and [code]delta[/code] may be " "passed, as well as whether [code]seek[/code] happened." msgstr "" "アニメーションを [code]blend[/code] 量でブレンドします (名前はリンクされた " "[AnimationPlayer] で有効でなければなりません) 。[code]time[/code] と " "[code]delta[/code] を渡したり、[code]seek[/code] が発生したかどうかを渡すこと" "もできます。" #: doc/classes/AnimationNode.xml msgid "" "Blend an input. This is only useful for nodes created for an " "[AnimationNodeBlendTree]. The [code]time[/code] parameter is a relative " "delta, unless [code]seek[/code] is [code]true[/code], in which case it is " "absolute. A filter mode may be optionally passed (see [enum FilterAction] " "for options)." msgstr "" "入力をブレンドします。これは [AnimationNodeBlendTree] のために作成されたノー" "ドに対してのみ有用です。[code]time[/code] パラメータは相対的なデルタ値です" "が、しかし [code]seek[/code] が [code]true[/code] の場合は絶対値です。オプ" "ションでフィルタモードを渡すことができます (オプションについては [enum " "FilterAction] を参照) 。" #: doc/classes/AnimationNode.xml msgid "" "Blend another animation node (in case this node contains children animation " "nodes). This function is only useful if you inherit from [AnimationRootNode] " "instead, else editors will not display your node for addition." msgstr "" "もうひとつのアニメーションノードをブレンドします (このノードに子アニメーショ" "ンノードが含まれている場合)。この関数は [AnimationRootNode] を継承している場" "合にのみ有用で、そうでなければエディタは追加用ノードを表示しません。" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "override the text caption for this node." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return a child node by its [code]name[/code]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return all children nodes in order as a [code]name: node[/code] dictionary." msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Amount of inputs in this node, only useful for nodes that go into " "[AnimationNodeBlendTree]." msgstr "ノードの入力数。[AnimationNodeBlendTree] 内のノードでのみ有用です。" #: doc/classes/AnimationNode.xml msgid "Gets the name of an input by index." msgstr "入力の名前をインデックスで取得します。" #: doc/classes/AnimationNode.xml msgid "" "Gets the value of a parameter. Parameters are custom local memory used for " "your nodes, given a resource can be reused in multiple trees." msgstr "" "特定のパラメータの値を取得します。パラメータはノードに使用されるカスタムの" "ローカルメモリで、与えられたリソースは複数のツリーで再利用できます。" #: doc/classes/AnimationNode.xml #, fuzzy msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return the default value of parameter \"[code]name[/code]\". Parameters are " "custom local memory used for your nodes, given a resource can be reused in " "multiple trees." msgstr "" "特定のパラメータのデフォルト値を取得します。パラメータはノードに使用されるカ" "スタムのローカルメモリで、与えられたリソースは複数のツリーで再利用できます。" #: doc/classes/AnimationNode.xml #, fuzzy msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return a list of the properties on this node. Parameters are custom local " "memory used for your nodes, given a resource can be reused in multiple " "trees. Format is similar to [method Object.get_property_list]." msgstr "" "パラメータのプロパティ情報を取得します。パラメータは、ノードのために使われる" "カスタムのローカルメモリで、与えられたリソースは複数のツリーで再利用できま" "す。フォーマットは [method Object.get_property_list] に似ています。" #: doc/classes/AnimationNode.xml #, fuzzy msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return whether the blend tree editor should display filter editing on this " "node." msgstr "" "このノードで編集するフィルターを、ブレンドツリーエディタにて表示させたい場合" "は [code]true[/code] を返すようにします。" #: doc/classes/AnimationNode.xml #, fuzzy msgid "Returns whether the given path is filtered." msgstr "" "指定したパスがフィルタリングされていれば [code]true[/code] を返します。" #: doc/classes/AnimationNode.xml #, fuzzy msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "run some code when this node is processed. The [code]time[/code] parameter " "is a relative delta, unless [code]seek[/code] is [code]true[/code], in which " "case it is absolute.\n" "Here, call the [method blend_input], [method blend_node] or [method " "blend_animation] functions. You can also use [method get_parameter] and " "[method set_parameter] to modify local memory.\n" "This function should return the time left for the current animation to " "finish (if unsure, pass the value from the main blend being called)." msgstr "" "カスタムノードが処理されたときに呼び出される、ユーザー定義のコールバックで" "す。[code]time[/code] パラメータは相対的なデルタ値ですが、[code]seek[/code] " "が [code]true[/code] の場合は絶対値になります。\n" "ここでは、[method blend_input] 関数、[method blend_node] 関数、または " "[method blend_animation] 関数を呼び出してください。また、[method " "get_parameter] や [method set_parameter] を使ってローカルメモリを変更すること" "もできます。\n" "この関数は、現在のアニメーションが終了するまでの残り時間を返します (不明なと" "きは、呼び出されたメイン ブレンドの値を渡します)。" #: doc/classes/AnimationNode.xml msgid "Removes an input, call this only when inactive." msgstr "入力を削除します。非アクティブ時にのみ呼び出してください。" #: doc/classes/AnimationNode.xml msgid "Adds or removes a path for the filter." msgstr "このフィルタのパスを追加あるいは除去します。" #: doc/classes/AnimationNode.xml #, fuzzy msgid "" "Sets a custom parameter. These are used as local memory, because resources " "can be reused across the tree or scenes." msgstr "" "カスタムパラメータを設定します。リソースはツリーやシーン全体で再利用できるた" "め、これらはローカルストレージとして機能します。" #: doc/classes/AnimationNode.xml msgid "If [code]true[/code], filtering is enabled." msgstr "もし [code]true[/code] であれば、フィルタリングは有効になります。" #: doc/classes/AnimationNode.xml #, fuzzy msgid "Emitted when the node was removed from the graph." msgstr "グラフからノードが除去された際に発信されます。" #: doc/classes/AnimationNode.xml msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " "when one of their nodes changes. The nodes that emit this signal are " "[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], and [AnimationNodeBlendTree]." msgstr "" "このクラスを継承していて内部ツリーを持つノードの、いずれかのノードが変化した" "ときに発信します。このシグナルを発信するノードは、" "[AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、" "[AnimationNodeStateMachine]、および [AnimationNodeBlendTree] です。" #: doc/classes/AnimationNode.xml msgid "Do not use filtering." msgstr "フィルタリングは未使用。" #: doc/classes/AnimationNode.xml msgid "Paths matching the filter will be allowed to pass." msgstr "フィルタにマッチするパスの通過を許可。" #: doc/classes/AnimationNode.xml msgid "Paths matching the filter will be discarded." msgstr "フィルタにマッチするパスの通過を拒否。" #: doc/classes/AnimationNode.xml msgid "Paths matching the filter will be blended (by the blend value)." msgstr "フィルターにマッチしたパスはブレンドされる (ブレンド値にて)。" #: doc/classes/AnimationNodeAdd2.xml msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]." msgstr "" "[AnimationNodeBlendTree] 内で2つのアニメーションを加算してブレンドします。" #: doc/classes/AnimationNodeAdd2.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "additively based on an amount value in the [code][0.0, 1.0][/code] range." msgstr "" "[AnimationNodeBlendTree] に追加するリソースです。[code][0.0, 1.0][/code] の範" "囲に基づき、2つのアニメーションを加算ブレンドします。" #: doc/classes/AnimationNodeAdd2.xml doc/classes/AnimationNodeAdd3.xml #: doc/classes/AnimationNodeBlend2.xml doc/classes/AnimationNodeBlend3.xml msgid "" "If [code]true[/code], sets the [code]optimization[/code] to [code]false[/" "code] when calling [method AnimationNode.blend_input], forcing the blended " "animations to update every frame." msgstr "" "[code]true[/code] の場合、[method AnimationNode.blend_input] を呼び出す際に" "[code]optimization[/code] を [code]false[/code] に設定し、ブレンドされたアニ" "メーションをフレームごとに強制的に更新します。" #: doc/classes/AnimationNodeAdd3.xml msgid "" "Blends two of three animations additively inside of an " "[AnimationNodeBlendTree]." msgstr "[AnimationNodeBlendTree] 内で2つのアニメーションを加算ブレンドします。" #: doc/classes/AnimationNodeAdd3.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "together additively out of three based on a value in the [code][-1.0, 1.0][/" "code] range.\n" "This node has three inputs:\n" "- The base animation to add to\n" "- A -add animation to blend with when the blend amount is in the [code]" "[-1.0, 0.0][/code] range.\n" "- A +add animation to blend with when the blend amount is in the [code][0.0, " "1.0][/code] range" msgstr "" "[AnimationNodeBlendTree] に追加するリソースです。[code][-1.0, 1.0][/code] の" "範囲に基づいて、3つのうち2つのアニメーションを加算ブレンドします。\n" "このノードには3つの入力があります:\n" "- 追加対象となるベースアニメーション\n" "- ブレンド量が [code][-1.0, 0.0][/code] の範囲内にあるときにブレンドする -" "add アニメーション\n" "- ブレンド量が [code][0.0, 1.0][/code] の範囲内にあるときにブレンドする +add " "アニメーション" #: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml #: doc/classes/AnimationNodeBlend2.xml #: doc/classes/AnimationNodeBlendSpace2D.xml #: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml #: doc/classes/AnimationNodeTimeScale.xml #: doc/classes/AnimationNodeTransition.xml #, fuzzy msgid "AnimationTree" msgstr "押し出しモード。" #: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml #: doc/classes/AnimationNodeBlend2.xml #: doc/classes/AnimationNodeBlendSpace2D.xml #: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml #: doc/classes/AnimationNodeTransition.xml doc/classes/AnimationPlayer.xml #: doc/classes/AnimationTree.xml doc/classes/AudioEffectReverb.xml #: doc/classes/Camera.xml doc/classes/CollisionShape.xml #: doc/classes/CylinderShape.xml doc/classes/Environment.xml #: doc/classes/GIProbe.xml doc/classes/GIProbeData.xml #: doc/classes/KinematicBody.xml doc/classes/Light.xml doc/classes/Material.xml #: doc/classes/Mesh.xml doc/classes/MeshInstance.xml doc/classes/Particles.xml #: doc/classes/Quat.xml doc/classes/Skeleton.xml doc/classes/SpotLight.xml #: doc/classes/StaticBody.xml doc/classes/WorldEnvironment.xml msgid "Third Person Shooter Demo" msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "Input animation to use in an [AnimationNodeBlendTree]." msgstr "[AnimationNodeBlendTree] 内で使用する入力アニメーション。" #: doc/classes/AnimationNodeAnimation.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Only features one output " "set using the [member animation] property. Use it as an input for " "[AnimationNode] that blend animations together." msgstr "" "[AnimationNodeBlendTree] に追加するリソースです。[member animation] プロパ" "ティを使用する出力セットがひとつだけあります。アニメーションをブレンドする " "[AnimationNode] の入力として使用します。" #: doc/classes/AnimationNodeAnimation.xml doc/classes/AnimationNodeBlend2.xml #: doc/classes/AnimationNodeOutput.xml doc/classes/AnimationNodeTimeScale.xml #: doc/classes/AnimationNodeTransition.xml doc/classes/Area.xml #: doc/classes/Basis.xml doc/classes/BoxShape.xml #: doc/classes/CollisionShape.xml modules/gridmap/doc_classes/GridMap.xml #: doc/classes/KinematicBody.xml doc/classes/Mesh.xml #: doc/classes/MeshInstance.xml doc/classes/MeshLibrary.xml #: doc/classes/ProjectSettings.xml doc/classes/Transform.xml msgid "3D Platformer Demo" msgstr "" #: doc/classes/AnimationNodeAnimation.xml msgid "" "Animation to use as an output. It is one of the animations provided by " "[member AnimationTree.anim_player]." msgstr "" "出力として使用するアニメーション。[member AnimationTree.anim_player] が用意し" "たアニメーションのひとつです。" #: doc/classes/AnimationNodeBlend2.xml msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]." msgstr "[AnimationNodeBlendTree] 内で2つのアニメーションを線形ブレンドします。" #: doc/classes/AnimationNodeBlend2.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "linearly based on an amount value in the [code][0.0, 1.0][/code] range." msgstr "" "[AnimationNodeBlendTree] に追加するリソースです。2つのアニメーションを [code]" "[0.0, 1.0][/code] の範囲に基づいて線形ブレンドします。" #: doc/classes/AnimationNodeBlend3.xml msgid "" "Blends two of three animations linearly inside of an " "[AnimationNodeBlendTree]." msgstr "" "[AnimationNodeBlendTree] 内にある3つのアニメーションを線形ブレンドします。" #: doc/classes/AnimationNodeBlend3.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "together linearly out of three based on a value in the [code][-1.0, 1.0][/" "code] range.\n" "This node has three inputs:\n" "- The base animation\n" "- A -blend animation to blend with when the blend amount is in the [code]" "[-1.0, 0.0][/code] range.\n" "- A +blend animation to blend with when the blend amount is in the [code]" "[0.0, 1.0][/code] range" msgstr "" "[AnimationNodeBlendTree] に追加するリソースです。[code][-1.0, 1.0][/code] の" "範囲に基づいて、3つのアニメーションのうち2つのアニメーションを線形ブレンドし" "ます。\n" "このノードには3つの入力があります:\n" "- ベースとなるアニメーション\n" "- ブレンド量が [code][-1.0, 0.0][/code] の範囲内のときにブレンドする -blend " "アニメーション。\n" "- ブレンド量が [code][0.0, 1.0][/code] の範囲内のときにブレンドする +blend ア" "ニメーション" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "Blends linearly between two of any number of [AnimationNode] of any type " "placed on a virtual axis." msgstr "" "仮想軸上に配置された任意の種類、任意の数の [AnimationNode] のうち、2つを線形" "ブレンドします。" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "A resource to add to an [AnimationNodeBlendTree].\n" "This is a virtual axis on which you can add any type of [AnimationNode] " "using [method add_blend_point].\n" "Outputs the linear blend of the two [AnimationNode]s closest to the node's " "current value.\n" "You can set the extents of the axis using the [member min_space] and [member " "max_space]." msgstr "" "[AnimationNodeBlendTree] に追加するリソースです。\n" "これは仮想軸であり、あらゆる種類の [AnimationNode] を [method " "add_blend_point] を使って追加することができます。\n" "ノードの現在値に最も近い2つの [AnimationNode] の線形ブレンドを出力します。\n" "軸の範囲は [member min_space] および [member max_space] で設定できます。" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "Adds a new point that represents a [code]node[/code] on the virtual axis at " "a given position set by [code]pos[/code]. You can insert it at a specific " "index using the [code]at_index[/code] argument. If you use the default value " "for [code]at_index[/code], the point is inserted at the end of the blend " "points array." msgstr "" "仮想軸上の [code]node[/code] を表す新しいポイントを、[code]pos[/code] で指定" "した位置に追加します。引数 [code]at_index[/code] で指定したインデックスに挿入" "することもできます。[code]at_index[/code] にデフォルト値を使用した場合は、ブ" "レンドポイント配列の最後に挿入されます。" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Returns the number of points on the blend axis." msgstr "ブレンド軸上のポイントの数を返します。" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "Returns the [AnimationNode] referenced by the point at index [code]point[/" "code]." msgstr "" "インデックス [code]point[/code] のポイントが参照している [AnimationNode] を返" "します。" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the position of the point at index [code]point[/code]." msgstr "インデックス [code]point[/code] のポイントの位置を返します。" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Removes the point at index [code]point[/code] from the blend axis." msgstr "ブレンド軸からインデックス [code]point[/code] のポイントを削除します。" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Changes the [AnimationNode] referenced by the point at index [code]point[/" "code]." msgstr "" "インデックス [code]point[/code] のポイントが参照する [AnimationNode] を変更し" "ます。" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Updates the position of the point at index [code]point[/code] on the blend " "axis." msgstr "" "ブレンド軸上にあるインデックス [code]point[/code] のポイントの位置を更新しま" "す。" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "The blend space's axis's upper limit for the points' position. See [method " "add_blend_point]." msgstr "" "ブレンド空間軸のポイント位置の上限。[method add_blend_point] を参照してくださ" "い。" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "" "The blend space's axis's lower limit for the points' position. See [method " "add_blend_point]." msgstr "" "ブレンド空間軸のポイント位置の下限。[method add_blend_point] を参照してくださ" "い。" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Position increment to snap to when moving a point on the axis." msgstr "軸上でポイントを移動するときにスナップする位置増加量。" #: doc/classes/AnimationNodeBlendSpace1D.xml msgid "Label of the virtual axis of the blend space." msgstr "ブレンド空間の仮想軸のラベル。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Blends linearly between three [AnimationNode] of any type placed in a 2D " "space." msgstr "" "2D空間に配置された任意のタイプの [AnimationNode] を3つ線形ブレンドします。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "A resource to add to an [AnimationNodeBlendTree].\n" "This node allows you to blend linearly between three animations using a " "[Vector2] weight.\n" "You can add vertices to the blend space with [method add_blend_point] and " "automatically triangulate it by setting [member auto_triangles] to " "[code]true[/code]. Otherwise, use [method add_triangle] and [method " "remove_triangle] to create up the blend space by hand." msgstr "" "[AnimationNodeBlendTree] に追加するリソースです。\n" "このノードを使うと、[Vector2] の重みを使って3つのアニメーション間を線形ブレン" "ドすることができます。\n" "ブレンド空間には [method add_blend_point] で頂点を追加でき、[member " "auto_triangles] を [code]true[/code] に設定することで自動的に三角形にすること" "ができます。それ以外の場合は、[method add_triangle] と [method " "remove_triangle] を使ってブレンド空間を手作業で作成します。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Adds a new point that represents a [code]node[/code] at the position set by " "[code]pos[/code]. You can insert it at a specific index using the " "[code]at_index[/code] argument. If you use the default value for " "[code]at_index[/code], the point is inserted at the end of the blend points " "array." msgstr "" "[code]pos[/code] で設定した位置に、[code]node[/code] を表す新しいポイントを追" "加します。引数 [code]at_index[/code] で指定したインデックスに挿入できます。" "[code]at_index[/code] のデフォルト値を使用した場合、そのポイントはブレンドポ" "イント配列の最後に挿入されます。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Creates a new triangle using three points [code]x[/code], [code]y[/code], " "and [code]z[/code]. Triangles can overlap. You can insert the triangle at a " "specific index using the [code]at_index[/code] argument. If you use the " "default value for [code]at_index[/code], the point is inserted at the end of " "the blend points array." msgstr "" "3つのポイント [code]x[/code]、[code]y[/code]、[code]z[/code] からなる新しい三" "角形を作成します。三角形は重なり合うことができます。三角形を特定のインデック" "スに挿入するには、[code]at_index[/code] 引数を使用します。[code]at_index[/" "code] のデフォルト値を使用した場合、そのポイントはブレンドポイント配列の最後" "に挿入されます。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the number of points in the blend space." msgstr "ブレンド空間内のポイント数を返します。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Returns the [AnimationRootNode] referenced by the point at index " "[code]point[/code]." msgstr "" "インデックス [code]point[/code] のポイントが参照する [AnimationRootNode] を返" "します。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Returns the number of triangles in the blend space." msgstr "ブレンド空間内の三角形の数を返します。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Returns the position of the point at index [code]point[/code] in the " "triangle of index [code]triangle[/code]." msgstr "" "インデックス [code]triangle[/code] の三角形内にある、インデックス " "[code]point[/code] のポイントの位置を返します。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Removes the point at index [code]point[/code] from the blend space." msgstr "" "ブレンド空間からインデックス [code]point[/code] のポイントを削除します。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Removes the triangle at index [code]triangle[/code] from the blend space." msgstr "" "ブレンド空間からインデックス [code]triangle[/code] の三角形を削除します。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "If [code]true[/code], the blend space is triangulated automatically. The " "mesh updates every time you add or remove points with [method " "add_blend_point] and [method remove_blend_point]." msgstr "" "[code]true[/code]の場合は、ブレンド空間は自動的に三角形になります。[method " "add_blend_point] と [method remove_blend_point] でポイントを追加または削除す" "るたびにメッシュが更新されます。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Controls the interpolation between animations. See [enum BlendMode] " "constants." msgstr "" "アニメーション間の補間を制御します。[enum BlendMode] 定数を参照してください。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "The blend space's X and Y axes' upper limit for the points' position. See " "[method add_blend_point]." msgstr "" "ブレンド空間のX軸およびY軸におけるポイント位置の上限。[method " "add_blend_point] を参照してください。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "The blend space's X and Y axes' lower limit for the points' position. See " "[method add_blend_point]." msgstr "" "ブレンド空間のX軸およびY軸におけるポイント位置の下限。[method " "add_blend_point] を参照してください。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Position increment to snap to when moving a point." msgstr "ポイントの移動時にスナップする位置の増加分。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Name of the blend space's X axis." msgstr "ブレンド空間のX軸の名前。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "Name of the blend space's Y axis." msgstr "ブレンド空間のY軸の名前。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Emitted every time the blend space's triangles are created, removed, or when " "one of their vertices changes position." msgstr "" "ブレンドスペースの三角形の作成、削除、および頂点の位置が変わるたびに発信され" "ます。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "The interpolation between animations is linear." msgstr "アニメーション間の補間は線形です。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "The blend space plays the animation of the node the blending position is " "closest to. Useful for frame-by-frame 2D animations." msgstr "" "このブレンドスペースでは、ブレンド位置が最も近いノードのアニメーションを再生" "します。フレーム単位の2Dアニメーションに便利です。" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at " "the last animation's playback position." msgstr "" "[constant BLEND_MODE_DISCRETE] と似ていますが、最後のアニメーションの再生位置" "から新しいアニメーションを開始します。" #: doc/classes/AnimationNodeBlendTree.xml msgid "[AnimationTree] node resource that contains many blend type nodes." msgstr "ブレンドタイプのノードを多数含む [AnimationTree] ノードリソース。" #: doc/classes/AnimationNodeBlendTree.xml #, fuzzy msgid "" "This node may contain a sub-tree of any other blend type nodes, such as " "[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], " "[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n" "An [AnimationNodeOutput] node named [code]output[/code] is created by " "default." msgstr "" "このノードは、mix、blend2、blend3、ワンショットなど、他の任意のブレンドタイプ" "のノードをサブツリーとして含むことができます。これは、一般的によく使用される" "ルートの1つです。" #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Adds an [AnimationNode] at the given [code]position[/code]. The [code]name[/" "code] is used to identify the created sub-node later." msgstr "" "指定された [code]position[/code] に [AnimationNode] を追加します。" "[code]name[/code] は、作成されたサブノードを後で識別するために使用されます。" #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Connects the output of an [AnimationNode] as input for another " "[AnimationNode], at the input port specified by [code]input_index[/code]." msgstr "" "ある [AnimationNode] の出力を、[code]input_index[/code] で指定された入力ポー" "トに、別の [AnimationNode] の入力として接続します。" #: doc/classes/AnimationNodeBlendTree.xml msgid "Disconnects the node connected to the specified input." msgstr "指定された入力に接続されているノードを切断します。" #: doc/classes/AnimationNodeBlendTree.xml msgid "Returns the sub-node with the specified [code]name[/code]." msgstr "指定した [code]name[/code] のサブノードを返します。" #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Returns the position of the sub-node with the specified [code]name[/code]." msgstr "指定した名前 [code]name[/code] のサブノードの位置を返します。" #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Returns [code]true[/code] if a sub-node with specified [code]name[/code] " "exists." msgstr "" "指定された名前 [code]name[/code] のサブノードが存在する場合、[code]true[/" "code] を返します。" #: doc/classes/AnimationNodeBlendTree.xml msgid "Removes a sub-node." msgstr "サブノードを除去します。" #: doc/classes/AnimationNodeBlendTree.xml msgid "Changes the name of a sub-node." msgstr "サブノードの名前を変更します。" #: doc/classes/AnimationNodeBlendTree.xml msgid "Modifies the position of a sub-node." msgstr "サブノードの位置を変更します。" #: doc/classes/AnimationNodeBlendTree.xml msgid "The global offset of all sub-nodes." msgstr "すべてのサブノードのグローバルオフセット。" #: doc/classes/AnimationNodeBlendTree.xml msgid "The connection was successful." msgstr "接続成功。" #: doc/classes/AnimationNodeBlendTree.xml msgid "The input node is [code]null[/code]." msgstr "入力ノードが [code]null[/code]。" #: doc/classes/AnimationNodeBlendTree.xml msgid "The specified input port is out of range." msgstr "指定された入力ポートが範囲外。" #: doc/classes/AnimationNodeBlendTree.xml msgid "The output node is [code]null[/code]." msgstr "出力ノードが [code]null[/code]。" #: doc/classes/AnimationNodeBlendTree.xml msgid "Input and output nodes are the same." msgstr "入力と出力ノードが同一。" #: doc/classes/AnimationNodeBlendTree.xml msgid "The specified connection already exists." msgstr "指定された接続は存在済み。" #: doc/classes/AnimationNodeOneShot.xml msgid "Plays an animation once in [AnimationNodeBlendTree]." msgstr "[AnimationNodeBlendTree] 内のアニメーションを1回再生します。" #: doc/classes/AnimationNodeOneShot.xml 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." msgstr "" "[AnimationNodeBlendTree] に追加するリソース。このノードはサブアニメーションを" "実行し、終了すると戻ります。フェードインとフェードアウトのブレンド時間やフィ" "ルターをカスタマイズすることができます。" #: doc/classes/AnimationNodeOneShot.xml msgid "" "If [code]true[/code], the sub-animation will restart automatically after " "finishing." msgstr "" "[code]true[/code] の場合、サブアニメーションの終了後に自動的に再度再生しま" "す。" #: doc/classes/AnimationNodeOneShot.xml msgid "The delay after which the automatic restart is triggered, in seconds." msgstr "自動再度再生が開始された後の遅延時間を秒単位で指定します。" #: doc/classes/AnimationNodeOneShot.xml msgid "" "If [member autorestart] is [code]true[/code], a random additional delay (in " "seconds) between 0 and this value will be added to [member " "autorestart_delay]." msgstr "" "[member autorestart] が [code]true[/code] の場合、0からこの値の間でランダムな" "追加遅延時間 (秒単位) が [member autorestart_delay] に追加されます。" #: doc/classes/AnimationNodeOutput.xml msgid "Generic output node to be added to [AnimationNodeBlendTree]." msgstr "[AnimationNodeBlendTree] に追加する汎用出力ノードです。" #: doc/classes/AnimationNodeStateMachine.xml msgid "State machine for control of animations." msgstr "アニメーションを制御するためのステートマシンです。" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Contains multiple nodes representing animation states, connected in a graph. " "Node transitions can be configured to happen automatically or via code, " "using a shortest-path algorithm. Retrieve the " "[AnimationNodeStateMachinePlayback] object from the [AnimationTree] node to " "control it programmatically.\n" "[b]Example:[/b]\n" "[codeblock]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/codeblock]" msgstr "" "グラフで接続される、アニメーションの状態を表す複数のノードを含みます。ノード" "の遷移は、最短経路アルゴリズムを使用して、自動またはコードで設定できます。プ" "ログラムで制御するには、[AnimationTree] ノードから " "[AnimationNodeStateMachinePlayback] オブジェクトを取得してください。\n" "[b]例:[/b]\n" "[codeblock]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/codeblock]" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Adds a new node to the graph. The [code]position[/code] is used for display " "in the editor." msgstr "" "グラフに新しいノードを追加します。[code]position[/code] はエディタ内での表示" "に使用されます。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Adds a transition between the given nodes." msgstr "与えられたノード間に遷移を追加します。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the graph's end node." msgstr "グラフの終端ノードを返します。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the draw offset of the graph. Used for display in the editor." msgstr "" "グラフの描画オフセットを返します。エディタ内での表示のために使用します。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the animation node with the given name." msgstr "指定された名前のアニメーションノードを返します。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given animation node's name." msgstr "指定されたアニメーションノードの名前を返します。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given node's coordinates. Used for display in the editor." msgstr "指定したノードの座標を返します。エディタ内での表示のために使用します。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given transition." msgstr "指定された遷移を返します。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the number of connections in the graph." msgstr "グラフ内の接続数を返します。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given transition's start node." msgstr "指定した遷移の始端ノードを返します。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given transition's end node." msgstr "指定した遷移の終端ノードを返します。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns [code]true[/code] if the graph contains the given node." msgstr "与えられたノードを含むグラフの場合、[code]true[/code] を返します。" #: doc/classes/AnimationNodeStateMachine.xml msgid "" "Returns [code]true[/code] if there is a transition between the given nodes." msgstr "与えられたノード間に遷移がある場合、[code]true[/code] を返します。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the given node from the graph." msgstr "指定したノードをグラフから削除します。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the transition between the two specified nodes." msgstr "指定された2つのノード間における遷移を削除します。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the given transition by index." msgstr "インデックスで指定された遷移を削除します。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Renames the given node." msgstr "指定されたノードの名前を変えます。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Replaces the node and keeps its transitions unchanged." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the given node as the graph end point." msgstr "指定されたノードをグラフの終端として設定します。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the draw offset of the graph. Used for display in the editor." msgstr "グラフの描画オフセットを設定します。エディタ内での表示用に使われます。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the node's coordinates. Used for display in the editor." msgstr "ノードの座標を設定します。エディタ内での表示用に使われます。" #: doc/classes/AnimationNodeStateMachine.xml msgid "Sets the given node as the graph start point." msgstr "指定されたノードをグラフの始端として設定します。" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Playback control for [AnimationNodeStateMachine]." msgstr "[AnimationNodeStateMachine] の再生を制御します。" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Allows control of [AnimationTree] state machines created with " "[AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree." "get(\"parameters/playback\")[/code].\n" "[b]Example:[/b]\n" "[codeblock]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/codeblock]" msgstr "" "[AnimationNodeStateMachine] で作成した [AnimationTree] ステートマシンを制御で" "きるようにします。[code]$AnimationTree.get(\"parameters/playback\")[/code] で" "取得してください。\n" "[b]例: [/b]\n" "[codeblock]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/codeblock]" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns the currently playing animation state." msgstr "現在再生中のアニメーションステートを返します。" #: doc/classes/AnimationNodeStateMachinePlayback.xml #, fuzzy msgid "Returns the playback position within the current animation state." msgstr "[AudioStream] 内の位置を秒単位で返します。" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Returns the current travel path as computed internally by the A* algorithm." msgstr "A* アルゴリズムによって内部計算された現在の移動経路を返します。" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Returns [code]true[/code] if an animation is playing." msgstr "アニメーションが再生中であれば [code]true[/code] を返します。" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Starts playing the given animation." msgstr "指定されたアニメーションの再生を開始します。" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "Stops the currently playing animation." msgstr "再生中のアニメーションを停止します。" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Transitions from the current state to another one, following the shortest " "path." msgstr "現在のステートから別のステートへの遷移を、最短経路に沿って行います。" #: doc/classes/AnimationNodeStateMachineTransition.xml #, fuzzy msgid "" "Turn on auto advance when this condition is set. The provided name will " "become a boolean parameter on the [AnimationTree] that can be controlled " "from code (see [url=$DOCS_URL/tutorials/animation/animation_tree." "html#controlling-from-code]Using AnimationTree[/url]). For example, if " "[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and " "[member advance_condition] is set to [code]\"idle\"[/code]:\n" "[codeblock]\n" "$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and " "(linear_velocity.x == 0)\n" "[/codeblock]" msgstr "" "この条件を満たした場合、自動遷移をオンにします。与えられた名前は " "[AnimationTree] へのブール引数になり、コードから制御できます ( [url=https://" "docs.godotengine.org/ja/latest/tutorials/animation/animation_tree." "html#controlling-from-code][/url]を参照)。例えば、[member AnimationTree." "tree_root] が [AnimationNodeStateMachine] で、[member advance_condition] に " "[code]\"idle\"[/code] が設定されている場合:\n" "[codeblock]\n" "$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and " "(linear_velocity.x == 0)\n" "[/codeblock]" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Turn on the transition automatically when this state is reached. This works " "best with [constant SWITCH_MODE_AT_END]." msgstr "" "このステートに到達したときに、自動的に遷移をオンにします。[constant " "SWITCH_MODE_AT_END] と組み合わせると最適です。" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Don't use this transition during [method AnimationNodeStateMachinePlayback." "travel] or [member auto_advance]." msgstr "" "[method AnimationNodeStateMachinePlayback.travel] または [member " "auto_advance] のときにこの遷移を使用しません。" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Lower priority transitions are preferred when travelling through the tree " "via [method AnimationNodeStateMachinePlayback.travel] or [member " "auto_advance]." msgstr "" "ツリー内を [method AnimationNodeStateMachinePlayback.travel] や [member " "auto_advance] で移動する場合は、優先度の値がより低い遷移が優先されます。" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "The transition type." msgstr "遷移の種類です。" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "The time to cross-fade between this state and the next." msgstr "このステートと次のステート間でのクロスフェード時間です。" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "Emitted when [member advance_condition] is changed." msgstr "[member advance_condition] が変更されたときに発信されます。" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Switch to the next state immediately. The current state will end and blend " "into the beginning of the new one." msgstr "" "すぐに次のステートに切り替えます。現在のステートは終了すると、新しいステート" "の開始部分へとブレンドします。" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Switch to the next state immediately, but will seek the new state to the " "playback position of the old state." msgstr "" "すぐに次のステートに切り替えますが、新しいステートは古いステートの再生位置に" "シークします。" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Wait for the current state playback to end, then switch to the beginning of " "the next state animation." msgstr "" "現在のステートが再生終了するまで待ち、それから次のステートアニメーションの開" "始部へ切り替えます。" #: doc/classes/AnimationNodeTimeScale.xml msgid "A time-scaling animation node to be used with [AnimationTree]." msgstr "" "[AnimationTree] で使用するタイムスケーリング アニメーションノードです。" #: doc/classes/AnimationNodeTimeScale.xml msgid "" "Allows scaling the speed of the animation (or reversing it) in any children " "nodes. Setting it to 0 will pause the animation." msgstr "" "任意の子ノードでアニメーション再生速度をスケーリング (または逆再生) すること" "ができます。0に設定するとアニメーションを一時停止します。" #: doc/classes/AnimationNodeTimeSeek.xml msgid "A time-seeking animation node to be used with [AnimationTree]." msgstr "[AnimationTree] で使用する、時間シーク用アニメーションノード。" #: doc/classes/AnimationNodeTimeSeek.xml 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]. " "After setting the time and changing the animation playback, the seek node " "automatically goes into sleep mode on the next process frame by setting its " "[code]seek_position[/code] value to [code]-1.0[/code].\n" "[codeblock]\n" "# Play child animation from the start.\n" "animation_tree.set(\"parameters/Seek/seek_position\", 0.0)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Seek/seek_position\"] = 0.0\n" "\n" "# Play child animation from 12 second timestamp.\n" "animation_tree.set(\"parameters/Seek/seek_position\", 12.0)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Seek/seek_position\"] = 12.0\n" "[/codeblock]" msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "A generic animation transition node for [AnimationTree]." msgstr "[AnimationTree] 用の汎用的なアニメーション遷移ノード。" #: doc/classes/AnimationNodeTransition.xml 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." msgstr "" "より高度な [AnimationNodeStateMachine] は必要ない場合に使う、シンプルなステー" "トマシンです。アニメーションを入力として接続し、遷移時間を指定することができ" "ます。" #: doc/classes/AnimationNodeTransition.xml msgid "The number of available input ports for this node." msgstr "このノードで利用可能な入力ポートの数です。" #: doc/classes/AnimationNodeTransition.xml msgid "" "Cross-fading time (in seconds) between each animation connected to the " "inputs." msgstr "入力に接続された各アニメーション間のクロスフェード時間 (秒)。" #: doc/classes/AnimationPlayer.xml msgid "Container and player of [Animation] resources." msgstr "[Animation] リソースのコンテナとプレイヤー。" #: doc/classes/AnimationPlayer.xml msgid "" "An animation player is used for general-purpose playback of [Animation] " "resources. It contains a dictionary of animations (referenced by name) and " "custom blend times between their transitions. Additionally, animations can " "be played and blended in different channels.\n" "[AnimationPlayer] is more suited than [Tween] for animations where you know " "the final values in advance. For example, fading a screen in and out is more " "easily done with an [AnimationPlayer] node thanks to the animation tools " "provided by the editor. That particular example can also be implemented with " "a [Tween] node, but it requires doing everything by code.\n" "Updating the target properties of animations occurs at process time." msgstr "" "アニメーション プレイヤーは、[Animation] リソースの再生に汎用的に使用できま" "す。これには、アニメーションの辞書 (名前で参照) と、それらの遷移間のカスタム" "ブレンド時間が含まれています。また、アニメーションを異なるチャンネルで再生し" "たりブレンドしたりすることができます。\n" "[AnimationPlayer] は、あらかじめ最終的な値がわかっているアニメーションには " "[Tween] よりも適しています。例えば、エディタが提供するアニメーションツールの" "おかげで、画面のフェードインとフェードアウトは [AnimationPlayer] ノードを使う" "とより簡単にできます。この例は [Tween] ノードでも実装できますが、すべてをコー" "ド内で行う必要があります。\n" "アニメーションのターゲットプロパティの更新はprocess時に行われます。" #: doc/classes/AnimationPlayer.xml #, fuzzy msgid "Animation tutorial index" msgstr "押し出しモード。" #: doc/classes/AnimationPlayer.xml msgid "" "Adds [code]animation[/code] to the player accessible with the key " "[code]name[/code]." msgstr "" "キー名 [code]name[/code] でアクセスできるプレイヤーに [code]animation[/code] " "を追加します。" #: doc/classes/AnimationPlayer.xml msgid "" "Shifts position in the animation timeline and immediately updates the " "animation. [code]delta[/code] is the time in seconds to shift. Events " "between the current frame and [code]delta[/code] are handled." msgstr "" "アニメーションのタイムライン上での位置をシフトさせ、即座にアニメーションを更" "新します。[code]delta[/code] は、シフトさせる時間を秒単位で指定します。現在の" "フレームと [code]delta[/code] の間にあるイベントは処理されます。" #: doc/classes/AnimationPlayer.xml msgid "Returns the name of the next animation in the queue." msgstr "キュー内で次にあるアニメーションの名前を返します。" #: doc/classes/AnimationPlayer.xml msgid "" "Triggers the [code]anim_to[/code] animation when the [code]anim_from[/code] " "animation completes." msgstr "" "[code]anim_from[/code] アニメーションが終了したとき、[code]anim_to[/code] ア" "ニメーションを再生します。" #: doc/classes/AnimationPlayer.xml msgid "" "[AnimationPlayer] caches animated nodes. It may not notice if a node " "disappears; [method clear_caches] forces it to update the cache again." msgstr "" "[AnimationPlayer] はアニメーションノードをキャッシュします。そのノードが消え" "た場合でも気づかないかもしれません; [method clear_caches] は強制的にキャッ" "シュを再更新します。" #: doc/classes/AnimationPlayer.xml msgid "Clears all queued, unplayed animations." msgstr "キューに入っている、再生されていないアニメーションをすべて除去します。" #: doc/classes/AnimationPlayer.xml msgid "" "Returns the name of [code]animation[/code] or an empty string if not found." msgstr "" "[code]animation[/code] の名前を返します。もし無ければ、空の文字列を返します。" #: doc/classes/AnimationPlayer.xml #, fuzzy msgid "" "Returns the [Animation] with the key [code]name[/code]. If the animation " "does not exist, [code]null[/code] is returned and an error is logged." msgstr "" "キー [code]name[/code] を持つ [Animation] を返すか、見つからない場合は " "[code]null[/code] を返します。" #: doc/classes/AnimationPlayer.xml msgid "Returns the list of stored animation names." msgstr "格納されているアニメーション名のリストを返します。" #: doc/classes/AnimationPlayer.xml msgid "" "Gets the blend time (in seconds) between two animations, referenced by their " "names." msgstr "" "名前によって参照される2つのアニメーション間の、ブレンド時間 (秒) を取得しま" "す。" #: doc/classes/AnimationPlayer.xml msgid "" "Gets the actual playing speed of current animation or 0 if not playing. This " "speed is the [member playback_speed] property multiplied by " "[code]custom_speed[/code] argument specified when calling the [method play] " "method." msgstr "" "現在のアニメーションの実際の再生速度を取得します。再生停止時は 0 になります。" "この速度は [member playback_speed] プロパティに、[method play] メソッドの呼び" "出し時に指定された [code]custom_speed[/code] 引数を掛け合わせたものです。" #: doc/classes/AnimationPlayer.xml msgid "" "Returns a list of the animation names that are currently queued to play." msgstr "再生するためのキュー内に現在あるアニメーション名のリストを返します。" #: doc/classes/AnimationPlayer.xml msgid "" "Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] " "with key [code]name[/code]." msgstr "" "[AnimationPlayer] がキー名 [code]name[/code] という [Animation] を格納してい" "る場合、[code]true[/code] を返します。" #: doc/classes/AnimationPlayer.xml msgid "Returns [code]true[/code] if playing an animation." msgstr "アニメーションを再生している場合 [code]true[/code] を返します。" #: doc/classes/AnimationPlayer.xml msgid "" "Plays the animation with key [code]name[/code]. Custom blend times and speed " "can be set. If [code]custom_speed[/code] is negative and [code]from_end[/" "code] is [code]true[/code], the animation will play backwards (which is " "equivalent to calling [method play_backwards]).\n" "The [AnimationPlayer] keeps track of its current or last played animation " "with [member assigned_animation]. If this method is called with that same " "animation [code]name[/code], or with no [code]name[/code] parameter, the " "assigned animation will resume playing if it was paused, or restart if it " "was stopped (see [method stop] for both pause and stop). If the animation " "was already playing, it will keep playing.\n" "[b]Note:[/b] The animation will be updated the next time the " "[AnimationPlayer] is processed. If other variables are updated at the same " "time this is called, they may be updated too early. To perform the update " "immediately, call [code]advance(0)[/code]." msgstr "" "キー名 [code]name[/code] のアニメーションを再生します。カスタムのブレンド時間" "と速度を設定できます。もし、[code]custom_speed[/code] が負の値かつ、" "[code]from_end[/code] が [code]true[/code] の場合、アニメーションは逆再生され" "ます (これは [method play_backwards] を呼び出すのと同じです)。\n" "[AnimationPlayer] は、現在または最後に再生されたアニメーション名を [member " "assigned_animation] に保持します。同じアニメーション名 [code]name[/code] を指" "定してこのメソッドを呼び出すか、あるいは [code]name[/code] パラメータを指定し" "ないでこのメソッドを呼び出すと、一時停止していれば再生を再開し、停止していれ" "ば最初から再生します (一時停止と停止については [method stop] を参照してくださ" "い)。もしアニメーションが既に再生されていた場合は、そのまま再生を継続しま" "す。\n" "[b]注:[/b] アニメーションは [AnimationPlayer] が次に処理された時に更新されま" "す。これを呼び出すのと同時に他の変数が更新されると、その更新が早すぎる可能性" "があります。すぐに更新するには、[code]advance(0)[/code] を呼び出してくださ" "い。" #: doc/classes/AnimationPlayer.xml msgid "" "Plays the animation with key [code]name[/code] in reverse.\n" "This method is a shorthand for [method play] with [code]custom_speed = -1.0[/" "code] and [code]from_end = true[/code], so see its description for more " "information." msgstr "" "キー[code]name[/code]のアニメーションを逆再生します。\n" "このメソッドは、[code]custom_speed = -1.0[/code] および [code]from_end = " "true[/code]にした[method play]の短縮形なので、さらなる詳細はその説明を参照し" "てください。" #: doc/classes/AnimationPlayer.xml msgid "" "Queues an animation for playback once the current one is done.\n" "[b]Note:[/b] If a looped animation is currently playing, the queued " "animation will never play unless the looped animation is stopped somehow." msgstr "" "現在再生中のアニメーションが終了した後、再生するアニメーションをキューに入れ" "ます。\n" "[b]注:[/b] 再生中のアニメーションがループしている場合、ループしているアニメー" "ションを何らかの方法で停止しない限り、キューに入っているアニメーションは再生" "されません。" #: doc/classes/AnimationPlayer.xml msgid "Removes the animation with key [code]name[/code]." msgstr "キー名 [code]name[/code] のアニメーションを削除します。" #: doc/classes/AnimationPlayer.xml msgid "" "Renames an existing animation with key [code]name[/code] to [code]newname[/" "code]." msgstr "" "キー名 [code]name[/code] を持つ既存のアニメーションの名前を [code]newname[/" "code] に変更します。" #: doc/classes/AnimationPlayer.xml #, fuzzy msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " "[code]seconds[/code] are skipped.\n" "[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " "animation_finished]. If you want to skip animation and emit the signal, use " "[method advance]." msgstr "" "アニメーションを [code]seconds[/code] (秒) 時点までシークします。もし " "[code]update[/code] が [code]true[/code] であればアニメーションも同時更新さ" "れ、そうでなければプロセス時に更新されます。現在のフレームから " "[code]seconds[/code] までの間のイベントはスキップされます。" #: doc/classes/AnimationPlayer.xml msgid "" "Specifies a blend time (in seconds) between two animations, referenced by " "their names." msgstr "2つのアニメーション間のブレンド時間 (秒単位) を指定します。" #: doc/classes/AnimationPlayer.xml msgid "" "Stops or pauses the currently playing animation. If [code]reset[/code] is " "[code]true[/code], the animation position is reset to [code]0[/code] and the " "playback speed is reset to [code]1.0[/code].\n" "If [code]reset[/code] is [code]false[/code], the [member " "current_animation_position] will be kept and calling [method play] or " "[method play_backwards] without arguments or with the same animation name as " "[member assigned_animation] will resume the animation." msgstr "" "再生中のアニメーションを停止または一時停止します。[code]reset[/code] が " "[code]true[/code] の場合、アニメーションの位置が [code]0[/code] にリセットさ" "れ、再生速度が [code]1.0[/code] にリセットされます。\n" "もし [code]reset[/code] が [code]false[/code] の場合、現在位置 [member " "current_animation_position] は変わらず、次に引数なし、あるいは [member " "assigned_animation] と同じアニメーション名で [method play] または [method " "play_backwards] を呼び出すと、アニメーションが再開されます。" #: doc/classes/AnimationPlayer.xml msgid "" "If playing, the current animation; otherwise, the animation last played. " "When set, would change the animation, but would not play it unless currently " "playing. See also [member current_animation]." msgstr "" "再生中であれば現在のアニメーション、そうでなければ最後に再生されたアニメー" "ション。この値が設定された際、アニメーションが変更されますが、再生中でなけれ" "ば再生開始されません。[member current_animation] も参照。" #: doc/classes/AnimationPlayer.xml msgid "The name of the animation to play when the scene loads." msgstr "シーンが読み込まれたときに再生されるアニメーションの名前。" #: doc/classes/AnimationPlayer.xml msgid "" "The name of the currently playing animation. If no animation is playing, the " "property's value is an empty string. Changing this value does not restart " "the animation. See [method play] for more information on playing " "animations.\n" "[b]Note:[/b] While this property appears in the inspector, it's not meant to " "be edited, and it's not saved in the scene. This property is mainly used to " "get the currently playing animation, and internally for animation playback " "tracks. For more information, see [Animation]." msgstr "" "現在再生しているアニメーションの名前を指定します。再生中のアニメーションがな" "い場合、プロパティの値は空の文字列になります。この値を変更しても、アニメー" "ションは再開されません。アニメーションの再生の詳細については、 [method play] " "を参照してください。\n" "[b]注:[/b] このプロパティはインスペクタに表示されますが、編集されることは意図" "されておらず、シーンに保存されることもありません。このプロパティは主に現在再" "生中のアニメーションを取得するために使用され、内部的にはアニメーション再生ト" "ラックに使用されます。詳細については、 [Animation] を参照してください。" #: doc/classes/AnimationPlayer.xml msgid "The length (in seconds) of the currently being played animation." msgstr "現在再生中のアニメーションの長さ (秒)。" #: doc/classes/AnimationPlayer.xml msgid "The position (in seconds) of the currently playing animation." msgstr "現在再生中のアニメーションの位置 (秒)。" #: doc/classes/AnimationPlayer.xml msgid "The call mode to use for Call Method tracks." msgstr "メソッド呼び出しトラックで使う、呼び出しモード。" #: doc/classes/AnimationPlayer.xml msgid "" "If [code]true[/code], updates animations in response to process-related " "notifications." msgstr "" "[code]true[/code] の場合、プロセス関連の通知に応じてアニメーションを更新しま" "す。" #: doc/classes/AnimationPlayer.xml msgid "" "The default time in which to blend animations. Ranges from 0 to 4096 with " "0.01 precision." msgstr "" "アニメーションをブレンドするデフォルトの時間。0から4096までの範囲で、0.01秒の" "精度で指定します。" #: doc/classes/AnimationPlayer.xml msgid "The process notification in which to update animations." msgstr "アニメーションを更新するプロセス通知。" #: doc/classes/AnimationPlayer.xml msgid "" "The speed scaling ratio. For instance, if this value is 1, then the " "animation plays at normal speed. If it's 0.5, then it plays at half speed. " "If it's 2, then it plays at double speed." msgstr "" "再生速度のスケーリング比。例えば、この値が1の場合、アニメーションは通常の速度" "で再生されます。0.5の場合は半分の速度で再生されます。2の場合は2倍速で再生され" "ます。" #: doc/classes/AnimationPlayer.xml msgid "" "This is used by the editor. If set to [code]true[/code], the scene will be " "saved with the effects of the reset animation applied (as if it had been " "seeked to time 0), then reverted after saving.\n" "In other words, the saved scene file will contain the \"default pose\", as " "defined by the reset animation, if any, with the editor keeping the values " "that the nodes had before saving." msgstr "" "これはエディタで使用されます。 [code]true[/code] に設定されている場合、シーン" "はリセットアニメーション(時間が0にシークされたかのような)が適用された結果とと" "もに保存され、保存後に元に戻されます。\n" "つまり、保存されたシーンファイルには、リセットアニメーションで定義された「デ" "フォルトポーズ」(存在する場合)が含まれ、エディタは保存前にノードが持っていた" "値を保持します。" #: doc/classes/AnimationPlayer.xml msgid "The node from which node path references will travel." msgstr "ノードパス参照の伝達源となるノード。" #: doc/classes/AnimationPlayer.xml msgid "" "Emitted when a queued animation plays after the previous animation was " "finished. See [method queue].\n" "[b]Note:[/b] The signal is not emitted when the animation is changed via " "[method play] or from [AnimationTree]." msgstr "" "前のアニメーションが終了した後、キューに入っているアニメーションが再生される" "ときに発信されます。 [method queue] も参照してください。\n" "[b]注:[/b] アニメーションが [method play] 経由または [AnimationTree] から変更" "された場合、シグナルは発信されません。" #: doc/classes/AnimationPlayer.xml msgid "Notifies when an animation finished playing." msgstr "アニメーションの再生が終了したときに通知します。" #: doc/classes/AnimationPlayer.xml msgid "Notifies when an animation starts playing." msgstr "アニメーションの再生が開始したときに通知します。" #: doc/classes/AnimationPlayer.xml msgid "" "Notifies when the caches have been cleared, either automatically, or " "manually via [method clear_caches]." msgstr "" "自動か、あるいは [method clear_caches] にて手動でキャッシュをクリアしたときに" "通知します。" #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTreePlayer.xml msgid "" "Process animation during the physics process. This is especially useful when " "animating physics bodies." msgstr "" "物理プロセス中にアニメーションをプロセスする。特に物理ボディをアニメーション" "化するときに便利です。" #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTreePlayer.xml msgid "Process animation during the idle process." msgstr "アイドル時にアニメーションをプロセスする。" #: doc/classes/AnimationPlayer.xml msgid "" "Do not process animation. Use [method advance] to process the animation " "manually." msgstr "" "アニメーションをプロセスしない。手動でアニメーションをプロセスするには " "[method advance] を使用してください。" #: doc/classes/AnimationPlayer.xml msgid "" "Batch method calls during the animation process, then do the calls after " "events are processed. This avoids bugs involving deleting nodes or modifying " "the AnimationPlayer while playing." msgstr "" "アニメーションプロセス中にバッチメソッド呼び出しを行い、イベントがプロセスさ" "れた後に呼び出しを実行します。これにより、再生中にノードが削除されたり、" "AnimationPlayerが変更されたりするバグを回避できます。" #: doc/classes/AnimationPlayer.xml msgid "Make method calls immediately when reached in the animation." msgstr "アニメーション内で到達したらすぐにメソッドを呼び出す。" #: doc/classes/AnimationTree.xml msgid "" "A node to be used for advanced animation transitions in an [AnimationPlayer]." msgstr "[AnimationPlayer] 内にて高度なアニメーションの遷移に使用するノード。" #: doc/classes/AnimationTree.xml #, fuzzy msgid "" "A node to be used for advanced animation transitions in an " "[AnimationPlayer].\n" "[b]Note:[/b] When linked with an [AnimationPlayer], several properties and " "methods of the corresponding [AnimationPlayer] will not function as " "expected. Playback and transitions should be handled using only the " "[AnimationTree] and its constituent [AnimationNode](s). The " "[AnimationPlayer] node should be used solely for adding, deleting, and " "editing animations." msgstr "" "注: [AnimationPlayer]とリンクした場合、[AnimationPlayer]のいくつかのプロパ" "ティやメソッドは期待通りには機能しません。再生やトランジションは、" "[AnimationTree]とその構成要素である[AnimationNode]のみで処理してください。" "[AnimationPlayer]ノードは、アニメーションの追加、削除、編集のみに使用してくだ" "さい。" #: doc/classes/AnimationTree.xml #, fuzzy msgid "Using AnimationTree" msgstr "この [AnimationTreePlayer] をリセットします。" #: doc/classes/AnimationTree.xml msgid "Manually advance the animations by the specified time (in seconds)." msgstr "指定した時間 (秒) だけアニメーションを手動で進めます。" #: doc/classes/AnimationTree.xml #, fuzzy msgid "" "Retrieve the motion of the [member root_motion_track] as a [Transform] that " "can be used elsewhere. If [member root_motion_track] is not a path to a " "track of type [constant Animation.TYPE_TRANSFORM], returns an identity " "transformation. See also [member root_motion_track] and [RootMotionView]." msgstr "" "[member root_motion_track]の動きを、他で使える[Transform]として取得します。" "[member root_motion_track]が[constant Animation.TYPE_TRANSFORM]型のトラックへ" "のパスでない場合は、単位元トランスフォームを返します。" #: doc/classes/AnimationTree.xml msgid "If [code]true[/code], the [AnimationTree] will be processing." msgstr "[code]true[/code] であれば、[AnimationTree] のプロセスを行います。" #: doc/classes/AnimationTree.xml msgid "The path to the [AnimationPlayer] used for animating." msgstr "アニメーションに使用する [AnimationPlayer] へのパスです。" #: doc/classes/AnimationTree.xml msgid "" "The process mode of this [AnimationTree]. See [enum AnimationProcessMode] " "for available modes." msgstr "" "この [AnimationTree] のプロセスモード。利用可能なモードは [enum " "AnimationProcessMode] を参照してください。" #: doc/classes/AnimationTree.xml #, fuzzy msgid "" "The path to the Animation track used for root motion. Paths must be valid " "scene-tree paths to a node, and must be specified starting from the parent " "node of the node that will reproduce the animation. To specify a track that " "controls properties or bones, append its name after the path, separated by " "[code]\":\"[/code]. For example, [code]\"character/skeleton:ankle\"[/code] " "or [code]\"character/mesh:transform/local\"[/code].\n" "If the track has type [constant Animation.TYPE_TRANSFORM], the " "transformation will be cancelled visually, and the animation will appear to " "stay in place. See also [method get_root_motion_transform] and " "[RootMotionView]." msgstr "" "ルートモーションに使用されるアニメーショントラックへのパスです。パスはノード" "への有効なシーンツリーパスでなければならず、アニメーションを複製するノードの" "親ノードから始まるパスを指定しなければなりません。プロパティやボーンを制御す" "るトラックを指定する場合は、パスの後にそのトラック名を[code]\":\"[/code]で区" "切って追加します。例えば、[code]\"character/skeleton:ankle\"[/code]や" "[code]\"character/mesh:transform/local\"[/code]のようになります。\n" "トラックが[constant Animation.TYPE_TRANSFORM]型を持っている場合、変形は視覚的" "にキャンセルされ、アニメーションはその場に留まっているように見えます。" #: doc/classes/AnimationTree.xml msgid "The root animation node of this [AnimationTree]. See [AnimationNode]." msgstr "" "この [AnimationTree] のルートアニメーションノード。[AnimationNode] を参照して" "ください。" #: doc/classes/AnimationTree.xml msgid "" "The animations will progress during the physics frame (i.e. [method Node." "_physics_process])." msgstr "" "アニメーションは物理フレーム中に進行します (すなわち [method Node." "_physics_process])。" #: doc/classes/AnimationTree.xml msgid "" "The animations will progress during the idle frame (i.e. [method Node." "_process])." msgstr "" "アニメーションは待機フレーム中に進行します (すなわち [method Node." "_process])。" #: doc/classes/AnimationTree.xml msgid "The animations will only progress manually (see [method advance])." msgstr "アニメーションは手動でのみ進行します ([method advance] を参照)。" #: doc/classes/AnimationTreePlayer.xml msgid "" "[i]Deprecated.[/i] Animation player that uses a node graph for blending " "animations. Superseded by [AnimationTree]." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "" "[i]Deprecated.[/i] A node graph tool for blending multiple animations bound " "to an [AnimationPlayer]. Especially useful for animating characters or other " "skeleton-based rigs. It can combine several animations to form a desired " "pose.\n" "It takes [Animation]s from an [AnimationPlayer] node and mixes them " "depending on the graph.\n" "See [AnimationTree] for a more full-featured replacement of this node." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Adds a [code]type[/code] node to the graph with name [code]id[/code]." msgstr "" "与えられた[code]id[/code]を持つ点の位置[code]position[/code]を設定します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Shifts position in the animation timeline. [code]delta[/code] is the time in " "seconds to shift. Events between the current frame and [code]delta[/code] " "are handled." msgstr "" "アニメーションのタイムライン上での位置をシフトさせ、即座にアニメーションを更" "新します。[code]delta[/code] は、シフトさせる時間を秒単位で指定します。現在の" "フレームと [code]delta[/code] の間にあるイベントは処理されます。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Returns the [AnimationPlayer]'s [Animation] bound to the " "[AnimationTreePlayer]'s animation node with name [code]id[/code]." msgstr "" "[AnimationPlayer] がキー名 [code]name[/code] という [Animation] を格納してい" "る場合、[code]true[/code] を返します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Returns the name of the [member master_player]'s [Animation] bound to this " "animation node." msgstr "このインデックスでのブレンドシェイプの名前を返します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Returns the absolute playback timestamp of the animation node with name " "[code]id[/code]." msgstr "インデックス [code]bus_idx[/code] のバスのチャンネル数を返します。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Binds a new [Animation] from the [member master_player] to the " "[AnimationTreePlayer]'s animation node with name [code]id[/code]." msgstr "" "[member master_player] からの新しい [Animation] を、 [AnimationTreePlayer] の" "アニメーションノードに [code]id[/code] という名前でバインドします。" #: doc/classes/AnimationTreePlayer.xml msgid "" "If [code]enable[/code] is [code]true[/code], the animation node with ID " "[code]id[/code] turns off the track modifying the property at [code]path[/" "code]. The modified node's children continue to animate." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "" "Binds the [Animation] named [code]source[/code] from [member master_player] " "to the animation node [code]id[/code]. Recalculates caches." msgstr "" "[member master_player] の [code]source[/code] という名前の [Animation] をアニ" "メーションノード [code]id[/code] にバインドします。そして、キャッシュを再計算" "します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Returns whether node [code]id[/code] and [code]dst_id[/code] are connected " "at the specified slot." msgstr "" "もし [code]a[/code] と [code]b[/code] がほとんど等しいならば [code]true[/" "code] を返します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the blend amount of a Blend2 node given its name." msgstr "指定したトラックのキー数を返します。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the blend amount of a Blend2 node given its name and value.\n" "A Blend2 node blends two animations (A and B) with the amount between 0 and " "1.\n" "At 0, output is input A. Towards 1, the influence of A gets lessened, the " "influence of B gets raised. At 1, output is input B." msgstr "" "名前と値を指定して、ブレンド2 ノードのブレンド量を設定します。\n" "ブレンド2 ノードは、2つのアニメーション(AとB)を0~1の範囲でブレンドします。\n" "0では、出力は入力Aです。1に近づくとAの影響が小さくなり、Bの影響が大きくなりま" "す。1では、出力が入力Bです。" #: doc/classes/AnimationTreePlayer.xml msgid "" "If [code]enable[/code] is [code]true[/code], the Blend2 node with name " "[code]id[/code] turns off the track modifying the property at [code]path[/" "code]. The modified node's children continue to animate." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the blend amount of a Blend3 node given its name." msgstr "指定したトラックのキー数を返します。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the blend amount of a Blend3 node given its name and value.\n" "A Blend3 Node blends three animations (A, B-, B+) with the amount between -1 " "and 1.\n" "At -1, output is input B-. From -1 to 0, the influence of B- gets lessened, " "the influence of A gets raised and the influence of B+ is 0. At 0, output is " "input A. From 0 to 1, the influence of A gets lessened, the influence of B+ " "gets raised and the influence of B+ is 0. At 1, output is input B+." msgstr "" "名前と値を指定して、ブレンド3 ノードのブレンド量を設定します。\n" "ブレンド3 ノードは、3つのアニメーション(A、B-、B+)を-1から1の間の量でブレンド" "します。\n" "-1では出力が入力B-です。-1から0ではB-の影響が小さくなり、Aの影響が大きくな" "り、B+の影響は0です。0では出力が入力Aです。0から1ではAの影響が小さくなり、" "B+の影響が大きくなり、B+の影響が0になります。1では出力が入力B+です。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the blend amount of a Blend4 node given its name." msgstr "指定したトラックのキー数を返します。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the blend amount of a Blend4 node given its name and value.\n" "A Blend4 Node blends two pairs of animations.\n" "The two pairs are blended like Blend2 and then added together." msgstr "" "名前と値を指定して、ブレンド4 ノードのブレンド量を設定します。\n" "ブレンド4 ノードは、2組のアニメーションをブレンドします。\n" "2つのペアはブレンド2のようにブレンドされてから、一緒に追加されます。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Connects node [code]id[/code] to [code]dst_id[/code] at the specified input " "slot." msgstr "指定された入力に接続されているノードを切断します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Disconnects nodes connected to [code]id[/code] at the specified input slot." msgstr "指定された入力に接続されているノードを切断します。" #: doc/classes/AnimationTreePlayer.xml msgid "Returns a [PoolStringArray] containing the name of all nodes." msgstr "すべてのノードの名前を含む [PoolStringArray] を返します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the mix amount of a Mix node given its name." msgstr "指定したトラックのキー数を返します。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the mix amount of a Mix node given its name and value.\n" "A Mix node adds input b to input a by the amount given by ratio." msgstr "" "名前と値を指定して、ミックス ノードのミックス量を設定します。\n" "Mixノードは、比率によって与えられる量だけ入力bを入力aに加算します。" #: doc/classes/AnimationTreePlayer.xml msgid "Check if a node exists (by name)." msgstr "(名前から)ノードが存在するかどうかをチェックします。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns the input count for a given node. Different types of nodes have " "different amount of inputs." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the input source for a given node input." msgstr "指定されたトラックの補間タイプを返します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns position of a node in the graph given its name." msgstr "指定された名前のアニメーションノードを返します。" #: doc/classes/AnimationTreePlayer.xml msgid "Gets the node type, will return from [enum NodeType] enum." msgstr "ノードの種類を取得し、列挙型 [enum NodeType] から返します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Renames a node in the graph." msgstr "指定したノードをグラフから削除します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Sets the position of a node in the graph given its name and position." msgstr "指定されたノードをグラフの終端として設定します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the autostart delay of a OneShot node given its name." msgstr "指定されたトラック内の、指定されたキーの値を返します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the autostart random delay of a OneShot node given its name." msgstr "指定された名前のアニメーションノードを返します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the fade in time of a OneShot node given its name." msgstr "指定された名前のアニメーションノードを返します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns the fade out time of a OneShot node given its name." msgstr "指定されたトラック内の、指定されたキーの値を返します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns whether a OneShot node will auto restart given its name." msgstr "指定された名前のアニメーションノードを返します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Returns whether a OneShot node is active given its name." msgstr "指定された名前のアニメーションノードを返します。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the autorestart property of a OneShot node given its name and value." msgstr "" "与えられた名前と値で、ワンショット ノードの自動リスタートプロパティを設定しま" "す。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the autorestart delay of a OneShot node given its name and value in " "seconds." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the autorestart random delay of a OneShot node given its name and value " "in seconds." msgstr "" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the fade in time of a OneShot node given its name and value in seconds." msgstr "" "ワンショット ノードのフェードイン時間を設定します。名前と値は秒単位で指定しま" "す。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the fade out time of a OneShot node given its name and value in seconds." msgstr "" "ワンショット ノードの名前と値を指定して、フェードアウト時間を秒単位で設定しま" "す。" #: doc/classes/AnimationTreePlayer.xml msgid "" "If [code]enable[/code] is [code]true[/code], the OneShot node with ID " "[code]id[/code] turns off the track modifying the property at [code]path[/" "code]. The modified node's children continue to animate." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Starts a OneShot node given its name." msgstr "指定されたアニメーションの再生を開始します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Stops the OneShot node with name [code]id[/code]." msgstr "インデックス [code]bus_idx[/code] を持つバスの名前を返します。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Manually recalculates the cache of track information generated from " "animation nodes. Needed when external sources modify the animation nodes' " "state." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Removes the animation node with name [code]id[/code]." msgstr "キー名 [code]name[/code] のアニメーションを削除します。" #: doc/classes/AnimationTreePlayer.xml msgid "Resets this [AnimationTreePlayer]." msgstr "この [AnimationTreePlayer] をリセットします。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Returns the time scale value of the TimeScale node with name [code]id[/code]." msgstr "与えられた[code]id[/code]に関連付けられた点の重みスケールを返します。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the time scale of the TimeScale node with name [code]id[/code] to " "[code]scale[/code].\n" "The TimeScale node is used to speed [Animation]s up if the scale is above 1 " "or slow them down if it is below 1.\n" "If applied after a blend or mix, affects all input animations to that blend " "or mix." msgstr "" "[code]id[/code] という名前のタイムスケール ノードの時間スケールを " "[code]scale[/code] に設定します。\n" "タイムスケール ノードは、スケールが1より大きい場合に [Animation] の速度を上げ" "るために使用され、1より小さい場合にその速度を下げるために使用されます。\n" "ブレンドまたはミックスの後に適用すると、そのブレンドまたはミックスへのすべて" "の入力アニメーションに影響します。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Sets the time seek value of the TimeSeek node with name [code]id[/code] to " "[code]seconds[/code].\n" "This functions as a seek in the [Animation] or the blend or mix of " "[Animation]s input in it." msgstr "" "[code]id[/code] という名前のタイムシーク ノードのタイムシーク値を " "[code]seconds[/code] に設定します。\n" "これは、 [Animation] におけるシーク、または [Animation] のブレンドまたはミッ" "クスの入力として機能します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Deletes the input at [code]input_idx[/code] for the transition node with " "name [code]id[/code]." msgstr "" "与えられた[code]id[/code]を持つ点の位置[code]position[/code]を設定します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Returns the index of the currently evaluated input for the transition node " "with name [code]id[/code]." msgstr "与えられた [code]id[/code] に紐づけられた点の位置を返します。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns the number of inputs for the transition node with name [code]id[/" "code]. You can add inputs by right-clicking on the transition node." msgstr "" "[code]id[/code] という名前のトランジション ノードに対する入力の数を戻します。" "トランジション ノードを右クリックすることで入力を追加することができます。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Returns the cross fade time for the transition node with name [code]id[/" "code]." msgstr "与えられた [code]id[/code] に紐づけられた点の位置を返します。" #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns [code]true[/code] if the input at [code]input_idx[/code] on the " "transition node with name [code]id[/code] is set to automatically advance to " "the next input upon completion." msgstr "" "[code]id[/code] という名前のトランジション ノードの [code]input_idx[/code] で" "の入力が、完了時に自動的に次の入力に進むように設定されている場合は、 " "[code]true[/code] を返します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "The transition node with name [code]id[/code] sets its current input at " "[code]input_idx[/code]." msgstr "" "トラック [code]idx[/code] のインデックス位置を [code]to_idx[/code] で定義した" "ものに変更します。" #: doc/classes/AnimationTreePlayer.xml msgid "" "The transition node with name [code]id[/code] advances to its next input " "automatically when the input at [code]input_idx[/code] completes." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "Resizes the number of inputs available for the transition node with name " "[code]id[/code]." msgstr "与えられた[code]id[/code]に関連付けられた点の重みスケールを返します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "The transition node with name [code]id[/code] sets its cross fade time to " "[code]time_sec[/code]." msgstr "" "トラック [code]idx[/code] のインデックス位置を [code]to_idx[/code] で定義した" "ものに変更します。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "" "If [code]true[/code], the [AnimationTreePlayer] is able to play animations." msgstr "[code]true[/code] であれば、[AnimationTree] のプロセスを行います。" #: doc/classes/AnimationTreePlayer.xml msgid "" "The node from which to relatively access other nodes.\n" "It accesses the bones, so it should point to the same node the " "[AnimationPlayer] would point its Root Node at." msgstr "" "他のノードに相対的にアクセスするノードです。\n" "これはボーンにアクセスするので、 [AnimationPlayer] が指すものと同じルートノー" "ドを指すようにするべきです。" #: doc/classes/AnimationTreePlayer.xml msgid "" "The path to the [AnimationPlayer] from which this [AnimationTreePlayer] " "binds animations to animation nodes.\n" "Once set, [Animation] nodes can be added to the [AnimationTreePlayer]." msgstr "" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "The thread in which to update animations." msgstr "アニメーションを更新するプロセス通知。" #: doc/classes/AnimationTreePlayer.xml msgid "Output node." msgstr "Output ノード。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Animation node." msgstr "押し出しモード。" #: doc/classes/AnimationTreePlayer.xml msgid "OneShot node." msgstr "ワンショット ノード。" #: doc/classes/AnimationTreePlayer.xml msgid "Mix node." msgstr "ミックス ノード。" #: doc/classes/AnimationTreePlayer.xml msgid "Blend2 node." msgstr "ブレンド2 ノード。" #: doc/classes/AnimationTreePlayer.xml msgid "Blend3 node." msgstr "ブレンド3 ノード。" #: doc/classes/AnimationTreePlayer.xml msgid "Blend4 node." msgstr "ブレンド4 ノード。" #: doc/classes/AnimationTreePlayer.xml msgid "TimeScale node." msgstr "タイムスケール ノード。" #: doc/classes/AnimationTreePlayer.xml msgid "TimeSeek node." msgstr "タイムシーク ノード。" #: doc/classes/AnimationTreePlayer.xml #, fuzzy msgid "Transition node." msgstr "遷移の種類です。" #: doc/classes/Area.xml #, fuzzy msgid "3D area for detection and physics and audio influence." msgstr "検出および2D物理作用のための2Dエリアです。" #: doc/classes/Area.xml #, fuzzy msgid "" "3D area that detects [CollisionObject] nodes overlapping, entering, or " "exiting. Can also alter or override local physics parameters (gravity, " "damping) and route audio to custom audio buses." msgstr "" "[CollisionObject3D] ノードの重なり合い、進入、退出を検出するための3Dエリアで" "す。ローカル物理パラメータ (gravity 重力、damping 減衰) を変更したり上書きで" "きます。" #: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml #: doc/classes/ViewportTexture.xml msgid "GUI in 3D Demo" msgstr "" #: doc/classes/Area.xml #, fuzzy msgid "" "Returns a list of intersecting [Area]s. The overlapping area's [member " "CollisionObject.collision_layer] must be part of this area's [member " "CollisionObject.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "現在交差している [PhysicsBody2D] のリストを返します。性能上の理由から (衝突は" "すべて同時に処理されます)、このリストはオブジェクトが移動した直後ではなく、物" "理ステップ中に一度だけ変更されます。代わりにシグナルの使用を考えてください。" #: doc/classes/Area.xml #, fuzzy msgid "" "Returns a list of intersecting [PhysicsBody]s. The overlapping body's " "[member CollisionObject.collision_layer] must be part of this area's [member " "CollisionObject.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "現在交差している [PhysicsBody2D] のリストを返します。性能上の理由から (衝突は" "すべて同時に処理されます)、このリストはオブジェクトが移動した直後ではなく、物" "理ステップ中に一度だけ変更されます。代わりにシグナルの使用を考えてください。" #: doc/classes/Area.xml #, fuzzy msgid "" "If [code]true[/code], the given area overlaps the Area.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead." msgstr "" "もし [code]true[/code] の場合、与えられたエリアはこのArea2Dと重なっていま" "す。\n" "[b]注:[/b] このテストの結果は、オブジェクトを移動させてもすぐには得られませ" "ん。性能のために、オーバーラップのリストはフレームごとに一度、物理ステップの" "前に更新されます。代わりにシグナルの使用を考えてください。" #: doc/classes/Area.xml #, fuzzy msgid "" "If [code]true[/code], the given physics body overlaps the Area.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead.\n" "The [code]body[/code] argument can either be a [PhysicsBody] or a [GridMap] " "instance (while GridMaps are not physics body themselves, they register " "their tiles with collision shapes as a virtual physics body)." msgstr "" "[code]true[/code]の場合、与えられた物理ボディはこのArea3Dと重なっています。\n" "[b]注:[/b] このテストの結果は、オブジェクトを移動させた直後には得られません。" "パフォーマンスのために、オーバーラップのリストはフレームごとに一度、物理ス" "テップの前に更新されます。代わりにシグナルの使用を考えてください。\n" "[code]body[/code] の引数には、[PhysicsBody3D] か [GridMap] のインスタンスを指" "定します(GridMap自体は物理ボディではありませんが、実質的な物理ボディとしてタ" "イルのコリジョンシェイプを登録しています)。" #: doc/classes/Area.xml #, fuzzy msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" "このエリア内で物体が回転しなくなっていく速度です。1秒あたりに失われる角速度を" "表します。値の範囲は [code]0[/code] (減衰なし) から [code]1[/code] (完全減" "衰) です。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "The name of the area's audio bus." msgstr "エリアのオーディオバスの名前です。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "If [code]true[/code], the area's audio bus overrides the default audio bus." msgstr "" "[code]true[/code] であれば、このエリアのオーディオバスは標準のオーディオバス" "を上書きします。" #: doc/classes/Area.xml #, fuzzy msgid "" "The area's gravity intensity (in meters per second squared). This value " "multiplies the gravity vector. This is useful to alter the force of gravity " "without altering its direction." msgstr "" "このエリア内での重力の強さです (範囲は -1024 から 1024)。この値で重力ベクトル" "を乗算します。これは重力の方向を変えずに重力の力を変えるのに便利です。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "The falloff factor for point gravity. The greater the value, the faster " "gravity decreases with distance." msgstr "" "重力点の減衰係数です。値が大きくなるほど、距離による重力の減少が早くなりま" "す。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "If [code]true[/code], gravity is calculated from a point (set via [member " "gravity_vec]). See also [member space_override]." msgstr "" "[code]true[/code] であれば、重力は特定の点 ([member gravity_vec] で設定) から" "計算されます。[member space_override] も参照。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "The area's gravity vector (not normalized). If gravity is a point (see " "[member gravity_point]), this will be the point of attraction." msgstr "" "このエリアの重力ベクトルです (未正規化)。もし重力が点であれば ([member " "gravity_point] を参照)、これが重力の発生地点になります。" #: doc/classes/Area.xml #, fuzzy msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" "このエリアでオブジェクトの移動が止まる速度。1秒あたりに失われる直線速度を表し" "ます。値の範囲は [code]0[/code] (減衰なし) から [code]1[/code] (完全減衰) で" "す。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "If [code]true[/code], other monitoring areas can detect this area." msgstr "" "[code]true[/code] のとき、他のモニタリングしているエリアがこのエリアを検出で" "きます。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "If [code]true[/code], the area detects bodies or areas entering and exiting " "it." msgstr "" "[code]true[/code] のとき、このエリアは入ってくる/出ていくボディやエリアを検出" "します。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "The area's priority. Higher priority areas are processed first." msgstr "このエリアの優先度です。高い優先度のエリアが先にプロセスされます。" #: doc/classes/Area.xml msgid "" "The degree to which this area applies reverb to its associated audio. Ranges " "from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision." msgstr "" "このエリアが、関連するオーディオにリバーブを適用する度合いです。範囲は " "[code]0[/code] から [code]1[/code] までで、精度は [code]0.1[/code] です。" #: doc/classes/Area.xml msgid "If [code]true[/code], the area applies reverb to its associated audio." msgstr "" "[code]true[/code]の場合、エリアは関連するオーディオにリバーブを適用します。" #: doc/classes/Area.xml msgid "The reverb bus name to use for this area's associated audio." msgstr "このエリアの関連オーディオに使用する、リバーブバス名です。" #: doc/classes/Area.xml msgid "" "The degree to which this area's reverb is a uniform effect. Ranges from " "[code]0[/code] to [code]1[/code] with [code]0.1[/code] precision." msgstr "" "このエリアのリバーブが均一な効果を発揮する度合いです。[code]0[/code] から " "[code]1[/code] までの範囲で、[code]0.1[/code] の精度で設定します。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "Override mode for gravity and damping calculations within this area. See " "[enum SpaceOverride] for possible values." msgstr "" "このエリア内における重力・減衰計算のオーバーライドモードです。設定可能な値は" "[enum SpaceOverride]を参照してください。" #: doc/classes/Area.xml msgid "" "Emitted when another Area enters this Area. Requires [member monitoring] to " "be set to [code]true[/code].\n" "[code]area[/code] the other Area." msgstr "" "別のAreaがこのAreaに入るときに発信されます。 [member monitoring] を " "[code]true[/code] に設定する必要があります。\n" "[code]area[/code] もう一つのArea。" #: doc/classes/Area.xml msgid "" "Emitted when another Area exits this Area. Requires [member monitoring] to " "be set to [code]true[/code].\n" "[code]area[/code] the other Area." msgstr "" "別のAreaがこのAreaを出るときに発信されます。 [member monitoring] を " "[code]true[/code] に設定する必要があります。\n" "[code]area[/code] もう一つのArea。" #: doc/classes/Area.xml msgid "" "Emitted when one of another Area's [Shape]s enters one of this Area's " "[Shape]s. Requires [member monitoring] to be set to [code]true[/code].\n" "[code]area_rid[/code] the [RID] of the other Area's [CollisionObject] used " "by the [PhysicsServer].\n" "[code]area[/code] the other Area.\n" "[code]area_shape_index[/code] the index of the [Shape] of the other Area " "used by the [PhysicsServer]. Get the [CollisionShape] node with [code]area." "shape_owner_get_owner(area_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape] of this Area used by " "the [PhysicsServer]. Get the [CollisionShape] node with [code]self." "shape_owner_get_owner(local_shape_index)[/code]." msgstr "" "他のAreaの [Shape] の一つがこのAreaの [Shape] の一つに入るときに発信されま" "す。 [member monitoring] を [code]true[/code] に設定する必要があります。\n" "[code]area_rid[/code] [PhysicsServer] が使用する他のAreaの [CollisionObject] " "の [RID] 。\n" "[code]area[/code] もう一つのArea。\n" "[code]area_shape_index[/code] [PhysicsServer] が使用する他のAreaの [Shape] の" "インデックス。 [code]area.shape_owner_get_owner(area_shape_index)[/code] で " "[CollisionShape] ノードを取得します。\n" "[code]local_shape_index[/code] [PhysicsServer] が使用するこのAreaの [Shape] " "のインデックス。 [code]self.shape_owner_get_owner(local_shape_index)[/code] " "で [CollisionShape] ノードを取得します。" #: doc/classes/Area.xml msgid "" "Emitted when a [PhysicsBody] or [GridMap] enters this Area. Requires [member " "monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the " "[MeshLibrary] has Collision [Shape]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap]." msgstr "" "[PhysicsBody] または [GridMap] がこのAreaに入るときに発信されます。 [member " "monitoring] を [code]true[/code] に設定する必要があります。 [MeshLibrary] に" "コリジョン [Shape] がある場合は [GridMap] が検出されます。\n" "[code]body[/code] [Node] 、ただし他の [PhysicsBody] 又は [GridMap] のツリーに" "存在する場合。" #: doc/classes/Area.xml msgid "" "Emitted when a [PhysicsBody] or [GridMap] exits this Area. Requires [member " "monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the " "[MeshLibrary] has Collision [Shape]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap]." msgstr "" "[PhysicsBody] または [GridMap] がこのAreaを出るときに発信されます。 [member " "monitoring] を [code]true[/code] に設定する必要があります。 [MeshLibrary] に" "コリジョン [Shape] がある場合は [GridMap] が検出されます。\n" "[code]body[/code] [Node] 、ただし他の [PhysicsBody] 又は [GridMap] のツリーに" "存在する場合。" #: doc/classes/Area.xml msgid "" "Emitted when one of a [PhysicsBody] or [GridMap]'s [Shape]s enters one of " "this Area's [Shape]s. Requires [member monitoring] to be set to [code]true[/" "code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n" "[code]body_rid[/code] the [RID] of the [PhysicsBody] or [MeshLibrary]'s " "[CollisionObject] used by the [PhysicsServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody] " "or [GridMap].\n" "[code]body_shape_index[/code] the index of the [Shape] of the [PhysicsBody] " "or [GridMap] used by the [PhysicsServer]. Get the [CollisionShape] node with " "[code]body.shape_owner_get_owner(body_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape] of this Area used by " "the [PhysicsServer]. Get the [CollisionShape] node with [code]self." "shape_owner_get_owner(local_shape_index)[/code]." msgstr "" "[PhysicsBody] または [GridMap] の [Shape] の1つがこのAreaの [Shape] の1つに入" "るときに放出されます。 [member monitoring] を [code]true[/code] に設定する必" "要があります。 [MeshLibrary] にコリジョン [Shape] がある場合、 [GridMap] が検" "出されます。\n" "[code]body_rid[/code] [PhysicsBody] の [RID] または [PhysicsServer] が使用す" "る [MeshLibrary] の [CollisionObject] 。\n" "[Node] [code]body[/code] 、ただし [PhysicsBody] 又は [GridMap] のツリーに存在" "する場合のみ。\n" "[code]body_shape_index[/code] [PhysicsServer] が使用する [PhysicsBody] また" "は [GridMap] の [Shape] のインデックス。 [code]body." "shape_owner_get_owner(body_shape_index)[/code] の [CollisionShape] ノードを取" "得します。\n" "[code]local_shape_index[/code] [PhysicsServer] が使用するこのAreaの [Shape] " "のインデックス。 [code]self.shape_owner_get_owner(local_shape_index)[/code] " "で [CollisionShape] ノードを取得します。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "This area does not affect gravity/damping." msgstr "このエリアは重力/減衰の作用を受けません。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order)." msgstr "" "このエリアは、これまでに計算された値に重力 / 減衰値を加算します ([member " "priority] の順)。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order), ignoring any lower priority areas." msgstr "" "このエリアは、これより優先度の低いエリアを無視して、これまでに計算されたもの " "([member priority] の順) に重力 / 減衰値を加えます。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "This area replaces any gravity/damping, even the defaults, ignoring any " "lower priority areas." msgstr "" "このエリアは、これより優先度の低いエリアを無視して、デフォルトであっても、重" "力 / 減衰値を置き換えます。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "This area replaces any gravity/damping calculated so far (in [member " "priority] order), but keeps calculating the rest of the areas." msgstr "" "このエリアは、これまでに計算された重力 / 減衰値を置き換えるものの ([member " "priority] の順)、残りのエリアの計算は継続します。" #: doc/classes/Area2D.xml #, fuzzy msgid "2D area for detection and physics and audio influence." msgstr "検出および2D物理作用のための2Dエリアです。" #: doc/classes/Area2D.xml #, fuzzy msgid "" "2D area that detects [CollisionObject2D] nodes overlapping, entering, or " "exiting. Can also alter or override local physics parameters (gravity, " "damping) and route audio to a custom audio bus." msgstr "" "[CollisionObject2D] ノードの重なり、進入、退出を検出するための2Dエリア。ま" "た、ローカルの物理パラメータ (重力、減衰) を、変更したりオーバーライドしたり" "することもできます。" #: doc/classes/Area2D.xml msgid "Using Area2D" msgstr "" #: doc/classes/Area2D.xml doc/classes/CollisionShape2D.xml #: doc/classes/RectangleShape2D.xml msgid "2D Pong Demo" msgstr "" #: doc/classes/Area2D.xml doc/classes/Camera2D.xml #: doc/classes/KinematicBody2D.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml msgid "2D Platformer Demo" msgstr "" #: doc/classes/Area2D.xml #, fuzzy msgid "" "Returns a list of intersecting [Area2D]s. The overlapping area's [member " "CollisionObject2D.collision_layer] must be part of this area's [member " "CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "現在交差している [Area2D] のリストを返します。性能上の理由から (衝突はすべて" "同時に処理されます)、このリストはオブジェクトが移動した直後ではなく、物理ス" "テップ中に一度だけ変更されます。代わりにシグナルの使用を考えてください。" #: doc/classes/Area2D.xml #, fuzzy msgid "" "Returns a list of intersecting [PhysicsBody2D]s. The overlapping body's " "[member CollisionObject2D.collision_layer] must be part of this area's " "[member CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "現在交差している [PhysicsBody2D] のリストを返します。性能上の理由から (衝突は" "すべて同時に処理されます)、このリストはオブジェクトが移動した直後ではなく、物" "理ステップ中に一度だけ変更されます。代わりにシグナルの使用を考えてください。" #: doc/classes/Area2D.xml #, fuzzy msgid "" "If [code]true[/code], the given area overlaps the Area2D.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, the list of overlaps is updated once per frame and before " "the physics step. Consider using signals instead." msgstr "" "もし [code]true[/code] の場合、与えられたエリアはこのArea2Dと重なっていま" "す。\n" "[b]注:[/b] このテストの結果は、オブジェクトを移動させてもすぐには得られませ" "ん。性能のために、オーバーラップのリストはフレームごとに一度、物理ステップの" "前に更新されます。代わりにシグナルの使用を考えてください。" #: doc/classes/Area2D.xml #, fuzzy msgid "" "If [code]true[/code], the given physics body overlaps the Area2D.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead.\n" "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " "[TileMap] instance (while TileMaps are not physics bodies themselves, they " "register their tiles with collision shapes as a virtual physics body)." msgstr "" "もし [code]true[/code] の場合、与えられた物理ボディがArea2Dに重なっていま" "す。\n" "[b]注:[/b] このテストの結果は、オブジェクトを移動させてもすぐには得られませ" "ん。性能のために、オーバーラップのリストはフレームごとに一度、物理ステップの" "前に更新されます。代わりにシグナルの使用を考えてください。\n" "[code]body[/code] の引数には、[PhysicsBody2D] か [TileMap] のどちらかを指定し" "ます (TileMap自体は物理ボディではありませんが、衝突シェイプ付きのタイルを実際" "の物理ボディとして登録します)。" #: doc/classes/Area2D.xml #, fuzzy msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_angular_damp] for more " "details about damping." msgstr "" "このエリア内で物体が回転しなくなっていく速度です。1秒あたりに失われる角速度を" "表します。値の範囲は [code]0[/code] (減衰なし) から [code]1[/code] (完全減" "衰) です。" #: doc/classes/Area2D.xml #, fuzzy msgid "" "The area's gravity intensity (in pixels per second squared). This value " "multiplies the gravity vector. This is useful to alter the force of gravity " "without altering its direction." msgstr "" "このエリア内での重力の強さです (範囲は -1024 から 1024)。この値で重力ベクトル" "を乗算します。これは重力の方向を変えずに重力の力を変えるのに便利です。" #: doc/classes/Area2D.xml #, fuzzy msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" "このエリアでオブジェクトの移動が止まる速度。1秒あたりに失われる直線速度を表し" "ます。値の範囲は [code]0[/code] (減衰なし) から [code]1[/code] (完全減衰) で" "す。" #: doc/classes/Area2D.xml msgid "" "Emitted when another Area2D enters this Area2D. Requires [member monitoring] " "to be set to [code]true[/code].\n" "[code]area[/code] the other Area2D." msgstr "" "別のArea2DがこのArea2Dに入るときに発信されます。 [member monitoring] を " "[code]true[/code] に設定する必要があります。\n" "[code]area[/code] もう一つのArea2D。" #: doc/classes/Area2D.xml msgid "" "Emitted when another Area2D exits this Area2D. Requires [member monitoring] " "to be set to [code]true[/code].\n" "[code]area[/code] the other Area2D." msgstr "" "別のArea2DがこのArea2Dを出るときに発信されます。 [member monitoring] を " "[code]true[/code] に設定する必要があります。\n" "[code]area[/code] もう一つのArea2D。" #: doc/classes/Area2D.xml msgid "" "Emitted when one of another Area2D's [Shape2D]s enters one of this Area2D's " "[Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].\n" "[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] " "used by the [Physics2DServer].\n" "[code]area[/code] the other Area2D.\n" "[code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D " "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]area.shape_owner_get_owner(area_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D " "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" "別のArea2Dの [Shape2D] の1つがこのArea2Dの [Shape2D] の1つに入るときに発信さ" "れます。 [member monitoring] を [code]true[/code] に設定する必要がありま" "す。\n" "[code]area_rid[/code] [Physics2DServer] が使用する他のArea2Dの " "[CollisionObject2D] の [RID] 。\n" "[code]area[/code] もう一つのArea2D。\n" "[code]area_shape_index[/code] [Physics2DServer ]が使用する他のArea2Dの " "[Shape2D] のインデックス。 [code]area.shape_owner_get_owner(area_shape_index)" "[/code] で [CollisionShape2D] ノードを取得します。\n" "[code]local_shape_index[/code] [Physics2DServer] が使用するこのArea2Dの " "[Shape2D] のインデックス。 [code]self." "shape_owner_get_owner(local_shape_index)[/code] で [CollisionShape2D] ノード" "を取得します。" #: doc/classes/Area2D.xml msgid "" "Emitted when one of another Area2D's [Shape2D]s exits one of this Area2D's " "[Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].\n" "[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] " "used by the [Physics2DServer].\n" "[code]area[/code] the other Area2D.\n" "[code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D " "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]area.shape_owner_get_owner(area_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D " "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" "別のArea2Dの [Shape2D] の1つがこのArea2Dの [Shape2D] の1つを出るときに発信さ" "れます。 [member monitoring] を [code]true[/code]に設定する必要があります。\n" "[code]area_rid[/code] [Physics2DServer] が使用する他のArea2Dの " "[CollisionObject2D] の [RID] 。\n" "[code]area[/code] もう一つのArea2D。\n" "[code]area_shape_index[/code] [Physics2DServer] が使用する他のArea2Dの " "[Shape2D] のインデックス。 [code]area.shape_owner_get_owner(area_shape_index)" "[/code] で [CollisionShape2D] ノードを取得します。\n" "[code]local_shape_index[/code] [Physics2DServer] が使用するこのArea2Dの " "[Shape2D] のインデックス。 [code]self." "shape_owner_get_owner(local_shape_index)[/code] で [CollisionShape2D] ノード" "を取得します。" #: doc/classes/Area2D.xml msgid "" "Emitted when a [PhysicsBody2D] or [TileMap] enters this Area2D. Requires " "[member monitoring] to be set to [code]true[/code]. [TileMap]s are detected " "if the [TileSet] has Collision [Shape2D]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap]." msgstr "" "[PhysicsBody2D] または [TileMap] がこのArea2Dに入るときに発信されます。 " "[member monitoring] を [code]true[/code] に設定する必要があります。 " "[TileSet] にコリジョン [Shape2D] がある場合は [TileMap] が検出されます。\n" "[code]body[/code] [Node] 、ただし他の [PhysicsBody2D] または [TileMap] のツ" "リーに存在する場合。" #: doc/classes/Area2D.xml msgid "" "Emitted when a [PhysicsBody2D] or [TileMap] exits this Area2D. Requires " "[member monitoring] to be set to [code]true[/code]. [TileMap]s are detected " "if the [TileSet] has Collision [Shape2D]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap]." msgstr "" "[PhysicsBody2D] または [TileMap] がこのArea2Dを出るときに発信されます。 " "[member monitoring] を [code]true[/code] に設定する必要があります。 " "[TileSet] にコリジョン [Shape2D] がある場合は [TileMap] が検出されます。\n" "[code]body[/code] [Node] 、ただし他の [PhysicsBody2D] または [TileMap] のツ" "リーに存在する場合。" #: doc/classes/Area2D.xml msgid "" "Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s enters one " "of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to " "[code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision " "[Shape2D]s.\n" "[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s " "[CollisionObject2D] used by the [Physics2DServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the " "[PhysicsBody2D] or [TileMap].\n" "[code]body_shape_index[/code] the index of the [Shape2D] of the " "[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the " "[CollisionShape2D] node with [code]body." "shape_owner_get_owner(body_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D " "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" "[PhysicsBody2D] または [TileMap] の [Shape2D] の1つがこのArea2Dの [Shape2D] " "の1つに入るときに発信されます。 [member monitoring] を [code]true[/code] に設" "定する必要があります。 [TileSet] にコリジョン [Shape2D] がある場合、 " "[TileMap] が検出されます。\n" "[code]body_rid[/code] [PhysicsBody2D] の [RID] または [Physics2DServer] が使" "用する [TileSet] の [CollisionObject2D] 。\n" "[code]body[/code] [Node] 、ただし [PhysicsBody2D] または [TileMap] ツリーに存" "在する場合。\n" "[code]body_shape_index[/code] [Physics2DServer] が使用する [PhysicsBody2D] ま" "たは [TileMap] の [Shape2D] のインデックス。 [code]body." "shape_owner_get_owner(body_shape_index)[/code] で [CollisionShape2D] ノードを" "取得します。\n" "[code]local_shape_index[/code] [Physics2DServer] が使用するこのArea2Dの " "[Shape2D] のインデックス。 [code]self." "shape_owner_get_owner(local_shape_index)[/code] で [CollisionShape2D] ノード" "を取得します。" #: doc/classes/Area2D.xml msgid "" "Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s exits one of " "this Area2D's [Shape2D]s. Requires [member monitoring] to be set to " "[code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision " "[Shape2D]s.\n" "[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s " "[CollisionObject2D] used by the [Physics2DServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the " "[PhysicsBody2D] or [TileMap].\n" "[code]body_shape_index[/code] the index of the [Shape2D] of the " "[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the " "[CollisionShape2D] node with [code]body." "shape_owner_get_owner(body_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D " "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" "[PhysicsBody2D] または [TileMap] の [Shape2D] の1つがこのArea2Dの [Shape2D] " "の1つを出るときに発信されます。 [member monitoring] を [code]true[/code] に設" "定する必要があります。 [TileSet] にコリジョン [Shape2D] がある場合は " "[TileMap] が検出されます。\n" "[code]body_rid[/code] [PhysicsBody2D] の [RID] または [Physics2DServer] が使" "用する [TileSet] の [CollisionObject2D] 。\n" "[code]body[/code] [Node] 、ただし [PhysicsBody2D] 又は [TileMap] ツリーに存在" "する場合。\n" "[code]body_shape_index[/code] [Physics2DServer] が使用する [PhysicsBody2D] ま" "たは [TileMap] の [Shape2D] のインデックス。 [code]body." "shape_owner_get_owner(body_shape_index)[/code] で [CollisionShape2D] ノードを" "取得します。\n" "[code]local_shape_index[/code] [Physics2DServer] が使用するこのArea2Dの " "[Shape2D] のインデックス。 [code]self." "shape_owner_get_owner(local_shape_index)[/code] で [CollisionShape2D] ノード" "を取得します。" #: doc/classes/Array.xml #, fuzzy msgid "A generic array datatype." msgstr "汎用配列データ型。" #: doc/classes/Array.xml #, fuzzy msgid "" "A generic array that can contain several elements of any type, accessible by " "a numerical index starting at 0. Negative indices can be used to count from " "the back, like in Python (-1 is the last element, -2 is the second to last, " "etc.).\n" "[b]Example:[/b]\n" "[codeblock]\n" "var array = [\"One\", 2, 3, \"Four\"]\n" "print(array[0]) # One.\n" "print(array[2]) # 3.\n" "print(array[-1]) # Four.\n" "array[2] = \"Three\"\n" "print(array[-2]) # Three.\n" "[/codeblock]\n" "Arrays can be concatenated using the [code]+[/code] operator:\n" "[codeblock]\n" "var array1 = [\"One\", 2]\n" "var array2 = [3, \"Four\"]\n" "print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n" "[/codeblock]\n" "[b]Note:[/b] Concatenating with the [code]+=[/code] operator will create a " "new array, which has a cost. If you want to append another array to an " "existing array, [method append_array] is more efficient.\n" "[b]Note:[/b] Arrays are always passed by reference. To get a copy of an " "array that can be modified independently of the original array, use [method " "duplicate].\n" "[b]Note:[/b] When declaring an array with [code]const[/code], the array " "itself can still be mutated by defining the values at individual indices or " "pushing/removing elements. Using [code]const[/code] will only prevent " "assigning the constant with another value after it was initialized." msgstr "" "0から始まる数値インデックスによりアクセス可能な、任意の型の要素を複数含むこと" "ができる汎用配列です。 負のインデックスは、Pythonのように後ろから数えていくた" "めに使用することができます (-1は最後の要素、-2は2番目から最後の要素、な" "ど)。\n" "[b]例:[/b]\n" "[codeblock]\n" "var array = [\"One\", 2, 3, \"Four\"]\n" "print(array[0]) # One.\n" "print(array[2]) # 3.\n" "print(array[-1]) # Four.\n" "array[2] = \"Three\"\n" "print(array[-2]) # Three.\n" "[/codeblock]\n" "配列は、[code]+[/code] 演算子を使用して連結することができます。\n" "[codeblock]\n" "var array1 = [\"One\", 2]\n" "var array2 = [3, \"Four\"]\n" "print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n" "[/codeblock]\n" "[b]注:[/b] 配列は常に参照で渡されます。元の配列とは独立して変更可能な配列のコ" "ピーを取得するには、[method duplicate]を使用します。" #: doc/classes/Array.xml #, fuzzy msgid "Constructs an array from a [PoolColorArray]." msgstr "[PackedColorArray] から配列を作成します。" #: doc/classes/Array.xml #, fuzzy msgid "Constructs an array from a [PoolVector3Array]." msgstr "[PackedVector3Array] から配列を作成します。" #: doc/classes/Array.xml #, fuzzy msgid "Constructs an array from a [PoolVector2Array]." msgstr "[PackedVector2Array] から配列を作成します。" #: doc/classes/Array.xml #, fuzzy msgid "Constructs an array from a [PoolStringArray]." msgstr "[PackedStringArray] から配列を作成します。" #: doc/classes/Array.xml #, fuzzy msgid "Constructs an array from a [PoolRealArray]." msgstr "[PackedColorArray] から配列を作成します。" #: doc/classes/Array.xml #, fuzzy msgid "Constructs an array from a [PoolIntArray]." msgstr "[PackedInt64Array] から配列を作成します。" #: doc/classes/Array.xml #, fuzzy msgid "Constructs an array from a [PoolByteArray]." msgstr "[PackedByteArray] から配列を作成します。" #: doc/classes/Array.xml doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Appends an element at the end of the array (alias of [method push_back])." msgstr "配列の末尾に要素を追加します ([method push_back]のエイリアス)。" #: doc/classes/Array.xml msgid "" "Appends another array at the end of this array.\n" "[codeblock]\n" "var array1 = [1, 2, 3]\n" "var array2 = [4, 5, 6]\n" "array1.append_array(array2)\n" "print(array1) # Prints [1, 2, 3, 4, 5, 6].\n" "[/codeblock]" msgstr "" "この配列の末尾に別の配列を追加します。\n" "[codeblock]\n" "var array1 = [1, 2, 3]\n" "var array2 = [4, 5, 6]\n" "array1.append_array(array2)\n" "print(array1) # [1、2、3、4、5、6] と出力\n" "[/codeblock]" #: doc/classes/Array.xml 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]" "[/code]. If the array is empty, accessing by index will pause project " "execution when running from the editor." msgstr "" "配列の最後の要素を返します。配列が空の場合はエラーを出力し、 [code]null[/" "code] を返します。\n" "[b]注:[/b] この関数を呼び出すことは、 [code]array[-1][/code] を書くことと同じ" "ではありません。配列が空の場合、インデックスによるアクセスは、エディタから実" "行するときにプロジェクトの実行を一時停止します。" #: doc/classes/Array.xml msgid "" "Finds the index of an existing value (or the insertion index that maintains " "sorting order, if the value is not yet present in the array) using binary " "search. Optionally, a [code]before[/code] specifier can be passed. If " "[code]false[/code], the returned index comes after all existing entries of " "the value in the array.\n" "[b]Note:[/b] Calling [method bsearch] on an unsorted array results in " "unexpected behavior." msgstr "" "バイナリ検索を使用して、既存の値のインデックス (その値が配列内にまだ存在しな" "い場合は、ソート順を維持できる挿入インデックス) を検索します。オプションで、" "[code]before[/code] 指定子を渡すことができます。これが [code]false[/code] の" "場合、返されるインデックスは、配列内に存在する値すべてのエントリの後になりま" "す。\n" "[b]注:[/b] ソートされていない配列に対して [method bsearch] を呼び出すと、予期" "せぬ動作をします。" #: doc/classes/Array.xml #, fuzzy msgid "" "Finds the index of an existing value (or the insertion index that maintains " "sorting order, if the value is not yet present in the array) using binary " "search and a custom comparison method declared in the [code]obj[/code]. " "Optionally, a [code]before[/code] specifier can be passed. If [code]false[/" "code], the returned index comes after all existing entries of the value in " "the array. The custom method receives two arguments (an element from the " "array and the value searched for) and must return [code]true[/code] if the " "first argument is less than the second, and return [code]false[/code] " "otherwise.\n" "[codeblock]\n" "func cardinal_to_algebraic(a):\n" " match a:\n" " \"one\":\n" " return 1\n" " \"two\":\n" " return 2\n" " \"three\":\n" " return 3\n" " \"four\":\n" " return 4\n" " _:\n" " return 0\n" "\n" "func compare(a, b):\n" " return cardinal_to_algebraic(a) < cardinal_to_algebraic(b)\n" "\n" "func _ready():\n" " var a = [\"one\", \"two\", \"three\", \"four\"]\n" " # `compare` is defined in this object, so we use `self` as the `obj` " "parameter.\n" " print(a.bsearch_custom(\"three\", self, \"compare\", true)) # Expected " "value is 2.\n" "[/codeblock]\n" "[b]Note:[/b] Calling [method bsearch_custom] on an unsorted array results in " "unexpected behavior." msgstr "" "バイナリ検索およびカスタム比較メソッドを使用して、既存の値のインデックス (そ" "の値が配列内にまだ存在しない場合は、ソート順を維持できる挿入インデックス) を" "検索します。オプションで、[code]before[/code] 指定子を渡すことができます。こ" "れが [code]false[/code] の場合、返されるインデックスは、配列内に存在する値す" "べてのエントリの後になります。カスタムメソッドは2つの引数 (配列からの要素と検" "索された値) を受け取り、最初の引数が2番目の引数よりも小さい場合は[code]true[/" "code]を返し、そうでない場合は[code]false[/code]を返さなければなりません。\n" "[b]注:[/b] ソートされていない配列に対して [method bsearch] を呼び出すと、予期" "せぬ動作をします。" #: doc/classes/Array.xml msgid "" "Clears the array. This is equivalent to using [method resize] with a size of " "[code]0[/code]." msgstr "" "配列をクリアします。これは、[code]0[/code]のサイズで[method resize]を使用する" "のと同じです。" #: doc/classes/Array.xml doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "要素の配列内での出現回数を返します。" #: doc/classes/Array.xml msgid "" "Returns a copy of the array.\n" "If [code]deep[/code] is [code]true[/code], a deep copy is performed: all " "nested arrays and dictionaries are duplicated and will not be shared with " "the original array. If [code]false[/code], a shallow copy is made and " "references to the original nested arrays and dictionaries are kept, so that " "modifying a sub-array or dictionary in the copy will also impact those " "referenced in the source array." msgstr "" "配列のコピーを返します。\n" "[code]deep[/code]が[code]true[/code]の場合、深いコピーが実行されます: 入れ子" "になった配列や辞書はすべて複製され、元の配列とは共有されません。[code]false[/" "code]の場合、浅いコピーが行われ、元の入れ子になった配列や辞書への参照が保持さ" "れ、コピー内にあるサブ配列や辞書を変更すると、元の配列で参照されているものに" "も影響を与えます。" #: doc/classes/Array.xml doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns [code]true[/code] if the array is empty." msgstr "配列が空の場合は[code]true[/code]を返します。" #: doc/classes/Array.xml msgid "" "Removes the first occurrence of a value from the array. If the value does " "not exist in the array, nothing happens. To remove an element by index, use " "[method remove] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " "all elements placed after the removed element have to be reindexed." msgstr "" #: doc/classes/Array.xml msgid "" "Assigns the given value to all elements in the array. This can typically be " "used together with [method resize] to create an array with a given size and " "initialized elements:\n" "[codeblock]\n" "var array = []\n" "array.resize(10)\n" "array.fill(0) # Initialize the 10 elements to 0.\n" "[/codeblock]" msgstr "" #: doc/classes/Array.xml doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml #, fuzzy msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " "not found. Optionally, the initial search index can be passed. Returns " "[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" "配列の値を検索し、そのインデックスを返すか、見つからなかった場合は [code]-1[/" "code] を返します。オプションで、検索の開始位置を渡せます。" #: doc/classes/Array.xml msgid "" "Searches the array in reverse order for a value and returns its index or " "[code]-1[/code] if not found." msgstr "" "配列を逆順に検索し、値が見つかればその位置を、見つからなかった場合は " "[code]-1[/code] を返します。" #: doc/classes/Array.xml msgid "" "Returns the first 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[0]" "[/code]. If the array is empty, accessing by index will pause project " "execution when running from the editor." msgstr "" #: doc/classes/Array.xml #, fuzzy msgid "" "Returns [code]true[/code] if the array contains the given value.\n" "[codeblock]\n" "[\"inside\", 7].has(\"inside\") # True\n" "[\"inside\", 7].has(\"outside\") # False\n" "[\"inside\", 7].has(7) # True\n" "[\"inside\", 7].has(\"7\") # False\n" "[/codeblock]\n" "[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as " "follows:\n" "[codeblock]\n" "# Will evaluate to `true`.\n" "if 2 in [2, 4, 6, 8]:\n" " pass\n" "[/codeblock]" msgstr "" "配列に指定された値が含まれている場合、[code]true[/code]を返します。\n" "[codeblock]\n" "print([\"inside\", 7].has(\"inside\")) # 真\n" "print([\"inside\", 7].has(\"outside\")) # 偽\n" "print([\"inside\", 7].has(7)) # 真\n" "print([\"inside\", 7].has(\"7\")) # 偽\n" "[/codeblock]\n" "[b]注:[/b] これは、次のように[code]in[/code]演算子を使用することと同等で" "す。\n" "[codeblock]\n" "# `true` と評価する。\n" "if 2 in [2, 4, 6, 8]:\n" " pass\n" "[/codeblock]" #: doc/classes/Array.xml msgid "" "Returns a hashed 32-bit integer value representing the array and its " "contents.\n" "[b]Note:[/b] [Array]s with equal content will always produce identical hash " "values. However, the reverse is not true. Returning identical hash values " "does [i]not[/i] imply the arrays are equal, because different arrays can " "have identical hash values due to hash collisions." msgstr "" #: doc/classes/Array.xml msgid "" "Inserts a new element at a given position in the array. The position must be " "valid, or at the end of the array ([code]pos == size()[/code]).\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the inserted " "element is close to the beginning of the array (index 0). This is because " "all elements placed after the newly inserted element have to be reindexed." msgstr "" #: doc/classes/Array.xml doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Reverses the order of the elements in the array." msgstr "配列の要素の順序を反転させます。" #: doc/classes/Array.xml msgid "" "Returns the maximum value contained in the array if all elements are of " "comparable types. If the elements can't be compared, [code]null[/code] is " "returned." msgstr "" "すべての要素が比較可能な型の場合、配列内での最大値を返します。要素が比較でき" "ない場合は、[code]null[/code]を返します。" #: doc/classes/Array.xml msgid "" "Returns the minimum value contained in the array if all elements are of " "comparable types. If the elements can't be compared, [code]null[/code] is " "returned." msgstr "" "すべての要素が比較可能な型の場合、配列内での最小値を返します。要素が比較でき" "ない場合は、[code]null[/code]を返します。" #: doc/classes/Array.xml msgid "" "Removes and returns the element of the array at index [code]position[/code]. " "If negative, [code]position[/code] is considered relative to the end of the " "array. Leaves the array untouched and returns [code]null[/code] if the array " "is empty or if it's accessed out of bounds. An error message is printed when " "the array is accessed out of bounds, but not when the array is empty.\n" "[b]Note:[/b] On large arrays, this method can be slower than [method " "pop_back] as it will reindex the array's elements that are located after the " "removed element. The larger the array and the lower the index of the removed " "element, the slower [method pop_at] will be." msgstr "" #: doc/classes/Array.xml #, fuzzy msgid "" "Removes and returns the last element of the array. Returns [code]null[/code] " "if the array is empty, without printing an error message. See also [method " "pop_front]." msgstr "" "配列の最後の要素を削除して返します。配列が空の場合は[code]null[/code]を返しま" "す。" #: doc/classes/Array.xml msgid "" "Removes and returns the first element of the array. Returns [code]null[/" "code] if the array is empty, without printing an error message. See also " "[method pop_back].\n" "[b]Note:[/b] On large arrays, this method is much slower than [method " "pop_back] as it will reindex all the array's elements every time it's " "called. The larger the array, the slower [method pop_front] will be." msgstr "" #: doc/classes/Array.xml #, fuzzy msgid "" "Appends an element at the end of the array. See also [method push_front]." msgstr "配列の末尾に要素を追加します ([method push_back]のエイリアス)。" #: doc/classes/Array.xml msgid "" "Adds an element at the beginning of the array. See also [method push_back].\n" "[b]Note:[/b] On large arrays, this method is much slower than [method " "push_back] as it will reindex all the array's elements every time it's " "called. The larger the array, the slower [method push_front] will be." msgstr "" #: doc/classes/Array.xml msgid "" "Removes an element from the array by index. If the index does not exist in " "the array, nothing happens. To remove an element by searching for its value, " "use [method erase] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a value.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because " "all elements placed after the removed element have to be reindexed." msgstr "" #: doc/classes/Array.xml msgid "" "Resizes the array to contain a different number of elements. If the array " "size is smaller, elements are cleared, if bigger, new elements are " "[code]null[/code]." msgstr "" "配列のサイズを変更し、異なる数の要素を含めるようにします。配列のサイズを小さ" "くすれば、要素は除去され、大きくすれば、新しい要素は[code]null[/code]になりま" "す。" #: doc/classes/Array.xml doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml #, fuzzy msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " "the array. If the adjusted start index is out of bounds, this method " "searches from the end of the array." msgstr "" "配列を逆順に検索します。オプションで、検索開始インデックスを渡すことができま" "す。負の値を指定した場合、開始インデックスは配列の末尾からの相対的なものとみ" "なされます。" #: doc/classes/Array.xml msgid "" "Shuffles the array such that the items will have a random order. This method " "uses the global random number generator common to methods such as [method " "@GDScript.randi]. Call [method @GDScript.randomize] to ensure that a new " "seed will be used each time if you want non-reproducible shuffling." msgstr "" "配列をシャッフルして項目の順序がランダムになるようにします。このメソッドは、" "[method @GDScript.randi] などのメソッドと共通のグローバル乱数発生器を使用しま" "す。再現不可能なシャッフルを行いたい場合は [method @GDScript.randomize]を呼び" "出して、毎回新しいシードが使用されるようにしてください。" #: doc/classes/Array.xml doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of elements in the array." msgstr "配列の要素数を返します。" #: doc/classes/Array.xml msgid "" "Duplicates the subset described in the function and returns it in an array, " "deeply copying the array if [code]deep[/code] is [code]true[/code]. Lower " "and upper index are inclusive, with the [code]step[/code] describing the " "change between indices while slicing." msgstr "" "指定したとおりに部分配列を複製して返します。[code]deep[/code]が[code]true[/" "code]の場合は深くコピーします。下位インデックスと上位インデックスも含まれ、" "[code]step[/code]はスライス中のインデックス間の変化を表します。" #: doc/classes/Array.xml msgid "" "Sorts the array.\n" "[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural " "order). This may lead to unexpected behavior when sorting an array of " "strings ending with a sequence of numbers. Consider the following example:\n" "[codeblock]\n" "var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n" "strings.sort()\n" "print(strings) # Prints [string1, string10, string11, string2]\n" "[/codeblock]" msgstr "" "配列をソートします。\n" "[b]注:[/b] 文字列はアルファベット順にソートされます (自然な順序ではなく)。こ" "のため、連続した数字で終わる文字列の配列をソートするときに、予期しない動作を" "することがあります。次の例を見てください:\n" "[codeblock]\n" "var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n" "strings.sort()\n" "print(strings) # [string1, string10, string11, string2] と表示\n" "[/codeblock]" #: doc/classes/Array.xml #, fuzzy msgid "" "Sorts the array using a custom method. The arguments are an object that " "holds the method and the name of such method. The custom method receives two " "arguments (a pair of elements from the array) and must return either " "[code]true[/code] or [code]false[/code].\n" "For two elements [code]a[/code] and [code]b[/code], if the given method " "returns [code]true[/code], element [code]b[/code] will be after element " "[code]a[/code] in the array.\n" "[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm " "expects a deterministic result. Doing so will result in unexpected " "behavior.\n" "[codeblock]\n" "class MyCustomSorter:\n" " static func sort_ascending(a, b):\n" " if a[0] < b[0]:\n" " return true\n" " return false\n" "\n" "var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n" "my_items.sort_custom(MyCustomSorter, \"sort_ascending\")\n" "print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n" "[/codeblock]" msgstr "" "カスタムメソッドを使用して配列をソートします。引数は、メソッドを保持するオブ" "ジェクトと、メソッドの名前です。カスタムメソッドは2つの引数 (配列の要素のペ" "ア) を受け取り、[code]true[/code]または[code]false[/code]のいずれかを返さなけ" "ればなりません。\n" "[b]注:[/b] ヒープソートアルゴリズムは決定論的な結果を期待しているので、戻り値" "をランダムにすることはできません。もしそうすると、予期しない動作をすることに" "なります。\n" "[codeblock]\n" "class MyCustomSorter:\n" " static func sort_ascending(a, b):\n" " if a[0] < b[0]:\n" " return true\n" " return false\n" "\n" "var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n" "my_items.sort_custom(MyCustomSorter, \"sort_ascending\")\n" "print(my_items) # [[4, Tomato], [5, Potato], [9, Rice]] と表示。\n" "[/codeblock]" #: doc/classes/ArrayMesh.xml msgid "" "[Mesh] type that provides utility for constructing a surface from arrays." msgstr "配列からサーフェスを構築するためのユーティリティを提供する [Mesh] 型。" #: doc/classes/ArrayMesh.xml #, fuzzy msgid "" "The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes " "as arrays.\n" "The most basic example is the creation of a single triangle:\n" "[codeblock]\n" "var vertices = PoolVector3Array()\n" "vertices.push_back(Vector3(0, 1, 0))\n" "vertices.push_back(Vector3(1, 0, 0))\n" "vertices.push_back(Vector3(0, 0, 1))\n" "# Initialize the ArrayMesh.\n" "var arr_mesh = ArrayMesh.new()\n" "var arrays = []\n" "arrays.resize(ArrayMesh.ARRAY_MAX)\n" "arrays[ArrayMesh.ARRAY_VERTEX] = vertices\n" "# Create the Mesh.\n" "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n" "var m = MeshInstance.new()\n" "m.mesh = arr_mesh\n" "[/codeblock]\n" "The [MeshInstance] is ready to be added to the [SceneTree] to be shown.\n" "See also [ImmediateGeometry], [MeshDataTool] and [SurfaceTool] for " "procedural geometry generation.\n" "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes." msgstr "" "[ArrayMesh]は、属性を配列として指定して[Mesh]を構築するために使用します。\n" "最も基本的な例は、単一の三角形の作成です。\n" "[codeblock]\n" "var vertices = PackedVector3Array()\n" "vertices.push_back(Vector3(0, 1, 0))\n" "vertices.push_back(Vector3(1, 0, 0))\n" "vertices.push_back(Vector3(0, 0, 1))\n" "# ArrayMeshの初期化。\n" "var arr_mesh = ArrayMesh.new()\n" "var arrays = []\n" "arrays.resize(ArrayMesh.ARRAY_MAX)\n" "arrays[ArrayMesh.ARRAY_VERTEX] = vertices\n" "# Meshを生成。\n" "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n" "var m = MeshInstance3D.new()\n" "m.mesh = arr_mesh\n" "[/codeblock]\n" "これで、この[MeshInstance3D]を表示するために、[SceneTree]に追加する準備ができ" "ました。\n" "プロシージャルジオメトリ生成については、[ImmediateGeometry3D]、" "[MeshDataTool]、[SurfaceTool]も参照してください。\n" "[b]注:[/b] Godotでは、三角形のプリミティブモードのフロントフェイスに時計回り" "の[url=https://learnopengl.com/Advanced-OpenGL/Face-culling]巻き順[/url]を使" "用しています。" #: doc/classes/ArrayMesh.xml msgid "" "Adds name for a blend shape that will be added with [method " "add_surface_from_arrays]. Must be called before surface is added." msgstr "" "[method add_surface_from_arrays] にて追加されるブレンドシェイプにつける名前を" "追加します。サーフェスが追加される前に呼び出す必要があります。" #: doc/classes/ArrayMesh.xml #, fuzzy msgid "" "Creates a new surface.\n" "Surfaces are created to be rendered using a [code]primitive[/code], which " "may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, " "when using indices, it is recommended to only use points, lines, or " "triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/" "code] for this new surface.\n" "The [code]arrays[/code] argument is an array of arrays. See [enum ArrayType] " "for the values used in this array. For example, [code]arrays[0][/code] is " "the array of vertices. That first vertex sub-array is always required; the " "others are optional. Adding an index array puts this function into \"index " "mode\" where the vertex and other arrays become the sources of data and the " "index array defines the vertex order. All sub-arrays must have the same " "length as the vertex array or be empty, except for [constant ARRAY_INDEX] if " "it is used." msgstr "" "新しいサーフェスを作成します。\n" "サーフェスは[code]primitive[/code]を使用してレンダリングされるように作成さ" "れ、[enum Mesh.PrimitiveType]で定義されている型のいずれかを使用します (注意点" "として、インデックスを使用する場合は、点、線、三角形のみを使用することをお勧" "めします)。[method Mesh.get_surface_count] は、この新しいサーフェスの" "[code]surf_idx[/code]になります。\n" "[code]arrays[/code]引数は配列の配列です。この配列で使用される値については、" "[enum ArrayType]を参照してください。例えば、[code]arrays[0][/code]は頂点の配" "列です。一番最初となる頂点の部分配列は必須ですが、他の部分配列はオプションで" "す。インデックス配列を追加すると、この関数は「インデックスモード」になり、こ" "の頂点および他の配列がデータのソースとなり、インデックス配列が頂点の順序を定" "義します。すべてのサブ配列は頂点配列と同じ長さでなければなりませんが、 " "[constant ARRAY_INDEX] が使用されている場合は例外です。\n" "この関数にインデックス配列を追加すると、頂点および他の配列がデータのソースと" "なり、インデックス配列が頂点の順序を定義する「インデックスモード」になりま" "す。" #: doc/classes/ArrayMesh.xml msgid "Removes all blend shapes from this [ArrayMesh]." msgstr "この[ArrayMesh]からすべてのブレンドシェイプを除去します。" #: doc/classes/ArrayMesh.xml msgid "Removes all surfaces from this [ArrayMesh]." msgstr "この[ArrayMesh]から全てのサーフェスを削除します。" #: doc/classes/ArrayMesh.xml msgid "Returns the number of blend shapes that the [ArrayMesh] holds." msgstr "[ArrayMesh] が保持しているブレンドシェイプの数を返します。" #: doc/classes/ArrayMesh.xml msgid "Returns the name of the blend shape at this index." msgstr "このインデックスでのブレンドシェイプの名前を返します。" #: doc/classes/ArrayMesh.xml msgid "" "Will perform a UV unwrap on the [ArrayMesh] to prepare the mesh for " "lightmapping." msgstr "" "[ArrayMesh]のUVアンラップを実行し、ライトマッピング用のメッシュを用意します。" #: doc/classes/ArrayMesh.xml msgid "Will regenerate normal maps for the [ArrayMesh]." msgstr "[ArrayMesh] の法線マップを再生成します。" #: doc/classes/ArrayMesh.xml msgid "" "Returns the index of the first surface with this name held within this " "[ArrayMesh]. If none are found, -1 is returned." msgstr "" "[ArrayMesh] 内で、この名前を持つ最初のサーフェスのインデックスを返します。見" "つからない場合は、-1を返します。" #: doc/classes/ArrayMesh.xml msgid "" "Returns the length in indices of the index array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" "要求されたサーフェスのインデックス配列の長さをインデックス単位で返します " "([method add_surface_from_arrays]を参照)。" #: doc/classes/ArrayMesh.xml msgid "" "Returns the length in vertices of the vertex array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" "要求されたサーフェスの頂点配列の長さを頂点単位で返します ([method " "add_surface_from_arrays]を参照)。" #: doc/classes/ArrayMesh.xml msgid "" "Returns the format mask of the requested surface (see [method " "add_surface_from_arrays])." msgstr "" "要求されたサーフェスのフォーマットマスクを返します ([method " "add_surface_from_arrays]を参照)。" #: doc/classes/ArrayMesh.xml msgid "Gets the name assigned to this surface." msgstr "このサーフェスに割り当てられた名前を取得します。" #: doc/classes/ArrayMesh.xml msgid "" "Returns the primitive type of the requested surface (see [method " "add_surface_from_arrays])." msgstr "" "要求されたサーフェスのプリミティブ型を返します ([method " "add_surface_from_arrays]を参照)。" #: doc/classes/ArrayMesh.xml #, fuzzy msgid "" "Removes a surface at position [code]surf_idx[/code], shifting greater " "surfaces one [code]surf_idx[/code] slot down." msgstr "" "インデックス [code]effect_idx[/code] のエフェクトを、インデックス " "[code]bus_idx[/code] のバスから削除します。" #: doc/classes/ArrayMesh.xml msgid "Sets a name for a given surface." msgstr "指定されたサーフェスの名前を設定します。" #: doc/classes/ArrayMesh.xml msgid "" "Updates a specified region of mesh arrays on the GPU.\n" "[b]Warning:[/b] Only use if you know what you are doing. You can easily " "cause crashes by calling this function with improper arguments." msgstr "" "GPU上のメッシュ配列の指定された領域を更新します。\n" "[b]警告:[/b] 何をするのか理解している場合にのみ使用してください。この関数を不" "適切な引数で呼び出すと、簡単にクラッシュを引き起こす可能性があります。" #: doc/classes/ArrayMesh.xml msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]." msgstr "" "ブレンドシェイプのモードを[enum Mesh.BlendShapeMode]のいずれかに設定します。" #: doc/classes/ArrayMesh.xml doc/classes/PrimitiveMesh.xml msgid "" "Overrides the [AABB] with one defined by user for use with frustum culling. " "Especially useful to avoid unexpected culling when using a shader to offset " "vertices." msgstr "" "[AABB]をユーザが定義したもので上書きして、frustum を culling するために使用し" "ます。特に、シェーダを使用して頂点をオフセットする際に、予期せぬ culling を回" "避するのに便利です。" #: doc/classes/ArrayMesh.xml #, fuzzy msgid "Value used internally when no indices are present." msgstr "" "インデックスが存在しない場合に index_array_len に使用されるデフォルト値。" #: doc/classes/ArrayMesh.xml msgid "Amount of weights/bone indices per vertex (always 4)." msgstr "頂点ごとの重み/骨インデックスの量 (常に4)。" #: doc/classes/ArrayMesh.xml #, fuzzy msgid "[PoolVector3Array], [PoolVector2Array], or [Array] of vertex positions." msgstr "頂点位置の[PackedVector3Array]、[PackedVector2Array]、または[Array]。" #: doc/classes/ArrayMesh.xml #, fuzzy msgid "[PoolVector3Array] of vertex normals." msgstr "頂点法線の[PackedVector3Array]。" #: doc/classes/ArrayMesh.xml #, fuzzy msgid "" "[PoolRealArray] 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 "" "頂点の接線の[PackedFloat32Array]。各要素は4つの浮動小数点数で構成され、最初の" "3つの浮動小数点数が接線を決め、最後が法線方向を-1または1に決めます。" #: doc/classes/ArrayMesh.xml #, fuzzy msgid "[PoolColorArray] of vertex colors." msgstr "頂点の色の[PackedColorArray]。" #: doc/classes/ArrayMesh.xml #, fuzzy msgid "[PoolVector2Array] for UV coordinates." msgstr "UV座標の[PackedVector2Array]。" #: doc/classes/ArrayMesh.xml #, fuzzy msgid "[PoolVector2Array] for second UV coordinates." msgstr "2番目のUV座標の[PackedVector2Array]。" #: doc/classes/ArrayMesh.xml #, fuzzy msgid "" "[PoolRealArray] or [PoolIntArray] of bone indices. Each element in groups of " "4 floats." msgstr "" "ボーンのインデックスの[PackedFloat32Array]または[PackedInt32Array]。各要素は4" "つの浮動小数点数のグループで構成されています。" #: doc/classes/ArrayMesh.xml #, fuzzy msgid "[PoolRealArray] of bone weights. Each element in groups of 4 floats." msgstr "" "ボーンのウェイトの[PackedFloat32Array]。各要素は4つの浮動小数点数のグループで" "構成されています。" #: doc/classes/ArrayMesh.xml #, fuzzy msgid "" "[PoolIntArray] of integers used as indices referencing vertices, colors, " "normals, tangents, and textures. All of those arrays must have the same " "number of elements as the vertex array. No index can be beyond the vertex " "array size. When this index array is present, it puts the function into " "\"index mode,\" where the index selects the *i*'th vertex, normal, tangent, " "color, UV, etc. This means if you want to have different normals or colors " "along an edge, you have to duplicate the vertices.\n" "For triangles, the index array is interpreted as triples, referring to the " "vertices of each triangle. For lines, the index array is in pairs indicating " "the start and end of each line." msgstr "" "頂点、色、法線、接線、テクスチャを参照するインデックスとして使用される整数の " "[PackedInt32Array]。これらの配列はすべて、頂点配列と同じ要素数でなければなり" "ません。頂点配列のサイズを超えるインデックスにはできません。このインデックス" "配列が存在する場合、関数は「インデックスモード」になり、インデックスが *i* 番" "目の頂点、法線、接線、色、UVなどを選択します。つまり、辺に沿って法線や色を変" "えたい場合は、その頂点を複製しなければなりません。\n" "三角形の場合、インデックス配列は、各三角形の頂点を参照するトリプルの集まりと" "して解釈されます。線の場合、インデックス配列は各線の始点と終点を示すペアの集" "まりです。" #: doc/classes/ArrayMesh.xml doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Represents the size of the [enum ArrayType] enum." msgstr "[enum ArrayType] 列挙型のサイズ。" #: doc/classes/ArrayMesh.xml msgid "Array format will include vertices (mandatory)." msgstr "配列フォーマットは頂点を含む (必須)。" #: doc/classes/ArrayMesh.xml msgid "Array format will include normals." msgstr "配列フォーマットは法線を含む。" #: doc/classes/ArrayMesh.xml msgid "Array format will include tangents." msgstr "配列フォーマットは接線を含む。" #: doc/classes/ArrayMesh.xml msgid "Array format will include a color array." msgstr "配列フォーマットは色配列を含む。" #: doc/classes/ArrayMesh.xml msgid "Array format will include UVs." msgstr "配列フォーマットはUVを含む。" #: doc/classes/ArrayMesh.xml msgid "Array format will include another set of UVs." msgstr "配列フォーマットはもうひとつのUVを含む。" #: doc/classes/ArrayMesh.xml msgid "Array format will include bone indices." msgstr "配列フォーマットはボーンのインデックスを含む。" #: doc/classes/ArrayMesh.xml msgid "Array format will include bone weights." msgstr "配列フォーマットはボーン ウェイトを含む。" #: doc/classes/ArrayMesh.xml msgid "Index array will be used." msgstr "インデックス配列は使用される。" #: doc/classes/ARVRAnchor.xml #, fuzzy msgid "An anchor point in AR space." msgstr "ARスペースにおけるアンカーポイント。" #: doc/classes/ARVRAnchor.xml msgid "" "The [ARVRAnchor] point is a spatial node that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " "update the position of planes (tables, floors, etc) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " "your scene for that anchor. You can predefine nodes and set the ID; the " "nodes will simply remain on 0,0,0 until a plane is recognized.\n" "Keep in mind that, as long as plane detection is enabled, the size, placing " "and orientation of an anchor will be updated as the detection logic learns " "more about the real world out there especially if only part of the surface " "is in view." msgstr "" #: doc/classes/ARVRAnchor.xml #, fuzzy msgid "Returns the name given to this anchor." msgstr "このアンカーに与えられた名前を返す。" #: doc/classes/ARVRAnchor.xml msgid "" "Returns [code]true[/code] if the anchor is being tracked and [code]false[/" "code] if no anchor with this ID is currently known." msgstr "" #: doc/classes/ARVRAnchor.xml msgid "" "If provided by the [ARVRInterface], this returns a mesh object for the " "anchor. For an anchor, this can be a shape related to the object being " "tracked or it can be a mesh that provides topology related to the anchor and " "can be used to create shadows/reflections on surfaces or for generating " "collision shapes." msgstr "" #: doc/classes/ARVRAnchor.xml msgid "" "Returns a plane aligned with our anchor; handy for intersection testing." msgstr "" #: doc/classes/ARVRAnchor.xml msgid "" "Returns the estimated size of the plane that was detected. Say when the " "anchor relates to a table in the real world, this is the estimated size of " "the surface of that table." msgstr "" #: doc/classes/ARVRAnchor.xml msgid "" "The anchor's ID. You can set this before the anchor itself exists. The first " "anchor gets an ID of [code]1[/code], the second an ID of [code]2[/code], " "etc. When anchors get removed, the engine can then assign the corresponding " "ID to new anchors. The most common situation where anchors \"disappear\" is " "when the AR server identifies that two anchors represent different parts of " "the same plane and merges them." msgstr "" #: doc/classes/ARVRAnchor.xml msgid "" "Emitted when the mesh associated with the anchor changes or when one becomes " "available. This is especially important for topology that is constantly " "being [code]mesh_updated[/code]." msgstr "" #: doc/classes/ARVRCamera.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " "tracking." msgstr "" #: doc/classes/ARVRCamera.xml msgid "" "This is a helper spatial node for our camera; note that, if stereoscopic " "rendering is applicable (VR-HMD), most of the camera properties are ignored, " "as the HMD information overrides them. The only properties that can be " "trusted are the near and far planes.\n" "The position and orientation of this node is automatically updated by the " "ARVR Server to represent the location of the HMD if such tracking is " "available and can thus be used by game logic. Note that, in contrast to the " "ARVR Controller, the render thread has access to the most up-to-date " "tracking data of the HMD and the location of the ARVRCamera can lag a few " "milliseconds behind what is used for rendering as a result." msgstr "" #: doc/classes/ARVRController.xml msgid "A spatial node representing a spatially-tracked controller." msgstr "" #: doc/classes/ARVRController.xml msgid "" "This is a helper spatial node that is linked to the tracking of controllers. " "It also offers several handy passthroughs to the state of buttons and such " "on the controllers.\n" "Controllers are linked by their ID. You can create controller nodes before " "the controllers are available. If your game always uses two controllers (one " "for each hand), you can predefine the controllers with ID 1 and 2; they will " "become active as soon as the controllers are identified. If you expect " "additional controllers to be used, you should react to the signals and add " "ARVRController nodes to your scene.\n" "The position of the controller node is automatically updated by the " "[ARVRServer]. This makes this node ideal to add child nodes to visualize the " "controller." msgstr "" #: doc/classes/ARVRController.xml msgid "" "If active, returns the name of the associated controller if provided by the " "AR/VR SDK used." msgstr "" #: doc/classes/ARVRController.xml msgid "" "Returns the hand holding this controller, if known. See [enum " "ARVRPositionalTracker.TrackerHand]." msgstr "" #: doc/classes/ARVRController.xml #, fuzzy msgid "" "Returns [code]true[/code] if the bound controller is active. ARVR systems " "attempt to track active controllers." msgstr "与えられたノード間に遷移がある場合、[code]true[/code] を返します。" #: doc/classes/ARVRController.xml msgid "" "Returns the value of the given axis for things like triggers, touchpads, " "etc. that are embedded into the controller." msgstr "" #: doc/classes/ARVRController.xml msgid "" "Returns the ID of the joystick object bound to this. Every controller " "tracked by the [ARVRServer] that has buttons and axis will also be " "registered as a joystick within Godot. This means that all the normal " "joystick tracking and input mapping will work for buttons and axis found on " "the AR/VR controllers. This ID is purely offered as information so you can " "link up the controller with its joystick entry." msgstr "" #: doc/classes/ARVRController.xml msgid "" "If provided by the [ARVRInterface], this returns a mesh associated with the " "controller. This can be used to visualize the controller." msgstr "" #: doc/classes/ARVRController.xml #, fuzzy msgid "" "Returns [code]true[/code] if the button at index [code]button[/code] is " "pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] " "constants." msgstr "" "インデックス [code]button[/code] のボタンが押された場合、[code]true[/code] を" "返します。[enum JoyButtonList] を参照してください。" #: doc/classes/ARVRController.xml msgid "" "The controller's ID.\n" "A controller ID of 0 is unbound and will always result in an inactive node. " "Controller ID 1 is reserved for the first controller that identifies itself " "as the left-hand controller and ID 2 is reserved for the first controller " "that identifies itself as the right-hand controller.\n" "For any other controller that the [ARVRServer] detects, we continue with " "controller ID 3.\n" "When a controller is turned off, its slot is freed. This ensures controllers " "will keep the same ID even when controllers with lower IDs are turned off." msgstr "" #: doc/classes/ARVRController.xml msgid "" "The degree to which the controller vibrates. Ranges from [code]0.0[/code] to " "[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] " "accordingly.\n" "This is a useful property to animate if you want the controller to vibrate " "for a limited duration." msgstr "" #: doc/classes/ARVRController.xml msgid "Emitted when a button on this controller is pressed." msgstr "" #: doc/classes/ARVRController.xml msgid "Emitted when a button on this controller is released." msgstr "" #: doc/classes/ARVRController.xml msgid "" "Emitted when the mesh associated with the controller changes or when one " "becomes available. Generally speaking this will be a static mesh after " "becoming available." msgstr "" #: doc/classes/ARVRInterface.xml msgid "Base class for an AR/VR interface implementation." msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "This class needs to be implemented to make an AR or VR platform available to " "Godot and these should be implemented as C++ modules or GDNative modules " "(note that for GDNative the subclass ARVRScriptInterface should be used). " "Part of the interface is exposed to GDScript so you can detect, enable and " "configure an AR or VR platform.\n" "Interfaces should be written in such a way that simply enabling them will " "give us a working setup. You can query the available interfaces through " "[ARVRServer]." msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "If this is an AR interface that requires displaying a camera feed as the " "background, this method returns the feed ID in the [CameraServer] for this " "interface." msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "Returns a combination of [enum Capabilities] flags providing information " "about the capabilities of this interface." msgstr "" #: doc/classes/ARVRInterface.xml msgid "Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc)." msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "Returns the resolution at which we should render our intermediate results " "before things like lens distortion are applied by the VR platform." msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "If supported, returns the status of our tracking. This will allow you to " "provide feedback to the user whether there are issues with positional " "tracking." msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "Call this to initialize this interface. The first interface that is " "initialized is identified as the primary interface and it will be used for " "rendering output.\n" "After initializing the interface you want to use you then need to enable the " "AR/VR mode of a viewport and rendering should commence.\n" "[b]Note:[/b] You must enable the AR/VR mode on the main viewport for any " "device that uses the main output of Godot, such as for mobile VR.\n" "If you do this for a platform that handles its own output (such as OpenVR) " "Godot will show just one eye without distortion on screen. Alternatively, " "you can add a separate viewport node to your scene and enable AR/VR on that " "viewport. It will be used to output to the HMD, leaving you free to do " "anything you like in the main window, such as using a separate camera as a " "spectator camera or rendering something completely different.\n" "While currently not used, you can activate additional interfaces. You may " "wish to do this if you want to track controllers from other platforms. " "However, at this point in time only one interface can render to an HMD." msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "Returns [code]true[/code] if the current output of this interface is in " "stereo." msgstr "" #: doc/classes/ARVRInterface.xml msgid "Turns the interface off." msgstr "" #: doc/classes/ARVRInterface.xml msgid "On an AR interface, [code]true[/code] if anchor detection is enabled." msgstr "" #: doc/classes/ARVRInterface.xml msgid "[code]true[/code] if this interface been initialized." msgstr "" #: doc/classes/ARVRInterface.xml msgid "[code]true[/code] if this is the primary interface." msgstr "" #: doc/classes/ARVRInterface.xml msgid "No ARVR capabilities." msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "This interface can work with normal rendering output (non-HMD based AR)." msgstr "" #: doc/classes/ARVRInterface.xml msgid "This interface supports stereoscopic rendering." msgstr "" #: doc/classes/ARVRInterface.xml msgid "This interface supports AR (video background and real world tracking)." msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "This interface outputs to an external device. If the main viewport is used, " "the on screen output is an unmodified buffer of either the left or right eye " "(stretched if the viewport size is not changed to the same aspect ratio of " "[method get_render_targetsize]). Using a separate viewport node frees up the " "main viewport for other purposes." msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "Mono output, this is mostly used internally when retrieving positioning " "information for our camera node or when stereo scopic rendering is not " "supported." msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "Left eye output, this is mostly used internally when rendering the image for " "the left eye and obtaining positioning and projection information." msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "Right eye output, this is mostly used internally when rendering the image " "for the right eye and obtaining positioning and projection information." msgstr "" #: doc/classes/ARVRInterface.xml msgid "Tracking is behaving as expected." msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "Tracking is hindered by excessive motion (the player is moving faster than " "tracking can keep up)." msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "Tracking is hindered by insufficient features, it's too dark (for camera-" "based tracking), player is blocked, etc." msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "We don't know the status of the tracking or this interface does not provide " "feedback." msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "Tracking is not functional (camera not plugged in or obscured, lighthouses " "turned off, etc.)." msgstr "" #: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml msgid "GDNative wrapper for an ARVR interface." msgstr "" #: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml msgid "" "This is a wrapper class for GDNative implementations of the ARVR interface. " "To use a GDNative ARVR interface, simply instantiate this object and set " "your GDNative library containing the ARVR interface implementation." msgstr "" #: doc/classes/ARVROrigin.xml msgid "The origin point in AR/VR." msgstr "" #: doc/classes/ARVROrigin.xml msgid "" "This is a special node within the AR/VR system that maps the physical " "location of the center of our tracking space to the virtual location within " "our game world.\n" "There should be only one of these nodes in your scene and you must have one. " "All the ARVRCamera, ARVRController and ARVRAnchor nodes should be direct " "children of this node for spatial tracking to work correctly.\n" "It is the position of this node that you update when your character needs to " "move through your game world while we're not moving in the real world. " "Movement in the real world is always in relation to this origin point.\n" "For example, if your character is driving a car, the ARVROrigin node should " "be a child node of this car. Or, if you're implementing a teleport system to " "move your character, you should change the position of this node." msgstr "" #: doc/classes/ARVROrigin.xml msgid "" "Allows you to adjust the scale to your game's units. Most AR/VR platforms " "assume a scale of 1 game world unit = 1 real world meter.\n" "[b]Note:[/b] This method is a passthrough to the [ARVRServer] itself." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "A tracked object." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "" "An instance of this object represents a device that is tracked, such as a " "controller or anchor point. HMDs aren't represented here as they are handled " "internally.\n" "As controllers are turned on and the AR/VR interface detects them, instances " "of this object are automatically added to this list of active tracking " "objects accessible through the [ARVRServer].\n" "The [ARVRController] and [ARVRAnchor] both consume objects of this type and " "should be used in your project. The positional trackers are just under-the-" "hood objects that make this all work. These are mostly exposed so that " "GDNative-based interfaces can interact with them." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "" "Returns the hand holding this tracker, if known. See [enum TrackerHand] " "constants." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "" "If this is a controller that is being tracked, the controller will also be " "represented by a joystick entry with this ID." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "" "Returns the mesh related to a controller or anchor point if one is available." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "Returns the controller or anchor point's name if available." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "Returns the controller's orientation matrix." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "Returns the world-space controller position." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "" "Returns the internal tracker ID. This uniquely identifies the tracker per " "tracker type and matches the ID you need to specify for nodes such as the " "[ARVRController] and [ARVRAnchor] nodes." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "Returns [code]true[/code] if this device tracks orientation." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "Returns [code]true[/code] if this device tracks position." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "Returns the transform combining this device's orientation and position." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "Returns the tracker's type." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "" "The degree to which the tracker rumbles. Ranges from [code]0.0[/code] to " "[code]1.0[/code] with precision [code].01[/code]." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "The hand this tracker is held in is unknown or not applicable." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "This tracker is the left hand controller." msgstr "" #: doc/classes/ARVRPositionalTracker.xml msgid "This tracker is the right hand controller." msgstr "" #: doc/classes/ARVRServer.xml msgid "Server for AR and VR features." msgstr "" #: doc/classes/ARVRServer.xml msgid "" "The AR/VR server is the heart of our Advanced and Virtual Reality solution " "and handles all the processing." msgstr "" #: doc/classes/ARVRServer.xml msgid "Registers an [ARVRInterface] object." msgstr "" #: doc/classes/ARVRServer.xml msgid "" "Registers a new [ARVRPositionalTracker] that tracks a spatial location in " "real space." msgstr "" #: doc/classes/ARVRServer.xml msgid "" "This is an important function to understand correctly. AR and VR platforms " "all handle positioning slightly differently.\n" "For platforms that do not offer spatial tracking, our origin point (0,0,0) " "is the location of our HMD, but you have little control over the direction " "the player is facing in the real world.\n" "For platforms that do offer spatial tracking, our origin point depends very " "much on the system. For OpenVR, our origin point is usually the center of " "the tracking space, on the ground. For other platforms, it's often the " "location of the tracking camera.\n" "This method allows you to center your tracker on the location of the HMD. It " "will take the current location of the HMD and use that to adjust all your " "tracking data; in essence, realigning the real world to your player's " "current position in the game world.\n" "For this method to produce usable results, tracking information must be " "available. This often takes a few frames after starting your game.\n" "You should call this method after a few seconds have passed. For instance, " "when the user requests a realignment of the display holding a designated " "button on a controller for a short period of time, or when implementing a " "teleport mechanism." msgstr "" #: doc/classes/ARVRServer.xml msgid "" "Clears our current primary interface if it is set to the provided interface." msgstr "" #: doc/classes/ARVRServer.xml msgid "" "Finds an interface by its name. For instance, if your project uses " "capabilities of an AR/VR platform, you can find the interface for that " "platform by name and initialize it." msgstr "" #: doc/classes/ARVRServer.xml msgid "Returns the primary interface's transformation." msgstr "" #: doc/classes/ARVRServer.xml msgid "" "Returns the interface registered at a given index in our list of interfaces." msgstr "" #: doc/classes/ARVRServer.xml msgid "" "Returns the number of interfaces currently registered with the AR/VR server. " "If your project supports multiple AR/VR platforms, you can look through the " "available interface, and either present the user with a selection or simply " "try to initialize each interface and use the first one that returns " "[code]true[/code]." msgstr "" #: doc/classes/ARVRServer.xml msgid "" "Returns a list of available interfaces the ID and name of each interface." msgstr "" #: doc/classes/ARVRServer.xml msgid "" "Returns the absolute timestamp (in μs) of the last [ARVRServer] commit of " "the AR/VR eyes to [VisualServer]. The value comes from an internal call to " "[method OS.get_ticks_usec]." msgstr "" #: doc/classes/ARVRServer.xml msgid "" "Returns the duration (in μs) of the last frame. This is computed as the " "difference between [method get_last_commit_usec] and [method " "get_last_process_usec] when committing." msgstr "" #: doc/classes/ARVRServer.xml msgid "" "Returns the absolute timestamp (in μs) of the last [ARVRServer] process " "callback. The value comes from an internal call to [method OS." "get_ticks_usec]." msgstr "" #: doc/classes/ARVRServer.xml msgid "" "Returns the reference frame transform. Mostly used internally and exposed " "for GDNative build interfaces." msgstr "" #: doc/classes/ARVRServer.xml msgid "Returns the positional tracker at the given ID." msgstr "" #: doc/classes/ARVRServer.xml msgid "Returns the number of trackers currently registered." msgstr "" #: doc/classes/ARVRServer.xml msgid "Removes this interface." msgstr "" #: doc/classes/ARVRServer.xml msgid "Removes this positional tracker." msgstr "" #: doc/classes/ARVRServer.xml msgid "The primary [ARVRInterface] currently bound to the [ARVRServer]." msgstr "" #: doc/classes/ARVRServer.xml msgid "" "Allows you to adjust the scale to your game's units. Most AR/VR platforms " "assume a scale of 1 game world unit = 1 real world meter." msgstr "" #: doc/classes/ARVRServer.xml msgid "Emitted when a new interface has been added." msgstr "" #: doc/classes/ARVRServer.xml msgid "Emitted when an interface is removed." msgstr "" #: doc/classes/ARVRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " "of controllers or if you're using [ARVRAnchor]s for an AR solution, it is " "important to react to this signal to add the appropriate [ARVRController] or " "[ARVRAnchor] nodes related to this new tracker." msgstr "" #: doc/classes/ARVRServer.xml msgid "" "Emitted when a tracker is removed. You should remove any [ARVRController] or " "[ARVRAnchor] points if applicable. This is not mandatory, the nodes simply " "become inactive and will be made active again when a new tracker becomes " "available (i.e. a new controller is switched on that takes the place of the " "previous one)." msgstr "" #: doc/classes/ARVRServer.xml msgid "The tracker tracks the location of a controller." msgstr "" #: doc/classes/ARVRServer.xml msgid "The tracker tracks the location of a base station." msgstr "" #: doc/classes/ARVRServer.xml msgid "The tracker tracks the location and size of an AR anchor." msgstr "" #: doc/classes/ARVRServer.xml msgid "Used internally to filter trackers of any known type." msgstr "" #: doc/classes/ARVRServer.xml msgid "Used internally if we haven't set the tracker type yet." msgstr "" #: doc/classes/ARVRServer.xml msgid "Used internally to select all trackers." msgstr "" #: doc/classes/ARVRServer.xml msgid "" "Fully reset the orientation of the HMD. Regardless of what direction the " "user is looking to in the real world. The user will look dead ahead in the " "virtual world." msgstr "" #: doc/classes/ARVRServer.xml msgid "" "Resets the orientation but keeps the tilt of the device. So if we're looking " "down, we keep looking down but heading will be reset." msgstr "" #: doc/classes/ARVRServer.xml msgid "" "Does not reset the orientation of the HMD, only the position of the player " "gets centered." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "Container that preserves its child controls' aspect ratio." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "Arranges child controls in a way to preserve their aspect ratio " "automatically whenever the container is resized. Solves the problem where " "the container size is dynamic and the contents' size needs to adjust " "accordingly without losing proportions." msgstr "" #: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml #: doc/classes/CenterContainer.xml doc/classes/Container.xml #: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml #: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml #: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml #: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml #: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml msgid "GUI containers" msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "Specifies the horizontal relative position of child controls." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "Specifies the vertical relative position of child controls." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "The aspect ratio to enforce on child controls. This is the width divided by " "the height. The ratio depends on the [member stretch_mode]." msgstr "" #: doc/classes/AspectRatioContainer.xml #, fuzzy msgid "The stretch mode used to align child controls." msgstr "メソッド呼び出しトラックで使う、呼び出しモード。" #: doc/classes/AspectRatioContainer.xml msgid "" "The height of child controls is automatically adjusted based on the width of " "the container." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "The width of child controls is automatically adjusted based on the height of " "the container." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "The bounding rectangle of child controls is automatically adjusted to fit " "inside the container while keeping the aspect ratio." msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "The width and height of child controls is automatically adjusted to make " "their bounding rectangle cover the entire area of the container while " "keeping the aspect ratio.\n" "When the bounding rectangle of child controls exceed the container's size " "and [member Control.rect_clip_content] is enabled, this allows to show only " "the container's area restricted by its own bounding rectangle." msgstr "" #: doc/classes/AspectRatioContainer.xml #, fuzzy msgid "" "Aligns child controls with the beginning (left or top) of the container." msgstr "子をコンテナの先頭に整列させます。" #: doc/classes/AspectRatioContainer.xml #, fuzzy msgid "Aligns child controls with the center of the container." msgstr "子をコンテナの中央に整列させます。" #: doc/classes/AspectRatioContainer.xml #, fuzzy msgid "Aligns child controls with the end (right or bottom) of the container." msgstr "子をコンテナの最後に整列させます。" #: doc/classes/AStar.xml #, fuzzy msgid "" "An implementation of A* to find the shortest paths among connected points in " "space." msgstr "空間内で接続点間における最短経路を見つけるための A* の実装です。" #: doc/classes/AStar.xml #, fuzzy msgid "" "A* (A star) is a computer algorithm that is widely used in pathfinding and " "graph traversal, the process of plotting short paths among vertices " "(points), passing through a given set of edges (segments). It enjoys " "widespread use due to its performance and accuracy. Godot's A* " "implementation uses points in three-dimensional space and Euclidean " "distances by default.\n" "You must add points manually with [method add_point] and create segments " "manually with [method connect_points]. Then you can test if there is a path " "between two points with the [method are_points_connected] function, get a " "path containing indices by [method get_id_path], or one containing actual " "coordinates with [method get_point_path].\n" "It is also possible to use non-Euclidean distances. To do so, create a class " "that extends [code]AStar[/code] and override methods [method _compute_cost] " "and [method _estimate_cost]. Both take two indices and return a length, as " "is shown in the following example.\n" "[codeblock]\n" "class MyAStar:\n" " extends AStar\n" "\n" " func _compute_cost(u, v):\n" " return abs(u - v)\n" "\n" " func _estimate_cost(u, v):\n" " return min(0, abs(u - v) - 1)\n" "[/codeblock]\n" "[method _estimate_cost] should return a lower bound of the distance, i.e. " "[code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. This serves as a " "hint to the algorithm because the custom [code]_compute_cost[/code] might be " "computation-heavy. If this is not the case, make [method _estimate_cost] " "return the same value as [method _compute_cost] to provide the algorithm " "with the most accurate information.\n" "If the default [method _estimate_cost] and [method _compute_cost] methods " "are used, or if the supplied [method _estimate_cost] method returns a lower " "bound of the cost, then the paths returned by A* will be the lowest-cost " "paths. Here, the cost of a path equals the sum of the [method _compute_cost] " "results of all segments in the path multiplied by the [code]weight_scale[/" "code]s of the endpoints of the respective segments. If the default methods " "are used and the [code]weight_scale[/code]s of all points are set to " "[code]1.0[/code], then this equals the sum of Euclidean distances of all " "segments in the path." msgstr "" "A* (Aスター)は、経路探索やグラフ走査で広く使われているコンピュータアルゴリズ" "ムです。その性能と精度の高さにより広く利用されています。Godotの A* の実装で" "は、3次元空間の点とユークリッド距離をデフォルトで使用します。\n" "点を手動で追加するには [add_point] メソッドを使い、セグメントを手動で作成する" "には [connect_points] メソッドを使います。それから、2つの点の間に経路があるか" "どうかを [ide_points_connected] 関数でテストしたり、[get_id_path] 関数でイン" "デックスを含む経路を取得したり、[get_point_path] 関数で実際の座標を含む経路を" "取得したりすることができます。\n" "非ユークリッド距離を利用することも可能です。そのためには、[code]AStar[/code]" "を継承するクラスを作成し、[method _compute_cost]と[method _estimate_cost]のメ" "ソッドをオーバーライドします。どちらも2つのインデックスを取り、次の例のように" "長さを返します。\n" "[codeblock]\n" "class MyAStar:\n" " extends AStar\n" "\n" " func _compute_cost(u, v):\n" " return abs(u - v)\n" "\n" " func _estimate_cost(u, v):\n" " return min(0, abs(u - v) - 1)\n" "[/codeblock]\n" "[method _estimate_cost] の返り値は、距離の下界(lower bound)である必要がありま" "す。つまり、[code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]です。こ" "れは、カスタムの [code]_compute_cost[/code] だと計算量が多くなるかもしれない" "ので、代わりのアルゴリズムへのヒントとして使われます。もしそうでなければ、ア" "ルゴリズムに最も正確な情報を提供するため、[method _compute_cost]と同じ値を返" "すように [method _estimate_cost] を作成してください。" #: doc/classes/AStar.xml msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [code]AStar[/code] class." msgstr "" "接続された2点間のコストを計算するときに呼び出されます。\n" "この関数はデフォルトの[code]AStar[/code]クラスでは隠されていることに注意して" "ください。" #: doc/classes/AStar.xml msgid "" "Called when estimating the cost between a point and the path's ending " "point.\n" "Note that this function is hidden in the default [code]AStar[/code] class." msgstr "" "ある点から経路の終点までのコストを見積もるときに呼び出されます。\n" "この関数はデフォルトの[code]AStar[/code]クラスでは隠されていることに注意して" "ください。" #: doc/classes/AStar.xml #, fuzzy msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " "be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " "the algorithm prefers points with lower [code]weight_scale[/code]s to form a " "path.\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with " "weight_scale 4 and id 1\n" "[/codeblock]\n" "If there already exists a point for the given [code]id[/code], its position " "and weight scale are updated to the given values." msgstr "" "指定された位置に、指定された識別子を持つ新しい点を追加します。このアルゴリズ" "ムは、経路を形成する際により低い [code]weight_scale[/code] を持つ点を優先しま" "す。[code]id[/code] は 0 以上、[code]weight_scale[/code] は 1 以上でなければ" "なりません。\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(1, 0, 0), 4) # weight_scale 4 および id 1 の点 " "(1, 0, 0) を追加\n" "[/codeblock]\n" "与えられた[code]id[/code]に対応する点が既に存在する場合、その位置と重みスケー" "ルは与えられた値に更新されます。" #: doc/classes/AStar.xml msgid "" "Returns whether the two given points are directly connected by a segment. If " "[code]bidirectional[/code] is [code]false[/code], returns whether movement " "from [code]id[/code] to [code]to_id[/code] is possible through this segment." msgstr "" "与えられた2点がセグメントで直接接続されているかどうかを返します。" "[code]bidirectional[/code]が[code]false[/code]の場合、[code]id[/code]から" "[code]to_id[/code]までこのセグメントを通って移動できるかどうかを返します。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "Clears all the points and segments." msgstr "すべての点およびセグメントをクリアします。" #: doc/classes/AStar.xml msgid "" "Creates a segment between the given points. If [code]bidirectional[/code] is " "[code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] " "is allowed, not the reverse direction.\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(1, 1, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2, false)\n" "[/codeblock]" msgstr "" "与えられた2点の間にセグメントを作成します。[code]bidirectional[/code]が" "[code]false[/code]の場合、[code]id[/code]から[code]to_id[/code]への移動のみが" "許され、逆方向への移動は許可されません。\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(1, 1, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2, false)\n" "[/codeblock]" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Deletes the segment between the given points. If [code]bidirectional[/code] " "is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/" "code] is prevented, and a unidirectional segment possibly remains." msgstr "" "与えられた2点の間にあるセグメントを削除します。もし[code]bidirectional[/code]" "が[code]false[/code]であれば、[code]id[/code]から[code]to_id[/code]への移動の" "みが阻止され、一方向性のセグメントをできるだけ残すようにします。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "Returns the next available point ID with no point associated to it." msgstr "まだ点に対して付けられていない、利用可能な点IDを返します。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns the ID of the closest point to [code]to_position[/code], optionally " "taking disabled points into account. Returns [code]-1[/code] if there are no " "points in the points pool.\n" "[b]Note:[/b] If several points are the closest to [code]to_position[/code], " "the one with the smallest ID will be returned, ensuring a deterministic " "result." msgstr "" "[code]to_position[/code] に最も近い点の ID を返します。点プールに点がない場合" "は [code]-1[/code] を返します。\n" "[b]注:[/b] [code]to_position[/code]に最も近い点が複数ある場合は、結果を決定論" "的なものにするため、そのうち最小のIDを持つものが返されます。" #: doc/classes/AStar.xml msgid "" "Returns the closest position to [code]to_position[/code] that resides inside " "a segment between two connected points.\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns " "(0, 3, 0)\n" "[/codeblock]\n" "The result is in the segment that goes from [code]y = 0[/code] to [code]y = " "5[/code]. It's the closest position in the segment to the given point." msgstr "" "二つの接続された点の間をなすセグメント内において [code]to_position[/code] に" "最も近い位置を返します。\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # 返り値は " "(0, 3, 0)\n" "[/codeblock]\n" "結果は [code]y = 0[/code] から [code]y = 5[/code]までのセグメント内にありま" "す。セグメント内における、渡された点に最も近い位置です。" #: doc/classes/AStar.xml msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar between the given points. The array is ordered from the starting point " "to the ending point of the path.\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" "[/codeblock]\n" "If you change the 2nd point's weight to 3, then the result will be [code][1, " "4, 3][/code] instead, because now even though the distance is longer, it's " "\"easier\" to get through point 4 than through point 2." msgstr "" "指定された2点の間において AStar が見つけた経路を構成する、点の ID を配列で返" "します。配列は、経路の始点から終点までの順に並べられます。\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0), 1) # デフォルトの重さは1。\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # [1, 2, 3] を返す\n" "[/codeblock]\n" "2点目の重さを3に変更した場合、代わりに結果は [code][1, 4, 3][/code] になりま" "す。なぜなら、距離が長くなっても、点2よりも点4のほうが「容易に」通れるためで" "す。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns the capacity of the structure backing the points, useful in " "conjunction with [code]reserve_space[/code]." msgstr "" "点を支える構造体の容量を返します。[code]reserve_space[/code]と組み合わせて使" "用すると便利です。" #: doc/classes/AStar.xml msgid "" "Returns an array with the IDs of the points that form the connection with " "the given point.\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0))\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n" "[/codeblock]" msgstr "" "与えられた点に接続している点のIDを配列で返します。\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0))\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # [2, 3] と返す\n" "[/codeblock]" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "Returns the number of points currently in the points pool." msgstr "現在点プールにある点の数を返します。" #: doc/classes/AStar.xml #, fuzzy msgid "" "Returns an array with the points that are in the path found by AStar between " "the given points. The array is ordered from the starting point to the ending " "point of the path.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PoolVector3Array] and will print an error message." msgstr "" "AStar が見つけた経路の中で、与えられた点の間にある点からなる配列を返します。" "配列は、経路の始点から終点までの順に並べられます。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns the position of the point associated with the given [code]id[/code]." msgstr "与えられた [code]id[/code] に紐づけられた点の位置を返します。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns the weight scale of the point associated with the given [code]id[/" "code]." msgstr "与えられた[code]id[/code]に関連付けられた点の重みスケールを返します。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "Returns an array of all points." msgstr "すべての点の位置を配列として返します。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns whether a point associated with the given [code]id[/code] exists." msgstr "" "与えられた[code]id[/code]に関連付けられた点が存在するかどうかを返します。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Returns whether a point is disabled or not for pathfinding. By default, all " "points are enabled." msgstr "" "経路探索に使う点が無効かどうかを返します。デフォルトでは、すべての点が有効に" "なっています。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Removes the point associated with the given [code]id[/code] from the points " "pool." msgstr "" "与えられた[code]id[/code]に関連付けられた点を、点プールから削除します。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Reserves space internally for [code]num_nodes[/code] points, useful if " "you're adding a known large number of points at once, for a grid for " "instance. New capacity must be greater or equals to old capacity." msgstr "" "[code]num_nodes[/code] 個の点のためにスペースを内部的に確保します。これは、例" "えばグリッドなどで既知の多数のポイントを一度に追加する場合に便利です。新しい" "容量は、古い容量と同じかそれ以上でなければなりません。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Disables or enables the specified point for pathfinding. Useful for making a " "temporary obstacle." msgstr "" "指定した点を、経路探索の際に無効あるいは有効にします。一時的な障害物を作ると" "きに便利です。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Sets the [code]position[/code] for the point with the given [code]id[/code]." msgstr "" "与えられた[code]id[/code]を持つ点の位置[code]position[/code]を設定します。" #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Sets the [code]weight_scale[/code] for the point with the given [code]id[/" "code]. The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point." msgstr "" #: doc/classes/AStar2D.xml msgid "AStar class representation that uses 2D vectors as edges." msgstr "エッジとして2Dベクトルを使用する、AStarの代替クラス。" #: doc/classes/AStar2D.xml msgid "" "This is a wrapper for the [AStar] class which uses 2D vectors instead of 3D " "vectors." msgstr "" "これは、3Dベクトルの代わりに2Dベクトルを使用する、[AStar] クラスのラッパーで" "す。" #: doc/classes/AStar2D.xml msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [code]AStar2D[/code] class." msgstr "" "接続された2点間のコストを計算するときに呼び出されます。\n" "この関数は、デフォルトの [code]AStar2D[/code] クラスでは隠されていることに注" "意してください。" #: doc/classes/AStar2D.xml msgid "" "Called when estimating the cost between a point and the path's ending " "point.\n" "Note that this function is hidden in the default [code]AStar2D[/code] class." msgstr "" "ある点から経路の終点までのコストを見積もるときに呼び出されます。\n" "この関数は、デフォルトの [code]AStar2D[/code] クラスでは隠されていることに注" "意してください。" #: doc/classes/AStar2D.xml #, fuzzy msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " "be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " "the algorithm prefers points with lower [code]weight_scale[/code]s to form a " "path.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with " "weight_scale 4 and id 1\n" "[/codeblock]\n" "If there already exists a point for the given [code]id[/code], its position " "and weight scale are updated to the given values." msgstr "" "指定された位置に、指定された識別子を持つ新しい点を追加します。このアルゴリズ" "ムは、経路を形成するために、より低いウェイトスケール [code]weight_scale[/" "code] を持つ点を優先します。[code]id[/code] は0以上、[code]weight_scale[/" "code] は1以上でなければなりません。\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 0), 4) # weight_scale 4 および id 1 の点を (1, " "0) に追加する\n" "[/codeblock]\n" "与えられた [code]id[/code] に対応する点が既に存在する場合、その位置と重みス" "ケールが与えられた値に更新されます。" #: doc/classes/AStar2D.xml #, fuzzy msgid "" "Returns whether there is a connection/segment between the given points. If " "[code]bidirectional[/code] is [code]false[/code], returns whether movement " "from [code]id[/code] to [code]to_id[/code] is possible through this segment." msgstr "" "与えられた2点がセグメントで直接接続されているかどうかを返します。" "[code]bidirectional[/code]が[code]false[/code]の場合、[code]id[/code]から" "[code]to_id[/code]までこのセグメントを通って移動できるかどうかを返します。" #: doc/classes/AStar2D.xml msgid "" "Creates a segment between the given points. If [code]bidirectional[/code] is " "[code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] " "is allowed, not the reverse direction.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 1))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2, false)\n" "[/codeblock]" msgstr "" "与えられた2点の間にセグメントを作成します。[code]bidirectional[/code] が " "[code]false[/code] の場合、[code]id[/code] から [code]to_id[/code] への移動の" "みが許され、逆方向への移動は許可されません。\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 1))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2, false)\n" "[/codeblock]" #: doc/classes/AStar2D.xml msgid "" "Returns the closest position to [code]to_position[/code] that resides inside " "a segment between two connected points.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Returns (0, " "3)\n" "[/codeblock]\n" "The result is in the segment that goes from [code]y = 0[/code] to [code]y = " "5[/code]. It's the closest position in the segment to the given point." msgstr "" "2つの接続点間にあるセグメント内において存在する [code]to_position[/code] に、" "最も近い位置を返します。\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # (0, 3) と返" "す\n" "[/codeblock]\n" "結果は、[code]y = 0[/code] から [code]y = 5[/code] までのセグメント内にありま" "す。このセグメント内で与えられた点に最も近い位置です。" #: doc/classes/AStar2D.xml msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar2D between the given points. The array is ordered from the starting " "point to the ending point of the path.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" "[/codeblock]\n" "If you change the 2nd point's weight to 3, then the result will be [code][1, " "4, 3][/code] instead, because now even though the distance is longer, it's " "\"easier\" to get through point 4 than through point 2." msgstr "" "指定された2点の間において AStar2D が見つけた経路を構成する、点の ID を配列で" "返します。配列は、経路の始点から終点までの順に並べられます。\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1), 1) # 既定の重さは1\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # [1, 2, 3] と返す\n" "[/codeblock]\n" "2点目の重さを3に変更した場合、代わりに結果は [code][1, 4, 3][/code] になりま" "す。なぜなら、距離が長くなっても、点2よりも点4のほうが「容易に」通れるためで" "す。" #: doc/classes/AStar2D.xml msgid "" "Returns an array with the IDs of the points that form the connection with " "the given point.\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1))\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n" "[/codeblock]" msgstr "" "与えられた点との接続を形成している点のIDを配列で返します。\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1))\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # [2, 3] を返す\n" "[/codeblock]" #: doc/classes/AStar2D.xml #, fuzzy msgid "" "Returns an array with the points that are in the path found by AStar2D " "between the given points. The array is ordered from the starting point to " "the ending point of the path.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PoolVector2Array] and will print an error message." msgstr "" "AStar2D が見つけた経路の中で、与えられた2点の間にある点の配列を返します。配列" "は、経路の始点から終点までの順に並べられます。" #: doc/classes/AtlasTexture.xml msgid "" "Crops out one part of a texture, such as a texture from a texture atlas." msgstr "" #: doc/classes/AtlasTexture.xml msgid "" "[Texture] resource that crops out one part of the [member atlas] texture, " "defined by [member region]. The main use case is cropping out textures from " "a texture atlas, which is a big texture file that packs multiple smaller " "textures. Consists of a [Texture] for the [member atlas], a [member region] " "that defines the area of [member atlas] to use, and a [member margin] that " "defines the border width.\n" "[AtlasTexture] cannot be used in an [AnimatedTexture], cannot be tiled in " "nodes such as [TextureRect], and does not work properly if used inside of " "other [AtlasTexture] resources. Multiple [AtlasTexture] resources can be " "used to crop multiple textures from the atlas. Using a texture atlas helps " "to optimize video memory costs and render calls compared to using multiple " "small files.\n" "[b]Note:[/b] AtlasTextures don't support repetition. The [constant Texture." "FLAG_REPEAT] and [constant Texture.FLAG_MIRRORED_REPEAT] flags are ignored " "when using an AtlasTexture." msgstr "" #: doc/classes/AtlasTexture.xml #, fuzzy msgid "The texture that contains the atlas. Can be any [Texture] subtype." msgstr "" "アトラスを含むテクスチャ。任意の [Texture2D] サブタイプを設定できます。" #: doc/classes/AtlasTexture.xml msgid "" "If [code]true[/code], clips the area outside of the region to avoid bleeding " "of the surrounding texture pixels." msgstr "" "[code]true[/code]の場合、周囲のテクスチャピクセルに発生するブリードを避けるた" "めに、領域外の範囲を除去します。" #: doc/classes/AtlasTexture.xml msgid "" "The margin around the region. The [Rect2]'s [member Rect2.size] parameter " "(\"w\" and \"h\" in the editor) resizes the texture so it fits within the " "margin." msgstr "" "領域の周囲の余白。[Rect2] の [member Rect2.size] パラメータ (エディタでは " "\"w\"と \"h\") は、余白内に収まるようにテクスチャをリサイズします。" #: doc/classes/AtlasTexture.xml msgid "The AtlasTexture's used region." msgstr "AtlasTextureの使用領域。" #: doc/classes/AudioBusLayout.xml msgid "Stores information about the audio buses." msgstr "オーディオバスの情報を格納します。" #: doc/classes/AudioBusLayout.xml msgid "" "Stores position, muting, solo, bypass, effects, effect position, volume, and " "the connections between buses. See [AudioServer] for usage." msgstr "" "ポジション、ミューティング、ソロ、バイパス、エフェクト、エフェクトポジショ" "ン、ボリューム、バス間の接続を格納します。使い方は [AudioServer] を参照してく" "ださい。" #: doc/classes/AudioEffect.xml msgid "Audio effect for audio." msgstr "オーディオ用のオーディオエフェクト。" #: doc/classes/AudioEffect.xml msgid "" "Base resource for audio bus. Applies an audio effect on the bus that the " "resource is applied on." msgstr "" "オーディオバスの基底リソース。リソースが適用されているバスに対し、オーディオ" "エフェクトを適用します。" #: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml #: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml #: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml #: doc/classes/AudioStreamPlayer.xml msgid "Audio Mic Record Demo" msgstr "" #: doc/classes/AudioEffectAmplify.xml msgid "" "Adds an amplifying audio effect to an audio bus.\n" "Increases or decreases the volume of the selected audio bus." msgstr "" "オーディオバスに増幅オーディオエフェクトを追加します。\n" "選択したオーディオバスの音量を上げたり下げたりできます。" #: doc/classes/AudioEffectAmplify.xml msgid "Increases or decreases the volume being routed through the audio bus." msgstr "" "オーディオバスを介してルーティングされるボリュームを増加または減少させます。" #: doc/classes/AudioEffectAmplify.xml msgid "" "Amount of amplification in decibels. Positive values make the sound louder, " "negative values make it quieter. Value can range from -80 to 24." msgstr "" "デシベル単位での増幅量。正の値では音が大きくなり、負の値では音が静かになりま" "す。値の範囲は -80 ~ 24。" #: doc/classes/AudioEffectBandLimitFilter.xml msgid "Adds a band limit filter to the audio bus." msgstr "オーディオバスにバンドリミットフィルターを追加します。" #: doc/classes/AudioEffectBandLimitFilter.xml msgid "" "Limits the frequencies in a range around the [member AudioEffectFilter." "cutoff_hz] and allows frequencies outside of this range to pass." msgstr "" "[member AudioEffectFilter.cutoff_hz] の範囲内で周波数を制限し、この範囲外の周" "波数を通過させます。" #: doc/classes/AudioEffectBandPassFilter.xml msgid "Adds a band pass filter to the audio bus." msgstr "オーディオバスにバンドパスフィルターを追加します。" #: doc/classes/AudioEffectBandPassFilter.xml msgid "" "Attenuates the frequencies inside of a range around the [member " "AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band." msgstr "" "[member AudioEffectFilter.cutoff_hz] の範囲内での周波数を減衰させ、この範囲外" "の周波数をカットします。" #: doc/classes/AudioEffectCapture.xml msgid "Captures audio from an audio bus in real-time." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "" "AudioEffectCapture is an AudioEffect which copies all audio frames from the " "attached audio effect bus into its internal ring buffer.\n" "Application code should consume these audio frames from this ring buffer " "using [method get_buffer] and process it as needed, for example to capture " "data from an [AudioStreamMicrophone], implement application-defined effects, " "or to transmit audio over the network. When capturing audio data from a " "microphone, the format of the samples will be stereo 32-bit floating point " "PCM.\n" "[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" #: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml #: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml #: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml msgid "Audio buses" msgstr "" #: doc/classes/AudioEffectCapture.xml #, fuzzy msgid "" "Returns [code]true[/code] if at least [code]frames[/code] audio frames are " "available to read in the internal ring buffer." msgstr "" "もし [code]a[/code] と [code]b[/code] がほとんど等しいならば [code]true[/" "code] を返します。" #: doc/classes/AudioEffectCapture.xml msgid "Clears the internal ring buffer." msgstr "" #: doc/classes/AudioEffectCapture.xml msgid "" "Gets the next [code]frames[/code] audio samples from the internal ring " "buffer.\n" "Returns a [PoolVector2Array] containing exactly [code]frames[/code] audio " "samples if available, or an empty [PoolVector2Array] if insufficient data " "was available." msgstr "" #: doc/classes/AudioEffectCapture.xml #, fuzzy msgid "Returns the total size of the internal ring buffer in frames." msgstr "与えられたベクトルに対する角度をラジアンで返します。" #: doc/classes/AudioEffectCapture.xml msgid "" "Returns the number of audio frames discarded from the audio bus due to full " "buffer." msgstr "" #: doc/classes/AudioEffectCapture.xml #, fuzzy msgid "" "Returns the number of frames available to read using [method get_buffer]." msgstr "要素の配列内での出現回数を返します。" #: doc/classes/AudioEffectCapture.xml #, fuzzy msgid "Returns the number of audio frames inserted from the audio bus." msgstr "ブレンド軸上のポイントの数を返します。" #: doc/classes/AudioEffectCapture.xml msgid "" "Length of the internal ring buffer, in seconds. Setting the buffer length " "will have no effect if already initialized." msgstr "" #: doc/classes/AudioEffectChorus.xml msgid "Adds a chorus audio effect." msgstr "コーラス オーディオエフェクトを追加します。" #: doc/classes/AudioEffectChorus.xml msgid "" "Adds a chorus audio effect. The effect applies a filter with voices to " "duplicate the audio source and manipulate it through the filter." msgstr "" "コーラスオーディオエフェクトを追加します。このエフェクトは、ボイス付きのフィ" "ルターを適用して、オーディオソースを複製し、フィルターによって処理されます。" #: doc/classes/AudioEffectChorus.xml msgid "The effect's raw signal." msgstr "エフェクトの生の信号。" #: doc/classes/AudioEffectChorus.xml msgid "The voice's cutoff frequency." msgstr "ボイスのカットオフ周波数。" #: doc/classes/AudioEffectChorus.xml msgid "The voice's signal delay." msgstr "ボイスのシグナルディレイ。" #: doc/classes/AudioEffectChorus.xml msgid "The voice filter's depth." msgstr "ボイスフィルターの深さ。" #: doc/classes/AudioEffectChorus.xml msgid "The voice's volume." msgstr "ボイスの音量。" #: doc/classes/AudioEffectChorus.xml msgid "The voice's pan level." msgstr "ボイスのパンレベル。" #: doc/classes/AudioEffectChorus.xml msgid "The voice's filter rate." msgstr "ボイスのフィルターレート。" #: doc/classes/AudioEffectChorus.xml msgid "The amount of voices in the effect." msgstr "エフェクトに使うボイスの数。" #: doc/classes/AudioEffectChorus.xml msgid "The effect's processed signal." msgstr "エフェクトで処理されたシグナル。" #: doc/classes/AudioEffectCompressor.xml msgid "" "Adds a compressor audio effect to an audio bus.\n" "Reduces sounds that exceed a certain threshold level, smooths out the " "dynamics and increases the overall volume." msgstr "" "オーディオバスにコンプレッサーオーディオエフェクトを追加します。\n" "一定のしきい値レベルを超えるサウンドを減らし、ダイナミクスを滑らかにし、全体" "の音量を増加させます。" #: doc/classes/AudioEffectCompressor.xml msgid "" "Dynamic range compressor reduces the level of the sound when the amplitude " "goes over a certain threshold in Decibels. One of the main uses of a " "compressor is to increase the dynamic range by clipping as little as " "possible (when sound goes over 0dB).\n" "Compressor has many uses in the mix:\n" "- In the Master bus to compress the whole output (although an " "[AudioEffectLimiter] is probably better).\n" "- In voice channels to ensure they sound as balanced as possible.\n" "- Sidechained. This can reduce the sound level sidechained with another " "audio bus for threshold detection. This technique is common in video game " "mixing to the level of music and SFX while voices are being heard.\n" "- Accentuates transients by using a wider attack, making effects sound more " "punchy." msgstr "" "ダイナミックレンジコンプレッサーは、振幅がデシベル単位で任意のしきい値を超え" "たときに、音のレベルを下げます。コンプレッサーの主な用途の一つは、可能な限り" "(音が0dB以上になったときに)クリッピングを少なくしてダイナミックレンジを広げ" "ることです。\n" "コンプレッサーはミックスにおいて多くの用途があります。\n" "- マスターバスでは、出力全体を圧縮します (これには [AudioEffectLimiter] の方" "が良いかもしれません)。\n" "- ボイスチャンネルでは、可能な限りバランスの取れたサウンドを確保します。\n" "- サイドチェーン。しきい値検出のために、別のオーディオバスとサイドチェーンし" "てサウンドレベルを下げることができます。このテクニックはビデオゲームにおける" "ミキシングで一般的で、声が聞こえている間に音楽やSFXの音量を下げるのに使われま" "す。\n" "- よりワイドなアタックを使用することでトランジェントを強調し、エフェクトサウ" "ンドをよりパンチの効いたものにします。" #: doc/classes/AudioEffectCompressor.xml msgid "" "Compressor's reaction time when the signal exceeds the threshold, in " "microseconds. Value can range from 20 to 2000." msgstr "" "マイクロ秒で表す、信号がしきい値を超えたときのコンプレッサーの反応時間。値の" "範囲は 20 ~ 2000 です。" #: doc/classes/AudioEffectCompressor.xml msgid "Gain applied to the output signal." msgstr "出力信号に適用されるゲイン。" #: doc/classes/AudioEffectCompressor.xml msgid "" "Balance between original signal and effect signal. Value can range from 0 " "(totally dry) to 1 (totally wet)." msgstr "" "オリジナル信号とエフェクト信号のバランス。値の範囲は 0 (完全にドライ) から 1 " "(完全にウェット) まで。" #: doc/classes/AudioEffectCompressor.xml msgid "" "Amount of compression applied to the audio once it passes the threshold " "level. The higher the ratio, the more the loud parts of the audio will be " "compressed. Value can range from 1 to 48." msgstr "" "しきい値レベルを通過した後にオーディオに適用される圧縮の量。比率が高いほど、" "オーディオの大音量部分が圧縮されます。値の範囲は 1 ~ 48。" #: doc/classes/AudioEffectCompressor.xml msgid "" "Compressor's delay time to stop reducing the signal after the signal level " "falls below the threshold, in milliseconds. Value can range from 20 to 2000." msgstr "" "信号レベルがしきい値を下回った後、コンプレッサーによる信号の減衰を停止するた" "めの遅延時間。ミリ秒単位で指定します。値の範囲は 20 ~ 2000。" #: doc/classes/AudioEffectCompressor.xml msgid "Reduce the sound level using another audio bus for threshold detection." msgstr "音のレベルを下げるためのしきい値検出に別のオーディオバスを使用。" #: doc/classes/AudioEffectCompressor.xml msgid "" "The level above which compression is applied to the audio. Value can range " "from -60 to 0." msgstr "オーディオに圧縮を適用するレベル。値の範囲は-60~0です。" #: doc/classes/AudioEffectDelay.xml msgid "" "Adds a delay audio effect to an audio bus. Plays input signal back after a " "period of time.\n" "Two tap delay and feedback options." msgstr "" "オーディオバスにディレイオーディオエフェクトを追加します。一定時間後に入力信" "号を再生します。\n" "2つのタップディレイとフィードバックのオプションがあります。" #: doc/classes/AudioEffectDelay.xml msgid "" "Plays input signal back after a period of time. The delayed signal may be " "played back multiple times to create the sound of a repeating, decaying " "echo. Delay effects range from a subtle echo effect to a pronounced blending " "of previous sounds with new sounds." msgstr "" "入力信号を一定時間後に再生します。ディレイされた信号を複数回再生することで、" "繰り返し音の、減衰するエコーのようなサウンドを作り出すことができます。ディレ" "イ効果は、微妙なエコー効果から、前の音に新しい音をブレンドしたような効果ま" "で、多様なものがあります。" #: doc/classes/AudioEffectDelay.xml msgid "" "Output percent of original sound. At 0, only delayed sounds are output. " "Value can range from 0 to 1." msgstr "" "原音の出力のパーセント。0の場合、遅延した音のみが出力されます。値は0~1の範囲" "で設定します。" #: doc/classes/AudioEffectDelay.xml msgid "If [code]true[/code], feedback is enabled." msgstr "[code]true[/code]の場合、フィードバックが有効になります。" #: doc/classes/AudioEffectDelay.xml msgid "Feedback delay time in milliseconds." msgstr "フィードバック遅延時間 (ミリ秒単位)。" #: doc/classes/AudioEffectDelay.xml msgid "Sound level for [code]tap1[/code]." msgstr "[code]tap1[/code]の音量。" #: doc/classes/AudioEffectDelay.xml msgid "" "Low-pass filter for feedback, in Hz. Frequencies below this value are " "filtered out of the source signal." msgstr "" "フィードバック用のローパスフィルター (Hz)。この値以下の周波数は、ソース信号か" "らフィルタリングされます。" #: doc/classes/AudioEffectDelay.xml msgid "If [code]true[/code], [code]tap1[/code] will be enabled." msgstr "[code]true[/code]の場合、[code]tap1[/code]が有効になります。" #: doc/classes/AudioEffectDelay.xml msgid "[code]tap1[/code] delay time in milliseconds." msgstr "[code]tap1[/code]の遅延時間 (ミリ秒単位)。" #: doc/classes/AudioEffectDelay.xml msgid "" "Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to " "1 (fully right)." msgstr "" "[code]tap1[/code]のパン位置。値の範囲は -1 (完全に左) から 1 (完全に右) まで" "です。" #: doc/classes/AudioEffectDelay.xml msgid "If [code]true[/code], [code]tap2[/code] will be enabled." msgstr "[code]true[/code]の場合、[code]tap2[/code]が有効になります。" #: doc/classes/AudioEffectDelay.xml msgid "[b]Tap2[/b] delay time in milliseconds." msgstr "[b]Tap2[/b]の遅延時間 (ミリ秒単位)。" #: doc/classes/AudioEffectDelay.xml msgid "Sound level for [code]tap2[/code]." msgstr "[code]tap2[/code]の音量。" #: doc/classes/AudioEffectDelay.xml msgid "" "Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to " "1 (fully right)." msgstr "" "[code]tap2[/code]のパン位置。値の範囲は -1 (完全に左) から 1 (完全に右) まで" "です。" #: doc/classes/AudioEffectDistortion.xml #, fuzzy msgid "" "Adds a distortion audio effect to an Audio bus.\n" "Modify the sound to make it distorted." msgstr "" "オーディオバスにディストーションオーディオエフェクトを追加します。\n" "汚くなるように音に変更を加えます。" #: doc/classes/AudioEffectDistortion.xml #, fuzzy msgid "" "Different types are available: clip, tan, lo-fi (bit crushing), overdrive, " "or waveshape.\n" "By distorting the waveform the frequency content change, which will often " "make the sound \"crunchy\" or \"abrasive\". For games, it can simulate sound " "coming from some saturated device or speaker very efficiently." msgstr "" "音声を変換して汚くします。クリップ、タン、ローファイ (ビット潰し)、オーバード" "ライブ、ウェーブシェイプなど、様々な種類があります。\n" "波形を歪ませることで、周波数の内容が変化し、多くの場合、音が「カリカリ」か" "「耳ざわり」になります。ゲームにおいては、水没した機器やスピーカーが出すよう" "な音を非常に効率的にシミュレートすることができます。" #: doc/classes/AudioEffectDistortion.xml msgid "Distortion power. Value can range from 0 to 1." msgstr "歪みの強さ。値の範囲は0~1です。" #: doc/classes/AudioEffectDistortion.xml msgid "" "High-pass filter, in Hz. Frequencies higher than this value will not be " "affected by the distortion. Value can range from 1 to 20000." msgstr "" "ハイパスフィルター (Hz)。この値より高い周波数は歪みの影響を受けません。値の範" "囲は1~20000です。" #: doc/classes/AudioEffectDistortion.xml msgid "Distortion type." msgstr "歪みのタイプ。" #: doc/classes/AudioEffectDistortion.xml msgid "" "Increases or decreases the volume after the effect. Value can range from -80 " "to 24." msgstr "効果適用後の音量を増減します。値の範囲は-80~24です。" #: doc/classes/AudioEffectDistortion.xml msgid "" "Increases or decreases the volume before the effect. Value can range from " "-60 to 60." msgstr "効果適用前の音量を増減します。値の範囲は-60~60です。" #: doc/classes/AudioEffectDistortion.xml msgid "" "Digital distortion effect which cuts off peaks at the top and bottom of the " "waveform." msgstr "波形の上下のピークをカットするデジタル歪み効果。" #: doc/classes/AudioEffectDistortion.xml msgid "" "Low-resolution digital distortion effect. You can use it to emulate the " "sound of early digital audio devices." msgstr "" "低解像度のデジタル歪み効果。初期のデジタルオーディオ機器の音をエミュレートす" "るのに使えます。" #: doc/classes/AudioEffectDistortion.xml msgid "" "Emulates the warm distortion produced by a field effect transistor, which is " "commonly used in solid-state musical instrument amplifiers." msgstr "" "電界効果トランジスタによって生成されるような暖かみのある歪みをエミュレートし" "ます。楽器用ソリッドステートアンプで一般的に利用されています。" #: doc/classes/AudioEffectDistortion.xml msgid "" "Waveshaper distortions are used mainly by electronic musicians to achieve an " "extra-abrasive sound." msgstr "" "ウェーブシェイパーの歪みは、主にエレクトロニック・ミュージシャンが余計に騒が" "しい音を出すために使用しています。" #: doc/classes/AudioEffectEQ.xml msgid "" "Base class for audio equalizers. Gives you control over frequencies.\n" "Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] " "or [AudioEffectEQ21] don't fit your needs." msgstr "" "オーディオイコライザーの基底クラス。周波数をコントロールすることができま" "す。\n" "[AudioEffectEQ6]、[AudioEffectEQ10]、[AudioEffectEQ21]が合わない場合は、これ" "を使ってカスタムイコライザーを作成してください。" #: doc/classes/AudioEffectEQ.xml msgid "" "AudioEffectEQ gives you control over frequencies. Use it to compensate for " "existing deficiencies in audio. AudioEffectEQs are useful on the Master bus " "to completely master a mix and give it more character. They are also useful " "when a game is run on a mobile device, to adjust the mix to that kind of " "speakers (it can be added but disabled when headphones are plugged)." msgstr "" "AudioEffectEQは、周波数をコントロールすることができます。既存のオーディオに足" "りない部分を補正するために使用します。AudioEffectEQは、マスターバス上でミック" "スした最終マスターへさらなる特徴を加えるのに便利です。また、ゲームをモバイル" "デバイスで実行しているとき、スピーカーの種類に合わせてミックスを調整するのに" "も使えます (ヘッドフォンを接続している場合は無効にできます)。" #: doc/classes/AudioEffectEQ.xml msgid "Returns the number of bands of the equalizer." msgstr "イコライザのバンド数を返します。" #: doc/classes/AudioEffectEQ.xml msgid "Returns the band's gain at the specified index, in dB." msgstr "指定したインデックスにおけるバンドのゲインをdBで返します。" #: doc/classes/AudioEffectEQ.xml msgid "Sets band's gain at the specified index, in dB." msgstr "指定されたインデックスにおけるバンドのゲインを dB 単位で設定します。" #: doc/classes/AudioEffectEQ10.xml msgid "" "Adds a 10-band equalizer audio effect to an Audio bus. Gives you control " "over frequencies from 31 Hz to 16000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" "Audioバスに10バンドのイコライザーオーディオエフェクトを追加します。31 Hzから" "16000 Hzまでの周波数をコントロールできます。\n" "各周波数は-60/+24 dBの間で変調させることができます。" #: doc/classes/AudioEffectEQ10.xml msgid "" "Frequency bands:\n" "Band 1: 31 Hz\n" "Band 2: 62 Hz\n" "Band 3: 125 Hz\n" "Band 4: 250 Hz\n" "Band 5: 500 Hz\n" "Band 6: 1000 Hz\n" "Band 7: 2000 Hz\n" "Band 8: 4000 Hz\n" "Band 9: 8000 Hz\n" "Band 10: 16000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]." msgstr "" "周波数帯域:\n" "バンド1: 31 Hz\n" "バンド2: 62 Hz\n" "バンド3: 125 Hz\n" "バンド4: 250 Hz\n" "バンド5: 500 Hz\n" "バンド6: 1000 Hz\n" "バンド7: 2000 Hz\n" "バンド8: 4000 Hz\n" "バンド9: 8000 Hz\n" "バンド10: 16000 Hz\n" "[AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ21]も参照。" #: doc/classes/AudioEffectEQ21.xml msgid "" "Adds a 21-band equalizer audio effect to an Audio bus. Gives you control " "over frequencies from 22 Hz to 22000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" "Audioバスに21バンドのイコライザーオーディオエフェクトを追加します。22 Hzから" "22000 Hzまでの周波数をコントロールできます。\n" "各周波数は-60/+24 dBの間で変調させることができます。" #: doc/classes/AudioEffectEQ21.xml msgid "" "Frequency bands:\n" "Band 1: 22 Hz\n" "Band 2: 32 Hz\n" "Band 3: 44 Hz\n" "Band 4: 63 Hz\n" "Band 5: 90 Hz\n" "Band 6: 125 Hz\n" "Band 7: 175 Hz\n" "Band 8: 250 Hz\n" "Band 9: 350 Hz\n" "Band 10: 500 Hz\n" "Band 11: 700 Hz\n" "Band 12: 1000 Hz\n" "Band 13: 1400 Hz\n" "Band 14: 2000 Hz\n" "Band 15: 2800 Hz\n" "Band 16: 4000 Hz\n" "Band 17: 5600 Hz\n" "Band 18: 8000 Hz\n" "Band 19: 11000 Hz\n" "Band 20: 16000 Hz\n" "Band 21: 22000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]." msgstr "" "周波数帯域:\n" "バンド1: 22 Hz\n" "バンド2: 32 Hz\n" "バンド3: 44 Hz\n" "バンド4: 63 Hz\n" "バンド5: 90 Hz\n" "バンド6: 125 Hz\n" "バンド7: 175 Hz\n" "バンド8: 250 Hz\n" "バンド9: 350 Hz\n" "バンド10: 500 Hz\n" "バンド11: 700 Hz\n" "バンド12: 1000 Hz\n" "バンド13: 1400 Hz\n" "バンド14: 2000 Hz\n" "バンド15: 2800 Hz\n" "バンド16: 4000 Hz\n" "バンド17: 5600 Hz\n" "バンド18: 8000 Hz\n" "バンド19: 11000 Hz\n" "バンド20: 16000 Hz\n" "バンド21: 22000 Hz\n" "[AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ10]も参照。" #: doc/classes/AudioEffectEQ6.xml msgid "" "Adds a 6-band equalizer audio effect to an Audio bus. Gives you control over " "frequencies from 32 Hz to 10000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" "オーディオバスに6バンドのイコライザーオーディオエフェクトを追加します。32 Hz" "から10000 Hzまでの周波数をコントロールできます。\n" "各周波数は-60/+24 dBの間で変調させることができます。" #: doc/classes/AudioEffectEQ6.xml msgid "" "Frequency bands:\n" "Band 1: 32 Hz\n" "Band 2: 100 Hz\n" "Band 3: 320 Hz\n" "Band 4: 1000 Hz\n" "Band 5: 3200 Hz\n" "Band 6: 10000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]." msgstr "" "周波数帯域:\n" "バンド1: 32 Hz\n" "バンド2: 100 Hz\n" "バンド3: 320 Hz\n" "バンド4: 1000 Hz\n" "バンド5: 3200 Hz\n" "バンド6: 10000 Hz\n" "[AudioEffectEQ]、[AudioEffectEQ10]、[AudioEffectEQ21]も参照。" #: doc/classes/AudioEffectFilter.xml msgid "Adds a filter to the audio bus." msgstr "オーディオバスにフィルターを追加します。" #: doc/classes/AudioEffectFilter.xml msgid "Allows frequencies other than the [member cutoff_hz] to pass." msgstr "[member cutoff_hz] 以外の周波数の通過を許可します。" #: doc/classes/AudioEffectFilter.xml msgid "Threshold frequency for the filter, in Hz." msgstr "フィルタ用のしきい値周波数 (Hz)。" #: doc/classes/AudioEffectFilter.xml msgid "Gain amount of the frequencies after the filter." msgstr "フィルタ後の周波数のゲイン量。" #: doc/classes/AudioEffectFilter.xml #, fuzzy msgid "Amount of boost in the frequency range near the cutoff frequency." msgstr "カットオフ周波数付近の倍音のブースト量。" #: doc/classes/AudioEffectHighPassFilter.xml msgid "Adds a high-pass filter to the Audio Bus." msgstr "Audioバスにハイパスフィルターを追加します。" #: doc/classes/AudioEffectHighPassFilter.xml msgid "" "Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and " "allows higher frequencies to pass." msgstr "" "[member AudioEffectFilter.cutoff_hz] よりも低い周波数をカットし、より高い周波" "数を通過させます。" #: doc/classes/AudioEffectHighShelfFilter.xml #, fuzzy msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]." msgstr "" "[member AudioEffectFilter.cutoff_hz] よりも低い周波数をカットし、より高い周波" "数を通過させます。" #: doc/classes/AudioEffectLimiter.xml msgid "Adds a soft-clip limiter audio effect to an Audio bus." msgstr "Audioバスにソフトクリップ リミッターオーディオエフェクトを追加します。" #: doc/classes/AudioEffectLimiter.xml msgid "" "A limiter is similar to a compressor, but it's less flexible and designed to " "disallow sound going over a given dB threshold. Adding one in the Master bus " "is always recommended to reduce the effects of clipping.\n" "Soft clipping starts to reduce the peaks a little below the threshold level " "and progressively increases its effect as the input level increases such " "that the threshold is never exceeded." msgstr "" "リミッターはコンプレッサーに似ていますが、柔軟性は低く、与えられた dB のス" "レッショルドを超えたサウンドをただ拒否するように設計されています。マスターバ" "スにリミッターを1つ追加すれば、クリッピングの影響を軽減できるのでおすすめで" "す。\n" "ソフトクリッピングは、スレッショルドレベルより少し下のピークを減らし始め、入" "力レベルが上がるにつれて徐々に効果を増し、スレッショルドを超えないようにしま" "す。" #: doc/classes/AudioEffectLimiter.xml msgid "" "The waveform's maximum allowed value, in decibels. Value can range from -20 " "to -0.1." msgstr "" "波形の最大許容値をデシベル単位で指定します。値の範囲は -20 ~ -0.1 です。" #: doc/classes/AudioEffectLimiter.xml msgid "" "Applies a gain to the limited waves, in decibels. Value can range from 0 to " "6." msgstr "制限された波にゲインをデシベル単位で適用します。値の範囲は0~6です。" #: doc/classes/AudioEffectLimiter.xml msgid "" "Threshold from which the limiter begins to be active, in decibels. Value can " "range from -30 to 0." msgstr "" "リミッターがアクティブになるしきい値をデシベル単位で指定します。値の範囲は " "-30 ~ 0 です。" #: doc/classes/AudioEffectLowPassFilter.xml msgid "Adds a low-pass filter to the Audio bus." msgstr "オーディオバスにローパスフィルタを追加します。" #: doc/classes/AudioEffectLowPassFilter.xml msgid "" "Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and " "allows lower frequencies to pass." msgstr "" "[member AudioEffectFilter.cutoff_hz] よりも高い周波数をカットし、低い周波数を" "通過させます。" #: doc/classes/AudioEffectLowShelfFilter.xml #, fuzzy msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]." msgstr "" "[member AudioEffectFilter.cutoff_hz] よりも低い周波数をカットし、より高い周波" "数を通過させます。" #: doc/classes/AudioEffectNotchFilter.xml msgid "Adds a notch filter to the Audio bus." msgstr "オーディオバスにノッチフィルタを追加します。" #: doc/classes/AudioEffectNotchFilter.xml msgid "" "Attenuates frequencies in a narrow band around the [member AudioEffectFilter." "cutoff_hz] and cuts frequencies outside of this range." msgstr "" "[member AudioEffectFilter.cutoff_hz] 周辺の狭い帯域の周波数を減衰させ、この範" "囲外の周波数をカットします。" #: doc/classes/AudioEffectPanner.xml msgid "Adds a panner audio effect to an Audio bus. Pans sound left or right." msgstr "" "オーディオバスにパンナーオーディオエフェクトを追加します。サウンドを左右にパ" "ンします。" #: doc/classes/AudioEffectPanner.xml msgid "" "Determines how much of an audio signal is sent to the left and right buses." msgstr "オーディオ信号を左右のバスに送る量を決定します。" #: doc/classes/AudioEffectPanner.xml msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)." msgstr "パンの位置。値の範囲は -1 (完全に左)から 1 (完全に右)までです。" #: doc/classes/AudioEffectPhaser.xml msgid "" "Adds a phaser audio effect to an Audio bus.\n" "Combines the original signal with a copy that is slightly out of phase with " "the original." msgstr "" "オーディオバスにフェイザーオーディオエフェクトを追加します。\n" "オリジナルの信号を、オリジナルとわずかに位相がずれたコピーと合成させます。" #: doc/classes/AudioEffectPhaser.xml msgid "" "Combines phase-shifted signals with the original signal. The movement of the " "phase-shifted signals is controlled using a low-frequency oscillator." msgstr "" "位相シフトされた信号と、元の信号を合成します。位相シフトされた信号の動きを低" "周波オシレータで制御します。" #: doc/classes/AudioEffectPhaser.xml msgid "" "Governs how high the filter frequencies sweep. Low value will primarily " "affect bass frequencies. High value can sweep high into the treble. Value " "can range from 0.1 to 4." msgstr "" "フィルタの周波数のスイープをどの程度高くするかを調節します。低い値にすると低" "音域を主な影響範囲にします。高い値を設定すると、高音域まで高くスイープするこ" "とができます。値の範囲は 0.1 ~ 4 です。" #: doc/classes/AudioEffectPhaser.xml msgid "Output percent of modified sound. Value can range from 0.1 to 0.9." msgstr "修正された音の出力パーセント。値の範囲は 0.1 ~ 0.9 です。" #: doc/classes/AudioEffectPhaser.xml msgid "" "Determines the maximum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "" "LFO の変調によって影響を受ける最大周波数を Hz で指定します。値の範囲は 10 ~ " "10000 です。" #: doc/classes/AudioEffectPhaser.xml msgid "" "Determines the minimum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "" "LFO の変調によって影響を受ける最小周波数を Hz で指定します。値の範囲は 10 ~ " "10000 です。" #: doc/classes/AudioEffectPhaser.xml msgid "" "Adjusts the rate in Hz at which the effect sweeps up and down across the " "frequency range." msgstr "" "周波数範囲にわたってエフェクトが上下にスイープするレートを Hz で調整します。" #: doc/classes/AudioEffectPitchShift.xml msgid "" "Adds a pitch-shifting audio effect to an Audio bus.\n" "Raises or lowers the pitch of original sound." msgstr "" "Audioバスにピッチシフトオーディオエフェクトを追加します。\n" "原音のピッチを上げたり下げたりします。" #: doc/classes/AudioEffectPitchShift.xml msgid "" "Allows modulation of pitch independently of tempo. All frequencies can be " "increased/decreased with minimal effect on transients." msgstr "" "テンポに依存しないピッチのモジュレーションが可能です。トランジェントへの影響" "を最小限に抑えながら、すべての周波数を増減させることができます。" #: doc/classes/AudioEffectPitchShift.xml msgid "" "The size of the [url=https://en.wikipedia.org/wiki/" "Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values " "smooth out the effect over time, but have greater latency. The effects of " "this higher latency are especially noticeable on sounds that have sudden " "amplitude changes." msgstr "" #: doc/classes/AudioEffectPitchShift.xml msgid "" "The oversampling factor to use. Higher values result in better quality, but " "are more demanding on the CPU and may cause audio cracking if the CPU can't " "keep up." msgstr "" #: doc/classes/AudioEffectPitchShift.xml msgid "" "The pitch scale to use. [code]1.0[/code] is the default pitch and plays " "sounds unaltered. [member pitch_scale] can range from [code]0.0[/code] " "(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than " "the initial pitch)." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, " "but least stable over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but " "less stable over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 1024 samples for the Fast Fourier transform. This is a " "compromise between latency and stability over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 2048 samples for the Fast Fourier transform. High latency, " "but stable over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "Use a buffer of 4096 samples for the Fast Fourier transform. Highest " "latency, but most stable over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "Represents the size of the [enum FFT_Size] enum." msgstr "enum [enum FFT_Size] のサイズを表します。" #: doc/classes/AudioEffectRecord.xml #, fuzzy msgid "Audio effect used for recording the sound from an audio bus." msgstr "音をマイクで録音する際に使用するオーディオエフェクト。" #: doc/classes/AudioEffectRecord.xml #, fuzzy msgid "" "Allows the user to record the sound from an audio bus. This can include all " "audio output by Godot when used on the \"Master\" audio bus.\n" "Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n" "It sets and gets the format in which the audio file will be recorded (8-bit, " "16-bit, or compressed). It checks whether or not the recording is active, " "and if it is, records the sound. It then returns the recorded sample." msgstr "" "ユーザーが音をマイクで録音できるようにします。録音されるオーディオファイルの" "フォーマットを設定し、取得できます (8 bit、16 bit、圧縮)。録音中であるかどう" "かをチェックし、そうであれば音声を保存します。それから、録音されたサンプルを" "返します。" #: doc/classes/AudioEffectRecord.xml msgid "Recording with microphone" msgstr "" #: doc/classes/AudioEffectRecord.xml msgid "Returns the recorded sample." msgstr "録音されたサンプルを返します。" #: doc/classes/AudioEffectRecord.xml msgid "Returns whether the recording is active or not." msgstr "録画中かどうかを返します。" #: doc/classes/AudioEffectRecord.xml msgid "" "If [code]true[/code], the sound will be recorded. Note that restarting the " "recording will remove the previously recorded sample." msgstr "" "[code]true[/code]の場合、録音されます。録音を再開すると、以前に録音したサンプ" "ルが削除されるので注意が必要です。" #: doc/classes/AudioEffectRecord.xml msgid "" "Specifies the format in which the sample will be recorded. See [enum " "AudioStreamSample.Format] for available formats." msgstr "" "サンプルを記録するフォーマットを指定します。使用可能なフォーマットは [enum " "AudioStreamSample.Format] を参照してください。" #: doc/classes/AudioEffectReverb.xml msgid "" "Adds a reverberation audio effect to an Audio bus.\n" "Simulates the sound of acoustic environments such as rooms, concert halls, " "caverns, or an open spaces." msgstr "" "Audio バスに残響オーディオエフェクトを追加します。\n" "部屋、コンサートホール、洞窟、オープンスペースなどの音響環境の音をシミュレー" "トします。" #: doc/classes/AudioEffectReverb.xml msgid "" "Simulates rooms of different sizes. Its parameters can be adjusted to " "simulate the sound of a specific room." msgstr "" "さまざまなサイズの部屋をシミュレートします。パラメータを調整して、特定の部屋" "のサウンドをシミュレートすることができます。" #: doc/classes/AudioEffectReverb.xml msgid "" "Defines how reflective the imaginary room's walls are. Value can range from " "0 to 1." msgstr "架空の部屋にある壁の反射率を定義します。値の範囲は 0 から 1 です。" #: doc/classes/AudioEffectReverb.xml msgid "" "Output percent of original sound. At 0, only modified sound is outputted. " "Value can range from 0 to 1." msgstr "" "原音の出力パーセント。0 にすると、修正された音のみが出力されます。値の範囲は " "0 から 1 までです。" #: doc/classes/AudioEffectReverb.xml msgid "" "High-pass filter passes signals with a frequency higher than a certain " "cutoff frequency and attenuates signals with frequencies lower than the " "cutoff frequency. Value can range from 0 to 1." msgstr "" "ハイパスフィルタは、あるカットオフ周波数よりも高い周波数の信号を通過させ、" "カットオフ周波数よりも低い周波数の信号を減衰させます。値の範囲は 0 から 1 で" "す。" #: doc/classes/AudioEffectReverb.xml msgid "Output percent of predelay. Value can range from 0 to 1." msgstr "プレディレイの出力パーセント。値の範囲は 0 から 1 です。" #: doc/classes/AudioEffectReverb.xml msgid "" "Time between the original signal and the early reflections of the reverb " "signal, in milliseconds." msgstr "元の信号からリバーブ信号の初期反射までの時間 (ミリ秒)。" #: doc/classes/AudioEffectReverb.xml msgid "" "Dimensions of simulated room. Bigger means more echoes. Value can range from " "0 to 1." msgstr "" "シミュレートされた部屋の寸法。大きいほど反響が多いことを意味します。値の範囲" "は 0 から 1 です。" #: doc/classes/AudioEffectReverb.xml msgid "" "Widens or narrows the stereo image of the reverb tail. 1 means fully widens. " "Value can range from 0 to 1." msgstr "" "リバーブテールのステレオイメージを広げたり狭めたりします。1 は完全に広げるこ" "とを意味します。値の範囲は 0 から 1 です。" #: doc/classes/AudioEffectReverb.xml msgid "" "Output percent of modified sound. At 0, only original sound is outputted. " "Value can range from 0 to 1." msgstr "" "修正された音の出力パーセント。0 の場合は原音のみを出力します。値の範囲は 0 か" "ら 1 です。" #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "Audio effect that can be used for real-time audio visualizations." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "This audio effect does not affect sound output, but can be used for real-" "time audio visualizations.\n" "See also [AudioStreamGenerator] for procedurally generating sounds." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml doc/classes/AudioServer.xml #: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml #: doc/classes/CanvasItem.xml msgid "Audio Spectrum Demo" msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml #: doc/classes/AudioStreamGenerator.xml #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "Godot 3.2 will get new audio features" msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "The length of the buffer to keep (in seconds). Higher values keep data " "around for longer, but require more memory." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" "The size of the [url=https://en.wikipedia.org/wiki/" "Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values " "smooth out the spectrum analysis over time, but have greater latency. The " "effects of this higher latency are especially noticeable with sudden " "amplitude changes." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml msgid "Use the average value as magnitude." msgstr "マグニチュードとして平均値を使用。" #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml msgid "Use the maximum value as magnitude." msgstr "マグニチュードとして最大値を使用。" #: doc/classes/AudioServer.xml msgid "Server interface for low-level audio access." msgstr "低レベルのオーディオアクセス用のサーバーインターフェースです。" #: doc/classes/AudioServer.xml msgid "" "[AudioServer] is a low-level server interface for audio access. It is in " "charge of creating sample data (playable audio) as well as its playback via " "a voice interface." msgstr "" "[AudioServer] は、オーディオアクセス用の低レベルのサーバーインターフェースで" "す。サンプルデータ (再生可能な音声) の作成および音声インターフェースを通じた" "再生を担当します。" #: doc/classes/AudioServer.xml doc/classes/AudioStreamPlayer.xml msgid "Audio Device Changer Demo" msgstr "" #: doc/classes/AudioServer.xml msgid "Adds a bus at [code]at_position[/code]." msgstr "[code]at_position[/code] にバスを追加します。" #: doc/classes/AudioServer.xml msgid "" "Adds an [AudioEffect] effect to the bus [code]bus_idx[/code] at " "[code]at_position[/code]." msgstr "" "バス [code]bus_idx[/code] の位置 [code]at_position[/code] に [AudioEffect] エ" "フェクトを追加します。" #: doc/classes/AudioServer.xml msgid "" "Returns the names of all audio input devices detected on the system.\n" "[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" #: doc/classes/AudioServer.xml msgid "Generates an [AudioBusLayout] using the available buses and effects." msgstr "利用可能なバスとエフェクトを使用して [AudioBusLayout] を生成します。" #: doc/classes/AudioServer.xml msgid "" "Returns the amount of channels of the bus at index [code]bus_idx[/code]." msgstr "インデックス [code]bus_idx[/code] のバスのチャンネル数を返します。" #: doc/classes/AudioServer.xml msgid "" "Returns the [AudioEffect] at position [code]effect_idx[/code] in bus " "[code]bus_idx[/code]." msgstr "" "バス [code]bus_idx[/code] での位置 [code]effect_idx[/code] にある " "[AudioEffect] を返します。" #: doc/classes/AudioServer.xml msgid "Returns the number of effects on the bus at [code]bus_idx[/code]." msgstr "[code]bus_idx[/code] にあるバスのエフェクト数を返します。" #: doc/classes/AudioServer.xml msgid "" "Returns the [AudioEffectInstance] assigned to the given bus and effect " "indices (and optionally channel)." msgstr "" "指定したバスとエフェクトインデックス (オプションでチャンネル) に割り当てられ" "た [AudioEffectInstance] を返します。" #: doc/classes/AudioServer.xml msgid "Returns the index of the bus with the name [code]bus_name[/code]." msgstr "名前 [code]bus_name[/code] のバスのインデックスを返します。" #: doc/classes/AudioServer.xml msgid "Returns the name of the bus with the index [code]bus_idx[/code]." msgstr "インデックス [code]bus_idx[/code] を持つバスの名前を返します。" #: doc/classes/AudioServer.xml msgid "" "Returns the peak volume of the left speaker at bus index [code]bus_idx[/" "code] and channel index [code]channel[/code]." msgstr "" "バスインデックス [code]bus_idx[/code]、チャンネルインデックス [code]channel[/" "code] における左スピーカーのピーク音量を返します。" #: doc/classes/AudioServer.xml msgid "" "Returns the peak volume of the right speaker at bus index [code]bus_idx[/" "code] and channel index [code]channel[/code]." msgstr "" "バスインデックス [code]bus_idx[/code]、チャンネルインデックス [code]channel[/" "code] における右スピーカーのピーク音量を返します。" #: doc/classes/AudioServer.xml msgid "" "Returns the name of the bus that the bus at index [code]bus_idx[/code] sends " "to." msgstr "" "インデックス [code]bus_idx[/code] のバスの送り先であるバスの名前を返します。" #: doc/classes/AudioServer.xml msgid "Returns the volume of the bus at index [code]bus_idx[/code] in dB." msgstr "インデックス [code]bus_idx[/code] のバスの音量を dB で返します。" #: doc/classes/AudioServer.xml msgid "Returns the names of all audio devices detected on the system." msgstr "システム上で検出されたすべてのオーディオデバイス名を返します。" #: doc/classes/AudioServer.xml msgid "Returns the sample rate at the output of the [AudioServer]." msgstr "[AudioServer] の出力時のサンプルレートを返します。" #: doc/classes/AudioServer.xml msgid "Returns the audio driver's output latency." msgstr "オーディオドライバの出力レイテンシを返します。" #: doc/classes/AudioServer.xml msgid "Returns the speaker configuration." msgstr "スピーカー設定を返します。" #: doc/classes/AudioServer.xml msgid "Returns the relative time since the last mix occurred." msgstr "最後のミックスが起きてからの相対時間を返します。" #: doc/classes/AudioServer.xml msgid "Returns the relative time until the next mix occurs." msgstr "次のミックスが発生するまでの相対時間を返します。" #: doc/classes/AudioServer.xml msgid "" "If [code]true[/code], the bus at index [code]bus_idx[/code] is bypassing " "effects." msgstr "" "[code]true[/code] の場合、インデックス [code]bus_idx[/code] のバスはエフェク" "トをバイパスしています。" #: doc/classes/AudioServer.xml msgid "" "If [code]true[/code], the effect at index [code]effect_idx[/code] on the bus " "at index [code]bus_idx[/code] is enabled." msgstr "" "[code]true[/code] の場合、インデックス [code]bus_idx[/code] のバス上でのイン" "デックス [code]effect_idx[/code] のエフェクトが有効になります。" #: doc/classes/AudioServer.xml msgid "If [code]true[/code], the bus at index [code]bus_idx[/code] is muted." msgstr "" "[code]true[/code] の場合、インデックス [code]bus_idx[/code] のバスをミュート" "します。" #: doc/classes/AudioServer.xml msgid "" "If [code]true[/code], the bus at index [code]bus_idx[/code] is in solo mode." msgstr "" "[code]true[/code] の場合、インデックス [code]bus_idx[/code] のバスはソロモー" "ドです。" #: doc/classes/AudioServer.xml msgid "" "Locks the audio driver's main loop.\n" "[b]Note:[/b] Remember to unlock it afterwards." msgstr "" "オーディオドライバのメインループをロックします。\n" "[b]注:[/b] 後からロックを解除することを忘れないようにしてください。" #: doc/classes/AudioServer.xml msgid "" "Moves the bus from index [code]index[/code] to index [code]to_index[/code]." msgstr "" "バスをインデックス [code]index[/code] からインデックス [code]to_index[/code] " "に移動します。" #: doc/classes/AudioServer.xml msgid "Removes the bus at index [code]index[/code]." msgstr "インデックス [code]index[/code] のバスを削除します。" #: doc/classes/AudioServer.xml msgid "" "Removes the effect at index [code]effect_idx[/code] from the bus at index " "[code]bus_idx[/code]." msgstr "" "インデックス [code]effect_idx[/code] のエフェクトを、インデックス " "[code]bus_idx[/code] のバスから削除します。" #: doc/classes/AudioServer.xml msgid "Overwrites the currently used [AudioBusLayout]." msgstr "現在使用している [AudioBusLayout] を上書きします。" #: doc/classes/AudioServer.xml msgid "" "Sets the name of the bus at index [code]bus_idx[/code] to [code]name[/code]." msgstr "" "インデックス [code]bus_idx[/code] のバス名を [code]name[/code] に設定します。" #: doc/classes/AudioServer.xml msgid "" "Connects the output of the bus at [code]bus_idx[/code] to the bus named " "[code]send[/code]." msgstr "" "[code]bus_idx[/code] のバスの出力を、名前が [code]send[/code] のバスに接続し" "ます。" #: doc/classes/AudioServer.xml msgid "" "Sets the volume of the bus at index [code]bus_idx[/code] to [code]volume_db[/" "code]." msgstr "" "インデックス [code]bus_idx[/code] のバスの音量を [code]volume_db[/code] に設" "定します。" #: doc/classes/AudioServer.xml msgid "Swaps the position of two effects in bus [code]bus_idx[/code]." msgstr "" "バス [code]bus_idx[/code] 内にある2つのエフェクトの位置を入れ替えます。" #: doc/classes/AudioServer.xml msgid "" "Unlocks the audio driver's main loop. (After locking it, you should always " "unlock it.)" msgstr "" "オーディオドライバのメインループのロックを解除します。(ロックした後は必ずロッ" "クを解除してください)" #: doc/classes/AudioServer.xml msgid "Number of available audio buses." msgstr "利用可能なオーディオバスの数。" #: doc/classes/AudioServer.xml msgid "" "Name of the current device for audio input (see [method " "capture_get_device_list]). On systems with multiple audio inputs (such as " "analog, USB and HDMI audio), this can be used to select the audio input " "device. The value [code]\"Default\"[/code] will record audio on the system-" "wide default audio input. If an invalid device name is set, the value will " "be reverted back to [code]\"Default\"[/code].\n" "[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Name of the current device for audio output (see [method get_device_list]). " "On systems with multiple audio outputs (such as analog, USB and HDMI audio), " "this can be used to select the audio output device. The value " "[code]\"Default\"[/code] will play audio on the system-wide default audio " "output. If an invalid device name is set, the value will be reverted back to " "[code]\"Default\"[/code]." msgstr "" #: doc/classes/AudioServer.xml msgid "" "Scales the rate at which audio is played (i.e. setting it to [code]0.5[/" "code] will make the audio be played twice as fast)." msgstr "" "オーディオの再生速度のスケール ([code]0.5[/code] に設定すると2倍速で再生され" "ます)。" #: doc/classes/AudioServer.xml msgid "Emitted when the [AudioBusLayout] changes." msgstr "[AudioBusLayout] が変更されたときに発信されます。" #: doc/classes/AudioServer.xml msgid "Two or fewer speakers were detected." msgstr "スピーカーが2つ以下であることを検出。" #: doc/classes/AudioServer.xml msgid "A 3.1 channel surround setup was detected." msgstr "3.1chサラウンドのセットアップを検出。" #: doc/classes/AudioServer.xml msgid "A 5.1 channel surround setup was detected." msgstr "5.1chサラウンドのセットアップを検出。" #: doc/classes/AudioServer.xml msgid "A 7.1 channel surround setup was detected." msgstr "7.1chサラウンドのセットアップを検出。" #: doc/classes/AudioStream.xml msgid "Base class for audio streams." msgstr "オーディオストリームの基底クラスです。" #: doc/classes/AudioStream.xml msgid "" "Base class for audio streams. Audio streams are used for sound effects and " "music playback, and support WAV (via [AudioStreamSample]) and OGG (via " "[AudioStreamOGGVorbis]) file formats." msgstr "" "オーディオストリームの基底クラスです。 オーディオストリームは効果音や音楽の再" "生に使われ、WAV ([AudioStreamSample] により) と OGG ([AudioStreamOGGVorbis] " "により) ファイル形式をサポートします。" #: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml msgid "Audio streams" msgstr "" #: doc/classes/AudioStream.xml doc/classes/AudioStreamGenerator.xml #: doc/classes/AudioStreamGeneratorPlayback.xml #: doc/classes/AudioStreamPlayback.xml doc/classes/AudioStreamPlayer.xml #, fuzzy msgid "Audio Generator Demo" msgstr "オーディオ用のオーディオエフェクト。" #: doc/classes/AudioStream.xml msgid "Returns the length of the audio stream in seconds." msgstr "オーディオストリームの長さを秒単位で返します。" #: doc/classes/AudioStreamGenerator.xml msgid "Audio stream that generates sounds procedurally." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "" "This audio stream does not play back sounds, but expects a script to " "generate audio data for it instead. See also " "[AudioStreamGeneratorPlayback].\n" "See also [AudioEffectSpectrumAnalyzer] for performing real-time audio " "spectrum analysis.\n" "[b]Note:[/b] Due to performance constraints, this class is best used from C# " "or from a compiled language via GDNative. If you still want to use this " "class from GDScript, consider using a lower [member mix_rate] such as 11,025 " "Hz or 22,050 Hz." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "" "The length of the buffer to generate (in seconds). Lower values result in " "less latency, but require the script to generate audio data faster, " "resulting in increased CPU usage and more risk for audio cracking if the CPU " "can't keep up." msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "" "The sample rate to use (in Hz). Higher values are more demanding for the CPU " "to generate, but result in better quality.\n" "In games, common sample rates in use are [code]11025[/code], [code]16000[/" "code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and " "[code]48000[/code].\n" "According to the [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" "url], there is no quality difference to human hearing when going past 40,000 " "Hz (since most humans can only hear up to ~20,000 Hz, often less). If you " "are generating lower-pitched sounds such as voices, lower sample rates such " "as [code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "Plays back audio generated using [AudioStreamGenerator]." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "This class is meant to be used with [AudioStreamGenerator] to play back the " "generated audio in real-time." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml #, fuzzy msgid "" "Returns [code]true[/code] if a buffer of the size [code]amount[/code] can be " "pushed to the audio sample data buffer without overflowing it, [code]false[/" "code] otherwise." msgstr "" "[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/" "code]、そうでない場合は [code]false[/code] を返します。" #: doc/classes/AudioStreamGeneratorPlayback.xml #, fuzzy msgid "Clears the audio sample data buffer." msgstr "byteで格納されたオーディオデータです。" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Returns the number of audio data frames left to play. If this returned " "number reaches [code]0[/code], the audio will stop playing until frames are " "added again. Therefore, make sure your script can always generate and push " "new audio frames fast enough to avoid audio cracking." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Pushes several audio data frames to the buffer. This is usually more " "efficient than [method push_frame] in C# and compiled languages via " "GDNative, but [method push_buffer] may be [i]less[/i] efficient in GDScript." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Pushes a single audio data frame to the buffer. This is usually less " "efficient than [method push_buffer] in C# and compiled languages via " "GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript." msgstr "" #: doc/classes/AudioStreamMicrophone.xml msgid "Plays real-time audio input data." msgstr "" #: doc/classes/AudioStreamMicrophone.xml msgid "" "When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] " "plays back microphone input in real-time. This can be used in conjunction " "with [AudioEffectCapture] to process the data or save it.\n" "[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" #: modules/minimp3/doc_classes/AudioStreamMP3.xml #, fuzzy msgid "MP3 audio stream driver." msgstr "OGG Vorbis オーディオストリームドライバです。" #: modules/minimp3/doc_classes/AudioStreamMP3.xml #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml msgid "Contains the audio data in bytes." msgstr "byteで格納されたオーディオデータです。" #: modules/minimp3/doc_classes/AudioStreamMP3.xml #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml msgid "" "If [code]true[/code], the stream will automatically loop when it reaches the " "end." msgstr "" "[code]true[/code] の場合、ストリームが終了したとき自動的にループします。" #: modules/minimp3/doc_classes/AudioStreamMP3.xml #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml msgid "Time in seconds at which the stream starts after being looped." msgstr "ループ後にストリームが開始される時間 (秒)。" #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml msgid "OGG Vorbis audio stream driver." msgstr "OGG Vorbis オーディオストリームドライバです。" #: doc/classes/AudioStreamPlayback.xml msgid "Meta class for playing back audio." msgstr "オーディオを再生するためのメタクラスです。" #: doc/classes/AudioStreamPlayback.xml msgid "" "Can play, loop, pause a scroll through audio. See [AudioStream] and " "[AudioStreamOGGVorbis] for usage." msgstr "" "オーディオの再生、ループ、一時停止、スクロールを行うことができます。使い方は " "[AudioStream]、[AudioStreamOGGVorbis] を参照してください。" #: doc/classes/AudioStreamPlayer.xml msgid "Plays back audio non-positionally." msgstr "オーディオを非ポジショナルで再生します。" #: doc/classes/AudioStreamPlayer.xml msgid "" "Plays an audio stream non-positionally.\n" "To play audio positionally, use [AudioStreamPlayer2D] or " "[AudioStreamPlayer3D] instead of [AudioStreamPlayer]." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "Returns the position in the [AudioStream] in seconds." msgstr "[AudioStream] 内の位置を秒単位で返します。" #: doc/classes/AudioStreamPlayer.xml msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer]." msgstr "" "この [AudioStreamPlayer] に関連付けられた [AudioStreamPlayback] オブジェクト" "を返します。" #: doc/classes/AudioStreamPlayer.xml msgid "Plays the audio from the given [code]from_position[/code], in seconds." msgstr "" "秒単位で与えられた位置 [code]from_position[/code] からの音声を再生します。" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "Sets the position from which audio will be played, in seconds." msgstr "音声を再生する位置を秒単位で設定します。" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "Stops the audio." msgstr "オーディオを停止します。" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "If [code]true[/code], audio plays when added to scene tree." msgstr "" "[code]true[/code] の場合、シーンツリーに追加されたときにオーディオが再生され" "ます。" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "" "Bus on which this audio is playing.\n" "[b]Note:[/b] When setting this property, keep in mind that no validation is " "performed to see if the given name matches an existing bus. This is because " "audio bus layouts might be loaded after this property is set. If this given " "name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" "code]." msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "" "If the audio configuration has more than two speakers, this sets the target " "channels. See [enum MixTarget] constants." msgstr "" "オーディオ構成に2つ以上のスピーカーがある場合、ターゲットチャンネルを設定しま" "す。[enum MixTarget] 定数を参照してください。" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The pitch and the tempo of the audio, as a multiplier of the audio sample's " "sample rate." msgstr "" "オーディオのピッチとテンポ。オーディオサンプルのサンプルレートの乗数です。" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "If [code]true[/code], audio is playing." msgstr "[code]true[/code] の場合、オーディオが再生されています。" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "The [AudioStream] object to be played." msgstr "再生する [AudioStream] オブジェクトです。" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[code]stream_paused[/code] to [code]false[/code]." msgstr "" "[code]true[/code] にすると再生が一時停止されます。[code]stream_paused[/code] " "を [code]false[/code] にすることで再開できます。" #: doc/classes/AudioStreamPlayer.xml msgid "Volume of sound, in dB." msgstr "音量 (dB)。" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml msgid "Emitted when the audio stops playing." msgstr "オーディオ再生が停止したときに発信されます。" #: doc/classes/AudioStreamPlayer.xml msgid "The audio will be played only on the first channel." msgstr "オーディオは第1チャンネルのみ再生。" #: doc/classes/AudioStreamPlayer.xml msgid "The audio will be played on all surround channels." msgstr "オーディオはすべてのサラウンドチャンネルで再生。" #: doc/classes/AudioStreamPlayer.xml msgid "" "The audio will be played on the second channel, which is usually the center." msgstr "オーディオは、通常は中央にある第2チャンネルのみで再生。" #: doc/classes/AudioStreamPlayer2D.xml #, fuzzy msgid "Plays positional sound in 2D space." msgstr "3D空間で3Dサウンドを再生します。" #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Plays audio that dampens with distance from a given position.\n" "By default, audio is heard from the screen center. This can be changed by " "adding a [Listener2D] node to the scene and enabling it by calling [method " "Listener2D.make_current] on it.\n" "See also [AudioStreamPlayer] to play a sound non-positionally.\n" "[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio " "output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set " "[member volume_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "Returns the position in the [AudioStream]." msgstr "[AudioStream] の位置を返します。" #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer2D]." msgstr "" "この [AudioStreamPlayer2D] に関連付けられた [AudioStreamPlayback] オブジェク" "トを返します。" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "" "Plays the audio from the given position [code]from_position[/code], in " "seconds." msgstr "" "秒単位で指定された位置 [code]from_position[/code] からの音声を再生します。" #: doc/classes/AudioStreamPlayer2D.xml msgid "" "Determines which [Area2D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " "certain audio bus. An example of how you might use this is making a " "\"water\" area so that sounds played in the water are redirected through an " "audio bus to make them sound like they are being played underwater." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "Dampens audio over distance with this as an exponent." msgstr "この指数により、距離に応じてオーディオを減衰します。" #: doc/classes/AudioStreamPlayer2D.xml msgid "Maximum distance from which audio is still hearable." msgstr "音声が聞こえる最大距離。" #: doc/classes/AudioStreamPlayer2D.xml msgid "Base volume without dampening." msgstr "減衰をしない基本音量。" #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "Plays positional sound in 3D space." msgstr "3D空間で3Dサウンドを再生します。" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Plays a sound effect with directed sound effects, dampens with distance if " "needed, generates effect of hearable position in space. For greater realism, " "a low-pass filter is automatically applied to distant sounds. This can be " "disabled by setting [member attenuation_filter_cutoff_hz] to [code]20500[/" "code].\n" "By default, audio is heard from the camera position. This can be changed by " "adding a [Listener] node to the scene and enabling it by calling [method " "Listener.make_current] on it.\n" "See also [AudioStreamPlayer] to play a sound non-positionally.\n" "[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio " "output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set " "[member unit_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer3D]." msgstr "" "この[AudioStreamPlayer3D]に関連する[AudioStreamPlayback]オブジェクトを返しま" "す。" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Determines which [Area] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " "certain audio bus. An example of how you might use this is making a " "\"water\" area so that sounds played in the water are redirected through an " "audio bus to make them sound like they are being played underwater." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Dampens audio using a low-pass filter above this frequency, in Hz. To " "disable the dampening effect entirely, set this to [code]20500[/code] as " "this frequency is above the human hearing limit." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "Amount how much the filter affects the loudness, in decibels." msgstr "フィルタがラウドネス(dB)に影響する量。" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Decides if audio should get quieter with distance linearly, quadratically, " "logarithmically, or not be affected by distance, effectively disabling " "attenuation." msgstr "" "音声が距離により直線、2乗、対数で静かにするか、あるいは距離の影響を受けないよ" "うにして減衰を実質的に無効にするかを決定します。" #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "" "If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added " "to scene tree." msgstr "" "[code]true[/code] の場合、シーンツリーに追加されたときにオーディオが再生され" "ます。" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The bus on which this audio is playing.\n" "[b]Note:[/b] When setting this property, keep in mind that no validation is " "performed to see if the given name matches an existing bus. This is because " "audio bus layouts might be loaded after this property is set. If this given " "name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" "code]." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Decides in which step the [url=https://en.wikipedia.org/wiki/" "Doppler_effect]Doppler effect[/url] should be calculated.\n" "[b]Note:[/b] Only effective if the current [Camera]'s [member Camera." "doppler_tracking] property is set to a value other than [constant Camera." "DOPPLER_TRACKING_DISABLED]." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "The angle in which the audio reaches cameras undampened." msgstr "減衰されていない音声がカメラに届く角度。" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "If [code]true[/code], the audio should be dampened according to the " "direction of the sound." msgstr "[code]true[/code] の場合、音の方向に応じて音声を減衰させます。" #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "" "Dampens audio if camera is outside of [member emission_angle_degrees] and " "[member emission_angle_enabled] is set by this factor, in decibels." msgstr "" "カメラが [member emission_angle_degrees] の範囲外にあり、 [member " "emission_angle_enabled] が設定されている場合、この係数で音声を減衰させます " "(dB単位)。" #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "Sets the absolute maximum of the soundlevel, in decibels." msgstr "音レベルの絶対的最大値を設定します (dB単位)。" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Sets the distance from which the [member out_of_range_mode] takes effect. " "Has no effect if set to 0." msgstr "" "[member out_of_range_mode] が有効になる距離を設定します。0に設定すると無効に" "なります。" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Decides if audio should pause when source is outside of [member " "max_distance] range." msgstr "" "音声源が [member max_distance] の範囲外にある場合に音声を一時停止するかどうか" "を決定します。" #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "The [AudioStream] resource to be played." msgstr "再生する [AudioStream] オブジェクトです。" #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[member stream_paused] to [code]false[/code]." msgstr "" "[code]true[/code] にすると再生が一時停止されます。[code]stream_paused[/code] " "を [code]false[/code] にすることで再開できます。" #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "The base sound level unaffected by dampening, in decibels." msgstr "減衰の影響を受けない、基本の音レベル (dB単位)。" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The factor for the attenuation effect. Higher values make the sound audible " "over a larger distance." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Linear dampening of loudness according to distance." msgstr "距離に応じたラウドネスのリニア減衰。" #: doc/classes/AudioStreamPlayer3D.xml msgid "Squared dampening of loudness according to distance." msgstr "距離に応じたラウドネスの2乗減衰。" #: doc/classes/AudioStreamPlayer3D.xml msgid "Logarithmic dampening of loudness according to distance." msgstr "距離に応じたラウドネスの対数減衰。" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "No dampening of loudness according to distance. The sound will still be " "heard positionally, unlike an [AudioStreamPlayer]. [constant " "ATTENUATION_DISABLED] can be combined with a [member max_distance] value " "greater than [code]0.0[/code] to achieve linear attenuation clamped to a " "sphere of a defined size." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Mix this audio in, even when it's out of range. This increases CPU usage, " "but keeps the sound playing at the correct position if the camera leaves and " "enters the [AudioStreamPlayer3D]'s [member max_distance] radius." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "Pause this audio when it gets out of range. This decreases CPU usage, but " "will cause the sound to restart if the camera leaves and enters the " "[AudioStreamPlayer3D]'s [member max_distance] radius." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "Disables doppler tracking." msgstr "ドップラートラッキングを無効化。" #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "Executes doppler tracking in idle step (every rendered frame)." msgstr "アイドルステップ時にドップラートラッキングを実行。" #: doc/classes/AudioStreamPlayer3D.xml #, fuzzy msgid "" "Executes doppler tracking in physics step (every simulated physics frame)." msgstr "物理ステップ時にドップラートラッキングを実行。" #: doc/classes/AudioStreamRandomPitch.xml msgid "Plays audio with random pitch shifting." msgstr "ランダムなピッチシフトでオーディオを再生します。" #: doc/classes/AudioStreamRandomPitch.xml msgid "Randomly varies pitch on each start." msgstr "開始ごとにランダムにピッチが変化します。" #: doc/classes/AudioStreamRandomPitch.xml msgid "The current [AudioStream]." msgstr "現在の [AudioStream] です。" #: doc/classes/AudioStreamRandomPitch.xml msgid "The intensity of random pitch variation." msgstr "ランダムなピッチ変化の強さです。" #: doc/classes/AudioStreamSample.xml msgid "Stores audio data loaded from WAV files." msgstr "WAVファイルから読み込んだオーディオデータを保存します。" #: doc/classes/AudioStreamSample.xml #, fuzzy msgid "" "AudioStreamSample stores sound samples loaded from WAV files. To play the " "stored sound, use an [AudioStreamPlayer] (for non-positional audio) or " "[AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The " "sound can be looped.\n" "This class can also be used to store dynamically-generated PCM audio data. " "See also [AudioStreamGenerator] for procedural audio generation." msgstr "" "AudioStreamSample は、WAVファイルから読み込んだサウンドサンプルを保存します。" "保存されたサウンドを再生するには、[AudioStreamPlayer] (非ポジショナルオーディ" "オ用) または [AudioStreamPlayer2D]/[AudioStreamPlayer3D] (ポジショナルオー" "ディオ用) を使用します。音はループさせることができます。\n" "また、このクラスは、動的に生成されたPCMオーディオデータを格納するために使用す" "ることもできます。" #: doc/classes/AudioStreamSample.xml msgid "" "Saves the AudioStreamSample as a WAV file to [code]path[/code]. Samples with " "IMA ADPCM format can't be saved.\n" "[b]Note:[/b] A [code].wav[/code] extension is automatically appended to " "[code]path[/code] if it is missing." msgstr "" "AudioStreamSampleをWAVファイルとして [code]path[/code] に保存します。IMA " "ADPCM形式のサンプルは保存できません。\n" "[b]注:[/b] [code].wav[/code] の拡張子がない場合は、自動的に [code]path[/" "code] に追加されます。" #: doc/classes/AudioStreamSample.xml msgid "" "Contains the audio data in bytes.\n" "[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned " "PCM8 to signed PCM8, subtract 128 from each byte." msgstr "" "オーディオデータをバイト単位で格納します。\n" "[b]注:[/b] このプロパティは、符号付き PCM8 データを想定しています。符号なし " "PCM8 を符号付き PCM8 に変換するには、各バイトから 128 を減算します。" #: doc/classes/AudioStreamSample.xml msgid "Audio format. See [enum Format] constants for values." msgstr "" "オーディオフォーマット。値については [enum Format] 定数を参照してください。" #: doc/classes/AudioStreamSample.xml msgid "" "The loop start point (in number of samples, relative to the beginning of the " "sample). This information will be imported automatically from the WAV file " "if present." msgstr "" "ループの開始点 (サンプルの開始点を基準にしたサンプル数)。この情報は、WAV ファ" "イルがあれば自動的にそこからインポートされます。" #: doc/classes/AudioStreamSample.xml msgid "" "The loop end point (in number of samples, relative to the beginning of the " "sample). This information will be imported automatically from the WAV file " "if present." msgstr "" "ループの終了点 (サンプルの開始点を基準にしたサンプル数)。この情報は、WAV ファ" "イルがあれば自動的にそこからインポートされます。" #: doc/classes/AudioStreamSample.xml msgid "" "The loop mode. This information will be imported automatically from the WAV " "file if present. See [enum LoopMode] constants for values." msgstr "" "ループモードです。この情報は、WAV ファイルがあれば自動的にそこからインポート" "されます。値については [enum LoopMode] 定数を参照してください。" #: doc/classes/AudioStreamSample.xml msgid "" "The sample rate for mixing this audio. Higher values require more storage " "space, but result in better quality.\n" "In games, common sample rates in use are [code]11025[/code], [code]16000[/" "code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and " "[code]48000[/code].\n" "According to the [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" "url], there is no quality difference to human hearing when going past 40,000 " "Hz (since most humans can only hear up to ~20,000 Hz, often less). If you " "are using lower-pitched sounds such as voices, lower sample rates such as " "[code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" #: doc/classes/AudioStreamSample.xml msgid "If [code]true[/code], audio is stereo." msgstr "[code]true[/code] であれば、音声はステレオです。" #: doc/classes/AudioStreamSample.xml msgid "8-bit audio codec." msgstr "8 ビット オーディオ コーデック。" #: doc/classes/AudioStreamSample.xml msgid "16-bit audio codec." msgstr "16ビットオーディオコーデック。" #: doc/classes/AudioStreamSample.xml msgid "Audio is compressed using IMA ADPCM." msgstr "オーディオはIMA ADPCMを用いて圧縮されます。" #: doc/classes/AudioStreamSample.xml msgid "Audio does not loop." msgstr "オーディオはループしません。" #: doc/classes/AudioStreamSample.xml msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing forward only." msgstr "" "オーディオは、[member loop_begin] と [member loop_end] の間にあるデータをルー" "プさせ、前方に向けてのみ再生させます。" #: doc/classes/AudioStreamSample.xml msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing back and forth." msgstr "" "オーディオは、[member loop_begin] と [member loop_end] の間にあるデータをルー" "プさせ、前後に往復して再生させます。" #: doc/classes/AudioStreamSample.xml msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing backward only." msgstr "" "オーディオは、[member loop_begin] と [member loop_end] の間にあるデータをルー" "プさせ、後方に向けてのみ再生させます。" #: doc/classes/BackBufferCopy.xml msgid "" "Copies a region of the screen (or the whole screen) to a buffer so it can be " "accessed in your shader scripts through the " "[code]texture(SCREEN_TEXTURE, ...)[/code] function." msgstr "" "画面領域 (または画面全体) をバッファにコピーし、シェーダスクリプトの中で " "[code]texture(SCREEN_TEXTURE, ...)[/code] 関数を使ってアクセスできるようにし" "ます。" #: doc/classes/BackBufferCopy.xml #, fuzzy msgid "" "Node for back-buffering the currently-displayed screen. The region defined " "in the BackBufferCopy node is buffered with the content of the screen it " "covers, or the entire screen according to the copy mode set. Use the " "[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to " "access the buffer.\n" "[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), " "anchors and margins won't apply to child [Control]-derived nodes. This can " "be problematic when resizing the window. To avoid this, add [Control]-" "derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of " "adding them as children." msgstr "" "現在表示されている画面をバックバッファリングするためのノード。BackBufferCopy " "ノードで定義された領域は、設定されたコピーモードに従って、領域がカバーする画" "面内容でバッファリングされるか、画面全体がバッファリングされます。バッファに" "アクセスするには、シェーダスクリプトの [code]texture(SCREEN_TEXTURE, ...)[/" "code] 関数を使用してください。\n" "[b]注:[/b] このノードは [Node2D] を継承しているので ([Control] ではなく)、子" "ノードが [Control] を継承している場合にはアンカーとマージンは適用されません。" "これは、ウィンドウのサイズを変更する際に問題になることがあります。これを回避" "するには、[Control] 派生のノードは子ノードとして追加するのではなく、" "BackBufferCopyノードの [i]兄弟[/i] として追加してください。" #: doc/classes/BackBufferCopy.xml msgid "Buffer mode. See [enum CopyMode] constants." msgstr "バッファモード。 [enum CopyMode]定数を参照してください。" #: doc/classes/BackBufferCopy.xml msgid "" "The area covered by the BackBufferCopy. Only used if [member copy_mode] is " "[constant COPY_MODE_RECT]." msgstr "" "BackBufferCopyでカバーされる領域。 [member copy_mode]が[constant " "COPY_MODE_RECT]の場合にのみ使用されます。" #: doc/classes/BackBufferCopy.xml msgid "" "Disables the buffering mode. This means the BackBufferCopy node will " "directly use the portion of screen it covers." msgstr "" "バッファリング モードを無効にします。つまり、BackBufferCopy ノードは、カバー" "する画面の部分を直接使用します。" #: doc/classes/BackBufferCopy.xml msgid "BackBufferCopy buffers a rectangular region." msgstr "BackBufferCopyは矩形領域をバッファリングします。" #: doc/classes/BackBufferCopy.xml msgid "BackBufferCopy buffers the entire screen." msgstr "BackBufferCopy は画面全体をバッファリングします。" #: doc/classes/BakedLightmap.xml msgid "Prerendered indirect light map for a scene." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "Baked lightmaps are an alternative workflow for adding indirect (or baked) " "lighting to a scene. Unlike the [GIProbe] approach, baked lightmaps work " "fine on low-end PCs and mobile devices as they consume almost no resources " "in run-time.\n" "[b]Procedural generation:[/b] Lightmap baking functionality is only " "available in the editor. This means [BakedLightmap] is not suited to " "procedurally generated or user-built levels. For procedurally generated or " "user-built levels, use [GIProbe] instead.\n" "[b]Note:[/b] Due to how lightmaps work, most properties only have a visible " "effect once lightmaps are baked again." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "Bakes the lightmap, scanning from the given [code]from_node[/code] root and " "saves the resulting [BakedLightmapData] in [code]data_save_path[/code]. If " "no root node is provided, parent of this node will be used as root instead. " "If no save path is provided it will try to match the path from the current " "[member light_data]." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "If [code]true[/code], the lightmapper will merge the textures for all meshes " "into one or several large layered textures. If [code]false[/code], every " "mesh will get its own lightmap texture, which is less efficient.\n" "[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] " "GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If " "[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is " "[code]true[/code], consider baking lightmaps with [member atlas_generate] " "set to [code]false[/code] so that the resulting lightmap is visible in both " "GLES3 and GLES2." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "Maximum size of each lightmap layer, only used when [member atlas_generate] " "is enabled." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "Raycasting bias used during baking to avoid floating point precision issues." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "The energy multiplier for each bounce. Higher values will make indirect " "lighting brighter. A value of [code]1.0[/code] represents physically " "accurate behavior, but higher values can be used to make indirect lighting " "propagate more visibly when using a low number of bounces. This can be used " "to speed up bake times by lowering the number of [member bounces] then " "increasing [member bounce_indirect_energy]. Unlike [member BakedLightmapData." "energy], this property does not affect direct lighting emitted by light " "nodes, emissive materials and the environment.\n" "[b]Note:[/b] [member bounce_indirect_energy] only has an effect if [member " "bounces] is set to a value greater than or equal to [code]1[/code]." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "Number of light bounces that are taken into account during baking. See also " "[member bounce_indirect_energy]." msgstr "" #: doc/classes/BakedLightmap.xml msgid "Grid size used for real-time capture information on dynamic objects." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "When enabled, an octree containing the scene's lighting information will be " "computed. This octree will then be used to light dynamic objects in the " "scene." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "Bias value to reduce the amount of light propagation in the captured octree." msgstr "" #: doc/classes/BakedLightmap.xml msgid "Bake quality of the capture data." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "If a baked mesh doesn't have a UV2 size hint, this value will be used to " "roughly compute a suitable lightmap size." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "The environment color when [member environment_mode] is set to [constant " "ENVIRONMENT_MODE_CUSTOM_COLOR]." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "The energy scaling factor when when [member environment_mode] is set to " "[constant ENVIRONMENT_MODE_CUSTOM_COLOR] or [constant " "ENVIRONMENT_MODE_CUSTOM_SKY]." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "The [Sky] resource to use when [member environment_mode] is set o [constant " "ENVIRONMENT_MODE_CUSTOM_SKY]." msgstr "" #: doc/classes/BakedLightmap.xml #, fuzzy msgid "The rotation of the baked custom sky." msgstr "エリアのオーディオバスの名前です。" #: doc/classes/BakedLightmap.xml msgid "" "Minimum ambient light for all the lightmap texels. This doesn't take into " "account any occlusion from the scene's geometry, it simply ensures a minimum " "amount of light on all the lightmap texels. Can be used for artistic control " "on shadow color." msgstr "" #: doc/classes/BakedLightmap.xml msgid "Decides which environment to use during baking." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "Size of the baked lightmap. Only meshes inside this region will be included " "in the baked lightmap, also used as the bounds of the captured region for " "dynamic lighting." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "Deprecated, in previous versions it determined the location where lightmaps " "were be saved." msgstr "" #: doc/classes/BakedLightmap.xml msgid "The calculated light data." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "Determines the amount of samples per texel used in indirect light baking. " "The amount of samples for each quality level can be configured in the " "project settings." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "Store full color values in the lightmap textures. When disabled, lightmap " "textures will store a single brightness channel. Can be disabled to reduce " "disk usage if the scene contains only white lights or you don't mind losing " "color information in indirect lighting." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "When enabled, a lightmap denoiser will be used to reduce the noise inherent " "to Monte Carlo based global illumination." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "If [code]true[/code], stores the lightmap textures in a high dynamic range " "format (EXR). If [code]false[/code], stores the lightmap texture in a low " "dynamic range PNG image. This can be set to [code]false[/code] to reduce " "disk usage, but light values over 1.0 will be clamped and you may see " "banding caused by the reduced precision.\n" "[b]Note:[/b] Setting [member use_hdr] to [code]true[/code] will decrease " "lightmap banding even when using the GLES2 backend or if [member " "ProjectSettings.rendering/quality/depth/hdr] is [code]false[/code]." msgstr "" #: doc/classes/BakedLightmap.xml msgid "The lowest bake quality mode. Fastest to calculate." msgstr "" #: doc/classes/BakedLightmap.xml msgid "The default bake quality mode." msgstr "" #: doc/classes/BakedLightmap.xml msgid "A higher bake quality mode. Takes longer to calculate." msgstr "" #: doc/classes/BakedLightmap.xml msgid "The highest bake quality mode. Takes the longest to calculate." msgstr "" #: doc/classes/BakedLightmap.xml #, fuzzy msgid "Baking was successful." msgstr "接続成功。" #: doc/classes/BakedLightmap.xml msgid "" "Returns if no viable save path is found. This can happen where an [member " "image_path] is not specified or when the save location is invalid." msgstr "" #: doc/classes/BakedLightmap.xml doc/classes/SpatialMaterial.xml msgid "Currently unused." msgstr "現在は未使用です。" #: doc/classes/BakedLightmap.xml #, fuzzy msgid "Returns when the baker cannot save per-mesh textures to file." msgstr "複数パラメータの逆タンジェントを返します。" #: doc/classes/BakedLightmap.xml msgid "The size of the generated lightmaps is too large." msgstr "" #: doc/classes/BakedLightmap.xml msgid "Some mesh contains UV2 values outside the [code][0,1][/code] range." msgstr "" #: doc/classes/BakedLightmap.xml msgid "Returns if user cancels baking." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "Returns if lightmapper can't be created. Unless you are using a custom " "lightmapper, please report this as bug." msgstr "" #: doc/classes/BakedLightmap.xml msgid "" "There is no root node to start baking from. Either provide [code]from_node[/" "code] argument or attach this node to a parent that should be used as root." msgstr "" #: doc/classes/BakedLightmap.xml msgid "No environment is used during baking." msgstr "" #: doc/classes/BakedLightmap.xml msgid "The baked environment is automatically picked from the current scene." msgstr "" #: doc/classes/BakedLightmap.xml msgid "A custom sky is used as environment during baking." msgstr "" #: doc/classes/BakedLightmap.xml msgid "A custom solid color is used as environment during baking." msgstr "" #: doc/classes/BakedLightmapData.xml msgid "" "Global energy multiplier for baked and dynamic capture objects. This can be " "changed at run-time without having to bake lightmaps again.\n" "To adjust only the energy of indirect lighting (without affecting direct " "lighting or emissive materials), adjust [member BakedLightmap." "bounce_indirect_energy] and bake lightmaps again." msgstr "" #: doc/classes/BakedLightmapData.xml msgid "" "Controls whether dynamic capture objects receive environment lighting or not." msgstr "" #: doc/classes/BaseButton.xml msgid "Base class for different kinds of buttons." msgstr "さまざまな種類のボタンの基底クラス。" #: doc/classes/BaseButton.xml msgid "" "BaseButton is the abstract base class for buttons, so it shouldn't be used " "directly (it doesn't display anything). Other types of buttons inherit from " "it." msgstr "" "BaseButton はボタンの抽象基底クラスなので、直接使うべきではありません (何も表" "示しません)。他の種類のボタンはこれを継承しています。" #: doc/classes/BaseButton.xml msgid "" "Called when the button is pressed. If you need to know the button's pressed " "state (and [member toggle_mode] is active), use [method _toggled] instead." msgstr "" "ボタンが押されたときに呼び出されます。ボタンの押された状態を知りたい場合 (そ" "して [member toggle_mode] が有効なとき) は、代わりに [method _toggled] を使用" "します。" #: doc/classes/BaseButton.xml msgid "" "Called when the button is toggled (only if [member toggle_mode] is active)." msgstr "" "ボタンがトグルされたときに呼び出されます ([member toggle_mode] が有効な場合の" "み)。" #: doc/classes/BaseButton.xml msgid "" "Returns the visual state used to draw the button. This is useful mainly when " "implementing your own draw code by either overriding _draw() or connecting " "to \"draw\" signal. The visual state of the button is defined by the [enum " "DrawMode] enum." msgstr "" "ボタンの描画に使用されたビジュアルステートを返します。これは主に _draw() を" "オーバーライドするか、「draw」シグナルに接続して独自の描画コードを実装する場" "合に便利です。ボタンのビジュアルステートはenum [enum DrawMode] で定義されてい" "ます。" #: doc/classes/BaseButton.xml msgid "" "Returns [code]true[/code] if the mouse has entered the button and has not " "left it yet." msgstr "" "ボタン内にマウスが入り、まだボタンから離れていない場合に [code]true[/code] を" "返します。" #: doc/classes/BaseButton.xml msgid "" "Changes the [member pressed] state of the button, without emitting [signal " "toggled]. Use when you just want to change the state of the button without " "sending the pressed event (e.g. when initializing scene). Only works if " "[member toggle_mode] is [code]true[/code].\n" "[b]Note:[/b] This method doesn't unpress other buttons in its button [member " "group]." msgstr "" #: doc/classes/BaseButton.xml msgid "" "Determines when the button is considered clicked, one of the [enum " "ActionMode] constants." msgstr "" "ボタンがクリックされたとみなされるタイミングを決定します。[enum ActionMode] " "定数の中のひとつです。" #: doc/classes/BaseButton.xml msgid "" "Binary mask to choose which mouse buttons this button will respond to.\n" "To allow both left-click and right-click, use [code]BUTTON_MASK_LEFT | " "BUTTON_MASK_RIGHT[/code]." msgstr "" "このボタンがどのマウスボタンに反応するかを選択するためのバイナリマスクで" "す。\n" "左クリックと右クリックの両方を許可するには、 [code]BUTTON_MASK_LEFT | " "BUTTON_MASK_RIGHT[/code] を使用します。" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button is in disabled state and can't be clicked " "or toggled." msgstr "" "[code]true[/code] の場合、ボタンは無効状態になっていて、クリックもトグルもで" "きません。" #: doc/classes/BaseButton.xml msgid "" "[i]Deprecated.[/i] This property has been deprecated due to redundancy and " "will be removed in Godot 4.0. This property no longer has any effect when " "set. Please use [member Control.focus_mode] instead." msgstr "" #: doc/classes/BaseButton.xml msgid "[ButtonGroup] associated to the button." msgstr "ボタンに関連付けられた [ButtonGroup] です。" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button stays pressed when moving the cursor " "outside the button while pressing it.\n" "[b]Note:[/b] This property only affects the button's visual appearance. " "Signals will be emitted at the same moment regardless of this property's " "value." msgstr "" "[code]true[/code] の場合、ボタンを押している間にカーソルをボタンの外側に移動" "させたとき、ボタンは押されたままになります。\n" "[b]注:[/b] このプロパティはボタンの外観にのみ影響します。このプロパティの値に" "は関係なく、シグナルは同じ瞬間に発せられます。" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button's state is pressed. Means the button is " "pressed down or toggled (if [member toggle_mode] is active). Only works if " "[member toggle_mode] is [code]true[/code].\n" "[b]Note:[/b] Setting [member pressed] will result in [signal toggled] to be " "emitted. If you want to change the pressed state without emitting that " "signal, use [method set_pressed_no_signal]." msgstr "" #: doc/classes/BaseButton.xml msgid "[ShortCut] associated to the button." msgstr "ボタンに関連付けられた [ShortCut] です。" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button will add information about its shortcut in " "the tooltip." msgstr "" "[code]true[/code] の場合、そのボタンはツールチップ内でショートカットに関する" "情報を加えます。" #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button is in toggle mode. Makes the button flip " "state between pressed and unpressed each time its area is clicked." msgstr "" "[code]true[/code]の場合、ボタンはトグルモードになります。ボタンの領域がクリッ" "クされるたびに、押された状態と押されていない状態で反転させます。" #: doc/classes/BaseButton.xml msgid "Emitted when the button starts being held down." msgstr "ボタンの長押しが開始されたときに発信されます。" #: doc/classes/BaseButton.xml msgid "Emitted when the button stops being held down." msgstr "ボタンの長押しが停止されたときに発信されます。" #: doc/classes/BaseButton.xml msgid "" "Emitted when the button is toggled or pressed. This is on [signal " "button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] " "and on [signal button_up] otherwise.\n" "If you need to know the button's pressed state (and [member toggle_mode] is " "active), use [signal toggled] instead." msgstr "" "ボタンがトグルされたとき、または押されたときに発信します。これは、[member " "action_mode] が[constant ACTION_MODE_BUTTON_PRESS] であれば [signal " "button_down] のとき、そうでない場合は [signal button_up] のときに発せられま" "す。\n" "押されたボタンの状態を知りたいとき (そして [member toggle_mode] が有効なと" "き) は、代わりに [signal toggled] を使用してください。" #: doc/classes/BaseButton.xml msgid "" "Emitted when the button was just toggled between pressed and normal states " "(only if [member toggle_mode] is active). The new state is contained in the " "[code]button_pressed[/code] argument." msgstr "" "ボタンが押された状態と、通常の状態との間で切り替えられたときに発信されます " "([member toggle_mode] がアクティブな場合のみ)。新しい状態は、引数 " "[code]button_pressed[/code] の中に収納されます。" #: doc/classes/BaseButton.xml msgid "" "The normal state (i.e. not pressed, not hovered, not toggled and enabled) of " "buttons." msgstr "" "ボタンが通常状態です (すなわち、押していない、ホバリングしていない、トグルし" "ていない、および有効である)。" #: doc/classes/BaseButton.xml msgid "The state of buttons are pressed." msgstr "ボタンが押されている状態です。" #: doc/classes/BaseButton.xml msgid "The state of buttons are hovered." msgstr "ボタンがホバーされている状態です。" #: doc/classes/BaseButton.xml msgid "The state of buttons are disabled." msgstr "ボタンが無効化されている状態です。" #: doc/classes/BaseButton.xml msgid "The state of buttons are both hovered and pressed." msgstr "ボタンがホバリング中と押されているの両方の状態です。" #: doc/classes/BaseButton.xml msgid "Require just a press to consider the button clicked." msgstr "ボタンがクリックされたとみなすには、押すことだけが必要です。" #: doc/classes/BaseButton.xml msgid "" "Require a press and a subsequent release before considering the button " "clicked." msgstr "ボタンがクリックされたとみなすには、押した後のリリースが必要です。" #: doc/classes/Basis.xml msgid "3×3 matrix datatype." msgstr "3×3のマトリックス データ型です。" #: doc/classes/Basis.xml msgid "" "3×3 matrix used for 3D rotation and scale. Almost always used as an " "orthogonal basis for a Transform.\n" "Contains 3 vector fields X, Y and Z as its columns, which are typically " "interpreted as the local basis vectors of a transformation. For such use, it " "is composed of a scaling and a rotation matrix, in that order (M = R.S).\n" "Can also be accessed as array of 3D vectors. These vectors are normally " "orthogonal to each other, but are not necessarily normalized (due to " "scaling).\n" "For more information, read the \"Matrices and transforms\" documentation " "article." msgstr "" "3次元の回転と拡大縮小に使用される3×3の行列。ほとんどの場合、トランスフォーム" "の直交基底(orthogonal basis)として使用されます。\n" "列として3つのベクトルフィールドX、Y、Zを含み、これらは通常、トランスフォーム" "のローカル基底ベクトルとして解釈されます。このような用途では、スケーリング行" "列と回転行列の順(M = R.S)に構成されます。\n" "また、3次元ベクトルの配列としても利用できます。これらのベクトルは通常、互いに" "直交していますが、(スケーリングするため)必ずしも正規化されているわけではあり" "ません。\n" "詳細については、ドキュメント内の「行列と変換」をご覧ください。" #: doc/classes/Basis.xml doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "Matrices and transforms" msgstr "" #: doc/classes/Basis.xml doc/classes/Quat.xml doc/classes/Transform.xml msgid "Using 3D transforms" msgstr "" #: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml #: doc/classes/Transform2D.xml doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Matrix Transform Demo" msgstr "" #: doc/classes/Basis.xml doc/classes/CylinderShape.xml #: doc/classes/Dictionary.xml doc/classes/DynamicFont.xml #: doc/classes/DynamicFontData.xml doc/classes/File.xml doc/classes/Input.xml #: doc/classes/InputEvent.xml doc/classes/InputEventAction.xml #: doc/classes/InputEventMouseMotion.xml doc/classes/KinematicBody.xml #: doc/classes/RayCast.xml doc/classes/StaticBody.xml #: doc/classes/SurfaceTool.xml doc/classes/TextureButton.xml #: doc/classes/TextureRect.xml doc/classes/Thread.xml #: doc/classes/VBoxContainer.xml msgid "3D Voxel Demo" msgstr "" #: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml #: doc/classes/Transform2D.xml msgid "2.5D Demo" msgstr "" #: doc/classes/Basis.xml msgid "Constructs a pure rotation basis matrix from the given quaternion." msgstr "" "与えられたクォータニオンから、純粋な回転基底行列(rotation basis matrix)を構築" "します。" #: doc/classes/Basis.xml msgid "" "Constructs a pure rotation basis matrix from the given Euler angles (in the " "YXZ convention: when *composing*, first Y, then X, and Z last), given in the " "vector format as (X angle, Y angle, Z angle).\n" "Consider using the [Quat] constructor instead, which uses a quaternion " "instead of Euler angles." msgstr "" "(X角, Y角, Z角) というベクトル形式で与えられたオイラー角 (YXZ方式: *構成* す" "るときは、最初にY、次にX、最後にZ) から、純粋な回転基底行列を構築します。\n" "オイラー角の代わりにクォータニオンを使用する [Quat] コンストラクタの使用を検" "討してください。" #: doc/classes/Basis.xml #, fuzzy msgid "" "Constructs a pure rotation basis matrix, rotated around the given " "[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a " "normalized vector." msgstr "" "与えられた [code]axis[/code] を中心に [code]phi[/code] で回転させた純粋な回転" "基底行列をラジアンで構築します。軸は、正規化されたベクトルでなければなりませ" "ん。" #: doc/classes/Basis.xml msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)." msgstr "3つの軸ベクトル (行列の列) から基底行列を構築します。" #: doc/classes/Basis.xml msgid "" "Returns the determinant of the basis matrix. If the basis is uniformly " "scaled, its determinant is the square of the scale.\n" "A negative determinant means the basis has a negative scale. A zero " "determinant means the basis isn't invertible, and is usually considered " "invalid." msgstr "" "基底行列 (basis matrix)の行列式を返します。基底が一様にスケーリングされている" "場合、その行列式はスケールの二乗になります。\n" "行列式が負であれば、基底が負のスケールを持っていることを意味します。行列式が " "0 の場合は、基底が反転できないことを意味し、通常は無効とみなされます。" #: doc/classes/Basis.xml msgid "" "Returns the basis's rotation in the form of Euler angles (in the YXZ " "convention: when decomposing, first Z, then X, and Y last). The returned " "vector contains the rotation angles in the format (X angle, Y angle, Z " "angle).\n" "Consider using the [method get_rotation_quat] method instead, which returns " "a [Quat] quaternion instead of Euler angles." msgstr "" "基底の回転をオイラー角の形式で返します (YXZ方式: 分解するときは、最初にZ、次" "にX、最後にY)。返されるベクトルには、(X角, Y角, Z角)という形式の回転角が含ま" "れます。\n" "代わりに [method get_rotation_quat] メソッドの使用を検討してください。このメ" "ソッドはオイラー角の代わりに [Quat] 四元数を返します。" #: doc/classes/Basis.xml msgid "" "This function considers a discretization of rotations into 24 points on unit " "sphere, lying along the vectors (x,y,z) with each component being either -1, " "0, or 1, and returns the index of the point best representing the " "orientation of the object. It is mainly used by the [GridMap] editor. For " "further details, refer to the Godot source code." msgstr "" "この関数は、回転を単位球上の24点に離散化し、各成分が-1、0、1のいずれかである" "ベクトル(x,y,z)に沿って置かれると考え、オブジェクトの向きを最もよく表す点のイ" "ンデックスを返します。主に[GridMap]エディタで使用されています。詳しくは、" "Godotのソースコードをご参照ください。" #: doc/classes/Basis.xml msgid "" "Returns the basis's rotation in the form of a quaternion. See [method " "get_euler] if you need Euler angles, but keep in mind quaternions should " "generally be preferred to Euler angles." msgstr "" "basisの回転を四元数の形式で返します。オイラー角が必要な場合は [method " "get_euler] を参照してください。しかし、一般的にはオイラー角よりも四元数の方が" "望ましいことを覚えておいてください。" #: doc/classes/Basis.xml msgid "" "Assuming that the matrix is the combination of a rotation and scaling, " "return the absolute value of scaling factors along each axis." msgstr "" "この行列が回転とスケーリングの組み合わせであるとみなして、各軸のスケーリング" "係数の絶対値を返します。" #: doc/classes/Basis.xml msgid "Returns the inverse of the matrix." msgstr "行列の逆行列を返します。" #: doc/classes/Basis.xml #, fuzzy msgid "" "Returns [code]true[/code] if this basis and [code]b[/code] are approximately " "equal, by calling [code]is_equal_approx[/code] on each component.\n" "[b]Note:[/b] For complicated reasons, the epsilon argument is always " "discarded. Don't use the epsilon argument, it does nothing." msgstr "" "各コンポーネントで [code]is_equal_approx[/code] を呼び出し、この基底と " "[code]b[/code] が近似的に等しい場合に [code]true[/code] を返します。" #: doc/classes/Basis.xml msgid "" "Returns the orthonormalized version of the matrix (useful to call from time " "to time to avoid rounding error for orthogonal matrices). This performs a " "Gram-Schmidt orthonormalization on the basis of the matrix." msgstr "" "行列の正規化バージョンを返します (直交行列の丸め誤差を避けるために時々呼び出" "すと便利です)。これは、行列の基底に対してグラム・シュミットの直交化を行いま" "す。" #: doc/classes/Basis.xml #, fuzzy msgid "" "Introduce an additional rotation around the given axis by [code]angle[/code] " "(in radians). The axis must be a normalized vector." msgstr "" "与えられた軸の周りに、ファイ (ラジアン) 単位で追加の回転を導入します。軸は正" "規化されたベクトルでなければなりません。" #: doc/classes/Basis.xml msgid "" "Introduce an additional scaling specified by the given 3D scaling factor." msgstr "" "与えられた3Dスケーリング因子によって指定された追加のスケーリングを導入しま" "す。" #: doc/classes/Basis.xml msgid "" "Assuming that the matrix is a proper rotation matrix, slerp performs a " "spherical-linear interpolation with another rotation matrix." msgstr "" "この行列が適切な回転行列であると仮定して、slerpは別の回転行列で球面線形補間を" "行います。" #: doc/classes/Basis.xml msgid "Transposed dot product with the X axis of the matrix." msgstr "" #: doc/classes/Basis.xml msgid "Transposed dot product with the Y axis of the matrix." msgstr "" #: doc/classes/Basis.xml msgid "Transposed dot product with the Z axis of the matrix." msgstr "" #: doc/classes/Basis.xml msgid "Returns the transposed version of the matrix." msgstr "行列の転置されたバージョンを返します。" #: doc/classes/Basis.xml msgid "Returns a vector transformed (multiplied) by the matrix." msgstr "行列によって変換された (乗算された) ベクトルを返します。" #: doc/classes/Basis.xml msgid "" "Returns a vector transformed (multiplied) by the transposed basis matrix.\n" "[b]Note:[/b] This results in a multiplication by the inverse of the matrix " "only if it represents a rotation-reflection." msgstr "" "転置基底行列によって変換された (乗算された) ベクトルを返します。\n" "[b]注:[/b] 結果として、行列が回転-反射を表す場合に限り、行列の逆数による乗算" "が行われます。" #: doc/classes/Basis.xml doc/classes/Transform2D.xml msgid "" "The basis matrix's X vector (column 0). Equivalent to array index [code]0[/" "code]." msgstr "" "基底行列のXベクトル (0列目)。配列のインデックス[code]0[/code]と同じです。" #: doc/classes/Basis.xml doc/classes/Transform2D.xml msgid "" "The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/" "code]." msgstr "" "基底行列のYベクトル (1列目)。配列のインデックス[code]1[/code]と同じです。" #: doc/classes/Basis.xml msgid "" "The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/" "code]." msgstr "" "基底行列のZベクトル (2列目)。配列のインデックス[code]2[/code]と同じです。" #: doc/classes/Basis.xml msgid "" "The identity basis, with no rotation or scaling applied.\n" "This is identical to calling [code]Basis()[/code] without any parameters. " "This constant can be used to make your code clearer, and for consistency " "with C#." msgstr "" "回転や拡大縮小が適用されていない恒等基底。\n" "これは、パラメータなしで [code]Basis()[/code] を呼び出すのと同じです。この定" "数は、コードをわかりやすくしたり、C#との整合性を保つために使用できます。" #: doc/classes/Basis.xml msgid "" "The basis that will flip something along the X axis when used in a " "transformation." msgstr "変形に使用されたときに、X軸に沿って何かを反転させる基底。" #: doc/classes/Basis.xml msgid "" "The basis that will flip something along the Y axis when used in a " "transformation." msgstr "変形に使用されたときに、Y軸に沿って何かを反転させる基底。" #: doc/classes/Basis.xml msgid "" "The basis that will flip something along the Z axis when used in a " "transformation." msgstr "変形に使用されたときに、Z軸に沿って何かを反転させる基底。" #: doc/classes/BitMap.xml msgid "Boolean matrix." msgstr "ブーリアン行列。" #: doc/classes/BitMap.xml msgid "" "A two-dimensional array of boolean values, can be used to efficiently store " "a binary matrix (every matrix element takes only one bit) and query the " "values using natural cartesian coordinates." msgstr "" "ブール値の2次元配列で、2進法の行列を効率的に格納でき (行列の各要素が占めるの" "は1ビットのみ)、自然なデカルト座標を用いて値を得られます。" #: doc/classes/BitMap.xml msgid "" "Returns an image of the same size as the bitmap and with a [enum Image." "Format] of type [code]FORMAT_L8[/code]. [code]true[/code] bits of the bitmap " "are being converted into white pixels, and [code]false[/code] bits into " "black." msgstr "" #: doc/classes/BitMap.xml msgid "" "Creates a bitmap with the specified size, filled with [code]false[/code]." msgstr "" "指定されたサイズで、[code]false[/code]で塗りつぶされたビットマップを作成しま" "す。" #: doc/classes/BitMap.xml msgid "" "Creates a bitmap that matches the given image dimensions, every element of " "the bitmap is set to [code]false[/code] if the alpha value of the image at " "that position is equal to [code]threshold[/code] or less, and [code]true[/" "code] in other case." msgstr "" "指定された画像の寸法に合ったビットマップを生成します。そのビットマップの各要" "素は、画像での位置におけるアルファ値が[code]threshold[/code]以下であれば" "[code]false[/code]に設定され、それ以外であれば[code]true[/code]に設定されま" "す。" #: doc/classes/BitMap.xml msgid "Returns bitmap's value at the specified position." msgstr "指定された位置にあるビットマップの値を返します。" #: doc/classes/BitMap.xml msgid "Returns bitmap's dimensions." msgstr "ビットマップの寸法を返します。" #: doc/classes/BitMap.xml msgid "" "Returns the amount of bitmap elements that are set to [code]true[/code]." msgstr "[code]true[/code]になっているビットマップ要素の数を返します。" #: doc/classes/BitMap.xml msgid "" "Applies morphological dilation or erosion to the bitmap. If [code]pixels[/" "code] is positive, dilation is applied to the bitmap. If [code]pixels[/code] " "is negative, erosion is applied to the bitmap. [code]rect[/code] defines the " "area where the morphological operation is applied. Pixels located outside " "the [code]rect[/code] are unaffected by [method grow_mask]." msgstr "" #: doc/classes/BitMap.xml #, fuzzy msgid "Resizes the image to [code]new_size[/code]." msgstr "キー名 [code]name[/code] のアニメーションを削除します。" #: doc/classes/BitMap.xml msgid "" "Sets the bitmap's element at the specified position, to the specified value." msgstr "指定された位置にあるビットマップの要素を、指定された値に設定します。" #: doc/classes/BitMap.xml msgid "Sets a rectangular portion of the bitmap to the specified value." msgstr "ビットマップの長方形の一部を、指定した値に設定します。" #: doc/classes/BitmapFont.xml msgid "" "Renders text using fonts under the [url=https://www.angelcode.com/products/" "bmfont/]BMFont[/url] format.\n" "Handles files with the [code].fnt[/code] extension." msgstr "" "[url=https://www.angelcode.com/products/bmfont/]BMFont[/url] フォーマットの" "フォントを使用してテキストをレンダリングします。\n" "拡張子が [code].fnt[/code] のファイルを扱います。" #: doc/classes/BitmapFont.xml msgid "" "Renders text using [code]*.fnt[/code] fonts containing texture atlases. " "Supports distance fields. For using vector font files like TTF directly, see " "[DynamicFont]." msgstr "" "テクスチャアトラスを含む [code]*.fnt[/code] フォントを使用してテキストをレン" "ダリングします。ディスタンスフィールドに対応しています。TTFのようなベクター" "フォントファイルを直接使用したい場合は、[DynamicFont]を参照してください。" #: doc/classes/BitmapFont.xml msgid "" "Adds a character to the font, where [code]character[/code] is the Unicode " "value, [code]texture[/code] is the texture index, [code]rect[/code] is the " "region in the texture (in pixels!), [code]align[/code] is the (optional) " "alignment for the character and [code]advance[/code] is the (optional) " "advance." msgstr "" "フォントに文字を追加します。[code]character[/code]はUnicodeの値、" "[code]texture[/code]はテクスチャのインデックス、[code]rect[/code]はテクスチャ" "内の領域 (ピクセル単位で!)、[code]align[/code]は文字のアラインメント (オプ" "ション)、[code]advance[/code]はアドバンス値 (オプション) です。" #: doc/classes/BitmapFont.xml msgid "" "Adds a kerning pair to the [BitmapFont] as a difference. Kerning pairs are " "special cases where a typeface advance is determined by the next character." msgstr "" "カーニングペアを差分として[BitmapFont]に追加します。カーニングペアは特別な" "ケースで、字体の送り値(advance)は次の文字によって決定されます。" #: doc/classes/BitmapFont.xml msgid "Adds a texture to the [BitmapFont]." msgstr "[BitmapFont]にテクスチャを追加します。" #: doc/classes/BitmapFont.xml msgid "Clears all the font data and settings." msgstr "フォントのデータと設定をすべてクリアします。" #: doc/classes/BitmapFont.xml msgid "" "Creates a BitmapFont from the [code]*.fnt[/code] file at [code]path[/code]." msgstr "" "[code]path[/code]にある[code]*.fnt[/code]ファイルから、BitmapFontを作成しま" "す。" #: doc/classes/BitmapFont.xml msgid "Returns a kerning pair as a difference." msgstr "カーニングペアを差分として返します。" #: doc/classes/BitmapFont.xml msgid "Returns the font atlas texture at index [code]idx[/code]." msgstr "インデックス [code]idx[/code] のフォントアトラステクスチャを返します。" #: doc/classes/BitmapFont.xml msgid "Returns the number of textures in the BitmapFont atlas." msgstr "BitmapFontのアトラスに含まれるテクスチャ数を返します。" #: doc/classes/BitmapFont.xml msgid "Ascent (number of pixels above the baseline)." msgstr "アセント (ベースラインより上のピクセル数)。" #: doc/classes/BitmapFont.xml msgid "If [code]true[/code], distance field hint is enabled." msgstr "[code]true[/code]の場合、距離フィールドのヒントが有効になります。" #: doc/classes/BitmapFont.xml msgid "The fallback font." msgstr "予備のフォント。" #: doc/classes/BitmapFont.xml msgid "Total font height (ascent plus descent) in pixels." msgstr "フォントの高さ合計 (アセント + ディセント) をピクセルで表したもの。" #: doc/classes/Bone2D.xml msgid "Joint used with [Skeleton2D] to control and animate other nodes." msgstr "" "[Skeleton2D] と一緒に使用するジョイント。他のノードのコントロールとアニメー" "ション化のために使います。" #: doc/classes/Bone2D.xml msgid "" "Use a hierarchy of [code]Bone2D[/code] bound to a [Skeleton2D] to control, " "and animate other [Node2D] nodes.\n" "You can use [code]Bone2D[/code] and [code]Skeleton2D[/code] nodes to animate " "2D meshes created with the Polygon 2D UV editor.\n" "Each bone has a [member rest] transform that you can reset to with [method " "apply_rest]. These rest poses are relative to the bone's parent.\n" "If in the editor, you can set the rest pose of an entire skeleton using a " "menu option, from the code, you need to iterate over the bones to set their " "individual rest poses." msgstr "" "[Skeleton2D]にバインドされた[code]Bone2D[/code]の階層を使用して、他の[Node2D]" "ノードを制御し、アニメーションさせることができます。\n" "Polygon 2D UVエディタで作成した2Dメッシュをアニメーションさせるために、" "[code]Bone2D[/code]と[code]Skeleton2D[/code]ノードを使用できます。\n" "各ボーンはそれぞれ[member rest]トランスフォームを持っており、[method " "apply_rest]でそれを再設定することができます。これらのレストポーズは、ボーンの" "親に対して相対的なものです。\n" "エディタからは、メニューのオプションを使用してスケルトン全体のレストポーズを" "設定することができますが、コードからは、個々のレストポーズを設定するために" "は、それらボーンに対し反復適用する必要があります。" #: doc/classes/Bone2D.xml msgid "Stores the node's current transforms in [member rest]." msgstr "ノードの現在のトランスフォームを [member rest] に格納します。" #: doc/classes/Bone2D.xml msgid "" "Returns the node's index as part of the entire skeleton. See [Skeleton2D]." msgstr "" "ノードのインデックスをスケルトン全体の一部として返します。[Skeleton2D] を参" "照。" #: doc/classes/Bone2D.xml msgid "" "Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have " "a parent, or its rest pose relative to its parent." msgstr "" "ノードに親がない場合は [member rest] の [code]Transform2D[/code] を、親があれ" "ば親に対するレストポーズを返します。" #: doc/classes/Bone2D.xml msgid "" "Length of the bone's representation drawn in the editor's viewport in pixels." msgstr "エディタのビューポートに描かれるボーン表現の長さをピクセルで表します。" #: doc/classes/Bone2D.xml msgid "" "Rest transform of the bone. You can reset the node's transforms to this " "value using [method apply_rest]." msgstr "" "ボーンのレストトランスフォーム。ノードのトランスフォームをこの値に再セットす" "るには、[method apply_rest]を使用します。" #: doc/classes/BoneAttachment.xml msgid "A node that will attach to a bone." msgstr "" #: doc/classes/BoneAttachment.xml msgid "" "This node must be the child of a [Skeleton] node. You can then select a bone " "for this node to attach to. The BoneAttachment node will copy the transform " "of the selected bone." msgstr "" #: doc/classes/BoneAttachment.xml msgid "The name of the attached bone." msgstr "" #: doc/classes/bool.xml msgid "Boolean built-in type." msgstr "組み込みのブール型。" #: doc/classes/bool.xml msgid "" "Boolean is a built-in type. There are two boolean values: [code]true[/code] " "and [code]false[/code]. You can think of it as a switch with on or off (1 or " "0) setting. Booleans are used in programming for logic in condition " "statements, like [code]if[/code] statements.\n" "Booleans can be directly used in [code]if[/code] statements. The code below " "demonstrates this on the [code]if can_shoot:[/code] line. You don't need to " "use [code]== true[/code], you only need [code]if can_shoot:[/code]. " "Similarly, use [code]if not can_shoot:[/code] rather than [code]== false[/" "code].\n" "[codeblock]\n" "var can_shoot = true\n" "\n" "func shoot():\n" " if can_shoot:\n" " pass # Perform shooting actions here.\n" "[/codeblock]\n" "The following code will only create a bullet if both conditions are met: " "action \"shoot\" is pressed and if [code]can_shoot[/code] is [code]true[/" "code].\n" "[b]Note:[/b] [code]Input.is_action_pressed(\"shoot\")[/code] is also a " "boolean that is [code]true[/code] when \"shoot\" is pressed and [code]false[/" "code] when \"shoot\" isn't pressed.\n" "[codeblock]\n" "var can_shoot = true\n" "\n" "func shoot():\n" " if can_shoot and Input.is_action_pressed(\"shoot\"):\n" " create_bullet()\n" "[/codeblock]\n" "The following code will set [code]can_shoot[/code] to [code]false[/code] and " "start a timer. This will prevent player from shooting until the timer runs " "out. Next [code]can_shoot[/code] will be set to [code]true[/code] again " "allowing player to shoot once again.\n" "[codeblock]\n" "var can_shoot = true\n" "onready var cool_down = $CoolDownTimer\n" "\n" "func shoot():\n" " if can_shoot and Input.is_action_pressed(\"shoot\"):\n" " create_bullet()\n" " can_shoot = false\n" " cool_down.start()\n" "\n" "func _on_CoolDownTimer_timeout():\n" " can_shoot = true\n" "[/codeblock]" msgstr "" #: doc/classes/bool.xml msgid "" "Cast an [int] value to a boolean value, this method will return [code]false[/" "code] if [code]0[/code] is passed in, and [code]true[/code] for all other " "ints." msgstr "" "[int]値をブール値にキャストします。このメソッドは、[code]0[/code]が渡された場" "合は[code]false[/code]を、それ以外のintは[code]true[/code]を返します。" #: doc/classes/bool.xml msgid "" "Cast a [float] value to a boolean value, this method will return " "[code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] " "for all other floats." msgstr "" "[float]値を真偽値にキャストします。このメソッドは、[code]0.0[/code]が渡された" "場合は[code]false[/code]を、その他すべての浮動小数点数の場合は[code]true[/" "code]を返します。" #: doc/classes/bool.xml msgid "" "Cast a [String] value to a boolean value, this method will return " "[code]false[/code] if [code]\"\"[/code] is passed in, and [code]true[/code] " "for all non-empty strings.\n" "Examples: [code]bool(\"False\")[/code] returns [code]true[/code], " "[code]bool(\"\")[/code] returns [code]false[/code]." msgstr "" "[String]値をブール値にキャストします。このメソッドは、[code]\"\"[/code]が渡さ" "れた場合は[code]false[/code]を、空でない文字列の場合は[code]true[/code]を返し" "ます。\n" "例: [code]bool(\"False\")[/code] は [code]true[/code] を返し、" "[code]bool(\"\")[/code] は [code]false[/code] を返します。" #: doc/classes/BoxContainer.xml msgid "Base class for box containers." msgstr "ボックスコンテナの基本クラス。" #: doc/classes/BoxContainer.xml #, fuzzy msgid "" "Arranges child controls vertically or horizontally, and rearranges the " "controls automatically when their minimum size changes." msgstr "" "子[Control]ノードを縦または横に配列し、最小サイズが変わると自動的に再配列しま" "す。" #: doc/classes/BoxContainer.xml #, fuzzy msgid "" "Adds a control to the box as a spacer. If [code]true[/code], [code]begin[/" "code] will insert the spacer control in front of other children." msgstr "" "ボックスに[Control]ノードをスペーサーとして追加します。[code]begin[/code]が" "[code]true[/code]の場合、[Control]ノードを他のすべての子よりも前に挿入しま" "す。" #: doc/classes/BoxContainer.xml #, fuzzy msgid "" "The alignment of the container's children (must be one of [constant " "ALIGN_BEGIN], [constant ALIGN_CENTER] or [constant ALIGN_END])." msgstr "" "コンテナの子のアラインメント([constant ALIGN_BEGIN]、[constant " "ALIGN_CENTER]、[constant ALIGN_END]のいずれかの必要あり)を指定します。" #: doc/classes/BoxContainer.xml msgid "Aligns children with the beginning of the container." msgstr "子をコンテナの先頭に整列させます。" #: doc/classes/BoxContainer.xml msgid "Aligns children with the center of the container." msgstr "子をコンテナの中央に整列させます。" #: doc/classes/BoxContainer.xml msgid "Aligns children with the end of the container." msgstr "子をコンテナの最後に整列させます。" #: doc/classes/BoxShape.xml msgid "Box shape resource." msgstr "" #: doc/classes/BoxShape.xml msgid "3D box shape that can be a child of a [PhysicsBody] or [Area]." msgstr "" #: doc/classes/BoxShape.xml doc/classes/CapsuleShape.xml #: doc/classes/ConcavePolygonShape.xml doc/classes/ConvexPolygonShape.xml #: doc/classes/CylinderShape.xml doc/classes/ProjectSettings.xml #: doc/classes/RigidBody.xml doc/classes/SphereShape.xml #: doc/classes/StaticBody.xml msgid "3D Physics Tests Demo" msgstr "" #: doc/classes/BoxShape.xml doc/classes/CollisionShape.xml #: modules/gridmap/doc_classes/GridMap.xml doc/classes/KinematicBody.xml #: doc/classes/Mesh.xml doc/classes/MeshInstance.xml #: doc/classes/MeshLibrary.xml msgid "3D Kinematic Character Demo" msgstr "" #: doc/classes/BoxShape.xml msgid "" "The box's half extents. The width, height and depth of this shape is twice " "the half extents." msgstr "" #: doc/classes/Button.xml msgid "Standard themed Button." msgstr "標準のテーマボタン。" #: doc/classes/Button.xml msgid "" "Button is the standard themed button. It can contain text and an icon, and " "will display them according to the current [Theme].\n" "[b]Example of creating a button and assigning an action when pressed by code:" "[/b]\n" "[codeblock]\n" "func _ready():\n" " var button = Button.new()\n" " button.text = \"Click me\"\n" " button.connect(\"pressed\", self, \"_button_pressed\")\n" " add_child(button)\n" "\n" "func _button_pressed():\n" " print(\"Hello world!\")\n" "[/codeblock]\n" "Buttons (like all Control nodes) can also be created in the editor, but some " "situations may require creating them from code.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node.\n" "[b]Note:[/b] Buttons do not interpret touch input and therefore don't " "support multitouch, since mouse emulation can only press one button at a " "given time. Use [TouchScreenButton] for buttons that trigger gameplay " "movement or actions, as [TouchScreenButton] supports multitouch." msgstr "" #: doc/classes/Button.xml doc/classes/Dictionary.xml #: doc/classes/GridContainer.xml doc/classes/OS.xml #: doc/classes/PoolStringArray.xml doc/classes/ProjectSettings.xml #: doc/classes/ResourceLoader.xml doc/classes/RichTextLabel.xml msgid "OS Test Demo" msgstr "" #: doc/classes/Button.xml msgid "" "Text alignment policy for the button's text, use one of the [enum TextAlign] " "constants." msgstr "" #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " "clipped, when disabled the Button will always be wide enough to hold the " "text." msgstr "" #: doc/classes/Button.xml msgid "" "When enabled, the button's icon will expand/shrink to fit the button's size " "while keeping its aspect." msgstr "" #: doc/classes/Button.xml msgid "Flat buttons don't display decoration." msgstr "" #: doc/classes/Button.xml msgid "" "Button's icon, if text is present the icon will be placed before the text.\n" "To edit margin and spacing of the icon, use [code]hseparation[/code] theme " "property of [Button] and [code]content_margin_*[/code] properties of the " "used [StyleBox]es." msgstr "" #: doc/classes/Button.xml msgid "" "Specifies if the icon should be aligned to the left, right, or center of a " "button. Uses the same [enum TextAlign] constants as the text alignment. If " "centered, text will draw on top of the icon." msgstr "" #: doc/classes/Button.xml doc/classes/LinkButton.xml msgid "The button's text that will be displayed inside the button's area." msgstr "" #: doc/classes/Button.xml msgid "Align the text to the left." msgstr "" #: doc/classes/Button.xml msgid "Align the text to the center." msgstr "" #: doc/classes/Button.xml msgid "Align the text to the right." msgstr "" #: doc/classes/Button.xml msgid "Default text [Color] of the [Button]." msgstr "" #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is disabled." msgstr "" #: doc/classes/Button.xml msgid "" "Text [Color] used when the [Button] is focused. Only replaces the normal " "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is being hovered." msgstr "" #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is being pressed." msgstr "" #: doc/classes/Button.xml msgid "The horizontal space between [Button]'s icon and text." msgstr "" #: doc/classes/Button.xml msgid "[Font] of the [Button]'s text." msgstr "" #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is disabled." msgstr "" #: doc/classes/Button.xml msgid "" "[StyleBox] used when the [Button] is focused. It is displayed over the " "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " "visual effect." msgstr "" #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is being hovered." msgstr "" #: doc/classes/Button.xml msgid "Default [StyleBox] for the [Button]." msgstr "" #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is being pressed." msgstr "" #: doc/classes/ButtonGroup.xml msgid "Group of Buttons." msgstr "" #: doc/classes/ButtonGroup.xml msgid "" "Group of [Button]. All direct and indirect children buttons become radios. " "Only one allows being pressed.\n" "[member BaseButton.toggle_mode] should be [code]true[/code]." msgstr "" #: doc/classes/ButtonGroup.xml msgid "" "Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see " "[member BaseButton.group])." msgstr "" #: doc/classes/ButtonGroup.xml msgid "Returns the current pressed button." msgstr "" #: doc/classes/ButtonGroup.xml #, fuzzy msgid "Emitted when one of the buttons of the group is pressed." msgstr "ボタンの長押しが停止されたときに発信されます。" #: doc/classes/CallbackTweener.xml msgid "Calls the specified method after optional delay." msgstr "" #: doc/classes/CallbackTweener.xml msgid "" "[CallbackTweener] is used to call a method in a tweening sequence. See " "[method SceneTreeTween.tween_callback] for more usage information.\n" "[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way " "to create [CallbackTweener]. Any [CallbackTweener] created manually will not " "function correctly." msgstr "" #: doc/classes/CallbackTweener.xml msgid "" "Makes the callback call delayed by given time in seconds. Example:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() " "after 2 seconds\n" "[/codeblock]" msgstr "" #: doc/classes/Camera.xml #, fuzzy msgid "Camera node, displays from a point of view." msgstr "カメラノード。視点(point of view)から表示。" #: doc/classes/Camera.xml #, fuzzy msgid "" "Camera is a special node that displays what is visible from its current " "location. Cameras register themselves in the nearest [Viewport] node (when " "ascending the tree). Only one camera can be active per viewport. If no " "viewport is available ascending the tree, the camera will register in the " "global viewport. In other words, a camera just provides 3D display " "capabilities to a [Viewport], and, without one, a scene registered in that " "[Viewport] (or higher viewports) can't be displayed." msgstr "" "カメラは、現在の位置から見えるものを表示する特殊なノードです。カメラは、最も" "近い[ビューポート]ノードに自分自身を登録します。1つのビューポートでアクティブ" "にできるカメラは1つだけです。利用可能なビューポートがない場合、カメラはグロー" "バルビューポートに登録されます。つまり、カメラは[ビューポート]に3D表示機能を" "提供するだけであり、カメラがなければその[ビューポート](またはそれより上位の" "ビューポート)に登録されたシーンは表示できないのです。" #: doc/classes/Camera.xml msgid "" "If this is the current camera, remove it from being current. If " "[code]enable_next[/code] is [code]true[/code], request to make the next " "camera current, if any." msgstr "" #: doc/classes/Camera.xml #, fuzzy msgid "Returns the camera's RID from the [VisualServer]." msgstr "[AudioServer] の出力時のサンプルレートを返します。" #: doc/classes/Camera.xml msgid "" "Returns the transform of the camera plus the vertical ([member v_offset]) " "and horizontal ([member h_offset]) offsets; and any other adjustments made " "to the position and orientation of the camera by subclassed cameras such as " "[ClippedCamera], [InterpolatedCamera] and [ARVRCamera]." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns [code]true[/code] if the given [code]layer[/code] in the [member " "cull_mask] is enabled, [code]false[/code] otherwise." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns the camera's frustum planes in world space units as an array of " "[Plane]s in the following order: near, far, left, top, right, bottom. Not to " "be confused with [member frustum_offset]." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns [code]true[/code] if the given position is behind the camera.\n" "[b]Note:[/b] A position which returns [code]false[/code] may still be " "outside the camera's field of view." msgstr "" #: doc/classes/Camera.xml msgid "" "Makes this camera the current camera for the [Viewport] (see class " "description). If the camera node is outside the scene tree, it will attempt " "to become current once it's added." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector from the screen point location directed along the " "camera. Orthogonal cameras are normalized. Perspective cameras account for " "perspective, screen width/height, etc." msgstr "" #: doc/classes/Camera.xml 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 [code]z_depth[/code] " "distance into the scene away from the camera." msgstr "" #: doc/classes/Camera.xml 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 "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position 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 "" #: doc/classes/Camera.xml msgid "" "Enables or disables the given [code]layer[/code] in the [member cull_mask]." msgstr "" #: doc/classes/Camera.xml msgid "" "Sets the camera projection to frustum mode (see [constant " "PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/" "code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in " "world space units. See also [member frustum_offset]." msgstr "" #: doc/classes/Camera.xml msgid "" "Sets the camera projection to orthogonal mode (see [constant " "PROJECTION_ORTHOGONAL]), by specifying a [code]size[/code], and the " "[code]z_near[/code] and [code]z_far[/code] clip planes in world space units. " "(As a hint, 2D games often use this projection, with values specified in " "pixels.)" msgstr "" #: doc/classes/Camera.xml msgid "" "Sets the camera projection to perspective mode (see [constant " "PROJECTION_PERSPECTIVE]), by specifying a [code]fov[/code] (field of view) " "angle in degrees, and the [code]z_near[/code] and [code]z_far[/code] clip " "planes in world space units." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns the 2D coordinate in the [Viewport] rectangle that maps to the given " "3D point in world space.\n" "[b]Note:[/b] When using this to position GUI elements over a 3D viewport, " "use [method is_position_behind] to prevent them from appearing if the 3D " "point is behind the camera:\n" "[codeblock]\n" "# This code block is part of a script that inherits from Spatial.\n" "# `control` is a reference to a node inheriting from Control.\n" "control.visible = not get_viewport().get_camera()." "is_position_behind(global_transform.origin)\n" "control.rect_position = get_viewport().get_camera()." "unproject_position(global_transform.origin)\n" "[/codeblock]" msgstr "" #: doc/classes/Camera.xml msgid "" "The culling mask that describes which 3D render layers are rendered by this " "camera." msgstr "" #: doc/classes/Camera.xml msgid "" "If [code]true[/code], the ancestor [Viewport] is currently using this " "camera.\n" "If multiple cameras are in the scene, one will always be made current. For " "example, if two [Camera] nodes are present in the scene and only one is " "current, setting one camera's [member current] to [code]false[/code] will " "cause the other camera to be made current." msgstr "" #: doc/classes/Camera.xml msgid "" "If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the " "[url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for " "objects changed in particular [code]_process[/code] methods. The Doppler " "effect is only simulated for [AudioStreamPlayer3D] nodes that have [member " "AudioStreamPlayer3D.doppler_tracking] set to a value other than [constant " "AudioStreamPlayer3D.DOPPLER_TRACKING_DISABLED].\n" "[b]Note:[/b] To toggle the Doppler effect preview in the editor, use the " "Perspective menu in the top-left corner of the 3D viewport and toggle " "[b]Enable Doppler[/b]." msgstr "" #: doc/classes/Camera.xml msgid "The [Environment] to use for this camera." msgstr "" #: doc/classes/Camera.xml msgid "" "The distance to the far culling boundary for this camera relative to its " "local Z axis." msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's field of view angle (in degrees). Only applicable in " "perspective mode. Since [member keep_aspect] locks one axis, [code]fov[/" "code] sets the other axis' field of view angle.\n" "For reference, the default vertical field of view value ([code]70.0[/code]) " "is equivalent to a horizontal FOV of:\n" "- ~86.07 degrees in a 4:3 viewport\n" "- ~96.50 degrees in a 16:10 viewport\n" "- ~102.45 degrees in a 16:9 viewport\n" "- ~117.06 degrees in a 21:9 viewport" msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's frustum offset. This can be changed from the default to create " "\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-" "shearing[/url].\n" "[b]Note:[/b] Only effective if [member projection] is [constant " "PROJECTION_FRUSTUM]." msgstr "" #: doc/classes/Camera.xml msgid "The horizontal (X) offset of the camera viewport." msgstr "" #: doc/classes/Camera.xml msgid "" "The axis to lock during [member fov]/[member size] adjustments. Can be " "either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]." msgstr "" #: doc/classes/Camera.xml msgid "" "The distance to the near culling boundary for this camera relative to its " "local Z axis." msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, " "objects' Z distance from the camera's local space scales their perceived " "size." msgstr "" #: doc/classes/Camera.xml msgid "" "The camera's size in meters measured as the diameter of the width or height, " "depending on [member keep_aspect]. Only applicable in orthogonal and frustum " "modes." msgstr "" #: doc/classes/Camera.xml msgid "The vertical (Y) offset of the camera viewport." msgstr "" #: doc/classes/Camera.xml msgid "" "Perspective projection. Objects on the screen becomes smaller when they are " "far away." msgstr "" #: doc/classes/Camera.xml msgid "" "Orthogonal projection, also known as orthographic projection. Objects remain " "the same size on the screen no matter how far away they are." msgstr "" #: doc/classes/Camera.xml msgid "" "Frustum projection. This mode allows adjusting [member frustum_offset] to " "create \"tilted frustum\" effects." msgstr "" #: doc/classes/Camera.xml msgid "" "Preserves the horizontal aspect ratio; also known as Vert- scaling. This is " "usually the best option for projects running in portrait mode, as taller " "aspect ratios will benefit from a wider vertical FOV." msgstr "" #: doc/classes/Camera.xml msgid "" "Preserves the vertical aspect ratio; also known as Hor+ scaling. This is " "usually the best option for projects running in landscape mode, as wider " "aspect ratios will automatically benefit from a wider horizontal FOV." msgstr "" #: doc/classes/Camera.xml msgid "" "Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] simulation (default)." msgstr "" #: doc/classes/Camera.xml msgid "" "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] by tracking positions of objects that are changed in [code]_process[/" "code]. Changes in the relative velocity of this camera compared to those " "objects affect how audio is perceived (changing the audio's [member " "AudioStreamPlayer3D.pitch_scale])." msgstr "" #: doc/classes/Camera.xml msgid "" "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] by tracking positions of objects that are changed in " "[code]_physics_process[/code]. Changes in the relative velocity of this " "camera compared to those objects affect how audio is perceived (changing the " "audio's [member AudioStreamPlayer3D.pitch_scale])." msgstr "" #: doc/classes/Camera2D.xml msgid "Camera node for 2D scenes." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Camera node for 2D scenes. It forces the screen (current layer) to scroll " "following this node. This makes it easier (and faster) to program scrollable " "scenes than manually changing the position of [CanvasItem]-based nodes.\n" "This node is intended to be a simple helper to get things going quickly, but " "more functionality may be desired to change how the camera works. To make " "your own custom camera node, inherit it from [Node2D] and change the " "transform of the canvas by setting [member Viewport.canvas_transform] in " "[Viewport] (you can obtain the current [Viewport] by using [method Node." "get_viewport]).\n" "Note that the [Camera2D] node's [code]position[/code] doesn't represent the " "actual position of the screen, which may differ due to applied smoothing or " "limits. You can use [method get_camera_screen_center] to get the real " "position." msgstr "" #: doc/classes/Camera2D.xml doc/classes/TileMap.xml doc/classes/TileSet.xml msgid "2D Isometric Demo" msgstr "" #: doc/classes/Camera2D.xml doc/classes/Environment.xml #: doc/classes/WorldEnvironment.xml msgid "2D HDR Demo" msgstr "" #: doc/classes/Camera2D.xml msgid "Aligns the camera to the tracked node." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-" "assigned camera." msgstr "" #: doc/classes/Camera2D.xml msgid "Forces the camera to update scroll immediately." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Returns the camera's [code]position[/code] (the tracked point the camera " "attempts to follow), relative to the origin.\n" "[b]Note:[/b] The returned value is not the same as [member Node2D.position] " "or [member Node2D.global_position], as it is affected by the [code]drag[/" "code] properties." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Returns the location of the [Camera2D]'s screen-center, relative to the " "origin.\n" "[b]Note:[/b] The real [code]position[/code] of the camera may be different, " "see [method get_camera_position]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Returns the specified margin. See also [member drag_margin_bottom], [member " "drag_margin_top], [member drag_margin_left], and [member drag_margin_right]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Returns the specified camera limit. See also [member limit_bottom], [member " "limit_top], [member limit_left], and [member limit_right]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Make this the current 2D camera for the scene (viewport and layer), in case " "there are many cameras in the scene." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Sets the camera's position immediately to its current smoothing " "destination.\n" "This method has no effect if [member smoothing_enabled] is [code]false[/" "code]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Sets the specified margin. See also [member drag_margin_bottom], [member " "drag_margin_top], [member drag_margin_left], and [member drag_margin_right]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Sets the specified camera limit. See also [member limit_bottom], [member " "limit_top], [member limit_left], and [member limit_right]." msgstr "" #: doc/classes/Camera2D.xml msgid "The Camera2D's anchor point. See [enum AnchorMode] constants." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera is the active camera for the current scene. " "Only one camera can be current, so setting a different camera [code]current[/" "code] will disable this one." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] " "or not a [Viewport], uses the default viewport instead." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Bottom margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the edge of the screen." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera only moves when reaching the horizontal " "drag margins. If [code]false[/code], the camera moves horizontally " "regardless of margins." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Left margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the edge of the screen." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Right margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the edge of the screen." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Top margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the edge of the screen." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera only moves when reaching the vertical drag " "margins. If [code]false[/code], the camera moves vertically regardless of " "margins." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], draws the camera's drag margin rectangle in the editor." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], draws the camera's limits rectangle in the editor." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], draws the camera's screen rectangle in the editor." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Bottom scroll limit in pixels. The camera stops moving when reaching this " "value." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Left scroll limit in pixels. The camera stops moving when reaching this " "value." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Right scroll limit in pixels. The camera stops moving when reaching this " "value." msgstr "" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera smoothly stops when reaches its limits.\n" "This property has no effect if [member smoothing_enabled] is [code]false[/" "code].\n" "[b]Note:[/b] To immediately update the camera's position to be within limits " "without smoothing, even with this setting enabled, invoke [method " "reset_smoothing]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Top scroll limit in pixels. The camera stops moving when reaching this value." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The camera's offset, useful for looking around or camera shake animations." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The horizontal offset of the camera, relative to the drag margins.\n" "[b]Note:[/b] Offset H is used only to force offset relative to margins. It's " "not updated in any way if drag margins are enabled and can be used to set " "initial offset." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The vertical offset of the camera, relative to the drag margins.\n" "[b]Note:[/b] Used the same as [member offset_h]." msgstr "" #: doc/classes/Camera2D.xml msgid "The camera's process callback. See [enum Camera2DProcessMode]." msgstr "" #: doc/classes/Camera2D.xml #, fuzzy msgid "If [code]true[/code], the camera view rotates with the target." msgstr "" "[code]true[/code] のとき、他のモニタリングしているエリアがこのエリアを検出で" "きます。" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera smoothly moves towards the target at " "[member smoothing_speed]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "Speed in pixels per second of the camera's smoothing effect when [member " "smoothing_enabled] is [code]true[/code]." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The camera's zoom relative to the viewport. Values larger than " "[code]Vector2(1, 1)[/code] zoom out and smaller values zoom in. For an " "example, use [code]Vector2(0.5, 0.5)[/code] for a 2× zoom-in, and " "[code]Vector2(4, 4)[/code] for a 4× zoom-out." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The camera's position is fixed so that the top-left corner is always at the " "origin." msgstr "" #: doc/classes/Camera2D.xml msgid "" "The camera's position takes into account vertical/horizontal offsets and the " "screen size." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml #: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml #: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" #: doc/classes/CameraFeed.xml msgid "" "A camera feed gives you access to a single physical camera attached to your " "device." msgstr "" #: doc/classes/CameraFeed.xml msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " "which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " "background." msgstr "" #: doc/classes/CameraFeed.xml #, fuzzy msgid "Returns the unique ID for this feed." msgstr "パラメータのサインを返します。" #: doc/classes/CameraFeed.xml #, fuzzy msgid "Returns the camera's name." msgstr "グラフの終端ノードを返します。" #: doc/classes/CameraFeed.xml #, fuzzy msgid "Returns the position of camera on the device." msgstr "[AudioStream] の位置を返します。" #: doc/classes/CameraFeed.xml #, fuzzy msgid "If [code]true[/code], the feed is active." msgstr "[code]true[/code]の場合、フィードバックが有効になります。" #: doc/classes/CameraFeed.xml msgid "The transform applied to the camera's image." msgstr "" #: doc/classes/CameraFeed.xml #, fuzzy msgid "No image set for the feed." msgstr "編集済みプロパティ用のヒントなし。" #: doc/classes/CameraFeed.xml msgid "Feed supplies RGB images." msgstr "" #: doc/classes/CameraFeed.xml msgid "Feed supplies YCbCr images that need to be converted to RGB." msgstr "" #: doc/classes/CameraFeed.xml msgid "" "Feed supplies separate Y and CbCr images that need to be combined and " "converted to RGB." msgstr "" #: doc/classes/CameraFeed.xml msgid "Unspecified position." msgstr "" #: doc/classes/CameraFeed.xml msgid "Camera is mounted at the front of the device." msgstr "" #: doc/classes/CameraFeed.xml msgid "Camera is mounted at the back of the device." msgstr "" #: doc/classes/CameraServer.xml msgid "Server keeping track of different cameras accessible in Godot." msgstr "" #: doc/classes/CameraServer.xml msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" "It is notably used to provide AR modules with a video feed from the camera.\n" "[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " "other platforms, no [CameraFeed]s will be available." msgstr "" #: doc/classes/CameraServer.xml #, fuzzy msgid "Adds the camera [code]feed[/code] to the camera server." msgstr "ディテールテクスチャと共に [code]UV[/code] を使用します。" #: doc/classes/CameraServer.xml msgid "Returns an array of [CameraFeed]s." msgstr "" #: doc/classes/CameraServer.xml #, fuzzy msgid "" "Returns the [CameraFeed] corresponding to the camera with the given " "[code]index[/code]." msgstr "インデックス [code]bus_idx[/code] を持つバスの名前を返します。" #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." msgstr "" #: doc/classes/CameraServer.xml #, fuzzy msgid "Removes the specified camera [code]feed[/code]." msgstr "インデックス [code]index[/code] のバスを削除します。" #: doc/classes/CameraServer.xml #, fuzzy msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "プロパティがインスペクタから削除されたときに発信。" #: doc/classes/CameraServer.xml #, fuzzy msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "プロパティがインスペクタから削除されたときに発信。" #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "" #: doc/classes/CameraServer.xml msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "" #: doc/classes/CameraServer.xml msgid "The Y component camera image." msgstr "" #: doc/classes/CameraServer.xml msgid "The CbCr component camera image." msgstr "" #: doc/classes/CameraTexture.xml msgid "Texture provided by a [CameraFeed]." msgstr "" #: doc/classes/CameraTexture.xml msgid "" "This texture gives access to the camera texture provided by a [CameraFeed].\n" "[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in " "a shader." msgstr "" #: doc/classes/CameraTexture.xml msgid "The ID of the [CameraFeed] for which we want to display the image." msgstr "" #: doc/classes/CameraTexture.xml msgid "" "Convenience property that gives access to the active property of the " "[CameraFeed]." msgstr "" #: doc/classes/CameraTexture.xml msgid "" "Which image within the [CameraFeed] we want access to, important if the " "camera image is split in a Y and CbCr component." msgstr "" #: doc/classes/CanvasItem.xml msgid "Base class of anything 2D." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Base class of anything 2D. Canvas items are laid out in a tree; children " "inherit and extend their parent's transform. [CanvasItem] is extended by " "[Control] for anything GUI-related, and by [Node2D] for anything related to " "the 2D engine.\n" "Any [CanvasItem] can draw. For this, [method update] is called by the " "engine, then [constant NOTIFICATION_DRAW] will be received on idle time to " "request redraw. Because of this, canvas items don't need to be redrawn on " "every frame, improving the performance significantly. Several functions for " "drawing on the [CanvasItem] are provided (see [code]draw_*[/code] " "functions). However, they can only be used inside [method _draw], its " "corresponding [method Object._notification] or methods connected to the " "[signal draw] signal.\n" "Canvas items are drawn in tree order. By default, children are on top of " "their parents so a root [CanvasItem] will be drawn behind everything. This " "behavior can be changed on a per-item basis.\n" "A [CanvasItem] can also be hidden, which will also hide its children. It " "provides many ways to change parameters such as modulation (for itself and " "its children) and self modulation (only for itself), as well as its blend " "mode.\n" "Ultimately, a transform notification can be requested, which will notify the " "node that its global position changed in case the parent tree changed.\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 @GDScript.deg2rad]." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/CanvasLayer.xml #: doc/classes/InputEvent.xml doc/classes/Viewport.xml msgid "Viewport and canvas transforms" msgstr "" #: doc/classes/CanvasItem.xml doc/classes/Control.xml doc/classes/Node2D.xml msgid "Custom drawing in 2D" msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Called when [CanvasItem] has been requested to redraw (when [method update] " "is called, either manually or by the engine).\n" "Corresponds to the [constant NOTIFICATION_DRAW] notification in [method " "Object._notification]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a unfilled arc between the given angles. The larger the value of " "[code]point_count[/code], the smoother the curve. See also [method " "draw_circle].\n" "[b]Note:[/b] Line drawing is not accelerated by batching if " "[code]antialiased[/code] is [code]true[/code].\n" "[b]Note:[/b] Due to how it works, built-in antialiasing will not look " "correct for translucent lines and may not work on certain platforms. As a " "workaround, install the [url=https://github.com/godot-extended-libraries/" "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " "AntialiasedRegularPolygon2D node. That node relies on a texture with custom " "mipmaps to perform antialiasing. 2D batching is also still supported with " "those antialiased lines." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a string character using a custom font. Returns the advance, depending " "on the character width and kerning with an optional next character." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" "libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then " "create an AntialiasedRegularPolygon2D node. That node relies on a texture " "with custom mipmaps to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a colored polygon of any amount of points, convex or concave. Unlike " "[method draw_polygon], a single color must be specified for the whole " "polygon.\n" "[b]Note:[/b] Due to how it works, built-in antialiasing will not look " "correct for translucent polygons and may not work on certain platforms. As a " "workaround, install the [url=https://github.com/godot-extended-libraries/" "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " "AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " "to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " "can be optionally antialiased. See also [method draw_multiline] and [method " "draw_polyline].\n" "[b]Note:[/b] Line drawing is not accelerated by batching if " "[code]antialiased[/code] is [code]true[/code].\n" "[b]Note:[/b] Due to how it works, built-in antialiasing will not look " "correct for translucent lines and may not work on certain platforms. As a " "workaround, install the [url=https://github.com/godot-extended-libraries/" "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " "AntialiasedLine2D node. That node relies on a texture with custom mipmaps to " "perform antialiasing. 2D batching is also still supported with those " "antialiased lines." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for " "related documentation." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws multiple disconnected lines with a uniform [code]color[/code]. When " "drawing large amounts of lines, this is faster than using individual [method " "draw_line] calls. To draw interconnected lines, use [method draw_polyline] " "instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect. As a workaround, install the " "[url=https://github.com/godot-extended-libraries/godot-antialiased-" "line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D " "node. That node relies on a texture with custom mipmaps to perform " "antialiasing. 2D batching is also still supported with those antialiased " "lines." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws multiple disconnected lines with a uniform [code]width[/code] and " "segment-by-segment coloring. Colors assigned to line segments match by index " "between [code]points[/code] and [code]colors[/code]. When drawing large " "amounts of lines, this is faster than using individual [method draw_line] " "calls. To draw interconnected lines, use [method draw_polyline_colors] " "instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect. As a workaround, install the " "[url=https://github.com/godot-extended-libraries/godot-antialiased-" "line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D " "node. That node relies on a texture with custom mipmaps to perform " "antialiasing. 2D batching is also still supported with those antialiased " "lines." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a [MultiMesh] in 2D with the provided texture. See " "[MultiMeshInstance2D] for related documentation." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a solid polygon of any amount of points, convex or concave. Unlike " "[method draw_colored_polygon], each point's color can be changed " "individually. See also [method draw_polyline] and [method " "draw_polyline_colors].\n" "[b]Note:[/b] Due to how it works, built-in antialiasing will not look " "correct for translucent polygons and may not work on certain platforms. As a " "workaround, install the [url=https://github.com/godot-extended-libraries/" "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " "AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " "to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " "[code]width[/code] and optional antialiasing. When drawing large amounts of " "lines, this is faster than using individual [method draw_line] calls. To " "draw disconnected lines, use [method draw_multiline] instead. See also " "[method draw_polygon].\n" "[b]Note:[/b] Due to how it works, built-in antialiasing will not look " "correct for translucent polygons and may not work on certain platforms. As a " "workaround, install the [url=https://github.com/godot-extended-libraries/" "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " "AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " "to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" "code]. When drawing large amounts of lines, this is faster than using " "individual [method draw_line] calls. To draw disconnected lines, use [method " "draw_multiline_colors] instead. See also [method draw_polygon].\n" "[b]Note:[/b] Due to how it works, built-in antialiasing will not look " "correct for translucent polygons and may not work on certain platforms. As a " "workaround, install the [url=https://github.com/godot-extended-libraries/" "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " "AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " "to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " "for a triangle, and 4 points for a quad. If 0 points or more than 4 points " "are specified, nothing will be drawn and an error message will be printed. " "See also [method draw_line], [method draw_polyline], [method draw_polygon], " "and [method draw_rect]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a rectangle. If [code]filled[/code] is [code]true[/code], the " "rectangle will be filled with the [code]color[/code] specified. If " "[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a " "stroke with the [code]color[/code] and [code]width[/code] specified. If " "[code]antialiased[/code] is [code]true[/code], the lines will attempt to " "perform antialiasing using OpenGL line smoothing.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only " "effective if [code]filled[/code] is [code]false[/code].\n" "[b]Note:[/b] Due to how it works, built-in antialiasing will not look " "correct for translucent polygons and may not work on certain platforms. As a " "workaround, install the [url=https://github.com/godot-extended-libraries/" "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " "AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " "to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Sets a custom transform for drawing via components. Anything drawn " "afterwards will be transformed by this." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Sets a custom transform for drawing via matrix. Anything drawn afterwards " "will be transformed by this." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws [code]text[/code] using the specified [code]font[/code] at the " "[code]position[/code] (bottom-left corner using the baseline of the font). " "The text will have its color multiplied by [code]modulate[/code]. If " "[code]clip_w[/code] is greater than or equal to 0, the text will be clipped " "if it exceeds the specified width.\n" "[b]Example using the default project font:[/b]\n" "[codeblock]\n" "# If using this method in a script that redraws constantly, move the\n" "# `default_font` declaration to a member variable assigned in `_ready()`\n" "# so the Control is only created once.\n" "var default_font = Control.new().get_font(\"font\")\n" "draw_string(default_font, Vector2(64, 64), \"Hello world\")\n" "[/codeblock]\n" "See also [method Font.draw]." msgstr "" #: doc/classes/CanvasItem.xml msgid "Draws a styled rectangle." msgstr "" #: doc/classes/CanvasItem.xml msgid "Draws a texture at a given position." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a textured rectangle at a given position, optionally modulated by a " "color. If [code]transpose[/code] is [code]true[/code], the texture will have " "its X and Y coordinates swapped." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a textured rectangle region at a given position, optionally modulated " "by a color. If [code]transpose[/code] is [code]true[/code], the texture will " "have its X and Y coordinates swapped." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/Spatial.xml msgid "" "Forces the transform to update. Transform changes in physics are not instant " "for performance reasons. Transforms are accumulated and then set. Use this " "if you need an up-to-date transform when doing physics operations." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns the [RID] of the [World2D] canvas where this item is in." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns the canvas item RID used by [VisualServer] for this item." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns the transform matrix of this item's canvas." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is " "in using the coordinate system of the [CanvasLayer]." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns the global transform matrix of this item." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the global transform matrix of this item in relation to the canvas." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns the mouse's position in this [CanvasItem] using the local coordinate " "system of this [CanvasItem]." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns the transform matrix of this item." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns the viewport's boundaries as a [Rect2]." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns this item's transform in relation to the viewport." msgstr "" #: doc/classes/CanvasItem.xml msgid "Returns the [World2D] where this item is in." msgstr "" #: doc/classes/CanvasItem.xml #, fuzzy msgid "" "Hide the [CanvasItem] if it's currently visible. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" "配列をクリアします。これは、[code]0[/code]のサイズで[method resize]を使用する" "のと同じです。" #: doc/classes/CanvasItem.xml msgid "" "Returns [code]true[/code] if local transform notifications are communicated " "to children." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns [code]true[/code] if the node is set as top-level. See [method " "set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns [code]true[/code] if global transform notifications are communicated " "to children." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns [code]true[/code] if the node is present in the [SceneTree], its " "[member visible] property is [code]true[/code] and all its antecedents are " "also visible. If any antecedent is hidden, this node will not be visible in " "the scene tree, and is consequently not drawn (see [method _draw])." msgstr "" #: doc/classes/CanvasItem.xml msgid "Assigns [code]screen_point[/code] as this node's new local transform." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Transformations issued by [code]event[/code]'s inputs are applied in local " "space instead of global space." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" "i] inherit its transform from parent [CanvasItem]s. Its draw order will also " "be changed to make it draw on top of other [CanvasItem]s that are not set as " "top-level. The [CanvasItem] will effectively act as if it was placed as a " "child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [code]enable[/code] is [code]true[/code], this node will receive " "[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform " "changes." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [code]enable[/code] is [code]true[/code], this node will receive " "[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Show the [CanvasItem] if it's currently hidden. This is equivalent to " "setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is " "visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. " "This only occurs [b]once[/b] per frame, even if this method has been called " "multiple times." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." msgstr "" #: doc/classes/CanvasItem.xml msgid "The material applied to textures on this [CanvasItem]." msgstr "" #: doc/classes/CanvasItem.xml msgid "The color applied to textures on this [CanvasItem]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The color applied to textures on this [CanvasItem]. This is not inherited by " "children [CanvasItem]s." msgstr "" #: doc/classes/CanvasItem.xml msgid "If [code]true[/code], the object draws behind its parent." msgstr "" #: doc/classes/CanvasItem.xml msgid "If [code]true[/code], the object draws on top of its parent." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [code]true[/code], the parent [CanvasItem]'s [member material] property " "is used as this one's material." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "If [code]true[/code], this [CanvasItem] is drawn. The node is only visible " "if all of its antecedents are visible as well (in other words, [method " "is_visible_in_tree] must return [code]true[/code]).\n" "[b]Note:[/b] For controls that inherit [Popup], the correct way to make them " "visible is to call one of the multiple [code]popup*()[/code] functions " "instead." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Emitted when the [CanvasItem] must redraw, [i]after[/i] the related " "[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] " "is called.\n" "[b]Note:[/b] Deferred connections do not allow drawing through the " "[code]draw_*[/code] methods." msgstr "" #: doc/classes/CanvasItem.xml msgid "Emitted when becoming hidden." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Emitted when the item's [Rect2] boundaries (position or size) have changed, " "or when an action is taking place that may have impacted these boundaries (e." "g. changing [member Sprite.texture])." msgstr "" #: doc/classes/CanvasItem.xml msgid "Emitted when the visibility (hidden/visible) changes." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "" "Mix blending mode. Colors are assumed to be independent of the alpha " "(opacity) value." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "Additive blending mode." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "Subtractive blending mode." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "Multiplicative blending mode." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "" "Mix blending mode. Colors are assumed to be premultiplied by the alpha " "(opacity) value." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Disables blending mode. Colors including alpha are written as-is. Only " "applicable for render targets with a transparent background. No lighting " "will be applied." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The [CanvasItem]'s global transform has changed. This notification is only " "received if enabled by [method set_notify_transform]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The [CanvasItem]'s local transform has changed. This notification is only " "received if enabled by [method set_notify_local_transform]." msgstr "" #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] is requested to draw (see [method _draw])." msgstr "" #: doc/classes/CanvasItem.xml msgid "The [CanvasItem]'s visibility has changed." msgstr "" #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] has entered the canvas." msgstr "" #: doc/classes/CanvasItem.xml msgid "The [CanvasItem] has exited the canvas." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "A material for [CanvasItem]s." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "[CanvasItemMaterial]s provide a means of modifying the textures associated " "with a CanvasItem. They specialize in describing blend and lighting " "behaviors for textures. Use a [ShaderMaterial] to more fully customize a " "material's interactions with a [CanvasItem]." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "The manner in which a material's rendering is applied to underlying textures." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "The manner in which material reacts to lighting." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "The number of columns in the spritesheet assigned as [Texture] for a " "[Particles2D] or [CPUParticles2D].\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "If [code]true[/code], the particles animation will loop.\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "The number of rows in the spritesheet assigned as [Texture] for a " "[Particles2D] or [CPUParticles2D].\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" #: doc/classes/CanvasItemMaterial.xml #, fuzzy msgid "" "If [code]true[/code], enable spritesheet-based animation features when " "assigned to [Particles2D] and [CPUParticles2D] nodes. The [member " "ParticlesMaterial.anim_speed] or [member CPUParticles2D.anim_speed] should " "also be set to a positive value for the animation to play.\n" "This property (and other [code]particles_anim_*[/code] properties that " "depend on it) has no effect on other types of nodes." msgstr "" "[GPUParticles3D]および[CPUParticles3D]ノードに割り当てられたパーティクルシス" "テムに使用されます。[code]particles_anim_*[/code] プロパティを有効にしま" "す。\n" "アニメーションを再生するには、[member ParticlesMaterial.anim_speed]または" "[member CPUParticles3D.anim_speed]にも正の値を設定する必要があります。" #: doc/classes/CanvasItemMaterial.xml msgid "" "Render the material using both light and non-light sensitive material " "properties." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "Render the material as if there were no light." msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "Render the material as if there were only light." msgstr "" #: doc/classes/CanvasLayer.xml msgid "Canvas drawing layer." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "Canvas drawing layer. [CanvasItem] nodes that are direct or indirect " "children of a [CanvasLayer] will be drawn in that layer. The layer is a " "numeric index that defines the draw order. The default 2D scene renders with " "index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with " "index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or " "above), or backgrounds (in layer -1 or below)." msgstr "" #: doc/classes/CanvasLayer.xml msgid "Canvas layers" msgstr "" #: doc/classes/CanvasLayer.xml msgid "Returns the RID of the canvas used by this layer." msgstr "" #: doc/classes/CanvasLayer.xml #, fuzzy msgid "" "Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" "配列をクリアします。これは、[code]0[/code]のサイズで[method resize]を使用する" "のと同じです。" #: doc/classes/CanvasLayer.xml #, fuzzy msgid "" "Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]true[/code]." msgstr "" "配列をクリアします。これは、[code]0[/code]のサイズで[method resize]を使用する" "のと同じです。" #: doc/classes/CanvasLayer.xml msgid "" "The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/" "code], uses the default viewport instead." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "If enabled, the [CanvasLayer] will use the viewport's transform, so it will " "move when camera moves instead of being anchored in a fixed position on the " "screen.\n" "Together with [member follow_viewport_scale] it can be used for a pseudo 3D " "effect." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "Scales the layer when using [member follow_viewport_enable]. Layers moving " "into the foreground should have increasing scales, while layers moving into " "the background should have decreasing scales." msgstr "" #: doc/classes/CanvasLayer.xml msgid "Layer index for draw order. Lower values are drawn first." msgstr "" #: doc/classes/CanvasLayer.xml msgid "The layer's base offset." msgstr "" #: doc/classes/CanvasLayer.xml msgid "The layer's rotation in radians." msgstr "" #: doc/classes/CanvasLayer.xml msgid "The layer's rotation in degrees." msgstr "" #: doc/classes/CanvasLayer.xml msgid "The layer's scale." msgstr "" #: doc/classes/CanvasLayer.xml msgid "The layer's transform." msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "If [code]false[/code], any [CanvasItem] under this [CanvasLayer] will be " "hidden.\n" "Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't " "propagated to underlying layers." msgstr "" #: doc/classes/CanvasLayer.xml #, fuzzy msgid "Emitted when visibility of the layer is changed. See [member visible]." msgstr "[member frame] が変更されたときに発信されます。" #: doc/classes/CanvasModulate.xml msgid "Tint the entire canvas." msgstr "" #: doc/classes/CanvasModulate.xml msgid "" "[CanvasModulate] tints the canvas elements using its assigned [member color]." msgstr "" #: doc/classes/CanvasModulate.xml msgid "The tint color to apply." msgstr "" #: doc/classes/CapsuleMesh.xml msgid "Class representing a capsule-shaped [PrimitiveMesh]." msgstr "" #: doc/classes/CapsuleMesh.xml msgid "" "Height of the middle cylindrical part of the capsule (without the " "hemispherical ends).\n" "[b]Note:[/b] The capsule's total height is equal to [member mid_height] + 2 " "* [member radius]." msgstr "" #: doc/classes/CapsuleMesh.xml msgid "Number of radial segments on the capsule mesh." msgstr "" #: doc/classes/CapsuleMesh.xml msgid "Radius of the capsule mesh." msgstr "" #: doc/classes/CapsuleMesh.xml msgid "Number of rings along the height of the capsule." msgstr "" #: doc/classes/CapsuleShape.xml msgid "Capsule shape for collisions." msgstr "" #: doc/classes/CapsuleShape.xml doc/classes/CapsuleShape2D.xml msgid "The capsule's height." msgstr "" #: doc/classes/CapsuleShape.xml doc/classes/CapsuleShape2D.xml msgid "The capsule's radius." msgstr "" #: doc/classes/CapsuleShape2D.xml msgid "Capsule shape for 2D collisions." msgstr "" #: doc/classes/CenterContainer.xml msgid "Keeps children controls centered." msgstr "" #: doc/classes/CenterContainer.xml msgid "" "CenterContainer keeps children controls centered. This container keeps all " "children to their minimum size, in the center." msgstr "" #: doc/classes/CenterContainer.xml msgid "" "If [code]true[/code], centers children relative to the [CenterContainer]'s " "top left corner." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "Controls how an individual character will be displayed in a [RichTextEffect]." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "By setting various properties on this object, you can control how individual " "characters will be displayed in a [RichTextEffect]." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "The index of the current character (starting from 0) for the " "[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "The Unicode codepoint the character will use. This only affects non-" "whitespace characters. [method @GDScript.ord] can be useful here. For " "example, the following will replace all characters with asterisks:\n" "[codeblock]\n" "# `char_fx` is the CharFXTransform parameter from `_process_custom_fx()`.\n" "# See the RichTextEffect documentation for details.\n" "char_fx.character = ord(\"*\")\n" "[/codeblock]" msgstr "" #: doc/classes/CharFXTransform.xml msgid "The color the character will be drawn with." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "The time elapsed since the [RichTextLabel] was added to the scene tree (in " "seconds). Time stops when the [RichTextLabel] is paused (see [member Node." "pause_mode]). Resets when the text in the [RichTextLabel] is changed.\n" "[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "Contains the arguments passed in the opening BBCode tag. By default, " "arguments are strings; if their contents match a type such as [bool], [int] " "or [float], they will be converted automatically. Color codes in the form " "[code]#rrggbb[/code] or [code]#rgb[/code] will be converted to an opaque " "[Color]. String arguments may not contain spaces, even if they're quoted. If " "present, quotes will also be present in the final string.\n" "For example, the opening BBCode tag [code][example foo=hello bar=true baz=42 " "color=#ffffff][/code] will map to the following [Dictionary]:\n" "[codeblock]\n" "{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, " "1)}\n" "[/codeblock]" msgstr "" #: doc/classes/CharFXTransform.xml msgid "The position offset the character will be drawn with (in pixels)." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "The index of the current character (starting from 0) for this " "[RichTextEffect] custom block. Setting this property won't affect drawing." msgstr "" #: doc/classes/CharFXTransform.xml msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " "their [member color] to [code]Color(1, 1, 1, 0)[/code] instead." msgstr "" #: doc/classes/CheckBox.xml msgid "Binary choice user interface widget. See also [CheckButton]." msgstr "" #: doc/classes/CheckBox.xml msgid "" "A checkbox allows the user to make a binary choice (choosing only one of two " "possible options). It's similar to [CheckButton] in functionality, but it " "has a different appearance. To follow established UX patterns, it's " "recommended to use CheckBox when toggling it has [b]no[/b] immediate effect " "on something. For instance, it should be used when toggling it will only do " "something once a confirmation button is pressed.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color." msgstr "" #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color when it's disabled." msgstr "" #: doc/classes/CheckBox.xml msgid "" "The [CheckBox] text's font color when it's focused. Only replaces the normal " "text color of the checkbox. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color when it's hovered." msgstr "" #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color when it's hovered and pressed." msgstr "" #: doc/classes/CheckBox.xml msgid "The [CheckBox] text's font color when it's pressed." msgstr "" #: doc/classes/CheckBox.xml msgid "The vertical offset used when rendering the check icons (in pixels)." msgstr "" #: doc/classes/CheckBox.xml msgid "The separation between the check icon and the text (in pixels)." msgstr "" #: doc/classes/CheckBox.xml msgid "The [Font] to use for the [CheckBox] text." msgstr "" #: doc/classes/CheckBox.xml msgid "The check icon to display when the [CheckBox] is checked." msgstr "" #: doc/classes/CheckBox.xml msgid "The check icon to display when the [CheckBox] is checked and disabled." msgstr "" #: doc/classes/CheckBox.xml msgid "" "If the [CheckBox] is configured as a radio button, the icon to display when " "the [CheckBox] is checked." msgstr "" #: doc/classes/CheckBox.xml msgid "" "If the [CheckBox] is configured as a radio button, the icon to display when " "the [CheckBox] is unchecked." msgstr "" #: doc/classes/CheckBox.xml msgid "The check icon to display when the [CheckBox] is unchecked." msgstr "" #: doc/classes/CheckBox.xml msgid "" "The check icon to display when the [CheckBox] is unchecked and disabled." msgstr "" #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is disabled." msgstr "" #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is focused." msgstr "" #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is hovered." msgstr "" #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is hovered and " "pressed." msgstr "" #: doc/classes/CheckBox.xml doc/classes/CheckButton.xml msgid "The [StyleBox] to display as a background." msgstr "" #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is pressed." msgstr "" #: doc/classes/CheckButton.xml msgid "Checkable button. See also [CheckBox]." msgstr "" #: doc/classes/CheckButton.xml msgid "" "CheckButton is a toggle button displayed as a check field. It's similar to " "[CheckBox] in functionality, but it has a different appearance. To follow " "established UX patterns, it's recommended to use CheckButton when toggling " "it has an [b]immediate[/b] effect on something. For instance, it should be " "used if toggling it enables/disables a setting without requiring the user to " "press a confirmation button.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color." msgstr "" #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's disabled." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The [CheckButton] text's font color when it's focused. Only replaces the " "normal text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's hovered." msgstr "" #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's hovered and pressed." msgstr "" #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's pressed." msgstr "" #: doc/classes/CheckButton.xml msgid "The vertical offset used when rendering the toggle icons (in pixels)." msgstr "" #: doc/classes/CheckButton.xml msgid "The separation between the toggle icon and the text (in pixels)." msgstr "" #: doc/classes/CheckButton.xml msgid "The [Font] to use for the [CheckButton] text." msgstr "" #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is unchecked." msgstr "" #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is unchecked and disabled." msgstr "" #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is checked." msgstr "" #: doc/classes/CheckButton.xml msgid "The icon to display when the [CheckButton] is checked and disabled." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is disabled." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is focused." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is hovered." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is hovered " "and pressed." msgstr "" #: doc/classes/CheckButton.xml msgid "" "The [StyleBox] to display as a background when the [CheckButton] is pressed." msgstr "" #: doc/classes/CircleShape2D.xml msgid "Circular shape for 2D collisions." msgstr "" #: doc/classes/CircleShape2D.xml msgid "" "Circular shape for 2D collisions. This shape is useful for modeling balls or " "small characters and its collision detection with everything else is very " "fast." msgstr "" #: doc/classes/CircleShape2D.xml msgid "The circle's radius." msgstr "" #: doc/classes/ClassDB.xml msgid "Class information repository." msgstr "" #: doc/classes/ClassDB.xml msgid "Provides access to metadata stored for every available class." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns [code]true[/code] if you can instance objects from the specified " "[code]class[/code], [code]false[/code] in other case." msgstr "" #: doc/classes/ClassDB.xml msgid "Returns whether the specified [code]class[/code] is available or not." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns a category associated with the class for use in documentation and " "the Asset Library. Debug mode required." msgstr "" #: doc/classes/ClassDB.xml #, fuzzy msgid "" "Returns an array with all the keys in [code]enum[/code] of [code]class[/" "code] or its ancestry." msgstr "" "キー [code]name[/code] を持つ [Animation] を返すか、見つからない場合は " "[code]null[/code] を返します。" #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the enums of [code]class[/code] or its ancestry." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns the value of the integer constant [code]name[/code] of [code]class[/" "code] or its ancestry. Always returns 0 when the constant could not be found." msgstr "" #: doc/classes/ClassDB.xml #, fuzzy msgid "" "Returns which enum the integer constant [code]name[/code] of [code]class[/" "code] or its ancestry belongs to." msgstr "" "キー [code]name[/code] を持つ [Animation] を返すか、見つからない場合は " "[code]null[/code] を返します。" #: doc/classes/ClassDB.xml msgid "" "Returns an array with the names all the integer constants of [code]class[/" "code] or its ancestry." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the methods of [code]class[/code] or its ancestry " "if [code]no_inheritance[/code] is [code]false[/code]. Every element of the " "array is a [Dictionary] with the following keys: [code]args[/code], " "[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/" "code], [code]return: (class_name, hint, hint_string, name, type, usage)[/" "code].\n" "[b]Note:[/b] In exported release builds the debug info is not available, so " "the returned dictionaries will contain only method names." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns the value of [code]property[/code] of [code]class[/code] or its " "ancestry." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the properties of [code]class[/code] or its " "ancestry if [code]no_inheritance[/code] is [code]false[/code]." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns the [code]signal[/code] data of [code]class[/code] or its ancestry. " "The returned value is a [Dictionary] with the following keys: [code]args[/" "code], [code]default_args[/code], [code]flags[/code], [code]id[/code], " "[code]name[/code], [code]return: (class_name, hint, hint_string, name, type, " "usage)[/code]." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the signals of [code]class[/code] or its ancestry " "if [code]no_inheritance[/code] is [code]false[/code]. Every element of the " "array is a [Dictionary] as described in [method class_get_signal]." msgstr "" #: doc/classes/ClassDB.xml #, fuzzy msgid "" "Returns whether [code]class[/code] or its ancestry has an enum called " "[code]name[/code] or not." msgstr "" "指定された名前 [code]name[/code] のサブノードが存在する場合、[code]true[/" "code] を返します。" #: doc/classes/ClassDB.xml msgid "" "Returns whether [code]class[/code] or its ancestry has an integer constant " "called [code]name[/code] or not." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns whether [code]class[/code] (or its ancestry if [code]no_inheritance[/" "code] is [code]false[/code]) has a method called [code]method[/code] or not." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns whether [code]class[/code] or its ancestry has a signal called " "[code]signal[/code] or not." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Sets [code]property[/code] value of [code]class[/code] to [code]value[/code]." msgstr "" #: doc/classes/ClassDB.xml msgid "Returns the names of all the classes available." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns the names of all the classes that directly or indirectly inherit " "from [code]class[/code]." msgstr "" #: doc/classes/ClassDB.xml msgid "Returns the parent class of [code]class[/code]." msgstr "" #: doc/classes/ClassDB.xml msgid "Creates an instance of [code]class[/code]." msgstr "" #: doc/classes/ClassDB.xml msgid "Returns whether this [code]class[/code] is enabled or not." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns whether [code]inherits[/code] is an ancestor of [code]class[/code] " "or not." msgstr "" #: doc/classes/ClippedCamera.xml msgid "A [Camera] that includes collision." msgstr "" #: doc/classes/ClippedCamera.xml msgid "" "This node extends [Camera] to add collisions with [Area] and/or " "[PhysicsBody] nodes. The camera cannot move through colliding objects." msgstr "" #: doc/classes/ClippedCamera.xml msgid "" "Adds a collision exception so the camera does not collide with the specified " "node." msgstr "" #: doc/classes/ClippedCamera.xml msgid "" "Adds a collision exception so the camera does not collide with the specified " "[RID]." msgstr "" #: doc/classes/ClippedCamera.xml msgid "Removes all collision exceptions." msgstr "" #: doc/classes/ClippedCamera.xml msgid "Returns the distance the camera has been offset due to a collision." msgstr "" #: doc/classes/ClippedCamera.xml msgid "" "Returns [code]true[/code] if the specified bit index is on.\n" "[b]Note:[/b] Bit indices range from 0-19." msgstr "" #: doc/classes/ClippedCamera.xml msgid "Removes a collision exception with the specified node." msgstr "" #: doc/classes/ClippedCamera.xml msgid "Removes a collision exception with the specified [RID]." msgstr "" #: doc/classes/ClippedCamera.xml msgid "" "Sets the specified bit index to the [code]value[/code].\n" "[b]Note:[/b] Bit indices range from 0-19." msgstr "" #: doc/classes/ClippedCamera.xml #, fuzzy msgid "If [code]true[/code], the camera stops on contact with [Area]s." msgstr "" "[code]true[/code] のとき、他のモニタリングしているエリアがこのエリアを検出で" "きます。" #: doc/classes/ClippedCamera.xml #, fuzzy msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s." msgstr "" "[code]true[/code]の場合、エリアは関連するオーディオにリバーブを適用します。" #: doc/classes/ClippedCamera.xml #, fuzzy msgid "" "The camera's collision mask. Only objects in at least one collision layer " "matching the mask will be detected. See [url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]Collision layers and " "masks[/url] in the documentation for more information." msgstr "" "このエリアの物理レイヤーです。衝突可能なオブジェクトは32個あるレイヤーのいず" "れにも存在できます。たとえば、オブジェクトAが、オブジェクトBのスキャンするレ" "イヤーに存在しているか、あるいはオブジェクトBが、オブジェクトAのスキャンする" "レイヤーに存在しているとき、接触が検知されます。[member collision_mask] も参" "照。" #: doc/classes/ClippedCamera.xml msgid "" "The camera's collision margin. The camera can't get closer than this " "distance to a colliding object." msgstr "" #: doc/classes/ClippedCamera.xml msgid "The camera's process callback. See [enum ProcessMode]." msgstr "" #: doc/classes/CollisionObject.xml msgid "Base node for collision objects." msgstr "" #: doc/classes/CollisionObject.xml msgid "" "CollisionObject is the base class for physics objects. It can hold any " "number of collision [Shape]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " "through code using the [code]shape_owner_*[/code] methods." msgstr "" #: doc/classes/CollisionObject.xml msgid "" "Receives unhandled [InputEvent]s. [code]position[/code] is the location in " "world space of the mouse pointer on the surface of the shape with index " "[code]shape_idx[/code] and [code]normal[/code] is the normal vector of the " "surface at that point. Connect to the [signal input_event] signal to easily " "pick up these events." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "" "Creates a new shape owner for the given object. Returns [code]owner_id[/" "code] of the new owner for future reference." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "" "Returns whether or not the specified [code]bit[/code] of the [member " "collision_layer] is set." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "" "Returns whether or not the specified [code]bit[/code] of the [member " "collision_mask] is set." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml #: doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "" "Returns an [Array] of [code]owner_id[/code] identifiers. You can use these " "ids in other methods that take [code]owner_id[/code] as an argument." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "If [code]true[/code], the shape owner and its shapes are disabled." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Removes the given shape owner." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "" "If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/" "code] in the the [member collision_layer].\n" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" "code] in the the [member collision_layer]." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "" "If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/" "code] in the the [member collision_mask].\n" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" "code] in the the [member collision_mask]." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Returns the [code]owner_id[/code] of the given shape." msgstr "" #: doc/classes/CollisionObject.xml #, fuzzy msgid "Adds a [Shape] to the shape owner." msgstr "アニメーションにトラックを追加します。" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Removes all shapes from the shape owner." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Returns the parent object of the given shape owner." msgstr "" #: doc/classes/CollisionObject.xml #, fuzzy msgid "Returns the [Shape] with the given id from the given shape owner." msgstr "与えられたベクトルに対する角度をラジアンで返します。" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Returns the number of shapes the given shape owner contains." msgstr "" #: doc/classes/CollisionObject.xml #, fuzzy msgid "" "Returns the child index of the [Shape] with the given id from the given " "shape owner." msgstr "名前 [code]bus_name[/code] のバスのインデックスを返します。" #: doc/classes/CollisionObject.xml msgid "Returns the shape owner's [Transform]." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Removes a shape from the given shape owner." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "If [code]true[/code], disables the given shape owner." msgstr "" #: doc/classes/CollisionObject.xml msgid "Sets the [Transform] of the given shape owner." msgstr "" #: doc/classes/CollisionObject.xml #, fuzzy msgid "" "The physics layers this CollisionObject3D is in. Collision objects can exist " "in one or more of 32 different layers. See also [member collision_mask].\n" "[b]Note:[/b] A contact is detected if object A is in any of the layers that " "object B scans, or object B is in any layers that object A scans. See " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" "このエリアの物理レイヤーです。衝突可能なオブジェクトは32個あるレイヤーのいず" "れにも存在できます。たとえば、オブジェクトAが、オブジェクトBのスキャンするレ" "イヤーに存在しているか、あるいはオブジェクトBが、オブジェクトAのスキャンする" "レイヤーに存在しているとき、接触が検知されます。[member collision_mask] も参" "照。" #: doc/classes/CollisionObject.xml #, fuzzy msgid "" "The physics layers this CollisionObject3D scans. Collision objects can scan " "one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] A contact is detected if object A is in any of the layers that " "object B scans, or object B is in any layers that object A scans. See " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" "このエリアの物理レイヤーです。衝突可能なオブジェクトは32個あるレイヤーのいず" "れにも存在できます。たとえば、オブジェクトAが、オブジェクトBのスキャンするレ" "イヤーに存在しているか、あるいはオブジェクトBが、オブジェクトAのスキャンする" "レイヤーに存在しているとき、接触が検知されます。[member collision_mask] も参" "照。" #: doc/classes/CollisionObject.xml #, fuzzy msgid "" "If [code]true[/code], the [CollisionObject] will continue to receive input " "events as the mouse is dragged across its shapes." msgstr "" "[code]true[/code]の場合、オブジェクトは距離に関係なく同じサイズでレンダリング" "されます。" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "" "If [code]true[/code], this object is pickable. A pickable object can detect " "the mouse pointer entering/leaving, and if the mouse is inside it, report " "input events. Requires at least one [member collision_layer] bit to be set." msgstr "" #: doc/classes/CollisionObject.xml msgid "" "Emitted when the object receives an unhandled [InputEvent]. [code]position[/" "code] is the location in world space of the mouse pointer on the surface of " "the shape with index [code]shape_idx[/code] and [code]normal[/code] is the " "normal vector of the surface at that point." msgstr "" #: doc/classes/CollisionObject.xml msgid "Emitted when the mouse pointer enters any of this object's shapes." msgstr "" #: doc/classes/CollisionObject.xml msgid "Emitted when the mouse pointer exits all this object's shapes." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "Base node for 2D collision objects." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "CollisionObject2D is the base class for 2D physics objects. It can hold any " "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " "through code using the [code]shape_owner_*[/code] methods.\n" "[b]Note:[/b] Only collisions between objects within the same canvas " "([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " "collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Accepts unhandled [InputEvent]s. Requires [member input_pickable] to be " "[code]true[/code]. [code]shape_idx[/code] is the child index of the clicked " "[Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up " "these events." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Returns the [code]one_way_collision_margin[/code] of the shape owner " "identified by given [code]owner_id[/code]." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Returns [code]true[/code] if collisions for the shape owner originating from " "this [CollisionObject2D] will not be reported to collided with " "[CollisionObject2D]s." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "Adds a [Shape2D] to the shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "Returns the [Shape2D] with the given id from the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Returns the child index of the [Shape2D] with the given id from the given " "shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "Returns the shape owner's [Transform2D]." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "If [code]enable[/code] is [code]true[/code], collisions for the shape owner " "originating from this [CollisionObject2D] will not be reported to collided " "with [CollisionObject2D]s." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Sets the [code]one_way_collision_margin[/code] of the shape owner identified " "by given [code]owner_id[/code] to [code]margin[/code] pixels." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "Sets the [Transform2D] of the given shape owner." msgstr "" #: doc/classes/CollisionObject2D.xml #, fuzzy msgid "" "The physics layers this CollisionObject2D is in. Collision objects can exist " "in one or more of 32 different layers. See also [member collision_mask].\n" "[b]Note:[/b] A contact is detected if object A is in any of the layers that " "object B scans, or object B is in any layers that object A scans. See " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" "このエリアの物理レイヤーです。衝突可能なオブジェクトは32個あるレイヤーのいず" "れにも存在できます。たとえば、オブジェクトAが、オブジェクトBのスキャンするレ" "イヤーに存在しているか、あるいはオブジェクトBが、オブジェクトAのスキャンする" "レイヤーに存在しているとき、接触が検知されます。[member collision_mask] も参" "照。" #: doc/classes/CollisionObject2D.xml #, fuzzy msgid "" "The physics layers this CollisionObject2D scans. Collision objects can scan " "one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] A contact is detected if object A is in any of the layers that " "object B scans, or object B is in any layers that object A scans. See " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" "このエリアの物理レイヤーです。衝突可能なオブジェクトは32個あるレイヤーのいず" "れにも存在できます。たとえば、オブジェクトAが、オブジェクトBのスキャンするレ" "イヤーに存在しているか、あるいはオブジェクトBが、オブジェクトAのスキャンする" "レイヤーに存在しているとき、接触が検知されます。[member collision_mask] も参" "照。" #: doc/classes/CollisionObject2D.xml msgid "" "Emitted when an input event occurs. Requires [member input_pickable] to be " "[code]true[/code] and at least one [code]collision_layer[/code] bit to be " "set. See [method _input_event] for details." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Emitted when the mouse pointer enters any of this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one " "[code]collision_layer[/code] bit to be set." msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Emitted when the mouse pointer exits all this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one " "[code]collision_layer[/code] bit to be set." msgstr "" #: doc/classes/CollisionPolygon.xml msgid "Editor-only class for defining a collision polygon in 3D space." msgstr "" #: doc/classes/CollisionPolygon.xml msgid "" "Allows editing a collision polygon's vertices on a selected plane. Can also " "set a depth perpendicular to that plane. This class is only available in the " "editor. It will not appear in the scene tree at run-time. Creates a [Shape] " "for gameplay. Properties modified during gameplay will have no effect." msgstr "" #: doc/classes/CollisionPolygon.xml msgid "" "Length that the resulting collision extends in either direction " "perpendicular to its polygon." msgstr "" #: doc/classes/CollisionPolygon.xml msgid "If [code]true[/code], no collision will be produced." msgstr "" #: doc/classes/CollisionPolygon.xml msgid "" "The collision margin for the generated [Shape]. See [member Shape.margin] " "for more details." msgstr "" #: doc/classes/CollisionPolygon.xml msgid "" "Array of vertices which define the polygon.\n" "[b]Note:[/b] The returned value is a copy of the original. Methods which " "mutate the size or properties of the return value will not impact the " "original polygon. To change properties of the polygon, assign it to a " "temporary variable and make changes before reassigning the [code]polygon[/" "code] member." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "Defines a 2D collision polygon." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygons " "can be drawn in the editor or specified by a list of vertices." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "Collision build mode. Use one of the [enum BuildMode] constants." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "If [code]true[/code], no collisions will be detected." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " "[CollisionPolygon2D]'s rotation, will collide with other objects.\n" "[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " "child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "The margin used for one-way collision (in pixels). Higher values will make " "the shape thicker, and work better for colliders that enter the polygon at a " "high velocity." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "The polygon's list of vertices. The final point will be connected to the " "first. The returned value is a clone of the [PoolVector2Array], not a " "reference." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "Collisions will include the polygon and its contained area." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "Collisions will only include the polygon edges." msgstr "" #: doc/classes/CollisionShape.xml msgid "Node that represents collision shape data in 3D space." msgstr "" #: doc/classes/CollisionShape.xml msgid "" "Editor facility for creating and editing collision shapes in 3D space. You " "can use this node to represent all sorts of collision shapes, for example, " "add this to an [Area] to give it a detection shape, or add it to a " "[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-" "only helper to create shapes, use [method CollisionObject." "shape_owner_get_shape] to get the actual shape." msgstr "" #: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/Physics2DDirectSpaceState.xml #: doc/classes/PhysicsDirectBodyState.xml #: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RigidBody.xml #, fuzzy msgid "Physics introduction" msgstr "キュービック補間。" #: doc/classes/CollisionShape.xml msgid "" "Sets the collision shape's shape to the addition of all its convexed " "[MeshInstance] siblings geometry." msgstr "" #: doc/classes/CollisionShape.xml msgid "" "If this method exists within a script it will be called whenever the shape " "resource has been modified." msgstr "" #: doc/classes/CollisionShape.xml msgid "A disabled collision shape has no effect in the world." msgstr "" #: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml msgid "The actual shape owned by this collision shape." msgstr "" #: doc/classes/CollisionShape2D.xml msgid "Node that represents collision shape data in 2D space." msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Editor facility for creating and editing collision shapes in 2D space. You " "can use this node to represent all sorts of collision shapes, for example, " "add this to an [Area2D] to give it a detection shape, or add it to a " "[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an " "Editor-only helper to create shapes, use [method CollisionObject2D." "shape_owner_get_shape] to get the actual shape." msgstr "" #: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml #: doc/classes/RectangleShape2D.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml msgid "2D Kinematic Character Demo" msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "A disabled collision shape has no effect in the world. This property should " "be changed with [method Object.set_deferred]." msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " "(top or bottom).\n" "[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " "child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "The margin used for one-way collision (in pixels). Higher values will make " "the shape thicker, and work better for colliders that enter the shape at a " "high velocity." msgstr "" #: doc/classes/Color.xml msgid "Color in RGBA format using floats on the range of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " "alpha component is often used for opacity. Values are in floating-point and " "usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " "accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" "X11_color_names]X11 color names[/url].\n" "If you want to supply values in a range of 0 to 255, you should use [method " "@GDScript.Color8].\n" "[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/" "code] if it's equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). " "Otherwise, a Color will always evaluate to [code]true[/code].\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "color_constants.png]Color constants cheatsheet[/url]" msgstr "" #: doc/classes/Color.xml doc/classes/ColorPickerButton.xml msgid "2D GD Paint Demo" msgstr "" #: doc/classes/Color.xml doc/classes/ColorPicker.xml msgid "Tween Demo" msgstr "" #: doc/classes/Color.xml doc/classes/ColorPickerButton.xml msgid "GUI Drag And Drop Demo" msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a color from an HTML hexadecimal color string in ARGB or RGB " "format. See also [method @GDScript.ColorN].\n" "[codeblock]\n" "# Each of the following creates the same color RGBA(178, 217, 10, 255).\n" "var c1 = Color(\"#ffb2d90a\") # ARGB format with \"#\".\n" "var c2 = Color(\"ffb2d90a\") # ARGB format.\n" "var c3 = Color(\"#b2d90a\") # RGB format with \"#\".\n" "var c4 = Color(\"b2d90a\") # RGB format.\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" "var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a color from RGB values, typically between 0 and 1. Alpha will be " "1.\n" "[codeblock]\n" "var color = Color(0.2, 1.0, 0.7) # Similar to Color8(51, 255, 178, 255)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a color from RGBA values, typically between 0 and 1.\n" "[codeblock]\n" "var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to Color8(51, 255, 178, " "204)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns a new color resulting from blending this color over another. If the " "color is opaque, the result is also opaque. The second color may have a " "range of alpha values.\n" "[codeblock]\n" "var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%\n" "var fg = Color(1.0, 0.0, 0.0, 0.5) # Red with alpha of 50%\n" "var blended_color = bg.blend(fg) # Brown with alpha of 75%\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" "var color = Color(0.3, 0.4, 0.9)\n" "var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " "102, 255)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns a new color resulting from making this color darker by the specified " "percentage (ratio from 0 to 1).\n" "[codeblock]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var darkgreen = green.darkened(0.2) # 20% darker than regular green\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" "var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " "50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the luminance of the color in the [code][0.0, 1.0][/code] range.\n" "This is useful when determining light or dark color. Colors with a luminance " "smaller than 0.5 can be generally considered dark." msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" "var color = Color(0.2, 0.45, 0.82)\n" "var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the inverted color [code](1 - r, 1 - g, 1 - b, a)[/code].\n" "[codeblock]\n" "var color = Color(0.3, 0.4, 0.9)\n" "var inverted_color = color.inverted() # Equivalent to Color(0.7, 0.6, 0.1)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns [code]true[/code] if this color and [code]color[/code] are " "approximately equal, by running [method @GDScript.is_equal_approx] on each " "component." msgstr "" #: doc/classes/Color.xml msgid "" "Returns a new color resulting from making this color lighter by the " "specified percentage (ratio from 0 to 1).\n" "[codeblock]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var lightgreen = green.lightened(0.2) # 20% lighter than regular green\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the linear interpolation with another color. The interpolation " "factor [code]weight[/code] is between 0 and 1.\n" "[codeblock]\n" "var c1 = Color(1.0, 0.0, 0.0)\n" "var c2 = Color(0.0, 1.0, 0.0)\n" "var li_c = c1.linear_interpolate(c2, 0.5) # Equivalent to Color(0.5, 0.5, " "0.0)\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 32-bit integer in ABGR format (each byte " "represents a color channel). ABGR is the reversed version of the default " "format.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr32()) # Prints 4281565439\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 64-bit integer in ABGR format (each word " "represents a color channel). ABGR is the reversed version of the default " "format.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr64()) # Prints -225178692812801\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 32-bit integer in ARGB format (each byte " "represents a color channel). ARGB is more compatible with DirectX.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb32()) # Prints 4294934323\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 64-bit integer in ARGB format (each word " "represents a color channel). ARGB is more compatible with DirectX.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb64()) # Prints -2147470541\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color's HTML hexadecimal color string in ARGB format (ex: " "[code]ff34f822[/code]).\n" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" "var color = Color(1, 1, 1, 0.5)\n" "var s1 = color.to_html() # Returns \"7fffffff\"\n" "var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 32-bit integer in RGBA format (each byte " "represents a color channel). RGBA is Godot's default format.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba32()) # Prints 4286526463\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 64-bit integer in RGBA format (each word " "represents a color channel). RGBA is Godot's default format.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba64()) # Prints -140736629309441\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml msgid "" "The color's alpha component, typically on the range of 0 to 1. A value of 0 " "means that the color is fully transparent. A value of 1 means that the color " "is fully opaque." msgstr "" #: doc/classes/Color.xml msgid "Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The color's blue component, typically on the range of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "Wrapper for [member b] that uses the range 0 to 255 instead of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The color's green component, typically on the range of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "Wrapper for [member g] that uses the range 0 to 255 instead of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The HSV hue of this color, on the range 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The color's red component, typically on the range of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "Wrapper for [member r] that uses the range 0 to 255 instead of 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The HSV saturation of this color, on the range 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "The HSV value (brightness) of this color, on the range 0 to 1." msgstr "" #: doc/classes/Color.xml msgid "Alice blue color." msgstr "" #: doc/classes/Color.xml msgid "Antique white color." msgstr "" #: doc/classes/Color.xml msgid "Aqua color." msgstr "" #: doc/classes/Color.xml msgid "Aquamarine color." msgstr "" #: doc/classes/Color.xml msgid "Azure color." msgstr "" #: doc/classes/Color.xml msgid "Beige color." msgstr "" #: doc/classes/Color.xml msgid "Bisque color." msgstr "" #: doc/classes/Color.xml msgid "Black color." msgstr "" #: doc/classes/Color.xml msgid "Blanche almond color." msgstr "" #: doc/classes/Color.xml msgid "Blue color." msgstr "" #: doc/classes/Color.xml msgid "Blue violet color." msgstr "" #: doc/classes/Color.xml msgid "Brown color." msgstr "" #: doc/classes/Color.xml msgid "Burly wood color." msgstr "" #: doc/classes/Color.xml msgid "Cadet blue color." msgstr "" #: doc/classes/Color.xml msgid "Chartreuse color." msgstr "" #: doc/classes/Color.xml msgid "Chocolate color." msgstr "" #: doc/classes/Color.xml msgid "Coral color." msgstr "" #: doc/classes/Color.xml msgid "Cornflower color." msgstr "" #: doc/classes/Color.xml msgid "Corn silk color." msgstr "" #: doc/classes/Color.xml msgid "Crimson color." msgstr "" #: doc/classes/Color.xml msgid "Cyan color." msgstr "" #: doc/classes/Color.xml msgid "Dark blue color." msgstr "" #: doc/classes/Color.xml msgid "Dark cyan color." msgstr "" #: doc/classes/Color.xml msgid "Dark goldenrod color." msgstr "" #: doc/classes/Color.xml msgid "Dark gray color." msgstr "" #: doc/classes/Color.xml msgid "Dark green color." msgstr "" #: doc/classes/Color.xml msgid "Dark khaki color." msgstr "" #: doc/classes/Color.xml msgid "Dark magenta color." msgstr "" #: doc/classes/Color.xml msgid "Dark olive green color." msgstr "" #: doc/classes/Color.xml msgid "Dark orange color." msgstr "" #: doc/classes/Color.xml msgid "Dark orchid color." msgstr "" #: doc/classes/Color.xml msgid "Dark red color." msgstr "" #: doc/classes/Color.xml msgid "Dark salmon color." msgstr "" #: doc/classes/Color.xml msgid "Dark sea green color." msgstr "" #: doc/classes/Color.xml msgid "Dark slate blue color." msgstr "" #: doc/classes/Color.xml msgid "Dark slate gray color." msgstr "" #: doc/classes/Color.xml msgid "Dark turquoise color." msgstr "" #: doc/classes/Color.xml msgid "Dark violet color." msgstr "" #: doc/classes/Color.xml msgid "Deep pink color." msgstr "" #: doc/classes/Color.xml msgid "Deep sky blue color." msgstr "" #: doc/classes/Color.xml msgid "Dim gray color." msgstr "" #: doc/classes/Color.xml msgid "Dodger blue color." msgstr "" #: doc/classes/Color.xml msgid "Firebrick color." msgstr "" #: doc/classes/Color.xml msgid "Floral white color." msgstr "" #: doc/classes/Color.xml msgid "Forest green color." msgstr "" #: doc/classes/Color.xml msgid "Fuchsia color." msgstr "" #: doc/classes/Color.xml msgid "Gainsboro color." msgstr "" #: doc/classes/Color.xml msgid "Ghost white color." msgstr "" #: doc/classes/Color.xml msgid "Gold color." msgstr "" #: doc/classes/Color.xml msgid "Goldenrod color." msgstr "" #: doc/classes/Color.xml msgid "Gray color." msgstr "" #: doc/classes/Color.xml msgid "Green color." msgstr "" #: doc/classes/Color.xml msgid "Green yellow color." msgstr "" #: doc/classes/Color.xml msgid "Honeydew color." msgstr "" #: doc/classes/Color.xml msgid "Hot pink color." msgstr "" #: doc/classes/Color.xml msgid "Indian red color." msgstr "" #: doc/classes/Color.xml msgid "Indigo color." msgstr "" #: doc/classes/Color.xml msgid "Ivory color." msgstr "" #: doc/classes/Color.xml msgid "Khaki color." msgstr "" #: doc/classes/Color.xml msgid "Lavender color." msgstr "" #: doc/classes/Color.xml msgid "Lavender blush color." msgstr "" #: doc/classes/Color.xml msgid "Lawn green color." msgstr "" #: doc/classes/Color.xml msgid "Lemon chiffon color." msgstr "" #: doc/classes/Color.xml msgid "Light blue color." msgstr "" #: doc/classes/Color.xml msgid "Light coral color." msgstr "" #: doc/classes/Color.xml msgid "Light cyan color." msgstr "" #: doc/classes/Color.xml msgid "Light goldenrod color." msgstr "" #: doc/classes/Color.xml msgid "Light gray color." msgstr "" #: doc/classes/Color.xml msgid "Light green color." msgstr "" #: doc/classes/Color.xml msgid "Light pink color." msgstr "" #: doc/classes/Color.xml msgid "Light salmon color." msgstr "" #: doc/classes/Color.xml msgid "Light sea green color." msgstr "" #: doc/classes/Color.xml msgid "Light sky blue color." msgstr "" #: doc/classes/Color.xml msgid "Light slate gray color." msgstr "" #: doc/classes/Color.xml msgid "Light steel blue color." msgstr "" #: doc/classes/Color.xml msgid "Light yellow color." msgstr "" #: doc/classes/Color.xml msgid "Lime color." msgstr "" #: doc/classes/Color.xml msgid "Lime green color." msgstr "" #: doc/classes/Color.xml msgid "Linen color." msgstr "" #: doc/classes/Color.xml msgid "Magenta color." msgstr "" #: doc/classes/Color.xml msgid "Maroon color." msgstr "" #: doc/classes/Color.xml msgid "Medium aquamarine color." msgstr "" #: doc/classes/Color.xml msgid "Medium blue color." msgstr "" #: doc/classes/Color.xml msgid "Medium orchid color." msgstr "" #: doc/classes/Color.xml msgid "Medium purple color." msgstr "" #: doc/classes/Color.xml msgid "Medium sea green color." msgstr "" #: doc/classes/Color.xml msgid "Medium slate blue color." msgstr "" #: doc/classes/Color.xml msgid "Medium spring green color." msgstr "" #: doc/classes/Color.xml msgid "Medium turquoise color." msgstr "" #: doc/classes/Color.xml msgid "Medium violet red color." msgstr "" #: doc/classes/Color.xml msgid "Midnight blue color." msgstr "" #: doc/classes/Color.xml msgid "Mint cream color." msgstr "" #: doc/classes/Color.xml msgid "Misty rose color." msgstr "" #: doc/classes/Color.xml msgid "Moccasin color." msgstr "" #: doc/classes/Color.xml msgid "Navajo white color." msgstr "" #: doc/classes/Color.xml msgid "Navy blue color." msgstr "" #: doc/classes/Color.xml msgid "Old lace color." msgstr "" #: doc/classes/Color.xml msgid "Olive color." msgstr "" #: doc/classes/Color.xml msgid "Olive drab color." msgstr "" #: doc/classes/Color.xml msgid "Orange color." msgstr "" #: doc/classes/Color.xml msgid "Orange red color." msgstr "" #: doc/classes/Color.xml msgid "Orchid color." msgstr "" #: doc/classes/Color.xml msgid "Pale goldenrod color." msgstr "" #: doc/classes/Color.xml msgid "Pale green color." msgstr "" #: doc/classes/Color.xml msgid "Pale turquoise color." msgstr "" #: doc/classes/Color.xml msgid "Pale violet red color." msgstr "" #: doc/classes/Color.xml msgid "Papaya whip color." msgstr "" #: doc/classes/Color.xml msgid "Peach puff color." msgstr "" #: doc/classes/Color.xml msgid "Peru color." msgstr "" #: doc/classes/Color.xml msgid "Pink color." msgstr "" #: doc/classes/Color.xml msgid "Plum color." msgstr "" #: doc/classes/Color.xml msgid "Powder blue color." msgstr "" #: doc/classes/Color.xml msgid "Purple color." msgstr "" #: doc/classes/Color.xml msgid "Rebecca purple color." msgstr "" #: doc/classes/Color.xml msgid "Red color." msgstr "" #: doc/classes/Color.xml msgid "Rosy brown color." msgstr "" #: doc/classes/Color.xml msgid "Royal blue color." msgstr "" #: doc/classes/Color.xml msgid "Saddle brown color." msgstr "" #: doc/classes/Color.xml msgid "Salmon color." msgstr "" #: doc/classes/Color.xml msgid "Sandy brown color." msgstr "" #: doc/classes/Color.xml msgid "Sea green color." msgstr "" #: doc/classes/Color.xml msgid "Seashell color." msgstr "" #: doc/classes/Color.xml msgid "Sienna color." msgstr "" #: doc/classes/Color.xml msgid "Silver color." msgstr "" #: doc/classes/Color.xml msgid "Sky blue color." msgstr "" #: doc/classes/Color.xml msgid "Slate blue color." msgstr "" #: doc/classes/Color.xml msgid "Slate gray color." msgstr "" #: doc/classes/Color.xml msgid "Snow color." msgstr "" #: doc/classes/Color.xml msgid "Spring green color." msgstr "" #: doc/classes/Color.xml msgid "Steel blue color." msgstr "" #: doc/classes/Color.xml msgid "Tan color." msgstr "" #: doc/classes/Color.xml msgid "Teal color." msgstr "" #: doc/classes/Color.xml msgid "Thistle color." msgstr "" #: doc/classes/Color.xml msgid "Tomato color." msgstr "" #: doc/classes/Color.xml msgid "Transparent color (white with no alpha)." msgstr "" #: doc/classes/Color.xml msgid "Turquoise color." msgstr "" #: doc/classes/Color.xml msgid "Violet color." msgstr "" #: doc/classes/Color.xml msgid "Web gray color." msgstr "" #: doc/classes/Color.xml msgid "Web green color." msgstr "" #: doc/classes/Color.xml msgid "Web maroon color." msgstr "" #: doc/classes/Color.xml msgid "Web purple color." msgstr "" #: doc/classes/Color.xml msgid "Wheat color." msgstr "" #: doc/classes/Color.xml msgid "White color." msgstr "" #: doc/classes/Color.xml msgid "White smoke color." msgstr "" #: doc/classes/Color.xml msgid "Yellow color." msgstr "" #: doc/classes/Color.xml msgid "Yellow green color." msgstr "" #: doc/classes/ColorPicker.xml msgid "Color picker control." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Displays a color picker widget. Useful for selecting a color from an RGB/" "RGBA colorspace.\n" "[b]Note:[/b] This control is the color picker widget itself. You can use a " "[ColorPickerButton] instead if you need a button that brings up a " "[ColorPicker] in a pop-up." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Adds the given color to a list of color presets. The presets are displayed " "in the color picker and the user will be able to select them.\n" "[b]Note:[/b] The presets list is only for [i]this[/i] color picker." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Removes the given color from the list of color presets of this color picker." msgstr "" #: doc/classes/ColorPicker.xml msgid "Returns the list of colors in the presets of the color picker." msgstr "" #: doc/classes/ColorPicker.xml doc/classes/ColorPickerButton.xml msgid "The currently selected color." msgstr "" #: doc/classes/ColorPicker.xml 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 " "(which can cause performance issues)." msgstr "" #: doc/classes/ColorPicker.xml #, fuzzy msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "[code]true[/code] であれば、テクスチャは中央になります。" #: doc/classes/ColorPicker.xml msgid "" "If [code]true[/code], allows editing the color with Hue/Saturation/Value " "sliders.\n" "[b]Note:[/b] Cannot be enabled if raw mode is on." msgstr "" #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], the \"add preset\" button is enabled." msgstr "" #: doc/classes/ColorPicker.xml msgid "If [code]true[/code], saved color presets are visible." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "If [code]true[/code], allows the color R, G, B component values to go beyond " "1.0, which can be used for certain special operations that require it (like " "tinting without darkening or rendering sprites in HDR).\n" "[b]Note:[/b] Cannot be enabled if HSV mode is on." msgstr "" #: doc/classes/ColorPicker.xml msgid "Emitted when the color is changed." msgstr "" #: doc/classes/ColorPicker.xml msgid "Emitted when a preset is added." msgstr "" #: doc/classes/ColorPicker.xml msgid "Emitted when a preset is removed." msgstr "" #: doc/classes/ColorPicker.xml msgid "The width of the hue selection slider." msgstr "" #: doc/classes/ColorPicker.xml msgid "The margin around the [ColorPicker]." msgstr "" #: doc/classes/ColorPicker.xml msgid "The height of the saturation-value selection box." msgstr "" #: doc/classes/ColorPicker.xml msgid "The width of the saturation-value selection box." msgstr "" #: doc/classes/ColorPicker.xml msgid "The icon for the \"Add Preset\" button." msgstr "" #: doc/classes/ColorPicker.xml msgid "Custom texture for the hue selection slider on the right." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "The indicator used to signalize that the color value is outside the 0-1 " "range." msgstr "" #: doc/classes/ColorPicker.xml msgid "The icon for the screen color picker button." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "Button that pops out a [ColorPicker]." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "" "Encapsulates a [ColorPicker] making it accessible by pressing a button. " "Pressing the button will toggle the [ColorPicker] visibility.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node.\n" "[b]Note:[/b] By default, the button may not be wide enough for the color " "preview swatch to be visible. Make sure to set [member Control." "rect_min_size] to a big enough value to give the button enough space." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "" "Returns the [ColorPicker] that this node toggles.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "" "Returns the control's [PopupPanel] which allows you to connect to popup " "signals. This allows you to handle events when the ColorPicker is shown or " "hidden.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "" "If [code]true[/code], the alpha channel in the displayed [ColorPicker] will " "be visible." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "Emitted when the color changes." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "" "Emitted when the [ColorPicker] is created (the button is pressed for the " "first time)." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "Emitted when the [ColorPicker] is closed." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "Default text [Color] of the [ColorPickerButton]." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "Text [Color] used when the [ColorPickerButton] is disabled." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "" "Text [Color] used when the [ColorPickerButton] is focused. Only replaces the " "normal text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "Text [Color] used when the [ColorPickerButton] is being hovered." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "Text [Color] used when the [ColorPickerButton] is being pressed." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "The horizontal space between [ColorPickerButton]'s icon and text." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "[Font] of the [ColorPickerButton]'s text." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "The background of the color preview rect on the button." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "[StyleBox] used when the [ColorPickerButton] is disabled." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "" "[StyleBox] used when the [ColorPickerButton] is focused. It is displayed " "over the current [StyleBox], so using [StyleBoxEmpty] will just disable the " "focus visual effect." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "[StyleBox] used when the [ColorPickerButton] is being hovered." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "Default [StyleBox] for the [ColorPickerButton]." msgstr "" #: doc/classes/ColorPickerButton.xml msgid "[StyleBox] used when the [ColorPickerButton] is being pressed." msgstr "" #: doc/classes/ColorRect.xml msgid "Colored rectangle." msgstr "" #: doc/classes/ColorRect.xml msgid "" "Displays a rectangle filled with a solid [member color]. If you need to " "display the border alone, consider using [ReferenceRect] instead." msgstr "" #: doc/classes/ColorRect.xml msgid "" "The fill color.\n" "[codeblock]\n" "$ColorRect.color = Color(1, 0, 0, 1) # Set ColorRect's color to red.\n" "[/codeblock]" msgstr "" #: doc/classes/ConcavePolygonShape.xml msgid "Concave polygon shape." msgstr "" #: doc/classes/ConcavePolygonShape.xml msgid "" "Concave polygon shape resource, which can be set into a [PhysicsBody] or " "area. This shape is created by feeding a list of triangles.\n" "[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to " "work with static [PhysicsBody] nodes like [StaticBody] and will not work " "with [KinematicBody] or [RigidBody] with a mode other than Static." msgstr "" #: doc/classes/ConcavePolygonShape.xml msgid "Returns the faces (an array of triangles)." msgstr "" #: doc/classes/ConcavePolygonShape.xml msgid "Sets the faces (an array of triangles)." msgstr "" #: doc/classes/ConcavePolygonShape2D.xml msgid "Concave polygon 2D shape resource for physics." msgstr "" #: doc/classes/ConcavePolygonShape2D.xml msgid "" "Concave polygon 2D shape resource for physics. It is made out of segments " "and is optimal for complex polygonal concave collisions. However, it is not " "advised to use for [RigidBody2D] nodes. A CollisionPolygon2D in convex " "decomposition mode (solids) or several convex objects are advised for that " "instead. Otherwise, a concave polygon 2D shape is better for static " "collisions.\n" "The main difference between a [ConvexPolygonShape2D] and a " "[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and " "uses a more complex method of collision detection, and a convex one forces " "itself to be convex in order to speed up collision detection." msgstr "" #: doc/classes/ConcavePolygonShape2D.xml msgid "" "The array of points that make up the [ConcavePolygonShape2D]'s line segments." msgstr "" #: doc/classes/ConeTwistJoint.xml msgid "A twist joint between two 3D PhysicsBodies." msgstr "" #: doc/classes/ConeTwistJoint.xml msgid "" "The joint can rotate the bodies across an axis defined by the local x-axes " "of the [Joint].\n" "The twist axis is initiated as the X axis of the [Joint].\n" "Once the Bodies swing, the twist axis is calculated as the middle of the x-" "axes of the Joint in the local space of the two Bodies. See also " "[Generic6DOFJoint]." msgstr "" #: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml msgid "" "The speed with which the swing or twist will take place.\n" "The higher, the faster." msgstr "" #: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml msgid "" "Defines, how fast the swing- and twist-speed-difference on both sides gets " "synced." msgstr "" #: doc/classes/ConeTwistJoint.xml msgid "" "The ease with which the joint starts to twist. If it's too low, it takes " "more force to start twisting the joint." msgstr "" #: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml msgid "" "Swing is rotation from side to side, around the axis perpendicular to the " "twist axis.\n" "The swing span defines, how much rotation will not get corrected along the " "swing axis.\n" "Could be defined as looseness in the [ConeTwistJoint].\n" "If below 0.05, this behavior is locked." msgstr "" #: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml msgid "" "Twist is the rotation around the twist axis, this value defined how far the " "joint can twist.\n" "Twist is locked if below 0.05." msgstr "" #: doc/classes/ConeTwistJoint.xml doc/classes/Generic6DOFJoint.xml #: doc/classes/HingeJoint.xml doc/classes/Light.xml doc/classes/SliderJoint.xml msgid "Represents the size of the [enum Param] enum." msgstr "" #: doc/classes/ConfigFile.xml msgid "Helper class to handle INI-style files." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "This helper class can be used to store [Variant] values on the filesystem " "using INI-style formatting. The stored values are identified by a section " "and a key:\n" "[codeblock]\n" "[section]\n" "some_key=42\n" "string_example=\"Hello World!\"\n" "a_vector=Vector3( 1, 0, 2 )\n" "[/codeblock]\n" "The stored data can be saved to or parsed from a file, though ConfigFile " "objects can also be used directly without accessing the filesystem.\n" "The following example shows how to create a simple [ConfigFile] and save it " "on disk:\n" "[codeblock]\n" "# Create new ConfigFile object.\n" "var config = ConfigFile.new()\n" "\n" "# Store some values.\n" "config.set_value(\"Player1\", \"player_name\", \"Steve\")\n" "config.set_value(\"Player1\", \"best_score\", 10)\n" "config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n" "config.set_value(\"Player2\", \"best_score\", 9001)\n" "\n" "# Save it to a file (overwrite if already exists).\n" "config.save(\"user://scores.cfg\")\n" "[/codeblock]\n" "This example shows how the above file could be loaded:\n" "[codeblock]\n" "var score_data = {}\n" "var config = ConfigFile.new()\n" "\n" "# Load data from a file.\n" "var err = config.load(\"user://scores.cfg\")\n" "\n" "# If the file didn't load, ignore it.\n" "if err != OK:\n" " return\n" "\n" "# Iterate over all sections.\n" "for player in config.get_sections():\n" " # Fetch the data for each section.\n" " var player_name = config.get_value(player, \"player_name\")\n" " var player_score = config.get_value(player, \"best_score\")\n" " score_data[player_name] = player_score\n" "[/codeblock]\n" "Any operation that mutates the ConfigFile such as [method set_value], " "[method clear], or [method erase_section], only changes what is loaded in " "memory. If you want to write the change to a file, you have to save the " "changes with [method save], [method save_encrypted], or [method " "save_encrypted_pass].\n" "Keep in mind that section and property names can't contain spaces. Anything " "after a space will be ignored on save and on load.\n" "ConfigFiles can also contain manually written comment lines starting with a " "semicolon ([code];[/code]). Those lines will be ignored when parsing the " "file. Note that comments will be lost when saving the ConfigFile. This can " "still be useful for dedicated server configuration files, which are " "typically never overwritten without explicit user action.\n" "[b]Note:[/b] The file extension given to a ConfigFile does not have any " "impact on its formatting or behavior. By convention, the [code].cfg[/code] " "extension is used here, but any other extension such as [code].ini[/code] is " "also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are " "standardized, Godot's ConfigFile formatting may differ from files written by " "other programs." msgstr "" #: doc/classes/ConfigFile.xml msgid "Removes the entire contents of the config." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Deletes the specified section along with all the key-value pairs inside. " "Raises an error if the section does not exist." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Deletes the specified key in a section. Raises an error if either the " "section or the key do not exist." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Returns an array of all defined key identifiers in the specified section. " "Raises an error and returns an empty array if the section does not exist." msgstr "" #: doc/classes/ConfigFile.xml msgid "Returns an array of all defined section identifiers." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Returns the current value for the specified section and key. If either the " "section or the key do not exist, the method returns the fallback " "[code]default[/code] value. If [code]default[/code] is not specified or set " "to [code]null[/code], an error is also raised." msgstr "" #: doc/classes/ConfigFile.xml msgid "Returns [code]true[/code] if the specified section exists." msgstr "" #: doc/classes/ConfigFile.xml msgid "Returns [code]true[/code] if the specified section-key pair exists." msgstr "" #: doc/classes/ConfigFile.xml 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 ([code]OK[/code] on success)." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Loads the encrypted config file specified as a parameter, using the provided " "[code]key[/code] 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 ([code]OK[/code] on success)." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Loads the encrypted config file specified as a parameter, using the provided " "[code]password[/code] 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 ([code]OK[/code] on success)." msgstr "" #: doc/classes/ConfigFile.xml 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 ([code]OK[/code] on success)." msgstr "" #: doc/classes/ConfigFile.xml 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 ([code]OK[/code] on success)." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " "specified as a parameter, using the provided [code]key[/code] to encrypt it. " "The output file uses an INI-style structure.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " "specified as a parameter, using the provided [code]password[/code] to " "encrypt it. The output file uses an INI-style structure.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/ConfigFile.xml 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 "" #: doc/classes/ConfirmationDialog.xml msgid "Dialog for confirmation of actions." msgstr "" #: doc/classes/ConfirmationDialog.xml msgid "" "Dialog for confirmation of actions. This dialog inherits from " "[AcceptDialog], but has by default an OK and Cancel button (in host OS " "order).\n" "To get cancel action, you can use:\n" "[codeblock]\n" "get_cancel().connect(\"pressed\", self, \"cancelled\")\n" "[/codeblock]." msgstr "" #: doc/classes/ConfirmationDialog.xml msgid "" "Returns the cancel button.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/Container.xml msgid "Base node for containers." msgstr "" #: doc/classes/Container.xml msgid "" "Base node for containers. A [Container] contains other controls and " "automatically arranges them in a certain way.\n" "A Control can inherit this to create custom container classes." msgstr "" #: doc/classes/Container.xml msgid "" "Fit a child control in a given rect. This is mainly a helper for creating " "custom container classes." msgstr "" #: doc/classes/Container.xml msgid "" "Queue resort of the contained children. This is called automatically anyway, " "but can be called upon request." msgstr "" #: doc/classes/Container.xml msgid "Emitted when sorting the children is needed." msgstr "" #: doc/classes/Container.xml msgid "" "Notification for when sorting the children, it must be obeyed immediately." msgstr "" #: doc/classes/Control.xml msgid "" "All user interface nodes inherit from Control. A control's anchors and " "margins adapt its position and size relative to its parent." msgstr "" #: doc/classes/Control.xml msgid "" "Base class for all UI-related nodes. [Control] features a bounding rectangle " "that defines its extents, an anchor position relative to its parent control " "or the current viewport, and margins that represent an offset to the anchor. " "The margins update automatically when the node, any of its parents, or the " "screen size change.\n" "For more information on Godot's UI system, anchors, margins, and containers, " "see the related tutorials in the manual. To build flexible UIs, you'll need " "a mix of UI elements that inherit from [Control] and [Container] nodes.\n" "[b]User Interface nodes and input[/b]\n" "Godot sends input events to the scene's root node first, by calling [method " "Node._input]. [method Node._input] forwards the event down the node tree to " "the nodes under the mouse cursor, or on keyboard focus. To do so, it calls " "[method MainLoop._input_event]. Call [method accept_event] so no other node " "receives the event. Once you accept an input, it becomes handled so [method " "Node._unhandled_input] will not process it.\n" "Only one [Control] node can be in keyboard focus. Only the node in focus " "will receive keyboard events. To get the focus, call [method grab_focus]. " "[Control] nodes lose focus when another node grabs it, or if you hide the " "node in focus.\n" "Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a " "[Control] node to ignore mouse or touch events. You'll need it if you place " "an icon on top of a button.\n" "[Theme] resources change the Control's appearance. If you change the [Theme] " "on a [Control] node, it affects all of its children. To override some of the " "theme's parameters, call one of the [code]add_*_override[/code] methods, " "like [method add_font_override]. You can override the theme with the " "inspector.\n" "[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you " "can't access their values using [method Object.get] and [method Object.set]. " "Instead, use [method get_color], [method get_constant], [method get_font], " "[method get_icon], [method get_stylebox], and the [code]add_*_override[/" "code] methods provided by this class." msgstr "" #: doc/classes/Control.xml msgid "GUI tutorial index" msgstr "" #: doc/classes/Control.xml #, fuzzy msgid "Control node gallery" msgstr "Controlキー。" #: doc/classes/Control.xml msgid "All GUI Demos" msgstr "" #: doc/classes/Control.xml msgid "" "Virtual method to be implemented by the user. Returns whether [method " "_gui_input] should not be called for children controls outside this " "control's rectangle. Input will be clipped to the Rect of this [Control]. " "Similar to [member rect_clip_content], but doesn't affect visibility.\n" "If not overridden, defaults to [code]false[/code]." msgstr "" #: doc/classes/Control.xml msgid "" "Virtual method to be implemented by the user. Returns the minimum size for " "this control. Alternative to [member rect_min_size] for controlling minimum " "size via code. The actual minimum size will be the max value of these two " "(in each axis separately).\n" "If not overridden, defaults to [constant Vector2.ZERO].\n" "[b]Note:[/b] This method will not be called when the script is attached to a " "[Control] node that already overrides its minimum size (e.g. [Label], " "[Button], [PanelContainer] etc.). It can only be used with most basic GUI " "nodes, like [Control], [Container], [Panel] etc." msgstr "" #: doc/classes/Control.xml msgid "" "Virtual method to be implemented by the user. Use this method to process and " "accept inputs on UI elements. See [method accept_event].\n" "Example: clicking a control.\n" "[codeblock]\n" "func _gui_input(event):\n" " if event is InputEventMouseButton:\n" " if event.button_index == BUTTON_LEFT and event.pressed:\n" " print(\"I've been clicked D:\")\n" "[/codeblock]\n" "The event won't trigger if:\n" "* clicking outside the control (see [method has_point]);\n" "* control has [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n" "* control is obstructed by another [Control] on top of it, which doesn't " "have [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n" "* control's parent has [member mouse_filter] set to [constant " "MOUSE_FILTER_STOP] or has accepted the event;\n" "* it happens outside the parent's rectangle and the parent has either " "[member rect_clip_content] or [method _clips_input] enabled.\n" "[b]Note:[/b] Event position is relative to the control origin." msgstr "" #: doc/classes/Control.xml msgid "" "Virtual method to be implemented by the user. Returns a [Control] node that " "should be used as a tooltip instead of the default one. The [code]for_text[/" "code] includes the contents of the [member hint_tooltip] property.\n" "The returned node must be of type [Control] or Control-derived. It can have " "child nodes of any type. It is freed when the tooltip disappears, so make " "sure you always provide a new instance (if you want to use a pre-existing " "node from your scene tree, you can duplicate it and pass the duplicated " "instance). When [code]null[/code] or a non-Control node is returned, the " "default tooltip will be used instead.\n" "The returned node will be added as child to a [PopupPanel], so you should " "only provide the contents of that panel. That [PopupPanel] can be themed " "using [method Theme.set_stylebox] for the type [code]\"TooltipPanel\"[/code] " "(see [member hint_tooltip] for an example).\n" "[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure " "it's fully visible, you might want to set its [member rect_min_size] to some " "non-zero value.\n" "Example of usage with a custom-constructed node:\n" "[codeblock]\n" "func _make_custom_tooltip(for_text):\n" " var label = Label.new()\n" " label.text = for_text\n" " return label\n" "[/codeblock]\n" "Example of usage with a custom scene instance:\n" "[codeblock]\n" "func _make_custom_tooltip(for_text):\n" " var tooltip = preload(\"res://SomeTooltipScene.tscn\").instance()\n" " tooltip.get_node(\"Label\").text = for_text\n" " return tooltip\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml msgid "" "Marks an input event as handled. Once you accept an input event, it stops " "propagating, even to nodes listening to [method Node._unhandled_input] or " "[method Node._unhandled_key_input]." msgstr "" #: doc/classes/Control.xml msgid "" "Creates a local override for a theme [Color] with the specified [code]name[/" "code]. Local overrides always take precedence when fetching theme items for " "the control.\n" "See also [method get_color], [method remove_color_override].\n" "[b]Example of overriding a label's color and resetting it later:[/b]\n" "[codeblock]\n" "# Given the child Label node \"MyLabel\", override its font color with a " "custom value.\n" "$MyLabel.add_color_override(\"font_color\", Color(1, 0.5, 0))\n" "# Reset the font color of the child label.\n" "$MyLabel.add_color_override(\"font_color\", get_color(\"font_color\", " "\"Label\"))\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml #, fuzzy msgid "" "Creates a local override for a theme constant with the specified [code]name[/" "code]. Local overrides always take precedence when fetching theme items for " "the control.\n" "See also [method get_constant], [method remove_constant_override]." msgstr "" "[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/" "code]、そうでない場合は [code]false[/code] を返します。" #: doc/classes/Control.xml msgid "" "Creates a local override for a theme [Font] with the specified [code]name[/" "code]. Local overrides always take precedence when fetching theme items for " "the control.\n" "[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] " "value. This behavior is deprecated and will be removed in 4.0, use [method " "remove_font_override] instead.\n" "See also [method get_font]." msgstr "" #: doc/classes/Control.xml msgid "" "Creates a local override for a theme icon with the specified [code]name[/" "code]. Local overrides always take precedence when fetching theme items for " "the control.\n" "[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] " "value. This behavior is deprecated and will be removed in 4.0, use [method " "remove_icon_override] instead.\n" "See also [method get_icon]." msgstr "" #: doc/classes/Control.xml msgid "" "Creates a local override for a theme shader with the specified [code]name[/" "code]. Local overrides always take precedence when fetching theme items for " "the control.\n" "[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] " "value. This behavior is deprecated and will be removed in 4.0, use [method " "remove_shader_override] instead." msgstr "" #: doc/classes/Control.xml msgid "" "Creates a local override for a theme [StyleBox] with the specified " "[code]name[/code]. Local overrides always take precedence when fetching " "theme items for the control.\n" "[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] " "value. This behavior is deprecated and will be removed in 4.0, use [method " "remove_stylebox_override] instead.\n" "See also [method get_stylebox].\n" "[b]Example of modifying a property in a StyleBox by duplicating it:[/b]\n" "[codeblock]\n" "# The snippet below assumes the child node MyButton has a StyleBoxFlat " "assigned.\n" "# Resources are shared across instances, so we need to duplicate it\n" "# to avoid modifying the appearance of all other buttons.\n" "var new_stylebox_normal = $MyButton.get_stylebox(\"normal\").duplicate()\n" "new_stylebox_normal.border_width_top = 3\n" "new_stylebox_normal.border_color = Color(0, 1, 0.5)\n" "$MyButton.add_stylebox_override(\"normal\", new_stylebox_normal)\n" "# Remove the stylebox override.\n" "$MyButton.add_stylebox_override(\"normal\", null)\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml msgid "" "Godot calls this method to test if [code]data[/code] from a control's " "[method get_drag_data] can be dropped at [code]position[/code]. " "[code]position[/code] is local to this control.\n" "This method should only be used to test the data. Process the data in " "[method drop_data].\n" "[codeblock]\n" "func can_drop_data(position, data):\n" " # Check position if it is relevant to you\n" " # Otherwise, just check data\n" " return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml msgid "" "Godot calls this method to pass you the [code]data[/code] from a control's " "[method get_drag_data] result. Godot first calls [method can_drop_data] to " "test if [code]data[/code] is allowed to drop at [code]position[/code] where " "[code]position[/code] is local to this control.\n" "[codeblock]\n" "func can_drop_data(position, data):\n" " return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n" "\n" "func drop_data(position, data):\n" " color = data[\"color\"]\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml msgid "" "Finds the next (below in the tree) [Control] that can receive the focus." msgstr "" #: doc/classes/Control.xml msgid "" "Finds the previous (above in the tree) [Control] that can receive the focus." msgstr "" #: doc/classes/Control.xml msgid "" "Forces drag and bypasses [method get_drag_data] and [method " "set_drag_preview] by passing [code]data[/code] and [code]preview[/code]. " "Drag will start even if the mouse is neither over nor pressed on this " "control.\n" "The methods [method can_drop_data] and [method drop_data] must be " "implemented on controls that want to receive drop data." msgstr "" #: doc/classes/Control.xml msgid "" "Returns the anchor identified by [code]margin[/code] constant from [enum " "Margin] enum. A getter method for [member anchor_bottom], [member " "anchor_left], [member anchor_right] and [member anchor_top]." msgstr "" #: doc/classes/Control.xml msgid "" "Returns [member margin_left] and [member margin_top]. See also [member " "rect_position]." msgstr "" #: doc/classes/Control.xml msgid "" "Returns a [Color] from the first matching [Theme] in the tree if that " "[Theme] has a color item with the specified [code]name[/code] and " "[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class " "name of the current control is used as the type, or [member " "theme_type_variation] if it is defined. If the type is a class name its " "parent classes are also checked, in order of inheritance.\n" "For the current control its local overrides are considered first (see " "[method add_color_override]), then its assigned [member theme]. After the " "current control, each parent control and its assigned [member theme] are " "considered; controls without a [member theme] assigned are skipped. If no " "matching [Theme] is found in the tree, a custom project [Theme] (see [member " "ProjectSettings.gui/theme/custom]) and the default [Theme] are used.\n" "[codeblock]\n" "func _ready():\n" " # Get the font color defined for the current Control's class, if it " "exists.\n" " modulate = get_color(\"font_color\")\n" " # Get the font color defined for the Button class.\n" " modulate = get_color(\"font_color\", \"Button\")\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml msgid "" "Returns combined minimum size from [member rect_min_size] and [method " "get_minimum_size]." msgstr "" #: doc/classes/Control.xml msgid "" "Returns a constant from the first matching [Theme] in the tree if that " "[Theme] has a constant item with the specified [code]name[/code] and " "[code]theme_type[/code].\n" "See [method get_color] for details." msgstr "" #: doc/classes/Control.xml msgid "" "Returns the mouse cursor shape the control displays on mouse hover. See " "[enum CursorShape]." msgstr "" #: doc/classes/Control.xml msgid "" "Godot calls this method to get data that can be dragged and dropped onto " "controls that expect drop data. Returns [code]null[/code] if there is no " "data to drag. Controls that want to receive drop data should implement " "[method can_drop_data] and [method drop_data]. [code]position[/code] is " "local to this control. Drag may be forced with [method force_drag].\n" "A preview that will follow the mouse that should represent the data can be " "set with [method set_drag_preview]. A good time to set the preview is in " "this method.\n" "[codeblock]\n" "func get_drag_data(position):\n" " var mydata = make_data()\n" " set_drag_preview(make_preview(mydata))\n" " return mydata\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml msgid "Returns [member margin_right] and [member margin_bottom]." msgstr "" #: doc/classes/Control.xml msgid "" "Returns the focus neighbour identified by [code]margin[/code] constant from " "[enum Margin] enum. A getter method for [member focus_neighbour_bottom], " "[member focus_neighbour_left], [member focus_neighbour_right] and [member " "focus_neighbour_top]." msgstr "" #: doc/classes/Control.xml msgid "" "Returns the control that has the keyboard focus or [code]null[/code] if none." msgstr "" #: doc/classes/Control.xml msgid "" "Returns a [Font] from the first matching [Theme] in the tree if that [Theme] " "has a font item with the specified [code]name[/code] and [code]theme_type[/" "code].\n" "See [method get_color] for details." msgstr "" #: doc/classes/Control.xml msgid "" "Returns the position and size of the control relative to the top-left corner " "of the screen. See [member rect_position] and [member rect_size]." msgstr "" #: doc/classes/Control.xml msgid "" "Returns an icon from the first matching [Theme] in the tree if that [Theme] " "has an icon item with the specified [code]name[/code] and [code]theme_type[/" "code].\n" "See [method get_color] for details." msgstr "" #: doc/classes/Control.xml msgid "" "Returns the anchor identified by [code]margin[/code] constant from [enum " "Margin] enum. A getter method for [member margin_bottom], [member " "margin_left], [member margin_right] and [member margin_top]." msgstr "" #: doc/classes/Control.xml msgid "Returns the minimum size for this control. See [member rect_min_size]." msgstr "" #: doc/classes/Control.xml msgid "Returns the width/height occupied in the parent control." msgstr "" #: doc/classes/Control.xml msgid "Returns the parent control node." msgstr "" #: doc/classes/Control.xml msgid "" "Returns the position and size of the control relative to the top-left corner " "of the parent Control. See [member rect_position] and [member rect_size]." msgstr "" #: doc/classes/Control.xml msgid "Returns the rotation (in radians)." msgstr "" #: doc/classes/Control.xml msgid "" "Returns a [StyleBox] from the first matching [Theme] in the tree if that " "[Theme] has a stylebox item with the specified [code]name[/code] and " "[code]theme_type[/code].\n" "See [method get_color] for details." msgstr "" #: doc/classes/Control.xml msgid "" "Returns the default font from the first matching [Theme] in the tree if that " "[Theme] has a valid [member Theme.default_font] value.\n" "See [method get_color] for details." msgstr "" #: doc/classes/Control.xml msgid "" "Returns the tooltip, which will appear when the cursor is resting over this " "control. See [member hint_tooltip]." msgstr "" #: doc/classes/Control.xml msgid "" "Creates an [InputEventMouseButton] that attempts to click the control. If " "the event is received, the control acquires focus.\n" "[codeblock]\n" "func _process(delta):\n" " grab_click_focus() #when clicking another Control node, this node will " "be clicked instead\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml msgid "" "Steal the focus from another control and become the focused control (see " "[member focus_mode]).\n" "[b]Note[/b]: Using this method together with [method Object.call_deferred] " "makes it more reliable, especially when called inside [method Node._ready]." msgstr "" #: doc/classes/Control.xml msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that " "has a color item with the specified [code]name[/code] and [code]theme_type[/" "code].\n" "See [method get_color] for details." msgstr "" #: doc/classes/Control.xml #, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme [Color] " "with the specified [code]name[/code] in this [Control] node.\n" "See [method add_color_override]." msgstr "" "[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/" "code]、そうでない場合は [code]false[/code] を返します。" #: doc/classes/Control.xml msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that " "has a constant item with the specified [code]name[/code] and " "[code]theme_type[/code].\n" "See [method get_color] for details." msgstr "" #: doc/classes/Control.xml #, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme constant " "with the specified [code]name[/code] in this [Control] node.\n" "See [method add_constant_override]." msgstr "" "[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/" "code]、そうでない場合は [code]false[/code] を返します。" #: doc/classes/Control.xml msgid "" "Returns [code]true[/code] if this is the current focused control. See " "[member focus_mode]." msgstr "" #: doc/classes/Control.xml #, fuzzy msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that " "has a font item with the specified [code]name[/code] and [code]theme_type[/" "code].\n" "See [method get_color] for details." msgstr "" "[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/" "code]、そうでない場合は [code]false[/code] を返します。" #: doc/classes/Control.xml #, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme [Font] " "with the specified [code]name[/code] in this [Control] node.\n" "See [method add_font_override]." msgstr "" "[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/" "code]、そうでない場合は [code]false[/code] を返します。" #: doc/classes/Control.xml #, fuzzy msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that " "has an icon item with the specified [code]name[/code] and [code]theme_type[/" "code].\n" "See [method get_color] for details." msgstr "" "[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/" "code]、そうでない場合は [code]false[/code] を返します。" #: doc/classes/Control.xml #, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme icon with " "the specified [code]name[/code] in this [Control] node.\n" "See [method add_icon_override]." msgstr "" "[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/" "code]、そうでない場合は [code]false[/code] を返します。" #: doc/classes/Control.xml msgid "" "Virtual method to be implemented by the user. Returns whether the given " "[code]point[/code] is inside this control.\n" "If not overridden, default behavior is checking if the point is within " "control's Rect.\n" "[b]Note:[/b] If you want to check if a point is inside the control, you can " "use [code]get_rect().has_point(point)[/code]." msgstr "" #: doc/classes/Control.xml #, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme shader " "with the specified [code]name[/code] in this [Control] node.\n" "See [method add_shader_override]." msgstr "" "[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/" "code]、そうでない場合は [code]false[/code] を返します。" #: doc/classes/Control.xml msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that " "has a stylebox item with the specified [code]name[/code] and " "[code]theme_type[/code].\n" "See [method get_color] for details." msgstr "" #: doc/classes/Control.xml #, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme " "[StyleBox] with the specified [code]name[/code] in this [Control] node.\n" "See [method add_stylebox_override]." msgstr "" "[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/" "code]、そうでない場合は [code]false[/code] を返します。" #: doc/classes/Control.xml msgid "" "Returns [code]true[/code] if a drag operation is successful. Alternative to " "[method Viewport.gui_is_drag_successful].\n" "Best used with [constant Node.NOTIFICATION_DRAG_END]." msgstr "" #: doc/classes/Control.xml msgid "" "Invalidates the size cache in this node and in parent nodes up to toplevel. " "Intended to be used with [method get_minimum_size] when the return value is " "changed. Setting [member rect_min_size] directly calls this method " "automatically." msgstr "" #: doc/classes/Control.xml msgid "" "Give up the focus. No other control will be able to receive keyboard input." msgstr "" #: doc/classes/Control.xml #, fuzzy msgid "" "Removes a theme override for a [Color] with the given [code]name[/code]." msgstr "キー名 [code]name[/code] のアニメーションを削除します。" #: doc/classes/Control.xml #, fuzzy msgid "" "Removes a theme override for a constant with the given [code]name[/code]." msgstr "キー名 [code]name[/code] のアニメーションを削除します。" #: doc/classes/Control.xml #, fuzzy msgid "Removes a theme override for a [Font] with the given [code]name[/code]." msgstr "キー名 [code]name[/code] のアニメーションを削除します。" #: doc/classes/Control.xml #, fuzzy msgid "Removes a theme override for an icon with the given [code]name[/code]." msgstr "キー名 [code]name[/code] のアニメーションを削除します。" #: doc/classes/Control.xml #, fuzzy msgid "Removes a theme override for a shader with the given [code]name[/code]." msgstr "インデックス [code]index[/code] のバスを削除します。" #: doc/classes/Control.xml #, fuzzy msgid "" "Removes a theme override for a [StyleBox] with the given [code]name[/code]." msgstr "キー名 [code]name[/code] のアニメーションを削除します。" #: doc/classes/Control.xml msgid "" "Sets the anchor identified by [code]margin[/code] constant from [enum " "Margin] enum to value [code]anchor[/code]. A setter method for [member " "anchor_bottom], [member anchor_left], [member anchor_right] and [member " "anchor_top].\n" "If [code]keep_margin[/code] is [code]true[/code], margins aren't updated " "after this operation.\n" "If [code]push_opposite_anchor[/code] is [code]true[/code] and the opposite " "anchor overlaps this anchor, the opposite one will have its value " "overridden. For example, when setting left anchor to 1 and the right anchor " "has value of 0.5, the right anchor will also get value of 1. If " "[code]push_opposite_anchor[/code] was [code]false[/code], the left anchor " "would get value 0.5." msgstr "" #: doc/classes/Control.xml msgid "" "Works the same as [method set_anchor], but instead of [code]keep_margin[/" "code] argument and automatic update of margin, it allows to set the margin " "offset yourself (see [method set_margin])." msgstr "" #: doc/classes/Control.xml msgid "" "Sets both anchor preset and margin preset. See [method set_anchors_preset] " "and [method set_margins_preset]." msgstr "" #: doc/classes/Control.xml msgid "" "Sets the anchors to a [code]preset[/code] from [enum Control.LayoutPreset] " "enum. This is the code equivalent to using the Layout menu in the 2D " "editor.\n" "If [code]keep_margins[/code] is [code]true[/code], control's position will " "also be updated." msgstr "" #: doc/classes/Control.xml msgid "" "Sets [member margin_left] and [member margin_top] at the same time. " "Equivalent of changing [member rect_position]." msgstr "" #: doc/classes/Control.xml msgid "" "Forwards the handling of this control's drag and drop to [code]target[/code] " "control.\n" "Forwarding can be implemented in the target control similar to the methods " "[method get_drag_data], [method can_drop_data], and [method drop_data] but " "with two differences:\n" "1. The function name must be suffixed with [b]_fw[/b]\n" "2. The function must take an extra argument that is the control doing the " "forwarding\n" "[codeblock]\n" "# ThisControl.gd\n" "extends Control\n" "func _ready():\n" " set_drag_forwarding(target_control)\n" "\n" "# TargetControl.gd\n" "extends Control\n" "func can_drop_data_fw(position, data, from_control):\n" " return true\n" "\n" "func drop_data_fw(position, data, from_control):\n" " my_handle_data(data)\n" "\n" "func get_drag_data_fw(position, from_control):\n" " set_drag_preview(my_preview)\n" " return my_data()\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml msgid "" "Shows the given control at the mouse pointer. A good time to call this " "method is in [method get_drag_data]. The control must not be in the scene " "tree. You should not free the control, and you should not keep a reference " "to the control beyond the duration of the drag. It will be deleted " "automatically after the drag has ended.\n" "[codeblock]\n" "export (Color, RGBA) var color = Color(1, 0, 0, 1)\n" "\n" "func get_drag_data(position):\n" " # Use a control that is not in the tree\n" " var cpb = ColorPickerButton.new()\n" " cpb.color = color\n" " cpb.rect_size = Vector2(50, 50)\n" " set_drag_preview(cpb)\n" " return color\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml msgid "Sets [member margin_right] and [member margin_bottom] at the same time." msgstr "" #: doc/classes/Control.xml msgid "" "Sets the anchor identified by [code]margin[/code] constant from [enum " "Margin] enum to [Control] at [code]neighbor[/code] node path. A setter " "method for [member focus_neighbour_bottom], [member focus_neighbour_left], " "[member focus_neighbour_right] and [member focus_neighbour_top]." msgstr "" #: doc/classes/Control.xml msgid "" "Sets the [member rect_global_position] to given [code]position[/code].\n" "If [code]keep_margins[/code] is [code]true[/code], control's anchors will be " "updated instead of margins." msgstr "" #: doc/classes/Control.xml msgid "" "Sets the margin identified by [code]margin[/code] constant from [enum " "Margin] enum to given [code]offset[/code]. A setter method for [member " "margin_bottom], [member margin_left], [member margin_right] and [member " "margin_top]." msgstr "" #: doc/classes/Control.xml msgid "" "Sets the margins to a [code]preset[/code] from [enum Control.LayoutPreset] " "enum. This is the code equivalent to using the Layout menu in the 2D " "editor.\n" "Use parameter [code]resize_mode[/code] with constants from [enum Control." "LayoutPresetMode] to better determine the resulting size of the [Control]. " "Constant size will be ignored if used with presets that change size, e.g. " "[code]PRESET_LEFT_WIDE[/code].\n" "Use parameter [code]margin[/code] to determine the gap between the [Control] " "and the edges." msgstr "" #: doc/classes/Control.xml msgid "" "Sets the [member rect_position] to given [code]position[/code].\n" "If [code]keep_margins[/code] is [code]true[/code], control's anchors will be " "updated instead of margins." msgstr "" #: doc/classes/Control.xml msgid "Sets the rotation (in radians)." msgstr "" #: doc/classes/Control.xml msgid "" "Sets the size (see [member rect_size]).\n" "If [code]keep_margins[/code] is [code]true[/code], control's anchors will be " "updated instead of margins." msgstr "" #: doc/classes/Control.xml msgid "" "Displays a control as modal. Control must be a subwindow. Modal controls " "capture the input signals until closed or the area outside them is accessed. " "When a modal control loses focus, or the ESC key is pressed, they " "automatically hide. Modal controls are used extensively for popup dialogs " "and menus.\n" "If [code]exclusive[/code] is [code]true[/code], other controls will not " "receive input and clicking outside this control will not close it." msgstr "" #: doc/classes/Control.xml msgid "" "Moves the mouse cursor to [code]to_position[/code], relative to [member " "rect_position] of this [Control]." msgstr "" #: doc/classes/Control.xml msgid "" "Anchors the bottom edge of the node to the origin, the center, or the end of " "its parent control. It changes how the bottom margin updates when the node " "moves or changes size. You can use one of the [enum Anchor] constants for " "convenience." msgstr "" #: doc/classes/Control.xml msgid "" "Anchors the left edge of the node to the origin, the center or the end of " "its parent control. It changes how the left margin updates when the node " "moves or changes size. You can use one of the [enum Anchor] constants for " "convenience." msgstr "" #: doc/classes/Control.xml msgid "" "Anchors the right edge of the node to the origin, the center or the end of " "its parent control. It changes how the right margin updates when the node " "moves or changes size. You can use one of the [enum Anchor] constants for " "convenience." msgstr "" #: doc/classes/Control.xml msgid "" "Anchors the top edge of the node to the origin, the center or the end of its " "parent control. It changes how the top margin updates when the node moves or " "changes size. You can use one of the [enum Anchor] constants for convenience." msgstr "" #: doc/classes/Control.xml msgid "" "The focus access mode for the control (None, Click or All). Only one Control " "can be focused at the same time, and it will receive keyboard signals." msgstr "" #: doc/classes/Control.xml msgid "" "Tells Godot which node it should give keyboard focus to if the user presses " "the down arrow on the keyboard or down on a gamepad by default. You can " "change the key by editing the [code]ui_down[/code] input action. The node " "must be a [Control]. If this property is not set, Godot will give focus to " "the closest [Control] to the bottom of this one." msgstr "" #: doc/classes/Control.xml msgid "" "Tells Godot which node it should give keyboard focus to if the user presses " "the left arrow on the keyboard or left on a gamepad by default. You can " "change the key by editing the [code]ui_left[/code] input action. The node " "must be a [Control]. If this property is not set, Godot will give focus to " "the closest [Control] to the left of this one." msgstr "" #: doc/classes/Control.xml msgid "" "Tells Godot which node it should give keyboard focus to if the user presses " "the right arrow on the keyboard or right on a gamepad by default. You can " "change the key by editing the [code]ui_right[/code] input action. The node " "must be a [Control]. If this property is not set, Godot will give focus to " "the closest [Control] to the bottom of this one." msgstr "" #: doc/classes/Control.xml msgid "" "Tells Godot which node it should give keyboard focus to if the user presses " "the top arrow on the keyboard or top on a gamepad by default. You can change " "the key by editing the [code]ui_top[/code] input action. The node must be a " "[Control]. If this property is not set, Godot will give focus to the closest " "[Control] to the bottom of this one." msgstr "" #: doc/classes/Control.xml msgid "" "Tells Godot which node it should give keyboard focus to if the user presses " "Tab on a keyboard by default. You can change the key by editing the " "[code]ui_focus_next[/code] input action.\n" "If this property is not set, Godot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" #: doc/classes/Control.xml msgid "" "Tells Godot which node it should give keyboard focus to if the user presses " "Shift+Tab on a keyboard by default. You can change the key by editing the " "[code]ui_focus_prev[/code] input action.\n" "If this property is not set, Godot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" #: doc/classes/Control.xml msgid "" "Controls the direction on the horizontal axis in which the control should " "grow if its horizontal minimum size is changed to be greater than its " "current size, as the control always has to be at least the minimum size." msgstr "" #: doc/classes/Control.xml msgid "" "Controls the direction on the vertical axis in which the control should grow " "if its vertical minimum size is changed to be greater than its current size, " "as the control always has to be at least the minimum size." msgstr "" #: doc/classes/Control.xml msgid "" "Changes the tooltip text. The tooltip appears when the user's mouse cursor " "stays idle over this control for a few moments, provided that the [member " "mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. You can change " "the time required for the tooltip to appear with [code]gui/timers/" "tooltip_delay_sec[/code] option in Project Settings.\n" "The tooltip popup will use either a default implementation, or a custom one " "that you can provide by overriding [method _make_custom_tooltip]. The " "default tooltip includes a [PopupPanel] and [Label] whose theme properties " "can be customized using [Theme] methods with the [code]\"TooltipPanel\"[/" "code] and [code]\"TooltipLabel\"[/code] respectively. For example:\n" "[codeblock]\n" "var style_box = StyleBoxFlat.new()\n" "style_box.set_bg_color(Color(1, 1, 0))\n" "style_box.set_border_width_all(2)\n" "# We assume here that the `theme` property has been assigned a custom Theme " "beforehand.\n" "theme.set_stylebox(\"panel\", \"TooltipPanel\", style_box)\n" "theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml msgid "" "Enables whether input should propagate when you close the control as modal.\n" "If [code]false[/code], stops event handling at the viewport input event " "handling. The viewport first hides the modal and after marks the input as " "handled." msgstr "" #: doc/classes/Control.xml msgid "" "Distance between the node's bottom edge and its parent control, based on " "[member anchor_bottom].\n" "Margins are often controlled by one or multiple parent [Container] nodes, so " "you should not modify them manually if your node is a direct child of a " "[Container]. Margins update automatically when you move or resize the node." msgstr "" #: doc/classes/Control.xml msgid "" "Distance between the node's left edge and its parent control, based on " "[member anchor_left].\n" "Margins are often controlled by one or multiple parent [Container] nodes, so " "you should not modify them manually if your node is a direct child of a " "[Container]. Margins update automatically when you move or resize the node." msgstr "" #: doc/classes/Control.xml msgid "" "Distance between the node's right edge and its parent control, based on " "[member anchor_right].\n" "Margins are often controlled by one or multiple parent [Container] nodes, so " "you should not modify them manually if your node is a direct child of a " "[Container]. Margins update automatically when you move or resize the node." msgstr "" #: doc/classes/Control.xml msgid "" "Distance between the node's top edge and its parent control, based on " "[member anchor_top].\n" "Margins are often controlled by one or multiple parent [Container] nodes, so " "you should not modify them manually if your node is a direct child of a " "[Container]. Margins update automatically when you move or resize the node." msgstr "" #: doc/classes/Control.xml msgid "" "The default cursor shape for this control. Useful for Godot plugins and " "applications or games that use the system's mouse cursors.\n" "[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the " "system." msgstr "" #: doc/classes/Control.xml msgid "" "Controls whether the control will be able to receive mouse button input " "events through [method _gui_input] and how these events should be handled. " "Also controls whether the control can receive the [signal mouse_entered], " "and [signal mouse_exited] signals. See the constants to learn what each does." msgstr "" #: doc/classes/Control.xml msgid "" "Enables whether rendering of [CanvasItem] based children should be clipped " "to this control's rectangle. If [code]true[/code], parts of a child which " "would be visibly outside of this control's rectangle will not be rendered." msgstr "" #: doc/classes/Control.xml msgid "" "The node's global position, relative to the world (usually to the top-left " "corner of the window)." msgstr "" #: doc/classes/Control.xml msgid "" "The minimum size of the node's bounding rectangle. If you set it to a value " "greater than (0, 0), the node's bounding rectangle will always have at least " "this size, even if its content is smaller. If it's set to (0, 0), the node " "sizes automatically to fit its content, be it a texture or child nodes." msgstr "" #: doc/classes/Control.xml msgid "" "By default, the node's pivot is its top-left corner. When you change its " "[member rect_rotation] or [member rect_scale], it will rotate or scale " "around this pivot. Set this property to [member rect_size] / 2 to pivot " "around the Control's center." msgstr "" #: doc/classes/Control.xml msgid "" "The node's position, relative to its parent. It corresponds to the " "rectangle's top-left corner. The property is not affected by [member " "rect_pivot_offset]." msgstr "" #: doc/classes/Control.xml msgid "" "The node's rotation around its pivot, in degrees. See [member " "rect_pivot_offset] to change the pivot's position." msgstr "" #: doc/classes/Control.xml msgid "" "The node's scale, relative to its [member rect_size]. Change this property " "to scale the node around its [member rect_pivot_offset]. The Control's " "[member hint_tooltip] will also scale according to this value.\n" "[b]Note:[/b] This property is mainly intended to be used for animation " "purposes. Text inside the Control will look pixelated or blurry when the " "Control is scaled. To support multiple resolutions in your project, use an " "appropriate viewport stretch mode as described in the [url=$DOCS_URL/" "tutorials/rendering/multiple_resolutions.html]documentation[/url] instead of " "scaling Controls individually.\n" "[b]Note:[/b] If the Control node is a child of a [Container] node, the scale " "will be reset to [code]Vector2(1, 1)[/code] when the scene is instanced. To " "set the Control's scale when it's instanced, wait for one frame using " "[code]yield(get_tree(), \"idle_frame\")[/code] then set its [member " "rect_scale] property." msgstr "" #: doc/classes/Control.xml msgid "" "The size of the node's bounding rectangle, in pixels. [Container] nodes " "update this property automatically." msgstr "" #: doc/classes/Control.xml msgid "" "Tells the parent [Container] nodes how they should resize and place the node " "on the X axis. Use one of the [enum SizeFlags] constants to change the " "flags. See the constants to learn what each does." msgstr "" #: doc/classes/Control.xml msgid "" "If the node and at least one of its neighbours uses the [constant " "SIZE_EXPAND] size flag, the parent [Container] will let it take more or less " "space depending on this property. If this node has a stretch ratio of 2 and " "its neighbour a ratio of 1, this node will take two thirds of the available " "space." msgstr "" #: doc/classes/Control.xml msgid "" "Tells the parent [Container] nodes how they should resize and place the node " "on the Y axis. Use one of the [enum SizeFlags] constants to change the " "flags. See the constants to learn what each does." msgstr "" #: doc/classes/Control.xml msgid "" "Changing this property replaces the current [Theme] resource this node and " "all its [Control] children use." msgstr "" #: doc/classes/Control.xml msgid "" "The name of a theme type variation used by this [Control] to look up its own " "theme items. When empty, the class name of the node is used (e.g. " "[code]Button[/code] for the [Button] control), as well as the class names of " "all parent classes (in order of inheritance).\n" "When set, this property gives the highest priority to the type of the " "specified name. This type can in turn extend another type, forming a " "dependency chain. See [method Theme.set_type_variation]. If the theme item " "cannot be found using this type or its base types, lookup falls back on the " "class names.\n" "[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] " "methods without specifying [code]theme_type[/code].\n" "[b]Note:[/b] Theme items are looked for in the tree order, from branch to " "root, where each [Control] node is checked for its [member theme] property. " "The earliest match against any type/class name is returned. The project-" "level Theme and the default Theme are checked last." msgstr "" #: doc/classes/Control.xml msgid "Emitted when the node gains keyboard focus." msgstr "" #: doc/classes/Control.xml msgid "Emitted when the node loses keyboard focus." msgstr "" #: doc/classes/Control.xml msgid "Emitted when the node receives an [InputEvent]." msgstr "" #: doc/classes/Control.xml msgid "Emitted when the node's minimum size changes." msgstr "" #: doc/classes/Control.xml #, fuzzy msgid "Emitted when a modal [Control] is closed. See [method show_modal]." msgstr "" "カスタムボタンが押されたときに表示されます。[method add_button] を参照してく" "ださい。" #: doc/classes/Control.xml msgid "" "Emitted when the mouse enters the control's [code]Rect[/code] area, provided " "its [member mouse_filter] lets the event reach it.\n" "[b]Note:[/b] [signal mouse_entered] will not be emitted if the mouse enters " "a child [Control] node before entering the parent's [code]Rect[/code] area, " "at least until the mouse is moved to reach the parent's [code]Rect[/code] " "area." msgstr "" #: doc/classes/Control.xml msgid "" "Emitted when the mouse leaves the control's [code]Rect[/code] area, provided " "its [member mouse_filter] lets the event reach it.\n" "[b]Note:[/b] [signal mouse_exited] will be emitted if the mouse enters a " "child [Control] node, even if the mouse cursor is still inside the parent's " "[code]Rect[/code] area.\n" "If you want to check whether the mouse truly left the area, ignoring any top " "nodes, you can use code like this:\n" "[codeblock]\n" "func _on_mouse_exited():\n" " if not Rect2(Vector2(), rect_size)." "has_point(get_local_mouse_position()):\n" " # Not hovering over area.\n" "[/codeblock]" msgstr "" #: doc/classes/Control.xml msgid "Emitted when the control changes size." msgstr "" #: doc/classes/Control.xml msgid "" "Emitted when one of the size flags changes. See [member " "size_flags_horizontal] and [member size_flags_vertical]." msgstr "" #: doc/classes/Control.xml msgid "The node cannot grab focus. Use with [member focus_mode]." msgstr "" #: doc/classes/Control.xml msgid "" "The node can only grab focus on mouse clicks. Use with [member focus_mode]." msgstr "" #: doc/classes/Control.xml msgid "" "The node can grab focus on mouse click or using the arrows and the Tab keys " "on the keyboard. Use with [member focus_mode]." msgstr "" #: doc/classes/Control.xml msgid "" "Sent when the node changes size. Use [member rect_size] to get the new size." msgstr "" #: doc/classes/Control.xml msgid "Sent when the mouse pointer enters the node." msgstr "" #: doc/classes/Control.xml msgid "Sent when the mouse pointer exits the node." msgstr "" #: doc/classes/Control.xml msgid "Sent when the node grabs focus." msgstr "" #: doc/classes/Control.xml msgid "Sent when the node loses focus." msgstr "" #: doc/classes/Control.xml msgid "" "Sent when the node's [member theme] changes, right before Godot redraws the " "control. Happens when you call one of the [code]add_*_override[/code] " "methods." msgstr "" #: doc/classes/Control.xml msgid "Sent when an open modal dialog closes. See [method show_modal]." msgstr "" #: doc/classes/Control.xml msgid "" "Sent when this node is inside a [ScrollContainer] which has begun being " "scrolled." msgstr "" #: doc/classes/Control.xml msgid "" "Sent when this node is inside a [ScrollContainer] which has stopped being " "scrolled." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's arrow mouse cursor when the user hovers the node. Use with " "[member mouse_default_cursor_shape]." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's I-beam mouse cursor when the user hovers the node. The I-" "beam pointer has a shape similar to \"I\". It tells the user they can " "highlight or insert text." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's pointing hand mouse cursor when the user hovers the node." msgstr "" #: doc/classes/Control.xml msgid "Show the system's cross mouse cursor when the user hovers the node." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's wait mouse cursor when the user hovers the node. Often an " "hourglass." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's busy mouse cursor when the user hovers the node. Often an " "arrow with a small hourglass." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's drag mouse cursor, often a closed fist or a cross symbol, " "when the user hovers the node. It tells the user they're currently dragging " "an item, like a node in the Scene dock." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's drop mouse cursor when the user hovers the node. It can be " "an open hand. It tells the user they can drop an item they're currently " "grabbing, like a node in the Scene dock." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's forbidden mouse cursor when the user hovers the node. " "Often a crossed circle." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's vertical resize mouse cursor when the user hovers the " "node. A double-headed vertical arrow. It tells the user they can resize the " "window or the panel vertically." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's horizontal resize mouse cursor when the user hovers the " "node. A double-headed horizontal arrow. It tells the user they can resize " "the window or the panel horizontally." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's window resize mouse cursor when the user hovers the node. " "The cursor is a double-headed arrow that goes from the bottom left to the " "top right. It tells the user they can resize the window or the panel both " "horizontally and vertically." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's window resize mouse cursor when the user hovers the node. " "The cursor is a double-headed arrow that goes from the top left to the " "bottom right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user " "they can resize the window or the panel both horizontally and vertically." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's move mouse cursor when the user hovers the node. It shows " "2 double-headed arrows at a 90 degree angle. It tells the user they can move " "a UI element freely." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's vertical split mouse cursor when the user hovers the node. " "On Windows, it's the same as [constant CURSOR_VSIZE]." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's horizontal split mouse cursor when the user hovers the " "node. On Windows, it's the same as [constant CURSOR_HSIZE]." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's help mouse cursor when the user hovers the node, a " "question mark." msgstr "" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the top-left of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the top-right of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the bottom-left of the parent control's bounds. Use " "with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the bottom-right of the parent control's bounds. Use " "with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the center of the left edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the center of the top edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the center of the right edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the center of the bottom edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the center of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the left edge of the parent control. The left margin " "becomes relative to the left edge and the top margin relative to the top " "left corner of the node's parent. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the top edge of the parent control. The left margin " "becomes relative to the top left corner, the top margin relative to the top " "edge, and the right margin relative to the top right corner of the node's " "parent. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the right edge of the parent control. The right margin " "becomes relative to the right edge and the top margin relative to the top " "right corner of the node's parent. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the bottom edge of the parent control. The left margin " "becomes relative to the bottom left corner, the bottom margin relative to " "the bottom edge, and the right margin relative to the bottom right corner of " "the node's parent. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to a vertical line that cuts the parent control in half. " "Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to a horizontal line that cuts the parent control in " "half. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the respective corners of the parent control. Set all " "4 margins to 0 after you applied this preset and the [Control] will fit its " "parent control. This is equivalent to the \"Full Rect\" layout option in the " "editor. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml msgid "The control will be resized to its minimum size." msgstr "" #: doc/classes/Control.xml msgid "The control's width will not change." msgstr "" #: doc/classes/Control.xml msgid "The control's height will not change." msgstr "" #: doc/classes/Control.xml msgid "The control's size will not change." msgstr "" #: doc/classes/Control.xml msgid "" "Tells the parent [Container] to expand the bounds of this node to fill all " "the available space without pushing any other node. Use with [member " "size_flags_horizontal] and [member size_flags_vertical]." msgstr "" #: doc/classes/Control.xml msgid "" "Tells the parent [Container] to let this node take all the available space " "on the axis you flag. If multiple neighboring nodes are set to expand, " "they'll share the space based on their stretch ratio. See [member " "size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and " "[member size_flags_vertical]." msgstr "" #: doc/classes/Control.xml msgid "" "Sets the node's size flags to both fill and expand. See the 2 constants " "above for more information." msgstr "" #: doc/classes/Control.xml msgid "" "Tells the parent [Container] to center the node in itself. It centers the " "control based on its bounding box, so it doesn't work with the fill or " "expand size flags. Use with [member size_flags_horizontal] and [member " "size_flags_vertical]." msgstr "" #: doc/classes/Control.xml msgid "" "Tells the parent [Container] to align the node with its end, either the " "bottom or the right edge. It doesn't work with the fill or expand size " "flags. Use with [member size_flags_horizontal] and [member " "size_flags_vertical]." msgstr "" #: doc/classes/Control.xml msgid "" "The control will receive mouse button input events through [method " "_gui_input] if clicked on. And the control will receive the [signal " "mouse_entered] and [signal mouse_exited] signals. These events are " "automatically marked as handled, and they will not propagate further to " "other controls. This also results in blocking signals in other controls." msgstr "" #: doc/classes/Control.xml msgid "" "The control will receive mouse button input events through [method " "_gui_input] if clicked on. And the control will receive the [signal " "mouse_entered] and [signal mouse_exited] signals. If this control does not " "handle the event, the parent control (if any) will be considered, and so on " "until there is no more parent control to potentially handle it. This also " "allows signals to fire in other controls. Even if no control handled it at " "all, the event will still be handled automatically, so unhandled input will " "not be fired." msgstr "" #: doc/classes/Control.xml msgid "" "The control will not receive mouse button input events through [method " "_gui_input]. The control will also not receive the [signal mouse_entered] " "nor [signal mouse_exited] signals. This will not block other controls from " "receiving these events or firing the signals. Ignored events will not be " "handled automatically." msgstr "" #: doc/classes/Control.xml msgid "" "The control will grow to the left or top to make up if its minimum size is " "changed to be greater than its current size on the respective axis." msgstr "" #: doc/classes/Control.xml msgid "" "The control will grow to the right or bottom to make up if its minimum size " "is changed to be greater than its current size on the respective axis." msgstr "" #: doc/classes/Control.xml msgid "" "The control will grow in both directions equally to make up if its minimum " "size is changed to be greater than its current size." msgstr "" #: doc/classes/Control.xml msgid "" "Snaps one of the 4 anchor's sides to the origin of the node's [code]Rect[/" "code], in the top left. Use it with one of the [code]anchor_*[/code] member " "variables, like [member anchor_left]. To change all 4 anchors at once, use " "[method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml msgid "" "Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/" "code], in the bottom right. Use it with one of the [code]anchor_*[/code] " "member variables, like [member anchor_left]. To change all 4 anchors at " "once, use [method set_anchors_preset]." msgstr "" #: doc/classes/ConvexPolygonShape.xml msgid "Convex polygon shape for 3D physics." msgstr "" #: doc/classes/ConvexPolygonShape.xml msgid "" "Convex polygon shape resource, which can be added to a [PhysicsBody] or area." msgstr "" #: doc/classes/ConvexPolygonShape.xml msgid "The list of 3D points forming the convex polygon shape." msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "Convex polygon shape for 2D physics." msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "Convex polygon shape for 2D physics. A convex polygon, whatever its shape, " "is internally decomposed into as many convex polygons as needed to ensure " "all collision checks against it are always done on convex polygons (which " "are faster to check).\n" "The main difference between a [ConvexPolygonShape2D] and a " "[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and " "uses a more complex method of collision detection, and a convex one forces " "itself to be convex in order to speed up collision detection." msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "Based on the set of points provided, this creates and assigns the [member " "points] property using the convex hull algorithm. Removing all unneeded " "points. See [method Geometry.convex_hull_2d] for details." msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " "counterclockwise order. Only set this property with convex hull points, use " "[method set_point_cloud] to generate a convex hull shape from concave shape " "points." msgstr "" #: doc/classes/CPUParticles.xml msgid "CPU-based 3D particle emitter." msgstr "" #: doc/classes/CPUParticles.xml msgid "" "CPU-based 3D particle node used to create a variety of particle systems and " "effects.\n" "See also [Particles], which provides the same functionality with hardware " "acceleration, but may not run on older devices.\n" "[b]Note:[/b] Unlike [Particles], the visibility rect is generated on-the-fly " "and doesn't need to be configured by the user." msgstr "" #: doc/classes/CPUParticles.xml msgid "" "Sets this node's properties to match a given [Particles] node with an " "assigned [ParticlesMaterial]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Returns the base value of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Returns the [Curve] of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Returns the randomness factor of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Returns the enabled state of the given flag (see [enum Flags] for options)." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Restarts the particle emitter." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Sets the base value of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Sets the [Curve] of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Sets the randomness factor of the parameter specified by [enum Parameter]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Enables or disables the given flag (see [enum Flags] for options)." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "" "The number of particles emitted in one emission cycle (corresponding to the " "[member lifetime]).\n" "[b]Note:[/b] Changing [member amount] will reset the particle emission, " "therefore removing all particles that were already emitted before changing " "[member amount]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Initial rotation applied to each particle, in degrees." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's rotation will be animated along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Rotation randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Initial angular velocity applied to each particle in [i]degrees[/i] per " "second. Sets the speed of rotation of the particle." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's angular velocity will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Angular velocity randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Particle animation offset." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's animation offset will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Animation offset randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Particle animation speed." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's animation speed will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Animation speed randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml msgid "" "Each particle's initial color. To have particle display color in a " "[SpatialMaterial] make sure to set [member SpatialMaterial." "vertex_color_use_as_albedo] to [code]true[/code]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "" "Each particle's initial color will vary along this [GradientTexture] " "(multiplied with [member color])." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "" "Each particle's color will vary along this [GradientTexture] over its " "lifetime (multiplied with [member color])." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "The rate at which particles lose velocity." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Damping will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Damping randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Unit vector specifying the particles' emission direction." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "Particle draw order. Uses [enum DrawOrder] values." msgstr "" #: doc/classes/CPUParticles.xml msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_BOX]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Sets the [Color]s to modulate particles by when using [constant " "EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Sets the direction the particles will be emitted in when using [constant " "EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Sets the initial positions to spawn particles when using [constant " "EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" #: doc/classes/CPUParticles.xml msgid "" "The axis for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." msgstr "" #: doc/classes/CPUParticles.xml msgid "" "The height for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." msgstr "" #: doc/classes/CPUParticles.xml msgid "" "The inner radius for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." msgstr "" #: doc/classes/CPUParticles.xml msgid "" "The radius for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Particles will be emitted inside this region. See [enum EmissionShape] for " "possible values." msgstr "" #: doc/classes/CPUParticles.xml msgid "" "The sphere's radius if [enum EmissionShape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "If [code]true[/code], particles are being emitted." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml msgid "" "How rapidly particles in an emission cycle are emitted. If greater than " "[code]0[/code], there will be a gap in emissions before the next cycle " "begins." msgstr "" #: doc/classes/CPUParticles.xml msgid "" "The particle system's frame rate is fixed to a value. For instance, changing " "the value to 2 will make the particles render at 2 frames per second. Note " "this does not slow down the particle system itself." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Align Y axis of particle with the direction of its velocity." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "If [code]true[/code], particles will not move on the z axis." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "If [code]true[/code], particles rotate around Y axis by [member angle]." msgstr "" #: doc/classes/CPUParticles.xml msgid "" "Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts " "particles to X/Z plane." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "" "If [code]true[/code], results in fractional delta calculation which has a " "smoother particles display effect." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Gravity applied to every particle." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Initial hue variation applied to each particle." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's hue will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Hue variation randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "" "Initial velocity magnitude for each particle. Direction comes from [member " "spread] and the node's orientation." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Initial velocity randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "The amount of time each particle will exist (in seconds)." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Particle lifetime randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "" "Linear acceleration applied to each particle in the direction of motion." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's linear acceleration will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Linear acceleration randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "" "If [code]true[/code], particles use the parent node's coordinate space. If " "[code]false[/code], they use global coordinates." msgstr "" #: doc/classes/CPUParticles.xml msgid "" "The [Mesh] used for each particle. If [code]null[/code], particles will be " "spheres." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml msgid "" "If [code]true[/code], only one emission cycle occurs. If set [code]true[/" "code] during a cycle, emission will stop at the cycle's end." msgstr "" #: doc/classes/CPUParticles.xml msgid "" "Orbital velocity applied to each particle. Makes the particles circle around " "origin in the local XY plane. Specified in number of full rotations around " "origin per second.\n" "This property is only available when [member flag_disable_z] is [code]true[/" "code]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's orbital velocity will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Orbital velocity randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml msgid "Particle system starts as if it had already run for this many seconds." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "" "Radial acceleration applied to each particle. Makes particle accelerate away " "from origin." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's radial acceleration will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Radial acceleration randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml msgid "Emission lifetime randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Initial scale applied to each particle." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's scale will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Scale randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml msgid "" "Particle system's running speed scaling ratio. A value of [code]0[/code] can " "be used to pause the particles." msgstr "" #: doc/classes/CPUParticles.xml msgid "" "Each particle's initial direction range from [code]+spread[/code] to [code]-" "spread[/code] degrees. Applied to X/Z plane and Y/Z planes." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "" "Tangential acceleration applied to each particle. Tangential acceleration is " "perpendicular to the particle's velocity giving the particles a swirling " "motion." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's tangential acceleration will vary along this [Curve]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Tangential acceleration randomness ratio." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "Particles are drawn in the order emitted." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "Particles are drawn in order of remaining lifetime." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/Particles.xml msgid "Particles are drawn in order of depth." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set initial velocity properties." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set angular velocity properties." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set orbital velocity properties." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set linear acceleration properties." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set radial acceleration properties." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set tangential acceleration properties." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set damping properties." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set angle properties." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set scale properties." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set hue variation properties." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set animation speed properties." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set animation offset properties." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Represents the size of the [enum Parameter] enum." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Use with [method set_particle_flag] to set [member flag_align_y]." msgstr "" #: doc/classes/CPUParticles.xml msgid "Use with [method set_particle_flag] to set [member flag_rotate_y]." msgstr "" #: doc/classes/CPUParticles.xml msgid "Use with [method set_particle_flag] to set [member flag_disable_z]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/GeometryInstance.xml doc/classes/ParticlesMaterial.xml #: doc/classes/SpatialMaterial.xml msgid "Represents the size of the [enum Flags] enum." msgstr "[enum Flags] enumのサイズを表します。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "All particles will be emitted from a single point." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "Particles will be emitted in the volume of a sphere." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "Particles will be emitted in the volume of a box." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Particles will be emitted at a position chosen randomly among [member " "emission_points]. Particle color will be modulated by [member " "emission_colors]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" "Particles will be emitted at a position chosen randomly among [member " "emission_points]. Particle velocity and rotation will be set based on " "[member emission_normals]. Particle color will be modulated by [member " "emission_colors]." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "Particles will be emitted in a ring or cylinder." msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Represents the size of the [enum EmissionShape] enum." msgstr "" #: doc/classes/CPUParticles2D.xml msgid "CPU-based 2D particle emitter." msgstr "" #: doc/classes/CPUParticles2D.xml msgid "" "CPU-based 2D particle node used to create a variety of particle systems and " "effects.\n" "See also [Particles2D], which provides the same functionality with hardware " "acceleration, but may not run on older devices.\n" "[b]Note:[/b] Unlike [Particles2D], the visibility rect is generated on-the-" "fly and doesn't need to be configured by the user." msgstr "" #: doc/classes/CPUParticles2D.xml msgid "" "Sets this node's properties to match a given [Particles2D] node with an " "assigned [ParticlesMaterial]." msgstr "" #: doc/classes/CPUParticles2D.xml msgid "" "Each particle's initial color. If [member texture] is defined, it will be " "multiplied by this color." msgstr "" #: doc/classes/CPUParticles2D.xml msgid "" "Each particle's color will vary along this [Gradient] (multiplied with " "[member color])." msgstr "" #: doc/classes/CPUParticles2D.xml msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_RECTANGLE]." msgstr "" #: doc/classes/CPUParticles2D.xml msgid "" "The sphere's radius if [member emission_shape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" #: doc/classes/CPUParticles2D.xml doc/classes/Particles.xml #: doc/classes/Particles2D.xml msgid "" "The particle system's frame rate is fixed to a value. For instance, changing " "the value to 2 will make the particles render at 2 frames per second. Note " "this does not slow down the simulation of the particle system itself." msgstr "" #: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml msgid "" "Normal map to be used for the [member texture] property.\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" #: doc/classes/CPUParticles2D.xml msgid "" "Orbital velocity applied to each particle. Makes the particles circle around " "origin. Specified in number of full rotations around origin per second." msgstr "" #: doc/classes/CPUParticles2D.xml doc/classes/ParticlesMaterial.xml msgid "" "Each particle's initial direction range from [code]+spread[/code] to [code]-" "spread[/code] degrees." msgstr "" #: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml msgid "Particle texture. If [code]null[/code], particles will be squares." msgstr "" #: doc/classes/CPUParticles2D.xml msgid "Present for consistency with 3D particle nodes, not used in 2D." msgstr "" #: doc/classes/CPUParticles2D.xml msgid "" "Particles will be emitted on the surface of a sphere flattened to two " "dimensions." msgstr "" #: doc/classes/CPUParticles2D.xml msgid "Particles will be emitted in the area of a rectangle." msgstr "" #: doc/classes/Crypto.xml msgid "Access to advanced cryptographic functionalities." msgstr "" #: doc/classes/Crypto.xml msgid "" "The Crypto class allows you to access some more advanced cryptographic " "functionalities in Godot.\n" "For now, this includes generating cryptographically secure random bytes, RSA " "keys and self-signed X509 certificates generation, asymmetric key encryption/" "decryption, and signing/verification.\n" "[codeblock]\n" "extends Node\n" "\n" "var crypto = Crypto.new()\n" "var key = CryptoKey.new()\n" "var cert = X509Certificate.new()\n" "\n" "func _ready():\n" " # Generate new RSA key.\n" " key = crypto.generate_rsa(4096)\n" " # Generate new self-signed certificate with the given key.\n" " cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com," "O=My Game Company,C=IT\")\n" " # Save key and certificate in the user folder.\n" " key.save(\"user://generated.key\")\n" " cert.save(\"user://generated.crt\")\n" " # Encryption\n" " var data = \"Some data\"\n" " var encrypted = crypto.encrypt(key, data.to_utf8())\n" " # Decryption\n" " var decrypted = crypto.decrypt(key, encrypted)\n" " # Signing\n" " var signature = crypto.sign(HashingContext.HASH_SHA256, data." "sha256_buffer(), key)\n" " # Verifying\n" " var verified = crypto.verify(HashingContext.HASH_SHA256, data." "sha256_buffer(), signature, key)\n" " # Checks\n" " assert(verified)\n" " assert(data.to_utf8() == decrypted)\n" "[/codeblock]\n" "[b]Note:[/b] Not available in HTML5 exports." msgstr "" #: doc/classes/Crypto.xml msgid "" "Compares two [PoolByteArray]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 "" #: doc/classes/Crypto.xml msgid "" "Decrypt the given [code]ciphertext[/code] with the provided private " "[code]key[/code].\n" "[b]Note:[/b] The maximum size of accepted ciphertext is limited by the key " "size." msgstr "" #: doc/classes/Crypto.xml msgid "" "Encrypt the given [code]plaintext[/code] with the provided public [code]key[/" "code].\n" "[b]Note:[/b] The maximum size of accepted plaintext is limited by the key " "size." msgstr "" #: doc/classes/Crypto.xml msgid "" "Generates a [PoolByteArray] of cryptographically secure random bytes with " "given [code]size[/code]." msgstr "" #: doc/classes/Crypto.xml msgid "" "Generates an RSA [CryptoKey] that can be used for creating self-signed " "certificates and passed to [method StreamPeerSSL.accept_stream]." msgstr "" #: doc/classes/Crypto.xml msgid "" "Generates a self-signed [X509Certificate] from the given [CryptoKey] and " "[code]issuer_name[/code]. The certificate validity will be defined by " "[code]not_before[/code] and [code]not_after[/code] (first valid date and " "last valid date). The [code]issuer_name[/code] must contain at least " "\"CN=\" (common name, i.e. the domain name), \"O=\" (organization, i.e. your " "company name), \"C=\" (country, i.e. 2 lettered ISO-3166 code of the country " "the organization is based in).\n" "A small example to generate an RSA key and a X509 self-signed certificate.\n" "[codeblock]\n" "var crypto = Crypto.new()\n" "# Generate 4096 bits RSA key.\n" "var key = crypto.generate_rsa(4096)\n" "# Generate self-signed certificate using the given key.\n" "var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,O=A " "Game Company,C=IT\")\n" "[/codeblock]" msgstr "" #: doc/classes/Crypto.xml msgid "" "Generates an [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] digest of " "[code]msg[/code] using [code]key[/code]. The [code]hash_type[/code] " "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 "" #: doc/classes/Crypto.xml msgid "" "Sign a given [code]hash[/code] of type [code]hash_type[/code] with the " "provided private [code]key[/code]." msgstr "" #: doc/classes/Crypto.xml msgid "" "Verify that a given [code]signature[/code] for [code]hash[/code] of type " "[code]hash_type[/code] against the provided public [code]key[/code]." msgstr "" #: doc/classes/CryptoKey.xml msgid "A cryptographic key (RSA)." msgstr "" #: doc/classes/CryptoKey.xml msgid "" "The CryptoKey class represents a cryptographic key. Keys can be loaded and " "saved like any other [Resource].\n" "They can be used to generate a self-signed [X509Certificate] via [method " "Crypto.generate_self_signed_certificate] and as private key in [method " "StreamPeerSSL.accept_stream] along with the appropriate certificate." msgstr "" #: doc/classes/CryptoKey.xml msgid "" "Return [code]true[/code] if this CryptoKey only has the public part, and not " "the private one." msgstr "" "このCryptoKeyが公開鍵部分のみを持ち、秘密鍵部分を持たない場合は、[code]true[/" "code]を返します。" #: doc/classes/CryptoKey.xml #, fuzzy msgid "" "Loads a key from [code]path[/code]. If [code]public_only[/code] is " "[code]true[/code], only the public key will be loaded.\n" "[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if " "[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise." msgstr "" "キーを[code]path[/code]から読み込みます。[code]public_only[/code]が" "[code]true[/code]の場合は、公開鍵のみが読み込まれます。\n" "[b]注[/b]: [code]path[/code]には、[code]public_only[/code]が[code]true[/code]" "の場合は \"*.pub \"ファイル、それ以外の場合は \"*.key \"ファイルを指定しま" "す。" #: doc/classes/CryptoKey.xml msgid "" "Loads a key from the given [code]string[/code]. If [code]public_only[/code] " "is [code]true[/code], only the public key will be loaded." msgstr "" "与えられた[code]string[/code]から鍵をロードします。[code]public_only[/code]が" "[code]true[/code]の場合は、公開鍵のみが読み込まれます。" #: doc/classes/CryptoKey.xml #, fuzzy msgid "" "Saves a key to the given [code]path[/code]. If [code]public_only[/code] is " "[code]true[/code], only the public key will be saved.\n" "[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if " "[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise." msgstr "" "与えられた[code]path[/code]に鍵を保存します。[code]public_only[/code]が" "[code]true[/code]の場合は、公開鍵のみが保存されます。\n" "[b]注[/b]: [code]path[/code]には、[code]public_only[/code]が[code]true[/code]" "の場合は \"*.pub \"ファイル、それ以外の場合は \"*.key \"ファイルを指定しま" "す。" #: doc/classes/CryptoKey.xml msgid "" "Returns a string containing the key in PEM format. If [code]public_only[/" "code] is [code]true[/code], only the public key will be included." msgstr "" "PEM形式の鍵を含む文字列を返します。[code]public_only[/code]が[code]true[/" "code]の場合は、公開鍵のみが含まれます。" #: modules/csg/doc_classes/CSGBox.xml msgid "A CSG Box shape." msgstr "CSG Box形状です。" #: modules/csg/doc_classes/CSGBox.xml msgid "" "This node allows you to create a box for use with the CSG system.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGBox.xml modules/csg/doc_classes/CSGCombiner.xml #: modules/csg/doc_classes/CSGCylinder.xml modules/csg/doc_classes/CSGMesh.xml #: modules/csg/doc_classes/CSGPolygon.xml #: modules/csg/doc_classes/CSGPrimitive.xml #: modules/csg/doc_classes/CSGShape.xml modules/csg/doc_classes/CSGSphere.xml #: modules/csg/doc_classes/CSGTorus.xml msgid "Prototyping levels with CSG" msgstr "" #: modules/csg/doc_classes/CSGBox.xml msgid "Depth of the box measured from the center of the box." msgstr "ボックスの中心から測ったボックスの奥行き。" #: modules/csg/doc_classes/CSGBox.xml msgid "Height of the box measured from the center of the box." msgstr "ボックスの中心から測ったボックスの高さ。" #: modules/csg/doc_classes/CSGBox.xml msgid "The material used to render the box." msgstr "ボックスのレンダリングに使用されるマテリアル。" #: modules/csg/doc_classes/CSGBox.xml msgid "Width of the box measured from the center of the box." msgstr "ボックスの中心から測ったボックスの幅。" #: modules/csg/doc_classes/CSGCombiner.xml msgid "A CSG node that allows you to combine other CSG modifiers." msgstr "他のCSGモディファイアを組み合わせることができるCSGノードです。" #: modules/csg/doc_classes/CSGCombiner.xml #, fuzzy msgid "" "For complex arrangements of shapes, it is sometimes needed to add structure " "to your CSG nodes. The CSGCombiner node allows you to create this structure. " "The node encapsulates the result of the CSG operations of its children. In " "this way, it is possible to do operations on one set of shapes that are " "children of one CSGCombiner node, and a set of separate operations on a " "second set of shapes that are children of a second CSGCombiner node, and " "then do an operation that takes the two end results as its input to create " "the final shape.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" "複雑な形状を配置するためには、CSGノードに構造を追加する必要がある場合がありま" "す。CSGCombiner3Dノードで、この構造を作成することができます。このノードは、そ" "の子におけるCSG操作の結果をカプセル化します。こうして、1つのCSGCombiner3Dノー" "ドの子である形状セットへの操作と、2つ目のCSGCombiner3Dノードの子である形状" "セットへの操作を別々に行ってから、2つの最終結果を入力として最終的な形状の作成" "操作をすることができます。" #: modules/csg/doc_classes/CSGCylinder.xml msgid "A CSG Cylinder shape." msgstr "CSGシリンダー形状。" #: modules/csg/doc_classes/CSGCylinder.xml msgid "" "This node allows you to create a cylinder (or cone) for use with the CSG " "system.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGCylinder.xml msgid "" "If [code]true[/code] a cone is created, the [member radius] will only apply " "to one side." msgstr "" "[code]true[/code]の場合は円錐形が作成され、[member radius]は片側にのみ適用さ" "れます。" #: modules/csg/doc_classes/CSGCylinder.xml msgid "The height of the cylinder." msgstr "円柱の高さ。" #: modules/csg/doc_classes/CSGCylinder.xml msgid "The material used to render the cylinder." msgstr "円柱のレンダリングに使うマテリアル。" #: modules/csg/doc_classes/CSGCylinder.xml msgid "The radius of the cylinder." msgstr "円柱の半径。" #: modules/csg/doc_classes/CSGCylinder.xml msgid "" "The number of sides of the cylinder, the higher this number the more detail " "there will be in the cylinder." msgstr "円柱の側面の数。この数を多くすると円柱のディテールが増します。" #: modules/csg/doc_classes/CSGCylinder.xml msgid "" "If [code]true[/code] the normals of the cylinder are set to give a smooth " "effect making the cylinder seem rounded. If [code]false[/code] the cylinder " "will have a flat shaded look." msgstr "" "[code]true[/code]の場合、円柱の法線は、円柱が丸く見えるような滑らかな効果を与" "えるように設定されます。[code]false[/code]の場合、円柱は平らな陰影のある外観" "になります。" #: modules/csg/doc_classes/CSGMesh.xml msgid "A CSG Mesh shape that uses a mesh resource." msgstr "メッシュリソースを使用するCSG Mesh形状。" #: modules/csg/doc_classes/CSGMesh.xml msgid "" "This CSG node allows you to use any mesh resource as a CSG shape, provided " "it is closed, does not self-intersect, does not contain internal faces and " "has no edges that connect to more than two faces. See also [CSGPolygon] for " "drawing 2D extruded polygons to be used as CSG nodes.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGMesh.xml msgid "The [Material] used in drawing the CSG shape." msgstr "CSG形状を描画する際に使用する [Material] 。" #: modules/csg/doc_classes/CSGMesh.xml msgid "" "The [Mesh] resource to use as a CSG shape.\n" "[b]Note:[/b] When using an [ArrayMesh], avoid meshes with vertex normals " "unless a flat shader is required. By default, CSGMesh will ignore the mesh's " "vertex normals and use a smooth shader calculated using the faces' normals. " "If a flat shader is required, ensure that all faces' vertex normals are " "parallel." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "Extrudes a 2D polygon shape to create a 3D mesh." msgstr "2Dポリゴン形状を押し出して3Dメッシュを作成します。" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "An array of 2D points is extruded to quickly and easily create a variety of " "3D meshes. See also [CSGMesh] for using 3D meshes as CSG nodes.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml #, fuzzy msgid "" "When [member mode] is [constant MODE_DEPTH], the depth of the extrusion." msgstr "[member mode] が [constant MODE_DEPTH] 時の押し出し深さ。" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "Material to use for the resulting mesh. The UV maps the top half of the " "material to the extruded shape (U along the the length of the extrusions and " "V around the outline of the [member polygon]), the bottom-left quarter to " "the front end face, and the bottom-right quarter to the back end face." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "The [member mode] used to extrude the [member polygon]." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], by default, the top half of the " "[member material] is stretched along the entire length of the extruded " "shape. If [code]false[/code] the top half of the material is repeated every " "step of the extrusion." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], the path interval or ratio of " "path points to extrusions." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], this will determine if the " "interval should be by distance ([constant PATH_INTERVAL_DISTANCE]) or " "subdivision fractions ([constant PATH_INTERVAL_SUBDIVIDE])." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], if [code]true[/code] the ends of " "the path are joined, by adding an extrusion between the last and first " "points of the path." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], if [code]true[/code] the " "[Transform] of the [CSGPolygon] is used as the starting point for the " "extrusions, not the [Transform] of the [member path_node]." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], the location of the [Path] " "object used to extrude the [member polygon]." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], the [enum PathRotation] method " "used to rotate the [member polygon] as it is extruded." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], extrusions that are less than " "this angle, will be merged together to reduce polygon count." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], this is the distance along the " "path, in meters, the texture coordinates will tile. When set to 0, texture " "coordinates will match geometry exactly with no tiling." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "The point array that defines the 2D polygon that is extruded. This can be a " "convex or concave polygon with 3 or more points. The polygon must [i]not[/i] " "have any intersecting edges. Otherwise, triangulation will fail and no mesh " "will be generated.\n" "[b]Note:[/b] If only 1 or 2 points are defined in [member polygon], no mesh " "will be generated." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml #, fuzzy msgid "If [code]true[/code], applies smooth shading to the extrusions." msgstr "" "[code]true[/code] の場合、シーンツリーに追加されたときにオーディオが再生され" "ます。" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_SPIN], the total number of degrees the " "[member polygon] is rotated when extruding." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_SPIN], the number of extrusions made." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "The [member polygon] shape is extruded along the negative Z axis." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "The [member polygon] shape is extruded by rotating it around the Y axis." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "The [member polygon] shape is extruded along the [Path] specified in [member " "path_node]." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "The [member polygon] shape is not rotated.\n" "[b]Note:[/b] Requires the path's Z coordinates to continually decrease to " "ensure viable shapes." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "The [member polygon] shape is rotated along the path, but it is not rotated " "around the path axis.\n" "[b]Note:[/b] Requires the path's Z coordinates to continually decrease to " "ensure viable shapes." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "The [member polygon] shape follows the path and its rotations around the " "path axis." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is set to [constant MODE_PATH], [member path_interval] " "will determine the distance, in meters, each interval of the path will " "extrude." msgstr "" #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is set to [constant MODE_PATH], [member path_interval] " "will subdivide the polygons along the path." msgstr "" #: modules/csg/doc_classes/CSGPrimitive.xml msgid "Base class for CSG primitives." msgstr "" #: modules/csg/doc_classes/CSGPrimitive.xml msgid "" "Parent class for various CSG primitives. It contains code and functionality " "that is common between them. It cannot be used directly. Instead use one of " "the various classes that inherit from it.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGPrimitive.xml msgid "Invert the faces of the mesh." msgstr "" #: modules/csg/doc_classes/CSGShape.xml msgid "The CSG base class." msgstr "" #: modules/csg/doc_classes/CSGShape.xml msgid "" "This is the CSG base class that provides CSG operation support to the " "various CSG nodes in Godot.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGShape.xml doc/classes/RayCast2D.xml #: doc/classes/SoftBody.xml msgid "Returns an individual bit on the collision mask." msgstr "コリジョンマスクのビットを個別に返します。" #: modules/csg/doc_classes/CSGShape.xml msgid "" "Returns an [Array] with two elements, the first is the [Transform] of this " "node and the second is the root [Mesh] of this node. Only works when this " "node is the root shape." msgstr "" #: modules/csg/doc_classes/CSGShape.xml msgid "" "Returns [code]true[/code] if this is a root shape and is thus the object " "that is rendered." msgstr "" #: modules/csg/doc_classes/CSGShape.xml doc/classes/SoftBody.xml msgid "" "Sets individual bits on the layer mask. Use this if you only need to change " "one layer's value." msgstr "" #: modules/csg/doc_classes/CSGShape.xml doc/classes/SoftBody.xml msgid "" "Sets individual bits on the collision mask. Use this if you only need to " "change one layer's value." msgstr "" #: modules/csg/doc_classes/CSGShape.xml msgid "" "Calculate tangents for the CSG shape which allows the use of normal maps. " "This is only applied on the root shape, this setting is ignored on any child." msgstr "" #: modules/csg/doc_classes/CSGShape.xml #, fuzzy msgid "" "The physics layers this area is in.\n" "Collidable objects can exist in any of 32 different layers. These layers " "work like a tagging system, and are not visual. A collidable can use these " "layers to select with which objects it can collide, using the collision_mask " "property.\n" "A contact is detected if object A is in any of the layers that object B " "scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" "このエリアの物理レイヤーです。衝突可能なオブジェクトは32個あるレイヤーのいず" "れにも存在できます。たとえば、オブジェクトAが、オブジェクトBのスキャンするレ" "イヤーに存在しているか、あるいはオブジェクトBが、オブジェクトAのスキャンする" "レイヤーに存在しているとき、接触が検知されます。[member collision_mask] も参" "照。" #: modules/csg/doc_classes/CSGShape.xml msgid "" "The physics layers this CSG shape scans for collisions. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: modules/csg/doc_classes/CSGShape.xml msgid "" "The operation that is performed on this shape. This is ignored for the first " "CSG child node as the operation is between this node and the previous child " "of this nodes parent." msgstr "" #: modules/csg/doc_classes/CSGShape.xml msgid "" "Snap makes the mesh snap to a given distance so that the faces of two meshes " "can be perfectly aligned. A lower value results in greater precision but may " "be harder to adjust." msgstr "" #: modules/csg/doc_classes/CSGShape.xml msgid "" "Adds a collision shape to the physics engine for our CSG shape. This will " "always act like a static body. Note that the collision shape is still active " "even if the CSG shape itself is hidden." msgstr "" #: modules/csg/doc_classes/CSGShape.xml msgid "" "Geometry of both primitives is merged, intersecting geometry is removed." msgstr "" #: modules/csg/doc_classes/CSGShape.xml msgid "Only intersecting geometry remains, the rest is removed." msgstr "" #: modules/csg/doc_classes/CSGShape.xml msgid "" "The second shape is subtracted from the first, leaving a dent with its shape." msgstr "" #: modules/csg/doc_classes/CSGSphere.xml msgid "A CSG Sphere shape." msgstr "" #: modules/csg/doc_classes/CSGSphere.xml msgid "" "This node allows you to create a sphere for use with the CSG system.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGSphere.xml msgid "The material used to render the sphere." msgstr "" #: modules/csg/doc_classes/CSGSphere.xml msgid "Number of vertical slices for the sphere." msgstr "" #: modules/csg/doc_classes/CSGSphere.xml msgid "Radius of the sphere." msgstr "" #: modules/csg/doc_classes/CSGSphere.xml msgid "Number of horizontal slices for the sphere." msgstr "" #: modules/csg/doc_classes/CSGSphere.xml msgid "" "If [code]true[/code] the normals of the sphere are set to give a smooth " "effect making the sphere seem rounded. If [code]false[/code] the sphere will " "have a flat shaded look." msgstr "" #: modules/csg/doc_classes/CSGTorus.xml msgid "A CSG Torus shape." msgstr "" #: modules/csg/doc_classes/CSGTorus.xml msgid "" "This node allows you to create a torus for use with the CSG system.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during " "gameplay." msgstr "" #: modules/csg/doc_classes/CSGTorus.xml msgid "The inner radius of the torus." msgstr "" #: modules/csg/doc_classes/CSGTorus.xml msgid "The material used to render the torus." msgstr "" #: modules/csg/doc_classes/CSGTorus.xml msgid "The outer radius of the torus." msgstr "" #: modules/csg/doc_classes/CSGTorus.xml msgid "The number of edges each ring of the torus is constructed of." msgstr "" #: modules/csg/doc_classes/CSGTorus.xml msgid "The number of slices the torus is constructed of." msgstr "" #: modules/csg/doc_classes/CSGTorus.xml msgid "" "If [code]true[/code] the normals of the torus are set to give a smooth " "effect making the torus seem rounded. If [code]false[/code] the torus will " "have a flat shaded look." msgstr "" #: modules/mono/doc_classes/CSharpScript.xml msgid "" "A script implemented in the C# programming language (Mono-enabled builds " "only)." msgstr "" #: modules/mono/doc_classes/CSharpScript.xml msgid "" "This class represents a C# script. It is the C# equivalent of the [GDScript] " "class and is only available in Mono-enabled Godot builds.\n" "See also [GodotSharp]." msgstr "" #: modules/mono/doc_classes/CSharpScript.xml #: modules/gdnative/doc_classes/PluginScript.xml msgid "Returns a new instance of the script." msgstr "" #: doc/classes/CubeMap.xml msgid "A CubeMap is a 6-sided 3D texture." msgstr "" #: doc/classes/CubeMap.xml msgid "" "A 6-sided 3D texture typically used for faking reflections. It can be used " "to make an object look as if it's reflecting its surroundings. This usually " "delivers much better performance than other reflection methods." msgstr "" #: doc/classes/CubeMap.xml #, fuzzy msgid "Returns the [CubeMap]'s height." msgstr "グラフの終端ノードを返します。" #: doc/classes/CubeMap.xml #, fuzzy msgid "" "Returns an [Image] for a side of the [CubeMap] using one of the [enum Side] " "constants." msgstr "" "ボタンがクリックされたとみなされるタイミングを決定します。[enum ActionMode] " "定数の中のひとつです。" #: doc/classes/CubeMap.xml #, fuzzy msgid "Returns the [CubeMap]'s width." msgstr "グラフの終端ノードを返します。" #: doc/classes/CubeMap.xml msgid "" "Sets an [Image] for a side of the [CubeMap] using one of the [enum Side] " "constants." msgstr "" #: doc/classes/CubeMap.xml #, fuzzy msgid "" "The render flags for the [CubeMap]. See the [enum Flags] constants for " "details." msgstr "" "オーディオフォーマット。値については [enum Format] 定数を参照してください。" #: doc/classes/CubeMap.xml msgid "" "The lossy storage quality of the [CubeMap] if the storage mode is set to " "[constant STORAGE_COMPRESS_LOSSY]." msgstr "" #: doc/classes/CubeMap.xml #, fuzzy msgid "The [CubeMap]'s storage mode. See [enum Storage] constants." msgstr "バッファモード。 [enum CopyMode]定数を参照してください。" #: doc/classes/CubeMap.xml msgid "Store the [CubeMap] without any compression." msgstr "" #: doc/classes/CubeMap.xml msgid "Store the [CubeMap] with strong compression that reduces image quality." msgstr "" #: doc/classes/CubeMap.xml msgid "" "Store the [CubeMap] with moderate compression that doesn't reduce image " "quality." msgstr "" #: doc/classes/CubeMap.xml msgid "Identifier for the left face of the [CubeMap]." msgstr "" #: doc/classes/CubeMap.xml msgid "Identifier for the right face of the [CubeMap]." msgstr "" #: doc/classes/CubeMap.xml msgid "Identifier for the bottom face of the [CubeMap]." msgstr "" #: doc/classes/CubeMap.xml msgid "Identifier for the top face of the [CubeMap]." msgstr "" #: doc/classes/CubeMap.xml msgid "Identifier for the front face of the [CubeMap]." msgstr "" #: doc/classes/CubeMap.xml msgid "Identifier for the back face of the [CubeMap]." msgstr "" #: doc/classes/CubeMap.xml msgid "Generate mipmaps, to enable smooth zooming out of the texture." msgstr "" #: doc/classes/CubeMap.xml msgid "Repeat (instead of clamp to edge)." msgstr "" #: doc/classes/CubeMap.xml msgid "Turn on magnifying filter, to enable smooth zooming in of the texture." msgstr "" #: doc/classes/CubeMap.xml msgid "Default flags. Generate mipmaps, repeat, and filter are enabled." msgstr "" #: doc/classes/CubeMesh.xml msgid "Generate an axis-aligned cuboid [PrimitiveMesh]." msgstr "" #: doc/classes/CubeMesh.xml msgid "" "Generate an axis-aligned cuboid [PrimitiveMesh].\n" "The cube'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].\n" "[b]Note:[/b] When using a large textured [CubeMesh] (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 "" #: doc/classes/CubeMesh.xml msgid "Size of the cuboid mesh." msgstr "" #: doc/classes/CubeMesh.xml msgid "Number of extra edge loops inserted along the Z axis." msgstr "" #: doc/classes/CubeMesh.xml msgid "Number of extra edge loops inserted along the Y axis." msgstr "" #: doc/classes/CubeMesh.xml msgid "Number of extra edge loops inserted along the X axis." msgstr "" #: doc/classes/CullInstance.xml msgid "Parent of all nodes that can be culled by the Portal system." msgstr "" #: doc/classes/CullInstance.xml msgid "" "Provides common functionality to nodes that can be culled by the [Portal] " "system.\n" "[code]Static[/code] and [code]Dynamic[/code] objects are the most " "efficiently managed objects in the system, but there are some caveats. They " "are expected to be present initially when [Room]s are converted using the " "[RoomManager] [code]rooms_convert[/code] function, and their lifetime should " "be the same as the game level (i.e. present until you call " "[code]rooms_clear[/code] on the [RoomManager]. Although you shouldn't " "create / delete these objects during gameplay, you can manage their " "visibility with the standard [code]hide[/code] and [code]show[/code] " "commands.\n" "[code]Roaming[/code] objects on the other hand, require extra processing to " "keep track of which [Room] they are within. This enables them to be culled " "effectively, wherever they are.\n" "[code]Global[/code] objects are not culled by the portal system, and use " "view frustum culling only.\n" "Objects that are not [code]Static[/code] or [code]Dynamic[/code] can be " "freely created and deleted during the lifetime of the game level." msgstr "" #: doc/classes/CullInstance.xml msgid "" "This allows fine control over the mesh merging feature in the " "[RoomManager].\n" "Setting this option to [code]false[/code] can be used to prevent an instance " "being merged." msgstr "" #: doc/classes/CullInstance.xml msgid "" "When set to [code]0[/code], [CullInstance]s will be autoplaced in the [Room] " "with the highest priority.\n" "When set to a value other than [code]0[/code], the system will attempt to " "autoplace in a [Room] with the [code]autoplace_priority[/code], if it is " "present.\n" "This can be used to control autoplacement of building exteriors in an outer " "[RoomGroup]." msgstr "" #: doc/classes/CullInstance.xml msgid "" "When a manual bound has not been explicitly specified for a [Room], the " "convex hull bound will be estimated from the geometry of the objects within " "the room. This setting determines whether the geometry of an object is " "included in this estimate of the room bound.\n" "[b]Note:[/b] This setting is only relevant when the object is set to " "[code]PORTAL_MODE_STATIC[/code] or [code]PORTAL_MODE_DYNAMIC[/code], and for " "[Portal]s." msgstr "" #: doc/classes/CullInstance.xml msgid "" "When using [Room]s and [Portal]s, this specifies how the [CullInstance] is " "processed in the system." msgstr "" #: doc/classes/CullInstance.xml msgid "" "Use for instances within [Room]s that will [b]not move[/b] - e.g. walls, " "floors.\n" "[b]Note:[/b] If you attempt to delete a [code]PORTAL_MODE_STATIC[/code] " "instance while the room graph is loaded (converted), it will unload the room " "graph and deactivate portal culling. This is because the [b]room graph[/b] " "data has been invalidated. You will need to reconvert the rooms using the " "[RoomManager] to activate the system again." msgstr "" #: doc/classes/CullInstance.xml msgid "" "Use for instances within rooms that will move but [b]not change room[/b] - e." "g. moving platforms.\n" "[b]Note:[/b] If you attempt to delete a [code]PORTAL_MODE_DYNAMIC[/code] " "instance while the room graph is loaded (converted), it will unload the room " "graph and deactivate portal culling. This is because the [b]room graph[/b] " "data has been invalidated. You will need to reconvert the rooms using the " "[RoomManager] to activate the system again." msgstr "" #: doc/classes/CullInstance.xml msgid "Use for instances that will move [b]between[/b] [Room]s - e.g. players." msgstr "" #: doc/classes/CullInstance.xml msgid "" "Use for instances that will be frustum culled only - e.g. first person " "weapon, debug." msgstr "" #: doc/classes/CullInstance.xml msgid "" "Use for instances that will not be shown at all - e.g. [b]manual room " "bounds[/b] (specified by prefix [i]'Bound_'[/i])." msgstr "" #: doc/classes/Curve.xml msgid "A mathematic curve." msgstr "" #: doc/classes/Curve.xml msgid "" "A curve that can be saved and re-used for other objects. By default, it " "ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions " "points relative to the [code]0.5[/code] Y position.\n" "See also [Gradient] which is designed for color interpolation. See also " "[Curve2D] and [Curve3D]." msgstr "" #: doc/classes/Curve.xml msgid "" "Adds a point to the curve. For each side, if the [code]*_mode[/code] is " "[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) " "uses the slope of the curve halfway to the adjacent point. Allows custom " "assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is " "set to [constant TANGENT_FREE]." msgstr "" #: doc/classes/Curve.xml msgid "Recomputes the baked cache of points for the curve." msgstr "" #: doc/classes/Curve.xml msgid "" "Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units " "to their neighbor on the curve." msgstr "" #: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "Removes all points from the curve." msgstr "" #: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "Returns the number of points describing the curve." msgstr "" #: doc/classes/Curve.xml msgid "" "Returns the left [enum TangentMode] for the point at [code]index[/code]." msgstr "" #: doc/classes/Curve.xml msgid "" "Returns the left tangent angle (in degrees) for the point at [code]index[/" "code]." msgstr "" #: doc/classes/Curve.xml msgid "Returns the curve coordinates for the point at [code]index[/code]." msgstr "" #: doc/classes/Curve.xml msgid "" "Returns the right [enum TangentMode] for the point at [code]index[/code]." msgstr "" #: doc/classes/Curve.xml msgid "" "Returns the right tangent angle (in degrees) for the point at [code]index[/" "code]." msgstr "" #: doc/classes/Curve.xml msgid "" "Returns the Y value for the point that would exist at the X position " "[code]offset[/code] along the curve." msgstr "" #: doc/classes/Curve.xml msgid "" "Returns the Y value for the point that would exist at the X position " "[code]offset[/code] along the curve using the baked cache. Bakes the curve's " "points if not already baked." msgstr "" #: doc/classes/Curve.xml msgid "Removes the point at [code]index[/code] from the curve." msgstr "" #: doc/classes/Curve.xml msgid "" "Sets the left [enum TangentMode] for the point at [code]index[/code] to " "[code]mode[/code]." msgstr "" #: doc/classes/Curve.xml msgid "" "Sets the left tangent angle for the point at [code]index[/code] to " "[code]tangent[/code]." msgstr "" #: doc/classes/Curve.xml msgid "Sets the offset from [code]0.5[/code]." msgstr "" #: doc/classes/Curve.xml msgid "" "Sets the right [enum TangentMode] for the point at [code]index[/code] to " "[code]mode[/code]." msgstr "" #: doc/classes/Curve.xml msgid "" "Sets the right tangent angle for the point at [code]index[/code] to " "[code]tangent[/code]." msgstr "" #: doc/classes/Curve.xml msgid "" "Assigns the vertical position [code]y[/code] to the point at [code]index[/" "code]." msgstr "" #: doc/classes/Curve.xml msgid "The number of points to include in the baked (i.e. cached) curve data." msgstr "" #: doc/classes/Curve.xml msgid "The maximum value the curve can reach." msgstr "" #: doc/classes/Curve.xml msgid "The minimum value the curve can reach." msgstr "" #: doc/classes/Curve.xml msgid "Emitted when [member max_value] or [member min_value] is changed." msgstr "" #: doc/classes/Curve.xml msgid "The tangent on this side of the point is user-defined." msgstr "" #: doc/classes/Curve.xml msgid "" "The curve calculates the tangent on this side of the point as the slope " "halfway towards the adjacent point." msgstr "" #: doc/classes/Curve.xml msgid "The total number of available tangent modes." msgstr "" #: doc/classes/Curve2D.xml msgid "Describes a Bézier curve in 2D space." msgstr "" #: doc/classes/Curve2D.xml msgid "" "This class describes a Bézier curve in 2D space. It is mainly used to give a " "shape to a [Path2D], but can be manually sampled for other purposes.\n" "It keeps a cache of precalculated points along the curve, to speed up " "further calculations." msgstr "" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" "Adds a point with the specified [code]position[/code] relative to the " "curve's own position, with control points [code]in[/code] and [code]out[/" "code]. Appends the new point at the end of the point list.\n" "If [code]index[/code] is given, the new point is inserted before the " "existing point identified by index [code]index[/code]. Every existing point " "starting from [code]index[/code] is shifted further down the list of points. " "The index must be greater than or equal to [code]0[/code] and must not " "exceed the number of existing points in the line. See [method " "get_point_count]." msgstr "" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" "Returns the total length of the curve, based on the cached points. Given " "enough density (see [member bake_interval]), it should be approximate enough." msgstr "" #: doc/classes/Curve2D.xml #, fuzzy msgid "Returns the cache of points as a [PoolVector2Array]." msgstr "ブレンド軸上のポイントの数を返します。" #: doc/classes/Curve2D.xml msgid "" "Returns the closest offset to [code]to_point[/code]. This offset is meant to " "be used in [method interpolate_baked].\n" "[code]to_point[/code] must be in this curve's local space." msgstr "" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" "Returns the closest baked point (in curve's local space) to [code]to_point[/" "code].\n" "[code]to_point[/code] must be in this curve's local space." msgstr "" #: doc/classes/Curve2D.xml msgid "" "Returns the position of the control point leading to the vertex [code]idx[/" "code]. The returned position is relative to the vertex [code]idx[/code]. If " "the index is out of bounds, the function sends an error to the console, and " "returns [code](0, 0)[/code]." msgstr "" #: doc/classes/Curve2D.xml msgid "" "Returns the position of the control point leading out of the vertex " "[code]idx[/code]. The returned position is relative to the vertex [code]idx[/" "code]. If the index is out of bounds, the function sends an error to the " "console, and returns [code](0, 0)[/code]." msgstr "" #: doc/classes/Curve2D.xml msgid "" "Returns the position of the vertex [code]idx[/code]. If the index is out of " "bounds, the function sends an error to the console, and returns [code](0, 0)" "[/code]." msgstr "" #: doc/classes/Curve2D.xml msgid "" "Returns the position between the vertex [code]idx[/code] and the vertex " "[code]idx + 1[/code], where [code]t[/code] controls if the point is the " "first vertex ([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), " "or in between. Values of [code]t[/code] outside the range ([code]0.0 >= t " "<=1[/code]) give strange, but predictable results.\n" "If [code]idx[/code] is out of bounds it is truncated to the first or last " "vertex, and [code]t[/code] is ignored. If the curve has no points, the " "function sends an error to the console, and returns [code](0, 0)[/code]." msgstr "" #: doc/classes/Curve2D.xml msgid "" "Returns a point within the curve at position [code]offset[/code], where " "[code]offset[/code] is measured as a pixel distance along the curve.\n" "To do that, it finds the two cached points where the [code]offset[/code] " "lies between, then interpolates the values. This interpolation is cubic if " "[code]cubic[/code] is set to [code]true[/code], or linear if set to " "[code]false[/code].\n" "Cubic interpolation tends to follow the curves better, but linear is faster " "(and often, precise enough)." msgstr "" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" "Returns the position at the vertex [code]fofs[/code]. It calls [method " "interpolate] using the integer part of [code]fofs[/code] as [code]idx[/" "code], and its fractional part as [code]t[/code]." msgstr "" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" "Deletes the point [code]idx[/code] from the curve. Sends an error to the " "console if [code]idx[/code] is out of bounds." msgstr "" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" "Sets the position of the control point leading to the vertex [code]idx[/" "code]. If the index is out of bounds, the function sends an error to the " "console. The position is relative to the vertex." msgstr "" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" "Sets the position of the control point leading out of the vertex [code]idx[/" "code]. If the index is out of bounds, the function sends an error to the " "console. The position is relative to the vertex." msgstr "" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" "Sets the position for the vertex [code]idx[/code]. If the index is out of " "bounds, the function sends an error to the console." msgstr "" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" "Returns a list of points along the curve, with a curvature controlled point " "density. That is, the curvier parts will have more points than the " "straighter parts.\n" "This approximation makes straight segments between each point, then " "subdivides those segments until the resulting shape is similar enough.\n" "[code]max_stages[/code] controls how many subdivisions a curve segment may " "face before it is considered approximate enough. Each subdivision splits the " "segment in half, so the default 5 stages may mean up to 32 subdivisions per " "curve segment. Increase with care!\n" "[code]tolerance_degrees[/code] controls how many degrees the midpoint of a " "segment may deviate from the real curve, before the segment has to be " "subdivided." msgstr "" #: doc/classes/Curve2D.xml msgid "" "The distance in pixels between two adjacent cached points. Changing it " "forces the cache to be recomputed the next time the [method " "get_baked_points] or [method get_baked_length] function is called. The " "smaller the distance, the more points in the cache and the more memory it " "will consume, so use with care." msgstr "" #: doc/classes/Curve3D.xml msgid "Describes a Bézier curve in 3D space." msgstr "" #: doc/classes/Curve3D.xml msgid "" "This class describes a Bézier curve in 3D space. It is mainly used to give a " "shape to a [Path], but can be manually sampled for other purposes.\n" "It keeps a cache of precalculated points along the curve, to speed up " "further calculations." msgstr "" #: doc/classes/Curve3D.xml #, fuzzy msgid "Returns the cache of points as a [PoolVector3Array]." msgstr "ブレンド軸上のポイントの数を返します。" #: doc/classes/Curve3D.xml #, fuzzy msgid "Returns the cache of tilts as a [PoolRealArray]." msgstr "配列の要素数を返します。" #: doc/classes/Curve3D.xml msgid "" "Returns the cache of up vectors as a [PoolVector3Array].\n" "If [member up_vector_enabled] is [code]false[/code], the cache will be empty." msgstr "" #: doc/classes/Curve3D.xml msgid "" "Returns the closest offset to [code]to_point[/code]. This offset is meant to " "be used in [method interpolate_baked] or [method " "interpolate_baked_up_vector].\n" "[code]to_point[/code] must be in this curve's local space." msgstr "" #: doc/classes/Curve3D.xml msgid "" "Returns the position of the control point leading to the vertex [code]idx[/" "code]. The returned position is relative to the vertex [code]idx[/code]. If " "the index is out of bounds, the function sends an error to the console, and " "returns [code](0, 0, 0)[/code]." msgstr "" #: doc/classes/Curve3D.xml msgid "" "Returns the position of the control point leading out of the vertex " "[code]idx[/code]. The returned position is relative to the vertex [code]idx[/" "code]. If the index is out of bounds, the function sends an error to the " "console, and returns [code](0, 0, 0)[/code]." msgstr "" #: doc/classes/Curve3D.xml msgid "" "Returns the position of the vertex [code]idx[/code]. If the index is out of " "bounds, the function sends an error to the console, and returns [code](0, 0, " "0)[/code]." msgstr "" #: doc/classes/Curve3D.xml msgid "" "Returns the tilt angle in radians for the point [code]idx[/code]. If the " "index is out of bounds, the function sends an error to the console, and " "returns [code]0[/code]." msgstr "" #: doc/classes/Curve3D.xml msgid "" "Returns the position between the vertex [code]idx[/code] and the vertex " "[code]idx + 1[/code], where [code]t[/code] controls if the point is the " "first vertex ([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), " "or in between. Values of [code]t[/code] outside the range ([code]0.0 >= t " "<=1[/code]) give strange, but predictable results.\n" "If [code]idx[/code] is out of bounds it is truncated to the first or last " "vertex, and [code]t[/code] is ignored. If the curve has no points, the " "function sends an error to the console, and returns [code](0, 0, 0)[/code]." msgstr "" #: doc/classes/Curve3D.xml msgid "" "Returns a point within the curve at position [code]offset[/code], where " "[code]offset[/code] is measured as a distance in 3D units along the curve.\n" "To do that, it finds the two cached points where the [code]offset[/code] " "lies between, then interpolates the values. This interpolation is cubic if " "[code]cubic[/code] is set to [code]true[/code], or linear if set to " "[code]false[/code].\n" "Cubic interpolation tends to follow the curves better, but linear is faster " "(and often, precise enough)." msgstr "" #: doc/classes/Curve3D.xml msgid "" "Returns an up vector within the curve at position [code]offset[/code], where " "[code]offset[/code] is measured as a distance in 3D units along the curve.\n" "To do that, it finds the two cached up vectors where the [code]offset[/code] " "lies between, then interpolates the values. If [code]apply_tilt[/code] is " "[code]true[/code], an interpolated tilt is applied to the interpolated up " "vector.\n" "If the curve has no up vectors, the function sends an error to the console, " "and returns [code](0, 1, 0)[/code]." msgstr "" #: doc/classes/Curve3D.xml msgid "" "Sets the tilt angle in radians for the point [code]idx[/code]. If the index " "is out of bounds, the function sends an error to the console.\n" "The tilt controls the rotation along the look-at axis an object traveling " "the path would have. In the case of a curve controlling a [PathFollow], this " "tilt is an offset over the natural tilt the [PathFollow] calculates." msgstr "" #: doc/classes/Curve3D.xml msgid "" "The distance in meters between two adjacent cached points. Changing it " "forces the cache to be recomputed the next time the [method " "get_baked_points] or [method get_baked_length] function is called. The " "smaller the distance, the more points in the cache and the more memory it " "will consume, so use with care." msgstr "" #: doc/classes/Curve3D.xml msgid "" "If [code]true[/code], the curve will bake up vectors used for orientation. " "This is used when [member PathFollow.rotation_mode] is set to [constant " "PathFollow.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed." msgstr "" #: doc/classes/CurveTexture.xml msgid "A texture that shows a curve." msgstr "" #: doc/classes/CurveTexture.xml msgid "" "Renders a given [Curve] provided to it. Simplifies the task of drawing " "curves and/or saving them as image files." msgstr "" #: doc/classes/CurveTexture.xml #, fuzzy msgid "The [Curve] that is rendered onto the texture." msgstr "円柱のレンダリングに使うマテリアル。" #: doc/classes/CurveTexture.xml msgid "" "The width of the texture (in pixels). Higher values make it possible to " "represent high-frequency data better (such as sudden direction changes), at " "the cost of increased generation time and memory usage." msgstr "" #: doc/classes/CylinderMesh.xml msgid "Class representing a cylindrical [PrimitiveMesh]." msgstr "" #: doc/classes/CylinderMesh.xml msgid "" "Class representing a cylindrical [PrimitiveMesh]. This class can be used to " "create cones by setting either the [member top_radius] or [member " "bottom_radius] properties to [code]0.0[/code]." msgstr "" #: doc/classes/CylinderMesh.xml 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." msgstr "" #: doc/classes/CylinderMesh.xml msgid "Full height of the cylinder." msgstr "" #: doc/classes/CylinderMesh.xml msgid "" "Number of radial segments on the cylinder. Higher values result in a more " "detailed cylinder/cone at the cost of performance." msgstr "" #: doc/classes/CylinderMesh.xml msgid "" "Number of edge rings along the height of the cylinder. Changing [member " "rings] does not have any visual impact unless a shader or procedural mesh " "tool is used to alter the vertex data. Higher values result in more " "subdivisions, which can be used to create smoother-looking effects with " "shaders or procedural mesh tools (at the cost of performance). When not " "altering the vertex data using a shader or procedural mesh tool, [member " "rings] should be kept to its default value." msgstr "" #: doc/classes/CylinderMesh.xml 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." msgstr "" #: doc/classes/CylinderShape.xml msgid "Cylinder shape for collisions." msgstr "" #: doc/classes/CylinderShape.xml msgid "The cylinder's height." msgstr "" #: doc/classes/CylinderShape.xml msgid "The cylinder's radius." msgstr "" #: doc/classes/DampedSpringJoint2D.xml msgid "Damped spring constraint for 2D physics." msgstr "" #: doc/classes/DampedSpringJoint2D.xml msgid "" "Damped spring constraint for 2D physics. This resembles a spring joint that " "always wants to go back to a given length." msgstr "" #: doc/classes/DampedSpringJoint2D.xml msgid "" "The spring joint's damping ratio. A value between [code]0[/code] and " "[code]1[/code]. When the two bodies move into different directions the " "system tries to align them to the spring axis again. A high [code]damping[/" "code] value forces the attached bodies to align faster." msgstr "" #: doc/classes/DampedSpringJoint2D.xml msgid "" "The spring joint's maximum length. The two attached bodies cannot stretch it " "past this value." msgstr "" #: doc/classes/DampedSpringJoint2D.xml msgid "" "When the bodies attached to the spring joint move they stretch or squash it. " "The joint always tries to resize towards this length." msgstr "" #: doc/classes/DampedSpringJoint2D.xml msgid "" "The higher the value, the less the bodies attached to the joint will deform " "it. The joint applies an opposing force to the bodies, the product of the " "stiffness multiplied by the size difference from its resting length." msgstr "" #: doc/classes/Dictionary.xml msgid "Dictionary type." msgstr "" #: doc/classes/Dictionary.xml msgid "" "Dictionary type. Associative container which contains values referenced by " "unique keys. Dictionaries are composed of pairs of keys (which must be " "unique) and values. Dictionaries will preserve the insertion order when " "adding elements, even though this may not be reflected when printing the " "dictionary. In other programming languages, this data structure is sometimes " "referred to as a hash map or associative array.\n" "You can define a dictionary by placing a comma-separated list of [code]key: " "value[/code] pairs in curly braces [code]{}[/code].\n" "Erasing elements while iterating over them [b]is not supported[/b] and will " "result in undefined behavior.\n" "[b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a " "dictionary which can be modified independently of the original dictionary, " "use [method duplicate].\n" "Creating a dictionary:\n" "[codeblock]\n" "var my_dict = {} # Creates an empty dictionary.\n" "\n" "var dict_variable_key = \"Another key name\"\n" "var dict_variable_value = \"value2\"\n" "var another_dict = {\n" " \"Some key name\": \"value1\",\n" " dict_variable_key: dict_variable_value,\n" "}\n" "\n" "var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "\n" "# Alternative Lua-style syntax.\n" "# Doesn't require quotes around keys, but only string constants can be used " "as key names.\n" "# Additionally, key names must start with a letter or an underscore.\n" "# Here, `some_key` is a string literal, not a variable!\n" "another_dict = {\n" " some_key = 42,\n" "}\n" "[/codeblock]\n" "You can access a dictionary's values by referencing the appropriate key. In " "the above example, [code]points_dict[\"White\"][/code] will return [code]50[/" "code]. You can also write [code]points_dict.White[/code], which is " "equivalent. However, you'll have to use the bracket syntax if the key you're " "accessing the dictionary with isn't a fixed string (such as a number or " "variable).\n" "[codeblock]\n" "export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n" "var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "func _ready():\n" " # We can't use dot syntax here as `my_color` is a variable.\n" " var points = points_dict[my_color]\n" "[/codeblock]\n" "In the above code, [code]points[/code] will be assigned the value that is " "paired with the appropriate color selected in [code]my_color[/code].\n" "Dictionaries can contain more complex data:\n" "[codeblock]\n" "my_dict = {\"First Array\": [1, 2, 3, 4]} # Assigns an Array to a String " "key.\n" "[/codeblock]\n" "To add a key to an existing dictionary, access it like an existing key and " "assign to it:\n" "[codeblock]\n" "var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "points_dict[\"Blue\"] = 150 # Add \"Blue\" as a key and assign 150 as its " "value.\n" "[/codeblock]\n" "Finally, dictionaries can contain different types of keys and values in the " "same dictionary:\n" "[codeblock]\n" "# This is a valid dictionary.\n" "# To access the string \"Nested value\" below, use `my_dict.sub_dict." "sub_key` or `my_dict[\"sub_dict\"][\"sub_key\"]`.\n" "# Indexing styles can be mixed and matched depending on your needs.\n" "var my_dict = {\n" " \"String Key\": 5,\n" " 4: [1, 2, 3],\n" " 7: \"Hello\",\n" " \"sub_dict\": {\"sub_key\": \"Nested value\"},\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] Unlike [Array]s, you can't compare dictionaries directly:\n" "[codeblock]\n" "array1 = [1, 2, 3]\n" "array2 = [1, 2, 3]\n" "\n" "func compare_arrays():\n" " print(array1 == array2) # Will print true.\n" "\n" "var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "\n" "func compare_dictionaries():\n" " print(dict1 == dict2) # Will NOT print true.\n" "[/codeblock]\n" "You need to first calculate the dictionary's hash with [method hash] before " "you can compare them:\n" "[codeblock]\n" "var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "\n" "func compare_dictionaries():\n" " print(dict1.hash() == dict2.hash()) # Will print true.\n" "[/codeblock]\n" "[b]Note:[/b] When declaring a dictionary with [code]const[/code], the " "dictionary itself can still be mutated by defining the values of individual " "keys. Using [code]const[/code] will only prevent assigning the constant with " "another value after it was initialized." msgstr "" #: doc/classes/Dictionary.xml msgid "GDScript basics: Dictionary" msgstr "" #: doc/classes/Dictionary.xml msgid "Clear the dictionary, removing all key/value pairs." msgstr "" #: doc/classes/Dictionary.xml msgid "" "Creates a copy of the dictionary, and returns it. The [code]deep[/code] " "parameter causes inner dictionaries and arrays to be copied recursively, but " "does not apply to objects." msgstr "" #: doc/classes/Dictionary.xml msgid "Returns [code]true[/code] if the dictionary is empty." msgstr "" #: doc/classes/Dictionary.xml msgid "" "Erase a dictionary key/value pair by key. Returns [code]true[/code] if the " "given key was present in the dictionary, [code]false[/code] otherwise.\n" "[b]Note:[/b] Don't erase elements while iterating over the dictionary. You " "can iterate over the [method keys] array instead." msgstr "" #: doc/classes/Dictionary.xml msgid "" "Returns the current value for the specified key in the [Dictionary]. If the " "key does not exist, the method returns the value of the optional default " "argument, or [code]null[/code] if it is omitted." msgstr "" #: doc/classes/Dictionary.xml msgid "" "Returns [code]true[/code] if the dictionary has a given key.\n" "[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as " "follows:\n" "[codeblock]\n" "# Will evaluate to `true`.\n" "if \"godot\" in {\"godot\": \"engine\"}:\n" " pass\n" "[/codeblock]\n" "This method (like the [code]in[/code] operator) will evaluate to [code]true[/" "code] as long as the key exists, even if the associated value is [code]null[/" "code]." msgstr "" #: doc/classes/Dictionary.xml #, fuzzy msgid "" "Returns [code]true[/code] if the dictionary has all the keys in the given " "array." msgstr "与えられたノードを含むグラフの場合、[code]true[/code] を返します。" #: doc/classes/Dictionary.xml msgid "" "Returns a hashed 32-bit integer value representing the dictionary contents. " "This can be used to compare dictionaries by value:\n" "[codeblock]\n" "var dict1 = {0: 10}\n" "var dict2 = {0: 10}\n" "# The line below prints `true`, whereas it would have printed `false` if " "both variables were compared directly.\n" "print(dict1.hash() == dict2.hash())\n" "[/codeblock]\n" "[b]Note:[/b] Dictionaries with the same keys/values but in a different order " "will have a different hash.\n" "[b]Note:[/b] Dictionaries with equal content will always produce identical " "hash values. However, the reverse is not true. Returning identical hash " "values does [i]not[/i] imply the dictionaries are equal, because different " "dictionaries can have identical hash values due to hash collisions." msgstr "" #: doc/classes/Dictionary.xml msgid "Returns the list of keys in the [Dictionary]." msgstr "" #: doc/classes/Dictionary.xml msgid "" "Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, " "duplicate keys will not be copied over, unless [code]overwrite[/code] is " "[code]true[/code]." msgstr "" #: doc/classes/Dictionary.xml #, fuzzy msgid "Returns the number of keys in the dictionary." msgstr "配列の要素数を返します。" #: doc/classes/Dictionary.xml msgid "Returns the list of values in the [Dictionary]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "Directional light from a distance, as from the Sun." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "A directional light is a type of [Light] node that models an infinite number " "of parallel rays covering the entire scene. It is used for lights with " "strong intensity that are located far away from the scene to model sunlight " "or moonlight. The worldspace location of the DirectionalLight transform " "(origin) is ignored. Only the basis is used to determine light direction." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "Amount of extra bias for shadow splits that are far away. If self-shadowing " "occurs only on the splits far away, increasing this value can fix them. This " "is ignored when [member directional_shadow_mode] is [constant " "SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " "transitions between splits. Enabling shadow blend splitting also has a " "moderate performance cost. This is ignored when [member " "directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "Optimizes shadow rendering for detail versus movement. See [enum " "ShadowDepthRange]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "The maximum distance for shadow splits. Increasing this value will make " "directional shadows visible from further away, at the cost of lower overall " "shadow detail and performance (since more objects need to be included in the " "directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml msgid "The light's shadow rendering algorithm. See [enum ShadowMode]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "Can be used to fix special cases of self shadowing when objects are " "perpendicular to the light." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "The distance from camera to shadow split 1. Relative to [member " "directional_shadow_max_distance]. Only used when [member " "directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " "SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "The distance from shadow split 1 to split 2. Relative to [member " "directional_shadow_max_distance]. Only used when [member " "directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " "SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "The distance from shadow split 2 to split 3. Relative to [member " "directional_shadow_max_distance]. Only used when [member " "directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "Renders the entire scene's shadow map from an orthogonal point of view. This " "is the fastest directional shadow mode. May result in blurrier shadows on " "close objects." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "Splits the view frustum in 2 areas, each with its own shadow map. This " "shadow mode is a compromise between [constant SHADOW_ORTHOGONAL] and " "[constant SHADOW_PARALLEL_4_SPLITS] in terms of performance." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "Splits the view frustum in 4 areas, each with its own shadow map. This is " "the slowest directional shadow mode." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "Keeps the shadow stable when the camera moves, at the cost of lower " "effective shadow resolution." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "Tries to achieve maximum shadow resolution. May result in saw effect on " "shadow edges. This mode typically works best in games where the camera will " "often move at high speeds, such as most racing games." msgstr "" #: doc/classes/Directory.xml msgid "Type used to handle the filesystem." msgstr "" #: doc/classes/Directory.xml msgid "" "Directory type. It is used to manage directories and their content (not " "restricted to the project folder).\n" "When creating a new [Directory], its default opened directory will be " "[code]res://[/code]. This may change in the future, so it is advised to " "always use [method open] to initialize your [Directory] where you want to " "operate, with explicit error checking.\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" "[codeblock]\n" "func dir_contents(path):\n" " var dir = Directory.new()\n" " if dir.open(path) == OK:\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" "[/codeblock]" msgstr "" #: doc/classes/Directory.xml msgid "" "Changes the currently opened directory to the one passed as an argument. The " "argument can be relative to the current directory (e.g. [code]newdir[/code] " "or [code]../newdir[/code]), or an absolute path (e.g. [code]/tmp/newdir[/" "code] or [code]res://somedir/newdir[/code]).\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/Directory.xml msgid "" "Copies the [code]from[/code] file to the [code]to[/code] destination. Both " "arguments should be paths to files, either relative or absolute. If the " "destination file exists and is not access-protected, it will be " "overwritten.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/Directory.xml msgid "" "Returns whether the current item processed with the last [method get_next] " "call is a directory ([code].[/code] and [code]..[/code] are considered " "directories)." msgstr "" #: doc/classes/Directory.xml msgid "" "Returns whether the target directory exists. The argument can be relative to " "the current directory, or an absolute path." msgstr "" #: doc/classes/Directory.xml msgid "" "Returns whether the target file exists. The argument can be relative to the " "current directory, or an absolute path." msgstr "" #: doc/classes/Directory.xml msgid "" "Returns the absolute path to the currently opened directory (e.g. " "[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])." msgstr "" #: doc/classes/Directory.xml msgid "" "Returns the currently opened directory's drive index. See [method get_drive] " "to convert returned index to the name of the drive." msgstr "" #: doc/classes/Directory.xml msgid "" "On Windows, returns the name of the drive (partition) passed as an argument " "(e.g. [code]C:[/code]).\n" "On macOS, returns the path to the mounted volume passed as an argument.\n" "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as " "an argument.\n" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" #: doc/classes/Directory.xml msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" "On macOS, returns the number of mounted volumes.\n" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" #: doc/classes/Directory.xml msgid "" "Returns the next element (file or directory) in the current directory " "(including [code].[/code] and [code]..[/code], unless " "[code]skip_navigational[/code] was given to [method list_dir_begin]).\n" "The name of the file or directory is returned (and not its full path). Once " "the stream has been fully processed, the method returns an empty String and " "closes the stream automatically (i.e. [method list_dir_end] would not be " "mandatory in such a case)." msgstr "" #: doc/classes/Directory.xml msgid "" "On UNIX desktop systems, returns the available space on the current " "directory's disk. On other platforms, this information is not available and " "the method returns 0 or -1." msgstr "" #: doc/classes/Directory.xml msgid "" "Initializes the stream used to list all files and directories using the " "[method get_next] function, closing the currently opened stream if needed. " "Once the stream has been processed, it should typically be closed with " "[method list_dir_end].\n" "If [code]skip_navigational[/code] is [code]true[/code], [code].[/code] and " "[code]..[/code] are filtered out.\n" "If [code]skip_hidden[/code] is [code]true[/code], hidden files are filtered " "out." msgstr "" #: doc/classes/Directory.xml msgid "" "Closes the current stream opened with [method list_dir_begin] (whether it " "has been fully processed with [method get_next] does not matter)." msgstr "" #: doc/classes/Directory.xml 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 ([code]OK[/code] on success)." msgstr "" #: doc/classes/Directory.xml 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 ([code]OK[/code] on success)." msgstr "" #: doc/classes/Directory.xml msgid "" "Opens an existing directory of the filesystem. The [code]path[/code] " "argument can be within the project tree ([code]res://folder[/code]), the " "user directory ([code]user://folder[/code]) or an absolute path of the user " "filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\\tmp\\folder[/code]).\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/Directory.xml msgid "" "Permanently deletes the target file or an empty directory. The argument can " "be relative to the current directory, or an absolute path. If the target " "directory is not empty, the operation will fail.\n" "If you don't want to delete the file/directory permanently, use [method OS." "move_to_trash] instead.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/Directory.xml msgid "" "Renames (move) the [code]from[/code] file or directory to the [code]to[/" "code] destination. Both arguments should be paths to files or directories, " "either relative or absolute. If the destination file or directory exists and " "is not access-protected, it will be overwritten.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" #: doc/classes/DTLSServer.xml msgid "Helper class to implement a DTLS server." msgstr "" #: doc/classes/DTLSServer.xml msgid "" "This class is used to store the state of a DTLS server. Upon [method setup] " "it converts connected [PacketPeerUDP] to [PacketPeerDTLS] accepting them via " "[method take_connection] as DTLS clients. Under the hood, this class is used " "to store the DTLS state and cookies of the server. The reason of why the " "state and cookies are needed is outside of the scope of this documentation.\n" "Below a small example of how to use it:\n" "[codeblock]\n" "# server.gd\n" "extends Node\n" "\n" "var dtls := DTLSServer.new()\n" "var server := UDPServer.new()\n" "var peers = []\n" "\n" "func _ready():\n" " server.listen(4242)\n" " var key = load(\"key.key\") # Your private key.\n" " var cert = load(\"cert.crt\") # Your X509 certificate.\n" " dtls.setup(key, cert)\n" "\n" "func _process(delta):\n" " while server.is_connection_available():\n" " var peer : PacketPeerUDP = server.take_connection()\n" " var dtls_peer : PacketPeerDTLS = dtls.take_connection(peer)\n" " if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n" " continue # It is normal that 50% of the connections fails due to " "cookie exchange.\n" " print(\"Peer connected!\")\n" " peers.append(dtls_peer)\n" " for p in peers:\n" " p.poll() # Must poll to update the state.\n" " if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" " while p.get_available_packet_count() > 0:\n" " print(\"Received message from client: %s\" % p.get_packet()." "get_string_from_utf8())\n" " p.put_packet(\"Hello DTLS client\".to_utf8())\n" "[/codeblock]\n" "[codeblock]\n" "# client.gd\n" "extends Node\n" "\n" "var dtls := PacketPeerDTLS.new()\n" "var udp := PacketPeerUDP.new()\n" "var connected = false\n" "\n" "func _ready():\n" " udp.connect_to_host(\"127.0.0.1\", 4242)\n" " dtls.connect_to_peer(udp, false) # Use true in production for " "certificate validation!\n" "\n" "func _process(delta):\n" " dtls.poll()\n" " if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" " if !connected:\n" " # Try to contact server\n" " dtls.put_packet(\"The answer is... 42!\".to_utf8())\n" " while dtls.get_available_packet_count() > 0:\n" " print(\"Connected: %s\" % dtls.get_packet()." "get_string_from_utf8())\n" " connected = true\n" "[/codeblock]" msgstr "" #: doc/classes/DTLSServer.xml msgid "" "Setup the DTLS server to use the given [code]private_key[/code] and provide " "the given [code]certificate[/code] to clients. You can pass the optional " "[code]chain[/code] parameter to provide additional CA chain information " "along with the certificate." msgstr "" #: doc/classes/DTLSServer.xml msgid "" "Try to initiate the DTLS handshake with the given [code]udp_peer[/code] " "which must be already connected (see [method PacketPeerUDP." "connect_to_host]).\n" "[b]Note:[/b] You must check that the state of the return PacketPeerUDP is " "[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of " "the new connections will be invalid due to cookie exchange." msgstr "" #: doc/classes/DynamicFont.xml msgid "DynamicFont renders vector font files at runtime." msgstr "" #: doc/classes/DynamicFont.xml msgid "" "DynamicFont renders vector font files dynamically at runtime instead of " "using a prerendered texture atlas like [BitmapFont]. This trades the faster " "loading time of [BitmapFont]s for the ability to change font parameters like " "size and spacing during runtime. [DynamicFontData] is used for referencing " "the font file paths. DynamicFont also supports defining one or more fallback " "fonts, which will be used when displaying a character not supported by the " "main font.\n" "DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library " "for rasterization. Supported formats are TrueType ([code].ttf[/code]), " "OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), " "and Web Open Font Format 2 ([code].woff2[/code]).\n" "[codeblock]\n" "var dynamic_font = DynamicFont.new()\n" "dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n" "dynamic_font.size = 64\n" "$\"Label\".set(\"custom_fonts/font\", dynamic_font)\n" "[/codeblock]\n" "[b]Note:[/b] DynamicFont doesn't support features such as kerning, right-to-" "left typesetting, ligatures, text shaping, variable fonts and optional font " "features yet. If you wish to \"bake\" an optional font feature into a TTF " "font file, you can use [url=https://fontforge.org/]FontForge[/url] to do so. " "In FontForge, use [b]File > Generate Fonts[/b], click [b]Options[/b], choose " "the desired features then generate the font." msgstr "" #: doc/classes/DynamicFont.xml msgid "Adds a fallback font." msgstr "" #: doc/classes/DynamicFont.xml msgid "" "Returns a string containing all the characters available in the main and all " "the fallback fonts.\n" "If a given character is included in more than one font, it appears only once " "in the returned string." msgstr "" #: doc/classes/DynamicFont.xml msgid "Returns the fallback font at index [code]idx[/code]." msgstr "" #: doc/classes/DynamicFont.xml msgid "Returns the number of fallback fonts." msgstr "" #: doc/classes/DynamicFont.xml msgid "" "Returns the spacing for the given [code]type[/code] (see [enum SpacingType])." msgstr "" #: doc/classes/DynamicFont.xml msgid "Removes the fallback font at index [code]idx[/code]." msgstr "" #: doc/classes/DynamicFont.xml msgid "Sets the fallback font at index [code]idx[/code]." msgstr "" #: doc/classes/DynamicFont.xml msgid "" "Sets the spacing for [code]type[/code] (see [enum SpacingType]) to " "[code]value[/code] in pixels (not relative to the font size)." msgstr "" #: doc/classes/DynamicFont.xml msgid "Extra spacing at the bottom in pixels." msgstr "" #: doc/classes/DynamicFont.xml msgid "" "Extra spacing for each character in pixels.\n" "This can be a negative number to make the distance between characters " "smaller." msgstr "" #: doc/classes/DynamicFont.xml msgid "" "Extra spacing for the space character (in addition to [member " "extra_spacing_char]) in pixels.\n" "This can be a negative number to make the distance between words smaller." msgstr "" #: doc/classes/DynamicFont.xml msgid "Extra spacing at the top in pixels." msgstr "" #: doc/classes/DynamicFont.xml msgid "The font data." msgstr "" #: doc/classes/DynamicFont.xml msgid "" "The font outline's color.\n" "[b]Note:[/b] It's recommended to leave this at the default value so that you " "can adjust it in individual controls. For example, if the outline is made " "black here, it won't be possible to change its color using a Label's font " "outline modulate theme item." msgstr "" #: doc/classes/DynamicFont.xml msgid "The font outline's thickness in pixels (not relative to the font size)." msgstr "" #: doc/classes/DynamicFont.xml msgid "The font size in pixels." msgstr "" #: doc/classes/DynamicFont.xml msgid "" "If [code]true[/code], filtering is used. This makes the font blurry instead " "of pixelated when scaling it if font oversampling is disabled or " "ineffective. It's recommended to enable this when using the font in a " "control whose size changes over time, unless a pixel art aesthetic is " "desired." msgstr "" #: doc/classes/DynamicFont.xml msgid "" "If [code]true[/code], mipmapping is used. This improves the font's " "appearance when downscaling it if font oversampling is disabled or " "ineffective." msgstr "" #: doc/classes/DynamicFont.xml msgid "Spacing at the top." msgstr "" #: doc/classes/DynamicFont.xml msgid "Spacing at the bottom." msgstr "" #: doc/classes/DynamicFont.xml msgid "Spacing for each character." msgstr "" #: doc/classes/DynamicFont.xml msgid "Spacing for the space character." msgstr "" #: doc/classes/DynamicFontData.xml msgid "Used with [DynamicFont] to describe the location of a font file." msgstr "" #: doc/classes/DynamicFontData.xml msgid "" "Used with [DynamicFont] to describe the location of a vector font file for " "dynamic rendering at runtime." msgstr "" #: doc/classes/DynamicFontData.xml msgid "" "If [code]true[/code], the font is rendered with anti-aliasing. This property " "applies both to the main font and its outline (if it has one)." msgstr "" #: doc/classes/DynamicFontData.xml msgid "The path to the vector font file." msgstr "" #: doc/classes/DynamicFontData.xml msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "" #: doc/classes/DynamicFontData.xml msgid "" "If set to a value greater than [code]0.0[/code], it will override default " "font oversampling, ignoring [member SceneTree.use_font_oversampling] value " "and viewport stretch mode." msgstr "" #: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" #: doc/classes/DynamicFontData.xml msgid "Use the light font hinting mode." msgstr "" #: doc/classes/DynamicFontData.xml msgid "Use the default font hinting mode (crisper but less smooth)." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "A script that is executed when exporting the project." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" "[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " "is called for each exported file.\n" "To use [EditorExportPlugin], register it using the [method EditorPlugin." "add_export_plugin] method first." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" "Virtual method to be overridden by the user. It is called when the export " "starts and provides all information about the export. [code]features[/code] " "is the list of features for the export, [code]is_debug[/code] is [code]true[/" "code] for debug builds, [code]path[/code] is the target path for the " "exported project. [code]flags[/code] is only used when running a runnable " "profile, e.g. when using native run on Android." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" "Virtual method to be overridden by the user. Called when the export is " "finished." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" "Virtual method to be overridden by the user. Called for each exported file, " "providing arguments that can be used to identify the file. [code]path[/code] " "is the path of the file, [code]type[/code] is the [Resource] represented by " "the file (e.g. [PackedScene]) and [code]features[/code] is the list of " "features for the export.\n" "Calling [method skip] inside this callback will make the file not included " "in the export." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" "Adds a custom file to be exported. [code]path[/code] is the virtual path " "that can be used to load the file, [code]file[/code] is the binary data of " "the file. If [code]remap[/code] is [code]true[/code], file will not be " "exported, but instead remapped to the given [code]path[/code]." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" "Adds an iOS bundle file from the given [code]path[/code] to the exported " "project." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" "Adds a C++ code to the iOS export. The final code is created from the code " "appended by each active export plugin." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" "Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's " "Xcode project and embeds it into resulting binary.\n" "[b]Note:[/b] For static libraries (*.a) works in same way as [method " "add_ios_framework].\n" "This method should not be used for System libraries as they are already " "present on the device." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" "Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to " "Linking Phase in iOS's Xcode project." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "Adds linker flags for the iOS export." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "Adds content for iOS Property List files." msgstr "" #: doc/classes/EditorExportPlugin.xml #, fuzzy msgid "Adds a static lib from the given [code]path[/code] to the iOS project." msgstr "" "秒単位で与えられた位置 [code]from_position[/code] からの音声を再生します。" #: doc/classes/EditorExportPlugin.xml msgid "" "Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " "directory of macOS app bundle.\n" "[b]Note:[/b] This is useful only for macOS exports." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" "Adds a shared object or a directory containing only shared objects with the " "given [code]tags[/code] and destination [code]path[/code].\n" "[b]Note:[/b] In case of macOS exports, those shared objects will be added to " "[code]Frameworks[/code] directory of app bundle.\n" "In case of a directory code-sign will error if you place non code object in " "directory." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" "To be called inside [method _export_file]. Skips the current file, so it's " "not included in the export." msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" "An editor feature profile which can be used to disable specific features." msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" "An editor feature profile can be used to disable specific features of the " "Godot editor. When disabled, the features won't appear in the editor, which " "makes the editor less cluttered. This is useful in education settings to " "reduce confusion or when working in a team. For example, artists and level " "designers could use a feature profile that disables the script editor to " "avoid accidentally making changes to files they aren't supposed to edit.\n" "To manage editor feature profiles visually, use [b]Editor > Manage Feature " "Profiles...[/b] at the top of the editor window." msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "Returns the specified [code]feature[/code]'s human-readable name." msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" "Returns [code]true[/code] if the class specified by [code]class_name[/code] " "is disabled. When disabled, the class won't appear in the Create New Node " "dialog." msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" "Returns [code]true[/code] if editing for the class specified by " "[code]class_name[/code] is disabled. 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 "" #: doc/classes/EditorFeatureProfile.xml msgid "" "Returns [code]true[/code] if [code]property[/code] is disabled in the class " "specified by [code]class_name[/code]. When a property is disabled, it won't " "appear in the inspector when selecting a node that extends the class " "specified by [code]class_name[/code]." msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" "Returns [code]true[/code] if the [code]feature[/code] is disabled. When a " "feature is disabled, it will disappear from the editor entirely." msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" "Loads an editor feature profile from a file. The file must follow the JSON " "format obtained by using the feature profile manager's [b]Export[/b] button " "or the [method save_to_file] method." msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" "Saves the editor feature profile to a file in JSON format. It can then be " "imported using the feature profile manager's [b]Import[/b] button or the " "[method load_from_file] method." msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" "If [code]disable[/code] is [code]true[/code], disables the class specified " "by [code]class_name[/code]. When disabled, the class won't appear in the " "Create New Node dialog." msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" "If [code]disable[/code] is [code]true[/code], disables editing for the class " "specified by [code]class_name[/code]. 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 "" #: doc/classes/EditorFeatureProfile.xml msgid "" "If [code]disable[/code] is [code]true[/code], disables editing for " "[code]property[/code] in the class specified by [code]class_name[/code]. " "When a property is disabled, it won't appear in the inspector when selecting " "a node that extends the class specified by [code]class_name[/code]." msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" "If [code]disable[/code] is [code]true[/code], disables the editor feature " "specified in [code]feature[/code]. When a feature is disabled, it will " "disappear from the editor entirely." msgstr "" #: doc/classes/EditorFeatureProfile.xml 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 "" #: doc/classes/EditorFeatureProfile.xml msgid "" "The Script tab, which contains the script editor and class reference " "browser. If this feature is disabled, the Script tab won't display." msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" "The AssetLib tab. If this feature is disabled, the AssetLib tab won't " "display." msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" "Scene tree editing. If this feature is disabled, the Scene tree dock will " "still be visible but will be read-only." msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" "The Node dock. If this feature is disabled, signals and groups won't be " "visible and modifiable from the editor." msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" "The FileSystem dock. If this feature is disabled, the FileSystem dock won't " "be visible." msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" "The Import dock. If this feature is disabled, the Import dock won't be " "visible." msgstr "" #: doc/classes/EditorFeatureProfile.xml doc/classes/SpatialMaterial.xml msgid "Represents the size of the [enum Feature] enum." msgstr "[enum Feature] enum のサイズを表します。" #: doc/classes/EditorFileDialog.xml msgid "A modified version of [FileDialog] used by the editor." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "Adds a comma-delimited file extension filter option to the " "[EditorFileDialog] with an optional semi-colon-delimited label.\n" "For example, [code]\"*.tscn, *.scn; Scenes\"[/code] results in filter text " "\"Scenes (*.tscn, *.scn)\"." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "Removes all filters except for \"All Files (*)\"." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "Returns the [code]VBoxContainer[/code] used to display the file system.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "Notify the [EditorFileDialog] that its view of the data is no longer " "accurate. Updates the view contents on next view update." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "The location from which the user may select a file, including [code]res://[/" "code], [code]user://[/code], and the local file system." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "The currently occupied directory." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "The currently selected file." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "The file system path in the address bar." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "If [code]true[/code], the [EditorFileDialog] will not warn the user before " "overwriting files." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "The view format in which the [EditorFileDialog] displays resources to the " "user." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "The purpose of the [EditorFileDialog], which defines the allowed behaviors." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "If [code]true[/code], hidden files and directories will be visible in the " "[EditorFileDialog]." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "Emitted when a directory is selected." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "Emitted when a file is selected." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "Emitted when multiple files are selected." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can select only one file. Accepting the window will " "open the file." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can select multiple files. Accepting the window will " "open all files." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can select only one directory. Accepting the window " "will open the directory." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can select a file or directory. Accepting the window " "will open it." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can select only one file. Accepting the window will " "save the file." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can only view [code]res://[/code] directory contents." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "The [EditorFileDialog] can only view [code]user://[/code] directory contents." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "The [EditorFileDialog] can view the entire local file system." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "The [EditorFileDialog] displays resources as thumbnails." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "The [EditorFileDialog] displays resources as a list of filenames." msgstr "" #: doc/classes/EditorFileSystem.xml msgid "Resource filesystem, as the editor sees it." msgstr "" #: doc/classes/EditorFileSystem.xml msgid "" "This object holds information of all resources in the filesystem, their " "types, etc.\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_resource_filesystem]." msgstr "" #: doc/classes/EditorFileSystem.xml msgid "" "Returns the resource type of the file, given the full path. This returns a " "string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], " "[i]not[/i] a file extension such as [code]\".gd\"[/code]." msgstr "" #: doc/classes/EditorFileSystem.xml msgid "Gets the root directory object." msgstr "" #: doc/classes/EditorFileSystem.xml msgid "Returns a view into the filesystem at [code]path[/code]." msgstr "" #: doc/classes/EditorFileSystem.xml msgid "Returns the scan progress for 0 to 1 if the FS is being scanned." msgstr "" #: doc/classes/EditorFileSystem.xml #, fuzzy msgid "Returns [code]true[/code] if the filesystem is being scanned." msgstr "配列が空の場合は[code]true[/code]を返します。" #: doc/classes/EditorFileSystem.xml msgid "Scan the filesystem for changes." msgstr "" #: doc/classes/EditorFileSystem.xml msgid "Check if the source of any imported resource changed." msgstr "" #: doc/classes/EditorFileSystem.xml msgid "" "Update a file information. Call this if an external program (not Godot) " "modified the file." msgstr "" #: doc/classes/EditorFileSystem.xml msgid "Scans the script files and updates the list of custom class names." msgstr "" #: doc/classes/EditorFileSystem.xml msgid "Emitted if the filesystem changed." msgstr "" #: doc/classes/EditorFileSystem.xml #, fuzzy msgid "Emitted if a resource is reimported." msgstr "インスペクタでリソースが選択されたときに発信。" #: doc/classes/EditorFileSystem.xml msgid "" "Emitted if at least one resource is reloaded when the filesystem is scanned." msgstr "" #: doc/classes/EditorFileSystem.xml msgid "Emitted if the source of any imported file changed." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "A directory for the resource filesystem." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "A more generalized, low-level variation of the directory concept." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "" "Returns the index of the directory with name [code]name[/code] or [code]-1[/" "code] if not found." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "" "Returns the index of the file with name [code]name[/code] or [code]-1[/code] " "if not found." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the name of the file at index [code]idx[/code]." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the number of files in this directory." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "" "Returns [code]true[/code] if the file at index [code]idx[/code] imported " "properly." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the path to the file at index [code]idx[/code]." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "" "Returns the base class of the script class defined in the file at index " "[code]idx[/code]. If the file doesn't define a script class using the " "[code]class_name[/code] syntax, this will return an empty string." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "" "Returns the name of the script class defined in the file at index [code]idx[/" "code]. If the file doesn't define a script class using the [code]class_name[/" "code] syntax, this will return an empty string." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "" "Returns the resource type of the file at index [code]idx[/code]. This " "returns a string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/" "code], [i]not[/i] a file extension such as [code]\".gd\"[/code]." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the name of this directory." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "" "Returns the parent directory for this directory or [code]null[/code] if " "called on a directory at [code]res://[/code] or [code]user://[/code]." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the path to this directory." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the subdirectory at index [code]idx[/code]." msgstr "" #: doc/classes/EditorFileSystemDirectory.xml msgid "Returns the number of subdirectories in this directory." msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" "Registers a custom resource importer in the editor. Use the class to parse " "any file and import it as a new resource type." msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" "[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " "alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " "affect the import process. EditorImportPlugins are responsible for creating " "the resources and saving them in the [code].import[/code] directory (see " "[member ProjectSettings.application/config/" "use_hidden_project_data_directory]).\n" "Below is an example EditorImportPlugin that imports a [Mesh] from a file " "with the extension \".special\" or \".spec\":\n" "[codeblock]\n" "tool\n" "extends EditorImportPlugin\n" "\n" "func get_importer_name():\n" " return \"my.special.plugin\"\n" "\n" "func get_visible_name():\n" " return \"Special Mesh\"\n" "\n" "func get_recognized_extensions():\n" " return [\"special\", \"spec\"]\n" "\n" "func get_save_extension():\n" " return \"mesh\"\n" "\n" "func get_resource_type():\n" " return \"Mesh\"\n" "\n" "func get_preset_count():\n" " return 1\n" "\n" "func get_preset_name(i):\n" " return \"Default\"\n" "\n" "func get_import_options(i):\n" " return [{\"name\": \"my_option\", \"default_value\": false}]\n" "\n" "func import(source_file, save_path, options, platform_variants, gen_files):\n" " var file = File.new()\n" " if file.open(source_file, File.READ) != OK:\n" " return FAILED\n" "\n" " var mesh = Mesh.new()\n" " # Fill the Mesh with data read in \"file\", left as an exercise to the " "reader\n" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" "[/codeblock]\n" "To use [EditorImportPlugin], register it using the [method EditorPlugin." "add_import_plugin] method first." msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" "Gets the options and default values for the preset at this index. Returns an " "Array of Dictionaries with the following keys: [code]name[/code], " "[code]default_value[/code], [code]property_hint[/code] (optional), " "[code]hint_string[/code] (optional), [code]usage[/code] (optional)." msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" "Gets the order of this importer to be run when importing resources. " "Importers with [i]lower[/i] import orders will be called first, and higher " "values will be called later. Use this to ensure the importer runs after the " "dependencies are already imported. The default import order is [code]0[/" "code] unless overridden by a specific importer. See [enum ResourceImporter." "ImportOrder] for some predefined values." msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "Gets the unique name of the importer." msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" "This method can be overridden to hide specific import options if conditions " "are met. This is mainly useful for hiding options that depend on others if " "one of them is disabled. For example:\n" "[codeblock]\n" "func get_option_visibility(option, options):\n" " # Only show the lossy quality setting if the compression mode is set to " "\"Lossy\".\n" " if option == \"compress/lossy_quality\" and options.has(\"compress/" "mode\"):\n" " return int(options[\"compress/mode\"]) == COMPRESS_LOSSY\n" "\n" " return true\n" "[/codeblock]\n" "Return [code]true[/code] to make all options always visible." msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" "Gets the number of initial presets defined by the plugin. Use [method " "get_import_options] to get the default options for the preset and [method " "get_preset_name] to get the name of the preset." msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "Gets the name of the options preset at this index." msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" "Gets the priority of this plugin for the recognized extension. Higher " "priority plugins will be preferred. The default priority is [code]1.0[/code]." msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" "Gets the list of file extensions to associate with this loader (case-" "insensitive). e.g. [code][\"obj\"][/code]." msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" "Gets the Godot resource type associated with this loader. e.g. " "[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]." msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" "Gets the extension used to save this resource in the [code].import[/code] " "directory (see [member ProjectSettings.application/config/" "use_hidden_project_data_directory])." msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" "Gets the name to display in the import window. You should choose this name " "as a continuation to \"Import as\", e.g. \"Import as Special Mesh\"." msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" "Imports [code]source_file[/code] into [code]save_path[/code] with the import " "[code]options[/code] specified. The [code]platform_variants[/code] and " "[code]gen_files[/code] arrays will be modified by this function.\n" "This method must be overridden to do the actual importing work. See this " "class' description for an example of overriding this method." msgstr "" #: doc/classes/EditorInspector.xml msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" "This is the control that implements property editing in the editor's " "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" "[EditorInspector] will show properties in the same order as the array " "returned by [method Object.get_property_list].\n" "If a property's name is path-like (i.e. if it contains forward slashes), " "[EditorInspector] will create nested sections for \"directories\" along the " "path. For example, if a property is named [code]highlighting/gdscript/" "node_path_color[/code], it will be shown as \"Node Path Color\" inside the " "\"GDScript\" section nested inside the \"Highlighting\" section.\n" "If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " "will group subsequent properties whose name starts with the property's hint " "string. The group ends when a property does not start with that hint string " "or when a new group starts. An empty group name effectively ends the current " "group. [EditorInspector] will create a top-level section for each group. For " "example, if a property with group usage is named [code]Collide With[/code] " "and its hint string is [code]collide_with_[/code], a subsequent " "[code]collide_with_area[/code] property will be shown as \"Area\" inside the " "\"Collide With\" section.\n" "[b]Note:[/b] Unlike sections created from path-like property names, " "[EditorInspector] won't capitalize the name for sections created from " "groups. So properties with group usage usually use capitalized names instead " "of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml msgid "" "Refreshes the inspector.\n" "[b]Note:[/b] To save on CPU resources, calling this method will do nothing " "if the time specified in [code]docks/property_editor/auto_refresh_interval[/" "code] editor setting hasn't passed yet since this method was last called. " "(By default, this interval is set to 0.3 seconds.)" msgstr "" #: doc/classes/EditorInspector.xml msgid "" "Emitted when the Edit button of an [Object] has been pressed in the " "inspector. This is mainly used in the remote scene tree inspector." msgstr "" #: doc/classes/EditorInspector.xml msgid "Emitted when a property is edited in the inspector." msgstr "インスペクタでプロパティが編集されたときに発信。" #: doc/classes/EditorInspector.xml msgid "" "Emitted when a property is keyed in the inspector. Properties can be keyed " "by clicking the \"key\" icon next to a property when the Animation panel is " "toggled." msgstr "" #: doc/classes/EditorInspector.xml msgid "Emitted when a property is selected in the inspector." msgstr "インスペクタでプロパティが選択されたときに発信。" #: doc/classes/EditorInspector.xml msgid "" "Emitted when a boolean property is toggled in the inspector.\n" "[b]Note:[/b] This signal is never emitted if the internal [code]autoclear[/" "code] property enabled. Since this property is always enabled in the editor " "inspector, this signal is never emitted by the editor itself." msgstr "" #: doc/classes/EditorInspector.xml msgid "Emitted when a resource is selected in the inspector." msgstr "インスペクタでリソースが選択されたときに発信。" #: doc/classes/EditorInspector.xml msgid "" "Emitted when a property that requires a restart to be applied is edited in " "the inspector. This is only used in the Project Settings and Editor Settings." msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "Plugin for adding custom property editors on inspector." msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" "[EditorInspectorPlugin] allows adding custom property editors to " "[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " "place custom controls at the beginning of the class.\n" "Subsequently, the [method parse_category] and [method parse_property] are " "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" "On each of these calls, the \"add\" functions can be called.\n" "To use [EditorInspectorPlugin], register it using the [method EditorPlugin." "add_inspector_plugin] method first." msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "Inspector plugins" msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "Adds a custom control, which is not necessarily a property editor." msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" "Adds a property editor for an individual property. The [code]editor[/code] " "control must extend [EditorProperty]." msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" "Adds an editor that allows modifying multiple properties. The [code]editor[/" "code] control must extend [EditorProperty]." msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "Returns [code]true[/code] if this object can be handled by this plugin." msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "Called to allow adding controls at the beginning of the list." msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "Called to allow adding controls at the beginning of the category." msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "Called to allow adding controls at the end of the list." msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" "Called to allow adding property specific editors to the inspector. Usually " "these inherit [EditorProperty]. Returning [code]true[/code] removes the " "built-in editor for this property, otherwise allows to insert a custom " "editor before the built-in one." msgstr "" #: doc/classes/EditorInterface.xml msgid "Godot editor's interface." msgstr "" #: doc/classes/EditorInterface.xml msgid "" "EditorInterface gives you control over Godot editor's window. It allows " "customizing the window, saving and (re-)loading scenes, rendering mesh " "previews, inspecting and editing resources and objects, and provides access " "to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], " "[ScriptEditor], the editor viewport, and information about scenes.\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorPlugin.get_editor_interface]." msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Edits the given [Node]. The node will be also selected if it's inside the " "scene tree." msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Edits the given [Resource]. If the resource is a [Script] you can also edit " "it with [method edit_script] to specify the line and column position." msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Edits the given [Script]. The line and column on which to open the script " "can also be specified. The script will be open with the user-configured " "editor for the script's language which may be an external editor." msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Returns the main container of Godot editor's window. For example, you can " "use it to retrieve the size of the container and place your controls " "accordingly.\n" "[b]Warning:[/b] Removing and freeing this node will render the editor " "useless and may cause a crash." msgstr "" #: doc/classes/EditorInterface.xml msgid "Returns the current path being viewed in the [FileSystemDock]." msgstr "" #: doc/classes/EditorInterface.xml msgid "Returns the edited (current) scene's root [Node]." msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Returns the actual scale of the editor UI ([code]1.0[/code] being 100% " "scale). This can be used to adjust position and dimensions of the UI added " "by plugins.\n" "[b]Note:[/b] This value is set via the [code]interface/editor/display_scale[/" "code] and [code]interface/editor/custom_display_scale[/code] editor " "settings. Editor must be restarted for changes to be properly applied." msgstr "" #: doc/classes/EditorInterface.xml msgid "Returns the editor's [EditorSettings] instance." msgstr "エディタの [EditorSettings] インスタンスを返します。" #: doc/classes/EditorInterface.xml msgid "" "Returns the main editor control. Use this as a parent for main screens.\n" "[b]Note:[/b] This returns the main editor control containing the whole " "editor, not the 2D or 3D viewports specifically.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Returns the editor's [FileSystemDock] instance.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Returns the editor's [EditorInspector] instance.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" #: doc/classes/EditorInterface.xml msgid "Returns an [Array] with the file paths of the currently opened scenes." msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Returns the name of the scene that is being played. If no scene is currently " "being played, returns an empty string." msgstr "" #: doc/classes/EditorInterface.xml msgid "Returns the editor's [EditorFileSystem] instance." msgstr "エディタの [EditorFileSystem] インスタンスを返します。" #: doc/classes/EditorInterface.xml msgid "Returns the editor's [EditorResourcePreview] instance." msgstr "エディタの [EditorResourcePreview] インスタンスを返します。" #: doc/classes/EditorInterface.xml msgid "" "Returns the editor's [ScriptEditor] instance.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Returns the path of the directory currently selected in the " "[FileSystemDock]. If a file is selected, its base directory will be returned " "using [method String.get_base_dir] instead." msgstr "" #: doc/classes/EditorInterface.xml msgid "Returns the editor's [EditorSelection] instance." msgstr "エディタの [EditorSelection] インスタンスを返します。" #: doc/classes/EditorInterface.xml #, fuzzy msgid "" "Shows the given property on the given [code]object[/code] in the editor's " "Inspector dock. If [code]inspector_only[/code] is [code]true[/code], plugins " "will not attempt to edit [code]object[/code]." msgstr "" "エディタのインスペクタドックにて、指定された [code]object[/code] の指定された" "プロパティを表示します。" #: doc/classes/EditorInterface.xml msgid "" "Returns [code]true[/code] if a scene is currently being played, [code]false[/" "code] otherwise. Paused scenes are considered as being played." msgstr "" "シーンが実行中の場合は [code]true[/code] を、そうでない場合は [code]false[/" "code] を返します。一時停止中のシーンは実行中とみなされます。" #: doc/classes/EditorInterface.xml msgid "" "Returns [code]true[/code] if the specified [code]plugin[/code] is enabled. " "The plugin name is the same as its directory name." msgstr "" "指定した [code]plugin[/code] が有効な場合に [code]true[/code] を返します。プ" "ラグイン名はディレクトリ名と同じです。" #: doc/classes/EditorInterface.xml msgid "" "Returns mesh previews rendered at the given size as an [Array] of [Texture]s." msgstr "" #: doc/classes/EditorInterface.xml msgid "Opens the scene at the given path." msgstr "" #: doc/classes/EditorInterface.xml msgid "Plays the currently active scene." msgstr "" #: doc/classes/EditorInterface.xml msgid "Plays the scene specified by its filepath." msgstr "" #: doc/classes/EditorInterface.xml msgid "Plays the main scene." msgstr "" #: doc/classes/EditorInterface.xml msgid "Reloads the scene at the given path." msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/" "code] (see [@GlobalScope] constants)." msgstr "" #: doc/classes/EditorInterface.xml msgid "Saves the scene as a file at [code]path[/code]." msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Selects the file, with the path provided by [code]file[/code], in the " "FileSystem dock." msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Sets the editor's current main screen to the one specified in [code]name[/" "code]. [code]name[/code] must match the text of the tab in question exactly " "([code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/" "code])." msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Sets the enabled status of a plugin. The plugin name is the same as its " "directory name." msgstr "" #: doc/classes/EditorInterface.xml msgid "Stops the scene that is currently playing." msgstr "実行中のシーンを停止します。" #: doc/classes/EditorInterface.xml msgid "" "If [code]true[/code], enables distraction-free mode which hides side docks " "to increase the space available for the main view." msgstr "" #: doc/classes/EditorPlugin.xml msgid "Used by the editor to extend its functionality." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Plugins are used by the editor to extend functionality. The most common " "types of plugins are those which edit a given node or resource type, import " "plugins and export plugins. See also [EditorScript] to add functions to the " "editor." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Adds a script at [code]path[/code] to the Autoload list as [code]name[/code]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Adds a control to the bottom panel (together with Output, Debug, Animation, " "etc). Returns a reference to the button added. It's up to you to hide/show " "the button when needed. When your plugin is deactivated, make sure to remove " "your custom control with [method remove_control_from_bottom_panel] and free " "it with [method Node.queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Adds a custom control to a container (see [enum CustomControlContainer]). " "There are many locations where custom controls can be added in the editor " "UI.\n" "Please remember that you have to manage the visibility of your custom " "controls yourself (and likely hide it after adding it).\n" "When your plugin is deactivated, make sure to remove your custom control " "with [method remove_control_from_container] and free it with [method Node." "queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Adds the control to a specific dock slot (see [enum DockSlot] for options).\n" "If the dock is repositioned and as long as the plugin is active, the editor " "will save the dock position on further sessions.\n" "When your plugin is deactivated, make sure to remove your custom control " "with [method remove_control_from_docks] and free it with [method Node." "queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Adds a custom type, which will appear in the list of nodes or resources. An " "icon can be optionally passed.\n" "When given node or resource is selected, the base type will be instanced " "(ie, \"Spatial\", \"Control\", \"Resource\"), then the script will be loaded " "and set to this object.\n" "You can use the virtual method [method handles] to check if your custom " "object is being edited by checking the script or using the [code]is[/code] " "keyword.\n" "During run-time, this will be a simple object with a script so this function " "does not need to be called then." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Registers a new [EditorExportPlugin]. Export plugins are used to perform " "tasks when the project is being exported.\n" "See [method add_inspector_plugin] for an example of how to register a plugin." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Registers a new [EditorImportPlugin]. Import plugins are used to import " "custom and unsupported assets as a custom [Resource] type.\n" "[b]Note:[/b] If you want to import custom 3D asset formats use [method " "add_scene_import_plugin] instead.\n" "See [method add_inspector_plugin] for an example of how to register a plugin." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Registers a new [EditorInspectorPlugin]. Inspector plugins are used to " "extend [EditorInspector] and provide custom configuration tools for your " "object's properties.\n" "[b]Note:[/b] Always use [method remove_inspector_plugin] to remove the " "registered [EditorInspectorPlugin] when your [EditorPlugin] is disabled to " "prevent leaks and an unexpected behavior.\n" "[codeblock]\n" "const MyInspectorPlugin = preload(\"res://addons/your_addon/path/to/your/" "script.gd\")\n" "var inspector_plugin = MyInspectorPlugin.new()\n" "\n" "func _enter_tree():\n" " add_inspector_plugin(inspector_plugin)\n" "\n" "func _exit_tree():\n" " remove_inspector_plugin(inspector_plugin)\n" "[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Registers a new [EditorSceneImporter]. Scene importers are used to import " "custom 3D asset formats as scenes." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Registers a new [EditorSpatialGizmoPlugin]. Gizmo plugins are used to add " "custom gizmos to the 3D preview viewport for a [Spatial].\n" "See [method add_inspector_plugin] for an example of how to register a plugin." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Adds a custom menu item to [b]Project > Tools[/b] as [code]name[/code] that " "calls [code]callback[/code] on an instance of [code]handler[/code] with a " "parameter [code]ud[/code] when user activates it." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Adds a custom submenu under [b]Project > Tools >[/b] [code]name[/code]. " "[code]submenu[/code] should be an object of class [PopupMenu]. This submenu " "should be cleaned up using [code]remove_tool_menu_item(name)[/code]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "This method is called when the editor is about to save the project, switch " "to another tab, etc. It asks the plugin to apply any pending state changes " "to ensure consistency.\n" "This is used, for example, in shader editors to let the plugin know that it " "must apply the shader code being written by the user to the object." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "This method is called when the editor is about to run the project. The " "plugin can then perform required operations before the project runs.\n" "This method must return a boolean. If this method returns [code]false[/" "code], the project will not run. The run is aborted immediately, so this " "also prevents all other plugins' [method build] methods from running." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Clear all the state and reset the object being edited to zero. This ensures " "your plugin does not keep editing a currently existing node, or a node from " "the wrong scene." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Called by the engine when the user disables the [EditorPlugin] in the Plugin " "tab of the project settings window." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "This function is used for plugins that edit specific object types (nodes or " "resources). It requests the editor to edit the given object." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Called by the engine when the user enables the [EditorPlugin] in the Plugin " "tab of the project settings window." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Called by the engine when the 2D editor's viewport is updated. Use the " "[code]overlay[/code] [Control] for drawing. You can update the viewport " "manually by calling [method update_overlays].\n" "[codeblock]\n" "func forward_canvas_draw_over_viewport(overlay):\n" " # Draw a circle at cursor position.\n" " overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color." "white)\n" "\n" "func forward_canvas_gui_input(event):\n" " if event is InputEventMouseMotion:\n" " # Redraw viewport when cursor is moved.\n" " update_overlays()\n" " return true\n" " return false\n" "[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "This method is the same as [method forward_canvas_draw_over_viewport], " "except it draws on top of everything. Useful when you need an extra layer " "that shows over anything else.\n" "You need to enable calling of this method by using [method " "set_force_draw_over_forwarding_enabled]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Called when there is a root node in the current edited scene, [method " "handles] is implemented and an [InputEvent] happens in the 2D viewport. " "Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] " "consumes the [code]event[/code], otherwise forwards [code]event[/code] to " "other Editor classes. Example:\n" "[codeblock]\n" "# Prevents the InputEvent to reach other Editor classes\n" "func forward_canvas_gui_input(event):\n" " var forward = true\n" " return forward\n" "[/codeblock]\n" "Must [code]return false[/code] in order to forward the [InputEvent] to other " "Editor classes. Example:\n" "[codeblock]\n" "# Consumes InputEventMouseMotion and forwards other InputEvent types\n" "func forward_canvas_gui_input(event):\n" " var forward = false\n" " if event is InputEventMouseMotion:\n" " forward = true\n" " return forward\n" "[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Called by the engine when the 3D editor's viewport is updated. Use the " "[code]overlay[/code] [Control] for drawing. You can update the viewport " "manually by calling [method update_overlays].\n" "[codeblock]\n" "func forward_spatial_draw_over_viewport(overlay):\n" " # Draw a circle at cursor position.\n" " overlay.draw_circle(overlay.get_local_mouse_position(), 64)\n" "\n" "func forward_spatial_gui_input(camera, event):\n" " if event is InputEventMouseMotion:\n" " # Redraw viewport when cursor is moved.\n" " update_overlays()\n" " return true\n" " return false\n" "[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "This method is the same as [method forward_spatial_draw_over_viewport], " "except it draws on top of everything. Useful when you need an extra layer " "that shows over anything else.\n" "You need to enable calling of this method by using [method " "set_force_draw_over_forwarding_enabled]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Called when there is a root node in the current edited scene, [method " "handles] is implemented and an [InputEvent] happens in the 3D viewport. " "Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] " "consumes the [code]event[/code], otherwise forwards [code]event[/code] to " "other Editor classes. Example:\n" "[codeblock]\n" "# Prevents the InputEvent to reach other Editor classes\n" "func forward_spatial_gui_input(camera, event):\n" " var forward = true\n" " return forward\n" "[/codeblock]\n" "Must [code]return false[/code] in order to forward the [InputEvent] to other " "Editor classes. Example:\n" "[codeblock]\n" "# Consumes InputEventMouseMotion and forwards other InputEvent types\n" "func forward_spatial_gui_input(camera, event):\n" " var forward = false\n" " if event is InputEventMouseMotion:\n" " forward = true\n" " return forward\n" "[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "This is for editors that edit script-based objects. You can return a list of " "breakpoints in the format ([code]script:line[/code]), for example: " "[code]res://path_to_script.gd:25[/code]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Returns the [EditorInterface] object that gives you control over Godot " "editor's window and its functionalities." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Override this method in your plugin to return a [Texture] in order to give " "it an icon.\n" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " "16x16 pixels in size.\n" "[codeblock]\n" "func get_plugin_icon():\n" " # You can use a custom icon:\n" " return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n" " # Or use a built-in icon:\n" " return get_editor_interface().get_base_control().get_icon(\"Node\", " "\"EditorIcons\")\n" "[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Override this method in your plugin to provide the name of the plugin when " "displayed in the Godot editor.\n" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Override this method to provide a state data you want to be saved, like view " "position, grid settings, folding, etc. This is used when saving the scene " "(so state is kept when opening it again) and for switching tabs (so state " "can be restored when the tab returns). This data is automatically saved for " "each scene in an [code]editstate[/code] file in the editor metadata folder. " "If you want to store global (scene-independent) editor data for your plugin, " "you can use [method get_window_layout] instead.\n" "Use [method set_state] to restore your saved state.\n" "[b]Note:[/b] This method should not be used to save important settings that " "should persist with the project.\n" "[b]Note:[/b] You must implement [method get_plugin_name] for the state to be " "stored and restored correctly.\n" "[codeblock]\n" "func get_state():\n" " var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n" " return state\n" "[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Gets the undo/redo object. Most actions in the editor can be undoable, so " "use this object to make sure this happens when it's worth it." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Override this method to provide the GUI layout of the plugin or any other " "data you want to be stored. This is used to save the project's editor layout " "when [method queue_save_layout] is called or the editor layout was changed " "(for example changing the position of a dock). The data is stored in the " "[code]editor_layout.cfg[/code] file in the editor metadata directory.\n" "Use [method set_window_layout] to restore your saved layout.\n" "[codeblock]\n" "func get_window_layout(configuration):\n" " configuration.set_value(\"MyPlugin\", \"window_position\", $Window." "position)\n" " configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n" "[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Implement this function if your plugin edits a specific type of object " "(Resource or Node). If you return [code]true[/code], then you will get the " "functions [method edit] and [method make_visible] called when the editor " "requests them. If you have declared the methods [method " "forward_canvas_gui_input] and [method forward_spatial_gui_input] these will " "be called too." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Returns [code]true[/code] if this is a main screen editor plugin (it goes in " "the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and " "[b]AssetLib[/b])." msgstr "" #: doc/classes/EditorPlugin.xml msgid "Minimizes the bottom panel." msgstr "" #: doc/classes/EditorPlugin.xml msgid "Makes a specific item in the bottom panel visible." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "This function will be called when the editor is requested to become visible. " "It is used for plugins that edit a specific object type.\n" "Remember that you have to manage the visibility of all your editor controls " "manually." msgstr "" #: doc/classes/EditorPlugin.xml msgid "Queue save the project's editor layout." msgstr "" #: doc/classes/EditorPlugin.xml msgid "Removes an Autoload [code]name[/code] from the list." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Removes the control from the bottom panel. You have to manually [method Node." "queue_free] the control." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Removes the control from the specified container. You have to manually " "[method Node.queue_free] the control." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Removes the control from the dock. You have to manually [method Node." "queue_free] the control." msgstr "" #: doc/classes/EditorPlugin.xml msgid "Removes a custom type added by [method add_custom_type]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "Removes an export plugin registered by [method add_export_plugin]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "Removes an import plugin registered by [method add_import_plugin]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "Removes an inspector plugin registered by [method add_import_plugin]" msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Removes a scene importer registered by [method add_scene_import_plugin]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "Removes a gizmo plugin registered by [method add_spatial_gizmo_plugin]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "Removes a menu [code]name[/code] from [b]Project > Tools[/b]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "This method is called after the editor saves the project or when it's " "closed. It asks the plugin to save edited external scenes/resources." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Enables calling of [method forward_canvas_force_draw_over_viewport] for the " "2D editor and [method forward_spatial_force_draw_over_viewport] for the 3D " "editor when their viewports are updated. You need to call this method only " "once and it will work permanently for this plugin." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Use this method if you always want to receive inputs from 3D view screen " "inside [method forward_spatial_gui_input]. It might be especially usable if " "your plugin will want to use raycast in the scene." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Restore the state saved by [method get_state]. This method is called when " "the current scene tab is changed in the editor.\n" "[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise " "it will not be recognized and this method will not be called.\n" "[codeblock]\n" "func set_state(data):\n" " zoom = data.get(\"zoom\", 1.0)\n" " preferred_color = data.get(\"my_color\", Color.white)\n" "[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Restore the plugin GUI layout and data saved by [method get_window_layout]. " "This method is called for every plugin on editor startup. Use the provided " "[code]configuration[/code] file to read your saved data.\n" "[codeblock]\n" "func set_window_layout(configuration):\n" " $Window.position = configuration.get_value(\"MyPlugin\", " "\"window_position\", Vector2())\n" " $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", " "Color.white)\n" "[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Updates the overlays of the 2D and 3D editor viewport. Causes methods " "[method forward_canvas_draw_over_viewport], [method " "forward_canvas_force_draw_over_viewport], [method " "forward_spatial_draw_over_viewport] and [method " "forward_spatial_force_draw_over_viewport] to be called." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/" "b], [b]AssetLib[/b]). Also works with custom screens defined by plugins." msgstr "" #: doc/classes/EditorPlugin.xml 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 " "and empty, the argument will be [code]null[/code]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Emitted when user closes a scene. The argument is file path to a closed " "scene." msgstr "" #: doc/classes/EditorPlugin.xml msgid "Represents the size of the [enum DockSlot] enum." msgstr "" #: doc/classes/EditorProperty.xml msgid "Custom control to edit properties for adding into the inspector." msgstr "" #: doc/classes/EditorProperty.xml msgid "" "This control allows property editing for one or multiple properties into " "[EditorInspector]. It is added via [EditorInspectorPlugin]." msgstr "" #: doc/classes/EditorProperty.xml msgid "" "If any of the controls added can gain keyboard focus, add it here. This " "ensures that focus will be restored if the inspector is refreshed." msgstr "" #: doc/classes/EditorProperty.xml msgid "" "If one or several properties have changed, this must be called. [code]field[/" "code] is used in case your editor can modify fields separately (as an " "example, Vector3.x). The [code]changing[/code] argument avoids the editor " "requesting this property to be refreshed (leave as [code]false[/code] if " "unsure)." msgstr "" #: doc/classes/EditorProperty.xml msgid "Gets the edited object." msgstr "" #: doc/classes/EditorProperty.xml msgid "" "Gets the edited property. If your editor is for a single property (added via " "[method EditorInspectorPlugin.parse_property]), then this will return the " "property." msgstr "" #: doc/classes/EditorProperty.xml msgid "Must be implemented to provide a custom tooltip to the property editor." msgstr "" #: doc/classes/EditorProperty.xml msgid "" "Puts the [code]editor[/code] control below the property label. The control " "must be previously added using [method Node.add_child]." msgstr "" #: doc/classes/EditorProperty.xml msgid "When this virtual function is called, you must update your editor." msgstr "" #: doc/classes/EditorProperty.xml msgid "" "Used by the inspector, set to [code]true[/code] when the property is " "checkable." msgstr "" #: doc/classes/EditorProperty.xml msgid "" "Used by the inspector, set to [code]true[/code] when the property is checked." msgstr "" #: doc/classes/EditorProperty.xml 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 "" #: doc/classes/EditorProperty.xml msgid "" "Used by the inspector, set to [code]true[/code] when the property can add " "keys for animation." msgstr "" #: doc/classes/EditorProperty.xml msgid "Set this property to change the label (if you want to show one)." msgstr "" #: doc/classes/EditorProperty.xml msgid "" "Used by the inspector, set to [code]true[/code] when the property is read-" "only." msgstr "" #: doc/classes/EditorProperty.xml msgid "" "Emit it if you want multiple properties modified at the same time. Do not " "use if added via [method EditorInspectorPlugin.parse_property]." msgstr "" #: doc/classes/EditorProperty.xml msgid "Used by sub-inspectors. Emit it if what was selected was an Object ID." msgstr "" #: doc/classes/EditorProperty.xml msgid "" "Do not emit this manually, use the [method emit_changed] method instead." msgstr "" #: doc/classes/EditorProperty.xml msgid "Emitted when a property was checked. Used internally." msgstr "" #: doc/classes/EditorProperty.xml msgid "" "Emit it if you want to add this value as an animation key (check for keying " "being enabled first)." msgstr "" #: doc/classes/EditorProperty.xml msgid "Emit it if you want to key a property with a single value." msgstr "" #: doc/classes/EditorProperty.xml msgid "" "Emit it if you want to mark (or unmark) the value of a property for being " "saved regardless of being equal to the default value.\n" "The default value is the one the property will get when the node is just " "instantiated and can come from an ancestor scene in the inheritance/" "instancing chain, a script or a builtin class." msgstr "" #: doc/classes/EditorProperty.xml msgid "" "If you want a sub-resource to be edited, emit this signal with the resource." msgstr "" #: doc/classes/EditorProperty.xml msgid "Emitted when selected. Used internally." msgstr "" #: doc/classes/EditorResourcePicker.xml msgid "Godot editor's control for selecting [Resource] type properties." msgstr "" #: doc/classes/EditorResourcePicker.xml msgid "" "This [Control] node is used in the editor's Inspector dock to allow editing " "of [Resource] type properties. It provides options for creating, loading, " "saving and converting resources. Can be used with [EditorInspectorPlugin] to " "recreate the same behavior.\n" "[b]Note:[/b] This [Control] does not include any editor for the resource, as " "editing is controlled by the Inspector dock itself or sub-Inspectors." msgstr "" #: doc/classes/EditorResourcePicker.xml msgid "" "Returns a list of all allowed types and subtypes corresponding to the " "[member base_type]. If the [member base_type] is empty, an empty list is " "returned." msgstr "" #: doc/classes/EditorResourcePicker.xml msgid "" "This virtual method can be implemented to handle context menu items not " "handled by default. See [method set_create_options]." msgstr "" #: doc/classes/EditorResourcePicker.xml msgid "" "This virtual method is called when updating the context menu of " "[EditorResourcePicker]. Implement this method to override the \"New ...\" " "items with your own options. [code]menu_node[/code] is a reference to the " "[PopupMenu] node.\n" "[b]Note:[/b] Implement [method handle_menu_selected] to handle these custom " "items." msgstr "" #: doc/classes/EditorResourcePicker.xml msgid "" "Sets the toggle mode state for the main button. Works only if [member " "toggle_mode] is set to [code]true[/code]." msgstr "" #: doc/classes/EditorResourcePicker.xml msgid "" "The base type of allowed resource types. Can be a comma-separated list of " "several options." msgstr "" #: doc/classes/EditorResourcePicker.xml #, fuzzy msgid "If [code]true[/code], the value can be selected and edited." msgstr "[code]true[/code] であれば、テクスチャは中央になります。" #: doc/classes/EditorResourcePicker.xml #, fuzzy msgid "The edited resource value." msgstr "アニメーションのステップ値。" #: doc/classes/EditorResourcePicker.xml msgid "" "If [code]true[/code], the main button with the resource preview works in the " "toggle mode. Use [method set_toggle_pressed] to manually set the state." msgstr "" #: doc/classes/EditorResourcePicker.xml #, fuzzy msgid "Emitted when the value of the edited resource was changed." msgstr "オーディオ再生が停止したときに発信されます。" #: doc/classes/EditorResourcePicker.xml msgid "" "Emitted when the resource value was set and user clicked to edit it. When " "[code]edit[/code] is [code]true[/code], the signal was caused by the context " "menu \"Edit\" option." msgstr "" #: doc/classes/EditorResourcePreview.xml msgid "Helper to generate previews of resources or files." msgstr "" #: doc/classes/EditorResourcePreview.xml msgid "" "This object is used to generate previews for resources of files.\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_resource_previewer]." msgstr "" #: doc/classes/EditorResourcePreview.xml msgid "Create an own, custom preview generator." msgstr "" #: doc/classes/EditorResourcePreview.xml msgid "" "Check if the resource changed, if so, it will be invalidated and the " "corresponding signal emitted." msgstr "" #: doc/classes/EditorResourcePreview.xml msgid "" "Queue the [code]resource[/code] being edited for preview. Once the preview " "is ready, the [code]receiver[/code]'s [code]receiver_func[/code] will be " "called. The [code]receiver_func[/code] must take the following four " "arguments: [String] path, [Texture] preview, [Texture] thumbnail_preview, " "[Variant] userdata. [code]userdata[/code] can be anything, and will be " "returned when [code]receiver_func[/code] is called.\n" "[b]Note:[/b] If it was not possible to create the preview the " "[code]receiver_func[/code] will still be called, but the preview will be " "null." msgstr "" #: doc/classes/EditorResourcePreview.xml msgid "" "Queue a resource file located at [code]path[/code] for preview. Once the " "preview is ready, the [code]receiver[/code]'s [code]receiver_func[/code] " "will be called. The [code]receiver_func[/code] must take the following four " "arguments: [String] path, [Texture] preview, [Texture] thumbnail_preview, " "[Variant] userdata. [code]userdata[/code] can be anything, and will be " "returned when [code]receiver_func[/code] is called.\n" "[b]Note:[/b] If it was not possible to create the preview the " "[code]receiver_func[/code] will still be called, but the preview will be " "null." msgstr "" #: doc/classes/EditorResourcePreview.xml msgid "Removes a custom preview generator." msgstr "" #: doc/classes/EditorResourcePreview.xml msgid "" "Emitted if a preview was invalidated (changed). [code]path[/code] " "corresponds to the path of the preview." msgstr "" #: doc/classes/EditorResourcePreviewGenerator.xml msgid "Custom generator of previews." msgstr "" #: doc/classes/EditorResourcePreviewGenerator.xml msgid "" "Custom code to generate previews. Please check [code]file_dialog/" "thumbnail_size[/code] in [EditorSettings] to find out the right size to do " "previews at." msgstr "" #: doc/classes/EditorResourcePreviewGenerator.xml msgid "" "If this function returns [code]true[/code], the generator will call [method " "generate] or [method generate_from_path] for small previews as well.\n" "By default, it returns [code]false[/code]." msgstr "" #: doc/classes/EditorResourcePreviewGenerator.xml msgid "" "Generate a preview from a given resource with the specified size. This must " "always be implemented.\n" "Returning an empty texture is an OK way to fail and let another generator " "take care.\n" "Care must be taken because this function is always called from a thread (not " "the main thread)." msgstr "" #: doc/classes/EditorResourcePreviewGenerator.xml msgid "" "Generate a preview directly from a path with the specified size. " "Implementing this is optional, as default code will load and call [method " "generate].\n" "Returning an empty texture is an OK way to fail and let another generator " "take care.\n" "Care must be taken because this function is always called from a thread (not " "the main thread)." msgstr "" #: doc/classes/EditorResourcePreviewGenerator.xml msgid "" "If this function returns [code]true[/code], the generator will automatically " "generate the small previews from the normal preview texture generated by the " "methods [method generate] or [method generate_from_path].\n" "By default, it returns [code]false[/code]." msgstr "" #: doc/classes/EditorResourcePreviewGenerator.xml msgid "" "Returns [code]true[/code] if your generator supports the resource of type " "[code]type[/code]." msgstr "" #: doc/classes/EditorSceneImporter.xml msgid "Imports scenes from third-parties' 3D files." msgstr "" #: doc/classes/EditorSceneImporter.xml msgid "" "[EditorSceneImporter] allows to define an importer script for a third-party " "3D format.\n" "To use [EditorSceneImporter], register it using the [method EditorPlugin." "add_scene_import_plugin] method first." msgstr "" #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." msgstr "" #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "" "This is an FBX 3D asset importer with full support for most FBX features.\n" "If exporting a FBX scene from Autodesk Maya, use these FBX export settings:\n" "[codeblock]\n" "- Smoothing Groups\n" "- Smooth Mesh\n" "- Triangluate (for meshes with blend shapes)\n" "- Bake Animation\n" "- Resample All\n" "- Deformed Models\n" "- Skins\n" "- Blend Shapes\n" "- Curve Filters\n" "- Constant Key Reducer\n" "- Auto Tangents Only\n" "- *Do not check* Constraints (as it will break the file)\n" "- Can check Embed Media (embeds textures into the exported FBX file)\n" " - Note that when importing embedded media, the texture and mesh will be a " "single immutable file.\n" " - You will have to re-export then re-import the FBX if the texture has " "changed.\n" "- Units: Centimeters\n" "- Up Axis: Y\n" "- Binary format in FBX 2017\n" "[/codeblock]" msgstr "" #: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [EditorSceneImporterGLTF] within a script will cause an error in an " "exported project." msgstr "" #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" #: doc/classes/EditorScenePostImport.xml msgid "" "Imported scenes can be automatically modified right after import by setting " "their [b]Custom Script[/b] Import property to a [code]tool[/code] script " "that inherits from this class.\n" "The [method post_import] callback receives the imported scene's root node " "and returns the modified version of the scene. Usage example:\n" "[codeblock]\n" "tool # Needed so it runs in editor\n" "extends EditorScenePostImport\n" "\n" "# This sample changes all node names\n" "\n" "# Called right after the scene is imported and gets the root node\n" "func post_import(scene):\n" " # Change all node names to \"modified_[oldnodename]\"\n" " iterate(scene)\n" " return scene # Remember to return the imported scene\n" "\n" "func iterate(node):\n" " if node != null:\n" " node.name = \"modified_\" + node.name\n" " for child in node.get_children():\n" " iterate(child)\n" "[/codeblock]" msgstr "" #: doc/classes/EditorScenePostImport.xml msgid "" "Returns the source file path which got imported (e.g. [code]res://scene.dae[/" "code])." msgstr "" #: doc/classes/EditorScenePostImport.xml msgid "Returns the resource folder the imported scene file is located in." msgstr "" #: doc/classes/EditorScenePostImport.xml msgid "" "Called after the scene was imported. This method must return the modified " "version of the scene." msgstr "" #: doc/classes/EditorScript.xml msgid "Base script that can be used to add extension functions to the editor." msgstr "" #: doc/classes/EditorScript.xml msgid "" "Scripts extending this class and implementing its [method _run] method can " "be executed from the Script Editor's [b]File > Run[/b] menu option (or by " "pressing [code]Ctrl+Shift+X[/code]) while the editor is running. This is " "useful for adding custom in-editor functionality to Godot. For more complex " "additions, consider using [EditorPlugin]s instead.\n" "[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.\n" "[b]Example script:[/b]\n" "[codeblock]\n" "tool\n" "extends EditorScript\n" "\n" "func _run():\n" " print(\"Hello from the Godot Editor!\")\n" "[/codeblock]\n" "[b]Note:[/b] The script is run in the Editor context, which means the output " "is visible in the console window started with the Editor (stdout) instead of " "the usual Godot [b]Output[/b] dock." msgstr "" #: doc/classes/EditorScript.xml msgid "This method is executed by the Editor when [b]File > Run[/b] is used." msgstr "" #: doc/classes/EditorScript.xml msgid "" "Adds [code]node[/code] as a child of the root node in the editor context.\n" "[b]Warning:[/b] The implementation of this method is currently disabled." msgstr "" #: doc/classes/EditorScript.xml msgid "Returns the [EditorInterface] singleton instance." msgstr "" #: doc/classes/EditorScript.xml msgid "Returns the Editor's currently active scene." msgstr "" #: doc/classes/EditorScriptPicker.xml msgid "" "Godot editor's control for selecting the [code]script[/code] property of a " "[Node]." msgstr "" #: doc/classes/EditorScriptPicker.xml msgid "" "Similar to [EditorResourcePicker] this [Control] node is used in the " "editor's Inspector dock, but only to edit the [code]script[/code] property " "of a [Node]. Default options for creating new resources of all possible " "subtypes are replaced with dedicated buttons that open the \"Attach Node " "Script\" dialog. Can be used with [EditorInspectorPlugin] to recreate the " "same behavior.\n" "[b]Note:[/b] You must set the [member script_owner] for the custom context " "menu items to work." msgstr "" #: doc/classes/EditorScriptPicker.xml msgid "The owner [Node] of the script property that holds the edited resource." msgstr "" #: doc/classes/EditorSelection.xml msgid "Manages the SceneTree selection in the editor." msgstr "" #: doc/classes/EditorSelection.xml msgid "" "This object manages the SceneTree selection in the editor.\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_selection]." msgstr "" #: doc/classes/EditorSelection.xml msgid "" "Adds a node to the selection.\n" "[b]Note:[/b] The newly selected node will not be automatically edited in the " "inspector. If you want to edit a node, use [method EditorInterface." "edit_node]." msgstr "" #: doc/classes/EditorSelection.xml msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml msgid "Gets the list of selected nodes." msgstr "" #: doc/classes/EditorSelection.xml msgid "" "Gets the list of selected nodes, optimized for transform operations (i.e. " "moving them, rotating, etc). This list avoids situations where a node is " "selected and also child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml msgid "Removes a node from the selection." msgstr "" #: doc/classes/EditorSelection.xml msgid "Emitted when the selection changes." msgstr "" #: doc/classes/EditorSettings.xml msgid "Object that holds the project-independent editor settings." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "Object that holds the project-independent editor settings. These settings " "are generally visible in the [b]Editor > Editor Settings[/b] menu.\n" "Property names use slash delimiters to distinguish sections. Setting values " "can be of any [Variant] type. It's recommended to use [code]snake_case[/" "code] for editor settings to be consistent with the Godot editor itself.\n" "Accessing the settings can be done using the following methods, such as:\n" "[codeblock]\n" "# `settings.set(\"some/property\", value)` also works as this class " "overrides `_set()` internally.\n" "settings.set_setting(\"some/property\",value)\n" "\n" "# `settings.get(\"some/property\", value)` also works as this class " "overrides `_get()` internally.\n" "settings.get_setting(\"some/property\")\n" "\n" "var list_of_settings = settings.get_property_list()\n" "[/codeblock]\n" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_editor_settings]." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "Adds a custom property info to a property. The dictionary must contain:\n" "- [code]name[/code]: [String] (the name of the property)\n" "- [code]type[/code]: [int] (see [enum Variant.Type])\n" "- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and " "[code]hint_string[/code]: [String]\n" "[b]Example:[/b]\n" "[codeblock]\n" "editor_settings.set(\"category/property_name\", 0)\n" "\n" "var property_info = {\n" " \"name\": \"category/property_name\",\n" " \"type\": TYPE_INT,\n" " \"hint\": PROPERTY_HINT_ENUM,\n" " \"hint_string\": \"one,two,three\"\n" "}\n" "\n" "editor_settings.add_property_info(property_info)\n" "[/codeblock]" msgstr "" #: doc/classes/EditorSettings.xml msgid "Erases the setting whose name is specified by [code]property[/code]." msgstr "指定した名前 [code]property[/code] の設定を消去します。" #: doc/classes/EditorSettings.xml msgid "Returns the list of favorite files and directories for this project." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "Returns project-specific metadata for the [code]section[/code] and " "[code]key[/code] specified. If the metadata doesn't exist, [code]default[/" "code] will be returned instead. See also [method set_project_metadata]." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "Returns the project-specific settings path. Projects all have a unique " "subdirectory inside the settings path where project-specific settings are " "saved." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "Returns the list of recently visited folders in the file dialog for this " "project." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "Returns the value of the setting specified by [code]name[/code]. This is " "equivalent to using [method Object.get] on the EditorSettings instance." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "Gets the global settings path for the engine. Inside this path, you can find " "some standard paths such as:\n" "[code]settings/tmp[/code] - Used for temporary storage of files\n" "[code]settings/templates[/code] - Where export templates are located" msgstr "" #: doc/classes/EditorSettings.xml msgid "" "Returns [code]true[/code] if the setting specified by [code]name[/code] " "exists, [code]false[/code] otherwise." msgstr "" "[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/" "code]、そうでない場合は [code]false[/code] を返します。" #: doc/classes/EditorSettings.xml msgid "" "Returns [code]true[/code] if the setting specified by [code]name[/code] can " "have its value reverted to the default value, [code]false[/code] otherwise. " "When this method returns [code]true[/code], a Revert button will display " "next to the setting in the Editor Settings." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "Returns the default value of the setting specified by [code]name[/code]. " "This is the value that would be applied when clicking the Revert button in " "the Editor Settings." msgstr "" #: doc/classes/EditorSettings.xml msgid "Sets the list of favorite files and directories for this project." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "Sets the initial value of the setting specified by [code]name[/code] to " "[code]value[/code]. This is used to provide a value for the Revert button in " "the Editor Settings. If [code]update_current[/code] is true, the current " "value of the setting will be set to [code]value[/code] as well." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "Sets project-specific metadata with the [code]section[/code], [code]key[/" "code] and [code]data[/code] specified. This metadata is stored outside the " "project folder and therefore won't be checked into version control. See also " "[method get_project_metadata]." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "Sets the list of recently visited folders in the file dialog for this " "project." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "Sets the [code]value[/code] of the setting specified by [code]name[/code]. " "This is equivalent to using [method Object.set] on the EditorSettings " "instance." msgstr "" #: doc/classes/EditorSettings.xml msgid "Emitted after any editor setting has changed." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "Emitted after any editor setting has changed. It's used by various editor " "plugins to update their visuals on theme changes or logic on configuration " "changes." msgstr "" #: doc/classes/EditorSpatialGizmo.xml msgid "Custom gizmo for editing Spatial objects." msgstr "" #: doc/classes/EditorSpatialGizmo.xml msgid "" "Custom gizmo that is used for providing custom visualization and editing " "(handles) for 3D Spatial objects. See [EditorSpatialGizmoPlugin] for more " "information." msgstr "" #: doc/classes/EditorSpatialGizmo.xml msgid "" "Adds the specified [code]segments[/code] to the gizmo's collision shape for " "picking. Call this function during [method redraw]." msgstr "" #: doc/classes/EditorSpatialGizmo.xml msgid "" "Adds collision triangles to the gizmo for picking. A [TriangleMesh] can be " "generated from a regular [Mesh] too. Call this function during [method " "redraw]." msgstr "" #: doc/classes/EditorSpatialGizmo.xml msgid "" "Adds a list of handles (points) which can be used to deform the object being " "edited.\n" "There are virtual functions which will be called upon editing of these " "handles. Call this function during [method redraw]." msgstr "" #: doc/classes/EditorSpatialGizmo.xml 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 function during [method " "redraw]." msgstr "" #: doc/classes/EditorSpatialGizmo.xml msgid "" "Adds a mesh to the gizmo with the specified [code]billboard[/code] state, " "[code]skeleton[/code] and [code]material[/code]. If [code]billboard[/code] " "is [code]true[/code], the mesh will rotate to always face the camera. Call " "this function during [method redraw]." msgstr "" #: doc/classes/EditorSpatialGizmo.xml msgid "" "Adds an unscaled billboard for visualization. Call this function during " "[method redraw]." msgstr "" #: doc/classes/EditorSpatialGizmo.xml msgid "" "Removes everything in the gizmo including meshes, collisions and handles." msgstr "" #: doc/classes/EditorSpatialGizmo.xml msgid "" "Commit a handle being edited (handles must have been previously added by " "[method add_handles]).\n" "If the [code]cancel[/code] parameter is [code]true[/code], an option to " "restore the edited value to the original is provided." msgstr "" #: doc/classes/EditorSpatialGizmo.xml msgid "" "Gets the name of an edited handle (handles must have been previously added " "by [method add_handles]).\n" "Handles can be named for reference to the user when editing." msgstr "" #: doc/classes/EditorSpatialGizmo.xml msgid "" "Gets actual value of a handle. This value can be anything and used for " "eventually undoing the motion when calling [method commit_handle]." msgstr "" #: doc/classes/EditorSpatialGizmo.xml msgid "" "Returns the [EditorSpatialGizmoPlugin] that owns this gizmo. It's useful to " "retrieve materials using [method EditorSpatialGizmoPlugin.get_material]." msgstr "" #: doc/classes/EditorSpatialGizmo.xml #, fuzzy msgid "Returns the Spatial node associated with this gizmo." msgstr "指定された名前のアニメーションノードを返します。" #: doc/classes/EditorSpatialGizmo.xml msgid "" "Returns [code]true[/code] if the handle at index [code]index[/code] is " "highlighted by being hovered with the mouse." msgstr "" "マウスでカーソルを置いたときにインデックス [code]index[/code] のハンドルがハ" "イライトされている場合に [code]true[/code] を返します。" #: doc/classes/EditorSpatialGizmo.xml msgid "" "This function is called when the [Spatial] this gizmo refers to changes (the " "[method Spatial.update_gizmo] is called)." msgstr "" #: doc/classes/EditorSpatialGizmo.xml msgid "" "This function is used when the user drags a gizmo handle (previously added " "with [method add_handles]) in screen coordinates.\n" "The [Camera] is also provided so screen coordinates can be converted to " "raycasts." msgstr "" #: doc/classes/EditorSpatialGizmo.xml 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 "" #: doc/classes/EditorSpatialGizmo.xml msgid "" "Sets the reference [Spatial] node for the gizmo. [code]node[/code] must " "inherit from [Spatial]." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "Used by the editor to define Spatial gizmo types." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " "are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " "simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " "tutorial in the documentation for more info.\n" "To use [EditorSpatialGizmoPlugin], register it using the [method " "EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml 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 "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Override this method to define whether the gizmo can be hidden or not. " "Returns [code]true[/code] if not overridden." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Override this method to commit gizmo handles. Called for this plugin's " "active gizmos." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Override this method to return a custom [EditorSpatialGizmo] for the spatial " "nodes of your choice, return [code]null[/code] for the rest of nodes. See " "also [method has_gizmo]." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Creates a handle material with its variants (selected and/or editable) and " "adds them to the internal material list. They can then be accessed with " "[method get_material] and used in [method EditorSpatialGizmo.add_handles]. " "Should not be overridden.\n" "You can optionally provide a texture to use instead of the default icon." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Creates an icon material with its variants (selected and/or editable) and " "adds them to the internal material list. They can then be accessed with " "[method get_material] and used in [method EditorSpatialGizmo." "add_unscaled_billboard]. Should not be overridden." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Creates an unshaded material with its variants (selected and/or editable) " "and adds them to the internal material list. They can then be accessed with " "[method get_material] and used in [method EditorSpatialGizmo.add_mesh] and " "[method EditorSpatialGizmo.add_lines]. Should not be overridden." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Override this method to provide gizmo's handle names. Called for this " "plugin's active gizmos." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Gets actual value of a handle from gizmo. Called for this plugin's active " "gizmos." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Gets material from the internal list of materials. If an " "[EditorSpatialGizmo] is provided, it will try to get the corresponding " "variant (selected and/or editable)." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Override this method to provide the name that will appear in the gizmo " "visibility menu." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Override this method to set the gizmo's priority. Higher values correspond " "to higher priority. If a gizmo with higher priority conflicts with another " "gizmo, only the gizmo with higher priority will be used.\n" "All built-in editor gizmos return a priority of [code]-1[/code]. If not " "overridden, this method will return [code]0[/code], which means custom " "gizmos will automatically override built-in gizmos." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Override this method to define which Spatial nodes have a gizmo from this " "plugin. Whenever a [Spatial] node is added to a scene this method is called, " "if it returns [code]true[/code] the node gets a generic [EditorSpatialGizmo] " "assigned and is added to this plugin's list of active gizmos." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Gets whether a handle is highlighted or not. Called for this plugin's active " "gizmos." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Override this method to define whether a Spatial with this gizmo should be " "selectable even when the gizmo is hidden." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Callback to redraw the provided gizmo. Called for this plugin's active " "gizmos." msgstr "" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Update the value of a handle after it has been updated. Called for this " "plugin's active gizmos." msgstr "" #: doc/classes/EditorSpinSlider.xml msgid "Godot editor's control for editing numeric values." msgstr "" #: doc/classes/EditorSpinSlider.xml msgid "" "This [Control] node is used in the editor's Inspector dock to allow editing " "of numeric values. Can be used with [EditorInspectorPlugin] to recreate the " "same behavior." msgstr "" #: doc/classes/EditorSpinSlider.xml #, fuzzy msgid "If [code]true[/code], the slider is hidden." msgstr "[code]true[/code]の場合、フィードバックが有効になります。" #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " "VCS in use." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Defines the API that the editor uses to extract information from the " "underlying VCS. The implementation of this API is included in VCS plugins, " "which are scripts that inherit [EditorVCSInterface] and are attached (on " "demand) to the singleton instance of [EditorVCSInterface]. Instead of " "performing the task themselves, all the virtual functions listed below are " "calling the internally overridden functions in the VCS plugins to provide a " "plug-n-play experience. A custom VCS plugin is supposed to inherit from " "[EditorVCSInterface] and override these virtual functions." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "Checks out a [code]branch_name[/code] in the VCS." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Commits the currently staged changes and applies the commit [code]msg[/code] " "to the resulting commit." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "Creates a new branch named [code]branch_name[/code] in the VCS." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Creates a new remote destination with name [code]remote_name[/code] and " "points it to [code]remote_url[/code]. This can be both an HTTPS remote or an " "SSH remote." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "Discards the changes made in file present at [code]file_path[/code]." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Fetches new changes from the remote, but doesn't write changes to the " "current working directory. Equivalent to [code]git fetch[/code]." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Gets an instance of an [Array] of [String]s containing available branch " "names in the VCS." msgstr "" #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "Gets the current branch name defined in the VCS." msgstr "テクスチャの現在表示されているフレームを設定します。" #: doc/classes/EditorVCSInterface.xml msgid "" "Returns an [Array] of [Dictionary] items (see [method create_diff_file], " "[method create_diff_hunk], [method create_diff_line], [method " "add_line_diffs_into_diff_hunk] and [method add_diff_hunks_into_diff_file]), " "each containing information about a diff. If [code]identifier[/code] is a " "file path, returns a file diff, and if it is a commit identifier, then " "returns a commit diff." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Returns an [Array] of [Dictionary] items (see [method create_diff_hunk]), " "each containing a line diff between a file at [code]file_path[/code] and the " "[code]text[/code] which is passed in." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Returns an [Array] of [Dictionary] items (see [method create_status_file]), " "each containing the status data of every modified file in the project folder." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Returns an [Array] of [Dictionary] items (see [method create_commit]), each " "containing the data for a past commit." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Returns an [Array] of [String]s, each containing the name of a remote " "configured in the VCS." msgstr "" #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "Returns the name of the underlying VCS provider." msgstr "このインデックスでのブレンドシェイプの名前を返します。" #: doc/classes/EditorVCSInterface.xml msgid "" "Initializes the VCS plugin when called from the editor. Returns whether or " "not the plugin was successfully initialized. A VCS project is initialized at " "[code]project_path[/code]." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "Pulls changes from the remote. This can give rise to merge conflicts." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Pushes changes to the [code]remote[/code]. Optionally, if [code]force[/code] " "is set to true, a force push will override the change history already " "present on the remote." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "Remove a branch from the local VCS." msgstr "" #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "Remove a remote from the local VCS." msgstr "インデックスにより配列から要素を削除します。" #: doc/classes/EditorVCSInterface.xml msgid "" "Set user credentials in the underlying VCS. [code]username[/code] and " "[code]password[/code] are used only during HTTPS authentication unless not " "already mentioned in the remote URL. [code]ssh_public_key_path[/code], " "[code]ssh_private_key_path[/code], and [code]ssh_passphrase[/code] are only " "used during SSH authentication." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Shuts down VCS plugin instance. Called when the user either closes the " "editor or shuts down the VCS plugin through the editor UI." msgstr "" #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "Stages the file present at [code]file_path[/code] to the staged area." msgstr "ディテールテクスチャと共に [code]UV[/code] を使用します。" #: doc/classes/EditorVCSInterface.xml msgid "" "Unstages the file present at [code]file_path[/code] from the staged area to " "the unstaged area." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to add an array of [code]diff_hunks[/code] into a " "[code]diff_file[/code]." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to add an array of [code]line_diffs[/code] into a " "[code]diff_hunk[/code]." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to create a commit [Dictionary] item. [code]msg[/code] is " "the commit message of the commit. [code]author[/code] is a single human-" "readable string containing all the author's details, e.g. the email and name " "configured in the VCS. [code]id[/code] is the identifier of the commit, in " "whichever format your VCS may provide an identifier to commits. " "[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was " "created. [code]offset_minutes[/code] is the timezone offset in minutes, " "recorded from the system timezone where the commit was created." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to create a [code]Dictionary[/code] for storing old and new " "diff file paths." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to create a [code]Dictionary[/code] for storing diff hunk " "data. [code]old_start[/code] is the starting line number in old file. " "[code]new_start[/code] is the starting line number in new file. " "[code]old_lines[/code] is the number of lines in the old file. " "[code]new_lines[/code] is the number of lines in the new file." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to create a [code]Dictionary[/code] for storing a line diff. " "[code]new_line_no[/code] is the line number in the new file (can be " "[code]-1[/code] if the line is deleted). [code]old_line_no[/code] is the " "line number in the old file (can be [code]-1[/code] if the line is added). " "[code]content[/code] is the diff text. [code]status[/code] is a single " "character string which stores the line origin." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to create a [code]Dictionary[/code] used by editor to read " "the status of a file." msgstr "" #: doc/classes/EditorVCSInterface.xml #, fuzzy msgid "Pops up an error message in the edior." msgstr "エディタ内でプロパティをグループ化するために使用します。" #: doc/classes/EditorVCSInterface.xml msgid "A new file has been added." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "An earlier added file has been modified." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "An earlier added file has been renamed." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "An earlier added file has been deleted." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "An earlier added file has been typechanged." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "A file is left unmerged." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "A commit is encountered from the commit area." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "A file is encountered from the staged area." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "A file is encountered from the unstaged area." msgstr "" #: doc/classes/EncodedObjectAsID.xml msgid "Holds a reference to an [Object]'s instance ID." msgstr "" #: doc/classes/EncodedObjectAsID.xml msgid "" "Utility class which holds a reference to the internal identifier of an " "[Object] instance, as given by [method Object.get_instance_id]. This ID can " "then be used to retrieve the object instance with [method @GDScript." "instance_from_id].\n" "This class is used internally by the editor inspector and script debugger, " "but can also be used in plugins to pass and display objects as their IDs." msgstr "" #: doc/classes/EncodedObjectAsID.xml msgid "" "The [Object] identifier stored in this [EncodedObjectAsID] instance. The " "object instance can be retrieved with [method @GDScript.instance_from_id]." msgstr "" #: doc/classes/Engine.xml msgid "Access to engine properties." msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " "parameters, such as frames per second, time scale, and others." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns engine author information in a Dictionary.\n" "[code]lead_developers[/code] - Array of Strings, lead developer names\n" "[code]founders[/code] - Array of Strings, founder names\n" "[code]project_managers[/code] - Array of Strings, project manager names\n" "[code]developers[/code] - Array of Strings, developer names" msgstr "" #: doc/classes/Engine.xml msgid "" "Returns an Array of copyright information Dictionaries.\n" "[code]name[/code] - String, component name\n" "[code]parts[/code] - Array of Dictionaries {[code]files[/code], " "[code]copyright[/code], [code]license[/code]} describing subsections of the " "component" msgstr "" #: doc/classes/Engine.xml msgid "" "Returns a Dictionary of Arrays of donor names.\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" "code], [code]bronze_donors[/code]}" msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the total number of frames drawn. On headless platforms, or if the " "render loop is disabled with [code]--disable-render-loop[/code] via command " "line, [method get_frames_drawn] always returns [code]0[/code]. See [method " "get_idle_frames]." msgstr "" #: doc/classes/Engine.xml msgid "Returns the frames per second of the running game." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the total number of frames passed since engine initialization which " "is advanced on each [b]idle frame[/b], regardless of whether the render loop " "is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" "[method get_idle_frames] can be used to run expensive logic less often " "without relying on a [Timer]:\n" "[codeblock]\n" "func _process(_delta):\n" " if Engine.get_idle_frames() % 2 == 0:\n" " pass # Run expensive logic only once every 2 idle (render) frames " "here.\n" "[/codeblock]" msgstr "" #: doc/classes/Engine.xml msgid "" "Returns Dictionary of licenses used by Godot and included third party " "components." msgstr "" #: doc/classes/Engine.xml msgid "Returns Godot license text." msgstr "" #: doc/classes/Engine.xml msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the total number of frames passed since engine initialization which " "is advanced on each [b]physics frame[/b]. See also [method " "get_idle_frames].\n" "[method get_physics_frames] can be used to run expensive logic less often " "without relying on a [Timer]:\n" "[codeblock]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" " pass # Run expensive logic only once every 2 physics frames here.\n" "[/codeblock]" msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the fraction through the current physics tick we are at the time of " "rendering the frame. This can be used to implement fixed timestep " "interpolation." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns a global singleton with given [code]name[/code]. Often used for " "plugins, e.g. [code]GodotPayment[/code] on Android." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the current engine version information in a Dictionary.\n" "[code]major[/code] - Holds the major version number as an int\n" "[code]minor[/code] - Holds the minor version number as an int\n" "[code]patch[/code] - Holds the patch version number as an int\n" "[code]hex[/code] - Holds the full version number encoded as a " "hexadecimal int with one byte (2 places) per number (see example below)\n" "[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " "\"rc2\", ... \"stable\") as a String\n" "[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " "String\n" "[code]hash[/code] - Holds the full Git commit hash as a String\n" "[code]year[/code] - Holds the year the version was released in as an " "int\n" "[code]string[/code] - [code]major[/code] + [code]minor[/code] + " "[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " "String\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " "For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " "still an int internally, and printing it will give you its decimal " "representation, which is not particularly meaningful. Use hexadecimal " "literals for easy version comparisons from code:\n" "[codeblock]\n" "if Engine.get_version_info().hex >= 0x030200:\n" " # Do things specific to version 3.2 or later\n" "else:\n" " # Do things specific to versions before 3.2\n" "[/codeblock]" msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if a singleton with given [code]name[/code] exists " "in global scope." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the game is inside the fixed process and " "physics phase of the game loop." msgstr "" #: doc/classes/Engine.xml msgid "" "If [code]true[/code], the script is currently running inside the editor. " "This is useful for [code]tool[/code] scripts to conditionally draw editor " "helpers, or prevent accidentally running \"game\" code that would affect the " "scene state while in the editor:\n" "[codeblock]\n" "if Engine.editor_hint:\n" " draw_gizmos()\n" "else:\n" " simulate_physics()\n" "[/codeblock]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" "[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " "(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the " "[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" "code] will evaluate to [code]true[/code] both when the code is running in " "the editor and when running the project from the editor, but it will " "evaluate to [code]false[/code] when the code is run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. This value " "should generally always be set to [code]60[/code] or above, as Godot doesn't " "interpolate the physics step. As a result, values lower than [code]60[/code] " "will look stuttery. This value can be increased to make input more reactive " "or work around collision tunneling issues, but keep in mind doing so will " "increase CPU usage. See also [member target_fps] and [member ProjectSettings." "physics/common/physics_fps].\n" "[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at " "most. If more than 8 physics ticks have to be simulated per rendered frame " "to keep up with rendering, the game will appear to slow down (even if " "[code]delta[/code] is used consistently in physics calculations). Therefore, " "it is recommended not to increase [member Engine.iterations_per_second] " "above 240. Otherwise, the game will slow down when the rendering framerate " "goes below 30 FPS." msgstr "" #: doc/classes/Engine.xml msgid "" "Controls how much physics ticks are synchronized with real time. For 0 or " "less, the ticks are synchronized. Such values are recommended for network " "games, where clock synchronization matters. Higher values cause higher " "deviation of the in-game clock and real clock but smooth out framerate " "jitters. The default value of 0.5 should be fine for most; values above 2 " "could cause the game to react to dropped frames with a noticeable delay and " "are not recommended.\n" "[b]Note:[/b] For best results, when using a custom physics interpolation " "solution, the physics jitter fix should be disabled by setting [member " "physics_jitter_fix] to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" "If [code]false[/code], stops printing error and warning messages to the " "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " "from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " "running a project from the editor." msgstr "" #: doc/classes/Engine.xml msgid "" "The desired frames per second. If the hardware cannot keep up, this setting " "may not be respected. A value of 0 means no limit." msgstr "" #: doc/classes/Engine.xml msgid "" "Controls how fast or slow the in-game clock ticks versus the real life one. " "It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " "real life, whilst a value of 0.5 means the game moves at half the regular " "speed." msgstr "" #: doc/classes/Environment.xml msgid "" "Resource for environment nodes (like [WorldEnvironment]) that define " "multiple rendering options." msgstr "" #: doc/classes/Environment.xml 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\n" "If the target [Viewport] is set to \"2D Without Sampling\", all post-" "processing effects will be unavailable. With \"3D Without Effects\", the " "following options will be unavailable:\n" "- Ssao\n" "- Ss Reflections\n" "This can be configured for the root Viewport with [member ProjectSettings." "rendering/quality/intended_usage/framebuffer_allocation], or for specific " "Viewports via the [member Viewport.usage] property.\n" "Note that [member ProjectSettings.rendering/quality/intended_usage/" "framebuffer_allocation] has a mobile platform override to use \"3D Without " "Effects\" by default. It improves the performance on mobile devices, but at " "the same time affects the screen display on mobile devices." msgstr "" #: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml #, fuzzy msgid "Environment and post-processing" msgstr "" "https://docs.godotengine.org/ja/latest/tutorials/3d/" "environment_and_post_processing.html" #: doc/classes/Environment.xml msgid "Light transport in game engines" msgstr "" #: doc/classes/Environment.xml doc/classes/Material.xml doc/classes/Mesh.xml #: doc/classes/MeshInstance.xml doc/classes/WorldEnvironment.xml msgid "3D Material Testers Demo" msgstr "" #: doc/classes/Environment.xml msgid "" "Returns [code]true[/code] if the glow level [code]idx[/code] is specified, " "[code]false[/code] otherwise." msgstr "" #: doc/classes/Environment.xml msgid "" "Enables or disables the glow level at index [code]idx[/code]. 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 "" #: doc/classes/Environment.xml msgid "" "The global brightness value of the rendered scene. Effective only if " "[code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" #: doc/classes/Environment.xml msgid "" "Applies the provided [Texture] resource to affect the global color aspect of " "the rendered scene. Effective only if [code]adjustment_enabled[/code] is " "[code]true[/code]." msgstr "" #: doc/classes/Environment.xml msgid "" "The global contrast value of the rendered scene (default value is 1). " "Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], enables the [code]adjustment_*[/code] properties " "provided by this resource. If [code]false[/code], modifications to the " "[code]adjustment_*[/code] properties will have no effect on the rendered " "scene." msgstr "" #: doc/classes/Environment.xml msgid "" "The global color saturation value of the rendered scene (default value is " "1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" #: doc/classes/Environment.xml msgid "The ambient light's [Color]." msgstr "" #: doc/classes/Environment.xml msgid "" "The ambient light's energy. The higher the value, the stronger the light." msgstr "" #: doc/classes/Environment.xml msgid "" "Defines the amount of light that the sky brings on the scene. A value of " "[code]0.0[/code] means that the sky's light emission has no effect on the " "scene illumination, thus all ambient illumination is provided by the ambient " "light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] " "the light that affects the scene is provided by the sky, thus the ambient " "light parameter has no effect on the scene.\n" "[b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped " "between [code]0.0[/code] and [code]1.0[/code] (inclusive)." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], enables the tonemapping auto exposure mode of the " "scene renderer. If [code]true[/code], the renderer will automatically " "determine the exposure setting to adapt to the scene's illumination and the " "observed light." msgstr "" #: doc/classes/Environment.xml msgid "The maximum luminance value for the auto exposure." msgstr "" #: doc/classes/Environment.xml msgid "The minimum luminance value for the auto exposure." msgstr "" #: doc/classes/Environment.xml msgid "" "The scale of the auto exposure effect. Affects the intensity of auto " "exposure." msgstr "" #: doc/classes/Environment.xml msgid "" "The speed of the auto exposure effect. Affects the time needed for the " "camera to perform auto exposure." msgstr "" #: doc/classes/Environment.xml msgid "The ID of the camera feed to show in the background." msgstr "" #: doc/classes/Environment.xml msgid "" "The maximum layer ID to display. Only effective when using the [constant " "BG_CANVAS] background mode." msgstr "" #: doc/classes/Environment.xml msgid "" "The [Color] displayed for clear areas of the scene. Only effective when " "using the [constant BG_COLOR] or [constant BG_COLOR_SKY] background modes)." msgstr "" #: doc/classes/Environment.xml msgid "The power of the light emitted by the background." msgstr "" #: doc/classes/Environment.xml msgid "The background mode. See [enum BGMode] for possible values." msgstr "" #: doc/classes/Environment.xml msgid "The [Sky] resource defined as background." msgstr "" #: doc/classes/Environment.xml msgid "The [Sky] resource's custom field of view." msgstr "" #: doc/classes/Environment.xml #, fuzzy msgid "The [Sky] resource's rotation expressed as a [Basis]." msgstr "CSGの形状として使用する [Mesh] リソース。" #: doc/classes/Environment.xml msgid "The [Sky] resource's rotation expressed as Euler angles in radians." msgstr "" #: doc/classes/Environment.xml msgid "The [Sky] resource's rotation expressed as Euler angles in degrees." msgstr "" #: doc/classes/Environment.xml #, fuzzy msgid "The amount of far blur for the depth-of-field effect." msgstr "エフェクトに使うボイスの数。" #: doc/classes/Environment.xml msgid "" "The distance from the camera where the far blur effect affects the rendering." msgstr "" #: doc/classes/Environment.xml #, fuzzy msgid "If [code]true[/code], enables the depth-of-field far blur effect." msgstr "" "[code]true[/code] の場合、シーンツリーに追加されたときにオーディオが再生され" "ます。" #: doc/classes/Environment.xml msgid "" "The depth-of-field far blur's quality. Higher values can mitigate the " "visible banding effect seen at higher strengths, but are much slower." msgstr "" #: doc/classes/Environment.xml msgid "The length of the transition between the no-blur area and far blur." msgstr "" #: doc/classes/Environment.xml #, fuzzy msgid "The amount of near blur for the depth-of-field effect." msgstr "エフェクトに使うボイスの数。" #: doc/classes/Environment.xml msgid "" "Distance from the camera where the near blur effect affects the rendering." msgstr "" #: doc/classes/Environment.xml #, fuzzy msgid "If [code]true[/code], enables the depth-of-field near blur effect." msgstr "" "[code]true[/code] の場合、シーンツリーに追加されたときにオーディオが再生され" "ます。" #: doc/classes/Environment.xml msgid "" "The depth-of-field near blur's quality. Higher values can mitigate the " "visible banding effect seen at higher strengths, but are much slower." msgstr "" #: doc/classes/Environment.xml msgid "The length of the transition between the near blur and no-blur area." msgstr "" #: doc/classes/Environment.xml msgid "The fog's [Color]." msgstr "" #: doc/classes/Environment.xml msgid "The fog's depth starting distance from the camera." msgstr "" #: doc/classes/Environment.xml msgid "" "The fog depth's intensity curve. A number of presets are available in the " "[b]Inspector[/b] by right-clicking the curve." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], the depth fog effect is enabled. When enabled, fog " "will appear in the distance (relative to the camera)." msgstr "" #: doc/classes/Environment.xml msgid "" "The fog's depth end distance from the camera. If this value is set to 0, it " "will be equal to the current camera's [member Camera.far] value." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], fog effects are enabled. [member fog_height_enabled] " "and/or [member fog_depth_enabled] must be set to [code]true[/code] to " "actually display fog." msgstr "" #: doc/classes/Environment.xml msgid "" "The height fog's intensity. A number of presets are available in the " "[b]Inspector[/b] by right-clicking the curve." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], the height fog effect is enabled. When enabled, fog " "will appear in a defined height range, regardless of the distance from the " "camera. This can be used to simulate \"deep water\" effects with a lower " "performance cost compared to a dedicated shader." msgstr "" #: doc/classes/Environment.xml msgid "" "The Y coordinate where the height fog will be the most intense. If this " "value is greater than [member fog_height_min], fog will be displayed from " "bottom to top. Otherwise, it will be displayed from top to bottom." msgstr "" #: doc/classes/Environment.xml msgid "" "The Y coordinate where the height fog will be the least intense. If this " "value is greater than [member fog_height_max], fog will be displayed from " "top to bottom. Otherwise, it will be displayed from bottom to top." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the depth fog color transition when looking towards the " "sun. The sun's direction is determined automatically using the " "DirectionalLight node in the scene." msgstr "" #: doc/classes/Environment.xml msgid "The depth fog's [Color] when looking towards the sun." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the fog light transmittance effect. Amount of light that " "the fog transmits." msgstr "" #: doc/classes/Environment.xml msgid "" "Enables fog's light transmission effect. If [code]true[/code], light will be " "more visible in the fog to simulate light scattering as in real life." msgstr "" #: doc/classes/Environment.xml msgid "" "Smooths out the blockiness created by sampling higher levels, at the cost of " "performance.\n" "[b]Note:[/b] When using the GLES2 renderer, this is only available if the " "GPU supports the [code]GL_EXT_gpu_shader4[/code] extension." msgstr "" #: doc/classes/Environment.xml msgid "The glow blending mode." msgstr "" #: doc/classes/Environment.xml msgid "" "The bloom's intensity. If set to a value higher than [code]0[/code], this " "will make glow visible in areas darker than the [member glow_hdr_threshold]." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], the glow effect is enabled.\n" "[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/" "intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D " "Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/" "intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] " "by default, so its [code].mobile[/code] override needs to be changed to " "[b]3D[/b].\n" "[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by " "default for performance reasons. This means glow will only be visible if " "[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if " "[member glow_bloom] is increased above [code]0.0[/code]. Also consider " "increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to " "behave on mobile like it does on desktop (at a performance cost), enable " "[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] " "override." msgstr "" #: doc/classes/Environment.xml msgid "" "The higher threshold of the HDR glow. Areas brighter than this threshold " "will be clamped for the purposes of the glow effect." msgstr "" #: doc/classes/Environment.xml msgid "The bleed scale of the HDR glow." msgstr "" #: doc/classes/Environment.xml msgid "" "The lower threshold of the HDR glow. When using the GLES2 renderer (which " "doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be " "visible. A value of [code]0.9[/code] works well in this case." msgstr "" #: doc/classes/Environment.xml msgid "" "Takes more samples during downsample pass of glow. This ensures that single " "pixels are captured by glow which makes the glow look smoother and more " "stable during movement. However, it is very expensive and makes the glow " "post process take twice as long." msgstr "" #: doc/classes/Environment.xml msgid "" "The glow intensity. When using the GLES2 renderer, this should be increased " "to 1.5 to compensate for the lack of HDR rendering." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], the 1st level of glow is enabled. This is the most " "\"local\" level (least blurry)." msgstr "" #: doc/classes/Environment.xml msgid "If [code]true[/code], the 2th level of glow is enabled." msgstr "" #: doc/classes/Environment.xml msgid "If [code]true[/code], the 3th level of glow is enabled." msgstr "" #: doc/classes/Environment.xml msgid "If [code]true[/code], the 4th level of glow is enabled." msgstr "" #: doc/classes/Environment.xml msgid "If [code]true[/code], the 5th level of glow is enabled." msgstr "" #: doc/classes/Environment.xml msgid "If [code]true[/code], the 6th level of glow is enabled." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], the 7th level of glow is enabled. This is the most " "\"global\" level (blurriest)." msgstr "" #: doc/classes/Environment.xml msgid "" "The glow strength. When using the GLES2 renderer, this should be increased " "to 1.3 to compensate for the lack of HDR rendering." msgstr "" #: doc/classes/Environment.xml msgid "The depth tolerance for screen-space reflections." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], screen-space reflections are enabled. Screen-space " "reflections are more accurate than reflections from [GIProbe]s or " "[ReflectionProbe]s, but are slower and can't reflect surfaces occluded by " "others." msgstr "" #: doc/classes/Environment.xml msgid "" "The fade-in distance for screen-space reflections. Affects the area from the " "reflected material to the screen-space reflection)." msgstr "" #: doc/classes/Environment.xml msgid "" "The fade-out distance for screen-space reflections. Affects the area from " "the screen-space reflection to the \"global\" reflection." msgstr "" #: doc/classes/Environment.xml msgid "" "The maximum number of steps for screen-space reflections. Higher values are " "slower." msgstr "" #: doc/classes/Environment.xml #, fuzzy msgid "" "If [code]true[/code], screen-space reflections will take the material " "roughness into account." msgstr "[code]true[/code] の場合、反射における空の寄与が無視されます。" #: doc/classes/Environment.xml 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 " "visible in areas darkened by AO textures." msgstr "" #: doc/classes/Environment.xml msgid "" "The screen-space ambient occlusion bias. This should be kept high enough to " "prevent \"smooth\" curves from being affected by ambient occlusion." msgstr "" #: doc/classes/Environment.xml msgid "" "The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for " "possible values." msgstr "" #: doc/classes/Environment.xml #, fuzzy msgid "The screen-space ambient occlusion color." msgstr "ピクセル単位でアンビエントオクルージョン値を指定するテクスチャです。" #: doc/classes/Environment.xml msgid "The screen-space ambient occlusion edge sharpness." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], the screen-space ambient occlusion effect is enabled. " "This darkens objects' corners and cavities to simulate ambient light not " "reaching the entire object as in real life. This works well for small, " "dynamic objects, but baked lighting or ambient occlusion textures will do a " "better job at displaying ambient occlusion on large static objects. This is " "a costly effect and should be disabled first when running into performance " "issues." msgstr "" #: doc/classes/Environment.xml msgid "" "The primary screen-space ambient occlusion intensity. See also [member " "ssao_radius]." msgstr "" #: doc/classes/Environment.xml msgid "" "The secondary screen-space ambient occlusion intensity. See also [member " "ssao_radius2]." msgstr "" #: doc/classes/Environment.xml msgid "" "The screen-space ambient occlusion intensity in direct light. In real life, " "ambient occlusion only applies to indirect light, which means its effects " "can't be seen in direct light. Values higher than [code]0[/code] will make " "the SSAO effect visible in direct light." msgstr "" #: doc/classes/Environment.xml msgid "" "The screen-space ambient occlusion quality. Higher qualities will make " "better use of small objects for ambient occlusion, but are slower." msgstr "" #: doc/classes/Environment.xml msgid "The primary screen-space ambient occlusion radius." msgstr "" #: doc/classes/Environment.xml msgid "" "The secondary screen-space ambient occlusion radius. If set to a value " "higher than [code]0[/code], enables the secondary screen-space ambient " "occlusion effect which can be used to improve the effect's appearance (at " "the cost of performance)." msgstr "" #: doc/classes/Environment.xml msgid "The default exposure used for tonemapping." msgstr "" #: doc/classes/Environment.xml msgid "" "The tonemapping mode to use. Tonemapping is the process that \"converts\" " "HDR values to be suitable for rendering on a SDR display. (Godot doesn't " "support rendering on HDR displays yet.)" msgstr "" #: doc/classes/Environment.xml msgid "" "The white reference value for tonemapping. Only effective if the [member " "tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]." msgstr "" #: doc/classes/Environment.xml msgid "" "Keeps on screen every pixel drawn in the background. Only select this mode " "if you really need to keep the old data. On modern GPUs it will generally " "not be faster than clearing the background, and can be significantly slower, " "particularly on mobile.\n" "It can only be safely used in fully-interior scenes (no visible sky or sky " "reflections). If enabled in a scene where the background is visible, \"ghost " "trail\" artifacts will be visible when moving the camera." msgstr "" #: doc/classes/Environment.xml msgid "" "Clears the background using the clear color defined in [member " "ProjectSettings.rendering/environment/default_clear_color]." msgstr "" #: doc/classes/Environment.xml msgid "Clears the background using a custom clear color." msgstr "" #: doc/classes/Environment.xml msgid "Displays a user-defined sky in the background." msgstr "" #: doc/classes/Environment.xml msgid "" "Clears the background using a custom clear color and allows defining a sky " "for shading and reflection. This mode is slightly faster than [constant " "BG_SKY] and should be preferred in scenes where reflections can be visible, " "but the sky itself never is (e.g. top-down camera)." msgstr "" #: doc/classes/Environment.xml msgid "Displays a [CanvasLayer] in the background." msgstr "" #: doc/classes/Environment.xml msgid "Displays a camera feed in the background." msgstr "" #: doc/classes/Environment.xml msgid "Represents the size of the [enum BGMode] enum." msgstr "" #: doc/classes/Environment.xml msgid "" "Additive glow blending mode. Mostly used for particles, glows (bloom), lens " "flare, bright sources." msgstr "" #: doc/classes/Environment.xml msgid "" "Screen glow blending mode. Increases brightness, used frequently with bloom." msgstr "" #: doc/classes/Environment.xml msgid "" "Soft light glow blending mode. Modifies contrast, exposes shadows and " "highlights (vivid bloom)." msgstr "" #: doc/classes/Environment.xml msgid "" "Replace glow blending mode. Replaces all pixels' color by the glow value. " "This can be used to simulate a full-screen blur effect by tweaking the glow " "parameters to match the original image's brightness." msgstr "" #: doc/classes/Environment.xml msgid "" "Linear tonemapper operator. Reads the linear data and passes it on " "unmodified. This can cause bright lighting to look blown out, with " "noticeable clipping in the output colors." msgstr "" #: doc/classes/Environment.xml msgid "" "Reinhardt tonemapper operator. Performs a variation on rendered pixels' " "colors by this formula: [code]color = color / (1 + color)[/code]. This " "avoids clipping bright highlights, but the resulting image can look a bit " "dull." msgstr "" #: doc/classes/Environment.xml msgid "" "Filmic tonemapper operator. This avoids clipping bright highlights, with a " "resulting image that usually looks more vivid than [constant " "TONE_MAPPER_REINHARDT]." msgstr "" #: doc/classes/Environment.xml msgid "" "Use the legacy Godot version of the Academy Color Encoding System " "tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES " "does not handle bright lighting in a physically accurate way. ACES typically " "has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] " "and [constant TONE_MAPPER_FILMIC].\n" "[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor " "of the more accurate [constant TONE_MAPPER_ACES_FITTED]." msgstr "" #: doc/classes/Environment.xml msgid "" "Use the Academy Color Encoding System tonemapper. ACES is slightly more " "expensive than other options, but it handles bright lighting in a more " "realistic fashion by desaturating it as it becomes brighter. ACES typically " "has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] " "and [constant TONE_MAPPER_FILMIC]." msgstr "" #: doc/classes/Environment.xml msgid "Low depth-of-field blur quality (fastest)." msgstr "" #: doc/classes/Environment.xml msgid "Medium depth-of-field blur quality." msgstr "" #: doc/classes/Environment.xml msgid "High depth-of-field blur quality (slowest)." msgstr "" #: doc/classes/Environment.xml msgid "No blur for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml msgid "1×1 blur for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml msgid "2×2 blur for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml msgid "3×3 blur for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Environment.xml msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml #, fuzzy msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "ピクセル単位でアンビエントオクルージョン値を指定するテクスチャです。" #: doc/classes/Environment.xml #, fuzzy msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "ピクセル単位でアンビエントオクルージョン値を指定するテクスチャです。" #: doc/classes/Expression.xml msgid "A class that stores an expression you can execute." msgstr "" #: doc/classes/Expression.xml msgid "" "An expression can be made of any arithmetic operation, built-in math " "function call, method call of a passed instance, or built-in type " "construction call.\n" "An example expression text using the built-in math functions could be " "[code]sqrt(pow(3,2) + pow(4,2))[/code].\n" "In the following example we use a [LineEdit] node to write our expression " "and show the result.\n" "[codeblock]\n" "onready var expression = Expression.new()\n" "\n" "func _ready():\n" " $LineEdit.connect(\"text_entered\", self, \"_on_text_entered\")\n" "\n" "func _on_text_entered(command):\n" " var error = expression.parse(command, [])\n" " if error != OK:\n" " print(expression.get_error_text())\n" " return\n" " var result = expression.execute([], null, true)\n" " if not expression.has_execute_failed():\n" " $LineEdit.text = str(result)\n" "[/codeblock]" msgstr "" #: doc/classes/Expression.xml msgid "" "Executes the expression that was previously parsed by [method parse] and " "returns the result. Before you use the returned object, you should check if " "the method failed by calling [method has_execute_failed].\n" "If you defined input variables in [method parse], you can specify their " "values in the inputs array, in the same order." msgstr "" #: doc/classes/Expression.xml msgid "Returns the error text if [method parse] has failed." msgstr "" #: doc/classes/Expression.xml msgid "Returns [code]true[/code] if [method execute] has failed." msgstr "" #: doc/classes/Expression.xml msgid "" "Parses the expression and returns an [enum Error] code.\n" "You can optionally specify names of variables that may appear in the " "expression with [code]input_names[/code], so that you can bind them when it " "gets executed." msgstr "" #: doc/classes/ExternalTexture.xml msgid "Enable OpenGL ES external texture extension." msgstr "" #: doc/classes/ExternalTexture.xml msgid "" "Enable support for the OpenGL ES external texture extension as defined by " "[url=https://www.khronos.org/registry/OpenGL/extensions/OES/" "OES_EGL_image_external.txt]OES_EGL_image_external[/url].\n" "[b]Note:[/b] This is only supported for Android platforms." msgstr "" #: doc/classes/ExternalTexture.xml #, fuzzy msgid "Returns the external texture name." msgstr "録音されたサンプルを返します。" #: doc/classes/ExternalTexture.xml msgid "External texture size." msgstr "" #: doc/classes/File.xml msgid "Type to handle file reading and writing operations." msgstr "" #: doc/classes/File.xml msgid "" "File type. This is used to permanently store data into the user device's " "file system and to read from it. This can be used to store game save data or " "player configuration files, for example.\n" "Here's a sample on how to write and read from a file:\n" "[codeblock]\n" "func save(content):\n" " var file = File.new()\n" " file.open(\"user://save_game.dat\", File.WRITE)\n" " file.store_string(content)\n" " file.close()\n" "\n" "func load():\n" " var file = File.new()\n" " file.open(\"user://save_game.dat\", File.READ)\n" " var content = file.get_as_text()\n" " file.close()\n" " return content\n" "[/codeblock]\n" "In the example above, the file will be saved in the user data folder as " "specified in the [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/" "url] documentation.\n" "[b]Note:[/b] To access project resources once exported, it is recommended to " "use [ResourceLoader] instead of the [File] API, as some files are converted " "to engine-specific formats and their original source files might not be " "present in the exported PCK package.\n" "[b]Note:[/b] Files are automatically closed only if the process exits " "\"normally\" (such as by clicking the window manager's close button or " "pressing [b]Alt + F4[/b]). If you stop the project execution by pressing " "[b]F8[/b] while the project is running, the file won't be closed as the game " "process will be killed. You can work around this by calling [method flush] " "at regular intervals." msgstr "" #: doc/classes/File.xml msgid "File system" msgstr "" #: doc/classes/File.xml 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." msgstr "" #: doc/classes/File.xml msgid "" "Returns [code]true[/code] if the file cursor has already read past the end " "of the file.\n" "[b]Note:[/b] [code]eof_reached() == false[/code] cannot be used to check " "whether there is more data available. To loop while there is more data " "available, use:\n" "[codeblock]\n" "while file.get_position() < file.get_len():\n" " # Read data\n" "[/codeblock]" msgstr "" #: doc/classes/File.xml msgid "" "Returns [code]true[/code] if the file exists in the given path.\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. See [method ResourceLoader.exists] for an " "alternative approach that takes resource remapping into account." msgstr "" #: doc/classes/File.xml msgid "" "Writes the file's buffer to disk. Flushing is automatically performed when " "the file is closed. This means you don't need to call [method flush] " "manually before closing a file using [method close]. Still, calling [method " "flush] can be used to ensure the data is safe even if the project crashes " "instead of being closed gracefully.\n" "[b]Note:[/b] Only call [method flush] when you actually need it. Otherwise, " "it will decrease performance due to constant disk writes." msgstr "" #: doc/classes/File.xml 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 "" #: doc/classes/File.xml msgid "" "Returns the next 32 bits from the file as an integer. See [method store_32] " "for details on what values can be stored and retrieved this way." msgstr "" #: doc/classes/File.xml msgid "" "Returns the next 64 bits from the file as an integer. See [method store_64] " "for details on what values can be stored and retrieved this way." msgstr "" #: doc/classes/File.xml msgid "" "Returns the next 8 bits from the file as an integer. See [method store_8] " "for details on what values can be stored and retrieved this way." msgstr "" #: doc/classes/File.xml msgid "" "Returns the whole file as a [String]. Text is interpreted as being UTF-8 " "encoded.\n" "If [code]skip_cr[/code] is [code]true[/code], carriage return characters " "([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only " "line feed characters ([code]\\n[/code], LF) represent a new line (Unix " "convention)." msgstr "" #: doc/classes/File.xml #, fuzzy msgid "Returns next [code]len[/code] bytes of the file as a [PoolByteArray]." msgstr "ポイントが [Rect2i] 内にあれば [code]true[/code] を返します。" #: doc/classes/File.xml msgid "" "Returns the next value of the file in CSV (Comma-Separated Values) format. " "You can pass a different delimiter [code]delim[/code] to use other than the " "default [code]\",\"[/code] (comma). This delimiter must be one-character " "long, and cannot be a double quotation mark.\n" "Text is interpreted as being UTF-8 encoded. Text values must be enclosed in " "double quotes if they include the delimiter character. Double quotes within " "a text value can be escaped by doubling their occurrence.\n" "For example, the following CSV lines are valid and will be properly parsed " "as two strings each:\n" "[codeblock]\n" "Alice,\"Hello, Bob!\"\n" "Bob,Alice! What a surprise!\n" "Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n" "[/codeblock]\n" "Note how the second line can omit the enclosing quotes as it does not " "include the delimiter. However it [i]could[/i] very well use quotes, it was " "only written without for demonstration purposes. The third line must use " "[code]\"\"[/code] for each quotation mark that needs to be interpreted as " "such instead of the end of a text value." msgstr "" #: doc/classes/File.xml msgid "Returns the next 64 bits from the file as a floating-point number." msgstr "" #: doc/classes/File.xml msgid "" "Returns the last error that happened when trying to perform operations. " "Compare with the [code]ERR_FILE_*[/code] constants from [enum Error]." msgstr "" #: doc/classes/File.xml msgid "Returns the next 32 bits from the file as a floating-point number." msgstr "" #: doc/classes/File.xml msgid "Returns the size of the file in bytes." msgstr "" #: doc/classes/File.xml msgid "" "Returns the next line of the file as a [String].\n" "Text is interpreted as being UTF-8 encoded." msgstr "" #: doc/classes/File.xml msgid "" "Returns an MD5 String representing the file at the given path or an empty " "[String] on failure." msgstr "" #: doc/classes/File.xml msgid "" "Returns the last time the [code]file[/code] was modified in unix timestamp " "format or returns a [String] \"ERROR IN [code]file[/code]\". This unix " "timestamp can be converted to datetime by using [method OS." "get_datetime_from_unix_time]." msgstr "" #: doc/classes/File.xml msgid "" "Returns a [String] saved in Pascal format from the file.\n" "Text is interpreted as being UTF-8 encoded." msgstr "" #: doc/classes/File.xml msgid "Returns the path as a [String] for the current open file." msgstr "" #: doc/classes/File.xml msgid "Returns the absolute path as a [String] for the current open file." msgstr "" #: doc/classes/File.xml msgid "Returns the file cursor's position." msgstr "" #: doc/classes/File.xml msgid "Returns the next bits from the file as a floating-point number." msgstr "" #: doc/classes/File.xml msgid "" "Returns a SHA-256 [String] representing the file at the given path or an " "empty [String] on failure." msgstr "" #: doc/classes/File.xml msgid "" "Returns the next [Variant] value from the file. If [code]allow_objects[/" "code] is [code]true[/code], decoding objects is allowed.\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 "" #: doc/classes/File.xml msgid "Returns [code]true[/code] if the file is currently opened." msgstr "" #: doc/classes/File.xml msgid "Opens the file for writing or reading, depending on the flags." msgstr "" #: doc/classes/File.xml msgid "" "Opens a compressed file for reading or writing.\n" "[b]Note:[/b] [method open_compressed] can only read files that were saved by " "Godot, not third-party compression formats. See [url=https://github.com/" "godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround." msgstr "" #: doc/classes/File.xml msgid "" "Opens an encrypted file in write or read mode. You need to pass a binary key " "to encrypt/decrypt it.\n" "[b]Note:[/b] The provided key must be 32 bytes long." msgstr "" #: doc/classes/File.xml msgid "" "Opens an encrypted file in write or read mode. You need to pass a password " "to encrypt/decrypt it." msgstr "" #: doc/classes/File.xml msgid "" "Changes the file reading/writing cursor to the specified position (in bytes " "from the beginning of the file)." msgstr "" #: doc/classes/File.xml msgid "" "Changes the file reading/writing cursor to the specified position (in bytes " "from the end of the file).\n" "[b]Note:[/b] This is an offset, so you should use negative numbers or the " "cursor will be at the end of the file." msgstr "" #: doc/classes/File.xml msgid "" "Stores an integer as 16 bits in the file.\n" "[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, " "2^16 - 1][/code]. Any other value will overflow and wrap around.\n" "To store a signed integer, use [method store_64] or store a signed integer " "from the interval [code][-2^15, 2^15 - 1][/code] (i.e. keeping one bit for " "the signedness) and compute its sign manually when reading. For example:\n" "[codeblock]\n" "const MAX_15B = 1 << 15\n" "const MAX_16B = 1 << 16\n" "\n" "func unsigned16_to_signed(unsigned):\n" " return (unsigned + MAX_15B) % MAX_16B - MAX_15B\n" "\n" "func _ready():\n" " var f = File.new()\n" " f.open(\"user://file.dat\", File.WRITE_READ)\n" " f.store_16(-42) # This wraps around and stores 65494 (2^16 - 42).\n" " f.store_16(121) # In bounds, will store 121.\n" " f.seek(0) # Go back to start to read the stored value.\n" " var read1 = f.get_16() # 65494\n" " var read2 = f.get_16() # 121\n" " var converted1 = unsigned16_to_signed(read1) # -42\n" " var converted2 = unsigned16_to_signed(read2) # 121\n" "[/codeblock]" msgstr "" #: doc/classes/File.xml msgid "" "Stores an integer as 32 bits in the file.\n" "[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, " "2^32 - 1][/code]. Any other value will overflow and wrap around.\n" "To store a signed integer, use [method store_64], or convert it manually " "(see [method store_16] for an example)." msgstr "" #: doc/classes/File.xml msgid "" "Stores an integer as 64 bits in the file.\n" "[b]Note:[/b] The [code]value[/code] must lie in the interval [code][-2^63, " "2^63 - 1][/code] (i.e. be a valid [int] value)." msgstr "" #: doc/classes/File.xml msgid "" "Stores an integer as 8 bits in the file.\n" "[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 255]" "[/code]. Any other value will overflow and wrap around.\n" "To store a signed integer, use [method store_64], or convert it manually " "(see [method store_16] for an example)." msgstr "" #: doc/classes/File.xml msgid "Stores the given array of bytes in the file." msgstr "" #: doc/classes/File.xml msgid "" "Store the given [PoolStringArray] in the file as a line formatted in the CSV " "(Comma-Separated Values) format. You can pass a different delimiter " "[code]delim[/code] to use other than the default [code]\",\"[/code] (comma). " "This delimiter must be one-character long.\n" "Text will be encoded as UTF-8." msgstr "" #: doc/classes/File.xml msgid "Stores a floating-point number as 64 bits in the file." msgstr "" #: doc/classes/File.xml msgid "Stores a floating-point number as 32 bits in the file." msgstr "" #: doc/classes/File.xml msgid "" "Appends [code]line[/code] to the file followed by a line return character " "([code]\\n[/code]), encoding the text as UTF-8." msgstr "" #: doc/classes/File.xml msgid "" "Stores the given [String] as a line in the file in Pascal format (i.e. also " "store the length of the string).\n" "Text will be encoded as UTF-8." msgstr "" #: doc/classes/File.xml msgid "Stores a floating-point number in the file." msgstr "" #: doc/classes/File.xml msgid "" "Appends [code]string[/code] to the file without a line return, encoding the " "text as UTF-8.\n" "[b]Note:[/b] This method is intended to be used to write text files. The " "string is stored as a UTF-8 encoded buffer without string length or " "terminating zero, which means that it can't be loaded back easily. If you " "want to store a retrievable string in a binary file, consider using [method " "store_pascal_string] instead. For retrieving strings from a text file, you " "can use [code]get_buffer(length).get_string_from_utf8()[/code] (if you know " "the length) or [method get_as_text]." msgstr "" #: doc/classes/File.xml msgid "" "Stores any Variant value in the file. If [code]full_objects[/code] is " "[code]true[/code], encoding objects is allowed (and can potentially include " "code).\n" "[b]Note:[/b] Not all properties are included. Only properties that are " "configured with the [constant PROPERTY_USAGE_STORAGE] flag set will be " "serialized. You can add a new usage flag to a property by overriding the " "[method Object._get_property_list] method in your class. You can also check " "how property usage is configured by calling [method Object." "_get_property_list]. See [enum PropertyUsageFlags] for the possible usage " "flags." msgstr "" #: doc/classes/File.xml msgid "" "If [code]true[/code], the file is read with big-endian [url=https://en." "wikipedia.org/wiki/Endianness]endianness[/url]. If [code]false[/code], the " "file is read with little-endian endianness. If in doubt, leave this to " "[code]false[/code] as most files are written with little-endian endianness.\n" "[b]Note:[/b] [member endian_swap] is only about the file format, not the CPU " "type. The CPU endianness doesn't affect the default endianness for files " "written.\n" "[b]Note:[/b] This is always reset to [code]false[/code] whenever you open " "the file. Therefore, you must set [member endian_swap] [i]after[/i] opening " "the file, not before." msgstr "" #: doc/classes/File.xml msgid "" "Opens the file for read operations. The cursor is positioned at the " "beginning of the file." msgstr "" #: doc/classes/File.xml msgid "" "Opens the file for write operations. The file is created if it does not " "exist, and truncated if it does." msgstr "" #: doc/classes/File.xml msgid "" "Opens the file for read and write operations. Does not truncate the file. " "The cursor is positioned at the beginning of the file." msgstr "" #: doc/classes/File.xml msgid "" "Opens the file for read and write operations. The file is created if it does " "not exist, and truncated if it does. The cursor is positioned at the " "beginning of the file." msgstr "" #: doc/classes/File.xml msgid "Uses the [url=http://fastlz.org/]FastLZ[/url] compression method." msgstr "" #: doc/classes/File.xml msgid "" "Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] " "compression method." msgstr "" #: doc/classes/File.xml msgid "" "Uses the [url=https://facebook.github.io/zstd/]Zstandard[/url] compression " "method." msgstr "" #: doc/classes/File.xml msgid "Uses the [url=https://www.gzip.org/]gzip[/url] compression method." msgstr "" #: doc/classes/FileDialog.xml msgid "Dialog for selecting files or directories in the filesystem." msgstr "" #: doc/classes/FileDialog.xml 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 mode]. If you want to use a custom " "title, disable this by setting [member mode_overrides_title] to [code]false[/" "code]." msgstr "" #: doc/classes/FileDialog.xml msgid "" "Adds [code]filter[/code] to the list of filters, which restricts what files " "can be picked.\n" "A [code]filter[/code] should be of the form [code]\"filename.extension ; " "Description\"[/code], where filename and extension can be [code]*[/code] to " "match any string. Filters starting with [code].[/code] (i.e. empty " "filenames) are not allowed.\n" "Example filters: [code]\"*.png ; PNG Images\"[/code], [code]\"project." "godot ; Godot Project\"[/code]." msgstr "" #: doc/classes/FileDialog.xml msgid "Clear all the added filters in the dialog." msgstr "" #: doc/classes/FileDialog.xml msgid "Clear currently selected items in the dialog." msgstr "" #: doc/classes/FileDialog.xml msgid "" "Returns the LineEdit for the selected file.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/FileDialog.xml 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 " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/FileDialog.xml msgid "Invalidate and update the current dialog content list." msgstr "" #: doc/classes/FileDialog.xml msgid "" "The file system access scope. See enum [code]Access[/code] constants.\n" "[b]Warning:[/b] Currently, in sandboxed environments such as HTML5 builds or " "sandboxed macOS apps, FileDialog cannot access the host file system. See " "[url=https://github.com/godotengine/godot-proposals/issues/1123]godot-" "proposals#1123[/url]." msgstr "" #: doc/classes/FileDialog.xml msgid "The current working directory of the file dialog." msgstr "" #: doc/classes/FileDialog.xml msgid "The currently selected file of the file dialog." msgstr "" #: doc/classes/FileDialog.xml msgid "The currently selected file path of the file dialog." msgstr "" #: doc/classes/FileDialog.xml msgid "" "The available file type filters. For example, this shows only [code].png[/" "code] and [code].gd[/code] files: [code]set_filters(PoolStringArray([\"*." "png ; PNG Images\",\"*.gd ; GDScript Files\"]))[/code]. Multiple file types " "can also be specified in a single filter. [code]\"*.png, *.jpg, *.jpeg ; " "Supported Images\"[/code] will show both PNG and JPEG files when selected." msgstr "" #: doc/classes/FileDialog.xml msgid "" "The dialog's open or save mode, which affects the selection behavior. See " "enum [code]Mode[/code] constants." msgstr "" #: doc/classes/FileDialog.xml msgid "" "If [code]true[/code], changing the [code]Mode[/code] property will set the " "window title accordingly (e.g. setting mode to [constant MODE_OPEN_FILE] " "will change the window title to \"Open a File\")." msgstr "" #: doc/classes/FileDialog.xml msgid "If [code]true[/code], the dialog will show hidden files." msgstr "" #: doc/classes/FileDialog.xml msgid "Emitted when the user selects a directory." msgstr "" #: doc/classes/FileDialog.xml msgid "" "Emitted when the user selects a file by double-clicking it or pressing the " "[b]OK[/b] button." msgstr "" #: doc/classes/FileDialog.xml msgid "Emitted when the user selects multiple files." msgstr "" #: doc/classes/FileDialog.xml msgid "The dialog allows selecting one, and only one file." msgstr "" #: doc/classes/FileDialog.xml msgid "The dialog allows selecting multiple files." msgstr "" #: doc/classes/FileDialog.xml msgid "" "The dialog only allows selecting a directory, disallowing the selection of " "any file." msgstr "" #: doc/classes/FileDialog.xml msgid "The dialog allows selecting one file or directory." msgstr "" #: doc/classes/FileDialog.xml msgid "The dialog will warn when a file exists." msgstr "" #: doc/classes/FileDialog.xml msgid "" "The dialog only allows accessing files under the [Resource] path " "([code]res://[/code])." msgstr "" #: doc/classes/FileDialog.xml msgid "" "The dialog only allows accessing files under user data path ([code]user://[/" "code])." msgstr "" #: doc/classes/FileDialog.xml msgid "The dialog allows accessing files on the whole file system." msgstr "" #: doc/classes/FileDialog.xml msgid "The color modulation applied to the file icon." msgstr "" #: doc/classes/FileDialog.xml msgid "" "The color tint for disabled files (when the [FileDialog] is used in open " "folder mode)." msgstr "" #: doc/classes/FileDialog.xml msgid "The color modulation applied to the folder icon." msgstr "" #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" #: doc/classes/FileDialog.xml msgid "Custom icon for folders." msgstr "" #: doc/classes/FileDialog.xml msgid "Custom icon for the parent folder arrow." msgstr "" #: doc/classes/FileDialog.xml msgid "Custom icon for the reload button." msgstr "" #: doc/classes/FileDialog.xml msgid "Custom icon for the toggle hidden button." msgstr "" #: doc/classes/float.xml msgid "Float built-in type." msgstr "" #: doc/classes/float.xml msgid "" "The [float] built-in type is a 64-bit double-precision floating-point " "number, equivalent to [code]double[/code] in C++. This type has 14 reliable " "decimal digits of precision. The [float] type can be stored in [Variant], " "which is the generic type used by the engine. The maximum value of [float] " "is approximately [code]1.79769e308[/code], and the minimum is approximately " "[code]-1.79769e308[/code].\n" "Most methods and properties in the engine use 32-bit single-precision " "floating-point numbers instead, equivalent to [code]float[/code] in C++, " "which have 6 reliable decimal digits of precision. For data structures such " "as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers.\n" "Math done using the [float] type is not guaranteed to be exact or " "deterministic, and will often result in small errors. You should usually use " "the [method @GDScript.is_equal_approx] and [method @GDScript.is_zero_approx] " "methods instead of [code]==[/code] to compare [float] values for equality." msgstr "" #: doc/classes/float.xml msgid "Wikipedia: Double-precision floating-point format" msgstr "" #: doc/classes/float.xml msgid "Wikipedia: Single-precision floating-point format" msgstr "" #: doc/classes/float.xml msgid "" "Cast a [bool] value to a floating-point value, [code]float(true)[/code] will " "be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0." msgstr "" #: doc/classes/float.xml msgid "" "Cast an [int] value to a floating-point value, [code]float(1)[/code] will be " "equal to 1.0." msgstr "" #: doc/classes/float.xml msgid "" "Cast a [String] value to a floating-point value. This method accepts float " "value strings like [code]\"1.23\"[/code] and exponential notation strings " "for its parameter so calling [code]float(\"1e3\")[/code] will return 1000.0 " "and calling [code]float(\"1e-3\")[/code] will return 0.001. Calling this " "method with an invalid float string will return 0. This method stops parsing " "at the first invalid character and will return the parsed result so far, so " "calling [code]float(\"1a3\")[/code] will return 1 while calling " "[code]float(\"1e3a2\")[/code] will return 1000.0." msgstr "" #: doc/classes/FlowContainer.xml #, fuzzy msgid "Base class for flow containers." msgstr "ボックスコンテナの基本クラス。" #: doc/classes/FlowContainer.xml msgid "" "Arranges child [Control] nodes vertically or horizontally in a left-to-right " "or top-to-bottom flow.\n" "A line is filled with [Control] nodes until no more fit on the same line, " "similar to text in an autowrapped label." msgstr "" #: doc/classes/FlowContainer.xml #, fuzzy msgid "Returns the current line count." msgstr "現在再生中のアニメーションステートを返します。" #: doc/classes/Font.xml msgid "Internationalized font and text drawing support." msgstr "" #: doc/classes/Font.xml msgid "" "Font contains a Unicode-compatible character set, as well as the ability to " "draw it with variable width, ascent, descent and kerning. For creating fonts " "from TTF files (or other font formats), see the editor support for fonts.\n" "[b]Note:[/b] If a [DynamicFont] doesn't contain a character used in a " "string, the character in question will be replaced with codepoint " "[code]0xfffd[/code] if it's available in the [DynamicFont]. If this " "replacement character isn't available in the DynamicFont, the character will " "be hidden without displaying any replacement character in the string.\n" "[b]Note:[/b] If a [BitmapFont] doesn't contain a character used in a string, " "the character in question will be hidden without displaying any replacement " "character in the string.\n" "[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most " "emoji) are [i]not[/i] supported on Windows. They will display as unknown " "characters instead. This will be resolved in Godot 4.0." msgstr "" #: doc/classes/Font.xml msgid "" "Draw [code]string[/code] into a canvas item using the font at a given " "position, with [code]modulate[/code] color, and optionally clipping the " "width. [code]position[/code] specifies the baseline, not the top. To draw " "from the top, [i]ascent[/i] must be added to the Y axis.\n" "See also [method CanvasItem.draw_string]." msgstr "" #: doc/classes/Font.xml msgid "" "Draw character [code]char[/code] into a canvas item using the font at a " "given position, with [code]modulate[/code] color, and optionally kerning if " "[code]next[/code] is passed. clipping the width. [code]position[/code] " "specifies the baseline, not the top. To draw from the top, [i]ascent[/i] " "must be added to the Y axis. The width used by the character is returned, " "making this function useful for drawing strings character by character.\n" "If [code]outline[/code] is [code]true[/code], the outline of the character " "is drawn instead of the character itself." msgstr "" #: doc/classes/Font.xml msgid "Returns the font ascent (number of pixels above the baseline)." msgstr "" #: doc/classes/Font.xml msgid "" "Returns outline contours of the glyph as a [code]Dictionary[/code] with the " "following contents:\n" "[code]points[/code] - [PoolVector3Array], containing outline points. " "[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is " "the type of the point, using the [enum ContourPointTag] values.\n" "[code]contours[/code] - [PoolIntArray], containing indices the end " "points of each contour.\n" "[code]orientation[/code] - [bool], contour orientation. If [code]true[/" "code], clockwise contours must be filled." msgstr "" #: doc/classes/Font.xml msgid "" "Returns the size of a character, optionally taking kerning into account if " "the next character is provided. Note that the height returned is the font " "height (see [method get_height]) and has no relation to the glyph height." msgstr "" #: doc/classes/Font.xml #, fuzzy msgid "Returns resource id of the cache texture containing the char." msgstr "2つのベクトルの剰余を返します。" #: doc/classes/Font.xml #, fuzzy msgid "Returns size of the cache texture containing the char." msgstr "キュー内で次にあるアニメーションの名前を返します。" #: doc/classes/Font.xml #, fuzzy msgid "Returns char offset from the baseline." msgstr "パラメータのコサインを返します。" #: doc/classes/Font.xml #, fuzzy msgid "Returns size of the char." msgstr "パラメータのサインを返します。" #: doc/classes/Font.xml msgid "Returns rectangle in the cache texture containing the char." msgstr "" #: doc/classes/Font.xml msgid "Returns the font descent (number of pixels below the baseline)." msgstr "" #: doc/classes/Font.xml msgid "Returns the total font height (ascent plus descent) in pixels." msgstr "" #: doc/classes/Font.xml msgid "" "Returns the size of a string, taking kerning and advance into account. Note " "that the height returned is the font height (see [method get_height]) and " "has no relation to the string." msgstr "" #: doc/classes/Font.xml msgid "" "Returns the size that the string would have with word wrapping enabled with " "a fixed [code]width[/code]." msgstr "" #: doc/classes/Font.xml msgid "Returns [code]true[/code] if the font has an outline." msgstr "" #: doc/classes/Font.xml msgid "" "After editing a font (changing size, ascent, char rects, etc.). Call this " "function to propagate changes to controls that might use it." msgstr "" #: doc/classes/Font.xml msgid "Contour point is on the curve." msgstr "" #: doc/classes/Font.xml msgid "" "Contour point isn't on the curve, but serves as a control point for a conic " "(quadratic) Bézier arc." msgstr "" #: doc/classes/Font.xml msgid "" "Contour point isn't on the curve, but serves as a control point for a cubic " "Bézier arc." msgstr "" #: doc/classes/FuncRef.xml msgid "Reference to a function in an object." msgstr "" #: doc/classes/FuncRef.xml msgid "" "In GDScript, functions are not [i]first-class objects[/i]. This means it is " "impossible to store them directly as variables, return them from another " "function, or pass them as arguments.\n" "However, by creating a [FuncRef] using the [method @GDScript.funcref] " "function, a reference to a function in a given object can be created, passed " "around and called." msgstr "" #: doc/classes/FuncRef.xml msgid "" "Calls the referenced function previously set in [member function] or [method " "@GDScript.funcref]." msgstr "" #: doc/classes/FuncRef.xml msgid "" "Calls the referenced function previously set in [member function] or [method " "@GDScript.funcref]. Contrarily to [method call_func], this method does not " "support a variable number of arguments but expects all parameters to be " "passed via a single [Array]." msgstr "" #: doc/classes/FuncRef.xml msgid "Returns whether the object still exists and has the function assigned." msgstr "" #: doc/classes/FuncRef.xml msgid "" "The object containing the referenced function. This object must be of a type " "actually inheriting from [Object], not a built-in type such as [int], " "[Vector2] or [Dictionary]." msgstr "" #: doc/classes/FuncRef.xml #, fuzzy msgid "The name of the referenced function." msgstr "エリアのオーディオバスの名前です。" #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" "An external library containing functions or script classes to use in Godot." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" "A GDNative library can implement [NativeScript]s, global functions to call " "with the [GDNative] class, or low-level engine extensions through interfaces " "such as [ARVRInterfaceGDNative]. The library must be compiled for each " "platform and architecture that the project will run on." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" "Returns paths to all dependency libraries for the current platform and " "architecture." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" "Returns the path to the dynamic library file for the current platform and " "architecture." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" "This resource in INI-style [ConfigFile] format, as in [code].gdnlib[/code] " "files." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" "If [code]true[/code], Godot loads only one copy of the library and each " "script that references the library will share static data like static or " "global variables.\n" "If [code]false[/code], Godot loads a separate copy of the library into " "memory for each script that references it." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" "If [code]true[/code], the editor will temporarily unload the library " "whenever the user switches away from the editor window, allowing the user to " "recompile the library without restarting Godot.\n" "[b]Note:[/b] If the library defines tool scripts that run inside the editor, " "[code]reloadable[/code] must be [code]false[/code]. Otherwise, the editor " "will attempt to unload the tool scripts while they're in use and crash." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" "If [code]true[/code], Godot loads the library at startup rather than the " "first time a script uses the library, calling [code]{prefix}" "gdnative_singleton[/code] after initializing the library (where [code]" "{prefix}[/code] is the value of [member symbol_prefix]). The library remains " "loaded as long as Godot is running.\n" "[b]Note:[/b] A singleton library cannot be [member reloadable]." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" "The prefix this library's entry point functions begin with. For example, a " "GDNativeLibrary would declare its [code]gdnative_init[/code] function as " "[code]godot_gdnative_init[/code] by default.\n" "On platforms that require statically linking libraries (currently only iOS), " "each library must have a different [code]symbol_prefix[/code]." msgstr "" #: modules/gdscript/doc_classes/GDScript.xml msgid "A script implemented in the GDScript programming language." msgstr "" #: modules/gdscript/doc_classes/GDScript.xml msgid "" "A script implemented in the GDScript programming language. The script " "extends the functionality of all objects that instance it.\n" "[method new] creates a new instance of the script. [method Object." "set_script] extends an existing object, if that object's class matches one " "of the script's base classes." msgstr "" #: modules/gdscript/doc_classes/GDScript.xml msgid "Returns byte code for the script source code." msgstr "" #: modules/gdscript/doc_classes/GDScript.xml msgid "" "Returns a new instance of the script.\n" "For example:\n" "[codeblock]\n" "var MyClass = load(\"myclass.gd\")\n" "var instance = MyClass.new()\n" "assert(instance.get_script() == MyClass)\n" "[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/GDScriptFunctionState.xml msgid "State of a function call after yielding." msgstr "" #: modules/gdscript/doc_classes/GDScriptFunctionState.xml msgid "" "Calling [method @GDScript.yield] within a function will cause that function " "to yield and return its current state as an object of this type. The yielded " "function call can then be resumed later by calling [method resume] on this " "state object." msgstr "" #: modules/gdscript/doc_classes/GDScriptFunctionState.xml msgid "" "Check whether the function call may be resumed. This is not the case if the " "function state was already resumed.\n" "If [code]extended_check[/code] is enabled, it also checks if the associated " "script and object still exist. The extended check is done in debug mode as " "part of [method GDScriptFunctionState.resume], but you can use this if you " "know you may be trying to resume without knowing for sure the object and/or " "script have survived up to that point." msgstr "" #: modules/gdscript/doc_classes/GDScriptFunctionState.xml msgid "" "Resume execution of the yielded function call.\n" "If handed an argument, return the argument from the [method @GDScript.yield] " "call in the yielded function call. You can pass e.g. an [Array] to hand " "multiple arguments.\n" "This function returns what the resumed function call returns, possibly " "another function state if yielded again." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The generic 6-degrees-of-freedom joint can implement a variety of joint " "types by locking certain axes' rotation or translation." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The first 3 DOF axes are linear axes, which represent translation of Bodies, " "and the latter 3 DOF axes represent the angular motion. Each axis can be " "either locked, or limited." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of rotational damping across the X axis.\n" "The lower, the longer an impulse from one side takes to travel to the other " "side." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], rotation across the X axis is limited." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "When rotating across the X axis, this error tolerance factor defines how " "much the correction gets slowed down. The lower, the slower." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The maximum amount of force that can occur, when rotating around the X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of rotational restitution across the X axis. The lower, the more " "restitution occurs." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The speed of all rotations across the X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of rotational damping across the Y axis. The lower, the more " "dampening occurs." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], rotation across the Y axis is limited." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "When rotating across the Y axis, this error tolerance factor defines how " "much the correction gets slowed down. The lower, the slower." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The maximum amount of force that can occur, when rotating around the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of rotational restitution across the Y axis. The lower, the more " "restitution occurs." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The speed of all rotations across the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of rotational damping across the Z axis. The lower, the more " "dampening occurs." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], rotation across the Z axis is limited." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "When rotating across the Z axis, this error tolerance factor defines how " "much the correction gets slowed down. The lower, the slower." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The maximum amount of force that can occur, when rotating around the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of rotational restitution across the Z axis. The lower, the more " "restitution occurs." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The speed of all rotations across the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], a rotating motor at the X axis is enabled." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "Maximum acceleration for the motor at the X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "Target speed for the motor at the X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], a rotating motor at the Y axis is enabled." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "Maximum acceleration for the motor at the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "Target speed for the motor at the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], a rotating motor at the Z axis is enabled." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "Maximum acceleration for the motor at the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "Target speed for the motor at the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The amount of damping that happens at the X motion." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], the linear motion across the X axis is limited." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The minimum difference between the pivot points' X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of restitution on the X axis movement. The lower, the more " "momentum gets lost." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "A factor applied to the movement across the X axis. The lower, the slower " "the movement." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The maximum difference between the pivot points' X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The amount of damping that happens at the Y motion." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], the linear motion across the Y axis is limited." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The minimum difference between the pivot points' Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of restitution on the Y axis movement. The lower, the more " "momentum gets lost." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "A factor applied to the movement across the Y axis. The lower, the slower " "the movement." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The maximum difference between the pivot points' Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The amount of damping that happens at the Z motion." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If [code]true[/code], the linear motion across the Z axis is limited." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The minimum difference between the pivot points' Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of restitution on the Z axis movement. The lower, the more " "momentum gets lost." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "A factor applied to the movement across the Z axis. The lower, the slower " "the movement." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The maximum difference between the pivot points' Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "If [code]true[/code], then there is a linear motor on the X axis. It will " "attempt to reach the target velocity while staying within the force limits." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The maximum force the linear motor can apply on the X axis while trying to " "reach the target velocity." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The speed that the linear motor will attempt to reach on the X axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "If [code]true[/code], then there is a linear motor on the Y axis. It will " "attempt to reach the target velocity while staying within the force limits." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The maximum force the linear motor can apply on the Y axis while trying to " "reach the target velocity." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The speed that the linear motor will attempt to reach on the Y axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "If [code]true[/code], then there is a linear motor on the Z axis. It will " "attempt to reach the target velocity while staying within the force limits." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The maximum force the linear motor can apply on the Z axis while trying to " "reach the target velocity." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The speed that the linear motor will attempt to reach on the Z axis." msgstr "" #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "The minimum difference between the pivot points' axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "The maximum difference between the pivot points' axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "A factor applied to the movement across the axes. The lower, the slower the " "movement." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The amount of restitution on the axes' movement. The lower, the more " "momentum gets lost." msgstr "" #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "" "The amount of damping that happens at the linear motion across the axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The velocity the linear motor will try to reach." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "The maximum force the linear motor will apply while trying to reach the " "velocity target." msgstr "" #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "The speed of all rotations across the axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "" "The amount of rotational damping across the axes. The lower, the more " "dampening occurs." msgstr "" #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "" "The amount of rotational restitution across the axes. The lower, the more " "restitution occurs." msgstr "" #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "" "The maximum amount of force that can occur, when rotating around the axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "" "When rotating across the axes, this error tolerance factor defines how much " "the correction gets slowed down. The lower, the slower." msgstr "" #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "Target speed for the motor at the axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "Maximum acceleration for the motor at the axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If enabled, linear motion is possible within the given limits." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If enabled, rotational motion is possible within the given limits." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If enabled, there is a rotational motor across these axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml msgid "If enabled, there is a linear motor across these axes." msgstr "" #: doc/classes/Generic6DOFJoint.xml doc/classes/HingeJoint.xml msgid "Represents the size of the [enum Flag] enum." msgstr "" #: doc/classes/Geometry.xml msgid "Helper node to calculate generic geometry operations." msgstr "" #: doc/classes/Geometry.xml msgid "" "Geometry provides users with a set of helper functions to create geometric " "shapes, compute intersections between shapes, and process various other " "geometric operations." msgstr "" #: doc/classes/Geometry.xml msgid "" "Returns an array with 6 [Plane]s that describe the sides of a box centered " "at the origin. The box size is defined by [code]extents[/code], which " "represents one (positive) corner of the box (i.e. half its actual size)." msgstr "" #: doc/classes/Geometry.xml msgid "" "Returns an array of [Plane]s closely bounding a faceted capsule centered at " "the origin with radius [code]radius[/code] and height [code]height[/code]. " "The parameter [code]sides[/code] defines how many planes will be generated " "for the side part of the capsule, whereas [code]lats[/code] gives the number " "of latitudinal steps at the bottom and top of the capsule. The parameter " "[code]axis[/code] describes the axis along which the capsule is oriented (0 " "for X, 1 for Y, 2 for Z)." msgstr "" #: doc/classes/Geometry.xml msgid "" "Returns an array of [Plane]s closely bounding a faceted cylinder centered at " "the origin with radius [code]radius[/code] and height [code]height[/code]. " "The parameter [code]sides[/code] defines how many planes will be generated " "for the round part of the cylinder. The parameter [code]axis[/code] " "describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 " "for Z)." msgstr "" #: doc/classes/Geometry.xml msgid "" "Clips the polygon defined by the points in [code]points[/code] against the " "[code]plane[/code] and returns the points of the clipped polygon." msgstr "" #: doc/classes/Geometry.xml msgid "" "Clips [code]polygon_a[/code] against [code]polygon_b[/code] and returns an " "array of clipped polygons. This performs [constant OPERATION_DIFFERENCE] " "between polygons. Returns an empty array if [code]polygon_b[/code] " "completely overlaps [code]polygon_a[/code].\n" "If [code]polygon_b[/code] is enclosed by [code]polygon_a[/code], returns an " "outer polygon (boundary) and inner polygon (hole) which could be " "distinguished by calling [method is_polygon_clockwise]." msgstr "" #: doc/classes/Geometry.xml msgid "" "Clips [code]polyline[/code] against [code]polygon[/code] and returns an " "array of clipped polylines. This performs [constant OPERATION_DIFFERENCE] " "between the polyline and the polygon. This operation can be thought of as " "cutting a line with a closed shape." msgstr "" #: doc/classes/Geometry.xml msgid "" "Given an array of [Vector2]s, returns the convex hull as a list of points in " "counterclockwise order. The last point is the same as the first one." msgstr "" #: doc/classes/Geometry.xml msgid "" "Mutually excludes common area defined by intersection of [code]polygon_a[/" "code] and [code]polygon_b[/code] (see [method intersect_polygons_2d]) and " "returns an array of excluded polygons. This performs [constant " "OPERATION_XOR] between polygons. In other words, returns all but common area " "between polygons.\n" "The operation may result in an outer polygon (boundary) and inner polygon " "(hole) produced which could be distinguished by calling [method " "is_polygon_clockwise]." msgstr "" #: doc/classes/Geometry.xml msgid "" "Returns the 3D point on the 3D segment ([code]s1[/code], [code]s2[/code]) " "that is closest to [code]point[/code]. The returned point will always be " "inside the specified segment." msgstr "" #: doc/classes/Geometry.xml msgid "" "Returns the 2D point on the 2D segment ([code]s1[/code], [code]s2[/code]) " "that is closest to [code]point[/code]. The returned point will always be " "inside the specified segment." msgstr "" #: doc/classes/Geometry.xml msgid "" "Returns the 3D point on the 3D line defined by ([code]s1[/code], [code]s2[/" "code]) that is closest to [code]point[/code]. The returned point can be " "inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. " "somewhere on the line extending from the segment." msgstr "" #: doc/classes/Geometry.xml msgid "" "Returns the 2D point on the 2D line defined by ([code]s1[/code], [code]s2[/" "code]) that is closest to [code]point[/code]. The returned point can be " "inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. " "somewhere on the line extending from the segment." msgstr "" #: doc/classes/Geometry.xml msgid "" "Given the two 3D segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/" "code], [code]q2[/code]), finds those two points on the two segments that are " "closest to each other. Returns a [PoolVector3Array] that contains this point " "on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on " "([code]q1[/code], [code]q2[/code])." msgstr "" #: doc/classes/Geometry.xml msgid "" "Given the two 2D segments ([code]p1[/code], [code]q1[/code]) and ([code]p2[/" "code], [code]q2[/code]), finds those two points on the two segments that are " "closest to each other. Returns a [PoolVector2Array] that contains this point " "on ([code]p1[/code], [code]q1[/code]) as well the accompanying point on " "([code]p2[/code], [code]q2[/code])." msgstr "" #: doc/classes/Geometry.xml msgid "Used internally by the engine." msgstr "" #: doc/classes/Geometry.xml msgid "" "Intersects [code]polygon_a[/code] with [code]polygon_b[/code] and returns an " "array of intersected polygons. This performs [constant " "OPERATION_INTERSECTION] between polygons. In other words, returns common " "area shared by polygons. Returns an empty array if no intersection occurs.\n" "The operation may result in an outer polygon (boundary) and inner polygon " "(hole) produced which could be distinguished by calling [method " "is_polygon_clockwise]." msgstr "" #: doc/classes/Geometry.xml msgid "" "Intersects [code]polyline[/code] with [code]polygon[/code] and returns an " "array of intersected polylines. This performs [constant " "OPERATION_INTERSECTION] between the polyline and the polygon. This operation " "can be thought of as chopping a line with a closed shape." msgstr "" #: doc/classes/Geometry.xml msgid "" "Returns [code]true[/code] if [code]point[/code] is inside the circle or if " "it's located exactly [i]on[/i] the circle's boundary, otherwise returns " "[code]false[/code]." msgstr "" #: doc/classes/Geometry.xml msgid "" "Returns [code]true[/code] if [code]point[/code] is inside [code]polygon[/" "code] or if it's located exactly [i]on[/i] polygon's boundary, otherwise " "returns [code]false[/code]." msgstr "" #: doc/classes/Geometry.xml msgid "" "Returns [code]true[/code] if [code]polygon[/code]'s vertices are ordered in " "clockwise order, otherwise returns [code]false[/code]." msgstr "" #: doc/classes/Geometry.xml msgid "" "Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and " "([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the " "point of intersection as [Vector2]. If no intersection takes place, returns " "[code]null[/code].\n" "[b]Note:[/b] The lines are specified using direction vectors, not end points." msgstr "" #: doc/classes/Geometry.xml msgid "" "Given an array of [Vector2]s representing tiles, builds an atlas. The " "returned dictionary has two keys: [code]points[/code] is an array of " "[Vector2] that specifies the positions of each tile, [code]size[/code] " "contains the overall size of the whole atlas as [Vector2]." msgstr "" #: doc/classes/Geometry.xml msgid "" "Merges (combines) [code]polygon_a[/code] and [code]polygon_b[/code] and " "returns an array of merged polygons. This performs [constant " "OPERATION_UNION] between polygons.\n" "The operation may result in an outer polygon (boundary) and multiple inner " "polygons (holes) produced which could be distinguished by calling [method " "is_polygon_clockwise]." msgstr "" #: doc/classes/Geometry.xml msgid "" "Inflates or deflates [code]polygon[/code] by [code]delta[/code] units " "(pixels). If [code]delta[/code] is positive, makes the polygon grow outward. " "If [code]delta[/code] is negative, shrinks the polygon inward. Returns an " "array of polygons because inflating/deflating may result in multiple " "discrete polygons. Returns an empty array if [code]delta[/code] is negative " "and the absolute value of it approximately exceeds the minimum bounding " "rectangle dimensions of the polygon.\n" "Each polygon's vertices will be rounded as determined by [code]join_type[/" "code], see [enum PolyJoinType].\n" "The operation may result in an outer polygon (boundary) and inner polygon " "(hole) produced which could be distinguished by calling [method " "is_polygon_clockwise].\n" "[b]Note:[/b] To translate the polygon's vertices specifically, use the " "[method Transform2D.xform] method:\n" "[codeblock]\n" "var polygon = PoolVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, " "100), Vector2(0, 100)])\n" "var offset = Vector2(50, 50)\n" "polygon = Transform2D(0, offset).xform(polygon)\n" "print(polygon) # prints [Vector2(50, 50), Vector2(150, 50), Vector2(150, " "150), Vector2(50, 150)]\n" "[/codeblock]" msgstr "" #: doc/classes/Geometry.xml msgid "" "Inflates or deflates [code]polyline[/code] by [code]delta[/code] units " "(pixels), producing polygons. If [code]delta[/code] is positive, makes the " "polyline grow outward. Returns an array of polygons because inflating/" "deflating may result in multiple discrete polygons. If [code]delta[/code] is " "negative, returns an empty array.\n" "Each polygon's vertices will be rounded as determined by [code]join_type[/" "code], see [enum PolyJoinType].\n" "Each polygon's endpoints will be rounded as determined by [code]end_type[/" "code], see [enum PolyEndType].\n" "The operation may result in an outer polygon (boundary) and inner polygon " "(hole) produced which could be distinguished by calling [method " "is_polygon_clockwise]." msgstr "" #: doc/classes/Geometry.xml msgid "" "Returns if [code]point[/code] is inside the triangle specified by [code]a[/" "code], [code]b[/code] and [code]c[/code]." msgstr "" #: doc/classes/Geometry.xml msgid "" "Tests if the 3D ray starting at [code]from[/code] with the direction of " "[code]dir[/code] intersects the triangle specified by [code]a[/code], " "[code]b[/code] and [code]c[/code]. If yes, returns the point of intersection " "as [Vector3]. If no intersection takes place, an empty [Variant] is returned." msgstr "" #: doc/classes/Geometry.xml msgid "" "Given the 2D segment ([code]segment_from[/code], [code]segment_to[/code]), " "returns the position on the segment (as a number between 0 and 1) at which " "the segment hits the circle that is located at position " "[code]circle_position[/code] and has radius [code]circle_radius[/code]. If " "the segment does not intersect the circle, -1 is returned (this is also the " "case if the line extending the segment would intersect the circle, but the " "segment does not)." msgstr "" #: doc/classes/Geometry.xml msgid "" "Given a convex hull defined though the [Plane]s in the array [code]planes[/" "code], tests if the segment ([code]from[/code], [code]to[/code]) intersects " "with that hull. If an intersection is found, returns a [PoolVector3Array] " "containing the point the intersection and the hull's normal. If no " "intersecion is found, an the returned array is empty." msgstr "" #: doc/classes/Geometry.xml msgid "" "Checks if the segment ([code]from[/code], [code]to[/code]) intersects the " "cylinder with height [code]height[/code] that is centered at the origin and " "has radius [code]radius[/code]. If no, returns an empty [PoolVector3Array]. " "If an intersection takes place, the returned array contains the point of " "intersection and the cylinder's normal at the point of intersection." msgstr "" #: doc/classes/Geometry.xml msgid "" "Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and " "([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point " "of intersection as [Vector2]. If no intersection takes place, returns " "[code]null[/code]." msgstr "" #: doc/classes/Geometry.xml msgid "" "Checks if the segment ([code]from[/code], [code]to[/code]) intersects the " "sphere that is located at [code]sphere_position[/code] and has radius " "[code]sphere_radius[/code]. If no, returns an empty [PoolVector3Array]. If " "yes, returns a [PoolVector3Array] containing the point of intersection and " "the sphere's normal at the point of intersection." msgstr "" #: doc/classes/Geometry.xml msgid "" "Tests if the segment ([code]from[/code], [code]to[/code]) intersects the " "triangle [code]a[/code], [code]b[/code], [code]c[/code]. If yes, returns the " "point of intersection as [Vector3]. If no intersection takes place, an empty " "[Variant] is returned." msgstr "" #: doc/classes/Geometry.xml msgid "" "Triangulates the area specified by discrete set of [code]points[/code] such " "that no point is inside the circumcircle of any resulting triangle. Returns " "a [PoolIntArray] where each triangle consists of three consecutive point " "indices into [code]points[/code] (i.e. the returned array will have [code]n " "* 3[/code] elements, with [code]n[/code] being the number of found " "triangles). If the triangulation did not succeed, an empty [PoolIntArray] is " "returned." msgstr "" #: doc/classes/Geometry.xml msgid "" "Triangulates the polygon specified by the points in [code]polygon[/code]. " "Returns a [PoolIntArray] where each triangle consists of three consecutive " "point indices into [code]polygon[/code] (i.e. the returned array will have " "[code]n * 3[/code] elements, with [code]n[/code] being the number of found " "triangles). Output triangles will always be counter clockwise, and the " "contour will be flipped if it's clockwise. If the triangulation did not " "succeed, an empty [PoolIntArray] is returned." msgstr "" #: doc/classes/Geometry.xml msgid "" "Create regions where either subject or clip polygons (or both) are filled." msgstr "" #: doc/classes/Geometry.xml msgid "" "Create regions where subject polygons are filled except where clip polygons " "are filled." msgstr "" #: doc/classes/Geometry.xml msgid "Create regions where both subject and clip polygons are filled." msgstr "" #: doc/classes/Geometry.xml msgid "" "Create regions where either subject or clip polygons are filled but not " "where both are filled." msgstr "" #: doc/classes/Geometry.xml msgid "" "Squaring is applied uniformally at all convex edge joins at [code]1 * delta[/" "code]." msgstr "" #: doc/classes/Geometry.xml msgid "" "While flattened paths can never perfectly trace an arc, they are " "approximated by a series of arc chords." msgstr "" #: doc/classes/Geometry.xml msgid "" "There's a necessary limit to mitered joins since offsetting edges that join " "at very acute angles will produce excessively long and narrow \"spikes\". " "For any given edge join, when miter offsetting would exceed that maximum " "distance, \"square\" joining is applied." msgstr "" #: doc/classes/Geometry.xml msgid "" "Endpoints are joined using the [enum PolyJoinType] value and the path filled " "as a polygon." msgstr "" #: doc/classes/Geometry.xml msgid "" "Endpoints are joined using the [enum PolyJoinType] value and the path filled " "as a polyline." msgstr "" #: doc/classes/Geometry.xml msgid "Endpoints are squared off with no extension." msgstr "" #: doc/classes/Geometry.xml msgid "Endpoints are squared off and extended by [code]delta[/code] units." msgstr "" #: doc/classes/Geometry.xml msgid "Endpoints are rounded off and extended by [code]delta[/code] units." msgstr "" #: doc/classes/GeometryInstance.xml msgid "Base node for geometry-based visual instances." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "Base node for geometry-based visual instances. Shares some common " "functionality like visibility and custom materials." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "Returns the [enum GeometryInstance.Flags] that have been set for this object." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "Overrides the bounding box of this node with a custom one. To remove it, set " "an [AABB] with all fields set to zero." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "Sets the [enum GeometryInstance.Flags] specified. See [enum GeometryInstance." "Flags] for options." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "The selected shadow casting flag. See [enum ShadowCastingSetting] for " "possible values." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "The extra distance added to the GeometryInstance's bounding box ([AABB]) to " "increase its cull box." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "When disabled, the mesh will be taken into account when computing indirect " "lighting, but the resulting lightmap will not be saved. Useful for emissive " "only materials or shadow casters." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "Scale factor for the generated baked lightmap. Useful for adding detail to " "certain mesh instances." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "The GeometryInstance's max LOD distance.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "The GeometryInstance's max LOD margin.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "The GeometryInstance's min LOD distance.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "The GeometryInstance's min LOD margin.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" #: doc/classes/GeometryInstance.xml 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." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "The material override for the whole geometry.\n" "If a material is assigned to this property, it will be used instead of any " "material set in any material slot of the mesh." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "If [code]true[/code], this GeometryInstance will be used when baking lights " "using a [GIProbe] or [BakedLightmap]." msgstr "" #: doc/classes/GeometryInstance.xml msgid "The generated lightmap texture will have the original size." msgstr "" #: doc/classes/GeometryInstance.xml msgid "The generated lightmap texture will be twice as large, on each axis." msgstr "" #: doc/classes/GeometryInstance.xml msgid "The generated lightmap texture will be 4 times as large, on each axis." msgstr "" #: doc/classes/GeometryInstance.xml msgid "The generated lightmap texture will be 8 times as large, on each axis." msgstr "" #: doc/classes/GeometryInstance.xml msgid "Will not cast any shadows." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "Will cast shadows from all visible faces in the GeometryInstance.\n" "Will take culling into account, so faces not being rendered will not be " "taken into account when shadow casting." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "Will cast shadows from all visible faces in the GeometryInstance.\n" "Will not take culling into account, so all faces will be taken into account " "when shadow casting." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "Will only show the shadows casted from this object.\n" "In other words, the actual mesh will not be visible, only the shadows casted " "from the mesh will be." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "Will allow the GeometryInstance to be used when baking lights using a " "[GIProbe] or [BakedLightmap]." msgstr "" #: doc/classes/GeometryInstance.xml msgid "" "Unused in this class, exposed for consistency with [enum VisualServer." "InstanceFlags]." msgstr "" #: doc/classes/GIProbe.xml msgid "Real-time global illumination (GI) probe." msgstr "リアルタイムのグローバル イルミネーション(GI)プローブ。" #: doc/classes/GIProbe.xml #, fuzzy msgid "" "[GIProbe]s are used to provide high-quality real-time indirect light to " "scenes. They precompute the effect of objects that emit light and the effect " "of static geometry to simulate the behavior of complex light in real-time. " "[GIProbe]s need to be baked before using, however, once baked, dynamic " "objects will receive light from them. Further, lights can be fully dynamic " "or baked.\n" "Having [GIProbe]s in a scene can be expensive, the quality of the probe can " "be turned down in exchange for better performance in the [ProjectSettings] " "using [member ProjectSettings.rendering/quality/voxel_cone_tracing/" "high_quality].\n" "[b]Procedural generation:[/b] [GIProbe] can be baked in an exported project, " "which makes it suitable for procedurally generated or user-built levels as " "long as all the geometry is generated in advance.\n" "[b]Performance:[/b] [GIProbe] is relatively demanding on the GPU and is not " "suited to low-end hardware such as integrated graphics (consider " "[BakedLightmap] instead). To provide a fallback for low-end hardware, " "consider adding an option to disable [GIProbe] in your project's options " "menus. A [GIProbe] node can be disabled by hiding it.\n" "[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light " "leaks (avoid one-sided walls). For interior levels, enclose your level " "geometry in a sufficiently large box and bridge the loops to close the mesh. " "To further prevent light leaks, you can also strategically place temporary " "[MeshInstance] nodes with [member GeometryInstance.use_in_baked_light] " "enabled. These temporary nodes can then be hidden after baking the [GIProbe] " "node.\n" "[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot " "emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can " "emit light in a [GIProbe]." msgstr "" "[GIProbe]は、シーンに高品質なリアルタイム間接照明を提供するために使用されま" "す。[GIProbe]は、光を発するオブジェクトの効果や、静的なジオメトリ エフェクト" "を事前に計算し、複雑な光の挙動をリアルタイムにシミュレートします。[GIProbe]は" "使用する前にベイクする必要がありますが、一度ベイクすれば、ダイナミックなオブ" "ジェクトはライトを受け取ることができます。また、ライトは完全にダイナミックな" "ものと、ベイクされたものがあります。\n" "シーンに[GIProbe]を配置することはコストがかかりますが、[ProjectSettings]の" "[member ProjectSettings.rendering/quality/gi_probes/quality]でプローブの品質" "を下げれば、パフォーマンスを向上させることができます。" #: doc/classes/GIProbe.xml msgid "GI probes" msgstr "" #: doc/classes/GIProbe.xml msgid "" "Bakes the effect from all [GeometryInstance]s marked with [member " "GeometryInstance.use_in_baked_light] and [Light]s marked with either " "[constant Light.BAKE_INDIRECT] or [constant Light.BAKE_ALL]. If " "[code]create_visual_debug[/code] is [code]true[/code], after baking the " "light, this will generate a [MultiMesh] that has a cube representing each " "solid cell with each cube colored to the cell's albedo color. This can be " "used to visualize the [GIProbe]'s data and debug any issues that may be " "occurring.\n" "[b]Note:[/b] [method bake] works from the editor and in exported projects. " "This makes it suitable for procedurally generated or user-built levels. " "Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. " "Reducing [member subdiv] can speed up baking.\n" "[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before " "[method bake] is called. If you are procedurally creating those and some " "meshes or lights are missing from your baked [GIProbe], use " "[code]call_deferred(\"bake\")[/code] instead of calling [method bake] " "directly." msgstr "" #: doc/classes/GIProbe.xml msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled." msgstr "" #: doc/classes/GIProbe.xml msgid "" "Offsets the lookup of the light contribution from the [GIProbe]. This can be " "used to avoid self-shadowing, but may introduce light leaking at higher " "values. This and [member normal_bias] should be played around with to " "minimize self-shadowing and light leaking.\n" "[b]Note:[/b] [code]bias[/code] should usually be above 1.0 as that is the " "size of the voxels." msgstr "" #: doc/classes/GIProbe.xml msgid "" "[i]Deprecated.[/i] This property has been deprecated due to known bugs and " "no longer has any effect when enabled." msgstr "" #: doc/classes/GIProbe.xml msgid "The [GIProbeData] resource that holds the data for this [GIProbe]." msgstr "" #: doc/classes/GIProbe.xml msgid "" "The maximum brightness that the [GIProbe] will recognize. Brightness will be " "scaled within this range." msgstr "" #: doc/classes/GIProbe.xml msgid "" "Energy multiplier. Makes the lighting contribution from the [GIProbe] " "brighter." msgstr "" #: doc/classes/GIProbe.xml msgid "" "The size of the area covered by the [GIProbe]. If you make the extents " "larger without increasing the subdivisions with [member subdiv], the size of " "each cell will increase and result in lower detailed lighting." msgstr "" #: doc/classes/GIProbe.xml #, fuzzy msgid "" "If [code]true[/code], ignores the sky contribution when calculating lighting." msgstr "[code]true[/code] の場合、反射における空の寄与が無視されます。" #: doc/classes/GIProbe.xml msgid "" "Offsets the lookup into the [GIProbe] based on the object's normal " "direction. Can be used to reduce some self-shadowing artifacts." msgstr "" #: doc/classes/GIProbe.xml msgid "" "How much light propagates through the probe internally. A higher value " "allows light to spread further." msgstr "" #: doc/classes/GIProbe.xml msgid "" "Number of times to subdivide the grid that the [GIProbe] operates on. A " "higher number results in finer detail and thus higher visual quality, while " "lower numbers result in better performance." msgstr "" #: doc/classes/GIProbe.xml msgid "" "Use 64 subdivisions. This is the lowest quality setting, but the fastest. " "Use it if you can, but especially use it on lower-end hardware." msgstr "" #: doc/classes/GIProbe.xml msgid "Use 128 subdivisions. This is the default quality setting." msgstr "" #: doc/classes/GIProbe.xml msgid "Use 256 subdivisions." msgstr "" #: doc/classes/GIProbe.xml msgid "" "Use 512 subdivisions. This is the highest quality setting, but the slowest. " "On lower-end hardware, this could cause the GPU to stall." msgstr "" #: doc/classes/GIProbe.xml msgid "Represents the size of the [enum Subdiv] enum." msgstr "" #: modules/gltf/doc_classes/GLTFAccessor.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFAccessor] within a script will cause an error in an exported project." msgstr "" #: modules/gltf/doc_classes/GLTFAnimation.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFAnimation] within a script will cause an error in an exported " "project." msgstr "" #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFBufferView] within a script will cause an error in an exported " "project." msgstr "" #: modules/gltf/doc_classes/GLTFCamera.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFCamera] within a script will cause an error in an exported project." msgstr "" #: modules/gltf/doc_classes/GLTFDocument.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFDocument] within a script will cause an error in an exported project." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFLight] within a script will cause an error in an exported project." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " "to have no effect." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The inner angle of the cone in a spotlight. Must be less than or equal to " "the outer cone angle.\n" "Within this angle, the light is at full brightness. Between the inner and " "outer cone angles, there is a transition from full brightness to zero " "brightness. When creating a Godot [SpotLight], the ratio between the inner " "and outer cone angles is used to calculate the attenuation of the light." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The intensity of the light. This is expressed in candelas (lumens per " "steradian) for point and spot lights, and lux (lumens per m²) for " "directional lights. When creating a Godot light, this value is converted to " "a unitless multiplier." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The outer angle of the cone in a spotlight. Must be greater than or equal to " "the inner angle.\n" "At this angle, the light drops off to zero brightness. Between the inner and " "outer cone angles, there is a transition from full brightness to zero " "brightness. If this angle is a half turn, then the spotlight emits in all " "directions. When creating a Godot [SpotLight], the outer cone angle is used " "as the angle of the spotlight." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The range of the light, beyond which the light has no effect. GLTF lights " "with no range defined behave like physical lights (which have infinite " "range). When creating a Godot light, the range is clamped to 4096." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The type of the light. The values accepted by Godot are \"point\", \"spot\", " "and \"directional\", which correspond to Godot's [OmniLight], [SpotLight], " "and [DirectionalLight] respectively." msgstr "" #: modules/gltf/doc_classes/GLTFMesh.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFMesh] within a script will cause an error in an exported project." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFNode] within a script will cause an error in an exported project." msgstr "" #: modules/gltf/doc_classes/GLTFSkeleton.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFSkeleton] within a script will cause an error in an exported project." msgstr "" #: modules/gltf/doc_classes/GLTFSpecGloss.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFSpecGloss] within a script will cause an error in an exported " "project." msgstr "" #: modules/gltf/doc_classes/GLTFState.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFState] within a script will cause an error in an exported project." msgstr "" #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [GLTFTexture] within a script will cause an error in an exported project." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml msgid "" "This class is a bridge between Godot and the Mono runtime. It exposes " "several low-level operations and is only available in Mono-enabled Godot " "builds.\n" "See also [CSharpScript]." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml msgid "Attaches the current thread to the Mono runtime." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml msgid "Detaches the current thread from the Mono runtime." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml msgid "" "Returns the current MonoDomain ID.\n" "[b]Note:[/b] The Mono runtime must be initialized for this method to work " "(use [method is_runtime_initialized] to check). If the Mono runtime isn't " "initialized at the time this method is called, the engine will crash." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml msgid "" "Returns the scripts MonoDomain's ID. This will be the same MonoDomain ID as " "[method get_domain_id], unless the scripts domain isn't loaded.\n" "[b]Note:[/b] The Mono runtime must be initialized for this method to work " "(use [method is_runtime_initialized] to check). If the Mono runtime isn't " "initialized at the time this method is called, the engine will crash." msgstr "" #: modules/mono/doc_classes/GodotSharp.xml msgid "" "Returns [code]true[/code] if the domain is being finalized, [code]false[/" "code] otherwise." msgstr "" "ドメインがファイナライズ中であれば [code]true[/code] を返し、それ以外では " "[code]false[/code] を返します。" #: modules/mono/doc_classes/GodotSharp.xml msgid "" "Returns [code]true[/code] if the Mono runtime is initialized, [code]false[/" "code] otherwise." msgstr "" "Monoランタイムが初期化完了すれば [code]true[/code] を返し、それ以外では " "[code]false[/code] を返します。" #: modules/mono/doc_classes/GodotSharp.xml msgid "" "Returns [code]true[/code] if the Mono runtime is shutting down, [code]false[/" "code] otherwise." msgstr "" "Monoランタイムが終了途中であれば [code]true[/code] を返し、それ以外では " "[code]false[/code] を返します。" #: modules/mono/doc_classes/GodotSharp.xml msgid "" "Returns [code]true[/code] if the scripts domain is loaded, [code]false[/" "code] otherwise." msgstr "" "スクリプトドメインが読み込まれたら [code]true[/code] を返し、それ以外では " "[code]false[/code] を返します。" #: doc/classes/Gradient.xml msgid "" "A color interpolator resource which can be used to generate colors between " "user-defined color points." msgstr "" #: doc/classes/Gradient.xml msgid "" "Given a set of colors, this resource will interpolate them in order. This " "means that if you have color 1, color 2 and color 3, the gradient will " "interpolate from color 1 to color 2 and from color 2 to color 3. The " "gradient will initially have 2 colors (black and white), one (black) at " "gradient lower offset 0 and the other (white) at the gradient higher offset " "1.\n" "See also [Curve] which supports more complex easing methods, but does not " "support colors." msgstr "" #: doc/classes/Gradient.xml msgid "" "Adds the specified color to the end of the ramp, with the specified offset." msgstr "" #: doc/classes/Gradient.xml msgid "Returns the color of the ramp color at index [code]point[/code]." msgstr "" #: doc/classes/Gradient.xml msgid "Returns the offset of the ramp color at index [code]point[/code]." msgstr "" #: doc/classes/Gradient.xml msgid "Returns the number of colors in the ramp." msgstr "" #: doc/classes/Gradient.xml msgid "Returns the interpolated color specified by [code]offset[/code]." msgstr "" #: doc/classes/Gradient.xml #, fuzzy msgid "Removes the color at the index [code]point[/code]." msgstr "インデックス [code]index[/code] のバスを削除します。" #: doc/classes/Gradient.xml msgid "Sets the color of the ramp color at index [code]point[/code]." msgstr "" #: doc/classes/Gradient.xml msgid "Sets the offset for the ramp color at index [code]point[/code]." msgstr "" #: doc/classes/Gradient.xml msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" #: doc/classes/Gradient.xml msgid "" "Defines how the colors between points of the gradient are interpolated. See " "[enum InterpolationMode] for available modes." msgstr "" #: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" #: doc/classes/Gradient.xml msgid "" "Constant interpolation, color changes abruptly at each point and stays " "uniform between. This might cause visible aliasing when used for a gradient " "texture in some cases." msgstr "" #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" #: doc/classes/GradientTexture.xml msgid "" "GradientTexture uses a [Gradient] to fill the texture data. The gradient " "will be filled from left to right using colors obtained from the gradient. " "This means the texture does not necessarily represent an exact copy of the " "gradient, but instead an interpolation of samples obtained from the gradient " "at fixed steps (see [member width]). See also [GradientTexture2D] and " "[CurveTexture]." msgstr "" #: doc/classes/GradientTexture.xml msgid "The [Gradient] that will be used to fill the texture." msgstr "" #: doc/classes/GradientTexture.xml msgid "The number of color samples that will be obtained from the [Gradient]." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "Gradient-filled 2D texture." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "" "The texture uses a [Gradient] to fill the texture data in 2D space. The " "gradient is filled according to the specified [member fill] and [member " "repeat] types using colors obtained from the gradient. The texture does not " "necessarily represent an exact copy of the gradient, but instead an " "interpolation of samples obtained from the gradient at fixed steps (see " "[member width] and [member height]). See also [GradientTexture] and " "[CurveTexture]." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "" "The gradient fill type, one of the [enum Fill] values. The texture is filled " "by interpolating colors starting from [member fill_from] to [member fill_to] " "offsets." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "" "The initial offset used to fill the texture specified in UV coordinates." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "The final offset used to fill the texture specified in UV coordinates." msgstr "" #: doc/classes/GradientTexture2D.xml #, fuzzy msgid "The [Gradient] used to fill the texture." msgstr "円柱のレンダリングに使うマテリアル。" #: doc/classes/GradientTexture2D.xml msgid "" "The number of vertical color samples that will be obtained from the " "[Gradient], which also represents the texture's height." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "" "The gradient repeat type, one of the [enum Repeat] values. The texture is " "filled starting from [member fill_from] to [member fill_to] offsets by " "default, but the gradient fill can be repeated to cover the entire texture." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "" "If [code]true[/code], the generated texture will support high dynamic range " "([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work " "if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/" "code], the generated texture will use low dynamic range; overbright colors " "will be clamped ([constant Image.FORMAT_RGBA8] format)." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "" "The number of horizontal color samples that will be obtained from the " "[Gradient], which also represents the texture's width." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "The colors are linearly interpolated in a straight line." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "The colors are linearly interpolated in a circular pattern." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "" "The gradient fill is restricted to the range defined by [member fill_from] " "to [member fill_to] offsets." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "" "The texture is filled starting from [member fill_from] to [member fill_to] " "offsets, repeating the same pattern in both directions." msgstr "" #: doc/classes/GradientTexture2D.xml msgid "" "The texture is filled starting from [member fill_from] to [member fill_to] " "offsets, mirroring the pattern in both directions." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "GraphEdit is an area capable of showing various GraphNodes. It manages " "connection events between them." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "GraphEdit manages the showing of GraphNodes it contains, as well as " "connections and disconnections between them. Signals are sent for each of " "these two events. Disconnection between GraphNode slots is disabled by " "default.\n" "It is greatly advised to enable low-processor usage mode (see [member OS." "low_processor_usage_mode]) when using GraphEdits." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Makes possible the connection between two different slot types. The type is " "defined with the [method GraphNode.set_slot] method." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Makes possible to disconnect nodes when dragging from the slot at the left " "if it has the specified type." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Makes possible to disconnect nodes when dragging from the slot at the right " "if it has the specified type." msgstr "" #: doc/classes/GraphEdit.xml msgid "Removes all connections between nodes." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Create a connection between the [code]from_port[/code] slot of the " "[code]from[/code] GraphNode and the [code]to_port[/code] slot of the " "[code]to[/code] GraphNode. If the connection already exists, no connection " "is created." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Removes the connection between the [code]from_port[/code] slot of the " "[code]from[/code] GraphNode and the [code]to_port[/code] slot of the " "[code]to[/code] GraphNode. If the connection does not exist, no connection " "is removed." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Returns an Array containing the list of connections. A connection consists " "in a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", " "to_port: 1, to: \"GraphNode name 1\" }[/code]." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Gets the [HBoxContainer] that contains the zooming and grid snap controls in " "the top left of the graph. You can use this method to reposition the toolbar " "or to add your own custom controls to it.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Returns [code]true[/code] if the [code]from_port[/code] slot of the " "[code]from[/code] GraphNode is connected to the [code]to_port[/code] slot of " "the [code]to[/code] GraphNode." msgstr "" #: doc/classes/GraphEdit.xml msgid "Returns whether it's possible to connect slots of the specified types." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Makes it not possible to connect between two different slot types. The type " "is defined with the [method GraphNode.set_slot] method." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Removes the possibility to disconnect nodes when dragging from the slot at " "the left if it has the specified type." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Removes the possibility to disconnect nodes when dragging from the slot at " "the right if it has the specified type." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Sets the coloration of the connection between [code]from[/code]'s " "[code]from_port[/code] and [code]to[/code]'s [code]to_port[/code] with the " "color provided in the [code]activity[/code] theme property." msgstr "" #: doc/classes/GraphEdit.xml msgid "Sets the specified [code]node[/code] as the one selected." msgstr "" #: doc/classes/GraphEdit.xml #, fuzzy msgid "If [code]true[/code], the minimap is visible." msgstr "もし [code]true[/code] であれば、フィルタリングは有効になります。" #: doc/classes/GraphEdit.xml msgid "The opacity of the minimap rectangle." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "The size of the minimap rectangle. The map itself is based on the size of " "the grid area and is scaled to fit this rectangle." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "If [code]true[/code], enables disconnection of existing connections in the " "GraphEdit by dragging the right end." msgstr "" #: doc/classes/GraphEdit.xml msgid "The scroll offset." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "If [code]true[/code], makes a label with the current zoom level visible. The " "zoom value is displayed in percents." msgstr "" #: doc/classes/GraphEdit.xml msgid "The snapping distance in pixels." msgstr "" #: doc/classes/GraphEdit.xml msgid "If [code]true[/code], enables snapping." msgstr "" #: doc/classes/GraphEdit.xml msgid "The current zoom value." msgstr "" #: doc/classes/GraphEdit.xml msgid "The upper zoom limit." msgstr "" #: doc/classes/GraphEdit.xml msgid "The lower zoom limit." msgstr "" #: doc/classes/GraphEdit.xml msgid "The step of each zoom level." msgstr "" #: doc/classes/GraphEdit.xml msgid "Emitted at the beginning of a GraphNode movement." msgstr "" #: doc/classes/GraphEdit.xml msgid "Emitted at the end of a GraphNode movement." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Emitted when user dragging connection from input port into empty space of " "the graph." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Emitted to the GraphEdit when the connection between the [code]from_slot[/" "code] slot of the [code]from[/code] GraphNode and the [code]to_slot[/code] " "slot of the [code]to[/code] GraphNode is attempted to be created." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Emitted when user dragging connection from output port into empty space of " "the graph." msgstr "" #: doc/classes/GraphEdit.xml msgid "Emitted when the user presses [code]Ctrl + C[/code]." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Emitted when a GraphNode is attempted to be removed from the GraphEdit. " "Provides a list of node names to be removed (all selected nodes, excluding " "nodes without closing button)." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Emitted to the GraphEdit when the connection between [code]from_slot[/code] " "slot of [code]from[/code] GraphNode and [code]to_slot[/code] slot of " "[code]to[/code] GraphNode is attempted to be removed." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Emitted when a GraphNode is attempted to be duplicated in the GraphEdit." msgstr "" #: doc/classes/GraphEdit.xml msgid "Emitted when a GraphNode is selected." msgstr "" #: doc/classes/GraphEdit.xml msgid "Emitted when the user presses [code]Ctrl + V[/code]." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Emitted when a popup is requested. Happens on right-clicking in the " "GraphEdit. [code]position[/code] is the position of the mouse pointer when " "the signal is sent." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Emitted when the scroll offset is changed by the user. It will not be " "emitted when changed in code." msgstr "" #: doc/classes/GraphEdit.xml msgid "Color of major grid lines." msgstr "" #: doc/classes/GraphEdit.xml msgid "Color of minor grid lines." msgstr "" #: doc/classes/GraphEdit.xml msgid "The fill color of the selection rectangle." msgstr "" #: doc/classes/GraphEdit.xml msgid "The outline color of the selection rectangle." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "The horizontal range within which a port can be grabbed (on both sides)." msgstr "" #: doc/classes/GraphEdit.xml msgid "The vertical range within which a port can be grabbed (on both sides)." msgstr "" #: doc/classes/GraphEdit.xml msgid "The icon for the zoom out button." msgstr "" #: doc/classes/GraphEdit.xml msgid "The icon for the zoom in button." msgstr "" #: doc/classes/GraphEdit.xml msgid "The icon for the zoom reset button." msgstr "" #: doc/classes/GraphEdit.xml msgid "The icon for the snap toggle button." msgstr "" #: doc/classes/GraphEdit.xml msgid "The background drawn under the grid." msgstr "" #: doc/classes/GraphNode.xml msgid "" "A GraphNode is a container with potentially several input and output slots " "allowing connections between GraphNodes. Slots can have different, " "incompatible types." msgstr "" #: doc/classes/GraphNode.xml msgid "" "A GraphNode is a container. Each GraphNode can have several input and output " "slots, sometimes referred to as ports, allowing connections between " "GraphNodes. To add a slot to GraphNode, add any [Control]-derived child node " "to it.\n" "After adding at least one child to GraphNode new sections will be " "automatically created in the Inspector called 'Slot'. When 'Slot' is " "expanded you will see list with index number for each slot. You can click on " "each of them to expand further.\n" "In the Inspector you can enable (show) or disable (hide) slots. By default, " "all slots are disabled so you may not see any slots on your GraphNode " "initially. You can assign a type to each slot. Only slots of the same type " "will be able to connect to each other. You can also assign colors to slots. " "A tuple of input and output slots is defined for each GUI element included " "in the GraphNode. Input connections are on the left and output connections " "are on the right side of GraphNode. Only enabled slots are counted as " "connections." msgstr "" #: doc/classes/GraphNode.xml msgid "Disables all input and output slots of the GraphNode." msgstr "" #: doc/classes/GraphNode.xml msgid "Disables input and output slot whose index is [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml #, fuzzy msgid "Returns the [Color] of the input connection [code]idx[/code]." msgstr "インデックス [code]point[/code] のポイントの位置を返します。" #: doc/classes/GraphNode.xml msgid "" "Returns the number of enabled input slots (connections) to the GraphNode." msgstr "" #: doc/classes/GraphNode.xml msgid "Returns the position of the input connection [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml msgid "Returns the type of the input connection [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml #, fuzzy msgid "Returns the [Color] of the output connection [code]idx[/code]." msgstr "インデックス [code]point[/code] のポイントの位置を返します。" #: doc/classes/GraphNode.xml msgid "" "Returns the number of enabled output slots (connections) of the GraphNode." msgstr "" #: doc/classes/GraphNode.xml msgid "Returns the position of the output connection [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml msgid "Returns the type of the output connection [code]idx[/code]." msgstr "" #: doc/classes/GraphNode.xml #, fuzzy msgid "Returns the left (input) [Color] of the slot [code]idx[/code]." msgstr "[code]bus_idx[/code] にあるバスのエフェクト数を返します。" #: doc/classes/GraphNode.xml #, fuzzy msgid "Returns the right (output) [Color] of the slot [code]idx[/code]." msgstr "インデックス [code]bus_idx[/code] のバスのチャンネル数を返します。" #: doc/classes/GraphNode.xml #, fuzzy msgid "Returns the left (input) type of the slot [code]idx[/code]." msgstr "インデックス [code]idx[/code] のフォントアトラステクスチャを返します。" #: doc/classes/GraphNode.xml #, fuzzy msgid "Returns the right (output) type of the slot [code]idx[/code]." msgstr "[code]bus_idx[/code] にあるバスのエフェクト数を返します。" #: doc/classes/GraphNode.xml #, fuzzy msgid "" "Returns [code]true[/code] if left (input) side of the slot [code]idx[/code] " "is enabled." msgstr "" "インデックス [code]idx[/code] のトラックが有効な場合、 [code]true[/code] を返" "します。" #: doc/classes/GraphNode.xml #, fuzzy msgid "" "Returns [code]true[/code] if right (output) side of the slot [code]idx[/" "code] is enabled." msgstr "" "インデックス [code]idx[/code] のトラックが有効な場合、 [code]true[/code] を返" "します。" #: doc/classes/GraphNode.xml msgid "" "Sets properties of the slot with ID [code]idx[/code].\n" "If [code]enable_left[/code]/[code]right[/code], a port will appear and the " "slot will be able to be connected from this side.\n" "[code]type_left[/code]/[code]right[/code] is an arbitrary type of the port. " "Only ports with the same type values can be connected.\n" "[code]color_left[/code]/[code]right[/code] is the tint of the port's icon on " "this side.\n" "[code]custom_left[/code]/[code]right[/code] is a custom texture for this " "side's port.\n" "[b]Note:[/b] This method only sets properties of the slot. To create the " "slot, add a [Control]-derived child to the GraphNode.\n" "Individual properties can be set using one of the [code]set_slot_*[/code] " "methods. You must enable at least one side of the slot to do so." msgstr "" #: doc/classes/GraphNode.xml #, fuzzy msgid "" "Sets the [Color] of the left (input) side of the slot [code]idx[/code] to " "[code]color_left[/code]." msgstr "" "インデックス [code]bus_idx[/code] のバスの音量を [code]volume_db[/code] に設" "定します。" #: doc/classes/GraphNode.xml #, fuzzy msgid "" "Sets the [Color] of the right (output) side of the slot [code]idx[/code] to " "[code]color_right[/code]." msgstr "" "インデックス [code]bus_idx[/code] のバスの音量を [code]volume_db[/code] に設" "定します。" #: doc/classes/GraphNode.xml msgid "" "Toggles the left (input) side of the slot [code]idx[/code]. If " "[code]enable_left[/code] is [code]true[/code], a port will appear on the " "left side and the slot will be able to be connected from this side." msgstr "" #: doc/classes/GraphNode.xml msgid "" "Toggles the right (output) side of the slot [code]idx[/code]. If " "[code]enable_right[/code] is [code]true[/code], a port will appear on the " "right side and the slot will be able to be connected from this side." msgstr "" #: doc/classes/GraphNode.xml #, fuzzy msgid "" "Sets the left (input) type of the slot [code]idx[/code] to [code]type_left[/" "code]." msgstr "" "インデックス [code]bus_idx[/code] のバス名を [code]name[/code] に設定します。" #: doc/classes/GraphNode.xml #, fuzzy msgid "" "Sets the right (output) type of the slot [code]idx[/code] to " "[code]type_right[/code]." msgstr "" "インデックス [code]bus_idx[/code] のバスの音量を [code]volume_db[/code] に設" "定します。" #: doc/classes/GraphNode.xml msgid "If [code]true[/code], the GraphNode is a comment node." msgstr "" #: doc/classes/GraphNode.xml msgid "" "The offset of the GraphNode, relative to the scroll offset of the " "[GraphEdit].\n" "[b]Note:[/b] You cannot use position directly, as [GraphEdit] is a " "[Container]." msgstr "" #: doc/classes/GraphNode.xml msgid "Sets the overlay shown above the GraphNode. See [enum Overlay]." msgstr "" #: doc/classes/GraphNode.xml msgid "" "If [code]true[/code], the user can resize the GraphNode.\n" "[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] " "signal, the GraphNode needs to be resized manually." msgstr "" #: doc/classes/GraphNode.xml msgid "If [code]true[/code], the GraphNode is selected." msgstr "" #: doc/classes/GraphNode.xml msgid "" "If [code]true[/code], the close button will be visible.\n" "[b]Note:[/b] Pressing it will only emit the [signal close_request] signal, " "the GraphNode needs to be removed manually." msgstr "" #: doc/classes/GraphNode.xml msgid "The text displayed in the GraphNode's title bar." msgstr "" #: doc/classes/GraphNode.xml msgid "" "Emitted when the GraphNode is requested to be closed. Happens on clicking " "the close button (see [member show_close])." msgstr "" #: doc/classes/GraphNode.xml msgid "Emitted when the GraphNode is dragged." msgstr "" #: doc/classes/GraphNode.xml msgid "Emitted when the GraphNode is moved." msgstr "" #: doc/classes/GraphNode.xml msgid "" "Emitted when the GraphNode is requested to be displayed over other ones. " "Happens on focusing (clicking into) the GraphNode." msgstr "" #: doc/classes/GraphNode.xml msgid "" "Emitted when the GraphNode is requested to be resized. Happens on dragging " "the resizer handle (see [member resizable])." msgstr "" #: doc/classes/GraphNode.xml msgid "Emitted when any GraphNode's slot is updated." msgstr "" #: doc/classes/GraphNode.xml msgid "No overlay is shown." msgstr "" #: doc/classes/GraphNode.xml msgid "Show overlay set in the [code]breakpoint[/code] theme property." msgstr "" #: doc/classes/GraphNode.xml msgid "Show overlay set in the [code]position[/code] theme property." msgstr "" #: doc/classes/GraphNode.xml msgid "The color modulation applied to the close button icon." msgstr "" #: doc/classes/GraphNode.xml msgid "The color modulation applied to the resizer icon." msgstr "" #: doc/classes/GraphNode.xml msgid "Color of the title text." msgstr "" #: doc/classes/GraphNode.xml doc/classes/WindowDialog.xml msgid "The vertical offset of the close button." msgstr "" #: doc/classes/GraphNode.xml msgid "Horizontal offset for the ports." msgstr "" #: doc/classes/GraphNode.xml msgid "The vertical distance between ports." msgstr "" #: doc/classes/GraphNode.xml msgid "Vertical offset of the title text." msgstr "" #: doc/classes/GraphNode.xml msgid "Font used for the title text." msgstr "" #: doc/classes/GraphNode.xml msgid "" "The icon for the close button, visible when [member show_close] is enabled." msgstr "" #: doc/classes/GraphNode.xml msgid "The icon used for representing ports." msgstr "" #: doc/classes/GraphNode.xml msgid "The icon used for resizer, visible when [member resizable] is enabled." msgstr "" #: doc/classes/GraphNode.xml msgid "" "The background used when [member overlay] is set to [constant " "OVERLAY_BREAKPOINT]." msgstr "" #: doc/classes/GraphNode.xml msgid "The [StyleBox] used when [member comment] is enabled." msgstr "" #: doc/classes/GraphNode.xml msgid "" "The [StyleBox] used when [member comment] is enabled and the [GraphNode] is " "focused." msgstr "" #: doc/classes/GraphNode.xml msgid "The default background for [GraphNode]." msgstr "" #: doc/classes/GraphNode.xml msgid "" "The background used when [member overlay] is set to [constant " "OVERLAY_POSITION]." msgstr "" #: doc/classes/GraphNode.xml msgid "The background used when the [GraphNode] is selected." msgstr "" #: doc/classes/GridContainer.xml msgid "" "Grid container used to arrange Control-derived children in a grid like " "layout." msgstr "" #: doc/classes/GridContainer.xml msgid "" "GridContainer will arrange its Control-derived children in a grid like " "structure, the grid columns are specified using the [member columns] " "property and the number of rows will be equal to the number of children in " "the container divided by the number of columns. For example, if the " "container has 5 children, and 2 columns, there will be 3 rows in the " "container.\n" "Notice that grid layout will preserve the columns and rows for every size of " "the container, and that empty columns will be expanded automatically.\n" "[b]Note:[/b] GridContainer only works with child nodes inheriting from " "Control. It won't rearrange child nodes inheriting from Node2D." msgstr "" #: doc/classes/GridContainer.xml msgid "" "The number of columns in the [GridContainer]. If modified, [GridContainer] " "reorders its Control-derived children to accommodate the new layout." msgstr "" #: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml #: doc/classes/VFlowContainer.xml msgid "The horizontal separation of children nodes." msgstr "" #: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml #: doc/classes/VFlowContainer.xml msgid "The vertical separation of children nodes." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "Node for 3D tile-based maps." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "GridMap lets you place meshes on a grid interactively. It works both from " "the editor and from scripts, which can help you create in-game level " "editors.\n" "GridMaps use a [MeshLibrary] which contains a list of tiles. Each tile is a " "mesh with materials plus optional collision and navigation shapes.\n" "A GridMap contains a collection of cells. Each grid cell refers to a tile in " "the [MeshLibrary]. All cells in the map have the same dimensions.\n" "Internally, a GridMap is split into a sparse collection of octants for " "efficient rendering and physics processing. Every octant has the same " "dimensions and can contain several cells.\n" "[b]Note:[/b] GridMap doesn't extend [VisualInstance] and therefore can't be " "hidden or cull masked based on [member VisualInstance.layers]. If you make a " "light not affect the first layer, the whole GridMap won't be lit by the " "light in question." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "Using gridmaps" msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "Clear all cells." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Returns an array of [ArrayMesh]es and [Transform] references of all bake " "meshes that exist within the current GridMap." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "The [MeshLibrary] item index located at the grid-based X, Y and Z " "coordinates. If the cell is empty, [constant INVALID_CELL_ITEM] will be " "returned." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is " "returned if the cell is empty." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "Returns an individual bit on the [member collision_layer]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "Returns an individual bit on the [member collision_mask]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Returns an array of [Transform] and [Mesh] references corresponding to the " "non-empty cells in the grid. The transforms are specified in world space." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Returns an array of [Vector3] with the non-empty cell coordinates in the " "grid map." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml #, fuzzy msgid "" "Returns an array of all cells with the given item index specified in " "[code]item[/code]." msgstr "インデックス [code]bus_idx[/code] を持つバスの名前を返します。" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Returns the position of a grid cell in the GridMap's local coordinate space." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Sets the mesh index for the cell referenced by its grid-based X, Y and Z " "coordinates.\n" "A negative item index such as [constant INVALID_CELL_ITEM] will clear the " "cell.\n" "Optionally, the item's orientation can be passed. For valid orientation " "values, see [method Basis.get_orthogonal_index]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "Sets an individual bit on the [member collision_layer]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "Sets an individual bit on the [member collision_mask]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Returns the coordinates of the grid cell containing the given point.\n" "[code]pos[/code] should be in the GridMap's local coordinate space." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml #, fuzzy msgid "" "If [code]true[/code], this GridMap uses cell navmesh resources to create " "navigation regions." msgstr "" "[code]true[/code] の場合、プロセス関連の通知に応じてアニメーションを更新しま" "す。" #: modules/gridmap/doc_classes/GridMap.xml msgid "If [code]true[/code], grid items are centered on the X axis." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "If [code]true[/code], grid items are centered on the Y axis." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "If [code]true[/code], grid items are centered on the Z axis." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "The size of each octant measured in number of cells. This applies to all " "three axis." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "The scale of the cell items.\n" "This does not affect the size of the grid cells themselves, only the items " "in them. This can be used to make cell items overlap their neighbors." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "The dimensions of the grid's cells.\n" "This does not affect the size of the meshes. See [member cell_scale]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "The physics layers this GridMap is in.\n" "GridMaps act as static bodies, meaning they aren't affected by gravity or " "other forces. They only affect other physics bodies that collide with them." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "The physics layers this GridMap detects collisions in. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "The assigned [MeshLibrary]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "The navigation layers the GridMap generates its navigation regions in." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Overrides the default friction and bounce physics properties for the whole " "[GridMap]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Controls whether this GridMap will be baked in a [BakedLightmap] or not." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "Emitted when [member cell_size] changes." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Invalid cell item that can be used in [method set_cell_item] to clear cells " "(or represent an empty cell in [method get_cell_item])." msgstr "" #: doc/classes/GrooveJoint2D.xml msgid "Groove constraint for 2D physics." msgstr "" #: doc/classes/GrooveJoint2D.xml msgid "" "Groove constraint for 2D physics. This is useful for making a body \"slide\" " "through a segment placed in another." msgstr "" #: doc/classes/GrooveJoint2D.xml msgid "" "The body B's initial anchor position defined by the joint's origin and a " "local offset [member initial_offset] along the joint's Y axis (along the " "groove)." msgstr "" #: doc/classes/GrooveJoint2D.xml msgid "" "The groove's length. The groove is from the joint's origin towards [member " "length] along the joint's local Y axis." msgstr "" #: doc/classes/HashingContext.xml msgid "Context to compute cryptographic hashes over multiple iterations." msgstr "" #: doc/classes/HashingContext.xml msgid "" "The HashingContext class provides an interface for computing cryptographic " "hashes over multiple iterations. This is useful for example when computing " "hashes of big files (so you don't have to load them all in memory), network " "streams, and data streams in general (so you don't have to hold buffers).\n" "The [enum HashType] enum shows the supported hashing algorithms.\n" "[codeblock]\n" "const CHUNK_SIZE = 1024\n" "\n" "func hash_file(path):\n" " var ctx = HashingContext.new()\n" " var file = File.new()\n" " # Start a SHA-256 context.\n" " ctx.start(HashingContext.HASH_SHA256)\n" " # Check that file exists.\n" " if not file.file_exists(path):\n" " return\n" " # Open the file to hash.\n" " file.open(path, File.READ)\n" " # Update the context after reading each chunk.\n" " while not file.eof_reached():\n" " ctx.update(file.get_buffer(CHUNK_SIZE))\n" " # Get the computed hash.\n" " var res = ctx.finish()\n" " # Print the result as hex string and array.\n" " printt(res.hex_encode(), Array(res))\n" "[/codeblock]" msgstr "" #: doc/classes/HashingContext.xml msgid "Closes the current context, and return the computed hash." msgstr "" #: doc/classes/HashingContext.xml msgid "" "Starts a new hash computation of the given [code]type[/code] (e.g. [constant " "HASH_SHA256] to start computation of a SHA-256)." msgstr "" #: doc/classes/HashingContext.xml msgid "Updates the computation with the given [code]chunk[/code] of data." msgstr "" #: doc/classes/HashingContext.xml msgid "Hashing algorithm: MD5." msgstr "" #: doc/classes/HashingContext.xml msgid "Hashing algorithm: SHA-1." msgstr "" #: doc/classes/HashingContext.xml msgid "Hashing algorithm: SHA-256." msgstr "" #: doc/classes/HBoxContainer.xml msgid "Horizontal box container." msgstr "" #: doc/classes/HBoxContainer.xml msgid "Horizontal box container. See [BoxContainer]." msgstr "" #: doc/classes/HBoxContainer.xml msgid "The horizontal space between the [HBoxContainer]'s elements." msgstr "" #: doc/classes/HeightMapShape.xml msgid "Height map shape for 3D physics." msgstr "" #: doc/classes/HeightMapShape.xml msgid "" "Height map shape resource, which can be added to a [PhysicsBody] or [Area]." msgstr "" #: doc/classes/HeightMapShape.xml msgid "" "Height map data, pool array must be of [member map_width] * [member " "map_depth] size." msgstr "" #: doc/classes/HeightMapShape.xml msgid "" "Number of vertices in the depth of the height map. Changing this will resize " "the [member map_data]." msgstr "" #: doc/classes/HeightMapShape.xml msgid "" "Number of vertices in the width of the height map. Changing this will resize " "the [member map_data]." msgstr "" #: doc/classes/HFlowContainer.xml msgid "Horizontal flow container." msgstr "" #: doc/classes/HFlowContainer.xml msgid "Horizontal version of [FlowContainer]." msgstr "" #: doc/classes/HingeJoint.xml msgid "A hinge between two 3D PhysicsBodies." msgstr "" #: doc/classes/HingeJoint.xml msgid "" "A HingeJoint normally uses the Z axis of body A as the hinge axis, another " "axis can be specified when adding it manually though. See also " "[Generic6DOFJoint]." msgstr "" #: doc/classes/HingeJoint.xml doc/classes/Label3D.xml #: doc/classes/SpriteBase3D.xml msgid "Returns the value of the specified flag." msgstr "" #: doc/classes/HingeJoint.xml doc/classes/ParticlesMaterial.xml #: doc/classes/PinJoint.xml msgid "Returns the value of the specified parameter." msgstr "" #: doc/classes/HingeJoint.xml msgid "If [code]true[/code], enables the specified flag." msgstr "" #: doc/classes/HingeJoint.xml doc/classes/PinJoint.xml msgid "Sets the value of the specified parameter." msgstr "" #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml msgid "" "The speed with which the rotation across the axis perpendicular to the hinge " "gets corrected." msgstr "" #: doc/classes/HingeJoint.xml msgid "" "If [code]true[/code], the hinges maximum and minimum rotation, defined by " "[member angular_limit/lower] and [member angular_limit/upper] has effects." msgstr "" #: doc/classes/HingeJoint.xml msgid "" "The minimum rotation. Only active if [member angular_limit/enable] is " "[code]true[/code]." msgstr "" #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml msgid "The lower this value, the more the rotation gets slowed down." msgstr "" #: doc/classes/HingeJoint.xml msgid "" "The maximum rotation. Only active if [member angular_limit/enable] is " "[code]true[/code]." msgstr "" #: doc/classes/HingeJoint.xml msgid "When activated, a motor turns the hinge." msgstr "" #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml msgid "Maximum acceleration for the motor." msgstr "" #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml msgid "Target speed for the motor." msgstr "" #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml msgid "" "The speed with which the two bodies get pulled together when they move in " "different directions." msgstr "" #: doc/classes/HMACContext.xml msgid "Used to create an HMAC for a message using a key." msgstr "" #: doc/classes/HMACContext.xml msgid "" "The HMACContext class is useful for advanced HMAC use cases, such as " "streaming the message as it supports creating the message over time rather " "than providing it all at once.\n" "[codeblock]\n" "extends Node\n" "var ctx = HMACContext.new()\n" "\n" "func _ready():\n" " var key = \"supersecret\".to_utf8()\n" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" " var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" " assert(err == OK)\n" " var hmac = ctx.finish()\n" " print(hmac.hex_encode())\n" "[/codeblock]\n" "And in C# we can use the following.\n" "[codeblock]\n" "using Godot;\n" "using System;\n" "using System.Diagnostics;\n" "\n" "public class CryptoNode : Node\n" "{\n" " private HMACContext ctx = new HMACContext();\n" " public override void _Ready()\n" " {\n" " PoolByteArray key = String(\"supersecret\").to_utf8();\n" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" " PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" " GD.Assert(err == OK);\n" " PoolByteArray hmac = ctx.Finish();\n" " GD.Print(hmac.HexEncode());\n" " }\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] Not available in HTML5 exports." msgstr "" #: doc/classes/HMACContext.xml msgid "" "Returns the resulting HMAC. If the HMAC failed, an empty [PoolByteArray] is " "returned." msgstr "" #: doc/classes/HMACContext.xml msgid "" "Initializes the HMACContext. This method cannot be called again on the same " "HMACContext until [method finish] has been called." msgstr "" #: doc/classes/HMACContext.xml msgid "" "Updates the message to be HMACed. This can be called multiple times before " "[method finish] is called to append [code]data[/code] to the message, but " "cannot be called until [method start] has been called." msgstr "" #: doc/classes/HScrollBar.xml msgid "Horizontal scroll bar." msgstr "" #: doc/classes/HScrollBar.xml msgid "" "Horizontal version of [ScrollBar], which goes from left (min) to right (max)." msgstr "" #: doc/classes/HScrollBar.xml msgid "" "Icon used as a button to scroll the [ScrollBar] left. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Displayed when the mouse cursor hovers over the decrement button." msgstr "" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml #, fuzzy msgid "Displayed when the decrement button is being pressed." msgstr "ボタンの長押しが停止されたときに発信されます。" #: doc/classes/HScrollBar.xml msgid "" "Icon used as a button to scroll the [ScrollBar] right. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Displayed when the mouse cursor hovers over the increment button." msgstr "" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml #, fuzzy msgid "Displayed when the increment button is being pressed." msgstr "ボタンの長押しが停止されたときに発信されます。" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "" "Used as texture for the grabber, the draggable element representing current " "scroll." msgstr "" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Used when the mouse hovers over the grabber." msgstr "" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Used when the grabber is being dragged." msgstr "" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Used as background of this [ScrollBar]." msgstr "" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Used as background when the [ScrollBar] has the GUI focus." msgstr "" #: doc/classes/HSeparator.xml msgid "Horizontal separator." msgstr "" #: doc/classes/HSeparator.xml msgid "" "Horizontal separator. See [Separator]. Even though it looks horizontal, it " "is used to separate objects vertically." msgstr "" #: doc/classes/HSeparator.xml msgid "" "The height of the area covered by the separator. Effectively works like a " "minimum height." msgstr "" #: doc/classes/HSeparator.xml msgid "The style for the separator line. Works best with [StyleBoxLine]." msgstr "" #: doc/classes/HSlider.xml msgid "Horizontal slider." msgstr "" #: doc/classes/HSlider.xml msgid "" "Horizontal slider. See [Slider]. This one goes from left (min) to right " "(max).\n" "[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] " "signals are part of the [Range] class which this class inherits from." msgstr "" #: doc/classes/HSlider.xml doc/classes/VSlider.xml msgid "The texture for the grabber (the draggable element)." msgstr "" #: doc/classes/HSlider.xml doc/classes/VSlider.xml msgid "The texture for the grabber when it's disabled." msgstr "" #: doc/classes/HSlider.xml doc/classes/VSlider.xml msgid "The texture for the grabber when it's focused." msgstr "" #: doc/classes/HSlider.xml doc/classes/VSlider.xml msgid "" "The texture for the ticks, visible when [member Slider.tick_count] is " "greater than 0." msgstr "" #: doc/classes/HSlider.xml msgid "The background of the area to the left of the grabber." msgstr "" #: doc/classes/HSlider.xml msgid "" "The background for the whole slider. Determines the height of the " "[code]grabber_area[/code]." msgstr "" #: doc/classes/HSplitContainer.xml msgid "Horizontal split container." msgstr "" #: doc/classes/HSplitContainer.xml msgid "" "Horizontal split container. See [SplitContainer]. This goes from left to " "right." msgstr "" #: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml msgid "" "Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically " "when it isn't under the cursor. If 0 ([code]false[/code]), it's always " "visible." msgstr "" #: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml msgid "The space between sides of the container." msgstr "" #: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml msgid "The icon used for the grabber drawn in the middle area." msgstr "" #: doc/classes/HTTPClient.xml msgid "Low-level hyper-text transfer protocol client." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used " "to make HTTP requests to download web content, upload files and other data " "or to communicate with various services, among other use cases.\n" "See the [HTTPRequest] node for a higher-level alternative.\n" "[b]Note:[/b] This client only needs to connect to a host once (see [method " "connect_to_host]) to send multiple requests. Because of this, methods that " "take URLs usually take just the part after the host instead of the full URL, " "as the client is already connected to a host. See [method request] for a " "full example and to get started.\n" "A [HTTPClient] should be reused between multiple requests or to connect to " "different hosts instead of creating one client per request. Supports SSL and " "SSL server certificate verification. HTTP status codes in the 2xx range " "indicate success, 3xx redirection (i.e. \"try again, but over here\"), 4xx " "something was wrong with the request, and 5xx something went wrong on the " "server's side.\n" "For more information on HTTP, see https://developer.mozilla.org/en-US/docs/" "Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools." "ietf.org/html/rfc2616).\n" "[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, " "keep in mind the remote server may not allow requests from foreign origins " "due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/" "url]. If you host the server in question, you should modify its backend to " "allow requests from foreign origins by adding the [code]Access-Control-Allow-" "Origin: *[/code] HTTP header.\n" "[b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and " "TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an " "error.\n" "[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are " "currently not supported. Revoked certificates are accepted as long as they " "are otherwise valid. If this is a concern, you may want to use automatically " "managed certificates with a short validity period." msgstr "" #: doc/classes/HTTPClient.xml msgid "Closes the current connection, allowing reuse of this [HTTPClient]." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "Connects to a host. This needs to be done before any requests are sent.\n" "The host should not have http:// prepended but will strip the protocol " "identifier if provided.\n" "If no [code]port[/code] is specified (or [code]-1[/code] is used), it is " "automatically set to 80 for HTTP and 443 for HTTPS (if [code]use_ssl[/code] " "is enabled).\n" "[code]verify_host[/code] will check the SSL identity of the host if set to " "[code]true[/code]." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "Returns the response's body length.\n" "[b]Note:[/b] Some Web servers may not send a body length. In this case, the " "value returned will be [code]-1[/code]. If using chunked transfer encoding, " "the body length will also be [code]-1[/code]." msgstr "" #: doc/classes/HTTPClient.xml msgid "Returns the response's HTTP status code." msgstr "" #: doc/classes/HTTPClient.xml msgid "Returns the response headers." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "Returns all response headers as a Dictionary of structure [code]{ \"key\": " "\"value1; value2\" }[/code] where the case-sensitivity of the keys and " "values is kept like the server delivers it. A value is a simple String, this " "string can have more than one value where \"; \" is used as separator.\n" "[b]Example:[/b]\n" "[codeblock]\n" "{\n" " \"content-length\": 12,\n" " \"Content-Type\": \"application/json; charset=UTF-8\",\n" "}\n" "[/codeblock]" msgstr "" #: doc/classes/HTTPClient.xml msgid "" "Returns a [enum Status] constant. Need to call [method poll] in order to get " "status updates." msgstr "" #: doc/classes/HTTPClient.xml msgid "If [code]true[/code], this [HTTPClient] has a response available." msgstr "" #: doc/classes/HTTPClient.xml msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "This needs to be called in order to have any request processed. Check " "results with [method get_status]." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "Generates a GET/POST application/x-www-form-urlencoded style query string " "from a provided dictionary, e.g.:\n" "[codeblock]\n" "var fields = {\"username\": \"user\", \"password\": \"pass\"}\n" "var query_string = http_client.query_string_from_dict(fields)\n" "# Returns \"username=user&password=pass\"\n" "[/codeblock]\n" "Furthermore, if a key has a [code]null[/code] value, only the key itself is " "added, without equal sign and value. If the value is an array, for each " "value in it a pair with the same key is added.\n" "[codeblock]\n" "var fields = {\"single\": 123, \"not_valued\": null, \"multiple\": [22, 33, " "44]}\n" "var query_string = http_client.query_string_from_dict(fields)\n" "# Returns \"single=123¬_valued&multiple=22&multiple=33&multiple=44\"\n" "[/codeblock]" msgstr "" #: doc/classes/HTTPClient.xml msgid "Reads one chunk from the response." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "Sends a request to the connected host.\n" "The URL parameter is usually just the part after the host, so for " "[code]http://somehost.com/index.php[/code], it is [code]/index.php[/code]. " "When sending requests to an HTTP proxy server, it should be an absolute URL. " "For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also " "allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the " "authority component ([code]host:port[/code]).\n" "Headers are HTTP request headers. For available HTTP methods, see [enum " "Method].\n" "To create a POST request with query strings to push to the server, do:\n" "[codeblock]\n" "var fields = {\"username\" : \"user\", \"password\" : \"pass\"}\n" "var query_string = http_client.query_string_from_dict(fields)\n" "var headers = [\"Content-Type: application/x-www-form-urlencoded\", " "\"Content-Length: \" + str(query_string.length())]\n" "var result = http_client.request(http_client.METHOD_POST, \"/index.php\", " "headers, query_string)\n" "[/codeblock]\n" "[b]Note:[/b] The [code]request_data[/code] parameter is ignored if " "[code]method[/code] is [constant HTTPClient.METHOD_GET]. This is because GET " "methods can't contain request data. As a workaround, you can pass request " "data as a query string in the URL. See [method String.http_escape] for an " "example." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "Sends a raw request to the connected host.\n" "The URL parameter is usually just the part after the host, so for " "[code]http://somehost.com/index.php[/code], it is [code]/index.php[/code]. " "When sending requests to an HTTP proxy server, it should be an absolute URL. " "For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also " "allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the " "authority component ([code]host:port[/code]).\n" "Headers are HTTP request headers. For available HTTP methods, see [enum " "Method].\n" "Sends the body data raw, as a byte array and does not encode it in any way." msgstr "" #: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml msgid "" "Sets the proxy server for HTTP requests.\n" "The proxy server is unset if [code]host[/code] is empty or [code]port[/code] " "is -1." msgstr "" #: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml msgid "" "Sets the proxy server for HTTPS requests.\n" "The proxy server is unset if [code]host[/code] is empty or [code]port[/code] " "is -1." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "If [code]true[/code], execution will block until all data is read from the " "response." msgstr "" #: doc/classes/HTTPClient.xml msgid "The connection to use for this client." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "The size of the buffer used and maximum bytes to read per iteration. See " "[method read_response_body_chunk]." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP GET method. The GET method requests a representation of the specified " "resource. Requests using GET should only retrieve data." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP HEAD method. The HEAD method asks for a response identical to that of a " "GET request, but without the response body. This is useful to request " "metadata like HTTP headers or to check if a resource exists." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP POST method. The POST method is used to submit an entity to the " "specified resource, often causing a change in state or side effects on the " "server. This is often used for forms and submitting data or uploading files." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP PUT method. The PUT method asks to replace all current representations " "of the target resource with the request payload. (You can think of POST as " "\"create or update\" and PUT as \"update\", although many services tend to " "not make a clear distinction or change their meaning)." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP DELETE method. The DELETE method requests to delete the specified " "resource." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP OPTIONS method. The OPTIONS method asks for a description of the " "communication options for the target resource. Rarely used." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP TRACE method. The TRACE method performs a message loop-back test along " "the path to the target resource. Returns the entire HTTP request received in " "the response body. Rarely used." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP CONNECT method. The CONNECT method establishes a tunnel to the server " "identified by the target resource. Rarely used." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP PATCH method. The PATCH method is used to apply partial modifications " "to a resource." msgstr "" #: doc/classes/HTTPClient.xml msgid "Represents the size of the [enum Method] enum." msgstr "" #: doc/classes/HTTPClient.xml msgid "Status: Disconnected from the server." msgstr "" #: doc/classes/HTTPClient.xml msgid "Status: Currently resolving the hostname for the given URL into an IP." msgstr "" #: doc/classes/HTTPClient.xml msgid "Status: DNS failure: Can't resolve the hostname for the given URL." msgstr "" #: doc/classes/HTTPClient.xml msgid "Status: Currently connecting to server." msgstr "" #: doc/classes/HTTPClient.xml msgid "Status: Can't connect to the server." msgstr "" #: doc/classes/HTTPClient.xml msgid "Status: Connection established." msgstr "" #: doc/classes/HTTPClient.xml msgid "Status: Currently sending request." msgstr "" #: doc/classes/HTTPClient.xml msgid "Status: HTTP body received." msgstr "" #: doc/classes/HTTPClient.xml msgid "Status: Error in HTTP connection." msgstr "" #: doc/classes/HTTPClient.xml msgid "Status: Error in SSL handshake." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]100 Continue[/code]. Interim response that indicates " "everything so far is OK and that the client should continue with the request " "(or ignore this status if already finished)." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]101 Switching Protocol[/code]. Sent in response to an " "[code]Upgrade[/code] request header by the client. Indicates the protocol " "the server is switching to." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]102 Processing[/code] (WebDAV). Indicates that the " "server has received and is processing the request, but no response is " "available yet." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]200 OK[/code]. The request has succeeded. Default " "response for successful requests. Meaning varies depending on the request. " "GET: The resource has been fetched and is transmitted in the message body. " "HEAD: The entity headers are in the message body. POST: The resource " "describing the result of the action is transmitted in the message body. " "TRACE: The message body contains the request message as received by the " "server." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]201 Created[/code]. The request has succeeded and a " "new resource has been created as a result of it. This is typically the " "response sent after a PUT request." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]202 Accepted[/code]. The request has been received " "but not yet acted upon. It is non-committal, meaning that there is no way in " "HTTP to later send an asynchronous response indicating the outcome of " "processing the request. It is intended for cases where another process or " "server handles the request, or for batch processing." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]203 Non-Authoritative Information[/code]. This " "response code means returned meta-information set is not exact set as " "available from the origin server, but collected from a local or a third " "party copy. Except this condition, 200 OK response should be preferred " "instead of this response." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]204 No Content[/code]. There is no content to send " "for this request, but the headers may be useful. The user-agent may update " "its cached headers for this resource with the new ones." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]205 Reset Content[/code]. The server has fulfilled " "the request and desires that the client resets the \"document view\" that " "caused the request to be sent to its original state as received from the " "origin server." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]206 Partial Content[/code]. This response code is " "used because of a range header sent by the client to separate download into " "multiple streams." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]207 Multi-Status[/code] (WebDAV). A Multi-Status " "response conveys information about multiple resources in situations where " "multiple status codes might be appropriate." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]208 Already Reported[/code] (WebDAV). Used inside a " "DAV: propstat response element to avoid enumerating the internal members of " "multiple bindings to the same collection repeatedly." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]226 IM Used[/code] (WebDAV). The server has fulfilled " "a GET request for the resource, and the response is a representation of the " "result of one or more instance-manipulations applied to the current instance." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]300 Multiple Choice[/code]. The request has more than " "one possible responses and there is no standardized way to choose one of the " "responses. User-agent or user should choose one of them." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]301 Moved Permanently[/code]. Redirection. This " "response code means the URI of requested resource has been changed. The new " "URI is usually included in the response." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]302 Found[/code]. Temporary redirection. This " "response code means the URI of requested resource has been changed " "temporarily. New changes in the URI might be made in the future. Therefore, " "this same URI should be used by the client in future requests." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]303 See Other[/code]. The server is redirecting the " "user agent to a different resource, as indicated by a URI in the Location " "header field, which is intended to provide an indirect response to the " "original request." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]304 Not Modified[/code]. A conditional GET or HEAD " "request has been received and would have resulted in a 200 OK response if it " "were not for the fact that the condition evaluated to [code]false[/code]." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]305 Use Proxy[/code]. [i]Deprecated. Do not use.[/i]" msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]306 Switch Proxy[/code]. [i]Deprecated. Do not use.[/" "i]" msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]307 Temporary Redirect[/code]. The target resource " "resides temporarily under a different URI and the user agent MUST NOT change " "the request method if it performs an automatic redirection to that URI." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]308 Permanent Redirect[/code]. The target resource " "has been assigned a new permanent URI and any future references to this " "resource ought to use one of the enclosed URIs." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]400 Bad Request[/code]. The request was invalid. The " "server cannot or will not process the request due to something that is " "perceived to be a client error (e.g., malformed request syntax, invalid " "request message framing, invalid request contents, or deceptive request " "routing)." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]401 Unauthorized[/code]. Credentials required. The " "request has not been applied because it lacks valid authentication " "credentials for the target resource." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]402 Payment Required[/code]. This response code is " "reserved for future use. Initial aim for creating this code was using it for " "digital payment systems, however this is not currently used." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]403 Forbidden[/code]. The client does not have access " "rights to the content, i.e. they are unauthorized, so server is rejecting to " "give proper response. Unlike [code]401[/code], the client's identity is " "known to the server." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]404 Not Found[/code]. The server can not find " "requested resource. Either the URL is not recognized or the endpoint is " "valid but the resource itself does not exist. May also be sent instead of " "403 to hide existence of a resource if the client is not authorized." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]405 Method Not Allowed[/code]. The request's HTTP " "method is known by the server but has been disabled and cannot be used. For " "example, an API may forbid DELETE-ing a resource. The two mandatory methods, " "GET and HEAD, must never be disabled and should not return this error code." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]406 Not Acceptable[/code]. The target resource does " "not have a current representation that would be acceptable to the user " "agent, according to the proactive negotiation header fields received in the " "request. Used when negotiation content." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]407 Proxy Authentication Required[/code]. Similar to " "401 Unauthorized, but it indicates that the client needs to authenticate " "itself in order to use a proxy." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]408 Request Timeout[/code]. The server did not " "receive a complete request message within the time that it was prepared to " "wait." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]409 Conflict[/code]. The request could not be " "completed due to a conflict with the current state of the target resource. " "This code is used in situations where the user might be able to resolve the " "conflict and resubmit the request." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]410 Gone[/code]. The target resource is no longer " "available at the origin server and this condition is likely permanent." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]411 Length Required[/code]. The server refuses to " "accept the request without a defined Content-Length header." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]412 Precondition Failed[/code]. One or more " "conditions given in the request header fields evaluated to [code]false[/" "code] when tested on the server." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]413 Entity Too Large[/code]. The server is refusing " "to process a request because the request payload is larger than the server " "is willing or able to process." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]414 Request-URI Too Long[/code]. The server is " "refusing to service the request because the request-target is longer than " "the server is willing to interpret." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]415 Unsupported Media Type[/code]. The origin server " "is refusing to service the request because the payload is in a format not " "supported by this method on the target resource." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]416 Requested Range Not Satisfiable[/code]. None of " "the ranges in the request's Range header field overlap the current extent of " "the selected resource or the set of ranges requested has been rejected due " "to invalid ranges or an excessive request of small or overlapping ranges." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]417 Expectation Failed[/code]. The expectation given " "in the request's Expect header field could not be met by at least one of the " "inbound servers." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]418 I'm A Teapot[/code]. Any attempt to brew coffee " "with a teapot should result in the error code \"418 I'm a teapot\". The " "resulting entity body MAY be short and stout." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]421 Misdirected Request[/code]. The request was " "directed at a server that is not able to produce a response. This can be " "sent by a server that is not configured to produce responses for the " "combination of scheme and authority that are included in the request URI." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]422 Unprocessable Entity[/code] (WebDAV). The server " "understands the content type of the request entity (hence a 415 Unsupported " "Media Type status code is inappropriate), and the syntax of the request " "entity is correct (thus a 400 Bad Request status code is inappropriate) but " "was unable to process the contained instructions." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]423 Locked[/code] (WebDAV). The source or destination " "resource of a method is locked." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]424 Failed Dependency[/code] (WebDAV). The method " "could not be performed on the resource because the requested action depended " "on another action and that action failed." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]426 Upgrade Required[/code]. The server refuses to " "perform the request using the current protocol but might be willing to do so " "after the client upgrades to a different protocol." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]428 Precondition Required[/code]. The origin server " "requires the request to be conditional." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]429 Too Many Requests[/code]. The user has sent too " "many requests in a given amount of time (see \"rate limiting\"). Back off " "and increase time between requests or try again later." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]431 Request Header Fields Too Large[/code]. The " "server is unwilling to process the request because its header fields are too " "large. The request MAY be resubmitted after reducing the size of the request " "header fields." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]451 Response Unavailable For Legal Reasons[/code]. " "The server is denying access to the resource as a consequence of a legal " "demand." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]500 Internal Server Error[/code]. The server " "encountered an unexpected condition that prevented it from fulfilling the " "request." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]501 Not Implemented[/code]. The server does not " "support the functionality required to fulfill the request." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]502 Bad Gateway[/code]. The server, while acting as a " "gateway or proxy, received an invalid response from an inbound server it " "accessed while attempting to fulfill the request. Usually returned by load " "balancers or proxies." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]503 Service Unavailable[/code]. The server is " "currently unable to handle the request due to a temporary overload or " "scheduled maintenance, which will likely be alleviated after some delay. Try " "again later." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]504 Gateway Timeout[/code]. The server, while acting " "as a gateway or proxy, did not receive a timely response from an upstream " "server it needed to access in order to complete the request. Usually " "returned by load balancers or proxies." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]505 HTTP Version Not Supported[/code]. The server " "does not support, or refuses to support, the major version of HTTP that was " "used in the request message." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]506 Variant Also Negotiates[/code]. The server has an " "internal configuration error: the chosen variant resource is configured to " "engage in transparent content negotiation itself, and is therefore not a " "proper end point in the negotiation process." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]507 Insufficient Storage[/code]. The method could not " "be performed on the resource because the server is unable to store the " "representation needed to successfully complete the request." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]508 Loop Detected[/code]. The server terminated an " "operation because it encountered an infinite loop while processing a request " "with \"Depth: infinity\". This status indicates that the entire operation " "failed." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]510 Not Extended[/code]. The policy for accessing the " "resource has not been met in the request. The server should send back all " "the information necessary for the client to issue an extended request." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]511 Network Authentication Required[/code]. The " "client needs to authenticate to gain network access." msgstr "" #: doc/classes/HTTPRequest.xml msgid "A node with the ability to send HTTP(S) requests." msgstr "" #: doc/classes/HTTPRequest.xml msgid "" "A node with the ability to send HTTP requests. Uses [HTTPClient] " "internally.\n" "Can be used to make HTTP requests, i.e. download or upload files or web " "content via HTTP.\n" "[b]Warning:[/b] See the notes and warnings on [HTTPClient] for limitations, " "especially regarding SSL security.\n" "[b]Example of contacting a REST API and printing one of its returned fields:" "[/b]\n" "[codeblock]\n" "func _ready():\n" " # Create an HTTP request node and connect its completion signal.\n" " var http_request = HTTPRequest.new()\n" " add_child(http_request)\n" " http_request.connect(\"request_completed\", self, " "\"_http_request_completed\")\n" "\n" " # Perform a GET request. The URL below returns JSON as of writing.\n" " var error = http_request.request(\"https://httpbin.org/get\")\n" " if error != OK:\n" " push_error(\"An error occurred in the HTTP request.\")\n" "\n" " # Perform a POST request. The URL below returns JSON as of writing.\n" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" " var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" " push_error(\"An error occurred in the HTTP request.\")\n" "\n" "\n" "# Called when the HTTP request is completed.\n" "func _http_request_completed(result, response_code, headers, body):\n" " var response = parse_json(body.get_string_from_utf8())\n" "\n" " # Will print the user agent string used by the HTTPRequest node (as " "recognized by httpbin.org).\n" " print(response.headers[\"User-Agent\"])\n" "[/codeblock]\n" "[b]Example of loading and displaying an image using HTTPRequest:[/b]\n" "[codeblock]\n" "func _ready():\n" " # Create an HTTP request node and connect its completion signal.\n" " var http_request = HTTPRequest.new()\n" " add_child(http_request)\n" " http_request.connect(\"request_completed\", self, " "\"_http_request_completed\")\n" "\n" " # Perform the HTTP request. The URL below returns a PNG image as of " "writing.\n" " var error = http_request.request(\"https://via.placeholder.com/512\")\n" " if error != OK:\n" " push_error(\"An error occurred in the HTTP request.\")\n" "\n" "\n" "# Called when the HTTP request is completed.\n" "func _http_request_completed(result, response_code, headers, body):\n" " var image = Image.new()\n" " var error = image.load_png_from_buffer(body)\n" " if error != OK:\n" " push_error(\"Couldn't load the image.\")\n" "\n" " var texture = ImageTexture.new()\n" " texture.create_from_image(image)\n" "\n" " # Display the image in a TextureRect node.\n" " var texture_rect = TextureRect.new()\n" " add_child(texture_rect)\n" " texture_rect.texture = texture\n" "[/codeblock]" msgstr "" #: doc/classes/HTTPRequest.xml msgid "Cancels the current request." msgstr "" #: doc/classes/HTTPRequest.xml msgid "" "Returns the response body length.\n" "[b]Note:[/b] Some Web servers may not send a body length. In this case, the " "value returned will be [code]-1[/code]. If using chunked transfer encoding, " "the body length will also be [code]-1[/code]." msgstr "" #: doc/classes/HTTPRequest.xml msgid "Returns the amount of bytes this HTTPRequest downloaded." msgstr "" #: doc/classes/HTTPRequest.xml msgid "" "Returns the current status of the underlying [HTTPClient]. See [enum " "HTTPClient.Status]." msgstr "" #: doc/classes/HTTPRequest.xml msgid "" "Creates request on the underlying [HTTPClient]. If there is no configuration " "errors, it tries to connect using [method HTTPClient.connect_to_host] and " "passes parameters onto [method HTTPClient.request].\n" "Returns [constant OK] if request is successfully created. (Does not imply " "that the server has responded), [constant ERR_UNCONFIGURED] if not in the " "tree, [constant ERR_BUSY] if still processing previous request, [constant " "ERR_INVALID_PARAMETER] if given string is not a valid URL format, or " "[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot " "connect to host.\n" "[b]Note:[/b] When [code]method[/code] is [constant HTTPClient.METHOD_GET], " "the payload sent via [code]request_data[/code] might be ignored by the " "server or even cause the server to reject the request (check [url=https://" "datatracker.ietf.org/doc/html/rfc7231#section-4.3.1]RFC 7231 section 4.3.1[/" "url] for more details). As a workaround, you can send data as a query string " "in the URL. See [method String.http_escape] for an example." msgstr "" #: doc/classes/HTTPRequest.xml msgid "" "Creates request on the underlying [HTTPClient] using a raw array of bytes " "for the request body. If there is no configuration errors, it tries to " "connect using [method HTTPClient.connect_to_host] and passes parameters onto " "[method HTTPClient.request].\n" "Returns [constant OK] if request is successfully created. (Does not imply " "that the server has responded), [constant ERR_UNCONFIGURED] if not in the " "tree, [constant ERR_BUSY] if still processing previous request, [constant " "ERR_INVALID_PARAMETER] if given string is not a valid URL format, or " "[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot " "connect to host." msgstr "" #: doc/classes/HTTPRequest.xml msgid "" "Maximum allowed size for response bodies ([code]-1[/code] means no limit). " "When only small files are expected, this can be used to prevent disallow " "receiving files that are too large, preventing potential denial of service " "attacks." msgstr "" #: doc/classes/HTTPRequest.xml 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 " "to decrease memory usage at the cost of download speeds." msgstr "" #: doc/classes/HTTPRequest.xml msgid "" "The file to download into. If set to a non-empty string, the request output " "will be written to the file located at the path. If a file already exists at " "the specified location, it will be overwritten as soon as body data begins " "to be received.\n" "[b]Note:[/b] Folders are not automatically created when the file is created. " "If [member download_file] points to a subfolder, it's recommended to create " "the necessary folders beforehand using [method Directory.make_dir_recursive] " "to ensure the file can be written." msgstr "" #: doc/classes/HTTPRequest.xml msgid "" "Maximum number of allowed redirects. This is used to prevent endless " "redirect loops." msgstr "" #: doc/classes/HTTPRequest.xml msgid "" "If set to a value greater than [code]0.0[/code] before the request starts, " "the HTTP request will time out after [code]timeout[/code] seconds have " "passed and the request is not [i]completed[/i] yet. For small HTTP requests " "such as REST API usage, set [member timeout] to a value between [code]10.0[/" "code] and [code]30.0[/code] to prevent the application from getting stuck if " "the request fails to get a response in a timely manner. For file downloads, " "leave this to [code]0.0[/code] to prevent the download from failing if it " "takes too much time." msgstr "" #: doc/classes/HTTPRequest.xml msgid "If [code]true[/code], multithreading is used to improve performance." msgstr "" #: doc/classes/HTTPRequest.xml msgid "Emitted when a request is completed." msgstr "" #: doc/classes/HTTPRequest.xml msgid "Request successful." msgstr "" #: doc/classes/HTTPRequest.xml msgid "Request failed while connecting." msgstr "" #: doc/classes/HTTPRequest.xml msgid "Request failed while resolving." msgstr "" #: doc/classes/HTTPRequest.xml msgid "Request failed due to connection (read/write) error." msgstr "" #: doc/classes/HTTPRequest.xml msgid "Request failed on SSL handshake." msgstr "" #: doc/classes/HTTPRequest.xml msgid "Request does not have a response (yet)." msgstr "" #: doc/classes/HTTPRequest.xml msgid "Request exceeded its maximum size limit, see [member body_size_limit]." msgstr "" #: doc/classes/HTTPRequest.xml msgid "Request failed (currently unused)." msgstr "" #: doc/classes/HTTPRequest.xml msgid "HTTPRequest couldn't open the download file." msgstr "" #: doc/classes/HTTPRequest.xml msgid "HTTPRequest couldn't write to the download file." msgstr "" #: doc/classes/HTTPRequest.xml msgid "Request reached its maximum redirect limit, see [member max_redirects]." msgstr "" #: doc/classes/Image.xml msgid "Image datatype." msgstr "" #: doc/classes/Image.xml msgid "" "Native image datatype. Contains image data which can be converted to an " "[ImageTexture] and provides commonly used [i]image processing[/i] methods. " "The maximum width and height for an [Image] are [constant MAX_WIDTH] and " "[constant MAX_HEIGHT].\n" "An [Image] cannot be assigned to a [code]texture[/code] property of an " "object directly (such as [Sprite]), and has to be converted manually to an " "[ImageTexture] first.\n" "[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics " "hardware limitations. Larger images may fail to import." msgstr "" #: doc/classes/Image.xml doc/classes/ImageTexture.xml msgid "Importing images" msgstr "" #: doc/classes/Image.xml msgid "" "Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image " "at coordinates [code]dest[/code], clipped accordingly to both image bounds. " "This image and [code]src[/code] image [b]must[/b] have the same format. " "[code]src_rect[/code] with not positive size is treated as empty." msgstr "" #: doc/classes/Image.xml msgid "" "Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image " "using [code]mask[/code] image at coordinates [code]dst[/code], clipped " "accordingly to both image bounds. Alpha channels are required for both " "[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and " "[code]src[/code] pixels will blend if the corresponding mask pixel's alpha " "value is not 0. This image and [code]src[/code] image [b]must[/b] have the " "same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] " "have the same size (width and height) but they can have different formats. " "[code]src_rect[/code] with not positive size is treated as empty." msgstr "" #: doc/classes/Image.xml msgid "" "Copies [code]src_rect[/code] from [code]src[/code] image to this image at " "coordinates [code]dst[/code], clipped accordingly to both image bounds. This " "image and [code]src[/code] image [b]must[/b] have the same format. " "[code]src_rect[/code] with not positive size is treated as empty." msgstr "" #: doc/classes/Image.xml msgid "" "Blits [code]src_rect[/code] area from [code]src[/code] image to this image " "at the coordinates given by [code]dst[/code], clipped accordingly to both " "image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the " "corresponding [code]mask[/code] pixel's alpha value is not 0. This image and " "[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] " "image and [code]mask[/code] image [b]must[/b] have the same size (width and " "height) but they can have different formats. [code]src_rect[/code] with not " "positive size is treated as empty." msgstr "" #: doc/classes/Image.xml msgid "" "Converts a bumpmap to a normalmap. A bumpmap provides a height offset per-" "pixel, while a normalmap provides a normal direction per pixel." msgstr "" #: doc/classes/Image.xml msgid "Removes the image's mipmaps." msgstr "" #: doc/classes/Image.xml msgid "" "Compresses the image to use less memory. Can not directly access pixel data " "while the image is compressed. Returns error if the chosen compression mode " "is not available. See [enum CompressMode] and [enum CompressSource] " "constants." msgstr "" #: doc/classes/Image.xml msgid "Converts the image's format. See [enum Format] constants." msgstr "" #: doc/classes/Image.xml msgid "Copies [code]src[/code] image to this image." msgstr "" #: doc/classes/Image.xml msgid "" "Creates an empty image of given size and format. See [enum Format] " "constants. If [code]use_mipmaps[/code] is [code]true[/code] then generate " "mipmaps for this image. See the [method generate_mipmaps]." msgstr "" #: doc/classes/Image.xml msgid "" "Creates a new image of given size and format. See [enum Format] constants. " "Fills the image with the given raw data. If [code]use_mipmaps[/code] is " "[code]true[/code] then loads mipmaps for this image from [code]data[/code]. " "See [method generate_mipmaps]." msgstr "" #: doc/classes/Image.xml msgid "" "Crops the image to the given [code]width[/code] and [code]height[/code]. If " "the specified size is larger than the current size, the extra area is filled " "with black pixels." msgstr "" #: doc/classes/Image.xml msgid "" "Decompresses the image if it is compressed. Returns an error if decompress " "function is not available." msgstr "" #: doc/classes/Image.xml 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 " "bit. Returns [constant ALPHA_NONE] if no data for alpha values is found." msgstr "" #: doc/classes/Image.xml msgid "" "Stretches the image and enlarges it by a factor of 2. No interpolation is " "done." msgstr "" #: doc/classes/Image.xml #, fuzzy msgid "Fills the image with [code]color[/code]." msgstr "キー名 [code]name[/code] のアニメーションを削除します。" #: doc/classes/Image.xml #, fuzzy msgid "Fills [code]rect[/code] with [code]color[/code]." msgstr "論理OR演算子 ([code]or[/code] または [code]||[/code])。" #: doc/classes/Image.xml msgid "Blends low-alpha pixels with nearby pixels." msgstr "" #: doc/classes/Image.xml msgid "Flips the image horizontally." msgstr "" #: doc/classes/Image.xml msgid "Flips the image vertically." msgstr "" #: doc/classes/Image.xml msgid "" "Generates mipmaps for the image. Mipmaps are precalculated lower-resolution " "copies of the image that are automatically used if the image needs to be " "scaled down when rendered. They help improve image quality and performance " "when rendering. This method returns an error if the image is compressed, in " "a custom format, or if the image's width/height is [code]0[/code].\n" "[b]Note:[/b] Mipmap generation is done on the CPU, is single-threaded and is " "[i]always[/i] done on the main thread. This means generating mipmaps will " "result in noticeable stuttering during gameplay, even if [method " "generate_mipmaps] is called from a [Thread]." msgstr "" #: doc/classes/Image.xml #, fuzzy msgid "Returns a copy of the image's raw data." msgstr "パラメータのコサインを返します。" #: doc/classes/Image.xml msgid "Returns the image's format. See [enum Format] constants." msgstr "" #: doc/classes/Image.xml msgid "Returns the image's height." msgstr "" #: doc/classes/Image.xml msgid "" "Returns the offset where the image's mipmap with index [code]mipmap[/code] " "is stored in the [code]data[/code] dictionary." msgstr "" #: doc/classes/Image.xml msgid "" "Returns the color of the pixel at [code](x, y)[/code] if the image is " "locked. If the image is unlocked, it always returns a [Color] with the value " "[code](0, 0, 0, 1.0)[/code]. This is the same as [method get_pixelv], but " "two integer arguments instead of a Vector2 argument." msgstr "" #: doc/classes/Image.xml msgid "" "Returns the color of the pixel at [code]src[/code] if the image is locked. " "If the image is unlocked, it always returns a [Color] with the value [code]" "(0, 0, 0, 1.0)[/code]. This is the same as [method get_pixel], but with a " "Vector2 argument instead of two integer arguments." msgstr "" #: doc/classes/Image.xml msgid "" "Returns a new image that is a copy of the image's area specified with " "[code]rect[/code]." msgstr "" #: doc/classes/Image.xml msgid "Returns the image's size (width and height)." msgstr "" #: doc/classes/Image.xml msgid "" "Returns a [Rect2] enclosing the visible portion of the image, considering " "each pixel with a non-zero alpha channel as visible." msgstr "" #: doc/classes/Image.xml msgid "Returns the image's width." msgstr "" #: doc/classes/Image.xml msgid "Returns [code]true[/code] if the image has generated mipmaps." msgstr "" #: doc/classes/Image.xml msgid "Returns [code]true[/code] if the image is compressed." msgstr "" #: doc/classes/Image.xml msgid "Returns [code]true[/code] if the image has no data." msgstr "" #: doc/classes/Image.xml msgid "" "Returns [code]true[/code] if all the image's pixels have an alpha value of " "0. Returns [code]false[/code] if any pixel has an alpha value higher than 0." msgstr "" #: doc/classes/Image.xml msgid "" "Loads an image from file [code]path[/code]. See [url=$DOCS_URL/tutorials/" "assets_pipeline/importing_images.html#supported-image-formats]Supported " "image formats[/url] for a list of supported image formats and limitations.\n" "[b]Warning:[/b] This method should only be used in the editor or in cases " "when you need to load external images at run-time, such as images located at " "the [code]user://[/code] directory, and may not work in exported projects.\n" "See also [ImageTexture] description for usage examples." msgstr "" #: doc/classes/Image.xml msgid "" "Loads an image from the binary contents of a BMP file.\n" "[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. " "Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported." msgstr "" #: doc/classes/Image.xml msgid "Loads an image from the binary contents of a JPEG file." msgstr "" #: doc/classes/Image.xml msgid "Loads an image from the binary contents of a PNG file." msgstr "" #: doc/classes/Image.xml msgid "Loads an image from the binary contents of a TGA file." msgstr "" #: doc/classes/Image.xml msgid "Loads an image from the binary contents of a WebP file." msgstr "" #: doc/classes/Image.xml msgid "" "Locks the data for reading and writing access. Sends an error to the console " "if the image is not locked when reading or writing a pixel." msgstr "" #: doc/classes/Image.xml msgid "" "Converts the image's data to represent coordinates on a 3D plane. This is " "used when the image represents a normalmap. A normalmap can add lots of " "detail to a 3D surface without increasing the polygon count." msgstr "" #: doc/classes/Image.xml msgid "" "Multiplies color values with alpha values. Resulting color values for a " "pixel are [code](color * alpha)/256[/code]." msgstr "" #: doc/classes/Image.xml msgid "" "Resizes the image to the given [code]width[/code] and [code]height[/code]. " "New pixels are calculated using the [code]interpolation[/code] mode defined " "via [enum Interpolation] constants." msgstr "" #: doc/classes/Image.xml msgid "" "Resizes the image to the nearest power of 2 for the width and height. If " "[code]square[/code] is [code]true[/code] then set width and height to be the " "same. New pixels are calculated using the [code]interpolation[/code] mode " "defined via [enum Interpolation] constants." msgstr "" #: doc/classes/Image.xml msgid "" "Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image." msgstr "" #: doc/classes/Image.xml msgid "" "Saves the image as an EXR file to [code]path[/code]. If [code]grayscale[/" "code] is [code]true[/code] and the image has only one channel, it will be " "saved explicitly as monochrome rather than one red channel. This function " "will return [constant ERR_UNAVAILABLE] if Godot was compiled without the " "TinyEXR module.\n" "[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which " "means [method save_exr] will return [constant ERR_UNAVAILABLE] when it is " "called from an exported project." msgstr "" #: doc/classes/Image.xml msgid "Saves the image as a PNG file to [code]path[/code]." msgstr "" #: doc/classes/Image.xml msgid "" "Sets the [Color] of the pixel at [code](x, y)[/code] if the image is locked. " "Example:\n" "[codeblock]\n" "var img = Image.new()\n" "img.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n" "img.lock()\n" "img.set_pixel(x, y, color) # Works\n" "img.unlock()\n" "img.set_pixel(x, y, color) # Does not have an effect\n" "[/codeblock]" msgstr "" #: doc/classes/Image.xml msgid "" "Sets the [Color] of the pixel at [code](dst.x, dst.y)[/code] if the image is " "locked. Note that the [code]dst[/code] values must be integers. Example:\n" "[codeblock]\n" "var img = Image.new()\n" "img.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n" "img.lock()\n" "img.set_pixelv(Vector2(x, y), color) # Works\n" "img.unlock()\n" "img.set_pixelv(Vector2(x, y), color) # Does not have an effect\n" "[/codeblock]" msgstr "" #: doc/classes/Image.xml msgid "Shrinks the image by a factor of 2." msgstr "" #: doc/classes/Image.xml msgid "Converts the raw data from the sRGB colorspace to a linear scale." msgstr "" #: doc/classes/Image.xml msgid "Unlocks the data and prevents changes." msgstr "" #: doc/classes/Image.xml #, fuzzy msgid "" "Holds all the image's color data in a given format. See [enum Format] " "constants." msgstr "" "アニメーション間の補間を制御します。[enum BlendMode] 定数を参照してください。" #: doc/classes/Image.xml msgid "The maximal width allowed for [Image] resources." msgstr "" #: doc/classes/Image.xml msgid "The maximal height allowed for [Image] resources." msgstr "" #: doc/classes/Image.xml msgid "Texture format with a single 8-bit depth representing luminance." msgstr "" #: doc/classes/Image.xml msgid "" "OpenGL texture format with two values, luminance and alpha each stored with " "8 bits." msgstr "" #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]RED[/code] with a single component and a " "bitdepth of 8.\n" "[b]Note:[/b] When using the GLES2 backend, this uses the alpha channel " "instead of the red channel for storage." msgstr "" #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]RG[/code] with two components and a bitdepth of " "8 for each." msgstr "" #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]RGB[/code] with three components, each with a " "bitdepth of 8.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]RGBA[/code] with four components, each with a " "bitdepth of 8.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]RGBA[/code] with four components, each with a " "bitdepth of 4." msgstr "" #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RGB5_A1[/code] where 5 bits of depth for each " "component of RGB and one bit for alpha." msgstr "" #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-" "bit floating-point value." msgstr "" #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RG32F[/code] where there are two components, " "each a 32-bit floating-point values." msgstr "" #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RGB32F[/code] where there are three " "components, each a 32-bit floating-point values." msgstr "" #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RGBA32F[/code] where there are four " "components, each a 32-bit floating-point values." msgstr "" #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 16-" "bit \"half-precision\" floating-point value." msgstr "" #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RG32F[/code] where there are two components, " "each a 16-bit \"half-precision\" floating-point value." msgstr "" #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RGB32F[/code] where there are three " "components, each a 16-bit \"half-precision\" floating-point value." msgstr "" #: doc/classes/Image.xml msgid "" "OpenGL texture format [code]GL_RGBA32F[/code] where there are four " "components, each a 16-bit \"half-precision\" floating-point value." msgstr "" #: doc/classes/Image.xml msgid "" "A special OpenGL texture format where the three color components have 9 bits " "of precision and all three share a single 5-bit exponent." msgstr "" #: doc/classes/Image.xml msgid "" "The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] " "texture format that uses Block Compression 1, and is the smallest variation " "of S3TC, only providing 1 bit of alpha and color data being premultiplied " "with alpha.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" #: doc/classes/Image.xml msgid "" "The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] " "texture format that uses Block Compression 2, and color data is interpreted " "as not having been premultiplied by alpha. Well suited for images with sharp " "alpha transitions between translucent and opaque areas.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" #: doc/classes/Image.xml msgid "" "The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] " "texture format also known as Block Compression 3 or BC3 that contains 64 " "bits of alpha channel data followed by 64 bits of DXT1-encoded color data. " "Color data is not premultiplied by alpha, same as DXT3. DXT5 generally " "produces superior results for transparent gradients compared to DXT3.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" #: doc/classes/Image.xml msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" "Red_Green_Texture_Compression]Red Green Texture Compression[/url], " "normalizing the red channel data using the same compression algorithm that " "DXT5 uses for the alpha channel." msgstr "" #: doc/classes/Image.xml msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" "Red_Green_Texture_Compression]Red Green Texture Compression[/url], " "normalizing the red and green channel data using the same compression " "algorithm that DXT5 uses for the alpha channel." msgstr "" #: doc/classes/Image.xml msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" "BPTC_Texture_Compression]BPTC[/url] compression with unsigned normalized " "RGBA components.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" #: doc/classes/Image.xml msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" "BPTC_Texture_Compression]BPTC[/url] compression with signed floating-point " "RGB components." msgstr "" #: doc/classes/Image.xml msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" "BPTC_Texture_Compression]BPTC[/url] compression with unsigned floating-point " "RGB components." msgstr "" #: doc/classes/Image.xml msgid "" "Texture format used on PowerVR-supported mobile platforms, uses 2-bit color " "depth with no alpha. More information can be found [url=https://en.wikipedia." "org/wiki/PVRTC]here[/url].\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" #: doc/classes/Image.xml msgid "" "Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with an " "alpha component." msgstr "" #: doc/classes/Image.xml msgid "" "Similar to [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with 4-" "bit color depth and no alpha." msgstr "" #: doc/classes/Image.xml msgid "" "Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url], but with an " "alpha component." msgstr "" #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC1]Ericsson Texture Compression format 1[/" "url], also referred to as \"ETC1\", and is part of the OpenGL ES graphics " "standard. This format cannot store an alpha channel." msgstr "" #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " "format 2[/url] ([code]R11_EAC[/code] variant), which provides one channel of " "unsigned data." msgstr "" #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " "format 2[/url] ([code]SIGNED_R11_EAC[/code] variant), which provides one " "channel of signed data." msgstr "" #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " "format 2[/url] ([code]RG11_EAC[/code] variant), which provides two channels " "of unsigned data." msgstr "" #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " "format 2[/url] ([code]SIGNED_RG11_EAC[/code] variant), which provides two " "channels of signed data." msgstr "" #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " "format 2[/url] ([code]RGB8[/code] variant), which is a follow-up of ETC1 and " "compresses RGB888 data.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " "format 2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data " "with full alpha support.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " "format 2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), which " "compresses RGBA data to make alpha either fully transparent or fully " "opaque.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" #: doc/classes/Image.xml msgid "Represents the size of the [enum Format] enum." msgstr "" #: doc/classes/Image.xml msgid "" "Performs nearest-neighbor interpolation. If the image is resized, it will be " "pixelated." msgstr "" #: doc/classes/Image.xml msgid "" "Performs bilinear interpolation. If the image is resized, it will be blurry. " "This mode is faster than [constant INTERPOLATE_CUBIC], but it results in " "lower quality." msgstr "" #: doc/classes/Image.xml msgid "" "Performs cubic interpolation. If the image is resized, it will be blurry. " "This mode often gives better results compared to [constant " "INTERPOLATE_BILINEAR], at the cost of being slower." msgstr "" #: doc/classes/Image.xml msgid "" "Performs bilinear separately on the two most-suited mipmap levels, then " "linearly interpolates between them.\n" "It's slower than [constant INTERPOLATE_BILINEAR], but produces higher-" "quality results with far fewer aliasing artifacts.\n" "If the image does not have mipmaps, they will be generated and used " "internally, but no mipmaps will be generated on the resulting image.\n" "[b]Note:[/b] If you intend to scale multiple copies of the original image, " "it's better to call [method generate_mipmaps]] on it in advance, to avoid " "wasting processing power in generating them again and again.\n" "On the other hand, if the image already has mipmaps, they will be used, and " "a new set will be generated for the resulting image." msgstr "" #: doc/classes/Image.xml msgid "" "Performs Lanczos interpolation. This is the slowest image resizing mode, but " "it typically gives the best results, especially when downscalng images." msgstr "" #: doc/classes/Image.xml msgid "Image does not have alpha." msgstr "" #: doc/classes/Image.xml msgid "Image stores alpha in a single bit." msgstr "" #: doc/classes/Image.xml msgid "Image uses alpha." msgstr "" #: doc/classes/Image.xml msgid "Use S3TC compression." msgstr "" #: doc/classes/Image.xml msgid "Use PVRTC2 compression." msgstr "" #: doc/classes/Image.xml msgid "Use PVRTC4 compression." msgstr "" #: doc/classes/Image.xml msgid "Use ETC compression." msgstr "" #: doc/classes/Image.xml msgid "Use ETC2 compression." msgstr "" #: doc/classes/Image.xml msgid "" "Source texture (before compression) is a regular texture. Default for all " "textures." msgstr "" #: doc/classes/Image.xml msgid "Source texture (before compression) is in sRGB space." msgstr "" #: doc/classes/Image.xml msgid "" "Source texture (before compression) is a normal texture (e.g. it can be " "compressed into two channels)." msgstr "" #: doc/classes/Image.xml msgid "Source texture (before compression) is a [TextureLayered]." msgstr "" #: doc/classes/ImageTexture.xml msgid "A [Texture] based on an [Image]." msgstr "" #: doc/classes/ImageTexture.xml msgid "" "A [Texture] based on an [Image]. For an image to be displayed, an " "[ImageTexture] has to be created from it using the [method " "create_from_image] method:\n" "[codeblock]\n" "var texture = ImageTexture.new()\n" "var image = Image.new()\n" "image.load(\"res://icon.png\")\n" "texture.create_from_image(image)\n" "$Sprite.texture = texture\n" "[/codeblock]\n" "This way, textures can be created at run-time by loading images both from " "within the editor and externally.\n" "[b]Warning:[/b] Prefer to load imported textures with [method @GDScript." "load] over loading them from within the filesystem dynamically with [method " "Image.load], as it may not work in exported projects:\n" "[codeblock]\n" "var texture = load(\"res://icon.png\")\n" "$Sprite.texture = texture\n" "[/codeblock]\n" "This is because images have to be imported as [StreamTexture] first to be " "loaded with [method @GDScript.load]. If you'd still like to load an image " "file just like any other [Resource], import it as an [Image] resource " "instead, and then load it normally using the [method @GDScript.load] " "method.\n" "But do note that the image data can still be retrieved from an imported " "texture as well using the [method Texture.get_data] method, which returns a " "copy of the data:\n" "[codeblock]\n" "var texture = load(\"res://icon.png\")\n" "var image : Image = texture.get_data()\n" "[/codeblock]\n" "An [ImageTexture] is not meant to be operated from within the editor " "interface directly, and is mostly useful for rendering images on screen " "dynamically via code. If you need to generate images procedurally from " "within the editor, consider saving and importing images as custom texture " "resources implementing a new [EditorImportPlugin].\n" "[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics " "hardware limitations." msgstr "" #: doc/classes/ImageTexture.xml msgid "" "Create a new [ImageTexture] with [code]width[/code] and [code]height[/" "code].\n" "[code]format[/code] is a value from [enum Image.Format], [code]flags[/code] " "is any combination of [enum Texture.Flags]." msgstr "" #: doc/classes/ImageTexture.xml msgid "" "Initializes the texture by allocating and setting the data from an [Image] " "with [code]flags[/code] from [enum Texture.Flags]. An sRGB to linear color " "space conversion can take place, according to [enum Image.Format]." msgstr "" #: doc/classes/ImageTexture.xml #, fuzzy msgid "Returns the format of the texture, one of [enum Image.Format]." msgstr "パラメータの平方根の逆数を返します。" #: doc/classes/ImageTexture.xml msgid "" "Loads an image from a file path and creates a texture from it.\n" "[b]Note:[/b] This method is deprecated and will be removed in Godot 4.0, use " "[method Image.load] and [method create_from_image] instead." msgstr "" #: doc/classes/ImageTexture.xml msgid "" "Replaces the texture's data with a new [Image].\n" "[b]Note:[/b] The texture has to be initialized first with the [method " "create_from_image] method before it can be updated. The new image " "dimensions, format, and mipmaps configuration should match the existing " "texture's image configuration, otherwise it has to be re-created with the " "[method create_from_image] method.\n" "Use this method over [method create_from_image] if you need to update the " "texture frequently, which is faster than allocating additional memory for a " "new texture each time." msgstr "" #: doc/classes/ImageTexture.xml doc/classes/VisualServer.xml #, fuzzy msgid "Resizes the texture to the specified dimensions." msgstr "指定された入力に接続されているノードを切断します。" #: doc/classes/ImageTexture.xml msgid "The storage quality for [constant STORAGE_COMPRESS_LOSSY]." msgstr "" #: doc/classes/ImageTexture.xml #, fuzzy msgid "The storage type (raw, lossy, or compressed)." msgstr "ボタンが押されている状態です。" #: doc/classes/ImageTexture.xml msgid "[Image] data is stored raw and unaltered." msgstr "" #: doc/classes/ImageTexture.xml msgid "" "[Image] data is compressed with a lossy algorithm. You can set the storage " "quality with [member lossy_quality]." msgstr "" #: doc/classes/ImageTexture.xml msgid "[Image] data is compressed with a lossless algorithm." msgstr "" #: doc/classes/ImmediateGeometry.xml msgid "Draws simple geometry from code." msgstr "" #: doc/classes/ImmediateGeometry.xml msgid "" "Draws simple geometry from code. Uses a drawing mode similar to OpenGL 1.x.\n" "See also [ArrayMesh], [MeshDataTool] and [SurfaceTool] for procedural " "geometry generation.\n" "[b]Note:[/b] ImmediateGeometry3D is best suited to small amounts of mesh " "data that change every frame. It will be slow when handling large amounts of " "mesh data. If mesh data doesn't change often, use [ArrayMesh], " "[MeshDataTool] or [SurfaceTool] instead.\n" "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes.\n" "[b]Note:[/b] In case of missing points when handling large amounts of mesh " "data, try increasing its buffer size limit under [member ProjectSettings." "rendering/limits/buffers/immediate_buffer_size_kb]." msgstr "" #: doc/classes/ImmediateGeometry.xml msgid "" "Simple helper to draw an UV sphere with given latitude, longitude and radius." msgstr "" #: doc/classes/ImmediateGeometry.xml msgid "" "Adds a vertex in local coordinate space with the currently set color/uv/etc." msgstr "" #: doc/classes/ImmediateGeometry.xml msgid "" "Begin drawing (and optionally pass a texture override). When done call " "[method end]. For more information on how this works, search for " "[code]glBegin()[/code] and [code]glEnd()[/code] references.\n" "For the type of primitive, see the [enum Mesh.PrimitiveType] enum." msgstr "" #: doc/classes/ImmediateGeometry.xml msgid "Clears everything that was drawn using begin/end." msgstr "" #: doc/classes/ImmediateGeometry.xml msgid "Ends a drawing context and displays the results." msgstr "" #: doc/classes/ImmediateGeometry.xml msgid "The current drawing color." msgstr "" #: doc/classes/ImmediateGeometry.xml msgid "The next vertex's normal." msgstr "" #: doc/classes/ImmediateGeometry.xml msgid "The next vertex's tangent (and binormal facing)." msgstr "" #: doc/classes/ImmediateGeometry.xml msgid "The next vertex's UV." msgstr "" #: doc/classes/ImmediateGeometry.xml msgid "The next vertex's second layer UV." msgstr "" #: doc/classes/Input.xml msgid "A singleton that deals with inputs." msgstr "" #: doc/classes/Input.xml msgid "" "A singleton that deals with inputs. This includes key presses, mouse buttons " "and movement, joypads, and input actions. Actions and their events can be " "set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or " "with the [InputMap] class." msgstr "" #: doc/classes/Input.xml msgid "Inputs tutorial index" msgstr "" #: doc/classes/Input.xml msgid "" "This will simulate pressing the specified action.\n" "The strength can be used for non-boolean actions, it's ranged between 0 and " "1 representing the intensity of the given action.\n" "[b]Note:[/b] This method will not cause any [method Node._input] calls. It " "is intended to be used with [method is_action_pressed] and [method " "is_action_just_pressed]. If you want to simulate [code]_input[/code], use " "[method parse_input_event] instead." msgstr "" #: doc/classes/Input.xml msgid "If the specified action is already pressed, this will release it." msgstr "" #: doc/classes/Input.xml msgid "" "Adds a new mapping entry (in SDL2 format) to the mapping database. " "Optionally update already connected devices." msgstr "" #: doc/classes/Input.xml msgid "" "Sends all input events which are in the current buffer to the game loop. " "These events may have been buffered as a result of accumulated input " "([member use_accumulated_input]) or agile input flushing ([member " "ProjectSettings.input_devices/buffering/agile_event_flushing]).\n" "The engine will already do this itself at key execution points (at least " "once per frame). However, this can be useful in advanced cases where you " "want precise control over the timing of event handling." msgstr "" #: doc/classes/Input.xml msgid "" "Returns the acceleration of the device's accelerometer sensor, if the device " "has one. Otherwise, the method returns [constant Vector3.ZERO].\n" "Note this method returns an empty [Vector3] when running from the editor " "even when your device has an accelerometer. You must export your project to " "a supported device to read values from the accelerometer.\n" "[b]Note:[/b] This method only works on iOS, Android, and UWP. On other " "platforms, it always returns [constant Vector3.ZERO]. On Android the unit of " "measurement for each axis is m/s² while on iOS and UWP it's a multiple of " "the Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)." msgstr "" #: doc/classes/Input.xml msgid "" "Returns a value between 0 and 1 representing the raw intensity of the given " "action, ignoring the action's deadzone. In most cases, you should use " "[method get_action_strength] instead.\n" "If [code]exact[/code] is [code]false[/code], it ignores additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml msgid "" "Returns a value between 0 and 1 representing the intensity of the given " "action. In a joypad, for example, the further away the axis (analog sticks " "or L2, R2 triggers) is from the dead zone, the closer the value will be to " "1. If the action is mapped to a control that has no axis as the keyboard, " "the value returned will be 0 or 1.\n" "If [code]exact[/code] is [code]false[/code], it ignores additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml msgid "" "Get axis input by specifying two actions, one negative and one positive.\n" "This is a shorthand for writing [code]Input." "get_action_strength(\"positive_action\") - Input." "get_action_strength(\"negative_action\")[/code]." msgstr "" #: doc/classes/Input.xml msgid "" "Returns an [Array] containing the device IDs of all currently connected " "joypads." msgstr "" #: doc/classes/Input.xml msgid "Returns the currently assigned cursor shape (see [enum CursorShape])." msgstr "" #: doc/classes/Input.xml msgid "" "Returns the gravity of the device's accelerometer sensor, if the device has " "one. Otherwise, the method returns [constant Vector3.ZERO].\n" "[b]Note:[/b] This method only works on Android and iOS. On other platforms, " "it always returns [constant Vector3.ZERO]. On Android the unit of " "measurement for each axis is m/s² while on iOS it's a multiple of the " "Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)." msgstr "" #: doc/classes/Input.xml msgid "" "Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the " "gyroscope sensor, if the device has one. Otherwise, the method returns " "[constant Vector3.ZERO].\n" "[b]Note:[/b] This method only works on Android and iOS. On other platforms, " "it always returns [constant Vector3.ZERO]." msgstr "" #: doc/classes/Input.xml msgid "" "Returns the current value of the joypad axis at given index (see [enum " "JoystickList])." msgstr "" #: doc/classes/Input.xml msgid "Returns the index of the provided axis name." msgstr "" #: doc/classes/Input.xml msgid "" "Receives a [enum JoystickList] axis and returns its equivalent name as a " "string." msgstr "" #: doc/classes/Input.xml msgid "Returns the index of the provided button name." msgstr "" #: doc/classes/Input.xml msgid "" "Receives a gamepad button from [enum JoystickList] and returns its " "equivalent name as a string." msgstr "" #: doc/classes/Input.xml msgid "" "Returns a SDL2-compatible device GUID on platforms that use gamepad " "remapping. Returns [code]\"Default Gamepad\"[/code] otherwise." msgstr "" #: doc/classes/Input.xml msgid "Returns the name of the joypad at the specified device index." msgstr "" #: doc/classes/Input.xml msgid "Returns the duration of the current vibration effect in seconds." msgstr "" #: doc/classes/Input.xml msgid "" "Returns the strength of the joypad vibration: x is the strength of the weak " "motor, and y is the strength of the strong motor." msgstr "" #: doc/classes/Input.xml msgid "" "Returns the mouse speed for the last time the cursor was moved, and this " "until the next frame where the mouse moves. This means that even if the " "mouse is not moving, this function will still return the value of the last " "motion." msgstr "" #: doc/classes/Input.xml msgid "" "Returns the magnetic field strength in micro-Tesla for all axes of the " "device's magnetometer sensor, if the device has one. Otherwise, the method " "returns [constant Vector3.ZERO].\n" "[b]Note:[/b] This method only works on Android, iOS and UWP. On other " "platforms, it always returns [constant Vector3.ZERO]." msgstr "" #: doc/classes/Input.xml msgid "" "Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at " "the same time, the bits are added together." msgstr "" #: doc/classes/Input.xml msgid "" "Gets an input vector by specifying four actions for the positive and " "negative X and Y axes.\n" "This method is useful when getting vector input, such as from a joystick, " "directional pad, arrows, or WASD. The vector has its length limited to 1 and " "has a circular deadzone, which is useful for using vector input as " "movement.\n" "By default, the deadzone is automatically calculated from the average of the " "action deadzones. However, you can override the deadzone to be whatever you " "want (on the range of 0 to 1)." msgstr "" #: doc/classes/Input.xml msgid "" "Returns [code]true[/code] when the user starts pressing the action event, " "meaning it's [code]true[/code] only on the frame that the user pressed down " "the button.\n" "This is useful for code that needs to run only once when an action is " "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " "return [code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " "examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml msgid "" "Returns [code]true[/code] when the user stops pressing the action event, " "meaning it's [code]true[/code] only on the frame that the user released the " "button.\n" "If [code]exact[/code] is [code]false[/code], it ignores additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml msgid "" "Returns [code]true[/code] if you are pressing the action event. Note that if " "an action has multiple buttons assigned and more than one of them is " "pressed, releasing one button will release the action, even if some other " "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " "examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml #, fuzzy msgid "" "Returns [code]true[/code] if you are pressing the joypad button (see [enum " "JoystickList])." msgstr "" "インデックス [code]button[/code] のボタンが押された場合、[code]true[/code] を" "返します。[enum JoyButtonList] を参照してください。" #: doc/classes/Input.xml msgid "" "Returns [code]true[/code] if the system knows the specified device. This " "means that it sets all button and axis indices exactly as defined in [enum " "JoystickList]. Unknown joypads are not expected to match these constants, " "but you can still retrieve events from them." msgstr "" #: doc/classes/Input.xml msgid "" "Returns [code]true[/code] if you are pressing the key in the current " "keyboard layout. You can pass a [enum KeyList] constant.\n" "[method is_key_pressed] is only recommended over [method " "is_physical_key_pressed] in non-game applications. This ensures that " "shortcut keys behave as expected depending on the user's keyboard layout, as " "keyboard shortcuts are generally dependent on the keyboard layout in non-" "game applications. If in doubt, use [method is_physical_key_pressed].\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " "examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml msgid "" "Returns [code]true[/code] if you are pressing the mouse button specified " "with [enum ButtonList]." msgstr "" #: doc/classes/Input.xml msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " "KeyList] constant.\n" "[method is_physical_key_pressed] is recommended over [method is_key_pressed] " "for in-game actions, as it will make W/A/S/D layouts work regardless of the " "user's keyboard layout. [method is_physical_key_pressed] will also ensure " "that the top row number keys work on any keyboard layout. If in doubt, use " "[method is_physical_key_pressed].\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " "return [code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " "examples[/url] in the documentation for more information." msgstr "" #: doc/classes/Input.xml msgid "" "Notifies the [Input] singleton that a connection has changed, to update the " "state for the [code]device[/code] index.\n" "This is used internally and should not have to be called from user scripts. " "See [signal joy_connection_changed] for the signal emitted when this is " "triggered internally." msgstr "" #: doc/classes/Input.xml msgid "" "Feeds an [InputEvent] to the game. Can be used to artificially trigger input " "events from code. Also generates [method Node._input] calls.\n" "Example:\n" "[codeblock]\n" "var a = InputEventAction.new()\n" "a.action = \"ui_cancel\"\n" "a.pressed = true\n" "Input.parse_input_event(a)\n" "[/codeblock]" msgstr "" #: doc/classes/Input.xml msgid "" "Removes all mappings from the internal database that match the given GUID." msgstr "" #: doc/classes/Input.xml msgid "" "Sets the acceleration value of the accelerometer sensor. Can be used for " "debugging on devices without a hardware sensor, for example in an editor on " "a PC.\n" "[b]Note:[/b] This value can be immediately overwritten by the hardware " "sensor value on Android and iOS." msgstr "" #: doc/classes/Input.xml msgid "" "Sets a custom mouse cursor image, which is only visible inside the game " "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" "[code]image[/code]'s size must be lower than 256×256.\n" "[code]hotspot[/code] must be within [code]image[/code]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " "compression mode can't be used for custom cursors." msgstr "" #: doc/classes/Input.xml msgid "" "Sets the default cursor shape to be used in the viewport instead of " "[constant CURSOR_ARROW].\n" "[b]Note:[/b] If you want to change the default cursor shape for [Control]'s " "nodes, use [member Control.mouse_default_cursor_shape] instead.\n" "[b]Note:[/b] This method generates an [InputEventMouseMotion] to update " "cursor immediately." msgstr "" #: doc/classes/Input.xml msgid "" "Sets the gravity value of the accelerometer sensor. Can be used for " "debugging on devices without a hardware sensor, for example in an editor on " "a PC.\n" "[b]Note:[/b] This value can be immediately overwritten by the hardware " "sensor value on Android and iOS." msgstr "" #: doc/classes/Input.xml msgid "" "Sets the value of the rotation rate of the gyroscope sensor. Can be used for " "debugging on devices without a hardware sensor, for example in an editor on " "a PC.\n" "[b]Note:[/b] This value can be immediately overwritten by the hardware " "sensor value on Android and iOS." msgstr "" #: doc/classes/Input.xml msgid "" "Sets the value of the magnetic field of the magnetometer sensor. Can be used " "for debugging on devices without a hardware sensor, for example in an editor " "on a PC.\n" "[b]Note:[/b] This value can be immediately overwritten by the hardware " "sensor value on Android and iOS." msgstr "" #: doc/classes/Input.xml msgid "" "Starts to vibrate the joypad. Joypads usually come with two rumble motors, a " "strong and a weak one. [code]weak_magnitude[/code] is the strength of the " "weak motor (between 0 and 1) and [code]strong_magnitude[/code] is the " "strength of the strong motor (between 0 and 1). [code]duration[/code] is the " "duration of the effect in seconds (a duration of 0 will try to play the " "vibration indefinitely).\n" "[b]Note:[/b] Not every hardware is compatible with long effect durations; it " "is recommended to restart an effect if it has to be played for more than a " "few seconds." msgstr "" #: doc/classes/Input.xml msgid "Stops the vibration of the joypad." msgstr "" #: doc/classes/Input.xml msgid "" "Vibrate handheld devices.\n" "[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n" "[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] " "permission in the export preset.\n" "[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and " "later.\n" "[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not " "support this method." msgstr "" #: doc/classes/Input.xml msgid "" "Sets the mouse position to the specified vector, provided in pixels and " "relative to an origin at the upper left corner of the game window.\n" "Mouse position is clipped to the limits of the screen resolution, or to the " "limits of the game window if [enum MouseMode] is set to [constant " "MOUSE_MODE_CONFINED]." msgstr "" #: doc/classes/Input.xml #, fuzzy msgid "Controls the mouse mode. See [enum MouseMode] for more information." msgstr "" "テクスチャ用のフィルタフラグ。オプションは [enum TextureFilter] を参照してく" "ださい。" #: doc/classes/Input.xml msgid "" "If [code]true[/code], similar input events sent by the operating system are " "accumulated. When input accumulation is enabled, all input events generated " "during a frame will be merged and emitted when the frame is done rendering. " "Therefore, this limits the number of input method calls per second to the " "rendering FPS.\n" "Input accumulation can be disabled to get slightly more precise/reactive " "input at the cost of increased CPU usage. In applications where drawing " "freehand lines is required, input accumulation should generally be disabled " "while the user is drawing the line to get results that closely follow the " "actual input.\n" "[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is " "recommended to keep it enabled for games which don't require very reactive " "input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml msgid "Emitted when a joypad device has been connected or disconnected." msgstr "" #: doc/classes/Input.xml msgid "Makes the mouse cursor visible if it is hidden." msgstr "" #: doc/classes/Input.xml msgid "Makes the mouse cursor hidden if it is visible." msgstr "" #: doc/classes/Input.xml msgid "" "Captures the mouse. The mouse will be hidden and its position locked at the " "center of the screen.\n" "[b]Note:[/b] If you want to process the mouse's movement in this mode, you " "need to use [member InputEventMouseMotion.relative]." msgstr "" #: doc/classes/Input.xml msgid "Makes the mouse cursor visible but confines it to the game window." msgstr "" #: doc/classes/Input.xml msgid "Arrow cursor. Standard, default pointing cursor." msgstr "" #: doc/classes/Input.xml msgid "" "I-beam cursor. Usually used to show where the text cursor will appear when " "the mouse is clicked." msgstr "" #: doc/classes/Input.xml msgid "" "Pointing hand cursor. Usually used to indicate the pointer is over a link or " "other interactable item." msgstr "" #: doc/classes/Input.xml msgid "" "Cross cursor. Typically appears over regions in which a drawing operation " "can be performed or for selections." msgstr "" #: doc/classes/Input.xml msgid "" "Wait cursor. Indicates that the application is busy performing an operation. " "This cursor shape denotes that the application isn't usable during the " "operation (e.g. something is blocking its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" "Busy cursor. Indicates that the application is busy performing an operation. " "This cursor shape denotes that the application is still usable during the " "operation." msgstr "" #: doc/classes/Input.xml msgid "Drag cursor. Usually displayed when dragging something." msgstr "" #: doc/classes/Input.xml msgid "" "Can drop cursor. Usually displayed when dragging something to indicate that " "it can be dropped at the current position." msgstr "" #: doc/classes/Input.xml msgid "" "Forbidden cursor. Indicates that the current action is forbidden (for " "example, when dragging something) or that the control at a position is " "disabled." msgstr "" #: doc/classes/Input.xml msgid "" "Vertical resize mouse cursor. A double-headed vertical arrow. It tells the " "user they can resize the window or the panel vertically." msgstr "" #: doc/classes/Input.xml msgid "" "Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells " "the user they can resize the window or the panel horizontally." msgstr "" #: doc/classes/Input.xml msgid "" "Window resize mouse cursor. The cursor is a double-headed arrow that goes " "from the bottom left to the top right. It tells the user they can resize the " "window or the panel both horizontally and vertically." msgstr "" #: doc/classes/Input.xml msgid "" "Window resize mouse cursor. The cursor is a double-headed arrow that goes " "from the top left to the bottom right, the opposite of [constant " "CURSOR_BDIAGSIZE]. It tells the user they can resize the window or the panel " "both horizontally and vertically." msgstr "" #: doc/classes/Input.xml msgid "Move cursor. Indicates that something can be moved." msgstr "" #: doc/classes/Input.xml msgid "" "Vertical split mouse cursor. On Windows, it's the same as [constant " "CURSOR_VSIZE]." msgstr "" #: doc/classes/Input.xml msgid "" "Horizontal split mouse cursor. On Windows, it's the same as [constant " "CURSOR_HSIZE]." msgstr "" #: doc/classes/Input.xml msgid "Help cursor. Usually a question mark." msgstr "" #: doc/classes/InputEvent.xml msgid "Generic input event." msgstr "" #: doc/classes/InputEvent.xml msgid "Base class of all sort of input event. See [method Node._input]." msgstr "" #: doc/classes/InputEvent.xml msgid "InputEvent" msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if the given input event and this input event can " "be added together (only for events of type [InputEventMouseMotion]).\n" "The given input event's position, global position and speed will be copied. " "The resulting [code]relative[/code] is a sum of both events. Both events' " "modifiers have to be identical." msgstr "" #: doc/classes/InputEvent.xml msgid "Returns a [String] representation of the event." msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns a value between 0.0 and 1.0 depending on the given actions' state. " "Useful for getting the value of events of type [InputEventJoypadMotion].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores additional " "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event matches a pre-defined action " "of any type.\n" "If [code]exact_match[/code] is [code]false[/code], it ignores additional " "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if the given action is being pressed (and is not " "an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is " "[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] " "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores additional " "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " "examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if the given action is released (i.e. not " "pressed). Not relevant for events of type [InputEventMouseMotion] or " "[InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores additional " "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event's type is one that can be " "assigned to an input action." msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is an echo event (only for " "events of type [InputEventKey])." msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " "events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " "examples[/url] in the documentation for more information." msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if the specified [code]event[/code] matches this " "event. Only valid for action events i.e key ([InputEventKey]), button " "([InputEventMouseButton] or [InputEventJoypadButton]), axis " "[InputEventJoypadMotion] or action ([InputEventAction]) events.\n" "If [code]exact_match[/code] is [code]false[/code], it ignores additional " "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns a copy of the given input event which has been offset by " "[code]local_ofs[/code] and transformed by [code]xform[/code]. Relevant for " "events of type [InputEventMouseButton], [InputEventMouseMotion], " "[InputEventScreenTouch], [InputEventScreenDrag], [InputEventMagnifyGesture] " "and [InputEventPanGesture]." msgstr "" #: doc/classes/InputEvent.xml msgid "" "The event's device ID.\n" "[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated " "mouse input from a touchscreen. This can be used to distinguish emulated " "mouse input from physical mouse input." msgstr "" #: doc/classes/InputEventAction.xml msgid "Input event type for actions." msgstr "" #: doc/classes/InputEventAction.xml msgid "" "Contains a generic action which can be targeted from several types of " "inputs. Actions can be created from the [b]Input Map[/b] tab in the " "[b]Project > Project Settings[/b] menu. See [method Node._input]." msgstr "" #: doc/classes/InputEventAction.xml msgid "InputEvent: Actions" msgstr "" #: doc/classes/InputEventAction.xml msgid "The action's name. Actions are accessed via this [String]." msgstr "" #: doc/classes/InputEventAction.xml msgid "" "If [code]true[/code], the action's state is pressed. If [code]false[/code], " "the action's state is released." msgstr "" #: doc/classes/InputEventAction.xml msgid "" "The action's strength between 0 and 1. This value is considered as equal to " "0 if pressed is [code]false[/code]. The event strength allows faking analog " "joypad motion events, by specifying how strongly the joypad axis is bent or " "pressed." msgstr "" #: doc/classes/InputEventGesture.xml msgid "Base class for touch control gestures." msgstr "" #: doc/classes/InputEventGesture.xml msgid "" "The local gesture position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] that " "received this gesture." msgstr "" #: doc/classes/InputEventJoypadButton.xml msgid "Input event for gamepad buttons." msgstr "" #: doc/classes/InputEventJoypadButton.xml msgid "" "Input event type for gamepad buttons. For gamepad analog sticks and " "joysticks, see [InputEventJoypadMotion]." msgstr "" #: doc/classes/InputEventJoypadButton.xml msgid "Button identifier. One of the [enum JoystickList] button constants." msgstr "" #: doc/classes/InputEventJoypadButton.xml msgid "" "If [code]true[/code], the button's state is pressed. If [code]false[/code], " "the button's state is released." msgstr "" #: doc/classes/InputEventJoypadButton.xml msgid "" "Represents the pressure the user puts on the button with their finger, if " "the controller supports it. Ranges from [code]0[/code] to [code]1[/code]." msgstr "" #: doc/classes/InputEventJoypadMotion.xml msgid "" "Input event type for gamepad joysticks and other motions. For buttons, see " "[code]InputEventJoypadButton[/code]." msgstr "" #: doc/classes/InputEventJoypadMotion.xml msgid "" "Stores information about joystick motions. One [InputEventJoypadMotion] " "represents one axis at a time." msgstr "" #: doc/classes/InputEventJoypadMotion.xml msgid "Axis identifier. Use one of the [enum JoystickList] axis constants." msgstr "" #: doc/classes/InputEventJoypadMotion.xml msgid "" "Current position of the joystick on the given axis. The value ranges from " "[code]-1.0[/code] to [code]1.0[/code]. A value of [code]0[/code] means the " "axis is in its resting position." msgstr "" #: doc/classes/InputEventKey.xml msgid "Input event type for keyboard events." msgstr "" #: doc/classes/InputEventKey.xml msgid "" "Stores key presses on the keyboard. Supports key presses, key releases and " "[member echo] events." msgstr "" #: doc/classes/InputEventKey.xml msgid "" "Returns the physical scancode combined with modifier keys such as " "[code]Shift[/code] or [code]Alt[/code]. See also [InputEventWithModifiers].\n" "To get a human-readable representation of the [InputEventKey] with " "modifiers, use [code]OS.get_scancode_string(event." "get_physical_scancode_with_modifiers())[/code] where [code]event[/code] is " "the [InputEventKey]." msgstr "" #: doc/classes/InputEventKey.xml msgid "" "Returns the scancode combined with modifier keys such as [code]Shift[/code] " "or [code]Alt[/code]. See also [InputEventWithModifiers].\n" "To get a human-readable representation of the [InputEventKey] with " "modifiers, use [code]OS.get_scancode_string(event." "get_scancode_with_modifiers())[/code] where [code]event[/code] is the " "[InputEventKey]." msgstr "" #: doc/classes/InputEventKey.xml msgid "" "If [code]true[/code], the key was already pressed before this event. It " "means the user is holding the key down." msgstr "" #: doc/classes/InputEventKey.xml msgid "" "Key physical scancode, which corresponds to one of the [enum KeyList] " "constants. Represent the physical location of a key on the 101/102-key US " "QWERTY keyboard.\n" "To get a human-readable representation of the [InputEventKey], use [code]OS." "get_scancode_string(event.physical_scancode)[/code] where [code]event[/code] " "is the [InputEventKey]." msgstr "" #: doc/classes/InputEventKey.xml msgid "" "If [code]true[/code], the key's state is pressed. If [code]false[/code], the " "key's state is released." msgstr "" #: doc/classes/InputEventKey.xml msgid "" "The key scancode, which corresponds to one of the [enum KeyList] constants. " "Represent key in the current keyboard layout.\n" "To get a human-readable representation of the [InputEventKey], use [code]OS." "get_scancode_string(event.scancode)[/code] where [code]event[/code] is the " "[InputEventKey]." msgstr "" #: doc/classes/InputEventKey.xml msgid "" "The key Unicode identifier (when relevant). Unicode identifiers for the " "composite characters and complex scripts may not be available unless IME " "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "Input event for MIDI inputs." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "InputEventMIDI allows receiving input events from MIDI devices such as a " "piano. MIDI stands for Musical Instrument Digital Interface.\n" "MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " "device supports both be sure to check the settings in the device to see " "which output it's using.\n" "To receive input events from MIDI devices, you need to call [method OS." "open_midi_inputs]. You can check which devices are detected using [method OS." "get_connected_midi_inputs].\n" "Note that Godot does not currently support MIDI output, so there is no way " "to emit MIDI signals from Godot. Only MIDI input works." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "MIDI Message Status Byte List" msgstr "" #: doc/classes/InputEventMIDI.xml msgid "Wikipedia General MIDI Instrument List" msgstr "" #: doc/classes/InputEventMIDI.xml msgid "Wikipedia Piano Key Frequencies List" msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "The MIDI channel of this input event. There are 16 channels, so this value " "ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " "instruments, the rest of the channels are for non-percussion instruments." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " "the controller number, otherwise this is zero. Controllers include devices " "such as pedals and levers." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " "the controller value, otherwise this is zero. Controllers include devices " "such as pedals and levers." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "The instrument of this input event. This value ranges from 0 to 127. Refer " "to the instrument list on the General MIDI wikipedia article to see a list " "of instruments, except that this value is 0-index, so subtract one from " "every number on that chart. A standard piano will have an instrument number " "of 0." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "Returns a value indicating the type of message for this MIDI signal. This is " "a member of the [enum @GlobalScope.MidiMessageList] enum.\n" "For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " "returned as this value, as the other part is the channel (ex: 0x94 becomes " "0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" "Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " "might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " "therefore your code should treat the input as stopped if some period of time " "has passed.\n" "For more information, see the MIDI message status byte list chart linked " "above." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "The pitch index number of this MIDI signal. This value ranges from 0 to 127. " "On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " "the piano key frequency chart on Wikipedia for more information." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "The pressure of the MIDI signal. This value ranges from 0 to 127. For many " "devices, this value is always zero." msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "The velocity of the MIDI signal. This value ranges from 0 to 127. For a " "piano, this corresponds to how quickly the key was pressed, and is rarely " "above about 110 in practice." msgstr "" #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." msgstr "" #: doc/classes/InputEventMouse.xml msgid "Stores general mouse events information." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "The mouse button mask identifier, one of or a bitwise combination of the " "[enum ButtonList] button masks." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "When received in [method Node._input] or [method Node._unhandled_input], " "returns the mouse's position in the root [Viewport] using the coordinate " "system of the root [Viewport].\n" "When received in [method Control._gui_input], returns the mouse's position " "in the [CanvasLayer] that the [Control] is in using the coordinate system of " "the [CanvasLayer]." msgstr "" #: doc/classes/InputEventMouse.xml msgid "" "When received in [method Node._input] or [method Node._unhandled_input], " "returns the mouse's position in the [Viewport] this [Node] is in using the " "coordinate system of this [Viewport].\n" "When received in [method Control._gui_input], returns the mouse's position " "in the [Control] using the local coordinate system of the [Control]." msgstr "" #: doc/classes/InputEventMouseButton.xml msgid "Input event type for mouse button events." msgstr "" #: doc/classes/InputEventMouseButton.xml msgid "Contains mouse click information. See [method Node._input]." msgstr "" #: doc/classes/InputEventMouseButton.xml msgid "" "The mouse button identifier, one of the [enum ButtonList] button or button " "wheel constants." msgstr "" #: doc/classes/InputEventMouseButton.xml msgid "If [code]true[/code], the mouse button's state is a double-click." msgstr "" #: doc/classes/InputEventMouseButton.xml msgid "" "The amount (or delta) of the event. When used for high-precision scroll " "events, this indicates the scroll amount (vertical or horizontal). This is " "only supported on some platforms; the reported sensitivity varies depending " "on the platform. May be [code]0[/code] if not supported." msgstr "" #: doc/classes/InputEventMouseButton.xml msgid "" "If [code]true[/code], the mouse button's state is pressed. If [code]false[/" "code], the mouse button's state is released." msgstr "" #: doc/classes/InputEventMouseMotion.xml msgid "Input event type for mouse motion events." msgstr "" #: doc/classes/InputEventMouseMotion.xml msgid "" "Contains mouse and pen motion information. Supports relative, absolute " "positions and speed. See [method Node._input].\n" "[b]Note:[/b] The behavior of this event is affected by the value of [member " "Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/" "pen motion events received from the OS will be merged to emit an accumulated " "event only once per frame rendered at most. When set to [code]false[/code], " "the events will be emitted as received, which means that they can be emitted " "multiple times per frame rendered, allowing for precise input reporting at " "the expense of CPU usage.\n" "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider " "implementing [url=https://en.wikipedia.org/wiki/" "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to " "avoid visible gaps in lines if the user is moving the mouse quickly." msgstr "" #: doc/classes/InputEventMouseMotion.xml msgid "Mouse and input coordinates" msgstr "" #: doc/classes/InputEventMouseMotion.xml #, fuzzy msgid "" "Returns [code]true[/code] when using the eraser end of a stylus pen.\n" "[b]Note:[/b] This property is implemented on Linux, macOS and Windows." msgstr "" "文字列の長さが [code]0[/code] に等しければ [code]true[/code] を返します。" #: doc/classes/InputEventMouseMotion.xml msgid "" "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/" "code] to [code]1.0[/code]." msgstr "" #: doc/classes/InputEventMouseMotion.xml msgid "" "The mouse position relative to the previous position (position at the last " "frame).\n" "[b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse " "moves, the last event won't have a relative position of [code]Vector2(0, 0)[/" "code] when the user stops moving the mouse." msgstr "" #: doc/classes/InputEventMouseMotion.xml msgid "The mouse speed in pixels per second." msgstr "" #: doc/classes/InputEventMouseMotion.xml msgid "" "Represents the angles of tilt of the pen. Positive X-coordinate value " "indicates a tilt to the right. Positive Y-coordinate value indicates a tilt " "toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both " "axes." msgstr "" #: doc/classes/InputEventScreenDrag.xml msgid "" "Input event type for screen drag events. Only available on mobile devices." msgstr "" #: doc/classes/InputEventScreenDrag.xml msgid "Contains screen drag information. See [method Node._input]." msgstr "" #: doc/classes/InputEventScreenDrag.xml msgid "The drag event index in the case of a multi-drag event." msgstr "" #: doc/classes/InputEventScreenDrag.xml msgid "The drag position." msgstr "" #: doc/classes/InputEventScreenDrag.xml msgid "" "The drag position relative to the previous position (position at the last " "frame)." msgstr "" #: doc/classes/InputEventScreenDrag.xml msgid "The drag speed." msgstr "" #: doc/classes/InputEventScreenTouch.xml msgid "" "Input event type for screen touch events.\n" "(only available on mobile devices)" msgstr "" #: doc/classes/InputEventScreenTouch.xml msgid "" "Stores multi-touch press/release information. Supports touch press, touch " "release and [member index] for multi-touch count and order." msgstr "" #: doc/classes/InputEventScreenTouch.xml msgid "" "The touch index in the case of a multi-touch event. One index = one finger." msgstr "" #: doc/classes/InputEventScreenTouch.xml msgid "The touch position." msgstr "" #: doc/classes/InputEventScreenTouch.xml msgid "" "If [code]true[/code], the touch's state is pressed. If [code]false[/code], " "the touch's state is released." msgstr "" #: doc/classes/InputEventWithModifiers.xml msgid "Base class for keys events with modifiers." msgstr "" #: doc/classes/InputEventWithModifiers.xml msgid "" "Contains keys events information with modifiers support like [code]Shift[/" "code] or [code]Alt[/code]. See [method Node._input]." msgstr "" #: doc/classes/InputEventWithModifiers.xml msgid "State of the [code]Alt[/code] modifier." msgstr "" #: doc/classes/InputEventWithModifiers.xml msgid "State of the [code]Command[/code] modifier." msgstr "" #: doc/classes/InputEventWithModifiers.xml #, fuzzy msgid "State of the [code]Ctrl[/code] modifier." msgstr "[code]true[/code] であれば、音声はステレオです。" #: doc/classes/InputEventWithModifiers.xml msgid "State of the [code]Meta[/code] modifier." msgstr "" #: doc/classes/InputEventWithModifiers.xml msgid "State of the [code]Shift[/code] modifier." msgstr "" #: doc/classes/InputMap.xml msgid "Singleton that manages [InputEventAction]." msgstr "" #: doc/classes/InputMap.xml msgid "" "Manages all [InputEventAction] which can be created/modified from the " "project settings menu [b]Project > Project Settings > Input Map[/b] or in " "code with [method add_action] and [method action_add_event]. See [method " "Node._input]." msgstr "" #: doc/classes/InputMap.xml msgid "" "Adds an [InputEvent] to an action. This [InputEvent] will trigger the action." msgstr "" #: doc/classes/InputMap.xml msgid "Removes an [InputEvent] from an action." msgstr "" #: doc/classes/InputMap.xml msgid "Removes all events from an action." msgstr "" #: doc/classes/InputMap.xml #, fuzzy msgid "Returns a deadzone value for the action." msgstr "パラメータの絶対値を返します。" #: doc/classes/InputMap.xml msgid "" "Returns [code]true[/code] if the action has the given [InputEvent] " "associated with it." msgstr "" #: doc/classes/InputMap.xml msgid "Sets a deadzone value for the action." msgstr "" #: doc/classes/InputMap.xml msgid "" "Adds an empty action to the [InputMap] with a configurable [code]deadzone[/" "code].\n" "An [InputEvent] can then be added to this action with [method " "action_add_event]." msgstr "" #: doc/classes/InputMap.xml msgid "Removes an action from the [InputMap]." msgstr "" #: doc/classes/InputMap.xml msgid "" "Returns [code]true[/code] if the given event is part of an existing action. " "This method ignores keyboard modifiers if the given [InputEvent] is not " "pressed (for proper release detection). See [method action_has_event] if you " "don't want this behavior.\n" "If [code]exact_match[/code] is [code]false[/code], it ignores additional " "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " "the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputMap.xml msgid "" "Returns an array of [InputEvent]s associated with a given action.\n" "[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), " "this method will return events for the editor action. If you want to access " "your project's input binds from the editor, read the [code]input/*[/code] " "settings from [ProjectSettings]." msgstr "" #: doc/classes/InputMap.xml msgid "Returns an array of all actions in the [InputMap]." msgstr "" #: doc/classes/InputMap.xml msgid "" "Returns [code]true[/code] if the [InputMap] has a registered action with the " "given name." msgstr "" #: doc/classes/InputMap.xml msgid "" "Clears all [InputEventAction] in the [InputMap] and load it anew from " "[ProjectSettings]." msgstr "" #: doc/classes/InstancePlaceholder.xml msgid "Placeholder for the root [Node] of a [PackedScene]." msgstr "" #: doc/classes/InstancePlaceholder.xml msgid "" "Turning on the option [b]Load As Placeholder[/b] for an instanced scene in " "the editor causes it to be replaced by an InstancePlaceholder when running " "the game. This makes it possible to delay actually loading the scene until " "calling [method replace_by_instance]. This is useful to avoid loading large " "scenes all at once by loading parts of it selectively.\n" "The InstancePlaceholder does not have a transform. This causes any child " "nodes to be positioned relatively to the Viewport from point (0,0), rather " "than their parent as displayed in the editor. Replacing the placeholder with " "a scene with a transform will transform children relatively to their parent " "again." msgstr "" #: doc/classes/InstancePlaceholder.xml msgid "" "Call this method to actually load in the node. The created node will be " "placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene " "tree. The [Node]'s reference is also returned for convenience.\n" "[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object." "call_deferred] if calling from a thread." msgstr "" #: doc/classes/InstancePlaceholder.xml msgid "" "Gets the path to the [PackedScene] resource file that is loaded by default " "when calling [method replace_by_instance]. Not thread-safe. Use [method " "Object.call_deferred] if calling from a thread." msgstr "" #: doc/classes/InstancePlaceholder.xml msgid "" "Returns the list of properties that will be applied to the node when [method " "create_instance] is called.\n" "If [code]with_order[/code] is [code]true[/code], a key named [code].order[/" "code] (note the leading period) is added to the dictionary. This [code]." "order[/code] key is an [Array] of [String] property names specifying the " "order in which properties will be applied (with index 0 being the first)." msgstr "" #: doc/classes/InstancePlaceholder.xml msgid "" "Replaces this placeholder by the scene handed as an argument, or the " "original scene if no argument is given. As for all resources, the scene is " "loaded only if it's not loaded already. By manually loading the scene " "beforehand, delays caused by this function can be avoided." msgstr "" #: doc/classes/int.xml msgid "Integer built-in type." msgstr "" #: doc/classes/int.xml msgid "" "Signed 64-bit integer type.\n" "It can take values in the interval [code][-2^63, 2^63 - 1][/code], i.e. " "[code][-9223372036854775808, 9223372036854775807][/code]. Exceeding those " "bounds will wrap around.\n" "[int] is a [Variant] type, and will thus be used when assigning an integer " "value to a [Variant]. It can also be enforced with the [code]: int[/code] " "type hint.\n" "[codeblock]\n" "var my_variant = 0 # int, value 0.\n" "my_variant += 4.2 # float, value 4.2.\n" "var my_int: int = 1 # int, value 1.\n" "my_int = 4.2 # int, value 4, the right value is implicitly cast to int.\n" "my_int = int(\"6.7\") # int, value 6, the String is explicitly cast with " "int.\n" "\n" "var max_int = 9223372036854775807\n" "print(max_int) # 9223372036854775807, OK.\n" "max_int += 1\n" "print(max_int) # -9223372036854775808, we overflowed and wrapped around.\n" "[/codeblock]" msgstr "" #: doc/classes/int.xml msgid "" "Cast a [bool] value to an integer value, [code]int(true)[/code] will be " "equals to 1 and [code]int(false)[/code] will be equals to 0." msgstr "" #: doc/classes/int.xml msgid "" "Cast a float value to an integer value, this method simply removes the " "number fractions (i.e. rounds [code]from[/code] towards zero), so for " "example [code]int(2.7)[/code] will be equals to 2, [code]int(0.1)[/code] " "will be equals to 0 and [code]int(-2.7)[/code] will be equals to -2. This " "operation is also called truncation." msgstr "" #: doc/classes/int.xml msgid "" "Cast a [String] value to an integer value, this method is an integer parser " "from a string, so calling this method with an invalid integer string will " "return 0, a valid string will be something like [code]'1.7'[/code]. This " "method will ignore all non-number characters, so calling [code]int('1e3')[/" "code] will return 13." msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "[i]Deprecated.[/i] Camera which moves toward another node." msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" "[i]Deprecated (will be removed in Godot 4.0).[/i] InterpolatedCamera is a " "[Camera] which smoothly moves to match a target node's position and " "rotation.\n" "If it is not [member enabled] or does not have a valid target set, " "InterpolatedCamera acts like a normal Camera." msgstr "" #: doc/classes/InterpolatedCamera.xml #, fuzzy msgid "Sets the node to move toward and orient with." msgstr "指定されたノードをグラフの終端として設定します。" #: doc/classes/InterpolatedCamera.xml #, fuzzy msgid "" "If [code]true[/code], and a target is set, the camera will move " "automatically." msgstr "" "[code]true[/code]の場合は円錐形が作成され、[member radius]は片側にのみ適用さ" "れます。" #: doc/classes/InterpolatedCamera.xml msgid "" "The camera's process callback. See [enum InterpolatedCameraProcessMode]." msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "The target's [NodePath]." msgstr "" #: doc/classes/IntervalTweener.xml msgid "Creates an idle interval in a [SceneTreeTween] animation." msgstr "" #: doc/classes/IntervalTweener.xml msgid "" "[IntervalTweener] is used to make delays in a tweening sequence. See [method " "SceneTreeTween.tween_interval] for more usage information.\n" "[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way " "to create [IntervalTweener]. Any [IntervalTweener] created manually will not " "function correctly." msgstr "" #: doc/classes/IP.xml msgid "Internet protocol (IP) support functions such as DNS resolution." msgstr "" #: doc/classes/IP.xml msgid "" "IP contains support functions for the Internet Protocol (IP). TCP/IP support " "is in different classes (see [StreamPeerTCP] and [TCP_Server]). IP provides " "DNS hostname resolution support, both blocking and threaded." msgstr "" #: doc/classes/IP.xml msgid "" "Removes all of a [code]hostname[/code]'s cached references. If no " "[code]hostname[/code] is given, all cached IP addresses are removed." msgstr "" #: doc/classes/IP.xml msgid "" "Removes a given item [code]id[/code] from the queue. This should be used to " "free a queue after it has completed to enable more queries to happen." msgstr "" #: doc/classes/IP.xml msgid "Returns all the user's current IPv4 and IPv6 addresses as an array." msgstr "" #: doc/classes/IP.xml msgid "" "Returns all network adapters as an array.\n" "Each adapter is a dictionary of the form:\n" "[codeblock]\n" "{\n" " \"index\": \"1\", # Interface index.\n" " \"name\": \"eth0\", # Interface name.\n" " \"friendly\": \"Ethernet One\", # A friendly name (might be empty).\n" " \"addresses\": [\"192.168.1.101\"], # An array of IP addresses " "associated to this interface.\n" "}\n" "[/codeblock]" msgstr "" #: doc/classes/IP.xml msgid "" "Returns a queued hostname's IP address, given its queue [code]id[/code]. " "Returns an empty string on error or if resolution hasn't happened yet (see " "[method get_resolve_item_status])." msgstr "" #: doc/classes/IP.xml msgid "" "Return resolved addresses, or an empty array if an error happened or " "resolution didn't happen yet (see [method get_resolve_item_status])." msgstr "" #: doc/classes/IP.xml msgid "" "Returns a queued hostname's status as a [enum ResolverStatus] constant, " "given its queue [code]id[/code]." msgstr "" #: doc/classes/IP.xml msgid "" "Returns a given hostname's IPv4 or IPv6 address when resolved (blocking-type " "method). The address type returned depends on the [enum Type] constant given " "as [code]ip_type[/code]." msgstr "" #: doc/classes/IP.xml msgid "" "Resolves a given hostname in a blocking way. Addresses are returned as an " "[Array] of IPv4 or IPv6 depending on [code]ip_type[/code]." msgstr "" #: doc/classes/IP.xml msgid "" "Creates a queue item to resolve a hostname to an IPv4 or IPv6 address " "depending on the [enum Type] constant given as [code]ip_type[/code]. Returns " "the queue ID if successful, or [constant RESOLVER_INVALID_ID] on error." msgstr "" #: doc/classes/IP.xml msgid "DNS hostname resolver status: No status." msgstr "" #: doc/classes/IP.xml msgid "DNS hostname resolver status: Waiting." msgstr "" #: doc/classes/IP.xml msgid "DNS hostname resolver status: Done." msgstr "" #: doc/classes/IP.xml msgid "DNS hostname resolver status: Error." msgstr "" #: doc/classes/IP.xml msgid "" "Maximum number of concurrent DNS resolver queries allowed, [constant " "RESOLVER_INVALID_ID] is returned if exceeded." msgstr "" #: doc/classes/IP.xml msgid "" "Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded." msgstr "" #: doc/classes/IP.xml msgid "Address type: None." msgstr "" #: doc/classes/IP.xml msgid "Address type: Internet protocol version 4 (IPv4)." msgstr "" #: doc/classes/IP.xml msgid "Address type: Internet protocol version 6 (IPv6)." msgstr "" #: doc/classes/IP.xml msgid "Address type: Any." msgstr "" #: doc/classes/ItemList.xml msgid "" "Control that provides a list of selectable items (and/or icons) in a single " "column, or optionally in multiple columns." msgstr "" #: doc/classes/ItemList.xml msgid "" "This control provides a selectable list of items that may be in a single (or " "multiple columns) with option of text, icons, or both text and icon. " "Tooltips are supported and may be different for every item in the list.\n" "Selectable items in the list may be selected or deselected and multiple " "selection may be enabled. Selection with right mouse button may also be " "enabled to allow use of popup context menus. Items may also be \"activated\" " "by double-clicking them or by pressing Enter.\n" "Item text only supports single-line strings, newline characters (e.g. " "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " "fixed_column_width] greater than zero to wrap the text.\n" "[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " "searching within the list while the control is focused. Press a key that " "matches the first letter of an item's name to select the first item starting " "with the given letter. After that point, there are two ways to perform " "incremental search: 1) Press the same key again before the timeout duration " "to select the next item starting with the same letter. 2) Press letter keys " "that match the rest of the word before the timeout duration to match to " "select the item in question directly. Both of these actions will be reset to " "the beginning of the list if the timeout duration has passed since the last " "keystroke was registered. You can adjust the timeout duration by changing " "[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml msgid "Adds an item to the item list with no text, only an icon." msgstr "" #: doc/classes/ItemList.xml msgid "" "Adds an item to the item list with specified text. Specify an [code]icon[/" "code], or use [code]null[/code] as the [code]icon[/code] for a list item " "with no icon.\n" "If selectable is [code]true[/code], the list item will be selectable." msgstr "" #: doc/classes/ItemList.xml msgid "Removes all items from the list." msgstr "" #: doc/classes/ItemList.xml msgid "" "Ensure current selection is visible, adjusting the scroll position as " "necessary." msgstr "" #: doc/classes/ItemList.xml msgid "" "Returns the item index at the given [code]position[/code].\n" "When there is no item at that point, -1 will be returned if [code]exact[/" "code] is [code]true[/code], and the closest item index will be returned " "otherwise." msgstr "" #: doc/classes/ItemList.xml msgid "Returns the number of items currently in the list." msgstr "" #: doc/classes/ItemList.xml msgid "" "Returns the custom background color of the item specified by [code]idx[/" "code] index." msgstr "" #: doc/classes/ItemList.xml msgid "" "Returns the custom foreground color of the item specified by [code]idx[/" "code] index." msgstr "" #: doc/classes/ItemList.xml msgid "Returns the icon associated with the specified index." msgstr "" #: doc/classes/ItemList.xml msgid "Returns a [Color] modulating item's icon at the specified index." msgstr "" #: doc/classes/ItemList.xml msgid "" "Returns the region of item's icon used. The whole icon will be used if the " "region has no area." msgstr "" #: doc/classes/ItemList.xml msgid "Returns the metadata value of the specified index." msgstr "" #: doc/classes/ItemList.xml msgid "Returns the text associated with the specified index." msgstr "" #: doc/classes/ItemList.xml msgid "Returns the tooltip hint associated with the specified index." msgstr "" #: doc/classes/ItemList.xml msgid "Returns an array with the indexes of the selected items." msgstr "" #: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" "Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/ItemList.xml msgid "Returns [code]true[/code] if one or more items are selected." msgstr "" #: doc/classes/ItemList.xml msgid "" "Returns [code]true[/code] if the item at the specified index is disabled." msgstr "" #: doc/classes/ItemList.xml msgid "" "Returns [code]true[/code] if the item icon will be drawn transposed, i.e. " "the X and Y axes are swapped." msgstr "" #: doc/classes/ItemList.xml msgid "" "Returns [code]true[/code] if the item at the specified index is selectable." msgstr "" #: doc/classes/ItemList.xml msgid "" "Returns [code]true[/code] if the tooltip is enabled for specified item index." msgstr "" #: doc/classes/ItemList.xml msgid "" "Returns [code]true[/code] if the item at the specified index is currently " "selected." msgstr "" #: doc/classes/ItemList.xml msgid "Moves item from index [code]from_idx[/code] to [code]to_idx[/code]." msgstr "" #: doc/classes/ItemList.xml msgid "Removes the item specified by [code]idx[/code] index from the list." msgstr "" #: doc/classes/ItemList.xml msgid "" "Select the item at the specified index.\n" "[b]Note:[/b] This method does not trigger the item selection signal." msgstr "" #: doc/classes/ItemList.xml #, fuzzy msgid "" "Sets the background color of the item specified by [code]idx[/code] index to " "the specified [Color]." msgstr "指定された位置にあるビットマップの要素を、指定された値に設定します。" #: doc/classes/ItemList.xml msgid "" "Sets the foreground color of the item specified by [code]idx[/code] index to " "the specified [Color]." msgstr "" #: doc/classes/ItemList.xml msgid "" "Disables (or enables) the item at the specified index.\n" "Disabled items cannot be selected and do not trigger activation signals " "(when double-clicking or pressing Enter)." msgstr "" #: doc/classes/ItemList.xml #, fuzzy msgid "" "Sets (or replaces) the icon's [Texture] associated with the specified index." msgstr "指定した [enum TextureParam] に関連付けられた [Texture] を返します。" #: doc/classes/ItemList.xml msgid "" "Sets a modulating [Color] of the item associated with the specified index." msgstr "" #: doc/classes/ItemList.xml msgid "" "Sets the region of item's icon used. The whole icon will be used if the " "region has no area." msgstr "" #: doc/classes/ItemList.xml msgid "Sets whether the item icon will be drawn transposed." msgstr "" #: doc/classes/ItemList.xml msgid "" "Sets a value (of any type) to be stored with the item associated with the " "specified index." msgstr "" #: doc/classes/ItemList.xml msgid "" "Allows or disallows selection of the item associated with the specified " "index." msgstr "" #: doc/classes/ItemList.xml msgid "Sets text of the item associated with the specified index." msgstr "" #: doc/classes/ItemList.xml msgid "Sets the tooltip hint for the item associated with the specified index." msgstr "" #: doc/classes/ItemList.xml msgid "Sets whether the tooltip hint is enabled for specified item index." msgstr "" #: doc/classes/ItemList.xml msgid "Sorts items in the list by their text." msgstr "" #: doc/classes/ItemList.xml msgid "Ensures the item associated with the specified index is not selected." msgstr "" #: doc/classes/ItemList.xml msgid "Ensures there are no items selected." msgstr "" #: doc/classes/ItemList.xml msgid "" "If [code]true[/code], the currently selected item can be selected again." msgstr "" #: doc/classes/ItemList.xml msgid "If [code]true[/code], right mouse button click can select items." msgstr "" #: doc/classes/ItemList.xml msgid "" "If [code]true[/code], the control will automatically resize the height to " "fit its content." msgstr "" #: doc/classes/ItemList.xml msgid "" "The width all columns will be adjusted to.\n" "A value of zero disables the adjustment, each item will have a width equal " "to the width of its content and the columns will have an uneven width." msgstr "" #: doc/classes/ItemList.xml msgid "" "The size all icons will be adjusted to.\n" "If either X or Y component is not greater than zero, icon size won't be " "affected." msgstr "" #: doc/classes/ItemList.xml msgid "" "The icon position, whether above or to the left of the text. See the [enum " "IconMode] constants." msgstr "" #: doc/classes/ItemList.xml msgid "" "The scale of icon applied after [member fixed_icon_size] and transposing " "takes effect." msgstr "" #: doc/classes/ItemList.xml msgid "" "Maximum columns the list will have.\n" "If greater than zero, the content will be split among the specified " "columns.\n" "A value of zero means unlimited columns, i.e. all items will be put in the " "same row." msgstr "" #: doc/classes/ItemList.xml msgid "" "Maximum lines of text allowed in each item. Space will be reserved even when " "there is not enough lines of text to display.\n" "[b]Note:[/b] This property takes effect only when [member icon_mode] is " "[constant ICON_MODE_TOP]. To make the text wrap, [member fixed_column_width] " "should be greater than zero." msgstr "" #: doc/classes/ItemList.xml msgid "" "Whether all columns will have the same width.\n" "If [code]true[/code], the width is equal to the largest column width of all " "columns." msgstr "" #: doc/classes/ItemList.xml msgid "" "Allows single or multiple item selection. See the [enum SelectMode] " "constants." msgstr "" #: doc/classes/ItemList.xml msgid "" "Triggered when specified list item is activated via double-clicking or by " "pressing Enter." msgstr "" #: doc/classes/ItemList.xml msgid "" "Triggered when specified list item has been selected via right mouse " "clicking.\n" "The click position is also provided to allow appropriate popup of context " "menus at the correct location.\n" "[member allow_rmb_select] must be enabled." msgstr "" #: doc/classes/ItemList.xml msgid "" "Triggered when specified item has been selected.\n" "[member allow_reselect] must be enabled to reselect an item." msgstr "" #: doc/classes/ItemList.xml msgid "" "Triggered when a multiple selection is altered on a list allowing multiple " "selection." msgstr "" #: doc/classes/ItemList.xml msgid "" "Triggered when a left mouse click is issued within the rect of the list but " "on empty space." msgstr "" #: doc/classes/ItemList.xml msgid "" "Triggered when a right mouse click is issued within the rect of the list but " "on empty space.\n" "[member allow_rmb_select] must be enabled." msgstr "" #: doc/classes/ItemList.xml msgid "Icon is drawn above the text." msgstr "" #: doc/classes/ItemList.xml msgid "Icon is drawn to the left of the text." msgstr "" #: doc/classes/ItemList.xml msgid "Only allow selecting a single item." msgstr "" #: doc/classes/ItemList.xml msgid "Allows selecting multiple items by holding Ctrl or Shift." msgstr "" #: doc/classes/ItemList.xml doc/classes/Tree.xml msgid "Default text [Color] of the item." msgstr "" #: doc/classes/ItemList.xml doc/classes/Tree.xml msgid "Text [Color] used when the item is selected." msgstr "" #: doc/classes/ItemList.xml msgid "" "[Color] of the guideline. The guideline is a line drawn between each row of " "items." msgstr "" #: doc/classes/ItemList.xml msgid "The horizontal spacing between items." msgstr "" #: doc/classes/ItemList.xml msgid "The spacing between item's icon and text." msgstr "" #: doc/classes/ItemList.xml msgid "The vertical spacing between each line of text." msgstr "" #: doc/classes/ItemList.xml msgid "The vertical spacing between items." msgstr "" #: doc/classes/ItemList.xml doc/classes/Tree.xml msgid "[Font] of the item's text." msgstr "" #: doc/classes/ItemList.xml msgid "" "Default [StyleBox] for the [ItemList], i.e. used when the control is not " "being focused." msgstr "" #: doc/classes/ItemList.xml msgid "[StyleBox] used when the [ItemList] is being focused." msgstr "" #: doc/classes/ItemList.xml msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused." msgstr "" #: doc/classes/ItemList.xml msgid "" "[StyleBox] used for the cursor, when the [ItemList] is not being focused." msgstr "" #: doc/classes/ItemList.xml msgid "" "[StyleBox] for the selected items, used when the [ItemList] is not being " "focused." msgstr "" #: doc/classes/ItemList.xml msgid "" "[StyleBox] for the selected items, used when the [ItemList] is being focused." msgstr "" #: doc/classes/JavaScript.xml msgid "" "Singleton that connects the engine with the browser's JavaScript context in " "HTML5 export." msgstr "" #: doc/classes/JavaScript.xml msgid "" "The JavaScript singleton is implemented only in the HTML5 export. It's used " "to access the browser's JavaScript context. This allows interaction with " "embedding pages or calling third-party JavaScript APIs.\n" "[b]Note:[/b] This singleton can be disabled at build-time to improve " "security. By default, the JavaScript singleton is enabled. Official export " "templates also have the JavaScript singleton enabled. See [url=$DOCS_URL/" "development/compiling/compiling_for_web.html]Compiling for the Web[/url] in " "the documentation for more information." msgstr "" #: doc/classes/JavaScript.xml msgid "" "Creates a reference to a script function that can be used as a callback by " "JavaScript. The reference must be kept until the callback happens, or it " "won't be called at all. See [JavaScriptObject] for usage." msgstr "" #: doc/classes/JavaScript.xml msgid "" "Creates a new JavaScript object using the [code]new[/code] constructor. The " "[code]object[/code] must a valid property of the JavaScript [code]window[/" "code]. See [JavaScriptObject] for usage." msgstr "" #: doc/classes/JavaScript.xml msgid "" "Prompts the user to download a file containing the specified [code]buffer[/" "code]. The file will have the given [code]name[/code] and [code]mime[/code] " "type.\n" "[b]Note:[/b] The browser may override the [url=https://en.wikipedia.org/wiki/" "Media_type]MIME type[/url] provided based on the file [code]name[/code]'s " "extension.\n" "[b]Note:[/b] Browsers might block the download if [method download_buffer] " "is not being called from a user interaction (e.g. button click).\n" "[b]Note:[/b] Browsers might ask the user for permission or block the " "download if multiple download requests are made in a quick succession." msgstr "" #: doc/classes/JavaScript.xml msgid "" "Execute the string [code]code[/code] as JavaScript code within the browser " "window. This is a call to the actual global JavaScript function [code]eval()" "[/code].\n" "If [code]use_global_execution_context[/code] is [code]true[/code], the code " "will be evaluated in the global execution context. Otherwise, it is " "evaluated in the execution context of a function within the engine's runtime " "environment." msgstr "" #: doc/classes/JavaScript.xml msgid "" "Returns an interface to a JavaScript object that can be used by scripts. The " "[code]interface[/code] must be a valid property of the JavaScript " "[code]window[/code]. The callback must accept a single [Array] argument, " "which will contain the JavaScript [code]arguments[/code]. See " "[JavaScriptObject] for usage." msgstr "" #: doc/classes/JavaScript.xml msgid "" "Returns [code]true[/code] if a new version of the progressive web app is " "waiting to be activated.\n" "[b]Note:[/b] Only relevant when exported as a Progressive Web App." msgstr "" #: doc/classes/JavaScript.xml msgid "" "Performs the live update of the progressive web app. Forcing the new version " "to be installed and the page to be reloaded.\n" "[b]Note:[/b] Your application will be [b]reloaded in all browser tabs[/b].\n" "[b]Note:[/b] Only relevant when exported as a Progressive Web App and " "[method pwa_needs_update] returns [code]true[/code]." msgstr "" #: doc/classes/JavaScript.xml msgid "" "Emitted when an update for this progressive web app has been detected but is " "waiting to be activated because a previous version is active. See [method " "pwa_update] to force the update to take place immediately." msgstr "" #: doc/classes/JavaScriptObject.xml msgid "A wrapper class for native JavaScript objects." msgstr "" #: doc/classes/JavaScriptObject.xml msgid "" "JavaScriptObject is used to interact with JavaScript objects retrieved or " "created via [method JavaScript.get_interface], [method JavaScript." "create_object], or [method JavaScript.create_callback].\n" "Example:\n" "[codeblock]\n" "extends Node\n" "\n" "var _my_js_callback = JavaScript.create_callback(self, \"myCallback\") # " "This reference must be kept\n" "var console = JavaScript.get_interface(\"console\")\n" "\n" "func _init():\n" " var buf = JavaScript.create_object(\"ArrayBuffer\", 10) # new " "ArrayBuffer(10)\n" " print(buf) # prints [JavaScriptObject:OBJECT_ID]\n" " var uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # new " "Uint8Array(buf)\n" " uint8arr[1] = 255\n" " prints(uint8arr[1], uint8arr.byteLength) # prints 255 10\n" " console.log(uint8arr) # prints in browser console \"Uint8Array(10) [ 0, " "255, 0, 0, 0, 0, 0, 0, 0, 0 ]\"\n" "\n" " # Equivalent of JavaScript: Array.from(uint8arr).forEach(myCallback)\n" " JavaScript.get_interface(\"Array\").from(uint8arr)." "forEach(_my_js_callback)\n" "\n" "func myCallback(args):\n" " # Will be called with the parameters passed to the \"forEach\" callback\n" " # [0, 0, [JavaScriptObject:1173]]\n" " # [255, 1, [JavaScriptObject:1173]]\n" " # ...\n" " # [0, 9, [JavaScriptObject:1180]]\n" " print(args)\n" "[/codeblock]\n" "[b]Note:[/b] Only available in the HTML5 platform." msgstr "" #: doc/classes/JNISingleton.xml msgid "" "Singleton that connects the engine with Android plugins to interface with " "native Android code." msgstr "" #: doc/classes/JNISingleton.xml msgid "" "The JNISingleton is implemented only in the Android export. It's used to " "call methods and connect signals from an Android plugin written in Java or " "Kotlin. Methods and signals can be called and connected to the JNISingleton " "as if it is a Node. See [url=https://en.wikipedia.org/wiki/" "Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more " "information." msgstr "" #: doc/classes/JNISingleton.xml msgid "Creating Android plugins" msgstr "" #: doc/classes/Joint.xml msgid "Base class for all 3D joints." msgstr "" #: doc/classes/Joint.xml msgid "" "Joints are used to bind together two physics bodies. They have a solver " "priority and can define if the bodies of the two attached nodes should be " "able to collide with each other." msgstr "" #: doc/classes/Joint.xml doc/classes/RigidBody.xml doc/classes/VehicleBody.xml #: doc/classes/VehicleWheel.xml msgid "3D Truck Town Demo" msgstr "" #: doc/classes/Joint.xml msgid "" "If [code]true[/code], the two bodies of the nodes are not able to collide " "with each other." msgstr "" #: doc/classes/Joint.xml msgid "The node attached to the first side (A) of the joint." msgstr "" #: doc/classes/Joint.xml msgid "The node attached to the second side (B) of the joint." msgstr "" #: doc/classes/Joint.xml msgid "" "The priority used to define which solver is executed first for multiple " "joints. The lower the value, the higher the priority." msgstr "" #: doc/classes/Joint2D.xml msgid "Base node for all joint constraints in 2D physics." msgstr "" #: doc/classes/Joint2D.xml msgid "" "Base node for all joint constraints in 2D physics. Joints take 2 bodies and " "apply a custom constraint." msgstr "" #: doc/classes/Joint2D.xml msgid "" "When [member node_a] and [member node_b] move in different directions the " "[code]bias[/code] controls how fast the joint pulls them back to their " "original position. The lower the [code]bias[/code] the more the two bodies " "can pull on the joint." msgstr "" #: doc/classes/Joint2D.xml msgid "" "If [code]true[/code], [member node_a] and [member node_b] can not collide." msgstr "" #: doc/classes/Joint2D.xml msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "" #: doc/classes/Joint2D.xml msgid "" "The second body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "" #: doc/classes/JSON.xml msgid "Helper class for parsing JSON data." msgstr "" #: doc/classes/JSON.xml msgid "" "Helper class for parsing JSON data. For usage example and other important " "hints, see [JSONParseResult]." msgstr "" #: doc/classes/JSON.xml msgid "" "Parses a JSON-encoded string and returns a [JSONParseResult] containing the " "result." msgstr "" #: doc/classes/JSON.xml msgid "" "Converts a [Variant] var to JSON text and returns the result. Useful for " "serializing data to store or send over the network.\n" "[b]Note:[/b] The JSON specification does not define integer or float types, " "but only a [i]number[/i] type. Therefore, converting a Variant to JSON text " "will convert all numerical values to [float] types.\n" "The [code]indent[/code] parameter controls if and how something is indented, " "the string used for this parameter will be used where there should be an " "indent in the output, even spaces like [code]\" \"[/code] will work. " "[code]\\t[/code] and [code]\\n[/code] can also be used for a tab indent, or " "to make a newline for each indent respectively.\n" "[b]Example output:[/b]\n" "[codeblock]\n" "## JSON.print(my_dictionary)\n" "{\"name\":\"my_dictionary\",\"version\":\"1.0.0\",\"entities\":[{\"name\":" "\"entity_0\",\"value\":\"value_0\"},{\"name\":\"entity_1\",\"value\":" "\"value_1\"}]}\n" "\n" "## JSON.print(my_dictionary, \"\\t\")\n" "{\n" " \"name\": \"my_dictionary\",\n" " \"version\": \"1.0.0\",\n" " \"entities\": [\n" " {\n" " \"name\": \"entity_0\",\n" " \"value\": \"value_0\"\n" " },\n" " {\n" " \"name\": \"entity_1\",\n" " \"value\": \"value_1\"\n" " }\n" " ]\n" "}\n" "\n" "## JSON.print(my_dictionary, \"...\")\n" "{\n" "...\"name\": \"my_dictionary\",\n" "...\"version\": \"1.0.0\",\n" "...\"entities\": [\n" "......{\n" ".........\"name\": \"entity_0\",\n" ".........\"value\": \"value_0\"\n" "......},\n" "......{\n" ".........\"name\": \"entity_1\",\n" ".........\"value\": \"value_1\"\n" "......}\n" "...]\n" "}\n" "[/codeblock]" msgstr "" #: doc/classes/JSONParseResult.xml msgid "Data class wrapper for decoded JSON." msgstr "" #: doc/classes/JSONParseResult.xml msgid "" "Returned by [method JSON.parse], [JSONParseResult] contains the decoded JSON " "or error information if the JSON source wasn't successfully parsed. You can " "check if the JSON source was successfully parsed with [code]if json_result." "error == OK[/code]." msgstr "" #: doc/classes/JSONParseResult.xml msgid "" "The error type if the JSON source was not successfully parsed. See the [enum " "Error] constants." msgstr "" #: doc/classes/JSONParseResult.xml msgid "" "The line number where the error occurred if the JSON source was not " "successfully parsed." msgstr "" #: doc/classes/JSONParseResult.xml msgid "" "The error message if the JSON source was not successfully parsed. See the " "[enum Error] constants." msgstr "" #: doc/classes/JSONParseResult.xml msgid "" "A [Variant] containing the parsed JSON. Use [method @GDScript.typeof] or the " "[code]is[/code] keyword to check if it is what you expect. For example, if " "the JSON source starts with curly braces ([code]{}[/code]), a [Dictionary] " "will be returned. If the JSON source starts with brackets ([code][][/code]), " "an [Array] will be returned.\n" "[b]Note:[/b] The JSON specification does not define integer or float types, " "but only a [i]number[/i] type. Therefore, parsing a JSON text will convert " "all numerical values to [float] types.\n" "[b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, " "thus, you should not rely on keys being in a certain order if a dictionary " "is constructed from JSON. In contrast, JSON arrays retain the order of their " "elements:\n" "[codeblock]\n" "var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n" "if typeof(p.result) == TYPE_ARRAY:\n" " print(p.result[0]) # Prints \"hello\"\n" "else:\n" " push_error(\"Unexpected results.\")\n" "[/codeblock]" msgstr "" "パースされた JSON を含む [Variant] です。[method @GDScript.typeof] または " "[code]is[/code] キーワードを使用して、結果が期待通りかどうかをチェックしま" "す。例えば、JSON ソースが波括弧 ([code]{}[/code]) で始まる場合、[Dictionary] " "が返されます。JSON ソースが角括弧 ([code][][/code]) で始まる場合は、[Array] " "が返されます。\n" "[b]注:[/b] JSONの規格で定義されているのは [i]数値型[/i] のみで、整数型と浮動" "小数点数型は無いので気をつけてください。そのため、JSONテキストをパースする際" "は、すべての数値型は [float] 型に変換されます。\n" "[b]注:[/b] Godotの辞書と異なり、JSONオブジェクトはキーの順序を保持しないの" "で、JSONから作成された辞書のキー順序は信頼してはいけません。その一方でJSONの" "配列は、要素の順序を維持します:\n" "[codeblock]\n" "var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n" "if typeof(p.result) == TYPE_ARRAY:\n" " print(p.result[0]) # \"hello\" と表示\n" "else:\n" " print(\"想定外の結果\")\n" "[/codeblock]" #: doc/classes/JSONRPC.xml msgid "A helper to handle dictionaries which look like JSONRPC documents." msgstr "" #: doc/classes/JSONRPC.xml msgid "" "[url=https://www.jsonrpc.org/]JSON-RPC[/url] is a standard which wraps a " "method call in a [JSON] object. The object has a particular structure and " "identifies which method is called, the parameters to that function, and " "carries an ID to keep track of responses. This class implements that " "standard on top of [Dictionary]; you will have to convert between a " "[Dictionary] and [JSON] with other functions." msgstr "" #: doc/classes/JSONRPC.xml msgid "" "Returns a dictionary in the form of a JSON-RPC notification. Notifications " "are one-shot messages which do not expect a response.\n" "- [code]method[/code]: Name of the method being called.\n" "- [code]params[/code]: An array or dictionary of parameters being passed to " "the method." msgstr "" #: doc/classes/JSONRPC.xml msgid "" "Returns a dictionary in the form of a JSON-RPC request. Requests are sent to " "a server with the expectation of a response. The ID field is used for the " "server to specify which exact request it is responding to.\n" "- [code]method[/code]: Name of the method being called.\n" "- [code]params[/code]: An array or dictionary of parameters being passed to " "the method.\n" "- [code]id[/code]: Uniquely identifies this request. The server is expected " "to send a response with the same ID." msgstr "" #: doc/classes/JSONRPC.xml msgid "" "When a server has received and processed a request, it is expected to send a " "response. If you did not want a response then you need to have sent a " "Notification instead.\n" "- [code]result[/code]: The return value of the function which was called.\n" "- [code]id[/code]: The ID of the request this response is targeted to." msgstr "" #: doc/classes/JSONRPC.xml msgid "" "Creates a response which indicates a previous reply has failed in some way.\n" "- [code]code[/code]: The error code corresponding to what kind of error this " "is. See the [enum ErrorCode] constants.\n" "- [code]message[/code]: A custom message about this error.\n" "- [code]id[/code]: The request this error is a response to." msgstr "" #: doc/classes/JSONRPC.xml msgid "" "Given a Dictionary which takes the form of a JSON-RPC request: unpack the " "request and run it. Methods are resolved by looking at the field called " "\"method\" and looking for an equivalently named function in the JSONRPC " "object. If one is found that method is called.\n" "To add new supported methods extend the JSONRPC class and call [method " "process_action] on your subclass.\n" "[code]action[/code]: The action to be run, as a Dictionary in the form of a " "JSON-RPC request or notification." msgstr "" #: doc/classes/JSONRPC.xml msgid "" "A method call was requested but no function of that name existed in the " "JSONRPC subclass." msgstr "" #: doc/classes/KinematicBody.xml msgid "Kinematic body 3D node." msgstr "" #: doc/classes/KinematicBody.xml msgid "" "Kinematic 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 character or a rigid body, these are the same as a static " "body. However, they have two main uses:\n" "[b]Simulated motion:[/b] When these bodies are moved manually, either from " "code or from an [AnimationPlayer] (with [member AnimationPlayer." "playback_process_mode] set to \"physics\"), the physics will automatically " "compute an estimate of their linear and angular velocity. This makes them " "very useful for moving platforms or other AnimationPlayer-controlled objects " "(like a door, a bridge that opens, etc).\n" "[b]Kinematic characters:[/b] KinematicBody also has an API for moving " "objects (the [method move_and_collide] and [method move_and_slide] methods) " "while performing collision tests. This makes them really useful to implement " "characters that collide against a world, but don't require advanced physics." msgstr "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "Kinematic character (2D)" msgstr "" #: doc/classes/KinematicBody.xml #, fuzzy msgid "" "Returns [code]true[/code] if the specified [code]axis[/code] is locked. See " "also [member move_lock_x], [member move_lock_y] and [member move_lock_z]." msgstr "" "指定した [code]plugin[/code] が有効な場合に [code]true[/code] を返します。プ" "ラグイン名はディレクトリ名と同じです。" #: doc/classes/KinematicBody.xml msgid "" "Returns the floor's collision angle at the last collision point according to " "[code]up_direction[/code], 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 "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "" "Returns the surface normal of the floor at the last collision point. Only " "valid after calling [method move_and_slide] or [method " "move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/" "code]." msgstr "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "" "Returns the linear velocity of the floor at the last collision point. Only " "valid after calling [method move_and_slide] or [method " "move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/" "code]." msgstr "" #: doc/classes/KinematicBody.xml msgid "" "Returns a [KinematicCollision], which contains information about the latest " "collision that occurred during the last call to [method move_and_slide]." msgstr "" #: doc/classes/KinematicBody.xml msgid "" "Returns a [KinematicCollision], which contains information about a collision " "that occurred during the last call to [method move_and_slide] or [method " "move_and_slide_with_snap]. 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_count] - 1)." msgstr "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "" "Returns the number of times the body collided and changed direction during " "the last call to [method move_and_slide] or [method " "move_and_slide_with_snap]." msgstr "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "" "Returns [code]true[/code] if the body collided with the ceiling on the last " "call of [method move_and_slide] or [method move_and_slide_with_snap]. " "Otherwise, returns [code]false[/code]." msgstr "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "" "Returns [code]true[/code] if the body collided with the floor on the last " "call of [method move_and_slide] or [method move_and_slide_with_snap]. " "Otherwise, returns [code]false[/code]." msgstr "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "" "Returns [code]true[/code] if the body collided with a wall on the last call " "of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, " "returns [code]false[/code]." msgstr "" #: doc/classes/KinematicBody.xml msgid "" "Moves the body along the vector [code]rel_vec[/code]. The body will stop if " "it collides. Returns a [KinematicCollision], which contains information " "about the collision when stopped, or when touching another body along the " "motion.\n" "If [code]test_only[/code] is [code]true[/code], the body does not move but " "the would-be collision information is given." msgstr "" #: doc/classes/KinematicBody.xml msgid "" "Moves the body along a vector. If the body collides with another, it will " "slide along the other body rather than stop immediately. If the other body " "is a [KinematicBody] or [RigidBody], 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" "This method should be used in [method Node._physics_process] (or in a method " "called by [method Node._physics_process]), as it uses the physics step's " "[code]delta[/code] value automatically in calculations. Otherwise, the " "simulation will run at an incorrect speed.\n" "[code]linear_velocity[/code] is the velocity vector (typically meters per " "second). Unlike in [method move_and_collide], you should [i]not[/i] multiply " "it by [code]delta[/code] — the physics engine handles applying the " "velocity.\n" "[code]up_direction[/code] is the up direction, used to determine what is a " "wall and what is a floor or a ceiling. If set to the default value of " "[code]Vector3(0, 0, 0)[/code], everything is considered a wall.\n" "If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on " "slopes when you include gravity in [code]linear_velocity[/code] and the body " "is standing still.\n" "If the body collides, it will change direction a maximum of " "[code]max_slides[/code] times before it stops.\n" "[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope " "is still considered a floor (or a ceiling), rather than a wall. The default " "value equals 45 degrees.\n" "If [code]infinite_inertia[/code] is [code]true[/code], body will be able to " "push [RigidBody] nodes, but it won't also detect any collisions with them. " "If [code]false[/code], it will interact with [RigidBody] nodes like with " "[StaticBody].\n" "Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a " "slide collision occurred. To get 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." msgstr "" #: doc/classes/KinematicBody.xml msgid "" "Moves the body while keeping it attached to slopes. Similar to [method " "move_and_slide].\n" "As long as the [code]snap[/code] vector is in contact with the ground, the " "body will remain attached to the surface. This means you must disable snap " "in order to jump, for example. You can do this by setting [code]snap[/code] " "to [code](0, 0, 0)[/code] or by using [method move_and_slide] instead." msgstr "" #: doc/classes/KinematicBody.xml msgid "" "Locks or unlocks the specified [code]axis[/code] depending on the value of " "[code]lock[/code]. See also [member move_lock_x], [member move_lock_y] and " "[member move_lock_z]." msgstr "" #: doc/classes/KinematicBody.xml msgid "" "Checks for collisions without moving the body. Virtually sets the node's " "position, scale and rotation to that of the given [Transform], then tries to " "move the body along the vector [code]rel_vec[/code]. Returns [code]true[/" "code] if a collision would stop the body from moving along the whole path.\n" "Use [method move_and_collide] instead for detecting collision with touching " "bodies." msgstr "" #: doc/classes/KinematicBody.xml msgid "Lock the body's X axis movement." msgstr "" #: doc/classes/KinematicBody.xml msgid "Lock the body's Y axis movement." msgstr "" #: doc/classes/KinematicBody.xml msgid "Lock the body's Z axis movement." msgstr "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "" "Extra margin used for collision recovery in motion functions (see [method " "move_and_collide], [method move_and_slide], [method " "move_and_slide_with_snap]).\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 kinematic " "bodies." msgstr "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "" "If [code]true[/code], the body's movement will be synchronized to the " "physics frame. This is useful when animating movement via [AnimationPlayer], " "for example on moving platforms. Do [b]not[/b] use together with [method " "move_and_slide] or [method move_and_collide] functions." msgstr "" #: doc/classes/KinematicBody.xml msgid "" "Lock the body's X axis movement. Deprecated alias for [member " "axis_lock_motion_x]." msgstr "" #: doc/classes/KinematicBody.xml msgid "" "Lock the body's Y axis movement. Deprecated alias for [member " "axis_lock_motion_y]." msgstr "" #: doc/classes/KinematicBody.xml msgid "" "Lock the body's Z axis movement. Deprecated alias for [member " "axis_lock_motion_z]." msgstr "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml 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 MovingPlatformApplyVelocityOnLeave] constants for " "available behavior." msgstr "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "Add the last platform velocity when you leave a moving platform." msgstr "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "" "Add the last platform 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 "" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml msgid "Do nothing when leaving a platform." msgstr "" #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." msgstr "" #: doc/classes/KinematicBody2D.xml msgid "" "Kinematic 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 character or a rigid body, these are the same as a static " "body. However, they have two main uses:\n" "[b]Simulated motion:[/b] When these bodies are moved manually, either from " "code or from an [AnimationPlayer] (with [member AnimationPlayer." "playback_process_mode] set to \"physics\"), the physics will automatically " "compute an estimate of their linear and angular velocity. This makes them " "very useful for moving platforms or other AnimationPlayer-controlled objects " "(like a door, a bridge that opens, etc).\n" "[b]Kinematic characters:[/b] KinematicBody2D also has an API for moving " "objects (the [method move_and_collide] and [method move_and_slide] methods) " "while performing collision tests. This makes them really useful to implement " "characters that collide against a world, but don't require advanced physics." msgstr "" #: doc/classes/KinematicBody2D.xml msgid "Using KinematicBody2D" msgstr "" #: doc/classes/KinematicBody2D.xml msgid "" "Returns the floor's collision angle at the last collision point according to " "[code]up_direction[/code], 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 "" #: doc/classes/KinematicBody2D.xml msgid "" "Returns a [KinematicCollision2D], which contains information about the " "latest collision that occurred during the last call to [method " "move_and_slide]." msgstr "" #: doc/classes/KinematicBody2D.xml msgid "" "Returns a [KinematicCollision2D], which contains information about a " "collision that occurred during the last call to [method move_and_slide] or " "[method move_and_slide_with_snap]. 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_count] - 1).\n" "[b]Example usage:[/b]\n" "[codeblock]\n" "for i in get_slide_count():\n" " var collision = get_slide_collision(i)\n" " print(\"Collided with: \", collision.collider.name)\n" "[/codeblock]" msgstr "" #: doc/classes/KinematicBody2D.xml msgid "" "Moves the body along the vector [code]rel_vec[/code]. The body will stop if " "it collides. Returns a [KinematicCollision2D], which contains information " "about the collision when stopped, or when touching another body along the " "motion.\n" "If [code]test_only[/code] is [code]true[/code], the body does not move but " "the would-be collision information is given." msgstr "" #: doc/classes/KinematicBody2D.xml msgid "" "Moves the body along a vector. If the body collides with another, it will " "slide along the other body rather than stop immediately. If the other body " "is a [KinematicBody2D] 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" "This method should be used in [method Node._physics_process] (or in a method " "called by [method Node._physics_process]), as it uses the physics step's " "[code]delta[/code] value automatically in calculations. Otherwise, the " "simulation will run at an incorrect speed.\n" "[code]linear_velocity[/code] is the velocity vector in pixels per second. " "Unlike in [method move_and_collide], you should [i]not[/i] multiply it by " "[code]delta[/code] — the physics engine handles applying the velocity.\n" "[code]up_direction[/code] is the up direction, used to determine what is a " "wall and what is a floor or a ceiling. If set to the default value of " "[code]Vector2(0, 0)[/code], everything is considered a wall. This is useful " "for topdown games.\n" "If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on " "slopes when you include gravity in [code]linear_velocity[/code] and the body " "is standing still.\n" "If the body collides, it will change direction a maximum of " "[code]max_slides[/code] times before it stops.\n" "[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope " "is still considered a floor (or a ceiling), rather than a wall. The default " "value equals 45 degrees.\n" "If [code]infinite_inertia[/code] is [code]true[/code], body will be able to " "push [RigidBody2D] nodes, but it won't also detect any collisions with them. " "If [code]false[/code], it will interact with [RigidBody2D] nodes like with " "[StaticBody2D].\n" "Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a " "slide collision occurred. To get 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." msgstr "" #: doc/classes/KinematicBody2D.xml msgid "" "Moves the body while keeping it attached to slopes. Similar to [method " "move_and_slide].\n" "As long as the [code]snap[/code] vector is in contact with the ground, the " "body will remain attached to the surface. This means you must disable snap " "in order to jump, for example. You can do this by setting [code]snap[/code] " "to [code](0, 0)[/code] or by using [method move_and_slide] instead." msgstr "" #: doc/classes/KinematicBody2D.xml msgid "" "Checks for collisions without moving the body. Virtually sets the node's " "position, scale and rotation to that of the given [Transform2D], then tries " "to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/" "code] if a collision would stop the body from moving along the whole path.\n" "Use [method move_and_collide] instead for detecting collision with touching " "bodies." msgstr "" #: doc/classes/KinematicCollision.xml msgid "Collision data for [KinematicBody] collisions." msgstr "" #: doc/classes/KinematicCollision.xml msgid "" "Contains collision data for [KinematicBody] collisions. When a " "[KinematicBody] is moved using [method KinematicBody.move_and_collide], it " "stops if it detects a collision with another body. If a collision is " "detected, a KinematicCollision object is returned.\n" "This object contains information about the collision, including the " "colliding object, the remaining motion, and the collision position. This " "information can be used to calculate a collision response." msgstr "" #: doc/classes/KinematicCollision.xml msgid "" "The collision angle according to [code]up_direction[/code], which is " "[code]Vector3.UP[/code] by default. This value is always positive." msgstr "" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding body." msgstr "" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "" "The colliding body's unique instance ID. See [method Object.get_instance_id]." msgstr "" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding body's metadata. See [Object]." msgstr "" #: doc/classes/KinematicCollision.xml msgid "The colliding body's [RID] used by the [PhysicsServer]." msgstr "" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding body's shape." msgstr "" #: doc/classes/KinematicCollision.xml msgid "The colliding shape's index. See [CollisionObject]." msgstr "" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding object's velocity." msgstr "" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The moving object's colliding shape." msgstr "" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The colliding body's shape's normal at the point of collision." msgstr "" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The point of collision, in global coordinates." msgstr "" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The moving object's remaining movement vector." msgstr "" #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml msgid "The distance the moving object traveled before collision." msgstr "" #: doc/classes/KinematicCollision2D.xml msgid "Collision data for [KinematicBody2D] collisions." msgstr "" #: doc/classes/KinematicCollision2D.xml msgid "" "Contains collision data for [KinematicBody2D] collisions. When a " "[KinematicBody2D] is moved using [method KinematicBody2D.move_and_collide], " "it stops if it detects a collision with another body. If a collision is " "detected, a KinematicCollision2D object is returned.\n" "This object contains information about the collision, including the " "colliding object, the remaining motion, and the collision position. This " "information can be used to calculate a collision response." msgstr "" #: doc/classes/KinematicCollision2D.xml msgid "" "The collision angle according to [code]up_direction[/code], which is " "[code]Vector2.UP[/code] by default. This value is always positive." msgstr "" #: doc/classes/KinematicCollision2D.xml msgid "The colliding body's [RID] used by the [Physics2DServer]." msgstr "" #: doc/classes/KinematicCollision2D.xml msgid "The colliding shape's index. See [CollisionObject2D]." msgstr "" #: doc/classes/Label.xml msgid "" "Displays plain text in a line or wrapped inside a rectangle. For formatted " "text, use [RichTextLabel]." msgstr "" #: doc/classes/Label.xml msgid "" "Label displays plain text on the screen. It gives you control over the " "horizontal and vertical alignment and can wrap the text inside the node's " "bounding rectangle. It doesn't support bold, italics, or other formatting. " "For that, use [RichTextLabel] instead.\n" "[b]Note:[/b] Contrarily to most other [Control]s, Label's [member Control." "mouse_filter] defaults to [constant Control.MOUSE_FILTER_IGNORE] (i.e. it " "doesn't react to mouse input events). This implies that a label won't " "display any configured [member Control.hint_tooltip], unless you change its " "mouse filter.\n" "[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most " "emoji) are [i]not[/i] supported on Windows. They will display as unknown " "characters instead. This will be resolved in Godot 4.0." msgstr "" #: doc/classes/Label.xml msgid "Returns the amount of lines of text the Label has." msgstr "" #: doc/classes/Label.xml msgid "Returns the font size in pixels." msgstr "" #: doc/classes/Label.xml msgid "" "Returns the total number of printable characters in the text (excluding " "spaces and newlines)." msgstr "" #: doc/classes/Label.xml msgid "" "Returns the number of lines shown. Useful if the [Label]'s height cannot " "currently display all lines." msgstr "" #: doc/classes/Label.xml msgid "" "Controls the text's horizontal align. Supports left, center, right, and " "fill, or justify. Set it to one of the [enum Align] constants." msgstr "" #: doc/classes/Label.xml msgid "" "If [code]true[/code], wraps the text inside the node's bounding rectangle. " "If you resize the node, it will change its height automatically to show all " "the text." msgstr "" #: doc/classes/Label.xml msgid "" "If [code]true[/code], the Label only shows the text that fits inside its " "bounding rectangle and will clip text horizontally." msgstr "" #: doc/classes/Label.xml msgid "" "The node ignores the first [code]lines_skipped[/code] lines before it starts " "to display text." msgstr "" #: doc/classes/Label.xml msgid "Limits the lines of text the node shows on screen." msgstr "" #: doc/classes/Label.xml msgid "" "Limits the amount of visible characters. If you set [code]percent_visible[/" "code] to 0.5, only up to half of the text's characters will display on " "screen. Useful to animate the text in a dialog box." msgstr "" #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "The text to display on screen." msgstr "" #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "If [code]true[/code], all the text displays as UPPERCASE." msgstr "" #: doc/classes/Label.xml msgid "" "Controls the text's vertical align. Supports top, center, bottom, and fill. " "Set it to one of the [enum VAlign] constants." msgstr "" #: doc/classes/Label.xml msgid "Restricts the number of characters to display. Set to -1 to disable." msgstr "" #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows to the left (default)." msgstr "" #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows centered." msgstr "" #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows to the right." msgstr "" #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Expand row whitespaces to fit the width." msgstr "" #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the top." msgstr "" #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the center." msgstr "" #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the bottom." msgstr "" #: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text by spreading the rows." msgstr "" #: doc/classes/Label.xml msgid "Default text [Color] of the [Label]." msgstr "" #: doc/classes/Label.xml msgid "[Color] of the text's shadow effect." msgstr "" #: doc/classes/Label.xml msgid "The tint of [Font]'s outline. See [member DynamicFont.outline_color]." msgstr "" #: doc/classes/Label.xml msgid "Vertical space between lines in multiline [Label]." msgstr "" #: doc/classes/Label.xml msgid "" "Boolean value. If set to 1 ([code]true[/code]), the shadow will be displayed " "around the whole text as an outline." msgstr "" #: doc/classes/Label.xml msgid "The horizontal offset of the text's shadow." msgstr "" #: doc/classes/Label.xml msgid "The vertical offset of the text's shadow." msgstr "" #: doc/classes/Label.xml msgid "[Font] used for the [Label]'s text." msgstr "" #: doc/classes/Label.xml msgid "Background [StyleBox] for the [Label]." msgstr "" #: doc/classes/Label3D.xml msgid "Displays plain text in a 3D world." msgstr "" #: doc/classes/Label3D.xml msgid "" "Label3D displays plain text in a 3D world. It gives you control over the " "horizontal and vertical alignment." msgstr "" #: doc/classes/Label3D.xml msgid "" "Returns a [TriangleMesh] with the label's vertices following its current " "configuration (such as its [member pixel_size])." msgstr "" #: doc/classes/Label3D.xml #, fuzzy msgid "" "If [code]true[/code], the specified flag will be enabled. See [enum Label3D." "DrawFlags] for a list of flags." msgstr "" "指定したフラグが有効な場合、[code]true[/code] を返します。オプションについて" "は [enum Flags] 列挙子を参照してください。" #: doc/classes/Label3D.xml #, fuzzy msgid "" "The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for " "possible values." msgstr "" "この [AnimationTree] のプロセスモード。利用可能なモードは [enum " "AnimationProcessMode] を参照してください。" #: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml msgid "Threshold at which the alpha scissor will discard values." msgstr "アルファシザーが値を破棄する際のしきい値です。" #: doc/classes/Label3D.xml #, fuzzy msgid "If [code]true[/code], wraps the text to the [member width]." msgstr "" "[code]true[/code]の場合、頂点の伸長設定を有効にします。[member grow_amount]を" "参照してください。" #: doc/classes/Label3D.xml #, fuzzy msgid "" "The billboard mode to use for the label. See [enum SpatialMaterial." "BillboardMode] for possible values." msgstr "" "この [AnimationTree] のプロセスモード。利用可能なモードは [enum " "AnimationProcessMode] を参照してください。" #: doc/classes/Label3D.xml 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 "" #: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml #, fuzzy msgid "" "If [code]true[/code], the label is rendered at the same size regardless of " "distance." msgstr "" "[code]true[/code]の場合、オブジェクトは距離に関係なく同じサイズでレンダリング" "されます。" #: doc/classes/Label3D.xml #, fuzzy msgid "[Font] used for the [Label3D]'s text." msgstr "編集済みプロパティ用のヒントなし。" #: doc/classes/Label3D.xml msgid "" "Controls the text's horizontal alignment. Supports left, center, right. Set " "it to one of the [enum Align] constants." msgstr "" #: doc/classes/Label3D.xml msgid "Vertical space between lines in multiline [Label3D]." msgstr "" #: doc/classes/Label3D.xml msgid "Text [Color] of the [Label3D]." msgstr "" #: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml #: doc/classes/SpriteBase3D.xml msgid "" "If [code]true[/code], depth testing is disabled and the object will be drawn " "in render order." msgstr "" "[code]true[/code] の場合、深度テストは無効になり、オブジェクトはレンダリング" "順に描画されます。" #: doc/classes/Label3D.xml #, fuzzy msgid "The text drawing offset (in pixels)." msgstr "テクスチャの描写オフセット。" #: doc/classes/Label3D.xml #, fuzzy msgid "The tint of [Font]'s outline." msgstr "円柱の高さ。" #: doc/classes/Label3D.xml msgid "" "Sets the render priority for the text outline. Higher priority objects will " "be sorted in front of lower priority objects.\n" "[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant " "ALPHA_CUT_DISABLED] (default value).\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 "" #: doc/classes/Label3D.xml msgid "The size of one pixel's width on the label to scale it in 3D." msgstr "" #: doc/classes/Label3D.xml msgid "" "Sets the render priority for the text. Higher priority objects will be " "sorted in front of lower priority objects.\n" "[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant " "ALPHA_CUT_DISABLED] (default value).\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 "" #: doc/classes/Label3D.xml #, fuzzy msgid "" "If [code]true[/code], the [Light] in the [Environment] has effects on the " "label." msgstr "" "[code]true[/code] のとき、他のモニタリングしているエリアがこのエリアを検出で" "きます。" #: doc/classes/Label3D.xml msgid "" "Controls the text's vertical alignment. Supports top, center, bottom. Set it " "to one of the [enum VAlign] constants." msgstr "" #: doc/classes/Label3D.xml msgid "Text width (in pixels), used for autowrap and fill alignment." msgstr "" #: doc/classes/Label3D.xml #, fuzzy msgid "If set, lights in the environment affect the label." msgstr "" "[code]true[/code] のとき、他のモニタリングしているエリアがこのエリアを検出で" "きます。" #: doc/classes/Label3D.xml msgid "" "If set, text can be seen from the back as well. If not, the text is " "invisible when looking at it from behind." msgstr "" #: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml #: doc/classes/SpriteBase3D.xml msgid "" "Disables the depth test, so this object is drawn on top of all others. " "However, objects drawn after it in the draw order may cover it." msgstr "" "深度テストを無効にし、このオブジェクトは他のすべてのオブジェクトの上に描画さ" "れます。ただし、描画順において後で描画されたオブジェクトは、このオブジェクト" "を覆うことができます。" #: doc/classes/Label3D.xml #, fuzzy msgid "" "Label is scaled by depth so that it always appears the same size on screen." msgstr "" "画面上に常に同じサイズで表示されるように、オブジェクトが奥行きで拡縮されま" "す。" #: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml msgid "Represents the size of the [enum DrawFlags] enum." msgstr "" #: doc/classes/Label3D.xml msgid "" "This mode performs standard alpha blending. It can display translucent " "areas, but transparency sorting issues may be visible when multiple " "transparent materials are overlapping." msgstr "" #: doc/classes/Label3D.xml msgid "" "This mode only allows fully transparent or fully opaque pixels. This mode is " "also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n" "[b]Note:[/b] This mode might have issues with anti-aliased fonts and " "outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n" "[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive " "scripts), this mode might have transparency sorting issues between the main " "text and the outline." msgstr "" #: doc/classes/Label3D.xml msgid "" "This mode draws fully opaque pixels in the depth prepass. This is slower " "than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it " "allows displaying translucent areas and smooth edges while using proper " "sorting.\n" "[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive " "scripts), this mode might have transparency sorting issues between the main " "text and the outline." msgstr "" #: doc/classes/LargeTexture.xml msgid "" "[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with " "offsets." msgstr "" #: doc/classes/LargeTexture.xml msgid "" "[i]Deprecated (will be removed in Godot 4.0).[/i] A [Texture] capable of " "storing many smaller textures with offsets.\n" "You can dynamically add pieces ([Texture]s) to this [LargeTexture] using " "different offsets." msgstr "" #: doc/classes/LargeTexture.xml msgid "" "Adds [code]texture[/code] to this [LargeTexture], starting on offset " "[code]ofs[/code]." msgstr "" #: doc/classes/LargeTexture.xml msgid "Clears the [LargeTexture]." msgstr "" #: doc/classes/LargeTexture.xml msgid "Returns the number of pieces currently in this [LargeTexture]." msgstr "" #: doc/classes/LargeTexture.xml msgid "Returns the offset of the piece with the index [code]idx[/code]." msgstr "" #: doc/classes/LargeTexture.xml #, fuzzy msgid "Returns the [Texture] of the piece with the index [code]idx[/code]." msgstr "インデックス [code]bus_idx[/code] を持つバスの名前を返します。" #: doc/classes/LargeTexture.xml msgid "" "Sets the offset of the piece with the index [code]idx[/code] to [code]ofs[/" "code]." msgstr "" #: doc/classes/LargeTexture.xml #, fuzzy msgid "" "Sets the [Texture] of the piece with index [code]idx[/code] to " "[code]texture[/code]." msgstr "" "インデックス [code]bus_idx[/code] のバス名を [code]name[/code] に設定します。" #: doc/classes/LargeTexture.xml msgid "Sets the size of this [LargeTexture]." msgstr "" #: doc/classes/Light.xml msgid "Provides a base class for different kinds of light nodes." msgstr "" #: doc/classes/Light.xml msgid "" "Light is the [i]abstract[/i] base class for light nodes. As it can't be " "instanced, it shouldn't be used directly. Other types of light nodes inherit " "from it. Light contains the common variables and parameters used for " "lighting." msgstr "" #: doc/classes/Light.xml doc/classes/SpotLight.xml msgid "3D lights and shadows" msgstr "" #: doc/classes/Light.xml #, fuzzy msgid "Returns the value of the specified [enum Light.Param] parameter." msgstr "指定した [enum TextureParam] に関連付けられた [Texture] を返します。" #: doc/classes/Light.xml #, fuzzy msgid "Sets the value of the specified [enum Light.Param] parameter." msgstr "指定した [enum TextureParam] に関連付けられた [Texture] を返します。" #: doc/classes/Light.xml msgid "" "If [code]true[/code], the light only appears in the editor and will not be " "visible at runtime." msgstr "" #: doc/classes/Light.xml msgid "The light's bake mode. See [enum BakeMode]." msgstr "" #: doc/classes/Light.xml 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 "" #: doc/classes/Light.xml msgid "The light will affect objects in the selected layers." msgstr "" #: doc/classes/Light.xml msgid "" "The light's strength multiplier (this is not a physical unit). For " "[OmniLight] and [SpotLight], changing this value will only change the light " "color's intensity, not the light's radius." msgstr "" #: doc/classes/Light.xml msgid "" "Secondary multiplier used with indirect light (light bounces). This works on " "both [BakedLightmap] and [GIProbe]." msgstr "" #: doc/classes/Light.xml msgid "" "If [code]true[/code], the light's effect is reversed, darkening areas and " "casting bright shadows." msgstr "" #: doc/classes/Light.xml msgid "" "The size of the light in Godot units. Only considered in baked lightmaps and " "only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing " "this value will make the shadows appear blurrier. This can be used to " "simulate area lights to an extent." msgstr "" #: doc/classes/Light.xml msgid "" "The intensity of the specular blob in objects affected by the light. At " "[code]0[/code], the light becomes a pure diffuse light. When not baking " "emission, this can be used to avoid unrealistic reflections when placing " "lights above an emissive surface." msgstr "" #: doc/classes/Light.xml msgid "" "Used to adjust shadow appearance. Too small a value results in self-" "shadowing (\"shadow acne\"), while too large a value causes shadows to " "separate from casters (\"peter-panning\"). Adjust as needed." msgstr "" #: doc/classes/Light.xml msgid "The color of shadows cast by this light." msgstr "" #: doc/classes/Light.xml msgid "" "Attempts to reduce [member shadow_bias] gap by rendering screen-space " "contact shadows. This has a performance impact, especially at higher " "values.\n" "[b]Note:[/b] Contact shadows can look broken, so leaving this property to " "[code]0.0[/code] is recommended." msgstr "" #: doc/classes/Light.xml msgid "If [code]true[/code], the light will cast shadows." msgstr "" #: doc/classes/Light.xml msgid "" "If [code]true[/code], reverses the backface culling of the mesh. This can be " "useful when you have a flat mesh that has a light behind it. If you need to " "cast a shadow on both sides of the mesh, set the mesh to use double-sided " "shadows with [constant GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED]." msgstr "" #: doc/classes/Light.xml msgid "Constant for accessing [member light_energy]." msgstr "" #: doc/classes/Light.xml msgid "Constant for accessing [member light_indirect_energy]." msgstr "" #: doc/classes/Light.xml msgid "Constant for accessing [member light_size]." msgstr "" #: doc/classes/Light.xml msgid "Constant for accessing [member light_specular]." msgstr "" #: doc/classes/Light.xml msgid "" "Constant for accessing [member OmniLight.omni_range] or [member SpotLight." "spot_range]." msgstr "" #: doc/classes/Light.xml msgid "" "Constant for accessing [member OmniLight.omni_attenuation] or [member " "SpotLight.spot_attenuation]." msgstr "" #: doc/classes/Light.xml #, fuzzy msgid "Constant for accessing [member SpotLight.spot_angle]." msgstr "[member heightmap_enabled] 設定用の定数です。" #: doc/classes/Light.xml #, fuzzy msgid "Constant for accessing [member SpotLight.spot_angle_attenuation]." msgstr "[member heightmap_enabled] 設定用の定数です。" #: doc/classes/Light.xml #, fuzzy msgid "Constant for accessing [member shadow_contact]." msgstr "[member ao_enabled] 設定用の定数です。" #: doc/classes/Light.xml #, fuzzy msgid "" "Constant for accessing [member DirectionalLight." "directional_shadow_max_distance]." msgstr "[member refraction_enabled] 設定用の定数です。" #: doc/classes/Light.xml #, fuzzy msgid "" "Constant for accessing [member DirectionalLight.directional_shadow_split_1]." msgstr "[member refraction_enabled] 設定用の定数です。" #: doc/classes/Light.xml #, fuzzy msgid "" "Constant for accessing [member DirectionalLight.directional_shadow_split_2]." msgstr "[member refraction_enabled] 設定用の定数です。" #: doc/classes/Light.xml #, fuzzy msgid "" "Constant for accessing [member DirectionalLight.directional_shadow_split_3]." msgstr "[member refraction_enabled] 設定用の定数です。" #: doc/classes/Light.xml #, fuzzy msgid "" "Constant for accessing [member DirectionalLight." "directional_shadow_normal_bias]." msgstr "[member refraction_enabled] 設定用の定数です。" #: doc/classes/Light.xml msgid "Constant for accessing [member shadow_bias]." msgstr "" #: doc/classes/Light.xml #, fuzzy msgid "" "Constant for accessing [member DirectionalLight." "directional_shadow_bias_split_scale]." msgstr "[member refraction_enabled] 設定用の定数です。" #: doc/classes/Light.xml msgid "" "Light is ignored when baking.\n" "[b]Note:[/b] Hiding a light does [i]not[/i] affect baking." msgstr "" #: doc/classes/Light.xml msgid "Only indirect lighting will be baked (default)." msgstr "" #: doc/classes/Light.xml msgid "" "Both direct and indirect light will be baked.\n" "[b]Note:[/b] You should hide the light if you don't want it to appear twice " "(dynamic and baked)." msgstr "" #: doc/classes/Light2D.xml msgid "Casts light in a 2D environment." msgstr "" #: doc/classes/Light2D.xml msgid "" "Casts light in a 2D environment. Light is defined by a (usually grayscale) " "texture, a color, an energy value, a mode (see constants), and various other " "parameters (range and shadows-related).\n" "[b]Note:[/b] Light2D can also be used as a mask." msgstr "" #: doc/classes/Light2D.xml msgid "The Light2D's [Color]." msgstr "" #: doc/classes/Light2D.xml msgid "If [code]true[/code], Light2D will only appear when editing the scene." msgstr "" #: doc/classes/Light2D.xml msgid "If [code]true[/code], Light2D will emit light." msgstr "" #: doc/classes/Light2D.xml msgid "" "The Light2D's energy value. The larger the value, the stronger the light." msgstr "" #: doc/classes/Light2D.xml msgid "The Light2D's mode. See [enum Mode] constants for values." msgstr "" #: doc/classes/Light2D.xml msgid "The offset of the Light2D's [code]texture[/code]." msgstr "" #: doc/classes/Light2D.xml msgid "The height of the Light2D. Used with 2D normal mapping." msgstr "" #: doc/classes/Light2D.xml msgid "" "The layer mask. Only objects with a matching mask will be affected by the " "Light2D." msgstr "" #: doc/classes/Light2D.xml msgid "Maximum layer value of objects that are affected by the Light2D." msgstr "" #: doc/classes/Light2D.xml msgid "Minimum layer value of objects that are affected by the Light2D." msgstr "" #: doc/classes/Light2D.xml msgid "" "Maximum [code]z[/code] value of objects that are affected by the Light2D." msgstr "" #: doc/classes/Light2D.xml msgid "" "Minimum [code]z[/code] value of objects that are affected by the Light2D." msgstr "" #: doc/classes/Light2D.xml msgid "Shadow buffer size." msgstr "" #: doc/classes/Light2D.xml msgid "[Color] of shadows cast by the Light2D." msgstr "" #: doc/classes/Light2D.xml msgid "If [code]true[/code], the Light2D will cast shadows." msgstr "" #: doc/classes/Light2D.xml msgid "Shadow filter type. See [enum ShadowFilter] for possible values." msgstr "" #: doc/classes/Light2D.xml msgid "Smoothing value for shadows." msgstr "" #: doc/classes/Light2D.xml msgid "Smooth shadow gradient length." msgstr "" #: doc/classes/Light2D.xml msgid "" "The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders " "with a matching light mask will cast shadows." msgstr "" #: doc/classes/Light2D.xml msgid "[Texture] used for the Light2D's appearance." msgstr "" #: doc/classes/Light2D.xml msgid "The [code]texture[/code]'s scale factor." msgstr "" #: doc/classes/Light2D.xml 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 "" #: doc/classes/Light2D.xml msgid "" "Subtracts the value of pixels corresponding to the Light2D to the values of " "pixels under it, resulting in inversed light effect." msgstr "" #: doc/classes/Light2D.xml msgid "" "Mix the value of pixels corresponding to the Light2D to the values of pixels " "under it by linear interpolation." msgstr "" #: doc/classes/Light2D.xml msgid "" "The light texture of the Light2D is used as a mask, hiding or revealing " "parts of the screen underneath depending on the value of each pixel of the " "light (mask) texture." msgstr "" #: doc/classes/Light2D.xml msgid "No filter applies to the shadow map. See [member shadow_filter]." msgstr "" #: doc/classes/Light2D.xml msgid "" "Percentage closer filtering (3 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" #: doc/classes/Light2D.xml msgid "" "Percentage closer filtering (5 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" #: doc/classes/Light2D.xml msgid "" "Percentage closer filtering (7 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" #: doc/classes/Light2D.xml msgid "" "Percentage closer filtering (9 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" #: doc/classes/Light2D.xml msgid "" "Percentage closer filtering (13 samples) applies to the shadow map. See " "[member shadow_filter]." msgstr "" #: doc/classes/LightOccluder2D.xml msgid "Occludes light cast by a Light2D, casting shadows." msgstr "" #: doc/classes/LightOccluder2D.xml msgid "" "Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must " "be provided with an [OccluderPolygon2D] in order for the shadow to be " "computed." msgstr "" #: doc/classes/LightOccluder2D.xml msgid "" "The LightOccluder2D's light mask. The LightOccluder2D will cast shadows only " "from Light2D(s) that have the same light mask(s)." msgstr "" #: doc/classes/LightOccluder2D.xml msgid "The [OccluderPolygon2D] used to compute the shadow." msgstr "" #: doc/classes/Line2D.xml msgid "A 2D line." msgstr "" #: doc/classes/Line2D.xml msgid "" "A line through several points in 2D space. Supports varying width and color " "over the line's length, texturing, and several cap/joint types.\n" "[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a " "time. To increase this limit, open the Project Settings and increase [member " "ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and " "[member ProjectSettings.rendering/limits/buffers/" "canvas_polygon_index_buffer_size_kb]." msgstr "" #: doc/classes/Line2D.xml msgid "" "Adds a point with the specified [code]position[/code] relative to the line's " "own position. Appends the new point at the end of the point list.\n" "If [code]index[/code] is given, the new point is inserted before the " "existing point identified by index [code]index[/code]. Every existing point " "starting from [code]index[/code] is shifted further down the list of points. " "The index must be greater than or equal to [code]0[/code] and must not " "exceed the number of existing points in the line. See [method " "get_point_count]." msgstr "" #: doc/classes/Line2D.xml msgid "Removes all points from the line." msgstr "" #: doc/classes/Line2D.xml #, fuzzy msgid "Returns the amount of points in the line." msgstr "アニメーションのトラック数を返します。" #: doc/classes/Line2D.xml #, fuzzy msgid "Returns the position of the point at index [code]index[/code]." msgstr "インデックス [code]point[/code] のポイントの位置を返します。" #: doc/classes/Line2D.xml #, fuzzy msgid "Removes the point at index [code]index[/code] from the line." msgstr "" "ブレンド空間からインデックス [code]point[/code] のポイントを削除します。" #: doc/classes/Line2D.xml #, fuzzy msgid "" "Overwrites the position of the point at index [code]index[/code] with the " "supplied [code]position[/code]." msgstr "" "インデックス [code]triangle[/code] の三角形内にある、インデックス " "[code]point[/code] のポイントの位置を返します。" #: doc/classes/Line2D.xml msgid "" "If [code]true[/code], the line's border will attempt to perform antialiasing " "by drawing thin OpenGL smooth lines on the line's edges.\n" "[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] " "is [code]true[/code].\n" "[b]Note:[/b] Due to how it works, built-in antialiasing will not look " "correct for translucent lines and may not work on certain platforms. As a " "workaround, install the [url=https://github.com/godot-extended-libraries/" "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " "AntialiasedLine2D node. That node relies on a texture with custom mipmaps to " "perform antialiasing. 2D batching is also still supported with those " "antialiased lines." msgstr "" #: doc/classes/Line2D.xml msgid "" "Controls the style of the line's first point. Use [enum LineCapMode] " "constants." msgstr "" #: doc/classes/Line2D.xml msgid "The line's color. Will not be used if a gradient is set." msgstr "" #: doc/classes/Line2D.xml msgid "" "Controls the style of the line's last point. Use [enum LineCapMode] " "constants." msgstr "" #: doc/classes/Line2D.xml msgid "" "The gradient is drawn through the whole line from start to finish. The " "default color will not be used if a gradient is set." msgstr "" #: doc/classes/Line2D.xml msgid "The style for the points between the start and the end." msgstr "" #: doc/classes/Line2D.xml msgid "" "The points that form the lines. The line is drawn between every point set in " "this array. Points are interpreted as local vectors." msgstr "" #: doc/classes/Line2D.xml msgid "" "The smoothness of the rounded joints and caps. Higher values result in " "smoother corners, but are more demanding to render and update. This is only " "used if a cap or joint is set as round.\n" "[b]Note:[/b] The default value is tuned for lines with the default [member " "width]. For thin lines, this value should be reduced to a number between " "[code]2[/code] and [code]4[/code] to improve performance." msgstr "" #: doc/classes/Line2D.xml msgid "" "The direction difference in radians between vector points. This value is " "only used if [member joint_mode] is set to [constant LINE_JOINT_SHARP]." msgstr "" #: doc/classes/Line2D.xml msgid "" "The texture used for the line's texture. Uses [code]texture_mode[/code] for " "drawing style." msgstr "" #: doc/classes/Line2D.xml msgid "" "The style to render the [code]texture[/code] on the line. Use [enum " "LineTextureMode] constants." msgstr "" #: doc/classes/Line2D.xml msgid "The line's width." msgstr "" #: doc/classes/Line2D.xml msgid "" "The line's width varies with the curve. The original width is simply " "multiply by the value of the Curve." msgstr "" #: doc/classes/Line2D.xml msgid "" "The line's joints will be pointy. If [code]sharp_limit[/code] is greater " "than the rotation of a joint, it becomes a bevel joint instead." msgstr "" #: doc/classes/Line2D.xml msgid "The line's joints will be bevelled/chamfered." msgstr "" #: doc/classes/Line2D.xml msgid "The line's joints will be rounded." msgstr "" #: doc/classes/Line2D.xml msgid "Don't draw a line cap." msgstr "" #: doc/classes/Line2D.xml msgid "Draws the line cap as a box." msgstr "" #: doc/classes/Line2D.xml msgid "Draws the line cap as a circle." msgstr "" #: doc/classes/Line2D.xml msgid "" "Takes the left pixels of the texture and renders it over the whole line." msgstr "" #: doc/classes/Line2D.xml msgid "" "Tiles the texture over the line. The texture must be imported with " "[b]Repeat[/b] enabled for it to work properly." msgstr "" #: doc/classes/Line2D.xml msgid "" "Stretches the texture across the line. Import the texture with [b]Repeat[/b] " "disabled for best results." msgstr "" #: doc/classes/LineEdit.xml msgid "Control that provides single-line string editing." msgstr "" #: doc/classes/LineEdit.xml msgid "" "LineEdit provides a single-line string editor, used for text fields.\n" "It features many built-in shortcuts which will always be available " "([code]Ctrl[/code] here maps to [code]Command[/code] on macOS):\n" "- Ctrl + C: Copy\n" "- Ctrl + X: Cut\n" "- Ctrl + V or Ctrl + Y: Paste/\"yank\"\n" "- Ctrl + Z: Undo\n" "- Ctrl + Shift + Z: Redo\n" "- Ctrl + U: Delete text from the cursor position to the beginning of the " "line\n" "- Ctrl + K: Delete text from the cursor position to the end of the line\n" "- Ctrl + A: Select all text\n" "- Up/Down arrow: Move the cursor to the beginning/end of the line\n" "On macOS, some extra keyboard shortcuts are available:\n" "- Ctrl + F: Like the right arrow key, move the cursor one character right\n" "- Ctrl + B: Like the left arrow key, move the cursor one character left\n" "- Ctrl + P: Like the up arrow key, move the cursor to the previous line\n" "- Ctrl + N: Like the down arrow key, move the cursor to the next line\n" "- Ctrl + D: Like the Delete key, delete the character on the right side of " "cursor\n" "- Ctrl + H: Like the Backspace key, delete the character on the left side of " "the cursor\n" "- Command + Left arrow: Like the Home key, move the cursor to the beginning " "of the line\n" "- Command + Right arrow: Like the End key, move the cursor to the end of the " "line" msgstr "" #: doc/classes/LineEdit.xml msgid "" "Adds [code]text[/code] after the cursor. If the resulting value is longer " "than [member max_length], nothing happens." msgstr "" #: doc/classes/LineEdit.xml msgid "Erases the [LineEdit]'s [member text]." msgstr "" #: doc/classes/LineEdit.xml msgid "" "Deletes one character at the cursor's current position (equivalent to " "pressing the [code]Delete[/code] key)." msgstr "" #: doc/classes/LineEdit.xml msgid "" "Deletes a section of the [member text] going from position " "[code]from_column[/code] to [code]to_column[/code]. Both parameters should " "be within the text's length." msgstr "" #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" #: doc/classes/LineEdit.xml msgid "" "Returns the [PopupMenu] of this [LineEdit]. By default, this menu is " "displayed when right-clicking on the [LineEdit].\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/LineEdit.xml msgid "" "Returns the scroll offset due to [member caret_position], as a number of " "characters." msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Returns the selection begin column." msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Returns the selection end column." msgstr "" #: doc/classes/LineEdit.xml #, fuzzy msgid "Returns [code]true[/code] if the user has selected text." msgstr "配列が空の場合は[code]true[/code]を返します。" #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" #: doc/classes/LineEdit.xml msgid "" "Selects characters inside [LineEdit] between [code]from[/code] and [code]to[/" "code]. By default, [code]from[/code] is at the beginning and [code]to[/code] " "at the end.\n" "[codeblock]\n" "text = \"Welcome\"\n" "select() # Will select \"Welcome\".\n" "select(4) # Will select \"ome\".\n" "select(2, 5) # Will select \"lco\".\n" "[/codeblock]" msgstr "" #: doc/classes/LineEdit.xml msgid "Selects the whole [String]." msgstr "" #: doc/classes/LineEdit.xml msgid "Text alignment as defined in the [enum Align] enum." msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], the caret (visual cursor) blinks." msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Duration (in seconds) of a caret's blinking cycle." msgstr "" #: doc/classes/LineEdit.xml msgid "" "The cursor's position inside the [LineEdit]. When set, the text may scroll " "to accommodate it." msgstr "" #: doc/classes/LineEdit.xml 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 "" #: doc/classes/LineEdit.xml msgid "If [code]true[/code], the context menu will appear when right-clicked." msgstr "" #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml #: doc/classes/TextEdit.xml #, fuzzy msgid "" "If [code]true[/code], the selected text will be deselected when focus is " "lost." msgstr "[code]true[/code] であれば、テクスチャは中央になります。" #: doc/classes/LineEdit.xml msgid "" "If [code]false[/code], existing text cannot be modified and new text cannot " "be added." msgstr "" #: doc/classes/LineEdit.xml msgid "" "If [code]true[/code], the [LineEdit] width will increase to stay longer than " "the [member text]. It will [b]not[/b] compress if the [member text] is " "shortened." msgstr "" #: doc/classes/LineEdit.xml msgid "" "Maximum amount of characters that can be entered inside the [LineEdit]. If " "[code]0[/code], there is no limit.\n" "When a limit is defined, characters that would exceed [member max_length] " "are truncated. This happens both for existing [member text] contents when " "setting the max length, or for new text inserted in the [LineEdit], " "including pasting. If any input text is truncated, the [signal " "text_change_rejected] signal is emitted with the truncated substring as " "parameter.\n" "[b]Example:[/b]\n" "[codeblock]\n" "text = \"Hello world\"\n" "max_length = 5\n" "# `text` becomes \"Hello\".\n" "max_length = 10\n" "text += \" goodbye\"\n" "# `text` becomes \"Hello good\".\n" "# `text_change_rejected` is emitted with \"bye\" as parameter.\n" "[/codeblock]" msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "" "If [code]false[/code], using middle mouse button to paste clipboard will be " "disabled.\n" "[b]Note:[/b] This method is only implemented on Linux." msgstr "" #: doc/classes/LineEdit.xml msgid "" "Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/" "code]." msgstr "" #: doc/classes/LineEdit.xml msgid "" "Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s " "default value (see [member text])." msgstr "" #: doc/classes/LineEdit.xml msgid "" "Sets the icon that will appear in the right end of the [LineEdit] if there's " "no [member text], or always, if [member clear_button_enabled] is set to " "[code]false[/code]." msgstr "" #: doc/classes/LineEdit.xml msgid "" "If [code]true[/code], every character is replaced with the secret character " "(see [member secret_character])." msgstr "" #: doc/classes/LineEdit.xml msgid "" "The character to use to mask secret input (defaults to \"*\"). Only a single " "character can be used as the secret character." msgstr "" #: doc/classes/LineEdit.xml msgid "" "If [code]false[/code], it's impossible to select the text using mouse nor " "keyboard." msgstr "" #: doc/classes/LineEdit.xml msgid "If [code]false[/code], using shortcuts will be disabled." msgstr "" #: doc/classes/LineEdit.xml msgid "" "String value of the [LineEdit].\n" "[b]Note:[/b] Changing text using this property won't emit the [signal " "text_changed] signal." msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the native virtual keyboard is shown when focused on " "platforms that support it." msgstr "" #: doc/classes/LineEdit.xml msgid "" "Emitted when appending text that overflows the [member max_length]. The " "appended text is truncated to fit [member max_length], and the part that " "couldn't fit is passed as the [code]rejected_substring[/code] argument." msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Emitted when the text changes." msgstr "" #: doc/classes/LineEdit.xml msgid "Emitted when the user presses [constant KEY_ENTER] on the [LineEdit]." msgstr "" #: doc/classes/LineEdit.xml msgid "Aligns the text on the left-hand side of the [LineEdit]." msgstr "" #: doc/classes/LineEdit.xml msgid "Centers the text in the middle of the [LineEdit]." msgstr "" #: doc/classes/LineEdit.xml msgid "Aligns the text on the right-hand side of the [LineEdit]." msgstr "" #: doc/classes/LineEdit.xml msgid "Stretches whitespaces to fit the [LineEdit]'s width." msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Cuts (copies and clears) the selected text." msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Copies the selected text." msgstr "" #: doc/classes/LineEdit.xml msgid "" "Pastes the clipboard text over the selected text (or at the cursor's " "position).\n" "Non-printable escape characters are automatically stripped from the OS " "clipboard via [method String.strip_escapes]." msgstr "" #: doc/classes/LineEdit.xml msgid "Erases the whole [LineEdit] text." msgstr "" #: doc/classes/LineEdit.xml msgid "Selects the whole [LineEdit] text." msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Undoes the previous action." msgstr "" #: doc/classes/LineEdit.xml msgid "Reverse the last undo action." msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "Represents the size of the [enum MenuItems] enum." msgstr "" #: doc/classes/LineEdit.xml msgid "Color used as default tint for the clear button." msgstr "" #: doc/classes/LineEdit.xml msgid "Color used for the clear button when it's pressed." msgstr "" #: doc/classes/LineEdit.xml msgid "Color of the [LineEdit]'s visual cursor (caret)." msgstr "" #: doc/classes/LineEdit.xml msgid "Default font color." msgstr "" #: doc/classes/LineEdit.xml msgid "Font color for selected text (inside the selection rectangle)." msgstr "" #: doc/classes/LineEdit.xml msgid "Font color when editing is disabled." msgstr "" #: doc/classes/LineEdit.xml msgid "Color of the selection rectangle." msgstr "" #: doc/classes/LineEdit.xml msgid "" "Minimum horizontal space for the text (not counting the clear button and " "content margins). This value is measured in count of space characters (i.e. " "this amount of space characters can be displayed without scrolling)." msgstr "" #: doc/classes/LineEdit.xml msgid "Font used for the text." msgstr "" #: doc/classes/LineEdit.xml msgid "Texture for the clear button. See [member clear_button_enabled]." msgstr "" #: doc/classes/LineEdit.xml msgid "Background used when [LineEdit] has GUI focus." msgstr "" #: doc/classes/LineEdit.xml msgid "Default background for the [LineEdit]." msgstr "" #: doc/classes/LineEdit.xml msgid "" "Background used when [LineEdit] is in read-only mode ([member editable] is " "set to [code]false[/code])." msgstr "" #: doc/classes/LineShape2D.xml msgid "Line shape for 2D collisions." msgstr "" #: doc/classes/LineShape2D.xml msgid "" "Line shape for 2D collisions. It works like a 2D plane and will not allow " "any physics body to go to the negative side. Not recommended for rigid " "bodies, and usually not recommended for static bodies either because it " "forces checks against it on every frame." msgstr "" #: doc/classes/LineShape2D.xml msgid "The line's distance from the origin." msgstr "" #: doc/classes/LineShape2D.xml msgid "The line's normal." msgstr "" #: doc/classes/LinkButton.xml msgid "Simple button used to represent a link to some resource." msgstr "" #: doc/classes/LinkButton.xml msgid "" "This kind of button is primarily used when the interaction with the button " "causes a context change (like linking to a web page).\n" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" #: doc/classes/LinkButton.xml msgid "" "Determines when to show the underline. See [enum UnderlineMode] for options." msgstr "" #: doc/classes/LinkButton.xml msgid "The LinkButton will always show an underline at the bottom of its text." msgstr "" #: doc/classes/LinkButton.xml msgid "" "The LinkButton will show an underline at the bottom of its text when the " "mouse cursor is over it." msgstr "" #: doc/classes/LinkButton.xml msgid "The LinkButton will never show an underline at the bottom of its text." msgstr "" #: doc/classes/LinkButton.xml msgid "Default text [Color] of the [LinkButton]." msgstr "" #: doc/classes/LinkButton.xml msgid "" "Text [Color] used when the [LinkButton] is focused. Only replaces the normal " "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/LinkButton.xml msgid "Text [Color] used when the [LinkButton] is being hovered." msgstr "" #: doc/classes/LinkButton.xml msgid "Text [Color] used when the [LinkButton] is being pressed." msgstr "" #: doc/classes/LinkButton.xml msgid "The vertical space between the baseline of text and the underline." msgstr "" #: doc/classes/LinkButton.xml msgid "[Font] of the [LinkButton]'s text." msgstr "" #: doc/classes/LinkButton.xml msgid "" "[StyleBox] used when the [LinkButton] is focused. It is displayed over the " "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " "visual effect." msgstr "" #: doc/classes/Listener.xml doc/classes/Listener2D.xml msgid "Overrides the location sounds are heard from." msgstr "" #: doc/classes/Listener.xml msgid "" "Once added to the scene tree and enabled using [method make_current], this " "node will override the location sounds are heard from. This can be used to " "listen from a location different from the [Camera]." msgstr "" #: doc/classes/Listener.xml msgid "Disables the listener to use the current camera's listener instead." msgstr "" #: doc/classes/Listener.xml msgid "Returns the listener's global orthonormalized [Transform]." msgstr "" #: doc/classes/Listener.xml msgid "" "Returns [code]true[/code] if the listener was made current using [method " "make_current], [code]false[/code] otherwise.\n" "[b]Note:[/b] There may be more than one Listener marked as \"current\" in " "the scene tree, but only the one that was made current last will be used." msgstr "" #: doc/classes/Listener.xml msgid "Enables the listener. This will override the current camera's listener." msgstr "" #: doc/classes/Listener2D.xml msgid "" "Once added to the scene tree and enabled using [method make_current], this " "node will override the location sounds are heard from. Only one [Listener2D] " "can be current. Using [method make_current] will disable the previous " "[Listener2D].\n" "If there is no active [Listener2D] in the current [Viewport], center of the " "screen will be used as a hearing point for the audio. [Listener2D] needs to " "be inside [SceneTree] to function." msgstr "" #: doc/classes/Listener2D.xml msgid "" "Disables the [Listener2D]. If it's not set as current, this method will have " "no effect." msgstr "" #: doc/classes/Listener2D.xml #, fuzzy msgid "Returns [code]true[/code] if this [Listener2D] is currently active." msgstr "アニメーションが再生中であれば [code]true[/code] を返します。" #: doc/classes/Listener2D.xml msgid "" "Makes the [Listener2D] active, setting it as the hearing point for the " "sounds. If there is already another active [Listener2D], it will be " "disabled.\n" "This method will have no effect if the [Listener2D] is not added to " "[SceneTree]." msgstr "" #: doc/classes/MainLoop.xml msgid "Abstract base class for the game's main loop." msgstr "" #: doc/classes/MainLoop.xml msgid "" "[MainLoop] is the abstract base class for a Godot project's game loop. It is " "inherited by [SceneTree], which is the default game loop implementation used " "in Godot projects, though it is also possible to write and use one's own " "[MainLoop] subclass instead of the scene tree.\n" "Upon the application start, a [MainLoop] implementation must be provided to " "the OS; otherwise, the application will exit. This happens automatically " "(and a [SceneTree] is created) unless a main [Script] is provided from the " "command line (with e.g. [code]godot -s my_loop.gd[/code], which should then " "be a [MainLoop] implementation.\n" "Here is an example script implementing a simple [MainLoop]:\n" "[codeblock]\n" "extends MainLoop\n" "\n" "var time_elapsed = 0\n" "var keys_typed = []\n" "var quit = false\n" "\n" "func _initialize():\n" " print(\"Initialized:\")\n" " print(\" Starting time: %s\" % str(time_elapsed))\n" "\n" "func _idle(delta):\n" " time_elapsed += delta\n" " # Return true to end the main loop.\n" " return quit\n" "\n" "func _input_event(event):\n" " # Record keys.\n" " if event is InputEventKey and event.pressed and !event.echo:\n" " keys_typed.append(OS.get_scancode_string(event.scancode))\n" " # Quit on Escape press.\n" " if event.scancode == KEY_ESCAPE:\n" " quit = true\n" " # Quit on any mouse click.\n" " if event is InputEventMouseButton:\n" " quit = true\n" "\n" "func _finalize():\n" " print(\"Finalized:\")\n" " print(\" End time: %s\" % str(time_elapsed))\n" " print(\" Keys typed: %s\" % var2str(keys_typed))\n" "[/codeblock]" msgstr "" #: doc/classes/MainLoop.xml msgid "" "Called when files are dragged from the OS file manager and dropped in the " "game window. The arguments are a list of file paths and the identifier of " "the screen where the drag originated." msgstr "" #: doc/classes/MainLoop.xml msgid "Called before the program exits." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Called when the user performs an action in the system global menu (e.g. the " "Mac OS menu bar)." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Called each idle frame with the time since the last idle frame as argument " "(in seconds). Equivalent to [method Node._process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame." msgstr "" #: doc/classes/MainLoop.xml msgid "Called once during initialization." msgstr "" #: doc/classes/MainLoop.xml msgid "Called whenever an [InputEvent] is received by the main loop." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Deprecated callback, does not do anything. Use [method _input_event] to " "parse text input. Will be removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Called each physics frame with the time since the last physics frame as " "argument ([code]delta[/code], in seconds). Equivalent to [method Node." "_physics_process].\n" "If implemented, the method must return a boolean value. [code]true[/code] " "ends the main loop, while [code]false[/code] lets it proceed to the next " "frame." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _finalize] instead. Will be " "removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _idle] instead. Will be " "removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _initialize] instead. Will " "be removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _input_event] instead. Will " "be removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _input_text] instead. Will " "be removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _iteration] instead. Will be " "removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "Emitted when a user responds to a permission request." msgstr "" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when the mouse enters the game window.\n" "Implemented on desktop and web platforms." msgstr "" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when the mouse leaves the game window.\n" "Implemented on desktop and web platforms." msgstr "" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when the game window is focused.\n" "Implemented on all platforms." msgstr "" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when the game window is unfocused.\n" "Implemented on all platforms." msgstr "" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when a quit request is sent (e.g. closing " "the window with a \"Close\" button or Alt+F4).\n" "Implemented on desktop platforms." msgstr "" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when a go back request is sent (e.g. " "pressing the \"Back\" button on Android).\n" "Specific to the Android platform." msgstr "" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when an unfocus request is sent (e.g. " "another OS window wants to take the focus).\n" "No supported platforms currently send this notification." msgstr "" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when the application is exceeding its " "allocated memory.\n" "Specific to the iOS platform." msgstr "" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received when translations may have changed. Can be triggered " "by the user changing the locale. Can be used to respond to language changes, " "for example to change the UI strings on the fly. Useful when working with " "the built-in translation support, like [method Object.tr]." msgstr "" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when a request for \"About\" information " "is sent.\n" "Specific to the macOS platform." msgstr "" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from Godot's crash handler when the engine is about to " "crash.\n" "Implemented on desktop platforms if the crash handler is enabled." msgstr "" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when an update of the Input Method Engine " "occurs (e.g. change of IME cursor position or composition string).\n" "Specific to the macOS platform." msgstr "" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when the app is resumed.\n" "Specific to the Android platform." msgstr "" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" "Notification received from the OS when the app is paused.\n" "Specific to the Android platform." msgstr "" #: doc/classes/MarginContainer.xml msgid "Simple margin container." msgstr "" #: doc/classes/MarginContainer.xml msgid "" "Adds a top, left, bottom, and right margin to all [Control] nodes that are " "direct children of the container. To control the [MarginContainer]'s margin, " "use the [code]margin_*[/code] theme properties listed below.\n" "[b]Note:[/b] Be careful, [Control] margin values are different than the " "constant margin values. If you want to change the custom margin values of " "the [MarginContainer] by code, you should use the following examples:\n" "[codeblock]\n" "# This code sample assumes the current script is extending MarginContainer.\n" "var margin_value = 100\n" "add_constant_override(\"margin_top\", margin_value)\n" "add_constant_override(\"margin_left\", margin_value)\n" "add_constant_override(\"margin_bottom\", margin_value)\n" "add_constant_override(\"margin_right\", margin_value)\n" "[/codeblock]" msgstr "" #: doc/classes/MarginContainer.xml msgid "" "All direct children of [MarginContainer] will have a bottom margin of " "[code]margin_bottom[/code] pixels." msgstr "" #: doc/classes/MarginContainer.xml msgid "" "All direct children of [MarginContainer] will have a left margin of " "[code]margin_left[/code] pixels." msgstr "" #: doc/classes/MarginContainer.xml msgid "" "All direct children of [MarginContainer] will have a right margin of " "[code]margin_right[/code] pixels." msgstr "" #: doc/classes/MarginContainer.xml msgid "" "All direct children of [MarginContainer] will have a top margin of " "[code]margin_top[/code] pixels." msgstr "" #: doc/classes/Marshalls.xml msgid "Data transformation (marshalling) and encoding helpers." msgstr "" #: doc/classes/Marshalls.xml msgid "Provides data transformation and encoding utility functions." msgstr "" #: doc/classes/Marshalls.xml msgid "" "Returns a decoded [PoolByteArray] corresponding to the Base64-encoded string " "[code]base64_str[/code]." msgstr "" #: doc/classes/Marshalls.xml msgid "" "Returns a decoded string corresponding to the Base64-encoded string " "[code]base64_str[/code]." msgstr "" #: doc/classes/Marshalls.xml msgid "" "Returns a decoded [Variant] corresponding to the Base64-encoded string " "[code]base64_str[/code]. If [code]allow_objects[/code] is [code]true[/code], " "decoding objects is allowed.\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 "" #: doc/classes/Marshalls.xml msgid "Returns a Base64-encoded string of a given [PoolByteArray]." msgstr "" #: doc/classes/Marshalls.xml msgid "" "Returns a Base64-encoded string of the UTF-8 string [code]utf8_str[/code]." msgstr "" #: doc/classes/Marshalls.xml msgid "" "Returns a Base64-encoded string of the [Variant] [code]variant[/code]. If " "[code]full_objects[/code] is [code]true[/code], encoding objects is allowed " "(and can potentially include code)." msgstr "" #: doc/classes/Material.xml msgid "Abstract base [Resource] for coloring and shading geometry." msgstr "" #: doc/classes/Material.xml msgid "" "Material is a base [Resource] used for coloring and shading geometry. All " "materials inherit from it and almost all [VisualInstance] derived nodes " "carry a Material. A few flags and parameters are shared between all material " "types and are configured here." msgstr "" #: doc/classes/Material.xml 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 [SpatialMaterial]s and [ShaderMaterial]s " "with type \"Spatial\"." msgstr "" #: doc/classes/Material.xml 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 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 "" #: doc/classes/Material.xml msgid "Maximum value for the [member render_priority] parameter." msgstr "" #: doc/classes/Material.xml msgid "Minimum value for the [member render_priority] parameter." msgstr "" #: doc/classes/MenuButton.xml msgid "Special button that brings up a [PopupMenu] when clicked." msgstr "" #: doc/classes/MenuButton.xml msgid "" "Special button that brings up a [PopupMenu] when clicked.\n" "New items can be created inside this [PopupMenu] using [code]get_popup()." "add_item(\"My Item Name\")[/code]. You can also create them directly from " "the editor. To do so, select the [MenuButton] node, then in the toolbar at " "the top of the 2D editor, click [b]Items[/b] then click [b]Add[/b] in the " "popup. You will be able to give each item new properties.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" #: doc/classes/MenuButton.xml doc/classes/OptionButton.xml msgid "" "Returns the [PopupMenu] contained in this button.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/MenuButton.xml msgid "" "If [code]true[/code], shortcuts are disabled and cannot be used to trigger " "the button." msgstr "" #: doc/classes/MenuButton.xml 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." msgstr "" #: doc/classes/MenuButton.xml msgid "Emitted when [PopupMenu] of this MenuButton is about to show." msgstr "" #: doc/classes/MenuButton.xml msgid "Default text [Color] of the [MenuButton]." msgstr "" #: doc/classes/MenuButton.xml msgid "Text [Color] used when the [MenuButton] is disabled." msgstr "" #: doc/classes/MenuButton.xml 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 "" #: doc/classes/MenuButton.xml msgid "Text [Color] used when the [MenuButton] is being hovered." msgstr "" #: doc/classes/MenuButton.xml msgid "Text [Color] used when the [MenuButton] is being pressed." msgstr "" #: doc/classes/MenuButton.xml msgid "The horizontal space between [MenuButton]'s icon and text." msgstr "" #: doc/classes/MenuButton.xml msgid "[Font] of the [MenuButton]'s text." msgstr "" #: doc/classes/MenuButton.xml msgid "[StyleBox] used when the [MenuButton] is disabled." msgstr "" #: doc/classes/MenuButton.xml msgid "" "[StyleBox] used when the [MenuButton] is focused. It is displayed over the " "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " "visual effect." msgstr "" #: doc/classes/MenuButton.xml msgid "[StyleBox] used when the [MenuButton] is being hovered." msgstr "" #: doc/classes/MenuButton.xml msgid "Default [StyleBox] for the [MenuButton]." msgstr "" #: doc/classes/MenuButton.xml msgid "[StyleBox] used when the [MenuButton] is being pressed." msgstr "" #: doc/classes/Mesh.xml msgid "A [Resource] that contains vertex array-based geometry." msgstr "" #: doc/classes/Mesh.xml msgid "" "Mesh is a type of [Resource] that contains vertex array-based geometry, " "divided in [i]surfaces[/i]. Each surface contains a completely separate " "array and a material used to draw it. Design wise, a mesh with multiple " "surfaces is preferred to a single surface, because objects created in 3D " "editing software commonly contain multiple materials." msgstr "" #: doc/classes/Mesh.xml msgid "" "Calculate a [ConvexPolygonShape] from the mesh.\n" "If [code]clean[/code] is [code]true[/code] (default), duplicate and interior " "vertices are removed automatically. You can set it to [code]false[/code] to " "make the process faster if not needed.\n" "If [code]simplify[/code] is [code]true[/code], the geometry can be further " "simplified to reduce the amount of vertices. Disabled by default." msgstr "" #: doc/classes/Mesh.xml msgid "" "Calculate an outline mesh at a defined offset (margin) from the original " "mesh.\n" "[b]Note:[/b] This method typically returns the vertices in reverse order (e." "g. clockwise to counterclockwise)." msgstr "" #: doc/classes/Mesh.xml msgid "Calculate a [ConcavePolygonShape] from the mesh." msgstr "" #: doc/classes/Mesh.xml msgid "Generate a [TriangleMesh] from the mesh." msgstr "" #: doc/classes/Mesh.xml msgid "" "Returns the smallest [AABB] enclosing this mesh in local space. Not affected " "by [code]custom_aabb[/code]. See also [method VisualInstance." "get_transformed_aabb].\n" "[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh]." msgstr "" #: doc/classes/Mesh.xml msgid "" "Returns all the vertices that make up the faces of the mesh. Each three " "vertices represent one triangle." msgstr "" #: doc/classes/Mesh.xml msgid "Returns the amount of surfaces that the [Mesh] holds." msgstr "" #: doc/classes/Mesh.xml msgid "" "Returns the arrays for the vertices, normals, uvs, etc. that make up the " "requested surface (see [method ArrayMesh.add_surface_from_arrays])." msgstr "" #: doc/classes/Mesh.xml msgid "Returns the blend shape arrays for the requested surface." msgstr "" #: doc/classes/Mesh.xml msgid "" "Returns a [Material] in a given surface. Surface is rendered using this " "material." msgstr "" #: doc/classes/Mesh.xml msgid "" "Sets a [Material] for a given surface. Surface will be rendered using this " "material." msgstr "" #: doc/classes/Mesh.xml msgid "" "Sets a hint to be used for lightmap resolution in [BakedLightmap]. Overrides " "[member BakedLightmap.default_texels_per_unit]." msgstr "" #: doc/classes/Mesh.xml msgid "Render array as points (one vertex equals one point)." msgstr "" #: doc/classes/Mesh.xml msgid "Render array as lines (every two vertices a line is created)." msgstr "" #: doc/classes/Mesh.xml msgid "Render array as line strip." msgstr "" #: doc/classes/Mesh.xml msgid "Render array as line loop (like line strip, but closed)." msgstr "" #: doc/classes/Mesh.xml msgid "Render array as triangles (every three vertices a triangle is created)." msgstr "" #: doc/classes/Mesh.xml msgid "Render array as triangle strips." msgstr "" #: doc/classes/Mesh.xml #, fuzzy msgid "Render array as triangle fans." msgstr "汎用配列データ型。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Blend shapes are normalized." msgstr "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Blend shapes are relative to base weight." msgstr "" #: doc/classes/Mesh.xml msgid "" "Mesh array contains vertices. All meshes require a vertex array so this " "should always be present." msgstr "" #: doc/classes/Mesh.xml msgid "Mesh array contains normals." msgstr "" #: doc/classes/Mesh.xml msgid "Mesh array contains tangents." msgstr "" #: doc/classes/Mesh.xml msgid "Mesh array contains colors." msgstr "" #: doc/classes/Mesh.xml msgid "Mesh array contains UVs." msgstr "" #: doc/classes/Mesh.xml msgid "Mesh array contains second UV." msgstr "" #: doc/classes/Mesh.xml msgid "Mesh array contains bones." msgstr "" #: doc/classes/Mesh.xml msgid "Mesh array contains bone weights." msgstr "" #: doc/classes/Mesh.xml msgid "Mesh array uses indices." msgstr "" #: doc/classes/Mesh.xml msgid "" "Used internally to calculate other [code]ARRAY_COMPRESS_*[/code] enum " "values. Do not use." msgstr "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) vertex array." msgstr "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) normal array." msgstr "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) tangent array." msgstr "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) color array." msgstr "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) UV coordinates array." msgstr "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "" "Flag used to mark a compressed (half float) UV coordinates array for the " "second UV coordinates." msgstr "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed bone array." msgstr "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) weight array." msgstr "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed index array." msgstr "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark that the array contains 2D vertices." msgstr "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark that the array uses 16-bit bones instead of 8-bit." msgstr "" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "" "Flag used to mark that the array uses an octahedral representation of normal " "and tangent vectors rather than cartesian." msgstr "" #: doc/classes/Mesh.xml msgid "" "Used to set flags [constant ARRAY_COMPRESS_VERTEX], [constant " "ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant " "ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant " "ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant " "ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly." msgstr "" #: doc/classes/Mesh.xml msgid "Array of vertices." msgstr "" #: doc/classes/Mesh.xml msgid "Array of normals." msgstr "" #: doc/classes/Mesh.xml msgid "Array of tangents as an array of floats, 4 floats per tangent." msgstr "" #: doc/classes/Mesh.xml msgid "Array of colors." msgstr "" #: doc/classes/Mesh.xml msgid "Array of UV coordinates." msgstr "" #: doc/classes/Mesh.xml msgid "Array of second set of UV coordinates." msgstr "" #: doc/classes/Mesh.xml msgid "Array of bone data." msgstr "" #: doc/classes/Mesh.xml msgid "Array of weights." msgstr "" #: doc/classes/Mesh.xml msgid "Array of indices." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Helper tool to access and edit [Mesh] data." msgstr "" #: doc/classes/MeshDataTool.xml msgid "" "MeshDataTool provides access to individual vertices in a [Mesh]. It allows " "users to read and edit vertex data of meshes. It also creates an array of " "faces and edges.\n" "To use MeshDataTool, load a mesh with [method create_from_surface]. When you " "are finished editing the data commit the data to a mesh with [method " "commit_to_surface].\n" "Below is an example of how MeshDataTool may be used.\n" "[codeblock]\n" "var mesh = ArrayMesh.new()\n" "mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, CubeMesh.new()." "get_mesh_arrays())\n" "var mdt = MeshDataTool.new()\n" "mdt.create_from_surface(mesh, 0)\n" "for i in range(mdt.get_vertex_count()):\n" " var vertex = mdt.get_vertex(i)\n" " # In this example we extend the mesh by one unit, which results in " "separated faces as it is flat shaded.\n" " vertex += mdt.get_vertex_normal(i)\n" " # Save your change.\n" " mdt.set_vertex(i, vertex)\n" "mesh.surface_remove(0)\n" "mdt.commit_to_surface(mesh)\n" "var mi = MeshInstance.new()\n" "mi.mesh = mesh\n" "add_child(mi)\n" "[/codeblock]\n" "See also [ArrayMesh], [ImmediateGeometry] and [SurfaceTool] for procedural " "geometry generation.\n" "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Clears all data currently in MeshDataTool." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Adds a new surface to specified [Mesh] with edited data." msgstr "" #: doc/classes/MeshDataTool.xml msgid "" "Uses specified surface of given [Mesh] to populate data for MeshDataTool.\n" "Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES]." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the number of edges in this [Mesh]." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns array of faces that touch given edge." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns meta information assigned to given edge." msgstr "" #: doc/classes/MeshDataTool.xml msgid "" "Returns index of specified vertex connected to given edge.\n" "Vertex argument can only be 0 or 1 because edges are comprised of two " "vertices." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the number of faces in this [Mesh]." msgstr "" #: doc/classes/MeshDataTool.xml msgid "" "Returns specified edge associated with given face.\n" "Edge argument must be either 0, 1, or 2 because a face only has three edges." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the metadata associated with the given face." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Calculates and returns the face normal of the given face." msgstr "" #: doc/classes/MeshDataTool.xml msgid "" "Returns the specified vertex of the given face.\n" "Vertex argument must be either 0, 1, or 2 because faces contain three " "vertices." msgstr "" #: doc/classes/MeshDataTool.xml msgid "" "Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " "flags combined together. For example, a mesh containing both vertices and " "normals would return a format of [code]3[/code] because [constant ArrayMesh." "ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant ArrayMesh." "ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" "See [enum ArrayMesh.ArrayFormat] for a list of format flags." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the material assigned to the [Mesh]." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the vertex at given index." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the bones of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the color of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the total number of vertices in [Mesh]." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns an array of edges that share the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns an array of faces that share the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the metadata associated with the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the normal of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the tangent of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the UV of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns the UV2 of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Returns bone weights of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the metadata of the given edge." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the metadata of the given face." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the material to be used by newly-constructed [Mesh]." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the position of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the bones of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the color of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the metadata associated with the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the normal of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the tangent of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the UV of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the UV2 of the given vertex." msgstr "" #: doc/classes/MeshDataTool.xml msgid "Sets the bone weights of the given vertex." msgstr "" #: doc/classes/MeshInstance.xml msgid "Node that instances meshes into a scenario." msgstr "" #: doc/classes/MeshInstance.xml msgid "" "MeshInstance is a node that takes a [Mesh] resource and adds it to the " "current scenario by creating an instance of it. This is the class most often " "used to get 3D geometry rendered and can be used to instance a single [Mesh] " "in many places. This allows reusing geometry, which can save on resources. " "When a [Mesh] has to be instanced more than thousands of times at close " "proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead." msgstr "" #: doc/classes/MeshInstance.xml msgid "" "This helper creates a [StaticBody] child node with a [ConvexPolygonShape] " "collision shape calculated from the mesh geometry. It's mainly used for " "testing.\n" "If [code]clean[/code] is [code]true[/code] (default), duplicate and interior " "vertices are removed automatically. You can set it to [code]false[/code] to " "make the process faster if not needed.\n" "If [code]simplify[/code] is [code]true[/code], the geometry can be further " "simplified to reduce the amount of vertices. Disabled by default." msgstr "" #: doc/classes/MeshInstance.xml msgid "" "This helper creates a [MeshInstance] child node with gizmos at every vertex " "calculated from the mesh geometry. It's mainly used for testing." msgstr "" #: doc/classes/MeshInstance.xml msgid "" "This helper creates a [StaticBody] child node with multiple " "[ConvexPolygonShape] collision shapes calculated from the mesh geometry via " "convex decomposition. It's mainly used for testing." msgstr "" #: doc/classes/MeshInstance.xml msgid "" "This helper creates a [StaticBody] child node with a [ConcavePolygonShape] " "collision shape calculated from the mesh geometry. It's mainly used for " "testing." msgstr "" #: doc/classes/MeshInstance.xml msgid "" "Returns the [Material] that will be used by the [Mesh] when drawing. This " "can return the [member GeometryInstance.material_override], the surface " "override [Material] defined in this [MeshInstance], or the surface " "[Material] defined in the [Mesh]. For example, if [member GeometryInstance." "material_override] is used, all surfaces will return the override material." msgstr "" #: doc/classes/MeshInstance.xml msgid "" "Returns the override [Material] for a surface of the [Mesh] resource.\n" "[b]Note:[/b] This function only returns [i]override[/i] materials associated " "with this [MeshInstance]. Consider using [method get_active_material] or " "[method Mesh.surface_get_material] to get materials associated with the " "[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml #, fuzzy msgid "Returns the number of surface override materials." msgstr "BitmapFontのアトラスに含まれるテクスチャ数を返します。" #: doc/classes/MeshInstance.xml msgid "" "Returns [code]true[/code] if this [MeshInstance] can be merged with the " "specified [code]other_mesh_instance[/code], using the [method MeshInstance." "merge_meshes] function.\n" "In order to be mergeable, properties of the [MeshInstance] must match, and " "each surface must match, in terms of material, attributes and vertex format." msgstr "" #: doc/classes/MeshInstance.xml msgid "" "This function can merge together the data from several source " "[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance " "the function is called from). This is primarily useful for improving " "performance by reducing the number of drawcalls and [Node]s.\n" "Merging should only be attempted for simple meshes that do not contain " "animation.\n" "The final vertices can either be returned in global space, or in local space " "relative to the destination [MeshInstance] global transform (the destination " "Node must be inside the [SceneTree] for local space to work).\n" "The function will make a final check for compatibility between the " "[MeshInstance]s by default, this should always be used unless you have " "previously checked for compatibility using [method MeshInstance." "is_mergeable_with]. If the compatibility check is omitted and the meshes are " "merged, you may see rendering errors.\n" "[b]Note:[/b] The requirements for similarity between meshes are quite " "stringent. They can be checked using the [method MeshInstance." "is_mergeable_with] function prior to calling [method MeshInstance." "merge_meshes].\n" "Also note that any initial data in the destination [MeshInstance] data will " "be discarded." msgstr "" #: doc/classes/MeshInstance.xml msgid "" "Sets the override [Material] for the specified surface of the [Mesh] " "resource. This material is associated with this [MeshInstance] rather than " "with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml msgid "The [Mesh] resource for the instance." msgstr "" #: doc/classes/MeshInstance.xml msgid "[NodePath] to the [Skeleton] associated with the instance." msgstr "" #: doc/classes/MeshInstance.xml msgid "Sets the skin to be used by this instance." msgstr "" #: doc/classes/MeshInstance.xml msgid "" "If [code]true[/code], normals are transformed when software skinning is " "used. Set to [code]false[/code] when normals are not needed for better " "performance.\n" "See [member ProjectSettings.rendering/quality/skinning/" "software_skinning_fallback] for details about how software skinning is " "enabled." msgstr "" #: doc/classes/MeshInstance2D.xml msgid "Node used for displaying a [Mesh] in 2D." msgstr "" #: doc/classes/MeshInstance2D.xml msgid "" "Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be " "automatically created from an existing [Sprite] via a tool in the editor " "toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to " "MeshInstance2D[/b] at the top of the 2D editor viewport." msgstr "" #: doc/classes/MeshInstance2D.xml msgid "The [Mesh] that will be drawn by the [MeshInstance2D]." msgstr "" #: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml #, fuzzy msgid "" "The normal map that will be used if using the default [CanvasItemMaterial].\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" "ディテールオーバーレイのピクセルごとの法線を指定するテクスチャです。\n" "[b]注:[/b] Godotは、法線マップがX+、Y-、およびZ+の座標を使用することを期待し" "ています。一般的なエンジンにて期待される法線マップ座標の比較は、[url=http://" "wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]このページ[/url] を参" "照してください。" #: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml msgid "" "The [Texture] that will be used if using the default [CanvasItemMaterial]. " "Can be accessed as [code]TEXTURE[/code] in CanvasItem shader." msgstr "" #: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml msgid "Emitted when the [member texture] is changed." msgstr "" #: doc/classes/MeshLibrary.xml msgid "Library of meshes." msgstr "" #: doc/classes/MeshLibrary.xml msgid "" "A library of meshes. Contains a list of [Mesh] resources, each with a name " "and ID. Each item can also include collision and navigation shapes. This " "resource is used in [GridMap]." msgstr "" #: doc/classes/MeshLibrary.xml msgid "Clears the library." msgstr "" #: doc/classes/MeshLibrary.xml msgid "" "Creates a new item in the library with the given ID.\n" "You can get an unused ID from [method get_last_unused_item_id]." msgstr "" #: doc/classes/MeshLibrary.xml msgid "Returns the first item with the given name." msgstr "" #: doc/classes/MeshLibrary.xml msgid "Returns the list of item IDs in use." msgstr "" #: doc/classes/MeshLibrary.xml msgid "Returns the item's mesh." msgstr "" #: doc/classes/MeshLibrary.xml #, fuzzy msgid "Returns the transform applied to the item's mesh." msgstr "指定された名前のアニメーションノードを返します。" #: doc/classes/MeshLibrary.xml msgid "Returns the item's name." msgstr "" #: doc/classes/MeshLibrary.xml msgid "Returns the item's navigation mesh." msgstr "" #: doc/classes/MeshLibrary.xml msgid "Returns the transform applied to the item's navigation mesh." msgstr "" #: doc/classes/MeshLibrary.xml msgid "" "When running in the editor, returns a generated item preview (a 3D rendering " "in isometric perspective). When used in a running project, returns the " "manually-defined item preview which can be set using [method " "set_item_preview]. Returns an empty [Texture] if no preview was manually set " "in a running project." msgstr "" #: doc/classes/MeshLibrary.xml msgid "" "Returns an item's collision shapes.\n" "The array consists of each [Shape] followed by its [Transform]." msgstr "" #: doc/classes/MeshLibrary.xml msgid "Gets an unused ID for a new item." msgstr "" #: doc/classes/MeshLibrary.xml msgid "Removes the item." msgstr "" #: doc/classes/MeshLibrary.xml msgid "Sets the item's mesh." msgstr "" #: doc/classes/MeshLibrary.xml msgid "Sets the transform to apply to the item's mesh." msgstr "" #: doc/classes/MeshLibrary.xml msgid "" "Sets the item's name.\n" "This name is shown in the editor. It can also be used to look up the item " "later using [method find_item_by_name]." msgstr "" #: doc/classes/MeshLibrary.xml msgid "Sets the item's navigation mesh." msgstr "" #: doc/classes/MeshLibrary.xml msgid "Sets the transform to apply to the item's navigation mesh." msgstr "" #: doc/classes/MeshLibrary.xml msgid "Sets a texture to use as the item's preview icon in the editor." msgstr "" #: doc/classes/MeshLibrary.xml msgid "" "Sets an item's collision shapes.\n" "The array should consist of [Shape] objects, each followed by a [Transform] " "that will be applied to it. For shapes that should not have a transform, use " "[constant Transform.IDENTITY]." msgstr "" #: doc/classes/MeshTexture.xml msgid "Simple texture that uses a mesh to draw itself." msgstr "" #: doc/classes/MeshTexture.xml msgid "" "Simple texture that uses a mesh to draw itself. It's limited because flags " "can't be changed and region drawing is not supported." msgstr "" #: doc/classes/MeshTexture.xml msgid "Sets the base texture that the Mesh will use to draw." msgstr "" #: doc/classes/MeshTexture.xml msgid "Sets the size of the image, needed for reference." msgstr "" #: doc/classes/MeshTexture.xml msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices." msgstr "" #: doc/classes/MethodTweener.xml msgid "" "Interpolates an abstract value and supplies it to a method called over time." msgstr "" #: doc/classes/MethodTweener.xml msgid "" "[MethodTweener] is similar to a combination of [CallbackTweener] and " "[PropertyTweener]. It calls a method providing an interpolated value as a " "parameter. See [method SceneTreeTween.tween_method] for more usage " "information.\n" "[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to " "create [MethodTweener]. Any [MethodTweener] created manually will not " "function correctly." msgstr "" #: doc/classes/MethodTweener.xml msgid "" "Sets the time in seconds after which the [MethodTweener] will start " "interpolating. By default there's no delay." msgstr "" #: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used easing from [enum Tween.EaseType]. If not set, the " "default easing is used from the [SceneTreeTween] that contains this Tweener." msgstr "" #: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml msgid "" "Sets the type of used transition from [enum Tween.TransitionType]. If not " "set, the default transition is used from the [SceneTreeTween] that contains " "this Tweener." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "Generic mobile VR implementation." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "" "This is a generic mobile VR implementation where you need to provide details " "about the phone and HMD used. It does not rely on any existing framework. " "This is the most basic interface we have. For the best effect, you need a " "mobile phone with a gyroscope and accelerometer.\n" "Note that even though there is no positional tracking, the camera will " "assume the headset is at a height of 1.85 meters. You can change this by " "setting [member eye_height].\n" "You can initialise this interface as follows:\n" "[codeblock]\n" "var interface = ARVRServer.find_interface(\"Native mobile\")\n" "if interface and interface.initialize():\n" " get_viewport().arvr = true\n" "[/codeblock]" msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "" "The distance between the display and the lenses inside of the device in " "centimeters." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "The width of the display in centimeters." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "" "The height at which the camera is placed in relation to the ground (i.e. " "[ARVROrigin] node)." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "" "The interocular distance, also known as the interpupillary distance. The " "distance between the pupils of the left and right eye." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "" "The k1 lens factor is one of the two constants that define the strength of " "the lens used and directly influences the lens distortion effect." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "The k2 lens factor, see k1." msgstr "" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "" "The oversample setting. Because of the lens distortion we have to render our " "buffers at a higher resolution then the screen can natively handle. A value " "between 1.5 and 2.0 often provides good results but at the cost of " "performance." msgstr "" #: doc/classes/MultiMesh.xml msgid "Provides high-performance mesh instancing." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "MultiMesh provides low-level mesh instancing. Drawing thousands of " "[MeshInstance] nodes can be slow, since each object is submitted to the GPU " "then drawn individually.\n" "MultiMesh is much faster as it can draw thousands of instances with a single " "draw call, resulting in less API overhead.\n" "As a drawback, if the instances are too far away from each other, " "performance may be reduced as every single instance will always render (they " "are spatially indexed as one, for the whole object).\n" "Since instances may have any behavior, the AABB used for visibility must be " "provided by the user." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "Returns the visibility axis-aligned bounding box in local space. See also " "[method VisualInstance.get_transformed_aabb]." msgstr "" #: doc/classes/MultiMesh.xml msgid "Gets a specific instance's color." msgstr "" #: doc/classes/MultiMesh.xml msgid "Returns the custom data that has been set for a specific instance." msgstr "" #: doc/classes/MultiMesh.xml msgid "Returns the [Transform] of a specific instance." msgstr "" #: doc/classes/MultiMesh.xml msgid "Returns the [Transform2D] of a specific instance." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "When using [i]physics interpolation[/i], this function allows you to prevent " "interpolation on an instance in the current physics tick.\n" "This allows you to move instances instantaneously, and should usually be " "used when initially placing an instance such as a bullet to prevent " "graphical glitches." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "Sets all data related to the instances in one go. This is especially useful " "when loading the data from disk or preparing the data from GDNative.\n" "All data is packed in one large float array. An array may look like this: " "Transform for instance 1, color data for instance 1, custom data for " "instance 1, transform for instance 2, color data for instance 2, etc...\n" "[Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, " "[code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float " "(4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/" "code] is stored as 4 floats." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "An alternative version of [method MultiMesh.set_as_bulk_array] which can be " "used with [i]physics interpolation[/i]. This method takes two arrays, and " "can set the data for the current and previous tick in one go. The renderer " "will automatically interpolate the data at each frame.\n" "This is useful for situations where the order of instances may change from " "physics tick to tick, such as particle systems.\n" "When the order of instances is coherent, the simpler [method MultiMesh." "set_as_bulk_array] can still be used with interpolation." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "Sets the color of a specific instance by [i]multiplying[/i] the mesh's " "existing vertex colors.\n" "For the color to take effect, ensure that [member color_format] is non-" "[code]null[/code] on the [MultiMesh] and [member SpatialMaterial." "vertex_color_use_as_albedo] is [code]true[/code] on the material. If the " "color doesn't look as expected, make sure the material's albedo color is set " "to pure white ([code]Color(1, 1, 1)[/code])." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "Sets custom data for a specific instance. Although [Color] is used, it is " "just a container for 4 floating point numbers. The format of the number can " "change depending on the [enum CustomDataFormat] used." msgstr "" #: doc/classes/MultiMesh.xml msgid "Sets the [Transform] for a specific instance." msgstr "" #: doc/classes/MultiMesh.xml msgid "Sets the [Transform2D] for a specific instance." msgstr "" #: doc/classes/MultiMesh.xml msgid "Format of colors in color array that gets passed to shader." msgstr "" #: doc/classes/MultiMesh.xml msgid "Format of custom data in custom data array that gets passed to shader." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "Number of instances that will get drawn. This clears and (re)sizes the " "buffers. By default, all instances are drawn but you can limit this with " "[member visible_instance_count]." msgstr "" #: doc/classes/MultiMesh.xml msgid "Mesh to be drawn." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "Choose whether to use an interpolation method that favors speed or quality.\n" "When using low physics tick rates (typically below 20) or high rates of " "object rotation, you may get better results from the high quality setting.\n" "[b]Note:[/b] Fast quality does not equate to low quality. Except in the " "special cases mentioned above, the quality should be comparable to high " "quality." msgstr "" #: doc/classes/MultiMesh.xml msgid "Format of transform used to transform mesh, either 2D or 3D." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "Limits the number of instances drawn, -1 draws all instances. Changing this " "does not change the sizes of the buffers." msgstr "" #: doc/classes/MultiMesh.xml msgid "Use this when using 2D transforms." msgstr "" #: doc/classes/MultiMesh.xml msgid "Use this when using 3D transforms." msgstr "" #: doc/classes/MultiMesh.xml msgid "Use when you are not using per-instance [Color]s." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "Compress [Color] data into 8 bits when passing to shader. This uses less " "memory and can be faster, but the [Color] loses precision." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "The [Color] passed into [method set_instance_color] will use 4 floats. Use " "this for highest precision [Color]." msgstr "" #: doc/classes/MultiMesh.xml msgid "Use when you are not using per-instance custom data." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "Compress custom_data into 8 bits when passing to shader. This uses less " "memory and can be faster, but loses precision and range. Floats packed into " "8 bits can only represent values between 0 and 1, numbers outside that range " "will be clamped." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "The [Color] passed into [method set_instance_custom_data] will use 4 floats. " "Use this for highest precision." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "Always interpolate using Basis lerping, which can produce warping artifacts " "in some situations." msgstr "" #: doc/classes/MultiMesh.xml msgid "" "Attempt to interpolate using Basis slerping (spherical linear interpolation) " "where possible, otherwise fall back to lerping." msgstr "" #: doc/classes/MultiMeshInstance.xml msgid "Node that instances a [MultiMesh]." msgstr "" #: doc/classes/MultiMeshInstance.xml msgid "" "[MultiMeshInstance] is a specialized node to instance [GeometryInstance]s " "based on a [MultiMesh] resource.\n" "This is useful to optimize the rendering of a high amount of instances of a " "given mesh (for example trees in a forest or grass strands)." msgstr "" #: doc/classes/MultiMeshInstance.xml msgid "" "The [MultiMesh] resource that will be used and shared among all instances of " "the [MultiMeshInstance]." msgstr "" #: doc/classes/MultiMeshInstance2D.xml msgid "Node that instances a [MultiMesh] in 2D." msgstr "" #: doc/classes/MultiMeshInstance2D.xml msgid "" "[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] " "resource in 2D.\n" "Usage is the same as [MultiMeshInstance]." msgstr "" #: doc/classes/MultiMeshInstance2D.xml msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "High-level multiplayer API." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "This class implements most of the logic behind the high-level multiplayer " "API. See also [NetworkedMultiplayerPeer].\n" "By default, [SceneTree] has a reference to this class that is used to " "provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.\n" "It is possible to override the MultiplayerAPI instance used by specific " "Nodes by setting the [member Node.custom_multiplayer] property, effectively " "allowing to run both client and server in the same scene.\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." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Clears the current MultiplayerAPI network state (you shouldn't call this " "unless you know what you are doing)." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Returns the peer IDs of all connected peers of this MultiplayerAPI's [member " "network_peer]." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Returns the unique peer ID of this MultiplayerAPI's [member network_peer]." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Returns the sender's peer ID for the RPC currently being executed.\n" "[b]Note:[/b] If not inside an RPC this method will return 0." msgstr "" #: doc/classes/MultiplayerAPI.xml doc/classes/SceneTree.xml msgid "Returns [code]true[/code] if there is a [member network_peer] set." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is " "in server mode (listening for connections)." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Method used for polling the MultiplayerAPI. You only need to worry about " "this if you are using [member Node.custom_multiplayer] override or you set " "[member SceneTree.multiplayer_poll] to [code]false[/code]. By default, " "[SceneTree] will poll its MultiplayerAPI for you.\n" "[b]Note:[/b] This method results in RPCs and RSETs being called, so they " "will be executed in the same context of this function (e.g. [code]_process[/" "code], [code]physics[/code], [Thread])." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Sends the given raw [code]bytes[/code] to a specific peer identified by " "[code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). " "Default ID is [code]0[/code], i.e. broadcast to all peers." msgstr "" #: doc/classes/MultiplayerAPI.xml #, fuzzy msgid "" "If [code]true[/code] (or if the [member network_peer] has [member PacketPeer." "allow_object_decoding] set to [code]true[/code]), the MultiplayerAPI will " "allow encoding and decoding of object during RPCs/RSETs.\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 "" "バイト配列をデコードして値に戻します。[code]allow_objects[/code] が " "[code]true[/code] のときは、オブジェクトのデコードを許可します。\n" "[b]警告:[/b] 逆シリアル化されたオブジェクトにコードが含まれていると実行されま" "す。シリアル化されたオブジェクトが信頼できない入手先からのものならば、潜在的" "なセキュリティ上の危険 (遠隔コード実行) を防ぐため、このオプションは使用しな" "いでください。" #: doc/classes/MultiplayerAPI.xml msgid "" "The peer object to handle the RPC system (effectively enabling networking " "when set). Depending on the peer itself, the MultiplayerAPI will become a " "network server (check with [method is_network_server]) and will set root " "node's network mode to master, or it will become a regular peer with root " "node set to puppet. All child nodes are set to inherit the network mode by " "default. Handling of networking-related events (connection, disconnection, " "new clients) is done by connecting to MultiplayerAPI's signals." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "If [code]true[/code], the MultiplayerAPI's [member network_peer] refuses new " "incoming connections." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "The root node to use for RPCs. Instead of an absolute path, a relative path " "will be used to find the node upon which the RPC should be executed.\n" "This effectively allows to have different branches of the scene tree to be " "managed by different MultiplayerAPI, allowing for example to run both client " "and server in the same scene." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Emitted when this MultiplayerAPI's [member network_peer] successfully " "connected to a server. Only emitted on clients." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Emitted when this MultiplayerAPI's [member network_peer] fails to establish " "a connection to a server. Only emitted on clients." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Emitted when this MultiplayerAPI's [member network_peer] connects with a new " "peer. ID is the peer ID of the new peer. Clients get notified when other " "clients connect to the same server. Upon connecting to a server, a client " "also receives this signal for the server (with ID being 1)." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Emitted when this MultiplayerAPI's [member network_peer] disconnects from a " "peer. Clients get notified when other clients disconnect from the same " "server." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Emitted when this MultiplayerAPI's [member network_peer] receive a " "[code]packet[/code] with custom data (see [method send_bytes]). ID is the " "peer ID of the peer that sent the packet." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Emitted when this MultiplayerAPI's [member network_peer] disconnects from " "server. Only emitted on clients." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Used with [method Node.rpc_config] or [method Node.rset_config] to disable a " "method or property for all RPC calls, making it unavailable. Default for all " "methods." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Used with [method Node.rpc_config] or [method Node.rset_config] to set a " "method to be called or a property to be changed only on the remote end, not " "locally. Analogous to the [code]remote[/code] keyword. Calls and property " "changes are accepted from all remote peers, no matter if they are node's " "master or puppets." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Used with [method Node.rpc_config] or [method Node.rset_config] to set a " "method to be called or a property to be changed only on the network master " "for this node. Analogous to the [code]master[/code] keyword. Only accepts " "calls or property changes from the node's network puppets, see [method Node." "set_network_master]." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Used with [method Node.rpc_config] or [method Node.rset_config] to set a " "method to be called or a property to be changed only on puppets for this " "node. Analogous to the [code]puppet[/code] keyword. Only accepts calls or " "property changes from the node's network master, see [method Node." "set_network_master]." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "[i]Deprecated.[/i] Use [constant RPC_MODE_PUPPET] instead. Analogous to the " "[code]slave[/code] keyword." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Behave like [constant RPC_MODE_REMOTE] but also make the call or property " "change locally. Analogous to the [code]remotesync[/code] keyword." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "[i]Deprecated.[/i] Use [constant RPC_MODE_REMOTESYNC] instead. Analogous to " "the [code]sync[/code] keyword." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Behave like [constant RPC_MODE_MASTER] but also make the call or property " "change locally. Analogous to the [code]mastersync[/code] keyword." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" "Behave like [constant RPC_MODE_PUPPET] but also make the call or property " "change locally. Analogous to the [code]puppetsync[/code] keyword." msgstr "" #: doc/classes/Mutex.xml msgid "A synchronization mutex (mutual exclusion)." msgstr "" #: doc/classes/Mutex.xml msgid "" "A synchronization mutex (mutual exclusion). This is used to synchronize " "multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees " "that only one thread can ever acquire the lock at a time. A mutex can be " "used to protect a critical section; however, be careful to avoid deadlocks." msgstr "" #: doc/classes/Mutex.xml msgid "" "Locks this [Mutex], blocks until it is unlocked by the current owner.\n" "[b]Note:[/b] This function returns without blocking if the thread already " "has ownership of the mutex." msgstr "" #: doc/classes/Mutex.xml msgid "" "Tries locking this [Mutex], but does not block. Returns [constant OK] on " "success, [constant ERR_BUSY] otherwise.\n" "[b]Note:[/b] This function returns [constant OK] if the thread already has " "ownership of the mutex." msgstr "" #: doc/classes/Mutex.xml msgid "" "Unlocks this [Mutex], leaving it to other threads.\n" "[b]Note:[/b] If a thread called [method lock] or [method try_lock] multiple " "times while already having ownership of the mutex, it must also call [method " "unlock] the same number of times in order to unlock it correctly." msgstr "" #: modules/gdnative/doc_classes/NativeScript.xml msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_class_documentation[/code]." msgstr "" #: modules/gdnative/doc_classes/NativeScript.xml msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_method_documentation[/code]." msgstr "" #: modules/gdnative/doc_classes/NativeScript.xml msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_property_documentation[/code]." msgstr "" #: modules/gdnative/doc_classes/NativeScript.xml msgid "" "Returns the documentation string that was previously set with " "[code]godot_nativescript_set_signal_documentation[/code]." msgstr "" #: modules/gdnative/doc_classes/NativeScript.xml msgid "" "Constructs a new object of the base type with a script of this type already " "attached.\n" "[b]Note:[/b] Any arguments passed to this function will be ignored and not " "passed to the native constructor function. This will change with in a future " "API extension." msgstr "" #: doc/classes/Navigation.xml msgid "Mesh-based navigation and pathfinding node." msgstr "" #: doc/classes/Navigation.xml msgid "" "[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " "deprecated and will be removed in a future version. Use [method " "NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " "class also assists with aligning navigation agents with the meshes they are " "navigating on." msgstr "" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml #: doc/classes/NavigationServer.xml msgid "3D Navmesh Demo" msgstr "" #: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "" "Returns the navigation point closest to the point given. Points are in local " "coordinate space." msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the surface normal at the navigation point closest to the point " "given. Useful for rotating a navigation agent according to the navigation " "mesh it moves on." msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " "point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the navigation point closest to the given line segment. When " "enabling [code]use_collision[/code], only considers intersection points " "between segment and navigation meshes. If multiple intersection points are " "found, the one closest to the segment start point is returned." msgstr "" #: doc/classes/Navigation.xml #, fuzzy msgid "Returns the [RID] of the navigation map on the [NavigationServer]." msgstr "アニメーションのトラック数を返します。" #: doc/classes/Navigation.xml msgid "" "[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " "deprecated and will be removed in a future version. Use [method " "NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " "etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" #: doc/classes/Navigation.xml #, fuzzy msgid "The cell height to use for fields." msgstr "メソッド呼び出しトラックで使う、呼び出しモード。" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml msgid "The XZ plane cell size to use for fields." msgstr "" #: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "" "This value is used to detect the near edges to connect compatible regions." msgstr "" #: doc/classes/Navigation.xml msgid "" "A bitfield determining all navigation map layers the navigation can use on a " "[method Navigation.get_simple_path] path query." msgstr "" #: doc/classes/Navigation.xml msgid "" "Defines which direction is up. By default, this is [code](0, 1, 0)[/code], " "which is the world's \"up\" direction." msgstr "" #: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml #: doc/classes/NavigationServer.xml msgid "" "Emitted when a navigation map is updated, when a region moves or is modified." msgstr "" #: doc/classes/Navigation2D.xml msgid "2D navigation and pathfinding node." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " "deprecated and will be removed in a future version. Use [method " "Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." msgstr "" #: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml #: doc/classes/NavigationPolygon.xml msgid "2D Navigation Demo" msgstr "" #: doc/classes/Navigation2D.xml msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " "[NavigationPolygonInstance]." msgstr "" #: doc/classes/Navigation2D.xml msgid "" "[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " "deprecated and will be removed in a future version. Use [method " "Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." msgstr "" #: doc/classes/Navigation2D.xml #, fuzzy msgid "The XY plane cell size to use for fields." msgstr "メソッド呼び出しトラックで使う、呼び出しモード。" #: doc/classes/Navigation2D.xml msgid "" "A bitfield determining all navigation map layers the navigation can use on a " "[method Navigation2D.get_simple_path] path query." msgstr "" #: doc/classes/Navigation2DServer.xml #, fuzzy msgid "Server interface for low-level 2D navigation access." msgstr "低レベルのオーディオアクセス用のサーバーインターフェースです。" #: doc/classes/Navigation2DServer.xml msgid "" "Navigation2DServer is the server responsible for all 2D navigation. It " "handles several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation polygons. " "Together, they define the navigable areas in the 2D world.\n" "[b]Note:[/b] Most NavigationServer changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation related Nodes in the SceneTree or made " "through scripts.\n" "For two regions to be connected to each other, they must share a similar " "edge. An edge is considered connected to another if both of its two vertices " "are at a distance less than navigation map [code]edge_connection_margin[/" "code] to the respective other edge's vertex.\n" "You may assign navigation layers to regions with [method Navigation2DServer." "region_set_navigation_layers], which then can be checked upon when " "requesting a path with [method Navigation2DServer.map_get_path]. This allows " "allowing or forbidding some areas to 2D objects.\n" "To use the collision avoidance system, you may use agents. You can set an " "agent's target velocity, then the servers will emit a callback with a " "modified velocity.\n" "[b]Note:[/b] The collision avoidance system ignores regions. Using the " "modified velocity as-is might lead to pushing and agent outside of a " "navigable area. This is a limitation of the collision avoidance system, any " "more complex situation may require the use of the physics engine.\n" "This server keeps tracks of any call and executes them during the sync " "phase. This means that you can request any change to the map, using any " "thread, without worrying." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Creates the agent." msgstr "指定されたノードの名前を変えます。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "" "Returns the navigation map [RID] the requested [code]agent[/code] is " "currently assigned to." msgstr "" "キー [code]name[/code] を持つ [Animation] を返すか、見つからない場合は " "[code]null[/code] を返します。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "与えられたノードを含むグラフの場合、[code]true[/code] を返します。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Callback called at the end of the RVO process. If a callback is created " "manually and the agent is placed on a navigation map it will calculate " "avoidance for the agent and dispatch the calculated [code]safe_velocity[/" "code] to the [code]receiver[/code] object with a signal to the chosen " "[code]method[/code] name.\n" "[b]Note:[/b] Created callbacks are always processed independently of the " "SceneTree state as long as the agent is on a navigation map and not freed. " "To disable the dispatch of a callback from an agent use [method " "agent_set_callback] again with a [code]null[/code] object as the " "[code]receiver[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Puts the agent in the map." msgstr "パラメータのタンジェントを返します。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Sets the maximum number of other agents the agent takes into account in the " "navigation. The larger this number, the longer the running time of the " "simulation. If the number is too low, the simulation will not be safe." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the maximum speed of the agent. Must be positive." msgstr "入力の名前をインデックスで取得します。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Sets the maximum distance to other agents this agent takes into account in " "the navigation. The larger this number, the longer the running time of the " "simulation. If the number is too low, the simulation will not be safe." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the position of the agent in world space." msgstr "空間にある [AABB] の 8 ポイントの位置を返します。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the radius of the agent." msgstr "パラメータの反対の値を返します。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the new target velocity." msgstr "テクスチャの描写オフセット。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "The minimal amount of time for which the agent's velocities that are " "computed by the simulation are safe with respect to other agents. The larger " "this number, the sooner this agent will respond to the presence of other " "agents, but the less freedom this agent has in choosing its velocities. Must " "be positive." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the current velocity of the agent." msgstr "テクスチャの現在表示されているフレームを設定します。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Destroys the given RID." msgstr "指定された遷移を返します。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Returns all created navigation map [RID]s on the NavigationServer. This " "returns both 2D and 3D created navigation maps as there is technically no " "distinction between them." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "This function immediately forces synchronization of the specified navigation " "[code]map[/code] [RID]. By default navigation maps are only synchronized at " "the end of each physics frame. This function can be used to immediately " "(re)calculate all the navigation meshes and region connections of the " "navigation map. This makes it possible to query a navigation path for a " "changed map immediately and in the same frame (multiple times if needed).\n" "Due to technical restrictions the current NavigationServer command queue " "will be flushed. This means all already queued update commands for this " "physics frame will be executed, even those intended for other maps, regions " "and agents not part of the specified map. The expensive computation of the " "navigation meshes and region connections of a map will only be done for the " "specified map. Other maps will receive the normal synchronization at the end " "of the physics frame. Should the specified map receive changes after the " "forced update it will update again as well when the other maps receive their " "update.\n" "Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " "is untouched by this function and continues to happen for all maps and " "agents at the end of the physics frame.\n" "[b]Note:[/b] With great power comes great responsibility. This function " "should only be used by users that really know what they are doing and have a " "good reason for it. Forcing an immediate update of a navigation map requires " "locking the NavigationServer and flushing the entire NavigationServer " "command queue. Not only can this severely impact the performance of a game " "but it can also introduce bugs if used inappropriately without much " "foresight." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell size." msgstr "グラフの終端ノードを返します。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "" "Returns the point closest to the provided [code]to_point[/code] on the " "navigation mesh surface." msgstr "" "インデックス [code]triangle[/code] の三角形内にある、インデックス " "[code]point[/code] のポイントの位置を返します。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Returns the owner region RID for the point returned by [method " "map_get_closest_point]." msgstr "" #: doc/classes/Navigation2DServer.xml msgid "" "Returns the edge connection margin of the map. The edge connection margin is " "a distance used to connect two regions." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Returns the navigation path to reach the destination from the origin. " "[code]navigation_layers[/code] is a bitmask of all region layers that are " "allowed to be in the path." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Returns all navigation regions [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns [code]true[/code] if the map is active." msgstr "配列が空の場合は[code]true[/code]を返します。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map active." msgstr "オーディオを停止します。" #: doc/classes/Navigation2DServer.xml msgid "" "Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/" "b] Currently not implemented." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Set the map cell size used to weld the navigation mesh polygons." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Set the map edge connection margin used to weld the compatible region edges." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Creates a new region." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Returns the ending point of a connection door. [code]connection[/code] is an " "index between 0 and the return value of [method " "region_get_connections_count]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Returns the starting point of a connection door. [code]connection[/code] is " "an index between 0 and the return value of [method " "region_get_connections_count]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "" "Returns how many connections this [code]region[/code] has with other regions " "in the map." msgstr "点 [code]point[/code] から平面上の点への直交投影を返します。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]." msgstr "" "配列に [code]value[/code] が含まれていれば [code]true[/code] を返します。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Returns the navigation map [RID] the requested [code]region[/code] is " "currently assigned to." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the region's navigation layers." msgstr "グラフ内の接続数を返します。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." msgstr "論理OR演算子 ([code]or[/code] または [code]||[/code])。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" "Returns [code]true[/code] if the provided [code]point[/code] in world space " "is currently owned by the provided navigation [code]region[/code]. Owned in " "this context means that one of the region's navigation mesh polygon faces " "has a possible position at the closest distance to this point compared to " "all other navigation meshes from other navigation regions that are also " "registered on the navigation map of the provided region.\n" "If multiple navigation meshes have positions at equal distance the " "navigation region whose polygons are processed first wins the ownership. " "Polygons are processed in the same order that navigation regions were " "registered on the NavigationServer.\n" "[b]Note:[/b] If navigation meshes from different navigation regions overlap " "(which should be avoided in general) the result might not be what is " "expected." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." msgstr "" "与えられた[code]id[/code]を持つ点の位置[code]position[/code]を設定します。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map for the region." msgstr "行列の逆行列を返します。" #: doc/classes/Navigation2DServer.xml msgid "" "Set the region's navigation layers. This allows selecting regions from a " "path request (when using [method Navigation2DServer.map_get_path])." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the navigation mesh for the region." msgstr "指定された名前のアニメーションノードを返します。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the global transformation for the region." msgstr "行列の転置されたバージョンを返します。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]." msgstr "" "与えられた[code]id[/code]を持つ点の位置[code]position[/code]を設定します。" #: doc/classes/NavigationAgent.xml msgid "3D agent used in navigation for collision avoidance." msgstr "" #: doc/classes/NavigationAgent.xml msgid "" "3D agent that is used in navigation to reach a location while avoiding " "static and dynamic obstacles. The dynamic obstacles are avoided using RVO " "(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " "navigation data to work correctly. By default this node will register to the " "default [World] navigation map. If this node is a child of a [Navigation] " "node it will register to the navigation map of the navigation node or the " "function [method set_navigation] can be used to set the navigation node " "directly. [NavigationAgent] is physics safe.\n" "[b]Note:[/b] After [method set_target_location] is used it is required to " "use the [method get_next_location] function once every physics frame to " "update the internal path logic of the NavigationAgent. The returned vector " "position from this function should be used as the next movement position for " "the agent's parent Node." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Returns the distance to the target location, using the agent's global " "position. The user must set the target location with [method " "set_target_location] in order for this to be accurate." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Returns the reachable final location in global coordinates. This can change " "if the navigation path is altered in any way. Because of this, it would be " "best to check this each frame." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Returns this agent's current path from start to finish in global " "coordinates. The path only updates when the target location is changed or " "the agent requires a repath. The path array is not intended to be used in " "direct path movement as the agent has its own internal path logic that would " "get corrupted by changing the path array manually. Use the intended [method " "get_next_location] once every physics frame to receive the next path point " "for the agents movement as this function also updates the internal path " "logic." msgstr "" #: doc/classes/NavigationAgent.xml #, fuzzy msgid "" "Returns which index the agent is currently on in the navigation path's " "[PoolVector3Array]." msgstr "ブレンド軸上のポイントの数を返します。" #: doc/classes/NavigationAgent.xml #, fuzzy msgid "" "Returns the [Navigation] node that the agent is using for its navigation " "system." msgstr "指定された名前のアニメーションノードを返します。" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Returns the [RID] of the navigation map for this NavigationAgent node. This " "function returns always the map set on the NavigationAgent node and not the " "map of the abstract agent on the NavigationServer. If the agent map is " "changed directly with the NavigationServer API the NavigationAgent node will " "not be aware of the map change. Use [method set_navigation_map] to change " "the navigation map for the NavigationAgent and also update the agent on the " "NavigationServer." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Returns the next location in global coordinates that can be moved to, making " "sure that there are no static objects in the way. If the agent does not have " "a navigation path, it will return the position of the agent's parent. The " "use of this function once every physics frame is required to update the " "internal path logic of the NavigationAgent." msgstr "" #: doc/classes/NavigationAgent.xml #, fuzzy msgid "Returns the [RID] of this agent on the [NavigationServer]." msgstr "アニメーションのトラック数を返します。" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Returns the user-defined target location (set with [method " "set_target_location])." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the navigation path's final location has been " "reached." msgstr "" "指定したパスがフィルタリングされていれば [code]true[/code] を返します。" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the target location is reachable. The target " "location is set using [method set_target_location]." msgstr "" "指定したフラグが有効な場合、[code]true[/code] を返します。オプションについて" "は [enum Flags] 列挙子を参照してください。" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Returns [code]true[/code] if the target location is reached. The target " "location is set using [method set_target_location]. It may not always be " "possible to reach the target location. It should always be possible to reach " "the final location though. See [method get_final_location]." msgstr "" #: doc/classes/NavigationAgent.xml msgid "" "Sets the [Navigation] node used by the agent. Useful when you don't want to " "make the agent a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Sets the [RID] of the navigation map this NavigationAgent node should use " "and also updates the [code]agent[/code] on the NavigationServer." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Sets the user desired final location. This will clear the current navigation " "path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Sends the passed in velocity to the collision avoidance algorithm. It will " "adjust the velocity to avoid collisions. Once the adjustment to the velocity " "is complete, it will emit the [signal velocity_computed] signal." msgstr "" #: doc/classes/NavigationAgent.xml msgid "" "The NavigationAgent height offset is subtracted from the y-axis value of any " "vector path position for this NavigationAgent. The NavigationAgent height " "offset does not change or influence the navigation mesh or pathfinding query " "result. Additional navigation maps that use regions with navigation meshes " "that the developer baked with appropriate agent radius or height values are " "required to support different-sized agents." msgstr "" #: doc/classes/NavigationAgent.xml msgid "" "If [code]true[/code] the agent is registered for an RVO avoidance callback " "on the [NavigationServer]. When [method set_velocity] is used and the " "processing is completed a [code]safe_velocity[/code] Vector3 is received " "with a signal connection to [signal velocity_computed]. Avoidance processing " "with many registered agents has a significant performance cost and should " "only be enabled on agents that currently require it." msgstr "" #: doc/classes/NavigationAgent.xml msgid "" "Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " "horizontal plane." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "The maximum number of neighbors for the agent to consider." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "The maximum speed that an agent can move." msgstr "" #: doc/classes/NavigationAgent.xml msgid "" "A bitfield determining all navigation map layers the [NavigationAgent] " "belongs to. On path requests the agent will ignore navmeshes without at " "least one matching layer." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "The distance to search for other agents." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "The distance threshold before a path point is considered to be reached. This " "will allow an agent to not have to hit a path point on the path exactly, but " "in the area. If this value is set to high the NavigationAgent will skip " "points on the path which can lead to leaving the navigation mesh. If this " "value is set to low the NavigationAgent will be stuck in a repath loop cause " "it will constantly overshoot or undershoot the distance to the next point on " "each physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "The maximum distance the agent is allowed away from the ideal path to the " "final location. This can happen due to trying to avoid collisions. When the " "maximum distance is exceeded, it recalculates the ideal path." msgstr "" #: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " "[member neighbor_dist]).\n" "Does not affect normal pathfinding. To change an actor's pathfinding radius " "bake [NavigationMesh] resources with a different [member NavigationMesh." "agent_radius] property and use different navigation maps for each actor size." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml 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 " "target exactly, but only the area. If this value is set to low the " "NavigationAgent will be stuck in a repath loop cause it will constantly " "overshoot or undershoot the distance to the final target point on each " "physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "The minimal amount of time for which this agent's velocities, that are " "computed with the collision avoidance algorithm, are safe with respect to " "other agents. The larger the number, the sooner the agent will respond to " "other agents, but the less freedom in choosing its velocities. Must be " "positive." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml #, fuzzy msgid "Notifies when the final location is reached." msgstr "アニメーションの再生が終了したときに通知します。" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Notifies when the navigation path changes. This can be triggered by the " "navigation system or by the user changing the path." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Notifies when the player-defined target, set with [method " "set_target_location], is reached." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Notifies when the collision avoidance velocity is calculated after a call to " "[method set_velocity]. Only emitted when [member avoidance_enabled] is true." msgstr "" #: doc/classes/NavigationAgent2D.xml msgid "2D agent used in navigation for collision avoidance." msgstr "" #: doc/classes/NavigationAgent2D.xml msgid "" "2D agent that is used in navigation to reach a location while avoiding " "static and dynamic obstacles. The dynamic obstacles are avoided using RVO " "(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " "navigation data to work correctly. By default this node will register to the " "default [World2D] navigation map. If this node is a child of a " "[Navigation2D] node it will register to the navigation map of the navigation " "node or the function [method set_navigation] can be used to set the " "navigation node directly. [NavigationAgent2D] is physics safe.\n" "[b]Note:[/b] After [method set_target_location] is used it is required to " "use the [method get_next_location] function once every physics frame to " "update the internal path logic of the NavigationAgent. The returned vector " "position from this function should be used as the next movement position for " "the agent's parent Node." msgstr "" #: doc/classes/NavigationAgent2D.xml #, fuzzy msgid "" "Returns which index the agent is currently on in the navigation path's " "[PoolVector2Array]." msgstr "ブレンド軸上のポイントの数を返します。" #: doc/classes/NavigationAgent2D.xml #, fuzzy msgid "" "Returns the [Navigation2D] node that the agent is using for its navigation " "system." msgstr "指定された名前のアニメーションノードを返します。" #: doc/classes/NavigationAgent2D.xml #, fuzzy msgid "Returns the [RID] of this agent on the [Navigation2DServer]." msgstr "アニメーションのトラック数を返します。" #: doc/classes/NavigationAgent2D.xml msgid "" "Sets the [Navigation2D] node used by the agent. Useful when you don't want " "to make the agent a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationAgent2D.xml msgid "" "If [code]true[/code] the agent is registered for an RVO avoidance callback " "on the [Navigation2DServer]. When [method set_velocity] is used and the " "processing is completed a [code]safe_velocity[/code] Vector2 is received " "with a signal connection to [signal velocity_computed]. Avoidance processing " "with many registered agents has a significant performance cost and should " "only be enabled on agents that currently require it." msgstr "" #: doc/classes/NavigationAgent2D.xml msgid "" "A bitfield determining all navigation map layers the [NavigationAgent2D] " "belongs to. On path requests the agent will ignore navmeshes without at " "least one matching layer." msgstr "" #: doc/classes/NavigationAgent2D.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " "[member neighbor_dist]).\n" "Does not affect normal pathfinding." msgstr "" #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "A navigation mesh is a collection of polygons that define which areas of an " "environment are traversable to aid agents in pathfinding through complicated " "spaces." msgstr "" #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml msgid "" "Adds a polygon using the indices of the vertices you get when calling " "[method get_vertices]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Clears the array of polygons, but it doesn't clear the array of vertices." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Initializes the navigation mesh by setting the vertices and indices " "according to a [Mesh]." msgstr "" #: doc/classes/NavigationMesh.xml #, fuzzy msgid "" "Returns whether the specified [code]bit[/code] of the [member " "geometry_collision_mask] is set." msgstr "録画中かどうかを返します。" #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml msgid "" "Returns a [PoolIntArray] containing the indices of the vertices of a created " "polygon." msgstr "" #: doc/classes/NavigationMesh.xml #, fuzzy msgid "Returns the number of polygons in the navigation mesh." msgstr "グラフ内の接続数を返します。" #: doc/classes/NavigationMesh.xml msgid "" "Returns a [PoolVector3Array] containing all the vertices being used to " "create the polygons." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/" "code] in the [member geometry_collision_mask].\n" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" "code] in the [member geometry_collision_mask]." msgstr "" #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml msgid "" "Sets the vertices that can be then indexed to create polygons with the " "[method add_polygon] method." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The minimum floor to ceiling height that will still allow the floor area to " "be considered walkable.\n" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " "multiple of [member cell_height]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The minimum ledge height that is considered to still be traversable.\n" "[b]Note:[/b] While baking, this value will be rounded down to the nearest " "multiple of [member cell_height]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "The maximum slope that is considered walkable, in degrees." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The distance to erode/shrink the walkable area of the heightfield away from " "obstructions.\n" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " "multiple of [member cell_size]." msgstr "" #: doc/classes/NavigationMesh.xml #, fuzzy msgid "The Y axis cell size to use for fields." msgstr "メソッド呼び出しトラックで使う、呼び出しモード。" #: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The maximum distance the detail mesh surface should deviate from " "heightfield, in cell unit." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The maximum distance a simplfied contour's border edges should deviate the " "original raw contour." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The maximum allowed length for contour edges along the border of the mesh.\n" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " "multiple of [member cell_size]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "If the baking [AABB] has a volume the navigation mesh baking will be " "restricted to its enclosing area." msgstr "" #: doc/classes/NavigationMesh.xml msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." msgstr "" #: doc/classes/NavigationMesh.xml #, fuzzy msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "[code]true[/code]の場合、法線マッピングが有効になります。" #: doc/classes/NavigationMesh.xml msgid "" "If [code]true[/code], marks non-walkable spans as walkable if their maximum " "is within [member agent_max_climb] of a walkable neighbor." msgstr "" #: doc/classes/NavigationMesh.xml #, fuzzy msgid "" "If [code]true[/code], marks walkable spans as not walkable if the clearance " "above the span is less than [member agent_height]." msgstr "" "[code]true[/code]の場合、ボディの透明度を有効にします。[member blend_mode] も" "参照してください。" #: doc/classes/NavigationMesh.xml msgid "" "The physics layers to scan for static colliders.\n" "Only used when [member geometry_parsed_geometry_type] is [constant " "PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Determines which type of nodes will be parsed as geometry. See [enum " "ParsedGeometryType] for possible values." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The source of the geometry used when baking. See [enum SourceGeometryMode] " "for possible values." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The name of the group to scan for geometry.\n" "Only used when [member geometry_source_geometry_mode] is [constant " "SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant " "SOURCE_GEOMETRY_GROUPS_EXPLICIT]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The maximum number of vertices allowed for polygons generated during the " "contour to polygon conversion process." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Any regions with a size smaller than this will be merged with larger regions " "if possible.\n" "[b]Note:[/b] This value will be squared to calculate the number of cells. " "For example, a value of 20 will set the number of cells to 400." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The minimum size of a region for it to be created.\n" "[b]Note:[/b] This value will be squared to calculate the minimum number of " "cells allowed to form isolated island areas. For example, a value of 8 will " "set the number of cells to 64." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Partitioning algorithm for creating the navigation mesh polys. See [enum " "SamplePartitionType] for possible values." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Watershed partitioning. Generally the best choice if you precompute the " "navigation mesh, use this if you have large open areas." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Monotone partitioning. Use this if you want fast navigation mesh generation." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Layer partitioning. Good choice to use for tiled navigation mesh with medium " "and small sized tiles." msgstr "" #: doc/classes/NavigationMesh.xml #, fuzzy msgid "Represents the size of the [enum SamplePartitionType] enum." msgstr "[enum Variant.Type] enumのサイズを表す。" #: doc/classes/NavigationMesh.xml msgid "" "Parses mesh instances as geometry. This includes [MeshInstance], [CSGShape], " "and [GridMap] nodes." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Parses [StaticBody] colliders as geometry. The collider should be in any of " "the layers specified by [member geometry_collision_mask]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant " "PARSED_GEOMETRY_STATIC_COLLIDERS]." msgstr "" #: doc/classes/NavigationMesh.xml #, fuzzy msgid "Represents the size of the [enum ParsedGeometryType] enum." msgstr "[enum ArrayType] 列挙型のサイズ。" #: doc/classes/NavigationMesh.xml msgid "" "Scans the child nodes of [NavigationMeshInstance] recursively for geometry." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Scans nodes in a group and their child nodes recursively for geometry. The " "group is specified by [member geometry_source_group_name]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Uses nodes in a group for geometry. The group is specified by [member " "geometry_source_group_name]." msgstr "" #: doc/classes/NavigationMesh.xml #, fuzzy msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "[enum Feature] enum のサイズを表します。" #: doc/classes/NavigationMeshGenerator.xml msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" "This class is responsible for creating and clearing 3D navigation meshes " "used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " "[NavigationMeshGenerator] has very limited to no use for 2D as the " "navigation mesh baking process expects 3D node types and 3D source geometry " "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " "performance and time hungry operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " "properties all valid 3D source geometry nodes are collected from the " "[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " "geometry data and a combined 3D mesh is build. Due to the many different " "types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " "various [CollisionObject]s, some operations to collect geometry data can " "trigger [VisualServer] and [PhysicsServer] synchronizations. Server " "synchronization can have a negative effect on baking time or framerate as it " "often involves [Mutex] locking for thread security. Many parsable objects " "and the continuous synchronization with other threaded Servers can increase " "the baking time significantly. On the other hand only a few but very large " "and complex objects will take some time to prepare for the Servers which can " "noticeably stall the next frame render. As a general rule the total amount " "of parsable objects and their individual size and complexity should be " "balanced to avoid framerate issues or very long baking times. The combined " "mesh is then passed to the Recast Navigation Object to test the source " "geometry for walkable terrain suitable to [NavigationMesh] agent properties " "by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " "[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " "nodes.\n" "[b]Note:[/b] Using meshes to not only define walkable surfaces but also " "obstruct navigation baking does not always work. The navigation baking has " "no concept of what is a geometry \"inside\" when dealing with mesh source " "geometry and this is intentional. Depending on current baking parameters, as " "soon as the obstructing mesh is large enough to fit a navigation mesh area " "inside, the baking will generate navigation mesh areas that are inside the " "obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" "Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " "nodes under the provided [code]root_node[/code] or a specific group of nodes " "for potential source geometry. The parse behavior can be controlled with the " "[member NavigationMesh.geometry_parsed_geometry_type] and [member " "NavigationMesh.geometry_source_geometry_mode] properties on the " "[NavigationMesh] resource." msgstr "" #: doc/classes/NavigationMeshGenerator.xml #, fuzzy msgid "" "Removes all polygons and vertices from the provided [code]nav_mesh[/code] " "resource." msgstr "キー名 [code]name[/code] のアニメーションを削除します。" #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" "An instance of a [NavigationMesh]. It tells the [Navigation] node what can " "be navigated and what cannot, based on the [NavigationMesh] resource.\n" "By default this node will register to the default [World] navigation map. If " "this node is a child of a [Navigation] node it will register to the " "navigation map of the navigation node.\n" "Two regions can be connected to each other if they share a similar edge. You " "can set the minimum distance between two vertices required to connect two " "edges by using [method NavigationServer.map_set_edge_connection_margin].\n" "[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting " "two regions. They must share a similar edge.\n" "The cost of entering this region from another region can be controlled with " "the [member enter_cost] value.\n" "[b]Note:[/b] This value is not added to the path cost when the start " "position is already inside this region.\n" "The cost of traveling distances inside this region can be controlled with " "the [member travel_cost] multiplier." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" "Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/" "code] (default), the baking is done on a separate thread. Baking on separate " "thread is useful because navigation baking is not a cheap operation. When it " "is completed, it automatically sets the new [NavigationMesh]. Please note " "that baking on separate thread may be very slow if geometry is parsed from " "meshes as async access to each mesh involves heavy synchronization. Also, " "please note that baking on a separate thread is automatically disabled on " "operating systems that cannot use threads (such as HTML5 with threads " "disabled)." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" "Returns the [RID] of this region on the [NavigationServer]. Combined with " "[method NavigationServer.map_get_closest_point_owner] can be used to " "identify the [NavigationMeshInstance] closest to a point on the merged " "navigation map." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationMeshInstance.xml #: doc/classes/NavigationPolygonInstance.xml msgid "" "When pathfinding enters this region's navmesh from another regions navmesh " "the [code]enter_cost[/code] value is added to the path distance for " "determining the shortest path." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" "A bitfield determining all navigation map layers the [NavigationMesh] " "belongs to. On path requests with [method NavigationServer.map_get_path] " "navmeshes without matching layers will be ignored and the navigation map " "will only proximity merge different navmeshes with matching layers." msgstr "" #: doc/classes/NavigationMeshInstance.xml #, fuzzy msgid "The [NavigationMesh] resource to use." msgstr "[NavigationMeshGenerator] シングルトン。" #: doc/classes/NavigationMeshInstance.xml #: doc/classes/NavigationPolygonInstance.xml msgid "" "When pathfinding moves inside this region's navmesh the traveled distances " "are multiplied with [code]travel_cost[/code] for determining the shortest " "path." msgstr "" #: doc/classes/NavigationMeshInstance.xml #, fuzzy msgid "Notifies when the navigation mesh bake operation is completed." msgstr "アニメーションの再生が開始したときに通知します。" #: doc/classes/NavigationMeshInstance.xml #, fuzzy msgid "Notifies when the [NavigationMesh] has changed." msgstr "アニメーションの再生が開始したときに通知します。" #: doc/classes/NavigationObstacle.xml msgid "3D obstacle used in navigation for collision avoidance." msgstr "" #: doc/classes/NavigationObstacle.xml msgid "" "3D obstacle used in navigation for collision avoidance. The obstacle needs " "navigation data to work correctly. This can be done by having the obstacle " "as a child of a [Navigation] node, or using [method set_navigation]. " "[NavigationObstacle] is physics safe.\n" "[b]Note:[/b] Obstacles are intended as a last resort option for constantly " "moving objects that cannot be (re)baked to a navigation mesh efficiently." msgstr "" #: doc/classes/NavigationObstacle.xml #, fuzzy msgid "" "Returns the [Navigation] node that the obstacle is using for its navigation " "system." msgstr "指定された名前のアニメーションノードを返します。" #: doc/classes/NavigationObstacle.xml #, fuzzy msgid "Returns the [RID] of this obstacle on the [NavigationServer]." msgstr "アニメーションのトラック数を返します。" #: doc/classes/NavigationObstacle.xml msgid "" "Sets the [Navigation] node used by the obstacle. Useful when you don't want " "to make the obstacle a child of a [Navigation] node." msgstr "" #: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml msgid "" "Enables radius estimation algorithm which uses parent's collision shapes to " "determine the obstacle radius." msgstr "" #: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml msgid "" "The radius of the agent. Used only if [member estimate_radius] is set to " "[code]false[/code]." msgstr "" #: doc/classes/NavigationObstacle2D.xml msgid "2D obstacle used in navigation for collision avoidance." msgstr "" #: doc/classes/NavigationObstacle2D.xml msgid "" "2D obstacle used in navigation for collision avoidance. The obstacle needs " "navigation data to work correctly. This can be done by having the obstacle " "as a child of a [Navigation2D] node, or using [method set_navigation]. " "[NavigationObstacle2D] is physics safe.\n" "[b]Note:[/b] Obstacles are intended as a last resort option for constantly " "moving objects that cannot be (re)baked to a navigation mesh efficiently." msgstr "" #: doc/classes/NavigationObstacle2D.xml msgid "" "Returns the [Navigation2D] node that the obstacle is using for its " "navigation system." msgstr "" #: doc/classes/NavigationObstacle2D.xml #, fuzzy msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." msgstr "アニメーションのトラック数を返します。" #: doc/classes/NavigationObstacle2D.xml msgid "" "Sets the [Navigation2D] node used by the obstacle. Useful when you don't " "want to make the obstacle a child of a [Navigation2D] node." msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" "A node that has methods to draw outlines or use indices of vertices to " "create navigation polygons." msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" "There are two ways to create polygons. Either by using the [method " "add_outline] method, or using the [method add_polygon] method.\n" "Using [method add_outline]:\n" "[codeblock]\n" "var polygon = NavigationPolygon.new()\n" "var outline = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, " "50), Vector2(50, 0)])\n" "polygon.add_outline(outline)\n" "polygon.make_polygons_from_outlines()\n" "$NavigationPolygonInstance.navpoly = polygon\n" "[/codeblock]\n" "Using [method add_polygon] and indices of the vertices array.\n" "[codeblock]\n" "var polygon = NavigationPolygon.new()\n" "var vertices = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, " "50), Vector2(50, 0)])\n" "polygon.set_vertices(vertices)\n" "var indices = PoolIntArray([0, 1, 2, 3])\n" "polygon.add_polygon(indices)\n" "$NavigationPolygonInstance.navpoly = polygon\n" "[/codeblock]" msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" "Appends a [PoolVector2Array] that contains the vertices of an outline to the " "internal array that contains all the outlines. You have to call [method " "make_polygons_from_outlines] in order for this array to be converted to " "polygons that the engine will use." msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" "Adds a [PoolVector2Array] that contains the vertices of an outline to the " "internal array that contains all the outlines at a fixed position. You have " "to call [method make_polygons_from_outlines] in order for this array to be " "converted to polygons that the engine will use." msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" "Clears the array of the outlines, but it doesn't clear the vertices and the " "polygons that were created by them." msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" "Clears the array of polygons, but it doesn't clear the array of outlines and " "vertices." msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" "Returns the [NavigationMesh] resulting from this navigation polygon. This " "navmesh can be used to update the navmesh of a region with the [method " "NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server " "behind the scene)." msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" "Returns a [PoolVector2Array] containing the vertices of an outline that was " "created in the editor or by script." msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" "Returns the number of outlines that were created in the editor or by script." msgstr "" #: doc/classes/NavigationPolygon.xml msgid "Returns the count of all polygons." msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" "Returns a [PoolVector2Array] containing all the vertices being used to " "create the polygons." msgstr "" #: doc/classes/NavigationPolygon.xml msgid "Creates polygons from the outlines added in the editor or by script." msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" "Removes an outline created in the editor or by script. You have to call " "[method make_polygons_from_outlines] for the polygons to update." msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" "Changes an outline created in the editor or by script. You have to call " "[method make_polygons_from_outlines] for the polygons to update." msgstr "" #: doc/classes/NavigationPolygonInstance.xml msgid "A region of the 2D navigation map." msgstr "" #: doc/classes/NavigationPolygonInstance.xml msgid "" "A region of the navigation map. It tells the [Navigation2DServer] what can " "be navigated and what cannot, based on its [NavigationPolygon] resource.\n" "By default this node will register to the default [World2D] navigation map. " "If this node is a child of a [Navigation2D] node it will register to the " "navigation map of the navigation node.\n" "Two regions can be connected to each other if they share a similar edge. You " "can set the minimum distance between two vertices required to connect two " "edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n" "[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting " "two regions. They must share a similar edge.\n" "The pathfinding cost of entering this region from another region can be " "controlled with the [member enter_cost] value.\n" "[b]Note:[/b] This value is not added to the path cost when the start " "position is already inside this region.\n" "The pathfinding cost of traveling distances inside this region can be " "controlled with the [member travel_cost] multiplier." msgstr "" #: doc/classes/NavigationPolygonInstance.xml msgid "" "Returns the [RID] of this region on the [Navigation2DServer]. Combined with " "[method Navigation2DServer.map_get_closest_point_owner] can be used to " "identify the [NavigationPolygonInstance] closest to a point on the merged " "navigation map." msgstr "" #: doc/classes/NavigationPolygonInstance.xml msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled." msgstr "" #: doc/classes/NavigationPolygonInstance.xml msgid "" "A bitfield determining all navigation map layers the [NavigationPolygon] " "belongs to. On path requests with [method Navigation2DServer.map_get_path] " "navmeshes without matching layers will be ignored and the navigation map " "will only proximity merge different navmeshes with matching layers." msgstr "" #: doc/classes/NavigationPolygonInstance.xml #, fuzzy msgid "The [NavigationPolygon] resource to use." msgstr "[NavigationMeshGenerator] シングルトン。" #: doc/classes/NavigationServer.xml #, fuzzy msgid "Server interface for low-level 3D navigation access." msgstr "低レベルのオーディオアクセス用のサーバーインターフェースです。" #: doc/classes/NavigationServer.xml msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " "they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most NavigationServer changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation related Nodes in the SceneTree or made " "through scripts.\n" "For two regions to be connected to each other, they must share a similar " "edge. An edge is considered connected to another if both of its two vertices " "are at a distance less than [member Navigation.edge_connection_margin] to " "the respective other edge's vertex.\n" "To use the collision avoidance system, you may use agents. You can set an " "agent's target velocity, then the servers will emit a callback with a " "modified velocity.\n" "[b]Note:[/b] The collision avoidance system ignores regions. Using the " "modified velocity as-is might lead to pushing and agent outside of a " "navigable area. This is a limitation of the collision avoidance system, any " "more complex situation may require the use of the physics engine.\n" "This server keeps tracks of any call and executes them during the sync " "phase. This means that you can request any change to the map, using any " "thread, without worrying." msgstr "" #: doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map cell height." msgstr "グラフの終端ノードを返します。" #: doc/classes/NavigationServer.xml #, fuzzy msgid "" "Returns the normal for the point returned by [method map_get_closest_point]." msgstr "パラメータの平方根の逆数を返します。" #: doc/classes/NavigationServer.xml #, fuzzy msgid "" "Returns the closest point between the navigation surface and the segment." msgstr "キュー内で次にあるアニメーションの名前を返します。" #: doc/classes/NavigationServer.xml msgid "" "Returns the edge connection margin of the map. This distance is the minimum " "vertex distance needed to connect two edges from different regions." msgstr "" #: doc/classes/NavigationServer.xml #, fuzzy msgid "Returns the map's up direction." msgstr "ビットマップの寸法を返します。" #: doc/classes/NavigationServer.xml msgid "Set the map cell height used to weld the navigation mesh polygons." msgstr "" #: doc/classes/NavigationServer.xml #, fuzzy msgid "Sets the map up direction." msgstr "オーディオを停止します。" #: doc/classes/NavigationServer.xml msgid "" "Process the collision avoidance agents.\n" "The result of this process is needed by the physics server, so this must be " "called in the main thread.\n" "[b]Note:[/b] This function is not thread safe." msgstr "" #: doc/classes/NavigationServer.xml msgid "Bakes the navigation mesh." msgstr "" #: doc/classes/NavigationServer.xml msgid "" "Set the region's navigation layers. This allows selecting regions from a " "path request (when using [method NavigationServer.map_get_path])." msgstr "" #: doc/classes/NavigationServer.xml msgid "Control activation of this server." msgstr "" #: doc/classes/NetworkedMultiplayerCustom.xml msgid "" "A [NetworkedMultiplayerPeer] implementation that can be controlled from a " "script." msgstr "" #: doc/classes/NetworkedMultiplayerCustom.xml msgid "" "A [NetworkedMultiplayerPeer] implementation that can be used as a [member " "MultiplayerAPI.network_peer] and controlled from a script.\n" "Its purpose is to allow adding a new backend for the high-Level multiplayer " "API without needing to use GDNative." msgstr "" #: doc/classes/NetworkedMultiplayerCustom.xml msgid "" "Deliver a packet to the local [MultiplayerAPI].\n" "When your script receives a packet from other peers over the network " "(originating from the [signal packet_generated] signal on the sending peer), " "passing it to this method will deliver it locally." msgstr "" #: doc/classes/NetworkedMultiplayerCustom.xml msgid "" "Initialize the peer with the given [code]peer_id[/code] (must be between 1 " "and 2147483647).\n" "Can only be called if the connection status is [constant " "NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method " "set_connection_status]." msgstr "" #: doc/classes/NetworkedMultiplayerCustom.xml msgid "" "Set the state of the connection. See [enum NetworkedMultiplayerPeer." "ConnectionStatus].\n" "This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], " "[signal NetworkedMultiplayerPeer.connection_failed] or [signal " "NetworkedMultiplayerPeer.server_disconnected] signals depending on the " "status and if the peer has the unique network id of [code]1[/code].\n" "You can only change to [constant NetworkedMultiplayerPeer." "CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer." "CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer." "CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer." "CONNECTION_CONNECTING]." msgstr "" #: doc/classes/NetworkedMultiplayerCustom.xml #, fuzzy msgid "Set the max packet size that this peer can handle." msgstr "指定された名前のアニメーションノードを返します。" #: doc/classes/NetworkedMultiplayerCustom.xml msgid "" "Emitted when the local [MultiplayerAPI] generates a packet.\n" "Your script should take this packet and send it to the requested peer over " "the network (which should call [method deliver_packet] with the data when " "it's received)." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." "html]ENet[/url] library." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "A PacketPeer implementation that should be passed to [member SceneTree." "network_peer] after being initialized as either a client or server. Events " "can then be handled by connecting to [SceneTree] signals.\n" "ENet's purpose is to provide a relatively thin, simple and robust network " "communication layer on top of UDP (User Datagram Protocol).\n" "[b]Note:[/b] ENet only uses UDP, not TCP. When forwarding the server port to " "make your server accessible on the public Internet, you only need to forward " "the server port in UDP. You can use the [UPNP] class to try to forward the " "server port automatically when starting the server." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Closes the connection. Ignored if no connection is currently established. If " "this is a server it tries to notify all clients before forcibly " "disconnecting them. If this is a client it simply closes the connection to " "the server." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Create client that connects to a server at [code]address[/code] using " "specified [code]port[/code]. The given address needs to be either a fully " "qualified domain name (e.g. [code]\"www.example.com\"[/code]) or an IP " "address in IPv4 or IPv6 format (e.g. [code]\"192.168.1.1\"[/code]). The " "[code]port[/code] is the port the server is listening on. The " "[code]in_bandwidth[/code] and [code]out_bandwidth[/code] parameters can be " "used to limit the incoming and outgoing bandwidth to the given number of " "bytes per second. The default of 0 means unlimited bandwidth. Note that ENet " "will strategically drop packets on specific sides of a connection between " "peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth " "parameters also determine the window size of a connection which limits the " "amount of reliable packets that may be in transit at any given time. Returns " "[constant OK] if a client was created, [constant ERR_ALREADY_IN_USE] if this " "NetworkedMultiplayerENet instance already has an open connection (in which " "case you need to call [method close_connection] first) or [constant " "ERR_CANT_CREATE] if the client could not be created. If [code]client_port[/" "code] is specified, the client will also listen to the given port; this is " "useful for some NAT traversal techniques." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Create server that listens to connections via [code]port[/code]. The port " "needs to be an available, unused port between 0 and 65535. Note that ports " "below 1024 are privileged and may require elevated permissions depending on " "the platform. To change the interface the server listens on, use [method " "set_bind_ip]. The default IP is the wildcard [code]\"*\"[/code], which " "listens on all available interfaces. [code]max_clients[/code] is the maximum " "number of clients that are allowed at once, any number up to 4095 may be " "used, although the achievable number of simultaneous clients may be far " "lower and depends on the application. For additional details on the " "bandwidth parameters, see [method create_client]. Returns [constant OK] if a " "server was created, [constant ERR_ALREADY_IN_USE] if this " "NetworkedMultiplayerENet instance already has an open connection (in which " "case you need to call [method close_connection] first) or [constant " "ERR_CANT_CREATE] if the server could not be created." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Disconnect the given peer. If \"now\" is set to [code]true[/code], the " "connection will be closed immediately without flushing queued messages." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Returns the channel of the last packet fetched via [method PacketPeer." "get_packet]." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Returns the channel of the next packet that will be retrieved via [method " "PacketPeer.get_packet]." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/websocket/doc_classes/WebSocketServer.xml msgid "Returns the IP address of the given peer." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: modules/websocket/doc_classes/WebSocketServer.xml msgid "Returns the remote port of the given peer." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "The IP used when creating a server. This is set to the wildcard [code]\"*\"[/" "code] by default, which binds to all available interfaces. The given IP " "needs to be in IPv4 or IPv6 address format, for example: " "[code]\"192.168.1.1\"[/code]." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Configure the [X509Certificate] to use when [member use_dtls] is [code]true[/" "code]. For servers, you must also setup the [CryptoKey] via [method " "set_dtls_key]." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Configure the [CryptoKey] to use when [member use_dtls] is [code]true[/" "code]. Remember to also call [method set_dtls_certificate] to setup your " "[X509Certificate]." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Sets the timeout parameters for a peer.The timeout parameters control how " "and when a peer will timeout from a failure to acknowledge reliable traffic. " "Timeout values are expressed in milliseconds.\n" "The [code]timeout_limit[/code] is a factor that, multiplied by a value based " "on the average round trip time, will determine the timeout limit for a " "reliable packet. When that limit is reached, the timeout will be doubled, " "and the peer will be disconnected if that limit has reached " "[code]timeout_min[/code]. The [code]timeout_max[/code] parameter, on the " "other hand, defines a fixed timeout for which any packet must be " "acknowledged or the peer will be dropped." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Enforce ordered packets when using [constant NetworkedMultiplayerPeer." "TRANSFER_MODE_UNRELIABLE] (thus behaving similarly to [constant " "NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE_ORDERED]). This is the " "only way to use ordering with the RPC system." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "The number of channels to be used by ENet. Channels are used to separate " "different kinds of data. In reliable or ordered mode, for example, the " "packet delivery order is ensured on a per-channel basis. This is done to " "combat latency and reduces ordering restrictions on packets. The delivery " "status of a packet in one channel won't stall the delivery of other packets " "in another channel." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "The compression method used for network packets. These have different " "tradeoffs of compression speed versus bandwidth, you may need to test which " "one works best for your use case if you use compression at all.\n" "[b]Note:[/b] Most games' network design involve sending many small packets " "frequently (smaller than 4 KB each). If in doubt, it is recommended to keep " "the default compression algorithm as it works best on these small packets.\n" "[b]Note:[/b] [member compression_mode] must be set to the same value on both " "the server and all its clients. Clients will fail to connect if the [member " "compression_mode] set on the client differs from the one set on the server. " "Prior to Godot 3.4, the default [member compression_mode] was [constant " "COMPRESS_NONE]. Nonetheless, mixing engine versions between clients and " "server is not recommended and not officially supported." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "The hostname used for DTLS verification, to be compared against the \"CN\" " "value in the certificate provided by the server.\n" "When set to an empty string, the [code]address[/code] parameter passed to " "[method create_client] is used instead." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Enable or disable certificate verification when [member use_dtls] is " "[code]true[/code]." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Enable or disable the server feature that notifies clients of other peers' " "connection/disconnection, and relays messages between them. When this option " "is [code]false[/code], clients won't be automatically notified of other " "peers and won't be able to send them packets through the server." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "Set the default channel to be used to transfer data. By default, this value " "is [code]-1[/code] which means that ENet will only use 2 channels: one for " "reliable packets, and one for unreliable packets. The channel [code]0[/code] " "is reserved and cannot be used. Setting this member to any value between " "[code]0[/code] and [member channel_count] (excluded) will force ENet to use " "that channel for sending data. See [member channel_count] for more " "information about ENet channels." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "When enabled, the client or server created by this peer, will use " "[PacketPeerDTLS] instead of raw UDP sockets for communicating with the " "remote peer. This will make the communication encrypted with DTLS at the " "cost of higher resource usage and potentially larger packet size.\n" "[b]Note:[/b] When creating a DTLS server, make sure you setup the key/" "certificate pair via [method set_dtls_key] and [method " "set_dtls_certificate]. For DTLS clients, have a look at the [member " "dtls_verify] option, and configure the certificate accordingly via [method " "set_dtls_certificate]." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml 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 " "network debugging using tools like Wireshark easier." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "ENet's built-in range encoding. Works well on small packets, but is not the " "most efficient algorithm on packets larger than 4 KB." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "[url=http://fastlz.org/]FastLZ[/url] compression. This option uses less CPU " "resources compared to [constant COMPRESS_ZLIB], at the expense of using more " "bandwidth." msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml 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. 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 "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "[url=https://facebook.github.io/zstd/]Zstandard[/url] compression." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "A high-level network interface to simplify multiplayer interactions." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "Manages the connection to network peers. Assigns unique IDs to each client " "connected to the server. See also [MultiplayerAPI].\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." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "High-level multiplayer" msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "WebRTC Signaling Demo" msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "Returns the current state of the connection. See [enum ConnectionStatus]." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "Returns the ID of the [NetworkedMultiplayerPeer] who sent the most recent " "packet." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Returns the ID of this [NetworkedMultiplayerPeer]." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Waits up to 1 second to receive a new network event." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "Sets the peer to which packets will be sent.\n" "The [code]id[/code] can be one of: [constant TARGET_PEER_BROADCAST] to send " "to all connected peers, [constant TARGET_PEER_SERVER] to send to the peer " "acting as server, a valid peer ID to send to that specific peer, a negative " "peer ID to send to all peers except that one. By default, the target peer is " "[constant TARGET_PEER_BROADCAST]." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "If [code]true[/code], this [NetworkedMultiplayerPeer] refuses new " "connections." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "The manner in which to send packets to the [code]target_peer[/code]. See " "[enum TransferMode]." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted when a connection attempt fails." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted when a connection attempt succeeds." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted by the server when a client connects." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted by the server when a client disconnects." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Emitted by clients when the server disconnects." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "Packets are not acknowledged, no resend attempts are made for lost packets. " "Packets may arrive in any order. Potentially faster than [constant " "TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always " "consider whether the order matters." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "Packets are not acknowledged, no resend attempts are made for lost packets. " "Packets are received in the order they were sent in. Potentially faster than " "[constant TRANSFER_MODE_RELIABLE]. Use for non-critical data or data that " "would be outdated if received late due to resend attempt(s) anyway, for " "example movement and positional data." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "" "Packets must be received and resend attempts should be made until the " "packets are acknowledged. Packets must be received in the order they were " "sent in. Most reliable transfer mode, but potentially the slowest due to the " "overhead. Use for critical data that must be transmitted and arrive in " "order, for example an ability being triggered or a chat message. Consider " "carefully if the information really is critical, and use sparingly." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "The ongoing connection disconnected." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "A connection attempt is ongoing." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "The connection attempt succeeded." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Packets are sent to the server and then redistributed to other peers." msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml msgid "Packets are sent to the server alone." msgstr "" #: doc/classes/NinePatchRect.xml msgid "" "Scalable texture-based frame that tiles the texture's centers and sides, but " "keeps the corners' original size. Perfect for panels and dialog boxes." msgstr "" #: doc/classes/NinePatchRect.xml msgid "" "Also known as 9-slice panels, NinePatchRect produces clean panels of any " "size, based on a small texture. To do so, it splits the texture in a 3×3 " "grid. When you scale the node, it tiles the texture's sides horizontally or " "vertically, the center on both axes but it doesn't scale or tile the corners." msgstr "" #: doc/classes/NinePatchRect.xml msgid "" "Returns the size of the margin identified by the given [enum Margin] " "constant." msgstr "" #: doc/classes/NinePatchRect.xml msgid "" "Sets the size of the margin identified by the given [enum Margin] constant " "to [code]value[/code] in pixels." msgstr "" #: doc/classes/NinePatchRect.xml msgid "" "The stretch mode to use for horizontal stretching/tiling. See [enum " "NinePatchRect.AxisStretchMode] for possible values." msgstr "" #: doc/classes/NinePatchRect.xml msgid "" "The stretch mode to use for vertical stretching/tiling. See [enum " "NinePatchRect.AxisStretchMode] for possible values." msgstr "" #: doc/classes/NinePatchRect.xml msgid "" "If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's " "borders." msgstr "" #: doc/classes/NinePatchRect.xml msgid "" "The height of the 9-slice's bottom row. A margin of 16 means the 9-slice's " "bottom corners and side will have a height of 16 pixels. You can set all 4 " "margin values individually to create panels with non-uniform borders." msgstr "" #: doc/classes/NinePatchRect.xml msgid "" "The width of the 9-slice's left column. A margin of 16 means the 9-slice's " "left corners and side will have a width of 16 pixels. You can set all 4 " "margin values individually to create panels with non-uniform borders." msgstr "" #: doc/classes/NinePatchRect.xml msgid "" "The width of the 9-slice's right column. A margin of 16 means the 9-slice's " "right corners and side will have a width of 16 pixels. You can set all 4 " "margin values individually to create panels with non-uniform borders." msgstr "" #: doc/classes/NinePatchRect.xml msgid "" "The height of the 9-slice's top row. A margin of 16 means the 9-slice's top " "corners and side will have a height of 16 pixels. You can set all 4 margin " "values individually to create panels with non-uniform borders." msgstr "" #: doc/classes/NinePatchRect.xml msgid "" "Rectangular region of the texture to sample from. If you're working with an " "atlas, use this property to define the area the 9-slice should use. All " "other properties are relative to this one. If the rect is empty, " "NinePatchRect will use the whole texture." msgstr "" #: doc/classes/NinePatchRect.xml msgid "The node's texture resource." msgstr "" #: doc/classes/NinePatchRect.xml msgid "Emitted when the node's texture changes." msgstr "" #: doc/classes/NinePatchRect.xml msgid "" "Stretches the center texture across the NinePatchRect. This may cause the " "texture to be distorted." msgstr "" #: doc/classes/NinePatchRect.xml msgid "" "Repeats the center texture across the NinePatchRect. This won't cause any " "visible distortion. The texture must be seamless for this to work without " "displaying artifacts between edges.\n" "[b]Note:[/b] Only supported when using the GLES3 renderer. When using the " "GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]." msgstr "" #: doc/classes/NinePatchRect.xml msgid "" "Repeats the center texture across the NinePatchRect, but will also stretch " "the texture to make sure each tile is visible in full. This may cause the " "texture to be distorted, but less than [constant AXIS_STRETCH_MODE_STRETCH]. " "The texture must be seamless for this to work without displaying artifacts " "between edges.\n" "[b]Note:[/b] Only supported when using the GLES3 renderer. When using the " "GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]." msgstr "" #: doc/classes/Node.xml msgid "Base class for all [i]scene[/i] objects." msgstr "" #: doc/classes/Node.xml msgid "" "Nodes are Godot's building blocks. They can be assigned as the child of " "another node, resulting in a tree arrangement. A given node can contain any " "number of nodes as children with the requirement that all siblings (direct " "children of a node) should have unique names.\n" "A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk " "and then instanced into other scenes. This allows for very high flexibility " "in the architecture and data model of Godot projects.\n" "[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a " "node is added to the scene tree, it receives the [constant " "NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback " "is triggered. Child nodes are always added [i]after[/i] their parent node, i." "e. the [method _enter_tree] callback of a parent node will be triggered " "before its child's.\n" "Once all nodes have been added in the scene tree, they receive the [constant " "NOTIFICATION_READY] notification and their respective [method _ready] " "callbacks are triggered. For groups of nodes, the [method _ready] callback " "is called in reverse order, starting with the children and moving up to the " "parent nodes.\n" "This means that when adding a node to the scene tree, the following order " "will be used for the callbacks: [method _enter_tree] of the parent, [method " "_enter_tree] of the children, [method _ready] of the children and finally " "[method _ready] of the parent (recursively for the entire scene tree).\n" "[b]Processing:[/b] Nodes can override the \"process\" state, so that they " "receive a callback on each frame requesting them to process (do something). " "Normal processing (callback [method _process], toggled with [method " "set_process]) happens as fast as possible and is dependent on the frame " "rate, so the processing time [i]delta[/i] (in seconds) is passed as an " "argument. Physics processing (callback [method _physics_process], toggled " "with [method set_physics_process]) happens a fixed number of times per " "second (60 by default) and is useful for code related to the physics " "engine.\n" "Nodes can also process input events. When present, the [method _input] " "function will be called for each input that the program receives. In many " "cases, this can be overkill (unless used for simple projects), and the " "[method _unhandled_input] function might be preferred; it is called when the " "input event was not handled by anyone else (typically, GUI [Control] nodes), " "ensuring that the node only receives the events that were meant for it.\n" "To keep track of the scene hierarchy (especially when instancing scenes into " "other scenes), an \"owner\" can be set for the node with the [member owner] " "property. This keeps track of who instanced what. This is mostly useful when " "writing editors and tools, though.\n" "Finally, when a node is freed with [method Object.free] or [method " "queue_free], it will also free all its children.\n" "[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy " "to manage, you could create groups like \"enemies\" or \"collectables\" for " "example, depending on your game. See [method add_to_group], [method " "is_in_group] and [method remove_from_group]. You can then retrieve all nodes " "in these groups, iterate them and even call methods on groups via the " "methods on [SceneTree].\n" "[b]Networking with nodes:[/b] After connecting to a server (or making one, " "see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC " "(remote procedure call) system to communicate over the network. By calling " "[method rpc] with a method name, it will be called locally and in all " "connected peers (peers = clients and the server that accepts connections). " "To identify which node receives the RPC call, Godot will use its [NodePath] " "(make sure node names are the same on all peers). Also, take a look at the " "high-level networking tutorial and corresponding demos." msgstr "" #: doc/classes/Node.xml msgid "Nodes and Scenes" msgstr "" #: doc/classes/Node.xml msgid "All Demos" msgstr "" #: doc/classes/Node.xml msgid "" "Called when the node enters the [SceneTree] (e.g. upon instancing, scene " "changing, or after calling [method add_child] in a script). If the node has " "children, its [method _enter_tree] callback will be called first, and then " "that of the children.\n" "Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in " "[method Object._notification]." msgstr "" #: doc/classes/Node.xml msgid "" "Called when the node is about to leave the [SceneTree] (e.g. upon freeing, " "scene changing, or after calling [method remove_child] in a script). If the " "node has children, its [method _exit_tree] callback will be called last, " "after all its children have left the tree.\n" "Corresponds to the [constant NOTIFICATION_EXIT_TREE] notification in [method " "Object._notification] and signal [signal tree_exiting]. To get notified when " "the node has already left the active tree, connect to the [signal " "tree_exited]." msgstr "" #: doc/classes/Node.xml msgid "" "The string returned from this method is displayed as a warning in the Scene " "Dock if the script that overrides it is a [code]tool[/code] script.\n" "Returning an empty string produces no warning.\n" "Call [method update_configuration_warning] when the warning needs to be " "updated for this node." msgstr "" #: doc/classes/Node.xml msgid "" "Called when there is an input event. The input event propagates up through " "the node tree until a node consumes it.\n" "It is only called if input processing is enabled, which is done " "automatically if this method is overridden, and can be toggled with [method " "set_process_input].\n" "To consume the input event and stop it propagating further to other nodes, " "[method SceneTree.set_input_as_handled] can be called.\n" "For gameplay input, [method _unhandled_input] and [method " "_unhandled_key_input] are usually a better fit as they allow the GUI to " "intercept the events first.\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan)." msgstr "" #: doc/classes/Node.xml msgid "" "Called during the physics processing step of the main loop. Physics " "processing means that the frame rate is synced to the physics, i.e. the " "[code]delta[/code] variable should be constant. [code]delta[/code] is in " "seconds.\n" "It is only called if physics processing is enabled, which is done " "automatically if this method is overridden, and can be toggled with [method " "set_physics_process].\n" "Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in " "[method Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan)." msgstr "" #: doc/classes/Node.xml msgid "" "Called during the processing step of the main loop. Processing happens at " "every frame and as fast as possible, so the [code]delta[/code] time since " "the previous frame is not constant. [code]delta[/code] is in seconds.\n" "It is only called if processing is enabled, which is done automatically if " "this method is overridden, and can be toggled with [method set_process].\n" "Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method " "Object._notification].\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan)." msgstr "" #: doc/classes/Node.xml msgid "" "Called when the node is \"ready\", i.e. when both the node and its children " "have entered the scene tree. If the node has children, their [method _ready] " "callbacks get triggered first, and the parent node will receive the ready " "notification afterwards.\n" "Corresponds to the [constant NOTIFICATION_READY] notification in [method " "Object._notification]. See also the [code]onready[/code] keyword for " "variables.\n" "Usually used for initialization. For even earlier initialization, [method " "Object._init] may be used. See also [method _enter_tree].\n" "[b]Note:[/b] [method _ready] may be called only once for each node. After " "removing a node from the scene tree and adding it again, [code]_ready[/code] " "will not be called a second time. This can be bypassed by requesting another " "call with [method request_ready], which may be called anywhere before adding " "the node again." msgstr "" #: doc/classes/Node.xml msgid "" "Called when an [InputEvent] hasn't been consumed by [method _input] or any " "GUI [Control] item. The input event propagates up through the node tree " "until a node consumes it.\n" "It is only called if unhandled input processing is enabled, which is done " "automatically if this method is overridden, and can be toggled with [method " "set_process_unhandled_input].\n" "To consume the input event and stop it propagating further to other nodes, " "[method SceneTree.set_input_as_handled] can be called.\n" "For gameplay input, this and [method _unhandled_key_input] are usually a " "better fit than [method _input] as they allow the GUI to intercept the " "events first.\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan)." msgstr "" #: doc/classes/Node.xml msgid "" "Called when an [InputEventKey] hasn't been consumed by [method _input] or " "any GUI [Control] item. The input event propagates up through the node tree " "until a node consumes it.\n" "It is only called if unhandled key input processing is enabled, which is " "done automatically if this method is overridden, and can be toggled with " "[method set_process_unhandled_key_input].\n" "To consume the input event and stop it propagating further to other nodes, " "[method SceneTree.set_input_as_handled] can be called.\n" "For gameplay input, this and [method _unhandled_input] are usually a better " "fit than [method _input] as they allow the GUI to intercept the events " "first.\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan)." msgstr "" #: doc/classes/Node.xml msgid "" "Adds a child node. Nodes can have any number of children, but every child " "must have a unique name. Child nodes are automatically deleted when the " "parent node is deleted, so an entire scene can be removed by deleting its " "topmost node.\n" "If [code]legible_unique_name[/code] is [code]true[/code], the child node " "will have a human-readable name based on the name of the node being " "instanced instead of its type.\n" "[b]Note:[/b] If the child node already has a parent, the function will fail. " "Use [method remove_child] first to remove the node from its current parent. " "For example:\n" "[codeblock]\n" "if child_node.get_parent():\n" " child_node.get_parent().remove_child(child_node)\n" "add_child(child_node)\n" "[/codeblock]\n" "[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you " "must set [member owner] in addition to calling [method add_child]. This is " "typically relevant for [url=$DOCS_URL/tutorials/plugins/" "running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" "tutorials/plugins/editor/index.html]editor plugins[/url]. If [method " "add_child] is called without setting [member owner], the newly added [Node] " "will not be visible in the scene tree, though it will be visible in the " "2D/3D view." msgstr "" #: doc/classes/Node.xml msgid "" "Adds [code]child_node[/code] as a child. The child is placed below the given " "[code]node[/code] in the list of children.\n" "If [code]legible_unique_name[/code] is [code]true[/code], the child node " "will have a human-readable name based on the name of the node being " "instanced instead of its type." msgstr "" #: doc/classes/Node.xml msgid "" "Adds the node to a group. Groups are helpers to name and organize a subset " "of nodes, for example \"enemies\" or \"collectables\". A node can be in any " "number of groups. Nodes can be assigned a group at any time, but will not be " "added until they are inside the scene tree (see [method is_inside_tree]). " "See notes in the description, and the group methods in [SceneTree].\n" "The [code]persistent[/code] option is used when packing node to " "[PackedScene] and saving to file. Non-persistent groups aren't stored.\n" "[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] " "guaranteed. The order of node groups should not be relied upon as it can " "vary across project runs." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node can process while the scene tree is " "paused (see [member pause_mode]). Always returns [code]true[/code] if the " "scene tree is not paused, and [code]false[/code] if the node is not in the " "tree." msgstr "" #: doc/classes/Node.xml msgid "" "Creates a new [SceneTreeTween] and binds it to this node. This is equivalent " "of doing:\n" "[codeblock]\n" "get_tree().create_tween().bind_node(self)\n" "[/codeblock]" msgstr "" #: doc/classes/Node.xml msgid "" "Duplicates the node, returning a new node.\n" "You can fine-tune the behavior using the [code]flags[/code] (see [enum " "DuplicateFlags]).\n" "[b]Note:[/b] It will not work properly if the node contains a script with " "constructor arguments (i.e. needs to supply arguments to [method Object." "_init] method). In that case, the node will be duplicated without a script." msgstr "" #: doc/classes/Node.xml msgid "" "Finds a descendant of this node whose name matches [code]mask[/code] as in " "[method String.match] (i.e. case-sensitive, but [code]\"*\"[/code] matches " "zero or more characters and [code]\"?\"[/code] matches any single character " "except [code]\".\"[/code]). Returns [code]null[/code] if no matching [Node] " "is found.\n" "[b]Note:[/b] It does not match against the full path, just against " "individual node names.\n" "If [code]owned[/code] is [code]true[/code], this method only finds nodes " "whose owner is this node. This is especially important for scenes " "instantiated through a script, because those scenes don't have an owner.\n" "[b]Note:[/b] As this method walks through all the descendants of the node, " "it is the slowest way to get a reference to another node. Whenever possible, " "consider using [method get_node] instead. To avoid using [method find_node] " "too often, consider caching the node reference into a variable." msgstr "" #: doc/classes/Node.xml msgid "" "Finds the first parent of the current node whose name matches [code]mask[/" "code] as in [method String.match] (i.e. case-sensitive, but [code]\"*\"[/" "code] matches zero or more characters and [code]\"?\"[/code] matches any " "single character except [code]\".\"[/code]).\n" "[b]Note:[/b] It does not match against the full path, just against " "individual node names.\n" "[b]Note:[/b] As this method walks upwards in the scene tree, it can be slow " "in large, deeply nested scene trees. Whenever possible, consider using " "[method get_node] instead. To avoid using [method find_parent] too often, " "consider caching the node reference into a variable." msgstr "" #: doc/classes/Node.xml msgid "" "Returns a child node by its index (see [method get_child_count]). This " "method is often used for iterating all children of a node.\n" "To access a child node via its name, use [method get_node]." msgstr "" #: doc/classes/Node.xml msgid "Returns the number of child nodes." msgstr "" #: doc/classes/Node.xml msgid "Returns an array of references to node's children." msgstr "" #: doc/classes/Node.xml msgid "" "Returns an array listing the groups that the node is a member of.\n" "[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] " "guaranteed. The order of node groups should not be relied upon as it can " "vary across project runs.\n" "[b]Note:[/b] The engine uses some group names internally (all starting with " "an underscore). To avoid conflicts with internal groups, do not add custom " "groups whose name starts with an underscore. To exclude internal groups " "while looping over [method get_groups], use the following snippet:\n" "[codeblock]\n" "# Stores the node's non-internal groups only (as an array of Strings).\n" "var non_internal_groups = []\n" "for group in get_groups():\n" " if not group.begins_with(\"_\"):\n" " non_internal_groups.push_back(group)\n" "[/codeblock]" msgstr "" #: doc/classes/Node.xml msgid "" "Returns the node's index, i.e. its position among the siblings of its parent." msgstr "" #: doc/classes/Node.xml msgid "" "Returns the peer ID of the network master for this node. See [method " "set_network_master]." msgstr "" #: doc/classes/Node.xml msgid "" "Fetches a node. The [NodePath] can be either a relative path (from the " "current node) or an absolute path (in the scene tree) to a node. If the path " "does not exist, [code]null[/code] is returned and an error is logged. " "Attempts to access methods on the return value will result in an \"Attempt " "to call <method> on a null instance.\" error.\n" "[b]Note:[/b] Fetching absolute paths only works when the node is inside the " "scene tree (see [method is_inside_tree]).\n" "[b]Example:[/b] Assume your current node is Character and the following " "tree:\n" "[codeblock]\n" "/root\n" "/root/Character\n" "/root/Character/Sword\n" "/root/Character/Backpack/Dagger\n" "/root/MyGame\n" "/root/Swamp/Alligator\n" "/root/Swamp/Mosquito\n" "/root/Swamp/Goblin\n" "[/codeblock]\n" "Possible paths are:\n" "[codeblock]\n" "get_node(\"Sword\")\n" "get_node(\"Backpack/Dagger\")\n" "get_node(\"../Swamp/Alligator\")\n" "get_node(\"/root/MyGame\")\n" "[/codeblock]" msgstr "" #: doc/classes/Node.xml msgid "" "Fetches a node and one of its resources as specified by the [NodePath]'s " "subname (e.g. [code]Area2D/CollisionShape2D:shape[/code]). If several nested " "resources are specified in the [NodePath], the last one will be fetched.\n" "The return value is an array of size 3: the first index points to the [Node] " "(or [code]null[/code] if not found), the second index points to the " "[Resource] (or [code]null[/code] if not found), and the third index is the " "remaining [NodePath], if any.\n" "For example, assuming that [code]Area2D/CollisionShape2D[/code] is a valid " "node and that its [code]shape[/code] property has been assigned a " "[RectangleShape2D] resource, one could have this kind of output:\n" "[codeblock]\n" "print(get_node_and_resource(\"Area2D/CollisionShape2D\")) # " "[[CollisionShape2D:1161], Null, ]\n" "print(get_node_and_resource(\"Area2D/CollisionShape2D:shape\")) # " "[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n" "print(get_node_and_resource(\"Area2D/CollisionShape2D:shape:extents\")) # " "[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n" "[/codeblock]" msgstr "" #: doc/classes/Node.xml msgid "" "Similar to [method get_node], but does not log an error if [code]path[/code] " "does not point to a valid [Node]." msgstr "" #: doc/classes/Node.xml #, fuzzy msgid "" "Returns the parent node of the current node, or [code]null[/code] if the " "node lacks a parent." msgstr "" "配列の最初の要素を削除して返します。配列が空の場合は[code]null[/code]を返しま" "す。" #: doc/classes/Node.xml msgid "" "Returns the absolute path of the current node. This only works if the " "current node is inside the scene tree (see [method is_inside_tree])." msgstr "" #: doc/classes/Node.xml msgid "" "Returns the relative [NodePath] from this node to the specified [code]node[/" "code]. Both nodes must be in the same scene or the function will fail." msgstr "" #: doc/classes/Node.xml msgid "" "Returns the time elapsed (in seconds) since the last physics-bound frame " "(see [method _physics_process]). This is always a constant value in physics " "processing unless the frames per second is changed via [member Engine." "iterations_per_second]." msgstr "" #: doc/classes/Node.xml msgid "" "Returns the node's order in the scene tree branch. For example, if called on " "the first child node the position is [code]0[/code]." msgstr "" #: doc/classes/Node.xml msgid "" "Returns the time elapsed (in seconds) since the last process callback. This " "value may vary from frame to frame." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if this is an instance load placeholder. See " "[InstancePlaceholder]." msgstr "" #: doc/classes/Node.xml msgid "Returns the [SceneTree] that contains this node." msgstr "" #: doc/classes/Node.xml msgid "Returns the node's [Viewport]." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node that the [NodePath] points to exists." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the [NodePath] points to a valid node and its " "subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:" "shape[/code]. Properties with a non-[Resource] type (e.g. nodes or primitive " "math types) are not considered resources." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the given node is a direct or indirect child of " "the current node." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node is folded (collapsed) in the Scene " "dock." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the given node occurs later in the scene " "hierarchy than the current node." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if this node is in the specified group. See notes " "in the description, and the group methods in [SceneTree]." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if this node is currently inside a [SceneTree]." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the local system is the master of this node." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " "Node (see [member physics_interpolation_mode]).\n" "[b]Note:[/b] Interpolation will only be active if both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if physics interpolation is enabled (see [member " "physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." "physics/common/physics_interpolation]." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if physics processing is enabled (see [method " "set_physics_process])." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if internal physics processing is enabled (see " "[method set_physics_process_internal])." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if processing is enabled (see [method " "set_process])." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node is processing input (see [method " "set_process_input])." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if internal processing is enabled (see [method " "set_process_internal])." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node is processing unhandled input (see " "[method set_process_unhandled_input])." msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the node is processing unhandled key input (see " "[method set_process_unhandled_key_input])." msgstr "" #: doc/classes/Node.xml msgid "" "Moves a child node to a different position (order) among the other children. " "Since calls, signals, etc are performed by tree order, changing the order of " "children nodes may be useful." msgstr "" #: doc/classes/Node.xml msgid "" "Prints all stray nodes (nodes outside the [SceneTree]). Used for debugging. " "Works only in debug builds." msgstr "" #: doc/classes/Node.xml msgid "" "Prints the tree to stdout. Used mainly for debugging purposes. This version " "displays the path relative to the current node, and is good for copy/pasting " "into the [method get_node] function.\n" "[b]Example output:[/b]\n" "[codeblock]\n" "TheGame\n" "TheGame/Menu\n" "TheGame/Menu/Label\n" "TheGame/Menu/Camera2D\n" "TheGame/SplashScreen\n" "TheGame/SplashScreen/Camera2D\n" "[/codeblock]" msgstr "" #: doc/classes/Node.xml msgid "" "Similar to [method print_tree], this prints the tree to stdout. This version " "displays a more graphical representation similar to what is displayed in the " "scene inspector. It is useful for inspecting larger trees.\n" "[b]Example output:[/b]\n" "[codeblock]\n" " ┖╴TheGame\n" " ┠╴Menu\n" " ┃ ┠╴Label\n" " ┃ ┖╴Camera2D\n" " ┖╴SplashScreen\n" " ┖╴Camera2D\n" "[/codeblock]" msgstr "" #: doc/classes/Node.xml msgid "" "Calls the given method (if present) with the arguments given in [code]args[/" "code] on this node and recursively on all its children. If the " "[code]parent_first[/code] argument is [code]true[/code], the method will be " "called on the current node first, then on all its children. If " "[code]parent_first[/code] is [code]false[/code], the children will be called " "first." msgstr "" #: doc/classes/Node.xml msgid "" "Notifies the current node and all its children recursively by calling " "[method Object.notification] on all of them." msgstr "" #: doc/classes/Node.xml msgid "" "Queues a node for deletion at the end of the current frame. When deleted, " "all of its child nodes will be deleted as well. This method ensures it's " "safe to delete the node, contrary to [method Object.free]. Use [method " "Object.is_queued_for_deletion] to check whether a node will be deleted at " "the end of the frame.\n" "[b]Important:[/b] If you have a variable pointing to a node, it will [i]not[/" "i] be assigned to [code]null[/code] once the node is freed. Instead, it will " "point to a [i]previously freed instance[/i] and you should validate it with " "[method @GDScript.is_instance_valid] before attempting to call its methods " "or access its properties." msgstr "" #: doc/classes/Node.xml msgid "" "Moves this node to the bottom of parent node's children hierarchy. This is " "often useful in GUIs ([Control] nodes), because their order of drawing " "depends on their order in the tree. The top Node is drawn first, then any " "siblings below the top Node in the hierarchy are successively drawn on top " "of it. After using [code]raise[/code], a Control will be drawn on top of its " "siblings." msgstr "" #: doc/classes/Node.xml msgid "" "Removes a node and sets all its children as children of the parent node (if " "it exists). All event subscriptions that pass by the removed node will be " "unsubscribed." msgstr "" #: doc/classes/Node.xml msgid "" "Removes a child node. The node is NOT deleted and must be deleted manually.\n" "[b]Note:[/b] This function may set the [member owner] of the removed Node " "(or its descendants) to be [code]null[/code], if that [member owner] is no " "longer a parent or ancestor." msgstr "" #: doc/classes/Node.xml msgid "" "Removes a node from a group. See notes in the description, and the group " "methods in [SceneTree]." msgstr "" #: doc/classes/Node.xml msgid "" "Replaces a node in a scene by the given one. Subscriptions that pass through " "this node will be lost.\n" "[b]Note:[/b] The given node will become the new parent of any child nodes " "that the replaced node had.\n" "[b]Note:[/b] The replaced node is not automatically freed, so you either " "need to keep it in a variable for later use or free it using [method Object." "free]." msgstr "" #: doc/classes/Node.xml msgid "" "Requests that [code]_ready[/code] be called again. Note that the method " "won't be called immediately, but is scheduled for when the node is added to " "the scene tree again (see [method _ready]). [code]_ready[/code] is called " "only for the node which requested it, which means that you need to request " "ready for each child if you want them to call [code]_ready[/code] too (in " "which case, [code]_ready[/code] will be called in the same order as it would " "normally)." msgstr "" #: doc/classes/Node.xml msgid "" "When physics interpolation is active, moving a node to a radically different " "transform (such as placement within a level) can result in a visible glitch " "as the object is rendered moving from the old to new position over the " "physics tick.\n" "This glitch can be prevented by calling [code]reset_physics_interpolation[/" "code], which temporarily turns off interpolation until the physics tick is " "complete.\n" "[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the " "node and all children recursively.\n" "[b]Note:[/b] This function should be called [b]after[/b] moving the node, " "rather than before." msgstr "" #: doc/classes/Node.xml msgid "" "Sends a remote procedure call request for the given [code]method[/code] to " "peers on the network (and locally), optionally sending all additional " "arguments as arguments to the method called by the RPC. The call request " "will only be received by nodes with the same [NodePath], including the exact " "same node name. Behaviour depends on the RPC configuration for the given " "method, see [method rpc_config]. Methods are not exposed to RPCs by default. " "See also [method rset] and [method rset_config] for properties. Returns " "[code]null[/code].\n" "[b]Note:[/b] You can only safely use RPCs on clients after you received the " "[code]connected_to_server[/code] signal from the [SceneTree]. You also need " "to keep track of the connection state, either by the [SceneTree] signals " "like [code]server_disconnected[/code] or by checking [code]SceneTree." "network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]." msgstr "" #: doc/classes/Node.xml msgid "" "Changes the RPC mode for the given [code]method[/code] to the given " "[code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is " "annotating methods and properties with the corresponding keywords " "([code]remote[/code], [code]master[/code], [code]puppet[/code], " "[code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). " "By default, methods are not exposed to networking (and RPCs). See also " "[method rset] and [method rset_config] for properties." msgstr "" #: doc/classes/Node.xml msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/" "code]." msgstr "" #: doc/classes/Node.xml msgid "" "Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]." msgstr "" #: doc/classes/Node.xml msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "using an unreliable protocol (see [method NetworkedMultiplayerPeer." "set_target_peer]). Returns [code]null[/code]." msgstr "" #: doc/classes/Node.xml msgid "" "Remotely changes a property's value on other peers (and locally). Behaviour " "depends on the RPC configuration for the given property, see [method " "rset_config]. See also [method rpc] for RPCs for methods, most information " "applies to this method as well." msgstr "" #: doc/classes/Node.xml msgid "" "Changes the RPC mode for the given [code]property[/code] to the given " "[code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is " "annotating methods and properties with the corresponding keywords " "([code]remote[/code], [code]master[/code], [code]puppet[/code], " "[code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). " "By default, properties are not exposed to networking (and RPCs). See also " "[method rpc] and [method rpc_config] for methods." msgstr "" #: doc/classes/Node.xml msgid "" "Remotely changes the property's value on a specific peer identified by " "[code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer])." msgstr "" #: doc/classes/Node.xml msgid "" "Remotely changes the property's value on other peers (and locally) using an " "unreliable protocol." msgstr "" #: doc/classes/Node.xml msgid "" "Remotely changes property's value on a specific peer identified by " "[code]peer_id[/code] using an unreliable protocol (see [method " "NetworkedMultiplayerPeer.set_target_peer])." msgstr "" #: doc/classes/Node.xml msgid "Sets the folded state of the node in the Scene dock." msgstr "" #: doc/classes/Node.xml msgid "" "Sets the node's network master to the peer with the given peer ID. The " "network master is the peer that has authority over the node on the network. " "Useful in conjunction with the [code]master[/code] and [code]puppet[/code] " "keywords. Inherited from the parent node by default, which ultimately " "defaults to peer ID 1 (the server). If [code]recursive[/code], the given " "peer is recursively set as the master for all children of this node." msgstr "" #: doc/classes/Node.xml msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." "iterations_per_second] to change) interval (and the [method " "_physics_process] callback will be called if exists). Enabled automatically " "if [method _physics_process] is overridden. Any calls to this before [method " "_ready] will be ignored." msgstr "" #: doc/classes/Node.xml msgid "" "Enables or disables internal physics for this node. Internal physics " "processing happens in isolation from the normal [method _physics_process] " "calls and is used by some nodes internally to guarantee proper functioning " "even if the node is paused or physics processing is disabled for scripting " "([method set_physics_process]). Only useful for advanced uses to manipulate " "built-in nodes' behavior.\n" "[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own " "logic, so changing this value from your code may lead to unexpected " "behavior. Script access to this internal logic is provided for specific " "advanced uses, but is unsafe and not supported." msgstr "" #: doc/classes/Node.xml msgid "" "Enables or disables processing. When a node is being processed, it will " "receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the " "[method _process] callback will be called if exists). Enabled automatically " "if [method _process] is overridden. Any calls to this before [method _ready] " "will be ignored." msgstr "" #: doc/classes/Node.xml msgid "" "Enables or disables input processing. This is not required for GUI controls! " "Enabled automatically if [method _input] is overridden. Any calls to this " "before [method _ready] will be ignored." msgstr "" #: doc/classes/Node.xml msgid "" "Enables or disabled internal processing for this node. Internal processing " "happens in isolation from the normal [method _process] calls and is used by " "some nodes internally to guarantee proper functioning even if the node is " "paused or processing is disabled for scripting ([method set_process]). Only " "useful for advanced uses to manipulate built-in nodes' behavior.\n" "[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own " "logic, so changing this value from your code may lead to unexpected " "behavior. Script access to this internal logic is provided for specific " "advanced uses, but is unsafe and not supported." msgstr "" #: doc/classes/Node.xml msgid "" "Enables unhandled input processing. This is not required for GUI controls! " "It enables the node to receive all input that was not previously handled " "(usually by a [Control]). Enabled automatically if [method _unhandled_input] " "is overridden. Any calls to this before [method _ready] will be ignored." msgstr "" #: doc/classes/Node.xml msgid "" "Enables unhandled key input processing. Enabled automatically if [method " "_unhandled_key_input] is overridden. Any calls to this before [method " "_ready] will be ignored." msgstr "" #: doc/classes/Node.xml msgid "" "Sets whether this is an instance load placeholder. See [InstancePlaceholder]." msgstr "" #: doc/classes/Node.xml msgid "" "Updates the warning displayed for this node in the Scene Dock.\n" "Use [method _get_configuration_warning] to setup the warning message to " "display." msgstr "" #: doc/classes/Node.xml msgid "" "The override to the default [MultiplayerAPI]. Set to [code]null[/code] to " "use the default [SceneTree] one." msgstr "" #: doc/classes/Node.xml msgid "" "If a scene is instantiated from a file, its topmost node contains the " "absolute file path from which it was loaded in [member filename] (e.g. " "[code]res://levels/1.tscn[/code]). Otherwise, [member filename] is set to an " "empty string." msgstr "" #: doc/classes/Node.xml msgid "" "The [MultiplayerAPI] instance associated with this node. Either the [member " "custom_multiplayer], or the default SceneTree one (if inside tree)." msgstr "" #: doc/classes/Node.xml msgid "" "The name of the node. This name is unique among the siblings (other child " "nodes from the same parent). When set to an existing name, the node will be " "automatically renamed.\n" "[b]Note:[/b] Auto-generated names might include the [code]@[/code] " "character, which is reserved for unique names when using [method add_child]. " "When setting the name manually, any [code]@[/code] will be removed." msgstr "" #: doc/classes/Node.xml msgid "" "The node owner. A node can have any other node as owner (as long as it is a " "valid parent, grandparent, etc. ascending in the tree). When saving a node " "(using [PackedScene]), all the nodes it owns will be saved with it. This " "allows for the creation of complex [SceneTree]s, with instancing and " "subinstancing.\n" "[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you " "must set [member owner] in addition to calling [method add_child]. This is " "typically relevant for [url=$DOCS_URL/tutorials/plugins/" "running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" "tutorials/plugins/editor/index.html]editor plugins[/url]. If [method " "add_child] is called without setting [member owner], the newly added [Node] " "will not be visible in the scene tree, though it will be visible in the " "2D/3D view." msgstr "" #: doc/classes/Node.xml msgid "Pause mode. How the node will behave if the [SceneTree] is paused." msgstr "" #: doc/classes/Node.xml msgid "" "Allows enabling or disabling physics interpolation per node, offering a " "finer grain of control than turning physics interpolation on and off " "globally.\n" "[b]Note:[/b] This can be especially useful for [Camera]s, where custom " "interpolation can sometimes give superior results." msgstr "" #: doc/classes/Node.xml msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose " "process priority value is [i]lower[/i] will have their processing callbacks " "executed first." msgstr "" #: doc/classes/Node.xml msgid "" "Sets this node's name as a unique name in its [member owner]. This allows " "the node to be accessed as [code]%Name[/code] instead of the full path, from " "any node within that scene.\n" "If another node with the same owner already had that name declared as " "unique, that other node's name will no longer be set as having a unique name." msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node enters the scene tree, either because it entered " "on its own or because this node entered with it.\n" "This signal is emitted [i]after[/i] the child node's own [constant " "NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when a child node is about to exit the scene tree, either because it " "is being removed or freed directly, or because this node is exiting the " "tree.\n" "When this signal is received, the child [code]node[/code] is still in the " "tree and valid. This signal is emitted [i]after[/i] the child node's own " "[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml msgid "Emitted when the node is ready." msgstr "" #: doc/classes/Node.xml msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node enters the tree.\n" "This signal is emitted [i]after[/i] the related [constant " "NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml msgid "Emitted after the node exits the tree and is no longer active." msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " "the right place for de-initialization (or a \"destructor\", if you will).\n" "This signal is emitted [i]before[/i] the related [constant " "NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml msgid "" "Notification received when the node enters a [SceneTree].\n" "This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" "Notification received when the node is about to exit a [SceneTree].\n" "This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml msgid "Notification received when the node is moved in the parent." msgstr "" #: doc/classes/Node.xml msgid "Notification received when the node is ready. See [method _ready]." msgstr "" #: doc/classes/Node.xml msgid "Notification received when the node is paused." msgstr "" #: doc/classes/Node.xml msgid "Notification received when the node is unpaused." msgstr "" #: doc/classes/Node.xml msgid "" "Notification received every frame when the physics process flag is set (see " "[method set_physics_process])." msgstr "" #: doc/classes/Node.xml msgid "" "Notification received every frame when the process flag is set (see [method " "set_process])." msgstr "" #: doc/classes/Node.xml msgid "" "Notification received when a node is set as a child of another node.\n" "[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]." msgstr "" #: doc/classes/Node.xml msgid "" "Notification received when a node is unparented (parent removed it from the " "list of children)." msgstr "" #: doc/classes/Node.xml msgid "Notification received when the node is instanced." msgstr "" #: doc/classes/Node.xml 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 "" #: doc/classes/Node.xml msgid "" "Notification received when a drag operation ends.\n" "Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded." msgstr "" #: doc/classes/Node.xml msgid "Notification received when the node's [NodePath] changed." msgstr "" #: doc/classes/Node.xml msgid "" "Notification received every frame when the internal process flag is set (see " "[method set_process_internal])." msgstr "" #: doc/classes/Node.xml msgid "" "Notification received every frame when the internal physics process flag is " "set (see [method set_physics_process_internal])." msgstr "" #: doc/classes/Node.xml msgid "" "Notification received when the node is ready, just before [constant " "NOTIFICATION_READY] is received. Unlike the latter, it's sent every time the " "node enters tree, instead of only once." msgstr "" #: doc/classes/Node.xml msgid "" "Notification received when [method reset_physics_interpolation] is called on " "the node or parent nodes." msgstr "" #: doc/classes/Node.xml msgid "" "Inherits pause mode from the node's parent. For the root node, it is " "equivalent to [constant PAUSE_MODE_STOP]. Default." msgstr "" #: doc/classes/Node.xml msgid "Stops processing when the [SceneTree] is paused." msgstr "" #: doc/classes/Node.xml msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" #: doc/classes/Node.xml msgid "" "Inherits physics interpolation mode from the node's parent. For the root " "node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." msgstr "" #: doc/classes/Node.xml msgid "" "Turn off physics interpolation in this node and children set to [constant " "PHYSICS_INTERPOLATION_MODE_INHERIT]." msgstr "" #: doc/classes/Node.xml msgid "" "Turn on physics interpolation in this node and children set to [constant " "PHYSICS_INTERPOLATION_MODE_INHERIT]." msgstr "" #: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" #: doc/classes/Node.xml msgid "Duplicate the node's groups." msgstr "" #: doc/classes/Node.xml msgid "Duplicate the node's scripts." msgstr "" #: doc/classes/Node.xml msgid "" "Duplicate using instancing.\n" "An instance stays linked to the original so when the original changes, the " "instance changes too." msgstr "" #: doc/classes/Node2D.xml msgid "" "A 2D game object, inherited by all 2D-related nodes. Has a position, " "rotation, scale, and Z index." msgstr "" #: doc/classes/Node2D.xml msgid "" "A 2D game object, with a transform (position, rotation, and scale). All 2D " "nodes, including physics objects and sprites, inherit from Node2D. Use " "Node2D as a parent node to move, scale and rotate children in a 2D project. " "Also gives control of the node's render order." msgstr "" #: doc/classes/Node2D.xml doc/classes/Vector2.xml msgid "All 2D Demos" msgstr "" #: doc/classes/Node2D.xml msgid "Multiplies the current scale by the [code]ratio[/code] vector." msgstr "" #: doc/classes/Node2D.xml msgid "" "Returns the angle between the node and the [code]point[/code] in radians.\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "node2d_get_angle_to.png]Illustration of the returned angle.[/url]" msgstr "" #: doc/classes/Node2D.xml msgid "Returns the [Transform2D] relative to this node's parent." msgstr "" #: doc/classes/Node2D.xml msgid "Adds the [code]offset[/code] vector to the node's global position." msgstr "" #: doc/classes/Node2D.xml msgid "" "Rotates the node so it points towards the [code]point[/code], which is " "expected to use global coordinates." msgstr "" #: doc/classes/Node2D.xml msgid "" "Applies a local translation on the node's X axis based on the [method Node." "_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/" "code], normalizes the movement." msgstr "" #: doc/classes/Node2D.xml msgid "" "Applies a local translation on the node's Y axis based on the [method Node." "_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/" "code], normalizes the movement." msgstr "" #: doc/classes/Node2D.xml msgid "" "Applies a rotation to the node, in radians, starting from its current " "rotation." msgstr "" #: doc/classes/Node2D.xml msgid "" "Transforms the provided local position into a position in global coordinate " "space. The input is expected to be local relative to the [Node2D] it is " "called on. e.g. Applying this method to the positions of child nodes will " "correctly transform their positions into the global coordinate space, but " "applying it to a node's own position will give an incorrect result, as it " "will incorporate the node's own transformation into its global position." msgstr "" #: doc/classes/Node2D.xml msgid "" "Transforms the provided global position into a position in local coordinate " "space. The output will be local relative to the [Node2D] it is called on. e." "g. It is appropriate for determining the positions of child nodes, but it is " "not appropriate for determining its own position relative to its parent." msgstr "" #: doc/classes/Node2D.xml msgid "" "Translates the node by the given [code]offset[/code] in local coordinates." msgstr "" #: doc/classes/Node2D.xml msgid "Global position." msgstr "" #: doc/classes/Node2D.xml msgid "Global rotation in radians." msgstr "" #: doc/classes/Node2D.xml msgid "Global rotation in degrees." msgstr "" #: doc/classes/Node2D.xml msgid "Global scale." msgstr "" #: doc/classes/Node2D.xml msgid "Global [Transform2D]." msgstr "" #: doc/classes/Node2D.xml msgid "Position, relative to the node's parent." msgstr "" #: doc/classes/Node2D.xml msgid "Rotation in radians, relative to the node's parent." msgstr "" #: doc/classes/Node2D.xml msgid "Rotation in degrees, relative to the node's parent." msgstr "" #: doc/classes/Node2D.xml 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 " "transformation matrix. Due to the way scale is represented with " "transformation matrices in Godot, negative scales on the X axis will be " "changed to negative scales on the Y axis and a rotation of 180 degrees when " "decomposed." msgstr "" #: doc/classes/Node2D.xml msgid "Local [Transform2D]." msgstr "" #: doc/classes/Node2D.xml msgid "" "If [code]true[/code], the node's Z index is relative to its parent's Z " "index. If this node's Z index is 2 and its parent's effective Z index is 3, " "then this node's effective Z index will be 2 + 3 = 5." msgstr "" #: doc/classes/Node2D.xml msgid "" "Z index. Controls the order in which the nodes render. A node with a higher " "Z index will display in front of others. Must be between [constant " "VisualServer.CANVAS_ITEM_Z_MIN] and [constant VisualServer." "CANVAS_ITEM_Z_MAX] (inclusive)." msgstr "" #: doc/classes/NodePath.xml msgid "Pre-parsed scene tree path." msgstr "" #: doc/classes/NodePath.xml msgid "" "A pre-parsed relative or absolute path in a scene tree, for use with [method " "Node.get_node] and similar functions. It can reference a node, a resource " "within a node, or a property of a node or resource. For instance, " "[code]\"Path2D/PathFollow2D/Sprite:texture:size\"[/code] would refer to the " "[code]size[/code] property of the [code]texture[/code] resource on the node " "named [code]\"Sprite\"[/code] which is a child of the other named nodes in " "the path.\n" "You will usually just pass a string to [method Node.get_node] and it will be " "automatically converted, but you may occasionally want to parse a path ahead " "of time with [NodePath] or the literal syntax [code]@\"path\"[/code]. " "Exporting a [NodePath] variable will give you a node selection widget in the " "properties panel of the editor, which can often be useful.\n" "A [NodePath] is composed of a list of slash-separated node names (like a " "filesystem path) and an optional colon-separated list of \"subnames\" which " "can be resources or properties.\n" "Some examples of NodePaths include the following:\n" "[codeblock]\n" "# No leading slash means it is relative to the current node.\n" "@\"A\" # Immediate child A\n" "@\"A/B\" # A's child B\n" "@\".\" # The current node.\n" "@\"..\" # The parent node.\n" "@\"../C\" # A sibling node C.\n" "# A leading slash means it is absolute from the SceneTree.\n" "@\"/root\" # Equivalent to get_tree().get_root().\n" "@\"/root/Main\" # If your main scene's root node were named \"Main\".\n" "@\"/root/MyAutoload\" # If you have an autoloaded node or scene.\n" "[/codeblock]\n" "[b]Note:[/b] In the editor, [NodePath] properties are automatically updated " "when moving, renaming or deleting a node in the scene tree, but they are " "never updated at runtime." msgstr "" #: doc/classes/NodePath.xml doc/classes/PackedScene.xml doc/classes/Panel.xml #: doc/classes/PanelContainer.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml msgid "2D Role Playing Game Demo" msgstr "" #: doc/classes/NodePath.xml msgid "" "Creates a NodePath from a string, e.g. [code]\"Path2D/PathFollow2D/Sprite:" "texture:size\"[/code]. A path is absolute if it starts with a slash. " "Absolute paths are only valid in the global scene tree, not within " "individual scenes. In a relative path, [code]\".\"[/code] and [code]\"..\"[/" "code] indicate the current node and its parent.\n" "The \"subnames\" optionally included after the path to the target node can " "point to resources or properties, and can also be nested.\n" "Examples of valid NodePaths (assuming that those nodes exist and have the " "referenced resources or properties):\n" "[codeblock]\n" "# Points to the Sprite node\n" "\"Path2D/PathFollow2D/Sprite\"\n" "# Points to the Sprite node and its \"texture\" resource.\n" "# get_node() would retrieve \"Sprite\", while get_node_and_resource()\n" "# would retrieve both the Sprite node and the \"texture\" resource.\n" "\"Path2D/PathFollow2D/Sprite:texture\"\n" "# Points to the Sprite node and its \"position\" property.\n" "\"Path2D/PathFollow2D/Sprite:position\"\n" "# Points to the Sprite node and the \"x\" component of its \"position\" " "property.\n" "\"Path2D/PathFollow2D/Sprite:position:x\"\n" "# Absolute path (from \"root\")\n" "\"/root/Level/Path2D\"\n" "[/codeblock]" msgstr "" #: doc/classes/NodePath.xml msgid "" "Returns a node path with a colon character ([code]:[/code]) prepended, " "transforming it to a pure property path with no node name (defaults to " "resolving from the current node).\n" "[codeblock]\n" "# This will be parsed as a node path to the \"x\" property in the " "\"position\" node\n" "var node_path = NodePath(\"position:x\")\n" "# This will be parsed as a node path to the \"x\" component of the " "\"position\" property in the current node\n" "var property_path = node_path.get_as_property_path()\n" "print(property_path) # :position:x\n" "[/codeblock]" msgstr "" #: doc/classes/NodePath.xml msgid "" "Returns all subnames concatenated with a colon character ([code]:[/code]) as " "separator, i.e. the right side of the first colon in a node path.\n" "[codeblock]\n" "var nodepath = NodePath(\"Path2D/PathFollow2D/Sprite:texture:load_path\")\n" "print(nodepath.get_concatenated_subnames()) # texture:load_path\n" "[/codeblock]" msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " "get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" "print(node_path.get_name(1)) # PathFollow2D\n" "print(node_path.get_name(2)) # Sprite\n" "[/codeblock]" msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the number of node names which make up the path. Subnames (see [method " "get_subname_count]) are not included.\n" "For example, [code]\"Path2D/PathFollow2D/Sprite\"[/code] has 3 names." msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the resource or property name indicated by [code]idx[/code] (0 to " "[method get_subname_count]).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite:texture:load_path\")\n" "print(node_path.get_subname(0)) # texture\n" "print(node_path.get_subname(1)) # load_path\n" "[/codeblock]" msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the number of resource or property names (\"subnames\") in the path. " "Each subname is listed after a colon character ([code]:[/code]) in the node " "path.\n" "For example, [code]\"Path2D/PathFollow2D/Sprite:texture:load_path\"[/code] " "has 2 subnames." msgstr "" #: doc/classes/NodePath.xml msgid "" "Returns [code]true[/code] if the node path is absolute (as opposed to " "relative), which means that it starts with a slash character ([code]/[/" "code]). Absolute node paths can be used to access the root node ([code]\"/" "root\"[/code]) or autoloads (e.g. [code]\"/global\"[/code] if a \"global\" " "autoload was registered)." msgstr "" #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if the node path is empty." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "[OpenSimplexNoise] filled texture." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "" "Uses an [OpenSimplexNoise] to fill the texture data. You can specify the " "texture size but keep in mind that larger textures will take longer to " "generate and seamless noise only works with square sized textures.\n" "NoiseTexture can also generate normalmap textures.\n" "The class uses [Thread]s to generate the texture data internally, so [method " "Texture.get_data] may return [code]null[/code] if the generation process has " "not completed yet. In that case, you need to wait for the texture to be " "generated before accessing the data:\n" "[codeblock]\n" "var texture = preload(\"res://noise.tres\")\n" "yield(texture, \"changed\")\n" "var image = texture.get_data()\n" "[/codeblock]" msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "" "If [code]true[/code], the resulting texture contains a normal map created " "from the original noise interpreted as a bump map." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "" "Strength of the bump maps used in this texture. A higher value will make the " "bump maps appear larger while a lower value will make them appear softer." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "Height of the generated texture." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "The [OpenSimplexNoise] instance used to generate the noise." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "" "An offset used to specify the noise space coordinate of the top left corner " "of the generated noise. This value is ignored if [member seamless] is " "enabled." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "" "Whether the texture can be tiled without visible seams or not. Seamless " "textures take longer to generate.\n" "[b]Note:[/b] Seamless noise has a lower contrast compared to non-seamless " "noise. This is due to the way noise uses higher dimensions for generating " "seamless noise." msgstr "" #: modules/opensimplex/doc_classes/NoiseTexture.xml msgid "Width of the generated texture." msgstr "" #: doc/classes/Object.xml #, fuzzy msgid "Base class for all non-built-in types." msgstr "ボックスコンテナの基本クラス。" #: doc/classes/Object.xml msgid "" "Every class which is not a built-in type inherits from this class.\n" "You can construct Objects from scripting languages, using [code]Object.new()" "[/code] in GDScript, [code]new Object[/code] in C#, or the \"Construct " "Object\" node in VisualScript.\n" "Objects do not manage memory. If a class inherits from Object, you will have " "to delete instances of it manually. To do so, call the [method free] method " "from your script or delete the instance from C++.\n" "Some classes that extend Object add memory management. This is the case of " "[Reference], which counts references and deletes itself automatically when " "no longer referenced. [Node], another fundamental type, deletes all its " "children when freed from memory.\n" "Objects export properties, which are mainly useful for storage and editing, " "but not really so much in programming. Properties are exported in [method " "_get_property_list] and handled in [method _get] and [method _set]. However, " "scripting languages and C++ have simpler means to export them.\n" "Property membership can be tested directly in GDScript using [code]in[/" "code]:\n" "[codeblock]\n" "var n = Node2D.new()\n" "print(\"position\" in n) # Prints \"True\".\n" "print(\"other_property\" in n) # Prints \"False\".\n" "[/codeblock]\n" "The [code]in[/code] operator will evaluate to [code]true[/code] as long as " "the key exists, even if the value is [code]null[/code].\n" "Objects also receive notifications. Notifications are a simple way to notify " "the object about different events, so they can all be handled together. See " "[method _notification].\n" "[b]Note:[/b] Unlike references to a [Reference], references to an Object " "stored in a variable can become invalid without warning. Therefore, it's " "recommended to use [Reference] for data classes instead of [Object].\n" "[b]Note:[/b] Due to a bug, you can't create a \"plain\" Object using " "[code]Object.new()[/code]. Instead, use [code]ClassDB.instance(\"Object\")[/" "code]. This bug only applies to Object itself, not any of its descendents " "like [Reference]." msgstr "" #: doc/classes/Object.xml doc/classes/Reference.xml doc/classes/Resource.xml msgid "When and how to avoid using nodes for everything" msgstr "" #: doc/classes/Object.xml msgid "Advanced exports using _get_property_list()" msgstr "" #: doc/classes/Object.xml msgid "" "Virtual method which can be overridden to customize the return value of " "[method get].\n" "Returns the given property. Returns [code]null[/code] if the [code]property[/" "code] does not exist." msgstr "" #: doc/classes/Object.xml msgid "" "Virtual method which can be overridden to customize the return value of " "[method get_property_list].\n" "Returns the object's property list as an [Array] of dictionaries.\n" "Each property's [Dictionary] must contain at least [code]name: String[/code] " "and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it " "can also include [code]hint: int[/code] (see [enum PropertyHint]), " "[code]hint_string: String[/code], and [code]usage: int[/code] (see [enum " "PropertyUsageFlags])." msgstr "" #: doc/classes/Object.xml msgid "" "Called when the object is initialized in memory. Can be defined to take in " "parameters, that are passed in when constructing.\n" "[b]Note:[/b] If [method _init] is defined with required parameters, then " "explicit construction is the only valid means of creating an Object of the " "class. If any other means (such as [method PackedScene.instance]) is used, " "then initialization will fail." msgstr "" #: doc/classes/Object.xml msgid "" "Called whenever the object receives a notification, which is identified in " "[code]what[/code] by a constant. The base [Object] has two constants " "[constant NOTIFICATION_POSTINITIALIZE] and [constant " "NOTIFICATION_PREDELETE], but subclasses such as [Node] define a lot more " "notifications which are also received by this method." msgstr "" #: doc/classes/Object.xml msgid "" "Virtual method which can be overridden to customize the return value of " "[method set].\n" "Sets a property. Returns [code]true[/code] if the [code]property[/code] " "exists." msgstr "" #: doc/classes/Object.xml msgid "" "Virtual method which can be overridden to customize the return value of " "[method to_string], and thus the object's representation where it is " "converted to a string, e.g. with [code]print(obj)[/code].\n" "Returns a [String] representing the object. If not overridden, defaults to " "[code]\"[ClassName:RID]\"[/code]." msgstr "" #: doc/classes/Object.xml msgid "" "Adds a user-defined [code]signal[/code]. Arguments are optional, but can be " "added as an [Array] of dictionaries, each containing [code]name: String[/" "code] and [code]type: int[/code] (see [enum Variant.Type]) entries." msgstr "" #: doc/classes/Object.xml msgid "" "Calls the [code]method[/code] on the object and returns the result. This " "method supports a variable number of arguments, so parameters are passed as " "a comma separated list. Example:\n" "[codeblock]\n" "call(\"set\", \"position\", Vector2(42.0, 0.0))\n" "[/codeblock]\n" "[b]Note:[/b] In C#, the method name must be specified as snake_case if it is " "defined by a built-in Godot node. This doesn't apply to user-defined methods " "where you should use the same convention as in the C# source (typically " "PascalCase)." msgstr "" #: doc/classes/Object.xml msgid "" "Calls the [code]method[/code] on the object during idle time. This method " "supports a variable number of arguments, so parameters are passed as a comma " "separated list. Example:\n" "[codeblock]\n" "call_deferred(\"set\", \"position\", Vector2(42.0, 0.0))\n" "[/codeblock]\n" "[b]Note:[/b] In C#, the method name must be specified as snake_case if it is " "defined by a built-in Godot node. This doesn't apply to user-defined methods " "where you should use the same convention as in the C# source (typically " "PascalCase)." msgstr "" #: doc/classes/Object.xml msgid "" "Calls the [code]method[/code] on the object and returns the result. " "Contrarily to [method call], this method does not support a variable number " "of arguments but expects all parameters to be via a single [Array].\n" "[codeblock]\n" "callv(\"set\", [ \"position\", Vector2(42.0, 0.0) ])\n" "[/codeblock]" msgstr "" #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if the object can translate strings. See [method " "set_message_translation] and [method tr]." msgstr "" #: doc/classes/Object.xml msgid "" "Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/" "code] object. Pass optional [code]binds[/code] to the call as an [Array] of " "parameters. These parameters will be passed to the method after any " "parameter used in the call to [method emit_signal]. Use [code]flags[/code] " "to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n" "A [code]signal[/code] can only be connected once to a [code]method[/code]. " "It will print an error if already connected, unless the signal was connected " "with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method " "is_connected] to check for existing connections.\n" "If the [code]target[/code] is destroyed in the game's lifecycle, the " "connection will be lost.\n" "Examples:\n" "[codeblock]\n" "connect(\"pressed\", self, \"_on_Button_pressed\") # BaseButton signal\n" "connect(\"text_entered\", self, \"_on_LineEdit_text_entered\") # LineEdit " "signal\n" "connect(\"hit\", self, \"_on_Player_hit\", [ weapon_type, damage ]) # User-" "defined signal\n" "[/codeblock]\n" "An example of the relationship between [code]binds[/code] passed to [method " "connect] and parameters used when calling [method emit_signal]:\n" "[codeblock]\n" "connect(\"hit\", self, \"_on_Player_hit\", [ weapon_type, damage ]) # " "weapon_type and damage are passed last\n" "emit_signal(\"hit\", \"Dark lord\", 5) # \"Dark lord\" and 5 are passed " "first\n" "func _on_Player_hit(hit_by, level, weapon_type, damage):\n" " print(\"Hit by %s (lvl %d) with weapon %s for %d damage\" % [hit_by, " "level, weapon_type, damage])\n" "[/codeblock]" msgstr "" #: doc/classes/Object.xml msgid "" "Disconnects a [code]signal[/code] from a [code]method[/code] on the given " "[code]target[/code].\n" "If you try to disconnect a connection that does not exist, the method will " "print an error. Use [method is_connected] to ensure that the connection " "exists." msgstr "" #: doc/classes/Object.xml msgid "" "Emits the given [code]signal[/code]. The signal must exist, so it should be " "a built-in signal of this class or one of its parent classes, or a user-" "defined signal. This method supports a variable number of arguments, so " "parameters are passed as a comma separated list. Example:\n" "[codeblock]\n" "emit_signal(\"hit\", weapon_type, damage)\n" "emit_signal(\"game_over\")\n" "[/codeblock]" msgstr "" #: doc/classes/Object.xml msgid "" "Deletes the object from memory immediately. For [Node]s, you may want to use " "[method Node.queue_free] to queue the node for safe deletion at the end of " "the current frame.\n" "[b]Important:[/b] If you have a variable pointing to an object, it will " "[i]not[/i] be assigned to [code]null[/code] once the object is freed. " "Instead, it will point to a [i]previously freed instance[/i] and you should " "validate it with [method @GDScript.is_instance_valid] before attempting to " "call its methods or access its properties." msgstr "" #: doc/classes/Object.xml msgid "" "Returns the [Variant] value of the given [code]property[/code]. If the " "[code]property[/code] doesn't exist, this will return [code]null[/code].\n" "[b]Note:[/b] In C#, the property name must be specified as snake_case if it " "is defined by a built-in Godot node. This doesn't apply to user-defined " "properties where you should use the same convention as in the C# source " "(typically PascalCase)." msgstr "" #: doc/classes/Object.xml msgid "" "Returns the object's class as a [String]. See also [method is_class].\n" "[b]Note:[/b] [method get_class] does not take [code]class_name[/code] " "declarations into account. If the object has a [code]class_name[/code] " "defined, the base class name will be returned instead." msgstr "" #: doc/classes/Object.xml msgid "" "Returns an [Array] of dictionaries with information about signals that are " "connected to the object.\n" "Each [Dictionary] contains three String entries:\n" "- [code]source[/code] is a reference to the signal emitter.\n" "- [code]signal_name[/code] is the name of the connected signal.\n" "- [code]method_name[/code] is the name of the method to which the signal is " "connected." msgstr "" #: doc/classes/Object.xml msgid "" "Gets the object's property indexed by the given [NodePath]. The node path " "should be relative to the current object and can use the colon character " "([code]:[/code]) to access nested properties. Examples: [code]\"position:" "x\"[/code] or [code]\"material:next_pass:blend_mode\"[/code].\n" "[b]Note:[/b] Even though the method takes [NodePath] argument, it doesn't " "support actual paths to [Node]s in the scene tree, only colon-separated sub-" "property paths. For the purpose of nodes, use [method Node." "get_node_and_resource] instead." msgstr "" #: doc/classes/Object.xml msgid "" "Returns the object's unique instance ID.\n" "This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the " "object instance with [method @GDScript.instance_from_id]." msgstr "" #: doc/classes/Object.xml msgid "" "Returns the object's metadata entry for the given [code]name[/code].\n" "Throws error if the entry does not exist, unless [code]default[/code] is not " "[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml msgid "Returns the object's metadata as a [PoolStringArray]." msgstr "" #: doc/classes/Object.xml msgid "Returns the object's methods and their signatures as an [Array]." msgstr "" #: doc/classes/Object.xml msgid "" "Returns the object's property list as an [Array] of dictionaries.\n" "Each property's [Dictionary] contain at least [code]name: String[/code] and " "[code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can " "also include [code]hint: int[/code] (see [enum PropertyHint]), " "[code]hint_string: String[/code], and [code]usage: int[/code] (see [enum " "PropertyUsageFlags])." msgstr "" #: doc/classes/Object.xml msgid "" "Returns the object's [Script] instance, or [code]null[/code] if none is " "assigned." msgstr "" #: doc/classes/Object.xml msgid "Returns an [Array] of connections for the given [code]signal[/code]." msgstr "" #: doc/classes/Object.xml msgid "Returns the list of signals as an [Array] of dictionaries." msgstr "" #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if a metadata entry is found with the given " "[code]name[/code]." msgstr "" #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if the object contains the given [code]method[/" "code]." msgstr "" #: doc/classes/Object.xml msgid "Returns [code]true[/code] if the given [code]signal[/code] exists." msgstr "" #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if the given user-defined [code]signal[/code] " "exists. Only signals added using [method add_user_signal] are taken into " "account." msgstr "" #: doc/classes/Object.xml msgid "Returns [code]true[/code] if signal emission blocking is enabled." msgstr "" #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if the object inherits from the given [code]class[/" "code]. See also [method get_class].\n" "[b]Note:[/b] [method is_class] does not take [code]class_name[/code] " "declarations into account. If the object has a [code]class_name[/code] " "defined, [method is_class] will return [code]false[/code] for that name." msgstr "" #: doc/classes/Object.xml #, fuzzy msgid "" "Returns [code]true[/code] if a connection exists for a given [code]signal[/" "code], [code]target[/code], and [code]method[/code]." msgstr "" "[code]from[/code] から [code]to[/code] までの線分にこの [AABB] が交差していれ" "ば [code]true[/code] を返します。" #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if the [method Node.queue_free] method was called " "for the object." msgstr "" #: doc/classes/Object.xml msgid "" "Send a given notification to the object, which will also trigger a call to " "the [method _notification] method of all classes that the object inherits " "from.\n" "If [code]reversed[/code] is [code]true[/code], [method _notification] is " "called first on the object's own class, and then up to its successive parent " "classes. If [code]reversed[/code] is [code]false[/code], [method " "_notification] is called first on the highest ancestor ([Object] itself), " "and then down to its successive inheriting classes." msgstr "" #: doc/classes/Object.xml msgid "" "Notify the editor that the property list has changed, so that editor plugins " "can take the new values into account. Does nothing on export builds." msgstr "" #: doc/classes/Object.xml msgid "" "Removes a given entry from the object's metadata. See also [method set_meta]." msgstr "" #: doc/classes/Object.xml msgid "" "Assigns a new value to the given property. If the [code]property[/code] does " "not exist or the given value's type doesn't match, nothing will happen.\n" "[b]Note:[/b] In C#, the property name must be specified as snake_case if it " "is defined by a built-in Godot node. This doesn't apply to user-defined " "properties where you should use the same convention as in the C# source " "(typically PascalCase)." msgstr "" #: doc/classes/Object.xml msgid "If set to [code]true[/code], signal emission is blocked." msgstr "" #: doc/classes/Object.xml msgid "" "Assigns a new value to the given property, after the current frame's physics " "step. This is equivalent to calling [method set] via [method call_deferred], " "i.e. [code]call_deferred(\"set\", property, value)[/code].\n" "[b]Note:[/b] In C#, the property name must be specified as snake_case if it " "is defined by a built-in Godot node. This doesn't apply to user-defined " "properties where you should use the same convention as in the C# source " "(typically PascalCase)." msgstr "" #: doc/classes/Object.xml msgid "" "Assigns a new value to the property identified by the [NodePath]. The node " "path should be relative to the current object and can use the colon " "character ([code]:[/code]) to access nested properties. Example:\n" "[codeblock]\n" "set_indexed(\"position\", Vector2(42, 0))\n" "set_indexed(\"position:y\", -10)\n" "print(position) # (42, -10)\n" "[/codeblock]" msgstr "" #: doc/classes/Object.xml msgid "" "Defines whether the object can translate strings (with calls to [method " "tr]). Enabled by default." msgstr "" #: doc/classes/Object.xml msgid "" "Adds, changes or removes a given entry in the object's metadata. Metadata " "are serialized and can take any [Variant] value.\n" "To remove a given entry from the object's metadata, use [method " "remove_meta]. Metadata is also removed if its value is set to [code]null[/" "code]. This means you can also use [code]set_meta(\"name\", null)[/code] to " "remove metadata for [code]\"name\"[/code]." msgstr "" #: doc/classes/Object.xml msgid "" "Assigns a script to the object. Each object can have a single script " "assigned to it, which are used to extend its functionality.\n" "If the object already had a script, the previous script instance will be " "freed and its variables and state will be lost. The new script's [method " "_init] method will be called." msgstr "" #: doc/classes/Object.xml msgid "" "Returns a [String] representing the object. If not overridden, defaults to " "[code]\"[ClassName:RID]\"[/code].\n" "Override the method [method _to_string] to customize the [String] " "representation." msgstr "" #: doc/classes/Object.xml msgid "" "Translates a message using translation catalogs configured in the Project " "Settings.\n" "Only works if message translation is enabled (which it is by default), " "otherwise it returns the [code]message[/code] unchanged. See [method " "set_message_translation]." msgstr "" #: doc/classes/Object.xml msgid "Emitted whenever the object's script is changed." msgstr "" #: doc/classes/Object.xml msgid "Called right when the object is initialized. Not available in script." msgstr "" #: doc/classes/Object.xml msgid "Called before the object is about to be deleted." msgstr "" #: doc/classes/Object.xml msgid "" "Connects a signal in deferred mode. This way, signal emissions are stored in " "a queue, then set on idle time." msgstr "" #: doc/classes/Object.xml msgid "Persisting connections are saved when the object is serialized to file." msgstr "" #: doc/classes/Object.xml msgid "One-shot connections disconnect themselves after emission." msgstr "" #: doc/classes/Object.xml msgid "" "Connect a signal as reference-counted. This means that a given signal can be " "connected several times to the same target, and will only be fully " "disconnected once no references are left." msgstr "" #: doc/classes/Occluder.xml msgid "Allows [OccluderShape]s to be used for occlusion culling." msgstr "" #: doc/classes/Occluder.xml msgid "" "[Occluder]s that are placed within your scene will automatically cull " "objects that are hidden from view by the occluder. This can increase " "performance by decreasing the amount of objects drawn.\n" "[Occluder]s are totally dynamic, you can move them as you wish. This means " "you can for example, place occluders on a moving spaceship, and have it " "occlude objects as it flies past.\n" "You can place a large number of [Occluder]s within a scene. As it would be " "counterproductive to cull against hundreds of occluders, the system will " "automatically choose a selection of these for active use during any given " "frame, based a screen space metric. Larger occluders are favored, as well as " "those close to the camera. Note that a small occluder close to the camera " "may be a better occluder in terms of screen space than a large occluder far " "in the distance.\n" "The type of occlusion primitive is determined by the [OccluderShape] that " "you add to the [Occluder]. Some [OccluderShape]s may allow more than one " "primitive in a single, node, for greater efficiency.\n" "Although [Occluder]s work in general use, they also become even more " "powerful when used in conjunction with the portal system. Occluders are " "placed in rooms (based on their origin), and can block portals (and thus " "entire rooms) as well as objects from rendering." msgstr "" #: doc/classes/OccluderPolygon2D.xml msgid "Defines a 2D polygon for LightOccluder2D." msgstr "" #: doc/classes/OccluderPolygon2D.xml msgid "" "Editor facility that helps you draw a 2D polygon used as resource for " "[LightOccluder2D]." msgstr "" #: doc/classes/OccluderPolygon2D.xml msgid "" "If [code]true[/code], closes the polygon. A closed OccluderPolygon2D " "occludes the light coming from any direction. An opened OccluderPolygon2D " "occludes the light only at its outline's direction." msgstr "" #: doc/classes/OccluderPolygon2D.xml msgid "The culling mode to use." msgstr "" #: doc/classes/OccluderPolygon2D.xml msgid "" "A [Vector2] array with the index for polygon's vertices positions.\n" "[b]Note:[/b] The returned value is a copy of the underlying array, rather " "than a reference." msgstr "" #: doc/classes/OccluderPolygon2D.xml msgid "Culling is disabled. See [member cull_mode]." msgstr "" #: doc/classes/OccluderPolygon2D.xml msgid "" "Culling is performed in the clockwise direction. See [member cull_mode]." msgstr "" #: doc/classes/OccluderPolygon2D.xml msgid "" "Culling is performed in the counterclockwise direction. See [member " "cull_mode]." msgstr "" #: doc/classes/OccluderShape.xml msgid "" "Base class for shapes used for occlusion culling by the [Occluder] node." msgstr "" #: doc/classes/OccluderShape.xml msgid "[Occluder]s can use any primitive shape derived from [OccluderShape]." msgstr "" #: doc/classes/OccluderShapePolygon.xml msgid "Polygon occlusion primitive for use with the [Occluder] node." msgstr "" #: doc/classes/OccluderShapePolygon.xml msgid "" "[OccluderShape]s are resources used by [Occluder] nodes, allowing geometric " "occlusion culling.\n" "The polygon must be a convex polygon. The polygon points can be created and " "deleted either in the Editor inspector or by calling " "[code]set_polygon_points[/code]. The points of the edges can be set by " "dragging the handles in the Editor viewport.\n" "Additionally each polygon occluder can optionally support a single hole. If " "you add at least three points in the Editor inspector to the hole, you can " "drag the edge points of the hole in the Editor viewport.\n" "In general, the lower the number of edges in polygons and holes, the faster " "the system will operate at runtime, so in most cases you will want to use 4 " "points for each." msgstr "" #: doc/classes/OccluderShapePolygon.xml #, fuzzy msgid "Sets an individual hole point position." msgstr "コリジョンマスクのビットを個別に返します。" #: doc/classes/OccluderShapePolygon.xml #, fuzzy msgid "Sets an individual polygon point position." msgstr "コリジョンマスクのビットを個別に返します。" #: doc/classes/OccluderShapePolygon.xml msgid "Allows changing the hole geometry from code." msgstr "" #: doc/classes/OccluderShapePolygon.xml msgid "Allows changing the polygon geometry from code." msgstr "" #: doc/classes/OccluderShapePolygon.xml msgid "" "Specifies whether the occluder should operate from both sides. If " "[code]false[/code], the occluder will operate one way only." msgstr "" #: doc/classes/OccluderShapeSphere.xml msgid "Spherical occlusion primitive for use with the [Occluder] node." msgstr "" #: doc/classes/OccluderShapeSphere.xml msgid "" "[OccluderShape]s are resources used by [Occluder] nodes, allowing geometric " "occlusion culling.\n" "This shape can include multiple spheres. These can be created and deleted " "either in the Editor inspector or by calling [code]set_spheres[/code]. The " "sphere positions can be set by dragging the handle in the Editor viewport. " "The radius can be set with the smaller handle." msgstr "" #: doc/classes/OccluderShapeSphere.xml #, fuzzy msgid "Sets an individual sphere's position." msgstr "コリジョンマスクのビットを個別に返します。" #: doc/classes/OccluderShapeSphere.xml #, fuzzy msgid "Sets an individual sphere's radius." msgstr "レイヤーマスクのビットを個別に返します。" #: doc/classes/OccluderShapeSphere.xml msgid "" "The sphere data can be accessed as an array of [Plane]s. The position of " "each sphere is stored in the [code]normal[/code], and the radius is stored " "in the [code]d[/code] value of the plane." msgstr "" #: doc/classes/OmniLight.xml msgid "Omnidirectional light, such as a light bulb or a candle." msgstr "" #: doc/classes/OmniLight.xml msgid "" "An Omnidirectional light is a type of [Light] that emits light in all " "directions. The light is attenuated by distance and this attenuation can be " "configured by changing its energy, radius, and attenuation parameters.\n" "[b]Note:[/b] By default, only 32 OmniLights may affect a single mesh " "[i]resource[/i] at once. Consider splitting your level into several meshes " "to decrease the likelihood that more than 32 lights will affect the same " "mesh resource. Splitting the level mesh will also improve frustum culling " "effectiveness, leading to greater performance. If you need to use more " "lights per mesh, you can increase [member ProjectSettings.rendering/limits/" "rendering/max_lights_per_object] at the cost of shader compilation times." msgstr "" #: doc/classes/OmniLight.xml msgid "" "The light's attenuation (drop-off) curve. A number of presets are available " "in the [b]Inspector[/b] by right-clicking the curve." msgstr "" #: doc/classes/OmniLight.xml msgid "" "The light's radius. Note that the effectively lit area may appear to be " "smaller depending on the [member omni_attenuation] in use. No matter the " "[member omni_attenuation] in use, the light will never reach anything " "outside this radius." msgstr "" #: doc/classes/OmniLight.xml msgid "See [enum ShadowDetail]." msgstr "" #: doc/classes/OmniLight.xml msgid "" "The shadow rendering mode to use for this [OmniLight]. See [enum " "ShadowMode].\n" "[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that " "feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 " "series don't support cubemap shadows and will fall back to dual paraboloid " "shadows as a result." msgstr "" #: doc/classes/OmniLight.xml msgid "" "Shadows are rendered to a dual-paraboloid texture. Faster than [constant " "SHADOW_CUBE], but lower-quality." msgstr "" #: doc/classes/OmniLight.xml msgid "" "Shadows are rendered to a cubemap. Slower than [constant " "SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that " "feature support for depth cubemaps." msgstr "" #: doc/classes/OmniLight.xml msgid "Use more detail vertically when computing the shadow." msgstr "" #: doc/classes/OmniLight.xml msgid "Use more detail horizontally when computing the shadow." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Noise generator based on Open Simplex." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "" "This resource allows you to configure and sample a fractal noise space. Here " "is a brief usage example that configures an OpenSimplexNoise and gets " "samples at various positions and dimensions:\n" "[codeblock]\n" "var noise = OpenSimplexNoise.new()\n" "\n" "# Configure\n" "noise.seed = randi()\n" "noise.octaves = 4\n" "noise.period = 20.0\n" "noise.persistence = 0.8\n" "\n" "# Sample\n" "print(\"Values:\")\n" "print(noise.get_noise_2d(1.0, 1.0))\n" "print(noise.get_noise_3d(0.5, 3.0, 15.0))\n" "print(noise.get_noise_4d(0.5, 1.9, 4.7, 0.0))\n" "[/codeblock]" msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "" "Generate a noise image in [constant Image.FORMAT_L8] format with the " "requested [code]width[/code] and [code]height[/code], based on the current " "noise parameters. If [code]noise_offset[/code] is specified, then the offset " "value is used as the coordinates of the top-left corner of the generated " "noise." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "" "Returns the 1D noise value [code][-1,1][/code] at the given x-coordinate.\n" "[b]Note:[/b] This method actually returns the 2D noise value [code][-1,1][/" "code] with fixed y-coordinate value 0.0." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Returns the 2D noise value [code][-1,1][/code] at the given position." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Returns the 3D noise value [code][-1,1][/code] at the given position." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Returns the 4D noise value [code][-1,1][/code] at the given position." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "" "Generate a tileable noise image in [constant Image.FORMAT_L8] format, based " "on the current noise parameters. Generated seamless images are always square " "([code]size[/code] × [code]size[/code]).\n" "[b]Note:[/b] Seamless noise has a lower contrast compared to non-seamless " "noise. This is due to the way noise uses higher dimensions for generating " "seamless noise." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "Difference in period between [member octaves]." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "" "Number of OpenSimplex noise layers that are sampled to get the fractal " "noise. Higher values result in more detailed noise but take more time to " "generate.\n" "[b]Note:[/b] The maximum allowed value is 9." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "" "Period of the base octave. A lower period results in a higher-frequency " "noise (more value changes across the same distance)." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "" "Contribution factor of the different octaves. A [code]persistence[/code] " "value of 1 means all the octaves have the same contribution, a value of 0.5 " "means each octave contributes half as much as the previous one." msgstr "" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml msgid "" "Seed used to generate random values, different seeds will generate different " "noise maps." msgstr "" #: doc/classes/OptionButton.xml msgid "Button control that provides selectable options when pressed." msgstr "" #: doc/classes/OptionButton.xml msgid "" "OptionButton is a type button that provides a selectable list of items when " "pressed. The item selected becomes the \"current\" item and is displayed as " "the button text.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" #: doc/classes/OptionButton.xml msgid "" "Adds an item, with a [code]texture[/code] icon, text [code]label[/code] and " "(optionally) [code]id[/code]. If no [code]id[/code] is passed, the item " "index will be used as the item's ID. New items are appended at the end." msgstr "" #: doc/classes/OptionButton.xml msgid "" "Adds an item, with text [code]label[/code] and (optionally) [code]id[/code]. " "If no [code]id[/code] is passed, the item index will be used as the item's " "ID. New items are appended at the end." msgstr "" #: doc/classes/OptionButton.xml msgid "" "Adds a separator to the list of items. Separators help to group items. " "Separator also takes up an index and is appended at the end." msgstr "" #: doc/classes/OptionButton.xml msgid "Clears all the items in the [OptionButton]." msgstr "" #: doc/classes/OptionButton.xml msgid "Returns the amount of items in the OptionButton, including separators." msgstr "" #: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml msgid "Returns the icon of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml msgid "Returns the ID of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml msgid "Returns the index of the item with the given [code]id[/code]." msgstr "" #: doc/classes/OptionButton.xml 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." msgstr "" #: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml msgid "Returns the text of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml #, fuzzy msgid "Returns the tooltip of the item at index [code]idx[/code]." msgstr "インデックス [code]bus_idx[/code] のバスの音量を dB で返します。" #: doc/classes/OptionButton.xml #, fuzzy msgid "" "Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" "配列の最初の要素を削除して返します。配列が空の場合は[code]null[/code]を返しま" "す。" #: doc/classes/OptionButton.xml msgid "" "Gets the metadata of the selected item. Metadata for items can be set using " "[method set_item_metadata]." msgstr "" #: doc/classes/OptionButton.xml msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] is disabled." msgstr "" #: doc/classes/OptionButton.xml msgid "Removes the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " "if the item is disabled.\n" "Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml msgid "" "Sets whether the item at index [code]idx[/code] is disabled.\n" "Disabled items are drawn differently in the dropdown and are not selectable " "by the user. If the current selected item is set as disabled, it will remain " "selected." msgstr "" #: doc/classes/OptionButton.xml msgid "Sets the icon of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml msgid "Sets the ID of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml 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." msgstr "" #: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml msgid "Sets the text of the item at index [code]idx[/code]." msgstr "" #: doc/classes/OptionButton.xml #, fuzzy msgid "Sets the tooltip of the item at index [code]idx[/code]." msgstr "インデックス [code]bus_idx[/code] のバスの音量を dB で返します。" #: doc/classes/OptionButton.xml msgid "" "The index of the currently selected item, or [code]-1[/code] if no item is " "selected." msgstr "" #: doc/classes/OptionButton.xml msgid "" "Emitted when the user navigates to an item using the [code]ui_up[/code] or " "[code]ui_down[/code] actions. The index of the item selected is passed as " "argument." msgstr "" #: doc/classes/OptionButton.xml msgid "" "Emitted when the current item has been changed by the user. The index of the " "item selected is passed as argument." msgstr "" #: doc/classes/OptionButton.xml msgid "Default text [Color] of the [OptionButton]." msgstr "" #: doc/classes/OptionButton.xml msgid "Text [Color] used when the [OptionButton] is disabled." msgstr "" #: doc/classes/OptionButton.xml 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 "" #: doc/classes/OptionButton.xml msgid "Text [Color] used when the [OptionButton] is being hovered." msgstr "" #: doc/classes/OptionButton.xml msgid "Text [Color] used when the [OptionButton] is being pressed." msgstr "" #: doc/classes/OptionButton.xml msgid "" "The horizontal space between the arrow icon and the right edge of the button." msgstr "" #: doc/classes/OptionButton.xml msgid "The horizontal space between [OptionButton]'s icon and text." msgstr "" #: doc/classes/OptionButton.xml msgid "[Font] of the [OptionButton]'s text." msgstr "" #: doc/classes/OptionButton.xml msgid "The arrow icon to be drawn on the right end of the button." msgstr "" #: doc/classes/OptionButton.xml msgid "[StyleBox] used when the [OptionButton] is disabled." msgstr "" #: doc/classes/OptionButton.xml msgid "" "[StyleBox] used when the [OptionButton] is focused. It is displayed over the " "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " "visual effect." msgstr "" #: doc/classes/OptionButton.xml msgid "[StyleBox] used when the [OptionButton] is being hovered." msgstr "" #: doc/classes/OptionButton.xml msgid "Default [StyleBox] for the [OptionButton]." msgstr "" #: doc/classes/OptionButton.xml msgid "[StyleBox] used when the [OptionButton] is being pressed." msgstr "" #: doc/classes/OS.xml msgid "Operating System functions." msgstr "" #: doc/classes/OS.xml msgid "" "Operating System functions. OS wraps the most common functionality to " "communicate with the host operating system, such as the clipboard, video " "driver, date and time, timers, environment variables, execution of binaries, " "command line, etc." msgstr "" #: doc/classes/OS.xml msgid "" "Displays a modal dialog box using the host OS' facilities. Execution is " "blocked until the dialog is closed." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "Returns [code]true[/code] if the host OS allows drawing." msgstr "[AABB] がポイントを含む場合に [code]true[/code] を返します。" #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if the current host platform is using multiple " "threads." msgstr "" #: doc/classes/OS.xml msgid "Centers the window on the screen if in windowed mode." msgstr "" #: doc/classes/OS.xml msgid "" "Shuts down system MIDI driver.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Crashes the engine (or the editor if called within a [code]tool[/code] " "script). This should [i]only[/i] be used for testing the system's crash " "handler, not for any other purpose. For general error reporting, use (in " "order of preference) [method @GDScript.assert], [method @GDScript." "push_error] or [method alert]. See also [method kill]." msgstr "" #: doc/classes/OS.xml msgid "" "Delays execution of the current thread by [code]msec[/code] milliseconds. " "[code]msec[/code] must be greater than or equal to [code]0[/code]. " "Otherwise, [method delay_msec] will do nothing and will print an error " "message.\n" "[b]Note:[/b] [method delay_msec] is a [i]blocking[/i] way to delay code " "execution. To delay code execution in a non-blocking way, see [method " "SceneTree.create_timer]. Yielding with [method SceneTree.create_timer] will " "delay the execution of code placed below the [code]yield[/code] without " "affecting the rest of the project (or editor, for [EditorPlugin]s and " "[EditorScript]s).\n" "[b]Note:[/b] When [method delay_msec] is called on the main thread, it will " "freeze the project and will prevent it from redrawing and registering input " "until the delay has passed. When using [method delay_msec] as part of an " "[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze " "the project if it is currently running (since the project is an independent " "child process)." msgstr "" #: doc/classes/OS.xml msgid "" "Delays execution of the current thread by [code]usec[/code] microseconds. " "[code]usec[/code] must be greater than or equal to [code]0[/code]. " "Otherwise, [method delay_usec] will do nothing and will print an error " "message.\n" "[b]Note:[/b] [method delay_usec] is a [i]blocking[/i] way to delay code " "execution. To delay code execution in a non-blocking way, see [method " "SceneTree.create_timer]. Yielding with [method SceneTree.create_timer] will " "delay the execution of code placed below the [code]yield[/code] without " "affecting the rest of the project (or editor, for [EditorPlugin]s and " "[EditorScript]s).\n" "[b]Note:[/b] When [method delay_usec] is called on the main thread, it will " "freeze the project and will prevent it from redrawing and registering input " "until the delay has passed. When using [method delay_usec] as part of an " "[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze " "the project if it is currently running (since the project is an independent " "child process)." msgstr "" #: doc/classes/OS.xml msgid "" "Dumps the memory allocation ringlist to a file (only works in debug).\n" "Entry format per line: \"Address - Size - Description\"." msgstr "" #: doc/classes/OS.xml msgid "" "Dumps all used resources to file (only works in debug).\n" "Entry format per line: \"Resource Type : Resource Location\".\n" "At the end of the file is a statistic of all used Resource Types." msgstr "" #: doc/classes/OS.xml msgid "" "Execute the file at the given path with the arguments passed as an array of " "strings. Platform path resolution will take place. The resolved file must " "exist and be executable.\n" "The arguments are used in the given order and separated by a space, so " "[code]OS.execute(\"ping\", [\"-w\", \"3\", \"godotengine.org\"], false)[/" "code] will resolve to [code]ping -w 3 godotengine.org[/code] in the system's " "shell.\n" "This method has slightly different behavior based on whether the " "[code]blocking[/code] mode is enabled.\n" "If [code]blocking[/code] is [code]true[/code], the Godot thread will pause " "its execution while waiting for the process to terminate. The shell output " "of the process will be written to the [code]output[/code] array as a single " "string. When the process terminates, the Godot thread will resume " "execution.\n" "If [code]blocking[/code] is [code]false[/code], the Godot thread will " "continue while the new process runs. It is not possible to retrieve the " "shell output in non-blocking mode, so [code]output[/code] will be empty.\n" "On Windows, if [code]open_console[/code] is [code]true[/code] and process is " "console app, new terminal window will be opened, it's ignored on other " "platforms.\n" "The return value also depends on the blocking mode. When blocking, the " "method will return an exit code of the process. When non-blocking, the " "method returns a process ID, which you can use to monitor the process (and " "potentially terminate it with [method kill]). If the process forking (non-" "blocking) or opening (blocking) fails, the method will return [code]-1[/" "code] or another exit code.\n" "Example of blocking mode and retrieving the shell output:\n" "[codeblock]\n" "var output = []\n" "var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], true, output)\n" "[/codeblock]\n" "Example of non-blocking mode, running another instance of the project and " "storing its process ID:\n" "[codeblock]\n" "var pid = OS.execute(OS.get_executable_path(), [], false)\n" "[/codeblock]\n" "If you wish to access a shell built-in or perform a composite command, a " "platform-specific shell can be invoked. For example:\n" "[codeblock]\n" "OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], true, output)\n" "[/codeblock]\n" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " "Windows.\n" "[b]Note:[/b] To execute a Windows command interpreter built-in command, " "specify [code]cmd.exe[/code] in [code]path[/code], [code]/c[/code] as the " "first argument, and the desired command as the second argument.\n" "[b]Note:[/b] To execute a PowerShell built-in command, specify " "[code]powershell.exe[/code] in [code]path[/code], [code]-Command[/code] as " "the first argument, and the desired command as the second argument.\n" "[b]Note:[/b] To execute a Unix shell built-in command, specify shell " "executable name in [code]path[/code], [code]-c[/code] as the first argument, " "and the desired command as the second argument." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "Returns the scancode of the given string (e.g. \"Escape\")." msgstr "与えられたベクトルに対する角度をラジアンで返します。" #: doc/classes/OS.xml #, fuzzy msgid "Returns the total number of available audio drivers." msgstr "利用可能なオーディオバスの数。" #: doc/classes/OS.xml #, fuzzy msgid "Returns the audio driver name for the given index." msgstr "指定された名前のアニメーションノードを返します。" #: doc/classes/OS.xml msgid "" "Returns the [i]global[/i] cache data directory according to the operating " "system's standards. On desktop platforms, this path can be overridden by " "setting the [code]XDG_CACHE_HOME[/code] environment variable before starting " "the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in " "Godot projects[/url] in the documentation for more information. See also " "[method get_config_dir] and [method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the command-line arguments passed to the engine.\n" "Command-line arguments can be written in any form, including both [code]--" "key value[/code] and [code]--key=value[/code] forms so they can be properly " "parsed, as long as custom command-line arguments do not conflict with engine " "arguments.\n" "You can also incorporate environment variables using the [method " "get_environment] method.\n" "You can set [member ProjectSettings.editor/main_run_args] to define command-" "line arguments to be passed by the editor when running the project.\n" "Here's a minimal example on how to parse command-line arguments into a " "dictionary using the [code]--key=value[/code] form for arguments:\n" "[codeblock]\n" "var arguments = {}\n" "for argument in OS.get_cmdline_args():\n" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" " else:\n" " # Options without an argument will be present in the dictionary,\n" " # with the value set to an empty string.\n" " arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" #: doc/classes/OS.xml msgid "" "Returns the [i]global[/i] user configuration directory according to the " "operating system's standards. On desktop platforms, this path can be " "overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable " "before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths." "html]File paths in Godot projects[/url] in the documentation for more " "information. See also [method get_cache_dir] and [method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" #: doc/classes/OS.xml msgid "" "Returns an array of MIDI device names.\n" "The returned array will be empty if the system MIDI driver has not " "previously been initialised with [method open_midi_inputs].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the currently used video driver, using one of the values from [enum " "VideoDriver]." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the [i]global[/i] user data directory according to the operating " "system's standards. On desktop platforms, this path can be overridden by " "setting the [code]XDG_DATA_HOME[/code] environment variable before starting " "the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in " "Godot projects[/url] in the documentation for more information. See also " "[method get_cache_dir] and [method get_config_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" #: doc/classes/OS.xml msgid "" "Deprecated, use [method Time.get_date_dict_from_system] instead.\n" "Returns current date as a dictionary of keys: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] " "(Daylight Savings Time)." msgstr "" #: doc/classes/OS.xml msgid "" "Deprecated, use [method Time.get_datetime_dict_from_system] instead.\n" "Returns current datetime as a dictionary of keys: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] " "(Daylight Savings Time), [code]hour[/code], [code]minute[/code], " "[code]second[/code]." msgstr "" #: doc/classes/OS.xml msgid "" "Deprecated, use [method Time.get_datetime_dict_from_unix_time] instead.\n" "Gets a dictionary of time values corresponding to the given UNIX epoch time " "(in seconds).\n" "The returned Dictionary's values will be the same as [method get_datetime], " "with the exception of Daylight Savings Time as it cannot be determined from " "the epoch." msgstr "" #: doc/classes/OS.xml msgid "" "Returns an [Array] of [Rect2], each of which is the bounding rectangle for a " "display cutout or notch. These are non-functional areas on edge-to-edge " "screens used by cameras and sensors. Returns an empty array if the device " "does not have cutouts. See also [method get_window_safe_area].\n" "[b]Note:[/b] Currently only implemented on Android. Other platforms will " "return an empty array even if they do have display cutouts or notches." msgstr "" #: doc/classes/OS.xml msgid "Returns the total amount of dynamic memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the value of an environment variable. Returns an empty string if the " "environment variable doesn't exist.\n" "[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment " "variable names are case-sensitive on all platforms except Windows." msgstr "" #: doc/classes/OS.xml msgid "Returns the path to the current engine executable." msgstr "" #: doc/classes/OS.xml msgid "" "With this function, you can get the list of dangerous permissions that have " "been granted to the Android application.\n" "[b]Note:[/b] This method is implemented on Android." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the IME cursor position (the currently-edited portion of the string) " "relative to the characters in the composition string.\n" "[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to " "notify it of changes to the IME cursor position.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the IME intermediate composition string.\n" "[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to " "notify it of changes to the IME composition string.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the current latin keyboard variant as a String.\n" "Possible return values are: [code]\"QWERTY\"[/code], [code]\"AZERTY\"[/" "code], [code]\"QZERTY\"[/code], [code]\"DVORAK\"[/code], [code]\"NEO\"[/" "code], [code]\"COLEMAK\"[/code] or [code]\"ERROR\"[/code].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows. Returns " "[code]\"QWERTY\"[/code] on unsupported platforms." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the host OS locale as a string of the form " "[code]language_Script_COUNTRY_VARIANT@extra[/code]. If you want only the " "language code and not the fully specified locale from the OS, you can use " "[method get_locale_language].\n" "[code]language[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/" "List_of_ISO_639-1_codes]language code[/url], in lower case.\n" "[code]Script[/code] - optional, 4-letter [url=https://en.wikipedia.org/wiki/" "ISO_15924]script code[/url], in title case.\n" "[code]COUNTRY[/code] - optional, 2 or 3-letter [url=https://en.wikipedia.org/" "wiki/ISO_3166-1]country code[/url], in upper case.\n" "[code]VARIANT[/code] - optional, language variant, region and sort order. " "Variant can have any number of underscored keywords.\n" "[code]extra[/code] - optional, semicolon separated list of additional key " "words. Currency, calendar, sort order and numbering system information." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/" "wiki/List_of_ISO_639-1_codes]language code[/url] as a string which should be " "consistent on all platforms. This is equivalent to extracting the " "[code]language[/code] part of the [method get_locale] string.\n" "This can be used to narrow down fully specified locale strings to only the " "\"common\" language code, when you don't need the additional information " "about country code or variants. For example, for a French Canadian user with " "[code]fr_CA[/code] locale, this would return [code]fr[/code]." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the ID of the main thread. See [method get_thread_caller_id].\n" "[b]Note:[/b] Thread IDs are not deterministic and may be reused across " "application restarts." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the model name of the current device.\n" "[b]Note:[/b] This method is implemented on Android and iOS. Returns " "[code]\"GenericDevice\"[/code] on unsupported platforms." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the name of the host OS. Possible values are: [code]\"Android\"[/" "code], [code]\"iOS\"[/code], [code]\"HTML5\"[/code], [code]\"OSX\"[/code], " "[code]\"Server\"[/code], [code]\"Windows\"[/code], [code]\"UWP\"[/code], " "[code]\"X11\"[/code]." msgstr "" #: doc/classes/OS.xml msgid "" "Returns internal structure pointers for use in GDNative plugins.\n" "[b]Note:[/b] This method is implemented on Linux and Windows (other OSs will " "soon be supported)." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the amount of battery left in the device as a percentage. Returns " "[code]-1[/code] if power state is unknown.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Returns an estimate of the time left in seconds before the device runs out " "of battery. Returns [code]-1[/code] if power state is unknown.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the current state of the device regarding battery and power. See " "[enum PowerState] constants.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the project's process ID.\n" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " "Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the number of [i]logical[/i] CPU cores available on the host " "machine. On CPUs with HyperThreading enabled, this number will be greater " "than the number of [i]physical[/i] CPU cores." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the name of the CPU model on the host machine (e.g. \"Intel(R) " "Core(TM) i7-6700K CPU @ 4.00GHz\").\n" "[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and " "iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty " "string." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "Returns the window size including decorations like window borders." msgstr "指定した遷移の終端ノードを返します。" #: doc/classes/OS.xml msgid "" "Returns the given scancode as a string (e.g. Return values: " "[code]\"Escape\"[/code], [code]\"Shift+Escape\"[/code]).\n" "See also [member InputEventKey.scancode] and [method InputEventKey." "get_scancode_with_modifiers]." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "Returns the number of displays attached to the host machine." msgstr "ブレンド空間内のポイント数を返します。" #: doc/classes/OS.xml msgid "" "Returns the dots per inch density of the specified screen. If [code]screen[/" "code] is [code]-1[/code] (the default value), the current screen will be " "used.\n" "[b]Note:[/b] On macOS, returned value is inaccurate if fractional display " "scaling mode is used.\n" "[b]Note:[/b] On Android devices, the actual screen densities are grouped " "into six generalized densities:\n" "[codeblock]\n" " ldpi - 120 dpi\n" " mdpi - 160 dpi\n" " hdpi - 240 dpi\n" " xhdpi - 320 dpi\n" " xxhdpi - 480 dpi\n" "xxxhdpi - 640 dpi\n" "[/codeblock]\n" "[b]Note:[/b] This method is implemented on Android, Linux, macOS and " "Windows. Returns [code]72[/code] on unsupported platforms." msgstr "" #: doc/classes/OS.xml msgid "" "Return the greatest scale factor of all screens.\n" "[b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at " "least one hiDPI (Retina) screen in the system, and [code]1.0[/code] in all " "other cases.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the position of the specified screen by index. If [code]screen[/" "code] is [code]-1[/code] (the default value), the current screen will be " "used." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the current refresh rate of the specified screen. If [code]screen[/" "code] is [code]-1[/code] (the default value), the current screen will be " "used.\n" "[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh " "rate for the specified screen. On HTML5, [method get_screen_refresh_rate] " "will always return [code]-1.0[/code] as there is no way to retrieve the " "refresh rate on that platform.\n" "To fallback to a default refresh rate if the method fails, try:\n" "[codeblock]\n" "var refresh_rate = OS.get_screen_refresh_rate()\n" "if refresh_rate < 0:\n" " refresh_rate = 60.0\n" "[/codeblock]" msgstr "" #: doc/classes/OS.xml msgid "" "Return the scale factor of the specified screen by index. If [code]screen[/" "code] is [code]-1[/code] (the default value), the current screen will be " "used.\n" "[b]Note:[/b] On macOS returned value is [code]2.0[/code] for hiDPI (Retina) " "screen, and [code]1.0[/code] for all other cases.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the dimensions in pixels of the specified screen. If [code]screen[/" "code] is [code]-1[/code] (the default value), the current screen will be " "used." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the amount of time in milliseconds it took for the boot logo to " "appear." msgstr "" #: doc/classes/OS.xml msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the amount of static memory being used by the program in bytes (only " "works in debug)." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the actual path to commonly used folders across different platforms. " "Available locations are specified in [enum SystemDir].\n" "[b]Note:[/b] This method is implemented on Android, Linux, macOS and " "Windows.\n" "[b]Note:[/b] Shared storage is implemented on Android and allows to " "differentiate between app specific and shared directories. Shared " "directories have additional restrictions on Android." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "Returns the epoch time of the operating system in milliseconds." msgstr "オーディオストリームの長さを秒単位で返します。" #: doc/classes/OS.xml #, fuzzy msgid "Returns the epoch time of the operating system in seconds." msgstr "オーディオストリームの長さを秒単位で返します。" #: doc/classes/OS.xml msgid "" "Returns the total number of available tablet drivers.\n" "[b]Note:[/b] This method is implemented on Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the tablet driver name for the given index.\n" "[b]Note:[/b] This method is implemented on Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the ID of the current thread. This can be used in logs to ease " "debugging of multi-threaded applications.\n" "[b]Note:[/b] Thread IDs are not deterministic and may be reused across " "application restarts." msgstr "" #: doc/classes/OS.xml msgid "" "Deprecated, use [method Time.get_ticks_msec] instead.\n" "Returns the amount of time passed in milliseconds since the engine started." msgstr "" #: doc/classes/OS.xml msgid "" "Deprecated, use [method Time.get_ticks_usec] instead.\n" "Returns the amount of time passed in microseconds since the engine started." msgstr "" #: doc/classes/OS.xml msgid "" "Deprecated, use [method Time.get_time_dict_from_system] instead.\n" "Returns current time as a dictionary of keys: hour, minute, second." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the current time zone as a dictionary with the keys: bias and name." msgstr "" #: doc/classes/OS.xml msgid "" "Returns a string that is unique to the device.\n" "[b]Note:[/b] This string may change without notice if the user reinstalls/" "upgrades their operating system or changes their hardware. This means it " "should generally not be used to encrypt persistent data as the data saved " "before an unexpected ID change would become inaccessible. The returned " "string may also be falsified using external programs, so do not rely on the " "string returned by [method get_unique_id] for security purposes.\n" "[b]Note:[/b] Returns an empty string on HTML5 and UWP, as this method isn't " "implemented on those platforms yet." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the current UNIX epoch timestamp in seconds.\n" "[b]Important:[/b] This is the system clock that the user can manually set. " "[b]Never use[/b] this method for precise time calculation since its results " "are also subject to automatic adjustments by the operating system. [b]Always " "use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time " "calculation instead, since they are guaranteed to be monotonic (i.e. never " "decrease).\n" "[b]Note:[/b] To get a floating point timestamp with sub-second precision, " "use [method Time.get_unix_time_from_system]." msgstr "" #: doc/classes/OS.xml msgid "" "Gets an epoch time value from a dictionary of time values.\n" "[code]datetime[/code] must be populated with the following keys: [code]year[/" "code], [code]month[/code], [code]day[/code], [code]hour[/code], " "[code]minute[/code], [code]second[/code].\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 UTC).\n" "You can pass the output from [method get_datetime_from_unix_time] directly " "into this function. Daylight Savings Time ([code]dst[/code]), if present, is " "ignored." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the absolute directory path where user data is written ([code]user://" "[/code]).\n" "On Linux, this is [code]~/.local/share/godot/app_userdata/[project_name][/" "code], or [code]~/.local/share/[custom_name][/code] if " "[code]use_custom_user_dir[/code] is set.\n" "On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/" "[project_name][/code], or [code]~/Library/Application Support/[custom_name][/" "code] if [code]use_custom_user_dir[/code] is set.\n" "On Windows, this is [code]%APPDATA%\\Godot\\app_userdata\\[project_name][/" "code], or [code]%APPDATA%\\[custom_name][/code] if " "[code]use_custom_user_dir[/code] is set. [code]%APPDATA%[/code] expands to " "[code]%USERPROFILE%\\AppData\\Roaming[/code].\n" "If the project name is empty, [code]user://[/code] falls back to [code]res://" "[/code].\n" "Not to be confused with [method get_data_dir], which returns the [i]global[/" "i] (non-project-specific) user data directory." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "Returns the number of video drivers supported on the current platform." msgstr "現在点プールにある点の数を返します。" #: doc/classes/OS.xml msgid "" "Returns the name of the video driver matching the given [code]driver[/code] " "index. This index is a value from [enum VideoDriver], and you can use " "[method get_current_video_driver] to get the current backend's index." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the on-screen keyboard's height in pixels. Returns 0 if there is no " "keyboard or if it is currently hidden." msgstr "" #: doc/classes/OS.xml msgid "" "Returns unobscured area of the window where interactive controls should be " "rendered." msgstr "" #: doc/classes/OS.xml msgid "" "Add a new item with text \"label\" to global menu. Use \"_dock\" menu to add " "item to the macOS dock icon menu.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" #: doc/classes/OS.xml msgid "" "Add a separator between items. Separators also occupy an index.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" #: doc/classes/OS.xml msgid "" "Clear the global menu, in effect removing all items.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" #: doc/classes/OS.xml msgid "" "Removes the item at index \"idx\" from the global menu. Note that the " "indexes of items after the removed item are going to be shifted by one.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "Returns [code]true[/code] if there is content on the clipboard." msgstr "与えられたノードを含むグラフの場合、[code]true[/code] を返します。" #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if the environment variable with the name " "[code]variable[/code] exists.\n" "[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment " "variable names are case-sensitive on all platforms except Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if the feature for the given feature tag is " "supported in the currently running instance, depending on the platform, " "build etc. Can be used to check whether you're currently running a debug " "build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/" "tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more " "details.\n" "[b]Note:[/b] Tag names are case-sensitive." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "" "Returns [code]true[/code] if the device has a touchscreen or emulates one." msgstr "[Rect2i] が平坦あるいは空であれば [code]true[/code] を返します。" #: doc/classes/OS.xml #, fuzzy msgid "" "Returns [code]true[/code] if the platform has a virtual keyboard, " "[code]false[/code] otherwise." msgstr "" "スクリプトドメインが読み込まれたら [code]true[/code] を返し、それ以外では " "[code]false[/code] を返します。" #: doc/classes/OS.xml msgid "Hides the virtual keyboard if it is shown, does nothing otherwise." msgstr "" #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if the Godot binary used to run the project is a " "[i]debug[/i] export template, or when running in the editor.\n" "Returns [code]false[/code] if the Godot binary used to run the project is a " "[i]release[/i] export template.\n" "To check whether the Godot binary used to run the project is an export " "template (debug or release), use [code]OS.has_feature(\"standalone\")[/code] " "instead." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "" "Returns [code]true[/code] if the [b]OK[/b] button should appear on the left " "and [b]Cancel[/b] on the right." msgstr "" "Monoランタイムが初期化完了すれば [code]true[/code] を返し、それ以外では " "[code]false[/code] を返します。" #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if the child process ID ([code]pid[/code]) is " "still running or [code]false[/code] if it has terminated.\n" "Must be a valid ID generated from [method execute].\n" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " "Windows." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "" "Returns [code]true[/code] if the input scancode corresponds to a Unicode " "character." msgstr "" "この [AABB] がもう一方と重なっているときに [code]true[/code] を返します。" #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if the engine was executed with [code]-v[/code] " "(verbose stdout)." msgstr "" #: doc/classes/OS.xml msgid "" "If [code]true[/code], the [code]user://[/code] file system is persistent, so " "that its state is the same after a player quits and starts the game again. " "Relevant to the HTML5 platform, where this persistence may be unavailable." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "" "Returns [code]true[/code] if the window should always be on top of other " "windows." msgstr "" "ベクトルが正規化されている場合は [code]true[/code] を、そうでなければ false " "を返します。" #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if the window is currently focused.\n" "[b]Note:[/b] Only implemented on desktop platforms. On other platforms, it " "will always return [code]true[/code]." msgstr "" #: doc/classes/OS.xml msgid "" "Returns active keyboard layout index.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the number of keyboard layouts.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the ISO-639/BCP-47 language code of the keyboard layout at position " "[code]index[/code].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Returns the localized name of the keyboard layout at position [code]index[/" "code].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Converts a physical (US QWERTY) [code]scancode[/code] to one in the active " "keyboard layout.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Sets active keyboard layout.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Kill (terminate) the process identified by the given process ID ([code]pid[/" "code]), e.g. the one returned by [method execute] in non-blocking mode. See " "also [method crash].\n" "[b]Note:[/b] This method can also be used to kill processes that were not " "spawned by the game.\n" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " "Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Moves the file or directory to the system's recycle bin. See also [method " "Directory.remove].\n" "The method takes only global paths, so you may need to use [method " "ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/" "code] as it will not work in exported project.\n" "[b]Note:[/b] If the user has disabled the recycle bin on their system, the " "file will be permanently deleted instead.\n" "[codeblock]\n" "var file_to_remove = \"user://slot1.sav\"\n" "OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n" "[/codeblock]" msgstr "" #: doc/classes/OS.xml msgid "" "Moves the window to the front.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if native video is playing.\n" "[b]Note:[/b] This method is only implemented on iOS." msgstr "" #: doc/classes/OS.xml msgid "" "Pauses native video playback.\n" "[b]Note:[/b] This method is only implemented on iOS." msgstr "" #: doc/classes/OS.xml msgid "" "Plays native video from the specified path, at the given volume and with " "audio and subtitle tracks.\n" "[b]Note:[/b] This method is only implemented on iOS." msgstr "" #: doc/classes/OS.xml msgid "" "Stops native video playback.\n" "[b]Note:[/b] This method is implemented on iOS." msgstr "" #: doc/classes/OS.xml msgid "" "Resumes native video playback.\n" "[b]Note:[/b] This method is implemented on iOS." msgstr "" #: doc/classes/OS.xml msgid "" "Initialises the singleton for the system MIDI driver.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Shows all resources in the game. Optionally, the list can be written to a " "file by specifying a file path in [code]tofile[/code]." msgstr "" #: doc/classes/OS.xml msgid "Shows the list of loaded textures sorted by size in memory." msgstr "" #: doc/classes/OS.xml msgid "Shows the number of resources loaded by the game of the given types." msgstr "" #: doc/classes/OS.xml msgid "Shows all resources currently used by the game." msgstr "" #: doc/classes/OS.xml msgid "" "Request the user attention to the window. It'll flash the taskbar button on " "Windows or bounce the dock icon on OSX.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "At the moment this function is only used by [code]AudioDriverOpenSL[/code] " "to request permission for [code]RECORD_AUDIO[/code] on Android." msgstr "" #: doc/classes/OS.xml msgid "" "With this function, you can request dangerous permissions since normal " "permissions are automatically granted at install time in Android " "applications.\n" "[b]Note:[/b] This method is implemented on Android." msgstr "" #: doc/classes/OS.xml msgid "" "Sets the value of the environment variable [code]variable[/code] to " "[code]value[/code]. The environment variable will be set for the Godot " "process and any process executed with [method execute] after running [method " "set_environment]. The environment variable will [i]not[/i] persist to " "processes run after the Godot process was terminated.\n" "[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment " "variable names are case-sensitive on all platforms except Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Sets the game's icon using an [Image] resource.\n" "The same image is used for window caption, taskbar/dock and window selection " "dialog. Image is scaled as needed.\n" "[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Sets whether IME input mode should be enabled.\n" "If active IME handles key events before the application and creates an " "composition string and suggestion list.\n" "Application can retrieve the composition status by using [method " "get_ime_selection] and [method get_ime_text] functions.\n" "Completed composition string is committed when input is finished.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Sets position of IME suggestion list popup (in window coordinates).\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Sets the game's icon using a multi-size platform-specific icon file ([code]*." "ico[/code] on Windows and [code]*.icns[/code] on macOS).\n" "Appropriate size sub-icons are used for window caption, taskbar/dock and " "window selection dialog.\n" "[b]Note:[/b] This method is implemented on macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "Sets the name of the current thread." msgstr "" #: doc/classes/OS.xml msgid "Enables backup saves if [code]enabled[/code] is [code]true[/code]." msgstr "" #: doc/classes/OS.xml msgid "" "Sets whether the window should always be on top.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml 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 " "will be intercepted by the window, which is the default behavior).\n" "[codeblock]\n" "# Set region, using Path2D node.\n" "OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points())\n" "\n" "# Set region, using Polygon2D node.\n" "OS.set_window_mouse_passthrough($Polygon2D.polygon)\n" "\n" "# Reset region to default.\n" "OS.set_window_mouse_passthrough([])\n" "[/codeblock]\n" "[b]Note:[/b] On Windows, the portion of a window that lies outside the " "region is not drawn, while on Linux and macOS it is.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Sets the window title to the specified string.\n" "[b]Note:[/b] This should be used sporadically. Don't set this every frame, " "as that will negatively affect performance on some window managers.\n" "[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Requests the OS to open a resource with the most appropriate program. For " "example:\n" "- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] on Windows " "opens the file explorer at the user's Downloads folder.\n" "- [code]OS.shell_open(\"https://godotengine.org\")[/code] opens the default " "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" "code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " "[code]mailto[/code] URL scheme[/url] for a list of fields that can be " "added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " "and Windows." msgstr "" #: doc/classes/OS.xml msgid "" "Shows the virtual keyboard if the platform has one.\n" "The [code]existing_text[/code] parameter is useful for implementing your own " "[LineEdit] or [TextEdit], as it tells the virtual keyboard what text has " "already been typed (the virtual keyboard uses it for auto-correct and " "predictions).\n" "The [code]multiline[/code] parameter needs to be set to [code]true[/code] to " "be able to enter multiple lines of text, as in [TextEdit].\n" "[b]Note:[/b] This method is implemented on Android, iOS and UWP." msgstr "" #: doc/classes/OS.xml msgid "The clipboard from the host OS. Might be unavailable on some platforms." msgstr "" #: doc/classes/OS.xml msgid "The current screen index (starting from 0)." msgstr "" #: doc/classes/OS.xml msgid "" "If [code]true[/code], the engine filters the time delta measured between " "each frame, and attempts to compensate for random variation. This will only " "operate on systems where V-Sync is active." msgstr "" #: doc/classes/OS.xml msgid "" "The exit code passed to the OS when the main loop exits. By convention, an " "exit code of [code]0[/code] indicates success whereas a non-zero exit code " "indicates an error. For portability reasons, the exit code should be set " "between 0 and 125 (inclusive).\n" "[b]Note:[/b] This value will be ignored if using [method SceneTree.quit] " "with an [code]exit_code[/code] argument passed." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "" "If [code]true[/code], the engine tries to keep the screen on while the game " "is running. Useful on mobile." msgstr "" "[code]true[/code]の場合、周囲のテクスチャピクセルに発生するブリードを避けるた" "めに、領域外の範囲を除去します。" #: doc/classes/OS.xml msgid "" "If [code]true[/code], the engine optimizes for low processor usage by only " "refreshing the screen if needed. Can improve battery consumption on mobile." msgstr "" #: doc/classes/OS.xml msgid "" "The amount of sleeping between frames when the low-processor usage mode is " "enabled (in microseconds). Higher values will result in lower CPU usage." msgstr "" #: doc/classes/OS.xml msgid "" "The maximum size of the window (without counting window manager " "decorations). Does not affect fullscreen mode. Set to [code](0, 0)[/code] to " "reset to the system default value." msgstr "" #: doc/classes/OS.xml msgid "" "The minimum size of the window in pixels (without counting window manager " "decorations). Does not affect fullscreen mode. Set to [code](0, 0)[/code] to " "reset to the system's default value.\n" "[b]Note:[/b] By default, the project window has a minimum size of " "[code]Vector2(64, 64)[/code]. This prevents issues that can arise when the " "window is resized to a near-zero size." msgstr "" #: doc/classes/OS.xml msgid "The current screen orientation." msgstr "" #: doc/classes/OS.xml msgid "The current tablet driver in use." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "If [code]true[/code], vertical synchronization (Vsync) is enabled." msgstr "[code]true[/code]の場合、法線マッピングが有効になります。" #: doc/classes/OS.xml msgid "" "If [code]true[/code] and [code]vsync_enabled[/code] is true, the operating " "system's window compositor will be used for vsync when the compositor is " "enabled and the game is in windowed mode.\n" "[b]Note:[/b] This option is experimental and meant to alleviate stutter " "experienced by some users. However, some users have experienced a Vsync " "framerate halving (e.g. from 60 FPS to 30 FPS) when using it.\n" "[b]Note:[/b] This property is only implemented on Windows." msgstr "" #: doc/classes/OS.xml msgid "" "If [code]true[/code], removes the window frame.\n" "[b]Note:[/b] Setting [code]window_borderless[/code] to [code]false[/code] " "disables per-pixel transparency." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "If [code]true[/code], the window is fullscreen." msgstr "[code]true[/code] であれば、音声はステレオです。" #: doc/classes/OS.xml #, fuzzy msgid "If [code]true[/code], the window is maximized." msgstr "もし [code]true[/code] であれば、フィルタリングは有効になります。" #: doc/classes/OS.xml #, fuzzy msgid "If [code]true[/code], the window is minimized." msgstr "もし [code]true[/code] であれば、フィルタリングは有効になります。" #: doc/classes/OS.xml msgid "" "If [code]true[/code], the window background is transparent and the window " "frame is removed.\n" "Use [code]get_tree().get_root().set_transparent_background(true)[/code] to " "disable main viewport background rendering.\n" "[b]Note:[/b] This property has no effect if [member ProjectSettings.display/" "window/per_pixel_transparency/allowed] setting is disabled.\n" "[b]Note:[/b] This property is implemented on HTML5, Linux, macOS, Windows, " "and Android. It can't be changed at runtime for Android. Use [member " "ProjectSettings.display/window/per_pixel_transparency/enabled] to set it at " "startup instead." msgstr "" #: doc/classes/OS.xml msgid "" "The window position relative to the screen, the origin is the top left " "corner, +Y axis goes to the bottom and +X axis goes to the right." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "If [code]true[/code], the window is resizable by the user." msgstr "もし [code]true[/code] であれば、フィルタリングは有効になります。" #: doc/classes/OS.xml msgid "The size of the window (without counting window manager decorations)." msgstr "" #: doc/classes/OS.xml msgid "" "The GLES2 rendering backend. It uses OpenGL ES 2.0 on mobile devices, OpenGL " "2.1 on desktop platforms and WebGL 1.0 on the web." msgstr "" #: doc/classes/OS.xml msgid "" "The GLES3 rendering backend. It uses OpenGL ES 3.0 on mobile devices, OpenGL " "3.3 on desktop platforms and WebGL 2.0 on the web." msgstr "" #: doc/classes/OS.xml msgid "Sunday." msgstr "" #: doc/classes/OS.xml msgid "Monday." msgstr "" #: doc/classes/OS.xml msgid "Tuesday." msgstr "" #: doc/classes/OS.xml msgid "Wednesday." msgstr "" #: doc/classes/OS.xml msgid "Thursday." msgstr "" #: doc/classes/OS.xml msgid "Friday." msgstr "" #: doc/classes/OS.xml msgid "Saturday." msgstr "" #: doc/classes/OS.xml msgid "January." msgstr "" #: doc/classes/OS.xml msgid "February." msgstr "" #: doc/classes/OS.xml msgid "March." msgstr "" #: doc/classes/OS.xml msgid "April." msgstr "" #: doc/classes/OS.xml msgid "May." msgstr "" #: doc/classes/OS.xml msgid "June." msgstr "" #: doc/classes/OS.xml msgid "July." msgstr "" #: doc/classes/OS.xml msgid "August." msgstr "" #: doc/classes/OS.xml msgid "September." msgstr "" #: doc/classes/OS.xml msgid "October." msgstr "" #: doc/classes/OS.xml msgid "November." msgstr "" #: doc/classes/OS.xml msgid "December." msgstr "" #: doc/classes/OS.xml msgid "" "Application handle:\n" "- Windows: [code]HINSTANCE[/code] of the application\n" "- MacOS: [code]NSApplication*[/code] of the application (not yet " "implemented)\n" "- Android: [code]JNIEnv*[/code] of the application (not yet implemented)" msgstr "" #: doc/classes/OS.xml msgid "" "Display handle:\n" "- Linux: [code]X11::Display*[/code] for the display" msgstr "" #: doc/classes/OS.xml msgid "" "Window handle:\n" "- Windows: [code]HWND[/code] of the main window\n" "- Linux: [code]X11::Window*[/code] of the main window\n" "- MacOS: [code]NSWindow*[/code] of the main window (not yet implemented)\n" "- Android: [code]jObject[/code] the main android activity (not yet " "implemented)" msgstr "" #: doc/classes/OS.xml msgid "" "Window view:\n" "- Windows: [code]HDC[/code] of the main window drawing context\n" "- MacOS: [code]NSView*[/code] of the main windows view (not yet implemented)" msgstr "" #: doc/classes/OS.xml msgid "" "OpenGL Context:\n" "- Windows: [code]HGLRC[/code]\n" "- Linux: [code]X11::GLXContext[/code]\n" "- MacOS: [code]NSOpenGLContext*[/code] (not yet implemented)" msgstr "" #: doc/classes/OS.xml msgid "Landscape screen orientation." msgstr "" #: doc/classes/OS.xml msgid "Portrait screen orientation." msgstr "" #: doc/classes/OS.xml msgid "Reverse landscape screen orientation." msgstr "" #: doc/classes/OS.xml msgid "Reverse portrait screen orientation." msgstr "" #: doc/classes/OS.xml msgid "Uses landscape or reverse landscape based on the hardware sensor." msgstr "" #: doc/classes/OS.xml msgid "Uses portrait or reverse portrait based on the hardware sensor." msgstr "" #: doc/classes/OS.xml msgid "Uses most suitable orientation based on the hardware sensor." msgstr "" #: doc/classes/OS.xml msgid "Desktop directory path." msgstr "" #: doc/classes/OS.xml msgid "DCIM (Digital Camera Images) directory path." msgstr "" #: doc/classes/OS.xml msgid "Documents directory path." msgstr "" #: doc/classes/OS.xml msgid "Downloads directory path." msgstr "" #: doc/classes/OS.xml msgid "Movies directory path." msgstr "" #: doc/classes/OS.xml msgid "Music directory path." msgstr "" #: doc/classes/OS.xml msgid "Pictures directory path." msgstr "" #: doc/classes/OS.xml msgid "Ringtones directory path." msgstr "" #: doc/classes/OS.xml #, fuzzy msgid "Unknown powerstate." msgstr "不明なキー。" #: doc/classes/OS.xml msgid "Unplugged, running on battery." msgstr "" #: doc/classes/OS.xml msgid "Plugged in, no battery available." msgstr "" #: doc/classes/OS.xml msgid "Plugged in, battery charging." msgstr "" #: doc/classes/OS.xml msgid "Plugged in, battery fully charged." msgstr "" #: doc/classes/PackedDataContainerRef.xml msgid "Reference version of [PackedDataContainer]." msgstr "" #: doc/classes/PackedScene.xml msgid "An abstraction of a serialized scene." msgstr "" #: doc/classes/PackedScene.xml msgid "" "A simplified interface to a scene file. Provides access to operations and " "checks that can be performed on the scene resource itself.\n" "Can be used to save a node to a file. When saving, the node as well as all " "the nodes it owns get saved (see [code]owner[/code] property on [Node]).\n" "[b]Note:[/b] The node doesn't need to own itself.\n" "[b]Example of loading a saved scene:[/b]\n" "[codeblock]\n" "# Use `load()` instead of `preload()` if the path isn't known at compile-" "time.\n" "var scene = preload(\"res://scene.tscn\").instance()\n" "# Add the node as a child of the node the script is attached to.\n" "add_child(scene)\n" "[/codeblock]\n" "[b]Example of saving a node with different owners:[/b] The following example " "creates 3 objects: [code]Node2D[/code] ([code]node[/code]), " "[code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/" "code] ([code]collision[/code]). [code]collision[/code] is a child of " "[code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/" "code] is owned by [code]node[/code] and [code]pack[/code] will therefore " "only save those two nodes, but not [code]collision[/code].\n" "[codeblock]\n" "# Create the objects.\n" "var node = Node2D.new()\n" "var rigid = RigidBody2D.new()\n" "var collision = CollisionShape2D.new()\n" "\n" "# Create the object hierarchy.\n" "rigid.add_child(collision)\n" "node.add_child(rigid)\n" "\n" "# Change owner of `rigid`, but not of `collision`.\n" "rigid.owner = node\n" "\n" "var scene = PackedScene.new()\n" "# Only `node` and `rigid` are now packed.\n" "var result = scene.pack(node)\n" "if result == OK:\n" " var error = ResourceSaver.save(\"res://path/name.scn\", scene) # Or " "\"user://...\"\n" " if error != OK:\n" " push_error(\"An error occurred while saving the scene to disk.\")\n" "[/codeblock]" msgstr "" #: doc/classes/PackedScene.xml msgid "Returns [code]true[/code] if the scene file has nodes." msgstr "" #: doc/classes/PackedScene.xml msgid "" "Returns the [code]SceneState[/code] representing the scene file contents." msgstr "" #: doc/classes/PackedScene.xml msgid "" "Instantiates the scene's node hierarchy. Triggers child scene " "instantiation(s). Triggers a [constant Node.NOTIFICATION_INSTANCED] " "notification on the root node." msgstr "" #: doc/classes/PackedScene.xml msgid "" "Pack will ignore any sub-nodes not owned by given node. See [member Node." "owner]." msgstr "" #: doc/classes/PackedScene.xml msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " "for base scene children overrides, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" #: doc/classes/PackedScene.xml msgid "If passed to [method instance], blocks edits to the scene state." msgstr "" #: doc/classes/PackedScene.xml msgid "" "If passed to [method instance], provides local scene resources to the local " "scene.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" #: doc/classes/PackedScene.xml msgid "" "If passed to [method instance], provides local scene resources to the local " "scene. Only the main scene should receive the main edit state.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" #: doc/classes/PackedScene.xml msgid "" "It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the " "scene is being instantiated to be the base of another one.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" #: modules/gltf/doc_classes/PackedSceneGLTF.xml msgid "" "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " "loading and saving is [i]not[/i] available in exported projects. References " "to [PackedSceneGLTF] within a script will cause an error in an exported " "project." msgstr "" #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" #: doc/classes/PacketPeer.xml msgid "" "PacketPeer is an abstraction and base class for packet-based protocols (such " "as UDP). It provides an API for sending and receiving packets both as raw " "data or variables. This makes it easy to transfer data over a protocol, " "without having to encode data as low-level bytes or having to worry about " "network ordering." msgstr "" #: doc/classes/PacketPeer.xml msgid "Returns the number of packets currently available in the ring-buffer." msgstr "" #: doc/classes/PacketPeer.xml msgid "Gets a raw packet." msgstr "" #: doc/classes/PacketPeer.xml msgid "" "Returns the error state of the last packet received (via [method get_packet] " "and [method get_var])." msgstr "" #: doc/classes/PacketPeer.xml #, fuzzy msgid "" "Gets a Variant. If [code]allow_objects[/code] (or [member " "allow_object_decoding]) is [code]true[/code], decoding objects is allowed.\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 "" "バイト配列をデコードして値に戻します。[code]allow_objects[/code] が " "[code]true[/code] のときは、オブジェクトのデコードを許可します。\n" "[b]警告:[/b] 逆シリアル化されたオブジェクトにコードが含まれていると実行されま" "す。シリアル化されたオブジェクトが信頼できない入手先からのものならば、潜在的" "なセキュリティ上の危険 (遠隔コード実行) を防ぐため、このオプションは使用しな" "いでください。" #: doc/classes/PacketPeer.xml msgid "Sends a raw packet." msgstr "" #: doc/classes/PacketPeer.xml #, fuzzy msgid "" "Sends a [Variant] as a packet. If [code]full_objects[/code] (or [member " "allow_object_decoding]) is [code]true[/code], encoding objects is allowed " "(and can potentially include code)." msgstr "" "変数の値をバイト配列にエンコードします。[code]full_objects[/code] が " "[code]true[/code] のときは、オブジェクトのエンコードも許します(コードも含まれ" "る可能性があります)。" #: doc/classes/PacketPeer.xml #, fuzzy msgid "" "[i]Deprecated.[/i] Use [code]get_var[/code] and [code]put_var[/code] " "parameters instead.\n" "If [code]true[/code], the PacketPeer will allow encoding and decoding of " "object via [method get_var] and [method put_var].\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 "" "バイト配列をデコードして値に戻します。[code]allow_objects[/code] が " "[code]true[/code] のときは、オブジェクトのデコードを許可します。\n" "[b]警告:[/b] 逆シリアル化されたオブジェクトにコードが含まれていると実行されま" "す。シリアル化されたオブジェクトが信頼できない入手先からのものならば、潜在的" "なセキュリティ上の危険 (遠隔コード実行) を防ぐため、このオプションは使用しな" "いでください。" #: doc/classes/PacketPeer.xml msgid "" "Maximum buffer size allowed when encoding [Variant]s. Raise this value to " "support heavier memory allocations.\n" "The [method put_var] method allocates memory on the stack, and the buffer " "used will grow automatically to the closest power of two to match the size " "of the [Variant]. If the [Variant] is bigger than " "[code]encode_buffer_max_size[/code], the method will error out with " "[constant ERR_OUT_OF_MEMORY]." msgstr "" #: doc/classes/PacketPeerDTLS.xml msgid "DTLS packet peer." msgstr "" #: doc/classes/PacketPeerDTLS.xml msgid "" "This class represents a DTLS peer connection. It can be used to connect to a " "DTLS server, and is returned by [method DTLSServer.take_connection].\n" "[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are " "currently not supported. Revoked certificates are accepted as long as they " "are otherwise valid. If this is a concern, you may want to use automatically " "managed certificates with a short validity period." msgstr "" #: doc/classes/PacketPeerDTLS.xml msgid "" "Connects a [code]peer[/code] beginning the DTLS handshake using the " "underlying [PacketPeerUDP] which must be connected (see [method " "PacketPeerUDP.connect_to_host]). If [code]validate_certs[/code] is " "[code]true[/code], [PacketPeerDTLS] will validate that the certificate " "presented by the remote peer and match it with the [code]for_hostname[/code] " "argument. You can specify a custom [X509Certificate] to use for validation " "via the [code]valid_certificate[/code] argument." msgstr "" #: doc/classes/PacketPeerDTLS.xml msgid "Disconnects this peer, terminating the DTLS session." msgstr "" #: doc/classes/PacketPeerDTLS.xml doc/classes/StreamPeerSSL.xml msgid "Returns the status of the connection. See [enum Status] for values." msgstr "" #: doc/classes/PacketPeerDTLS.xml msgid "" "Poll the connection to check for incoming packets. Call this frequently to " "update the status and keep the connection working." msgstr "" #: doc/classes/PacketPeerDTLS.xml msgid "A status representing a [PacketPeerDTLS] that is disconnected." msgstr "" #: doc/classes/PacketPeerDTLS.xml msgid "" "A status representing a [PacketPeerDTLS] that is currently performing the " "handshake with a remote peer." msgstr "" #: doc/classes/PacketPeerDTLS.xml msgid "" "A status representing a [PacketPeerDTLS] that is connected to a remote peer." msgstr "" #: doc/classes/PacketPeerDTLS.xml msgid "A status representing a [PacketPeerDTLS] in a generic error state." msgstr "" #: doc/classes/PacketPeerDTLS.xml msgid "" "An error status that shows a mismatch in the DTLS certificate domain " "presented by the host and the domain requested for validation." msgstr "" #: doc/classes/PacketPeerStream.xml msgid "Wrapper to use a PacketPeer over a StreamPeer." msgstr "" #: doc/classes/PacketPeerStream.xml msgid "" "PacketStreamPeer provides a wrapper for working using packets over a stream. " "This allows for using packet based code with StreamPeers. PacketPeerStream " "implements a custom protocol over the StreamPeer, so the user should not " "read or write to the wrapped StreamPeer directly." msgstr "" #: doc/classes/PacketPeerStream.xml msgid "The wrapped [StreamPeer] object." msgstr "" #: doc/classes/PacketPeerUDP.xml msgid "UDP packet peer." msgstr "" #: doc/classes/PacketPeerUDP.xml msgid "" "UDP packet peer. Can be used to send raw UDP packets as well as [Variant]s." msgstr "" #: doc/classes/PacketPeerUDP.xml msgid "Closes the UDP socket the [PacketPeerUDP] is currently listening on." msgstr "" #: doc/classes/PacketPeerUDP.xml msgid "" "Calling this method connects this UDP peer to the given [code]host[/code]/" "[code]port[/code] pair. UDP is in reality connectionless, so this option " "only means that incoming packets from different addresses are automatically " "discarded, and that outgoing packets are always sent to the connected " "address (future calls to [method set_dest_address] are not allowed). This " "method does not send any data to the remote peer, to do that, use [method " "PacketPeer.put_var] or [method PacketPeer.put_packet] as usual. See also " "[UDPServer].\n" "[b]Note:[/b] Connecting to the remote peer does not help to protect from " "malicious attacks like IP spoofing, etc. Think about using an encryption " "technique like SSL or DTLS if you feel like your application is transferring " "sensitive information." msgstr "" #: doc/classes/PacketPeerUDP.xml msgid "" "Returns the IP of the remote peer that sent the last packet(that was " "received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])." msgstr "" #: doc/classes/PacketPeerUDP.xml msgid "" "Returns the port of the remote peer that sent the last packet(that was " "received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])." msgstr "" #: doc/classes/PacketPeerUDP.xml msgid "" "Returns [code]true[/code] if the UDP socket is open and has been connected " "to a remote address. See [method connect_to_host]." msgstr "" #: doc/classes/PacketPeerUDP.xml msgid "Returns whether this [PacketPeerUDP] is listening." msgstr "" #: doc/classes/PacketPeerUDP.xml msgid "" "Joins the multicast group specified by [code]multicast_address[/code] using " "the interface identified by [code]interface_name[/code].\n" "You can join the same multicast group with multiple interfaces. Use [method " "IP.get_local_interfaces] to know which are available.\n" "[b]Note:[/b] Some Android devices might require the " "[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission for multicast to work." msgstr "" #: doc/classes/PacketPeerUDP.xml msgid "" "Removes the interface identified by [code]interface_name[/code] from the " "multicast group specified by [code]multicast_address[/code]." msgstr "" #: doc/classes/PacketPeerUDP.xml msgid "" "Makes this [PacketPeerUDP] listen on the [code]port[/code] binding to " "[code]bind_address[/code] with a buffer size [code]recv_buf_size[/code].\n" "If [code]bind_address[/code] is set to [code]\"*\"[/code] (default), the " "peer will listen on all available addresses (both IPv4 and IPv6).\n" "If [code]bind_address[/code] is set to [code]\"0.0.0.0\"[/code] (for IPv4) " "or [code]\"::\"[/code] (for IPv6), the peer will listen on all available " "addresses matching that IP type.\n" "If [code]bind_address[/code] is set to any valid address (e.g. " "[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " "only listen on the interface with that addresses (or fail if no interface " "with the given address exists)." msgstr "" #: doc/classes/PacketPeerUDP.xml msgid "" "Enable or disable sending of broadcast packets (e.g. " "[code]set_dest_address(\"255.255.255.255\", 4343)[/code]. This option is " "disabled by default.\n" "[b]Note:[/b] Some Android devices might require the " "[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission and this option to be " "enabled to receive broadcast packets too." msgstr "" #: doc/classes/PacketPeerUDP.xml msgid "" "Sets the destination address and port for sending packets and variables. A " "hostname will be resolved using DNS if needed.\n" "[b]Note:[/b] [method set_broadcast_enabled] must be enabled before sending " "packets to a broadcast address (e.g. [code]255.255.255.255[/code])." msgstr "" #: doc/classes/PacketPeerUDP.xml msgid "" "Waits for a packet to arrive on the listening port. See [method listen].\n" "[b]Note:[/b] [method wait] can't be interrupted once it has been called. " "This can be worked around by allowing the other party to send a specific " "\"death pill\" packet like this:\n" "[codeblock]\n" "# Server\n" "socket.set_dest_address(\"127.0.0.1\", 789)\n" "socket.put_packet(\"Time to stop\".to_ascii())\n" "\n" "# Client\n" "while socket.wait() == OK:\n" " var data = socket.get_packet().get_string_from_ascii()\n" " if data == \"Time to stop\":\n" " return\n" "[/codeblock]" msgstr "" #: doc/classes/Panel.xml msgid "Provides an opaque background for [Control] children." msgstr "" #: doc/classes/Panel.xml msgid "" "Panel is a [Control] that displays an opaque background. It's commonly used " "as a parent and container for other types of [Control] nodes." msgstr "" #: doc/classes/Panel.xml msgid "2D Finite State Machine Demo" msgstr "" #: doc/classes/Panel.xml doc/classes/Skeleton.xml doc/classes/SkeletonIK.xml msgid "3D Inverse Kinematics Demo" msgstr "" #: doc/classes/Panel.xml msgid "The style of this [Panel]." msgstr "" #: doc/classes/PanelContainer.xml msgid "Panel container type." msgstr "" #: doc/classes/PanelContainer.xml msgid "" "Panel container type. This container fits controls inside of the delimited " "area of a stylebox. It's useful for giving controls an outline." msgstr "" #: doc/classes/PanelContainer.xml msgid "The style of [PanelContainer]'s background." msgstr "" #: doc/classes/PanoramaSky.xml msgid "A type of [Sky] used to draw a background texture." msgstr "" #: doc/classes/PanoramaSky.xml msgid "" "A resource referenced in an [Environment] that is used to draw a background. " "The Panorama sky functions similar to skyboxes in other engines, except it " "uses an equirectangular sky map instead of a cube map.\n" "Using an HDR panorama is strongly recommended for accurate, high-quality " "reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR " "([code].exr[/code]) image formats for this purpose.\n" "You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" "cubemap_to_panorama.html]this tool[/url] to convert a cube map to an " "equirectangular sky map." msgstr "" #: doc/classes/PanoramaSky.xml msgid "[Texture] to be applied to the PanoramaSky." msgstr "" #: doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " "a parallax effect. Each [ParallaxLayer] can move at a different speed using " "[member ParallaxLayer.motion_offset]. This creates an illusion of depth in a " "2D game. If not used with a [Camera2D], you must manually calculate the " "[member scroll_offset]." msgstr "" #: doc/classes/ParallaxBackground.xml msgid "The base position offset for all [ParallaxLayer] children." msgstr "" #: doc/classes/ParallaxBackground.xml msgid "The base motion scale for all [ParallaxLayer] children." msgstr "" #: doc/classes/ParallaxBackground.xml msgid "" "If [code]true[/code], elements in [ParallaxLayer] child aren't affected by " "the zoom level of the camera." msgstr "" #: doc/classes/ParallaxBackground.xml msgid "" "Top-left limits for scrolling to begin. If the camera is outside of this " "limit, the background will stop scrolling. Must be lower than [member " "scroll_limit_end] to work." msgstr "" #: doc/classes/ParallaxBackground.xml msgid "" "Bottom-right limits for scrolling to end. If the camera is outside of this " "limit, the background will stop scrolling. Must be higher than [member " "scroll_limit_begin] to work." msgstr "" #: doc/classes/ParallaxBackground.xml msgid "" "The ParallaxBackground's scroll value. Calculated automatically when using a " "[Camera2D], but can be used to manually manage scrolling when no camera is " "present." msgstr "" #: doc/classes/ParallaxLayer.xml msgid "A parallax scrolling layer to be used with [ParallaxBackground]." msgstr "" #: doc/classes/ParallaxLayer.xml msgid "" "A ParallaxLayer must be the child of a [ParallaxBackground] node. Each " "ParallaxLayer can be set to move at different speeds relative to the camera " "movement or the [member ParallaxBackground.scroll_offset] value.\n" "This node's children will be affected by its scroll offset.\n" "[b]Note:[/b] Any changes to this node's position and scale made after it " "enters the scene will be ignored." msgstr "" #: doc/classes/ParallaxLayer.xml msgid "" "The ParallaxLayer's [Texture] mirroring. Useful for creating an infinite " "scrolling background. If an axis is set to [code]0[/code], the [Texture] " "will not be mirrored." msgstr "" #: doc/classes/ParallaxLayer.xml msgid "" "The ParallaxLayer's offset relative to the parent ParallaxBackground's " "[member ParallaxBackground.scroll_offset]." msgstr "" #: doc/classes/ParallaxLayer.xml msgid "" "Multiplies the ParallaxLayer's motion. If an axis is set to [code]0[/code], " "it will not scroll." msgstr "" #: doc/classes/Particles.xml msgid "GPU-based 3D particle emitter." msgstr "" #: doc/classes/Particles.xml msgid "" "3D particle node used to create a variety of particle systems and effects. " "[Particles] features an emitter that generates some number of particles at a " "given rate.\n" "Use the [code]process_material[/code] property to add a [ParticlesMaterial] " "to configure particle appearance and behavior. Alternatively, you can add a " "[ShaderMaterial] which will be applied to all particles.\n" "[b]Note:[/b] [Particles] only work when using the GLES3 renderer. If using " "the GLES2 renderer, use [CPUParticles] instead. You can convert [Particles] " "to [CPUParticles] by selecting the node, clicking the [b]Particles[/b] menu " "at the top of the 3D editor viewport then choosing [b]Convert to " "CPUParticles[/b].\n" "[b]Note:[/b] On macOS, [Particles] rendering is much slower than " "[CPUParticles] due to transform feedback being implemented on the CPU " "instead of the GPU. Consider using [CPUParticles] instead when targeting " "macOS.\n" "[b]Note:[/b] After working on a Particles node, remember to update its " "[member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu " "at the top of the 3D editor viewport then choose [b]Generate Visibility " "AABB[/b]. Otherwise, particles may suddenly disappear depending on the " "camera position and angle." msgstr "" #: doc/classes/Particles.xml msgid "Controlling thousands of fish with Particles" msgstr "" #: doc/classes/Particles.xml msgid "" "Returns the axis-aligned bounding box that contains all the particles that " "are active in the current frame." msgstr "" #: doc/classes/Particles.xml msgid "Returns the [Mesh] that is drawn at index [code]pass[/code]." msgstr "" #: doc/classes/Particles.xml msgid "Restarts the particle emission, clearing existing particles." msgstr "" #: doc/classes/Particles.xml msgid "Sets the [Mesh] that is drawn at index [code]pass[/code]." msgstr "" #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the first draw pass." msgstr "" #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the second draw pass." msgstr "" #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the third draw pass." msgstr "" #: doc/classes/Particles.xml msgid "[Mesh] that is drawn for the fourth draw pass." msgstr "" #: doc/classes/Particles.xml msgid "The number of draw passes when rendering particles." msgstr "" #: doc/classes/Particles.xml msgid "" "Time ratio between each emission. If [code]0[/code], particles are emitted " "continuously. If [code]1[/code], all particles are emitted simultaneously." msgstr "" #: doc/classes/Particles.xml msgid "" "If [code]true[/code], only [code]amount[/code] particles will be emitted." msgstr "" #: doc/classes/Particles.xml msgid "" "Amount of time to preprocess the particles before animation starts. Lets you " "start the animation some time after particles have started emitting." msgstr "" #: doc/classes/Particles.xml doc/classes/Particles2D.xml msgid "" "[Material] for processing particles. Can be a [ParticlesMaterial] or a " "[ShaderMaterial]." msgstr "" #: doc/classes/Particles.xml msgid "Emission randomness ratio." msgstr "" #: doc/classes/Particles.xml msgid "" "Speed scaling ratio. A value of [code]0[/code] can be used to pause the " "particles." msgstr "" #: doc/classes/Particles.xml msgid "" "The [AABB] that determines the node's region which needs to be visible on " "screen for the particle system to be active.\n" "Grow the box if particles suddenly appear/disappear when the node enters/" "exits the screen. The [AABB] can be grown via code or with the [b]Particles " "→ Generate AABB[/b] editor tool.\n" "[b]Note:[/b] If the [ParticlesMaterial] in use is configured to cast " "shadows, you may want to enlarge this AABB to ensure the shadow is updated " "when particles are off-screen." msgstr "" #: doc/classes/Particles.xml msgid "Maximum number of draw passes supported." msgstr "" #: doc/classes/Particles2D.xml msgid "GPU-based 2D particle emitter." msgstr "" #: doc/classes/Particles2D.xml msgid "" "2D particle node used to create a variety of particle systems and effects. " "[Particles2D] features an emitter that generates some number of particles at " "a given rate.\n" "Use the [code]process_material[/code] property to add a [ParticlesMaterial] " "to configure particle appearance and behavior. Alternatively, you can add a " "[ShaderMaterial] which will be applied to all particles.\n" "[b]Note:[/b] [Particles2D] only work when using the GLES3 renderer. If using " "the GLES2 renderer, use [CPUParticles2D] instead. You can convert " "[Particles2D] to [CPUParticles2D] by selecting the node, clicking the " "[b]Particles[/b] menu at the top of the 2D editor viewport then choosing " "[b]Convert to CPUParticles2D[/b].\n" "[b]Note:[/b] On macOS, [Particles2D] rendering is much slower than " "[CPUParticles2D] due to transform feedback being implemented on the CPU " "instead of the GPU. Consider using [CPUParticles2D] instead when targeting " "macOS.\n" "[b]Note:[/b] After working on a Particles node, remember to update its " "[member visibility_rect] by selecting it, clicking the [b]Particles[/b] menu " "at the top of the 2D editor viewport then choose [b]Generate Visibility " "Rect[/b]. Otherwise, particles may suddenly disappear depending on the " "camera position and angle.\n" "[b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the " "texture region defined in [AtlasTexture]s." msgstr "" #: doc/classes/Particles2D.xml msgid "Particle systems (2D)" msgstr "" #: doc/classes/Particles2D.xml msgid "Returns a rectangle containing the positions of all existing particles." msgstr "" #: doc/classes/Particles2D.xml msgid "Restarts all the existing particles." msgstr "" #: doc/classes/Particles2D.xml msgid "" "The [Rect2] that determines the node's region which needs to be visible on " "screen for the particle system to be active.\n" "Grow the rect if particles suddenly appear/disappear when the node enters/" "exits the screen. The [Rect2] can be grown via code or with the [b]Particles " "→ Generate Visibility Rect[/b] editor tool." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Particle properties for [Particles] and [Particles2D] nodes." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "ParticlesMaterial defines particle properties and behavior. It is used in " "the [code]process_material[/code] of [Particles] and [Particles2D] emitter " "nodes.\n" "Some of this material's properties are applied to each particle when " "emitted, while others can have a [CurveTexture] applied to vary values over " "the lifetime of the particle.\n" "When a randomness ratio is applied to a property it is used to scale that " "property by a random amount. The random ratio is used to interpolate between " "[code]1.0[/code] and a random number less than one, the result is multiplied " "by the property to obtain the randomized property. For example a random " "ratio of [code]0.4[/code] would scale the original property between " "[code]0.4-1.0[/code] of its original value." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Returns [code]true[/code] if the specified flag is enabled." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Returns the randomness ratio associated with the specified parameter." msgstr "" #: doc/classes/ParticlesMaterial.xml #, fuzzy msgid "Returns the [Texture] used by the specified parameter." msgstr "指定した [enum TextureParam] に関連付けられた [Texture] を返します。" #: doc/classes/ParticlesMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. See [enum Flags] for " "options." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Sets the specified [enum Parameter]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Sets the randomness ratio for the specified [enum Parameter]." msgstr "" #: doc/classes/ParticlesMaterial.xml #, fuzzy msgid "Sets the [Texture] for the specified [enum Parameter]." msgstr "指定した [enum TextureParam] に関連付けられた [Texture] を返します。" #: doc/classes/ParticlesMaterial.xml msgid "" "Initial rotation applied to each particle, in degrees.\n" "[b]Note:[/b] Only applied when [member flag_disable_z] or [member " "flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to " "draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's rotation will be animated along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Initial angular velocity applied to each particle in [i]degrees[/i] per " "second. Sets the speed of rotation of the particle.\n" "[b]Note:[/b] Only applied when [member flag_disable_z] or [member " "flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to " "draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's angular velocity will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's animation offset will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's animation speed will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Each particle's initial color. If the [Particles2D]'s [code]texture[/code] " "is defined, it will be multiplied by this color. To have particle display " "color in a [SpatialMaterial] make sure to set [member SpatialMaterial." "vertex_color_use_as_albedo] to [code]true[/code]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Damping will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "The box's extents if [code]emission_shape[/code] is set to [constant " "EMISSION_SHAPE_BOX]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Particle color will be modulated by color determined by sampling this " "texture at the same point as the [member emission_point_texture]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Particle velocity and rotation will be set by sampling this texture at the " "same point as the [member emission_point_texture]. Used only in [constant " "EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or " "node by selecting \"Create Emission Points from Mesh/Node\" under the " "\"Particles\" tool in the toolbar." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "The number of emission points if [code]emission_shape[/code] is set to " "[constant EMISSION_SHAPE_POINTS] or [constant " "EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Particles will be emitted at positions determined by sampling this texture " "at a random position. Used with [constant EMISSION_SHAPE_POINTS] and " "[constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from " "mesh or node by selecting \"Create Emission Points from Mesh/Node\" under " "the \"Particles\" tool in the toolbar." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "The height of the ring when using the emitter [constant EMISSION_SHAPE_RING]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "The inner radius of the ring when using the emitter [constant " "EMISSION_SHAPE_RING]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Particles will be emitted inside this region. Use [enum EmissionShape] " "constants for values." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "The sphere's radius if [code]emission_shape[/code] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Amount of [member spread] along the Y axis." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's hue will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Each particle's linear acceleration will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Orbital velocity applied to each particle. Makes the particles circle around " "origin. Specified in number of full rotations around origin per second.\n" "[b]Note:[/b] Only available when [member flag_disable_z] is [code]true[/" "code]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's orbital velocity will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Each particle's radial acceleration will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Each particle's scale will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Each particle's tangential acceleration will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Trail particles' color will vary along this [GradientTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Emitter will emit [code]amount[/code] divided by [code]trail_divisor[/code] " "particles. The remaining particles will be used as trail(s)." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Trail particles' size will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set initial velocity properties." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set angular velocity properties." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set orbital velocity properties." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set linear acceleration properties." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set radial acceleration properties." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set tangential acceleration properties." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set damping properties." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set angle properties." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set scale properties." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set hue variation properties." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set animation speed properties." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set animation offset properties." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Use with [method set_flag] to set [member flag_align_y]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Use with [method set_flag] to set [member flag_rotate_y]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "Use with [method set_flag] to set [member flag_disable_z]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Particles will be emitted at a position determined by sampling a random " "point on the [member emission_point_texture]. Particle color will be " "modulated by [member emission_color_texture]." msgstr "" #: doc/classes/ParticlesMaterial.xml msgid "" "Particles will be emitted at a position determined by sampling a random " "point on the [member emission_point_texture]. Particle velocity and rotation " "will be set based on [member emission_normal_texture]. Particle color will " "be modulated by [member emission_color_texture]." msgstr "" #: doc/classes/Path.xml msgid "Contains a [Curve3D] path for [PathFollow] nodes to follow." msgstr "" #: doc/classes/Path.xml msgid "" "Can have [PathFollow] child nodes moving along the [Curve3D]. See " "[PathFollow] for more information on the usage.\n" "Note that the path is considered as relative to the moved nodes (children of " "[PathFollow]). As such, the curve should usually start with a zero vector " "[code](0, 0, 0)[/code]." msgstr "" #: doc/classes/Path.xml msgid "A [Curve3D] describing the path." msgstr "" #: doc/classes/Path.xml msgid "Emitted when the [member curve] changes." msgstr "" #: doc/classes/Path2D.xml msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow." msgstr "" #: doc/classes/Path2D.xml msgid "" "Can have [PathFollow2D] child nodes moving along the [Curve2D]. See " "[PathFollow2D] for more information on usage.\n" "[b]Note:[/b] The path is considered as relative to the moved nodes (children " "of [PathFollow2D]). As such, the curve should usually start with a zero " "vector ([code](0, 0)[/code])." msgstr "" #: doc/classes/Path2D.xml msgid "A [Curve2D] describing the path." msgstr "" #: doc/classes/PathFollow.xml msgid "Point sampler for a [Path]." msgstr "" #: doc/classes/PathFollow.xml msgid "" "This node takes its parent [Path], and returns the coordinates of a point " "within it, given a distance from the first vertex.\n" "It is useful for making other nodes follow a path, without coding the " "movement pattern. For that, the nodes must be children of this node. The " "descendant nodes will then move accordingly when setting an offset in this " "node." msgstr "" #: doc/classes/PathFollow.xml msgid "" "If [code]true[/code], the position between two cached points is interpolated " "cubically, and linearly otherwise.\n" "The points along the [Curve3D] of the [Path] are precomputed before use, for " "faster calculations. The point at the requested offset is then calculated " "interpolating between two adjacent cached points. This may present a problem " "if the curve makes sharp turns, as the cached points may not follow the " "curve closely enough.\n" "There are two answers to this problem: either increase the number of cached " "points and increase memory consumption, or make a cubic interpolation " "between two points at the cost of (slightly) slower calculations." msgstr "" #: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml msgid "The node's offset along the curve." msgstr "" #: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml msgid "" "If [code]true[/code], any offset outside the path's length will wrap around, " "instead of stopping at the ends. Use it for cyclic paths." msgstr "" #: doc/classes/PathFollow.xml msgid "" "The distance from the first vertex, measured in 3D units along the path. " "This sets this node's position to a point within the path." msgstr "" #: doc/classes/PathFollow.xml msgid "" "Allows or forbids rotation on one or more axes, depending on the [enum " "RotationMode] constants being used." msgstr "" #: doc/classes/PathFollow.xml msgid "" "The distance from the first vertex, considering 0.0 as the first vertex and " "1.0 as the last. This is just another way of expressing the offset within " "the path, as the offset supplied is multiplied internally by the path's " "length." msgstr "" #: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml msgid "The node's offset perpendicular to the curve." msgstr "" #: doc/classes/PathFollow.xml msgid "Forbids the PathFollow to rotate." msgstr "" #: doc/classes/PathFollow.xml msgid "Allows the PathFollow to rotate in the Y axis only." msgstr "" #: doc/classes/PathFollow.xml msgid "Allows the PathFollow to rotate in both the X, and Y axes." msgstr "" #: doc/classes/PathFollow.xml msgid "Allows the PathFollow to rotate in any axis." msgstr "" #: doc/classes/PathFollow.xml msgid "" "Uses the up vector information in a [Curve3D] to enforce orientation. This " "rotation mode requires the [Path]'s [member Curve3D.up_vector_enabled] " "property to be set to [code]true[/code]." msgstr "" #: doc/classes/PathFollow2D.xml msgid "Point sampler for a [Path2D]." msgstr "" #: doc/classes/PathFollow2D.xml msgid "" "This node takes its parent [Path2D], and returns the coordinates of a point " "within it, given a distance from the first vertex.\n" "It is useful for making other nodes follow a path, without coding the " "movement pattern. For that, the nodes must be children of this node. The " "descendant nodes will then move accordingly when setting an offset in this " "node." msgstr "" #: doc/classes/PathFollow2D.xml msgid "" "If [code]true[/code], the position between two cached points is interpolated " "cubically, and linearly otherwise.\n" "The points along the [Curve2D] of the [Path2D] are precomputed before use, " "for faster calculations. The point at the requested offset is then " "calculated interpolating between two adjacent cached points. This may " "present a problem if the curve makes sharp turns, as the cached points may " "not follow the curve closely enough.\n" "There are two answers to this problem: either increase the number of cached " "points and increase memory consumption, or make a cubic interpolation " "between two points at the cost of (slightly) slower calculations." msgstr "" #: doc/classes/PathFollow2D.xml msgid "" "How far to look ahead of the curve to calculate the tangent if the node is " "rotating. E.g. shorter lookaheads will lead to faster rotations." msgstr "" #: doc/classes/PathFollow2D.xml msgid "The distance along the path in pixels." msgstr "" #: doc/classes/PathFollow2D.xml msgid "" "If [code]true[/code], this node rotates to follow the path, making its " "descendants rotate." msgstr "" #: doc/classes/PathFollow2D.xml msgid "" "The distance along the path as a number in the range 0.0 (for the first " "vertex) to 1.0 (for the last). This is just another way of expressing the " "offset within the path, as the offset supplied is multiplied internally by " "the path's length." msgstr "" #: doc/classes/PCKPacker.xml msgid "Creates packages that can be loaded into a running project." msgstr "" #: doc/classes/PCKPacker.xml msgid "" "The [PCKPacker] is used to create packages that can be loaded into a running " "project using [method ProjectSettings.load_resource_pack].\n" "[codeblock]\n" "var packer = PCKPacker.new()\n" "packer.pck_start(\"test.pck\")\n" "packer.add_file(\"res://text.txt\", \"text.txt\")\n" "packer.flush()\n" "[/codeblock]\n" "The above [PCKPacker] creates package [code]test.pck[/code], then adds a " "file named [code]text.txt[/code] at the root of the package." msgstr "" #: doc/classes/PCKPacker.xml msgid "" "Adds the [code]source_path[/code] file to the current PCK package at the " "[code]pck_path[/code] internal path (should start with [code]res://[/code])." msgstr "" #: doc/classes/PCKPacker.xml msgid "" "Writes the files specified using all [method add_file] calls since the last " "flush. If [code]verbose[/code] is [code]true[/code], a list of files added " "will be printed to the console for easier debugging." msgstr "" #: doc/classes/PCKPacker.xml msgid "" "Creates a new PCK file with the name [code]pck_name[/code]. The [code].pck[/" "code] file extension isn't added automatically, so it should be part of " "[code]pck_name[/code] (even though it's not required)." msgstr "" #: doc/classes/Performance.xml msgid "Exposes performance-related data." msgstr "" #: doc/classes/Performance.xml msgid "" "This class provides access to a number of different monitors related to " "performance, such as memory usage, draw calls, and FPS. These are the same " "as the values displayed in the [b]Monitor[/b] tab in the editor's " "[b]Debugger[/b] panel. By using the [method get_monitor] method of this " "class, you can access this data from your code.\n" "[b]Note:[/b] A few of these monitors are only available in debug mode and " "will always return 0 when used in a release build.\n" "[b]Note:[/b] Many of these monitors are not updated in real-time, so there " "may be a short delay between changes." msgstr "" #: doc/classes/Performance.xml msgid "" "Returns the value of one of the available monitors. You should provide one " "of the [enum Monitor] constants as the argument, like this:\n" "[codeblock]\n" "print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the " "console\n" "[/codeblock]" msgstr "" #: doc/classes/Performance.xml msgid "Number of frames per second." msgstr "" #: doc/classes/Performance.xml msgid "Time it took to complete one frame, in seconds." msgstr "" #: doc/classes/Performance.xml msgid "Time it took to complete one physics frame, in seconds." msgstr "" #: doc/classes/Performance.xml msgid "" "Static memory currently used, in bytes. Not available in release builds." msgstr "" #: doc/classes/Performance.xml msgid "" "Dynamic memory currently used, in bytes. Not available in release builds." msgstr "" #: doc/classes/Performance.xml msgid "Available static memory. Not available in release builds." msgstr "" #: doc/classes/Performance.xml msgid "Available dynamic memory. Not available in release builds." msgstr "" #: doc/classes/Performance.xml msgid "" "Largest amount of memory the message queue buffer has used, in bytes. The " "message queue is used for deferred functions calls and notifications." msgstr "" #: doc/classes/Performance.xml msgid "Number of objects currently instanced (including nodes)." msgstr "" #: doc/classes/Performance.xml msgid "Number of resources currently used." msgstr "" #: doc/classes/Performance.xml msgid "" "Number of nodes currently instanced in the scene tree. This also includes " "the root node." msgstr "" #: doc/classes/Performance.xml msgid "" "Number of orphan nodes, i.e. nodes which are not parented to a node of the " "scene tree." msgstr "" #: doc/classes/Performance.xml msgid "3D objects drawn per frame." msgstr "" #: doc/classes/Performance.xml msgid "Vertices drawn per frame. 3D only." msgstr "" #: doc/classes/Performance.xml msgid "Material changes per frame. 3D only." msgstr "" #: doc/classes/Performance.xml msgid "Shader changes per frame. 3D only." msgstr "" #: doc/classes/Performance.xml msgid "Render surface changes per frame. 3D only." msgstr "" #: doc/classes/Performance.xml msgid "Draw calls per frame. 3D only." msgstr "" #: doc/classes/Performance.xml msgid "Items or joined items drawn per frame." msgstr "" #: doc/classes/Performance.xml #, fuzzy msgid "Draw calls per frame." msgstr "カリングは行われません。" #: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "" "The amount of video memory used, i.e. texture and vertex memory combined." msgstr "" #: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "The amount of texture memory used." msgstr "" #: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "The amount of vertex memory used." msgstr "" #: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "" "Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0." msgstr "" #: doc/classes/Performance.xml msgid "Number of active [RigidBody2D] nodes in the game." msgstr "" #: doc/classes/Performance.xml msgid "Number of collision pairs in the 2D physics engine." msgstr "" #: doc/classes/Performance.xml msgid "Number of islands in the 2D physics engine." msgstr "" #: doc/classes/Performance.xml msgid "Number of active [RigidBody] and [VehicleBody] nodes in the game." msgstr "" #: doc/classes/Performance.xml msgid "Number of collision pairs in the 3D physics engine." msgstr "" #: doc/classes/Performance.xml msgid "Number of islands in the 3D physics engine." msgstr "" #: doc/classes/Performance.xml msgid "Output latency of the [AudioServer]." msgstr "" #: doc/classes/Performance.xml msgid "Represents the size of the [enum Monitor] enum." msgstr "" #: doc/classes/PHashTranslation.xml msgid "Optimized translation." msgstr "" #: doc/classes/PHashTranslation.xml msgid "" "Optimized translation. Uses real-time compressed translations, which results " "in very small dictionaries." msgstr "" #: doc/classes/PHashTranslation.xml msgid "" "Generates and sets an optimized translation from the given [Translation] " "resource." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml msgid "Direct access object to a physics body in the [Physics2DServer]." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml msgid "" "Provides direct access to a physics body in the [Physics2DServer], allowing " "safe changes to physics properties. This object is passed via the direct " "state callback of rigid/character bodies, and is intended for changing the " "direct state of that body. See [method RigidBody2D._integrate_forces]." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/Physics2DDirectSpaceState.xml #: doc/classes/PhysicsDirectBodyState.xml #: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RayCast.xml msgid "Ray-casting" msgstr "" #: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml msgid "Adds a constant directional force without affecting rotation." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml doc/classes/RigidBody2D.xml msgid "" "Adds a positioned force to the body. Both the force and the offset from the " "body origin are in global coordinates." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml msgid "Adds a constant rotational force." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml msgid "Applies a directional impulse without affecting rotation." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml msgid "" "Applies a positioned impulse to the body. An impulse is time-independent! " "Applying an impulse every frame would result in a framerate-dependent force. " "For this reason, it should only be used when simulating one-time impacts " "(use the \"_force\" functions otherwise). The offset uses the rotation of " "the global coordinate system, but is centered at the object's origin." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml msgid "Applies a rotational impulse to the body." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the collider's [RID]." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the collider's object id." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml msgid "" "Returns the collider object. This depends on how it was created (will return " "a scene node if such was used to create it)." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the contact position in the collider." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the collider's shape index." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml msgid "" "Returns the collided shape's metadata. This metadata is different from " "[method Object.get_meta], and is set with [method Physics2DServer." "shape_set_data]." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the linear velocity vector at the collider's contact point." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml msgid "" "Returns the number of contacts this body has with other bodies.\n" "[b]Note:[/b] By default, this returns 0 unless bodies are configured to " "monitor contacts. See [member RigidBody2D.contact_monitor]." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the local normal at the contact point." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the local position of the contact point." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the local shape index of the collision." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the current state of the space, useful for queries." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "" "Returns the body's velocity at the given relative position, including both " "translation and rotation." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Calls the built-in force integration code." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml msgid "The body's rotational velocity in [i]radians[/i] per second." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The inverse of the inertia of the body." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The inverse of the mass of the body." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml msgid "The body's linear velocity in pixels per second." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "If [code]true[/code], this body is currently sleeping (not active)." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The timestep (delta) used for the simulation." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "" "The rate at which the body stops rotating, if there are not any other forces " "moving it." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The total gravity vector being currently applied to this body." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "" "The rate at which the body stops moving, if there are not any other forces " "moving it." msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The body's transformation matrix." msgstr "" #: doc/classes/Physics2DDirectSpaceState.xml msgid "Direct access object to a space in the [Physics2DServer]." msgstr "" #: doc/classes/Physics2DDirectSpaceState.xml msgid "" "Direct access object to a space in the [Physics2DServer]. It's used mainly " "to do queries against objects and areas residing in a given space." msgstr "" #: doc/classes/Physics2DDirectSpaceState.xml msgid "" "Checks how far a [Shape2D] can move without colliding. All the parameters " "for the query, including the shape and the motion, are supplied through a " "[Physics2DShapeQueryParameters] object.\n" "Returns an array with the safe and unsafe proportions (between 0 and 1) of " "the motion. The safe proportion is the maximum fraction of the motion that " "can be made without a collision. The unsafe proportion is the minimum " "fraction of the distance that must be moved for a collision. If no collision " "is detected a result of [code][1.0, 1.0][/code] will be returned.\n" "[b]Note:[/b] Any [Shape2D]s that the shape is already colliding with e.g. " "inside of, will be ignored. Use [method collide_shape] to determine the " "[Shape2D]s that the shape is already colliding with." msgstr "" #: doc/classes/Physics2DDirectSpaceState.xml msgid "" "Checks the intersections of a shape, given through a " "[Physics2DShapeQueryParameters] object, against the space. The resulting " "array contains a list of points where the shape intersects another. Like " "with [method intersect_shape], the number of returned results can be limited " "to save processing time." msgstr "" #: doc/classes/Physics2DDirectSpaceState.xml msgid "" "Checks the intersections of a shape, given through a " "[Physics2DShapeQueryParameters] object, against the space. If it collides " "with more than one shape, the nearest one is selected. If the shape did not " "intersect anything, then an empty dictionary is returned instead.\n" "[b]Note:[/b] This method does not take into account the [code]motion[/code] " "property of the object. The returned object is a dictionary containing the " "following fields:\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]linear_velocity[/code]: The colliding object's velocity [Vector2]. If " "the object is an [Area2D], the result is [code](0, 0)[/code].\n" "[code]metadata[/code]: The intersecting shape's metadata. This metadata is " "different from [method Object.get_meta], and is set with [method " "Physics2DServer.shape_set_data].\n" "[code]normal[/code]: The object's surface normal at the intersection point.\n" "[code]point[/code]: The intersection point.\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape." msgstr "" #: doc/classes/Physics2DDirectSpaceState.xml msgid "" "Checks whether a point is inside any solid shape. The shapes the point is " "inside of are returned in an array containing dictionaries with the " "following fields:\n" "[code]collider[/code]: The colliding object.\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]metadata[/code]: The intersecting shape's metadata. This metadata is " "different from [method Object.get_meta], and is set with [method " "Physics2DServer.shape_set_data].\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "The number of intersections can be limited with the [code]max_results[/code] " "parameter, to reduce the processing time.\n" "Additionally, the method can take an [code]exclude[/code] array of objects " "or [RID]s that are to be excluded from collisions, a [code]collision_mask[/" "code] bitmask representing the physics layers to check in, or booleans to " "determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, " "respectively.\n" "[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in " "[code]Segments[/code] build mode are not solid shapes. Therefore, they will " "not be detected." msgstr "" #: doc/classes/Physics2DDirectSpaceState.xml msgid "" "Checks whether a point is inside any solid shape, in a specific canvas layer " "given by [code]canvas_instance_id[/code]. The shapes the point is inside of " "are returned in an array containing dictionaries with the following fields:\n" "[code]collider[/code]: The colliding object.\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]metadata[/code]: The intersecting shape's metadata. This metadata is " "different from [method Object.get_meta], and is set with [method " "Physics2DServer.shape_set_data].\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "The number of intersections can be limited with the [code]max_results[/code] " "parameter, to reduce the processing time.\n" "Additionally, the method can take an [code]exclude[/code] array of objects " "or [RID]s that are to be excluded from collisions, a [code]collision_mask[/" "code] bitmask representing the physics layers to check in, or booleans to " "determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, " "respectively.\n" "[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in " "[code]Segments[/code] build mode are not solid shapes. Therefore, they will " "not be detected." msgstr "" #: doc/classes/Physics2DDirectSpaceState.xml msgid "" "Intersects a ray in a given space. The returned object is a dictionary with " "the following fields:\n" "[code]collider[/code]: The colliding object.\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]metadata[/code]: The intersecting shape's metadata. This metadata is " "different from [method Object.get_meta], and is set with [method " "Physics2DServer.shape_set_data].\n" "[code]normal[/code]: The object's surface normal at the intersection point.\n" "[code]position[/code]: The intersection point.\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "If the ray did not intersect anything, then an empty dictionary is returned " "instead.\n" "Additionally, the method can take an [code]exclude[/code] array of objects " "or [RID]s that are to be excluded from collisions, a [code]collision_mask[/" "code] bitmask representing the physics layers to check in, or booleans to " "determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, " "respectively." msgstr "" #: doc/classes/Physics2DDirectSpaceState.xml msgid "" "Checks the intersections of a shape, given through a " "[Physics2DShapeQueryParameters] object, against the space. The intersected " "shapes are returned in an array containing dictionaries with the following " "fields:\n" "[code]collider[/code]: The colliding object.\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]metadata[/code]: The intersecting shape's metadata. This metadata is " "different from [method Object.get_meta], and is set with [method " "Physics2DServer.shape_set_data].\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "The number of intersections can be limited with the [code]max_results[/code] " "parameter, to reduce the processing time." msgstr "" #: doc/classes/Physics2DServer.xml msgid "Server interface for low-level 2D physics access." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Physics2DServer is the server responsible for all 2D physics. It can create " "many kinds of physics objects, but does not insert them on the node tree." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Adds a shape to the area, along with a transform matrix. Shapes are usually " "referenced by their index, so you should track which shape has a given index." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Assigns the area to a descendant of [Object], so it can exist in the node " "tree." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Removes all shapes from an area. It does not delete the shapes, so they can " "be reassigned later." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Creates an [Area2D]. After creating an [Area2D] with this method, assign it " "to a space using [method area_set_space] to use the created [Area2D] in the " "physics world." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Gets the instance ID of the object the area is assigned to." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Returns an area parameter value. See [enum AreaParameter] for a list of " "available parameters." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the [RID] of the nth shape of an area." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the number of shapes assigned to an area." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the transform matrix of a shape within an area." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the space assigned to the area." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the space override mode for the area." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the transform matrix for an area." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Removes a shape from an area. It does not delete the shape, so it can be " "reassigned later." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Assigns the area to one or many physics layers." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets which physics layers the area will monitor." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Sets the function to call when any body/area enters or exits the area. This " "callback will be called for any object interacting with the area, and takes " "five parameters:\n" "1: [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED], depending on " "whether the object entered or exited the area.\n" "2: [RID] of the object that entered/exited the area.\n" "3: Instance ID of the object that entered/exited the area.\n" "4: The shape index of the object that entered/exited the area.\n" "5: The shape index of the area where the object entered/exited." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Sets the value for an area parameter. See [enum AreaParameter] for a list of " "available parameters." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Substitutes a given area shape by another. The old shape is selected by its " "index, the new one by its [RID]." msgstr "" #: doc/classes/Physics2DServer.xml msgid "Disables a given shape in an area." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets the transform matrix for an area shape." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Assigns a space to the area." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Sets the space override mode for the area. See [enum AreaSpaceOverrideMode] " "for a list of available modes." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets the transform matrix for an area." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Adds a body to the list of bodies exempt from collisions." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Adds a positioned force to the applied force and torque. As with [method " "body_apply_impulse], both the force and the offset from the body origin are " "in global coordinates. A force differs from an impulse in that, while the " "two are forces, the impulse clears itself after being applied." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Adds a shape to the body, along with a transform matrix. Shapes are usually " "referenced by their index, so you should track which shape has a given index." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Adds a positioned impulse to the applied force and torque. Both the force " "and the offset from the body origin are in global coordinates." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Removes all shapes from a body." msgstr "" #: doc/classes/Physics2DServer.xml msgid "Creates a physics body." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the physics layer or layers a body belongs to." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the physics layer or layers a body can collide with." msgstr "" #: doc/classes/Physics2DServer.xml msgid "Returns the continuous collision detection mode." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Returns the [Physics2DDirectBodyState] of the body. Returns [code]null[/" "code] if the body is destroyed or removed from the physics space." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Returns the maximum contacts that can be reported. See [method " "body_set_max_contacts_reported]." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the body mode." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Returns the value of a body parameter. See [enum BodyParameter] for a list " "of available parameters." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the [RID] of the nth shape of a body." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the number of shapes assigned to a body." msgstr "" #: doc/classes/Physics2DServer.xml msgid "Returns the metadata of a shape of a body." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the transform matrix of a body shape." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the [RID] of the space assigned to a body." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns a body state." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Returns whether a body uses a callback function to calculate its own physics " "(see [method body_set_force_integration_callback])." msgstr "" #: doc/classes/Physics2DServer.xml msgid "Removes a body from the list of bodies exempt from collisions." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Removes a shape from a body. The shape is not deleted, so it can be reused " "afterwards." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml #: doc/classes/RigidBody.xml msgid "" "Sets an axis velocity. The velocity in the given vector axis will be set as " "the given vector length. This is useful for jumping behavior." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets the physics layer or layers a body belongs to." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets the physics layer or layers a body can collide with." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Sets the continuous collision detection mode using one of the [enum CCDMode] " "constants.\n" "Continuous collision detection tries to predict where a moving body will " "collide, instead of moving it and correcting its movement if it collided." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Sets the function used to calculate physics for an object, if that object " "allows it (see [method body_set_omit_force_integration])." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Sets the maximum contacts to report. Bodies can keep a log of the contacts " "with other bodies, this is enabled by setting the maximum amount of contacts " "reported to a number greater than 0." msgstr "" #: doc/classes/Physics2DServer.xml msgid "Sets the body mode using one of the [enum BodyMode] constants." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Sets whether a body uses a callback function to calculate its own physics " "(see [method body_set_force_integration_callback])." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Sets a body parameter. See [enum BodyParameter] for a list of available " "parameters." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Substitutes a given body shape by another. The old shape is selected by its " "index, the new one by its [RID]." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Enables one way collision on body if [code]enable[/code] is [code]true[/" "code]." msgstr "" #: doc/classes/Physics2DServer.xml msgid "Disables shape in body if [code]disable[/code] is [code]true[/code]." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Sets metadata of a shape within a body. This metadata is different from " "[method Object.set_meta], and can be retrieved on shape queries." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Sets the transform matrix for a body shape." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Assigns a space to the body (see [method space_create])." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Sets a body state using one of the [enum BodyState] constants.\n" "Note that the method doesn't take effect immediately. The state will change " "on the next physics frame." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Returns [code]true[/code] if a collision would result from moving in the " "given direction from a given point in space. Margin increases the size of " "the shapes involved in the collision detection. [Physics2DTestMotionResult] " "can be passed to return additional information in." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Creates a damped spring joint between two bodies. If not specified, the " "second body is assumed to be the joint itself." msgstr "" #: doc/classes/Physics2DServer.xml #, fuzzy msgid "Returns the value of a damped spring joint parameter." msgstr "パラメータの反対の値を返します。" #: doc/classes/Physics2DServer.xml msgid "" "Sets a damped spring joint parameter. See [enum DampedStringParam] for a " "list of available parameters." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Destroys any of the objects created by Physics2DServer. If the [RID] passed " "is not one of the objects that can be created by Physics2DServer, an error " "will be sent to the console." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Returns information about the current state of the 2D physics engine. See " "[enum ProcessInfo] for a list of available states." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Creates a groove joint between two bodies. If not specified, the bodies are " "assumed to be the joint itself." msgstr "" #: doc/classes/Physics2DServer.xml msgid "Returns the value of a joint parameter." msgstr "" #: doc/classes/Physics2DServer.xml msgid "Returns a joint's type (see [enum JointType])." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Sets a joint parameter. See [enum JointParam] for a list of available " "parameters." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Creates a pin joint between two bodies. If not specified, the second body is " "assumed to be the joint itself." msgstr "" #: doc/classes/Physics2DServer.xml msgid "Activates or deactivates the 2D physics engine." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Sets the amount of iterations for calculating velocities of colliding " "bodies. The greater the amount of iterations, the more accurate the " "collisions will be. However, a greater amount of iterations requires more " "CPU power, which can decrease performance. The default value is [code]8[/" "code]." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the shape data." msgstr "" #: doc/classes/Physics2DServer.xml msgid "Returns a shape's type (see [enum ShapeType])." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Sets the shape data that defines its shape and size. The data to be passed " "depends on the kind of shape created [method shape_get_type]." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Creates a space. A space is a collection of parameters for the physics " "engine that can be assigned to an area or a body. It can be assigned to an " "area with [method area_set_space], or to a body with [method body_set_space]." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Returns the state of a space, a [Physics2DDirectSpaceState]. This object can " "be used to make collision/intersection queries." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns the value of a space parameter." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Returns whether the space is active." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Marks a space as active. It will not have an effect, unless it is assigned " "to an area or body." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Sets the value for a space parameter. See [enum SpaceParameter] for a list " "of available parameters." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get the maximum distance a pair of bodies has to move before " "their collision status has to be recalculated." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get the maximum distance a shape can be from another before " "they are considered separated." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get the maximum distance a shape can penetrate another shape " "before it is considered a collision." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get the threshold linear velocity of activity. A body marked " "as potentially inactive for both linear and angular velocity will be put to " "sleep after the time given." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get the threshold angular velocity of activity. A body " "marked as potentially inactive for both linear and angular velocity will be " "put to sleep after the time given." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get the maximum time of activity. A body marked as " "potentially inactive for both linear and angular velocity will be put to " "sleep after this time." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get the default solver bias for all physics constraints. A " "solver bias is a factor controlling how much two objects \"rebound\", after " "violating a constraint, to avoid leaving them in that state because of " "numerical imprecision." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "This is the constant for creating line shapes. A line shape is an infinite " "line with an origin point, and a normal. Thus, it can be used for front/" "behind checks." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "This is the constant for creating segment shapes. A segment shape is a line " "from a point A to a point B. It can be checked for intersections." msgstr "" #: doc/classes/Physics2DServer.xml 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." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "This is the constant for creating rectangle shapes. A rectangle shape is " "defined by a width and a height. It can be used for intersections and inside/" "outside checks." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "This is the constant for creating capsule shapes. A capsule shape is defined " "by a radius and a length. It can be used for intersections and inside/" "outside checks." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "This is the constant for creating convex polygon shapes. A polygon is " "defined by a list of points. It can be used for intersections and inside/" "outside checks. Unlike the [member CollisionPolygon2D.polygon] property, " "polygons modified with [method shape_set_data] do not verify that the points " "supplied form is a convex polygon." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "This is the constant for creating concave polygon shapes. A polygon is " "defined by a list of points. It can be used for intersections checks, but " "not for inside/outside checks." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "This constant is used internally by the engine. Any attempt to create this " "kind of shape results in an error." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get gravity strength in an area." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get gravity vector/center in an area." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get whether the gravity vector of an area is a direction, or " "a center point." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get the falloff factor for point gravity of an area. The " "greater this value is, the faster the strength of gravity decreases with the " "square of distance." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "This constant was used to set/get the falloff factor for point gravity. It " "has been superseded by [constant AREA_PARAM_GRAVITY_DISTANCE_SCALE]." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the linear dampening factor of an area." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the angular dampening factor of an area." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the priority (order of processing) of an area." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "This area does not affect gravity/damp. These are generally areas that exist " "only to detect collisions, and objects entering or exiting them." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "This area adds its gravity/damp values to whatever has been calculated so " "far. This way, many overlapping areas can combine their physics to make " "interesting effects." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "This area adds its gravity/damp values to whatever has been calculated so " "far. Then stops taking into account the rest of the areas, even the default " "one." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "This area replaces any gravity/damp, even the default one, and stops taking " "into account the rest of the areas." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "This area replaces any gravity/damp calculated so far, but keeps calculating " "the rest of the areas, down to the default one." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant for static bodies." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant for kinematic bodies." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant for rigid bodies." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant for rigid bodies in character mode. In this mode, a body can not " "rotate, and only its linear velocity is affected by physics." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's bounce factor." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's friction." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's mass." msgstr "" #: doc/classes/Physics2DServer.xml msgid "Constant to set/get a body's inertia." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's gravity multiplier." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's linear dampening factor." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get a body's angular dampening factor." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Represents the size of the [enum BodyParameter] enum." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the current transform matrix of the body." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the current linear velocity of the body." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get the current angular velocity of the body." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to sleep/wake up a body, or to get whether it is sleeping." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get whether the body can sleep." msgstr "" #: doc/classes/Physics2DServer.xml msgid "Constant to create pin joints." msgstr "" #: doc/classes/Physics2DServer.xml msgid "Constant to create groove joints." msgstr "" #: doc/classes/Physics2DServer.xml msgid "Constant to create damped spring joints." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Sets the resting length of the spring joint. The joint will always try to go " "to back this length when pulled apart." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Sets the stiffness of the spring joint. The joint applies a force equal to " "the stiffness times the distance from its resting length." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Sets the damping ratio of the spring joint. A value of 0 indicates an " "undamped spring, while 1 causes the system to reach equilibrium as fast as " "possible (critical damping)." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Disables continuous collision detection. This is the fastest way to detect " "body collisions, but can miss small, fast-moving objects." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Enables continuous collision detection by raycasting. It is faster than " "shapecasting, but less precise." msgstr "" #: doc/classes/Physics2DServer.xml msgid "" "Enables continuous collision detection by shapecasting. It is the slowest " "CCD method, and the most precise." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "The value of the first parameter and area callback function receives, when " "an object enters one of its shapes." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "The value of the first parameter and area callback function receives, when " "an object exits one of its shapes." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to get the number of objects that are not sleeping." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to get the number of possible collisions." msgstr "" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to get the number of space regions where a collision could occur." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml msgid "Parameters to be sent to a 2D shape physics query." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml msgid "" "This class contains the shape and other parameters for 2D intersection/" "collision queries." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml msgid "" "Sets the [Shape2D] that will be used for collision/intersection queries." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml msgid "If [code]true[/code], the query will take [Area2D]s into account." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml msgid "" "If [code]true[/code], the query will take [PhysicsBody2D]s into account." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml msgid "" "The physics layer(s) the query will take into account (as a bitmask). See " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml msgid "" "The list of objects or object [RID]s that will be excluded from collisions." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml msgid "The collision margin for the shape." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml msgid "The motion of the shape being queried for." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml msgid "The queried shape's [RID]. See also [method set_shape]." msgstr "" #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml msgid "The queried shape's transform matrix." msgstr "" #: doc/classes/PhysicsBody.xml msgid "Base class for all objects affected by physics in 3D space." msgstr "" #: doc/classes/PhysicsBody.xml msgid "" "PhysicsBody is an abstract base class for implementing a physics body. All " "*Body types inherit from it." msgstr "" #: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml #: doc/classes/SoftBody.xml msgid "Adds a body to the list of bodies that this body can't collide with." msgstr "" #: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml #: doc/classes/SoftBody.xml msgid "" "Returns an array of nodes that were added as collision exceptions for this " "body." msgstr "" #: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml #: doc/classes/SoftBody.xml msgid "" "Removes a body from the list of bodies that this body can't collide with." msgstr "" #: doc/classes/PhysicsBody2D.xml msgid "Base class for all objects affected by physics in 2D space." msgstr "" #: doc/classes/PhysicsBody2D.xml msgid "" "PhysicsBody2D is an abstract base class for implementing a physics body. All " "*Body2D types inherit from it." msgstr "" #: doc/classes/PhysicsBody2D.xml msgid "" "Both collision_layer and collision_mask. Returns collision_layer when " "accessed. Updates collision_layer and collision_mask when modified." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml msgid "Direct access object to a physics body in the [PhysicsServer]." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml msgid "" "Provides direct access to a physics body in the [PhysicsServer], allowing " "safe changes to physics properties. This object is passed via the direct " "state callback of rigid/character bodies, and is intended for changing the " "direct state of that body. See [method RigidBody._integrate_forces]." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml msgid "" "Adds a constant directional force without affecting rotation.\n" "This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml msgid "Adds a constant rotational force without affecting position." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml msgid "" "Applies a single directional impulse without affecting rotation.\n" "This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code]." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml msgid "" "Applies a positioned impulse to the body. An impulse is time-independent! " "Applying an impulse every frame would result in a framerate-dependent force. " "For this reason it should only be used when simulating one-time impacts. The " "position uses the rotation of the global coordinate system, but is centered " "at the object's origin." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml msgid "" "Apply a torque impulse (which will be affected by the body mass and shape). " "This will rotate the body around the vector [code]j[/code] passed as " "parameter." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the collider object." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml msgid "" "Returns the number of contacts this body has with other bodies.\n" "[b]Note:[/b] By default, this returns 0 unless bodies are configured to " "monitor contacts. See [member RigidBody.contact_monitor]." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml msgid "Impulse created by the contact. Only implemented for Bullet physics." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml doc/classes/RigidBody.xml msgid "" "The body's rotational velocity in axis-angle format. The magnitude of the " "vector is the rotation rate in [i]radians[/i] per second." msgstr "" #: doc/classes/PhysicsDirectBodyState.xml msgid "The body's linear velocity in units per second." msgstr "" #: doc/classes/PhysicsDirectSpaceState.xml msgid "Direct access object to a space in the [PhysicsServer]." msgstr "" #: doc/classes/PhysicsDirectSpaceState.xml msgid "" "Direct access object to a space in the [PhysicsServer]. It's used mainly to " "do queries against objects and areas residing in a given space." msgstr "" #: doc/classes/PhysicsDirectSpaceState.xml msgid "" "Checks how far a [Shape] can move without colliding. All the parameters for " "the query, including the shape, are supplied through a " "[PhysicsShapeQueryParameters] object.\n" "Returns an array with the safe and unsafe proportions (between 0 and 1) of " "the motion. The safe proportion is the maximum fraction of the motion that " "can be made without a collision. The unsafe proportion is the minimum " "fraction of the distance that must be moved for a collision. If no collision " "is detected a result of [code][1.0, 1.0][/code] will be returned.\n" "[b]Note:[/b] Any [Shape]s that the shape is already colliding with e.g. " "inside of, will be ignored. Use [method collide_shape] to determine the " "[Shape]s that the shape is already colliding with." msgstr "" #: doc/classes/PhysicsDirectSpaceState.xml msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters] object, against the space. The resulting array " "contains a list of points where the shape intersects another. Like with " "[method intersect_shape], the number of returned results can be limited to " "save processing time." msgstr "" #: doc/classes/PhysicsDirectSpaceState.xml msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters] object, against the space. If it collides with " "more than one shape, the nearest one is selected. The returned object is a " "dictionary containing the following fields:\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If " "the object is an [Area], the result is [code](0, 0, 0)[/code].\n" "[code]normal[/code]: The object's surface normal at the intersection point.\n" "[code]point[/code]: The intersection point.\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "If the shape did not intersect anything, then an empty dictionary is " "returned instead." msgstr "" #: doc/classes/PhysicsDirectSpaceState.xml msgid "" "Checks whether a point is inside any solid shape. The shapes the point is " "inside of are returned in an array containing dictionaries with the " "following fields:\n" "[code]collider[/code]: The colliding object.\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "The number of intersections can be limited with the [code]max_results[/code] " "parameter, to reduce the processing time.\n" "Additionally, the method can take an [code]exclude[/code] array of objects " "or [RID]s that are to be excluded from collisions, a [code]collision_mask[/" "code] bitmask representing the physics layers to check in, or booleans to " "determine if the ray should collide with [PhysicsBody]s or [Area]s, " "respectively." msgstr "" #: doc/classes/PhysicsDirectSpaceState.xml msgid "" "Intersects a ray in a given space. The returned object is a dictionary with " "the following fields:\n" "[code]collider[/code]: The colliding object.\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]normal[/code]: The object's surface normal at the intersection point.\n" "[code]position[/code]: The intersection point.\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "If the ray did not intersect anything, then an empty dictionary is returned " "instead.\n" "Additionally, the method can take an [code]exclude[/code] array of objects " "or [RID]s that are to be excluded from collisions, a [code]collision_mask[/" "code] bitmask representing the physics layers to check in, or booleans to " "determine if the ray should collide with [PhysicsBody]s or [Area]s, " "respectively." msgstr "" #: doc/classes/PhysicsDirectSpaceState.xml msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters] object, against the space. The intersected " "shapes are returned in an array containing dictionaries with the following " "fields:\n" "[code]collider[/code]: The colliding object.\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" "The number of intersections can be limited with the [code]max_results[/code] " "parameter, to reduce the processing time." msgstr "" #: doc/classes/PhysicsMaterial.xml msgid "A material for physics properties." msgstr "" #: doc/classes/PhysicsMaterial.xml msgid "" "Provides a means of modifying the collision properties of a [PhysicsBody]." msgstr "" #: doc/classes/PhysicsMaterial.xml msgid "" "If [code]true[/code], subtracts the bounciness from the colliding object's " "bounciness instead of adding it." msgstr "" #: doc/classes/PhysicsMaterial.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " "[code]1[/code] (full bounciness)." msgstr "" #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " "[code]1[/code] (maximum friction)." msgstr "" #: doc/classes/PhysicsMaterial.xml msgid "" "If [code]true[/code], the physics engine will use the friction of the object " "marked as \"rough\" when two objects collide. If [code]false[/code], the " "physics engine will use the lowest friction of all colliding objects " "instead. If [code]true[/code] for both colliding objects, the physics engine " "will use the highest friction." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Server interface for low-level physics access." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "PhysicsServer is the server responsible for all 3D physics. It can create " "many kinds of physics objects, but does not insert them on the node tree." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Creates an [Area]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Returns an area parameter value. A list of available parameters is on the " "[enum AreaParameter] constants." msgstr "" #: doc/classes/PhysicsServer.xml msgid "If [code]true[/code], area collides with rays." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Sets the value for an area parameter. A list of available parameters is on " "the [enum AreaParameter] constants." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Sets object pickable with rays." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Sets the space override mode for the area. The modes are described in the " "[enum AreaSpaceOverrideMode] constants." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Gives the body a push at a [code]position[/code] in the direction of the " "[code]impulse[/code]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Gives the body a push to rotate it." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Creates a physics body. The first parameter can be any value from [enum " "BodyMode] constants, for the type of body created. Additionally, the body " "can be created in sleeping state to save processing time." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Returns the [PhysicsDirectBodyState] of the body. Returns [code]null[/code] " "if the body is destroyed or removed from the physics space." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Returns the value of a body parameter. A list of available parameters is on " "the [enum BodyParameter] constants." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "If [code]true[/code], the continuous collision detection mode is enabled." msgstr "" #: doc/classes/PhysicsServer.xml msgid "If [code]true[/code], the body can be detected by rays." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Removes a body from the list of bodies exempt from collisions.\n" "Continuous collision detection tries to predict where a moving body will " "collide, instead of moving it and correcting its movement if it collided." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "If [code]true[/code], the continuous collision detection mode is enabled.\n" "Continuous collision detection tries to predict where a moving body will " "collide, instead of moving it and correcting its movement if it collided." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Sets the body mode, from one of the [enum BodyMode] constants." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Sets a body parameter. A list of available parameters is on the [enum " "BodyParameter] constants." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Sets the body pickable with rays if [code]enabled[/code] is set." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Sets a body state (see [enum BodyState] constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Returns [code]true[/code] if a collision would result from moving in the " "given direction from a given point in space. [PhysicsTestMotionResult] can " "be passed to return additional information in." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Destroys any of the objects created by PhysicsServer. If the [RID] passed is " "not one of the objects that can be created by PhysicsServer, an error will " "be sent to the console." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " "constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " "constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Returns information about the current state of the 3D physics engine. See " "[enum ProcessInfo] for a list of available states. Only implemented for " "Godot Physics." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Gets a hinge_joint parameter (see [enum HingeJointParam])." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Sets a hinge_joint flag (see [enum HingeJointFlag] constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Sets a hinge_joint parameter (see [enum HingeJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Creates a [ConeTwistJoint]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Creates a [Generic6DOFJoint]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Creates a [HingeJoint]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Creates a [PinJoint]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Creates a [SliderJoint]." msgstr "" #: doc/classes/PhysicsServer.xml #, fuzzy msgid "Gets the priority value of the Joint." msgstr "パラメータの反対の値を返します。" #: doc/classes/PhysicsServer.xml #, fuzzy msgid "Returns the type of the Joint." msgstr "行列の逆行列を返します。" #: doc/classes/PhysicsServer.xml #, fuzzy msgid "Sets the priority value of the Joint." msgstr "パラメータの反対の値を返します。" #: doc/classes/PhysicsServer.xml msgid "" "Returns position of the joint in the local space of body a of the joint." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Returns position of the joint in the local space of body b of the joint." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Sets position of the joint in the local space of body a of the joint." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Sets position of the joint in the local space of body b of the joint." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Activates or deactivates the 3D physics engine." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Sets the amount of iterations for calculating velocities of colliding " "bodies. The greater the amount of iterations, the more accurate the " "collisions will be. However, a greater amount of iterations requires more " "CPU power, which can decrease performance. The default value is [code]8[/" "code].\n" "[b]Note:[/b] Only has an effect when using the GodotPhysics engine, not the " "default Bullet physics engine." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Creates a shape of a type from [enum ShapeType]. Does not assign it to a " "body or an area. To do so, you must use [method area_set_shape] or [method " "body_set_shape]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Returns the type of shape (see [enum ShapeType] constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Returns the state of a space, a [PhysicsDirectSpaceState]. This object can " "be used to make collision/intersection queries." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "Sets the value for a space parameter. A list of available parameters is on " "the [enum SpaceParameter] constants." msgstr "" #: doc/classes/PhysicsServer.xml #, fuzzy msgid "The [Joint] is a [PinJoint]." msgstr "[Input] シングルトン。" #: doc/classes/PhysicsServer.xml #, fuzzy msgid "The [Joint] is a [HingeJoint]." msgstr "[Input] シングルトン。" #: doc/classes/PhysicsServer.xml msgid "The [Joint] is a [SliderJoint]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Joint] is a [ConeTwistJoint]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Joint] is a [Generic6DOFJoint]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "The strength with which the pinned objects try to stay in positional " "relation to each other.\n" "The higher, the stronger." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "The strength with which the pinned objects try to stay in velocity relation " "to each other.\n" "The higher, the stronger." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "If above 0, this value is the maximum value for an impulse that this Joint " "puts on its ends." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The maximum rotation across the Hinge." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The minimum rotation across the Hinge." msgstr "" #: doc/classes/PhysicsServer.xml msgid "If [code]true[/code], the Hinge has a maximum and a minimum rotation." msgstr "" #: doc/classes/PhysicsServer.xml msgid "If [code]true[/code], a motor turns the Hinge." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "The maximum difference between the pivot points on their X axis before " "damping happens." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "The minimum difference between the pivot points on their X axis before " "damping happens." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "A factor applied to the movement across the slider axis once the limits get " "surpassed. The lower, the slower the movement." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "The amount of restitution once the limits are surpassed. The lower, the more " "velocityenergy gets lost." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of damping once the slider limits are surpassed." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "A factor applied to the movement across the slider axis as long as the " "slider is in the limits. The lower, the slower the movement." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of restitution inside the slider limits." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of damping inside the slider limits." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "A factor applied to the movement across axes orthogonal to the slider." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "The amount of restitution when movement is across axes orthogonal to the " "slider." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "The amount of damping when movement is across axes orthogonal to the slider." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The upper limit of rotation in the slider." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The lower limit of rotation in the slider." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "A factor applied to the all rotation once the limit is surpassed." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of restitution of the rotation when the limit is surpassed." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of damping of the rotation when the limit is surpassed." msgstr "" #: doc/classes/PhysicsServer.xml msgid "A factor that gets applied to the all rotation in the limits." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of restitution of the rotation in the limits." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "The amount of damping of the rotation in the limits." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "A factor that gets applied to the all rotation across axes orthogonal to the " "slider." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "The amount of restitution of the rotation across axes orthogonal to the " "slider." msgstr "" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "The amount of damping of the rotation across axes orthogonal to the slider." msgstr "" #: doc/classes/PhysicsServer.xml msgid "Represents the size of the [enum SliderJointParam] enum." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "The ease with which the Joint twists, if it's too low, it takes more force " "to twist the joint." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "A factor that gets applied to the movement across the axes. The lower, the " "slower the movement." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "The amount of restitution on the axes movement. The lower, the more velocity-" "energy gets lost." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The velocity that the joint's linear motor will attempt to reach." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "The maximum force that the linear motor can apply while trying to reach the " "target velocity." msgstr "" #: doc/classes/PhysicsServer.xml msgid "A factor that gets multiplied onto all rotations across the axes." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "When correcting the crossing of limits in rotation across the axes, this " "error tolerance factor defines how much the correction gets slowed down. The " "lower, the slower." msgstr "" #: doc/classes/PhysicsServer.xml msgid "If set, linear motion is possible within the given limits." msgstr "" #: doc/classes/PhysicsServer.xml msgid "If set, rotational motion is possible." msgstr "" #: doc/classes/PhysicsServer.xml msgid "If set, there is a rotational motor across these axes." msgstr "" #: doc/classes/PhysicsServer.xml msgid "" "If set, there is a linear motor on this axis that targets a specific " "velocity." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [PlaneShape]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [RayShape]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [SphereShape]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [BoxShape]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [CapsuleShape]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [CylinderShape]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [ConvexPolygonShape]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [ConcavePolygonShape]." msgstr "" #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [HeightMapShape]." msgstr "" #: doc/classes/PhysicsShapeQueryParameters.xml msgid "Parameters to be sent to a 3D shape physics query." msgstr "" #: doc/classes/PhysicsShapeQueryParameters.xml msgid "" "This class contains the shape and other parameters for 3D intersection/" "collision queries." msgstr "" #: doc/classes/PhysicsShapeQueryParameters.xml msgid "Sets the [Shape] that will be used for collision/intersection queries." msgstr "" #: doc/classes/PhysicsShapeQueryParameters.xml #, fuzzy msgid "If [code]true[/code], the query will take [Area]s into account." msgstr "[code]true[/code] であれば、テクスチャは中央になります。" #: doc/classes/PhysicsShapeQueryParameters.xml #, fuzzy msgid "If [code]true[/code], the query will take [PhysicsBody]s into account." msgstr "[code]true[/code] であれば、テクスチャは中央になります。" #: doc/classes/PinJoint.xml msgid "Pin joint for 3D PhysicsBodies." msgstr "" #: doc/classes/PinJoint.xml msgid "" "Pin joint for 3D rigid bodies. It pins 2 bodies (rigid or static) together. " "See also [Generic6DOFJoint]." msgstr "" #: doc/classes/PinJoint.xml msgid "" "The force with which the pinned objects stay in positional relation to each " "other. The higher, the stronger." msgstr "" #: doc/classes/PinJoint.xml msgid "" "The force with which the pinned objects stay in velocity relation to each " "other. The higher, the stronger." msgstr "" #: doc/classes/PinJoint.xml msgid "" "If above 0, this value is the maximum value for an impulse that this Joint " "produces." msgstr "" #: doc/classes/PinJoint2D.xml msgid "Pin Joint for 2D shapes." msgstr "" #: doc/classes/PinJoint2D.xml msgid "" "Pin Joint for 2D rigid bodies. It pins two bodies (rigid or static) together." msgstr "" #: doc/classes/PinJoint2D.xml msgid "" "The higher this value, the more the bond to the pinned partner can flex." msgstr "" #: doc/classes/Plane.xml msgid "Plane in hessian form." msgstr "" #: doc/classes/Plane.xml msgid "" "Plane represents a normalized plane equation. Basically, \"normal\" is the " "normal of the plane (a,b,c normalized), and \"d\" is the distance from the " "origin to the plane (in the direction of \"normal\"). \"Over\" or \"Above\" " "the plane is considered the side of the plane towards where the normal is " "pointing." msgstr "" #: doc/classes/Plane.xml msgid "" "Creates a plane from the four parameters. The three components of the " "resulting plane's [member normal] are [code]a[/code], [code]b[/code] and " "[code]c[/code], and the plane has a distance of [code]d[/code] from the " "origin." msgstr "" #: doc/classes/Plane.xml msgid "Creates a plane from the three points, given in clockwise order." msgstr "" #: doc/classes/Plane.xml msgid "Creates a plane from the normal and the plane's distance to the origin." msgstr "" #: doc/classes/Plane.xml msgid "Returns the center of the plane." msgstr "" #: doc/classes/Plane.xml msgid "" "Returns the shortest distance from the plane to the position [code]point[/" "code]." msgstr "" #: doc/classes/Plane.xml msgid "" "Returns the center of the plane.\n" "This method is deprecated, please use [method center] instead." msgstr "" #: doc/classes/Plane.xml msgid "" "Returns [code]true[/code] if [code]point[/code] is inside the plane. " "Comparison uses a custom minimum [code]epsilon[/code] threshold." msgstr "" #: doc/classes/Plane.xml msgid "" "Returns the intersection point of the three planes [code]b[/code], [code]c[/" "code] and this plane. If no intersection is found, [code]null[/code] is " "returned." msgstr "" #: doc/classes/Plane.xml msgid "" "Returns the intersection point of a ray consisting of the position " "[code]from[/code] and the direction normal [code]dir[/code] with this plane. " "If no intersection is found, [code]null[/code] is returned." msgstr "" #: doc/classes/Plane.xml msgid "" "Returns the intersection point of a segment from position [code]begin[/code] " "to position [code]end[/code] with this plane. If no intersection is found, " "[code]null[/code] is returned." msgstr "" #: doc/classes/Plane.xml msgid "" "Returns [code]true[/code] if this plane and [code]plane[/code] are " "approximately equal, by running [method @GDScript.is_equal_approx] on each " "component." msgstr "" #: doc/classes/Plane.xml msgid "" "Returns [code]true[/code] if [code]point[/code] is located above the plane." msgstr "" #: doc/classes/Plane.xml msgid "Returns a copy of the plane, normalized." msgstr "" #: doc/classes/Plane.xml msgid "" "Returns the orthogonal projection of [code]point[/code] into a point in the " "plane." msgstr "点 [code]point[/code] から平面上の点への直交投影を返します。" #: doc/classes/Plane.xml msgid "" "The distance from the origin to the plane, in the direction of [member " "normal]. This value is typically non-negative.\n" "In the scalar equation of the plane [code]ax + by + cz = d[/code], this is " "[code]d[/code], while the [code](a, b, c)[/code] coordinates are represented " "by the [member normal] property." msgstr "" #: doc/classes/Plane.xml msgid "" "The normal of the plane, which must be normalized.\n" "In the scalar equation of the plane [code]ax + by + cz = d[/code], this is " "the vector [code](a, b, c)[/code], where [code]d[/code] is the [member d] " "property." msgstr "" #: doc/classes/Plane.xml msgid "The X component of the plane's [member normal] vector." msgstr "" #: doc/classes/Plane.xml msgid "The Y component of the plane's [member normal] vector." msgstr "" #: doc/classes/Plane.xml msgid "The Z component of the plane's [member normal] vector." msgstr "" #: doc/classes/Plane.xml msgid "A plane that extends in the Y and Z axes (normal vector points +X)." msgstr "" #: doc/classes/Plane.xml msgid "A plane that extends in the X and Z axes (normal vector points +Y)." msgstr "" #: doc/classes/Plane.xml msgid "A plane that extends in the X and Y axes (normal vector points +Z)." msgstr "" #: doc/classes/PlaneMesh.xml msgid "Class representing a planar [PrimitiveMesh]." msgstr "" #: doc/classes/PlaneMesh.xml msgid "" "Class representing a planar [PrimitiveMesh]. This flat mesh does not have a " "thickness. By default, this mesh is aligned on the X and Z axes; this " "default rotation isn't suited for use with billboarded materials. For " "billboarded materials, use [QuadMesh] instead.\n" "[b]Note:[/b] When using a large textured [PlaneMesh] (e.g. as a floor), you " "may stumble upon UV jittering issues depending on the camera angle. To solve " "this, increase [member subdivide_depth] and [member subdivide_width] until " "you no longer notice UV jittering." msgstr "" #: doc/classes/PlaneMesh.xml msgid "Offset from the origin of the generated plane. Useful for particles." msgstr "" #: doc/classes/PlaneMesh.xml msgid "Size of the generated plane." msgstr "" #: doc/classes/PlaneMesh.xml msgid "Number of subdivision along the Z axis." msgstr "" #: doc/classes/PlaneMesh.xml msgid "Number of subdivision along the X axis." msgstr "" #: doc/classes/PlaneShape.xml msgid "Infinite plane shape for 3D collisions." msgstr "" #: doc/classes/PlaneShape.xml msgid "" "An infinite plane shape for 3D collisions. Note that the [Plane]'s normal " "matters; anything \"below\" the plane will collide with it. If the " "[PlaneShape] is used in a [PhysicsBody], it will cause colliding objects " "placed \"below\" it to teleport \"above\" the plane." msgstr "" #: doc/classes/PlaneShape.xml msgid "The [Plane] used by the [PlaneShape] for collision." msgstr "" #: doc/classes/PointMesh.xml msgid "Mesh with a single Point primitive." msgstr "" #: doc/classes/PointMesh.xml msgid "" "The PointMesh is made from a single point. Instead of relying on triangles, " "points are rendered as a single rectangle on the screen with a constant " "size. They are intended to be used with Particle systems, but can be used as " "a cheap way to render constant size billboarded sprites (for example in a " "point cloud).\n" "PointMeshes, must be used with a material that has a point size. Point size " "can be accessed in a shader with [code]POINT_SIZE[/code], or in a " "[SpatialMaterial] by setting [member SpatialMaterial.flags_use_point_size] " "and the variable [member SpatialMaterial.params_point_size].\n" "When using PointMeshes, properties that normally alter vertices will be " "ignored, including billboard mode, grow, and cull face." msgstr "" #: doc/classes/Polygon2D.xml msgid "A 2D polygon." msgstr "" #: doc/classes/Polygon2D.xml msgid "" "A Polygon2D is defined by a set of points. Each point is connected to the " "next, with the final point being connected to the first, resulting in a " "closed polygon. Polygon2Ds can be filled with color (solid or gradient) or " "filled with a given texture.\n" "[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a " "time. To increase this limit, open the Project Settings and increase [member " "ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and " "[member ProjectSettings.rendering/limits/buffers/" "canvas_polygon_index_buffer_size_kb]." msgstr "" #: doc/classes/Polygon2D.xml msgid "" "Adds a bone with the specified [code]path[/code] and [code]weights[/code]." msgstr "" #: doc/classes/Polygon2D.xml msgid "Removes all bones from this [Polygon2D]." msgstr "" #: doc/classes/Polygon2D.xml msgid "Removes the specified bone from this [Polygon2D]." msgstr "" #: doc/classes/Polygon2D.xml msgid "Returns the number of bones in this [Polygon2D]." msgstr "" #: doc/classes/Polygon2D.xml msgid "Returns the path to the node associated with the specified bone." msgstr "" #: doc/classes/Polygon2D.xml msgid "Returns the height values of the specified bone." msgstr "" #: doc/classes/Polygon2D.xml msgid "Sets the path to the node associated with the specified bone." msgstr "" #: doc/classes/Polygon2D.xml msgid "Sets the weight values for the specified bone." msgstr "" #: doc/classes/Polygon2D.xml msgid "" "If [code]true[/code], attempts to perform antialiasing for polygon edges by " "drawing a thin OpenGL smooth line on the edges.\n" "[b]Note:[/b] Due to how it works, built-in antialiasing will not look " "correct for translucent polygons and may not work on certain platforms. As a " "workaround, install the [url=https://github.com/godot-extended-libraries/" "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " "AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " "to perform antialiasing." msgstr "" #: doc/classes/Polygon2D.xml msgid "" "The polygon's fill color. If [code]texture[/code] is defined, it will be " "multiplied by this color. It will also be the default color for vertices not " "set in [code]vertex_colors[/code]." msgstr "" #: doc/classes/Polygon2D.xml msgid "" "Added padding applied to the bounding box when using [code]invert[/code]. " "Setting this value too small may result in a \"Bad Polygon\" error." msgstr "" #: doc/classes/Polygon2D.xml msgid "" "If [code]true[/code], polygon will be inverted, containing the area outside " "the defined points and extending to the [code]invert_border[/code]." msgstr "" #: doc/classes/Polygon2D.xml msgid "The offset applied to each vertex." msgstr "" #: doc/classes/Polygon2D.xml msgid "" "The polygon's list of vertices. The final point will be connected to the " "first.\n" "[b]Note:[/b] This returns a copy of the [PoolVector2Array] rather than a " "reference." msgstr "" #: doc/classes/Polygon2D.xml msgid "" "The polygon's fill texture. Use [code]uv[/code] to set texture coordinates." msgstr "" #: doc/classes/Polygon2D.xml msgid "" "Amount to offset the polygon's [code]texture[/code]. If [code](0, 0)[/code] " "the texture's origin (its top-left corner) will be placed at the polygon's " "[code]position[/code]." msgstr "" #: doc/classes/Polygon2D.xml msgid "The texture's rotation in radians." msgstr "" #: doc/classes/Polygon2D.xml msgid "The texture's rotation in degrees." msgstr "" #: doc/classes/Polygon2D.xml msgid "" "Amount to multiply the [code]uv[/code] coordinates when using a " "[code]texture[/code]. Larger values make the texture smaller, and vice versa." msgstr "" #: doc/classes/Polygon2D.xml msgid "" "Texture coordinates for each vertex of the polygon. There should be one " "[code]uv[/code] per polygon vertex. If there are fewer, undefined vertices " "will use [code](0, 0)[/code]." msgstr "" #: doc/classes/Polygon2D.xml msgid "" "Color for each vertex. Colors are interpolated between vertices, resulting " "in smooth gradients. There should be one per polygon vertex. If there are " "fewer, undefined vertices will use [code]color[/code]." msgstr "" #: doc/classes/PoolByteArray.xml msgid "A pooled array of bytes." msgstr "" #: doc/classes/PoolByteArray.xml msgid "" "An array specifically designed to hold bytes. Optimized for memory usage, " "does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference. This means " "that when [i]mutating[/i] a class property of type [PoolByteArray] or " "mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will " "be lost:\n" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" "print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" "[codeblock]\n" "var array = [PoolByteArray()]\n" "var pool_array = array[0]\n" "pool_array.push_back(123)\n" "array[0] = pool_array\n" "print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n" "[/codeblock]" msgstr "" #: doc/classes/PoolByteArray.xml msgid "" "Constructs a new [PoolByteArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" #: doc/classes/PoolByteArray.xml #, fuzzy msgid "Appends a [PoolByteArray] at the end of this array." msgstr "配列の末尾に要素を追加します。" #: doc/classes/PoolByteArray.xml msgid "" "Returns a new [PoolByteArray] with the data compressed. Set the compression " "mode using one of [enum File.CompressionMode]'s constants." msgstr "" #: doc/classes/PoolByteArray.xml msgid "" "Returns a new [PoolByteArray] with the data decompressed. Set " "[code]buffer_size[/code] to the size of the uncompressed data. Set the " "compression mode using one of [enum File.CompressionMode]'s constants." msgstr "" #: doc/classes/PoolByteArray.xml msgid "" "Returns a new [PoolByteArray] with the data decompressed. Set the " "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " "have to re-allocate its output buffer multiple times while decompressing, " "where as [code]decompress[/code] knows its output buffer size from the " "beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " "decompression exceeds that amount in bytes, then an error will be returned." msgstr "" #: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml #: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml #: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml #: doc/classes/PoolVector3Array.xml msgid "" "Assigns the given value to all elements in the array. This can typically be " "used together with [method resize] to create an array with a given size and " "initialized elements." msgstr "" #: doc/classes/PoolByteArray.xml msgid "" "Returns a copy of the array's contents as [String]. Fast alternative to " "[method get_string_from_utf8] if the content is ASCII-only. Unlike the UTF-8 " "function this function maps every byte to a character in the array. " "Multibyte sequences will not be interpreted correctly. For parsing user " "input always use [method get_string_from_utf8]." msgstr "" #: doc/classes/PoolByteArray.xml msgid "" "Returns a copy of the array's contents as [String]. Slower than [method " "get_string_from_ascii] but supports UTF-8 encoded data. Use this function if " "you are unsure about the source of the data. For user input this function " "should always be preferred." msgstr "" #: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml #: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml #: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml #: doc/classes/PoolVector3Array.xml #, fuzzy msgid "" "Returns [code]true[/code] if the array contains the given value.\n" "[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." msgstr "" "文字列の長さが [code]0[/code] に等しければ [code]true[/code] を返します。" #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" "[codeblock]\n" "var array = PoolByteArray([11, 46, 255])\n" "print(array.hex_encode()) # Prints: 0b2eff\n" "[/codeblock]" msgstr "" #: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Inserts a new element at a given position in the array. The position must be " "valid, or at the end of the array ([code]idx == size()[/code])." msgstr "" #: doc/classes/PoolByteArray.xml doc/classes/PoolRealArray.xml msgid "Appends an element at the end of the array." msgstr "配列の末尾に要素を追加します。" #: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml #: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml #: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml #: doc/classes/PoolVector3Array.xml msgid "Removes an element from the array by index." msgstr "インデックスにより配列から要素を削除します。" #: doc/classes/PoolByteArray.xml doc/classes/PoolIntArray.xml #: doc/classes/PoolRealArray.xml msgid "" "Sets the size of the array. If the array is grown, reserves elements at the " "end of the array. If the array is shrunk, truncates the array to the new " "size.\n" "[b]Note:[/b] Added elements are not automatically initialized to 0 and will " "contain garbage, i.e. indeterminate values." msgstr "" #: doc/classes/PoolByteArray.xml msgid "Changes the byte at the given index." msgstr "" #: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml #: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml #: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml #: doc/classes/PoolVector3Array.xml #, fuzzy msgid "Sorts the elements of the array in ascending order." msgstr "インデックスにより配列から要素を削除します。" #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " "new [PoolByteArray]. Any negative index is considered to be from the end of " "the array." msgstr "" #: doc/classes/PoolColorArray.xml msgid "A pooled array of [Color]s." msgstr "" #: doc/classes/PoolColorArray.xml msgid "" "An array specifically designed to hold [Color]. Optimized for memory usage, " "does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference. This means " "that when [i]mutating[/i] a class property of type [PoolColorArray] or " "mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will " "be lost:\n" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" "print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" "[codeblock]\n" "var array = [PoolColorArray()]\n" "var pool_array = array[0]\n" "pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n" "array[0] = pool_array\n" "print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element " "inside an Array)\n" "[/codeblock]" msgstr "" #: doc/classes/PoolColorArray.xml msgid "" "Constructs a new [PoolColorArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" #: doc/classes/PoolColorArray.xml #, fuzzy msgid "Appends a [PoolColorArray] at the end of this array." msgstr "配列の末尾に要素を追加します。" #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml msgid "Appends a value to the array." msgstr "" #: doc/classes/PoolColorArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Sets the size of the array. If the array is grown, reserves elements at the " "end of the array. If the array is shrunk, truncates the array to the new " "size." msgstr "" #: doc/classes/PoolColorArray.xml msgid "Changes the [Color] at the given index." msgstr "" #: doc/classes/PoolIntArray.xml msgid "A pooled array of integers ([int])." msgstr "" #: doc/classes/PoolIntArray.xml msgid "" "An array specifically designed to hold integer values ([int]). Optimized for " "memory usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference. This means " "that when [i]mutating[/i] a class property of type [PoolIntArray] or " "mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be " "lost:\n" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" "print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" "[codeblock]\n" "var array = [PoolIntArray()]\n" "var pool_array = array[0]\n" "pool_array.push_back(1234)\n" "array[0] = pool_array\n" "print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n" "[/codeblock]\n" "[b]Note:[/b] This type is limited to signed 32-bit integers, which means it " "can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. " "[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap " "around. In comparison, [int] uses signed 64-bit integers which can hold much " "larger values." msgstr "" #: doc/classes/PoolIntArray.xml msgid "" "Constructs a new [PoolIntArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" #: doc/classes/PoolIntArray.xml #, fuzzy msgid "Appends a [PoolIntArray] at the end of this array." msgstr "配列の末尾に要素を追加します。" #: doc/classes/PoolIntArray.xml #, fuzzy msgid "" "Inserts a new int at a given position in the array. The position must be " "valid, or at the end of the array ([code]idx == size()[/code])." msgstr "" "配列の指定した位置に新しい要素を挿入します。挿入する位置は、有効な位置か、配" "列の最後の位置 ([code]pos == size()[/code]) でなければなりません。" #: doc/classes/PoolIntArray.xml #, fuzzy msgid "Changes the int at the given index." msgstr "サブノードの名前を変更します。" #: doc/classes/PoolRealArray.xml msgid "A pooled array of real numbers ([float])." msgstr "" #: doc/classes/PoolRealArray.xml msgid "" "An array specifically designed to hold floating-point values. Optimized for " "memory usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference. This means " "that when [i]mutating[/i] a class property of type [PoolRealArray] or " "mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will " "be lost:\n" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" "print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" "[codeblock]\n" "var array = [PoolRealArray()]\n" "var pool_array = array[0]\n" "pool_array.push_back(12.34)\n" "array[0] = pool_array\n" "print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n" "[/codeblock]\n" "[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in " "[PoolRealArray] are 32-bit floats. This means values stored in " "[PoolRealArray] have lower precision compared to primitive [float]s. If you " "need to store 64-bit floats in an array, use a generic [Array] with [float] " "elements as these will still be 64-bit. However, using a generic [Array] to " "store [float]s will use roughly 6 times more memory compared to a " "[PoolRealArray]." msgstr "" #: doc/classes/PoolRealArray.xml msgid "" "Constructs a new [PoolRealArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" #: doc/classes/PoolRealArray.xml #, fuzzy msgid "Appends a [PoolRealArray] at the end of this array." msgstr "配列の末尾に要素を追加します。" #: doc/classes/PoolRealArray.xml msgid "Changes the float at the given index." msgstr "" #: doc/classes/PoolStringArray.xml msgid "A pooled array of [String]s." msgstr "" #: doc/classes/PoolStringArray.xml msgid "" "An array specifically designed to hold [String]s. Optimized for memory " "usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference. This means " "that when [i]mutating[/i] a class property of type [PoolStringArray] or " "mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will " "be lost:\n" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" "print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" "[codeblock]\n" "var array = [PoolStringArray()]\n" "var pool_array = array[0]\n" "pool_array.push_back(\"hello\")\n" "array[0] = pool_array\n" "print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n" "[/codeblock]" msgstr "" #: doc/classes/PoolStringArray.xml msgid "" "Constructs a new [PoolStringArray]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" #: doc/classes/PoolStringArray.xml #, fuzzy msgid "Appends a [PoolStringArray] at the end of this array." msgstr "配列の末尾に要素を追加します。" #: doc/classes/PoolStringArray.xml #, fuzzy msgid "" "Returns a [String] with each element of the array joined with the given " "[code]delimiter[/code]." msgstr "与えられた[code]id[/code]に関連付けられた点の重みスケールを返します。" #: doc/classes/PoolStringArray.xml msgid "Appends a string element at end of the array." msgstr "" #: doc/classes/PoolStringArray.xml msgid "Changes the [String] at the given index." msgstr "" #: doc/classes/PoolVector2Array.xml msgid "A pooled array of [Vector2]s." msgstr "" #: doc/classes/PoolVector2Array.xml msgid "" "An array specifically designed to hold [Vector2]. Optimized for memory " "usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference. This means " "that when [i]mutating[/i] a class property of type [PoolVector2Array] or " "mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes " "will be lost:\n" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" "print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "var pool_array = array[0]\n" "pool_array.push_back(Vector2(12, 34))\n" "array[0] = pool_array\n" "print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an " "Array)\n" "[/codeblock]" msgstr "" #: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml msgid "2D Navigation Astar Demo" msgstr "" #: doc/classes/PoolVector2Array.xml msgid "" "Constructs a new [PoolVector2Array]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" #: doc/classes/PoolVector2Array.xml #, fuzzy msgid "Appends a [PoolVector2Array] at the end of this array." msgstr "配列の末尾に要素を追加します。" #: doc/classes/PoolVector2Array.xml msgid "Inserts a [Vector2] at the end." msgstr "" #: doc/classes/PoolVector2Array.xml msgid "Changes the [Vector2] at the given index." msgstr "" #: doc/classes/PoolVector3Array.xml msgid "A pooled array of [Vector3]." msgstr "" #: doc/classes/PoolVector3Array.xml msgid "" "An array specifically designed to hold [Vector3]. Optimized for memory " "usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference. This means " "that when [i]mutating[/i] a class property of type [PoolVector3Array] or " "mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes " "will be lost:\n" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" "print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "var pool_array = array[0]\n" "pool_array.push_back(Vector3(12, 34, 56))\n" "array[0] = pool_array\n" "print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an " "Array)\n" "[/codeblock]" msgstr "" #: doc/classes/PoolVector3Array.xml msgid "" "Constructs a new [PoolVector3Array]. Optionally, you can pass in a generic " "[Array] that will be converted." msgstr "" #: doc/classes/PoolVector3Array.xml #, fuzzy msgid "Appends a [PoolVector3Array] at the end of this array." msgstr "配列の末尾に要素を追加します。" #: doc/classes/PoolVector3Array.xml msgid "Inserts a [Vector3] at the end." msgstr "" #: doc/classes/PoolVector3Array.xml msgid "Changes the [Vector3] at the given index." msgstr "" #: doc/classes/Popup.xml msgid "Base container control for popups and dialogs." msgstr "" #: doc/classes/Popup.xml msgid "" "Popup is a base [Control] used to show dialogs and popups. It's a subwindow " "and modal by default (see [Control]) and has helpers for custom popup " "behavior. All popup methods ensure correct placement within the viewport." msgstr "" #: doc/classes/Popup.xml msgid "Popup (show the control in modal form)." msgstr "" #: doc/classes/Popup.xml msgid "" "Popup (show the control in modal form) in the center of the screen relative " "to its current canvas transform, at the current size, or at a size " "determined by [code]size[/code]." msgstr "" #: doc/classes/Popup.xml msgid "" "Popup (show the control in modal form) in the center of the screen relative " "to the current canvas transform, clamping the size to [code]size[/code], " "then ensuring the popup is no larger than the viewport size multiplied by " "[code]fallback_ratio[/code]." msgstr "" #: doc/classes/Popup.xml msgid "" "Popup (show the control in modal form) in the center of the screen relative " "to the current canvas transform, ensuring the size is never smaller than " "[code]minsize[/code]." msgstr "" #: doc/classes/Popup.xml msgid "" "Popup (show the control in modal form) in the center of the screen relative " "to the current canvas transform, scaled at a ratio of size of the screen." msgstr "" #: doc/classes/Popup.xml msgid "Shrink popup to keep to the minimum size of content." msgstr "" #: doc/classes/Popup.xml msgid "" "If [code]true[/code], the popup will not be hidden when a click event occurs " "outside of it, or when it receives the [code]ui_cancel[/code] action event.\n" "[b]Note:[/b] Enabling this property doesn't affect the Close or Cancel " "buttons' behavior in dialogs that inherit from this class. As a workaround, " "you can use [method WindowDialog.get_close_button] or [method " "ConfirmationDialog.get_cancel] and hide the buttons in question by setting " "their [member CanvasItem.visible] property to [code]false[/code]." msgstr "" #: doc/classes/Popup.xml msgid "" "Emitted when a popup is about to be shown. This is often used in [PopupMenu] " "to clear the list of options then create a new one according to the current " "context." msgstr "" #: doc/classes/Popup.xml msgid "Emitted when a popup is hidden." msgstr "" #: doc/classes/Popup.xml msgid "Notification sent right after the popup is shown." msgstr "" #: doc/classes/Popup.xml msgid "Notification sent right after the popup is hidden." msgstr "" #: doc/classes/PopupDialog.xml #, fuzzy msgid "Base class for popup dialogs." msgstr "オーディオストリームの基底クラスです。" #: doc/classes/PopupDialog.xml msgid "" "PopupDialog is a base class for popup dialogs, along with [WindowDialog]." msgstr "" #: doc/classes/PopupDialog.xml msgid "Sets a custom [StyleBox] for the panel of the [PopupDialog]." msgstr "" #: doc/classes/PopupMenu.xml msgid "PopupMenu displays a list of options." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " "in toolbars or context menus.\n" "[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " "searching within the list while the control is focused. Press a key that " "matches the first letter of an item's name to select the first item starting " "with the given letter. After that point, there are two ways to perform " "incremental search: 1) Press the same key again before the timeout duration " "to select the next item starting with the same letter. 2) Press letter keys " "that match the rest of the word before the timeout duration to match to " "select the item in question directly. Both of these actions will be reset to " "the beginning of the list if the timeout duration has passed since the last " "keystroke was registered. You can adjust the timeout duration by changing " "[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Adds a new checkable item with text [code]label[/code].\n" "An [code]id[/code] can optionally be provided, as well as an accelerator " "([code]accel[/code]). If no [code]id[/code] is provided, one will be created " "from the index. If no [code]accel[/code] is provided then the default " "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for " "more info on accelerators.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Adds a new checkable item and assigns the specified [ShortCut] to it. Sets " "the label of the checkbox to the [ShortCut]'s name.\n" "An [code]id[/code] can optionally be provided. If no [code]id[/code] is " "provided, one will be created from the index.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Adds a new checkable item with text [code]label[/code] and icon " "[code]texture[/code].\n" "An [code]id[/code] can optionally be provided, as well as an accelerator " "([code]accel[/code]). If no [code]id[/code] is provided, one will be created " "from the index. If no [code]accel[/code] is provided then the default " "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for " "more info on accelerators.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Adds a new checkable item and assigns the specified [ShortCut] and icon " "[code]texture[/code] to it. Sets the label of the checkbox to the " "[ShortCut]'s name.\n" "An [code]id[/code] can optionally be provided. If no [code]id[/code] is " "provided, one will be created from the index.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Adds a new item with text [code]label[/code] and icon [code]texture[/code].\n" "An [code]id[/code] can optionally be provided, as well as an accelerator " "([code]accel[/code]). If no [code]id[/code] is provided, one will be created " "from the index. If no [code]accel[/code] is provided then the default " "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for " "more info on accelerators." msgstr "" #: doc/classes/PopupMenu.xml msgid "Same as [method add_icon_check_item], but uses a radio check button." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Same as [method add_icon_check_shortcut], but uses a radio check button." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Adds a new item and assigns the specified [ShortCut] and icon [code]texture[/" "code] to it. Sets the label of the checkbox to the [ShortCut]'s name.\n" "An [code]id[/code] can optionally be provided. If no [code]id[/code] is " "provided, one will be created from the index." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Adds a new item with text [code]label[/code].\n" "An [code]id[/code] can optionally be provided, as well as an accelerator " "([code]accel[/code]). If no [code]id[/code] is provided, one will be created " "from the index. If no [code]accel[/code] is provided then the default " "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for " "more info on accelerators." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Adds a new multistate item with text [code]label[/code].\n" "Contrarily to normal binary items, multistate items can have more than two " "states, as defined by [code]max_states[/code]. Each press or activate of the " "item will increase the state by one. The default value is defined by " "[code]default_state[/code].\n" "An [code]id[/code] can optionally be provided, as well as an accelerator " "([code]accel[/code]). If no [code]id[/code] is provided, one will be created " "from the index. If no [code]accel[/code] is provided then the default " "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for " "more info on accelerators." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Adds a new radio check button with text [code]label[/code].\n" "An [code]id[/code] can optionally be provided, as well as an accelerator " "([code]accel[/code]). If no [code]id[/code] is provided, one will be created " "from the index. If no [code]accel[/code] is provided then the default " "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for " "more info on accelerators.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Adds a new radio check button and assigns a [ShortCut] to it. Sets the label " "of the checkbox to the [ShortCut]'s name.\n" "An [code]id[/code] can optionally be provided. If no [code]id[/code] is " "provided, one will be created from the index.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Adds a separator between items. Separators also occupy an index, which you " "can set by using the [code]id[/code] parameter.\n" "A [code]label[/code] can optionally be provided, which will appear at the " "center of the separator." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Adds a [ShortCut].\n" "An [code]id[/code] can optionally be provided. If no [code]id[/code] is " "provided, one will be created from the index." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " "clicked. The [code]submenu[/code] argument is the name of the child " "[PopupMenu] node that will be shown when the item is clicked.\n" "An [code]id[/code] can optionally be provided. If no [code]id[/code] is " "provided, one will be created from the index." msgstr "" #: doc/classes/PopupMenu.xml msgid "Removes all items from the [PopupMenu]." msgstr "" #: doc/classes/PopupMenu.xml #, fuzzy msgid "" "Returns the index of the currently focused item. Returns [code]-1[/code] if " "no item is focused." msgstr "" "配列の最初の要素を削除して返します。配列が空の場合は[code]null[/code]を返しま" "す。" #: doc/classes/PopupMenu.xml msgid "" "Returns the accelerator of the item at index [code]idx[/code]. Accelerators " "are special combinations of keys that activate the item, no matter which " "control is focused." msgstr "" #: doc/classes/PopupMenu.xml msgid "Returns the number of items in the [PopupMenu]." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Returns the id of the item at index [code]idx[/code]. [code]id[/code] can be " "manually assigned, while index can not." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Returns the index of the item containing the specified [code]id[/code]. " "Index is automatically assigned to each item by the engine. Index can not be " "set manually." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Returns the metadata of the specified item, which might be of any type. You " "can set it with [method set_item_metadata], which provides a simple way of " "assigning context data to items." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Returns the [ShortCut] associated with the specified [code]idx[/code] item." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at index [code]idx[/code]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" #: doc/classes/PopupMenu.xml #, fuzzy msgid "" "Returns the tooltip associated with the specified index [code]idx[/code]." msgstr "インデックス [code]bus_idx[/code] のバスの音量を dB で返します。" #: doc/classes/PopupMenu.xml #, fuzzy msgid "" "Returns [code]true[/code] if the popup will be hidden when the window loses " "focus or not." msgstr "与えられたノード間に遷移がある場合、[code]true[/code] を返します。" #: doc/classes/PopupMenu.xml msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] is checkable " "in some way, i.e. if it has a checkbox or radio button.\n" "[b]Note:[/b] Checkable items just display a checkmark or radio button, but " "don't have any built-in checking behavior and must be checked/unchecked " "manually." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] is checked." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] is disabled. " "When it is disabled it can't be selected, or its action invoked.\n" "See [method set_item_disabled] for more info on how to disable an item." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] has radio " "button-style checkability.\n" "[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/" "unchecking items in radio groups." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Returns [code]true[/code] if the item is a separator. If it is, it will be " "displayed as a line. See [method add_separator] for more info on how to add " "a separator." msgstr "" #: doc/classes/PopupMenu.xml msgid "Returns [code]true[/code] if the specified item's shortcut is disabled." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Removes the item at index [code]idx[/code] from the menu.\n" "[b]Note:[/b] The indices of items after the removed item will be shifted by " "one." msgstr "" #: doc/classes/PopupMenu.xml #, fuzzy msgid "" "Sets the currently focused item as the given [code]index[/code].\n" "Passing [code]-1[/code] as the index makes so that no item is focused." msgstr "" "与えられた[code]id[/code]を持つ点の位置[code]position[/code]を設定します。" #: doc/classes/PopupMenu.xml msgid "Hides the [PopupMenu] when the window loses focus." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Sets the accelerator of the item at index [code]idx[/code]. Accelerators are " "special combinations of keys that activate the item, no matter which control " "is focused." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Sets whether the item at index [code]idx[/code] has a checkbox. If " "[code]false[/code], sets the type of the item to plain text.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Sets the type of the item at the specified index [code]idx[/code] to radio " "button. If [code]false[/code], sets the type of the item to plain text." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Mark the item at index [code]idx[/code] as a separator, which means that it " "would be displayed as a line. If [code]false[/code], sets the type of the " "item to plain text." msgstr "" #: doc/classes/PopupMenu.xml msgid "Sets the checkstate status of the item at index [code]idx[/code]." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Enables/disables the item at index [code]idx[/code]. When it is disabled, it " "can't be selected and its action can't be invoked." msgstr "" #: doc/classes/PopupMenu.xml #, fuzzy msgid "Replaces the [Texture] icon of the specified [code]idx[/code]." msgstr "指定した [code]name[/code] のサブノードを返します。" #: doc/classes/PopupMenu.xml msgid "Sets the [code]id[/code] of the item at index [code]idx[/code]." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Sets the metadata of an item, which may be of any type. You can later get it " "with [method get_item_metadata], which provides a simple way of assigning " "context data to items." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Sets the state of a multistate item. See [method add_multistate_item] for " "details." msgstr "" #: doc/classes/PopupMenu.xml msgid "Sets a [ShortCut] for the specified item [code]idx[/code]." msgstr "" #: doc/classes/PopupMenu.xml msgid "Disables the [ShortCut] of the specified index [code]idx[/code]." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at index [code]idx[/code]. The submenu is the " "name of a child [PopupMenu] node that would be shown when the item is " "clicked." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Sets the [String] tooltip of the item at the specified index [code]idx[/" "code]." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Toggles the check state of the item of the specified index [code]idx[/code]." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Cycle to the next state of a multistate item. See [method " "add_multistate_item] for details." msgstr "" #: doc/classes/PopupMenu.xml #, fuzzy msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys." msgstr "[code]true[/code] であれば、音声はステレオです。" #: doc/classes/PopupMenu.xml msgid "" "If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button " "is selected." msgstr "" #: doc/classes/PopupMenu.xml msgid "If [code]true[/code], hides the [PopupMenu] when an item is selected." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "If [code]true[/code], hides the [PopupMenu] when a state item is selected." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Sets the delay time in seconds for the submenu item to popup on mouse " "hovering. If the popup menu is added as a child of another (acting as a " "submenu), it will inherit the delay time of the parent menu item." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Emitted when user navigated to an item of some [code]id[/code] using " "[code]ui_up[/code] or [code]ui_down[/code] action." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Emitted when an item of some [code]id[/code] is pressed or its accelerator " "is activated." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Emitted when an item of some [code]index[/code] is pressed or its " "accelerator is activated." msgstr "" #: doc/classes/PopupMenu.xml msgid "The default text [Color] for menu items' names." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "The text [Color] used for shortcuts and accelerators that show next to the " "menu item name when defined. See [method get_item_accelerator] for more info " "on accelerators." msgstr "" #: doc/classes/PopupMenu.xml msgid "[Color] used for disabled menu items' text." msgstr "" #: doc/classes/PopupMenu.xml msgid "[Color] used for the hovered text." msgstr "" #: doc/classes/PopupMenu.xml msgid "[Color] used for labeled separators' text. See [method add_separator]." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "The horizontal space between the item's name and the shortcut text/submenu " "arrow." msgstr "" #: doc/classes/PopupMenu.xml msgid "The vertical space between each menu item." msgstr "" #: doc/classes/PopupMenu.xml msgid "[Font] used for the menu items." msgstr "" #: doc/classes/PopupMenu.xml #, fuzzy msgid "[Font] used for the labeled separator." msgstr "編集済みプロパティ用のヒントなし。" #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked radio button items." msgstr "" #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the unchecked radio button items." msgstr "" #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the submenu arrow." msgstr "" #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the unchecked checkbox items." msgstr "" #: doc/classes/PopupMenu.xml msgid "[StyleBox] displayed when the [PopupMenu] item is hovered." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[StyleBox] for the left side of labeled separator. See [method " "add_separator]." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[StyleBox] for the right side of labeled separator. See [method " "add_separator]." msgstr "" #: doc/classes/PopupMenu.xml msgid "Default [StyleBox] of the [PopupMenu] items." msgstr "" #: doc/classes/PopupMenu.xml msgid "[StyleBox] used when the [PopupMenu] item is disabled." msgstr "" #: doc/classes/PopupMenu.xml msgid "[StyleBox] used for the separators. See [method add_separator]." msgstr "" #: doc/classes/PopupPanel.xml msgid "Class for displaying popups with a panel background." msgstr "" #: doc/classes/PopupPanel.xml msgid "" "Class for displaying popups with a panel background. In some cases it might " "be simpler to use than [Popup], since it provides a configurable background. " "If you are making windows, better check [WindowDialog].\n" "If any [Control] node is added as a child of this [PopupPanel], it will be " "stretched to fit the panel's size (similar to how [PanelContainer] works)." msgstr "" #: doc/classes/PopupPanel.xml msgid "The background panel style of this [PopupPanel]." msgstr "" #: doc/classes/Portal.xml msgid "Portal nodes are used to enable visibility between [Room]s." msgstr "" #: doc/classes/Portal.xml msgid "" "[Portal]s are a special type of [MeshInstance] that allow the portal culling " "system to 'see' from one room to the next. They often correspond to doors " "and windows in level geometry. By only allowing [Camera]s to see through " "portals, this allows the system to cull out all the objects in rooms that " "cannot be seen through portals. This is a form of [b]occlusion culling[/b], " "and can greatly increase performance.\n" "There are some limitations to the form of portals:\n" "They must be single sided convex polygons, and usually you would orientate " "their front faces [b]outward[/b] from the [Room] they are placed in. The " "vertices should be positioned on a single plane (although their positioning " "does not have to be perfect).\n" "There is no need to place an opposite portal in an adjacent room, links are " "made two-way automatically." msgstr "" #: doc/classes/Portal.xml doc/classes/Room.xml msgid "Sets individual points. Primarily for use by the editor." msgstr "" #: doc/classes/Portal.xml msgid "" "This is a shortcut for setting the linked [Room] in the name of the [Portal] " "(the name is used during conversion)." msgstr "" #: doc/classes/Portal.xml msgid "" "The points defining the shape of the [Portal] polygon (which should be " "convex).\n" "These are defined in 2D, with [code]0,0[/code] being the origin of the " "[Portal] node's [member Spatial.global_transform].\n" "[b]Note:[/b] These raw points are sanitized for winding order internally." msgstr "" #: doc/classes/Portal.xml msgid "" "Visibility through [Portal]s can be turned on and off at runtime - this is " "useful for having closable doors." msgstr "" #: doc/classes/Portal.xml msgid "" "Some objects are so big that they may be present in more than one [Room] " "('sprawling'). As we often don't want objects that *just* breach the edges " "to be assigned to neighbouring rooms, you can assign an extra margin through " "the [Portal] to allow objects to breach without sprawling." msgstr "" #: doc/classes/Portal.xml msgid "" "Portals default to being two way - see through in both directions, however " "you can make them one way, visible from the source room only." msgstr "" #: doc/classes/Portal.xml msgid "" "In most cases you will want to use the default [Portal] margin in your " "portals (this is set in the [RoomManager]).\n" "If you want to override this default, set this value to [code]false[/code], " "and the local [member portal_margin] will take effect." msgstr "" #: doc/classes/Position2D.xml msgid "Generic 2D position hint for editing." msgstr "" #: doc/classes/Position2D.xml msgid "" "Generic 2D position hint for editing. It's just like a plain [Node2D], but " "it displays as a cross in the 2D editor at all times. You can set cross' " "visual size by using the gizmo in the 2D editor while the node is selected." msgstr "" #: doc/classes/Position3D.xml msgid "Generic 3D position hint for editing." msgstr "" #: doc/classes/Position3D.xml msgid "" "Generic 3D position hint for editing. It's just like a plain [Spatial], but " "it displays as a cross in the 3D editor at all times." msgstr "" #: doc/classes/PrimitiveMesh.xml msgid "" "Base class for all primitive meshes. Handles applying a [Material] to a " "primitive mesh." msgstr "" #: doc/classes/PrimitiveMesh.xml msgid "" "Base class for all primitive meshes. Handles applying a [Material] to a " "primitive mesh. Examples include [CapsuleMesh], [CubeMesh], [CylinderMesh], " "[PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh]." msgstr "" #: doc/classes/PrimitiveMesh.xml msgid "" "Returns mesh arrays used to constitute surface of [Mesh]. The result can be " "passed to [method ArrayMesh.add_surface_from_arrays] to create a new " "surface. For example:\n" "[codeblock]\n" "var c := CylinderMesh.new()\n" "var arr_mesh := ArrayMesh.new()\n" "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c." "get_mesh_arrays())\n" "[/codeblock]" msgstr "" #: doc/classes/PrimitiveMesh.xml msgid "" "If set, the order of the vertices in each triangle are reversed resulting in " "the backside of the mesh being drawn.\n" "This gives the same result as using [constant SpatialMaterial.CULL_BACK] in " "[member SpatialMaterial.params_cull_mode]." msgstr "" #: doc/classes/PrimitiveMesh.xml msgid "The current [Material] of the primitive mesh." msgstr "" #: doc/classes/PrismMesh.xml msgid "Class representing a prism-shaped [PrimitiveMesh]." msgstr "" #: doc/classes/PrismMesh.xml msgid "" "Displacement of the upper edge along the X axis. 0.0 positions edge straight " "above the bottom-left edge." msgstr "" #: doc/classes/PrismMesh.xml msgid "Size of the prism." msgstr "" #: doc/classes/PrismMesh.xml msgid "Number of added edge loops along the Z axis." msgstr "" #: doc/classes/PrismMesh.xml msgid "Number of added edge loops along the Y axis." msgstr "" #: doc/classes/PrismMesh.xml msgid "Number of added edge loops along the X axis." msgstr "" #: doc/classes/ProceduralSky.xml msgid "" "Type of [Sky] that is generated procedurally based on user input parameters." msgstr "" #: doc/classes/ProceduralSky.xml msgid "" "ProceduralSky provides a way to create an effective background quickly by " "defining procedural parameters for the sun, the sky and the ground. The sky " "and ground are very similar, they are defined by a color at the horizon, " "another color, and finally an easing curve to interpolate between these two " "colors. Similarly, the sun is described by a position in the sky, a color, " "and an easing curve. However, the sun also defines a minimum and maximum " "angle, these two values define at what distance the easing curve begins and " "ends from the sun, and thus end up defining the size of the sun in the sky.\n" "The ProceduralSky is updated on the CPU after the parameters change. It is " "stored in a texture and then displayed as a background in the scene. This " "makes it relatively unsuitable for real-time updates during gameplay. " "However, with a small enough texture size, it can still be updated " "relatively frequently, as it is updated on a background thread when multi-" "threading is available." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Color of the ground at the bottom." msgstr "" #: doc/classes/ProceduralSky.xml msgid "" "How quickly the [member ground_horizon_color] fades into the [member " "ground_bottom_color]." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Amount of energy contribution from the ground." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Color of the ground at the horizon." msgstr "" #: doc/classes/ProceduralSky.xml msgid "" "How quickly the [member sky_horizon_color] fades into the [member " "sky_top_color]." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Amount of energy contribution from the sky." msgstr "" #: doc/classes/ProceduralSky.xml #, fuzzy msgid "Color of the sky at the horizon." msgstr "オブジェクトの色は背景に加算されます。" #: doc/classes/ProceduralSky.xml msgid "Color of the sky at the top." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Distance from center of sun where it fades out completely." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Distance from sun where it goes from solid to starting to fade." msgstr "" #: doc/classes/ProceduralSky.xml #, fuzzy msgid "The sun's color." msgstr "マテリアルの基本色です。" #: doc/classes/ProceduralSky.xml msgid "" "How quickly the sun fades away between [member sun_angle_min] and [member " "sun_angle_max]." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Amount of energy contribution from the sun." msgstr "" #: doc/classes/ProceduralSky.xml msgid "The sun's height using polar coordinates." msgstr "" #: doc/classes/ProceduralSky.xml msgid "The direction of the sun using polar coordinates." msgstr "" #: doc/classes/ProceduralSky.xml msgid "" "Size of [Texture] that the ProceduralSky will generate. The size is set " "using [enum TextureSize]." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Sky texture will be 256x128." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Sky texture will be 512x256." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Sky texture will be 1024x512. This is the default size." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Sky texture will be 2048x1024." msgstr "" #: doc/classes/ProceduralSky.xml msgid "Sky texture will be 4096x2048." msgstr "" #: doc/classes/ProceduralSky.xml #, fuzzy msgid "Represents the size of the [enum TextureSize] enum." msgstr "[enum TextureFilter] enumのサイズを表します。" #: doc/classes/ProgressBar.xml msgid "General-purpose progress bar." msgstr "" #: doc/classes/ProgressBar.xml msgid "General-purpose progress bar. Shows fill percentage from right to left." msgstr "" #: doc/classes/ProgressBar.xml msgid "If [code]true[/code], the fill percentage is displayed on the bar." msgstr "" #: doc/classes/ProgressBar.xml msgid "The color of the text." msgstr "" #: doc/classes/ProgressBar.xml msgid "The color of the text's shadow." msgstr "" #: doc/classes/ProgressBar.xml msgid "" "Font used to draw the fill percentage if [member percent_visible] is " "[code]true[/code]." msgstr "" #: doc/classes/ProgressBar.xml msgid "The style of the background." msgstr "" #: doc/classes/ProgressBar.xml msgid "The style of the progress (i.e. the part that fills the bar)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Contains global variables accessible from everywhere." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Contains global variables accessible from everywhere. Use [method " "get_setting], [method set_setting] or [method has_setting] to access them. " "Variables stored in [code]project.godot[/code] are also loaded into " "ProjectSettings, making this object very useful for reading custom game " "configuration options.\n" "When naming a Project Settings property, use the full path to the setting " "including the category. For example, [code]\"application/config/name\"[/" "code] for the project name. Category and property names can be viewed in the " "Project Settings dialog.\n" "[b]Feature tags:[/b] Project settings can be overridden for specific " "platforms and configurations (debug, release, ...) using [url=$DOCS_URL/" "tutorials/export/feature_tags.html]feature tags[/url].\n" "[b]Overriding:[/b] Any project setting can be overridden by creating a file " "named [code]override.cfg[/code] in the project's root directory. This can " "also be used in exported projects by placing this file in the same directory " "as the project binary. Overriding will still take the base project " "settings' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/" "url] in account. Therefore, make sure to [i]also[/i] override the setting " "with the desired feature tags if you want them to override base project " "settings on all platforms and configurations." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Adds a custom property info to a property. The dictionary must contain:\n" "- [code]name[/code]: [String] (the property's name)\n" "- [code]type[/code]: [int] (see [enum Variant.Type])\n" "- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and " "[code]hint_string[/code]: [String]\n" "[b]Example:[/b]\n" "[codeblock]\n" "ProjectSettings.set(\"category/property_name\", 0)\n" "\n" "var property_info = {\n" " \"name\": \"category/property_name\",\n" " \"type\": TYPE_INT,\n" " \"hint\": PROPERTY_HINT_ENUM,\n" " \"hint_string\": \"one,two,three\"\n" "}\n" "\n" "ProjectSettings.add_property_info(property_info)\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml msgid "Clears the whole configuration (not recommended, may break things)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Returns the order of a configuration value (influences when saved to the " "config file)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Returns the value of a setting.\n" "[b]Example:[/b]\n" "[codeblock]\n" "print(ProjectSettings.get_setting(\"application/config/name\"))\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Returns the absolute, native OS path corresponding to the localized " "[code]path[/code] (starting with [code]res://[/code] or [code]user://[/" "code]). The returned path will vary depending on the operating system and " "user preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths " "in Godot projects[/url] to see what those paths convert to. See also [method " "localize_path].\n" "[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work " "in an exported project. Instead, prepend the executable's base directory to " "the path when running from an exported project:\n" "[codeblock]\n" "var path = \"\"\n" "if OS.has_feature(\"editor\"):\n" " # Running from an editor binary.\n" " # `path` will contain the absolute path to `hello.txt` located in the " "project root.\n" " path = ProjectSettings.globalize_path(\"res://hello.txt\")\n" "else:\n" " # Running from an exported project.\n" " # `path` will contain the absolute path to `hello.txt` next to the " "executable.\n" " # This is *not* identical to using `ProjectSettings.globalize_path()` " "with a `res://` path,\n" " # but is close enough in spirit.\n" " path = OS.get_executable_path().get_base_dir().plus_file(\"hello.txt\")\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml msgid "Returns [code]true[/code] if a configuration value is present." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Loads the contents of the .pck or .zip file specified by [code]pack[/code] " "into the resource filesystem ([code]res://[/code]). Returns [code]true[/" "code] on success.\n" "[b]Note:[/b] If a file from [code]pack[/code] shares the same path as a file " "already in the resource filesystem, any attempts to load that file will use " "the file from [code]pack[/code] unless [code]replace_files[/code] is set to " "[code]false[/code].\n" "[b]Note:[/b] The optional [code]offset[/code] parameter can be used to " "specify the offset in bytes to the start of the resource pack. This is only " "supported for .pck files." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Returns the localized path (starting with [code]res://[/code]) corresponding " "to the absolute, native OS [code]path[/code]. See also [method " "globalize_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Returns [code]true[/code] if the specified property exists and its initial " "value differs from the current value." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Returns the specified property's initial value. Returns [code]null[/code] if " "the property does not exist." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Saves the configuration to the [code]project.godot[/code] file.\n" "[b]Note:[/b] This method is intended to be used by editor plugins, as " "modified [ProjectSettings] can't be loaded back in the running app. If you " "want to change project settings in exported projects, use [method " "save_custom] to save [code]override.cfg[/code] file." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Saves the configuration to a custom file. The file extension must be [code]." "godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/" "code] (to save in binary format). You can also save [code]override.cfg[/" "code] file, which is also text, but can be used in exported projects unlike " "other formats." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets the specified property's initial value. This is the value the property " "reverts to." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets the order of a configuration value (influences when saved to the config " "file)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets the value of a setting.\n" "[b]Example:[/b]\n" "[codeblock]\n" "ProjectSettings.set_setting(\"application/config/name\", \"Example\")\n" "[/codeblock]\n" "This can also be used to erase custom project settings. To do this change " "the setting value to [code]null[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Comma-separated list of custom Android modules (which must have been built " "in the Android export templates) using their Java package path, e.g. " "[code]\"org/godotengine/godot/MyCustomSingleton,com/example/foo/" "FrenchFriesFactory\"[/code].\n" "[b]Note:[/b] Since Godot 3.2.2, the [code]org/godotengine/godot/" "GodotPaymentV3[/code] module was deprecated and replaced by the " "[code]GodotPayment[/code] plugin which should be enabled in the Android " "export preset under [code]Plugins[/code] section. The singleton to access in " "code was also renamed to [code]GodotPayment[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Background color for the boot splash." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], scale the boot splash image to the full window size " "(preserving the aspect ratio) when the engine starts. If [code]false[/code], " "the engine will leave it at the default pixel size." msgstr "" "[code]true[/code]の場合、円柱の法線は、円柱が丸く見えるような滑らかな効果を与" "えるように設定されます。[code]false[/code]の場合、円柱は平らな陰影のある外観" "になります。" #: doc/classes/ProjectSettings.xml msgid "" "Path to an image used as the boot splash. If left empty, the default Godot " "Engine splash will be displayed instead.\n" "[b]Note:[/b] Only effective if [member application/boot_splash/show_image] " "is [code]true[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], displays the image specified in [member application/" "boot_splash/image] when the engine starts. If [code]false[/code], only " "displays the plain color specified in [member application/boot_splash/" "bg_color]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], applies linear filtering when scaling the image " "(recommended for high-resolution artwork). If [code]false[/code], uses " "nearest-neighbor interpolation (recommended for pixel art)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "This user directory is used for storing persistent data ([code]user://[/" "code] filesystem). If left empty, [code]user://[/code] resolves to a project-" "specific folder in Godot's own configuration folder (see [method OS." "get_user_data_dir]). If a custom directory name is defined, this name will " "be used instead and appended to the system-specific user data directory " "(same parent folder as the Godot configuration folder documented in [method " "OS.get_user_data_dir]).\n" "The [member application/config/use_custom_user_dir] setting must be enabled " "for this to take effect." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The project's description, displayed as a tooltip in the Project Manager " "when hovering the project." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Icon used for the project, set when project loads. Exporters will also use " "this icon when possible." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Icon set in [code].icns[/code] format used on macOS to set the game's icon. " "This is done automatically on start by calling [method OS.set_native_icon]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The project's name. It is used both by the Project Manager and by exporters. " "The project name can be translated by translating its value in localization " "files. The window title will be set to match the project name automatically " "on startup.\n" "[b]Note:[/b] Changing this value will also change the user data folder's " "path if [member application/config/use_custom_user_dir] is [code]false[/" "code]. After renaming the project, you will no longer be able to access " "existing data in [code]user://[/code] unless you rename the old folder to " "match the new project name. See [url=$DOCS_URL/tutorials/io/data_paths." "html]Data paths[/url] in the documentation for more information." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Specifies a file to override project settings. For example: [code]user://" "custom_settings.cfg[/code]. See \"Overriding\" in the [ProjectSettings] " "class description at the top for more information.\n" "[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/" "code] will still be read to override the project settings." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], the project will save user data to its own user " "directory (see [member application/config/custom_user_dir_name]). This " "setting is only effective on desktop platforms. A name must be set in the " "[member application/config/custom_user_dir_name] setting for this to take " "effect. If [code]false[/code], the project will save user data to [code](OS " "user data directory)/Godot/app_userdata/(project name)[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], the project will use a hidden directory ([code]." "import[/code]) for storing project-specific data (metadata, shader cache, " "etc.).\n" "If [code]false[/code], a non-hidden directory ([code]import[/code]) will be " "used instead.\n" "[b]Note:[/b] Restart the application after changing this setting.\n" "[b]Note:[/b] Changing this value can help on platforms or with third-party " "tools where hidden directory patterns are disallowed. Only modify this " "setting if you know that your environment requires it, as changing the " "default can impact compatibility with some external tools or plugins which " "expect the default [code].import[/code] folder." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Icon set in [code].ico[/code] format used on Windows to set the game's icon. " "This is done automatically on start by calling [method OS.set_native_icon]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Time samples for frame deltas are subject to random variation introduced by " "the platform, even when frames are displayed at regular intervals thanks to " "V-Sync. This can lead to jitter. Delta smoothing can often give a better " "result by filtering the input deltas to correct for minor fluctuations from " "the refresh rate.\n" "[b]Note:[/b] Delta smoothing is only attempted when [member display/window/" "vsync/use_vsync] is switched on, as it does not work well without V-Sync.\n" "It may take several seconds at a stable frame rate before the smoothing is " "initially activated. It will only be active on machines where performance is " "adequate to render frames at the refresh rate." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "[b]Experimental.[/b] Shifts the measurement of delta time for each frame to " "just after the drawing has taken place. This may lead to more consistent " "deltas and a reduction in frame stutters." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], disables printing to standard error. If [code]true[/" "code], this also hides error and warning messages printed by [method " "@GDScript.push_error] and [method @GDScript.push_warning]. See also [member " "application/run/disable_stdout].\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], disables printing to standard output. This is " "equivalent to starting the editor or project with the [code]--quiet[/code] " "command line argument. See also [member application/run/disable_stderr].\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], flushes the standard output stream every time a line " "is printed. This affects both terminal logging and file logging.\n" "When running a project, this setting must be enabled if you want logs to be " "collected by service managers such as systemd/journalctl. This setting is " "disabled by default on release builds, since flushing on every printed line " "will negatively affect performance if lots of lines are printed in a rapid " "succession. Also, if this setting is enabled, logged files will still be " "written successfully if the application crashes or is otherwise killed by " "the user (without being closed \"normally\").\n" "[b]Note:[/b] Regardless of this setting, the standard error stream " "([code]stderr[/code]) is always flushed when a line is printed to it.\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Debug build override for [member application/run/flush_stdout_on_print], as " "performance is less important during debugging.\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Forces a delay between frames in the main loop (in milliseconds). This may " "be useful if you plan to disable vertical synchronization." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables low-processor usage mode. This setting only " "works on desktop platforms. The screen is not redrawn if nothing changes " "visually. This is meant for writing applications and editors, but is pretty " "useless (and can hurt performance) in most games." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Amount of sleeping between frames when the low-processor usage mode is " "enabled (in microseconds). Higher values will result in lower CPU usage." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Path to the main scene file that will be loaded when the project runs." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Audio buses will disable automatically when sound goes below a given dB " "threshold for a given time. This saves CPU as effects assigned to that bus " "will no longer do any processing." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default [AudioBusLayout] resource file to use in the project, unless " "overridden by the scene." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Specifies the audio driver to use. This setting is platform-dependent as " "each platform supports different audio drivers. If left empty, the default " "audio driver will be used." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], microphone input will be allowed. This requires " "appropriate permissions to be set when exporting to Android or iOS.\n" "[b]Note:[/b] If the operating system blocks access to audio input devices " "(due to the user's privacy settings), audio capture will only return " "silence. On Windows 10 and later, make sure that apps are allowed to access " "the microphone in the OS' privacy settings." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The mixing rate used for audio (in Hz). In general, it's better to not touch " "this and leave it to the host operating system." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Safer override for [member audio/mix_rate] in the Web platform. Here " "[code]0[/code] means \"let the browser choose\" (since some browsers do not " "like forcing the mix rate)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Specifies the preferred output latency in milliseconds for audio. Lower " "values will result in lower audio latency at the cost of increased CPU " "usage. Low values may result in audible cracking on slower hardware.\n" "Audio output latency may be constrained by the host operating system and " "audio hardware drivers. If the host can not provide the specified audio " "output latency then Godot will attempt to use the nearest latency allowed by " "the host. As such you should always use [method AudioServer." "get_output_latency] to determine the actual audio output latency.\n" "[b]Note:[/b] This setting is ignored on Windows." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Safer override for [member audio/output_latency] in the Web platform, to " "avoid audio issues especially on mobile devices." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Setting to hardcode audio delay when playing video. Best to leave this " "untouched unless you know what you are doing." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The default compression level for gzip. Affects compressed scenes and " "resources. Higher levels result in smaller files at the cost of compression " "speed. Decompression speed is mostly unaffected by the compression level. " "[code]-1[/code] uses the default gzip compression level, which is identical " "to [code]6[/code] but could change in the future due to underlying zlib " "updates." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The default compression level for Zlib. Affects compressed scenes and " "resources. Higher levels result in smaller files at the cost of compression " "speed. Decompression speed is mostly unaffected by the compression level. " "[code]-1[/code] uses the default gzip compression level, which is identical " "to [code]6[/code] but could change in the future due to underlying zlib " "updates." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The default compression level for Zstandard. Affects compressed scenes and " "resources. Higher levels result in smaller files at the cost of compression " "speed. Decompression speed is mostly unaffected by the compression level." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-" "distance matching[/url] in Zstandard." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Largest size limit (in power of 2) allowed when compressing using long-" "distance matching with Zstandard. Higher values can result in better " "compression, but will require more memory when compressing and decompressing." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], displays getters and setters in autocompletion results " "in the script editor. This setting is meant to be used when porting old " "projects (Godot 2), as using member variables is the preferred style from " "Godot 3 onwards." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when a constant is used as a function." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], enables warnings when deprecated keywords such as " "[code]slave[/code] are used." msgstr "" "[code]true[/code] の場合、インデックス [code]bus_idx[/code] のバスをミュート" "します。" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables specific GDScript warnings (see [code]debug/" "gdscript/warnings/*[/code] settings). If [code]false[/code], disables all " "GDScript warnings." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], scripts in the [code]res://addons[/code] folder will " "not generate warnings." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], enables warnings when the type of the default value " "set to an exported variable is different than the specified export type." msgstr "[code]true[/code]の場合、法線マッピングが有効になります。" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], enables warnings when a function is declared with the " "same name as a constant." msgstr "" "[code]true[/code]の場合、オブジェクトは距離に関係なく同じサイズでレンダリング" "されます。" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when a function is declared with the " "same name as a variable. This will turn into an error in a future version " "when first-class functions become supported in GDScript." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when a function assigned to a " "variable may yield and return a function state instead of a value." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when using a function as if it was a " "property." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when a ternary operator may emit " "values with incompatible types." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when dividing an integer by another " "integer (the decimal part will be discarded)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when passing a floating-point value " "to a function that expects an integer (it will be converted and lose " "precision)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when using a property as if it was a " "function." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when calling a function without using " "its return value (by assigning it to a variable or using it as a function " "argument). Such return values are sometimes used to denote possible errors " "using the [enum Error] enum." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when defining a local or subclass " "member variable that would shadow a variable at an upper level (such as a " "member variable)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when calling an expression that has " "no effect on the surrounding code, such as writing [code]2 + 2[/code] as a " "statement." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when calling a ternary expression " "that has no effect on the surrounding code, such as writing [code]42 if " "active else 0[/code] as a statement." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], all warnings will be reported as if they were errors." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when using a variable that wasn't " "previously assigned." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when assigning a variable using an " "assignment operator like [code]+=[/code] if the variable wasn't previously " "assigned." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when unreachable code is detected " "(such as after a [code]return[/code] statement that will always be executed)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when using an expression whose type " "may not be compatible with the function parameter expected." msgstr "" #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], enables warnings when performing an unsafe cast." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when calling a method whose presence " "is not guaranteed at compile-time in the class." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when accessing a property whose " "presence is not guaranteed at compile-time in the class." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], enables warnings when a function parameter is unused." msgstr "" "[code]true[/code] の場合、シーンツリーに追加されたときにオーディオが再生され" "ます。" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "" "If [code]true[/code], enables warnings when a member variable is unused." msgstr "[code]true[/code]の場合、法線マッピングが有効になります。" #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], enables warnings when a signal is unused." msgstr "" #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], enables warnings when a local variable is unused." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when a variable is declared with the " "same name as a function. This will turn into an error in a future version " "when first-class functions become supported in GDScript." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when assigning the result of a " "function that returns [code]void[/code] to a variable." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Message to be displayed before the backtrace when the engine crashes. By " "default, this message is only used in exported projects due to the editor-" "only override applied to this setting." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Editor-only override for [member debug/settings/crash_handler/message]. Does " "not affect exported projects in debug or release mode." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Maximum number of frames per second allowed. The actual number of frames per " "second may still be below this value if the game is lagging. See also " "[member physics/common/physics_fps].\n" "If [member display/window/vsync/use_vsync] is enabled, it takes precedence " "and the forced FPS number cannot exceed the monitor's refresh rate.\n" "This setting is therefore mostly relevant for lowering the maximum FPS below " "VSync, e.g. to perform non-real-time rendering of static frames, or test the " "project under lag conditions.\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the rendering FPS cap at runtime, set [member Engine.target_fps] instead." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Maximum call stack allowed for debugging GDScript." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings which can help pinpoint where nodes " "are being incorrectly updated, which will result in incorrect interpolation " "and visual glitches.\n" "When a node is being interpolated, it is essential that the transform is set " "during [method Node._physics_process] (during a physics tick) rather than " "[method Node._process] (during a frame)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Maximum amount of functions per frame allowed when profiling." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Print frames per second to standard output every second." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Print more information to standard output when running. It displays " "information such as memory leaks, which scenes and resources are being " "loaded, etc." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Maximum call stack in visual scripting, to avoid infinite recursion." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Color of the contact points between collision shapes, visible when \"Visible " "Collision Shapes\" is enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets whether 2D physics will display collision outlines in game when " "\"Visible Collision Shapes\" is enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Maximum number of contact points between collision shapes to display when " "\"Visible Collision Shapes\" is enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Color of the collision shapes, visible when \"Visible Collision Shapes\" is " "enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Color of the disabled navigation geometry, visible when \"Visible " "Navigation\" is enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Color of the navigation geometry, visible when \"Visible Navigation\" is " "enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Custom image for the mouse cursor (limited to 256×256)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Hotspot for the custom mouse cursor image." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Position offset for tooltips, relative to the mouse cursor's hotspot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], allows HiDPI display on Windows, macOS, and the HTML5 " "platform. This setting has no effect on desktop Linux, as DPI-awareness " "fallbacks are not supported there." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], keeps the screen on (even in case of inactivity), so " "the screensaver does not take over. Works on desktop and mobile platforms." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The default screen orientation to use on mobile devices.\n" "[b]Note:[/b] When set to a portrait orientation, this project setting does " "not flip the project resolution's width and height automatically. Instead, " "you have to set [member display/window/size/width] and [member display/" "window/size/height] accordingly." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], the home indicator is hidden automatically. This only " "affects iOS devices without a physical home button." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], allows per-pixel transparency for the window " "background. This affects performance, so leave it on [code]false[/code] " "unless you need it.\n" "See [member OS.window_per_pixel_transparency_enabled] for more details.\n" "[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, " "and Android." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets the window background to transparent when it starts.\n" "See [member OS.window_per_pixel_transparency_enabled] for more details.\n" "[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, " "and Android." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Forces the main window to be always on top.\n" "[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Forces the main window to be borderless.\n" "[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets the main window to full screen when the project starts. Note that this " "is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless " "window is used to emulate fullscreen. On macOS, a new desktop is used to " "display the running project.\n" "Regardless of the platform, enabling fullscreen will change the window size " "to match the monitor's size. Therefore, make sure your project supports " "[url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple " "resolutions[/url] when enabling fullscreen mode.\n" "[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets the game's main viewport height. On desktop platforms, this is the " "default window size. Stretch mode settings also use this as a reference when " "enabled." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" "[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If greater than zero, overrides the window height when running the game. " "Useful for testing stretch modes." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If greater than zero, overrides the window width when running the game. " "Useful for testing stretch modes." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets the game's main viewport width. On desktop platforms, this is the " "default window size. Stretch mode settings also use this as a reference when " "enabled." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Specifies the tablet driver to use. If left empty, the default driver will " "be used." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables vertical synchronization. This eliminates " "tearing that may appear in moving scenes, at the cost of higher input " "latency and stuttering at lower framerates. If [code]false[/code], vertical " "synchronization will be disabled, however, many platforms will enforce it " "regardless (such as mobile platforms and HTML5)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]Use Vsync[/code] is enabled and this setting is [code]true[/code], " "enables vertical synchronization via the operating system's window " "compositor when in windowed mode and the compositor is enabled. This will " "prevent stutter in certain situations. (Windows only.)\n" "[b]Note:[/b] This option is experimental and meant to alleviate stutter " "experienced by some users. However, some users have experienced a Vsync " "framerate halving (e.g. from 60 FPS to 30 FPS) when using it." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The command-line arguments to append to Godot's own command line when " "running the project. This doesn't affect the editor itself.\n" "It is possible to make another executable run Godot by using the " "[code]%command%[/code] placeholder. The placeholder will be replaced with " "Godot's own command line. Program-specific arguments should be placed " "[i]before[/i] the placeholder, whereas Godot-specific arguments should be " "placed [i]after[/i] the placeholder.\n" "For example, this can be used to force the project to run on the dedicated " "GPU in a NVIDIA Optimus system on Linux:\n" "[codeblock]\n" "prime-run %command%\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default naming style for scene files to infer from their root nodes. " "Possible options are:\n" "- [code]0[/code] (Auto): Uses the scene root name as is without changing its " "casing.\n" "- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase " "casing.\n" "- [code]2[/code] (snake_case): Converts the scene root name to snake_case " "casing." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Search path for project-specific script templates. Godot will search for " "script templates both in the editor-specific path and in this project-" "specific path." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Text-based file extensions to include in the script editor's \"Find in " "Files\" feature. You can add e.g. [code]tscn[/code] if you wish to also " "parse your scene files, especially if you use built-in scripts which are " "serialized in the scene files." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Load the previously opened VCS plugin when the editor starts up. This is set " "to [code]true[/code] whenever a new VCS plugin is initialized." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Last loaded VCS plugin name. Used to autoload the plugin when the editor " "starts up." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default value for [member ScrollContainer.scroll_deadzone], which will be " "used for all [ScrollContainer]s unless overridden." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If enabled, the moment [member Viewport.gui_disable_input] is set to " "[code]false[/code] to disable GUI input in a viewport, current mouse over " "and mouse focus will be dropped.\n" "That behavior helps to keep a robust GUI state, with no surprises when input " "is resumed regardless what has happened in the meantime.\n" "If disabled, the legacy behavior is used, which consists in just not doing " "anything besides the GUI input disable itself.\n" "[b]Note:[/b] This is set to [code]true[/code] by default for new projects " "and is the recommended setting." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and " "UWP to follow interface conventions." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Path to a custom [Theme] resource file to use for the project ([code]theme[/" "code] or generic [code]tres[/code]/[code]res[/code] extension)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Path to a custom [Font] resource to use as default for all GUI elements of " "the project." msgstr "" #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], makes sure the theme used works with HiDPI." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Timer setting for incremental search in [Tree], [ItemList], etc. controls " "(in milliseconds)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Timer for detecting idle in [TextEdit] (in seconds)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Default delay for tooltips (in seconds)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to confirm a focused button, menu or list item, " "or validate input.\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 " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to discard a modal or pending input.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to move down 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 " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to go to the end position of a [Control] (e.g. " "last item in an [ItemList] or a [Tree]), matching the behavior of [constant " "KEY_END] on typical desktop UI systems.\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 " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to focus the next [Control] in the scene. The " "focus behavior can be configured via [member Control.focus_next].\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 " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to focus the previous [Control] in the scene. The " "focus behavior can be configured via [member Control.focus_previous].\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 " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to go to the start position of a [Control] (e.g. " "first item in an [ItemList] or a [Tree]), matching the behavior of [constant " "KEY_HOME] on typical desktop UI systems.\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 " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to move left 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 " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to go down a page in a [Control] (e.g. in an " "[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on " "typical desktop UI systems.\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 " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to go up a page in a [Control] (e.g. in an " "[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEUP] on " "typical desktop UI systems.\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 " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to move right 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 " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default [InputEventAction] to select an item in a [Control] (e.g. in an " "[ItemList] or a [Tree]).\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 " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml 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 " "to the action can however be modified." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], key/touch/joystick events will be flushed just before " "every idle and physics frame.\n" "If [code]false[/code], such events will be flushed only once per idle frame, " "between iterations of the engine.\n" "Enabling this can greatly improve the responsiveness to input, specially in " "devices that need to run multiple physics frames per visible (idle) frame, " "because they can't run at the target frame rate.\n" "[b]Note:[/b] Currently implemented only in Android." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], sends mouse input events when tapping or swiping on " "the touchscreen." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], sends touch input events when clicking or dragging the " "mouse." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Default delay for touch events. This only affects iOS devices." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 1. If left empty, the layer will " "display as \"Layer 1\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 10. If left empty, the layer will " "display as \"Layer 10\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 11. If left empty, the layer will " "display as \"Layer 11\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 12. If left empty, the layer will " "display as \"Layer 12\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 13. If left empty, the layer will " "display as \"Layer 13\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 14. If left empty, the layer will " "display as \"Layer 14\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 15. If left empty, the layer will " "display as \"Layer 15\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 16. If left empty, the layer will " "display as \"Layer 16\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 17. If left empty, the layer will " "display as \"Layer 17\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 18. If left empty, the layer will " "display as \"Layer 18\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 19. If left empty, the layer will " "display as \"Layer 19\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 2. If left empty, the layer will " "display as \"Layer 2\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 20. If left empty, the layer will " "display as \"Layer 20\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 21. If left empty, the layer will " "display as \"Layer 21\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 22. If left empty, the layer will " "display as \"Layer 22\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 23. If left empty, the layer will " "display as \"Layer 23\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 24. If left empty, the layer will " "display as \"Layer 24\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 25. If left empty, the layer will " "display as \"Layer 25\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 26. If left empty, the layer will " "display as \"Layer 26\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 27. If left empty, the layer will " "display as \"Layer 27\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 28. If left empty, the layer will " "display as \"Layer 28\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 29. If left empty, the layer will " "display as \"Layer 29\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 3. If left empty, the layer will " "display as \"Layer 3\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 30. If left empty, the layer will " "display as \"Layer 30\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 31. If left empty, the layer will " "display as \"Layer 31\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 32. If left empty, the layer will " "display as \"Layer 32\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 4. If left empty, the layer will " "display as \"Layer 4\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 5. If left empty, the layer will " "display as \"Layer 5\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 6. If left empty, the layer will " "display as \"Layer 6\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 7. If left empty, the layer will " "display as \"Layer 7\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 8. If left empty, the layer will " "display as \"Layer 8\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 9. If left empty, the layer will " "display as \"Layer 9\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 1." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 10." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 11." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 12." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 13." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 14." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 15." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 16." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 17." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 18." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 19." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 2." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 20." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 21." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 22." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 23." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 24." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 25." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 26." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 27." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 28." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 29." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 3." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 30." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 31." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 32." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 4." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 5." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 6." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 7." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 8." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 9." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 1." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 10." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 11." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 12." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 15." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 16." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 17." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 18." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 19." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 2." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 20." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 3." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 4." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 5." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 6." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 7." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 8." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D render layer 9." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 1. If left empty, the layer will " "display as \"Layer 1\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 10. If left empty, the layer will " "display as \"Layer 10\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 11. If left empty, the layer will " "display as \"Layer 11\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 12. If left empty, the layer will " "display as \"Layer 12\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 13. If left empty, the layer will " "display as \"Layer 13\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 14. If left empty, the layer will " "display as \"Layer 14\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 15. If left empty, the layer will " "display as \"Layer 15\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 16. If left empty, the layer will " "display as \"Layer 16\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 17. If left empty, the layer will " "display as \"Layer 17\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 18. If left empty, the layer will " "display as \"Layer 18\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 19. If left empty, the layer will " "display as \"Layer 19\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 2. If left empty, the layer will " "display as \"Layer 2\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 20. If left empty, the layer will " "display as \"Layer 20\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 21. If left empty, the layer will " "display as \"Layer 21\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 22. If left empty, the layer will " "display as \"Layer 22\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 23. If left empty, the layer will " "display as \"Layer 23\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 24. If left empty, the layer will " "display as \"Layer 24\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 25. If left empty, the layer will " "display as \"Layer 25\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 26. If left empty, the layer will " "display as \"Layer 26\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 27. If left empty, the layer will " "display as \"Layer 27\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 28. If left empty, the layer will " "display as \"Layer 28\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 29. If left empty, the layer will " "display as \"Layer 29\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 3. If left empty, the layer will " "display as \"Layer 3\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 30. If left empty, the layer will " "display as \"Layer 30\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 31. If left empty, the layer will " "display as \"Layer 31\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 32. If left empty, the layer will " "display as \"Layer 32\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 4. If left empty, the layer will " "display as \"Layer 4\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 5. If left empty, the layer will " "display as \"Layer 5\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 6. If left empty, the layer will " "display as \"Layer 6\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 7. If left empty, the layer will " "display as \"Layer 7\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 8. If left empty, the layer will " "display as \"Layer 8\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 9. If left empty, the layer will " "display as \"Layer 9\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 1." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 10." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 11." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 12." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 13." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 14." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 15." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 16." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 17." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 18." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 19." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 2." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 20." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 21." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 22." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 23." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 24." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 25." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 26." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 27." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 28." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 29." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 3." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 30." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 31." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 32." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 4." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 5." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 6." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 7." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 8." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 9." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 1." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 10." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 11." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 12." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 15." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 16." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 17." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 18." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 19." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 2." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 20." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 3." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 4." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 5." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 6." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 7." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 8." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 9." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The locale to fall back to if a translation isn't available in a given " "language. If left empty, [code]en[/code] (English) will be used." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If non-empty, this locale will be used when running the project from the " "editor." msgstr "" #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], logs all output to files." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Desktop override for [member logging/file_logging/enable_file_logging], as " "log files are not readily accessible on mobile/Web platforms." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Path to logs within the project. Using an [code]user://[/code] path is " "recommended." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Specifies the maximum amount of log files allowed (used for rotation)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Godot uses a message queue to defer some function calls. If you run out of " "space on it (you will see an error), you can increase the size here." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "This is used by servers when used in multi-threading mode (servers and " "visual). RIDs are preallocated to avoid stalling the server requesting them " "on threads. If servers get stalled too often when loading resources in a " "thread, increase this number." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The policy to use for unhandled Mono (C#) exceptions. The default " "\"Terminate Application\" exits the project as soon as an unhandled " "exception is thrown. \"Log Error\" logs an error message to the console " "instead, and will not interrupt the project execution when an unhandled " "exception is thrown.\n" "[b]Note:[/b] The unhandled exception policy is always set to \"Log Error\" " "in the editor, which also includes C# [code]tool[/code] scripts running " "within the editor as well as editor plugin code." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default cell height for 2D navigation maps. See [method Navigation2DServer." "map_set_cell_height].\n" "[b]Note:[/b] Currently not implemented." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default cell size for 2D navigation maps. See [method Navigation2DServer." "map_set_cell_size]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default edge connection margin for 2D navigation maps. See [method " "Navigation2DServer.map_set_edge_connection_margin]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default cell height for 3D navigation maps. See [method NavigationServer." "map_set_cell_height]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default cell size for 3D navigation maps. See [method NavigationServer." "map_set_cell_size]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default edge connection margin for 3D navigation maps. See [method " "NavigationServer.map_set_edge_connection_margin]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default map up vector for 3D navigation maps. See [method NavigationServer." "map_set_up]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Maximum amount of characters allowed to send as output from the debugger. " "Over this value, content is dropped. This helps not to stall the debugger " "connection." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Maximum number of errors allowed to be sent as output from the debugger. " "Over this value, content is dropped. This helps not to stall the debugger " "connection." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Maximum amount of messages allowed to send as output from the debugger. Over " "this value, content is dropped. This helps not to stall the debugger " "connection." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Maximum number of warnings allowed to be sent as output from the debugger. " "Over this value, content is dropped. This helps not to stall the debugger " "connection." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default size of packet peer stream for deserializing Godot data (in bytes, " "specified as a power of two). The default value [code]16[/code] is equal to " "65,536 bytes. Over this size, data is dropped." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Timeout (in seconds) for connection attempts using TCP." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent input packets for [WebSocketClient]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebSocketClient] output buffer." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent output packets for [WebSocketClient]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebSocketServer] input buffer." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent input packets for [WebSocketServer]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebSocketServer] output buffer." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent output packets for [WebSocketServer]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Amount of read ahead used by remote filesystem. Higher values decrease the " "effects of latency at the cost of higher bandwidth usage." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Page size used by remote filesystem (in bytes)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The CA certificates bundle to use for SSL connections. If this is set to a " "non-empty value, this will [i]override[/i] Godot's default [url=https://" "github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates." "crt]Mozilla certificate bundle[/url]. If left empty, the default certificate " "bundle will be used.\n" "If in doubt, leave this setting empty." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "When creating node names automatically, set the type of casing in this " "project. This is mostly an editor setting." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "What to use to separate node name from number. This is mostly an editor " "setting." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Size of the hash table used for the broad-phase 2D hash grid algorithm.\n" "[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is " "enabled." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Additional expansion applied to object bounds in the 2D physics bounding " "volume hierarchy. This can reduce BVH processing at the cost of a slightly " "coarser broadphase, which can stress the physics more in some situations.\n" "The default value will work well in most situations. A value of 0.0 will " "turn this optimization off, and larger values may work better for larger, " "faster moving objects.\n" "[b]Note:[/b] Used only if [member ProjectSettings.physics/2d/use_bvh] is " "enabled." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Cell size used for the broad-phase 2D hash grid algorithm (in pixels).\n" "[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is " "enabled." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The default angular damp in 2D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " "At value [code]0[/code] objects will keep moving with the same velocity. " "Values greater than [code]1[/code] will aim to reduce the velocity to " "[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " "to reduce the velocity to [code]0[/code] in half a second. A value equal to " "or greater than the physics frame rate ([member ProjectSettings.physics/" "common/physics_fps], [code]60[/code] by default) will bring the object to a " "stop in one iteration." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The default gravity strength in 2D (in pixels per second squared).\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the default gravity at runtime, use the following code sample:\n" "[codeblock]\n" "# Set the default gravity strength to 98.\n" "Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), " "Physics2DServer.AREA_PARAM_GRAVITY, 98)\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The default gravity direction in 2D.\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the default gravity vector at runtime, use the following code sample:\n" "[codeblock]\n" "# Set the default gravity direction to `Vector2(0, 1)`.\n" "Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), " "Physics2DServer.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The default linear damp in 2D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " "At value [code]0[/code] objects will keep moving with the same velocity. " "Values greater than [code]1[/code] will aim to reduce the velocity to " "[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " "to reduce the velocity to [code]0[/code] in half a second. A value equal to " "or greater than the physics frame rate ([member ProjectSettings.physics/" "common/physics_fps], [code]60[/code] by default) will bring the object to a " "stop in one iteration." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Threshold defining the surface size that constitutes a large object with " "regard to cells in the broad-phase 2D hash grid algorithm.\n" "[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is " "enabled." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets which physics engine to use for 2D physics.\n" "\"DEFAULT\" and \"GodotPhysics\" are the same, as there is currently no " "alternative 2D physics server implemented." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Threshold angular velocity under which a 2D physics body will be considered " "inactive. See [constant Physics2DServer." "SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Threshold linear velocity under which a 2D physics body will be considered " "inactive. See [constant Physics2DServer." "SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets whether physics is run on the main thread or a separate one. Running " "the server on a thread increases performance, but restricts API access to " "only physics process.\n" "[b]Warning:[/b] As of Godot 3.2, there are mixed reports about the use of a " "Multi-Threaded thread model for physics. Be sure to assess whether it does " "give you extra performance and no regressions when using it." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Time (in seconds) of inactivity before which a 2D physics body will put to " "sleep. See [constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Enables the use of bounding volume hierarchy instead of hash grid for 2D " "physics spatial partitioning. This may give better performance." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets whether the 3D physics world will be created with support for " "[SoftBody] physics. Only applies to the Bullet physics engine." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The default angular damp in 3D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " "At value [code]0[/code] objects will keep moving with the same velocity. " "Values greater than [code]1[/code] will aim to reduce the velocity to " "[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " "to reduce the velocity to [code]0[/code] in half a second. A value equal to " "or greater than the physics frame rate ([member ProjectSettings.physics/" "common/physics_fps], [code]60[/code] by default) will bring the object to a " "stop in one iteration." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The default gravity strength in 3D (in meters per second squared).\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the default gravity at runtime, use the following code sample:\n" "[codeblock]\n" "# Set the default gravity strength to 9.8.\n" "PhysicsServer.area_set_param(get_viewport().find_world().get_space(), " "PhysicsServer.AREA_PARAM_GRAVITY, 9.8)\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The default gravity direction in 3D.\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the default gravity vector at runtime, use the following code sample:\n" "[codeblock]\n" "# Set the default gravity direction to `Vector3(0, -1, 0)`.\n" "PhysicsServer.area_set_param(get_viewport().find_world().get_space(), " "PhysicsServer.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))\n" "[/codeblock]" msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The default linear damp in 3D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " "At value [code]0[/code] objects will keep moving with the same velocity. " "Values greater than [code]1[/code] will aim to reduce the velocity to " "[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " "to reduce the velocity to [code]0[/code] in half a second. A value equal to " "or greater than the physics frame rate ([member ProjectSettings.physics/" "common/physics_fps], [code]60[/code] by default) will bring the object to a " "stop in one iteration." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Additional expansion applied to object bounds in the 3D physics bounding " "volume hierarchy. This can reduce BVH processing at the cost of a slightly " "coarser broadphase, which can stress the physics more in some situations.\n" "The default value will work well in most situations. A value of 0.0 will " "turn this optimization off, and larger values may work better for larger, " "faster moving objects.\n" "[b]Note:[/b] Used only if [member ProjectSettings.physics/3d/godot_physics/" "use_bvh] is enabled." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Enables the use of bounding volume hierarchy instead of octree for 3D " "physics spatial partitioning. This may give better performance." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets which physics engine to use for 3D physics.\n" "\"DEFAULT\" is currently the [url=https://bulletphysics.org]Bullet[/url] " "physics engine. The \"GodotPhysics\" engine is still supported as an " "alternative." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], smooths out collision with trimesh shapes " "([ConcavePolygonShape]) by telling the Bullet physics engine to generate " "internal edge information for every trimesh shape created.\n" "[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to " "[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/" "code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Enables [member Viewport.physics_object_picking] on the root viewport." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If enabled, 2D and 3D physics picking behaves this way in relation to " "pause:\n" "- When pause is started, every collision object that is hovered or captured " "(3D only) is released from that condition, getting the relevant mouse-exit " "callback, unless its pause mode makes it immune to pause.\n" "- During pause, picking only considers collision objects immune to pause, " "sending input events and enter/exit callbacks to them as expected.\n" "If disabled, the legacy behavior is used, which consists in queuing the " "picking input events during pause (so nodes won't get them) and flushing " "that queue on resume, against the state of the 2D/3D world at that point." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. See also " "[member debug/settings/fps/force_fps].\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the physics FPS at runtime, set [member Engine.iterations_per_second] " "instead.\n" "[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at " "most. If more than 8 physics ticks have to be simulated per rendered frame " "to keep up with rendering, the game will appear to slow down (even if " "[code]delta[/code] is used consistently in physics calculations). Therefore, " "it is recommended not to increase [member physics/common/physics_fps] above " "240. Otherwise, the game will slow down when the rendering framerate goes " "below 30 FPS." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], the renderer will interpolate the transforms of " "physics objects between the last two transforms, such that smooth motion is " "seen when physics ticks do not coincide with rendered frames.\n" "[b]Note:[/b] When moving objects to new positions (rather than the usual " "physics motion) you may want to temporarily turn off interpolation to " "prevent a visible glitch. You can do this using the [method Node." "reset_physics_interpolation] function." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Controls how much physics ticks are synchronized with real time. For 0 or " "less, the ticks are synchronized. Such values are recommended for network " "games, where clock synchronization matters. Higher values cause higher " "deviation of in-game clock and real clock, but allows smoothing out " "framerate jitters. The default value of 0.5 should be fine for most; values " "above 2 could cause the game to react to dropped frames with a noticeable " "delay and are not recommended.\n" "[b]Note:[/b] For best results, when using a custom physics interpolation " "solution, the physics jitter fix should be disabled by setting [member " "physics/common/physics_jitter_fix] to [code]0[/code].\n" "[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member " "physics/common/physics_interpolation] is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the value at runtime, set [member Engine.physics_jitter_fix] instead." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "[b]Experimental.[/b] Calls [code]glBufferData[/code] with NULL data prior to " "uploading batching data. This may not be necessary but can be used for " "safety.\n" "[b]Note:[/b] Use with care. You are advised to leave this as default for " "exports. A non-default setting that works better on your machine may " "adversely affect performance for end users." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag " "for batching buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] " "flag.\n" "[b]Note:[/b] Use with care. You are advised to leave this as default for " "exports. A non-default setting that works better on your machine may " "adversely affect performance for end users." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "[b]Experimental.[/b] If set to on, this applies buffer orphaning - " "[code]glBufferData[/code] is called with NULL data and the full buffer size " "prior to uploading new data. This can be important to avoid stalling on some " "hardware.\n" "[b]Note:[/b] Use with care. You are advised to leave this as default for " "exports. A non-default setting that works better on your machine may " "adversely affect performance for end users." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag " "for legacy buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] " "flag.\n" "[b]Note:[/b] Use with care. You are advised to leave this as default for " "exports. A non-default setting that works better on your machine may " "adversely affect performance for end users." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Choose between fixed mode where corner scalings are preserved matching the " "artwork, and scaling mode.\n" "Not available in GLES3 when [member rendering/batching/options/use_batching] " "is off." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Some NVIDIA GPU drivers have a bug which produces flickering issues for the " "[code]draw_rect[/code] method, especially as used in [TileMap]. Refer to " "[url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/" "url] for details.\n" "If [code]true[/code], this option enables a \"safe\" code path for such " "NVIDIA GPUs at the cost of performance. This option affects GLES2 and GLES3 " "rendering, but only on desktop platforms." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], performs 2D skinning on the CPU rather than the GPU. " "This provides greater compatibility with a wide range of hardware, and also " "may be faster in some circumstances.\n" "Currently only available when [member rendering/batching/options/" "use_batching] is active.\n" "[b]Note:[/b] Antialiased software skinned polys are not supported, and will " "be rendered without antialiasing.\n" "[b]Note:[/b] Custom shaders that use the [code]VERTEX[/code] built-in " "operate with [code]VERTEX[/code] position [i]after[/i] skinning, whereas " "with hardware skinning, [code]VERTEX[/code] is the position [i]before[/i] " "skinning." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], forces snapping of vertices to pixels in 2D rendering. " "May help in some pixel art styles.\n" "This snapping is performed on the GPU in the vertex shader.\n" "Consider using the project setting [member rendering/batching/precision/" "uv_contract] to prevent artifacts." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "When batching is on, this regularly prints a frame diagnosis log. Note that " "this will degrade performance." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "[b]Experimental.[/b] For regression testing against the old renderer. If " "this is switched on, and [code]use_batching[/code] is set, the renderer will " "swap alternately between using the old renderer, and the batched renderer, " "on each frame. This makes it easy to identify visual differences. " "Performance will be degraded." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lights have the potential to prevent joining items, and break many of the " "performance benefits of batching. This setting enables some complex logic to " "allow joining items if their lighting is similar, and overlap tests pass. " "This can significantly improve performance in some games. Set to 0 to switch " "off. With large values the cost of overlap tests may lead to diminishing " "returns." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets the proportion of the total screen area (in pixels) that must be saved " "by a scissor operation in order to activate light scissoring. This can " "prevent parts of items being rendered outside the light area. Lower values " "scissor more aggressively. A value of 1 scissors none of the items, a value " "of 0 scissors every item. The power of 4 of the value is used, in order to " "emphasize the lower range, and multiplied by the total screen area in pixels " "to give the threshold. This can reduce fill rate requirements in scenes with " "a lot of lighting." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Enabling this setting uses the legacy method to draw batches containing only " "one rect. The legacy method is faster (approx twice as fast), but can cause " "flicker on some systems. In order to directly compare performance with the " "non-batching renderer you can set this to true, but it is recommended to " "turn this off unless you can guarantee your target hardware will work with " "this method." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Turns 2D batching on and off. Batching increases performance by reducing the " "amount of graphics API drawcalls." msgstr "" #: doc/classes/ProjectSettings.xml msgid "Switches on 2D batching within the editor." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Size of buffer reserved for batched vertices. Larger size enables larger " "batches, but there are diminishing returns for the memory used. This should " "only have a minor effect on performance." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Including color in the vertex format has a cost, however, not including " "color prevents batching across color changes. This threshold determines the " "ratio of [code]number of vertex color changes / total number of vertices[/" "code] above which vertices will be translated to colored format. A value of " "0 will always use colored vertices, 1 will never use colored vertices." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "In certain circumstances, the batcher can reorder items in order to better " "join them. This may result in better performance. An overlap test is needed " "however for each item lookahead, so there is a trade off, with diminishing " "returns. If you are getting no benefit, setting this to 0 will switch it off." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets the number of commands to lookahead to determine whether to batch " "render items. A value of 1 can join items consisting of single commands, 0 " "turns off joining. Higher values are in theory more likely to join, however " "this has diminishing returns and has a runtime cost so a small value is " "recommended." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "On some platforms (especially mobile), precision issues in shaders can lead " "to reading 1 texel outside of bounds, particularly where rects are scaled. " "This can particularly lead to border artifacts around tiles in tilemaps.\n" "This adjustment corrects for this by making a small contraction to the UV " "coordinates used. Note that this can result in a slight squashing of border " "texels." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The amount of UV contraction. This figure is divided by 1000000, and is a " "proportion of the total texture dimensions, where the width and height are " "both ranged from 0.0 to 1.0.\n" "Use the default unless correcting for a problem on particular hardware." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_HIGH]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_LOW]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_MEDIUM]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_ULTRA]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default background clear color. Overridable per [Viewport] using its " "[Environment]. See [member Environment.background_mode] and [member " "Environment.background_color] in particular. To change this default color " "programmatically, use [method VisualServer.set_default_clear_color]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "[Environment] that will be used as a fallback environment in case a scene " "does not specify its own environment. The default environment is loaded in " "at scene load time regardless of whether you have set an environment or not. " "If you do not rely on the fallback environment, it is best to delete " "[code]default_env.tres[/code], or to specify a different default environment " "here." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The use of half-float vertex compression may be producing rendering errors " "on some platforms (especially iOS). These have been seen particularly in " "particles. Disabling half-float may resolve these problems." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "iOS specific override for [member rendering/gles2/compatibility/" "disable_half_float], due to poor support for half-float vertex compression " "on many devices." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code] and available on the target Android device, enables " "high floating point precision for all shader computations in GLES2.\n" "[b]Warning:[/b] High floating point precision can be extremely slow on older " "devices and is often not available at all. Use with caution." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], every time an asynchronous shader compilation or an " "asynchronous shader reconstruction from cache starts or finishes, a line " "will be logged telling how many of those are happening.\n" "If the platform doesn't support parallel shader compile, but only the " "compile queue via a secondary GL context, what the message will tell is the " "number of shader compiles currently queued.\n" "[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" "shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" "code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "This is the maximum number of shaders that can be compiled (or reconstructed " "from cache) at the same time.\n" "At runtime, while that count is reached, other shaders that can be " "asynchronously compiled will just use their fallback, without their setup " "being started until the count gets lower.\n" "This is a way to balance the CPU work between running the game and compiling " "the shaders. The goal is to have as many asynchronous compiles in flight as " "possible without impacting the responsiveness of the game, which beyond some " "point would destroy the benefits of asynchronous compilation. In other " "words, you may be able to afford that the FPS lowers a bit, and that will " "already be better than the stalling that synchronous compilation could " "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" "[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" "shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The default is a very conservative override for [member rendering/gles3/" "shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" "[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" "shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The default is a very conservative override for [member rendering/gles3/" "shaders/max_simultaneous_compiles].\n" "Depending on the specific browsers you are targeting, you may want to raise " "it.\n" "[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" "shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" "[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" "shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " "smaller maximum size can be configured for mobile platforms, where storage " "space is more limited.\n" "[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" "shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " "smaller maximum size can be configured for web platforms, where storage " "space is more limited.\n" "[b]Note:[/b] Currently, shader caching is generally unavailable on web " "platforms.\n" "[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" "shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to [code]Asynchronous[/code] and available on the target device, " "asynchronous compilation of shaders is enabled (in contrast to " "[code]Asynchronous[/code]).\n" "That means that when a shader is first used under some new rendering " "situation, the game won't stall while such shader is being compiled. " "Instead, a fallback will be used and the real shader will be compiled in the " "background. Once the actual shader is compiled, it will be used the next " "times it's used to draw a frame.\n" "Depending on the async mode configured for a given material/shader, the " "fallback will be an \"ubershader\" (the default) or just skip rendering any " "item it is applied to.\n" "An ubershader is a very complex shader, slow but suited to any rendering " "situation, that the engine generates internally so it can be used from the " "beginning while the traditional conditioned, optimized version of it is " "being compiled.\n" "To reduce loading times after the project has been launched at least once, " "you can use [code]Asynchronous + Cache[/code]. This also causes the " "ubershaders to be cached into storage so they can be ready faster next time " "they are used (provided the platform provides support for it).\n" "[b]Note:[/b] Asynchronous compilation is currently only supported for " "spatial (3D) and particle materials/shaders. CanvasItem (2D) shaders will " "not use asynchronous compilation even if this setting is set to " "[code]Asynchronous[/code] or [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "An override for [member rendering/gles3/shaders/shader_compilation_mode], so " "asynchronous compilation can be disabled on mobile platforms.\n" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "An override for [member rendering/gles3/shaders/shader_compilation_mode], so " "asynchronous compilation can be disabled on web platforms.\n" "You may want to do that since certain browsers (especially on mobile " "platforms) generally won't support ubershaders due to their complexity." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Max buffer size for drawing polygons. Any polygon bigger than this will not " "work." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Max index buffer size for drawing polygons. Any polygon bigger than this " "will not work." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Max buffer size for drawing immediate objects (ImmediateGeometry nodes). " "Nodes using more than this size will not work." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Max number of lights renderable per object. This is further limited by " "hardware support. Most devices only support 409 lights, while many devices " "(especially mobile) only support 102. Setting this low will slightly reduce " "memory usage and may decrease shader compile times." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Max amount of elements renderable in a frame. If more elements than this are " "visible per frame, they will not be drawn. Keep in mind elements refer to " "mesh surfaces and not meshes themselves. Setting this low will slightly " "reduce memory usage and may decrease shader compile times, particularly on " "web. For most uses, the default value is suitable, but consider lowering as " "much as possible on web export." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Max number of lights renderable in a frame. If more lights than this number " "are used, they will be ignored. Setting this low will slightly reduce memory " "usage and may decrease shader compile times, particularly on web. For most " "uses, the default value is suitable, but consider lowering as much as " "possible on web export." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Max number of reflection probes renderable in a frame. If more reflection " "probes than this number are used, they will be ignored. Setting this low " "will slightly reduce memory usage and may decrease shader compile times, " "particularly on web. For most uses, the default value is suitable, but " "consider lowering as much as possible on web export." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Shaders have a time variable that constantly increases. At some point, it " "needs to be rolled back to zero to avoid precision errors on shader " "animations. This setting specifies when (in seconds)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], the texture importer will import lossless textures " "using the PNG format. Otherwise, it will default to using WebP." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The default compression level for lossless WebP. Higher levels result in " "smaller files at the cost of compression speed. Decompression speed is " "mostly unaffected by the compression level. Supported values are 0 to 9. " "Note that compression levels above 6 are very slow and offer very little " "savings." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "On import, mesh vertex data will be split into two streams within a single " "vertex buffer, one for position data and the other for interleaved " "attributes data. Recommended to be enabled if targeting mobile devices. " "Requires manual reimport of meshes after toggling." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Determines the maximum number of polygon occluders that will be used at any " "one time.\n" "Although you can have many occluders in a scene, each frame the system will " "choose from these the most relevant based on a screen space metric, in order " "to give the best overall performance.\n" "A greater number of polygons can potentially cull more objects, however the " "cost of culling calculations scales with the number of occluders." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Determines the maximum number of sphere occluders that will be used at any " "one time.\n" "Although you can have many occluders in a scene, each frame the system will " "choose from these the most relevant based on a screen space metric, in order " "to give the best overall performance." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The default convention is for portal normals to point outward (face outward) " "from the source room.\n" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " "conversion to [Portal] nodes." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Show conversion logs.\n" "[b]Note:[/b] This will automatically be disabled in exports." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], gameplay callbacks will be sent as [code]signals[/" "code]. If [code]false[/code], they will be sent as [code]notifications[/" "code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If enabled, while merging meshes, the system will also attempt to remove " "[Spatial] nodes that no longer have any children.\n" "Reducing the number of [Node]s in the scene tree can make traversal more " "efficient, but can be switched off in case you wish to use empty [Spatial]s " "for markers or some other purpose." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Show logs during PVS generation.\n" "[b]Note:[/b] This will automatically be disabled in exports." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Uses a simplified method of generating PVS (potentially visible set) data. " "The results may not be accurate where more than one portal join adjacent " "rooms.\n" "[b]Note:[/b] Generally you should only use this option if you encounter bugs " "when it is set to [code]false[/code], i.e. there are problems with the " "default method." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " "dynamic range. High dynamic range allows the use of [Color] values greater " "than 1. This must be set to [code]true[/code] for glow rendering to work if " "[member Environment.glow_hdr_threshold] is greater than or equal to " "[code]1.0[/code].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/depth/hdr] on mobile " "devices, due to performance concerns or driver support. This must be set to " "[code]true[/code] for glow rendering to work if [member Environment." "glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " "floating-point precision (32-bit) instead of half floating-point precision " "(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " "enabled.\n" "[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " "full floating-point precision is slower, and is generally only needed for " "advanced shaders that require a high level of precision. To reduce banding, " "enable [member rendering/quality/filters/use_debanding] instead.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], performs a previous depth pass before rendering " "materials. This increases performance in scenes with high overdraw, when " "complex materials and lighting are used." msgstr "" #: doc/classes/ProjectSettings.xml 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. This setting can be changed at run-time; the change " "will be applied immediately." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/directional_shadow/size] on " "mobile devices, due to performance concerns or driver support." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The video driver to use (\"GLES2\" or \"GLES3\").\n" "[b]Note:[/b] The backend in use can be overridden at runtime via the [code]--" "video-driver[/code] command line argument, or by the [member rendering/" "quality/driver/fallback_to_gles2] option if the target system does not " "support GLES3 and falls back to GLES2. In such cases, this property is not " "updated, so use [method OS.get_current_video_driver] to query it at run-time." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], allows falling back to the GLES2 driver if the GLES3 " "driver is not supported.\n" "[b]Note:[/b] The two video drivers are not drop-in replacements for each " "other, so a game designed for GLES3 might not work properly when falling " "back to GLES2. In particular, some features of the GLES3 backend are not " "available in GLES2. Enabling this setting also means that both ETC and ETC2 " "VRAM-compressed textures will be exported on Android and iOS, increasing the " "data pack's size." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Maximum anisotropic filter level used for textures with anisotropy enabled. " "Higher values will result in sharper textures when viewed from oblique " "angles, at the cost of performance. With the exception of [code]1[/code], " "only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/" "code], [code]16[/code]). A value of [code]1[/code] forcibly disables " "anisotropic filtering, even on textures where it is enabled.\n" "[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not " "enabled by default[/i] on textures. For this setting to have an effect, " "anisotropic texture filtering can be enabled by selecting a texture in the " "FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] " "checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is " "rarely useful in 2D, so only enable it for textures in 2D if it makes a " "meaningful visual difference.\n" "[b]Note:[/b] This property is only read when the project starts. There is " "currently no way to change this setting at run-time." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets the number of MSAA samples to use. MSAA is used to reduce aliasing " "around the edges of polygons. A higher MSAA value results in smoother edges " "but can be significantly slower on some hardware.\n" "[b]Note:[/b] MSAA is not available on HTML5 export using the GLES2 backend." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If set to a value greater than [code]0.0[/code], contrast-adaptive " "sharpening will be applied to the 3D viewport. This has a low performance " "cost and can be used to recover some of the sharpness lost from using FXAA. " "Values around [code]0.5[/code] generally give the best results. See also " "[member rendering/quality/filters/use_fxaa]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " "significantly less visible. In some cases, debanding may introduce a " "slightly noticeable dithering pattern. It's recommended to enable debanding " "only when actually needed since the dithering pattern will make lossless-" "compressed screenshots larger.\n" "[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/" "depth/hdr] must also be [code]true[/code] for debanding to be effective.\n" "[b]Note:[/b] There are known issues with debanding breaking rendering on " "mobile platforms. Due to this, it is recommended to leave this option " "disabled when targeting mobile platforms." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Enables FXAA in the root Viewport. FXAA is a popular screen-space " "antialiasing method, which is fast but will make the image look blurry, " "especially at lower resolutions. It can still work relatively well at large " "resolutions such as 1440p and 4K. Some of the lost sharpness can be " "recovered by enabling contrast-adaptive sharpening (see [member rendering/" "quality/filters/sharpen_intensity])." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], uses nearest-neighbor mipmap filtering when using " "mipmaps (also called \"bilinear filtering\"), which will result in visible " "seams appearing between mipmap stages. This may increase performance in " "mobile as less memory bandwidth is used. If [code]false[/code], linear " "mipmap filtering (also called \"trilinear filtering\") is used." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Strategy used for framebuffer allocation. The simpler it is, the less " "resources it uses (but the less features it supports). If set to \"2D " "Without Sampling\" or \"3D Without Effects\", sample buffers will not be " "allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/" "code] will not be available in shaders and post-processing effects such as " "glow will not be available in [Environment]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/intended_usage/" "framebuffer_allocation] on mobile devices, due to performance concerns or " "driver support." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Enable usage of bicubic sampling in baked lightmaps. This results in " "smoother looking lighting at the expense of more bandwidth usage. On GLES2, " "changes to this setting will only be applied upon restarting the application." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/lightmapping/" "use_bicubic_sampling] on mobile devices, in order to reduce bandwidth usage." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Size of the atlas used by reflection probes. A larger size can result in " "higher visual quality, while a smaller size will be faster and take up less " "memory." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Number of subdivisions to use for the reflection atlas. A higher number " "lowers the quality of each atlas, but allows you to use more." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], uses a high amount of samples to create blurred " "variants of reflection probes and panorama backgrounds (sky). Those blurred " "variants are used by rough materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/reflections/" "high_quality_ggx] on mobile devices, due to performance concerns or driver " "support." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Limits the size of the irradiance map which is normally determined by " "[member Sky.radiance_size]. A higher size results in a higher quality " "irradiance map similarly to [member rendering/quality/reflections/" "high_quality_ggx]. Use a higher value when using high-frequency HDRI maps, " "otherwise keep this as low as possible.\n" "[b]Note:[/b] Low and mid range hardware do not support complex irradiance " "maps well and may crash if this is set too high." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], uses texture arrays instead of mipmaps for reflection " "probes and panorama backgrounds (sky). This reduces jitter noise on " "reflections, but costs more performance and memory." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/reflections/" "texture_array_reflections] on mobile devices, due to performance concerns or " "driver support." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], uses faster but lower-quality Blinn model to generate " "blurred reflections instead of the GGX model." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_blinn_over_ggx] on mobile devices, due to performance concerns or " "driver support." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], uses faster but lower-quality Lambert material " "lighting model instead of Burley." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_lambert_over_burley] on mobile devices, due to performance concerns or " "driver support." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " "[ShaderMaterial] rendering. This can be used to improve performance on low-" "end mobile devices. The downside is that shading becomes much less accurate, " "with visible linear interpolation between vertices that are joined together. " "This can be compensated by ensuring meshes have a sufficient level of " "subdivision (but not too much, to avoid reducing performance). Some material " "features are also not supported when vertex shading is enabled.\n" "See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " "enable vertex shading on specific materials only.\n" "[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " "driver support. If lighting looks broken after exporting the project to a " "mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables new physical light attenuation for " "[OmniLight]s and [SpotLight]s. This results in more realistic lighting " "appearance with a very small performance cost. When physical light " "attenuation is enabled, lights will appear to be darker as a result of the " "new attenuation formula. This can be compensated by adjusting the lights' " "energy or attenuation values.\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Size for cubemap into which the shadow is rendered before being copied into " "the shadow atlas. A higher number can result in higher resolution shadows " "when used with a higher [member rendering/quality/shadow_atlas/size]. " "Setting higher than a quarter of the [member rendering/quality/shadow_atlas/" "size] will not result in a perceptible increase in visual quality." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Subdivision quadrant size for shadow mapping. See shadow mapping " "documentation." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Size for shadow atlas (used for OmniLights and SpotLights). The value will " "be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shadow_atlas/size] on " "mobile devices, due to performance concerns or driver support." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Shadow filter mode. Higher-quality settings result in smoother shadows that " "flicker less when moving. \"Disabled\" is the fastest option, but also has " "the lowest quality. \"PCF5\" is smoother but is also slower. \"PCF13\" is " "the smoothest option, but is also the slowest.\n" "[b]Note:[/b] When using the GLES2 backend, the \"PCF13\" option actually " "uses 16 samples to emulate linear filtering in the shader. This results in a " "shadow appearance similar to the one produced by the GLES3 backend." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shadows/filter_mode] on " "mobile devices, due to performance concerns or driver support." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Forces [MeshInstance] to always perform skinning on the CPU (applies to both " "GLES2 and GLES3).\n" "See also [member rendering/quality/skinning/software_skinning_fallback]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows [MeshInstance] to perform skinning on the CPU when the hardware " "doesn't support the default GPU skinning process with GLES2.\n" "If [code]false[/code], an alternative skinning process on the GPU is used in " "this case (slower in most cases).\n" "See also [member rendering/quality/skinning/force_software_skinning].\n" "[b]Note:[/b] When the software skinning fallback is triggered, custom vertex " "shaders will behave in a different way, because the bone transform will be " "already applied to the modelview matrix." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Additional expansion applied to object bounds in the 3D rendering bounding " "volume hierarchy. This can reduce BVH processing at the cost of a slightly " "reduced accuracy.\n" "The default value will work well in most situations. A value of 0.0 will " "turn this optimization off, and larger values may work better for larger, " "faster moving objects.\n" "[b]Note:[/b] Used only if [member ProjectSettings.rendering/quality/" "spatial_partitioning/use_bvh] is enabled." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The rendering octree balance can be changed to favor smaller ([code]0[/" "code]), or larger ([code]1[/code]) branches.\n" "Larger branches can increase performance significantly in some projects.\n" "[b]Note:[/b] Not used if [member ProjectSettings.rendering/quality/" "spatial_partitioning/use_bvh] is enabled." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Enables the use of bounding volume hierarchy instead of octree for rendering " "spatial partitioning. This may give better performance." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Improves quality of subsurface scattering, but cost significantly increases." msgstr "" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Quality setting for subsurface scattering (samples taken)." msgstr "サブサーフェス スキャタリング効果の強さ。" #: doc/classes/ProjectSettings.xml #, fuzzy msgid "Max radius used for subsurface scattering samples." msgstr "サブサーフェス スキャタリング効果の強さ。" #: doc/classes/ProjectSettings.xml msgid "" "Weight subsurface scattering samples. Helps to avoid reading samples from " "unrelated parts of the screen." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Use high-quality voxel cone tracing. This results in better-looking " "reflections, but is much more expensive on the GPU." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Thread model for rendering. Rendering on a thread can vastly improve " "performance, but synchronizing to the main thread can cause a bit more " "jitter." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], a thread safe version of BVH (bounding volume " "hierarchy) will be used in rendering and Godot physics.\n" "Try enabling this option if you see any visual anomalies in 3D (such as " "incorrect object visibility)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the BPTC algorithm. This texture compression algorithm is " "only supported on desktop platforms, and only when using the GLES3 " "renderer.\n" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression algorithm. This algorithm " "doesn't support alpha channels in textures.\n" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm. This texture " "compression algorithm is only supported when using the GLES3 renderer.\n" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the PowerVR Texture Compression algorithm. This texture " "compression algorithm is only supported on iOS.\n" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the S3 Texture Compression algorithm. This algorithm is only " "supported on desktop platforms and consoles.\n" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in " "pixels)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Objects can use this signal to restrict reading of settings only to " "situations where a change has been made." msgstr "" #: doc/classes/PropertyTweener.xml msgid "Interpolates an [Object]'s property over time." msgstr "" #: doc/classes/PropertyTweener.xml msgid "" "[PropertyTweener] is used to interpolate a property in an object. See " "[method SceneTreeTween.tween_property] for more usage information.\n" "[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way " "to create [PropertyTweener]. Any [PropertyTweener] created manually will not " "function correctly." msgstr "" #: doc/classes/PropertyTweener.xml msgid "" "When called, the final value will be used as a relative value instead. " "Example:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)." "as_relative() #the node will move by 100 pixels to the right\n" "[/codeblock]" msgstr "" #: doc/classes/PropertyTweener.xml msgid "" "Sets a custom initial value to the [PropertyTweener]. Example:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property(self, \"position\", Vector2(200, 100), 1)." "from(Vector2(100, 100) #this will move the node from position (100, 100) to " "(200, 100)\n" "[/codeblock]" msgstr "" #: doc/classes/PropertyTweener.xml msgid "" "Makes the [PropertyTweener] use the current property value (i.e. at the time " "of creating this [PropertyTweener]) as a starting point. This is equivalent " "of using [method from] with the current value. These two calls will do the " "same:\n" "[codeblock]\n" "tween.tween_property(self, \"position\", Vector2(200, 100), 1)." "from(position)\n" "tween.tween_property(self, \"position\", Vector2(200, 100), 1)." "from_current()\n" "[/codeblock]" msgstr "" #: doc/classes/PropertyTweener.xml msgid "" "Sets the time in seconds after which the [PropertyTweener] will start " "interpolating. By default there's no delay." msgstr "" #: doc/classes/ProximityGroup.xml msgid "General-purpose 3D proximity detection node." msgstr "" #: doc/classes/ProximityGroup.xml msgid "" "General-purpose proximity detection node. [ProximityGroup] can be used for " "[i]approximate[/i] distance checks, which are faster than exact distance " "checks using [method Vector3.distance_to] or [method Vector3." "distance_squared_to].\n" "[ProximityGroup] nodes are automatically grouped together, as long as they " "share the same [member group_name] and intersect with each other. By calling " "the [method broadcast], you can invoke a specified method with various " "parameters to all intersecting members.\n" "[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] " "coordinates. The coordinates are automatically calculated by calling [member " "grid_radius]. To allow [ProximityGroup] to find its peers (and perform " "automatic grouping), you need to define its [member group_name] to a non-" "empty [String]. As soon as this object's shape intersects with another " "[ProximityGroup] object' shape, and both share the same [member group_name], " "they will belong together for as long as they intersect.\n" "Since [ProximityGroup] doesn't rely the physics engine, you don't need to " "add any other node as a child (unlike [PhysicsBody]).\n" "The [ProximityGroup] uses the [SceneTree] groups in the background by " "calling the method [method Node.add_to_group] internally. The [SceneTree] " "group names are constructed by combining the [member group_name] with its " "coordinates, which are calculated using the [member grid_radius] you defined " "beforehand.\n" "[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] " "at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to " "[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)" "[/code] will create the following [SceneTree] group names:\n" "[codeblock]\n" "- \"planets|5|4|3\"\n" "- \"planets|5|4|4\"\n" "- \"planets|5|4|5\"\n" "- \"planets|5|4|6\"\n" "- \"planets|5|4|7\"\n" "- \"planets|5|4|8\"\n" "- \"planets|5|4|9\"\n" "- ...\n" "[/codeblock]\n" "If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with " "group name [code]\"planets\"[/code], and one of its coordinates is " "[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] " "group called [code]\"planets|5|4|7\"[/code]. However, since this group name " "already exists, this [ProximityGroup] object will be [i]added[/i] to the " "existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long " "as both nodes don't change their transform and stop intersecting (or exit " "the scene tree), they are grouped together. As long as this intersection " "exists, any call to [method broadcast] will affect [i]both[/i] " "[ProximityGroup] nodes.\n" "There are 3 caveats to keep in mind when using [ProximityGroup]:\n" "- The larger the grid radius, the more coordinates and the more [SceneTree] " "groups are created. This can have a performance impact if too many groups " "are created.\n" "- If the [ProximityGroup] node is transformed in any way (or is removed from " "the scene tree), the groupings will have to be recalculated. This can also " "have a performance impact.\n" "- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/" "code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, " "small grid radius values may lead to unwanted groupings.\n" "[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more " "effective and faster [VisibilityNotifier] functionality. For most use cases, " "[method Vector3.distance_to] or [method Vector3.distance_squared_to] are " "fast enough too, especially if you call them less often using a [Timer] node." msgstr "" #: doc/classes/ProximityGroup.xml msgid "" "Calls on all intersecting [ProximityGroup] the given method and parameters.\n" "If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), " "all calls are delegated to their respective parent [Node]." msgstr "" #: doc/classes/ProximityGroup.xml msgid "" "Specifies which node gets contacted on a call of method [method broadcast]." msgstr "" #: doc/classes/ProximityGroup.xml msgid "" "The size of the space in 3D units. This also sets the amount of coordinates " "required to calculate whether two [ProximityGroup] nodes are intersecting or " "not. Smaller [member grid_radius] values can be used for more precise " "proximity checks at the cost of performance, since more groups will be " "created." msgstr "" #: doc/classes/ProximityGroup.xml msgid "" "Specify the common group name, to let other [ProximityGroup] nodes know, if " "they should be auto-grouped with this node in case they intersect with each " "other.\n" "For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/" "code] and another called [code]\"Mars\"[/code], with both nodes having " "[code]\"planet\"[/code] as their [member group_name]. Give both planets a " "significantly larger [member grid_radius] than their actual radius, position " "them close enough and they'll be automatically grouped." msgstr "" #: doc/classes/ProximityGroup.xml msgid "" "Emitted when the user calls the [method broadcast] method and has set " "[member dispatch_mode] to [constant MODE_SIGNAL].\n" "The given method and its parameters are passed on to the listeners who " "connected to this signal of this object, as well as any [ProximityGroup] " "node this node is grouped together with.\n" "[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default " "[member dispatch_mode] is [constant MODE_PROXY]." msgstr "" #: doc/classes/ProximityGroup.xml msgid "This [ProximityGroup]'s parent will be target of [method broadcast]." msgstr "" #: doc/classes/ProximityGroup.xml msgid "" "This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when " "calling the [method broadcast] [i]method[/i]." msgstr "" #: doc/classes/QuadMesh.xml msgid "Class representing a square mesh." msgstr "" #: doc/classes/QuadMesh.xml msgid "" "Class representing a square [PrimitiveMesh]. This flat mesh does not have a " "thickness. By default, this mesh is aligned on the X and Y axes; this " "default rotation is more suited for use with billboarded materials. Unlike " "[PlaneMesh], this mesh doesn't provide subdivision options." msgstr "" #: doc/classes/QuadMesh.xml doc/classes/Viewport.xml #: doc/classes/ViewportTexture.xml msgid "2D in 3D Demo" msgstr "" #: doc/classes/QuadMesh.xml msgid "Offset of the generated Quad. Useful for particles." msgstr "" #: doc/classes/QuadMesh.xml msgid "Size on the X and Y axes." msgstr "" #: doc/classes/Quat.xml msgid "Quaternion." msgstr "" #: doc/classes/Quat.xml msgid "" "A unit quaternion used for representing 3D rotations. Quaternions need to be " "normalized to be used for rotation.\n" "It is similar to Basis, which implements matrix representation of rotations, " "and can be parametrized using both an axis-angle pair or Euler angles. Basis " "stores rotation, scale, and shearing, while Quat only stores rotation.\n" "Due to its compactness and the way it is stored in memory, certain " "operations (obtaining axis-angle and performing SLERP, in particular) are " "more efficient and robust against floating-point errors." msgstr "" #: doc/classes/Quat.xml msgid "Constructs a quaternion from the given [Basis]." msgstr "" #: doc/classes/Quat.xml msgid "" "Constructs a quaternion that will perform a rotation specified by Euler " "angles (in the YXZ convention: when decomposing, first Z, then X, and Y " "last), given in the vector format as (X angle, Y angle, Z angle)." msgstr "" #: doc/classes/Quat.xml msgid "" "Constructs a quaternion that will rotate around the given axis by the " "specified angle. The axis must be a normalized vector." msgstr "" #: doc/classes/Quat.xml msgid "Constructs a quaternion defined by the given values." msgstr "" #: doc/classes/Quat.xml msgid "" "Returns the angle between this quaternion and [code]to[/code]. This is the " "magnitude of the angle you would need to rotate by to get from one to the " "other.\n" "[b]Note:[/b] This method has an abnormally high amount of floating-point " "error, so methods such as [method @GDScript.is_zero_approx] will not work " "reliably." msgstr "" #: doc/classes/Quat.xml msgid "" "Performs a cubic spherical interpolation between quaternions [code]pre_a[/" "code], this vector, [code]b[/code], and [code]post_b[/code], by the given " "amount [code]weight[/code]." msgstr "" #: doc/classes/Quat.xml msgid "Returns the dot product of two quaternions." msgstr "" #: doc/classes/Quat.xml msgid "" "Returns Euler angles (in the YXZ convention: when decomposing, first Z, then " "X, and Y last) corresponding to the rotation represented by the unit " "quaternion. Returned vector contains the rotation angles in the format (X " "angle, Y angle, Z angle)." msgstr "" #: doc/classes/Quat.xml msgid "Returns the inverse of the quaternion." msgstr "" #: doc/classes/Quat.xml #, fuzzy msgid "" "Returns [code]true[/code] if this quaternion and [code]quat[/code] are " "approximately equal, by running [method @GDScript.is_equal_approx] on each " "component." msgstr "" "この [AABB] と [code]aabb[/code] がほぼ等しければ [code]true[/code] を返しま" "す。それぞれのコンポーネントで [method @GDScript.is_equal_approx] が呼ばれま" "す。" #: doc/classes/Quat.xml msgid "Returns whether the quaternion is normalized or not." msgstr "" #: doc/classes/Quat.xml msgid "Returns the length of the quaternion." msgstr "" #: doc/classes/Quat.xml msgid "Returns the length of the quaternion, squared." msgstr "" #: doc/classes/Quat.xml msgid "Returns a copy of the quaternion, normalized to unit length." msgstr "" #: doc/classes/Quat.xml msgid "" "Sets the quaternion to a rotation which rotates around axis by the specified " "angle, in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quat.xml msgid "" "Sets the quaternion to a rotation specified by Euler angles (in the YXZ " "convention: when decomposing, first Z, then X, and Y last), given in the " "vector format as (X angle, Y angle, Z angle)." msgstr "" #: doc/classes/Quat.xml msgid "" "Returns the result of the spherical linear interpolation between this " "quaternion and [code]to[/code] by amount [code]weight[/code].\n" "[b]Note:[/b] Both quaternions must be normalized." msgstr "" #: doc/classes/Quat.xml msgid "" "Returns the result of the spherical linear interpolation between this " "quaternion and [code]to[/code] by amount [code]weight[/code], but without " "checking if the rotation path is not bigger than 90 degrees." msgstr "" #: doc/classes/Quat.xml msgid "Returns a vector transformed (multiplied) by this quaternion." msgstr "" #: doc/classes/Quat.xml msgid "" "W component of the quaternion (real part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" #: doc/classes/Quat.xml msgid "" "X component of the quaternion (imaginary [code]i[/code] axis part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" #: doc/classes/Quat.xml msgid "" "Y component of the quaternion (imaginary [code]j[/code] axis part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" #: doc/classes/Quat.xml msgid "" "Z component of the quaternion (imaginary [code]k[/code] axis part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" #: doc/classes/Quat.xml msgid "" "The identity quaternion, representing no rotation. Equivalent to an identity " "[Basis] matrix. If a vector is transformed by an identity quaternion, it " "will not change." msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "A class for generating pseudo-random numbers." msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "RandomNumberGenerator is a class for generating pseudo-random numbers. It " "currently uses [url=http://www.pcg-random.org/]PCG32[/url].\n" "[b]Note:[/b] The underlying algorithm is an implementation detail. As a " "result, it should not be depended upon for reproducible random streams " "across Godot versions.\n" "To generate a random float number (within a given range) based on a time-" "dependant seed:\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" "func _ready():\n" " rng.randomize()\n" " var my_random_number = rng.randf_range(-10.0, 10.0)\n" "[/codeblock]\n" "[b]Note:[/b] The default values of [member seed] and [member state] " "properties are pseudo-random, and changes when calling [method randomize]. " "The [code]0[/code] value documented here is a placeholder, and not the " "actual default seed." msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "Random number generation" msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Generates a pseudo-random float between [code]0.0[/code] and [code]1.0[/" "code] (inclusive)." msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Generates a pseudo-random float between [code]from[/code] and [code]to[/" "code] (inclusive)." msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Generates a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" "distributed[/url] pseudo-random number, using Box-Muller transform with the " "specified [code]mean[/code] and a standard [code]deviation[/code]. This is " "also called Gaussian distribution." msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Generates a pseudo-random 32-bit unsigned integer between [code]0[/code] and " "[code]4294967295[/code] (inclusive)." msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Generates a pseudo-random 32-bit signed integer between [code]from[/code] " "and [code]to[/code] (inclusive)." msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "Setups a time-based seed to generator." msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Initializes the random number generator state based on the given seed value. " "A given seed will give a reproducible sequence of pseudo-random numbers.\n" "[b]Note:[/b] The RNG does not have an avalanche effect, and can output " "similar random streams given similar seeds. Consider using a hash function " "to improve your seed quality if they're sourced externally.\n" "[b]Note:[/b] Setting this property produces a side effect of changing the " "internal [member state], so make sure to initialize the seed [i]before[/i] " "modifying the [member state]:\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" "rng.seed = hash(\"Godot\")\n" "rng.state = 100 # Restore to some previously saved state.\n" "[/codeblock]\n" "[b]Warning:[/b] the getter of this property returns the previous [member " "state], and not the initial seed value, which is going to be fixed in Godot " "4.0." msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "The current state of the random number generator. Save and restore this " "property to restore the generator to a previous state:\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" "print(rng.randf())\n" "var saved_state = rng.state # Store current state.\n" "print(rng.randf()) # Advance internal state.\n" "rng.state = saved_state # Restore the state.\n" "print(rng.randf()) # Prints the same value as in previous.\n" "[/codeblock]\n" "[b]Note:[/b] Do not set state to arbitrary values, since the random number " "generator requires the state to have certain qualities to behave properly. " "It should only be set to values that came from the state property itself. To " "initialize the random number generator with arbitrary input, use [member " "seed] instead." msgstr "" #: doc/classes/Range.xml msgid "Abstract base class for range-based controls." msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " "[member value] between a [member min_value] and [member max_value], using a " "configured [member step] and [member page] size. See e.g. [ScrollBar] and " "[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml msgid "" "Binds two [Range]s together along with any ranges previously grouped with " "either of them. When any of range's member variables change, it will share " "the new value with all other ranges in its group." msgstr "" #: doc/classes/Range.xml msgid "Stops the [Range] from sharing its member variables with any other." msgstr "" #: doc/classes/Range.xml msgid "" "If [code]true[/code], [member value] may be greater than [member max_value]." msgstr "" #: doc/classes/Range.xml msgid "" "If [code]true[/code], [member value] may be less than [member min_value]." msgstr "" #: doc/classes/Range.xml msgid "" "If [code]true[/code], and [code]min_value[/code] is greater than 0, " "[code]value[/code] will be represented exponentially rather than linearly." msgstr "" #: doc/classes/Range.xml msgid "" "Maximum value. Range is clamped if [code]value[/code] is greater than " "[code]max_value[/code]." msgstr "" #: doc/classes/Range.xml msgid "" "Minimum value. Range is clamped if [code]value[/code] is less than " "[code]min_value[/code]." msgstr "" #: doc/classes/Range.xml msgid "" "Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size " "multiplied by [code]page[/code] over the difference between [code]min_value[/" "code] and [code]max_value[/code]." msgstr "" #: doc/classes/Range.xml msgid "The value mapped between 0 and 1." msgstr "" #: doc/classes/Range.xml msgid "" "If [code]true[/code], [code]value[/code] will always be rounded to the " "nearest integer." msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [code]value[/code] will always be rounded to a multiple " "of [code]step[/code]. If [code]rounded[/code] is also [code]true[/code], " "[code]value[/code] will first be rounded to a multiple of [code]step[/code] " "then rounded to the nearest integer." msgstr "" #: doc/classes/Range.xml msgid "Range's current value." msgstr "" #: doc/classes/Range.xml msgid "" "Emitted when [member min_value], [member max_value], [member page], or " "[member step] change." msgstr "" #: doc/classes/Range.xml msgid "" "Emitted when [member value] changes. When used on a [Slider], this is called " "continuously while dragging (potentially every frame). If you are performing " "an expensive operation in a function connected to [signal value_changed], " "consider using a [i]debouncing[/i] [Timer] to call the function less often.\n" "[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal " "value_changed] is also emitted when [code]value[/code] is set directly via " "code." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "Query the closest object intersecting a ray." msgstr "" #: doc/classes/RayCast.xml msgid "" "A RayCast represents a line from its origin to its destination position, " "[code]cast_to[/code]. It is used to query the 3D space in order to find the " "closest object along the path of the ray.\n" "RayCast can ignore some objects by adding them to the exception list via " "[code]add_exception[/code] or by setting proper filtering with collision " "layers and masks.\n" "RayCast can be configured to report collisions with [Area]s ([member " "collide_with_areas]) and/or [PhysicsBody]s ([member collide_with_bodies]).\n" "Only enabled raycasts will be able to query the space and report " "collisions.\n" "RayCast calculates intersection every physics frame (see [Node]), and the " "result is cached so it can be used later until the next frame. If multiple " "queries are required between physics frames (or during the same frame), use " "[method force_raycast_update] after adjusting the raycast." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Adds a collision exception so the ray does not report collisions with the " "specified node." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Adds a collision exception so the ray does not report collisions with the " "specified [RID]." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "Removes all collision exceptions for this ray." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Updates the collision information for the ray. Use this method to update the " "collision information immediately instead of waiting for the next " "[code]_physics_process[/code] call, for example if the ray or its parent has " "changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Returns the first object that the ray intersects, or [code]null[/code] if no " "object is intersecting the ray (i.e. [method is_colliding] returns " "[code]false[/code])." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Returns the shape ID of the first object that the ray intersects, or " "[code]0[/code] if no object is intersecting the ray (i.e. [method " "is_colliding] returns [code]false[/code])." msgstr "" #: doc/classes/RayCast.xml msgid "" "Returns [code]true[/code] if the bit index passed is turned on.\n" "[b]Note:[/b] Bit indices range from 0-19." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Returns the normal of the intersecting object's shape at the collision point." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Returns the collision point at which the ray intersects the closest object.\n" "[b]Note:[/b] This point is in the [b]global[/b] coordinate system." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Returns whether any object is intersecting with the ray's vector " "(considering the vector length)." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Removes a collision exception so the ray does report collisions with the " "specified node." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "Removes a collision exception so the ray does report collisions with the " "specified [RID]." msgstr "" #: doc/classes/RayCast.xml msgid "" "Sets the bit index passed to the [code]value[/code] passed.\n" "[b]Note:[/b] Bit indexes range from 0-19." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" "The ray's destination point, relative to the RayCast's [code]position[/code]." msgstr "" #: doc/classes/RayCast.xml #, fuzzy msgid "If [code]true[/code], collision with [Area]s will be reported." msgstr "[code]true[/code] であれば、テクスチャは中央になります。" #: doc/classes/RayCast.xml #, fuzzy msgid "If [code]true[/code], collision with [PhysicsBody]s will be reported." msgstr "[code]true[/code]の場合、[code]tap1[/code]が有効になります。" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml #, fuzzy msgid "" "The ray's collision mask. Only objects in at least one collision layer " "enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]Collision layers and " "masks[/url] in the documentation for more information." msgstr "" "このエリアの物理レイヤーです。衝突可能なオブジェクトは32個あるレイヤーのいず" "れにも存在できます。たとえば、オブジェクトAが、オブジェクトBのスキャンするレ" "イヤーに存在しているか、あるいはオブジェクトBが、オブジェクトAのスキャンする" "レイヤーに存在しているとき、接触が検知されます。[member collision_mask] も参" "照。" #: doc/classes/RayCast.xml msgid "" "The custom color to use to draw the shape in the editor and at run-time if " "[b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This " "color will be highlighted at run-time if the [RayCast] is colliding with " "something.\n" "If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in " "[member ProjectSettings.debug/shapes/collision/shape_color] is used." msgstr "" #: doc/classes/RayCast.xml msgid "" "If set to [code]1[/code], a line is used as the debug shape. Otherwise, a " "truncated pyramid is drawn to represent the [RayCast]. Requires [b]Visible " "Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug " "shape to be visible at run-time." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "If [code]true[/code], collisions will be reported." msgstr "" #: doc/classes/RayCast.xml #, fuzzy msgid "" "If [code]true[/code], collisions will be ignored for this RayCast's " "immediate parent." msgstr "[code]true[/code] の場合、反射における空の寄与が無視されます。" #: doc/classes/RayCast2D.xml msgid "" "A RayCast represents a line from its origin to its destination position, " "[code]cast_to[/code]. It is used to query the 2D space in order to find the " "closest object along the path of the ray.\n" "RayCast2D can ignore some objects by adding them to the exception list via " "[code]add_exception[/code], by setting proper filtering with collision " "layers, or by filtering object types with type masks.\n" "RayCast2D can be configured to report collisions with [Area2D]s ([member " "collide_with_areas]) and/or [PhysicsBody2D]s ([member " "collide_with_bodies]).\n" "Only enabled raycasts will be able to query the space and report " "collisions.\n" "RayCast2D calculates intersection every physics frame (see [Node]), and the " "result is cached so it can be used later until the next frame. If multiple " "queries are required between physics frames (or during the same frame) use " "[method force_raycast_update] after adjusting the raycast." msgstr "" #: doc/classes/RayCast2D.xml msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "" #: doc/classes/RayCast2D.xml msgid "If [code]true[/code], collision with [Area2D]s will be reported." msgstr "" #: doc/classes/RayCast2D.xml msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported." msgstr "" #: doc/classes/RayCast2D.xml msgid "" "If [code]true[/code], the parent node will be excluded from collision " "detection." msgstr "" #: doc/classes/RayShape.xml msgid "Ray shape for 3D collisions." msgstr "" #: doc/classes/RayShape.xml msgid "" "Ray shape for 3D collisions, which can be set into a [PhysicsBody] or " "[Area]. A ray is not really a collision body; instead, it tries to separate " "itself from whatever is touching its far endpoint. It's often useful for " "characters." msgstr "" #: doc/classes/RayShape.xml doc/classes/RayShape2D.xml msgid "The ray's length." msgstr "" #: doc/classes/RayShape.xml doc/classes/RayShape2D.xml msgid "If [code]true[/code], allow the shape to return the correct normal." msgstr "" #: doc/classes/RayShape2D.xml msgid "Ray shape for 2D collisions." msgstr "" #: doc/classes/RayShape2D.xml msgid "" "Ray shape for 2D collisions. A ray is not really a collision body; instead, " "it tries to separate itself from whatever is touching its far endpoint. It's " "often useful for characters." msgstr "" #: doc/classes/Rect2.xml #, fuzzy msgid "2D axis-aligned bounding box." msgstr "軸平行境界ボックス。" #: doc/classes/Rect2.xml #, fuzzy msgid "" "[Rect2] consists of a position, a size, and several utility functions. It is " "typically used for fast overlap tests.\n" "It uses floating-point coordinates.\n" "The 3D counterpart to [Rect2] is [AABB]." msgstr "" "AABBは位置、大きさ、およびいくつかのユーティリティ関数からなります。主に高速" "なオーバーラップ検出に使用されます。" #: doc/classes/Rect2.xml msgid "Constructs a [Rect2] by position and size." msgstr "" #: doc/classes/Rect2.xml msgid "Constructs a [Rect2] by x, y, width, and height." msgstr "" #: doc/classes/Rect2.xml msgid "" "Returns a [Rect2] with equivalent position and area, modified so that the " "top-left corner is the origin and [code]width[/code] and [code]height[/code] " "are positive." msgstr "" #: doc/classes/Rect2.xml msgid "Returns the intersection of this [Rect2] and b." msgstr "" #: doc/classes/Rect2.xml msgid "" "Returns [code]true[/code] if this [Rect2] completely encloses another one." msgstr "" #: doc/classes/Rect2.xml msgid "" "Returns a copy of this [Rect2] expanded to include a given point.\n" "[b]Example:[/b]\n" "[codeblock]\n" "# position (-3, 2), size (1, 1)\n" "var rect = Rect2(Vector2(-3, 2), Vector2(1, 1))\n" "# position (-3, -1), size (3, 4), so we fit both rect and Vector2(0, -1)\n" "var rect2 = rect.expand(Vector2(0, -1))\n" "[/codeblock]" msgstr "" #: doc/classes/Rect2.xml #, fuzzy msgid "Returns the area of the [Rect2]. See also [method has_no_area]." msgstr "" "要求されたサーフェスのフォーマットマスクを返します ([method " "add_surface_from_arrays]を参照)。" #: doc/classes/Rect2.xml msgid "" "Returns the center of the [Rect2], which is equal to [member position] + " "([member size] / 2)." msgstr "" #: doc/classes/Rect2.xml msgid "" "Returns a copy of the [Rect2] grown a given amount of units towards all the " "sides." msgstr "" #: doc/classes/Rect2.xml msgid "" "Returns a copy of the [Rect2] grown a given amount of units towards each " "direction individually." msgstr "" #: doc/classes/Rect2.xml msgid "" "Returns a copy of the [Rect2] grown a given amount of units towards the " "[enum Margin] direction." msgstr "" #: doc/classes/Rect2.xml msgid "" "Returns [code]true[/code] if the [Rect2] is flat or empty, [code]false[/" "code] otherwise. See also [method get_area].\n" "[b]Note:[/b] If the [Rect2] has a negative size and is not flat or empty, " "[method has_no_area] will return [code]true[/code]." msgstr "" #: doc/classes/Rect2.xml msgid "" "Returns [code]true[/code] if the [Rect2] contains a point. By convention, " "the right and bottom edges of the [Rect2] are considered exclusive, so " "points on these edges are [b]not[/b] included.\n" "[b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative " "size[/i]. Use [method abs] to get a positive sized equivalent rectangle to " "check for contained points." msgstr "" #: doc/classes/Rect2.xml msgid "" "Returns [code]true[/code] if the [Rect2] overlaps with [code]b[/code] (i.e. " "they have at least one point in common).\n" "If [code]include_borders[/code] is [code]true[/code], they will also be " "considered overlapping if their borders touch, even without intersection." msgstr "" #: doc/classes/Rect2.xml msgid "" "Returns [code]true[/code] if this [Rect2] and [code]rect[/code] are " "approximately equal, by calling [code]is_equal_approx[/code] on each " "component." msgstr "" #: doc/classes/Rect2.xml msgid "Returns a larger [Rect2] that contains this [Rect2] and [code]b[/code]." msgstr "" #: doc/classes/RectangleShape2D.xml msgid "Rectangle shape for 2D collisions." msgstr "" #: doc/classes/RectangleShape2D.xml msgid "" "Rectangle shape for 2D collisions. This shape is useful for modeling box-" "like 2D objects." msgstr "" #: doc/classes/RectangleShape2D.xml msgid "" "The rectangle's half extents. The width and height of this shape is twice " "the half extents." msgstr "" #: doc/classes/Reference.xml msgid "Base class for reference-counted objects." msgstr "" #: doc/classes/Reference.xml msgid "" "Base class for any object that keeps a reference count. [Resource] and many " "other helper objects inherit this class.\n" "Unlike other [Object] types, References keep an internal reference counter " "so that they are automatically released when no longer in use, and only " "then. References therefore do not need to be freed manually with [method " "Object.free].\n" "In the vast majority of use cases, instantiating and using [Reference]-" "derived types is all you need to do. The methods provided in this class are " "only for advanced users, and can cause issues if misused.\n" "[b]Note:[/b] In C#, references will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free references that are no longer in use. This means that unused references " "will linger on for a while before being removed." msgstr "" #: doc/classes/Reference.xml msgid "" "Initializes the internal reference counter. Use this only if you really know " "what you are doing.\n" "Returns whether the initialization was successful." msgstr "" #: doc/classes/Reference.xml msgid "" "Increments the internal reference counter. Use this only if you really know " "what you are doing.\n" "Returns [code]true[/code] if the increment was successful, [code]false[/" "code] otherwise." msgstr "" #: doc/classes/Reference.xml msgid "" "Decrements the internal reference counter. Use this only if you really know " "what you are doing.\n" "Returns [code]true[/code] if the decrement was successful, [code]false[/" "code] otherwise." msgstr "" #: doc/classes/ReferenceRect.xml msgid "Reference frame for GUI." msgstr "" #: doc/classes/ReferenceRect.xml msgid "" "A rectangle box that displays only a [member border_color] border color " "around its rectangle. [ReferenceRect] has no fill [Color]. If you need to " "display a rectangle filled with a solid color, consider using [ColorRect] " "instead." msgstr "" #: doc/classes/ReferenceRect.xml msgid "Sets the border [Color] of the [ReferenceRect]." msgstr "" #: doc/classes/ReferenceRect.xml msgid "" "Sets the border width of the [ReferenceRect]. The border grows both inwards " "and outwards with respect to the rectangle box." msgstr "" #: doc/classes/ReferenceRect.xml msgid "" "If set to [code]true[/code], the [ReferenceRect] will only be visible while " "in editor. Otherwise, [ReferenceRect] will be visible in game." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "Captures its surroundings to create fast, accurate reflections from a given " "point." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "Capture its surroundings as a dual paraboloid image, and stores versions of " "it with increasing levels of blur to simulate different material " "roughnesses.\n" "The [ReflectionProbe] is used to create high-quality reflections at a low " "performance cost (when [member update_mode] is [constant UPDATE_ONCE]). " "[ReflectionProbe]s can be blended together and with the rest of the scene " "smoothly. [ReflectionProbe]s can also be combined with [GIProbe] and screen-" "space reflections ([member Environment.ss_reflections_enabled]) to get more " "accurate reflections in specific areas. [ReflectionProbe]s render all " "objects within their [member cull_mask], so updating them can be quite " "expensive. It is best to update them once with the important static objects " "and then leave them as-is.\n" "[b]Note:[/b] Unlike [GIProbe], [ReflectionProbe]s only source their " "environment from a [WorldEnvironment] node. If you specify an [Environment] " "resource within a [Camera] node, it will be ignored by the " "[ReflectionProbe]. This can lead to incorrect lighting within the " "[ReflectionProbe].\n" "[b]Note:[/b] By default, Godot will only render 16 reflection probes. If you " "need more, increase the number of atlas subdivisions. This setting can be " "found in [member ProjectSettings.rendering/quality/reflections/" "atlas_subdiv].\n" "[b]Note:[/b] The GLES2 backend will only display two reflection probes at " "the same time for a single mesh. If possible, split up large meshes that " "span over multiple reflection probes into smaller ones." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "If [code]true[/code], enables box projection. This makes reflections look " "more correct in rectangle-shaped rooms by offsetting the reflection center " "depending on the camera's location.\n" "[b]Note:[/b] To better fit rectangle-shaped rooms that are not aligned to " "the grid, you can rotate the [ReflectionProbe] node." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "Sets the cull mask which determines what objects are drawn by this probe. " "Every [VisualInstance] with a layer included in this cull mask will be " "rendered by the probe. To improve performance, it is best to only include " "large objects which are likely to take up a lot of space in the reflection." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "If [code]true[/code], computes shadows in the reflection probe. This makes " "the reflection probe slower to render; you may want to disable this if using " "the [constant UPDATE_ALWAYS] [member update_mode]." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "The size of the reflection probe. The larger the extents the more space " "covered by the probe which will lower the perceived resolution. It is best " "to keep the extents only as large as you need them.\n" "[b]Note:[/b] To better fit areas that are not aligned to the grid, you can " "rotate the [ReflectionProbe] node." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "Defines the reflection intensity. Intensity modulates the strength of the " "reflection." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "Sets the ambient light color to be used when this probe is set to [member " "interior_enable]." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "Sets the contribution value for how much the reflection affects the ambient " "light for this reflection probe when set to [member interior_enable]. Useful " "so that ambient light matches the color of the room." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "Sets the energy multiplier for this reflection probe's ambient light " "contribution when set to [member interior_enable]." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "If [code]true[/code], reflections will ignore sky contribution. Ambient " "lighting is then controlled by the [code]interior_ambient_*[/code] " "properties." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "The maximum distance away from the [ReflectionProbe] an object can be before " "it is culled. Decrease this to improve performance, especially when using " "the [constant UPDATE_ALWAYS] [member update_mode].\n" "[b]Note:[/b] The maximum reflection distance is always at least equal to the " "[member extents]. This means that decreasing [member max_distance] will not " "always cull objects from reflections, especially if the reflection probe's " "[member extents] are already large." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "Sets the origin offset to be used when this [ReflectionProbe] is in [member " "box_projection] mode. This can be set to a non-zero value to ensure a " "reflection fits a rectangle-shaped room, while reducing the amount of " "objects that \"get in the way\" of the reflection." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "Sets how frequently the [ReflectionProbe] is updated. Can be [constant " "UPDATE_ONCE] or [constant UPDATE_ALWAYS]." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "Update the probe once on the next frame (recommended for most objects). The " "corresponding radiance map will be generated over the following six frames. " "This takes more time to update than [constant UPDATE_ALWAYS], but it has a " "lower performance cost and can result in higher-quality reflections. The " "ReflectionProbe is updated when its transform changes, but not when nearby " "geometry changes. You can force a [ReflectionProbe] update by moving the " "[ReflectionProbe] slightly in any direction." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "Update the probe every frame. This provides better results for fast-moving " "dynamic objects (such as cars). However, it has a significant performance " "cost. Due to the cost, it's recommended to only use one ReflectionProbe with " "[constant UPDATE_ALWAYS] at most per scene. For all other use cases, use " "[constant UPDATE_ONCE]." msgstr "" #: modules/regex/doc_classes/RegEx.xml msgid "Class for searching text for patterns using regular expressions." msgstr "" #: modules/regex/doc_classes/RegEx.xml msgid "" "A regular expression (or regex) is a compact language that can be used to " "recognise strings that follow a specific pattern, such as URLs, email " "addresses, complete sentences, etc. For instance, a regex of [code]ab[0-9][/" "code] would find any string that is [code]ab[/code] followed by any number " "from [code]0[/code] to [code]9[/code]. For a more in-depth look, you can " "easily find various tutorials and detailed explanations on the Internet.\n" "To begin, the RegEx object needs to be compiled with the search pattern " "using [method compile] before it can be used.\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"\\\\w-(\\\\d+)\")\n" "[/codeblock]\n" "The search pattern must be escaped first for GDScript before it is escaped " "for the expression. For example, [code]compile(\"\\\\d+\")[/code] would be " "read by RegEx as [code]\\d+[/code]. Similarly, [code]compile(\"\\\"(?:\\\\\\" "\\.|[^\\\"])*\\\"\")[/code] would be read as [code]\"(?:\\\\.|[^\"])*\"[/" "code].\n" "Using [method search], you can find the pattern within the given text. If a " "pattern is found, [RegExMatch] is returned and you can retrieve details of " "the results using methods such as [method RegExMatch.get_string] and [method " "RegExMatch.get_start].\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"\\\\w-(\\\\d+)\")\n" "var result = regex.search(\"abc n-0123\")\n" "if result:\n" " print(result.get_string()) # Would print n-0123\n" "[/codeblock]\n" "The results of capturing groups [code]()[/code] can be retrieved by passing " "the group number to the various methods in [RegExMatch]. Group 0 is the " "default and will always refer to the entire pattern. In the above example, " "calling [code]result.get_string(1)[/code] would give you [code]0123[/code].\n" "This version of RegEx also supports named capturing groups, and the names " "can be used to retrieve the results. If two or more groups have the same " "name, the name would only refer to the first one with a match.\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"d(?<digit>[0-9]+)|x(?<digit>[0-9a-f]+)\")\n" "var result = regex.search(\"the number is x2f\")\n" "if result:\n" " print(result.get_string(\"digit\")) # Would print 2f\n" "[/codeblock]\n" "If you need to process multiple results, [method search_all] generates a " "list of all non-overlapping results. This can be combined with a [code]for[/" "code] loop for convenience.\n" "[codeblock]\n" "for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n" " print(result.get_string(\"digit\"))\n" "# Would print 01 03 0 3f 42\n" "[/codeblock]\n" "[b]Example of splitting a string using a RegEx:[/b]\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"\\\\S+\") # Negated whitespace character class.\n" "var results = []\n" "for result in regex.search_all(\"One Two \\n\\tThree\"):\n" " results.push_back(result.get_string())\n" "# The `results` array now contains \"One\", \"Two\", \"Three\".\n" "[/codeblock]\n" "[b]Note:[/b] Godot's regex implementation is based on the [url=https://www." "pcre.org/]PCRE2[/url] library. You can view the full pattern reference " "[url=https://www.pcre.org/current/doc/html/pcre2pattern.html]here[/url].\n" "[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test " "regular expressions online." msgstr "" #: modules/regex/doc_classes/RegEx.xml msgid "" "This method resets the state of the object, as if it was freshly created. " "Namely, it unassigns the regular expression of this object." msgstr "" #: modules/regex/doc_classes/RegEx.xml msgid "" "Compiles and assign the search pattern to use. Returns [constant OK] if the " "compilation is successful. If an error is encountered, details are printed " "to standard output and an error is returned." msgstr "" #: modules/regex/doc_classes/RegEx.xml msgid "Returns the number of capturing groups in compiled pattern." msgstr "" #: modules/regex/doc_classes/RegEx.xml msgid "" "Returns an array of names of named capturing groups in the compiled pattern. " "They are ordered by appearance." msgstr "" #: modules/regex/doc_classes/RegEx.xml msgid "Returns the original search pattern that was compiled." msgstr "" #: modules/regex/doc_classes/RegEx.xml msgid "Returns whether this object has a valid search pattern assigned." msgstr "" #: modules/regex/doc_classes/RegEx.xml msgid "" "Searches the text for the compiled pattern. Returns a [RegExMatch] container " "of the first matching result if found, otherwise [code]null[/code]. The " "region to search within can be specified without modifying where the start " "and end anchor would be." msgstr "" #: modules/regex/doc_classes/RegEx.xml msgid "" "Searches the text for the compiled pattern. Returns an array of [RegExMatch] " "containers for each non-overlapping result. If no results were found, an " "empty array is returned instead. The region to search within can be " "specified without modifying where the start and end anchor would be." msgstr "" #: modules/regex/doc_classes/RegEx.xml msgid "" "Searches the text for the compiled pattern and replaces it with the " "specified string. Escapes and backreferences such as [code]$1[/code] and " "[code]$name[/code] are expanded and resolved. By default, only the first " "instance is replaced, but it can be changed for all instances (global " "replacement). The region to search within can be specified without modifying " "where the start and end anchor would be." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml msgid "Contains the results of a [RegEx] search." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml msgid "" "Contains the results of a single [RegEx] match returned by [method RegEx." "search] and [method RegEx.search_all]. It can be used to find the position " "and range of the match and its capturing groups, and it can extract its " "substring for you." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml msgid "" "Returns the end position of the match within the source string. The end " "position of capturing groups can be retrieved by providing its group number " "as an integer or its string name (if it's a named group). The default value " "of 0 refers to the whole pattern.\n" "Returns -1 if the group did not match or doesn't exist." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml msgid "Returns the number of capturing groups." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml msgid "" "Returns the starting position of the match within the source string. The " "starting position of capturing groups can be retrieved by providing its " "group number as an integer or its string name (if it's a named group). The " "default value of 0 refers to the whole pattern.\n" "Returns -1 if the group did not match or doesn't exist." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml msgid "" "Returns the substring of the match from the source string. Capturing groups " "can be retrieved by providing its group number as an integer or its string " "name (if it's a named group). The default value of 0 refers to the whole " "pattern.\n" "Returns an empty string if the group did not match or doesn't exist." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml msgid "" "A dictionary of named groups and its corresponding group number. Only groups " "that were matched are included. If multiple groups have the same name, that " "name would refer to the first matching one." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml msgid "An [Array] of the match and its capturing groups." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml msgid "" "The source string used with the search pattern to find this matching result." msgstr "" #: doc/classes/RemoteTransform.xml msgid "" "RemoteTransform pushes its own [Transform] to another [Spatial] derived Node " "in the scene." msgstr "" #: doc/classes/RemoteTransform.xml msgid "" "RemoteTransform pushes its own [Transform] to another [Spatial] derived Node " "(called the remote node) in the scene.\n" "It can be set to update another Node's position, rotation and/or scale. It " "can use either global or local coordinates." msgstr "" #: doc/classes/RemoteTransform.xml #, fuzzy msgid "" "[RemoteTransform] caches the remote node. It may not notice if the remote " "node disappears; [method force_update_cache] forces it to update the cache " "again." msgstr "" "[AnimationPlayer] はアニメーションノードをキャッシュします。そのノードが消え" "た場合でも気づかないかもしれません; [method clear_caches] は強制的にキャッ" "シュを再更新します。" #: doc/classes/RemoteTransform.xml msgid "" "The [NodePath] to the remote node, relative to the RemoteTransform's " "position in the scene." msgstr "" #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "If [code]true[/code], the remote node's position is updated." msgstr "" #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "If [code]true[/code], the remote node's rotation is updated." msgstr "" #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "If [code]true[/code], the remote node's scale is updated." msgstr "" #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml msgid "" "If [code]true[/code], global coordinates are used. If [code]false[/code], " "local coordinates are used." msgstr "" #: doc/classes/RemoteTransform2D.xml msgid "" "RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] " "derived Node in the scene." msgstr "" #: doc/classes/RemoteTransform2D.xml msgid "" "RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] " "derived Node (called the remote node) in the scene.\n" "It can be set to update another Node's position, rotation and/or scale. It " "can use either global or local coordinates." msgstr "" #: doc/classes/RemoteTransform2D.xml msgid "" "[RemoteTransform2D] caches the remote node. It may not notice if the remote " "node disappears; [method force_update_cache] forces it to update the cache " "again." msgstr "" #: doc/classes/RemoteTransform2D.xml msgid "" "The [NodePath] to the remote node, relative to the RemoteTransform2D's " "position in the scene." msgstr "" #: doc/classes/Resource.xml msgid "Base class for all resources." msgstr "" #: doc/classes/Resource.xml msgid "" "Resource is the base class for all Godot-specific resource types, serving " "primarily as data containers. Since they inherit from [Reference], resources " "are reference-counted and freed when no longer in use. They are also cached " "once loaded from disk, so that any further attempts to load a resource from " "a given path will return the same reference (all this in contrast to a " "[Node], which is not reference-counted and can be instanced from disk as " "many times as desired). Resources can be saved externally on disk or bundled " "into another object, such as a [Node] or another resource.\n" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " "will linger on for a while before being removed." msgstr "" #: doc/classes/Resource.xml msgid "Resources" msgstr "" #: doc/classes/Resource.xml msgid "" "Virtual function which can be overridden to customize the behavior value of " "[method setup_local_to_scene]." msgstr "" #: doc/classes/Resource.xml msgid "" "Duplicates the resource, returning a new resource with the exported members " "copied. [b]Note:[/b] To duplicate the resource the constructor is called " "without arguments. This method will error when the constructor doesn't have " "default values.\n" "By default, sub-resources are shared between resource copies for efficiency. " "This can be changed by passing [code]true[/code] to the [code]subresources[/" "code] argument which will copy the subresources.\n" "[b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method " "will only perform a shallow copy. Nested resources within subresources will " "not be duplicated and will still be shared.\n" "[b]Note:[/b] When duplicating a resource, only [code]export[/code]ed " "properties are copied. Other properties will be set to their default value " "in the new resource." msgstr "" #: doc/classes/Resource.xml msgid "" "Emits the [signal changed] signal.\n" "If external objects which depend on this resource should be updated, this " "method must be called manually whenever the state of this resource has " "changed (such as modification of properties).\n" "The method is equivalent to:\n" "[codeblock]\n" "emit_signal(\"changed\")\n" "[/codeblock]\n" "[b]Note:[/b] This method is called automatically for built-in resources." msgstr "" #: doc/classes/Resource.xml msgid "" "If [member resource_local_to_scene] is enabled and the resource was loaded " "from a [PackedScene] instantiation, returns the local scene where this " "resource's unique copy is in use. Otherwise, returns [code]null[/code]." msgstr "" #: doc/classes/Resource.xml msgid "" "Returns the RID of the resource (or an empty RID). Many resources (such as " "[Texture], [Mesh], etc) are high-level abstractions of resources stored in a " "server, so this function will return the original RID." msgstr "" #: doc/classes/Resource.xml msgid "" "This method is called when a resource with [member resource_local_to_scene] " "enabled is loaded from a [PackedScene] instantiation. Its behavior can be " "customized by overriding [method _setup_local_to_scene] from script.\n" "For most resources, this method performs no base logic. [ViewportTexture] " "performs custom logic to properly set the proxy texture and flags in the " "local viewport." msgstr "" #: doc/classes/Resource.xml msgid "" "Sets the path of the resource, potentially overriding an existing cache " "entry for this path. This differs from setting [member resource_path], as " "the latter would error out if another resource was already cached for the " "given path." msgstr "" #: doc/classes/Resource.xml msgid "" "If [code]true[/code], the resource will be made unique in each instance of " "its local scene. It can thus be modified in a scene instance without " "impacting other instances of that same scene." msgstr "" #: doc/classes/Resource.xml msgid "" "The name of the resource. This is an optional identifier. If [member " "resource_name] is not empty, its value will be displayed to represent the " "current resource in the editor inspector. For built-in scripts, the [member " "resource_name] will be displayed as the tab name in the script editor." msgstr "" #: doc/classes/Resource.xml msgid "" "The path to the resource. In case it has its own file, it will return its " "filepath. If it's tied to the scene, it will return the scene's path, " "followed by the resource's index." msgstr "" #: doc/classes/Resource.xml msgid "" "Emitted whenever the resource changes.\n" "[b]Note:[/b] This signal is not emitted automatically for custom resources, " "which means that you need to create a setter and emit the signal yourself." msgstr "" #: doc/classes/ResourceFormatLoader.xml msgid "Loads a specific resource type from a file." msgstr "" #: doc/classes/ResourceFormatLoader.xml msgid "" "Godot loads resources in the editor or in exported games using " "ResourceFormatLoaders. They are queried automatically via the " "[ResourceLoader] singleton, or when a resource with internal dependencies is " "loaded. Each file type may load as a different resource type, so multiple " "ResourceFormatLoaders are registered in the engine.\n" "Extending this class allows you to define your own loader. Be sure to " "respect the documented return types and values. You should give it a global " "class name with [code]class_name[/code] for it to be registered. Like built-" "in ResourceFormatLoaders, it will be called automatically when loading " "resources of its handled type(s). You may also implement a " "[ResourceFormatSaver].\n" "[b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type " "you need exists but Godot is unable to load its format. Choosing one way " "over another depends on if the format is suitable or not for the final " "exported game. For example, it's better to import [code].png[/code] textures " "as [code].stex[/code] ([StreamTexture]) first, so they can be loaded with " "better efficiency on the graphics card." msgstr "" #: doc/classes/ResourceFormatLoader.xml msgid "" "If implemented, gets the dependencies of a given resource. If " "[code]add_types[/code] is [code]true[/code], paths should be appended " "[code]::TypeName[/code], where [code]TypeName[/code] is the class name of " "the dependency.\n" "[b]Note:[/b] Custom resource types defined by scripts aren't known by the " "[ClassDB], so you might just return [code]\"Resource\"[/code] for them." msgstr "" #: doc/classes/ResourceFormatLoader.xml msgid "Gets the list of extensions for files this loader is able to read." msgstr "" #: doc/classes/ResourceFormatLoader.xml msgid "" "Gets the class name of the resource associated with the given path. If the " "loader cannot handle it, it should return [code]\"\"[/code].\n" "[b]Note:[/b] Custom resource types defined by scripts aren't known by the " "[ClassDB], so you might just return [code]\"Resource\"[/code] for them." msgstr "" #: doc/classes/ResourceFormatLoader.xml msgid "" "Tells which resource class this loader can load.\n" "[b]Note:[/b] Custom resource types defined by scripts aren't known by the " "[ClassDB], so you might just handle [code]\"Resource\"[/code] for them." msgstr "" #: doc/classes/ResourceFormatLoader.xml msgid "" "Loads a resource when the engine finds this loader to be compatible. If the " "loaded resource is the result of an import, [code]original_path[/code] will " "target the source file. Returns a [Resource] object on success, or an [enum " "Error] constant in case of failure." msgstr "" #: doc/classes/ResourceFormatLoader.xml msgid "" "If implemented, renames dependencies within the given resource and saves it. " "[code]renames[/code] is a dictionary [code]{ String => String }[/code] " "mapping old dependency paths to new paths.\n" "Returns [constant OK] on success, or an [enum Error] constant in case of " "failure." msgstr "" #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" #: doc/classes/ResourceFormatSaver.xml msgid "" "The engine can save resources when you do it from the editor, or when you " "use the [ResourceSaver] singleton. This is accomplished thanks to multiple " "[ResourceFormatSaver]s, each handling its own format and called " "automatically by the engine.\n" "By default, Godot saves resources as [code].tres[/code] (text-based), [code]." "res[/code] (binary) or another built-in format, but you can choose to create " "your own format by extending this class. Be sure to respect the documented " "return types and values. You should give it a global class name with " "[code]class_name[/code] for it to be registered. Like built-in " "ResourceFormatSavers, it will be called automatically when saving resources " "of its recognized type(s). You may also implement a [ResourceFormatLoader]." msgstr "" #: doc/classes/ResourceFormatSaver.xml msgid "" "Returns the list of extensions available for saving the resource object, " "provided it is recognized (see [method recognize])." msgstr "" #: doc/classes/ResourceFormatSaver.xml msgid "Returns whether the given resource object can be saved by this saver." msgstr "" #: doc/classes/ResourceFormatSaver.xml msgid "" "Saves the given resource object to a file at the target [code]path[/code]. " "[code]flags[/code] is a bitmask composed with [enum ResourceSaver." "SaverFlags] constants.\n" "Returns [constant OK] on success, or an [enum Error] constant in case of " "failure." msgstr "" #: doc/classes/ResourceImporter.xml msgid "Base class for the implementation of core resource importers." msgstr "" #: doc/classes/ResourceImporter.xml msgid "" "This is the base class for the resource importers implemented in core. To " "implement your own resource importers using editor plugins, see " "[EditorImportPlugin]." msgstr "" #: doc/classes/ResourceImporter.xml msgid "Import plugins" msgstr "" #: doc/classes/ResourceImporter.xml msgid "The default import order." msgstr "" #: doc/classes/ResourceImporter.xml msgid "" "The import order for scenes, which ensures scenes are imported [i]after[/i] " "all other core resources such as textures. Custom importers should generally " "have an import order lower than [code]100[/code] to avoid issues when " "importing scenes that rely on custom resources." msgstr "" #: doc/classes/ResourceInteractiveLoader.xml #, fuzzy msgid "Interactive [Resource] loader." msgstr "リソース確保不能エラー。" #: doc/classes/ResourceInteractiveLoader.xml msgid "" "Interactive [Resource] loader. This object is returned by [ResourceLoader] " "when performing an interactive load. It allows loading resources with high " "granularity, which makes it mainly useful for displaying loading bars or " "percentages." msgstr "" #: doc/classes/ResourceInteractiveLoader.xml #, fuzzy msgid "" "Returns the loaded resource if the load operation completed successfully, " "[code]null[/code] otherwise." msgstr "" "ドメインがファイナライズ中であれば [code]true[/code] を返し、それ以外では " "[code]false[/code] を返します。" #: doc/classes/ResourceInteractiveLoader.xml msgid "" "Returns the load stage. The total amount of stages can be queried with " "[method get_stage_count]." msgstr "" #: doc/classes/ResourceInteractiveLoader.xml msgid "" "Returns the total amount of stages (calls to [method poll]) needed to " "completely load this resource." msgstr "" #: doc/classes/ResourceInteractiveLoader.xml msgid "" "Polls the loading operation, i.e. loads a data chunk up to the next stage.\n" "Returns [constant OK] if the poll is successful but the load operation has " "not finished yet (intermediate stage). This means [method poll] will have to " "be called again until the last stage is completed.\n" "Returns [constant ERR_FILE_EOF] if the load operation has completed " "successfully. The loaded resource can be obtained by calling [method " "get_resource].\n" "Returns another [enum Error] code if the poll has failed." msgstr "" #: doc/classes/ResourceInteractiveLoader.xml msgid "" "Polls the loading operation successively until the resource is completely " "loaded or a [method poll] fails.\n" "Returns [constant ERR_FILE_EOF] if the load operation has completed " "successfully. The loaded resource can be obtained by calling [method " "get_resource].\n" "Returns another [enum Error] code if a poll has failed, aborting the " "operation." msgstr "" #: doc/classes/ResourceLoader.xml msgid "Singleton used to load resource files." msgstr "" #: doc/classes/ResourceLoader.xml msgid "" "Singleton used to load resource files from the filesystem.\n" "It uses the many [ResourceFormatLoader] classes registered in the engine " "(either built-in or from a plugin) to load files into memory and convert " "them to a format that can be used by the engine." msgstr "" #: doc/classes/ResourceLoader.xml msgid "" "Returns whether a recognized resource exists for the given [code]path[/" "code].\n" "An optional [code]type_hint[/code] can be used to further specify the " "[Resource] type that should be handled by the [ResourceFormatLoader]." msgstr "" #: doc/classes/ResourceLoader.xml msgid "" "Returns the dependencies for the resource at the given [code]path[/code]." msgstr "" #: doc/classes/ResourceLoader.xml msgid "Returns the list of recognized extensions for a resource type." msgstr "" #: doc/classes/ResourceLoader.xml msgid "" "[i]Deprecated method.[/i] Use [method has_cached] or [method exists] instead." msgstr "" #: doc/classes/ResourceLoader.xml msgid "" "Returns whether a cached resource is available for the given [code]path[/" "code].\n" "Once a resource has been loaded by the engine, it is cached in memory for " "faster access, and future calls to the [method load] or [method " "load_interactive] methods will use the cached version. The cached resource " "can be overridden by using [method Resource.take_over_path] on a new " "resource for that same path." msgstr "" #: doc/classes/ResourceLoader.xml msgid "" "Loads a resource at the given [code]path[/code], caching the result for " "further access.\n" "The registered [ResourceFormatLoader]s are queried sequentially to find the " "first one which can handle the file's extension, and then attempt loading. " "If loading fails, the remaining ResourceFormatLoaders are also attempted.\n" "An optional [code]type_hint[/code] can be used to further specify the " "[Resource] type that should be handled by the [ResourceFormatLoader]. " "Anything that inherits from [Resource] can be used as a type hint, for " "example [Image].\n" "If [code]no_cache[/code] is [code]true[/code], the resource cache will be " "bypassed and the resource will be loaded anew. Otherwise, the cached " "resource will be returned if it exists.\n" "Returns an empty resource if no [ResourceFormatLoader] could handle the " "file.\n" "GDScript has a simplified [method @GDScript.load] built-in method which can " "be used in most situations, leaving the use of [ResourceLoader] for more " "advanced scenarios." msgstr "" #: doc/classes/ResourceLoader.xml msgid "" "Starts loading a resource interactively. The returned " "[ResourceInteractiveLoader] object allows to load with high granularity, " "calling its [method ResourceInteractiveLoader.poll] method successively to " "load chunks.\n" "An optional [code]type_hint[/code] can be used to further specify the " "[Resource] type that should be handled by the [ResourceFormatLoader]. " "Anything that inherits from [Resource] can be used as a type hint, for " "example [Image]." msgstr "" #: doc/classes/ResourceLoader.xml msgid "" "Changes the behavior on missing sub-resources. The default behavior is to " "abort loading." msgstr "" #: doc/classes/ResourcePreloader.xml msgid "Resource Preloader Node." msgstr "" #: doc/classes/ResourcePreloader.xml msgid "" "This node is used to preload sub-resources inside a scene, so when the scene " "is loaded, all the resources are ready to use and can be retrieved from the " "preloader.\n" "GDScript has a simplified [method @GDScript.preload] built-in method which " "can be used in most situations, leaving the use of [ResourcePreloader] for " "more advanced scenarios." msgstr "" #: doc/classes/ResourcePreloader.xml msgid "" "Adds a resource to the preloader with the given [code]name[/code]. If a " "resource with the given [code]name[/code] already exists, the new resource " "will be renamed to \"[code]name[/code] N\" where N is an incrementing number " "starting from 2." msgstr "" #: doc/classes/ResourcePreloader.xml msgid "Returns the resource associated to [code]name[/code]." msgstr "" #: doc/classes/ResourcePreloader.xml msgid "Returns the list of resources inside the preloader." msgstr "" #: doc/classes/ResourcePreloader.xml msgid "" "Returns [code]true[/code] if the preloader contains a resource associated to " "[code]name[/code]." msgstr "" #: doc/classes/ResourcePreloader.xml msgid "" "Removes the resource associated to [code]name[/code] from the preloader." msgstr "" #: doc/classes/ResourcePreloader.xml msgid "" "Renames a resource inside the preloader from [code]name[/code] to " "[code]newname[/code]." msgstr "" #: doc/classes/ResourceSaver.xml msgid "Singleton for saving Godot-specific resource types." msgstr "" #: doc/classes/ResourceSaver.xml msgid "" "Singleton for saving Godot-specific resource types to the filesystem.\n" "It uses the many [ResourceFormatSaver] classes registered in the engine " "(either built-in or from a plugin) to save engine-specific resource data to " "text-based (e.g. [code].tres[/code] or [code].tscn[/code]) or binary files " "(e.g. [code].res[/code] or [code].scn[/code])." msgstr "" #: doc/classes/ResourceSaver.xml msgid "" "Returns the list of extensions available for saving a resource of a given " "type." msgstr "" #: doc/classes/ResourceSaver.xml msgid "" "Saves a resource to disk to the given path, using a [ResourceFormatSaver] " "that recognizes the resource object.\n" "The [code]flags[/code] bitmask can be specified to customize the save " "behavior.\n" "Returns [constant OK] on success." msgstr "" #: doc/classes/ResourceSaver.xml msgid "Save the resource with a path relative to the scene which uses it." msgstr "" #: doc/classes/ResourceSaver.xml msgid "Bundles external resources." msgstr "" #: doc/classes/ResourceSaver.xml msgid "" "Changes the [member Resource.resource_path] of the saved resource to match " "its new location." msgstr "" #: doc/classes/ResourceSaver.xml msgid "" "Do not save editor-specific metadata (identified by their [code]__editor[/" "code] prefix)." msgstr "" #: doc/classes/ResourceSaver.xml msgid "Save as big endian (see [member File.endian_swap])." msgstr "" #: doc/classes/ResourceSaver.xml msgid "" "Compress the resource on save using [constant File.COMPRESSION_ZSTD]. Only " "available for binary resource types." msgstr "" #: doc/classes/ResourceSaver.xml msgid "" "Take over the paths of the saved subresources (see [method Resource." "take_over_path])." msgstr "" #: doc/classes/RichTextEffect.xml msgid "A custom effect for use with [RichTextLabel]." msgstr "" #: doc/classes/RichTextEffect.xml msgid "" "A custom effect for use with [RichTextLabel].\n" "[b]Note:[/b] For a [RichTextEffect] to be usable, a BBCode tag must be " "defined as a member variable called [code]bbcode[/code] in the script.\n" "[codeblock]\n" "# The RichTextEffect will be usable like this: `[example]Some text[/" "example]`\n" "var bbcode = \"example\"\n" "[/codeblock]\n" "[b]Note:[/b] As soon as a [RichTextLabel] contains at least one " "[RichTextEffect], it will continuously process the effect unless the project " "is paused. This may impact battery life negatively." msgstr "" #: doc/classes/RichTextEffect.xml msgid "" "Override this method to modify properties in [code]char_fx[/code]. The " "method must return [code]true[/code] if the character could be transformed " "successfully. If the method returns [code]false[/code], it will skip " "transformation to avoid displaying broken text." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Label that displays rich text." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Rich text can contain custom text, fonts, images and some basic formatting. " "The label manages these as an internal tag stack. It also adapts itself to " "given width/heights.\n" "[b]Note:[/b] Assignments to [member bbcode_text] clear the tag stack and " "reconstruct it from the property's contents. Any edits made to [member " "bbcode_text] will erase previous edits made from other manual sources such " "as [method append_bbcode] and the [code]push_*[/code] / [method pop] " "methods.\n" "[b]Note:[/b] RichTextLabel doesn't support entangled BBCode tags. For " "example, instead of using [code][b]bold[i]bold italic[/b]italic[/i][/code], " "use [code][b]bold[i]bold italic[/i][/b][i]italic[/i][/code].\n" "[b]Note:[/b] [code]push_*/pop[/code] functions won't affect BBCode.\n" "[b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to " "horizontally align text to the center. Instead, enable [member " "bbcode_enabled] and surround the text in a [code][center][/code] tag as " "follows: [code][center]Example[/center][/code]. There is currently no built-" "in way to vertically align text either, but this can be emulated by relying " "on anchors/containers and the [member fit_content_height] property.\n" "[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most " "emoji) are [i]not[/i] supported on Windows. They will display as unknown " "characters instead. This will be resolved in Godot 4.0." msgstr "" #: doc/classes/RichTextLabel.xml msgid "BBCode in RichTextLabel" msgstr "" #: doc/classes/RichTextLabel.xml msgid "GUI Rich Text/BBcode Demo" msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds an image's opening and closing tags to the tag stack, optionally " "providing a [code]width[/code] and [code]height[/code] to resize the image.\n" "If [code]width[/code] or [code]height[/code] is set to 0, the image size " "will be adjusted in order to keep the original aspect ratio." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Adds raw non-BBCode-parsed text to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n" "[b]Note:[/b] Using this method, you can't close a tag that was opened in a " "previous [method append_bbcode] call. This is done to improve performance, " "especially when updating large RichTextLabels since rebuilding the whole " "BBCode every time would be slower. If you absolutely need to close a tag in " "a future method call, append the [member bbcode_text] instead of using " "[method append_bbcode].\n" "[b]Note:[/b] This method internals' can't possibly fail, but an error code " "is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Clears the tag stack and sets [member bbcode_text] to an empty string." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Returns the height of the content." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of newlines in the tag stack's text tags. Considers " "wrapped text as one line." msgstr "" #: doc/classes/RichTextLabel.xml #, fuzzy msgid "Returns the current selection text. Does not include BBCodes." msgstr "現在再生中のアニメーションステートを返します。" #: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Installs a custom effect. [code]effect[/code] should be a valid " "[RichTextEffect]." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Adds a newline tag to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "The assignment version of [method append_bbcode]. Clears the tag stack and " "inserts the new content.\n" "[b]Note:[/b] This method internals' can't possibly fail, but an error code " "is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Parses BBCode parameter [code]expressions[/code] into a dictionary." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Terminates the current tag. Use after [code]push_*[/code] methods to close " "BBCodes manually. Does not need to follow [code]add_*[/code] methods." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds an [code][align][/code] tag based on the given [code]align[/code] " "value. See [enum Align] for possible values." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a [code][font][/code] tag with a bold font to the tag stack. This is " "the same as adding a [code][b][/code] tag if not currently in a [code][i][/" "code] tag." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a [code][font][/code] tag with a bold italics font to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a [code][cell][/code] tag to the tag stack. Must be inside a [code]" "[table][/code] tag. See [method push_table] for details." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Adds a [code][color][/code] tag to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for " "its duration." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds an [code][indent][/code] tag to the tag stack. Multiplies [code]level[/" "code] by current [member tab_size] to determine new margin length." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a [code][font][/code] tag with a italics font to the tag stack. This is " "the same as adding a [code][i][/code] tag if not currently in a [code][b][/" "code] tag." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a [code][list][/code] tag to the tag stack. Similar to the BBCodes " "[code][ol][/code] or [code][ul][/code], but supports more list types. Not " "fully implemented!" msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a [code][meta][/code] tag to the tag stack. Similar to the BBCode [code]" "[url=something]{text}[/url][/code], but supports non-[String] metadata types." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Adds a [code][font][/code] tag with a monospace font to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Adds a [code][font][/code] tag with a normal font to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Adds a [code][s][/code] tag to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Adds a [code][table=columns][/code] tag to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Adds a [code][u][/code] tag to the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Removes a line of content from the label. Returns [code]true[/code] if the " "line exists.\n" "The [code]line[/code] argument is the index of the line to remove, it can " "take values in the interval [code][0, get_line_count() - 1][/code]." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Scrolls the window's top line to match [code]line[/code]." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Edits the selected column's expansion options. If [code]expand[/code] is " "[code]true[/code], the column expands in proportion to its expansion ratio " "versus the other columns' ratios.\n" "For example, 2 columns with ratios 3 and 4 plus 70 pixels in available width " "would expand 30 and 40 pixels, respectively.\n" "If [code]expand[/code] is [code]false[/code], the column will not contribute " "to the total ratio." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label uses BBCode formatting.\n" "[b]Note:[/b] Trying to alter the [RichTextLabel]'s text with [method " "add_text] will reset this to [code]false[/code]. Use instead [method " "append_bbcode] to preserve BBCode formatting." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "The label's text in BBCode format. Is not representative of manual " "modifications to the internal tag stack. Erases changes made by other " "methods when edited.\n" "[b]Note:[/b] It is unadvised to use the [code]+=[/code] operator with " "[code]bbcode_text[/code] (e.g. [code]bbcode_text += \"some string\"[/code]) " "as it replaces the whole text and can cause slowdowns. It will also erase " "all BBCode that was added to stack using [code]push_*[/code] methods. Use " "[method append_bbcode] for adding text instead, unless you absolutely need " "to close a tag that was opened in an earlier method call." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "The currently installed custom effects. This is an array of " "[RichTextEffect]s.\n" "To add a custom effect, it's more convenient to use [method install_effect]." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label's height will be automatically updated to " "fit its content.\n" "[b]Note:[/b] This property is used as a workaround to fix issues with " "[RichTextLabel] in [Container]s, but it's unreliable in some cases and will " "be removed in future versions." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code][url]" "{text}[/url][/code]." msgstr "" #: doc/classes/RichTextLabel.xml msgid "If [code]true[/code], the label uses the custom font color." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "The range of characters to display, as a [float] between 0.0 and 1.0. When " "assigned an out of range value, it's the same as assigning 1.0.\n" "[b]Note:[/b] Setting this property updates [member visible_characters] based " "on current [method get_total_character_count]." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the scrollbar is visible. Setting this to [code]false[/" "code] does not block scrolling completely. See [method scroll_to_line]." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the window scrolls down to display new content " "automatically." msgstr "" #: doc/classes/RichTextLabel.xml msgid "If [code]true[/code], the label allows text selection." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "The number of spaces associated with a single tab length. Does not affect " "[code]\\t[/code] in text tags, only indent tags." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "The raw text of the label.\n" "When set, clears the tag stack and adds a raw text tag to the top of it. " "Does not parse BBCodes. Does not modify [member bbcode_text]." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "The restricted number of characters to display in the label. If [code]-1[/" "code], all characters will be displayed.\n" "[b]Note:[/b] Setting this property updates [member percent_visible] based on " "current [method get_total_character_count]." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Triggered when the user clicks on content between meta tags. If the meta is " "defined in text, e.g. [code][url={\"data\"=\"hi\"}]hi[/url][/code], then the " "parameter for this signal will be a [String] type. If a particular type or " "an object is desired, the [method push_meta] method must be used to manually " "insert the data into the tag stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Triggers when the mouse exits a meta tag." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Triggers when the mouse enters a meta tag." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Makes text left aligned." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Makes text centered." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Makes text right aligned." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Makes text fill width." msgstr "" #: doc/classes/RichTextLabel.xml #, fuzzy msgid "Aligns top of the inline image to the top of the text." msgstr "ボックスの中心から測ったボックスの高さ。" #: doc/classes/RichTextLabel.xml #, fuzzy msgid "Aligns center of the inline image to the center of the text." msgstr "子をコンテナの中央に整列させます。" #: doc/classes/RichTextLabel.xml #, fuzzy msgid "Aligns bottom of the inline image to the baseline of the text." msgstr "ボックスの中心から測ったボックスの高さ。" #: doc/classes/RichTextLabel.xml #, fuzzy msgid "Aligns bottom of the inline image to the bottom of the text." msgstr "子をコンテナの最後に整列させます。" #: doc/classes/RichTextLabel.xml msgid "Each list item has a number marker." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Each list item has a letter marker." msgstr "" #: doc/classes/RichTextLabel.xml msgid "Each list item has a filled circle marker." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The default text color." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "The color of selected text, used when [member selection_enabled] is " "[code]true[/code]." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The color of the font's shadow." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The color of the selection box." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The vertical space between lines." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Boolean value. If 1 ([code]true[/code]), the shadow will be displayed around " "the whole text as an outline." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The horizontal offset of the font's shadow." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The vertical offset of the font's shadow." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The horizontal separation of elements in a table." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The vertical separation of elements in a table." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The font used for bold text." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The font used for bold italics text." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The font used for italics text." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The font used for monospace text." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The default text font." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The background used when the [RichTextLabel] is focused." msgstr "" #: doc/classes/RichTextLabel.xml msgid "The normal background for the [RichTextLabel]." msgstr "" #: doc/classes/RID.xml msgid "Handle for a [Resource]'s unique ID." msgstr "" #: doc/classes/RID.xml msgid "" "The RID type is used to access the unique integer ID of a resource. They are " "opaque, which means they do not grant access to the associated resource by " "themselves. They are used by and with the low-level Server classes such as " "[VisualServer]." msgstr "" #: doc/classes/RID.xml msgid "" "Creates a new RID instance with the ID of a given resource. When not handed " "a valid resource, silently stores the unused ID 0." msgstr "" #: doc/classes/RID.xml msgid "Returns the ID of the referenced resource." msgstr "" #: doc/classes/RigidBody.xml msgid "" "Physics Body whose position is determined through physics simulation in 3D " "space." msgstr "" #: doc/classes/RigidBody.xml msgid "" "This is the node that implements full 3D physics. This means that you do not " "control a RigidBody directly. Instead, you can apply forces to it (gravity, " "impulses, etc.), and the physics simulation will calculate the resulting " "movement, collision, bouncing, rotating, etc.\n" "A RigidBody has 4 behavior [member mode]s: Rigid, Static, Character, and " "Kinematic.\n" "[b]Note:[/b] Don't change a RigidBody's position every frame or very often. " "Sporadic changes work fine, but physics runs at a different granularity " "(fixed Hz) than usual rendering (process callback) and maybe even in a " "separate thread, so changing this from a process loop may result in strange " "behavior. If you need to directly affect the body's state, use [method " "_integrate_forces], which allows you to directly access the physics state.\n" "If you need to override the default physics behavior, you can write a custom " "force integration function. See [member custom_integrator].\n" "With Bullet physics (the default), the center of mass is the RigidBody3D " "center. With GodotPhysics, the center of mass is the average of the " "[CollisionShape] centers." msgstr "" #: doc/classes/RigidBody.xml msgid "" "Called during physics processing, allowing you to read and safely modify the " "simulation state for the object. By default, it works in addition to the " "usual physics behavior, but the [member custom_integrator] property allows " "you to disable the default behavior and do fully custom force integration " "for a body." msgstr "" #: doc/classes/RigidBody.xml msgid "" "Adds a constant directional force (i.e. acceleration) without affecting " "rotation.\n" "This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]." msgstr "" #: doc/classes/RigidBody.xml msgid "" "Adds a constant directional force (i.e. acceleration).\n" "The position uses the rotation of the global coordinate system, but is " "centered at the object's origin." msgstr "" #: doc/classes/RigidBody.xml msgid "" "Adds a constant rotational force (i.e. a motor) without affecting position." msgstr "" #: doc/classes/RigidBody.xml msgid "" "Applies a directional impulse without affecting rotation.\n" "This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code]." msgstr "" #: doc/classes/RigidBody.xml msgid "" "Applies a positioned impulse to the body. An impulse is time independent! " "Applying an impulse every frame would result in a framerate-dependent force. " "For this reason it should only be used when simulating one-time impacts. The " "position uses the rotation of the global coordinate system, but is centered " "at the object's origin." msgstr "" #: doc/classes/RigidBody.xml msgid "" "Applies a torque impulse which will be affected by the body mass and shape. " "This will rotate the body around the [code]impulse[/code] vector passed." msgstr "" #: doc/classes/RigidBody.xml msgid "" "Returns [code]true[/code] if the specified linear or rotational axis is " "locked." msgstr "" #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml msgid "" "Returns a list of the bodies colliding with this one. Requires [member " "contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of collisions is updated once per frame and before the " "physics step. Consider using signals instead." msgstr "" #: doc/classes/RigidBody.xml msgid "" "Returns the inverse inertia tensor basis. This is used to calculate the " "angular acceleration resulting from a torque applied to the RigidBody." msgstr "" #: doc/classes/RigidBody.xml msgid "Locks the specified linear or rotational axis." msgstr "" #: doc/classes/RigidBody.xml #, fuzzy msgid "" "Damps the body's rotational forces. If this value is different from -1.0 it " "will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" "このエリア内で物体が回転しなくなっていく速度です。1秒あたりに失われる角速度を" "表します。値の範囲は [code]0[/code] (減衰なし) から [code]1[/code] (完全減" "衰) です。" #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the X axis." msgstr "" #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the Y axis." msgstr "" #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the Z axis." msgstr "" #: doc/classes/RigidBody.xml msgid "Lock the body's movement in the X axis." msgstr "" #: doc/classes/RigidBody.xml msgid "Lock the body's movement in the Y axis." msgstr "" #: doc/classes/RigidBody.xml msgid "Lock the body's movement in the Z axis." msgstr "" #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml #: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " "[code]1[/code] (full bounciness).\n" "Deprecated, use [member PhysicsMaterial.bounce] instead via [member " "physics_material_override]." msgstr "" #: doc/classes/RigidBody.xml msgid "" "If [code]true[/code], the body can enter sleep mode when there is no " "movement. See [member sleeping].\n" "[b]Note:[/b] A RigidBody3D will never enter sleep mode automatically if its " "[member mode] is [constant MODE_CHARACTER]. It can still be put to sleep " "manually by setting its [member sleeping] property to [code]true[/code]." msgstr "" #: doc/classes/RigidBody.xml #, fuzzy msgid "" "If [code]true[/code], the RigidBody will emit signals when it collides with " "another RigidBody. See also [member contacts_reported]." msgstr "" "[code]true[/code]の場合、ボディの透明度を有効にします。[member blend_mode] も" "参照してください。" #: doc/classes/RigidBody.xml msgid "" "The maximum number of contacts that will be recorded. Requires [member " "contact_monitor] to be set to [code]true[/code].\n" "[b]Note:[/b] The number of contacts is different from the number of " "collisions. Collisions between parallel edges will result in two contacts " "(one at each end), and collisions between parallel faces will result in four " "contacts (one at each corner)." msgstr "" #: doc/classes/RigidBody.xml msgid "" "If [code]true[/code], continuous collision detection is used.\n" "Continuous collision detection tries to predict where a moving body will " "collide, instead of moving it and correcting its movement if it collided. " "Continuous collision detection is more precise, and misses fewer impacts by " "small, fast-moving objects. Not using continuous collision detection is " "faster to compute, but can miss small, fast-moving objects." msgstr "" #: doc/classes/RigidBody.xml msgid "" "If [code]true[/code], internal force integration will be disabled (like " "gravity or air friction) for this body. Other than collision response, the " "body will only move as determined by the [method _integrate_forces] " "function, if defined." msgstr "" #: doc/classes/RigidBody.xml msgid "" "The body's friction, from 0 (frictionless) to 1 (max friction).\n" "Deprecated, use [member PhysicsMaterial.friction] instead via [member " "physics_material_override]." msgstr "" #: doc/classes/RigidBody.xml msgid "" "This is multiplied by the global 3D gravity setting found in [b]Project > " "Project Settings > Physics > 3d[/b] to produce RigidBody's gravity. For " "example, a value of 1 will be normal gravity, 2 will apply double gravity, " "and 0.5 will apply half gravity to this object." msgstr "" #: doc/classes/RigidBody.xml #, fuzzy msgid "" "The body's linear damp. Cannot be less than -1.0. If this value is different " "from -1.0 it will be added to any linear damp derived from the world or " "areas.\n" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" "このエリアでオブジェクトの移動が止まる速度。1秒あたりに失われる直線速度を表し" "ます。値の範囲は [code]0[/code] (減衰なし) から [code]1[/code] (完全減衰) で" "す。" #: doc/classes/RigidBody.xml msgid "" "The body's linear velocity in units per second. Can be used sporadically, " "but [b]don't set this every frame[/b], because physics may run in another " "thread and runs at a different granularity. Use [method _integrate_forces] " "as your process loop for precise control of the body state." msgstr "" #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml msgid "The body's mass." msgstr "" #: doc/classes/RigidBody.xml msgid "The body mode. See [enum Mode] for possible values." msgstr "" #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml #: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml msgid "" "The physics material override for the body.\n" "If a material is assigned to this property, it will be used instead of any " "other physics material, such as an inherited one." msgstr "" #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml msgid "" "If [code]true[/code], the body will not move and will not calculate forces " "until woken up by another body through, for example, a collision, or by " "using the [method apply_impulse] or [method add_force] methods." msgstr "" #: doc/classes/RigidBody.xml msgid "" "The body's weight based on its mass and the global 3D gravity. Global values " "are set in [b]Project > Project Settings > Physics > 3d[/b]." msgstr "" #: doc/classes/RigidBody.xml msgid "" "Emitted when a collision with another [PhysicsBody] or [GridMap] occurs. " "Requires [member contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions. " "[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap]." msgstr "" #: doc/classes/RigidBody.xml msgid "" "Emitted when the collision with another [PhysicsBody] or [GridMap] ends. " "Requires [member contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions. " "[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap]." msgstr "" #: doc/classes/RigidBody.xml msgid "" "Emitted when one of this RigidBody's [Shape]s collides with another " "[PhysicsBody] or [GridMap]'s [Shape]s. Requires [member contact_monitor] to " "be set to [code]true[/code] and [member contacts_reported] to be set high " "enough to detect all the collisions. [GridMap]s are detected if the " "[MeshLibrary] has Collision [Shape]s.\n" "[code]body_rid[/code] the [RID] of the other [PhysicsBody] or " "[MeshLibrary]'s [CollisionObject] used by the [PhysicsServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap].\n" "[code]body_shape_index[/code] the index of the [Shape] of the other " "[PhysicsBody] or [GridMap] used by the [PhysicsServer]. Get the " "[CollisionShape] node with [code]body.shape_owner_get_owner(body_shape_index)" "[/code].\n" "[code]local_shape_index[/code] the index of the [Shape] of this RigidBody " "used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self." "shape_owner_get_owner(local_shape_index)[/code].\n" "[b]Note:[/b] Bullet physics cannot identify the shape index when using a " "[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a " "[ConcavePolygonShape] with Bullet physics if you need shape indices." msgstr "" #: doc/classes/RigidBody.xml msgid "" "Emitted when the collision between one of this RigidBody's [Shape]s and " "another [PhysicsBody] or [GridMap]'s [Shape]s ends. Requires [member " "contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions. " "[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n" "[code]body_rid[/code] the [RID] of the other [PhysicsBody] or " "[MeshLibrary]'s [CollisionObject] used by the [PhysicsServer]. [GridMap]s " "are detected if the Meshes have [Shape]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap].\n" "[code]body_shape_index[/code] the index of the [Shape] of the other " "[PhysicsBody] or [GridMap] used by the [PhysicsServer]. Get the " "[CollisionShape] node with [code]body.shape_owner_get_owner(body_shape_index)" "[/code].\n" "[code]local_shape_index[/code] the index of the [Shape] of this RigidBody " "used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self." "shape_owner_get_owner(local_shape_index)[/code].\n" "[b]Note:[/b] Bullet physics cannot identify the shape index when using a " "[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a " "[ConcavePolygonShape] with Bullet physics if you need shape indices." msgstr "" #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml msgid "" "Emitted when the physics engine changes the body's sleeping state.\n" "[b]Note:[/b] Changing the value [member sleeping] will not trigger this " "signal. It is only emitted if the sleeping state is changed by the physics " "engine or [code]emit_signal(\"sleeping_state_changed\")[/code] is used." msgstr "" #: doc/classes/RigidBody.xml msgid "" "Rigid body mode. This is the \"natural\" state of a rigid body. It is " "affected by forces, and can move, rotate, and be affected by user code." msgstr "" #: doc/classes/RigidBody.xml msgid "" "Static mode. The body behaves like a [StaticBody], and can only move by user " "code." msgstr "" #: doc/classes/RigidBody.xml msgid "" "Character body mode. This behaves like a rigid body, but can not rotate." msgstr "" #: doc/classes/RigidBody.xml msgid "" "Kinematic body mode. The body behaves like a [KinematicBody], and can only " "move by user code." msgstr "" #: doc/classes/RigidBody2D.xml msgid "A body that is controlled by the 2D physics engine." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "This node implements simulated 2D physics. You do not control a RigidBody2D " "directly. Instead, you apply forces to it (gravity, impulses, etc.) and the " "physics simulation calculates the resulting movement based on its mass, " "friction, and other physical properties.\n" "A RigidBody2D has 4 behavior [member mode]s: Rigid, Static, Character, and " "Kinematic.\n" "[b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or " "[code]linear_velocity[/code] every frame or even very often. If you need to " "directly affect the body's state, use [method _integrate_forces], which " "allows you to directly access the physics state.\n" "Please also keep in mind that physics bodies manage their own transform " "which overwrites the ones you set. So any direct or indirect transformation " "(including scaling of the node or its parent) will be visible in the editor " "only, and immediately reset at runtime.\n" "If you need to override the default physics behavior or add a transformation " "at runtime, you can write a custom force integration. See [member " "custom_integrator].\n" "The center of mass is always located at the node's origin without taking " "into account the [CollisionShape2D] centroid offsets." msgstr "" #: doc/classes/RigidBody2D.xml msgid "2D Physics Platformer Demo" msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/Sprite.xml msgid "Instancing Demo" msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Allows you to read and safely modify the simulation state for the object. " "Use this instead of [method Node._physics_process] if you need to directly " "change the body's [code]position[/code] or other physics properties. By " "default, it works in addition to the usual physics behavior, but [member " "custom_integrator] allows you to disable the default behavior and write " "custom force integration for a body." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Applies a positioned impulse to the body. An impulse is time-independent! " "Applying an impulse every frame would result in a framerate-dependent force. " "For this reason it should only be used when simulating one-time impacts (use " "the \"_force\" functions otherwise). The position uses the rotation of the " "global coordinate system, but is centered at the object's origin." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Sets the body's velocity on the given axis. The velocity in the given vector " "axis will be set as the given vector length. This is useful for jumping " "behavior." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Returns [code]true[/code] if a collision would result from moving in the " "given vector. [code]margin[/code] increases the size of the shapes involved " "in the collision detection, and [code]result[/code] is an object of type " "[Physics2DTestMotionResult], which contains additional information about the " "collision (should there be one)." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Damps the body's [member angular_velocity]. If [code]-1[/code], the body " "will use the [b]Default Angular Damp[/b] defined in [b]Project > Project " "Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be " "added to the default project value.\n" "See [member ProjectSettings.physics/2d/default_angular_damp] for more " "details about damping." msgstr "" #: doc/classes/RigidBody2D.xml msgid "The body's total applied force." msgstr "" #: doc/classes/RigidBody2D.xml msgid "The body's total applied torque." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "If [code]true[/code], the body can enter sleep mode when there is no " "movement. See [member sleeping].\n" "[b]Note:[/b] A RigidBody2D will never enter sleep mode automatically if its " "[member mode] is [constant MODE_CHARACTER]. It can still be put to sleep " "manually by setting its [member sleeping] property to [code]true[/code]." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "If [code]true[/code], the body will emit signals when it collides with " "another RigidBody2D. See also [member contacts_reported]." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "The maximum number of contacts that will be recorded. Requires [member " "contact_monitor] to be set to [code]true[/code].\n" "[b]Note:[/b] The number of contacts is different from the number of " "collisions. Collisions between parallel edges will result in two contacts " "(one at each end)." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Continuous collision detection mode.\n" "Continuous collision detection tries to predict where a moving body will " "collide instead of moving it and correcting its movement after collision. " "Continuous collision detection is slower, but more precise and misses fewer " "collisions with small, fast-moving objects. Raycasting and shapecasting " "methods are available. See [enum CCDMode] for details." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "If [code]true[/code], internal force integration is disabled for this body. " "Aside from collision response, the body will only move as determined by the " "[method _integrate_forces] function." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " "[code]1[/code] (maximum friction).\n" "Deprecated, use [member PhysicsMaterial.friction] instead via [member " "physics_material_override]." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Multiplies the gravity applied to the body. The body's gravity is calculated " "from the [b]Default Gravity[/b] value in [b]Project > Project Settings > " "Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "The body's moment of inertia. This is like mass, but for rotation: it " "determines how much torque it takes to rotate the body. The moment of " "inertia is usually computed automatically from the mass and the shapes, but " "this function allows you to set a custom value. Set 0 inertia to return to " "automatically computing it." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Damps the body's [member linear_velocity]. If [code]-1[/code], the body will " "use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > " "Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the " "default project value.\n" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "The body's linear velocity in pixels per second. Can be used sporadically, " "but [b]don't set this every frame[/b], because physics may run in another " "thread and runs at a different granularity. Use [method _integrate_forces] " "as your process loop for precise control of the body state." msgstr "" #: doc/classes/RigidBody2D.xml msgid "The body's mode. See [enum Mode] for possible values." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "The body's weight based on its mass and the [b]Default Gravity[/b] value in " "[b]Project > Project Settings > Physics > 2d[/b]." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Emitted when a collision with another [PhysicsBody2D] or [TileMap] occurs. " "Requires [member contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions. " "[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap]." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Emitted when the collision with another [PhysicsBody2D] or [TileMap] ends. " "Requires [member contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions. " "[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap]." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Emitted when one of this RigidBody2D's [Shape2D]s collides with another " "[PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] " "to be set to [code]true[/code] and [member contacts_reported] to be set high " "enough to detect all the collisions. [TileMap]s are detected if the " "[TileSet] has Collision [Shape2D]s.\n" "[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s " "[CollisionObject2D] used by the [Physics2DServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap].\n" "[code]body_shape_index[/code] the index of the [Shape2D] of the other " "[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the " "[CollisionShape2D] node with [code]body." "shape_owner_get_owner(body_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape2D] of this " "RigidBody2D used by the [Physics2DServer]. Get the [CollisionShape2D] node " "with [code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Emitted when the collision between one of this RigidBody2D's [Shape2D]s and " "another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member " "contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions. " "[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n" "[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s " "[CollisionObject2D] used by the [Physics2DServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap].\n" "[code]body_shape_index[/code] the index of the [Shape2D] of the other " "[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the " "[CollisionShape2D] node with [code]body." "shape_owner_get_owner(body_shape_index)[/code].\n" "[code]local_shape_index[/code] the index of the [Shape2D] of this " "RigidBody2D used by the [Physics2DServer]. Get the [CollisionShape2D] node " "with [code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Rigid mode. The body behaves as a physical object. It collides with other " "bodies and responds to forces applied to it. This is the default mode." msgstr "" #: doc/classes/RigidBody2D.xml msgid "Static mode. The body behaves like a [StaticBody2D] and does not move." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Character mode. Similar to [constant MODE_RIGID], but the body can not " "rotate." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved " "by code." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Continuous collision detection disabled. This is the fastest way to detect " "body collisions, but can miss small, fast-moving objects." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Continuous collision detection enabled using raycasting. This is faster than " "shapecasting but less precise." msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "Continuous collision detection enabled using shapecasting. This is the " "slowest CCD method and the most precise." msgstr "" #: doc/classes/Room.xml msgid "Room node, used to group objects together locally for [Portal] culling." msgstr "" #: doc/classes/Room.xml msgid "" "The [Portal] culling system requires levels to be built using objects " "grouped together by location in areas called [Room]s. In many cases these " "will correspond to actual rooms in buildings, but not necessarily (a canyon " "area may be treated as a room).\n" "Any [VisualInstance] that is a child or grandchild of a [Room] will be " "assigned to that room, if the [code]portal_mode[/code] of that " "[VisualInstance] is set to [code]STATIC[/code] (does not move) or " "[code]DYNAMIC[/code] (moves only within the room).\n" "Internally the room boundary must form a [b]convex hull[/b], and by default " "this is determined automatically by the geometry of the objects you place " "within the room.\n" "You can alternatively precisely specify a [b]manual bound[/b]. If you place " "a [MeshInstance] with a name prefixed by [code]Bound_[/code], it will turn " "off the bound generation from geometry, and instead use the vertices of this " "MeshInstance to directly calculate a convex hull during the conversion stage " "(see [RoomManager]).\n" "In order to see from one room into an adjacent room, [Portal]s must be " "placed over non-occluded openings between rooms. These will often be placed " "over doors and windows." msgstr "" #: doc/classes/Room.xml msgid "" "If [code]points[/code] are set, the [Room] bounding convex hull will be " "built from these points. If no points are set, the room bound will either be " "derived from a manual bound ([MeshInstance] with name prefix [code]Bound_[/" "code]), or from the geometry within the room.\n" "Note that you can use the [code]Generate Points[/code] editor button to get " "started. This will use either the geometry or manual bound to generate the " "room hull, and save the resulting points, allowing you to edit them to " "further refine the bound." msgstr "" #: doc/classes/Room.xml msgid "" "The [code]simplify[/code] value determines to what degree room hulls " "(bounds) are simplified, by removing similar planes. A value of 0 gives no " "simplification, 1 gives maximum simplification." msgstr "" #: doc/classes/Room.xml msgid "" "The room hull simplification can either use the default value set in the " "[RoomManager], or override this and use the per room setting." msgstr "" #: doc/classes/RoomGroup.xml msgid "Groups [Room]s together to allow common functionality." msgstr "" #: doc/classes/RoomGroup.xml msgid "" "Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " "children of a [RoomGroup] in order to assign them to the RoomGroup.\n" "A [RoomGroup] can for example be used to specify [Room]s that are " "[b]outside[/b], and switch on or off a directional light, sky, or rain " "effect as the player enters / exits the area.\n" "[RoomGroup]s receive [b]gameplay callbacks[/b] when the " "[code]gameplay_monitor[/code] is switched on, as [code]signal[/code]s or " "[code]notification[/code]s as they enter and exit the [b]gameplay area[/b] " "(see [RoomManager] for details)." msgstr "" #: doc/classes/RoomGroup.xml msgid "" "This priority will be applied to [Room]s within the group. The [Room] " "priority allows the use of [b]internal rooms[/b], rooms [i]within[/i] " "another room or rooms.\n" "When the [Camera] is within more than one room (regular and internal), the " "higher priority room will take precedence. So with for example, a house " "inside a terrain 'room', you would make the house higher priority, so that " "when the camera is within the house, the house is used as the source room, " "but outside the house, the terrain room would be used instead." msgstr "" #: doc/classes/RoomManager.xml msgid "The RoomManager node is used to control the portal culling system." msgstr "" #: doc/classes/RoomManager.xml msgid "" "In order to utilize the portal occlusion culling system, you must build your " "level using [Room]s and [Portal]s. Before these can be used at runtime, they " "must undergo a short conversion process to build the [code]room graph[/" "code], runtime data needed for portal culling. The [code]room graph[/code] " "is controlled by the [RoomManager] node, and the [RoomManager] also contains " "settings that are common throughout the portal system." msgstr "" #: doc/classes/RoomManager.xml msgid "" "This function clears all converted data from the [b]room graph[/b]. Use this " "before unloading a level, when transitioning from level to level, or " "returning to a main menu." msgstr "" #: doc/classes/RoomManager.xml msgid "" "This is the most important function in the whole portal culling system. " "Without it, the system cannot function.\n" "First it goes through every [Room] that is a child of the [code]room list[/" "code] node (and [RoomGroup]s within) and converts and adds it to the " "[code]room graph[/code].\n" "This works for both [Room] nodes, and [Spatial] nodes that follow a special " "naming convention. They should begin with the prefix [i]'Room_'[/i], " "followed by the name you wish to give the room, e.g. [i]'Room_lounge'[/i]. " "This will automatically convert such [Spatial]s to [Room] nodes for you. " "This is useful if you want to build you entire room system in e.g. Blender, " "and reimport multiple times as you work on the level.\n" "The conversion will try to assign [VisualInstance]s that are children and " "grandchildren of the [Room] to the room. These should be given a suitable " "[code]portal mode[/code] (see the [CullInstance] documentation). The default " "[code]portal mode[/code] is [code]STATIC[/code] - objects which are not " "expected to move while the level is played, which will typically be most " "objects.\n" "The conversion will usually use the geometry of these [VisualInstance]s (and " "the [Portal]s) to calculate a convex hull bound for the room. These bounds " "will be shown in the editor with a wireframe. Alternatively you can specify " "a manual custom bound for any room, see the [Room] documentation.\n" "By definition, [Camera]s within a room can see everything else within the " "room (that is one advantage to using convex hulls). However, in order to see " "from one room into adjacent rooms, you must place [Portal]s, which represent " "openings that the camera can see through, like windows and doors.\n" "[Portal]s are really just specialized [MeshInstance]s. In fact you will " "usually first create a portal by creating a [MeshInstance], especially a " "[code]plane[/code] mesh instance. You would move the plane in the editor to " "cover a window or doorway, with the front face pointing outward from the " "room. To let the conversion process know you want this mesh to be a portal, " "again we use a special naming convention. [MeshInstance]s to be converted to " "a [Portal] should start with the prefix [i]'Portal_'[/i].\n" "You now have a choice - you can leave the name as [i]'Portal_'[/i] and allow " "the system to automatically detect the nearest [Room] to link. In most cases " "this will work fine.\n" "An alternative method is to specify the [Room] to link to manually, " "appending a suffix to the portal name, which should be the name of the room " "you intend to link to. For example [i]'Portal_lounge'[/i] will attempt to " "link to the room named [i]'Room_lounge'[/i].\n" "There is a special case here - Godot does not allow two nodes to share the " "same name. What if you want to manually have more than one portal leading " "into the same room? Surely they will need to both be called, e.g. " "[i]'Portal_lounge'[/i]?\n" "The solution is a wildcard character. After the room name, if you use the " "character [i]'*'[/i], this character and anything following it will be " "ignored. So you can use for example [i]'Portal_lounge*0'[/i], " "[i]'Portal_lounge*1'[/i] etc.\n" "Note that [Portal]s that have already been converted to [Portal] nodes " "(rather than [MeshInstance]s) still need to follow the same naming " "convention, as they will be relinked each time during conversion.\n" "It is recommended that you only place objects in rooms that are desired to " "stay within those rooms - i.e. [code]portal mode[/code]s [code]STATIC[/code] " "or [code]DYNAMIC[/code] (not crossing portals). [code]GLOBAL[/code] and " "[code]ROAMING[/code] objects are best placed in another part of the scene " "tree, to avoid confusion. See [CullInstance] for a full description of " "portal modes." msgstr "" #: doc/classes/RoomManager.xml msgid "" "Switches the portal culling system on and off.\n" "It is important to note that when portal culling is active, it is " "responsible for [b]all[/b] the 3d culling. Some editor functionality may be " "more difficult to use, so switching the active flag is intended to be used " "to make sure your [Room] / [Portal] layout works within the editor.\n" "Switching to [code]active[/code] will have no effect when the [code]room " "graph[/code] is unloaded (the rooms have not yet been converted)." msgstr "" #: doc/classes/RoomManager.xml msgid "" "Large objects can 'sprawl' over (be present in) more than one room. It can " "be useful to visualize which objects are sprawling outside the current " "room.\n" "Toggling this setting turns this debug view on and off." msgstr "" #: doc/classes/RoomManager.xml msgid "" "Usually we don't want objects that only [b]just[/b] cross a boundary into an " "adjacent [Room] to sprawl into that room. To prevent this, each [Portal] has " "an extra margin, or tolerance zone where objects can enter without sprawling " "to a neighbouring room.\n" "In most cases you can set this here for all portals. It is possible to " "override the margin for each portal." msgstr "" #: doc/classes/RoomManager.xml msgid "" "When using a partial or full PVS, the gameplay monitor allows you to receive " "callbacks when roaming objects or rooms enter or exit the [b]gameplay area[/" "b]. The gameplay area is defined as either the primary, or secondary PVS.\n" "These callbacks allow you to, for example, reduce processing for objects " "that are far from the player, or turn on and off AI.\n" "You can either choose to receive callbacks as notifications through the " "[code]_notification[/code] function, or as signals.\n" "[code]NOTIFICATION_ENTER_GAMEPLAY[/code]\n" "[code]NOTIFICATION_EXIT_GAMEPLAY[/code]\n" "Signals: [code]\"gameplay_entered\"[/code], [code]\"gameplay_exited\"[/code]" msgstr "" #: doc/classes/RoomManager.xml msgid "" "If enabled, the system will attempt to merge similar meshes (particularly in " "terms of materials) within [Room]s during conversion. This can significantly " "reduce the number of drawcalls and state changes required during rendering, " "albeit at a cost of reduced culling granularity.\n" "[b]Note:[/b] This operates at runtime during the conversion process, and " "will only operate on exported or running projects, in order to prevent " "accidental alteration to the scene and loss of data." msgstr "" #: doc/classes/RoomManager.xml msgid "" "When converting rooms, the editor will warn you if overlap is detected " "between rooms. Overlap can interfere with determining the room that cameras " "and objects are within. A small amount can be acceptable, depending on your " "level. Here you can alter the threshold at which the editor warning appears. " "There are no other side effects." msgstr "" #: doc/classes/RoomManager.xml msgid "" "Portal rendering is recursive - each time a portal is seen through an " "earlier portal there is some cost. For this reason, and to prevent the " "possibility of infinite loops, this setting provides a hard limit on the " "recursion depth.\n" "[b]Note:[/b] This value is unused when using [code]Full[/code] PVS mode." msgstr "" #: doc/classes/RoomManager.xml msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " "to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" #: doc/classes/RoomManager.xml msgid "" "Optionally during conversion the potentially visible set (PVS) of rooms that " "are potentially visible from each room can be calculated. This can be used " "either to aid in dynamic portal culling, or to totally replace portal " "culling.\n" "In [code]Full[/code] PVS Mode, all objects within the potentially visible " "rooms will be frustum culled, and rendered if they are within the view " "frustum." msgstr "" #: doc/classes/RoomManager.xml msgid "" "In order to reduce processing for roaming objects, an expansion is applied " "to their AABB as they move. This expanded volume is used to calculate which " "rooms the roaming object is within. If the object's exact AABB is still " "within this expanded volume on the next move, there is no need to reprocess " "the object, which can save considerable CPU.\n" "The downside is that if the expansion is too much, the object may end up " "unexpectedly sprawling into neighbouring rooms and showing up where it might " "otherwise be culled.\n" "In order to balance roaming performance against culling accuracy, this " "expansion margin can be customized by the user. It will typically depend on " "your room and object sizes, and movement speeds. The default value should " "work reasonably in most circumstances." msgstr "" #: doc/classes/RoomManager.xml msgid "" "During the conversion process, the geometry of objects within [Room]s, or a " "custom specified manual bound, are used to generate a [b]convex hull bound[/" "b].\n" "This convex hull is [b]required[/b] in the visibility system, and is used " "for many purposes. Most importantly, it is used to decide whether the " "[Camera] (or an object) is within a [Room]. The convex hull generating " "algorithm is good, but occasionally it can create too many (or too few) " "planes to give a good representation of the room volume.\n" "The [code]room_simplify[/code] value can be used to gain fine control over " "this process. It determines how similar planes can be for them to be " "considered the same (and duplicates removed). The value can be set between 0 " "(no simplification) and 1 (maximum simplification).\n" "The value set here is the default for all rooms, but individual rooms can " "override this value if desired.\n" "The room convex hulls are shown as a wireframe in the editor." msgstr "" #: doc/classes/RoomManager.xml msgid "" "For the [Room] conversion process to succeed, you must point the " "[RoomManager] to the parent [Node] of your [Room]s and [RoomGroup]s, which " "we refer to as the [code]roomlist[/code] (the roomlist is not a special node " "type, it is normally just a [Spatial])." msgstr "" #: doc/classes/RoomManager.xml msgid "Shows the [Portal] margins when the portal gizmo is used in the editor." msgstr "" #: doc/classes/RoomManager.xml msgid "" "When receiving gameplay callbacks when objects enter and exit gameplay, the " "[b]gameplay area[/b] can be defined by either the primary PVS (potentially " "visible set) of [Room]s, or the secondary PVS (the primary PVS and their " "neighbouring [Room]s).\n" "Sometimes using the larger gameplay area of the secondary PVS may be " "preferable." msgstr "" #: doc/classes/RoomManager.xml msgid "" "Use only [Portal]s at runtime to determine visibility. PVS will not be " "generated at [Room]s conversion, and gameplay notifications cannot be used." msgstr "" #: doc/classes/RoomManager.xml msgid "" "Use a combination of PVS and [Portal]s to determine visibility (this is " "usually fastest and most accurate)." msgstr "" #: doc/classes/RoomManager.xml msgid "" "Use only the PVS (potentially visible set) of [Room]s to determine " "visibility." msgstr "" #: doc/classes/RootMotionView.xml msgid "Editor-only helper for setting up root motion in [AnimationTree]." msgstr "" #: doc/classes/RootMotionView.xml msgid "" "[i]Root motion[/i] refers to an animation technique where a mesh's skeleton " "is used to give impulse to a character. When working with 3D animations, a " "popular technique is for animators to use the root skeleton bone to give " "motion to the rest of the skeleton. This allows animating characters in a " "way where steps actually match the floor below. It also allows precise " "interaction with objects during cinematics. See also [AnimationTree].\n" "[b]Note:[/b] [RootMotionView] is only visible in the editor. It will be " "hidden automatically in the running project, and will also be converted to a " "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " "[code]tool[/code] script." msgstr "" #: doc/classes/RootMotionView.xml msgid "Using AnimationTree - Root motion" msgstr "" #: doc/classes/RootMotionView.xml msgid "Path to an [AnimationTree] node to use as a basis for root motion." msgstr "" #: doc/classes/RootMotionView.xml msgid "The grid's cell size in 3D units." msgstr "" #: doc/classes/RootMotionView.xml #, fuzzy msgid "The grid's color." msgstr "マテリアルの基本色です。" #: doc/classes/RootMotionView.xml msgid "" "The grid's radius in 3D units. The grid's opacity will fade gradually as the " "distance from the origin increases until this [member radius] is reached." msgstr "" #: doc/classes/RootMotionView.xml msgid "" "If [code]true[/code], the grid's points will all be on the same Y coordinate " "([i]local[/i] Y = 0). If [code]false[/code], the points' original Y " "coordinate is preserved." msgstr "" #: doc/classes/SceneState.xml msgid "A script interface to a scene file's data." msgstr "" #: doc/classes/SceneState.xml msgid "" "Maintains a list of resources, nodes, exported, and overridden properties, " "and built-in scripts associated with a scene.\n" "This class cannot be instantiated directly, it is retrieved for a given " "scene as the result of [method PackedScene.get_state]." msgstr "" #: doc/classes/SceneState.xml msgid "" "Returns the list of bound parameters for the signal at [code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml msgid "" "Returns the number of signal connections in the scene.\n" "The [code]idx[/code] argument used to query connection metadata in other " "[code]get_connection_*[/code] methods in the interval [code][0, " "get_connection_count() - 1][/code]." msgstr "" #: doc/classes/SceneState.xml msgid "" "Returns the connection flags for the signal at [code]idx[/code]. See [enum " "Object.ConnectFlags] constants." msgstr "" #: doc/classes/SceneState.xml msgid "Returns the method connected to the signal at [code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml msgid "Returns the name of the signal at [code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml msgid "" "Returns the path to the node that owns the signal at [code]idx[/code], " "relative to the root node." msgstr "" #: doc/classes/SceneState.xml msgid "" "Returns the path to the node that owns the method connected to the signal at " "[code]idx[/code], relative to the root node." msgstr "" #: doc/classes/SceneState.xml msgid "" "Returns the number of nodes in the scene.\n" "The [code]idx[/code] argument used to query node data in other " "[code]get_node_*[/code] methods in the interval [code][0, get_node_count() - " "1][/code]." msgstr "" #: doc/classes/SceneState.xml msgid "" "Returns the list of group names associated with the node at [code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml msgid "" "Returns the node's index, which is its position relative to its siblings. " "This is only relevant and saved in scenes for cases where new nodes are " "added to an instanced or inherited scene among siblings from the base scene. " "Despite the name, this index is not related to the [code]idx[/code] argument " "used here and in other methods." msgstr "" #: doc/classes/SceneState.xml msgid "" "Returns a [PackedScene] for the node at [code]idx[/code] (i.e. the whole " "branch starting at this node, with its child nodes and resources), or " "[code]null[/code] if the node is not an instance." msgstr "" #: doc/classes/SceneState.xml msgid "" "Returns the path to the represented scene file if the node at [code]idx[/" "code] is an [InstancePlaceholder]." msgstr "" #: doc/classes/SceneState.xml msgid "Returns the name of the node at [code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml msgid "" "Returns the path to the owner of the node at [code]idx[/code], relative to " "the root node." msgstr "" #: doc/classes/SceneState.xml msgid "" "Returns the path to the node at [code]idx[/code].\n" "If [code]for_parent[/code] is [code]true[/code], returns the path of the " "[code]idx[/code] node's parent instead." msgstr "" #: doc/classes/SceneState.xml msgid "" "Returns the number of exported or overridden properties for the node at " "[code]idx[/code].\n" "The [code]prop_idx[/code] argument used to query node property data in other " "[code]get_node_property_*[/code] methods in the interval [code][0, " "get_node_property_count() - 1][/code]." msgstr "" #: doc/classes/SceneState.xml msgid "" "Returns the name of the property at [code]prop_idx[/code] for the node at " "[code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml msgid "" "Returns the value of the property at [code]prop_idx[/code] for the node at " "[code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml msgid "Returns the type of the node at [code]idx[/code]." msgstr "" #: doc/classes/SceneState.xml msgid "" "Returns [code]true[/code] if the node at [code]idx[/code] is an " "[InstancePlaceholder]." msgstr "" #: doc/classes/SceneState.xml msgid "" "If passed to [method PackedScene.instance], blocks edits to the scene state." msgstr "" #: doc/classes/SceneState.xml msgid "" "If passed to [method PackedScene.instance], provides inherited scene " "resources to the local scene.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" #: doc/classes/SceneState.xml msgid "" "If passed to [method PackedScene.instance], provides local scene resources " "to the local scene. Only the main scene should receive the main edit state.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" #: doc/classes/SceneState.xml msgid "" "If passed to [method PackedScene.instance], it's similar to [constant " "GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated " "to be the base of another one.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" #: doc/classes/SceneTree.xml msgid "Manages the game loop via a hierarchy of nodes." msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " "of nodes in a scene as well as scenes themselves. Nodes can be added, " "retrieved and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" "You can also use the [SceneTree] to organize your nodes into groups: every " "node can be assigned as many groups as you want to create, e.g. an \"enemy\" " "group. You can then iterate these groups or even call methods and set " "properties on all the group's members at once.\n" "[SceneTree] is the default [MainLoop] implementation used by scenes, and is " "thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Calls [code]method[/code] on each member of the given group. You can pass " "arguments to [code]method[/code] by specifying them at the end of the method " "call. This method is equivalent of calling [method call_group_flags] with " "[constant GROUP_CALL_DEFAULT] flag.\n" "[b]Note:[/b] [code]method[/code] may only have 5 arguments at most (7 " "arguments passed to this method in total).\n" "[b]Note:[/b] Due to design limitations, [method call_group] will fail " "silently if one of the arguments is [code]null[/code].\n" "[b]Note:[/b] [method call_group] will always call methods with an one-frame " "delay, in a way similar to [method Object.call_deferred]. To call methods " "immediately, use [method call_group_flags] with the [constant " "GROUP_CALL_REALTIME] flag." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Calls [code]method[/code] on each member of the given group, respecting the " "given [enum GroupCallFlags]. You can pass arguments to [code]method[/code] " "by specifying them at the end of the method call.\n" "[b]Note:[/b] [code]method[/code] may only have 5 arguments at most (8 " "arguments passed to this method in total).\n" "[b]Note:[/b] Due to design limitations, [method call_group_flags] will fail " "silently if one of the arguments is [code]null[/code].\n" "[codeblock]\n" "# Call the method immediately and in reverse order.\n" "get_tree().call_group_flags(SceneTree.GROUP_CALL_REALTIME | SceneTree." "GROUP_CALL_REVERSE, \"bases\", \"destroy\")\n" "[/codeblock]" msgstr "" #: doc/classes/SceneTree.xml msgid "" "Changes the running scene to the one at the given [code]path[/code], after " "loading it into a [PackedScene] and creating a new instance.\n" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the " "[code]path[/code] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if that scene cannot be instantiated.\n" "[b]Note:[/b] The scene change is deferred, which means that the new scene " "node is added on the next idle frame. You won't be able to access it " "immediately after the [method change_scene] call." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Changes the running scene to a new instance of the given [PackedScene].\n" "Returns [constant OK] on success or [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated.\n" "[b]Note:[/b] The scene change is deferred, which means that the new scene " "node is added on the next idle frame. You won't be able to access it " "immediately after the [method change_scene_to] call.\n" "[b]Note:[/b] Passing a value of [code]null[/code] into the method will " "unload the current scene without loading a new one." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after " "the given time in seconds elapsed in this [SceneTree]. If " "[code]pause_mode_process[/code] is set to [code]false[/code], pausing the " "[SceneTree] will also pause the timer.\n" "Commonly used to create a one-shot delay timer as in the following example:\n" "[codeblock]\n" "func some_function():\n" " print(\"start\")\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"end\")\n" "[/codeblock]\n" "The timer will be automatically freed after its time elapses." msgstr "" #: doc/classes/SceneTree.xml msgid "Creates and returns a new [SceneTreeTween]." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Returns the current frame number, i.e. the total frame count since the " "application started." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Returns the peer IDs of all connected peers of this [SceneTree]'s [member " "network_peer]." msgstr "" #: doc/classes/SceneTree.xml msgid "Returns the unique peer ID of this [SceneTree]'s [member network_peer]." msgstr "" #: doc/classes/SceneTree.xml msgid "Returns the number of nodes in this [SceneTree]." msgstr "" #: doc/classes/SceneTree.xml msgid "Returns a list of all nodes assigned to the given group." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] " "(both running and paused)." msgstr "" #: doc/classes/SceneTree.xml msgid "Returns the sender's peer ID for the most recently received RPC call." msgstr "" #: doc/classes/SceneTree.xml msgid "Returns [code]true[/code] if the given group exists." msgstr "" #: doc/classes/SceneTree.xml #, fuzzy msgid "" "Returns [code]true[/code] if the most recent [InputEvent] was marked as " "handled with [method set_input_as_handled]." msgstr "" "ボタン内にマウスが入り、まだボタンから離れていない場合に [code]true[/code] を" "返します。" #: doc/classes/SceneTree.xml msgid "" "Returns [code]true[/code] if this [SceneTree]'s [member network_peer] is in " "server mode (listening for connections)." msgstr "" #: doc/classes/SceneTree.xml msgid "Sends the given notification to all members of the [code]group[/code]." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Sends the given notification to all members of the [code]group[/code], " "respecting the given [enum GroupCallFlags]." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Queues the given object for deletion, delaying the call to [method Object." "free] to after the current frame." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Quits the application at the end of the current iteration. A process " "[code]exit_code[/code] can optionally be passed as an argument. If this " "argument is [code]0[/code] or greater, it will override the [member OS." "exit_code] defined before quitting the application.\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " "iOS Human Interface Guidelines, the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Reloads the currently active scene.\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " "current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Sets the given [code]property[/code] to [code]value[/code] on all members of " "the given group." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Sets the given [code]property[/code] to [code]value[/code] on all members of " "the given group, respecting the given [enum GroupCallFlags]." msgstr "" #: doc/classes/SceneTree.xml msgid "Marks the most recent [InputEvent] as handled." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Configures screen stretching to the given [enum StretchMode], [enum " "StretchAspect], minimum size and [code]scale[/code]." msgstr "" #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], the application automatically accepts quitting.\n" "For mobile platforms, see [member quit_on_go_back]." msgstr "" #: doc/classes/SceneTree.xml msgid "The current scene." msgstr "" #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], collision shapes will be visible when running the game " "from the editor for debugging purposes.\n" "[b]Note:[/b] This property is not designed to be changed at run-time. " "Changing the value of [member debug_collisions_hint] while the project is " "running will not have the desired effect." msgstr "" #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], navigation polygons will be visible when running the " "game from the editor for debugging purposes.\n" "[b]Note:[/b] This property is not designed to be changed at run-time. " "Changing the value of [member debug_navigation_hint] while the project is " "running will not have the desired effect." msgstr "" #: doc/classes/SceneTree.xml msgid "The root of the edited scene." msgstr "" #: doc/classes/SceneTree.xml msgid "The default [MultiplayerAPI] instance for this [SceneTree]." msgstr "" #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code] (default value), enables automatic polling of the " "[MultiplayerAPI] for this SceneTree during [signal idle_frame].\n" "If [code]false[/code], you need to manually call [method MultiplayerAPI." "poll] to process network packets and deliver RPCs/RSETs. This allows running " "RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) " "and for manual [Mutex] protection when accessing the [MultiplayerAPI] from " "threads." msgstr "" #: doc/classes/SceneTree.xml msgid "" "The peer object to handle the RPC system (effectively enabling networking " "when set). Depending on the peer itself, the [SceneTree] will become a " "network server (check with [method is_network_server]) and will set the root " "node's network mode to master, or it will become a regular peer with the " "root node set to puppet. All child nodes are set to inherit the network mode " "by default. Handling of networking-related events (connection, " "disconnection, new clients) is done by connecting to [SceneTree]'s signals." msgstr "" #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], the [SceneTree] is paused. Doing so will have the " "following behavior:\n" "- 2D and 3D physics will be stopped. This includes signals and collision " "detection.\n" "- [method Node._process], [method Node._physics_process] and [method Node." "_input] will not be called anymore in nodes." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Although physics interpolation would normally be globally turned on and off " "using [member ProjectSettings.physics/common/physics_interpolation], this " "property allows control over interpolation at runtime." msgstr "" #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], the application quits automatically on going back (e." "g. on Android).\n" "To handle 'Go Back' button when this option is disabled, use [constant " "MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]." msgstr "" #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new " "incoming connections." msgstr "" #: doc/classes/SceneTree.xml msgid "The [SceneTree]'s root [Viewport]." msgstr "" #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], font oversampling is enabled. This means that " "[DynamicFont]s will be rendered at higher or lower size than configured " "based on the viewport's scaling ratio. For example, in a viewport scaled " "with a factor 1.5, a font configured with size 14 would be rendered with " "size 21 ([code]14 * 1.5[/code]).\n" "[b]Note:[/b] Font oversampling is only used if the viewport stretch mode is " "[constant STRETCH_MODE_VIEWPORT], and if the stretch aspect mode is " "different from [constant STRETCH_ASPECT_IGNORE].\n" "[b]Note:[/b] This property is set automatically for the active [SceneTree] " "when the project starts based on the configuration of [code]rendering/" "quality/dynamic_fonts/use_oversampling[/code] in [ProjectSettings]. The " "property can however be overridden at runtime as needed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] successfully " "connected to a server. Only emitted on clients." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] fails to establish " "a connection to a server. Only emitted on clients." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted when files are dragged from the OS file manager and dropped in the " "game window. The arguments are a list of file paths and the identifier of " "the screen where the drag originated." msgstr "" #: doc/classes/SceneTree.xml #, fuzzy msgid "Emitted whenever global menu item is clicked." msgstr "[member advance_condition] が変更されたときに発信されます。" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " "the [SceneTree]." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] connects with a " "new peer. ID is the peer ID of the new peer. Clients get notified when other " "clients connect to the same server. Upon connecting to a server, a client " "also receives this signal for the server (with ID being 1)." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] disconnects from a " "peer. Clients get notified when other clients disconnect from the same " "server." msgstr "" #: doc/classes/SceneTree.xml msgid "Emitted whenever a node is added to the [SceneTree]." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted when a node's configuration changed. Only emitted in [code]tool[/" "code] mode." msgstr "" #: doc/classes/SceneTree.xml msgid "Emitted whenever a node is removed from the [SceneTree]." msgstr "" #: doc/classes/SceneTree.xml msgid "Emitted whenever a node is renamed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " "node in the [SceneTree]." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted when the screen resolution (fullscreen) or window size (windowed) " "changes." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] disconnected from " "server. Only emitted on clients." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted whenever the [SceneTree] hierarchy changed (children being moved or " "renamed, etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "Call a group with no flags (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "Call a group in reverse scene order." msgstr "" #: doc/classes/SceneTree.xml msgid "Call a group immediately (calls are normally made on idle)." msgstr "" #: doc/classes/SceneTree.xml msgid "Call a group only once even if the call is executed many times." msgstr "" #: doc/classes/SceneTree.xml msgid "No stretching." msgstr "" #: doc/classes/SceneTree.xml msgid "Render stretching in higher resolution (interpolated)." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Keep the specified display resolution. No interpolation. Content may appear " "pixelated." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Fill the window with the content stretched to cover excessive space. Content " "may appear stretched." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Retain the same aspect ratio by padding with black bars on either axis. This " "prevents distortion." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Expand vertically. Left/right black bars may appear if the window is too " "wide." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Expand horizontally. Top/bottom black bars may appear if the window is too " "tall." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Expand in both directions, retaining the same aspect ratio. This prevents " "distortion while avoiding black bars." msgstr "" #: doc/classes/SceneTreeTimer.xml msgid "One-shot timer." msgstr "" #: doc/classes/SceneTreeTimer.xml msgid "" "A one-shot timer managed by the scene tree, which emits [signal timeout] on " "completion. See also [method SceneTree.create_timer].\n" "As opposed to [Timer], it does not require the instantiation of a node. " "Commonly used to create a one-shot delay timer as in the following example:\n" "[codeblock]\n" "func some_function():\n" " print(\"Timer started.\")\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" "The timer will be dereferenced after its time elapses. To preserve the " "timer, you can keep a reference to it. See [Reference]." msgstr "" #: doc/classes/SceneTreeTimer.xml msgid "The time remaining (in seconds)." msgstr "" #: doc/classes/SceneTreeTimer.xml doc/classes/Timer.xml msgid "Emitted when the timer reaches 0." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Lightweight object used for general-purpose animation via script, using " "[Tweener]s." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "[SceneTreeTween] is a tween managed by the scene tree. As opposed to " "[Tween], it does not require the instantiation of a node.\n" "[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are " "very much suited for simple animations or general tasks that don't require " "visual tweaking provided by the editor. They can be used in a fire-and-" "forget manner for some logic that normally would be done by code. You can e." "g. make something shoot periodically by using a looped [CallbackTweener] " "with a delay.\n" "A [SceneTreeTween] can be created by using either [method SceneTree." "create_tween] or [method Node.create_tween]. [SceneTreeTween]s created " "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " "used for tweening values, but you can do manual interpolation with [method " "interpolate_value].\n" "A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " "object, using [method tween_property], [method tween_interval], [method " "tween_callback] or [method tween_method]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" "This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " "before finally calling [method Node.queue_free] to free the sprite. " "[Tweener]s are executed one after another by default. This behavior can be " "changed using [method parallel] and [method set_parallel].\n" "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " "chained method call can be used to tweak the properties of this [Tweener]. " "For example, if you want to set a different transition type in the above " "example, you can use [method set_trans]:\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." "TRANS_SINE)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween." "TRANS_BOUNCE)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" "Most of the [SceneTreeTween] methods can be chained this way too. In the " "following example the [SceneTreeTween] is bound to the running script's node " "and a default transition is set for its [Tweener]s:\n" "[codeblock]\n" "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." "TRANS_ELASTIC)\n" "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" "tween.tween_callback($Sprite, \"queue_free\")\n" "[/codeblock]\n" "Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " "objects:\n" "[codeblock]\n" "var tween = create_tween()\n" "for sprite in get_children():\n" " tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" "Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " "examples). The second accepts an [enum Tween.EaseType] constant, and " "controls where the [code]trans_type[/code] is applied to the interpolation " "(in the beginning, the end, or both). If you don't know which transition and " "easing to pick, you can try different [enum Tween.TransitionType] constants " "with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To " "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " "immediately after it is created." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Binds this [SceneTreeTween] with the given [code]node[/code]. " "[SceneTreeTween]s are processed directly by the [SceneTree], so they run " "independently of the animated nodes. When you bind a [Node] with the " "[SceneTreeTween], the [SceneTreeTween] will halt the animation when the " "object is not inside tree and the [SceneTreeTween] 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 [SceneTreeTween], you can use [method " "Node.create_tween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Used to chain two [Tweener]s after [method set_parallel] is called with " "[code]true[/code].\n" "[codeblock]\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" "[/codeblock]" msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " "seconds. This is mostly useful for manual control when the [SceneTreeTween] " "is paused. It can also be used to end the [SceneTreeTween] animation " "immediately, by setting [code]delta[/code] longer than the whole duration of " "the [SceneTreeTween] animation.\n" "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " "haven't finished.\n" "[b]Note:[/b] The [SceneTreeTween] 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 [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns the total time in seconds the [SceneTreeTween] 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 [SceneTreeTween] has finished animating will be slightly greater " "than the actual [SceneTreeTween] duration." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "This method can be used for manual interpolation of a value, when you don't " "want [SceneTreeTween] to do animating for you. It's similar to [method " "@GDScript.lerp], but with support for custom transition and easing.\n" "[code]initial_value[/code] is the starting value of the interpolation.\n" "[code]delta_value[/code] is the change of the value in the interpolation, i." "e. it's equal to [code]final_value - initial_value[/code].\n" "[code]elapsed_time[/code] 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 [code]duration[/code], " "the interpolated value will be halfway between initial and final values. " "This value can also be greater than [code]duration[/code] or lower than 0, " "which will extrapolate the value.\n" "[code]duration[/code] is the total time of the interpolation.\n" "[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method " "will always return the final value, regardless of [code]elapsed_time[/code] " "provided." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't " "paused and it's not finished." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " "[SceneTreeTween] might become invalid when it has finished tweening, is " "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " "[SceneTreeTween]s can't have [Tweener]s appended. You can however still use " "[method interpolate_value]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Makes the next [Tweener] run parallelly to the previous one. Example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property(...)\n" "tween.parallel().tween_property(...)\n" "tween.parallel().tween_property(...)\n" "[/codeblock]\n" "All [Tweener]s in the example will run at the same time.\n" "You can make the [SceneTreeTween] parallel by default by using [method " "set_parallel]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Pauses the tweening. The animation can be resumed by using [method play]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "Resumes a paused or stopped [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Sets the default ease type for [PropertyTweener]s and [MethodTweener]s " "animated by this [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml 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 [SceneTreeTween] run " "infinitely, until either it is killed with [method kill], the " "[SceneTreeTween]'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 " "[SceneTreeTween]'s lifetime depends on some node, always use [method " "bind_node]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after " "this method will by default run simultaneously, as opposed to sequentially." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Determines the behavior of the [SceneTreeTween] when the [SceneTree] is " "paused. Check [enum TweenPauseMode] for options.\n" "Default value is [constant TWEEN_PAUSE_BOUND]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Determines whether the [SceneTreeTween] should run during idle frame (see " "[method Node._process]) or physics frame (see [method Node." "_physics_process].\n" "Default value is [constant Tween.TWEEN_PROCESS_IDLE]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Scales the speed of tweening. This affects all [Tweener]s and their delays." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Sets the default transition type for [PropertyTweener]s and [MethodTweener]s " "animated by this [SceneTreeTween]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Stops the tweening and resets the [SceneTreeTween] to its initial state. " "This will not remove any appended [Tweener]s." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends a [CallbackTweener]. This method can be used to call an " "arbitrary method in any object. Use [code]binds[/code] to bind additional " "arguments for the call.\n" "Example: object that keeps shooting every 1 second.\n" "[codeblock]\n" "var tween = get_tree().create_tween().set_loops()\n" "tween.tween_callback(self, \"shoot\").set_delay(1)\n" "[/codeblock]\n" "Example: turning a sprite red and then blue, with 2 second delay.\n" "[codeblock]\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" "[/codeblock]" msgstr "" #: doc/classes/SceneTreeTween.xml 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 [SceneTreeTween] " "acts as a timer). [code]time[/code] is the length of the interval, in " "seconds.\n" "Example: creating an interval in code execution.\n" "[codeblock]\n" "# ... some code\n" "yield(create_tween().tween_interval(2), \"finished\")\n" "# ... more code\n" "[/codeblock]\n" "Example: creating an object that moves back and forth and jumps every few " "seconds.\n" "[codeblock]\n" "var tween = create_tween().set_loops()\n" "tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n" "tween.tween_callback(self, \"jump\")\n" "tween.tween_interval(2)\n" "tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n" "tween.tween_callback(self, \"jump\")\n" "tween.tween_interval(2)\n" "[/codeblock]" msgstr "" #: doc/classes/SceneTreeTween.xml 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 [code]from[/code] and [code]to[/code] over the time " "specified by [code]duration[/code], in seconds. Use [code]binds[/code] 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" "Example: making a 3D object look from one point to another point.\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), " "1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n" "[/codeblock]\n" "Example: setting a text of a [Label], using an intermediate method and after " "a delay.\n" "[codeblock]\n" "func _ready():\n" " var tween = create_tween()\n" " tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n" "\n" "func set_label_text(value: int):\n" " $Label.text = \"Counting \" + str(value)\n" "[/codeblock]" msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Creates and appends a [PropertyTweener]. This method tweens a " "[code]property[/code] of an [code]object[/code] between an initial value and " "[code]final_val[/code] in a span of time equal to [code]duration[/code], in " "seconds. The initial value by default is the property's value at the time " "the tweening of the [PropertyTweener] starts. For example:\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" "tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n" "[/codeblock]\n" "will move the sprite to position (100, 200) and then to (200, 300). If you " "use [method PropertyTweener.from] or [method PropertyTweener.from_current], " "the starting position will be overwritten by the given value instead. See " "other methods in [PropertyTweener] to see how the tweening can be tweaked " "further.\n" "[b]Note:[/b] You can find the correct property name by hovering over the " "property in the Inspector. You can also provide the components of a property " "directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/" "code]), where it would only apply to that particular component.\n" "Example: moving object twice from the same position, with different " "transition types.\n" "[codeblock]\n" "var tween = create_tween()\n" "tween.tween_property($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" "[/codeblock]" msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " "when the [SceneTreeTween] is set to infinite looping (see [method " "set_loops]).\n" "[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " "processing frame after this signal is emitted. Calling [method stop] inside " "the signal callback will prevent the [SceneTreeTween] from being removed." msgstr "" #: doc/classes/SceneTreeTween.xml 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." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "Emitted when one step of the [SceneTreeTween] is complete, providing the " "step index. One step is either a single [Tweener] or a group of [Tweener]s " "running in parallel." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "If the [SceneTreeTween] has a bound node, it will process when that node can " "process (see [member Node.pause_mode]). Otherwise it's the same as [constant " "TWEEN_PAUSE_STOP]." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause." msgstr "" #: doc/classes/SceneTreeTween.xml msgid "" "The [SceneTreeTween] will process regardless of whether [SceneTree] is " "paused." msgstr "" #: doc/classes/Script.xml msgid "A class stored as a resource." msgstr "" #: doc/classes/Script.xml msgid "" "A class stored as a resource. A script extends the functionality of all " "objects that instance it.\n" "The [code]new[/code] method of a script subclass creates a new instance. " "[method Object.set_script] extends an existing object, if that object's " "class matches one of the script's base classes." msgstr "" #: doc/classes/Script.xml msgid "Returns [code]true[/code] if the script can be instanced." msgstr "" #: doc/classes/Script.xml msgid "Returns the script directly inherited by this script." msgstr "" #: doc/classes/Script.xml msgid "Returns the script's base type." msgstr "" #: doc/classes/Script.xml msgid "Returns the default value of the specified property." msgstr "" #: doc/classes/Script.xml msgid "Returns a dictionary containing constant names and their values." msgstr "" #: doc/classes/Script.xml msgid "Returns the list of methods in this [Script]." msgstr "" #: doc/classes/Script.xml msgid "Returns the list of properties in this [Script]." msgstr "" #: doc/classes/Script.xml msgid "Returns the list of user signals defined in this [Script]." msgstr "" #: doc/classes/Script.xml msgid "" "Returns [code]true[/code] if the script, or a base class, defines a signal " "with the given name." msgstr "" #: doc/classes/Script.xml msgid "Returns [code]true[/code] if the script contains non-empty source code." msgstr "" #: doc/classes/Script.xml msgid "" "Returns [code]true[/code] if [code]base_object[/code] is an instance of this " "script." msgstr "" #: doc/classes/Script.xml msgid "" "Returns [code]true[/code] if the script is a tool script. A tool script can " "run in the editor." msgstr "" #: doc/classes/Script.xml msgid "Reloads the script's class implementation. Returns an error code." msgstr "" #: doc/classes/Script.xml msgid "" "The script source code or an empty string if source code is not available. " "When set, does not reload the class implementation automatically." msgstr "" #: doc/classes/ScriptCreateDialog.xml msgid "The Editor's popup dialog for creating new [Script] files." msgstr "" #: doc/classes/ScriptCreateDialog.xml msgid "" "The [ScriptCreateDialog] creates script files according to a given template " "for a given scripting language. The standard use is to configure its fields " "prior to calling one of the [method Popup.popup] methods.\n" "[codeblock]\n" "func _ready():\n" " dialog.config(\"Node\", \"res://new_node.gd\") # For in-engine types\n" " dialog.config(\"\\\"res://base_node.gd\\\"\", \"res://derived_node.gd\") " "# For script types\n" " dialog.popup_centered()\n" "[/codeblock]" msgstr "" #: doc/classes/ScriptCreateDialog.xml msgid "Prefills required fields to configure the ScriptCreateDialog for use." msgstr "" #: doc/classes/ScriptCreateDialog.xml msgid "Emitted when the user clicks the OK button." msgstr "" #: doc/classes/ScriptEditor.xml msgid "Godot editor's script editor." msgstr "" #: doc/classes/ScriptEditor.xml msgid "" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_script_editor]." msgstr "" #: doc/classes/ScriptEditor.xml msgid "Returns a [Script] that is currently active in editor." msgstr "" #: doc/classes/ScriptEditor.xml msgid "" "Returns an array with all [Script] objects which are currently open in " "editor." msgstr "" #: doc/classes/ScriptEditor.xml msgid "Goes to the specified line in the current script." msgstr "" #: doc/classes/ScriptEditor.xml msgid "" "Opens the script create dialog. The script will extend [code]base_name[/" "code]. The file extension can be omitted from [code]base_path[/code]. It " "will be added based on the selected scripting language." msgstr "" #: doc/classes/ScriptEditor.xml msgid "" "Reload all currently opened scripts from disk in case the file contents are " "newer." msgstr "" #: doc/classes/ScriptEditor.xml msgid "" "Emitted when user changed active script. Argument is a freshly activated " "[Script]." msgstr "" #: doc/classes/ScriptEditor.xml msgid "" "Emitted when editor is about to close the active script. Argument is a " "[Script] that is going to be closed." msgstr "" #: doc/classes/ScrollBar.xml msgid "Base class for scroll bars." msgstr "" #: doc/classes/ScrollBar.xml msgid "" "Scrollbars are a [Range]-based [Control], that display a draggable area (the " "size of the page). Horizontal ([HScrollBar]) and Vertical ([VScrollBar]) " "versions are available." msgstr "" #: doc/classes/ScrollBar.xml msgid "" "Overrides the step used when clicking increment and decrement buttons or " "when using arrow keys when the [ScrollBar] is focused." msgstr "" #: doc/classes/ScrollBar.xml msgid "Emitted when the scrollbar is being scrolled." msgstr "" #: doc/classes/ScrollContainer.xml msgid "A helper node for displaying scrollable elements such as lists." msgstr "" #: doc/classes/ScrollContainer.xml msgid "" "A ScrollContainer node meant to contain a [Control] child. ScrollContainers " "will automatically create a scrollbar child ([HScrollBar], [VScrollBar], or " "both) when needed and will only draw the Control within the ScrollContainer " "area. Scrollbars will automatically be drawn at the right (for vertical) or " "bottom (for horizontal) and will enable dragging to move the viewable " "Control (and its children) within the ScrollContainer. Scrollbars will also " "automatically resize the grabber based on the [member Control.rect_min_size] " "of the Control relative to the ScrollContainer. Works great with a [Panel] " "control. You can set [code]EXPAND[/code] on the children's size flags, so " "they will upscale to the ScrollContainer's size if it's larger (scroll is " "invisible for the chosen dimension)." msgstr "" #: doc/classes/ScrollContainer.xml msgid "" "Ensures the given [code]control[/code] is visible (must be a direct or " "indirect child of the ScrollContainer). Used by [member follow_focus].\n" "[b]Note:[/b] This will not work on a node that was just added during the " "same frame. If you want to scroll to a newly added child, you must wait " "until the next frame using [signal SceneTree.idle_frame]:\n" "[codeblock]\n" "add_child(child_node)\n" "yield(get_tree(), \"idle_frame\")\n" "ensure_control_visible(child_node)\n" "[/codeblock]" msgstr "" #: doc/classes/ScrollContainer.xml msgid "" "Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer].\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to disable the horizontal scrollbar, use " "[member scroll_horizontal_enabled]. If you want to only hide it instead, use " "its [member CanvasItem.visible] property." msgstr "" #: doc/classes/ScrollContainer.xml msgid "" "Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer].\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to disable the vertical scrollbar, use " "[member scroll_vertical_enabled]. If you want to only hide it instead, use " "its [member CanvasItem.visible] property." msgstr "" #: doc/classes/ScrollContainer.xml msgid "" "If [code]true[/code], the ScrollContainer will automatically scroll to " "focused children (including indirect children) to make sure they are fully " "visible." msgstr "" #: doc/classes/ScrollContainer.xml msgid "The current horizontal scroll value." msgstr "" #: doc/classes/ScrollContainer.xml msgid "If [code]true[/code], enables horizontal scrolling." msgstr "" #: doc/classes/ScrollContainer.xml msgid "The current vertical scroll value." msgstr "" #: doc/classes/ScrollContainer.xml msgid "If [code]true[/code], enables vertical scrolling." msgstr "" #: doc/classes/ScrollContainer.xml msgid "Emitted when scrolling stops." msgstr "" #: doc/classes/ScrollContainer.xml msgid "Emitted when scrolling is started." msgstr "" #: doc/classes/ScrollContainer.xml msgid "The background [StyleBox] of the [ScrollContainer]." msgstr "" #: doc/classes/SegmentShape2D.xml msgid "Segment shape for 2D collisions." msgstr "" #: doc/classes/SegmentShape2D.xml msgid "" "Segment shape for 2D collisions. Consists of two points, [code]a[/code] and " "[code]b[/code]." msgstr "" #: doc/classes/SegmentShape2D.xml msgid "The segment's first point position." msgstr "" #: doc/classes/SegmentShape2D.xml msgid "The segment's second point position." msgstr "" #: doc/classes/Semaphore.xml msgid "A synchronization semaphore." msgstr "" #: doc/classes/Semaphore.xml msgid "" "A synchronization semaphore which can be used to synchronize multiple " "[Thread]s. Initialized to zero on creation. Be careful to avoid deadlocks. " "For a binary version, see [Mutex]." msgstr "" #: doc/classes/Semaphore.xml msgid "" "Lowers the [Semaphore], allowing one more thread in.\n" "[b]Note:[/b] This method internals' can't possibly fail, but an error code " "is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" "Like [method wait], but won't block, so if the value is zero, fails " "immediately and returns [constant ERR_BUSY]. If non-zero, it returns " "[constant OK] to report success." msgstr "" #: doc/classes/Semaphore.xml msgid "" "Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" "[b]Note:[/b] This method internals' can't possibly fail, but an error code " "is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml msgid "Base class for separators." msgstr "" #: doc/classes/Separator.xml msgid "" "Separator is a [Control] used for separating other controls. It's purely a " "visual decoration. Horizontal ([HSeparator]) and Vertical ([VSeparator]) " "versions are available." msgstr "" #: doc/classes/Shader.xml msgid "A custom shader program." msgstr "" #: doc/classes/Shader.xml msgid "" "This class allows you to define a custom shader program that can be used by " "a [ShaderMaterial]. Shaders allow you to write your own custom behavior for " "rendering objects or updating particle information. For a detailed " "explanation and usage, please see the tutorials linked below." msgstr "" #: doc/classes/Shader.xml msgid "" "Returns the texture that is set as default for the specified parameter.\n" "[b]Note:[/b] [code]param[/code] must match the name of the uniform in the " "code exactly." msgstr "" #: doc/classes/Shader.xml msgid "" "Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], " "[constant MODE_SPATIAL] or [constant MODE_PARTICLES]." msgstr "" #: doc/classes/Shader.xml msgid "" "Returns [code]true[/code] if the shader has this param defined as a uniform " "in its code.\n" "[b]Note:[/b] [code]param[/code] must match the name of the uniform in the " "code exactly." msgstr "" #: doc/classes/Shader.xml msgid "" "Sets the default texture to be used with a texture uniform. The default is " "used if a texture is not set in the [ShaderMaterial].\n" "[b]Note:[/b] [code]param[/code] must match the name of the uniform in the " "code exactly." msgstr "" #: doc/classes/Shader.xml msgid "" "Returns the shader's code as the user has written it, not the full generated " "code used internally." msgstr "" #: doc/classes/Shader.xml msgid "" "Returns the shader's custom defines. Custom defines can be used in Godot to " "add GLSL preprocessor directives (e.g: extensions) required for the shader " "logic.\n" "[b]Note:[/b] Custom defines are not validated by the Godot shader parser, so " "care should be taken when using them." msgstr "" #: doc/classes/Shader.xml msgid "Mode used to draw all 3D objects." msgstr "" #: doc/classes/Shader.xml msgid "Mode used to draw all 2D objects." msgstr "" #: doc/classes/Shader.xml msgid "" "Mode used to calculate particle information on a per-particle basis. Not " "used for drawing." msgstr "" #: doc/classes/ShaderMaterial.xml msgid "A material that uses a custom [Shader] program." msgstr "" #: doc/classes/ShaderMaterial.xml msgid "" "A material that uses a custom [Shader] program to render either items to " "screen or process particles. You can create multiple materials for the same " "shader but configure different values for the uniforms defined in the " "shader.\n" "[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot " "emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can " "emit light in a [GIProbe]." msgstr "" #: doc/classes/ShaderMaterial.xml msgid "" "Returns the current value set for this material of a uniform in the shader." msgstr "" #: doc/classes/ShaderMaterial.xml msgid "" "Returns [code]true[/code] if the property identified by [code]name[/code] " "can be reverted to a default value." msgstr "" #: doc/classes/ShaderMaterial.xml msgid "" "Returns the default value of the material property with given [code]name[/" "code]." msgstr "" #: doc/classes/ShaderMaterial.xml msgid "" "Changes the value set for this material of a uniform in the shader.\n" "[b]Note:[/b] [code]param[/code] must match the name of the uniform in the " "code exactly." msgstr "" #: doc/classes/ShaderMaterial.xml msgid "The [Shader] program used to render this material." msgstr "" #: doc/classes/Shape.xml msgid "Base class for all 3D shape resources." msgstr "" #: doc/classes/Shape.xml msgid "" "Base class for all 3D shape resources. Nodes that inherit from this can be " "used as shapes for a [PhysicsBody] or [Area] objects." msgstr "" #: doc/classes/Shape.xml msgid "" "Returns the [ArrayMesh] used to draw the debug collision for this [Shape]." msgstr "" #: doc/classes/Shape.xml msgid "" "The collision margin for the shape. Used in Bullet Physics only.\n" "Collision margins allow collision detection to be more efficient by adding " "an extra shell around shapes. Collision algorithms are more expensive when " "objects overlap by more than their margin, so a higher value for margins is " "better for performance, at the cost of accuracy around edges as it makes " "them less sharp." msgstr "" #: doc/classes/Shape2D.xml msgid "Base class for all 2D shapes." msgstr "" #: doc/classes/Shape2D.xml msgid "Base class for all 2D shapes. All 2D shape types inherit from this." msgstr "" #: doc/classes/Shape2D.xml msgid "" "Returns [code]true[/code] if this shape is colliding with another.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " "([code]shape_xform[/code])." msgstr "" #: doc/classes/Shape2D.xml msgid "" "Returns a list of contact point pairs where this shape touches another.\n" "If there are no collisions, the returned list is empty. Otherwise, the " "returned list contains contact points arranged in pairs, with entries " "alternating between points on the boundary of this shape and points on the " "boundary of [code]with_shape[/code].\n" "A collision pair A, B can be used to calculate the collision normal with " "[code](B - A).normalized()[/code], and the collision depth with [code](B - " "A).length()[/code]. This information is typically used to separate shapes, " "particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " "([code]shape_xform[/code])." msgstr "" #: doc/classes/Shape2D.xml msgid "" "Returns whether this shape would collide with another, if a given movement " "was applied.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " "([code]with_shape[/code]), the transformation matrix of that shape " "([code]shape_xform[/code]), and the movement to test onto the other object " "([code]shape_motion[/code])." msgstr "" #: doc/classes/Shape2D.xml msgid "" "Returns a list of contact point pairs where this shape would touch another, " "if a given movement was applied.\n" "If there would be no collisions, the returned list is empty. Otherwise, the " "returned list contains contact points arranged in pairs, with entries " "alternating between points on the boundary of this shape and points on the " "boundary of [code]with_shape[/code].\n" "A collision pair A, B can be used to calculate the collision normal with " "[code](B - A).normalized()[/code], and the collision depth with [code](B - " "A).length()[/code]. This information is typically used to separate shapes, " "particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " "([code]with_shape[/code]), the transformation matrix of that shape " "([code]shape_xform[/code]), and the movement to test onto the other object " "([code]shape_motion[/code])." msgstr "" #: doc/classes/Shape2D.xml msgid "" "Draws a solid shape onto a [CanvasItem] with the [VisualServer] API filled " "with the specified [code]color[/code]. The exact drawing method is specific " "for each shape and cannot be configured." msgstr "" #: doc/classes/Shape2D.xml msgid "" "The shape's custom solver bias. Defines how much bodies react to enforce " "contact separation when this shape is involved.\n" "When set to [code]0.0[/code], the default value of [code]0.3[/code] is used." msgstr "" #: doc/classes/ShortCut.xml msgid "A shortcut for binding input." msgstr "" #: doc/classes/ShortCut.xml msgid "" "A shortcut for binding input.\n" "Shortcuts are commonly used for interacting with a [Control] element from a " "[InputEvent]." msgstr "" #: doc/classes/ShortCut.xml msgid "Returns the shortcut's [InputEvent] as a [String]." msgstr "" #: doc/classes/ShortCut.xml msgid "" "Returns [code]true[/code] if the shortcut's [InputEvent] equals [code]event[/" "code]." msgstr "" #: doc/classes/ShortCut.xml msgid "If [code]true[/code], this shortcut is valid." msgstr "" #: doc/classes/ShortCut.xml msgid "" "The shortcut's [InputEvent].\n" "Generally the [InputEvent] is a keyboard key, though it can be any " "[InputEvent]." msgstr "" #: doc/classes/Skeleton.xml msgid "Skeleton for characters and animated objects." msgstr "" #: doc/classes/Skeleton.xml msgid "" "Skeleton provides a hierarchical interface for managing bones, including " "pose, rest and animation (see [Animation]). It can also use ragdoll " "physics.\n" "The overall transform of a bone with respect to the skeleton is determined " "by the following hierarchical order: rest pose, custom pose and pose.\n" "Note that \"global pose\" below refers to the overall transform of the bone " "with respect to skeleton, so it not the actual global/world transform of the " "bone." msgstr "" #: doc/classes/Skeleton.xml msgid "" "Adds a bone, with name [code]name[/code]. [method get_bone_count] will " "become the bone index." msgstr "" #: doc/classes/Skeleton.xml msgid "[i]Deprecated soon.[/i]" msgstr "" #: doc/classes/Skeleton.xml msgid "Clear all the bones in this skeleton." msgstr "" #: doc/classes/Skeleton.xml msgid "Returns the bone index that matches [code]name[/code] as its name." msgstr "" #: doc/classes/Skeleton.xml msgid "Returns the amount of bones in the skeleton." msgstr "" #: doc/classes/Skeleton.xml msgid "" "Returns the custom pose of the specified bone. Custom pose is applied on top " "of the rest pose." msgstr "" #: doc/classes/Skeleton.xml msgid "" "Returns the overall transform of the specified bone, with respect to the " "skeleton. Being relative to the skeleton frame, this is not the actual " "\"global\" transform of the bone." msgstr "" #: doc/classes/Skeleton.xml msgid "" "Returns the overall transform of the specified bone, with respect to the " "skeleton, but without any global pose overrides. Being relative to the " "skeleton frame, this is not the actual \"global\" transform of the bone." msgstr "" #: doc/classes/Skeleton.xml msgid "Returns the name of the bone at index [code]index[/code]." msgstr "" #: doc/classes/Skeleton.xml msgid "" "Returns the bone index which is the parent of the bone at [code]bone_idx[/" "code]. If -1, then bone has no parent.\n" "[b]Note:[/b] The parent bone returned will always be less than " "[code]bone_idx[/code]." msgstr "" #: doc/classes/Skeleton.xml msgid "" "Returns the pose transform of the specified bone. Pose is applied on top of " "the custom pose, which is applied on top the rest pose." msgstr "" #: doc/classes/Skeleton.xml msgid "Returns the rest transform for a bone [code]bone_idx[/code]." msgstr "" #: doc/classes/Skeleton.xml msgid "" "Sets the bone index [code]parent_idx[/code] as the parent of the bone at " "[code]bone_idx[/code]. If -1, then bone has no parent.\n" "[b]Note:[/b] [code]parent_idx[/code] must be less than [code]bone_idx[/code]." msgstr "" #: doc/classes/Skeleton.xml #, fuzzy msgid "Sets the pose transform for bone [code]bone_idx[/code]." msgstr "" "バス [code]bus_idx[/code] 内にある2つのエフェクトの位置を入れ替えます。" #: doc/classes/Skeleton.xml msgid "Sets the rest transform for bone [code]bone_idx[/code]." msgstr "" #: doc/classes/Skeleton2D.xml msgid "Skeleton for 2D characters and animated objects." msgstr "" #: doc/classes/Skeleton2D.xml msgid "" "Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of " "[Bone2D]. Skeleton2D holds a reference to the rest pose of its children and " "acts as a single point of access to its bones." msgstr "" #: doc/classes/Skeleton2D.xml msgid "" "Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The " "object to return is identified by the parameter [code]idx[/code]. Bones are " "indexed by descending the node hierarchy from top to bottom, adding the " "children of each branch before moving to the next sibling." msgstr "" #: doc/classes/Skeleton2D.xml msgid "" "Returns the number of [Bone2D] nodes in the node hierarchy parented by " "Skeleton2D." msgstr "" #: doc/classes/Skeleton2D.xml msgid "Returns the [RID] of a Skeleton2D instance." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "SkeletonIK is used to place the end bone of a [Skeleton] bone chain at a " "certain point in 3D by rotating all bones in the chain accordingly." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "SkeletonIK is used to place the end bone of a [Skeleton] bone chain at a " "certain point in 3D by rotating all bones in the chain accordingly. A " "typical scenario for IK in games is to place a characters feet on the ground " "or a characters hands on a currently hold object. SkeletonIK uses " "FabrikInverseKinematic internally to solve the bone chain and applies the " "results to the [Skeleton] [code]bones_global_pose_override[/code] property " "for all affected bones in the chain. If fully applied this overwrites any " "bone transform from [Animation]s or bone custom poses set by users. The " "applied amount can be controlled with the [code]interpolation[/code] " "property.\n" "[codeblock]\n" "# Apply IK effect automatically on every new frame (not the current)\n" "skeleton_ik_node.start()\n" "\n" "# Apply IK effect only on the current frame\n" "skeleton_ik_node.start(true)\n" "\n" "# Stop IK effect and reset bones_global_pose_override on Skeleton\n" "skeleton_ik_node.stop()\n" "\n" "# Apply full IK effect\n" "skeleton_ik_node.set_interpolation(1.0)\n" "\n" "# Apply half IK effect\n" "skeleton_ik_node.set_interpolation(0.5)\n" "\n" "# Apply zero IK effect (a value at or below 0.01 also removes " "bones_global_pose_override on Skeleton)\n" "skeleton_ik_node.set_interpolation(0.0)\n" "[/codeblock]" msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "Returns the parent [Skeleton] Node that was present when SkeletonIK entered " "the [SceneTree]. Returns null if the parent node was not a [Skeleton] Node " "when SkeletonIK entered the [SceneTree]." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "Returns [code]true[/code] if SkeletonIK is applying IK effects on continues " "frames to the [Skeleton] bones. Returns [code]false[/code] if SkeletonIK is " "stopped or [method start] was used with the [code]one_time[/code] parameter " "set to [code]true[/code]." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "Starts applying IK effects on each frame to the [Skeleton] bones but will " "only take effect starting on the next frame. If [code]one_time[/code] is " "[code]true[/code], this will take effect immediately but also reset on the " "next frame." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "Stops applying IK effects on each frame to the [Skeleton] bones and also " "calls [method Skeleton.clear_bones_global_pose_override] to remove existing " "overrides on all bones." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "Interpolation value for how much the IK results are applied to the current " "skeleton bone chain. A value of [code]1.0[/code] will overwrite all skeleton " "bone transforms completely while a value of [code]0.0[/code] will visually " "disable the SkeletonIK. A value at or below [code]0.01[/code] also calls " "[method Skeleton.clear_bones_global_pose_override]." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "Secondary target position (first is [member target] property or [member " "target_node]) for the IK chain. Use magnet position (pole target) to control " "the bending of the IK chain. Only works if the bone chain has more than 2 " "bones. The middle chain bone position will be linearly interpolated with the " "magnet position." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "Number of iteration loops used by the IK solver to produce more accurate " "(and elegant) bone chain results." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "The minimum distance between bone and goal target. If the distance is below " "this value, the IK solver stops further iterations." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "If [code]true[/code] overwrites the rotation of the tip bone with the " "rotation of the [member target] (or [member target_node] if defined)." msgstr "" #: doc/classes/SkeletonIK.xml msgid "The name of the current root bone, the first bone in the IK chain." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "First target of the IK chain where the tip bone is placed and, if [member " "override_tip_basis] is [code]true[/code], how the tip bone is rotated. If a " "[member target_node] path is available the nodes transform is used instead " "and this property is ignored." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "Target node [NodePath] for the IK chain. If available, the node's current " "[Transform] is used instead of the [member target] property." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "The name of the current tip bone, the last bone in the IK chain placed at " "the [member target] transform (or [member target_node] if defined)." msgstr "" #: doc/classes/SkeletonIK.xml msgid "" "If [code]true[/code], instructs the IK solver to consider the secondary " "magnet target (pole target) when calculating the bone chain. Use the magnet " "position (pole target) to control the bending of the IK chain." msgstr "" #: doc/classes/Sky.xml msgid "The base class for [PanoramaSky] and [ProceduralSky]." msgstr "" #: doc/classes/Sky.xml msgid "" "The [Sky]'s radiance map size. The higher the radiance map size, the more " "detailed the lighting from the [Sky] will be.\n" "See [enum RadianceSize] constants for values.\n" "[b]Note:[/b] You will only benefit from high radiance sizes if you have " "perfectly sharp reflective surfaces in your project and are not using " "[ReflectionProbe]s or [GIProbe]s. For most projects, keeping [member " "radiance_size] to the default value is the best compromise between visuals " "and performance. Be careful when using high radiance size values as these " "can cause crashes on low-end GPUs." msgstr "" #: doc/classes/Sky.xml msgid "Radiance texture size is 32×32 pixels." msgstr "" #: doc/classes/Sky.xml msgid "Radiance texture size is 64×64 pixels." msgstr "" #: doc/classes/Sky.xml msgid "Radiance texture size is 128×128 pixels." msgstr "" #: doc/classes/Sky.xml msgid "Radiance texture size is 256×256 pixels." msgstr "" #: doc/classes/Sky.xml msgid "Radiance texture size is 512×512 pixels." msgstr "" #: doc/classes/Sky.xml msgid "" "Radiance texture size is 1024×1024 pixels.\n" "[b]Note:[/b] [constant RADIANCE_SIZE_1024] is not exposed in the inspector " "as it is known to cause GPU hangs on certain systems." msgstr "" #: doc/classes/Sky.xml msgid "" "Radiance texture size is 2048×2048 pixels.\n" "[b]Note:[/b] [constant RADIANCE_SIZE_2048] is not exposed in the inspector " "as it is known to cause GPU hangs on certain systems." msgstr "" #: doc/classes/Sky.xml msgid "Represents the size of the [enum RadianceSize] enum." msgstr "" #: doc/classes/Slider.xml msgid "Base class for GUI sliders." msgstr "" #: doc/classes/Slider.xml msgid "" "Base class for GUI sliders.\n" "[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] " "signals are part of the [Range] class which this class inherits from." msgstr "" #: doc/classes/Slider.xml msgid "" "If [code]true[/code], the slider can be interacted with. If [code]false[/" "code], the value can be changed only by code." msgstr "" #: doc/classes/Slider.xml msgid "If [code]true[/code], the value can be changed using the mouse wheel." msgstr "" #: doc/classes/Slider.xml msgid "" "Number of ticks displayed on the slider, including border ticks. Ticks are " "uniformly-distributed value markers." msgstr "" #: doc/classes/Slider.xml msgid "" "If [code]true[/code], the slider will display ticks for minimum and maximum " "values." msgstr "" #: doc/classes/Slider.xml msgid "" "Emitted when dragging stops. If [code]value_changed[/code] is true, [member " "Range.value] is different from the value when you started the dragging." msgstr "" #: doc/classes/Slider.xml msgid "Emitted when dragging is started." msgstr "" #: doc/classes/SliderJoint.xml msgid "Slider between two PhysicsBodies in 3D." msgstr "" #: doc/classes/SliderJoint.xml msgid "" "Slides across the X axis of the pivot object. See also [Generic6DOFJoint]." msgstr "" #: doc/classes/SliderJoint.xml msgid "" "The amount of damping of the rotation when the limit is surpassed.\n" "A lower damping value allows a rotation initiated by body A to travel to " "body B slower." msgstr "" #: doc/classes/SliderJoint.xml msgid "" "The amount of restitution of the rotation when the limit is surpassed.\n" "Does not affect damping." msgstr "" #: doc/classes/SliderJoint.xml msgid "" "A factor applied to the all rotation once the limit is surpassed.\n" "Makes all rotation slower when between 0 and 1." msgstr "" #: doc/classes/SliderJoint.xml msgid "A factor applied to the all rotation in the limits." msgstr "" #: doc/classes/SliderJoint.xml msgid "" "A factor applied to the all rotation across axes orthogonal to the slider." msgstr "" #: doc/classes/SliderJoint.xml msgid "" "The amount of damping that happens once the limit defined by [member " "linear_limit/lower_distance] and [member linear_limit/upper_distance] is " "surpassed." msgstr "" #: doc/classes/SliderJoint.xml msgid "" "The amount of restitution once the limits are surpassed. The lower, the more " "velocity-energy gets lost." msgstr "" #: doc/classes/SoftBody.xml msgid "A soft mesh physics body." msgstr "" #: doc/classes/SoftBody.xml msgid "" "A deformable physics body. Used to create elastic or deformable objects such " "as cloth, rubber, or other flexible materials.\n" "[b]Note:[/b] There are many known bugs in [SoftBody]. Therefore, it's not " "recommended to use them for things that can affect gameplay (such as a " "player character made entirely out of soft bodies)." msgstr "" #: doc/classes/SoftBody.xml msgid "Returns local translation of a vertex in the surface array." msgstr "" #: doc/classes/SoftBody.xml #, fuzzy msgid "Returns [code]true[/code] if vertex is set to pinned." msgstr "配列が空の場合は[code]true[/code]を返します。" #: doc/classes/SoftBody.xml msgid "" "Sets the pinned state of a surface vertex. When set to [code]true[/code], " "the optional [code]attachment_path[/code] can define a [Spatial] the pinned " "vertex will be attached to." msgstr "" #: doc/classes/SoftBody.xml #, fuzzy msgid "" "The physics layers this SoftBody is in.\n" "Collidable objects can exist in any of 32 different layers. These layers " "work like a tagging system, and are not visual. A collidable can use these " "layers to select with which objects it can collide, using the collision_mask " "property.\n" "A contact is detected if object A is in any of the layers that object B " "scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" "このエリアの物理レイヤーです。衝突可能なオブジェクトは32個あるレイヤーのいず" "れにも存在できます。たとえば、オブジェクトAが、オブジェクトBのスキャンするレ" "イヤーに存在しているか、あるいはオブジェクトBが、オブジェクトAのスキャンする" "レイヤーに存在しているとき、接触が検知されます。[member collision_mask] も参" "照。" #: doc/classes/SoftBody.xml msgid "" "The physics layers this SoftBody scans for collisions. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: doc/classes/SoftBody.xml msgid "[NodePath] to a [CollisionObject] this SoftBody should avoid clipping." msgstr "" #: doc/classes/SoftBody.xml msgid "" "If [code]true[/code], the [SoftBody] is simulated in physics. Can be set to " "[code]false[/code] to pause the physics simulation." msgstr "" #: doc/classes/SoftBody.xml #, fuzzy msgid "If [code]true[/code], the [SoftBody] will respond to [RayCast]s." msgstr "[code]true[/code] であれば、[AnimationTree] のプロセスを行います。" #: doc/classes/SoftBody.xml msgid "" "Increasing this value will improve the resulting simulation, but can affect " "performance. Use with care." msgstr "" #: doc/classes/SoftBody.xml msgid "The SoftBody's mass." msgstr "" #: doc/classes/Spatial.xml msgid "Most basic 3D game object, parent of all 3D-related nodes." msgstr "" #: doc/classes/Spatial.xml msgid "" "Most basic 3D game object, with a 3D [Transform] and visibility settings. " "All other 3D game objects inherit from Spatial. Use [Spatial] 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 [Spatial] object is set as top-level. Affine " "operations in this coordinate system correspond to direct affine operations " "on the [Spatial]'s transform. The word local below refers to this coordinate " "system. The coordinate system that is attached to the [Spatial] 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 @GDScript.deg2rad]." msgstr "" #: doc/classes/Spatial.xml msgid "Introduction to 3D" msgstr "" #: doc/classes/Spatial.xml doc/classes/Vector3.xml msgid "All 3D Demos" msgstr "" #: doc/classes/Spatial.xml msgid "" "When using physics interpolation, there will be circumstances in which you " "want to know the interpolated (displayed) transform of a node rather than " "the standard transform (which may only be accurate to the most recent " "physics tick).\n" "This is particularly important for frame-based operations that take place in " "[method Node._process], rather than [method Node._physics_process]. Examples " "include [Camera]s focusing on a node, or finding where to fire lasers from " "on a frame rather than physics tick." msgstr "" #: doc/classes/Spatial.xml msgid "" "Returns the parent [Spatial], or an empty [Object] if no parent exists or " "parent is not of type [Spatial]." msgstr "" #: doc/classes/Spatial.xml msgid "" "Returns the current [World] resource this [Spatial] node is registered to." msgstr "" #: doc/classes/Spatial.xml msgid "" "Rotates the global (world) transformation around axis, a unit [Vector3], by " "specified angle in radians. The rotation axis is in global coordinate system." msgstr "" #: doc/classes/Spatial.xml msgid "" "Scales the global (world) transformation by the given [Vector3] scale " "factors." msgstr "" #: doc/classes/Spatial.xml msgid "" "Moves the global (world) transformation by [Vector3] offset. The offset is " "in global coordinate system." msgstr "" #: doc/classes/Spatial.xml msgid "" "Disables rendering of this node. Changes [member visible] to [code]false[/" "code]." msgstr "" #: doc/classes/Spatial.xml msgid "" "Returns whether node notifies about its local transformation changes. " "[Spatial] will not propagate this by default." msgstr "" #: doc/classes/Spatial.xml msgid "" "Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its " "local transformation scale." msgstr "" #: doc/classes/Spatial.xml msgid "" "Returns whether this node is set as Toplevel, that is whether it ignores its " "parent nodes transformations." msgstr "" #: doc/classes/Spatial.xml msgid "" "Returns whether the node notifies about its global and local transformation " "changes. [Spatial] will not propagate this by default." msgstr "" #: doc/classes/Spatial.xml msgid "" "Returns [code]true[/code] if the node is present in the [SceneTree], its " "[member visible] property is [code]true[/code] and all its antecedents are " "also visible. If any antecedent is hidden, this node will not be visible in " "the scene tree." msgstr "" #: doc/classes/Spatial.xml msgid "" "Rotates the node so that the local forward axis (-Z) points toward the " "[code]target[/code] position.\n" "The local up axis (+Y) points as close to the [code]up[/code] vector as " "possible while staying perpendicular to the local forward axis. The " "resulting transform is orthogonal, and the scale is preserved. Non-uniform " "scaling may not work correctly.\n" "The [code]target[/code] position cannot be the same as the node's position, " "the [code]up[/code] vector cannot be zero, and the direction from the node's " "position to the [code]target[/code] vector cannot be parallel to the " "[code]up[/code] vector.\n" "Operations take place in global space." msgstr "" #: doc/classes/Spatial.xml msgid "" "Moves the node to the specified [code]position[/code], and then rotates " "itself to point toward the [code]target[/code] as per [method look_at]. " "Operations take place in global space." msgstr "" #: doc/classes/Spatial.xml msgid "" "Resets this node's transformations (like scale, skew and taper) preserving " "its rotation and translation by performing Gram-Schmidt orthonormalization " "on this node's [Transform]." msgstr "" #: doc/classes/Spatial.xml msgid "" "Rotates the local transformation around axis, a unit [Vector3], by specified " "angle in radians." msgstr "" #: doc/classes/Spatial.xml msgid "" "Rotates the local transformation around axis, a unit [Vector3], by specified " "angle in radians. The rotation axis is in object-local coordinate system." msgstr "" #: doc/classes/Spatial.xml msgid "Rotates the local transformation around the X axis by angle in radians." msgstr "" #: doc/classes/Spatial.xml msgid "Rotates the local transformation around the Y axis by angle in radians." msgstr "" #: doc/classes/Spatial.xml msgid "Rotates the local transformation around the Z axis by angle in radians." msgstr "" #: doc/classes/Spatial.xml msgid "" "Scales the local transformation by given 3D scale factors in object-local " "coordinate system." msgstr "" #: doc/classes/Spatial.xml msgid "" "Makes the node ignore its parents transformations. Node transformations are " "only in global space." msgstr "" #: doc/classes/Spatial.xml msgid "" "Sets whether the node uses a scale of [code](1, 1, 1)[/code] or its local " "transformation scale. Changes to the local transformation scale are " "preserved." msgstr "" #: doc/classes/Spatial.xml msgid "" "Reset all transformations for this node (sets its [Transform] to the " "identity matrix)." msgstr "" #: doc/classes/Spatial.xml msgid "" "Sets whether the node ignores notification that its transformation (global " "or local) changed." msgstr "" #: doc/classes/Spatial.xml msgid "" "Sets whether the node notifies about its local transformation changes. " "[Spatial] will not propagate this by default." msgstr "" #: doc/classes/Spatial.xml msgid "" "Sets whether the node notifies about its global and local transformation " "changes. [Spatial] will not propagate this by default, unless it is in the " "editor context and it has a valid gizmo." msgstr "" #: doc/classes/Spatial.xml msgid "" "Enables rendering of this node. Changes [member visible] to [code]true[/" "code]." msgstr "" #: doc/classes/Spatial.xml msgid "" "Transforms [code]local_point[/code] from this node's local space to world " "space." msgstr "" #: doc/classes/Spatial.xml msgid "" "Transforms [code]global_point[/code] from world space to this node's local " "space." msgstr "" #: doc/classes/Spatial.xml msgid "" "Changes the node's position by the given offset [Vector3].\n" "Note that the translation [code]offset[/code] is affected by the node's " "scale, so if scaled by e.g. [code](10, 1, 1)[/code], a translation by an " "offset of [code](2, 0, 0)[/code] would actually add 20 ([code]2 * 10[/code]) " "to the X coordinate." msgstr "" #: doc/classes/Spatial.xml msgid "" "Changes the node's position by the given offset [Vector3] in local space." msgstr "" #: doc/classes/Spatial.xml msgid "Updates the [SpatialGizmo] of this node." msgstr "" #: doc/classes/Spatial.xml msgid "" "The [SpatialGizmo] for this node. Used for example in [EditorSpatialGizmo] " "as custom visualization and editing handles in Editor." msgstr "" #: doc/classes/Spatial.xml msgid "" "Rotation part of the global transformation in radians, specified in terms of " "YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n" "[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a " "vector. The three Euler angles, which are the three independent parameters " "of the Euler-angle parametrization of the rotation matrix, are stored in a " "[Vector3] data structure not because the rotation is a vector, but only " "because [Vector3] exists as a convenient data-structure to store 3 floating-" "point numbers. Therefore, applying affine operations on the rotation " "\"vector\" is not meaningful." msgstr "" #: doc/classes/Spatial.xml msgid "World space (global) [Transform] of this node." msgstr "" #: doc/classes/Spatial.xml msgid "" "Global position of this node. This is equivalent to [code]global_transform." "origin[/code]." msgstr "" #: doc/classes/Spatial.xml msgid "" "Rotation part of the local transformation in radians, specified in terms of " "YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n" "[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a " "vector. The three Euler angles, which are the three independent parameters " "of the Euler-angle parametrization of the rotation matrix, are stored in a " "[Vector3] data structure not because the rotation is a vector, but only " "because [Vector3] exists as a convenient data-structure to store 3 floating-" "point numbers. Therefore, applying affine operations on the rotation " "\"vector\" is not meaningful." msgstr "" #: doc/classes/Spatial.xml msgid "" "Rotation part of the local transformation in degrees, specified in terms of " "YXZ-Euler angles in the format (X angle, Y angle, Z angle)." msgstr "" #: doc/classes/Spatial.xml msgid "" "Scale part of the local transformation.\n" "[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the " "transformation matrix. Due to the way scale is represented with " "transformation matrices in Godot, the scale values will either be all " "positive or all negative." msgstr "" #: doc/classes/Spatial.xml msgid "Local space [Transform] of this node, with respect to the parent node." msgstr "" #: doc/classes/Spatial.xml msgid "Local translation of this node." msgstr "" #: doc/classes/Spatial.xml msgid "" "If [code]true[/code], this node is drawn. The node is only visible if all of " "its antecedents are visible as well (in other words, [method " "is_visible_in_tree] must return [code]true[/code])." msgstr "" #: doc/classes/Spatial.xml msgid "" "Emitted by portal system gameplay monitor when a node enters the gameplay " "area." msgstr "" #: doc/classes/Spatial.xml msgid "" "Emitted by portal system gameplay monitor when a node exits the gameplay " "area." msgstr "" #: doc/classes/Spatial.xml msgid "Emitted when node visibility changes." msgstr "" #: doc/classes/Spatial.xml msgid "" "Spatial 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 a valid gizmo." msgstr "" #: doc/classes/Spatial.xml msgid "" "Spatial nodes receives this notification when they are registered to new " "[World] resource." msgstr "" #: doc/classes/Spatial.xml msgid "" "Spatial nodes receives this notification when they are unregistered from " "current [World] resource." msgstr "" #: doc/classes/Spatial.xml msgid "Spatial nodes receives this notification when their visibility changes." msgstr "" #: doc/classes/Spatial.xml msgid "" "Spatial nodes receives this notification if the portal system gameplay " "monitor detects they have entered the gameplay area." msgstr "" #: doc/classes/Spatial.xml msgid "" "Spatial nodes receives this notification if the portal system gameplay " "monitor detects they have exited the gameplay area." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Default 3D rendering material." msgstr "既定の3Dレンダリングマテリアルです。" #: doc/classes/SpatialMaterial.xml msgid "" "This provides a default material with a wide variety of rendering features " "and properties without the need to write shader code. See the tutorial below " "for details." msgstr "" "これにより、シェーダコードを書かなくても、さまざまなレンダリング機能とプロパ" "ティを備えた、既定のマテリアルが提供されます。詳細は以下のチュートリアルを参" "照してください。" #: doc/classes/SpatialMaterial.xml msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled." msgstr "指定した [enum Feature] が有効な場合、[code]true[/code] を返します。" #: doc/classes/SpatialMaterial.xml msgid "" "Returns [code]true[/code], if the specified flag is enabled. See [enum " "Flags] enumerator for options." msgstr "" "指定したフラグが有効な場合、[code]true[/code] を返します。オプションについて" "は [enum Flags] 列挙子を参照してください。" #: doc/classes/SpatialMaterial.xml msgid "" "Returns the [Texture] associated with the specified [enum TextureParam]." msgstr "指定した [enum TextureParam] に関連付けられた [Texture] を返します。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], enables the specified [enum Feature]. Many features " "that are available in [SpatialMaterial]s need to be enabled before use. This " "way the cost for using the feature is only incurred when specified. Features " "can also be enabled by setting the corresponding member to [code]true[/code]." msgstr "" "[code]true[/code] の場合、指定した [enum Feature] を有効にします。" "[BaseMaterial3D] にある機能の多くは、使用前にまず有効にしておく必要がありま" "す。これによって、その機能を使用するためのコストが発生するのは、指定されたと" "きにのみになります。また、相当するメンバを [code]true[/code] に設定すること" "で、機能を有効にすることもできます。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " "behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " "enumerator for options." msgstr "" "[code]true[/code] の場合、指定したフラグを有効にします。フラグは、オン/オフを" "切り替えることができる、オプションの動作です。この関数では、一度に有効にでき" "るフラグはひとつのみで、フラグ列挙子をビットマスクして複数のフラグを一度に有" "効または無効にすることはできません。フラグは、対応するメンバを [code]true[/" "code] に設定することでも有効にすることができます。オプションについては [enum " "Flags] 列挙子を参照してください。" #: doc/classes/SpatialMaterial.xml msgid "" "Sets the [Texture] to be used by the specified [enum TextureParam]. This " "function is called when setting members ending in [code]*_texture[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "The material's base color." msgstr "マテリアルの基本色です。" #: doc/classes/SpatialMaterial.xml msgid "" "Texture to multiply by [member albedo_color]. Used for basic texturing of " "objects." msgstr "" "[member albedo_color] で乗算されるテクスチャ。オブジェクトの基本的なテクス" "チャリングに使用します。" #: doc/classes/SpatialMaterial.xml msgid "" "The strength of the anisotropy effect. This is multiplied by [member " "anisotropy_flowmap]'s alpha channel if a texture is defined there and the " "texture contains an alpha channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " "the specular blob and aligns it to tangent space. This is useful for brushed " "aluminium and hair reflections.\n" "[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " "does not contain tangents, the anisotropy effect will appear broken.\n" "[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " "texture filtering. Anisotropic texture filtering can be enabled by selecting " "a texture in the FileSystem dock, going to the Import dock, checking the " "[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic " "filtering level can be changed by adjusting [member ProjectSettings." "rendering/quality/filters/anisotropic_filter_level]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Texture that offsets the tangent map for anisotropy calculations and " "optionally controls the anisotropy effect (if an alpha channel is present). " "The flowmap texture is expected to be a derivative map, with the red channel " "representing distortion on the X axis and green channel representing " "distortion on the Y axis. Values below 0.5 will result in negative " "distortion, whereas values above 0.5 will result in positive distortion.\n" "If present, the texture's alpha channel will be used to multiply the " "strength of the [member anisotropy] effect. Fully opaque pixels will keep " "the anisotropy effect's original strength while fully transparent pixels " "will disable the anisotropy effect entirely. The flowmap texture's blue " "channel is ignored." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], ambient occlusion is enabled. Ambient occlusion " "darkens areas based on the [member ao_texture]." msgstr "" "[code]true[/code]の場合、アンビエントオクルージョンが有効になります。アンビエ" "ントオクルージョンは、[member ao_texture]に基づいて領域を暗くします。" #: doc/classes/SpatialMaterial.xml msgid "" "Amount that ambient occlusion affects lighting from lights. If [code]0[/" "code], ambient occlusion only affects ambient light. If [code]1[/code], " "ambient occlusion affects lights just as much as it affects ambient light. " "This can be used to impact the strength of the ambient occlusion effect, but " "typically looks unrealistic." msgstr "" "アンビエントオクルージョンがライトによる照明に影響を与える量。[code]0[/code] " "の場合、アンビエントオクルージョンは環境光のみに対して影響します。[code]1[/" "code] の場合、アンビエントオクルージョンは、環境光と同じだけ照明に影響を与え" "ます。これは、アンビエントオクルージョン効果を強く出すのに効果がありますが、" "一般的には非写実的な見た目になります。" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], use [code]UV2[/code] coordinates to look up from the " "[member ao_texture]." msgstr "" "[code]true[/code] の場合は、[member ao_texture] の持つ [code]UV2[/code] 座標" "を使用するようにします。" #: doc/classes/SpatialMaterial.xml msgid "" "Texture that defines the amount of ambient occlusion for a given point on " "the object." msgstr "" "オブジェクト上にある特定のポイントにおける、アンビエントオクルージョンの量を" "定義するためのテクスチャです。" #: doc/classes/SpatialMaterial.xml msgid "" "Specifies the channel of the [member ao_texture] in which the ambient " "occlusion information is stored. This is useful when you store the " "information for multiple effects in a single texture. For example if you " "stored metallic in the red channel, roughness in the blue, and ambient " "occlusion in the green you could reduce the number of textures you use." msgstr "" "アンビエントオクルージョン情報を格納する [member ao_texture] のチャンネルを指" "定します。これは、1つのテクスチャに複数のエフェクト情報を格納する場合に便利で" "す。例えば、赤のチャンネルにメタリック、青のチャンネルにラフネス、緑のチャン" "ネルにアンビエントオクルージョンを格納すると、使用するテクスチャの数を減らす" "ことができます。" #: doc/classes/SpatialMaterial.xml msgid "" "If [member ProjectSettings.rendering/gles3/shaders/shader_compilation_mode] " "is [code]Synchronous[/code] (with or without cache), this determines how " "this material must behave in regards to asynchronous shader compilation.\n" "[constant ASYNC_MODE_VISIBLE] is the default and the best for most cases." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks " "the same as disabling the clearcoat effect." msgstr "" "クリアコートエフェクトの強さを設定します。[code]0[/code] に設定すると、クリア" "コートエフェクトを無効にしたのと同じになります。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], clearcoat rendering is enabled. Adds a secondary " "transparent pass to the lighting calculation resulting in an added specular " "blob. This makes materials appear as if they have a clear layer on them that " "can be either glossy or rough.\n" "[b]Note:[/b] Clearcoat rendering is not visible if the material has [member " "flags_unshaded] set to [code]true[/code]." msgstr "" "[code]true[/code] の場合、クリアコートレンダリングが有効になります。照明計算" "に二次的な透明パスを追加することで、スペキュラーブロブを追加します。これによ" "りマテリアルの上に、光沢または粗いクリアレイヤーがあるかのように見えます。" #: doc/classes/SpatialMaterial.xml msgid "" "Sets the roughness of the clearcoat pass. A higher value results in a " "smoother clearcoat while a lower value results in a rougher clearcoat." msgstr "" "クリアコートパスの粗さを設定します。値を高くするとクリアコートが滑らかにな" "り、値を低くするとクリアコートが粗くなります。" #: doc/classes/SpatialMaterial.xml msgid "" "Texture that defines the strength of the clearcoat effect and the glossiness " "of the clearcoat. Strength is specified in the red channel while glossiness " "is specified in the green channel." msgstr "" "クリアコートエフェクトの強さとクリアコートの光沢度を定義するテクスチャ。強さ" "は赤チャンネルで指定され、光沢度は緑チャンネルで指定されます。" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the shader will read depth texture at multiple points " "along the view ray to determine occlusion and parrallax. This can be very " "performance demanding, but results in more realistic looking depth mapping." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], depth mapping is enabled (also called \"parallax " "mapping\" or \"height mapping\"). See also [member normal_enabled].\n" "[b]Note:[/b] Depth mapping is not supported if triplanar mapping is used on " "the same material. The value of [member depth_enabled] will be ignored if " "[member uv1_triplanar] is enabled." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], direction of the binormal is flipped before using in " "the depth effect. This may be necessary if you have encoded your binormals " "in a way that is conflicting with the depth effect." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], direction of the tangent is flipped before using in " "the depth effect. This may be necessary if you have encoded your tangents in " "a way that is conflicting with the depth effect." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Number of layers to use when using [member depth_deep_parallax] and the view " "direction is perpendicular to the surface of the object. A higher number " "will be more performance demanding while a lower number may not look as " "crisp." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Number of layers to use when using [member depth_deep_parallax] and the view " "direction is parallel to the surface of the object. A higher number will be " "more performance demanding while a lower number may not look as crisp." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Scales the depth offset effect. A higher number will create a larger depth." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Texture used to determine depth at a given pixel. Depth is always stored in " "the red channel." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Texture that specifies the color of the detail overlay." msgstr "詳細オーバーレイの色を指定するテクスチャです。" #: doc/classes/SpatialMaterial.xml msgid "" "Specifies how the [member detail_albedo] should blend with the current " "[code]ALBEDO[/code]. See [enum BlendMode] for options." msgstr "" "[member detail_albedo]が現在の[code]ALBEDO[/code]とどのようにブレンドするかを" "指定します。オプションについては [enum BlendMode] を参照してください。" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the detail overlay. Detail is a second texture " "that gets mixed over the surface of the object based on [member " "detail_mask]. This can be used to add variation to objects, or to blend " "between two different albedo/normal textures." msgstr "" "[code]true[/code]の場合、ディテールオーバーレイを有効にします。ディテールと" "は、 [member detail_mask]に基づいてオブジェクトの表面上にミックスするための第" "二のテクスチャのことです。これは、オブジェクトにバリエーションを加えたり、2つ" "の異なるalbedo/法線テクスチャをブレンドしたりするのに使われます。" #: doc/classes/SpatialMaterial.xml msgid "" "Texture used to specify how the detail textures get blended with the base " "textures." msgstr "" "ディテールテクスチャがベーステクスチャとどのようにブレンドされるかを指定する" "ために使用されるテクスチャです。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "Texture that specifies the per-pixel normal of the detail overlay.\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" "ディテールオーバーレイのピクセルごとの法線を指定するテクスチャです。\n" "[b]注:[/b] Godotは、法線マップがX+、Y-、およびZ+の座標を使用することを期待し" "ています。一般的なエンジンにて期待される法線マップ座標の比較は、[url=http://" "wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]このページ[/url] を参" "照してください。" #: doc/classes/SpatialMaterial.xml msgid "" "Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail " "layer. See [enum DetailUV] for options." msgstr "" "ディテールレイヤーに[code]UV[/code]と[code]UV2[/code]のどちらを使用するかを指" "定します。オプションについては [enum DetailUV] を参照してください。" #: doc/classes/SpatialMaterial.xml msgid "" "Distance at which the object appears fully opaque.\n" "[b]Note:[/b] If [code]distance_fade_max_distance[/code] is less than " "[code]distance_fade_min_distance[/code], the behavior will be reversed. The " "object will start to fade away at [code]distance_fade_max_distance[/code] " "and will fully disappear once it reaches [code]distance_fade_min_distance[/" "code]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Distance at which the object starts to become visible. If the object is less " "than this distance away, it will be invisible.\n" "[b]Note:[/b] If [code]distance_fade_min_distance[/code] is greater than " "[code]distance_fade_max_distance[/code], the behavior will be reversed. The " "object will start to fade away at [code]distance_fade_max_distance[/code] " "and will fully disappear once it reaches [code]distance_fade_min_distance[/" "code]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Specifies which type of fade to use. Can be any of the [enum " "DistanceFadeMode]s." msgstr "" "使用するフェードの種類を指定します。[enum DistanceFadeMode]のいずれかを指定し" "ます。" #: doc/classes/SpatialMaterial.xml msgid "The emitted light's color. See [member emission_enabled]." msgstr "光の発光色です。[member emission_enabled]を参照してください。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], the body emits light. Emitting light makes the object " "appear brighter. The object can also cast light on other objects if a " "[GIProbe] or [BakedLightmap] is used and this object is used in baked " "lighting." msgstr "" "[code]true[/code]の場合、ボディが発光します。発光することで、オブジェクトが明" "るく見えます。また、[GIProbe]を使用し、このオブジェクトがベイクドライティング" "で使用されている場合、このオブジェクトは他のオブジェクトにも光を当てることが" "できます。" #: doc/classes/SpatialMaterial.xml msgid "The emitted light's strength. See [member emission_enabled]." msgstr "放射する光の強さです。[member emission_enabled]を参照してください。" #: doc/classes/SpatialMaterial.xml msgid "Use [code]UV2[/code] to read from the [member emission_texture]." msgstr "" "[member emission_texture]からの読み込みには[code]UV2[/code]を使用します。" #: doc/classes/SpatialMaterial.xml msgid "" "Sets how [member emission] interacts with [member emission_texture]. Can " "either add or multiply. See [enum EmissionOperator] for options." msgstr "" "[member emission]が[member emission_texture]とどのように相互作用するかを設定" "します。加算または乗算が可能です。オプションについては、[enum " "EmissionOperator]を参照してください。" #: doc/classes/SpatialMaterial.xml msgid "Texture that specifies how much surface emits light at a given point." msgstr "任意の点での表面における発光量を指定するためのテクスチャです。" #: doc/classes/SpatialMaterial.xml msgid "" "Forces a conversion of the [member albedo_texture] from sRGB space to linear " "space." msgstr "[member albedo_texture] を強制的にsRGB空間からリニア空間に変換します。" #: doc/classes/SpatialMaterial.xml msgid "Enables signed distance field rendering shader." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], the object receives no ambient light." msgstr "[code]true[/code]の場合、オブジェクトは環境光を受けません。" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the object receives no shadow that would otherwise be " "cast onto it." msgstr "" "[code]true[/code]の場合、オブジェクトは、そうでなければ投げかけられる影を受け" "ません。" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the shader will compute extra operations to make sure " "the normal stays correct when using a non-uniform scale. Only enable if " "using non-uniform scaling." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the object is rendered at the same size regardless of " "distance." msgstr "" "[code]true[/code]の場合、オブジェクトは距離に関係なく同じサイズでレンダリング" "されます。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], transparency is enabled on the body. See also [member " "params_blend_mode]." msgstr "" "[code]true[/code]の場合、ボディの透明度を有効にします。[member blend_mode] も" "参照してください。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "If [code]true[/code], the object is unaffected by lighting." msgstr "[code]true[/code]の場合、オブジェクトは環境光を受けません。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], render point size can be changed.\n" "[b]Note:[/b] This is only effective for objects whose geometry is point-" "based rather than triangle-based. See also [member params_point_size]." msgstr "" "[code]true[/code]の場合、レンダリングポイントのサイズを変更できます。\n" "[b]注: [/b]これは、ジオメトリが三角形ベースではなく、ポイントベースのオブジェ" "クトにのみ有効です。[member point_size] も参照してください。" #: doc/classes/SpatialMaterial.xml 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 " "AR." msgstr "" "[code]true[/code]の場合、「影を不透明にする」レンダリングモードを有効にしま" "す。このモードでは、照明によってアルファ値が変わり、影のある部分は不透明に、" "影のない部分は透明になります。AR においてカメラフィードに影を重ねるときに便利" "です。" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " "pixel. This may increase performance on low-end devices, especially for " "meshes with a lower polygon count. The downside is that shading becomes much " "less accurate, with visible linear interpolation between vertices that are " "joined together. This can be compensated by ensuring meshes have a " "sufficient level of subdivision (but not too much, to avoid reducing " "performance). Some material features are also not supported when vertex " "shading is enabled.\n" "See also [member ProjectSettings.rendering/quality/shading/" "force_vertex_shading] which can globally enable vertex shading on all " "materials.\n" "[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " "[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " "[code]mobile[/code] override.\n" "[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " "flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], triplanar mapping is calculated in world space rather " "than object local space. See also [member uv1_triplanar]." msgstr "" "[code]true[/code]の場合、[code]UV[/code]のトリプラナーマッピングは、オブジェ" "クトのローカル空間ではなく、ワールド空間で計算されます。[member " "uv1_triplanar]も参照してください。" #: doc/classes/SpatialMaterial.xml 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 " "color. Metals use their albedo as a multiplier to the specular reflection " "and set the diffuse color to black resulting in a tinted reflection. " "Materials work better when fully metal or fully non-metal, values between " "[code]0[/code] and [code]1[/code] should only be used for blending between " "metal and non-metal sections. To alter the amount of reflection use [member " "roughness]." msgstr "" "値が高いと、金属のように見えるようになります。非金属はアルベドを拡散色として" "使用し、鏡面反射に拡散を加えます。非金属では、反射はアルベド色の上に現れま" "す。金属では、アルベドを鏡面反射の乗数として使用し、拡散色を黒に設定すると、" "色付きの反射になります。マテリアルは、完全に金属または完全に非金属の方が効果" "的に機能します。 [code]0[/code] から[code]1[/code] の中間の値は、金属と非金属" "の結合部のみに使用を限るべきです。反射の量を変更するには、[member roughness]" "を使用します。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "Sets the size of the specular lobe. The specular lobe is the bright spot " "that is reflected from light sources.\n" "[b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it " "should be left at [code]0.5[/code] in most cases. See also [member " "roughness]." msgstr "" "スペキュラーローブのサイズを設定します。スペキュラーローブとは、光源から反射" "される際の明るいスポットのことです。\n" "[b]注:[/b] [member metallic]とは異なり、省エネではないので、ほとんどの場合は" "[code]0.5[/code]のままにしておく必要があります。[member roughness]も参照。" #: doc/classes/SpatialMaterial.xml msgid "" "Texture used to specify metallic for an object. This is multiplied by " "[member metallic]." msgstr "" "オブジェクトのメタリックを指定する際に使用するテクスチャ。これに[member " "metallic]が掛けられます。" #: doc/classes/SpatialMaterial.xml msgid "" "Specifies the channel of the [member metallic_texture] in which the metallic " "information is stored. This is useful when you store the information for " "multiple effects in a single texture. For example if you stored metallic in " "the red channel, roughness in the blue, and ambient occlusion in the green " "you could reduce the number of textures you use." msgstr "" "メタリック情報を格納する[member metallic_texture]のチャンネルを指定します。こ" "れは、1つのテクスチャに複数のエフェクトの情報を格納する場合に便利です。例え" "ば、赤のチャンネルにメタリック、青のチャンネルにラフネス、緑のチャンネルにア" "ンビエントオクルージョンを保存した場合、使用するテクスチャの数を減らすことが" "できます。" #: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], normal mapping is enabled." msgstr "[code]true[/code]の場合、法線マッピングが有効になります。" #: doc/classes/SpatialMaterial.xml msgid "The strength of the normal map's effect." msgstr "法線マップの効果の強さです。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "Texture used to specify the normal at a given pixel. The " "[code]normal_texture[/code] only uses the red and green channels; the blue " "and alpha channels are ignored. The normal read from [code]normal_texture[/" "code] is oriented around the surface normal provided by the [Mesh].\n" "[b]Note:[/b] The mesh must have both normals and tangents defined in its " "vertex data. Otherwise, the normal map won't render correctly and will only " "appear to darken the whole surface. If creating geometry with [SurfaceTool], " "you can use [method SurfaceTool.generate_normals] and [method SurfaceTool." "generate_tangents] to automatically generate normals and tangents " "respectively.\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" "指定されたピクセルでの法線を指定するために使用されるテクスチャです。" "[code]normal_texture[/code]は赤と緑のチャンネルのみを使用します。" "[code]normal_texture[/code]から読み込まれた法線は、[Mesh]によって提供された" "サーフェス法線を元に方向づけられます。\n" "[b]注: [/b] Godotは法線マップがX+、Y-、Z+座標を使用することを期待します。人気" "のあるエンジンにより期待される法線マップ座標同士の比較は[url=http://wiki." "polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]こ" "のページ[/url]を参照してください。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], the shader will keep the scale set for the mesh. " "Otherwise the scale is lost when billboarding. Only applies when [member " "params_billboard_mode] is [constant BILLBOARD_ENABLED]." msgstr "" "[code]true[/code] の場合、シェーダはメッシュに設定されたスケールを保持しま" "す。そうでない場合は、ビルボード時にスケールが失われます。[member " "billboard_mode] が [constant BILLBOARD_ENABLED] の時のみ適用されます。" #: doc/classes/SpatialMaterial.xml msgid "" "Controls how the object faces the camera. See [enum BillboardMode].\n" "[b]Note:[/b] Billboard mode is not suitable for VR because the left-right " "vector of the camera is not horizontal when the screen is attached to your " "head instead of on the table. See [url=https://github.com/godotengine/godot/" "issues/41567]GitHub issue #41567[/url] for details." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "The material's blend mode.\n" "[b]Note:[/b] Values other than [code]Mix[/code] force the object into the " "transparent pipeline. See [enum BlendMode]." msgstr "" "マテリアルのブレンドモードです。\n" "[b]注:[/b] [code]Mix[/code] 以外の値は、オブジェクトを強制的に透過パイプライ" "ンへ通します。[enum BlendMode] を参照してください。" #: doc/classes/SpatialMaterial.xml msgid "" "Which side of the object is not drawn when backfaces are rendered. See [enum " "CullMode]." msgstr "" "裏面がレンダリングされるときに、オブジェクトのどちら側を描写しないかどうかで" "す。[enum CullMode]を参照してください。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "Determines when depth rendering takes place. See [enum DepthDrawMode]. See " "also [member flags_transparent]." msgstr "" "デプスレンダリングが行われるタイミングを指定します。 [enum DepthDrawMode] を" "参照してください。また、 [member transparency] も参照してください。" #: doc/classes/SpatialMaterial.xml msgid "" "The algorithm used for diffuse light scattering. See [enum DiffuseMode]." msgstr "" "拡散光の散乱に用いられるアルゴリズムです。[enum DiffuseMode]を参照してくださ" "い。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], enables the vertex grow setting. See [member " "params_grow_amount]." msgstr "" "[code]true[/code]の場合、頂点の伸長設定を有効にします。[member grow_amount]を" "参照してください。" #: doc/classes/SpatialMaterial.xml msgid "Grows object vertices in the direction of their normals." msgstr "オブジェクトの頂点を法線の方向に伸長させます。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "Currently unimplemented in Godot." msgstr "現在は未使用です。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "The point size in pixels. See [member flags_use_point_size]." msgstr "" "ポイントサイズをピクセル単位で指定します。[member use_point_size]を参照してく" "ださい。" #: doc/classes/SpatialMaterial.xml msgid "The method for rendering the specular blob. See [enum SpecularMode]." msgstr "" "スペキュラーブロブをレンダリングするためのメソッドです。[enum SpecularMode] " "を参照してください。" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the shader will discard all pixels that have an alpha " "value less than [member params_alpha_scissor_threshold]." msgstr "" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "The number of horizontal frames in the particle sprite sheet. Only enabled " "when using [constant BILLBOARD_PARTICLES]. See [member " "params_billboard_mode]." msgstr "" "パーティクルスプライトシートの水平フレーム数を指定します。[constant " "BILLBOARD_PARTICLES]使用時のみ有効です。[member billboard_mode]も参照してくだ" "さい。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], particle animations are looped. Only enabled when " "using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode]." msgstr "" "[code]true[/code]の場合、パーティクルアニメーションがループします。[constant " "BILLBOARD_PARTICLES]使用時のみ有効です。[member billboard_mode]も参照してくだ" "さい。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "The number of vertical frames in the particle sprite sheet. Only enabled " "when using [constant BILLBOARD_PARTICLES]. See [member " "params_billboard_mode]." msgstr "" "パーティクルスプライトシートの垂直フレーム数を指定します。[constant " "BILLBOARD_PARTICLES]使用時のみ有効です。[member billboard_mode]も参照してくだ" "さい。" #: doc/classes/SpatialMaterial.xml msgid "" "Distance over which the fade effect takes place. The larger the distance the " "longer it takes for an object to fade." msgstr "" "フェード効果が発生する距離。距離が大きいほど、オブジェクトがフェードするまで" "の時間が長くなります。" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the proximity fade effect is enabled. The proximity " "fade effect fades out each pixel based on its distance to another object." msgstr "" "[code]true[/code]の場合、近接フェード効果が有効になります。近接フェード効果" "は、別のオブジェクトとの距離に基づいて各ピクセルをフェードアウトします。" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the refraction effect is enabled. Refraction distorts " "transparency based on light from behind the object. When using the GLES3 " "backend, the material's roughness value will affect the blurriness of the " "refraction. Higher roughness values will make the refraction look blurrier." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "The strength of the refraction effect. Higher values result in a more " "distorted appearance for the refraction." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Texture that controls the strength of the refraction per-pixel. Multiplied " "by [member refraction_scale]." msgstr "" "ピクセルあたりの屈折の強さを制御するテクスチャ。[member refraction_scale]で乗" "算されます。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "Specifies the channel of the [member refraction_texture] in which the " "refraction information is stored. This is useful when you store the " "information for multiple effects in a single texture. For example if you " "stored metallic in the red channel, roughness in the blue, and ambient " "occlusion in the green you could reduce the number of textures you use." msgstr "" "メタリック情報を格納する[member metallic_texture]のチャンネルを指定します。こ" "れは、1つのテクスチャに複数のエフェクトの情報を格納する場合に便利です。例え" "ば、赤のチャンネルにメタリック、青のチャンネルにラフネス、緑のチャンネルにア" "ンビエントオクルージョンを保存した場合、使用するテクスチャの数を減らすことが" "できます。" #: doc/classes/SpatialMaterial.xml msgid "Sets the strength of the rim lighting effect." msgstr "リム照明効果の強さを設定します。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "If [code]true[/code], rim effect is enabled. Rim lighting increases the " "brightness at glancing angles on an object.\n" "[b]Note:[/b] Rim lighting is not visible if the material has [member " "flags_unshaded] set to [code]true[/code]." msgstr "" "[code]true[/code]の場合、リム効果が有効になります。リム照明は、オブジェクト上" "での視線の角度で明るさを増加させます。" #: doc/classes/SpatialMaterial.xml msgid "" "Texture used to set the strength of the rim lighting effect per-pixel. " "Multiplied by [member rim]." msgstr "" "リム照明効果の強さをピクセル単位で設定するために使用するテクスチャ。[member " "rim]で乗算されます。" #: doc/classes/SpatialMaterial.xml msgid "" "The amount of to blend light and albedo color when rendering rim effect. If " "[code]0[/code] the light color is used, while [code]1[/code] means albedo " "color is used. An intermediate value generally works best." msgstr "" "リム効果をレンダリングする際の、照明色とアルベド色をブレンドする量を指定しま" "す。[code]0[/code]の場合は照明色を使用し、[code]1[/code]の場合はアルベド色を" "使用します。一般的には中間の値が最適です。" #: doc/classes/SpatialMaterial.xml msgid "" "Surface reflection. A value of [code]0[/code] represents a perfect mirror " "while a value of [code]1[/code] completely blurs the reflection. See also " "[member metallic]." msgstr "" "表面の反射。[code]0[/code]の値は完全な鏡を表し、[code]1[/code]の値は反射を完" "全にぼかします。[member metallic]も参照してください。" #: doc/classes/SpatialMaterial.xml msgid "" "Texture used to control the roughness per-pixel. Multiplied by [member " "roughness]." msgstr "" "ピクセル単位でラフネスを制御するために使用するテクスチャ。[member roughness]" "で乗算されます。" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], subsurface scattering is enabled. Emulates light that " "penetrates an object's surface, is scattered, and then emerges." msgstr "" "[code]true[/code]の場合、サブサーフェス スキャタリングが有効になります。オブ" "ジェクトの表面を透過し、散乱されて出てくる光をエミュレートします。" #: doc/classes/SpatialMaterial.xml msgid "The strength of the subsurface scattering effect." msgstr "サブサーフェス スキャタリング効果の強さ。" #: doc/classes/SpatialMaterial.xml msgid "" "Texture used to control the subsurface scattering strength. Stored in the " "red texture channel. Multiplied by [member subsurf_scatter_strength]." msgstr "" "サブサーフェス スキャタリングの強度を制御するために使用するテクスチャ。赤のテ" "クスチャ・チャンネルに格納されます。[member subsurf_scatter_strength] で乗算" "されます。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "The color used by the transmission effect. Represents the light passing " "through an object." msgstr "" "バックライトエフェクトで使用される色。オブジェクトを通過する光を表します。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "If [code]true[/code], the transmission effect is enabled." msgstr "[code]true[/code] の場合、バックライト効果が有効になります。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "Texture used to control the transmission effect per-pixel. Added to [member " "transmission]." msgstr "" "ピクセル単位でのバックライトエフェクトを制御するために使用するテクスチャ。" "[member backlight] に追加されたものです。" #: doc/classes/SpatialMaterial.xml 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." msgstr "" "[code]UV[/code] 座標をオフセットする量です。この量は頂点関数内において " "[code]UV[/code] に加算されます。テクスチャをオフセットするのに使用できます。" #: doc/classes/SpatialMaterial.xml msgid "" "How much to scale the [code]UV[/code] coordinates. This is multiplied by " "[code]UV[/code] in the vertex function." msgstr "" "[code]UV[/code] 座標を拡大縮小する量です。これは頂点関数内において [code]UV[/" "code] によって乗算されます。" #: doc/classes/SpatialMaterial.xml 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 " "coordinates. It reads from the source texture 3 times, once for each axis " "and then blends between the results based on how closely the pixel aligns " "with each axis. This is often used for natural features to get a realistic " "blend of materials. Because triplanar texturing requires many more texture " "reads per-pixel it is much slower than normal UV texturing. Additionally, " "because it is blending the texture between the three axes, it is unsuitable " "when you are trying to achieve crisp texturing." msgstr "" "[code]true[/code] の場合、[code]UV[/code] を使用する代わりに、テクスチャ適用" "法の決定のためトリプラナーテクスチャ ルックアップを使用します。トリプラナー" "は、オブジェクト表面の向きを使用して、テクスチャ座標間のブレンドを行います。" "ソーステクスチャから3回、各軸から1回ずつ読み込み、ピクセルが各軸に対しどれだ" "け密接に整列しているかに基づいてブレンドします。これは自然物の表現において、" "マテリアルのリアルなブレンドを得るためによく使用されます。トリプラナーテクス" "チャは、ピクセルごとに多くのテクスチャを読み込む必要があるため、通常の UV テ" "クスチャよりもはるかに遅くなります。さらに、3つの軸の間でテクスチャをブレンド" "しているため、鮮明なテクスチャを実現しようとしている場合には不向きです。" #: doc/classes/SpatialMaterial.xml msgid "" "A lower number blends the texture more softly while a higher number blends " "the texture more sharply." msgstr "数値が低いほど柔らかく、数値が高いほどシャープにブレンドされています。" #: doc/classes/SpatialMaterial.xml msgid "" "How much to offset the [code]UV2[/code] coordinates. This amount will be " "added to [code]UV2[/code] in the vertex function. This can be used to offset " "a texture." msgstr "" "[code]UV2[/code] の座標をどれくらいオフセットするかどうかです。この量は頂点関" "数内で[code]UV2[/code]に加算されます。テクスチャをオフセットするのに利用でき" "ます。" #: doc/classes/SpatialMaterial.xml msgid "" "How much to scale the [code]UV2[/code] coordinates. This is multiplied by " "[code]UV2[/code] in the vertex function." msgstr "" "[code]UV2[/code]座標をどれだけ拡縮するかどうかです。これは頂点関数内にて " "[code]UV2[/code] により乗算されます。" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], instead of using [code]UV2[/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 " "coordinates. It reads from the source texture 3 times, once for each axis " "and then blends between the results based on how closely the pixel aligns " "with each axis. This is often used for natural features to get a realistic " "blend of materials. Because triplanar texturing requires many more texture " "reads per-pixel it is much slower than normal UV texturing. Additionally, " "because it is blending the texture between the three axes, it is unsuitable " "when you are trying to achieve crisp texturing." msgstr "" "[code]true[/code] の場合、[code]UV2[/code] を使用する代わりに、テクスチャ適用" "法の決定のためトリプラナーテクスチャ参照を使用します。トリプラナーは、オブ" "ジェクト表面の向きを使用して、テクスチャ座標間のブレンドを行います。ソーステ" "クスチャから3回、各軸から1回ずつ読み込み、ピクセルが各軸に対しどれだけ密接に" "整列しているかに基づいてブレンドします。これは自然物の表現において、マテリア" "ルのリアルなブレンドを得るためによく使用されます。トリプラナーテクスチャは、" "ピクセルごとに多くのテクスチャを読み込む必要があるため、通常の UV テクスチャ" "よりもはるかに遅くなります。さらに、3つの軸の間でテクスチャをブレンドしている" "ため、鮮明なテクスチャを実現しようとしている場合には不向きです。" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the model's vertex colors are processed as sRGB mode." msgstr "[code]true[/code]の場合、モデルの頂点色をsRGBモードで処理します。" #: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], the vertex color is used as albedo color." msgstr "[code]true[/code]の場合、頂点色をアルベド色として使用します。" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel color." msgstr "ピクセル単位で色指定するテクスチャです。" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel metallic value." msgstr "ピクセル単位でメタリック値を指定するテクスチャです。" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel roughness value." msgstr "ピクセル単位でラフネス値を指定するテクスチャです。" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel emission color." msgstr "ピクセル単位で発光色を指定するテクスチャです。" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel normal vector." msgstr "ピクセル単位で法線ベクトルを指定するテクスチャです。" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel rim value." msgstr "ピクセル単位でリム値を指定するテクスチャです。" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel clearcoat value." msgstr "ピクセル単位でクリアコート値を指定するテクスチャです。" #: doc/classes/SpatialMaterial.xml msgid "" "Texture specifying per-pixel flowmap direction for use with [member " "anisotropy]." msgstr "" "[member anisotropy] と共に使用するフローマップの方向をピクセル単位で指定する" "テクスチャです。" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel ambient occlusion value." msgstr "ピクセル単位でアンビエントオクルージョン値を指定するテクスチャです。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "Texture specifying per-pixel depth." msgstr "ピクセル単位で高さを指定するテクスチャです。" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel subsurface scattering." msgstr "ピクセル単位でサブサーフェス スキャタリングを指定するテクスチャです。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "Texture specifying per-pixel transmission color." msgstr "ピクセル単位で発光色を指定するテクスチャです。" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel refraction strength." msgstr "ピクセル単位で屈折度を指定するテクスチャです。" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel detail mask blending value." msgstr "ピクセル単位でディテールマスクのブレンド値を指定するテクスチャです。" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel detail color." msgstr "ピクセル単位でディテール色を指定するテクスチャです。" #: doc/classes/SpatialMaterial.xml msgid "Texture specifying per-pixel detail normal." msgstr "ピクセル単位でディテール法線を指定するテクスチャです。" #: doc/classes/SpatialMaterial.xml msgid "Represents the size of the [enum TextureParam] enum." msgstr "[enum TextureParam] enumのサイズを表します。" #: doc/classes/SpatialMaterial.xml msgid "Use [code]UV[/code] with the detail texture." msgstr "ディテールテクスチャと共に [code]UV[/code] を使用します。" #: doc/classes/SpatialMaterial.xml msgid "Use [code]UV2[/code] with the detail texture." msgstr "ディテールテクスチャと共に [code]UV2[/code] を使用します。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "Constant for setting [member flags_transparent]." msgstr "[member ao_enabled] 設定用の定数です。" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member emission_enabled]." msgstr "[member emission_enabled] 設定用の定数です。" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member normal_enabled]." msgstr "[member normal_enabled] 設定用の定数です。" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member rim_enabled]." msgstr "[member rim_enabled] 設定用の定数です。" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member clearcoat_enabled]." msgstr "[member clearcoat_enabled] 設定用の定数です。" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member anisotropy_enabled]." msgstr "[member anisotropy_enabled] 設定用の定数です。" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member ao_enabled]." msgstr "[member ao_enabled] 設定用の定数です。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "Constant for setting [member depth_enabled]." msgstr "[member detail_enabled] 設定用の定数です。" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member subsurf_scatter_enabled]." msgstr "[member subsurf_scatter_enabled] 設定用の定数です。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "Constant for setting [member transmission_enabled]." msgstr "[member emission_enabled] 設定用の定数です。" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member refraction_enabled]." msgstr "[member refraction_enabled] 設定用の定数です。" #: doc/classes/SpatialMaterial.xml msgid "Constant for setting [member detail_enabled]." msgstr "[member detail_enabled] 設定用の定数です。" #: doc/classes/SpatialMaterial.xml msgid "" "Default blend mode. The color of the object is blended over the background " "based on the object's alpha value." msgstr "" "デフォルトのブレンドモードです。オブジェクトの色は、オブジェクトのアルファ値" "に基づいて背景の上にブレンドされます。" #: doc/classes/SpatialMaterial.xml msgid "The color of the object is added to the background." msgstr "オブジェクトの色は背景に加算されます。" #: doc/classes/SpatialMaterial.xml msgid "The color of the object is subtracted from the background." msgstr "オブジェクトの色は背景から減算されます。" #: doc/classes/SpatialMaterial.xml msgid "The color of the object is multiplied by the background." msgstr "オブジェクトの色は背景によって乗算されます。" #: doc/classes/SpatialMaterial.xml msgid "Default depth draw mode. Depth is drawn only for opaque objects." msgstr "" "デフォルトの深度描画モードです。不透過オブジェクトに対してのみ深度描画されま" "す。" #: doc/classes/SpatialMaterial.xml msgid "Depth draw is calculated for both opaque and transparent objects." msgstr "不透過および透過オブジェクトの両方に対して深度描画されます。" #: doc/classes/SpatialMaterial.xml msgid "No depth draw." msgstr "深度描写はされません。" #: doc/classes/SpatialMaterial.xml msgid "" "For transparent objects, an opaque pass is made first with the opaque parts, " "then transparency is drawn." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Default cull mode. The back of the object is culled when not visible." msgstr "" "デフォルトのカリングモード。見えないときはオブジェクトの背面がカリングされま" "す。" #: doc/classes/SpatialMaterial.xml msgid "The front of the object is culled when not visible." msgstr "見えないときはオブジェクトの前面がカリングされます。" #: doc/classes/SpatialMaterial.xml msgid "No culling is performed." msgstr "カリングは行われません。" #: doc/classes/SpatialMaterial.xml msgid "" "No lighting is used on the object. Color comes directly from [code]ALBEDO[/" "code]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Lighting is calculated per-vertex rather than per-pixel. This can be used to " "increase the speed of the shader at the cost of quality." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "メッシュで指定された頂点単位の色に [code]ALBEDO[/code] を設定します。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "Vertex color is in sRGB space and needs to be converted to linear. Only " "applies in the GLES3 renderer." msgstr "" "頂点色がsRGB空間にあるため、線形に変換する必要があります。これはVulkanレンダ" "ラーでのみ適用されます。" #: doc/classes/SpatialMaterial.xml msgid "" "Uses point size to alter the size of primitive points. Also changes the " "albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/" "code]." msgstr "" "プリミティブポイントをサイズ変更する際に、ポイントサイズを使用します。また、" "アルベドテクスチャのルックアップに、[code]UV[/code]ではなく" "[code]POINT_COORD[/code]を使用するようにします。" #: doc/classes/SpatialMaterial.xml msgid "" "Object is scaled by depth so that it always appears the same size on screen." msgstr "" "画面上に常に同じサイズで表示されるように、オブジェクトが奥行きで拡縮されま" "す。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "Shader will keep the scale set for the mesh. Otherwise the scale is lost " "when billboarding. Only applies when [member params_billboard_mode] is " "[constant BILLBOARD_ENABLED]." msgstr "" "シェーダーはメッシュに設定されたスケールを維持します。そうでない場合は、ビル" "ボード時にスケールが失われます。[member billboard_mode] が [constant " "BILLBOARD_ENABLED]の時にのみ適用されます。" #: doc/classes/SpatialMaterial.xml msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV[/code]." msgstr "" "通常であれば[code]UV[/code]を使用することになる全てのテクスチャルックアップ" "に、トリプラナーテクスチャ ルックアップを使用します。" #: doc/classes/SpatialMaterial.xml msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV2[/code]." msgstr "" "通常であれば[code]UV2[/code]を使用することになる全てのテクスチャルックアップ" "に、トリプラナーテクスチャ ルックアップを使用します。" #: doc/classes/SpatialMaterial.xml msgid "" "Use [code]UV2[/code] coordinates to look up from the [member ao_texture]." msgstr "" "[member ao_texture]をルックアップするのに[code]UV2[/code]座標を使用します。" #: doc/classes/SpatialMaterial.xml msgid "" "Use [code]UV2[/code] coordinates to look up from the [member " "emission_texture]." msgstr "" "[member emission_texture]をルックアップするのに[code]UV2[/code]座標を使用しま" "す。" #: doc/classes/SpatialMaterial.xml msgid "Use alpha scissor. Set by [member params_use_alpha_scissor]." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Use world coordinates in the triplanar texture lookup instead of local " "coordinates." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Forces the shader to convert albedo from sRGB space to linear space." msgstr "シェーダにてアルベドをsRGB空間から線形空間に強制的に変換します。" #: doc/classes/SpatialMaterial.xml msgid "Disables receiving shadows from other objects." msgstr "他のオブジェクトから影を受けるのを無効にします。" #: doc/classes/SpatialMaterial.xml msgid "Disables receiving ambient light." msgstr "環境光を受けるのを無効にします。" #: doc/classes/SpatialMaterial.xml msgid "Ensures that normals appear correct, even with non-uniform scaling." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "Enables the shadow to opacity feature." msgstr "影の不透明化機能を有効にします。" #: doc/classes/SpatialMaterial.xml msgid "Default diffuse scattering algorithm." msgstr "デフォルトの拡散散乱アルゴリズムです。" #: doc/classes/SpatialMaterial.xml msgid "Diffuse scattering ignores roughness." msgstr "散乱はラフネスを無視します。" #: doc/classes/SpatialMaterial.xml msgid "Extends Lambert to cover more than 90 degrees when roughness increases." msgstr "ラフネスを増やすとき、Lambertを90度以上カバーできるように拡張します。" #: doc/classes/SpatialMaterial.xml msgid "Attempts to use roughness to emulate microsurfacing." msgstr "マイクロサーフェシングを再現するために、ラフネスの使用を試みます。" #: doc/classes/SpatialMaterial.xml msgid "Uses a hard cut for lighting, with smoothing affected by roughness." msgstr "" "ライティングにハードカットを使用し、スムージングはラフネスの影響を受けます。" #: doc/classes/SpatialMaterial.xml msgid "Default specular blob." msgstr "既定のスペキュラーブロブです。" #: doc/classes/SpatialMaterial.xml msgid "Older specular algorithm, included for compatibility." msgstr "互換性のために含まれている、古いスペキュラーアルゴリズムです。" #: doc/classes/SpatialMaterial.xml msgid "Toon blob which changes size based on roughness." msgstr "ラフネスに応じて大きさが変わるトゥーンブロブです。" #: doc/classes/SpatialMaterial.xml msgid "No specular blob." msgstr "スペキュラーブロブは無効です。" #: doc/classes/SpatialMaterial.xml msgid "Billboard mode is disabled." msgstr "ビルボードモードは無効です。" #: doc/classes/SpatialMaterial.xml msgid "The object's Z axis will always face the camera." msgstr "オブジェクトのZ軸は常にカメラ方向を向いています。" #: doc/classes/SpatialMaterial.xml msgid "The object's X axis will always face the camera." msgstr "オブジェクトのX軸は常にカメラ方向を向いています。" #: doc/classes/SpatialMaterial.xml #, fuzzy msgid "" "Used for particle systems when assigned to [Particles] and [CPUParticles] " "nodes. Enables [code]particles_anim_*[/code] properties.\n" "The [member ParticlesMaterial.anim_speed] or [member CPUParticles." "anim_speed] should also be set to a positive value for the animation to play." msgstr "" "[GPUParticles3D]および[CPUParticles3D]ノードに割り当てられたパーティクルシス" "テムに使用されます。[code]particles_anim_*[/code] プロパティを有効にしま" "す。\n" "アニメーションを再生するには、[member ParticlesMaterial.anim_speed]または" "[member CPUParticles3D.anim_speed]にも正の値を設定する必要があります。" #: doc/classes/SpatialMaterial.xml msgid "Used to read from the red channel of a texture." msgstr "テクスチャの赤チャンネルからの読み込みに使用します。" #: doc/classes/SpatialMaterial.xml msgid "Used to read from the green channel of a texture." msgstr "テクスチャの緑チャンネルからの読み込みに使用します。" #: doc/classes/SpatialMaterial.xml msgid "Used to read from the blue channel of a texture." msgstr "テクスチャの青チャンネルからの読み込みに使用します。" #: doc/classes/SpatialMaterial.xml msgid "Used to read from the alpha channel of a texture." msgstr "テクスチャのアルファチャンネルからの読み込みに使用します。" #: doc/classes/SpatialMaterial.xml msgid "Adds the emission color to the color from the emission texture." msgstr "発光テクスチャからの発光色を色に追加します。" #: doc/classes/SpatialMaterial.xml msgid "Multiplies the emission color by the color from the emission texture." msgstr "発光テクスチャからの発光色によって色を乗算します。" #: doc/classes/SpatialMaterial.xml msgid "Do not use distance fade." msgstr "距離フェードを使用しません。" #: doc/classes/SpatialMaterial.xml msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using the alpha channel." msgstr "" "カメラからの各ピクセルの距離に応じ、アルファチャンネルを使用して、オブジェク" "トをスムーズにフェードアウトさせます。" #: doc/classes/SpatialMaterial.xml msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using a dither approach. Dithering discards pixels based on a set pattern to " "smoothly fade without enabling transparency. On certain hardware this can be " "faster than [constant DISTANCE_FADE_PIXEL_ALPHA]." msgstr "" "カメラからの各ピクセル距離に応じ、ディザ法を用いてオブジェクトをスムーズに" "フェードアウトさせます。ディザは、設定されたパターンに基づいてピクセルを破棄" "し、透明度を有効にすることなくスムーズにフェードアウトさせます。特定のハード" "ウェアでは、[constant DISTANCE_FADE_PIXEL_ALPHA] よりも高速になります。" #: doc/classes/SpatialMaterial.xml msgid "" "Smoothly fades the object out based on the object's distance from the camera " "using a dither approach. Dithering discards pixels based on a set pattern to " "smoothly fade without enabling transparency. On certain hardware this can be " "faster than [constant DISTANCE_FADE_PIXEL_ALPHA]." msgstr "" "カメラからオブジェクトへの距離に応じ、ディザ法を用いてオブジェクトをスムーズ" "にフェードアウトさせます。ディザは、設定されたパターンに基づいてピクセルを破" "棄し、透明度を有効にすることなくスムーズにフェードアウトさせます。特定のハー" "ドウェアでは、[constant DISTANCE_FADE_PIXEL_ALPHA] よりも高速になります。" #: doc/classes/SpatialMaterial.xml msgid "" "The real conditioned shader needed on each situation will be sent for " "background compilation. In the meantime, a very complex shader that adapts " "to every situation will be used (\"ubershader\"). This ubershader is much " "slower to render, but will keep the game running without stalling to " "compile. Once shader compilation is done, the ubershader is replaced by the " "traditional optimized shader." msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Anything with this material applied won't be rendered while this material's " "shader is being compiled.\n" "This is useful for optimization, in cases where the visuals won't suffer " "from having certain non-essential elements missing during the short time " "their shaders are being compiled." msgstr "" #: doc/classes/SphereMesh.xml msgid "Class representing a spherical [PrimitiveMesh]." msgstr "" #: doc/classes/SphereMesh.xml msgid "Full height of the sphere." msgstr "" #: doc/classes/SphereMesh.xml msgid "" "If [code]true[/code], a hemisphere is created rather than a full sphere.\n" "[b]Note:[/b] To get a regular hemisphere, the height and radius of the " "sphere must be equal." msgstr "" #: doc/classes/SphereMesh.xml msgid "Number of radial segments on the sphere." msgstr "" #: doc/classes/SphereMesh.xml msgid "Radius of sphere." msgstr "" #: doc/classes/SphereMesh.xml msgid "Number of segments along the height of the sphere." msgstr "" #: doc/classes/SphereShape.xml msgid "Sphere shape for 3D collisions." msgstr "" #: doc/classes/SphereShape.xml msgid "" "Sphere shape for 3D collisions, which can be set into a [PhysicsBody] or " "[Area]. This shape is useful for modeling sphere-like 3D objects." msgstr "" #: doc/classes/SphereShape.xml msgid "The sphere's radius. The shape's diameter is double the radius." msgstr "" #: doc/classes/SpinBox.xml msgid "Numerical input text field." msgstr "" #: doc/classes/SpinBox.xml msgid "" "SpinBox is a numerical input text field. It allows entering integers and " "floats.\n" "[b]Example:[/b]\n" "[codeblock]\n" "var spin_box = SpinBox.new()\n" "add_child(spin_box)\n" "var line_edit = spin_box.get_line_edit()\n" "line_edit.context_menu_enabled = false\n" "spin_box.align = LineEdit.ALIGN_RIGHT\n" "[/codeblock]\n" "The above code will create a [SpinBox], disable context menu on it and set " "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " "[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" "[b]Note:[/b] If you want to implement drag and drop for the underlying " "[LineEdit], you can use [method Control.set_drag_forwarding] on the node " "returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml msgid "Applies the current value of this [SpinBox]." msgstr "" #: doc/classes/SpinBox.xml msgid "" "Returns the [LineEdit] instance from this [SpinBox]. You can use it to " "access properties and methods of [LineEdit].\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/SpinBox.xml msgid "Sets the text alignment of the [SpinBox]." msgstr "" #: doc/classes/SpinBox.xml msgid "" "If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be " "read only." msgstr "" #: doc/classes/SpinBox.xml msgid "" "Adds the specified [code]prefix[/code] string before the numerical value of " "the [SpinBox]." msgstr "" #: doc/classes/SpinBox.xml msgid "" "Adds the specified [code]suffix[/code] string after the numerical value of " "the [SpinBox]." msgstr "" #: doc/classes/SpinBox.xml msgid "Sets a custom [Texture] for up and down arrows of the [SpinBox]." msgstr "" #: doc/classes/SplitContainer.xml msgid "Container for splitting and adjusting." msgstr "" #: doc/classes/SplitContainer.xml msgid "" "Container for splitting two [Control]s vertically or horizontally, with a " "grabber that allows adjusting the split offset or ratio." msgstr "" #: doc/classes/SplitContainer.xml msgid "" "Clamps the [member split_offset] value to not go outside the currently " "possible minimal and maximum values." msgstr "" #: doc/classes/SplitContainer.xml msgid "" "If [code]true[/code], the area of the first [Control] will be collapsed and " "the dragger will be disabled." msgstr "" #: doc/classes/SplitContainer.xml msgid "" "Determines the dragger's visibility. See [enum DraggerVisibility] for " "details." msgstr "" #: doc/classes/SplitContainer.xml msgid "" "The initial offset of the splitting between the two [Control]s, with " "[code]0[/code] being at the end of the first [Control]." msgstr "" #: doc/classes/SplitContainer.xml msgid "Emitted when the dragger is dragged by user." msgstr "" #: doc/classes/SplitContainer.xml msgid "The split dragger is visible when the cursor hovers it." msgstr "" #: doc/classes/SplitContainer.xml msgid "The split dragger is never visible." msgstr "" #: doc/classes/SplitContainer.xml msgid "The split dragger is never visible and its space collapsed." msgstr "" #: doc/classes/SpotLight.xml msgid "A spotlight, such as a reflector spotlight or a lantern." msgstr "" #: doc/classes/SpotLight.xml msgid "" "A Spotlight is a type of [Light] node that emits lights in a specific " "direction, in the shape of a cone. The light is attenuated through the " "distance. This attenuation can be configured by changing the energy, radius " "and attenuation parameters of [Light].\n" "[b]Note:[/b] By default, only 32 SpotLights may affect a single mesh " "[i]resource[/i] at once. Consider splitting your level into several meshes " "to decrease the likelihood that more than 32 lights will affect the same " "mesh resource. Splitting the level mesh will also improve frustum culling " "effectiveness, leading to greater performance. If you need to use more " "lights per mesh, you can increase [member ProjectSettings.rendering/limits/" "rendering/max_lights_per_object] at the cost of shader compilation times." msgstr "" #: doc/classes/SpotLight.xml msgid "The spotlight's angle in degrees." msgstr "" #: doc/classes/SpotLight.xml msgid "The spotlight's angular attenuation curve." msgstr "" #: doc/classes/SpotLight.xml msgid "The spotlight's light energy attenuation curve." msgstr "" #: doc/classes/SpotLight.xml msgid "" "The maximal range that can be reached by the spotlight. Note that the " "effectively lit area may appear to be smaller depending on the [member " "spot_attenuation] in use. No matter the [member spot_attenuation] in use, " "the light will never reach anything outside this range." msgstr "" #: doc/classes/SpringArm.xml msgid "A helper node, mostly used in 3rd person cameras." msgstr "" #: doc/classes/SpringArm.xml msgid "" "The SpringArm node is a node that casts a ray (or collision shape) along its " "z axis and moves all its direct children to the collision point, minus a " "margin.\n" "The most common use case for this is to make a 3rd person camera that reacts " "to collisions in the environment.\n" "The SpringArm will either cast a ray, or if a shape is given, it will cast " "the shape in the direction of its z axis.\n" "If you use the SpringArm as a camera controller for your player, you might " "need to exclude the player's collider from the SpringArm's collision check." msgstr "" #: doc/classes/SpringArm.xml msgid "" "Adds the [PhysicsBody] object with the given [RID] to the list of " "[PhysicsBody] objects excluded from the collision check." msgstr "" #: doc/classes/SpringArm.xml msgid "" "Clears the list of [PhysicsBody] objects excluded from the collision check." msgstr "" #: doc/classes/SpringArm.xml msgid "Returns the spring arm's current length." msgstr "スプリングアームの現在の長さを返します。" #: doc/classes/SpringArm.xml msgid "" "Removes the given [RID] from the list of [PhysicsBody] objects excluded from " "the collision check." msgstr "" #: doc/classes/SpringArm.xml msgid "" "The layers against which the collision check shall be done. See " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: doc/classes/SpringArm.xml msgid "" "When the collision check is made, a candidate length for the SpringArm is " "given.\n" "The margin is then subtracted to this length and the translation is applied " "to the child objects of the SpringArm.\n" "This margin is useful for when the SpringArm has a [Camera] as a child node: " "without the margin, the [Camera] would be placed on the exact point of " "collision, while with the margin the [Camera] would be placed close to the " "point of collision." msgstr "" #: doc/classes/SpringArm.xml msgid "" "The [Shape] to use for the SpringArm.\n" "When the shape is set, the SpringArm will cast the [Shape] on its z axis " "instead of performing a ray cast." msgstr "" #: doc/classes/SpringArm.xml msgid "" "The maximum extent of the SpringArm. This is used as a length for both the " "ray and the shape cast used internally to calculate the desired position of " "the SpringArm's child nodes.\n" "To know more about how to perform a shape cast or a ray cast, please consult " "the [PhysicsDirectSpaceState] documentation." msgstr "" #: doc/classes/Sprite.xml msgid "General-purpose sprite node." msgstr "" #: doc/classes/Sprite.xml msgid "" "A node that displays a 2D texture. The texture displayed can be a region " "from a larger atlas texture, or a frame from a sprite sheet animation." msgstr "" #: doc/classes/Sprite.xml msgid "" "Returns a [Rect2] representing the Sprite's boundary in local coordinates. " "Can be used to detect if the Sprite was clicked. Example:\n" "[codeblock]\n" "func _input(event):\n" " if event is InputEventMouseButton and event.pressed and event." "button_index == BUTTON_LEFT:\n" " if get_rect().has_point(to_local(event.position)):\n" " print(\"A click!\")\n" "[/codeblock]" msgstr "" #: doc/classes/Sprite.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " "[code]false[/code] in other case.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" #: doc/classes/Sprite.xml msgid "If [code]true[/code], texture is centered." msgstr "" #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml msgid "" "Current frame to display from sprite sheet. [member hframes] or [member " "vframes] must be greater than 1." msgstr "" #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml msgid "" "Coordinates of the frame to display from sprite sheet. This is as an alias " "for the [member frame] property. [member hframes] or [member vframes] must " "be greater than 1." msgstr "" #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml msgid "The number of columns in the sprite sheet." msgstr "" #: doc/classes/Sprite.xml #, fuzzy msgid "" "The normal map gives depth to the Sprite.\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" "ディテールオーバーレイのピクセルごとの法線を指定するテクスチャです。\n" "[b]注:[/b] Godotは、法線マップがX+、Y-、およびZ+の座標を使用することを期待し" "ています。一般的なエンジンにて期待される法線マップ座標の比較は、[url=http://" "wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]このページ[/url] を参" "照してください。" #: doc/classes/Sprite.xml msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " "[member region_rect]." msgstr "" #: doc/classes/Sprite.xml msgid "If [code]true[/code], the outermost pixels get blurred out." msgstr "" #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml msgid "" "The region of the atlas texture to display. [member region_enabled] must be " "[code]true[/code]." msgstr "" #: doc/classes/Sprite.xml #, fuzzy msgid "[Texture] object to draw." msgstr "再生する [AudioStream] オブジェクトです。" #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml msgid "The number of rows in the sprite sheet." msgstr "" #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml msgid "Emitted when the [member frame] changes." msgstr "" #: doc/classes/Sprite.xml msgid "Emitted when the [member texture] changes." msgstr "" #: doc/classes/Sprite3D.xml msgid "2D sprite node in a 3D world." msgstr "" #: doc/classes/Sprite3D.xml msgid "" "A node that displays a 2D texture in a 3D environment. The texture displayed " "can be a region from a larger atlas texture, or a frame from a sprite sheet " "animation." msgstr "" #: doc/classes/Sprite3D.xml msgid "" "If [code]true[/code], texture will be cut from a larger atlas texture. See " "[member region_rect]." msgstr "" #: doc/classes/Sprite3D.xml msgid "" "[Texture] object to draw. If [member GeometryInstance.material_override] is " "used, this will be overridden. The size information is still used." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "2D sprite node in 3D environment." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "A node that displays 2D texture information in a 3D environment." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "Returns the rectangle representing this sprite." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "If [code]true[/code], the specified flag will be enabled." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "The direction in which the front of the texture faces." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "" "If [code]true[/code], texture can be seen from the back as well, if " "[code]false[/code], it is invisible when looking at it from behind." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "" "A color value used to [i]multiply[/i] the texture's colors. Can be used for " "mood-coloring or to simulate the color of light.\n" "[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on " "the [SpriteBase3D], the material override must be configured to take vertex " "colors into account for albedo. Otherwise, the color defined in [member " "modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial." "vertex_color_use_as_albedo] must be [code]true[/code]. For a " "[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the " "shader's [code]fragment()[/code] function." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "" "The texture's visibility on a scale from [code]0[/code] (fully invisible) to " "[code]1[/code] (fully visible). [member opacity] is a multiplier for the " "[member modulate] color's alpha channel.\n" "[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on " "the [SpriteBase3D], the material override must be configured to take vertex " "colors into account for albedo. Otherwise, the opacity defined in [member " "opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial." "vertex_color_use_as_albedo] must be [code]true[/code]. For a " "[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the " "shader's [code]fragment()[/code] function." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "The size of one pixel's width on the sprite to scale it in 3D." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "" "Sets the render priority for the sprite. Higher priority objects will be " "sorted in front of lower priority objects.\n" "[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant " "ALPHA_CUT_DISABLED] (default value).\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 "" #: doc/classes/SpriteBase3D.xml #, fuzzy msgid "" "If [code]true[/code], the [Light] in the [Environment] has effects on the " "sprite." msgstr "" "[code]true[/code] のとき、他のモニタリングしているエリアがこのエリアを検出で" "きます。" #: doc/classes/SpriteBase3D.xml msgid "" "If [code]true[/code], the texture's transparency and the opacity are used to " "make those parts of the sprite invisible." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "" "If set, the texture's transparency and the opacity are used to make those " "parts of the sprite invisible." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "If set, lights in the environment affect the sprite." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "" "If set, texture can be seen from the back as well, if not, it is invisible " "when looking at it from behind." msgstr "" #: doc/classes/SpriteBase3D.xml #, fuzzy msgid "" "Sprite is scaled by depth so that it always appears the same size on screen." msgstr "" "画面上に常に同じサイズで表示されるように、オブジェクトが奥行きで拡縮されま" "す。" #: doc/classes/SpriteFrames.xml msgid "Sprite frame library for AnimatedSprite and AnimatedSprite3D." msgstr "" #: doc/classes/SpriteFrames.xml msgid "" "Sprite frame library for an [AnimatedSprite] or [AnimatedSprite3D] node. " "Contains frames and animation data for playback.\n" "[b]Note:[/b] You can associate a set of normal maps by creating additional " "[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " "having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" "code] will make it so the [code]run[/code] animation uses the normal map." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Adds a new animation to the library." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Adds a frame to the given animation." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Removes all frames from the given animation." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Removes all animations. A \"default\" animation will be created." msgstr "" #: doc/classes/SpriteFrames.xml #, fuzzy msgid "" "Returns [code]true[/code] if the given animation is configured to loop when " "it finishes playing. Otherwise, returns [code]false[/code]." msgstr "" "指定したトラックがインポートされている場合、 [code]true[/code] を返します。そ" "うでなければ、 [code]false[/code] を返します。" #: doc/classes/SpriteFrames.xml msgid "" "Returns an array containing the names associated to each animation. Values " "are placed in alphabetical order." msgstr "" #: doc/classes/SpriteFrames.xml msgid "The animation's speed in frames per second." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Returns the animation's selected frame." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Returns the number of frames in the animation." msgstr "" #: doc/classes/SpriteFrames.xml msgid "If [code]true[/code], the named animation exists." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Removes the given animation." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Removes the animation's selected frame." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Changes the animation's name to [code]newname[/code]." msgstr "" #: doc/classes/SpriteFrames.xml msgid "If [code]true[/code], the animation will loop." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Sets the texture of the given frame." msgstr "" #: doc/classes/SpriteFrames.xml msgid "Compatibility property, always equals to an empty array." msgstr "" #: doc/classes/StaticBody.xml msgid "Static body for 3D physics." msgstr "" #: doc/classes/StaticBody.xml msgid "" "Static body for 3D physics. A static body is a simple body that is not " "intended to move. In contrast to [RigidBody], they don't consume any CPU " "resources as long as they don't move.\n" "Additionally, a constant linear or angular velocity can be set for the " "static body, so even if it doesn't move, it affects other bodies as if it " "was moving (this is useful for simulating conveyor belts or conveyor wheels)." msgstr "" #: doc/classes/StaticBody.xml msgid "" "The body's constant angular velocity. This does not rotate the body, but " "affects other bodies that touch it, as if it was in a state of rotation." msgstr "" #: doc/classes/StaticBody.xml msgid "" "The body's constant linear velocity. This does not move the body, but " "affects other bodies that touch it, as if it was in a state of movement." msgstr "" #: doc/classes/StaticBody.xml msgid "" "The body's friction, from 0 (frictionless) to 1 (full friction).\n" "Deprecated, use [member PhysicsMaterial.friction] instead via [member " "physics_material_override]." msgstr "" #: doc/classes/StaticBody2D.xml msgid "Static body for 2D physics." msgstr "" #: doc/classes/StaticBody2D.xml msgid "" "Static body for 2D physics. A StaticBody2D is a body that is not intended to " "move. It is ideal for implementing objects in the environment, such as walls " "or platforms.\n" "Additionally, a constant linear or angular velocity can be set for the " "static body, which will affect colliding bodies as if it were moving (for " "example, a conveyor belt)." msgstr "" #: doc/classes/StaticBody2D.xml msgid "" "The body's constant angular velocity. This does not rotate the body, but " "affects colliding bodies, as if it were rotating." msgstr "" #: doc/classes/StaticBody2D.xml msgid "" "The body's constant linear velocity. This does not move the body, but " "affects colliding bodies, as if it were moving." msgstr "" #: doc/classes/StaticBody2D.xml msgid "" "The body's friction. Values range from [code]0[/code] (no friction) to " "[code]1[/code] (full friction).\n" "Deprecated, use [member PhysicsMaterial.friction] instead via [member " "physics_material_override]." msgstr "" #: doc/classes/StreamPeer.xml msgid "Abstraction and base class for stream-based protocols." msgstr "" #: doc/classes/StreamPeer.xml 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." msgstr "" #: doc/classes/StreamPeer.xml msgid "Gets a signed 16-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Gets a signed 32-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Gets a signed 64-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Gets a signed byte from the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Returns the amount of bytes this [StreamPeer] has available." msgstr "" #: doc/classes/StreamPeer.xml msgid "" "Returns a chunk data with the received bytes. The amount of bytes to be " "received can be requested in the [code]bytes[/code] argument. If not enough " "bytes are available, the function will block until the desired amount is " "received. This function returns two values, an [enum @GlobalScope.Error] " "code and a data array." msgstr "" #: doc/classes/StreamPeer.xml msgid "Gets a double-precision float from the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Gets a single-precision float from the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "" "Returns a chunk data with the received bytes. The amount 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 @GlobalScope.Error] code, and a data " "array." msgstr "" #: doc/classes/StreamPeer.xml msgid "" "Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" #: doc/classes/StreamPeer.xml msgid "Gets an unsigned 16-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Gets an unsigned 32-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Gets an unsigned 64-bit value from the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Gets an unsigned byte from the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "" "Gets an UTF-8 string with byte-length [code]bytes[/code] from the stream " "(this decodes the string sent as UTF-8). If [code]bytes[/code] is negative " "(default) the length will be read from the stream using the reverse process " "of [method put_utf8_string]." msgstr "" #: doc/classes/StreamPeer.xml msgid "" "Gets a Variant from the stream. If [code]allow_objects[/code] is [code]true[/" "code], decoding objects is allowed.\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 "" #: doc/classes/StreamPeer.xml msgid "Puts a signed 16-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Puts a signed 32-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Puts a signed 64-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Puts a signed byte into the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "" "Sends a chunk of data through the connection, blocking if necessary until " "the data is done sending. This function returns an [enum @GlobalScope.Error] " "code." msgstr "" #: doc/classes/StreamPeer.xml msgid "Puts a double-precision float into the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Puts a single-precision float into the stream." msgstr "" #: doc/classes/StreamPeer.xml 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 @GlobalScope.Error] code and an integer, describing how much data was " "actually sent." msgstr "" #: doc/classes/StreamPeer.xml 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" "[codeblock]\n" "put_data(\"Hello world\".to_ascii())\n" "[/codeblock]" msgstr "" #: doc/classes/StreamPeer.xml msgid "Puts an unsigned 16-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Puts an unsigned 32-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Puts an unsigned 64-bit value into the stream." msgstr "" #: doc/classes/StreamPeer.xml msgid "Puts an unsigned byte into the stream." msgstr "" #: doc/classes/StreamPeer.xml 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" "[codeblock]\n" "put_data(\"Hello world\".to_utf8())\n" "[/codeblock]" msgstr "" #: doc/classes/StreamPeer.xml msgid "" "Puts a Variant into the stream. If [code]full_objects[/code] is [code]true[/" "code] encoding objects is allowed (and can potentially include code)." msgstr "" #: doc/classes/StreamPeer.xml msgid "" "If [code]true[/code], this [StreamPeer] will using big-endian format for " "encoding and decoding." msgstr "" #: doc/classes/StreamPeerBuffer.xml msgid "Data buffer stream peer." msgstr "" #: doc/classes/StreamPeerBuffer.xml msgid "" "Data buffer stream peer that uses a byte array as the stream. This object " "can be used to handle binary data from network sessions. To handle binary " "data stored in files, [File] can be used directly.\n" "A [StreamPeerBuffer] object keeps an internal cursor which is the offset in " "bytes to the start of the buffer. Get and put operations are performed at " "the cursor position and will move the cursor accordingly." msgstr "" #: doc/classes/StreamPeerBuffer.xml msgid "Clears the [member data_array] and resets the cursor." msgstr "" #: doc/classes/StreamPeerBuffer.xml msgid "" "Returns a new [StreamPeerBuffer] with the same [member data_array] content." msgstr "" #: doc/classes/StreamPeerBuffer.xml #, fuzzy msgid "Returns the current cursor position." msgstr "指定された遷移を返します。" #: doc/classes/StreamPeerBuffer.xml #, fuzzy msgid "Returns the size of [member data_array]." msgstr "パラメータのサインを返します。" #: doc/classes/StreamPeerBuffer.xml msgid "Resizes the [member data_array]. This [i]doesn't[/i] update the cursor." msgstr "" #: doc/classes/StreamPeerBuffer.xml msgid "" "Moves the cursor to the specified position. [code]position[/code] must be a " "valid index of [member data_array]." msgstr "" #: doc/classes/StreamPeerBuffer.xml msgid "The underlying data buffer. Setting this value resets the cursor." msgstr "" #: doc/classes/StreamPeerSSL.xml msgid "SSL stream peer." msgstr "" #: doc/classes/StreamPeerSSL.xml msgid "" "SSL stream peer. This object can be used to connect to an SSL server or " "accept a single SSL client connection." msgstr "" #: doc/classes/StreamPeerSSL.xml msgid "" "Accepts a peer connection as a server using the given [code]private_key[/" "code] and providing the given [code]certificate[/code] to the client. You " "can pass the optional [code]chain[/code] parameter to provide additional CA " "chain information along with the certificate." msgstr "" #: doc/classes/StreamPeerSSL.xml msgid "" "Connects to a peer using an underlying [StreamPeer] [code]stream[/code]. If " "[code]validate_certs[/code] is [code]true[/code], [StreamPeerSSL] will " "validate that the certificate presented by the peer matches the " "[code]for_hostname[/code].\n" "[b]Note:[/b] Specifying a custom [code]valid_certificate[/code] is not " "supported in HTML5 exports due to browsers restrictions." msgstr "" #: doc/classes/StreamPeerSSL.xml doc/classes/StreamPeerTCP.xml msgid "Disconnects from host." msgstr "" #: doc/classes/StreamPeerSSL.xml msgid "" "Poll the connection to check for incoming bytes. Call this right before " "[method StreamPeer.get_available_bytes] for it to work properly." msgstr "" #: doc/classes/StreamPeerSSL.xml msgid "A status representing a [StreamPeerSSL] that is disconnected." msgstr "" #: doc/classes/StreamPeerSSL.xml msgid "A status representing a [StreamPeerSSL] during handshaking." msgstr "" #: doc/classes/StreamPeerSSL.xml msgid "A status representing a [StreamPeerSSL] that is connected to a host." msgstr "" #: doc/classes/StreamPeerSSL.xml msgid "A status representing a [StreamPeerSSL] in error state." msgstr "" #: doc/classes/StreamPeerSSL.xml msgid "" "An error status that shows a mismatch in the SSL certificate domain " "presented by the host and the domain requested for validation." msgstr "" #: doc/classes/StreamPeerTCP.xml msgid "TCP stream peer." msgstr "" #: doc/classes/StreamPeerTCP.xml msgid "" "TCP stream peer. This object can be used to connect to TCP servers, or also " "is returned by a TCP server." msgstr "" #: doc/classes/StreamPeerTCP.xml msgid "" "Connects to the specified [code]host:port[/code] pair. A hostname will be " "resolved if valid. Returns [constant OK] on success or [constant FAILED] on " "failure." msgstr "" #: doc/classes/StreamPeerTCP.xml msgid "Returns the IP of this peer." msgstr "" #: doc/classes/StreamPeerTCP.xml msgid "Returns the port of this peer." msgstr "" #: doc/classes/StreamPeerTCP.xml msgid "Returns the status of the connection, see [enum Status]." msgstr "" #: doc/classes/StreamPeerTCP.xml #, fuzzy msgid "" "Returns [code]true[/code] if this peer is currently connected or is " "connecting to a host, [code]false[/code] otherwise." msgstr "" "Monoランタイムが終了途中であれば [code]true[/code] を返し、それ以外では " "[code]false[/code] を返します。" #: doc/classes/StreamPeerTCP.xml msgid "" "If [code]enabled[/code] is [code]true[/code], packets will be sent " "immediately. If [code]enabled[/code] is [code]false[/code] (the default), " "packet transfers will be delayed and combined using [url=https://en." "wikipedia.org/wiki/Nagle%27s_algorithm]Nagle's algorithm[/url].\n" "[b]Note:[/b] It's recommended to leave this disabled for applications that " "send large packets or need to transfer a lot of data, as enabling this can " "decrease the total available bandwidth." msgstr "" #: doc/classes/StreamPeerTCP.xml msgid "" "The initial status of the [StreamPeerTCP]. This is also the status after " "disconnecting." msgstr "" #: doc/classes/StreamPeerTCP.xml msgid "A status representing a [StreamPeerTCP] that is connecting to a host." msgstr "" #: doc/classes/StreamPeerTCP.xml msgid "A status representing a [StreamPeerTCP] that is connected to a host." msgstr "" #: doc/classes/StreamPeerTCP.xml msgid "A status representing a [StreamPeerTCP] in error state." msgstr "" #: doc/classes/StreamTexture.xml msgid "A [code].stex[/code] texture." msgstr "" #: doc/classes/StreamTexture.xml msgid "A texture that is loaded from a [code].stex[/code] file." msgstr "" #: doc/classes/StreamTexture.xml msgid "Loads the texture from the given path." msgstr "" #: doc/classes/StreamTexture.xml msgid "The StreamTexture's file path to a [code].stex[/code] file." msgstr "" #: doc/classes/String.xml msgid "Built-in string class." msgstr "" #: doc/classes/String.xml msgid "" "This is the built-in string class (and the one used by GDScript). It " "supports Unicode and provides all necessary means for string handling. " "Strings are reference-counted and use a copy-on-write approach, so passing " "them around is cheap in resources." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [bool]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [int]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [float]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Vector2]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Rect2]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Vector3]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Transform2D]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Plane]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Quat]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [AABB]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Basis]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Transform]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Color]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [NodePath]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [RID]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Dictionary]." msgstr "" #: doc/classes/String.xml msgid "Constructs a new String from the given [Array]." msgstr "" #: doc/classes/String.xml #, fuzzy msgid "Constructs a new String from the given [PoolByteArray]." msgstr "[PackedByteArray] から配列を作成します。" #: doc/classes/String.xml #, fuzzy msgid "Constructs a new String from the given [PoolIntArray]." msgstr "[PackedInt64Array] から配列を作成します。" #: doc/classes/String.xml #, fuzzy msgid "Constructs a new String from the given [PoolRealArray]." msgstr "[PackedColorArray] から配列を作成します。" #: doc/classes/String.xml #, fuzzy msgid "Constructs a new String from the given [PoolStringArray]." msgstr "[PackedStringArray] から配列を作成します。" #: doc/classes/String.xml #, fuzzy msgid "Constructs a new String from the given [PoolVector2Array]." msgstr "[PackedVector2Array] から配列を作成します。" #: doc/classes/String.xml #, fuzzy msgid "Constructs a new String from the given [PoolVector3Array]." msgstr "[PackedVector3Array] から配列を作成します。" #: doc/classes/String.xml #, fuzzy msgid "Constructs a new String from the given [PoolColorArray]." msgstr "[PackedColorArray] から配列を作成します。" #: doc/classes/String.xml msgid "Returns [code]true[/code] if the string begins with the given string." msgstr "" #: doc/classes/String.xml msgid "" "Returns an array containing the bigrams (pairs of consecutive letters) of " "this string.\n" "[codeblock]\n" "print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "" "Returns a copy of the string with special characters escaped using the C " "language standard." msgstr "" #: doc/classes/String.xml msgid "" "Returns a copy of the string with escaped characters replaced by their " "meanings. Supported escape sequences are [code]\\'[/code], [code]\\\"[/" "code], [code]\\?[/code], [code]\\\\[/code], [code]\\a[/code], [code]\\b[/" "code], [code]\\f[/code], [code]\\n[/code], [code]\\r[/code], [code]\\t[/" "code], [code]\\v[/code].\n" "[b]Note:[/b] Unlike the GDScript parser, this method doesn't support the " "[code]\\uXXXX[/code] escape sequence." msgstr "" #: doc/classes/String.xml msgid "" "Changes the case of some letters. Replaces underscores with spaces, adds " "spaces before in-word uppercase characters, converts all letters to " "lowercase, then capitalizes the first letter and every letter following a " "space character. For [code]capitalize camelCase mixed_with_underscores[/" "code], it will return [code]Capitalize Camel Case Mixed With Underscores[/" "code]." msgstr "" #: doc/classes/String.xml msgid "" "Performs a case-sensitive comparison to another string. Returns [code]-1[/" "code] if less than, [code]1[/code] if greater than, or [code]0[/code] if " "equal. \"less than\" or \"greater than\" are determined by the [url=https://" "en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] " "of each string, which roughly matches the alphabetical order.\n" "[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the " "\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] " "if the \"base\" string is shorter than the [code]to[/code] string. Keep in " "mind this length is determined by the number of Unicode codepoints, [i]not[/" "i] the actual visible characters.\n" "[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" " "string is empty, [code]1[/code] if the [code]to[/code] string is empty or " "[code]0[/code] if both strings are empty.\n" "To get a boolean result from a string comparison, use the [code]==[/code] " "operator instead. See also [method nocasecmp_to]." msgstr "" #: doc/classes/String.xml msgid "" "Returns the number of occurrences of substring [code]what[/code] between " "[code]from[/code] and [code]to[/code] positions. If [code]from[/code] and " "[code]to[/code] equals 0 the whole string will be used. If only [code]to[/" "code] equals 0 the remained substring will be used." msgstr "" #: doc/classes/String.xml msgid "" "Returns the number of occurrences of substring [code]what[/code] (ignoring " "case) between [code]from[/code] and [code]to[/code] positions. If " "[code]from[/code] and [code]to[/code] equals 0 the whole string will be " "used. If only [code]to[/code] equals 0 the remained substring will be used." msgstr "" #: doc/classes/String.xml msgid "" "Returns a copy of the string with indentation (leading tabs and spaces) " "removed. See also [method indent] to add indentation." msgstr "" #: doc/classes/String.xml msgid "" "Returns [code]true[/code] if the length of the string equals [code]0[/code]." msgstr "" "文字列の長さが [code]0[/code] に等しければ [code]true[/code] を返します。" #: doc/classes/String.xml msgid "Returns [code]true[/code] if the string ends with the given string." msgstr "" #: doc/classes/String.xml msgid "" "Erases [code]chars[/code] characters from the string starting from " "[code]position[/code]." msgstr "" #: doc/classes/String.xml msgid "" "Finds the first occurrence of a substring. Returns the starting position of " "the substring or [code]-1[/code] if not found. Optionally, the initial " "search index can be passed.\n" "[b]Note:[/b] If you just want to know whether a string contains a substring, " "use the [code]in[/code] operator as follows:\n" "[codeblock]\n" "# Will evaluate to `false`.\n" "if \"i\" in \"team\":\n" " pass\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "" "Finds the last occurrence of a substring. Returns the starting position of " "the substring or [code]-1[/code] if not found." msgstr "" #: doc/classes/String.xml #, fuzzy msgid "" "Finds the first occurrence of a substring, ignoring case. Returns the " "starting position of the substring or [code]-1[/code] if not found. " "Optionally, the initial search index can be passed." msgstr "" "配列の値を検索し、そのインデックスを返すか、見つからなかった場合は [code]-1[/" "code] を返します。オプションで、検索の開始位置を渡せます。" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " "with the elements of [code]values[/code].\n" "[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " "[code]placeholder[/code] will be replaced with the corresponding keys in " "advance. Array elements use their index as keys.\n" "[codeblock]\n" "# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " "named after it.\n" "var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " "named after it.\"\n" "print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" "\n" "# Prints: User 42 is Godot.\n" "print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" "[/codeblock]\n" "Some additional handling is performed when [code]values[/code] is an array. " "If [code]placeholder[/code] does not contain an underscore, the elements of " "the array will be used to replace one occurrence of the placeholder in turn; " "If an array element is another 2-element array, it'll be interpreted as a " "key-value pair.\n" "[codeblock]\n" "# Prints: User 42 is Godot.\n" "print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" "print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " "\"Godot\"]]))\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "If the string is a valid file path, returns the base directory name." msgstr "" #: doc/classes/String.xml msgid "" "If the string is a valid file path, returns the full file path without the " "extension." msgstr "" #: doc/classes/String.xml msgid "" "Returns the extension without the leading period character ([code].[/code]) " "if the string is a valid file name or path. If the string does not contain " "an extension, returns an empty string instead.\n" "[codeblock]\n" "print(\"/path/to/file.txt\".get_extension()) # \"txt\"\n" "print(\"file.txt\".get_extension()) # \"txt\"\n" "print(\"file.sample.txt\".get_extension()) # \"txt\"\n" "print(\".txt\".get_extension()) # \"txt\"\n" "print(\"file.txt.\".get_extension()) # \"\" (empty string)\n" "print(\"file.txt..\".get_extension()) # \"\" (empty string)\n" "print(\"txt\".get_extension()) # \"\" (empty string)\n" "print(\"\".get_extension()) # \"\" (empty string)\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "If the string is a valid file path, returns the filename." msgstr "" #: doc/classes/String.xml msgid "" "Splits a string using a [code]delimiter[/code] and returns a substring at " "index [code]slice[/code]. Returns an empty string if the index doesn't " "exist.\n" "This is a more performant alternative to [method split] for cases when you " "need only one element from the array at a fixed index.\n" "Example:\n" "[codeblock]\n" "print(\"i/am/example/string\".get_slice(\"/\", 2)) # Prints 'example'.\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "" "Returns the 32-bit hash value representing the string's contents.\n" "[b]Note:[/b] [String]s with equal content will always produce identical hash " "values. However, the reverse is not true. Returning identical hash values " "does [i]not[/i] imply the strings are equal, because different strings can " "have identical hash values due to hash collisions." msgstr "" #: doc/classes/String.xml msgid "" "Converts a string containing a hexadecimal number into an integer. " "Hexadecimal strings are expected to be prefixed with \"[code]0x[/code]\" " "otherwise [code]0[/code] is returned.\n" "[codeblock]\n" "print(\"0xff\".hex_to_int()) # Print \"255\"\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "" "Escapes (encodes) a string to URL friendly format. Also referred to as 'URL " "encode'.\n" "[codeblock]\n" "print(\"https://example.org/?escaped=\" + \"Godot Engine:'docs'\"." "http_escape())\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "" "Unescapes (decodes) a string in URL encoded format. Also referred to as 'URL " "decode'.\n" "[codeblock]\n" "print(\"https://example.org/?escaped=\" + \"Godot%20Engine%3A%27docs%27\"." "http_unescape())\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "" "Converts [code]size[/code] represented as number of bytes to human-readable " "format using internationalized set of data size units, namely: B, KiB, MiB, " "GiB, TiB, PiB, EiB. Note that the next smallest unit is picked automatically " "to hold at most 1024 units.\n" "[codeblock]\n" "var bytes = 133790307\n" "var size = String.humanize_size(bytes)\n" "print(size) # prints \"127.5 MiB\"\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "" "Returns a copy of the string with lines indented with [code]prefix[/code].\n" "For example, the string can be indented with two tabs using " "[code]\"\\t\\t\"[/code], or four spaces using [code]\" \"[/code]. The " "prefix can be any string so it can also be used to comment out strings with " "e.g. [code]\"# \"[/code]. See also [method dedent] to remove indentation.\n" "[b]Note:[/b] Empty lines are kept empty." msgstr "" #: doc/classes/String.xml msgid "" "Returns a copy of the string with the substring [code]what[/code] inserted " "at the given position." msgstr "" #: doc/classes/String.xml msgid "" "If the string is a path to a file or directory, returns [code]true[/code] if " "the path is absolute." msgstr "" #: doc/classes/String.xml msgid "" "If the string is a path to a file or directory, returns [code]true[/code] if " "the path is relative." msgstr "" #: doc/classes/String.xml msgid "" "Returns [code]true[/code] if this string is a subsequence of the given " "string." msgstr "" #: doc/classes/String.xml msgid "" "Returns [code]true[/code] if this string is a subsequence of the given " "string, without considering case." msgstr "" #: doc/classes/String.xml msgid "" "Returns [code]true[/code] if this string is free from characters that aren't " "allowed in file names, those being:\n" "[code]: / \\ ? * \" | % < >[/code]" msgstr "" #: doc/classes/String.xml msgid "" "Returns [code]true[/code] if this string contains a valid float. This is " "inclusive of integers, and also supports exponents:\n" "[codeblock]\n" "print(\"1.7\".is_valid_float()) # Prints \"True\"\n" "print(\"24\".is_valid_float()) # Prints \"True\"\n" "print(\"7e3\".is_valid_float()) # Prints \"True\"\n" "print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "" "Returns [code]true[/code] if this string contains a valid hexadecimal " "number. If [code]with_prefix[/code] is [code]true[/code], then a validity of " "the hexadecimal number is determined by [code]0x[/code] prefix, for " "instance: [code]0xDEADC0DE[/code]." msgstr "" #: doc/classes/String.xml msgid "" "Returns [code]true[/code] if this string contains a valid color in " "hexadecimal HTML notation. Other HTML notations such as named colors or " "[code]hsl()[/code] colors aren't considered valid by this method and will " "return [code]false[/code]." msgstr "" #: doc/classes/String.xml msgid "" "Returns [code]true[/code] if this string is a valid identifier. A valid " "identifier may contain only letters, digits and underscores ([code]_[/code]) " "and the first character may not be a digit.\n" "[codeblock]\n" "print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n" "print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n" "print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" "print(\"7\".is_valid_integer()) # Prints \"True\"\n" "print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" "print(\"L\".is_valid_integer()) # Prints \"False\"\n" "print(\"+3\".is_valid_integer()) # Prints \"True\"\n" "print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "" "Returns [code]true[/code] if this string contains only a well-formatted IPv4 " "or IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/" "Reserved_IP_addresses]reserved IP addresses[/url] such as [code]0.0.0.0[/" "code] as valid." msgstr "" #: doc/classes/String.xml msgid "" "Return a [String] which is the concatenation of the [code]parts[/code]. The " "separator between elements is the string providing this method.\n" "Example:\n" "[codeblock]\n" "print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." msgstr "" #: doc/classes/String.xml msgid "Returns a number of characters from the left of the string." msgstr "" #: doc/classes/String.xml msgid "Returns the string's amount of characters." msgstr "" #: doc/classes/String.xml msgid "" "Returns a copy of the string with characters removed from the left. The " "[code]chars[/code] argument is a string specifying the set of characters to " "be removed.\n" "[b]Note:[/b] The [code]chars[/code] is not a prefix. See [method " "trim_prefix] method that will remove a single prefix string rather than a " "set of characters." msgstr "" #: doc/classes/String.xml msgid "" "Does a simple case-sensitive expression match, where [code]\"*\"[/code] " "matches zero or more arbitrary characters and [code]\"?\"[/code] matches any " "single character except a period ([code]\".\"[/code]). An empty string or " "empty expression always evaluates to [code]false[/code]." msgstr "" #: doc/classes/String.xml msgid "" "Does a simple case-insensitive expression match, where [code]\"*\"[/code] " "matches zero or more arbitrary characters and [code]\"?\"[/code] matches any " "single character except a period ([code]\".\"[/code]). An empty string or " "empty expression always evaluates to [code]false[/code]." msgstr "" #: doc/classes/String.xml msgid "Returns the MD5 hash of the string as an array of bytes." msgstr "" #: doc/classes/String.xml msgid "Returns the MD5 hash of the string as a string." msgstr "" #: doc/classes/String.xml msgid "" "Performs a case-insensitive [i]natural order[/i] comparison to another " "string. Returns [code]-1[/code] if less than, [code]1[/code] if greater " "than, or [code]0[/code] if equal. \"less than\" or \"greater than\" are " "determined by the [url=https://en.wikipedia.org/wiki/" "List_of_Unicode_characters]Unicode code points[/url] of each string, which " "roughly matches the alphabetical order. Internally, lowercase characters " "will be converted to uppercase during the comparison.\n" "When used for sorting, natural order comparison will order suites of numbers " "as expected by most people. If you sort the numbers from 1 to 10 using " "natural order, you will get [code][1, 2, 3, ...][/code] instead of [code][1, " "10, 2, 3, ...][/code].\n" "[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the " "\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] " "if the \"base\" string is shorter than the [code]to[/code] string. Keep in " "mind this length is determined by the number of Unicode codepoints, [i]not[/" "i] the actual visible characters.\n" "[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" " "string is empty, [code]1[/code] if the [code]to[/code] string is empty or " "[code]0[/code] if both strings are empty.\n" "To get a boolean result from a string comparison, use the [code]==[/code] " "operator instead. See also [method nocasecmp_to] and [method casecmp_to]." msgstr "" #: doc/classes/String.xml msgid "" "Performs a case-insensitive comparison to another string. Returns [code]-1[/" "code] if less than, [code]1[/code] if greater than, or [code]0[/code] if " "equal. \"less than\" or \"greater than\" are determined by the [url=https://" "en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] " "of each string, which roughly matches the alphabetical order. Internally, " "lowercase characters will be converted to uppercase during the comparison.\n" "[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the " "\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] " "if the \"base\" string is shorter than the [code]to[/code] string. Keep in " "mind this length is determined by the number of Unicode codepoints, [i]not[/" "i] the actual visible characters.\n" "[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" " "string is empty, [code]1[/code] if the [code]to[/code] string is empty or " "[code]0[/code] if both strings are empty.\n" "To get a boolean result from a string comparison, use the [code]==[/code] " "operator instead. See also [method casecmp_to]." msgstr "" #: doc/classes/String.xml msgid "Returns the character code at position [code]at[/code]." msgstr "" #: doc/classes/String.xml msgid "" "Formats a number to have an exact number of [code]digits[/code] after the " "decimal point." msgstr "" #: doc/classes/String.xml msgid "" "Formats a number to have an exact number of [code]digits[/code] before the " "decimal point." msgstr "" #: doc/classes/String.xml msgid "Decode a percent-encoded string. See [method percent_encode]." msgstr "" #: doc/classes/String.xml msgid "" "Percent-encodes a string. Encodes parameters in a URL when sending a HTTP " "GET request (and bodies of form-urlencoded POST requests)." msgstr "" #: doc/classes/String.xml msgid "" "If the string is a path, this concatenates [code]file[/code] at the end of " "the string as a subpath. E.g. [code]\"this/is\".plus_file(\"path\") == " "\"this/is/path\"[/code]." msgstr "" #: doc/classes/String.xml msgid "" "Returns original string repeated a number of times. The number of " "repetitions is given by the argument." msgstr "" #: doc/classes/String.xml msgid "" "Replaces occurrences of a case-sensitive substring with the given one inside " "the string." msgstr "" #: doc/classes/String.xml msgid "" "Replaces occurrences of a case-insensitive substring with the given one " "inside the string." msgstr "" #: doc/classes/String.xml msgid "" "Performs a case-sensitive search for a substring, but starts from the end of " "the string instead of the beginning." msgstr "" #: doc/classes/String.xml msgid "" "Performs a case-insensitive search for a substring, but starts from the end " "of the string instead of the beginning." msgstr "" #: doc/classes/String.xml msgid "Returns the right side of the string from a given position." msgstr "" #: doc/classes/String.xml msgid "" "Splits the string by a [code]delimiter[/code] string and returns an array of " "the substrings, starting from right.\n" "The splits in the returned array are sorted in the same order as the " "original string, from left to right.\n" "If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent " "delimiters in the string, it will add an empty string to the array of " "substrings at this position.\n" "If [code]maxsplit[/code] is specified, it defines the number of splits to do " "from the right up to [code]maxsplit[/code]. The default value of 0 means " "that all items are split, thus giving the same result as [method split].\n" "Example:\n" "[codeblock]\n" "var some_string = \"One,Two,Three,Four\"\n" "var some_array = some_string.rsplit(\",\", true, 1)\n" "print(some_array.size()) # Prints 2\n" "print(some_array[0]) # Prints \"One,Two,Three\"\n" "print(some_array[1]) # Prints \"Four\"\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "" "Returns a copy of the string with characters removed from the right. The " "[code]chars[/code] argument is a string specifying the set of characters to " "be removed.\n" "[b]Note:[/b] The [code]chars[/code] is not a suffix. See [method " "trim_suffix] method that will remove a single suffix string rather than a " "set of characters." msgstr "" #: doc/classes/String.xml msgid "Returns the SHA-1 hash of the string as an array of bytes." msgstr "" #: doc/classes/String.xml msgid "Returns the SHA-1 hash of the string as a string." msgstr "" #: doc/classes/String.xml msgid "Returns the SHA-256 hash of the string as an array of bytes." msgstr "" #: doc/classes/String.xml msgid "Returns the SHA-256 hash of the string as a string." msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " "this string compared to another. A result of 1.0 means totally similar, " "while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" "print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n" "print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "Returns a simplified canonical path." msgstr "" #: doc/classes/String.xml msgid "" "Splits the string by a [code]delimiter[/code] string and returns an array of " "the substrings. The [code]delimiter[/code] can be of any length.\n" "If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent " "delimiters in the string, it will add an empty string to the array of " "substrings at this position.\n" "If [code]maxsplit[/code] is specified, it defines the number of splits to do " "from the left up to [code]maxsplit[/code]. The default value of [code]0[/" "code] means that all items are split.\n" "If you need only one element from the array at a specific index, [method " "get_slice] is a more performant option.\n" "Example:\n" "[codeblock]\n" "var some_string = \"One,Two,Three,Four\"\n" "var some_array = some_string.split(\",\", true, 1)\n" "print(some_array.size()) # Prints 2\n" "print(some_array[0]) # Prints \"One\"\n" "print(some_array[1]) # Prints \"Two,Three,Four\"\n" "[/codeblock]\n" "If you need to split strings with more complex rules, use the [RegEx] class " "instead." msgstr "" #: doc/classes/String.xml msgid "" "Splits the string in floats by using a delimiter string and returns an array " "of the substrings.\n" "For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if " "split by [code]\",\"[/code].\n" "If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent " "delimiters in the string, it will add an empty string to the array of " "substrings at this position." msgstr "" #: doc/classes/String.xml msgid "" "Returns a copy of the string stripped of any non-printable character " "(including tabulations, spaces and line breaks) at the beginning and the " "end. The optional arguments are used to toggle stripping on the left and " "right edges respectively." msgstr "" #: doc/classes/String.xml msgid "" "Returns a copy of the string stripped of any escape character. These include " "all non-printable control characters of the first page of the ASCII table (< " "32), such as tabulation ([code]\\t[/code] in C) and newline ([code]\\n[/" "code] and [code]\\r[/code]) characters, but not spaces." msgstr "" #: doc/classes/String.xml msgid "" "Returns part of the string from the position [code]from[/code] with length " "[code]len[/code]. Argument [code]len[/code] is optional and using [code]-1[/" "code] will return remaining characters from given position." msgstr "" #: doc/classes/String.xml msgid "" "Converts the String (which is a character array) to [PoolByteArray] (which " "is an array of bytes). The conversion is faster compared to [method " "to_utf8], as this method assumes that all the characters in the String are " "ASCII characters." msgstr "" #: doc/classes/String.xml msgid "" "Converts a string containing a decimal number into a [code]float[/code]. The " "method will stop on the first non-number character except the first [code].[/" "code] (decimal point), and [code]e[/code] which is used for exponential.\n" "[codeblock]\n" "print(\"12.3\".to_float()) # 12.3\n" "print(\"1.2.3\".to_float()) # 1.2\n" "print(\"12ab3\".to_float()) # 12\n" "print(\"1e3\".to_float()) # 1000\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "" "Converts a string containing an integer number into an [code]int[/code]. The " "method will remove any non-number character and stop if it encounters a " "[code].[/code].\n" "[codeblock]\n" "print(\"123\".to_int()) # 123\n" "print(\"a1b2c3\".to_int()) # 123\n" "print(\"1.2.3\".to_int()) # 1\n" "[/codeblock]" msgstr "" #: doc/classes/String.xml msgid "Returns the string converted to lowercase." msgstr "" #: doc/classes/String.xml msgid "Returns the string converted to uppercase." msgstr "" #: doc/classes/String.xml msgid "" "Converts the String (which is an array of characters) to [PoolByteArray] " "(which is an array of bytes). The conversion is a bit slower than [method " "to_ascii], but supports all UTF-8 characters. Therefore, you should prefer " "this function over [method to_ascii]." msgstr "" #: doc/classes/String.xml msgid "" "Converts the String (which is an array of characters) to [PoolByteArray] " "(which is an array of bytes)." msgstr "" #: doc/classes/String.xml msgid "" "Removes a given string from the start if it starts with it or leaves the " "string unchanged." msgstr "" #: doc/classes/String.xml msgid "" "Removes a given string from the end if it ends with it or leaves the string " "unchanged." msgstr "" #: doc/classes/String.xml msgid "" "Removes any characters from the string that are prohibited in [Node] names " "([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]\"[/" "code])." msgstr "" #: doc/classes/String.xml msgid "" "Returns a copy of the string with special characters escaped using the XML " "standard." msgstr "" #: doc/classes/String.xml msgid "" "Returns a copy of the string with escaped characters replaced by their " "meanings according to the XML standard." msgstr "" #: doc/classes/StyleBox.xml msgid "Base class for drawing stylized boxes for the UI." msgstr "" #: doc/classes/StyleBox.xml msgid "" "StyleBox is [Resource] that provides an abstract base class for drawing " "stylized boxes for the UI. StyleBoxes are used for drawing the styles of " "buttons, line edit backgrounds, tree backgrounds, etc. and also for testing " "a transparency mask for pointer signals. If mask test fails on a StyleBox " "assigned as mask to a control, clicks and motion signals will go through it " "to the one below.\n" "[b]Note:[/b] For children of [Control] that have [i]Theme Properties[/i], " "the [code]focus[/code] [StyleBox] is displayed over the [code]normal[/code], " "[code]hover[/code] or [code]pressed[/code] [StyleBox]. This makes the " "[code]focus[/code] [StyleBox] more reusable across different nodes." msgstr "" #: doc/classes/StyleBox.xml msgid "" "Draws this stylebox using a canvas item identified by the given [RID].\n" "The [RID] value can either be the result of [method CanvasItem." "get_canvas_item] called on an existing [CanvasItem]-derived node, or " "directly from creating a canvas item in the [VisualServer] with [method " "VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml msgid "Returns the size of this [StyleBox] without the margins." msgstr "" #: doc/classes/StyleBox.xml msgid "" "Returns the [CanvasItem] that handles its [constant CanvasItem." "NOTIFICATION_DRAW] or [method CanvasItem._draw] callback at this moment." msgstr "" #: doc/classes/StyleBox.xml msgid "Returns the default value of the specified [enum Margin]." msgstr "" #: doc/classes/StyleBox.xml msgid "" "Returns the content margin offset for the specified [enum Margin].\n" "Positive values reduce size inwards, unlike [Control]'s margin values." msgstr "" #: doc/classes/StyleBox.xml msgid "Returns the minimum size that this stylebox can be shrunk to." msgstr "" #: doc/classes/StyleBox.xml msgid "" "Returns the \"offset\" of a stylebox. This helper function returns a value " "equivalent to [code]Vector2(style.get_margin(MARGIN_LEFT), style." "get_margin(MARGIN_TOP))[/code]." msgstr "" #: doc/classes/StyleBox.xml msgid "" "Sets the default value of the specified [enum Margin] to given [code]offset[/" "code] in pixels." msgstr "" #: doc/classes/StyleBox.xml msgid "Test a position in a rectangle, return whether it passes the mask test." msgstr "" #: doc/classes/StyleBox.xml msgid "" "The bottom margin for the contents of this style box. Increasing this value " "reduces the space available to the contents from the bottom.\n" "If this value is negative, it is ignored and a child-specific margin is used " "instead. For example for [StyleBoxFlat] the border thickness (if any) is " "used instead.\n" "It is up to the code using this style box to decide what these contents are: " "for example, a [Button] respects this content margin for the textual " "contents of the button.\n" "[method get_margin] should be used to fetch this value as consumer instead " "of reading these properties directly. This is because it correctly respects " "negative values and the fallback mentioned above." msgstr "" #: doc/classes/StyleBox.xml msgid "" "The left margin for the contents of this style box.Increasing this value " "reduces the space available to the contents from the left.\n" "Refer to [member content_margin_bottom] for extra considerations." msgstr "" #: doc/classes/StyleBox.xml msgid "" "The right margin for the contents of this style box. Increasing this value " "reduces the space available to the contents from the right.\n" "Refer to [member content_margin_bottom] for extra considerations." msgstr "" #: doc/classes/StyleBox.xml msgid "" "The top margin for the contents of this style box. Increasing this value " "reduces the space available to the contents from the top.\n" "Refer to [member content_margin_bottom] for extra considerations." msgstr "" #: doc/classes/StyleBoxEmpty.xml msgid "Empty stylebox (does not display anything)." msgstr "" #: doc/classes/StyleBoxEmpty.xml msgid "Empty stylebox (really does not display anything)." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Customizable [StyleBox] with a given set of parameters (no texture required)." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "This [StyleBox] can be used to achieve all kinds of looks without the need " "of a texture. The following properties are customizable:\n" "- Color\n" "- Border width (individual width for each border)\n" "- Rounded corners (individual radius for each corner)\n" "- Shadow (with blur and offset)\n" "Setting corner radius to high values is allowed. As soon as corners overlap, " "the stylebox will switch to a relative system. Example:\n" "[codeblock]\n" "height = 30\n" "corner_radius_top_left = 50\n" "corner_radius_bottom_left = 100\n" "[/codeblock]\n" "The relative system now would take the 1:2 ratio of the two left corners to " "calculate the actual corner width. Both corners added will [b]never[/b] be " "more than the height. Result:\n" "[codeblock]\n" "corner_radius_top_left: 10\n" "corner_radius_bottom_left: 20\n" "[/codeblock]" msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Returns the given [code]margin[/code]'s border width. See [enum Margin] for " "possible values." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "Returns the smallest border width out of all four borders." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Returns the given [code]corner[/code]'s radius. See [enum Corner] for " "possible values." msgstr "" #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml msgid "" "Returns the size of the given [code]margin[/code]'s expand margin. See [enum " "Margin] for possible values." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Sets the border width to [code]width[/code] pixels for the given " "[code]margin[/code]. See [enum Margin] for possible values." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "Sets the border width to [code]width[/code] pixels for all margins." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Sets the corner radius to [code]radius[/code] pixels for the given " "[code]corner[/code]. See [enum Corner] for possible values." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "Sets the corner radius to [code]radius[/code] pixels for all corners." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Sets the corner radius for each corner to [code]radius_top_left[/code], " "[code]radius_top_right[/code], [code]radius_bottom_right[/code], and " "[code]radius_bottom_left[/code] pixels." msgstr "" #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml msgid "" "Sets the expand margin to [code]size[/code] pixels for the given " "[code]margin[/code]. See [enum Margin] for possible values." msgstr "" #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml msgid "Sets the expand margin to [code]size[/code] pixels for all margins." msgstr "" #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml msgid "" "Sets the expand margin for each margin to [code]size_left[/code], " "[code]size_top[/code], [code]size_right[/code], and [code]size_bottom[/code] " "pixels." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Antialiasing draws a small ring around the edges, which fades to " "transparency. As a result, edges look much smoother. This is only noticeable " "when using rounded corners or [member skew].\n" "[b]Note:[/b] When using beveled corners with 45-degree angles ([member " "corner_detail] = 1), it is recommended to set [member anti_aliasing] to " "[code]false[/code] to ensure crisp visuals and avoid possible visual " "glitches." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "This changes the size of the faded ring. Higher values can be used to " "achieve a \"blurry\" effect." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "The background color of the stylebox." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "If [code]true[/code], the border will fade into the background color." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "Sets the color of the border." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "Border width for the bottom border." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "Border width for the left border." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "Border width for the right border." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "Border width for the top border." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "This sets the number of vertices used for each corner. Higher values result " "in rounder corners but take more processing power to compute. When choosing " "a value, you should take the corner radius ([method set_corner_radius_all]) " "into account.\n" "For corner radii less than 10, [code]4[/code] or [code]5[/code] should be " "enough. For corner radii less than 30, values between [code]8[/code] and " "[code]12[/code] should be enough.\n" "A corner detail of [code]1[/code] will result in chamfered corners instead " "of rounded corners, which is useful for some artistic effects." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "The bottom-left corner's radius. If [code]0[/code], the corner is not " "rounded." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "The bottom-right corner's radius. If [code]0[/code], the corner is not " "rounded." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "The top-left corner's radius. If [code]0[/code], the corner is not rounded." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "The top-right corner's radius. If [code]0[/code], the corner is not rounded." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "Toggles drawing of the inner part of the stylebox." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Expands the stylebox outside of the control rect on the bottom edge. Useful " "in combination with [member border_width_bottom] to draw a border outside " "the control rect.\n" "[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member " "expand_margin_bottom] does [i]not[/i] affect the size of the clickable area " "for [Control]s. This can negatively impact usability if used wrong, as the " "user may try to click an area of the StyleBox that cannot actually receive " "clicks." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Expands the stylebox outside of the control rect on the left edge. Useful in " "combination with [member border_width_left] to draw a border outside the " "control rect.\n" "[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member " "expand_margin_left] does [i]not[/i] affect the size of the clickable area " "for [Control]s. This can negatively impact usability if used wrong, as the " "user may try to click an area of the StyleBox that cannot actually receive " "clicks." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Expands the stylebox outside of the control rect on the right edge. Useful " "in combination with [member border_width_right] to draw a border outside the " "control rect.\n" "[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member " "expand_margin_right] does [i]not[/i] affect the size of the clickable area " "for [Control]s. This can negatively impact usability if used wrong, as the " "user may try to click an area of the StyleBox that cannot actually receive " "clicks." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Expands the stylebox outside of the control rect on the top edge. Useful in " "combination with [member border_width_top] to draw a border outside the " "control rect.\n" "[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member " "expand_margin_top] does [i]not[/i] affect the size of the clickable area for " "[Control]s. This can negatively impact usability if used wrong, as the user " "may try to click an area of the StyleBox that cannot actually receive clicks." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "The color of the shadow. This has no effect if [member shadow_size] is lower " "than 1." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "The shadow offset in pixels. Adjusts the position of the shadow relatively " "to the stylebox." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "The shadow size in pixels." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "If set to a non-zero value on either axis, [member skew] distorts the " "StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-" "style UIs. Positive values skew the StyleBox towards the right (X axis) and " "upwards (Y axis), while negative values skew the StyleBox towards the left " "(X axis) and downwards (Y axis).\n" "[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider " "increasing the [StyleBox]'s content margin (see [member StyleBox." "content_margin_bottom]). It is preferable to increase the content margin " "instead of the expand margin (see [member expand_margin_bottom]), as " "increasing the expand margin does not increase the size of the clickable " "area for [Control]s." msgstr "" #: doc/classes/StyleBoxLine.xml msgid "[StyleBox] that displays a single line." msgstr "" #: doc/classes/StyleBoxLine.xml msgid "" "[StyleBox] that displays a single line of a given color and thickness. It " "can be used to draw things like separators." msgstr "" #: doc/classes/StyleBoxLine.xml msgid "The line's color." msgstr "" #: doc/classes/StyleBoxLine.xml msgid "" "The number of pixels the line will extend before the [StyleBoxLine]'s " "bounds. If set to a negative value, the line will begin inside the " "[StyleBoxLine]'s bounds." msgstr "" #: doc/classes/StyleBoxLine.xml msgid "" "The number of pixels the line will extend past the [StyleBoxLine]'s bounds. " "If set to a negative value, the line will end inside the [StyleBoxLine]'s " "bounds." msgstr "" #: doc/classes/StyleBoxLine.xml msgid "The line's thickness in pixels." msgstr "" #: doc/classes/StyleBoxLine.xml msgid "" "If [code]true[/code], the line will be vertical. If [code]false[/code], the " "line will be horizontal." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "Texture-based nine-patch [StyleBox]." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Texture-based nine-patch [StyleBox], in a way similar to [NinePatchRect]. " "This stylebox performs a 3×3 scaling of a texture, where only the center " "cell is fully stretched. This makes it possible to design bordered styles " "regardless of the stylebox's size." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Returns the size of the given [code]margin[/code]. See [enum Margin] for " "possible values." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Sets the margin to [code]size[/code] pixels for the given [code]margin[/" "code]. See [enum Margin] for possible values." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Controls how the stylebox's texture will be stretched or tiled horizontally. " "See [enum AxisStretchMode] for possible values." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Controls how the stylebox's texture will be stretched or tiled vertically. " "See [enum AxisStretchMode] for possible values." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "If [code]true[/code], the nine-patch texture's center tile will be drawn." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Expands the bottom margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Expands the left margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Expands the right margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Expands the top margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Increases the bottom margin of the 3×3 texture box.\n" "A higher value means more of the source texture is considered to be part of " "the bottom border of the 3×3 box.\n" "This is also the value used as fallback for [member StyleBox." "content_margin_bottom] if it is negative." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Increases the left margin of the 3×3 texture box.\n" "A higher value means more of the source texture is considered to be part of " "the left border of the 3×3 box.\n" "This is also the value used as fallback for [member StyleBox." "content_margin_left] if it is negative." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Increases the right margin of the 3×3 texture box.\n" "A higher value means more of the source texture is considered to be part of " "the right border of the 3×3 box.\n" "This is also the value used as fallback for [member StyleBox." "content_margin_right] if it is negative." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Increases the top margin of the 3×3 texture box.\n" "A higher value means more of the source texture is considered to be part of " "the top border of the 3×3 box.\n" "This is also the value used as fallback for [member StyleBox." "content_margin_top] if it is negative." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "Modulates the color of the texture when this style box is drawn." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "The normal map to use when drawing this style box.\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Species a sub-region of the texture to use.\n" "This is equivalent to first wrapping the texture in an [AtlasTexture] with " "the same region." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "The texture to use when drawing this style box." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "Emitted when the stylebox's texture is changed." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Stretch the stylebox's texture. This results in visible distortion unless " "the texture size matches the stylebox's size perfectly." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Repeats the stylebox's texture to match the stylebox's size according to the " "nine-patch system." msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "Repeats the stylebox's texture to match the stylebox's size according to the " "nine-patch system. Unlike [constant AXIS_STRETCH_MODE_TILE], the texture may " "be slightly stretched to make the nine-patch texture tile seamlessly." msgstr "" #: doc/classes/SurfaceTool.xml msgid "Helper tool to create geometry." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "The [SurfaceTool] is used to construct a [Mesh] by specifying vertex " "attributes individually. It can be used to construct a [Mesh] from a script. " "All properties except indices need to be added before calling [method " "add_vertex]. For example, to add vertex colors and UVs:\n" "[codeblock]\n" "var st = SurfaceTool.new()\n" "st.begin(Mesh.PRIMITIVE_TRIANGLES)\n" "st.add_color(Color(1, 0, 0))\n" "st.add_uv(Vector2(0, 0))\n" "st.add_vertex(Vector3(0, 0, 0))\n" "[/codeblock]\n" "The above [SurfaceTool] now contains one vertex of a triangle which has a UV " "coordinate and a specified [Color]. If another vertex were added without " "calling [method add_uv] or [method add_color], then the last values would be " "used.\n" "Vertex attributes must be passed [b]before[/b] calling [method add_vertex]. " "Failure to do so will result in an error when committing the vertex " "information to a mesh.\n" "Additionally, the attributes used before the first vertex is added determine " "the format of the mesh. For example, if you only add UVs to the first " "vertex, you cannot add color to any of the subsequent vertices.\n" "See also [ArrayMesh], [ImmediateGeometry] and [MeshDataTool] for procedural " "geometry generation.\n" "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Specifies an array of bones to use for the [i]next[/i] vertex. [code]bones[/" "code] must contain 4 integers." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Specifies a [Color] to use for the [i]next[/i] vertex. If every vertex needs " "to have this information set and you fail to submit it for the first vertex, " "this information may not be used at all.\n" "[b]Note:[/b] The material must have [member SpatialMaterial." "vertex_color_use_as_albedo] enabled for the vertex color to be visible." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Adds an index to index array if you are using indexed vertices. Does not " "need to be called before adding vertices." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Specifies a normal to use for the [i]next[/i] vertex. If every vertex needs " "to have this information set and you fail to submit it for the first vertex, " "this information may not be used at all." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Specifies whether the current vertex (if using only vertex arrays) or " "current index (if also using index arrays) should use smooth normals for " "normal calculation." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Specifies a tangent to use for the [i]next[/i] vertex. If every vertex needs " "to have this information set and you fail to submit it for the first vertex, " "this information may not be used at all." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Inserts a triangle fan made of array data into [Mesh] being constructed.\n" "Requires the primitive type be set to [constant Mesh.PRIMITIVE_TRIANGLES]." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Specifies a set of UV coordinates to use for the [i]next[/i] vertex. If " "every vertex needs to have this information set and you fail to submit it " "for the first vertex, this information may not be used at all." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Specifies an optional second set of UV coordinates to use for the [i]next[/" "i] vertex. If every vertex needs to have this information set and you fail " "to submit it for the first vertex, this information may not be used at all." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Specifies the position of current vertex. Should be called after specifying " "other vertex properties (e.g. Color, UV)." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Specifies weight values to use for the [i]next[/i] vertex. [code]weights[/" "code] must contain 4 values. If every vertex needs to have this information " "set and you fail to submit it for the first vertex, this information may not " "be used at all." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Append vertices from a given [Mesh] surface onto the current vertex array " "with specified [Transform].\n" "[b]Note:[/b] Using [method append_from] on a [Thread] is much slower as the " "GPU must communicate data back to the CPU, while also causing the main " "thread to stall (as OpenGL is not thread-safe). Consider requesting a copy " "of the mesh, converting it to an [ArrayMesh] and adding vertices manually " "instead." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Called before adding any vertices. Takes the primitive type as an argument " "(e.g. [constant Mesh.PRIMITIVE_TRIANGLES])." msgstr "" #: doc/classes/SurfaceTool.xml msgid "Clear all information passed into the surface tool so far." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Returns a constructed [ArrayMesh] from current information passed in. If an " "existing [ArrayMesh] is passed in as an argument, will add an extra surface " "to the existing [ArrayMesh].\n" "Default flag is [constant Mesh.ARRAY_COMPRESS_DEFAULT] if compression is " "enabled. If compression is disabled the default flag is [constant Mesh." "ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION]. See [code]ARRAY_COMPRESS_*[/code] " "constants in [enum Mesh.ArrayFormat] for other flags." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Commits the data to the same format used by [method ArrayMesh." "add_surface_from_arrays]. This way you can further process the mesh data " "using the [ArrayMesh] API." msgstr "" #: doc/classes/SurfaceTool.xml msgid "Creates a vertex array from an existing [Mesh]." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Creates a vertex array from the specified blend shape of an existing [Mesh]. " "This can be used to extract a specific pose from a blend shape." msgstr "" #: doc/classes/SurfaceTool.xml msgid "Removes the index array by expanding the vertex array." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Generates normals from vertices so you do not have to do it manually. If " "[code]flip[/code] is [code]true[/code], the resulting normals will be " "inverted. [method generate_normals] should be called [i]after[/i] generating " "geometry and [i]before[/i] committing the mesh using [method commit] or " "[method commit_to_arrays]. For correct display of normal-mapped surfaces, " "you will also have to generate tangents using [method generate_tangents].\n" "[b]Note:[/b] [method generate_normals] only works if the primitive type to " "be set to [constant Mesh.PRIMITIVE_TRIANGLES]." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Generates a tangent vector for each vertex. Requires that each vertex have " "UVs and normals set already (see [method generate_normals])." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Shrinks the vertex array by creating an index array. This can improve " "performance by avoiding vertex reuse." msgstr "" #: doc/classes/SurfaceTool.xml msgid "Sets [Material] to be used by the [Mesh] you are constructing." msgstr "" #: doc/classes/TabContainer.xml msgid "Tabbed container." msgstr "" #: doc/classes/TabContainer.xml 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 [Tabs] as children is not needed." msgstr "" #: doc/classes/TabContainer.xml msgid "Returns the child [Control] node located at the active tab index." msgstr "" #: doc/classes/TabContainer.xml msgid "" "Returns the [Popup] node instance if one has been set already with [method " "set_popup].\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Returns the previously active tab index." msgstr "" #: doc/classes/TabContainer.xml msgid "Returns the [Control] node from the tab at index [code]tab_idx[/code]." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Returns the number of tabs." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "" "Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is " "disabled." msgstr "" #: doc/classes/TabContainer.xml #, fuzzy msgid "" "Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is hidden." msgstr "" "インデックス [code]idx[/code] のトラックが有効な場合、 [code]true[/code] を返" "します。" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml #, fuzzy msgid "" "Returns the [Texture] for the tab at index [code]tab_idx[/code] or " "[code]null[/code] if the tab has no [Texture]." msgstr "" "インデックス [code]bus_idx[/code] のバス名を [code]name[/code] に設定します。" #: doc/classes/TabContainer.xml msgid "" "Returns the index of the tab at local coordinates [code]point[/code]. " "Returns [code]-1[/code] if the point is outside the control boundaries or if " "there's no tab at the queried position." msgstr "" #: doc/classes/TabContainer.xml msgid "" "Returns the title of the tab at index [code]tab_idx[/code]. Tab titles " "default to the name of the indexed child node, but this can be overridden " "with [method set_tab_title]." msgstr "" #: doc/classes/TabContainer.xml msgid "Returns the [TabContainer] rearrange group id." msgstr "" #: doc/classes/TabContainer.xml msgid "" "If set on a [Popup] node instance, a popup menu icon appears in the top-" "right corner of the [TabContainer]. Clicking it will expand the [Popup] node." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml #, fuzzy msgid "" "If [code]disabled[/code] is [code]true[/code], disables the tab at index " "[code]tab_idx[/code], making it non-interactable." msgstr "" "[code]true[/code] の場合、インデックス [code]bus_idx[/code] のバス上でのイン" "デックス [code]effect_idx[/code] のエフェクトが有効になります。" #: doc/classes/TabContainer.xml #, fuzzy msgid "" "If [code]hidden[/code] is [code]true[/code], hides the tab at index " "[code]tab_idx[/code], making it disappear from the tab area." msgstr "" "[code]true[/code] の場合、インデックス [code]bus_idx[/code] のバスをミュート" "します。" #: doc/classes/TabContainer.xml msgid "Sets an icon for the tab at index [code]tab_idx[/code]." msgstr "" #: doc/classes/TabContainer.xml #, fuzzy msgid "" "Sets a title for the tab at index [code]tab_idx[/code]. Tab titles default " "to the name of the indexed child node." msgstr "" "インデックス [code]bus_idx[/code] のバス名を [code]name[/code] に設定します。" #: doc/classes/TabContainer.xml msgid "" "Defines rearrange group id, choose for each [TabContainer] the same value to " "enable tab drag between [TabContainer]. Enable drag with [member " "drag_to_rearrange_enabled]." msgstr "" #: doc/classes/TabContainer.xml msgid "" "If [code]true[/code], all tabs are drawn in front of the panel. If " "[code]false[/code], inactive tabs are drawn behind the panel." msgstr "" #: doc/classes/TabContainer.xml msgid "" "The current tab index. When set, this index's [Control] node's " "[code]visible[/code] property is set to [code]true[/code] and all others are " "set to [code]false[/code]." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "If [code]true[/code], tabs can be rearranged with mouse drag." msgstr "" #: doc/classes/TabContainer.xml msgid "" "The alignment of all tabs in the tab container. See the [enum TabAlign] " "constants for details." msgstr "" #: doc/classes/TabContainer.xml msgid "" "If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content " "and titles are hidden." msgstr "" #: doc/classes/TabContainer.xml msgid "" "If [code]true[/code], children [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" #: doc/classes/TabContainer.xml msgid "" "Emitted when the [TabContainer]'s [Popup] button is clicked. See [method " "set_popup] for details." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Emitted when switching to another tab." msgstr "" #: doc/classes/TabContainer.xml msgid "Emitted when a tab is selected, even if it is the current tab." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Align the tabs to the left." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Align the tabs to the center." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Align the tabs to the right." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Font color of inactive tabs." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Font color of disabled tabs." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "Font color of the currently selected tab." msgstr "" #: doc/classes/TabContainer.xml msgid "Horizontal separation between tabs." msgstr "" #: doc/classes/TabContainer.xml msgid "The space at the left and right edges of the tab bar." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "The font used to draw tab names." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "" "Icon for the left arrow button that appears when there are too many tabs to " "fit in the container width. When the button is disabled (i.e. the first tab " "is visible), it appears semi-transparent." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "" "Icon for the left arrow button that appears when there are too many tabs to " "fit in the container width. Used when the button is being hovered with the " "cursor." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml 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." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "" "Icon for the right arrow button that appears when there are too many tabs to " "fit in the container width. Used when the button is being hovered with the " "cursor." msgstr "" #: doc/classes/TabContainer.xml msgid "The icon for the menu button (see [method set_popup])." msgstr "" #: doc/classes/TabContainer.xml msgid "" "The icon for the menu button (see [method set_popup]) when it's being " "hovered with the cursor." msgstr "" #: doc/classes/TabContainer.xml msgid "The style for the background fill." msgstr "" #: doc/classes/TabContainer.xml msgid "The style of inactive tabs." msgstr "" #: doc/classes/TabContainer.xml msgid "The style of disabled tabs." msgstr "" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "The style of the currently selected tab." msgstr "" #: doc/classes/Tabs.xml msgid "Tabs control." msgstr "" #: doc/classes/Tabs.xml msgid "" "Simple tabs control, similar to [TabContainer] but is only in charge of " "drawing tabs, not interacting with children." msgstr "" #: doc/classes/Tabs.xml msgid "Adds a new tab." msgstr "" #: doc/classes/Tabs.xml msgid "Moves the scroll view to make the tab visible." msgstr "" #: doc/classes/Tabs.xml msgid "" "Returns [code]true[/code] if the offset buttons (the ones that appear when " "there's not enough space for all tabs) are visible." msgstr "" #: doc/classes/Tabs.xml msgid "Returns [code]true[/code] if select with right mouse button is enabled." msgstr "" #: doc/classes/Tabs.xml #, fuzzy msgid "Returns the button icon from the tab at index [code]tab_idx[/code]." msgstr "インデックス [code]bus_idx[/code] のバスの音量を dB で返します。" #: doc/classes/Tabs.xml msgid "Returns the number of hidden tabs offsetted to the left." msgstr "" #: doc/classes/Tabs.xml msgid "Returns tab [Rect2] with local position and size." msgstr "" #: doc/classes/Tabs.xml #, fuzzy msgid "Returns the title of the tab at index [code]tab_idx[/code]." msgstr "インデックス [code]bus_idx[/code] のバスの音量を dB で返します。" #: doc/classes/Tabs.xml msgid "Returns the [Tabs]' rearrange group ID." msgstr "" #: doc/classes/Tabs.xml msgid "Moves a tab from [code]from[/code] to [code]to[/code]." msgstr "" #: doc/classes/Tabs.xml msgid "Removes the tab at index [code]tab_idx[/code]." msgstr "" #: doc/classes/Tabs.xml msgid "" "If [code]true[/code], enables selecting a tab with the right mouse button." msgstr "" #: doc/classes/Tabs.xml #, fuzzy msgid "Sets the button icon from the tab at index [code]tab_idx[/code]." msgstr "インデックス [code]bus_idx[/code] のバスの音量を dB で返します。" #: doc/classes/Tabs.xml msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]." msgstr "" #: doc/classes/Tabs.xml msgid "Sets a [code]title[/code] for the tab at index [code]tab_idx[/code]." msgstr "" #: doc/classes/Tabs.xml msgid "" "Defines the rearrange group ID. Choose for each [Tabs] the same value to " "dragging tabs between [Tabs]. Enable drag with [member " "drag_to_rearrange_enabled]." msgstr "" #: doc/classes/Tabs.xml msgid "Select tab at index [code]tab_idx[/code]." msgstr "" #: doc/classes/Tabs.xml #, fuzzy msgid "" "if [code]true[/code], the mouse's scroll wheel can be used to navigate the " "scroll view." msgstr "[code]true[/code]の場合、モデルの頂点色をsRGBモードで処理します。" #: doc/classes/Tabs.xml msgid "The alignment of all tabs. See [enum TabAlign] for details." msgstr "" #: doc/classes/Tabs.xml msgid "" "Sets when the close button will appear on the tabs. See [enum " "CloseButtonDisplayPolicy] for details." msgstr "" #: doc/classes/Tabs.xml msgid "" "Emitted when the active tab is rearranged via mouse drag. See [member " "drag_to_rearrange_enabled]." msgstr "" #: doc/classes/Tabs.xml #, fuzzy msgid "" "Emitted when a tab's right button is pressed. See [method " "set_tab_button_icon]." msgstr "" "カスタムボタンが押されたときに表示されます。[method add_button] を参照してく" "ださい。" #: doc/classes/Tabs.xml msgid "Emitted when a tab is clicked, even if it is the current tab." msgstr "" #: doc/classes/Tabs.xml msgid "Emitted when a tab is closed." msgstr "" #: doc/classes/Tabs.xml msgid "Emitted when a tab is hovered by the mouse." msgstr "" #: doc/classes/Tabs.xml msgid "Represents the size of the [enum TabAlign] enum." msgstr "" #: doc/classes/Tabs.xml msgid "Never show the close buttons." msgstr "" #: doc/classes/Tabs.xml msgid "Only show the close button on the currently active tab." msgstr "" #: doc/classes/Tabs.xml msgid "Show the close button on all tabs." msgstr "" #: doc/classes/Tabs.xml msgid "Represents the size of the [enum CloseButtonDisplayPolicy] enum." msgstr "" #: doc/classes/Tabs.xml msgid "The horizontal separation between the tabs." msgstr "" #: doc/classes/Tabs.xml msgid "The icon for the close button (see [member tab_close_display_policy])." msgstr "" #: doc/classes/Tabs.xml msgid "Background of the close button when it's being hovered with the cursor." msgstr "" #: doc/classes/Tabs.xml msgid "Background of the close button when it's being pressed." msgstr "" #: doc/classes/Tabs.xml msgid "The style of an inactive tab." msgstr "" #: doc/classes/Tabs.xml msgid "The style of a disabled tab" msgstr "" #: doc/classes/TCP_Server.xml msgid "A TCP server." msgstr "" #: doc/classes/TCP_Server.xml msgid "" "A TCP server. Listens to connections on a port and returns a [StreamPeerTCP] " "when it gets an incoming connection." msgstr "" #: doc/classes/TCP_Server.xml msgid "Returns [code]true[/code] if a connection is available for taking." msgstr "" #: doc/classes/TCP_Server.xml msgid "" "Returns [code]true[/code] if the server is currently listening for " "connections." msgstr "" #: doc/classes/TCP_Server.xml msgid "" "Listen on the [code]port[/code] binding to [code]bind_address[/code].\n" "If [code]bind_address[/code] is set as [code]\"*\"[/code] (default), the " "server will listen on all available addresses (both IPv4 and IPv6).\n" "If [code]bind_address[/code] is set as [code]\"0.0.0.0\"[/code] (for IPv4) " "or [code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [code]bind_address[/code] is set to any valid address (e.g. " "[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " "only listen on the interface with that addresses (or fail if no interface " "with the given address exists)." msgstr "" #: doc/classes/TCP_Server.xml msgid "Stops listening." msgstr "" #: doc/classes/TCP_Server.xml msgid "" "If a connection is available, returns a StreamPeerTCP with the connection." msgstr "" #: doc/classes/TextEdit.xml msgid "Multiline text editing control." msgstr "" #: doc/classes/TextEdit.xml msgid "" "TextEdit is meant for editing large, multiline text. It also has facilities " "for editing code, such as syntax highlighting support and multiple levels of " "undo/redo.\n" "[b]Note:[/b] When holding down [code]Alt[/code], the vertical scroll wheel " "will scroll 5 times as fast as it would normally do. This also works in the " "Godot script editor." msgstr "" #: doc/classes/TextEdit.xml msgid "Adds color region (given the delimiters) and its colors." msgstr "" #: doc/classes/TextEdit.xml msgid "Adds a [code]keyword[/code] and its [Color]." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Returns if the given line is foldable, that is, it has indented lines right " "below it." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Centers the viewport on the line the editing cursor is at. This also resets " "the [member scroll_horizontal] value to [code]0[/code]." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Clears all custom syntax coloring information previously added with [method " "add_color_region] or [method add_keyword_color]." msgstr "" #: doc/classes/TextEdit.xml msgid "Clears the undo history." msgstr "" #: doc/classes/TextEdit.xml msgid "Copy's the current text selection." msgstr "" #: doc/classes/TextEdit.xml msgid "Returns the column the editing cursor is at." msgstr "" #: doc/classes/TextEdit.xml msgid "Returns the line the editing cursor is at." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Moves the cursor at the specified [code]column[/code] index.\n" "If [code]adjust_viewport[/code] is set to [code]true[/code], the viewport " "will center at the cursor position after the move occurs." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Moves the cursor at the specified [code]line[/code] index.\n" "If [code]adjust_viewport[/code] is set to [code]true[/code], the viewport " "will center at the cursor position after the move occurs.\n" "If [code]can_be_hidden[/code] is set to [code]true[/code], the specified " "[code]line[/code] can be hidden using [method set_line_as_hidden]." msgstr "" #: doc/classes/TextEdit.xml msgid "Cut's the current selection." msgstr "" #: doc/classes/TextEdit.xml msgid "Deselects the current selection." msgstr "" #: doc/classes/TextEdit.xml msgid "Folds all lines that are possible to be folded (see [method can_fold])." msgstr "" #: doc/classes/TextEdit.xml msgid "Folds the given line, if possible (see [method can_fold])." msgstr "" #: doc/classes/TextEdit.xml msgid "Returns an array containing the line number of each breakpoint." msgstr "" #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns the [Color] of the specified [code]keyword[/code]." msgstr "指定した [code]name[/code] のサブノードを返します。" #: doc/classes/TextEdit.xml msgid "Returns the text of a specific line." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Returns the line and column at the given position. In the returned vector, " "[code]x[/code] is the column, [code]y[/code] is the line." msgstr "" #: doc/classes/TextEdit.xml msgid "Returns the amount of total lines in the text." msgstr "" #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns the height of a largest line." msgstr "与えられたフレームの [Texture2D] を返します。" #: doc/classes/TextEdit.xml #, fuzzy msgid "" "Returns the width in pixels of the [code]wrap_index[/code] on [code]line[/" "code]." msgstr "" "インデックス [code]bus_idx[/code] のバス名を [code]name[/code] に設定します。" #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns the number of times the given line is wrapped." msgstr "ブレンド空間内の三角形の数を返します。" #: doc/classes/TextEdit.xml msgid "Returns an array of [String]s representing each wrapped index." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Returns the [PopupMenu] of this [TextEdit]. By default, this menu is " "displayed when right-clicking on the [TextEdit].\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Returns the local position for the given [code]line[/code] and [code]column[/" "code]. If [code]x[/code] or [code]y[/code] of the returned vector equal " "[code]-1[/code], the position is outside of the viewable area of the " "control.\n" "[b]Note:[/b] The Y position corresponds to the bottom side of the line. Use " "[method get_rect_at_line_column] to get the top side position." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Returns the local position and size for the grapheme at the given " "[code]line[/code] and [code]column[/code]. If [code]x[/code] or [code]y[/" "code] position of the returned rect equal [code]-1[/code], the position is " "outside of the viewable area of the control.\n" "[b]Note:[/b] The Y position of the returned rect corresponds to the top side " "of the line, unlike [method get_pos_at_line_column] which returns the bottom " "side." msgstr "" #: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" #: doc/classes/TextEdit.xml msgid "Returns the text inside the selection." msgstr "" #: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns the total width of all gutters and internal padding." msgstr "アニメーションのトラック数を返します。" #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns the total amount of lines that could be drawn." msgstr "指定したトラックのキー数を返します。" #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns the number of visible lines, including wrapped text." msgstr "ブレンド空間内の三角形の数を返します。" #: doc/classes/TextEdit.xml msgid "" "Returns a [String] text with the word under the caret (text cursor) location." msgstr "" #: doc/classes/TextEdit.xml #, fuzzy msgid "" "Returns whether the specified [code]keyword[/code] has a color set to it or " "not." msgstr "録画中かどうかを返します。" #: doc/classes/TextEdit.xml doc/classes/UndoRedo.xml msgid "Returns [code]true[/code] if a \"redo\" action is available." msgstr "" #: doc/classes/TextEdit.xml doc/classes/UndoRedo.xml msgid "Returns [code]true[/code] if an \"undo\" action is available." msgstr "" #: doc/classes/TextEdit.xml msgid "Insert the specified text at the cursor position." msgstr "" #: doc/classes/TextEdit.xml msgid "Returns whether the line at the specified index is folded or not." msgstr "" #: doc/classes/TextEdit.xml msgid "Returns whether the line at the specified index is hidden or not." msgstr "" #: doc/classes/TextEdit.xml #, fuzzy msgid "" "Returns [code]true[/code] when the specified [code]line[/code] is bookmarked." msgstr "" "指定された名前 [code]name[/code] のサブノードが存在する場合、[code]true[/" "code] を返します。" #: doc/classes/TextEdit.xml #, fuzzy msgid "" "Returns [code]true[/code] when the specified [code]line[/code] has a " "breakpoint." msgstr "" "指定された名前 [code]name[/code] のサブノードが存在する場合、[code]true[/" "code] を返します。" #: doc/classes/TextEdit.xml #, fuzzy msgid "" "Returns [code]true[/code] when the specified [code]line[/code] is marked as " "safe." msgstr "" "指定された名前 [code]name[/code] のサブノードが存在する場合、[code]true[/" "code] を返します。" #: doc/classes/TextEdit.xml #, fuzzy msgid "Returns if the given line is wrapped." msgstr "指定されたアニメーションノードの名前を返します。" #: doc/classes/TextEdit.xml #, fuzzy msgid "" "Returns whether the mouse is over selection. If [code]edges[/code] is " "[code]true[/code], the edges are considered part of the selection." msgstr "" "もし [code]a[/code] と [code]b[/code] がほとんど等しいならば [code]true[/" "code] を返します。" #: doc/classes/TextEdit.xml msgid "Returns [code]true[/code] if the selection is active." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Triggers a right-click menu action by the specified index. See [enum " "MenuItems] for a list of available indexes." msgstr "" #: doc/classes/TextEdit.xml msgid "Paste the current selection." msgstr "" #: doc/classes/TextEdit.xml msgid "Perform redo operation." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Removes all the breakpoints. This will not fire the [signal " "breakpoint_toggled] signal." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Perform a search inside the text. Search flags can be specified in the [enum " "SearchFlags] enum.\n" "Returns an empty [code]PoolIntArray[/code] if no result was found. " "Otherwise, the result line and column can be accessed at indices specified " "in the [enum SearchResult] enum, e.g:\n" "[codeblock]\n" "var result = search(key, flags, line, column)\n" "if result.size() > 0:\n" " # Result found.\n" " var res_line = result[TextEdit.SEARCH_RESULT_LINE]\n" " var res_column = result[TextEdit.SEARCH_RESULT_COLUMN]\n" "[/codeblock]" msgstr "" #: doc/classes/TextEdit.xml msgid "" "Perform selection, from line/column to line/column.\n" "If [member selecting_enabled] is [code]false[/code], no selection will occur." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Select all the text.\n" "If [member selecting_enabled] is [code]false[/code], no selection will occur." msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the text for a specific line." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/" "code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n" "Bookmarks are shown in the [member breakpoint_gutter]." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Adds or removes the breakpoint in [code]line[/code]. Breakpoints are shown " "in the [member breakpoint_gutter]." msgstr "" #: doc/classes/TextEdit.xml msgid "If [code]true[/code], hides the line of the specified index." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], marks the [code]line[/code] as safe.\n" "This will show the line number with the color provided in the " "[code]safe_line_number_color[/code] theme property." msgstr "" #: doc/classes/TextEdit.xml msgid "Toggle the folding of the code block at the given line." msgstr "" #: doc/classes/TextEdit.xml msgid "Perform undo operation." msgstr "" #: doc/classes/TextEdit.xml msgid "Unfolds the given line, if folded." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Unhide all lines that were previously set to hidden by [method " "set_line_as_hidden]." msgstr "" #: doc/classes/TextEdit.xml #, fuzzy msgid "If [code]true[/code], the bookmark gutter is visible." msgstr "もし [code]true[/code] であれば、フィルタリングは有効になります。" #: doc/classes/TextEdit.xml msgid "If [code]true[/code], the breakpoint gutter is visible." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the caret displays as a rectangle.\n" "If [code]false[/code], the caret displays as a bar." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], a right-click moves the cursor at the mouse position " "before displaying the context menu.\n" "If [code]false[/code], the context menu disregards mouse location." msgstr "" #: doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml #, fuzzy msgid "If [code]true[/code], allow drag and drop of selected text." msgstr "[code]true[/code] であれば、テクスチャは中央になります。" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"tab\" character will have a visible " "representation." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the fold gutter is visible. This enables folding " "groups of indented lines." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], all lines that have been set to hidden by [method " "set_line_as_hidden], will not be visible." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], all occurrences of the selected text will be " "highlighted." msgstr "" #: doc/classes/TextEdit.xml msgid "If [code]true[/code], the line containing the cursor is highlighted." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], a minimap is shown, providing an outline of your " "source code." msgstr "" #: doc/classes/TextEdit.xml msgid "The width, in pixels, of the minimap." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], custom [code]font_color_selected[/code] will be used " "for selected text." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], read-only mode is enabled. Existing text cannot be " "modified and new text cannot be added." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If there is a horizontal scrollbar, this determines the current horizontal " "scroll value in pixels." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If there is a vertical scrollbar, this determines the current vertical " "scroll value in line numbers, starting at 0 for the top line." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], text can be selected.\n" "If [code]false[/code], text can not be selected by the user or by the " "[method select] or [method select_all] methods." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], shortcut keys for context menu items are enabled, even " "if the context menu is disabled." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], line numbers are displayed to the left of the text." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], sets the [code]step[/code] of the scrollbars to " "[code]0.25[/code] which results in smoother scrolling." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], any custom color properties that have been set for " "this [TextEdit] will be visible." msgstr "" #: doc/classes/TextEdit.xml msgid "String value of the [TextEdit]." msgstr "" #: doc/classes/TextEdit.xml msgid "Vertical scroll sensitivity." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], enables text wrapping when it goes beyond the edge of " "what is visible." msgstr "" #: doc/classes/TextEdit.xml msgid "Emitted when a breakpoint is placed via the breakpoint gutter." msgstr "" #: doc/classes/TextEdit.xml msgid "Emitted when the cursor changes." msgstr "" #: doc/classes/TextEdit.xml msgid "Emitted when the info icon is clicked." msgstr "" #: doc/classes/TextEdit.xml msgid "Match case when searching." msgstr "" #: doc/classes/TextEdit.xml msgid "Match whole words when searching." msgstr "" #: doc/classes/TextEdit.xml msgid "Search from end to beginning." msgstr "" #: doc/classes/TextEdit.xml msgid "Used to access the result column from [method search]." msgstr "" #: doc/classes/TextEdit.xml msgid "Used to access the result line from [method search]." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Pastes the clipboard text over the selected text (or at the cursor's " "position)." msgstr "" #: doc/classes/TextEdit.xml msgid "Erases the whole [TextEdit] text." msgstr "" #: doc/classes/TextEdit.xml msgid "Selects the whole [TextEdit] text." msgstr "" #: doc/classes/TextEdit.xml msgid "Redoes the previous action." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Sets the background [Color] of this [TextEdit]. [member syntax_highlighting] " "has to be enabled." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Sets the [Color] of the bookmark marker. [member syntax_highlighting] has to " "be enabled." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Sets the [Color] of the breakpoints. [member breakpoint_gutter] has to be " "enabled." msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the font [Color]." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Sets the [Color] of the selected text. [member override_selected_font_color] " "has to be enabled." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Sets the [Color] of the line numbers. [member show_line_numbers] has to be " "enabled." msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the [Color] of marked text." msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the highlight [Color] of text selections." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Sets the highlight [Color] of multiple occurrences. [member " "highlight_all_occurrences] has to be enabled." msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the spacing between the lines." msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the default [Font]." msgstr "" #: doc/classes/TextEdit.xml msgid "Sets a custom [Texture] for tab text characters." msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the [StyleBox] of this [TextEdit]." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled." msgstr "" #: doc/classes/TextMesh.xml msgid "Generate an [PrimitiveMesh] from the text." msgstr "" #: doc/classes/TextMesh.xml msgid "" "Generate an [PrimitiveMesh] from the text.\n" "TextMesh can be generated only when using dynamic fonts with vector glyph " "contours. Bitmap fonts (including bitmap data in the TrueType/OpenType " "containers, like color emoji fonts) are not supported.\n" "The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the " "height for the front face, 40% for the back face, 10% for the outer edges " "and 10% for the inner edges." msgstr "" #: doc/classes/TextMesh.xml msgid "Step (in pixels) used to approximate Bézier curves." msgstr "" #: doc/classes/TextMesh.xml msgid "" "Depths of the mesh, if set to [code]0.0[/code] only front surface, is " "generated, and UV layout is changed to use full texture for the front face " "only." msgstr "" #: doc/classes/TextMesh.xml #, fuzzy msgid "[Font] used for the [TextMesh]'s text." msgstr "編集済みプロパティ用のヒントなし。" #: doc/classes/TextMesh.xml msgid "" "Controls the text's horizontal alignment. Supports left, center and right. " "Set it to one of the [enum Align] constants." msgstr "" #: doc/classes/TextMesh.xml msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml #, fuzzy msgid "The text to generate mesh from." msgstr "ボタンがホバーされている状態です。" #: doc/classes/Texture.xml msgid "Texture for 2D and 3D." msgstr "" #: doc/classes/Texture.xml msgid "" "A texture works by registering an image in the video hardware, which then " "can be used in 3D models or 2D [Sprite] or GUI [Control].\n" "Textures are often created by loading them from a file. See [method " "@GDScript.load].\n" "[Texture] 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 "" #: doc/classes/Texture.xml msgid "" "Draws the texture using a [CanvasItem] with the [VisualServer] API at the " "specified [code]position[/code]. Equivalent to [method VisualServer." "canvas_item_add_texture_rect] with a rect at [code]position[/code] and the " "size of this [Texture]." msgstr "" #: doc/classes/Texture.xml msgid "" "Draws the texture using a [CanvasItem] with the [VisualServer] API. " "Equivalent to [method VisualServer.canvas_item_add_texture_rect]." msgstr "" #: doc/classes/Texture.xml msgid "" "Draws a part of the texture using a [CanvasItem] with the [VisualServer] " "API. Equivalent to [method VisualServer.canvas_item_add_texture_rect_region]." msgstr "" #: doc/classes/Texture.xml msgid "" "Returns an [Image] that is a copy of data from this [Texture]. [Image]s can " "be accessed and manipulated directly." msgstr "" #: doc/classes/Texture.xml msgid "Returns the texture height." msgstr "" #: doc/classes/Texture.xml msgid "Returns the texture size." msgstr "" #: doc/classes/Texture.xml msgid "Returns the texture width." msgstr "" #: doc/classes/Texture.xml #, fuzzy msgid "Returns [code]true[/code] if this [Texture] has an alpha channel." msgstr "ポイントが [Rect2i] 内にあれば [code]true[/code] を返します。" #: doc/classes/Texture.xml msgid "" "The texture's [enum Flags]. [enum Flags] are used to set various properties " "of the [Texture]." msgstr "" #: doc/classes/Texture.xml msgid "" "Default flags. [constant FLAG_MIPMAPS], [constant FLAG_REPEAT] and [constant " "FLAG_FILTER] are enabled." msgstr "" #: doc/classes/Texture.xml doc/classes/VisualServer.xml msgid "" "Generates mipmaps, which are smaller versions of the same texture to use " "when zoomed out, keeping the aspect ratio." msgstr "" #: doc/classes/Texture.xml msgid "" "Repeats the texture (instead of clamp to edge).\n" "[b]Note:[/b] Ignored when using an [AtlasTexture] as these don't support " "repetition." msgstr "" #: doc/classes/Texture.xml doc/classes/VisualServer.xml msgid "Uses a magnifying filter, to enable smooth zooming in of the texture." msgstr "" #: doc/classes/Texture.xml doc/classes/TextureLayered.xml #: doc/classes/VisualServer.xml msgid "" "Uses anisotropic mipmap filtering. Generates smaller versions of the same " "texture with different aspect ratios.\n" "This results in better-looking textures when viewed from oblique angles." msgstr "" #: doc/classes/Texture.xml doc/classes/VisualServer.xml msgid "Converts the texture to the sRGB color space." msgstr "" #: doc/classes/Texture.xml msgid "" "Repeats the texture with alternate sections mirrored.\n" "[b]Note:[/b] Ignored when using an [AtlasTexture] as these don't support " "repetition." msgstr "" #: doc/classes/Texture.xml doc/classes/VisualServer.xml #, fuzzy msgid "Texture is a video surface." msgstr "指定されたサーフェスの名前を設定します。" #: doc/classes/Texture3D.xml #, fuzzy msgid "Texture with 3 dimensions." msgstr "ビットマップの寸法を返します。" #: doc/classes/Texture3D.xml msgid "" "Texture3D is a 3-dimensional [Texture] that has a width, height, and depth. " "See also [TextureArray].\n" "[b]Note:[/b] [Texture3D]s can only be sampled in shaders in the GLES3 " "backend. In GLES2, their data can be accessed via scripting, but there is no " "way to render them in a hardware-accelerated manner." msgstr "" #: doc/classes/Texture3D.xml msgid "" "Creates the Texture3D with specified [code]width[/code], [code]height[/" "code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/" "code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/" "code] options." msgstr "" #: doc/classes/TextureArray.xml msgid "Array of textures stored in a single primitive." msgstr "" #: doc/classes/TextureArray.xml msgid "" "[TextureArray]s store an array of [Image]s in a single [Texture] primitive. " "Each layer of the texture array has its own mipmap chain. This makes it is a " "good alternative to texture atlases. See also [Texture3D].\n" "[TextureArray]s must be displayed using shaders. After importing your file " "as a [TextureArray] and setting the appropriate Horizontal and Vertical " "Slices, display it by setting it as a uniform to a shader, for example " "(2D):\n" "[codeblock]\n" "shader_type canvas_item;\n" "\n" "uniform sampler2DArray tex;\n" "uniform int index;\n" "\n" "void fragment() {\n" " COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));\n" "}\n" "[/codeblock]\n" "Set the integer uniform \"index\" to show a particular part of the texture " "as defined by the Horizontal and Vertical Slices in the importer.\n" "[b]Note:[/b] When sampling an albedo texture from a texture array in 3D, the " "sRGB -> linear conversion hint ([code]hint_albedo[/code]) should be used to " "prevent colors from looking washed out:\n" "[codeblock]\n" "shader_type spatial;\n" "\n" "uniform sampler2DArray tex : hint_albedo;\n" "uniform int index;\n" "\n" "void fragment() {\n" " ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] [TextureArray]s can only be sampled in shaders in the GLES3 " "backend. In GLES2, their data can be accessed via scripting, but there is no " "way to render them in a hardware-accelerated manner." msgstr "" #: doc/classes/TextureArray.xml msgid "" "Creates the TextureArray with specified [code]width[/code], [code]height[/" "code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/" "code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/" "code] options." msgstr "" #: doc/classes/TextureButton.xml msgid "" "Texture-based button. Supports Pressed, Hover, Disabled and Focused states." msgstr "" #: doc/classes/TextureButton.xml msgid "" "[TextureButton] has the same functionality as [Button], except it uses " "sprites instead of Godot's [Theme] resource. It is faster to create, but it " "doesn't support localization like more complex [Control]s.\n" "The \"normal\" state must contain a texture ([member texture_normal]); other " "textures are optional.\n" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" #: doc/classes/TextureButton.xml msgid "" "If [code]true[/code], the texture stretches to the edges of the node's " "bounding rectangle using the [member stretch_mode]. If [code]false[/code], " "the texture will not scale with the node." msgstr "" #: doc/classes/TextureButton.xml msgid "" "Controls the texture's behavior when you resize the node's bounding " "rectangle, [b]only if[/b] [member expand] is [code]true[/code]. Set it to " "one of the [enum StretchMode] constants. See the constants to learn more." msgstr "" #: doc/classes/TextureButton.xml msgid "" "Pure black and white [BitMap] image to use for click detection. On the mask, " "white pixels represent the button's clickable area. Use it to create buttons " "with curved shapes." msgstr "" #: doc/classes/TextureButton.xml msgid "" "Texture to display when the node is disabled. See [member BaseButton." "disabled]." msgstr "" #: doc/classes/TextureButton.xml msgid "Texture to display when the node has mouse or keyboard focus." msgstr "" #: doc/classes/TextureButton.xml msgid "Texture to display when the mouse hovers the node." msgstr "" #: doc/classes/TextureButton.xml msgid "" "Texture to display by default, when the node is [b]not[/b] in the disabled, " "focused, hover or pressed state." msgstr "" #: doc/classes/TextureButton.xml msgid "" "Texture to display on mouse down over the node, if the node has keyboard " "focus and the player presses the Enter key or if the player presses the " "[member BaseButton.shortcut] key." msgstr "" #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml msgid "Scale to fit the node's bounding rectangle." msgstr "" #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml msgid "Tile inside the node's bounding rectangle." msgstr "" #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml msgid "" "The texture keeps its original size and stays in the bounding rectangle's " "top-left corner." msgstr "" #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml msgid "" "The texture keeps its original size and stays centered in the node's " "bounding rectangle." msgstr "" #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml msgid "" "Scale the texture to fit the node's bounding rectangle, but maintain the " "texture's aspect ratio." msgstr "" #: doc/classes/TextureButton.xml msgid "" "Scale the texture to fit the node's bounding rectangle, center it, and " "maintain its aspect ratio." msgstr "" #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml msgid "" "Scale the texture so that the shorter side fits the bounding rectangle. The " "other side clips to the node's limits." msgstr "" #: doc/classes/TextureLayered.xml msgid "Base class for 3D texture types." msgstr "" #: doc/classes/TextureLayered.xml msgid "" "Base class for [Texture3D] and [TextureArray]. Cannot be used directly, but " "contains all the functions necessary for accessing and using [Texture3D] and " "[TextureArray]. Data is set on a per-layer basis. For [Texture3D]s, the " "layer specifies the depth or Z-index, they can be treated as a bunch of 2D " "slices. Similarly, for [TextureArray]s, the layer specifies the array layer." msgstr "" #: doc/classes/TextureLayered.xml #, fuzzy msgid "" "Returns the depth of the texture. Depth is the 3rd dimension (typically Z-" "axis)." msgstr "BitmapFontのアトラスに含まれるテクスチャ数を返します。" #: doc/classes/TextureLayered.xml msgid "" "Returns the current format being used by this texture. See [enum Image." "Format] for details." msgstr "" #: doc/classes/TextureLayered.xml msgid "" "Returns the height of the texture. Height is typically represented by the Y-" "axis." msgstr "" #: doc/classes/TextureLayered.xml msgid "" "Returns an [Image] resource with the data from specified [code]layer[/code]." msgstr "" #: doc/classes/TextureLayered.xml msgid "" "Returns the width of the texture. Width is typically represented by the X-" "axis." msgstr "" #: doc/classes/TextureLayered.xml msgid "" "Partially sets the data for a specified [code]layer[/code] by overwriting " "using the data of the specified [code]image[/code]. [code]x_offset[/code] " "and [code]y_offset[/code] determine where the [Image] is \"stamped\" over " "the texture. The [code]image[/code] must fit within the texture." msgstr "" #: doc/classes/TextureLayered.xml msgid "" "Sets the data for the specified layer. Data takes the form of a 2-" "dimensional [Image] resource." msgstr "" #: doc/classes/TextureLayered.xml msgid "Returns a dictionary with all the data used by this texture." msgstr "" #: doc/classes/TextureLayered.xml msgid "Specifies which [enum Flags] apply to this texture." msgstr "" #: doc/classes/TextureLayered.xml msgid "" "Default flags for [TextureArray]. [constant FLAG_MIPMAPS], [constant " "FLAG_REPEAT] and [constant FLAG_FILTER] are enabled." msgstr "" #: doc/classes/TextureLayered.xml msgid "Default flags for [Texture3D]. [constant FLAG_FILTER] is enabled." msgstr "" #: doc/classes/TextureLayered.xml msgid "Texture will generate mipmaps on creation." msgstr "" #: doc/classes/TextureLayered.xml msgid "Texture will repeat when UV used is outside the 0-1 range." msgstr "" #: doc/classes/TextureLayered.xml msgid "" "Use filtering when reading from texture. Filtering smooths out pixels. " "Turning filtering off is slightly faster and more appropriate when you need " "access to individual pixels." msgstr "" #: doc/classes/TextureProgress.xml msgid "" "Texture-based progress bar. Useful for loading screens and life or stamina " "bars." msgstr "" #: doc/classes/TextureProgress.xml msgid "" "TextureProgress works like [ProgressBar], but uses up to 3 textures instead " "of Godot's [Theme] resource. It can be used to create horizontal, vertical " "and radial progress bars." msgstr "" #: doc/classes/TextureProgress.xml msgid "The fill direction. See [enum FillMode] for possible values." msgstr "" #: doc/classes/TextureProgress.xml msgid "" "If [code]true[/code], Godot treats the bar's textures like in " "[NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like " "[member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When " "using a radial [member fill_mode], this setting will enable stretching." msgstr "" #: doc/classes/TextureProgress.xml msgid "" "Offsets [member texture_progress] if [member fill_mode] is [constant " "FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]." msgstr "" #: doc/classes/TextureProgress.xml msgid "" "Upper limit for the fill of [member texture_progress] if [member fill_mode] " "is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the " "node's [code]value[/code] is equal to its [code]max_value[/code], the " "texture fills up to this angle.\n" "See [member Range.value], [member Range.max_value]." msgstr "" #: doc/classes/TextureProgress.xml msgid "" "Starting angle for the fill of [member texture_progress] if [member " "fill_mode] is [constant FILL_CLOCKWISE] or [constant " "FILL_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its " "[code]min_value[/code], the texture doesn't show up at all. When the " "[code]value[/code] increases, the texture fills and tends towards [member " "radial_fill_degrees]." msgstr "" #: doc/classes/TextureProgress.xml msgid "" "The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's " "bottom corners and side will have a height of 16 pixels. You can set all 4 " "margin values individually to create panels with non-uniform borders." msgstr "" #: doc/classes/TextureProgress.xml msgid "The width of the 9-patch's left column." msgstr "" #: doc/classes/TextureProgress.xml msgid "The width of the 9-patch's right column." msgstr "" #: doc/classes/TextureProgress.xml msgid "The height of the 9-patch's top row." msgstr "" #: doc/classes/TextureProgress.xml msgid "" "[Texture] that draws over the progress bar. Use it to add highlights or an " "upper-frame that hides part of [member texture_progress]." msgstr "" #: doc/classes/TextureProgress.xml msgid "" "[Texture] that clips based on the node's [code]value[/code] and [member " "fill_mode]. As [code]value[/code] increased, the texture fills up. It shows " "entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't " "show at all if [code]value[/code] is equal to [code]min_value[/code].\n" "The [code]value[/code] property comes from [Range]. See [member Range." "value], [member Range.min_value], [member Range.max_value]." msgstr "" #: doc/classes/TextureProgress.xml msgid "" "The offset of [member texture_progress]. Useful for [member texture_over] " "and [member texture_under] with fancy borders, to avoid transparent margins " "in your progress texture." msgstr "" #: doc/classes/TextureProgress.xml msgid "[Texture] that draws under the progress bar. The bar's background." msgstr "" #: doc/classes/TextureProgress.xml 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 " "this specific texture instead of the entire node." msgstr "" #: doc/classes/TextureProgress.xml msgid "" "Multiplies the color of the bar's [code]texture_progress[/code] texture." msgstr "" #: doc/classes/TextureProgress.xml msgid "Multiplies the color of the bar's [code]texture_under[/code] texture." msgstr "" #: doc/classes/TextureProgress.xml msgid "The [member texture_progress] fills from left to right." msgstr "" #: doc/classes/TextureProgress.xml msgid "The [member texture_progress] fills from right to left." msgstr "" #: doc/classes/TextureProgress.xml msgid "The [member texture_progress] fills from top to bottom." msgstr "" #: doc/classes/TextureProgress.xml msgid "The [member texture_progress] fills from bottom to top." msgstr "" #: doc/classes/TextureProgress.xml msgid "" "Turns the node into a radial bar. The [member texture_progress] fills " "clockwise. See [member radial_center_offset], [member radial_initial_angle] " "and [member radial_fill_degrees] to control the way the bar fills up." msgstr "" #: doc/classes/TextureProgress.xml msgid "" "Turns the node into a radial bar. The [member texture_progress] fills " "counterclockwise. See [member radial_center_offset], [member " "radial_initial_angle] and [member radial_fill_degrees] to control the way " "the bar fills up." msgstr "" #: doc/classes/TextureProgress.xml msgid "" "The [member texture_progress] fills from the center, expanding both towards " "the left and the right." msgstr "" #: doc/classes/TextureProgress.xml msgid "" "The [member texture_progress] fills from the center, expanding both towards " "the top and the bottom." msgstr "" #: doc/classes/TextureProgress.xml msgid "" "Turns the node into a radial bar. The [member texture_progress] fills " "radially from the center, expanding both clockwise and counterclockwise. See " "[member radial_center_offset], [member radial_initial_angle] and [member " "radial_fill_degrees] to control the way the bar fills up." msgstr "" #: doc/classes/TextureRect.xml msgid "Control for drawing textures." msgstr "" #: doc/classes/TextureRect.xml msgid "" "Used to draw icons and sprites in a user interface. The texture's placement " "can be controlled with the [member stretch_mode] property. It can scale, " "tile, or stay centered inside its bounding rectangle.\n" "[b]Note:[/b] You should enable [member flip_v] when using a TextureRect to " "display a [ViewportTexture]. Alternatively, you can enable [member Viewport." "render_target_v_flip] on the Viewport. Otherwise, the image will appear " "upside down." msgstr "" #: doc/classes/TextureRect.xml msgid "If [code]true[/code], the texture scales to fit its bounding rectangle." msgstr "" #: doc/classes/TextureRect.xml msgid "" "Controls the texture's behavior when resizing the node's bounding rectangle. " "See [enum StretchMode]." msgstr "" #: doc/classes/TextureRect.xml msgid "The node's [Texture] resource." msgstr "" #: doc/classes/TextureRect.xml msgid "" "Scale to fit the node's bounding rectangle, only if [code]expand[/code] is " "[code]true[/code]. Default [code]stretch_mode[/code], for backwards " "compatibility. Until you set [code]expand[/code] to [code]true[/code], the " "texture will behave like [constant STRETCH_KEEP]." msgstr "" #: doc/classes/TextureRect.xml msgid "" "Scale the texture to fit the node's bounding rectangle, center it and " "maintain its aspect ratio." msgstr "" #: doc/classes/Theme.xml msgid "Theme for controls." msgstr "" #: doc/classes/Theme.xml msgid "" "A theme for skinning controls. Controls can be skinned individually, but for " "complex applications, it's more practical to just create a global theme that " "defines everything. This theme can be applied to any [Control]; the Control " "and its children will automatically use it.\n" "Theme resources can alternatively be loaded by writing them in a [code]." "theme[/code] file, see the documentation for more information." msgstr "" #: doc/classes/Theme.xml msgid "" "Adds an empty theme type for every valid data type.\n" "[b]Note:[/b] Empty types are not saved with the theme. This method only " "exists to perform in-memory changes to the resource. Use available " "[code]set_*[/code] methods to add theme items." msgstr "" #: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "" "与えられた[code]id[/code]を持つ点の位置[code]position[/code]を設定します。" #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears the constant at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "" "配列に [code]value[/code] が含まれていれば [code]true[/code] を返します。" #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "" "[code]path[/code]にある[code]*.fnt[/code]ファイルから、BitmapFontを作成しま" "す。" #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]." msgstr "" "与えられた[code]id[/code]を持つ点の位置[code]position[/code]を設定します。" #: doc/classes/Theme.xml #, fuzzy msgid "" "Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "" "配列に [code]value[/code] が含まれていれば [code]true[/code] を返します。" #: doc/classes/Theme.xml msgid "" "Clears the theme item of [code]data_type[/code] at [code]name[/code] if the " "theme has [code]node_type[/code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Unmarks [code]theme_type[/code] as being a variation of another theme type. " "See [method set_type_variation]." msgstr "" #: doc/classes/Theme.xml msgid "Sets the theme's values to a copy of the default theme values." msgstr "" #: doc/classes/Theme.xml msgid "Sets the theme's values to a copy of a given theme." msgstr "" #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "" "配列に [code]value[/code] が含まれていれば [code]true[/code] を返します。" #: doc/classes/Theme.xml msgid "" "Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s " "name, for use in [method get_color], if the theme has [code]node_type[/code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns all the [Color] types as a [PoolStringArray] filled with unique type " "names, for use in [method get_color] and/or [method get_color_list]." msgstr "" #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns the constant at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "" "配列に [code]value[/code] が含まれていれば [code]true[/code] を返します。" #: doc/classes/Theme.xml msgid "" "Returns all the constants as a [PoolStringArray] filled with each constant's " "name, for use in [method get_constant], if the theme has [code]node_type[/" "code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns all the constant types as a [PoolStringArray] filled with unique " "type names, for use in [method get_constant] and/or [method " "get_constant_list]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/" "code]. If such item does not exist and [member default_font] is set on the " "theme, the default font will be returned." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s " "name, for use in [method get_font], if the theme has [code]node_type[/code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns all the [Font] types as a [PoolStringArray] filled with unique type " "names, for use in [method get_font] and/or [method get_font_list]." msgstr "" #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns the icon [Texture] at [code]name[/code] if the theme has " "[code]node_type[/code]." msgstr "" "インデックス [code]triangle[/code] の三角形内にある、インデックス " "[code]point[/code] のポイントの位置を返します。" #: doc/classes/Theme.xml msgid "" "Returns all the icons as a [PoolStringArray] filled with each [Texture]'s " "name, for use in [method get_icon], if the theme has [code]node_type[/code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns all the icon types as a [PoolStringArray] filled with unique type " "names, for use in [method get_icon] and/or [method get_icon_list]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns the [StyleBox] at [code]name[/code] if the theme has " "[code]node_type[/code].\n" "Valid [code]name[/code]s may be found using [method get_stylebox_list]. " "Valid [code]node_type[/code]s may be found using [method get_stylebox_types]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns all the [StyleBox]s as a [PoolStringArray] filled with each " "[StyleBox]'s name, for use in [method get_stylebox], if the theme has " "[code]node_type[/code].\n" "Valid [code]node_type[/code]s may be found using [method get_stylebox_types]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns all the [StyleBox] types as a [PoolStringArray] filled with unique " "type names, for use in [method get_stylebox] and/or [method " "get_stylebox_list]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns the theme item of [code]data_type[/code] at [code]name[/code] if the " "theme has [code]node_type[/code].\n" "Valid [code]name[/code]s may be found using [method get_theme_item_list] or " "a data type specific method. Valid [code]node_type[/code]s may be found " "using [method get_theme_item_types] or a data type specific method." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] " "filled with each theme items's name, for use in [method get_theme_item] or a " "data type specific method, if the theme has [code]node_type[/code].\n" "Valid [code]node_type[/code]s may be found using [method " "get_theme_item_types] or a data type specific method." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns all the theme items of [code]data_type[/code] types as a " "[PoolStringArray] filled with unique type names, for use in [method " "get_theme_item], [method get_theme_item_list] or data type specific methods." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns all the theme types as a [PoolStringArray] filled with unique type " "names, for use in other [code]get_*[/code] functions of this theme.\n" "[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in " "future version." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns the name of the base theme type if [code]theme_type[/code] is a " "valid variation type. Returns an empty string otherwise." msgstr "" #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns a list of all type variations for the given [code]base_type[/code]." msgstr "与えられた [code]id[/code] に紐づけられた点の位置を返します。" #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns [code]true[/code] if [Color] with [code]name[/code] is in " "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" "[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/" "code]、そうでない場合は [code]false[/code] を返します。" #: doc/classes/Theme.xml msgid "" "Returns [code]true[/code] if constant with [code]name[/code] is in " "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns [code]true[/code] if this theme has a valid [member default_font] " "value." msgstr "" "配列に [code]value[/code] が含まれていれば [code]true[/code] を返します。" #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns [code]true[/code] if [Font] with [code]name[/code] is in " "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" "[code]name[/code] という名前で指定した設定が存在する場合は [code]true[/" "code]、そうでない場合は [code]false[/code] を返します。" #: doc/classes/Theme.xml msgid "" "Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in " "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in " "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns [code]true[/code] if a theme item of [code]data_type[/code] with " "[code]name[/code] is in [code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" #: doc/classes/Theme.xml #, fuzzy msgid "" "Returns [code]true[/code] if [code]theme_type[/code] is marked as a " "variation of [code]base_type[/code]." msgstr "" "指定したトラックがインポートされている場合、 [code]true[/code] を返します。そ" "うでなければ、 [code]false[/code] を返します。" #: doc/classes/Theme.xml msgid "" "Adds missing and overrides existing definitions with values from the " "[code]other[/code] [Theme].\n" "[b]Note:[/b] This modifies the current theme. If you want to merge two " "themes together without modifying either one, create a new empty theme and " "merge the other two into it one after another." msgstr "" #: doc/classes/Theme.xml 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." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames the constant at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme " "has [code]node_type[/code]. If [code]name[/code] is already taken, this " "method fails." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to " "[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/" "code] is already taken, this method fails." msgstr "" #: doc/classes/Theme.xml msgid "" "Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in " "[code]node_type[/code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml msgid "" "Sets the theme's constant to [code]constant[/code] at [code]name[/code] in " "[code]node_type[/code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml msgid "" "Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in " "[code]node_type[/code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml msgid "" "Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] " "in [code]node_type[/code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml msgid "" "Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in " "[code]node_type[/code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml msgid "" "Sets the theme item of [code]data_type[/code] to [code]value[/code] at " "[code]name[/code] in [code]node_type[/code].\n" "Does nothing if the [code]value[/code] type does not match [code]data_type[/" "code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml msgid "" "Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n" "This adds [code]theme_type[/code] as a suggested option for [member Control." "theme_type_variation] on a [Control] that is of the [code]base_type[/code] " "class.\n" "Variations can also be nested, i.e. [code]base_type[/code] can be another " "variation. If a chain of variations ends with a [code]base_type[/code] " "matching the class of the [Control], the whole chain is going to be " "suggested as options.\n" "[b]Note:[/b] Suggestions only show up if this theme resource is set as the " "project default theme. See [member ProjectSettings.gui/theme/custom]." msgstr "" #: doc/classes/Theme.xml msgid "" "The default font of this [Theme] resource. Used as a fallback value for font " "items defined in this theme, but having invalid values. If this value is " "also invalid, the global default value is used.\n" "Use [method has_default_font] to check if this value is valid." msgstr "" #: doc/classes/Theme.xml msgid "Theme's [Color] item type." msgstr "" #: doc/classes/Theme.xml #, fuzzy msgid "Theme's constant item type." msgstr "遷移の種類です。" #: doc/classes/Theme.xml msgid "Theme's [Font] item type." msgstr "" #: doc/classes/Theme.xml msgid "Theme's icon [Texture] item type." msgstr "" #: doc/classes/Theme.xml msgid "Theme's [StyleBox] item type." msgstr "" #: doc/classes/Theme.xml #, fuzzy msgid "Maximum value for the DataType enum." msgstr "モード用enumの最大値。" #: doc/classes/Thread.xml msgid "A unit of execution in a process." msgstr "" #: doc/classes/Thread.xml msgid "" "A unit of execution in a process. Can run methods on [Object]s " "simultaneously. The use of synchronization via [Mutex] or [Semaphore] is " "advised if working with shared objects.\n" "[b]Note:[/b] Breakpoints won't break on code if it's running in a thread. " "This is a current limitation of the GDScript debugger." msgstr "" #: doc/classes/Thread.xml msgid "Using multiple threads" msgstr "" #: doc/classes/Thread.xml msgid "Thread-safe APIs" msgstr "" #: doc/classes/Thread.xml msgid "" "Returns the current [Thread]'s ID, uniquely identifying it among all " "threads. If the [Thread] is not running this returns an empty string." msgstr "" #: doc/classes/Thread.xml msgid "" "Returns [code]true[/code] if this [Thread] has been started. Once started, " "this will return [code]true[/code] until it is joined using [method " "wait_to_finish]. For checking if a [Thread] is still executing its task, use " "[method is_alive]." msgstr "" #: doc/classes/Thread.xml msgid "" "Returns [code]true[/code] if this [Thread] is currently running. This is " "useful for determining if [method wait_to_finish] can be called without " "blocking the calling thread.\n" "To check if a [Thread] is joinable, use [method is_active]." msgstr "" #: doc/classes/Thread.xml msgid "" "Starts a new [Thread] that runs [code]method[/code] on object " "[code]instance[/code] with [code]userdata[/code] passed as an argument. Even " "if no userdata is passed, [code]method[/code] must accept one argument and " "it will be null. The [code]priority[/code] of the [Thread] can be changed by " "passing a value from the [enum Priority] enum.\n" "Returns [constant OK] on success, or [constant ERR_CANT_CREATE] on failure." msgstr "" #: doc/classes/Thread.xml msgid "" "Joins the [Thread] and waits for it to finish. Returns the output of the " "method passed to [method start].\n" "Should either be used when you want to retrieve the value returned from the " "method called by the [Thread] or before freeing the instance that contains " "the [Thread].\n" "To determine if this can be called without blocking the calling thread, " "check if [method is_alive] is [code]false[/code].\n" "[b]Note:[/b] After the [Thread] finishes joining it will be disposed. If you " "want to use it again you will have to create a new instance of it." msgstr "" #: doc/classes/Thread.xml msgid "A thread running with lower priority than normally." msgstr "" #: doc/classes/Thread.xml msgid "A thread with a standard priority." msgstr "" #: doc/classes/Thread.xml msgid "A thread running with higher priority than normally." msgstr "" #: doc/classes/TileMap.xml msgid "Node for 2D tile-based maps." msgstr "" #: doc/classes/TileMap.xml msgid "" "Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list " "of tiles (textures plus optional collision, navigation, and/or occluder " "shapes) which are used to create grid-based maps.\n" "When doing physics queries against the tilemap, the cell coordinates are " "encoded as [code]metadata[/code] for each detected collision shape returned " "by methods such as [method Physics2DDirectSpaceState.intersect_shape], " "[method Physics2DDirectBodyState.get_contact_collider_shape_metadata], etc." msgstr "" #: doc/classes/TileMap.xml doc/classes/TileSet.xml msgid "Using Tilemaps" msgstr "" #: doc/classes/TileMap.xml doc/classes/TileSet.xml msgid "2D Hexagonal Demo" msgstr "" #: doc/classes/TileMap.xml msgid "Clears all cells." msgstr "" #: doc/classes/TileMap.xml msgid "Clears cells that do not exist in the tileset." msgstr "" #: doc/classes/TileMap.xml msgid "" "Returns the tile index of the given cell. If no tile exists in the cell, " "returns [constant INVALID_CELL]." msgstr "" #: doc/classes/TileMap.xml msgid "" "Returns the coordinate (subtile column and row) of the autotile variation in " "the tileset. Returns a zero vector if the cell doesn't have autotiling." msgstr "" #: doc/classes/TileMap.xml msgid "" "Returns the tile index of the cell given by a Vector2. If no tile exists in " "the cell, returns [constant INVALID_CELL]." msgstr "" #: doc/classes/TileMap.xml msgid "Returns [code]true[/code] if the given collision layer bit is set." msgstr "" #: doc/classes/TileMap.xml msgid "Returns [code]true[/code] if the given collision mask bit is set." msgstr "" #: doc/classes/TileMap.xml msgid "" "Returns a [Vector2] array with the positions of all cells containing a tile " "from the tileset (i.e. a tile index different from [code]-1[/code])." msgstr "" #: doc/classes/TileMap.xml #, fuzzy msgid "" "Returns an array of all cells with the given tile index specified in " "[code]id[/code]." msgstr "インデックス [code]bus_idx[/code] を持つバスの名前を返します。" #: doc/classes/TileMap.xml msgid "Returns a rectangle enclosing the used (non-empty) tiles of the map." msgstr "" #: doc/classes/TileMap.xml msgid "" "Returns [code]true[/code] if the given cell is transposed, i.e. the X and Y " "axes are swapped." msgstr "" #: doc/classes/TileMap.xml msgid "Returns [code]true[/code] if the given cell is flipped in the X axis." msgstr "" #: doc/classes/TileMap.xml msgid "Returns [code]true[/code] if the given cell is flipped in the Y axis." msgstr "" #: doc/classes/TileMap.xml msgid "" "Returns the local position of the top left corner of the cell corresponding " "to the given tilemap (grid-based) coordinates.\n" "To get the global position, use [method Node2D.to_global]:\n" "[codeblock]\n" "var local_position = my_tilemap.map_to_world(map_position)\n" "var global_position = my_tilemap.to_global(local_position)\n" "[/codeblock]\n" "Optionally, the tilemap's half offset can be ignored." msgstr "" #: doc/classes/TileMap.xml msgid "" "Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " "subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " "update_dirty_quadrants].\n" "Overriding this method also overrides it internally, allowing custom logic " "to be implemented when tiles are placed/removed:\n" "[codeblock]\n" "func set_cell(x, y, tile, flip_x=false, flip_y=false, transpose=false, " "autotile_coord=Vector2()):\n" " # Write your custom logic here.\n" " # To call the default method:\n" " .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)\n" "[/codeblock]" msgstr "" #: doc/classes/TileMap.xml msgid "" "Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " "subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " "update_dirty_quadrants]." msgstr "" #: doc/classes/TileMap.xml msgid "Sets the given collision layer bit." msgstr "" #: doc/classes/TileMap.xml msgid "Sets the given collision mask bit." msgstr "" #: doc/classes/TileMap.xml msgid "" "Applies autotiling rules to the cell (and its adjacent cells) referenced by " "its grid-based X and Y coordinates." msgstr "" #: doc/classes/TileMap.xml msgid "" "Applies autotiling rules to the cells in the given region (specified by grid-" "based X and Y coordinates).\n" "Calling with invalid (or missing) parameters applies autotiling rules for " "the entire tilemap." msgstr "" #: doc/classes/TileMap.xml msgid "" "Updates the tile map's quadrants, allowing things such as navigation and " "collision shapes to be immediately used if modified." msgstr "" #: doc/classes/TileMap.xml msgid "" "Returns the tilemap (grid-based) coordinates corresponding to the given " "local position.\n" "To use this with a global position, first determine the local position with " "[method Node2D.to_local]:\n" "[codeblock]\n" "var local_position = my_tilemap.to_local(global_position)\n" "var map_position = my_tilemap.world_to_map(local_position)\n" "[/codeblock]" msgstr "" #: doc/classes/TileMap.xml #, fuzzy msgid "If [code]true[/code], this TileMap bakes a navigation region." msgstr "もし [code]true[/code] であれば、フィルタリングは有効になります。" #: doc/classes/TileMap.xml msgid "If [code]true[/code], the cell's UVs will be clipped." msgstr "" #: doc/classes/TileMap.xml msgid "The custom [Transform2D] to be applied to the TileMap's cells." msgstr "" #: doc/classes/TileMap.xml msgid "" "Amount to offset alternating tiles. See [enum HalfOffset] for possible " "values." msgstr "" #: doc/classes/TileMap.xml msgid "" "The TileMap's quadrant size. Optimizes drawing by batching, using chunks of " "this size." msgstr "" #: doc/classes/TileMap.xml msgid "The TileMap's cell size." msgstr "" #: doc/classes/TileMap.xml msgid "Position for tile origin. See [enum TileOrigin] for possible values." msgstr "" #: doc/classes/TileMap.xml #, fuzzy msgid "" "If [code]true[/code], the TileMap's direct children will be drawn in order " "of their Y coordinate." msgstr "" "[code]true[/code] の場合、深度テストは無効になり、オブジェクトはレンダリング" "順に描画されます。" #: doc/classes/TileMap.xml msgid "" "If [code]true[/code], the textures will be centered in the middle of each " "tile. This is useful for certain isometric or top-down modes when textures " "are made larger or smaller than the tiles (e.g. to avoid flickering on tile " "edges). The offset is still applied, but from the center of the tile. If " "used, [member compatibility_mode] is ignored.\n" "If [code]false[/code], the texture position start in the top-left corner " "unless [member compatibility_mode] is enabled." msgstr "" #: doc/classes/TileMap.xml msgid "" "Bounce value for static body collisions (see [code]collision_use_kinematic[/" "code])." msgstr "" #: doc/classes/TileMap.xml msgid "" "Friction value for static body collisions (see " "[code]collision_use_kinematic[/code])." msgstr "" #: doc/classes/TileMap.xml msgid "" "The collision layer(s) for all colliders in the TileMap. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: doc/classes/TileMap.xml msgid "" "The collision mask(s) for all colliders in the TileMap. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" #: doc/classes/TileMap.xml msgid "" "If [code]true[/code], TileMap collisions will be handled as a kinematic " "body. If [code]false[/code], collisions will be handled as static body." msgstr "" #: doc/classes/TileMap.xml msgid "" "If [code]true[/code], this tilemap's collision shape will be added to the " "collision shape of the parent. The parent has to be a [CollisionObject2D]." msgstr "" #: doc/classes/TileMap.xml msgid "" "If [code]true[/code], the compatibility with the tilemaps made in Godot 3.1 " "or earlier is maintained (textures move when the tile origin changes and " "rotate if the texture size is not homogeneous). This mode presents problems " "when doing [code]flip_h[/code], [code]flip_v[/code] and [code]transpose[/" "code] tile operations on non-homogeneous isometric tiles (e.g. 2:1), in " "which the texture could not coincide with the collision, thus it is not " "recommended for isometric or non-square tiles.\n" "If [code]false[/code], the textures do not move when doing [code]flip_h[/" "code], [code]flip_v[/code] operations if no offset is used, nor when " "changing the tile origin.\n" "The compatibility mode doesn't work with the [member centered_textures] " "option, because displacing textures with the [member cell_tile_origin] " "option or in irregular tiles is not relevant when centering those textures." msgstr "" #: doc/classes/TileMap.xml msgid "The TileMap orientation mode. See [enum Mode] for possible values." msgstr "" #: doc/classes/TileMap.xml msgid "The navigation layers the TileMap generates its navigation regions in." msgstr "" #: doc/classes/TileMap.xml msgid "" "The light mask assigned to all light occluders in the TileMap. The TileSet's " "light occluders will cast shadows only from Light2D(s) that have the same " "light mask(s)." msgstr "" #: doc/classes/TileMap.xml msgid "" "If [code]true[/code], collision shapes are visible in the editor. Doesn't " "affect collision shapes visibility at runtime. To show collision shapes at " "runtime, enable [b]Visible Collision Shapes[/b] in the [b]Debug[/b] menu " "instead." msgstr "" #: doc/classes/TileMap.xml msgid "The assigned [TileSet]." msgstr "" #: doc/classes/TileMap.xml msgid "Emitted when a tilemap setting has changed." msgstr "" #: doc/classes/TileMap.xml msgid "Returned when a cell doesn't exist." msgstr "" #: doc/classes/TileMap.xml msgid "Orthogonal orientation mode." msgstr "" #: doc/classes/TileMap.xml msgid "Isometric orientation mode." msgstr "" #: doc/classes/TileMap.xml msgid "Custom orientation mode." msgstr "" #: doc/classes/TileMap.xml msgid "Half offset on the X coordinate." msgstr "" #: doc/classes/TileMap.xml msgid "Half offset on the Y coordinate." msgstr "" #: doc/classes/TileMap.xml msgid "Half offset disabled." msgstr "" #: doc/classes/TileMap.xml msgid "Half offset on the X coordinate (negative)." msgstr "" #: doc/classes/TileMap.xml msgid "Half offset on the Y coordinate (negative)." msgstr "" #: doc/classes/TileMap.xml msgid "Tile origin at its top-left corner." msgstr "" #: doc/classes/TileMap.xml msgid "Tile origin at its center." msgstr "" #: doc/classes/TileMap.xml msgid "Tile origin at its bottom-left corner." msgstr "" #: doc/classes/TileSet.xml msgid "Tile library for tilemaps." msgstr "" #: doc/classes/TileSet.xml msgid "" "A TileSet is a library of tiles for a [TileMap]. It contains a list of " "tiles, each consisting of a sprite and optional collision shapes.\n" "Tiles are referenced by a unique integer ID." msgstr "" #: doc/classes/TileSet.xml msgid "" "Determines when the auto-tiler should consider two different auto-tile IDs " "to be bound together.\n" "[b]Note:[/b] [code]neighbor_id[/code] will be [code]-1[/code] ([constant " "TileMap.INVALID_CELL]) when checking a tile against an empty neighbor tile." msgstr "" #: doc/classes/TileSet.xml msgid "Clears all bitmask information of the autotile." msgstr "" #: doc/classes/TileSet.xml msgid "" "Returns the bitmask of the subtile from an autotile given its coordinates.\n" "The value is the sum of the values in [enum AutotileBindings] present in the " "subtile (e.g. a value of 5 means the bitmask has bindings in both the top " "left and top right)." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the [enum BitmaskMode] of the autotile." msgstr "" #: doc/classes/TileSet.xml msgid "" "Returns the subtile that's being used as an icon in an atlas/autotile given " "its coordinates.\n" "The subtile defined as the icon will be used as a fallback when the atlas/" "autotile's bitmask information is incomplete. It will also be used to " "represent it in the TileSet editor." msgstr "" #: doc/classes/TileSet.xml msgid "" "Returns the light occluder of the subtile from an atlas/autotile given its " "coordinates." msgstr "" #: doc/classes/TileSet.xml msgid "" "Returns the navigation polygon of the subtile from an atlas/autotile given " "its coordinates." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the size of the subtiles in an atlas/autotile." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the spacing between subtiles of the atlas/autotile." msgstr "" #: doc/classes/TileSet.xml msgid "" "Returns the priority of the subtile from an autotile given its coordinates.\n" "When more than one subtile has the same bitmask value, one of them will be " "picked randomly for drawing. Its priority will define how often it will be " "picked." msgstr "" #: doc/classes/TileSet.xml msgid "" "Returns the drawing index of the subtile from an atlas/autotile given its " "coordinates." msgstr "" #: doc/classes/TileSet.xml msgid "" "Sets the bitmask of the subtile from an autotile given its coordinates.\n" "The value is the sum of the values in [enum AutotileBindings] present in the " "subtile (e.g. a value of 5 means the bitmask has bindings in both the top " "left and top right)." msgstr "" #: doc/classes/TileSet.xml msgid "Sets the [enum BitmaskMode] of the autotile." msgstr "" #: doc/classes/TileSet.xml msgid "" "Sets the subtile that will be used as an icon in an atlas/autotile given its " "coordinates.\n" "The subtile defined as the icon will be used as a fallback when the atlas/" "autotile's bitmask information is incomplete. It will also be used to " "represent it in the TileSet editor." msgstr "" #: doc/classes/TileSet.xml msgid "" "Sets the light occluder of the subtile from an atlas/autotile given its " "coordinates." msgstr "" #: doc/classes/TileSet.xml msgid "" "Sets the navigation polygon of the subtile from an atlas/autotile given its " "coordinates." msgstr "" #: doc/classes/TileSet.xml msgid "Sets the size of the subtiles in an atlas/autotile." msgstr "" #: doc/classes/TileSet.xml msgid "Sets the spacing between subtiles of the atlas/autotile." msgstr "" #: doc/classes/TileSet.xml msgid "" "Sets the priority of the subtile from an autotile given its coordinates.\n" "When more than one subtile has the same bitmask value, one of them will be " "picked randomly for drawing. Its priority will define how often it will be " "picked." msgstr "" #: doc/classes/TileSet.xml msgid "" "Sets the drawing index of the subtile from an atlas/autotile given its " "coordinates." msgstr "" #: doc/classes/TileSet.xml msgid "Clears all tiles." msgstr "" #: doc/classes/TileSet.xml msgid "Creates a new tile with the given ID." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the first tile matching the given name." msgstr "" #: doc/classes/TileSet.xml msgid "" "Returns the ID following the last currently used ID, useful when creating a " "new tile." msgstr "" #: doc/classes/TileSet.xml msgid "Returns an array of all currently used tile IDs." msgstr "" #: doc/classes/TileSet.xml msgid "Removes the given tile ID." msgstr "" #: doc/classes/TileSet.xml msgid "Adds a shape to the tile." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the tile's light occluder." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the tile's material." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the tile's modulation color." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the tile's name." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the navigation polygon of the tile." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the offset of the tile's navigation polygon." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the tile's normal map texture." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the offset of the tile's light occluder." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the tile sub-region in the texture." msgstr "" #: doc/classes/TileSet.xml msgid "Returns a tile's given shape." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the number of shapes assigned to a tile." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the offset of a tile's shape." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the one-way collision value of a tile's shape." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the [Transform2D] of a tile's shape." msgstr "" #: doc/classes/TileSet.xml msgid "" "Returns an array of dictionaries describing the tile's shapes.\n" "[b]Dictionary structure in the array returned by this method:[/b]\n" "[codeblock]\n" "{\n" " \"autotile_coord\": Vector2,\n" " \"one_way\": bool,\n" " \"one_way_margin\": int,\n" " \"shape\": CollisionShape2D,\n" " \"shape_transform\": Transform2D,\n" "}\n" "[/codeblock]" msgstr "" #: doc/classes/TileSet.xml msgid "Returns the tile's texture." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the texture offset of the tile." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the tile's [enum TileMode]." msgstr "" #: doc/classes/TileSet.xml msgid "Returns the tile's Z index (drawing layer)." msgstr "" #: doc/classes/TileSet.xml msgid "Sets a light occluder for the tile." msgstr "" #: doc/classes/TileSet.xml msgid "Sets the tile's material." msgstr "" #: doc/classes/TileSet.xml msgid "" "Sets the tile's modulation color.\n" "[b]Note:[/b] Modulation is performed by setting the tile's vertex color. To " "access this in a shader, use [code]COLOR[/code] rather than [code]MODULATE[/" "code] (which instead accesses the [TileMap]'s [member CanvasItem.modulate] " "property)." msgstr "" #: doc/classes/TileSet.xml msgid "Sets the tile's name." msgstr "" #: doc/classes/TileSet.xml msgid "Sets the tile's navigation polygon." msgstr "" #: doc/classes/TileSet.xml msgid "Sets an offset for the tile's navigation polygon." msgstr "" #: doc/classes/TileSet.xml msgid "" "Sets the tile's normal map texture.\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" #: doc/classes/TileSet.xml msgid "Sets an offset for the tile's light occluder." msgstr "" #: doc/classes/TileSet.xml msgid "" "Sets the tile's sub-region in the texture. This is common in texture atlases." msgstr "" #: doc/classes/TileSet.xml msgid "Sets a shape for the tile, enabling collision." msgstr "" #: doc/classes/TileSet.xml msgid "Sets the offset of a tile's shape." msgstr "" #: doc/classes/TileSet.xml msgid "Enables one-way collision on a tile's shape." msgstr "" #: doc/classes/TileSet.xml msgid "Sets a [Transform2D] on a tile's shape." msgstr "" #: doc/classes/TileSet.xml msgid "Sets an array of shapes for the tile, enabling collision." msgstr "" #: doc/classes/TileSet.xml msgid "Sets the tile's texture." msgstr "" #: doc/classes/TileSet.xml msgid "Sets the tile's texture offset." msgstr "" #: doc/classes/TileSet.xml msgid "Sets the tile's [enum TileMode]." msgstr "" #: doc/classes/TileSet.xml msgid "Sets the tile's drawing index." msgstr "" #: doc/classes/Time.xml msgid "Time singleton for working with time." msgstr "" #: doc/classes/Time.xml msgid "" "The Time singleton allows converting time between various formats and also " "getting time information from the system.\n" "This class conforms with as many of the ISO 8601 standards as possible. All " "dates follow the Proleptic Gregorian calendar. As such, the day before " "[code]1582-10-15[/code] is [code]1582-10-14[/code], not [code]1582-10-04[/" "code]. The year before 1 AD (aka 1 BC) is number [code]0[/code], with the " "year before that (2 BC) being [code]-1[/code], etc.\n" "Conversion methods assume \"the same timezone\", and do not handle timezone " "conversions or DST automatically. Leap seconds are also not handled, they " "must be done manually if desired. Suffixes such as \"Z\" are not handled, " "you need to strip them away manually.\n" "When getting time information from the system, the time can either be in the " "local timezone or UTC depending on the [code]utc[/code] parameter. However, " "the [method get_unix_time_from_system] method always returns the time in " "UTC.\n" "[b]Important:[/b] The [code]_from_system[/code] methods use the system clock " "that the user can manually set. [b]Never use[/b] this method for precise " "time calculation since its results are subject to automatic adjustments by " "the user or the operating system. [b]Always use[/b] [method get_ticks_usec] " "or [method get_ticks_msec] for precise time calculation instead, since they " "are guaranteed to be monotonic (i.e. never decrease)." msgstr "" #: doc/classes/Time.xml msgid "" "Returns the current date as a dictionary of keys: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], and [code]dst[/" "code] (Daylight Savings Time).\n" "The returned values are in the system's local time when [code]utc[/code] is " "false, otherwise they are in UTC." msgstr "" #: doc/classes/Time.xml 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 "" #: doc/classes/Time.xml 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 [code]utc[/code] is " "false, otherwise they are in UTC." msgstr "" #: doc/classes/Time.xml msgid "" "Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD)." msgstr "" #: doc/classes/Time.xml msgid "" "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 [code]weekday[/code] is false, 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 "" #: doc/classes/Time.xml 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], and [code]second[/code]." msgstr "" #: doc/classes/Time.xml 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." msgstr "" #: doc/classes/Time.xml 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 [code]use_space[/code] is true, use a space instead of the letter T in " "the middle." msgstr "" #: doc/classes/Time.xml 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 [code]utc[/code] is " "false, otherwise they are in UTC.\n" "If [code]use_space[/code] is true, use a space instead of the letter T in " "the middle." msgstr "" #: doc/classes/Time.xml msgid "" "Converts the given Unix timestamp to an ISO 8601 date and time string (YYYY-" "MM-DDTHH:MM:SS).\n" "If [code]use_space[/code] is true, use a space instead of the letter T in " "the middle." msgstr "" #: doc/classes/Time.xml msgid "" "Converts the given timezone offset in minutes to a timezone offset string. " "For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns " "\"+00:00\"." msgstr "" #: doc/classes/Time.xml msgid "" "Returns the amount of time passed in milliseconds since the engine started.\n" "Will always be positive or 0 and uses a 64-bit value (it will wrap after " "roughly 500 million years)." msgstr "" #: doc/classes/Time.xml msgid "" "Returns the amount of time passed in microseconds since the engine started.\n" "Will always be positive or 0 and uses a 64-bit value (it will wrap after " "roughly half a million years)." msgstr "" #: doc/classes/Time.xml 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 [code]utc[/code] is " "false, otherwise they are in UTC." msgstr "" #: doc/classes/Time.xml #, fuzzy msgid "" "Converts the given time to a dictionary of keys: [code]hour[/code], " "[code]minute[/code], and [code]second[/code]." msgstr "" "[code]from[/code] から [code]to[/code] までの線分にこの [AABB] が交差していれ" "ば [code]true[/code] を返します。" #: doc/classes/Time.xml 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 [code]utc[/code] is " "false, otherwise they are in UTC." msgstr "" #: doc/classes/Time.xml msgid "" "Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)." msgstr "" #: doc/classes/Time.xml msgid "" "Returns the current time zone as a dictionary of keys: [code]bias[/code] and " "[code]name[/code]. The [code]bias[/code] value is the offset from UTC in " "minutes, since not all time zones are multiples of an hour from UTC." msgstr "" #: doc/classes/Time.xml msgid "" "Converts a dictionary of time values to a Unix timestamp.\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" "You can pass the output from [method get_datetime_dict_from_unix_time] " "directly into this function and get the same as what was put in.\n" "[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any " "timezone conversion, so the timestamp will be in the same timezone as the " "given datetime dictionary." msgstr "" #: doc/classes/Time.xml msgid "" "Converts the given ISO 8601 date and/or time string to a Unix timestamp. The " "string can contain a date only, a time only, or both.\n" "[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any " "timezone conversion, so the timestamp will be in the same timezone as the " "given datetime string.\n" "[b]Note:[/b] Any decimal fraction in the time string will be ignored " "silently." msgstr "" #: doc/classes/Time.xml msgid "" "Returns the current Unix timestamp in seconds based on the system time in " "UTC. This method is implemented by the operating system and always returns " "the time in UTC.\n" "[b]Note:[/b] Unlike other methods that use integer timestamps, this method " "returns the timestamp as a [float] for sub-second precision." msgstr "" #: doc/classes/Time.xml msgid "The month of January, represented numerically as [code]01[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of February, represented numerically as [code]02[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of March, represented numerically as [code]03[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of April, represented numerically as [code]04[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of May, represented numerically as [code]05[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of June, represented numerically as [code]06[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of July, represented numerically as [code]07[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of August, represented numerically as [code]08[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of September, represented numerically as [code]09[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of October, represented numerically as [code]10[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of November, represented numerically as [code]11[/code]." msgstr "" #: doc/classes/Time.xml msgid "The month of December, represented numerically as [code]12[/code]." msgstr "" #: doc/classes/Time.xml msgid "The day of the week Sunday, represented numerically as [code]0[/code]." msgstr "" #: doc/classes/Time.xml msgid "The day of the week Monday, represented numerically as [code]1[/code]." msgstr "" #: doc/classes/Time.xml msgid "The day of the week Tuesday, represented numerically as [code]2[/code]." msgstr "" #: doc/classes/Time.xml msgid "" "The day of the week Wednesday, represented numerically as [code]3[/code]." msgstr "" #: doc/classes/Time.xml msgid "" "The day of the week Thursday, represented numerically as [code]4[/code]." msgstr "" #: doc/classes/Time.xml msgid "The day of the week Friday, represented numerically as [code]5[/code]." msgstr "" #: doc/classes/Time.xml msgid "" "The day of the week Saturday, represented numerically as [code]6[/code]." msgstr "" #: doc/classes/Timer.xml msgid "A countdown timer." msgstr "" #: doc/classes/Timer.xml msgid "" "Counts down a specified interval and emits a signal on reaching 0. Can be " "set to repeat or \"one-shot\" mode.\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " "[method SceneTree.create_timer]." msgstr "" #: doc/classes/Timer.xml msgid "Returns [code]true[/code] if the timer is stopped." msgstr "" #: doc/classes/Timer.xml msgid "" "Starts the timer. Sets [code]wait_time[/code] to [code]time_sec[/code] if " "[code]time_sec > 0[/code]. This also resets the remaining time to " "[code]wait_time[/code].\n" "[b]Note:[/b] This method will not resume a paused timer. See [member paused]." msgstr "" #: doc/classes/Timer.xml msgid "Stops the timer." msgstr "" #: doc/classes/Timer.xml msgid "" "If [code]true[/code], the timer will automatically start when entering the " "scene tree.\n" "[b]Note:[/b] This property is automatically set to [code]false[/code] after " "the timer enters the scene tree and starts." msgstr "" #: doc/classes/Timer.xml msgid "" "If [code]true[/code], the timer will stop when reaching 0. If [code]false[/" "code], it will restart." msgstr "" #: doc/classes/Timer.xml msgid "" "If [code]true[/code], the timer is paused and will not process until it is " "unpaused again, even if [method start] is called." msgstr "" #: doc/classes/Timer.xml msgid "Processing mode. See [enum TimerProcessMode]." msgstr "" #: doc/classes/Timer.xml msgid "" "The timer's remaining time in seconds. Returns 0 if the timer is inactive.\n" "[b]Note:[/b] You cannot set this value. To change the timer's remaining " "time, use [method start]." msgstr "" #: doc/classes/Timer.xml msgid "" "The wait time in seconds.\n" "[b]Note:[/b] Timers can only emit once per rendered frame at most (or once " "per physics frame if [member process_mode] is [constant " "TIMER_PROCESS_PHYSICS]). This means very low wait times (lower than 0.05 " "seconds) will behave in significantly different ways depending on the " "rendered framerate. For very low wait times, it is recommended to use a " "process loop in a script instead of using a Timer node." msgstr "" #: doc/classes/Timer.xml msgid "" "Update the timer during the physics step at each frame (fixed framerate " "processing)." msgstr "" #: doc/classes/Timer.xml msgid "Update the timer during the idle time at each frame." msgstr "" #: doc/classes/ToolButton.xml msgid "Flat button helper class." msgstr "" #: doc/classes/ToolButton.xml msgid "" "This is a helper class to generate a flat [Button] (see [member Button." "flat]), creating a [ToolButton] is equivalent to:\n" "[codeblock]\n" "var btn = Button.new()\n" "btn.flat = true\n" "[/codeblock]" msgstr "" #: doc/classes/ToolButton.xml msgid "Default text [Color] of the [ToolButton]." msgstr "" #: doc/classes/ToolButton.xml msgid "Text [Color] used when the [ToolButton] is disabled." msgstr "" #: doc/classes/ToolButton.xml msgid "" "Text [Color] used when the [ToolButton] is focused. Only replaces the normal " "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" #: doc/classes/ToolButton.xml #, fuzzy msgid "Text [Color] used when the [ToolButton] is being hovered." msgstr "ボタンの長押しが停止されたときに発信されます。" #: doc/classes/ToolButton.xml msgid "Text [Color] used when the [ToolButton] is being pressed." msgstr "" #: doc/classes/ToolButton.xml msgid "The horizontal space between [ToolButton]'s icon and text." msgstr "" #: doc/classes/ToolButton.xml msgid "[Font] of the [ToolButton]'s text." msgstr "" #: doc/classes/ToolButton.xml msgid "[StyleBox] used when the [ToolButton] is disabled." msgstr "" #: doc/classes/ToolButton.xml msgid "" "[StyleBox] used when the [ToolButton] is focused. It is displayed over the " "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " "visual effect." msgstr "" #: doc/classes/ToolButton.xml #, fuzzy msgid "[StyleBox] used when the [ToolButton] is being hovered." msgstr "ボタンの長押しが停止されたときに発信されます。" #: doc/classes/ToolButton.xml msgid "Default [StyleBox] for the [ToolButton]." msgstr "" #: doc/classes/ToolButton.xml msgid "[StyleBox] used when the [ToolButton] is being pressed." msgstr "" #: doc/classes/TouchScreenButton.xml msgid "Button for touch screen devices for gameplay use." msgstr "" #: doc/classes/TouchScreenButton.xml msgid "" "TouchScreenButton allows you to create on-screen buttons for touch devices. " "It's intended for gameplay use, such as a unit you have to touch to move. " "Unlike [Button], TouchScreenButton supports multitouch out of the box. " "Several TouchScreenButtons can be pressed at the same time with touch " "input.\n" "This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot " "set anchors on it. If you want to create menus or user interfaces, you may " "want to use [Button] nodes instead. To make button nodes react to touch " "events, you can enable the Emulate Mouse option in the Project Settings.\n" "You can configure TouchScreenButton to be visible only on touch devices, " "helping you develop your game both for desktop and mobile devices." msgstr "" #: doc/classes/TouchScreenButton.xml msgid "Returns [code]true[/code] if this button is currently pressed." msgstr "" #: doc/classes/TouchScreenButton.xml msgid "The button's action. Actions can be handled with [InputEventAction]." msgstr "" #: doc/classes/TouchScreenButton.xml msgid "The button's bitmask." msgstr "" #: doc/classes/TouchScreenButton.xml msgid "The button's texture for the normal state." msgstr "" #: doc/classes/TouchScreenButton.xml msgid "" "If [code]true[/code], the [signal pressed] and [signal released] signals are " "emitted whenever a pressed finger goes in and out of the button, even if the " "pressure started outside the active area of the button.\n" "[b]Note:[/b] This is a \"pass-by\" (not \"bypass\") press mode." msgstr "" #: doc/classes/TouchScreenButton.xml msgid "The button's texture for the pressed state." msgstr "" #: doc/classes/TouchScreenButton.xml msgid "The button's shape." msgstr "" #: doc/classes/TouchScreenButton.xml msgid "" "If [code]true[/code], the button's shape is centered in the provided " "texture. If no texture is used, this property has no effect." msgstr "" #: doc/classes/TouchScreenButton.xml msgid "If [code]true[/code], the button's shape is visible." msgstr "" #: doc/classes/TouchScreenButton.xml msgid "" "The button's visibility mode. See [enum VisibilityMode] for possible values." msgstr "" #: doc/classes/TouchScreenButton.xml msgid "Emitted when the button is pressed (down)." msgstr "" #: doc/classes/TouchScreenButton.xml msgid "Emitted when the button is released (up)." msgstr "" #: doc/classes/TouchScreenButton.xml msgid "Always visible." msgstr "" #: doc/classes/TouchScreenButton.xml msgid "Visible on touch screens only." msgstr "" #: doc/classes/Transform.xml msgid "3D transformation (3×4 matrix)." msgstr "" #: doc/classes/Transform.xml msgid "" "3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " "represent transformations such as translation, rotation, or scaling. It " "consists of a [member basis] (first 3 columns) and a [Vector3] for the " "[member origin] (last column).\n" "For more information, read the \"Matrices and transforms\" documentation " "article." msgstr "" #: doc/classes/Transform.xml msgid "" "Constructs a Transform from four [Vector3] values (matrix columns). Each " "axis corresponds to local basis vectors (some of which may be scaled)." msgstr "" #: doc/classes/Transform.xml msgid "Constructs a Transform from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform.xml msgid "Constructs a Transform from a [Transform2D]." msgstr "[Transform2D] から Transform を構築します。" #: doc/classes/Transform.xml msgid "" "Constructs a Transform from a [Quat]. The origin will be [code]Vector3(0, 0, " "0)[/code]." msgstr "" #: doc/classes/Transform.xml msgid "" "Constructs the Transform from a [Basis]. The origin will be Vector3(0, 0, 0)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation, scaling and translation." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [code]weight[/code] (on the range of 0.0 to 1.0)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " "[method affine_inverse] for transforms with scaling)." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if this transform and [code]transform[/code] are " "approximately equal, by calling [code]is_equal_approx[/code] on each " "component." msgstr "" #: doc/classes/Transform.xml msgid "" "Returns a copy of the transform rotated such that its -Z axis points towards " "the [code]target[/code] position.\n" "The transform will first be rotated around the given [code]up[/code] vector, " "and then fully aligned to the target by a further rotation around an axis " "perpendicular to both the [code]target[/code] and [code]up[/code] vectors.\n" "Operations take place in global space." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." msgstr "" #: doc/classes/Transform.xml #, fuzzy msgid "" "Returns a copy of the transform rotated around the given [code]axis[/code] " "by the given [code]angle[/code] (in radians), using matrix multiplication. " "The [code]axis[/code] must be a normalized vector." msgstr "" "与えられた [code]axis[/code] を中心に [code]phi[/code] で回転させた純粋な回転" "基底行列をラジアンで構築します。軸は、正規化されたベクトルでなければなりませ" "ん。" #: doc/classes/Transform.xml msgid "" "Returns a copy of the transform with its basis and origin scaled by the " "given [code]scale[/code] factor, using matrix multiplication." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [code]offset[/code], " "relative to the transform's basis vectors.\n" "Unlike [method rotated] and [method scaled], this does not use matrix " "multiplication." msgstr "" #: doc/classes/Transform.xml msgid "" "Transforms the given [Vector3], [Plane], [AABB], or [PoolVector3Array] by " "this transform." msgstr "" #: doc/classes/Transform.xml msgid "" "Inverse-transforms the given [Vector3], [Plane], [AABB], or " "[PoolVector3Array] by this transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling). " "Equivalent to calling [code]inverse().xform(v)[/code] on this transform. For " "affine transformations (e.g. with scaling) see [method affine_inverse] " "method." msgstr "" #: doc/classes/Transform.xml msgid "" "The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " "and Z axis. These vectors can be interpreted as the basis vectors of local " "coordinate system traveling with the object." msgstr "" #: doc/classes/Transform.xml msgid "" "The translation offset of the transform (column 3, the fourth column). " "Equivalent to array index [code]3[/code]." msgstr "" #: doc/classes/Transform.xml msgid "" "[Transform] with no translation, rotation or scaling applied. When applied " "to other data structures, [constant IDENTITY] performs no transformation." msgstr "" #: doc/classes/Transform.xml msgid "[Transform] with mirroring applied perpendicular to the YZ plane." msgstr "" #: doc/classes/Transform.xml msgid "[Transform] with mirroring applied perpendicular to the XZ plane." msgstr "" #: doc/classes/Transform.xml msgid "[Transform] with mirroring applied perpendicular to the XY plane." msgstr "" #: doc/classes/Transform2D.xml msgid "2D transformation (2×3 matrix)." msgstr "" #: doc/classes/Transform2D.xml msgid "" "2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can " "represent transformations such as translation, rotation, or scaling. It " "consists of three [Vector2] values: [member x], [member y], and the [member " "origin].\n" "For more information, read the \"Matrices and transforms\" documentation " "article." msgstr "" #: doc/classes/Transform2D.xml msgid "Constructs the transform from a 3D [Transform]." msgstr "" #: doc/classes/Transform2D.xml msgid "" "Constructs the transform from 3 [Vector2] values representing [member x], " "[member y], and the [member origin] (the three column vectors)." msgstr "" #: doc/classes/Transform2D.xml msgid "Constructs the transform from a given angle (in radians) and position." msgstr "" #: doc/classes/Transform2D.xml msgid "" "Returns a vector transformed (multiplied) by the basis matrix.\n" "This method does not account for translation (the origin vector)." msgstr "" #: doc/classes/Transform2D.xml msgid "" "Returns a vector transformed (multiplied) by the inverse basis matrix.\n" "This method does not account for translation (the origin vector)." msgstr "" #: doc/classes/Transform2D.xml msgid "Returns the transform's origin (translation)." msgstr "" #: doc/classes/Transform2D.xml msgid "Returns the transform's rotation (in radians)." msgstr "" #: doc/classes/Transform2D.xml msgid "Returns the scale." msgstr "" #: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform rotated by the given [code]angle[/code] (in " "radians), using matrix multiplication." msgstr "" #: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [code]scale[/code] " "factor, using matrix multiplication.\n" "[b]Note:[/b] Negative X scales in 2D are not decomposable from the " "transformation matrix. Due to the way scale is represented with " "transformation matrices in Godot, negative scales on the X axis will be " "changed to negative scales on the Y axis and a rotation of 180 degrees when " "decomposed." msgstr "" #: doc/classes/Transform2D.xml msgid "" "Transforms the given [Vector2], [Rect2], or [PoolVector2Array] by this " "transform." msgstr "" #: doc/classes/Transform2D.xml msgid "" "Inverse-transforms the given [Vector2], [Rect2], or [PoolVector2Array] by " "this transform, under the assumption that the transformation is composed of " "rotation and translation (no scaling). Equivalent to calling [code]inverse()." "xform(v)[/code] on this transform. For affine transformations (e.g. with " "scaling) see [method affine_inverse] method." msgstr "" #: doc/classes/Transform2D.xml msgid "" "The origin vector (column 2, the third column). Equivalent to array index " "[code]2[/code]. The origin vector represents translation." msgstr "" #: doc/classes/Transform2D.xml msgid "" "The identity [Transform2D] with no translation, rotation or scaling applied. " "When applied to other data structures, [constant IDENTITY] performs no " "transformation." msgstr "" #: doc/classes/Transform2D.xml msgid "The [Transform2D] that will flip something along the X axis." msgstr "" #: doc/classes/Transform2D.xml msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" #: doc/classes/Translation.xml msgid "Language Translation." msgstr "" #: doc/classes/Translation.xml msgid "" "Translations are resources that can be loaded and unloaded on demand. They " "map a string to another string." msgstr "" #: doc/classes/Translation.xml msgid "Virtual method to override [method get_message]." msgstr "" #: doc/classes/Translation.xml msgid "Adds a message if nonexistent, followed by its translation." msgstr "" #: doc/classes/Translation.xml msgid "Erases a message." msgstr "" #: doc/classes/Translation.xml msgid "Returns a message's translation." msgstr "" #: doc/classes/Translation.xml msgid "Returns the number of existing messages." msgstr "" #: doc/classes/Translation.xml msgid "Returns all the messages (keys)." msgstr "" #: doc/classes/Translation.xml msgid "The locale of the translation." msgstr "" #: doc/classes/TranslationServer.xml msgid "Server that manages all translations." msgstr "" #: doc/classes/TranslationServer.xml msgid "" "Server that manages all translations. Translations can be set to it and " "removed from it." msgstr "" #: doc/classes/TranslationServer.xml msgid "Adds a [Translation] resource." msgstr "" #: doc/classes/TranslationServer.xml msgid "Clears the server from all translations." msgstr "" #: doc/classes/TranslationServer.xml #, fuzzy msgid "Returns an array of all loaded locales of the project." msgstr "すべての点の位置を配列として返します。" #: doc/classes/TranslationServer.xml msgid "" "Returns the current locale of the project.\n" "See also [method OS.get_locale] and [method OS.get_locale_language] to query " "the locale of the user system." msgstr "" #: doc/classes/TranslationServer.xml msgid "" "Returns a locale's language and its variant (e.g. [code]\"en_US\"[/code] " "would return [code]\"English (United States)\"[/code])." msgstr "" #: doc/classes/TranslationServer.xml msgid "Removes the given translation from the server." msgstr "" #: doc/classes/TranslationServer.xml msgid "" "Sets the locale of the project. The [code]locale[/code] string will be " "standardized to match known locales (e.g. [code]en-US[/code] would be " "matched to [code]en_US[/code]).\n" "If translations have been loaded beforehand for the new locale, they will be " "applied." msgstr "" #: doc/classes/TranslationServer.xml msgid "Returns the current locale's translation for the given message (key)." msgstr "" #: doc/classes/Tree.xml msgid "Control to show a tree of items." msgstr "" #: doc/classes/Tree.xml msgid "" "This shows a tree of items that can be selected, expanded and collapsed. The " "tree can have multiple columns with custom controls like text editing, " "buttons and popups. It can be useful for structured displays and " "interactions.\n" "Trees are built via code, using [TreeItem] objects to create the structure. " "They have a single root but multiple roots can be simulated if a dummy " "hidden root is added.\n" "[codeblock]\n" "func _ready():\n" " var tree = Tree.new()\n" " var root = tree.create_item()\n" " tree.set_hide_root(true)\n" " var child1 = tree.create_item(root)\n" " var child2 = tree.create_item(root)\n" " var subchild1 = tree.create_item(child1)\n" " subchild1.set_text(0, \"Subchild1\")\n" "[/codeblock]\n" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " "to remove it from the [Tree].\n" "[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " "searching within the list while the control is focused. Press a key that " "matches the first letter of an item's name to select the first item starting " "with the given letter. After that point, there are two ways to perform " "incremental search: 1) Press the same key again before the timeout duration " "to select the next item starting with the same letter. 2) Press letter keys " "that match the rest of the word before the timeout duration to match to " "select the item in question directly. Both of these actions will be reset to " "the beginning of the list if the timeout duration has passed since the last " "keystroke was registered. You can adjust the timeout duration by changing " "[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml msgid "Clears the tree. This removes all items." msgstr "" #: doc/classes/Tree.xml msgid "" "Creates an item in the tree and adds it as a child of [code]parent[/code], " "which can be either a valid [TreeItem] or [code]null[/code].\n" "If [code]parent[/code] is [code]null[/code], the root item will be the " "parent, or the new item will be the root itself if the tree is empty.\n" "The new item will be the [code]idx[/code]th child of parent, or it will be " "the last child if there are not enough siblings." msgstr "" #: doc/classes/Tree.xml msgid "" "Edits the selected tree item as if it was clicked. The item must be set " "editable with [method TreeItem.set_editable]. Returns [code]true[/code] if " "the item could be edited. Fails if no item is selected." msgstr "" #: doc/classes/Tree.xml msgid "" "Makes the currently focused cell visible.\n" "This will scroll the tree if necessary. In [constant SELECT_ROW] mode, this " "will not do horizontal scrolling, as all the cells in the selected row is " "focused logically.\n" "[b]Note:[/b] Despite the name of this method, the focus cursor itself is " "only visible in [constant SELECT_MULTI] mode." msgstr "" #: doc/classes/Tree.xml #, fuzzy msgid "" "Returns the button id at [code]position[/code], or -1 if no button is there." msgstr "点 [code]point[/code] から平面上の点への直交投影を返します。" #: doc/classes/Tree.xml msgid "" "Returns the column index at [code]position[/code], or -1 if no item is there." msgstr "" #: doc/classes/Tree.xml msgid "Returns the column's title." msgstr "" #: doc/classes/Tree.xml msgid "Returns the column's width in pixels." msgstr "" #: doc/classes/Tree.xml msgid "" "Returns the rectangle for custom popups. Helper to create custom cell " "controls that display a popup. See [method TreeItem.set_cell_mode]." msgstr "" #: doc/classes/Tree.xml msgid "" "Returns the drop section at [code]position[/code], or -100 if no item is " "there.\n" "Values -1, 0, or 1 will be returned for the \"above item\", \"on item\", and " "\"below item\" drop sections, respectively. See [enum DropModeFlags] for a " "description of each drop section.\n" "To get the item which the returned drop section is relative to, use [method " "get_item_at_position]." msgstr "" #: doc/classes/Tree.xml msgid "" "Returns the currently edited item. Can be used with [signal item_edited] to " "get the item that was modified.\n" "[codeblock]\n" "func _ready():\n" " $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n" "\n" "func on_Tree_item_edited():\n" " print($Tree.get_edited()) # This item just got edited (e.g. checked).\n" "[/codeblock]" msgstr "" #: doc/classes/Tree.xml #, fuzzy msgid "Returns the column for the currently edited item." msgstr "現在点プールにある点の数を返します。" #: doc/classes/Tree.xml msgid "" "Returns the rectangle area for the specified [TreeItem]. If [code]column[/" "code] is specified, only get the position and size of that column, otherwise " "get the rectangle containing all columns." msgstr "" #: doc/classes/Tree.xml msgid "" "Returns the tree item at the specified position (relative to the tree origin " "position)." msgstr "" #: doc/classes/Tree.xml msgid "" "Returns the next selected [TreeItem] after the given one, or [code]null[/" "code] if the end is reached.\n" "If [code]from[/code] is [code]null[/code], this returns the first selected " "item." msgstr "" #: doc/classes/Tree.xml msgid "Returns the last pressed button's index." msgstr "" #: doc/classes/Tree.xml msgid "" "Returns the tree's root item, or [code]null[/code] if the tree is empty." msgstr "" #: doc/classes/Tree.xml msgid "Returns the current scrolling position." msgstr "" #: doc/classes/Tree.xml msgid "" "Returns the currently focused item, or [code]null[/code] if no item is " "focused.\n" "In [constant SELECT_ROW] and [constant SELECT_SINGLE] modes, the focused " "item is same as the selected item. In [constant SELECT_MULTI] mode, the " "focused item is the item under the focus cursor, not necessarily selected.\n" "To get the currently selected item(s), use [method get_next_selected]." msgstr "" #: doc/classes/Tree.xml msgid "" "Returns the currently focused column, or -1 if no column is focused.\n" "In [constant SELECT_SINGLE] mode, the focused column is the selected column. " "In [constant SELECT_ROW] mode, the focused column is always 0 if any item is " "selected. In [constant SELECT_MULTI] mode, the focused column is the column " "under the focus cursor, and there are not necessarily any column selected.\n" "To tell whether a column of an item is selected, use [method TreeItem." "is_selected]." msgstr "" #: doc/classes/Tree.xml #, fuzzy msgid "Causes the [Tree] to jump to the specified [TreeItem]." msgstr "指定された入力に接続されているノードを切断します。" #: doc/classes/Tree.xml msgid "" "If [code]true[/code], the column will have the \"Expand\" flag of [Control]. " "Columns that have the \"Expand\" flag will use their \"min_width\" in a " "similar fashion to [member Control.size_flags_stretch_ratio]." msgstr "" #: doc/classes/Tree.xml msgid "" "Sets the minimum width of a column. Columns that have the \"Expand\" flag " "will use their \"min_width\" in a similar fashion to [member Control." "size_flags_stretch_ratio]." msgstr "" #: doc/classes/Tree.xml msgid "Sets the title of a column." msgstr "" #: doc/classes/Tree.xml msgid "" "If [code]true[/code], the currently selected cell may be selected again." msgstr "" #: doc/classes/Tree.xml msgid "If [code]true[/code], a right mouse button click can select items." msgstr "" #: doc/classes/Tree.xml msgid "If [code]true[/code], column titles are visible." msgstr "" #: doc/classes/Tree.xml msgid "The number of columns." msgstr "" #: doc/classes/Tree.xml 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 "" #: doc/classes/Tree.xml msgid "If [code]true[/code], the folding arrow is hidden." msgstr "" #: doc/classes/Tree.xml msgid "If [code]true[/code], the tree's root is hidden." msgstr "" #: doc/classes/Tree.xml msgid "" "Allows single or multiple selection. See the [enum SelectMode] constants." msgstr "" #: doc/classes/Tree.xml msgid "" "Emitted when a button on the tree was pressed (see [method TreeItem." "add_button])." msgstr "" #: doc/classes/Tree.xml msgid "Emitted when a cell is selected." msgstr "" #: doc/classes/Tree.xml msgid "Emitted when a column's title is pressed." msgstr "" #: doc/classes/Tree.xml msgid "" "Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked " "to be edited." msgstr "" #: doc/classes/Tree.xml msgid "" "Emitted when the right mouse button is pressed in the empty space of the " "tree." msgstr "" #: doc/classes/Tree.xml msgid "" "Emitted when the right mouse button is pressed if right mouse button " "selection is active and the tree is empty." msgstr "" #: doc/classes/Tree.xml msgid "Emitted when an item's label is double-clicked." msgstr "" #: doc/classes/Tree.xml msgid "Emitted when an item is collapsed by a click on the folding arrow." msgstr "" #: doc/classes/Tree.xml msgid "" "Emitted when a custom button is pressed (i.e. in a [constant TreeItem." "CELL_MODE_CUSTOM] mode cell)." msgstr "" #: doc/classes/Tree.xml msgid "Emitted when an item's icon is double-clicked." msgstr "" #: doc/classes/Tree.xml msgid "Emitted when an item is edited." msgstr "" #: doc/classes/Tree.xml msgid "Emitted when an item is edited using the right mouse button." msgstr "" #: doc/classes/Tree.xml msgid "Emitted when an item is selected with the right mouse button." msgstr "" #: doc/classes/Tree.xml msgid "Emitted when an item is selected." msgstr "" #: doc/classes/Tree.xml msgid "" "Emitted instead of [code]item_selected[/code] if [code]select_mode[/code] is " "[constant SELECT_MULTI]." msgstr "" #: doc/classes/Tree.xml msgid "Emitted when a left mouse button click does not select any item." msgstr "" #: doc/classes/Tree.xml msgid "" "Allows selection of a single cell at a time. From the perspective of items, " "only a single item is allowed to be selected. And there is only one column " "selected in the selected item.\n" "The focus cursor is always hidden in this mode, but it is positioned at the " "current selection, making the currently selected item the currently focused " "item." msgstr "" #: doc/classes/Tree.xml msgid "" "Allows selection of a single row at a time. From the perspective of items, " "only a single items is allowed to be selected. And all the columns are " "selected in the selected item.\n" "The focus cursor is always hidden in this mode, but it is positioned at the " "first column of the current selection, making the currently selected item " "the currently focused item." msgstr "" #: doc/classes/Tree.xml msgid "" "Allows selection of multiple cells at the same time. From the perspective of " "items, multiple items are allowed to be selected. And there can be multiple " "columns selected in each selected item.\n" "The focus cursor is visible in this mode, the item or column under the " "cursor is not necessarily selected." msgstr "" #: doc/classes/Tree.xml msgid "" "Disables all drop sections, but still allows to detect the \"on item\" drop " "section by [method get_drop_section_at_position].\n" "[b]Note:[/b] This is the default flag, it has no effect when combined with " "other flags." msgstr "" #: doc/classes/Tree.xml msgid "" "Enables the \"on item\" drop section. This drop section covers the entire " "item.\n" "When combined with [constant DROP_MODE_INBETWEEN], this drop section halves " "the height and stays centered vertically." msgstr "" #: doc/classes/Tree.xml msgid "" "Enables \"above item\" and \"below item\" drop sections. The \"above item\" " "drop section covers the top half of the item, and the \"below item\" drop " "section covers the bottom half.\n" "When combined with [constant DROP_MODE_ON_ITEM], these drop sections halves " "the height and stays on top / bottom accordingly." msgstr "" #: doc/classes/Tree.xml msgid "" "Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "hovered." msgstr "" #: doc/classes/Tree.xml msgid "" "[Color] used to draw possible drop locations. See [enum DropModeFlags] " "constants for further description of drop locations." msgstr "" #: doc/classes/Tree.xml msgid "[Color] of the guideline." msgstr "" #: doc/classes/Tree.xml msgid "[Color] of the relationship lines." msgstr "" #: doc/classes/Tree.xml msgid "Default text [Color] of the title button." msgstr "" #: doc/classes/Tree.xml msgid "The horizontal space between each button in a cell." msgstr "" #: doc/classes/Tree.xml 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 "" #: doc/classes/Tree.xml msgid "" "Draws the relationship lines if not zero, this acts as a boolean. " "Relationship lines are drawn at the start of child items to show hierarchy." msgstr "" #: doc/classes/Tree.xml msgid "" "The horizontal space between item cells. This is also used as the margin at " "the start of an item when folding is disabled." msgstr "" #: doc/classes/Tree.xml msgid "" "The horizontal margin at the start of an item. This is used when folding is " "enabled for the item." msgstr "" #: doc/classes/Tree.xml msgid "" "The maximum distance between the mouse cursor and the control's border to " "trigger border scrolling when dragging." msgstr "" #: doc/classes/Tree.xml msgid "The speed of border scrolling." msgstr "" #: doc/classes/Tree.xml msgid "" "The vertical padding inside each item, i.e. the distance between the item's " "content and top/bottom border." msgstr "" #: doc/classes/Tree.xml msgid "[Font] of the title button's text." msgstr "" #: doc/classes/Tree.xml msgid "The arrow icon used when a foldable item is not collapsed." msgstr "" #: doc/classes/Tree.xml msgid "The arrow icon used when a foldable item is collapsed." msgstr "" #: doc/classes/Tree.xml msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " "cell is checked." msgstr "" #: doc/classes/Tree.xml msgid "" "The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode " "cell." msgstr "" #: doc/classes/Tree.xml msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " "cell is unchecked." msgstr "" #: doc/classes/Tree.xml msgid "" "The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] " "mode cell." msgstr "" #: doc/classes/Tree.xml msgid "" "Default [StyleBox] for the [Tree], i.e. used when the control is not being " "focused." msgstr "" #: doc/classes/Tree.xml msgid "[StyleBox] used when the [Tree] is being focused." msgstr "" #: doc/classes/Tree.xml msgid "[StyleBox] used when a button in the tree is pressed." msgstr "" #: doc/classes/Tree.xml msgid "[StyleBox] used for the cursor, when the [Tree] is being focused." msgstr "" #: doc/classes/Tree.xml msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused." msgstr "" #: doc/classes/Tree.xml msgid "" "Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell." msgstr "" #: doc/classes/Tree.xml msgid "" "[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "hovered." msgstr "" #: doc/classes/Tree.xml msgid "" "[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "pressed." msgstr "" #: doc/classes/Tree.xml msgid "" "[StyleBox] for the selected items, used when the [Tree] is not being focused." msgstr "" #: doc/classes/Tree.xml msgid "" "[StyleBox] for the selected items, used when the [Tree] is being focused." msgstr "" #: doc/classes/Tree.xml msgid "[StyleBox] used when the title button is being hovered." msgstr "" #: doc/classes/Tree.xml msgid "Default [StyleBox] for the title button." msgstr "" #: doc/classes/Tree.xml msgid "[StyleBox] used when the title button is being pressed." msgstr "" #: doc/classes/TreeItem.xml msgid "Control for a single item inside a [Tree]." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Control for a single item inside a [Tree]. May have child [TreeItem]s and be " "styled as well as contain buttons.\n" "You can remove a [TreeItem] by using [method Object.free]." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Adds a button with [Texture] [code]button[/code] at column [code]column[/" "code]. The [code]id[/code] is used to identify the button. If not specified, " "the next available index is used, which may be retrieved by calling [method " "get_button_count] immediately before this method. Optionally, the button can " "be [code]disabled[/code] and have a [code]tooltip[/code]." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Calls the [code]method[/code] on the actual TreeItem and its children " "recursively. Pass parameters as a comma separated list." msgstr "" #: doc/classes/TreeItem.xml msgid "Resets the background color for the given column to default." msgstr "" #: doc/classes/TreeItem.xml msgid "Resets the color for the given column to default." msgstr "" #: doc/classes/TreeItem.xml msgid "Deselects the given column." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Removes the button at index [code]button_idx[/code] in column [code]column[/" "code]." msgstr "" #: doc/classes/TreeItem.xml #, fuzzy msgid "" "Returns the [Texture] of the button at index [code]button_idx[/code] in " "column [code]column[/code]." msgstr "" "インデックス [code]bus_idx[/code] のバスの音量を [code]volume_db[/code] に設" "定します。" #: doc/classes/TreeItem.xml #, fuzzy msgid "" "Returns the button index if there is a button with id [code]id[/code] in " "column [code]column[/code], otherwise returns -1." msgstr "" "インデックス [code]bus_idx[/code] のバスの音量を [code]volume_db[/code] に設" "定します。" #: doc/classes/TreeItem.xml #, fuzzy msgid "Returns the number of buttons in column [code]column[/code]." msgstr "[code]bus_idx[/code] にあるバスのエフェクト数を返します。" #: doc/classes/TreeItem.xml #, fuzzy msgid "" "Returns the id for the button at index [code]button_idx[/code] in column " "[code]column[/code]." msgstr "" "インデックス [code]bus_idx[/code] のバスの音量を [code]volume_db[/code] に設" "定します。" #: doc/classes/TreeItem.xml msgid "" "Returns the tooltip string for the button at index [code]button_idx[/code] " "in column [code]column[/code]." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the column's cell mode." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Returns the TreeItem's first child item or a null object if there is none." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the custom background color of column [code]column[/code]." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the custom color of column [code]column[/code]." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if [code]expand_right[/code] is set." msgstr "" #: doc/classes/TreeItem.xml #, fuzzy msgid "Returns the given column's icon [Texture]. Error if no icon is set." msgstr "与えられたフレームの [Texture2D] を返します。" #: doc/classes/TreeItem.xml msgid "Returns the column's icon's maximum width." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the [Color] modulating the column's icon." msgstr "" #: doc/classes/TreeItem.xml #, fuzzy msgid "Returns the icon [Texture] region as [Rect2]." msgstr "与えられたフレームの [Texture2D] を返します。" #: doc/classes/TreeItem.xml msgid "" "Returns the metadata value that was set for the given column using [method " "set_metadata]." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Returns the next sibling TreeItem in the tree or a null object if there is " "none." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Returns the next visible sibling TreeItem in the tree or a null object if " "there is none.\n" "If [code]wrap[/code] is enabled, the method will wrap around to the first " "visible element in the tree when called on the last visible element, " "otherwise it returns [code]null[/code]." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the parent TreeItem or a null object if there is none." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Returns the previous sibling TreeItem in the tree or a null object if there " "is none." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Returns the previous visible sibling TreeItem in the tree or a null object " "if there is none.\n" "If [code]wrap[/code] is enabled, the method will wrap around to the last " "visible element in the tree when called on the first visible element, " "otherwise it returns [code]null[/code]." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the value of a [constant CELL_MODE_RANGE] column." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Returns a dictionary containing the range parameters for a given column. The " "keys are \"min\", \"max\", \"step\", and \"expr\"." msgstr "" #: doc/classes/TreeItem.xml msgid "Gets the suffix string shown after the column value." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the given column's text." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the given column's text alignment." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns the given column's tooltip." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Returns [code]true[/code] if the button at index [code]button_idx[/code] for " "the given column is disabled." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if the given column is checked." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if column [code]column[/code] is editable." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if column [code]column[/code] is selectable." msgstr "" #: doc/classes/TreeItem.xml msgid "Returns [code]true[/code] if column [code]column[/code] is selected." msgstr "" #: doc/classes/TreeItem.xml msgid "Moves this TreeItem to the bottom in the [Tree] hierarchy." msgstr "" #: doc/classes/TreeItem.xml msgid "Moves this TreeItem to the top in the [Tree] hierarchy." msgstr "" #: doc/classes/TreeItem.xml 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]." msgstr "" #: doc/classes/TreeItem.xml msgid "Selects the column [code]column[/code]." msgstr "" #: doc/classes/TreeItem.xml #, fuzzy msgid "" "Sets the given column's button [Texture] at index [code]button_idx[/code] to " "[code]button[/code]." msgstr "" "インデックス [code]bus_idx[/code] のバスの音量を [code]volume_db[/code] に設" "定します。" #: doc/classes/TreeItem.xml msgid "" "If [code]true[/code], disables the button at index [code]button_idx[/code] " "in column [code]column[/code]." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Sets the given column's cell mode to [code]mode[/code]. See [enum " "TreeCellMode] constants." msgstr "" #: doc/classes/TreeItem.xml msgid "If [code]true[/code], the column [code]column[/code] is checked." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Sets the given column's custom background color and whether to just use it " "as an outline." msgstr "" #: doc/classes/TreeItem.xml msgid "Sets the given column's custom color." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Sets the given column's custom draw callback to [code]callback[/code] method " "on [code]object[/code].\n" "The [code]callback[/code] should accept two arguments: the [TreeItem] that " "is drawn and its position and size as a [Rect2]." msgstr "" #: doc/classes/TreeItem.xml msgid "If [code]true[/code], column [code]column[/code] is editable." msgstr "" #: doc/classes/TreeItem.xml msgid "" "If [code]true[/code], column [code]column[/code] is expanded to the right." msgstr "" #: doc/classes/TreeItem.xml #, fuzzy msgid "Sets the given column's icon [Texture]." msgstr "与えられたフレームの [Texture2D] を返します。" #: doc/classes/TreeItem.xml msgid "Sets the given column's icon's maximum width." msgstr "" #: doc/classes/TreeItem.xml msgid "Modulates the given column's icon with [code]modulate[/code]." msgstr "" #: doc/classes/TreeItem.xml msgid "Sets the given column's icon's texture region." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Sets the metadata value for the given column, which can be retrieved later " "using [method get_metadata]. This can be used, for example, to store a " "reference to the original data." msgstr "" #: doc/classes/TreeItem.xml msgid "Sets the value of a [constant CELL_MODE_RANGE] column." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Sets the range of accepted values for a column. The column must be in the " "[constant CELL_MODE_RANGE] mode.\n" "If [code]expr[/code] is [code]true[/code], the edit mode slider will use an " "exponential scale as with [member Range.exp_edit]." msgstr "" #: doc/classes/TreeItem.xml msgid "If [code]true[/code], the given column is selectable." msgstr "" #: doc/classes/TreeItem.xml msgid "" "Sets a string to be shown after a column's value (for example, a unit " "abbreviation)." msgstr "" #: doc/classes/TreeItem.xml #, fuzzy msgid "Sets the given column's text value." msgstr "指定したフレームの遅延値を返します。" #: doc/classes/TreeItem.xml msgid "" "Sets the given column's text alignment. See [enum TextAlign] for possible " "values." msgstr "" #: doc/classes/TreeItem.xml msgid "Sets the given column's tooltip text." msgstr "" #: doc/classes/TreeItem.xml msgid "If [code]true[/code], the TreeItem is collapsed." msgstr "" #: doc/classes/TreeItem.xml msgid "The custom minimum height." msgstr "" #: doc/classes/TreeItem.xml msgid "If [code]true[/code], folding is disabled for this TreeItem." msgstr "" #: doc/classes/TreeItem.xml msgid "Cell contains a string." msgstr "" #: doc/classes/TreeItem.xml msgid "Cell contains a checkbox." msgstr "" #: doc/classes/TreeItem.xml msgid "Cell contains a range." msgstr "" #: doc/classes/TreeItem.xml msgid "Cell contains an icon." msgstr "" #: doc/classes/TreeItem.xml msgid "Align text to the left. See [code]set_text_align()[/code]." msgstr "" #: doc/classes/TreeItem.xml msgid "Center text. See [code]set_text_align()[/code]." msgstr "" #: doc/classes/TreeItem.xml msgid "Align text to the right. See [code]set_text_align()[/code]." msgstr "" #: doc/classes/TriangleMesh.xml msgid "Internal mesh type." msgstr "" #: doc/classes/TriangleMesh.xml msgid "Mesh type used internally for collision calculations." msgstr "" #: doc/classes/Tween.xml msgid "Smoothly animates a node's properties over time." msgstr "" #: doc/classes/Tween.xml msgid "" "Tweens are useful for animations requiring a numerical property to be " "interpolated over a range of values. The name [i]tween[/i] comes from [i]in-" "betweening[/i], an animation technique where you specify [i]keyframes[/i] " "and the computer interpolates the frames that appear between them.\n" "[Tween] is more suited than [AnimationPlayer] for animations where you don't " "know the final values in advance. For example, interpolating a dynamically-" "chosen camera zoom value is best done with a [Tween] node; it would be " "difficult to do the same thing with an [AnimationPlayer] node.\n" "Here is a brief usage example that makes a 2D node move smoothly between two " "positions:\n" "[codeblock]\n" "var tween = get_node(\"Tween\")\n" "tween.interpolate_property($Node2D, \"position\",\n" " Vector2(0, 0), Vector2(100, 100), 1,\n" " Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)\n" "tween.start()\n" "[/codeblock]\n" "Many methods require a property name, such as [code]\"position\"[/code] " "above. 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] (e.g. [code]position:x[/code]), " "where it would only apply to that particular component.\n" "Many of the methods accept [code]trans_type[/code] and [code]ease_type[/" "code]. The first accepts an [enum TransitionType] constant, and refers to " "the way the timing of the animation is handled (see [url=https://easings." "net/]easings.net[/url] for some examples). The second accepts an [enum " "EaseType] constant, and controls where the [code]trans_type[/code] is " "applied to the interpolation (in the beginning, the end, or both). If you " "don't know which transition and easing to pick, you can try different [enum " "TransitionType] constants with [constant EASE_IN_OUT], and use the one that " "looks best.\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] Tween methods will return [code]false[/code] if the requested " "operation cannot be completed.\n" "[b]Note:[/b] For an alternative method of tweening, that doesn't require " "using nodes, see [SceneTreeTween]." msgstr "" #: doc/classes/Tween.xml msgid "" "Follows [code]method[/code] of [code]object[/code] and applies the returned " "value on [code]target_method[/code] of [code]target[/code], beginning from " "[code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/" "code] later. Methods are called with consecutive values.\n" "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] " "for [code]ease_type[/code] parameters. These values control the timing and " "direction of the interpolation. See the class description for more " "information." msgstr "" #: doc/classes/Tween.xml msgid "" "Follows [code]property[/code] of [code]object[/code] and applies it on " "[code]target_property[/code] of [code]target[/code], beginning from " "[code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/" "code] seconds later.\n" "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] " "for [code]ease_type[/code] parameters. These values control the timing and " "direction of the interpolation. See the class description for more " "information." msgstr "" #: doc/classes/Tween.xml msgid "" "Returns the total time needed for all tweens to end. If you have two tweens, " "one lasting 10 seconds and the other 20 seconds, it would return 20 seconds, " "as by that time all tweens would have finished." msgstr "" #: doc/classes/Tween.xml msgid "" "Calls [code]callback[/code] of [code]object[/code] after [code]duration[/" "code]. [code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the " "callback." msgstr "" #: doc/classes/Tween.xml msgid "" "Calls [code]callback[/code] of [code]object[/code] after [code]duration[/" "code] on the main thread (similar to [method Object.call_deferred]). " "[code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the " "callback." msgstr "" #: doc/classes/Tween.xml msgid "" "Animates [code]method[/code] of [code]object[/code] from [code]initial_val[/" "code] to [code]final_val[/code] for [code]duration[/code] seconds, " "[code]delay[/code] seconds later. Methods are called with consecutive " "values.\n" "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] " "for [code]ease_type[/code] parameters. These values control the timing and " "direction of the interpolation. See the class description for more " "information." msgstr "" #: doc/classes/Tween.xml msgid "" "Animates [code]property[/code] of [code]object[/code] from " "[code]initial_val[/code] to [code]final_val[/code] for [code]duration[/code] " "seconds, [code]delay[/code] seconds later. Setting the initial value to " "[code]null[/code] uses the current value of the property.\n" "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] " "for [code]ease_type[/code] parameters. These values control the timing and " "direction of the interpolation. See the class description for more " "information." msgstr "" #: doc/classes/Tween.xml msgid "" "Returns [code]true[/code] if any tweens are currently running.\n" "[b]Note:[/b] This method doesn't consider tweens that have ended." msgstr "" #: doc/classes/Tween.xml msgid "" "Stops animation and removes a tween, given its object and property/method " "pair. By default, all tweens are removed, unless [code]key[/code] is " "specified." msgstr "" #: doc/classes/Tween.xml msgid "Stops animation and removes all tweens." msgstr "" #: doc/classes/Tween.xml msgid "" "Resets a tween to its initial value (the one given, not the one before the " "tween), given its object and property/method pair. By default, all tweens " "are reset, unless [code]key[/code] is specified." msgstr "" #: doc/classes/Tween.xml msgid "" "Resets all tweens to their initial values (the ones given, not those before " "the tween)." msgstr "" #: doc/classes/Tween.xml msgid "" "Continues animating a stopped tween, given its object and property/method " "pair. By default, all tweens are resumed, unless [code]key[/code] is " "specified." msgstr "" #: doc/classes/Tween.xml msgid "Continues animating all stopped tweens." msgstr "" #: doc/classes/Tween.xml msgid "Sets the interpolation to the given [code]time[/code] in seconds." msgstr "" #: doc/classes/Tween.xml msgid "" "Activates/deactivates the tween. See also [method stop_all] and [method " "resume_all]." msgstr "" #: doc/classes/Tween.xml msgid "Starts the tween. You can define animations both before and after this." msgstr "" #: doc/classes/Tween.xml msgid "" "Stops a tween, given its object and property/method pair. By default, all " "tweens are stopped, unless [code]key[/code] is specified." msgstr "" #: doc/classes/Tween.xml msgid "Stops animating all tweens." msgstr "" #: doc/classes/Tween.xml msgid "" "Animates [code]method[/code] of [code]object[/code] from the value returned " "by [code]initial_method[/code] to [code]final_val[/code] for [code]duration[/" "code] seconds, [code]delay[/code] seconds later. Methods are animated by " "calling them with consecutive values.\n" "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] " "for [code]ease_type[/code] parameters. These values control the timing and " "direction of the interpolation. See the class description for more " "information." msgstr "" #: doc/classes/Tween.xml msgid "" "Animates [code]property[/code] of [code]object[/code] from the current value " "of the [code]initial_val[/code] property of [code]initial[/code] to " "[code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] " "seconds later.\n" "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] " "for [code]ease_type[/code] parameters. These values control the timing and " "direction of the interpolation. See the class description for more " "information." msgstr "" #: doc/classes/Tween.xml msgid "Returns the current time of the tween." msgstr "" #: doc/classes/Tween.xml msgid "The tween's animation process thread. See [enum TweenProcessMode]." msgstr "" #: doc/classes/Tween.xml msgid "" "The tween's speed multiplier. For example, set it to [code]1.0[/code] for " "normal speed, [code]2.0[/code] for two times normal speed, or [code]0.5[/" "code] for half of the normal speed. A value of [code]0[/code] pauses the " "animation, but see also [method set_active] or [method stop_all] for this." msgstr "" #: doc/classes/Tween.xml msgid "If [code]true[/code], the tween loops." msgstr "" #: doc/classes/Tween.xml msgid "Emitted when all processes in a tween end." msgstr "" #: doc/classes/Tween.xml msgid "Emitted when a tween ends." msgstr "" #: doc/classes/Tween.xml msgid "Emitted when a tween starts." msgstr "" #: doc/classes/Tween.xml msgid "Emitted at each step of the animation." msgstr "" #: doc/classes/Tween.xml msgid "The tween updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Tween.xml msgid "The tween updates with the [code]_process[/code] callback." msgstr "" #: doc/classes/Tween.xml msgid "The animation is interpolated linearly." msgstr "" #: doc/classes/Tween.xml msgid "The animation is interpolated using a sine function." msgstr "" #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a quintic (to the power of 5) function." msgstr "" #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a quartic (to the power of 4) function." msgstr "" #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a quadratic (to the power of 2) function." msgstr "" #: doc/classes/Tween.xml msgid "" "The animation is interpolated with an exponential (to the power of x) " "function." msgstr "" #: doc/classes/Tween.xml msgid "" "The animation is interpolated with elasticity, wiggling around the edges." msgstr "" #: doc/classes/Tween.xml msgid "" "The animation is interpolated with a cubic (to the power of 3) function." msgstr "" #: doc/classes/Tween.xml msgid "The animation is interpolated with a function using square roots." msgstr "" #: doc/classes/Tween.xml msgid "The animation is interpolated by bouncing at the end." msgstr "" #: doc/classes/Tween.xml msgid "The animation is interpolated backing out at ends." msgstr "" #: doc/classes/Tween.xml msgid "The interpolation starts slowly and speeds up towards the end." msgstr "" #: doc/classes/Tween.xml msgid "The interpolation starts quickly and slows down towards the end." msgstr "" #: doc/classes/Tween.xml msgid "" "A combination of [constant EASE_IN] and [constant EASE_OUT]. The " "interpolation is slowest at both ends." msgstr "" #: doc/classes/Tween.xml msgid "" "A combination of [constant EASE_IN] and [constant EASE_OUT]. The " "interpolation is fastest at both ends." msgstr "" #: doc/classes/Tweener.xml msgid "Abstract class for all Tweeners used by [SceneTreeTween]." msgstr "" #: doc/classes/Tweener.xml msgid "" "Tweeners are objects that perform a specific animating task, e.g. " "interpolating a property or calling a method at a given time. A [Tweener] " "can't be created manually, you need to use a dedicated method from " "[SceneTreeTween]." msgstr "" #: doc/classes/Tweener.xml #, fuzzy msgid "Emitted when the [Tweener] has just finished its job." msgstr "ボタンの長押しが停止されたときに発信されます。" #: doc/classes/UDPServer.xml msgid "Helper class to implement a UDP server." msgstr "" #: doc/classes/UDPServer.xml msgid "" "A simple server that opens a UDP socket and returns connected " "[PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP." "connect_to_host].\n" "After starting the server ([method listen]), you will need to [method poll] " "it at regular intervals (e.g. inside [method Node._process]) for it to " "process new packets, delivering them to the appropriate [PacketPeerUDP], and " "taking new connections.\n" "Below a small example of how it can be used:\n" "[codeblock]\n" "# server.gd\n" "extends Node\n" "\n" "var server := UDPServer.new()\n" "var peers = []\n" "\n" "func _ready():\n" " server.listen(4242)\n" "\n" "func _process(delta):\n" " server.poll() # Important!\n" " if server.is_connection_available():\n" " var peer : PacketPeerUDP = server.take_connection()\n" " var pkt = peer.get_packet()\n" " print(\"Accepted peer: %s:%s\" % [peer.get_packet_ip(), peer." "get_packet_port()])\n" " print(\"Received data: %s\" % [pkt.get_string_from_utf8()])\n" " # Reply so it knows we received the message.\n" " peer.put_packet(pkt)\n" " # Keep a reference so we can keep contacting the remote peer.\n" " peers.append(peer)\n" "\n" " for i in range(0, peers.size()):\n" " pass # Do something with the connected peers.\n" "\n" "[/codeblock]\n" "[codeblock]\n" "# client.gd\n" "extends Node\n" "\n" "var udp := PacketPeerUDP.new()\n" "var connected = false\n" "\n" "func _ready():\n" " udp.connect_to_host(\"127.0.0.1\", 4242)\n" "\n" "func _process(delta):\n" " if !connected:\n" " # Try to contact server\n" " udp.put_packet(\"The answer is... 42!\".to_utf8())\n" " if udp.get_available_packet_count() > 0:\n" " print(\"Connected: %s\" % udp.get_packet().get_string_from_utf8())\n" " connected = true\n" "[/codeblock]" msgstr "" #: doc/classes/UDPServer.xml msgid "" "Returns [code]true[/code] if a packet with a new address/port combination " "was received on the socket." msgstr "" "ソケット上で新しいアドレス / ポートの組み合わせのパケットを受信した場合、" "[code]true[/code] を返します。" #: doc/classes/UDPServer.xml msgid "" "Returns [code]true[/code] if the socket is open and listening on a port." msgstr "" #: doc/classes/UDPServer.xml msgid "" "Starts the server by opening a UDP socket listening on the given port. You " "can optionally specify a [code]bind_address[/code] to only listen for " "packets sent to that address. See also [method PacketPeerUDP.listen]." msgstr "" #: doc/classes/UDPServer.xml msgid "" "Call this method at regular intervals (e.g. inside [method Node._process]) " "to process new packets. And packet from known address/port pair will be " "delivered to the appropriate [PacketPeerUDP], any packet received from an " "unknown address/port pair will be added as a pending connection (see [method " "is_connection_available], [method take_connection]). The maximum number of " "pending connection is defined via [member max_pending_connections]." msgstr "" #: doc/classes/UDPServer.xml msgid "" "Stops the server, closing the UDP socket if open. Will close all connected " "[PacketPeerUDP] accepted via [method take_connection] (remote peers will not " "be notified)." msgstr "" #: doc/classes/UDPServer.xml msgid "" "Returns the first pending connection (connected to the appropriate address/" "port). Will return [code]null[/code] if no new connection is available. See " "also [method is_connection_available], [method PacketPeerUDP." "connect_to_host]." msgstr "" #: doc/classes/UDPServer.xml msgid "" "Define the maximum number of pending connections, during [method poll], any " "new pending connection exceeding that value will be automatically dropped. " "Setting this value to [code]0[/code] effectively prevents any new pending " "connection to be accepted (e.g. when all your players have connected)." msgstr "" #: doc/classes/UndoRedo.xml msgid "Helper to manage undo/redo operations in the editor or custom tools." msgstr "" #: doc/classes/UndoRedo.xml msgid "" "Helper to manage undo/redo operations in the editor or custom tools. It " "works by registering methods and property changes inside \"actions\".\n" "Common behavior is to create an action, then add do/undo calls to functions " "or property changes, then committing the action.\n" "Here's an example on how to add an action to the Godot editor's own " "[UndoRedo], from a plugin:\n" "[codeblock]\n" "var undo_redo = get_undo_redo() # Method of EditorPlugin.\n" "\n" "func do_something():\n" " pass # Put your code here.\n" "\n" "func undo_something():\n" " pass # Put here the code that reverts what's done by " "\"do_something()\".\n" "\n" "func _on_MyButton_pressed():\n" " var node = get_node(\"MyNode2D\")\n" " undo_redo.create_action(\"Move the node\")\n" " undo_redo.add_do_method(self, \"do_something\")\n" " undo_redo.add_undo_method(self, \"undo_something\")\n" " undo_redo.add_do_property(node, \"position\", Vector2(100,100))\n" " undo_redo.add_undo_property(node, \"position\", node.position)\n" " undo_redo.commit_action()\n" "[/codeblock]\n" "[method create_action], [method add_do_method], [method add_undo_method], " "[method add_do_property], [method add_undo_property], and [method " "commit_action] should be called one after the other, like in the example. " "Not doing so could lead to crashes.\n" "If you don't need to register a method, you can leave [method add_do_method] " "and [method add_undo_method] out; the same goes for properties. You can also " "register more than one method/property." msgstr "" #: doc/classes/UndoRedo.xml msgid "Register a method that will be called when the action is committed." msgstr "" #: doc/classes/UndoRedo.xml msgid "Register a property value change for \"do\"." msgstr "" #: doc/classes/UndoRedo.xml 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." msgstr "" #: doc/classes/UndoRedo.xml msgid "Register a method that will be called when the action is undone." msgstr "" #: doc/classes/UndoRedo.xml msgid "Register a property value change for \"undo\"." msgstr "" #: doc/classes/UndoRedo.xml msgid "" "Register a reference for \"undo\" that will be erased if the \"undo\" " "history is lost. This is useful mostly for nodes removed with the \"do\" " "call (not the \"undo\" call!)." msgstr "" #: doc/classes/UndoRedo.xml msgid "" "Clear the undo/redo history and associated references.\n" "Passing [code]false[/code] to [code]increase_version[/code] will prevent the " "version number to be increased from this." msgstr "" #: doc/classes/UndoRedo.xml msgid "" "Commit the action. All \"do\" methods/properties are called/set when this " "function is called." msgstr "" #: doc/classes/UndoRedo.xml msgid "" "Create a new action. After this is called, do all your calls to [method " "add_do_method], [method add_undo_method], [method add_do_property], and " "[method add_undo_property], then commit the action with [method " "commit_action].\n" "The way actions are merged is dictated by the [code]merge_mode[/code] " "argument. See [enum MergeMode] for details." msgstr "" #: doc/classes/UndoRedo.xml msgid "Gets the name of the current action." msgstr "" #: doc/classes/UndoRedo.xml msgid "" "Gets the version. Every time a new action is committed, the [UndoRedo]'s " "version number is increased automatically.\n" "This is useful mostly to check if something changed from a saved version." msgstr "" #: doc/classes/UndoRedo.xml msgid "" "Returns [code]true[/code] if the [UndoRedo] is currently committing the " "action, i.e. running its \"do\" method or property change (see [method " "commit_action])." msgstr "" #: doc/classes/UndoRedo.xml msgid "Redo the last action." msgstr "" #: doc/classes/UndoRedo.xml msgid "Undo the last action." msgstr "" #: doc/classes/UndoRedo.xml msgid "Called when [method undo] or [method redo] was called." msgstr "" #: doc/classes/UndoRedo.xml msgid "Makes \"do\"/\"undo\" operations stay in separate actions." msgstr "" #: doc/classes/UndoRedo.xml msgid "" "Makes so that the action's \"do\" operation is from the first action created " "and the \"undo\" operation is from the last subsequent action with the same " "name." msgstr "" #: doc/classes/UndoRedo.xml msgid "Makes subsequent actions with the same name be merged into one." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "Universal Plug and Play (UPnP) functions for network device discovery, " "querying and port forwarding." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "This class can be used to discover compatible [UPNPDevice]s on the local " "network and execute commands on them, like managing port mappings (for port " "forwarding/NAT traversal) and querying the local and remote network IP " "address. Note that methods on this class are synchronous and block the " "calling thread.\n" "To forward a specific port (here [code]7777[/code], note both [method " "discover] and [method add_port_mapping] can return errors that should be " "checked):\n" "[codeblock]\n" "var upnp = UPNP.new()\n" "upnp.discover()\n" "upnp.add_port_mapping(7777)\n" "[/codeblock]\n" "To close a specific port (e.g. after you have finished using it):\n" "[codeblock]\n" "upnp.delete_port_mapping(port)\n" "[/codeblock]\n" "[b]Note:[/b] UPnP discovery blocks the current thread. To perform discovery " "without blocking the main thread, use [Thread]s like this:\n" "[codeblock]\n" "# Emitted when UPnP port mapping setup is completed (regardless of success " "or failure).\n" "signal upnp_completed(error)\n" "\n" "# Replace this with your own server port number between 1024 and 65535.\n" "const SERVER_PORT = 3928\n" "var thread = null\n" "\n" "func _upnp_setup(server_port):\n" " # UPNP queries take some time.\n" " var upnp = UPNP.new()\n" " var err = upnp.discover()\n" "\n" " if err != OK:\n" " push_error(str(err))\n" " emit_signal(\"upnp_completed\", err)\n" " return\n" "\n" " if upnp.get_gateway() and upnp.get_gateway().is_valid_gateway():\n" " upnp.add_port_mapping(server_port, server_port, ProjectSettings." "get_setting(\"application/config/name\"), \"UDP\")\n" " upnp.add_port_mapping(server_port, server_port, ProjectSettings." "get_setting(\"application/config/name\"), \"TCP\")\n" " emit_signal(\"upnp_completed\", OK)\n" "\n" "func _ready():\n" " thread = Thread.new()\n" " thread.start(self, \"_upnp_setup\", SERVER_PORT)\n" "\n" "func _exit_tree():\n" " # Wait for thread finish here to handle game exit while the thread is " "running.\n" " thread.wait_to_finish()\n" "[/codeblock]\n" "[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or " "\"internet gateway device\", short IGD) refers to network devices that allow " "computers in the local network to access the internet (\"wide area " "network\", WAN). These gateways are often also called \"routers\".\n" "[b]Pitfalls:[/b]\n" "- As explained above, these calls are blocking and shouldn't be run on the " "main thread, especially as they can block for multiple seconds at a time. " "Use threading!\n" "- Networking is physical and messy. Packets get lost in transit or get " "filtered, addresses, free ports and assigned mappings change, and devices " "may leave or join the network at any time. Be mindful of this, be diligent " "when checking and handling errors, and handle these gracefully if you can: " "add clear error UI, timeouts and re-try handling.\n" "- Port mappings may change (and be removed) at any time, and the remote/" "external IP address of the gateway can change likewise. You should consider " "re-querying the external IP and try to update/refresh the port mapping " "periodically (for example, every 5 minutes and on networking failures).\n" "- Not all devices support UPnP, and some users disable UPnP support. You " "need to handle this (e.g. documenting and requiring the user to manually " "forward ports, or adding alternative methods of NAT traversal, like a relay/" "mirror server, or NAT hole punching, STUN/TURN, etc.).\n" "- Consider what happens on mapping conflicts. Maybe multiple users on the " "same network would like to play your game at the same time, or maybe another " "application uses the same port. Make the port configurable, and optimally " "choose a port automatically (re-trying with a different port on failure).\n" "[b]Further reading:[/b] If you want to know more about UPnP (and the " "Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), " "[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] " "is a good first stop, the specification can be found at the [url=https://" "openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open " "Connectivity Foundation[/url] and Godot's implementation is based on the " "[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Adds the given [UPNPDevice] to the list of discovered devices." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "Adds a mapping to forward the external [code]port[/code] (between 1 and " "65535, although recommended to use port 1024 or above) on the default " "gateway (see [method get_gateway]) to the [code]internal_port[/code] on the " "local machine for the given protocol [code]proto[/code] (either [code]TCP[/" "code] or [code]UDP[/code], with UDP being the default). If a port mapping " "for the given port and protocol combination already exists on that gateway " "device, this method tries to overwrite it. If that is not desired, you can " "retrieve the gateway manually with [method get_gateway] and call [method " "add_port_mapping] on it, if any. Note that forwarding a well-known port " "(below 1024) with UPnP may fail depending on the device.\n" "Depending on the gateway device, if a mapping for that port already exists, " "it will either be updated or it will refuse this command due to that " "conflict, especially if the existing mapping for that port wasn't created " "via UPnP or points to a different network address (or device) than this " "one.\n" "If [code]internal_port[/code] is [code]0[/code] (the default), the same port " "number is used for both the external and the internal port (the [code]port[/" "code] value).\n" "The description ([code]desc[/code]) is shown in some routers management UIs " "and can be used to point out which application added the mapping.\n" "The mapping's lease [code]duration[/code] can be limited by specifying a " "duration in seconds. The default of [code]0[/code] means no duration, i.e. a " "permanent lease and notably some devices only support these permanent " "leases. Note that whether permanent or not, this is only a request and the " "gateway may still decide at any point to remove the mapping (which usually " "happens on a reboot of the gateway, when its external IP address changes, or " "on some models when it detects a port mapping has become inactive, i.e. had " "no traffic for multiple minutes). If not [code]0[/code] (permanent), the " "allowed range according to spec is between [code]120[/code] (2 minutes) and " "[code]86400[/code] seconds (24 hours).\n" "See [enum UPNPResult] for possible return values." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Clears the list of discovered devices." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "Deletes the port mapping for the given port and protocol combination on the " "default gateway (see [method get_gateway]) if one exists. [code]port[/code] " "must be a valid port between 1 and 65535, [code]proto[/code] can be either " "[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing " "to addresses other than this one, for well-known ports (below 1024), or for " "mappings not added via UPnP. See [enum UPNPResult] for possible return " "values." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "Discovers local [UPNPDevice]s. Clears the list of previously discovered " "devices.\n" "Filters for IGD (InternetGatewayDevice) type devices by default, as those " "manage port forwarding. [code]timeout[/code] is the time to wait for " "responses in milliseconds. [code]ttl[/code] is the time-to-live; only touch " "this if you know what you're doing.\n" "See [enum UPNPResult] for possible return values." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Returns the [UPNPDevice] at the given [code]index[/code]." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Returns the number of discovered [UPNPDevice]s." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "Returns the default gateway. That is the first discovered [UPNPDevice] that " "is also a valid IGD (InternetGatewayDevice)." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "Returns the external [IP] address of the default gateway (see [method " "get_gateway]) as string. Returns an empty string on error." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "Removes the device at [code]index[/code] from the list of discovered devices." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "Sets the device at [code]index[/code] from the list of discovered devices to " "[code]device[/code]." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "If [code]0[/code], the local port to use for discovery is chosen " "automatically by the system. If [code]1[/code], discovery will be done from " "the source port 1900 (same as destination port). Otherwise, the value will " "be used as the port." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "Multicast interface to use for discovery. Uses the default multicast " "interface if empty." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "UPNP command or discovery was successful." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "Not authorized to use the command on the [UPNPDevice]. May be returned when " "the user disabled UPNP on their router." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "No port mapping was found for the given port, protocol combination on the " "given [UPNPDevice]." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Inconsistent parameters." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "No such entry in array. May be returned if a given port, protocol " "combination is not found on an [UPNPDevice]." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "The action failed." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "The [UPNPDevice] does not allow wildcard values for the source IP address." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "The [UPNPDevice] does not allow wildcard values for the external port." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "The [UPNPDevice] does not allow wildcard values for the internal port." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "The remote host value must be a wildcard." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "The external port value must be a wildcard." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "No port maps are available. May also be returned if port mapping " "functionality is not available." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "Conflict with other mechanism. May be returned instead of [constant " "UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] if a port mapping conflicts with an " "existing one." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Conflict with an existing port mapping." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "External and internal port values must be the same." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "Only permanent leases are supported. Do not use the [code]duration[/code] " "parameter when adding port mappings." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid gateway." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid port." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid protocol." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid duration." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid arguments." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid response." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Invalid parameter." msgstr "" #: modules/upnp/doc_classes/UPNP.xml modules/upnp/doc_classes/UPNPDevice.xml msgid "HTTP error." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Socket error." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "Error allocating memory." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "No gateway available. You may need to call [method discover] first, or " "discovery didn't detect any valid IGDs (InternetGatewayDevices)." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "No devices available. You may need to call [method discover] first, or " "discovery didn't detect any valid [UPNPDevice]s." msgstr "" #: modules/upnp/doc_classes/UPNP.xml modules/upnp/doc_classes/UPNPDevice.xml msgid "Unknown error." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Universal Plug and Play (UPnP) device." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" "Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and " "utility functions. Provides low-level access to UPNP control commands. " "Allows to manage port mappings (port forwarding) and to query network " "information of the device (like local and external IP address and status). " "Note that methods on this class are synchronous and block the calling thread." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" "Adds a port mapping to forward the given external port on this [UPNPDevice] " "for the given protocol to the local machine. See [method UPNP." "add_port_mapping]." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" "Deletes the port mapping identified by the given port and protocol " "combination on this device. See [method UPNP.delete_port_mapping]." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" "Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) " "which potentially supports port forwarding." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" "Returns the external IP address of this [UPNPDevice] or an empty string." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "URL to the device description." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "IDG control URL." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" "Address of the local machine in the network connecting it to this " "[UPNPDevice]." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "IGD service type." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "IGD status. See [enum IGDStatus]." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Service type." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "OK." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Empty HTTP response." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Returned response contained no URLs." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Not a valid IGD." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Disconnected." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Unknown device." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Invalid control." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "Memory allocation error." msgstr "" #: doc/classes/Variant.xml msgid "The most important data type in Godot." msgstr "" #: doc/classes/Variant.xml msgid "" "In computer programming, a Variant class is a class that is designed to " "store a variety of other types. Dynamic programming languages like PHP, Lua, " "JavaScript and GDScript like to use them to store variables' data on the " "backend. With these Variants, properties are able to change value types " "freely.\n" "[codeblock]\n" "var foo = 2 # foo is dynamically an integer\n" "foo = \"Now foo is a string!\"\n" "foo = Reference.new() # foo is an Object\n" "var bar: int = 2 # bar is a statically typed integer.\n" "# bar = \"Uh oh! I can't make static variables become a different type!\"\n" "[/codeblock]\n" "Godot tracks all scripting API variables within Variants. Without even " "realizing it, you use Variants all the time. When a particular language " "enforces its own rules for keeping data typed, then that language is " "applying its own custom logic over the base Variant scripting API.\n" "- GDScript automatically wrap values in them. It keeps all data in plain " "Variants by default and then optionally enforces custom static typing rules " "on variable types.\n" "- VisualScript tracks properties inside Variants as well, but it also uses " "static typing. The GUI interface enforces that properties have a particular " "type that doesn't change over time.\n" "- C# is statically typed, but uses the Mono [code]object[/code] type in " "place of Godot's Variant class when it needs to represent a dynamic value. " "[code]object[/code] is the Mono runtime's equivalent of the same concept.\n" "- The statically-typed language NativeScript C++ does not define a built-in " "Variant-like class. Godot's GDNative bindings provide their own godot::" "Variant class for users; Any point at which the C++ code starts interacting " "with the Godot runtime is a place where you might have to start wrapping " "data inside Variant objects.\n" "The global [method @GDScript.typeof] function returns the enumerated value " "of the Variant type stored in the current variable (see [enum Variant." "Type]).\n" "[codeblock]\n" "var foo = 2\n" "match typeof(foo):\n" " TYPE_NIL:\n" " print(\"foo is null\")\n" " TYPE_INTEGER:\n" " print(\"foo is an integer\")\n" " TYPE_OBJECT:\n" " # Note that Objects are their own special category.\n" " # To get the name of the underlying Object type, you need the " "`get_class()` method.\n" " print(\"foo is a(n) %s\" % foo.get_class()) # inject the class name " "into a formatted string.\n" " # Note also that there is not yet any way to get a script's " "`class_name` string easily.\n" " # To fetch that value, you need to dig deeply into a hidden " "ProjectSettings setting: an Array of Dictionaries called " "\"_global_script_classes\".\n" " # Open your project.godot file to see it up close.\n" "[/codeblock]\n" "A Variant takes up only 20 bytes and can store almost any engine datatype " "inside of it. Variants are rarely used to hold information for long periods " "of time. Instead, they are used mainly for communication, editing, " "serialization and moving data around.\n" "Godot has specifically invested in making its Variant class as flexible as " "possible; so much so that it is used for a multitude of operations to " "facilitate communication between all of Godot's systems.\n" "A Variant:\n" "- Can store almost any datatype.\n" "- Can perform operations between many variants. GDScript uses Variant as its " "atomic/native datatype.\n" "- Can be hashed, so it can be compared quickly to other variants.\n" "- Can be used to convert safely between datatypes.\n" "- Can be used to abstract calling methods and their arguments. Godot exports " "all its functions through variants.\n" "- Can be used to defer calls or move data between threads.\n" "- Can be serialized as binary and stored to disk, or transferred via " "network.\n" "- Can be serialized to text and use it for printing values and editable " "settings.\n" "- Can work as an exported property, so the editor can edit it universally.\n" "- Can be used for dictionaries, arrays, parsers, etc.\n" "[b]Containers (Array and Dictionary):[/b] Both are implemented using " "variants. A [Dictionary] can match any datatype used as key to any other " "datatype. An [Array] just holds an array of Variants. Of course, a Variant " "can also hold a [Dictionary] and an [Array] inside, making it even more " "flexible.\n" "Modifications to a container will modify all references to it. A [Mutex] " "should be created to lock it if multi-threaded access is desired." msgstr "" #: doc/classes/VBoxContainer.xml msgid "Vertical box container." msgstr "" #: doc/classes/VBoxContainer.xml msgid "Vertical box container. See [BoxContainer]." msgstr "" #: doc/classes/VBoxContainer.xml msgid "The vertical space between the [VBoxContainer]'s elements." msgstr "" #: doc/classes/Vector2.xml msgid "Vector used for 2D math." msgstr "" #: doc/classes/Vector2.xml msgid "" "2-element structure that can be used to represent positions in 2D space or " "any other pair of numeric values.\n" "[b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/" "code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will " "always evaluate to [code]true[/code]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "3Blue1Brown Essence of Linear Algebra" msgstr "" #: doc/classes/Vector2.xml #, fuzzy msgid "" "Constructs a new Vector2 from the given [code]x[/code] and [code]y[/code]." msgstr "" "[code]path[/code]にある[code]*.fnt[/code]ファイルから、BitmapFontを作成しま" "す。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns a new vector with all components in absolute values (i.e. positive)." msgstr "" #: doc/classes/Vector2.xml msgid "" "Returns this vector's angle with respect to the positive X axis, or [code]" "(1, 0)[/code] vector, in radians.\n" "For example, [code]Vector2.RIGHT.angle()[/code] will return zero, " "[code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter " "turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return " "[code]-PI / 4[/code] (a negative eighth turn, or -45 degrees).\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "vector2_angle.png]Illustration of the returned angle.[/url]\n" "Equivalent to the result of [method @GDScript.atan2] when called with the " "vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code]." msgstr "" #: doc/classes/Vector2.xml msgid "" "Returns the angle to the given vector, in radians.\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "vector2_angle_to.png]Illustration of the returned angle.[/url]" msgstr "" #: doc/classes/Vector2.xml msgid "" "Returns the angle between the line connecting the two points and the X axis, " "in radians.\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/" "vector2_angle_to_point.png]Illustration of the returned angle.[/url]" msgstr "" #: doc/classes/Vector2.xml msgid "" "Returns the aspect ratio of this vector, the ratio of [member x] to [member " "y]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "" #: doc/classes/Vector2.xml msgid "" "Deprecated, please use [method limit_length] instead.\n" "Returns the vector with a maximum length by limiting its length to " "[code]length[/code]." msgstr "" #: doc/classes/Vector2.xml msgid "" "Returns the 2D analog of the cross product for this vector and [code]with[/" "code].\n" "This is the signed area of the parallelogram formed by the two vectors. If " "the second vector is clockwise from the first vector, then the cross product " "is the positive area. If counter-clockwise, the cross product is the " "negative area.\n" "[b]Note:[/b] Cross product is not defined in 2D mathematically. This method " "embeds the 2D vectors in the XY plane of 3D space and uses their cross " "product's Z component as the analog." msgstr "" #: doc/classes/Vector2.xml msgid "" "Cubically interpolates between this vector and [code]b[/code] using " "[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " "result at position [code]weight[/code]. [code]weight[/code] is on the range " "of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns the normalized vector pointing from this vector to [code]b[/code]. " "This is equivalent to using [code](b - a).normalized()[/code]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns the squared distance between this vector and [code]b[/code].\n" "This method runs faster than [method distance_to], so prefer it if you need " "to compare vectors or need the squared distance for some formula." msgstr "" #: doc/classes/Vector2.xml msgid "Returns the distance between this vector and [code]to[/code]." msgstr "このベクトルから [code]to[/code] への距離を返します。" #: doc/classes/Vector2.xml msgid "" "Returns the dot product of this vector and [code]with[/code]. This can be " "used to compare the angle between two vectors. For example, this can be used " "to determine whether an enemy is facing the player.\n" "The dot product will be [code]0[/code] for a straight angle (90 degrees), " "greater than 0 for angles narrower than 90 degrees and lower than 0 for " "angles wider than 90 degrees.\n" "When using unit (normalized) vectors, the result will always be between " "[code]-1.0[/code] (180 degree angle) when the vectors are facing opposite " "directions, and [code]1.0[/code] (0 degree angle) when the vectors are " "aligned.\n" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns [code]true[/code] if this vector and [code]v[/code] are " "approximately equal, by running [method @GDScript.is_equal_approx] on each " "component." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml #, fuzzy msgid "" "Returns [code]true[/code] if the vector is normalized, [code]false[/code] " "otherwise." msgstr "" "ベクトルが正規化されている場合は [code]true[/code] を、そうでなければ false " "を返します。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Returns the length (magnitude) of this vector." msgstr "このベクトルの長さ (大きさ) を返します。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns the squared length (squared magnitude) of this vector.\n" "This method runs faster than [method length], so prefer it if you need to " "compare vectors or need the squared distance for some formula." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns the vector with a maximum length by limiting its length to " "[code]length[/code]." msgstr "" #: doc/classes/Vector2.xml msgid "" "Returns the result of the linear interpolation between this vector and " "[code]to[/code] by amount [code]weight[/code]. [code]weight[/code] is on the " "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml #, fuzzy msgid "" "Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" "code] amount. Will not go past the final value." msgstr "" "もし [code]a[/code] と [code]b[/code] がほとんど等しいならば [code]true[/" "code] を返します。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns the vector scaled to unit length. Equivalent to [code]v / v.length()" "[/code]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns a vector composed of the [method @GDScript.fposmod] of this vector's " "components and [code]mod[/code]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns a vector composed of the [method @GDScript.fposmod] of this vector's " "components and [code]modv[/code]'s components." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml #, fuzzy msgid "Returns this vector projected onto the vector [code]b[/code]." msgstr "このベクトルを別のベクトル [code]b[/code] に投影したものを返します。" #: doc/classes/Vector2.xml #, fuzzy msgid "" "Returns the vector reflected (i.e. mirrored, or symmetric) over a line " "defined by the given direction vector [code]n[/code]." msgstr "このベクトルを別のベクトル [code]b[/code] に投影したものを返します。" #: doc/classes/Vector2.xml msgid "" "Returns the vector rotated by [code]angle[/code] (in radians). See also " "[method @GDScript.deg2rad]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns a new vector with all components rounded to the nearest integer, " "with halfway cases rounded away from zero." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns a new vector with each component set to one or negative one, " "depending on the signs of the components. If a component is zero, it returns " "positive one." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns the result of spherical linear interpolation between this vector and " "[code]to[/code], by amount [code]weight[/code]. [code]weight[/code] is on " "the range of 0.0 to 1.0, representing the amount of interpolation.\n" "[b]Note:[/b] Both vectors must be normalized." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Returns this vector slid along a plane defined by the given normal." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns this vector with each component snapped to the nearest multiple of " "[code]step[/code]. This can also be used to round to an arbitrary number of " "decimals." msgstr "" #: doc/classes/Vector2.xml msgid "" "Returns a perpendicular vector rotated 90 degrees counter-clockwise compared " "to the original, with the same length." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "The vector's X component. Also accessible by using the index position [code]" "[0][/code]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "The vector's Y component. Also accessible by using the index position [code]" "[1][/code]." msgstr "" #: doc/classes/Vector2.xml msgid "Enumerated value for the X axis." msgstr "" #: doc/classes/Vector2.xml msgid "Enumerated value for the Y axis." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Zero vector, a vector with all components set to [code]0[/code]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "One vector, a vector with all components set to [code]1[/code]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Infinity vector, a vector with all components set to [constant @GDScript." "INF]." msgstr "" #: doc/classes/Vector2.xml msgid "Left unit vector. Represents the direction of left." msgstr "" #: doc/classes/Vector2.xml msgid "Right unit vector. Represents the direction of right." msgstr "" #: doc/classes/Vector2.xml msgid "Up unit vector. Y is down in 2D, so this vector points -Y." msgstr "" #: doc/classes/Vector2.xml msgid "Down unit vector. Y is down in 2D, so this vector points +Y." msgstr "" #: doc/classes/Vector3.xml msgid "Vector used for 3D math." msgstr "" #: doc/classes/Vector3.xml msgid "" "3-element structure that can be used to represent positions in 3D space or " "any other triplet of numeric values.\n" "[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/" "code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 " "will always evaluate to [code]true[/code]." msgstr "" #: doc/classes/Vector3.xml #, fuzzy msgid "Returns a Vector3 with the given components." msgstr "指定された名前のアニメーションノードを返します。" #: doc/classes/Vector3.xml #, fuzzy msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "与えられたベクトルに対する最小角度を、ラジアンで返します。" #: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "このベクトルと [code]b[/code] のクロス積を返します。" #: doc/classes/Vector3.xml msgid "" "Performs a cubic interpolation between this vector and [code]b[/code] using " "[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " "result at position [code]weight[/code]. [code]weight[/code] is on the range " "of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml msgid "Returns the distance between this vector and [code]b[/code]." msgstr "このベクトルと [code]b[/code] との距離を返します。" #: doc/classes/Vector3.xml msgid "" "Returns the dot product of this vector and [code]b[/code]. This can be used " "to compare the angle between two vectors. For example, this can be used to " "determine whether an enemy is facing the player.\n" "The dot product will be [code]0[/code] for a straight angle (90 degrees), " "greater than 0 for angles narrower than 90 degrees and lower than 0 for " "angles wider than 90 degrees.\n" "When using unit (normalized) vectors, the result will always be between " "[code]-1.0[/code] (180 degree angle) when the vectors are facing opposite " "directions, and [code]1.0[/code] (0 degree angle) when the vectors are " "aligned.\n" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" "Returns the result of the linear interpolation between this vector and " "[code]to[/code] by amount [code]t[/code]. [code]weight[/code] is on the " "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" #: doc/classes/Vector3.xml msgid "" "Returns the axis of the vector's largest value. See [code]AXIS_*[/code] " "constants. If all components are equal, this method returns [constant " "AXIS_X]." msgstr "" #: doc/classes/Vector3.xml msgid "" "Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] " "constants. If all components are equal, this method returns [constant " "AXIS_Z]." msgstr "" #: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "" #: doc/classes/Vector3.xml #, fuzzy msgid "" "Rotates this vector around a given axis by [code]angle[/code] (in radians). " "The axis must be a normalized vector." msgstr "" "与えられた [code]axis[/code] を中心に [code]phi[/code] で回転させた純粋な回転" "基底行列をラジアンで構築します。軸は、正規化されたベクトルでなければなりませ" "ん。" #: doc/classes/Vector3.xml msgid "" "Returns the signed angle to the given vector, in radians. The sign of the " "angle is positive in a counter-clockwise direction and negative in a " "clockwise direction when viewed from the side specified by the [code]axis[/" "code]." msgstr "" #: doc/classes/Vector3.xml msgid "" "Returns a diagonal matrix with the vector as main diagonal.\n" "This is equivalent to a Basis with no rotation or shearing and this vector's " "components set as the scale." msgstr "" #: doc/classes/Vector3.xml msgid "" "The vector's Z component. Also accessible by using the index position [code]" "[2][/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" "Enumerated value for the X axis. Returned by [method max_axis] and [method " "min_axis]." msgstr "" #: doc/classes/Vector3.xml msgid "" "Enumerated value for the Y axis. Returned by [method max_axis] and [method " "min_axis]." msgstr "" #: doc/classes/Vector3.xml msgid "" "Enumerated value for the Z axis. Returned by [method max_axis] and [method " "min_axis]." msgstr "" #: doc/classes/Vector3.xml msgid "" "Left unit vector. Represents the local direction of left, and the global " "direction of west." msgstr "" #: doc/classes/Vector3.xml msgid "" "Right unit vector. Represents the local direction of right, and the global " "direction of east." msgstr "" #: doc/classes/Vector3.xml msgid "Up unit vector." msgstr "" #: doc/classes/Vector3.xml msgid "Down unit vector." msgstr "" #: doc/classes/Vector3.xml msgid "" "Forward unit vector. Represents the local direction of forward, and the " "global direction of north." msgstr "" #: doc/classes/Vector3.xml msgid "" "Back unit vector. Represents the local direction of back, and the global " "direction of south." msgstr "" #: doc/classes/VehicleBody.xml msgid "Physics body that simulates the behavior of a car." msgstr "" #: doc/classes/VehicleBody.xml msgid "" "This node implements all the physics logic needed to simulate a car. It is " "based on the raycast vehicle system commonly found in physics engines. You " "will need to add a [CollisionShape] for the main body of your vehicle and " "add [VehicleWheel] nodes for the wheels. You should also add a " "[MeshInstance] to this node for the 3D model of your car but this model " "should not include meshes for the wheels. You should control the vehicle by " "using the [member brake], [member engine_force], and [member steering] " "properties and not change the position or orientation of this node " "directly.\n" "[b]Note:[/b] The origin point of your VehicleBody will determine the center " "of gravity of your vehicle so it is better to keep this low and move the " "[CollisionShape] and [MeshInstance] upwards.\n" "[b]Note:[/b] This class has known issues and isn't designed to provide " "realistic 3D vehicle physics. If you want advanced vehicle physics, you will " "probably have to write your own physics integration using another " "[PhysicsBody] class." msgstr "" #: doc/classes/VehicleBody.xml msgid "" "Slows down the vehicle by applying a braking force. The vehicle is only " "slowed down if the wheels are in contact with a surface. The force you need " "to apply to adequately slow down your vehicle depends on the [member " "RigidBody.mass] of the vehicle. For a vehicle with a mass set to 1000, try a " "value in the 25 - 30 range for hard braking." msgstr "" #: doc/classes/VehicleBody.xml msgid "" "Accelerates the vehicle by applying an engine force. The vehicle is only " "sped up if the wheels that have [member VehicleWheel.use_as_traction] set to " "[code]true[/code] and are in contact with a surface. The [member RigidBody." "mass] of the vehicle has an effect on the acceleration of the vehicle. For a " "vehicle with a mass set to 1000, try a value in the 25 - 50 range for " "acceleration.\n" "[b]Note:[/b] The simulation does not take the effect of gears into account, " "you will need to add logic for this if you wish to simulate gears.\n" "A negative value will result in the vehicle reversing." msgstr "" #: doc/classes/VehicleBody.xml msgid "" "The steering angle for the vehicle. Setting this to a non-zero value will " "result in the vehicle turning when it's moving. Wheels that have [member " "VehicleWheel.use_as_steering] set to [code]true[/code] will automatically be " "rotated." msgstr "" #: doc/classes/VehicleWheel.xml msgid "Physics object that simulates the behavior of a wheel." msgstr "" #: doc/classes/VehicleWheel.xml msgid "" "This node needs to be used as a child node of [VehicleBody] and simulates " "the behavior of one of its wheels. This node also acts as a collider to " "detect if the wheel is touching a surface.\n" "[b]Note:[/b] This class has known issues and isn't designed to provide " "realistic 3D vehicle physics. If you want advanced vehicle physics, you will " "probably have to write your own physics integration using another " "[PhysicsBody] class." msgstr "" #: doc/classes/VehicleWheel.xml msgid "" "Returns the contacting body node if valid in the tree, as [Spatial]. At the " "moment, [GridMap] is not supported so the node will be always of type " "[PhysicsBody].\n" "Returns [code]null[/code] if the wheel is not in contact with a surface, or " "the contact body is not a [PhysicsBody]." msgstr "" #: doc/classes/VehicleWheel.xml msgid "Returns the rotational speed of the wheel in revolutions per minute." msgstr "" #: doc/classes/VehicleWheel.xml msgid "" "Returns a value between 0.0 and 1.0 that indicates whether this wheel is " "skidding. 0.0 is skidding (the wheel has lost grip, e.g. icy terrain), 1.0 " "means not skidding (the wheel has full grip, e.g. dry asphalt road)." msgstr "" #: doc/classes/VehicleWheel.xml msgid "Returns [code]true[/code] if this wheel is in contact with a surface." msgstr "" #: doc/classes/VehicleWheel.xml msgid "" "Slows down the wheel by applying a braking force. The wheel is only slowed " "down if it is in contact with a surface. The force you need to apply to " "adequately slow down your vehicle depends on the [member RigidBody.mass] of " "the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - " "30 range for hard braking." msgstr "" #: doc/classes/VehicleWheel.xml msgid "" "The damping applied to the spring when the spring is being compressed. This " "value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the " "car will keep bouncing as the spring keeps its energy. A good value for this " "is around 0.3 for a normal car, 0.5 for a race car." msgstr "" #: doc/classes/VehicleWheel.xml msgid "" "The damping applied to the spring when relaxing. This value should be " "between 0.0 (no damping) and 1.0. This value should always be slightly " "higher than the [member damping_compression] property. For a [member " "damping_compression] value of 0.3, try a relaxation value of 0.5." msgstr "" #: doc/classes/VehicleWheel.xml msgid "" "Accelerates the wheel by applying an engine force. The wheel is only sped up " "if it is in contact with a surface. The [member RigidBody.mass] of the " "vehicle has an effect on the acceleration of the vehicle. For a vehicle with " "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n" "[b]Note:[/b] The simulation does not take the effect of gears into account, " "you will need to add logic for this if you wish to simulate gears.\n" "A negative value will result in the wheel reversing." msgstr "" #: doc/classes/VehicleWheel.xml msgid "" "The steering angle for the wheel. Setting this to a non-zero value will " "result in the vehicle turning when it's moving." msgstr "" #: doc/classes/VehicleWheel.xml msgid "" "The maximum force the spring can resist. This value should be higher than a " "quarter of the [member RigidBody.mass] of the [VehicleBody] or the spring " "will not carry the weight of the vehicle. Good results are often obtained by " "a value that is about 3× to 4× this number." msgstr "" #: doc/classes/VehicleWheel.xml msgid "" "This value defines the stiffness of the suspension. Use a value lower than " "50 for an off-road car, a value between 50 and 100 for a race car and try " "something around 200 for something like a Formula 1 car." msgstr "" #: doc/classes/VehicleWheel.xml msgid "" "This is the distance the suspension can travel. As Godot units are " "equivalent to meters, keep this setting relatively low. Try a value between " "0.1 and 0.3 depending on the type of car." msgstr "" #: doc/classes/VehicleWheel.xml msgid "" "If [code]true[/code], this wheel will be turned when the car steers. This " "value is used in conjunction with [member VehicleBody.steering] and ignored " "if you are using the per-wheel [member steering] value instead." msgstr "" #: doc/classes/VehicleWheel.xml msgid "" "If [code]true[/code], this wheel transfers engine force to the ground to " "propel the vehicle forward. This value is used in conjunction with [member " "VehicleBody.engine_force] and ignored if you are using the per-wheel [member " "engine_force] value instead." msgstr "" #: doc/classes/VehicleWheel.xml msgid "" "This determines how much grip this wheel has. It is combined with the " "friction setting of the surface the wheel is in contact with. 0.0 means no " "grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the " "rear wheels slightly lower than the front wheels, or use a lower value to " "simulate tire wear.\n" "It's best to set this to 1.0 when starting out." msgstr "" #: doc/classes/VehicleWheel.xml msgid "The radius of the wheel in meters." msgstr "" #: doc/classes/VehicleWheel.xml msgid "" "This is the distance in meters the wheel is lowered from its origin point. " "Don't set this to 0.0 and move the wheel into position, instead move the " "origin point of your wheel (the gizmo in Godot) to the position the wheel " "will take when bottoming out, then use the rest length to move the wheel " "down to the position it should be in when the car is in rest." msgstr "" #: doc/classes/VehicleWheel.xml msgid "" "This value affects the roll of your vehicle. If set to 1.0 for all wheels, " "your vehicle will be prone to rolling over, while a value of 0.0 will resist " "body roll." msgstr "" #: doc/classes/VFlowContainer.xml #, fuzzy msgid "Vertical flow container." msgstr "ボックスコンテナの基本クラス。" #: doc/classes/VFlowContainer.xml msgid "Vertical version of [FlowContainer]." msgstr "" #: doc/classes/VideoPlayer.xml msgid "Control for playing video streams." msgstr "" #: doc/classes/VideoPlayer.xml msgid "" "Control node for playing video streams using [VideoStream] resources.\n" "Supported video formats are [url=https://www.webmproject.org/]WebM[/url] " "([code].webm[/code], [VideoStreamWebm]), [url=https://www.theora.org/]Ogg " "Theora[/url] ([code].ogv[/code], [VideoStreamTheora]), and any format " "exposed via a GDNative plugin using [VideoStreamGDNative].\n" "[b]Note:[/b] Due to a bug, VideoPlayer does not support localization " "remapping yet.\n" "[b]Warning:[/b] On HTML5, video playback [i]will[/i] perform poorly due to " "missing architecture-specific assembly optimizations, especially for VP8/VP9." msgstr "" #: doc/classes/VideoPlayer.xml msgid "" "Returns the video stream's name, or [code]\"<No Stream>\"[/code] if no video " "stream is assigned." msgstr "" #: doc/classes/VideoPlayer.xml #, fuzzy msgid "Returns the current frame as a [Texture]." msgstr "与えられたフレームの [Texture2D] を返します。" #: doc/classes/VideoPlayer.xml msgid "" "Returns [code]true[/code] if the video is playing.\n" "[b]Note:[/b] The video is still considered playing if paused during playback." msgstr "" #: doc/classes/VideoPlayer.xml msgid "" "Starts the video playback from the beginning. If the video is paused, this " "will not unpause the video." msgstr "" #: doc/classes/VideoPlayer.xml msgid "" "Stops the video playback and sets the stream position to 0.\n" "[b]Note:[/b] Although the stream position will be set to 0, the first frame " "of the video stream won't become the current frame." msgstr "" #: doc/classes/VideoPlayer.xml msgid "The embedded audio track to play." msgstr "" #: doc/classes/VideoPlayer.xml msgid "If [code]true[/code], playback starts when the scene loads." msgstr "" #: doc/classes/VideoPlayer.xml msgid "Amount of time in milliseconds to store in buffer while playing." msgstr "" #: doc/classes/VideoPlayer.xml msgid "Audio bus to use for sound playback." msgstr "" #: doc/classes/VideoPlayer.xml msgid "" "If [code]true[/code], the video scales to the control size. Otherwise, the " "control minimum size will be automatically adjusted to match the video " "stream's dimensions." msgstr "" #: doc/classes/VideoPlayer.xml msgid "If [code]true[/code], the video is paused." msgstr "" #: doc/classes/VideoPlayer.xml msgid "The assigned video stream. See description for supported formats." msgstr "" #: doc/classes/VideoPlayer.xml msgid "" "The current position of the stream, in seconds.\n" "[b]Note:[/b] Changing this value won't have any effect as seeking is not " "implemented yet, except in video formats implemented by a GDNative add-on." msgstr "" #: doc/classes/VideoPlayer.xml msgid "Audio volume as a linear value." msgstr "" #: doc/classes/VideoPlayer.xml msgid "Audio volume in dB." msgstr "" #: doc/classes/VideoPlayer.xml msgid "Emitted when playback is finished." msgstr "" #: doc/classes/VideoStream.xml msgid "Base resource for video streams." msgstr "" #: doc/classes/VideoStream.xml msgid "" "Base resource type for all video streams. Classes that derive from " "[VideoStream] can all be used as resource types to play back videos in " "[VideoPlayer]." msgstr "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml msgid "[VideoStream] resource for video formats implemented via GDNative." msgstr "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml msgid "" "[VideoStream] resource for video formats implemented via GDNative.\n" "It can be used via [url=https://github.com/KidRigger/godot-" "videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg." "org]FFmpeg[/url] library." msgstr "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml msgid "Returns the video file handled by this [VideoStreamGDNative]." msgstr "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml msgid "" "Sets the video file that this [VideoStreamGDNative] resource handles. The " "supported extensions depend on the GDNative plugins used to expose video " "formats." msgstr "" #: modules/theora/doc_classes/VideoStreamTheora.xml msgid "[VideoStream] resource for Ogg Theora videos." msgstr "" #: modules/theora/doc_classes/VideoStreamTheora.xml msgid "" "[VideoStream] resource handling the [url=https://www.theora.org/]Ogg Theora[/" "url] video format with [code].ogv[/code] extension. The Theora codec is less " "efficient than [VideoStreamWebm]'s VP8 and VP9, but it requires less CPU " "resources to decode. The Theora codec is decoded on the CPU.\n" "[b]Note:[/b] While Ogg Theora videos can also have an [code].ogg[/code] " "extension, you will have to rename the extension to [code].ogv[/code] to use " "those videos within Godot." msgstr "" #: modules/theora/doc_classes/VideoStreamTheora.xml msgid "Returns the Ogg Theora video file handled by this [VideoStreamTheora]." msgstr "" #: modules/theora/doc_classes/VideoStreamTheora.xml msgid "" "Sets the Ogg Theora video file that this [VideoStreamTheora] resource " "handles. The [code]file[/code] name should have the [code].ogv[/code] " "extension." msgstr "" #: modules/webm/doc_classes/VideoStreamWebm.xml msgid "[VideoStream] resource for WebM videos." msgstr "" #: modules/webm/doc_classes/VideoStreamWebm.xml msgid "" "[VideoStream] resource handling the [url=https://www.webmproject.org/]WebM[/" "url] video format with [code].webm[/code] extension. Both the VP8 and VP9 " "codecs are supported. The VP8 and VP9 codecs are more efficient than " "[VideoStreamTheora], but they require more CPU resources to decode " "(especially VP9). Both the VP8 and VP9 codecs are decoded on the CPU.\n" "[b]Note:[/b] Alpha channel (also known as transparency) is not supported. " "The video will always appear to have a black background, even if it " "originally contains an alpha channel.\n" "[b]Note:[/b] There are known bugs and performance issues with WebM video " "playback in Godot. If you run into problems, try using the Ogg Theora format " "instead: [VideoStreamTheora]" msgstr "" #: modules/webm/doc_classes/VideoStreamWebm.xml msgid "Returns the WebM video file handled by this [VideoStreamWebm]." msgstr "" #: modules/webm/doc_classes/VideoStreamWebm.xml msgid "" "Sets the WebM video file that this [VideoStreamWebm] resource handles. The " "[code]file[/code] name should have the [code].webm[/code] extension." msgstr "" #: doc/classes/Viewport.xml msgid "Creates a sub-view into the screen." msgstr "" #: doc/classes/Viewport.xml msgid "" "A Viewport creates a different view into the screen, or a sub-view inside " "another viewport. Children 2D Nodes will display on it, and children Camera " "3D nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so they don't share " "what they draw with other viewports.\n" "If a viewport is a child of a [ViewportContainer], it will automatically " "take up its size, otherwise it must be set manually.\n" "Viewports can also choose to be audio listeners, so they generate positional " "audio depending on a 2D or 3D camera child of it.\n" "Also, viewports can be assigned to different screens in case the devices " "have multiple screens.\n" "Finally, viewports can also behave as render targets, in which case they " "will not be visible unless the associated texture is used to draw.\n" "[b]Note:[/b] By default, a newly created Viewport in Godot 3.x will appear " "to be upside down. Enabling [member render_target_v_flip] will display the " "Viewport with the correct orientation." msgstr "" #: doc/classes/Viewport.xml msgid "Viewports tutorial index" msgstr "" #: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml msgid "3D in 2D Demo" msgstr "" #: doc/classes/Viewport.xml msgid "Screen Capture Demo" msgstr "" #: doc/classes/Viewport.xml msgid "Dynamic Split Screen Demo" msgstr "" #: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml msgid "3D Viewport Scaling Demo" msgstr "" #: doc/classes/Viewport.xml msgid "" "Returns the first valid [World] for this viewport, searching the [member " "world] property of itself and any Viewport ancestor." msgstr "" #: doc/classes/Viewport.xml msgid "" "Returns the first valid [World2D] for this viewport, searching the [member " "world_2d] property of itself and any Viewport ancestor." msgstr "" #: doc/classes/Viewport.xml msgid "Returns the active 3D camera." msgstr "" #: doc/classes/Viewport.xml msgid "Returns the total transform of the viewport." msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "Returns the topmost modal in the stack." msgstr "[AudioStream] の位置を返します。" #: doc/classes/Viewport.xml msgid "" "Returns the mouse's position in this [Viewport] using the coordinate system " "of this [Viewport]." msgstr "" #: doc/classes/Viewport.xml msgid "Returns information about the viewport from the rendering pipeline." msgstr "" #: doc/classes/Viewport.xml msgid "Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant." msgstr "" #: doc/classes/Viewport.xml msgid "Returns the size override set with [method set_size_override]." msgstr "" #: doc/classes/Viewport.xml msgid "" "Returns the viewport's texture.\n" "[b]Note:[/b] Due to the way OpenGL works, the resulting [ViewportTexture] is " "flipped vertically. You can use [method Image.flip_y] on the result of " "[method Texture.get_data] to flip it back, for example:\n" "[codeblock]\n" "var img = get_viewport().get_texture().get_data()\n" "img.flip_y()\n" "[/codeblock]" msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "Returns the viewport's RID from the [VisualServer]." msgstr "行列の逆行列を返します。" #: doc/classes/Viewport.xml msgid "Returns the visible rectangle in global screen coordinates." msgstr "" #: doc/classes/Viewport.xml msgid "" "Returns the drag data from the GUI, that was previously returned by [method " "Control.get_drag_data]." msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "Returns [code]true[/code] if there are visible modals on-screen." msgstr "配列が空の場合は[code]true[/code]を返します。" #: doc/classes/Viewport.xml #, fuzzy msgid "Returns [code]true[/code] if the drag operation is successful." msgstr "配列が空の場合は[code]true[/code]を返します。" #: doc/classes/Viewport.xml msgid "" "Returns [code]true[/code] if the viewport is currently performing a drag " "operation.\n" "Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node." "NOTIFICATION_DRAG_END] when you prefer polling the value." msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "" "Returns [code]true[/code] if the size override is enabled. See [method " "set_size_override]." msgstr "" "指定したフラグが有効な場合、[code]true[/code] を返します。オプションについて" "は [enum Flags] 列挙子を参照してください。" #: doc/classes/Viewport.xml msgid "" "Attaches this [Viewport] to the root [Viewport] with the specified " "rectangle. This bypasses the need for another node to display this " "[Viewport] but makes you responsible for updating the position of this " "[Viewport] manually." msgstr "" #: doc/classes/Viewport.xml msgid "Stops the input from propagating further down the [SceneTree]." msgstr "" #: doc/classes/Viewport.xml msgid "" "Sets the number of subdivisions to use in the specified quadrant. A higher " "number of subdivisions allows you to have more shadows in the scene at once, " "but reduces the quality of the shadows. A good practice is to have quadrants " "with a varying number of subdivisions and to have as few subdivisions as " "possible." msgstr "" #: doc/classes/Viewport.xml msgid "" "Sets the size override of the viewport. If the [code]enable[/code] parameter " "is [code]true[/code] the override is used, otherwise it uses the default " "size. If the size parameter is [code](-1, -1)[/code], it won't update the " "size." msgstr "" #: doc/classes/Viewport.xml msgid "Forces update of the 2D and 3D worlds." msgstr "" #: doc/classes/Viewport.xml msgid "" "Moves the mouse pointer to the specified position in this [Viewport] using " "the coordinate system of this [Viewport]." msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "If [code]true[/code], the viewport will be used in AR/VR process." msgstr "[code]true[/code] であれば、[AnimationTree] のプロセスを行います。" #: doc/classes/Viewport.xml msgid "If [code]true[/code], the viewport will process 2D audio streams." msgstr "" #: doc/classes/Viewport.xml msgid "If [code]true[/code], the viewport will process 3D audio streams." msgstr "" #: doc/classes/Viewport.xml 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." msgstr "" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " "significantly less visible. In some cases, debanding may introduce a " "slightly noticeable dithering pattern. It's recommended to enable debanding " "only when actually needed since the dithering pattern will make lossless-" "compressed screenshots larger.\n" "[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be " "[code]true[/code] for debanding to be effective." msgstr "" #: doc/classes/Viewport.xml msgid "The overlay mode for test rendered geometry in debug purposes." msgstr "" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the viewport will disable 3D rendering. For actual " "disabling use [code]usage[/code]." msgstr "" #: doc/classes/Viewport.xml msgid "" "Enables fast approximate antialiasing. FXAA is a popular screen-space " "antialiasing method, which is fast but will make the image look blurry, " "especially at lower resolutions. It can still work relatively well at large " "resolutions such as 1440p and 4K. Some of the lost sharpness can be " "recovered by enabling contrast-adaptive sharpening (see [member " "sharpen_intensity])." msgstr "" #: doc/classes/Viewport.xml msgid "" "The global canvas transform of the viewport. The canvas transform is " "relative to this." msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "If [code]true[/code], the viewport will not receive input events." msgstr "[code]true[/code] であれば、テクスチャは中央になります。" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the GUI controls on the viewport will lay pixel " "perfectly." msgstr "" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " "values that are outside the 0-1 range. In Godot, HDR uses half floating-" "point precision (16-bit) by default. To use full floating-point precision " "(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " "[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the result after 3D rendering will not have a linear " "to sRGB color conversion applied. This is important when the viewport is " "used as a render target where the result is used as a texture on a 3D object " "rendered in another viewport. It is also important if the viewport is used " "to create data that is not color based (noise, heightmaps, pickmaps, etc.). " "Do not enable this when the viewport is used as a texture on a 2D object or " "if the viewport is your final output. For the GLES2 driver this will convert " "the sRGB output to linear, this should only be used for VR plugins that " "require input in linear color space!" msgstr "" #: doc/classes/Viewport.xml msgid "" "The multisample anti-aliasing mode. A higher number results in smoother " "edges at the cost of significantly worse performance. A value of 4 is best " "unless targeting very high-end systems." msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "" "If [code]true[/code], the viewport will use a unique copy of the [World] " "defined in [member world]." msgstr "" "[code]true[/code] の場合、インデックス [code]bus_idx[/code] のバスをミュート" "します。" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the objects rendered by viewport become subjects of " "mouse picking process." msgstr "" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], renders the Viewport directly to the screen instead of " "to the root viewport. Only available in GLES2. This is a low-level " "optimization and should not be used in most cases. If used, reading from the " "Viewport or from [code]SCREEN_TEXTURE[/code] becomes unavailable. For more " "information see [method VisualServer.viewport_set_render_direct_to_screen]." msgstr "" #: doc/classes/Viewport.xml msgid "" "The clear mode when viewport used as a render target.\n" "[b]Note:[/b] This property is intended for 2D usage." msgstr "" #: doc/classes/Viewport.xml msgid "The update mode when viewport used as a render target." msgstr "" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the result of rendering will be flipped vertically. " "Since Viewports in Godot 3.x render upside-down, it's recommended to set " "this to [code]true[/code] in most situations." msgstr "" #: doc/classes/Viewport.xml msgid "The subdivision amount of the first quadrant on the shadow atlas." msgstr "" #: doc/classes/Viewport.xml msgid "The subdivision amount of the second quadrant on the shadow atlas." msgstr "" #: doc/classes/Viewport.xml msgid "The subdivision amount of the third quadrant on the shadow atlas." msgstr "" #: doc/classes/Viewport.xml msgid "The subdivision amount of the fourth quadrant on the shadow atlas." msgstr "" #: doc/classes/Viewport.xml msgid "" "The shadow atlas' resolution (used for omni and spot lights). The value will " "be rounded up to the nearest power of 2.\n" "[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " "directional shadows won't be visible. Since user-created viewports default " "to a value of [code]0[/code], this value must be set above [code]0[/code] " "manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml msgid "" "If set to a value greater than [code]0.0[/code], contrast-adaptive " "sharpening will be applied to the 3D viewport. This has a low performance " "cost and can be used to recover some of the sharpness lost from using FXAA. " "Values around [code]0.5[/code] generally give the best results. See also " "[member fxaa]." msgstr "" #: doc/classes/Viewport.xml msgid "" "The width and height of viewport. Must be set to a value greater than or " "equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed." msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "If [code]true[/code], the size override affects stretch as well." msgstr "[code]true[/code] の場合、バックライト効果が有効になります。" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the viewport should render its background as " "transparent." msgstr "" #: doc/classes/Viewport.xml msgid "" "The rendering mode of viewport.\n" "[b]Note:[/b] If set to [constant USAGE_2D] or [constant " "USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " "HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], allocates the viewport's framebuffer with full " "floating-point precision (32-bit) instead of half floating-point precision " "(16-bit). Only effective when [member hdr] is also enabled.\n" "[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " "full floating-point precision is slower, and is generally only needed for " "advanced shaders that require a high level of precision. To reduce banding, " "enable [member debanding] instead.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml msgid "The custom [World2D] which can be used as 2D environment source." msgstr "" #: doc/classes/Viewport.xml msgid "Emitted when a Control node grabs keyboard focus." msgstr "" #: doc/classes/Viewport.xml msgid "" "Emitted when the size of the viewport is changed, whether by [method " "set_size_override], resize of window, or some other means." msgstr "" #: doc/classes/Viewport.xml msgid "Do not update the render target." msgstr "" #: doc/classes/Viewport.xml msgid "" "Update the render target once, then switch to [constant UPDATE_DISABLED]." msgstr "" #: doc/classes/Viewport.xml msgid "" "Update the render target only when it is visible. This is the default value." msgstr "" #: doc/classes/Viewport.xml msgid "Always update the render target." msgstr "" #: doc/classes/Viewport.xml msgid "This quadrant will not be used." msgstr "" #: doc/classes/Viewport.xml msgid "This quadrant will only be used by one shadow map." msgstr "" #: doc/classes/Viewport.xml msgid "This quadrant will be split in 4 and used by up to 4 shadow maps." msgstr "" #: doc/classes/Viewport.xml msgid "This quadrant will be split 16 ways and used by up to 16 shadow maps." msgstr "" #: doc/classes/Viewport.xml msgid "This quadrant will be split 64 ways and used by up to 64 shadow maps." msgstr "" #: doc/classes/Viewport.xml msgid "" "This quadrant will be split 256 ways and used by up to 256 shadow maps. " "Unless the [member shadow_atlas_size] is very high, the shadows in this " "quadrant will be very low resolution." msgstr "" #: doc/classes/Viewport.xml msgid "" "This quadrant will be split 1024 ways and used by up to 1024 shadow maps. " "Unless the [member shadow_atlas_size] is very high, the shadows in this " "quadrant will be very low resolution." msgstr "" #: doc/classes/Viewport.xml msgid "Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum." msgstr "" #: doc/classes/Viewport.xml msgid "Amount of objects in frame." msgstr "" #: doc/classes/Viewport.xml msgid "Amount of vertices in frame." msgstr "" #: doc/classes/Viewport.xml msgid "Amount of material changes in frame." msgstr "" #: doc/classes/Viewport.xml msgid "Amount of shader changes in frame." msgstr "" #: doc/classes/Viewport.xml msgid "Amount of surface changes in frame." msgstr "" #: doc/classes/Viewport.xml msgid "Amount of draw calls in frame." msgstr "" #: doc/classes/Viewport.xml msgid "Amount of items or joined items in frame." msgstr "" #: doc/classes/Viewport.xml msgid "Represents the size of the [enum RenderInfo] enum." msgstr "" #: doc/classes/Viewport.xml msgid "Objects are displayed normally." msgstr "" #: doc/classes/Viewport.xml msgid "Objects are displayed without light information." msgstr "" #: doc/classes/Viewport.xml msgid "" "Objected are displayed semi-transparent with additive blending so you can " "see where they intersect." msgstr "" #: doc/classes/Viewport.xml msgid "Objects are displayed in wireframe style." msgstr "" #: doc/classes/Viewport.xml msgid "Multisample anti-aliasing mode disabled. This is the default value." msgstr "" #: doc/classes/Viewport.xml msgid "Use 2x Multisample Antialiasing." msgstr "" #: doc/classes/Viewport.xml msgid "Use 4x Multisample Antialiasing." msgstr "" #: doc/classes/Viewport.xml msgid "" "Use 8x Multisample Antialiasing. Likely unsupported on low-end and older " "hardware." msgstr "" #: doc/classes/Viewport.xml msgid "" "Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end " "hardware." msgstr "" #: doc/classes/Viewport.xml msgid "" "Allocates all buffers needed for drawing 2D scenes. This takes less VRAM " "than the 3D usage modes. Note that 3D rendering effects such as glow and HDR " "are not available when using this mode." msgstr "" #: doc/classes/Viewport.xml msgid "" "Allocates buffers needed for 2D scenes without allocating a buffer for " "screen copy. Accordingly, you cannot read from the screen. Of the [enum " "Usage] types, this requires the least VRAM. Note that 3D rendering effects " "such as glow and HDR are not available when using this mode." msgstr "" #: doc/classes/Viewport.xml msgid "" "Allocates full buffers for drawing 3D scenes and all 3D effects including " "buffers needed for 2D scenes and effects." msgstr "" #: doc/classes/Viewport.xml msgid "" "Allocates buffers needed for drawing 3D scenes. But does not allocate " "buffers needed for reading from the screen and post-processing effects. " "Saves some VRAM." msgstr "" #: doc/classes/Viewport.xml msgid "Always clear the render target before drawing." msgstr "" #: doc/classes/Viewport.xml msgid "Never clear the render target." msgstr "" #: doc/classes/Viewport.xml msgid "" "Clear the render target next frame, then switch to [constant " "CLEAR_MODE_NEVER]." msgstr "" #: doc/classes/ViewportContainer.xml msgid "Control for holding [Viewport]s." msgstr "" #: doc/classes/ViewportContainer.xml msgid "" "A [Container] node that holds a [Viewport], automatically setting its size.\n" "[b]Note:[/b] Changing a ViewportContainer's [member Control.rect_scale] will " "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)." msgstr "" #: doc/classes/ViewportContainer.xml #, fuzzy msgid "" "If [code]true[/code], the viewport will be scaled to the control's size." msgstr "[code]true[/code] であれば、テクスチャは中央になります。" #: doc/classes/ViewportContainer.xml msgid "" "Divides the 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 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 "" #: doc/classes/ViewportTexture.xml msgid "Texture which displays the content of a [Viewport]." msgstr "" #: doc/classes/ViewportTexture.xml msgid "" "Displays the content of a [Viewport] node as a dynamic [Texture]. This can " "be used to mix controls, 2D, and 3D elements in the same scene.\n" "To create a ViewportTexture in code, use the [method Viewport.get_texture] " "method on the target viewport." msgstr "" #: doc/classes/ViewportTexture.xml msgid "" "The path to the [Viewport] node to display. This is relative to the scene " "root, not to the node which uses the texture." msgstr "" #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "Enables certain nodes only when approximately visible." msgstr "" #: doc/classes/VisibilityEnabler.xml msgid "" "The VisibilityEnabler will disable [RigidBody] and [AnimationPlayer] nodes " "when they are not visible. It will only affect other nodes within the same " "scene as the VisibilityEnabler itself.\n" "If you just want to receive notifications, use [VisibilityNotifier] " "instead.\n" "[b]Note:[/b] VisibilityEnabler uses an approximate heuristic for performance " "reasons. It doesn't take walls and other occlusion into account (unless you " "are using [Portal]s). The heuristic is an implementation detail and may " "change in future versions. If you need precise visibility checking, use " "another method such as adding an [Area] node as a child of a [Camera] node " "and/or [method Vector3.dot].\n" "[b]Note:[/b] VisibilityEnabler will not affect nodes added after scene " "initialization." msgstr "" #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "" "Returns whether the enabler identified by given [enum Enabler] constant is " "active." msgstr "" #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "" "Sets active state of the enabler identified by given [enum Enabler] constant." msgstr "" #: doc/classes/VisibilityEnabler.xml #, fuzzy msgid "If [code]true[/code], [RigidBody] nodes will be paused." msgstr "[code]true[/code]の場合、[code]tap1[/code]が有効になります。" #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "If [code]true[/code], [AnimationPlayer] nodes will be paused." msgstr "" #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "This enabler will pause [AnimationPlayer] nodes." msgstr "" #: doc/classes/VisibilityEnabler.xml msgid "This enabler will freeze [RigidBody] nodes." msgstr "" #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "Represents the size of the [enum Enabler] enum." msgstr "" #: doc/classes/VisibilityEnabler2D.xml msgid "" "The VisibilityEnabler2D will disable [RigidBody2D], [AnimationPlayer], and " "other nodes when they are not visible. It will only affect nodes with the " "same root node as the VisibilityEnabler2D, and the root node itself.\n" "If you just want to receive notifications, use [VisibilityNotifier2D] " "instead.\n" "[b]Note:[/b] For performance reasons, VisibilityEnabler2D uses an " "approximate heuristic with precision determined by [member ProjectSettings." "world/2d/cell_size]. If you need precise visibility checking, use another " "method such as adding an [Area2D] node as a child of a [Camera2D] node.\n" "[b]Note:[/b] VisibilityEnabler2D will not affect nodes added after scene " "initialization." msgstr "" #: doc/classes/VisibilityEnabler2D.xml msgid "If [code]true[/code], [RigidBody2D] nodes will be paused." msgstr "" #: doc/classes/VisibilityEnabler2D.xml #, fuzzy msgid "If [code]true[/code], [AnimatedSprite] nodes will be paused." msgstr "[code]true[/code] であれば、[AnimationTree] のプロセスを行います。" #: doc/classes/VisibilityEnabler2D.xml #, fuzzy msgid "If [code]true[/code], [Particles2D] nodes will be paused." msgstr "[code]true[/code]の場合、[code]tap1[/code]が有効になります。" #: doc/classes/VisibilityEnabler2D.xml msgid "" "If [code]true[/code], the parent's [method Node._physics_process] will be " "stopped." msgstr "" #: doc/classes/VisibilityEnabler2D.xml msgid "" "If [code]true[/code], the parent's [method Node._process] will be stopped." msgstr "" #: doc/classes/VisibilityEnabler2D.xml msgid "This enabler will freeze [RigidBody2D] nodes." msgstr "" #: doc/classes/VisibilityEnabler2D.xml msgid "This enabler will stop [Particles2D] nodes." msgstr "" #: doc/classes/VisibilityEnabler2D.xml msgid "This enabler will stop the parent's [method Node._process] function." msgstr "" #: doc/classes/VisibilityEnabler2D.xml #, fuzzy msgid "" "This enabler will stop the parent's [method Node._physics_process] function." msgstr "" "アニメーションは物理フレーム中に進行します (すなわち [method Node." "_physics_process])。" #: doc/classes/VisibilityEnabler2D.xml msgid "This enabler will stop [AnimatedSprite] nodes animations." msgstr "" #: doc/classes/VisibilityNotifier.xml doc/classes/VisibilityNotifier2D.xml msgid "Detects approximately when the node is visible on screen." msgstr "" #: doc/classes/VisibilityNotifier.xml msgid "" "The VisibilityNotifier detects when it is visible on the screen. It also " "notifies when its bounding rectangle enters or exits the screen or a " "[Camera]'s view.\n" "If you want nodes to be disabled automatically when they exit the screen, " "use [VisibilityEnabler] instead.\n" "[b]Note:[/b] VisibilityNotifier uses an approximate heuristic for " "performance reasons. It doesn't take walls and other occlusion into account " "(unless you are using [Portal]s). The heuristic is an implementation detail " "and may change in future versions. If you need precise visibility checking, " "use another method such as adding an [Area] node as a child of a [Camera] " "node and/or [method Vector3.dot]." msgstr "" #: doc/classes/VisibilityNotifier.xml msgid "" "If [code]true[/code], the bounding box is on the screen.\n" "[b]Note:[/b] It takes one frame for the node's visibility to be assessed " "once added to the scene tree, so this method will return [code]false[/code] " "right after it is instantiated, even if it will be on screen in the draw " "pass." msgstr "" #: doc/classes/VisibilityNotifier.xml msgid "The VisibilityNotifier's bounding box." msgstr "" #: doc/classes/VisibilityNotifier.xml msgid "" "In addition to checking whether a node is on screen or within a [Camera]'s " "view, VisibilityNotifier can also optionally check whether a node is within " "a specified maximum distance when using a [Camera] with perspective " "projection. This is useful for throttling the performance requirements of " "nodes that are far away.\n" "[b]Note:[/b] This feature will be disabled if set to 0.0." msgstr "" #: doc/classes/VisibilityNotifier.xml msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view." msgstr "" #: doc/classes/VisibilityNotifier.xml msgid "Emitted when the VisibilityNotifier exits a [Camera]'s view." msgstr "" #: doc/classes/VisibilityNotifier.xml #, fuzzy msgid "Emitted when the VisibilityNotifier enters the screen." msgstr "ボタンの長押しが開始されたときに発信されます。" #: doc/classes/VisibilityNotifier.xml #, fuzzy msgid "Emitted when the VisibilityNotifier exits the screen." msgstr "ボタンの長押しが開始されたときに発信されます。" #: doc/classes/VisibilityNotifier2D.xml msgid "" "The VisibilityNotifier2D detects when it is visible on the screen. It also " "notifies when its bounding rectangle enters or exits the screen or a " "viewport.\n" "If you want nodes to be disabled automatically when they exit the screen, " "use [VisibilityEnabler2D] instead.\n" "[b]Note:[/b] For performance reasons, VisibilityNotifier2D uses an " "approximate heuristic with precision determined by [member ProjectSettings." "world/2d/cell_size]. If you need precise visibility checking, use another " "method such as adding an [Area2D] node as a child of a [Camera2D] node." msgstr "" #: doc/classes/VisibilityNotifier2D.xml msgid "" "If [code]true[/code], the bounding rectangle is on the screen.\n" "[b]Note:[/b] It takes one frame for the node's visibility to be assessed " "once added to the scene tree, so this method will return [code]false[/code] " "right after it is instantiated, even if it will be on screen in the draw " "pass." msgstr "" #: doc/classes/VisibilityNotifier2D.xml msgid "The VisibilityNotifier2D's bounding rectangle." msgstr "" #: doc/classes/VisibilityNotifier2D.xml msgid "Emitted when the VisibilityNotifier2D enters the screen." msgstr "" #: doc/classes/VisibilityNotifier2D.xml msgid "Emitted when the VisibilityNotifier2D exits the screen." msgstr "" #: doc/classes/VisibilityNotifier2D.xml msgid "Emitted when the VisibilityNotifier2D enters a [Viewport]'s view." msgstr "" #: doc/classes/VisibilityNotifier2D.xml msgid "Emitted when the VisibilityNotifier2D exits a [Viewport]'s view." msgstr "" #: doc/classes/VisualInstance.xml msgid "Parent of all visual 3D nodes." msgstr "" #: doc/classes/VisualInstance.xml msgid "" "The [VisualInstance] is used to connect a resource to a visual " "representation. All visual 3D nodes inherit from the [VisualInstance]. In " "general, you should not access the [VisualInstance] properties directly as " "they are accessed and managed by the nodes that inherit from " "[VisualInstance]. [VisualInstance] is the node representation of the " "[VisualServer] instance." msgstr "" #: doc/classes/VisualInstance.xml msgid "" "Returns the [AABB] (also known as the bounding box) for this " "[VisualInstance]. See also [method get_transformed_aabb]." msgstr "" #: doc/classes/VisualInstance.xml msgid "" "Returns the RID of the resource associated with this [VisualInstance]. For " "example, if the Node is a [MeshInstance], this will return the RID of the " "associated [Mesh]." msgstr "" #: doc/classes/VisualInstance.xml msgid "" "Returns the RID of this instance. This RID is the same as the RID returned " "by [method VisualServer.instance_create]. This RID is needed if you want to " "call [VisualServer] functions directly on this [VisualInstance]." msgstr "" #: doc/classes/VisualInstance.xml msgid "" "Returns [code]true[/code] when the specified layer is enabled in [member " "layers] and [code]false[/code] otherwise." msgstr "" #: doc/classes/VisualInstance.xml msgid "" "Returns the transformed [AABB] (also known as the bounding box) for this " "[VisualInstance].\n" "Transformed in this case means the [AABB] plus the position, rotation, and " "scale of the [Spatial]'s [Transform]. See also [method get_aabb]." msgstr "" #: doc/classes/VisualInstance.xml msgid "" "Sets the resource that is instantiated by this [VisualInstance], which " "changes how the engine handles the [VisualInstance] under the hood. " "Equivalent to [method VisualServer.instance_set_base]." msgstr "" #: doc/classes/VisualInstance.xml msgid "Enables a particular layer in [member layers]." msgstr "" #: doc/classes/VisualInstance.xml msgid "" "The render layer(s) this [VisualInstance] is drawn on.\n" "This object will only be visible for [Camera]s whose cull mask includes the " "render object this [VisualInstance] is set to." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "A script implemented in the Visual Script programming environment." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "A script implemented in the Visual Script programming environment. The " "script extends the functionality of all objects that instance it.\n" "[method Object.set_script] extends an existing object, if that object's " "class matches one of the script's base classes.\n" "You are most likely to use this class via the Visual Script editor or when " "writing plugins for it." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Add a custom signal with the specified name to the VisualScript." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Add a function with the specified name to the VisualScript." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Add a node to a function of the VisualScript." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Add a variable to the VisualScript, optionally giving it a default value or " "marking it as exported." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Add an argument to a custom signal added with [method add_custom_signal]." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Get the count of a custom signal's arguments." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Get the name of a custom signal's argument." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Get the type of a custom signal's argument." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a specific custom signal's argument." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Rename a custom signal's argument." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the type of a custom signal's argument." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Swap two of the arguments of a custom signal." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Connect two data ports. The value of [code]from_node[/code]'s " "[code]from_port[/code] would be fed into [code]to_node[/code]'s " "[code]to_port[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Disconnect two data ports previously connected with [method data_connect]." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns the id of a function's entry point node." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns the position of the center of the screen for a given function." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns a node given its id and its function." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns a node's position in pixels." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns the default (initial) value of a variable." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether a variable is exported." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Returns the information for a given variable as a dictionary. The " "information includes its name, type, hint and usage." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether a signal exists with the specified name." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether the specified data ports are connected." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether a function exists with the specified name." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether a node exists with the given id." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether the specified sequence ports are connected." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether a variable exists with the specified name." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a custom signal with the given name." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a specific function and its nodes from the script." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a specific node." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Remove a variable with the given name." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the name of a custom signal." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the name of a function." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the name of a variable." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Connect two sequence ports. The execution will flow from of [code]from_node[/" "code]'s [code]from_output[/code] into [code]to_node[/code].\n" "Unlike [method data_connect], there isn't a [code]to_port[/code], since the " "target node can have only one sequence port." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Disconnect two sequence ports previously connected with [method " "sequence_connect]." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Position the center of the screen for a function." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Set the base type of the script." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Position a node on the screen." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change the default (initial) value of a variable." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Change whether a variable is exported." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Set a variable's info, using the same format as [method get_variable_info]." msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Emitted when the ports of a node are changed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml msgid "A Visual Script node representing a constant from the base types." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml msgid "" "A Visual Script node representing a constant from base types, such as " "[constant Vector3.AXIS_X]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml msgid "The type to get the constant from." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml msgid "The name of the constant to return." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "A Visual Script node used to call built-in functions." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "A built-in function used inside a [VisualScript]. It is usually a math " "function or an utility function.\n" "See also [@GDScript], for the same functions in the GDScript language." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "The function to be executed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the sine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the cosine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the tangent of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the hyperbolic sine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the hyperbolic cosine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the hyperbolic tangent of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the arc sine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the arc cosine of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the arc tangent of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the arc tangent of the input, using the signs of both parameters to " "determine the exact angle." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the square root of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the remainder of one input divided by the other, using floating-point " "numbers." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the positive remainder of one input divided by the other, using " "floating-point numbers." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the input rounded down." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the input rounded up." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the input rounded to the nearest integer." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the absolute value of the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the sign of the input, turning it into 1, -1, or 0. Useful to " "determine if the input is positive or negative." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the input raised to a given power." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the natural logarithm of the input. Note that this is not the typical " "base-10 logarithm function calculators use." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the mathematical constant [b]e[/b] raised to the specified power of " "the input. [b]e[/b] has an approximate value of 2.71828." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return whether the input is NaN (Not a Number) or not. NaN is usually " "produced by dividing 0 by 0, though other ways exist." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return whether the input is an infinite floating-point number or not. " "Infinity is usually produced by dividing a number by 0, though other ways " "exist." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Easing function, based on exponent. 0 is constant, 1 is linear, 0 to 1 is " "ease-in, 1+ is ease out. Negative values are in-out/out in." msgstr "" "指数によるイージング関数です。0 は不変、1 は等速、0 から 1 の間はイーズイン、" "1 より上はイーズアウトです。負の値はインアウト / アウトインになります。" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the number of digit places after the decimal that the first non-zero " "digit occurs." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the input snapped to a given step." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return a number linearly interpolated between the first two inputs, based on " "the third input. Uses the formula [code]a + (a - b) * t[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Moves the number toward a value, based on the third input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the result of [code]value[/code] decreased by [code]step[/code] * " "[code]amount[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Randomize the seed (or the internal state) of the random number generator. " "Current implementation reseeds using a number based on time." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return a random 32 bits integer value. To obtain a random value between 0 to " "N (where N is smaller than 2^32 - 1), you can use it with the remainder " "function." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return a random floating-point value between 0 and 1. To obtain a random " "value between 0 to N, you can use it with multiplication." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return a random floating-point value between the two inputs." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Set the seed for the random number generator." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return a random value from the given seed, along with the new seed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert the input from degrees to radians." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert the input from radians to degrees." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert the input from linear volume to decibel volume." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert the input from decibel volume to linear volume." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the greater of the two numbers, also known as their maximum." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the lesser of the two numbers, also known as their minimum." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the input clamped inside the given range, ensuring the result is " "never outside it. Equivalent to [code]min(max(input, range_low), range_high)" "[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the nearest power of 2 to the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Create a [WeakRef] from the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Create a [FuncRef] from the input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert between types." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the type of the input as an integer. Check [enum Variant.Type] for " "the integers that might be returned." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Checks if a type is registered in the [ClassDB]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return a character with the given ascii value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Convert the input to a string." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Print the given string to the output window." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Print the given string to the standard error output." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Print the given string to the standard output, without adding a newline." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Serialize a [Variant] to a string." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Deserialize a [Variant] from a string serialized using [constant VAR_TO_STR]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Serialize a [Variant] to a [PoolByteArray]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Deserialize a [Variant] from a [PoolByteArray] serialized using [constant " "VAR_TO_BYTES]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return the [Color] with the given name and alpha ranging from 0 to 1.\n" "[b]Note:[/b] Names are defined in [code]color_names.inc[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" "Return a number smoothly interpolated between the first two inputs, based on " "the third input. Similar to [constant MATH_LERP], but interpolates faster at " "the beginning and slower at the end. Using Hermite interpolation formula:\n" "[codeblock]\n" "var t = clamp((weight - from) / (to - from), 0.0, 1.0)\n" "return t * t * (3.0 - 2.0 * t)\n" "[/codeblock]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Represents the size of the [enum BuiltinFunc] enum." msgstr "" #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml msgid "Gets a constant from a given class." msgstr "" #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml msgid "" "This node returns a constant from a given class, such as [constant " "TYPE_INT]. See the given class' documentation for available constants.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data (variant): [code]value[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml msgid "The constant's parent class." msgstr "" #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml msgid "" "The constant to return. See the given class for its available constants." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComment.xml msgid "A Visual Script node used to annotate the script." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComment.xml msgid "" "A Visual Script node used to display annotations in the script, so that code " "may be documented.\n" "Comment nodes can be resized so they encompass a group of nodes." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComment.xml msgid "The text inside the comment node." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComment.xml msgid "The comment node's size (in pixels)." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComment.xml msgid "The comment node's title." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComposeArray.xml msgid "A Visual Script Node used to create array from a list of items." msgstr "" #: modules/visual_script/doc_classes/VisualScriptComposeArray.xml msgid "" "A Visual Script Node used to compose array from the list of elements " "provided with custom in-graph UI hard coded in the VisualScript Editor." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCondition.xml msgid "A Visual Script node which branches the flow." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCondition.xml msgid "" "A Visual Script node that checks a [bool] input port. If [code]true[/code], " "it will exit via the \"true\" sequence port. If [code]false[/code], it will " "exit via the \"false\" sequence port. After exiting either, it exits via the " "\"done\" port. Sequence ports may be left disconnected.\n" "[b]Input Ports:[/b]\n" "- Sequence: [code]if (cond) is[/code]\n" "- Data (boolean): [code]cond[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence: [code]true[/code]\n" "- Sequence: [code]false[/code]\n" "- Sequence: [code]done[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptConstant.xml msgid "Gets a contant's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptConstant.xml msgid "" "This node returns a constant's value.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data (variant): [code]get[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptConstant.xml msgid "The constant's type." msgstr "" #: modules/visual_script/doc_classes/VisualScriptConstant.xml msgid "The constant's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptConstructor.xml msgid "A Visual Script node which calls a base type constructor." msgstr "" #: modules/visual_script/doc_classes/VisualScriptConstructor.xml msgid "" "A Visual Script node which calls a base type constructor. It can be used for " "type conversion as well." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "A scripted Visual Script node." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "A custom Visual Script node which can be scripted in powerful ways." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the node's title." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the node's category." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the count of input value ports." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Return the specified input port's hint. See the [enum @GlobalScope." "PropertyHint] hints." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml #, fuzzy msgid "Return the specified input port's hint string." msgstr "指定された入力ポートが範囲外。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the specified input port's name." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Return the specified input port's type. See the [enum Variant.Type] values." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the amount of output [b]sequence[/b] ports." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the specified [b]sequence[/b] output's name." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the amount of output value ports." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Return the specified output port's hint. See the [enum @GlobalScope." "PropertyHint] hints." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml #, fuzzy msgid "Return the specified output port's hint string." msgstr "指定された入力ポートが範囲外。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml #, fuzzy msgid "Return the specified output port's name." msgstr "パラメータのサインを返します。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml #, fuzzy msgid "" "Return the specified output port's type. See the [enum Variant.Type] values." msgstr "[enum Variant.Type] enumのサイズを表す。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Return the custom node's text, which is shown right next to the input " "[b]sequence[/b] port (if there is none, on the place that is usually taken " "by it)." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Return the size of the custom node's working memory. See [method _step] for " "more details." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return whether the custom node has an input [b]sequence[/b] port." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Execute the custom node's logic, returning the index of the output sequence " "port to use or a [String] when there is an error.\n" "The [code]inputs[/code] array contains the values of the input ports.\n" "[code]outputs[/code] is an array whose indices should be set to the " "respective outputs.\n" "The [code]start_mode[/code] is usually [constant START_MODE_BEGIN_SEQUENCE], " "unless you have used the [code]STEP_*[/code] constants.\n" "[code]working_mem[/code] is an array which can be used to persist " "information between runs of the custom node. The size needs to be predefined " "using [method _get_working_memory_size].\n" "When returning, you can mask the returned value with one of the " "[code]STEP_*[/code] constants." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "The start mode used the first time when [method _step] is called." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "The start mode used when [method _step] is called after coming back from a " "[constant STEP_PUSH_STACK_BIT]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "The start mode used when [method _step] is called after resuming from " "[constant STEP_YIELD_BIT]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Hint used by [method _step] to tell that control should return to it when " "there is no other node left to execute.\n" "This is used by [VisualScriptCondition] to redirect the sequence to the " "\"Done\" port after the [code]true[/code]/[code]false[/code] branch has " "finished execution." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Hint used by [method _step] to tell that control should return back, either " "hitting a previous [constant STEP_PUSH_STACK_BIT] or exiting the function." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Hint used by [method _step] to tell that control should stop and exit the " "function." msgstr "" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" "Hint used by [method _step] to tell that the function should be yielded.\n" "Using this requires you to have at least one working memory slot, which is " "used for the [VisualScriptFunctionState]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml msgid "" "A Visual Script node which deconstructs a base type instance into its parts." msgstr "" #: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml msgid "The type to deconstruct." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEditor.xml msgid "" "Add a custom Visual Script node to the editor. It'll be placed under " "\"Custom Nodes\" with the [code]category[/code] as the parameter." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEditor.xml msgid "" "Remove a custom Visual Script node from the editor. Custom nodes already " "placed on scripts won't be removed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEditor.xml msgid "Emitted when a custom Visual Script node is added or removed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml msgid "Emits a specified signal." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml msgid "" "Emits a specified signal when it is executed.\n" "[b]Input Ports:[/b]\n" "- Sequence: [code]emit[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence" msgstr "" #: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml msgid "The signal to emit." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml msgid "A Visual Script node returning a singleton from [@GlobalScope]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml msgid "The singleton's name." msgstr "" #: modules/visual_script/doc_classes/VisualScriptExpression.xml msgid "A Visual Script node that can execute a custom expression." msgstr "" #: modules/visual_script/doc_classes/VisualScriptExpression.xml msgid "" "A Visual Script node that can execute a custom expression. Values can be " "provided for the input and the expression result can be retrieved from the " "output." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunction.xml msgid "A Visual Script node representing a function." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunction.xml msgid "" "[VisualScriptFunction] represents a function header. It is the starting " "point for the function body and can be used to tweak the function's " "properties (e.g. RPC mode)." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #, fuzzy msgid "A Visual Script node for calling a function." msgstr "[VisualScriptEditor] シングルトン。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "" "[VisualScriptFunctionCall] is created when you add or drag and drop a " "function onto the Visual Script graph. It allows to tweak parameters of the " "call, e.g. what object the function is called on." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #, fuzzy msgid "" "The script to be used when [member call_mode] is set to [constant " "CALL_MODE_INSTANCE]." msgstr "[member mode] が [constant MODE_DEPTH] 時の押し出し深さ。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml #, fuzzy msgid "" "The base type to be used when [member call_mode] is set to [constant " "CALL_MODE_INSTANCE]." msgstr "" "BackBufferCopyでカバーされる領域。 [member copy_mode]が[constant " "COPY_MODE_RECT]の場合にのみ使用されます。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #, fuzzy msgid "" "The type to be used when [member call_mode] is set to [constant " "CALL_MODE_BASIC_TYPE]." msgstr "[member mode] が [constant MODE_DEPTH] 時の押し出し深さ。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "" "[code]call_mode[/code] determines the target object on which the method will " "be called. See [enum CallMode] for options." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #, fuzzy msgid "The name of the function to be called." msgstr "シーンが読み込まれたときに再生されるアニメーションの名前。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml #, fuzzy msgid "" "The node path to use when [member call_mode] is set to [constant " "CALL_MODE_NODE_PATH]." msgstr "[member mode] が [constant MODE_DEPTH] 時の押し出し深さ。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "" "The mode for RPC calls. See [method Node.rpc] for more details and [enum " "RPCCallMode] for available options." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #, fuzzy msgid "" "The singleton to call the method on. Used when [member call_mode] is set to " "[constant CALL_MODE_SINGLETON]." msgstr "" "BackBufferCopyでカバーされる領域。 [member copy_mode]が[constant " "COPY_MODE_RECT]の場合にのみ使用されます。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "" "Number of default arguments that will be used when calling the function. " "Can't be higher than the number of available default arguments in the " "method's declaration." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "" "If [code]false[/code], call errors (e.g. wrong number of arguments) will be " "ignored." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called on this [Object]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #, fuzzy msgid "The method will be called on the given [Node] in the scene tree." msgstr "オーディオは、通常は中央にある第2チャンネルのみで再生。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "" "The method will be called on an instanced node with the given type and " "script." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called on a GDScript basic type (e.g. [Vector2])." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called on a singleton." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called locally." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called remotely." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "The method will be called remotely using an unreliable protocol." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml #, fuzzy msgid "The method will be called remotely for the given peer." msgstr "オーディオは第1チャンネルのみ再生。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "" "The method will be called remotely for the given peer, using an unreliable " "protocol." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml msgid "A Visual Script node representing a function state." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml msgid "" "[VisualScriptFunctionState] is returned from [VisualScriptYield] and can be " "used to resume a paused function call." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml msgid "" "Connects this [VisualScriptFunctionState] to a signal in the given object to " "automatically resume when it's emitted." msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml #, fuzzy msgid "Returns whether the function state is valid." msgstr "録画中かどうかを返します。" #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml msgid "Resumes the function to run from the point it was yielded." msgstr "" #: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml msgid "A Visual Script node returning a constant from [@GlobalScope]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml #, fuzzy msgid "The constant to be used." msgstr "ボタンが押されている状態です。" #: modules/visual_script/doc_classes/VisualScriptIndexGet.xml msgid "A Visual Script node for getting a value from an array or a dictionary." msgstr "" #: modules/visual_script/doc_classes/VisualScriptIndexGet.xml msgid "" "[VisualScriptIndexGet] will return the value stored in an array or a " "dictionary under the given index." msgstr "" #: modules/visual_script/doc_classes/VisualScriptIndexSet.xml msgid "A Visual Script node for setting a value in an array or a dictionary." msgstr "" #: modules/visual_script/doc_classes/VisualScriptIndexSet.xml msgid "" "[VisualScriptIndexSet] will set the value stored in an array or a dictionary " "under the given index to the provided new value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml msgid "A Visual Script node returning a state of an action." msgstr "" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml msgid "" "[VisualScriptInputAction] can be used to check if an action is pressed or " "released." msgstr "" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml #, fuzzy msgid "Name of the action." msgstr "ブレンド空間のX軸の名前。" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml #, fuzzy msgid "State of the action to check. See [enum Mode] for options." msgstr "" "テクスチャ用のフィルタフラグ。オプションは [enum TextureFilter] を参照してく" "ださい。" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml #, fuzzy msgid "[code]True[/code] if action is pressed." msgstr "もし [code]true[/code] であれば、フィルタリングは有効になります。" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml #, fuzzy msgid "[code]True[/code] if action is released (i.e. not pressed)." msgstr "アニメーションが再生中であれば [code]true[/code] を返します。" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml #, fuzzy msgid "[code]True[/code] on the frame the action was pressed." msgstr "[code]true[/code] であれば、[AnimationTree] のプロセスを行います。" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml #, fuzzy msgid "[code]True[/code] on the frame the action was released." msgstr "[code]true[/code]の場合、距離フィールドのヒントが有効になります。" #: modules/visual_script/doc_classes/VisualScriptIterator.xml msgid "Steps through items in a given input." msgstr "" #: modules/visual_script/doc_classes/VisualScriptIterator.xml msgid "" "This node steps through each item in a given input. Input can be any " "sequence data type, such as an [Array] or [String]. When each item has been " "processed, execution passed out the [code]exit[/code] Sequence port.\n" "[b]Input Ports:[/b]\n" "- Sequence: [code]for (elem) in (input)[/code]\n" "- Data (variant): [code]input[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence: [code]each[/code]\n" "- Sequence: [code]exit[/code]\n" "- Data (variant): [code]elem[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptLists.xml msgid "A Visual Script virtual class for in-graph editable nodes." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLists.xml msgid "" "A Visual Script virtual class that defines the shape and the default " "behavior of the nodes that have to be in-graph editable nodes." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLists.xml msgid "Adds an input port to the Visual Script node." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLists.xml msgid "Adds an output port to the Visual Script node." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLists.xml #, fuzzy msgid "Removes an input port from the Visual Script node." msgstr "インデックスにより配列から要素を削除します。" #: modules/visual_script/doc_classes/VisualScriptLists.xml #, fuzzy msgid "Removes an output port from the Visual Script node." msgstr "インデックスにより配列から要素を削除します。" #: modules/visual_script/doc_classes/VisualScriptLists.xml #, fuzzy msgid "Sets the name of an input port." msgstr "入力の名前をインデックスで取得します。" #: modules/visual_script/doc_classes/VisualScriptLists.xml #, fuzzy msgid "Sets the type of an input port." msgstr "トラックの種類を取得します。" #: modules/visual_script/doc_classes/VisualScriptLists.xml #, fuzzy msgid "Sets the name of an output port." msgstr "入力の名前をインデックスで取得します。" #: modules/visual_script/doc_classes/VisualScriptLists.xml #, fuzzy msgid "Sets the type of an output port." msgstr "トラックの種類を取得します。" #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml msgid "Gets a local variable's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml msgid "" "Returns a local variable's value. \"Var Name\" must be supplied, with an " "optional type.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data (variant): [code]get[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml msgid "The local variable's type." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml msgid "The local variable's name." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml msgid "Changes a local variable's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml msgid "" "Changes a local variable's value to the given input. The new value is also " "provided on an output Data port.\n" "[b]Input Ports:[/b]\n" "- Sequence\n" "- Data (variant): [code]set[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence\n" "- Data (variant): [code]get[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Commonly used mathematical constants." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "" "Provides common math constants, such as Pi, on an output Data port.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data (variant): [code]get[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "The math constant." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Unity: [code]1[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Pi: [code]3.141593[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Pi divided by two: [code]1.570796[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Tau: [code]6.283185[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "" "Mathematical constant [code]e[/code], the natural log base: [code]2.718282[/" "code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Square root of two: [code]1.414214[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Infinity: [code]inf[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Not a number: [code]nan[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Represents the size of the [enum MathConstant] enum." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "A node which is part of a [VisualScript]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "" "A node which is part of a [VisualScript]. Not to be confused with [Node], " "which is a part of a [SceneTree]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "" "Returns the default value of a given port. The default value is used when " "nothing is connected to the port." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "Returns the [VisualScript] instance the node is bound to." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "" "Notify that the node's ports have changed. Usually used in conjunction with " "[VisualScriptCustomNode] ." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "Change the default value of a given port." msgstr "" #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "Emitted when the available input/output ports are changed." msgstr "" #: modules/visual_script/doc_classes/VisualScriptOperator.xml msgid "A Visual Script node that performs an operation on two values." msgstr "" #: modules/visual_script/doc_classes/VisualScriptOperator.xml msgid "" "[b]Input Ports:[/b]\n" "- Data (variant): [code]A[/code]\n" "- Data (variant): [code]B[/code]\n" "[b]Output Ports:[/b]\n" "- Data (variant): [code]result[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptOperator.xml msgid "" "The operation to be performed. See [enum Variant.Operator] for available " "options." msgstr "" #: modules/visual_script/doc_classes/VisualScriptOperator.xml #, fuzzy msgid "" "The type of the values for this operation. See [enum Variant.Type] for " "available options." msgstr "" "この [AnimationTree] のプロセスモード。利用可能なモードは [enum " "AnimationProcessMode] を参照してください。" #: modules/visual_script/doc_classes/VisualScriptPreload.xml msgid "Creates a new [Resource] or loads one from the filesystem." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPreload.xml msgid "" "Creates a new [Resource] or loads one from the filesystem.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data (object): [code]res[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptPreload.xml msgid "The [Resource] to load." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml msgid "A Visual Script node returning a value of a property from an [Object]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml msgid "" "[VisualScriptPropertyGet] can return a value of any property from the " "current object or other objects." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml #, fuzzy msgid "" "The script to be used when [member set_mode] is set to [constant " "CALL_MODE_INSTANCE]." msgstr "[member mode] が [constant MODE_DEPTH] 時の押し出し深さ。" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml #, fuzzy msgid "" "The base type to be used when [member set_mode] is set to [constant " "CALL_MODE_INSTANCE]." msgstr "[member mode] が [constant MODE_DEPTH] 時の押し出し深さ。" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml #, fuzzy msgid "" "The type to be used when [member set_mode] is set to [constant " "CALL_MODE_BASIC_TYPE]." msgstr "[member mode] が [constant MODE_DEPTH] 時の押し出し深さ。" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml msgid "" "The indexed name of the property to retrieve. See [method Object." "get_indexed] for details." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml #, fuzzy msgid "" "The node path to use when [member set_mode] is set to [constant " "CALL_MODE_NODE_PATH]." msgstr "[member mode] が [constant MODE_DEPTH] 時の押し出し深さ。" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml msgid "" "The name of the property to retrieve. Changing this will clear [member " "index]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml msgid "" "[code]set_mode[/code] determines the target object from which the property " "will be retrieved. See [enum CallMode] for options." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml #, fuzzy msgid "The property will be retrieved from this [Object]." msgstr "プロパティがインスペクタから削除されたときに発信。" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml #, fuzzy msgid "The property will be retrieved from the given [Node] in the scene tree." msgstr "" "プロパティはシリアライズされ、シーンファイルに保存されます (デフォルト) 。" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml msgid "" "The property will be retrieved from an instanced node with the given type " "and script." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml msgid "" "The property will be retrieved from a GDScript basic type (e.g. [Vector2])." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "A Visual Script node that sets a property of an [Object]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "[VisualScriptPropertySet] can set the value of any property from the current " "object or other objects." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The additional operation to perform when assigning. See [enum AssignOp] for " "options." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The indexed name of the property to set. See [method Object.set_indexed] for " "details." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The name of the property to set. Changing this will clear [member index]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "[code]set_mode[/code] determines the target object on which the property " "will be set. See [enum CallMode] for options." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml #, fuzzy msgid "The property will be set on this [Object]." msgstr "プロパティは、エディタのインスペクタでチェックが付いています。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml #, fuzzy msgid "The property will be set on the given [Node] in the scene tree." msgstr "" "プロパティはシリアライズされ、シーンファイルに保存されます (デフォルト) 。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The property will be set on an instanced node with the given type and script." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "The property will be set on a GDScript basic type (e.g. [Vector2])." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "The property will be assigned regularly." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The value will be added to the property. Equivalent of doing [code]+=[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The value will be subtracted from the property. Equivalent of doing [code]-" "=[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The property will be multiplied by the value. Equivalent of doing [code]*=[/" "code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The property will be divided by the value. Equivalent of doing [code]/=[/" "code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "A modulo operation will be performed on the property and the value. " "Equivalent of doing [code]%=[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The property will be binarly shifted to the left by the given value. " "Equivalent of doing [code]<<[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "The property will be binarly shifted to the right by the given value. " "Equivalent of doing [code]>>[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "A binary [code]AND[/code] operation will be performed on the property. " "Equivalent of doing [code]&=[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "A binary [code]OR[/code] operation will be performed on the property. " "Equivalent of doing [code]|=[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" "A binary [code]XOR[/code] operation will be performed on the property. " "Equivalent of doing [code]^=[/code]." msgstr "" #: modules/visual_script/doc_classes/VisualScriptReturn.xml msgid "Exits a function and returns an optional value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptReturn.xml msgid "" "Ends the execution of a function and returns control to the calling " "function. Optionally, it can return a [Variant] value.\n" "[b]Input Ports:[/b]\n" "- Sequence\n" "- Data (variant): [code]result[/code] (optional)\n" "[b]Output Ports:[/b]\n" "none" msgstr "" #: modules/visual_script/doc_classes/VisualScriptReturn.xml msgid "If [code]true[/code], the [code]return[/code] input port is available." msgstr "" #: modules/visual_script/doc_classes/VisualScriptReturn.xml msgid "The return value's data type." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSceneNode.xml msgid "Node reference." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSceneNode.xml msgid "" "A direct reference to a node.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data: [code]node[/code] (obj)" msgstr "" #: modules/visual_script/doc_classes/VisualScriptSceneNode.xml msgid "The node's path in the scene tree." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSceneTree.xml msgid "A Visual Script node for accessing [SceneTree] methods." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSelect.xml msgid "Chooses between two input values." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSelect.xml msgid "" "Chooses between two input values based on a Boolean condition.\n" "[b]Input Ports:[/b]\n" "- Data (boolean): [code]cond[/code]\n" "- Data (variant): [code]a[/code]\n" "- Data (variant): [code]b[/code]\n" "[b]Output Ports:[/b]\n" "- Data (variant): [code]out[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptSelect.xml msgid "The input variables' type." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSelf.xml msgid "Outputs a reference to the current instance." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSelf.xml msgid "" "Provides a reference to the node running the visual script.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data (object): [code]instance[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptSequence.xml msgid "Executes a series of Sequence ports." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSequence.xml msgid "" "Steps through a series of one or more output Sequence ports. The " "[code]current[/code] data port outputs the currently executing item.\n" "[b]Input Ports:[/b]\n" "- Sequence: [code]in order[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence: [code]1[/code]\n" "- Sequence: [code]2 - n[/code] (optional)\n" "- Data (int): [code]current[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptSequence.xml msgid "The number of steps in the sequence." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSubCall.xml msgid "Calls a method called [code]_subcall[/code] in this object." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSubCall.xml msgid "" "[VisualScriptSubCall] will call method named [code]_subcall[/code] in the " "current script. It will fail if the method doesn't exist or the provided " "arguments are wrong." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSubCall.xml msgid "Called by this node." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSwitch.xml msgid "Branches program flow based on a given input's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptSwitch.xml msgid "" "Branches the flow based on an input's value. Use [b]Case Count[/b] in the " "Inspector to set the number of branches and each comparison's optional " "type.\n" "[b]Input Ports:[/b]\n" "- Sequence: [code]'input' is[/code]\n" "- Data (variant): [code]=[/code]\n" "- Data (variant): [code]=[/code] (optional)\n" "- Data (variant): [code]input[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence\n" "- Sequence (optional)\n" "- Sequence: [code]done[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml msgid "A Visual Script node that casts the given value to another type." msgstr "" #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml msgid "" "[VisualScriptTypeCast] will perform a type conversion to an [Object]-derived " "type." msgstr "" #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml msgid "" "The target script class to be converted to. If none, only the [member " "base_type] will be used." msgstr "" #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml #, fuzzy msgid "The target type to be converted to." msgstr "ボタンがホバーされている状態です。" #: modules/visual_script/doc_classes/VisualScriptVariableGet.xml msgid "Gets a variable's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptVariableGet.xml msgid "" "Returns a variable's value. \"Var Name\" must be supplied, with an optional " "type.\n" "[b]Input Ports:[/b]\n" "none\n" "[b]Output Ports:[/b]\n" "- Data (variant): [code]value[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptVariableGet.xml #: modules/visual_script/doc_classes/VisualScriptVariableSet.xml msgid "The variable's name." msgstr "" #: modules/visual_script/doc_classes/VisualScriptVariableSet.xml msgid "Changes a variable's value." msgstr "" #: modules/visual_script/doc_classes/VisualScriptVariableSet.xml msgid "" "Changes a variable's value to the given input.\n" "[b]Input Ports:[/b]\n" "- Sequence\n" "- Data (variant): [code]set[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence" msgstr "" #: modules/visual_script/doc_classes/VisualScriptWhile.xml msgid "Conditional loop." msgstr "" #: modules/visual_script/doc_classes/VisualScriptWhile.xml msgid "" "Loops while a condition is [code]true[/code]. Execution continues out the " "[code]exit[/code] Sequence port when the loop terminates.\n" "[b]Input Ports:[/b]\n" "- Sequence: [code]while(cond)[/code]\n" "- Data (bool): [code]cond[/code]\n" "[b]Output Ports:[/b]\n" "- Sequence: [code]repeat[/code]\n" "- Sequence: [code]exit[/code]" msgstr "" #: modules/visual_script/doc_classes/VisualScriptYield.xml msgid "A Visual Script node used to pause a function execution." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYield.xml msgid "" "[VisualScriptYield] will pause the function call and return " "[VisualScriptFunctionState], which can be used to resume the function." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYield.xml #, fuzzy msgid "" "The mode to use for yielding. See [enum YieldMode] for available options." msgstr "" "この [AnimationTree] のプロセスモード。利用可能なモードは [enum " "AnimationProcessMode] を参照してください。" #: modules/visual_script/doc_classes/VisualScriptYield.xml #, fuzzy msgid "The time to wait when [member mode] is set to [constant YIELD_WAIT]." msgstr "[member mode] が [constant MODE_DEPTH] 時の押し出し深さ。" #: modules/visual_script/doc_classes/VisualScriptYield.xml msgid "Yields during an idle frame." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYield.xml msgid "Yields during a physics frame." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYield.xml #, fuzzy msgid "Yields a function and waits the given time." msgstr "指定された名前のアニメーションノードを返します。" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "A Visual Script node yielding for a signal." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "" "[VisualScriptYieldSignal] will pause the function execution until the " "provided signal is emitted." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "" "[code]call_mode[/code] determines the target object to wait for the signal " "emission. See [enum CallMode] for options." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "The signal name to be waited for." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "A signal from this [Object] will be used." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "A signal from the given [Node] in the scene tree will be used." msgstr "" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml msgid "A signal from an instanced node with the given type will be used." msgstr "" #: doc/classes/VisualServer.xml msgid "Server for anything visible." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Server for anything visible. The visual server is the API backend for " "everything visible. The whole scene system mounts on it to display.\n" "The visual server is completely opaque, the internals are entirely " "implementation specific and cannot be accessed.\n" "The visual server can be used to bypass the scene system entirely.\n" "Resources are created using the [code]*_create[/code] functions.\n" "All objects are drawn to a viewport. You can use the [Viewport] attached to " "the [SceneTree] or you can create one yourself with [method " "viewport_create]. When using a custom scenario or canvas, the scenario or " "canvas needs to be attached to the viewport using [method " "viewport_set_scenario] or [method viewport_attach_canvas].\n" "In 3D, all visual objects must be associated with a scenario. The scenario " "is a visual representation of the world. If accessing the visual server from " "a running game, the scenario can be accessed from the scene tree from any " "[Spatial] node with [method Spatial.get_world]. Otherwise, a scenario can be " "created with [method scenario_create].\n" "Similarly, in 2D, a canvas is needed to draw all canvas items.\n" "In 3D, all visible objects are comprised of a resource and an instance. A " "resource can be a mesh, a particle system, a light, or any other 3D object. " "In order to be visible resources must be attached to an instance using " "[method instance_set_base]. The instance must also be attached to the " "scenario using [method instance_set_scenario] in order to be visible.\n" "In 2D, all visible objects are some form of canvas item. In order to be " "visible, a canvas item needs to be the child of a canvas attached to a " "viewport, or it needs to be the child of another canvas item that is " "eventually attached to the canvas." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets images to be rendered in the window margin." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets margin size, where black bars (or images, if [method " "black_bars_set_images] was used) are rendered." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates a camera and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]camera_*[/code] " "VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the cull mask associated with this camera. The cull mask describes " "which 3D layers are rendered by this camera. Equivalent to [member Camera." "cull_mask]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the environment used by this camera. Equivalent to [member Camera." "environment]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets camera to use frustum projection. This mode allows adjusting the " "[code]offset[/code] argument to create \"tilted frustum\" effects." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets camera to use orthogonal projection, also known as orthographic " "projection. Objects remain the same size on the screen no matter how far " "away they are." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets camera to use perspective projection. Objects on the screen becomes " "smaller when they are far away." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets [Transform] of camera." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], preserves the horizontal aspect ratio which is " "equivalent to [constant Camera.KEEP_WIDTH]. If [code]false[/code], preserves " "the vertical aspect ratio which is equivalent to [constant Camera." "KEEP_HEIGHT]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates a canvas and returns the assigned [RID]. It can be accessed with the " "RID that is returned. This RID will be used in all [code]canvas_*[/code] " "VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml msgid "Adds a circle command to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "" "If ignore is [code]true[/code], the VisualServer does not perform clipping." msgstr "[code]true[/code]の場合、オブジェクトは環境光を受けません。" #: doc/classes/VisualServer.xml msgid "Adds a line command to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml msgid "Adds a mesh command to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Adds a [MultiMesh] to the [CanvasItem]'s draw commands. Only affects its " "aabb at the moment." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Adds a nine patch image to the [CanvasItem]'s draw commands.\n" "See [NinePatchRect] for more explanation." msgstr "" #: doc/classes/VisualServer.xml msgid "Adds a particle system to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml msgid "Adds a polygon to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Adds a polyline, which is a line from multiple points with a width, to the " "[CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml msgid "Adds a primitive to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml msgid "Adds a rectangle to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Adds a [Transform2D] command to the [CanvasItem]'s draw commands.\n" "This sets the extra_matrix uniform when executed. This affects the later " "commands of the canvas item." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Adds a textured rect to the [CanvasItem]'s draw commands." msgstr "[BitmapFont]にテクスチャを追加します。" #: doc/classes/VisualServer.xml msgid "" "Adds a texture rect with region setting to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml msgid "Adds a triangle array to the [CanvasItem]'s draw commands." msgstr "" #: doc/classes/VisualServer.xml msgid "Clears the [CanvasItem] and removes all commands in it." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates a new [CanvasItem] and returns its [RID]. It can be accessed with " "the RID that is returned. This RID will be used in all [code]canvas_item_*[/" "code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets clipping for the [CanvasItem]." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the [CanvasItem] to copy a rect to the backbuffer." msgstr "" #: doc/classes/VisualServer.xml msgid "Defines a custom drawing rectangle for the [CanvasItem]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Enables the use of distance fields for GUI elements that are rendering " "distance field based fonts." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets [CanvasItem] to be drawn behind its parent." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the index for the [CanvasItem]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "The light mask. See [LightOccluder2D] for more information on light masks." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a new material to the [CanvasItem]." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the color that modulates the [CanvasItem] and its children." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the parent for the [CanvasItem]. The parent can be another canvas item, " "or it can be the root canvas that is attached to the viewport." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the color that modulates the [CanvasItem] without children." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets if [CanvasItem]'s children should be sorted by y-position." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the [CanvasItem]'s [Transform2D]." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets if the [CanvasItem] uses its parent's material." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets if the canvas item (including its children) is visible." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If this is enabled, the Z index of the parent will be added to the " "children's Z index." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are " "drawn first)." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Attaches the canvas light to the canvas. Removes it from its previous canvas." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates a canvas light and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all " "[code]canvas_light_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Attaches a light occluder to the canvas. Removes it from its previous canvas." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates a light occluder and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all " "[code]canvas_light_ocluder_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml msgid "Enables or disables light occluder." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a light occluder's polygon." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a light occluder's [Transform2D]." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the color for a light." msgstr "" #: doc/classes/VisualServer.xml msgid "Enables or disables a canvas light." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a canvas light's energy." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a canvas light's height." msgstr "" #: doc/classes/VisualServer.xml msgid "" "The binary mask used to determine which layers this canvas light's shadows " "affects. See [LightOccluder2D] for more information on light masks." msgstr "" #: doc/classes/VisualServer.xml msgid "The layer range that gets rendered with this light." msgstr "" #: doc/classes/VisualServer.xml msgid "The mode of the light, see [enum CanvasLightMode] constants." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the texture's scale factor of the light. Equivalent to [member Light2D." "texture_scale]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the width of the shadow buffer, size gets scaled to the next power of " "two for this." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the color of the canvas light's shadow." msgstr "" #: doc/classes/VisualServer.xml msgid "Enables or disables the canvas light's shadow." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the canvas light's shadow's filter, see [enum CanvasLightShadowFilter] " "constants." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets the length of the shadow's gradient." msgstr "オーディオストリームの長さを秒単位で返します。" #: doc/classes/VisualServer.xml msgid "Smoothens the shadow. The lower, the smoother." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets texture to be used by light. Equivalent to [member Light2D.texture]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the offset of the light's texture. Equivalent to [member Light2D." "offset]." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the canvas light's [Transform2D]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the Z range of objects that will be affected by this light. Equivalent " "to [member Light2D.range_z_min] and [member Light2D.range_z_max]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates a new light occluder polygon and adds it to the VisualServer. It can " "be accessed with the RID that is returned. This RID will be used in all " "[code]canvas_occluder_polygon_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets an occluder polygons cull mode. See [enum " "CanvasOccluderPolygonCullMode] constants." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the shape of the occluder polygon." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the shape of the occluder polygon as lines." msgstr "" #: doc/classes/VisualServer.xml msgid "" "A copy of the canvas item will be drawn with a local offset of the mirroring " "[Vector2]." msgstr "" #: doc/classes/VisualServer.xml msgid "Modulates all colors in the given canvas." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates a directional light and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID can be used in most " "[code]light_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this directional light to an instance using " "[method instance_set_base] using the returned RID." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Draws a frame. [i]This method is deprecated[/i], please use [method " "force_draw] instead." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates an environment and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all " "[code]environment_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the values to be used with the \"Adjustment\" post-process effect. See " "[Environment] for more details." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the ambient light parameters. See [Environment] for more details." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment." "background_mode]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Color displayed for clear areas of the scene (if using Custom color or " "Color+Sky background modes)." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the intensity of the background color." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the maximum layer to use if using Canvas background mode." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the values to be used with the \"DoF Far Blur\" post-process effect. " "See [Environment] for more details." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the values to be used with the \"DoF Near Blur\" post-process effect. " "See [Environment] for more details." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the scene fog. See [Environment] for more " "details." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the fog depth effect. See [Environment] " "for more details." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the fog height effect. See [Environment] " "for more details." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the \"glow\" post-process effect. See " "[Environment] for more details." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the [Sky] to be used as the environment's background when using " "[i]BGMode[/i] sky. Equivalent to [member Environment.background_sky]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets a custom field of view for the background [Sky]. Equivalent to [member " "Environment.background_sky_custom_fov]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent " "to [member Environment.background_sky_orientation]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the \"Screen Space Ambient Occlusion " "(SSAO)\" post-process effect. See [Environment] for more details." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the \"screen space reflections\" post-" "process effect. See [Environment] for more details." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the \"tonemap\" post-process effect. See " "[Environment] for more details." msgstr "" #: doc/classes/VisualServer.xml msgid "Removes buffers and clears testcubes." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Forces a frame to be drawn when the function is called. Drawing a frame " "updates all [Viewport]s that are set to update. Use with extreme caution." msgstr "" #: doc/classes/VisualServer.xml msgid "Synchronizes threads." msgstr "" #: doc/classes/VisualServer.xml msgid "Tries to free an object in the VisualServer." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a certain information, see [enum RenderInfo] for options." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the id of the test cube. Creates one if none exists." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the id of the test texture. Creates one if none exists." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/" "SSE2\").\n" "[b]Note:[/b] When running a headless or server binary, this function returns " "an empty string." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\").\n" "[b]Note:[/b] When running a headless or server binary, this function returns " "an empty string." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the id of a white texture. Creates one if none exists." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates a GI probe and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]gi_probe_*[/" "code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this GI probe to an instance using [method " "instance_set_base] using the returned RID." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns the bias value for the GI probe. Bias is used to avoid self " "occlusion. Equivalent to [member GIProbeData.bias]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns the axis-aligned bounding box that covers the full extent of the GI " "probe." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the cell size set by [method gi_probe_set_cell_size]." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the data used by the GI probe." msgstr "パラメータのサインを返します。" #: doc/classes/VisualServer.xml msgid "" "Returns the dynamic range set for this GI probe. Equivalent to [member " "GIProbe.dynamic_range]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns the energy multiplier for this GI probe. Equivalent to [member " "GIProbe.energy]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns the normal bias for this GI probe. Equivalent to [member GIProbe." "normal_bias]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns the propagation value for this GI probe. Equivalent to [member " "GIProbe.propagation]." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the Transform set by [method gi_probe_set_to_cell_xform]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns [code]true[/code] if the GI probe data associated with this GI probe " "is compressed. Equivalent to [member GIProbe.compress]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns [code]true[/code] if the GI probe is set to interior, meaning it " "does not account for sky light. Equivalent to [member GIProbe.interior]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the bias value to avoid self-occlusion. Equivalent to [member GIProbe." "bias]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the axis-aligned bounding box that covers the extent of the GI probe." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the size of individual cells within the GI probe." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the compression setting for the GI probe data. Compressed data will " "take up less space but may look worse. Equivalent to [member GIProbe." "compress]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the data to be used in the GI probe for lighting calculations. Normally " "this is created and called internally within the [GIProbe] node. You should " "not try to set this yourself." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the dynamic range of the GI probe. Dynamic range sets the limit for how " "bright lights can be. A smaller range captures greater detail but limits how " "bright lights can be. Equivalent to [member GIProbe.dynamic_range]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the energy multiplier for this GI probe. A higher energy makes the " "indirect light from the GI probe brighter. Equivalent to [member GIProbe." "energy]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the interior value of this GI probe. A GI probe set to interior does " "not include the sky when calculating lighting. Equivalent to [member GIProbe." "interior]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the normal bias for this GI probe. Normal bias behaves similar to the " "other form of bias and may help reduce self-occlusion. Equivalent to [member " "GIProbe.normal_bias]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the propagation of light within this GI probe. Equivalent to [member " "GIProbe.propagation]." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the to cell [Transform] for this GI probe." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns [code]true[/code] if changes have been made to the VisualServer's " "data. [method draw] is usually called if this happens.\n" "As changes are registered as either high or low priority (e.g. dynamic " "shaders), this function takes an optional argument to query either low or " "high priority changes, or any changes." msgstr "" #: doc/classes/VisualServer.xml msgid "Not yet implemented. Always returns [code]false[/code]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns [code]true[/code] if the OS supports a certain feature. Features " "might be [code]s3tc[/code], [code]etc[/code], [code]etc2[/code], " "[code]pvrtc[/code] and [code]skinning_fallback[/code].\n" "When rendering with GLES2, returns [code]true[/code] with " "[code]skinning_fallback[/code] in case the hardware doesn't support the " "default GPU skinning process." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets up [ImmediateGeometry] internals to prepare for drawing. Equivalent to " "[method ImmediateGeometry.begin]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Clears everything that was set up between [method immediate_begin] and " "[method immediate_end]. Equivalent to [method ImmediateGeometry.clear]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the color to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_color]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates an immediate geometry and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]immediate_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this immediate geometry to an instance using " "[method instance_set_base] using the returned RID." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Ends drawing the [ImmediateGeometry] and displays it. Equivalent to [method " "ImmediateGeometry.end]." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the material assigned to the [ImmediateGeometry]." msgstr "パラメータの逆サインを返します。" #: doc/classes/VisualServer.xml msgid "" "Sets the normal to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_normal]." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets the material to be used to draw the [ImmediateGeometry]." msgstr "円柱のレンダリングに使うマテリアル。" #: doc/classes/VisualServer.xml msgid "" "Sets the tangent to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_tangent]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the UV to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_uv]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the UV2 to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_uv2]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Adds the next vertex using the information provided in advance. Equivalent " "to [method ImmediateGeometry.add_vertex]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Adds the next vertex using the information provided in advance. This is a " "helper class that calls [method immediate_vertex] under the hood. Equivalent " "to [method ImmediateGeometry.add_vertex]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Initializes the visual server. This function is called internally by " "platform-dependent code during engine initialization. If called from a " "running game, it will not do anything." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Attaches a unique Object ID to instance. Object ID must be attached to " "instance for proper culling with [method instances_cull_aabb], [method " "instances_cull_convex], and [method instances_cull_ray]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Attaches a skeleton to an instance. Removes the previous skeleton from the " "instance." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates a visual instance and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]instance_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "An instance is a way of placing a 3D object in the scenario. Objects like " "particles, meshes, and reflection probes need to be associated with an " "instance to be visible in the scenario using [method instance_set_base]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates a visual instance, adds it to the VisualServer, and sets both base " "and scenario. It can be accessed with the RID that is returned. This RID " "will be used in all [code]instance_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml msgid "Not implemented in Godot 3.x." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the shadow casting setting to one of [enum ShadowCastingSetting]. " "Equivalent to [member GeometryInstance.cast_shadow]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for " "more details." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets a material that will be rendered for all surfaces on top of active " "materials for the mesh associated with this instance. Equivalent to [member " "GeometryInstance.material_overlay]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets a material that will override the material for all surfaces on the mesh " "associated with this instance. Equivalent to [member GeometryInstance." "material_override]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the base of the instance. A base can be any of the 3D objects that are " "created in the VisualServer that can be displayed. For example, any of the " "light types, mesh, multimesh, immediate geometry, particle system, " "reflection probe, lightmap capture, and the GI probe are all types that can " "be set as the base of an instance in order to be displayed in the scenario." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the weight for a given blend shape associated with this instance." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets a custom AABB to use when culling objects from the view frustum. " "Equivalent to [method GeometryInstance.set_custom_aabb]." msgstr "" #: doc/classes/VisualServer.xml msgid "Function not implemented in Godot 3.x." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets a margin to increase the size of the AABB when culling objects from the " "view frustum. This allows you to avoid culling objects that fall outside the " "view frustum. Equivalent to [member GeometryInstance.extra_cull_margin]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the render layers that this instance will be drawn to. Equivalent to " "[member VisualInstance.layers]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the scenario that the instance is in. The scenario is the 3D world that " "the objects will be displayed in." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the material of a specific surface. Equivalent to [method MeshInstance." "set_surface_material]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the world space transform of the instance. Equivalent to [member " "Spatial.transform]." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets the lightmap to use with this instance." msgstr "指定された名前のアニメーションノードを返します。" #: doc/classes/VisualServer.xml msgid "" "Sets whether an instance is drawn or not. Equivalent to [member Spatial." "visible]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns an array of object IDs intersecting with the provided AABB. Only " "visual 3D nodes are considered, such as [MeshInstance] or " "[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the " "actual nodes. A scenario RID must be provided, which is available in the " "[World] you want to query. This forces an update for all resources queued to " "update.\n" "[b]Warning:[/b] This function is primarily intended for editor usage. For in-" "game use cases, prefer physics collision." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns an array of object IDs intersecting with the provided convex shape. " "Only visual 3D nodes are considered, such as [MeshInstance] or " "[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the " "actual nodes. A scenario RID must be provided, which is available in the " "[World] you want to query. This forces an update for all resources queued to " "update.\n" "[b]Warning:[/b] This function is primarily intended for editor usage. For in-" "game use cases, prefer physics collision." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns an array of object IDs intersecting with the provided 3D ray. Only " "visual 3D nodes are considered, such as [MeshInstance] or " "[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the " "actual nodes. A scenario RID must be provided, which is available in the " "[World] you want to query. This forces an update for all resources queued to " "update.\n" "[b]Warning:[/b] This function is primarily intended for editor usage. For in-" "game use cases, prefer physics collision." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], this directional light will blend between shadow map " "splits resulting in a smoother transition between them. Equivalent to " "[member DirectionalLight.directional_shadow_blend_splits]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the shadow depth range mode for this directional light. Equivalent to " "[member DirectionalLight.directional_shadow_depth_range]. See [enum " "LightDirectionalShadowDepthRangeMode] for options." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the shadow mode for this directional light. Equivalent to [member " "DirectionalLight.directional_shadow_mode]. See [enum " "LightDirectionalShadowMode] for options." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets whether to use vertical or horizontal detail for this omni light. This " "can be used to alleviate artifacts in the shadow map. Equivalent to [member " "OmniLight.omni_shadow_detail]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual " "paraboloid is faster but may suffer from artifacts. Equivalent to [member " "OmniLight.omni_shadow_mode]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the bake mode for this light, see [enum LightBakeMode] for options. The " "bake mode affects how the light will be baked in [BakedLightmap]s and " "[GIProbe]s." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the color of the light. Equivalent to [member Light.light_color]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the cull mask for this Light. Lights only affect objects in the " "selected layers. Equivalent to [member Light.light_cull_mask]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], light will subtract light instead of adding light. " "Equivalent to [member Light.light_negative]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the specified light parameter. See [enum LightParam] for options. " "Equivalent to [method Light.set_param]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], reverses the backface culling of the mesh. This can be " "useful when you have a flat mesh that has a light behind it. If you need to " "cast a shadow on both sides of the mesh, set the mesh to use double sided " "shadows with [method instance_geometry_set_cast_shadows_setting]. Equivalent " "to [member Light.shadow_reverse_cull_face]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], light will cast shadows. Equivalent to [member Light." "shadow_enabled]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the color of the shadow cast by the light. Equivalent to [member Light." "shadow_color]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets whether GI probes capture light information from this light. " "[i]Deprecated method.[/i] Use [method light_set_bake_mode] instead. This " "method is only kept for compatibility reasons and calls [method " "light_set_bake_mode] internally, setting the bake mode to [constant " "LIGHT_BAKE_DISABLED] or [constant LIGHT_BAKE_INDIRECT] depending on the " "given parameter." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates a lightmap capture and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]lightmap_capture_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this lightmap capture to an instance using " "[method instance_set_base] using the returned RID." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the size of the lightmap capture area." msgstr "パラメータのサインを返します。" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the energy multiplier used by the lightmap capture." msgstr "行列によって変換された (乗算された) ベクトルを返します。" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the octree used by the lightmap capture." msgstr "行列の逆行列を返します。" #: doc/classes/VisualServer.xml msgid "" "Returns the cell subdivision amount used by this lightmap capture's octree." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the cell transform for this lightmap capture's octree." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns [code]true[/code] if capture is in \"interior\" mode." msgstr "与えられたノードを含むグラフの場合、[code]true[/code] を返します。" #: doc/classes/VisualServer.xml msgid "" "Sets the size of the area covered by the lightmap capture. Equivalent to " "[member BakedLightmapData.bounds]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the energy multiplier for this lightmap capture. Equivalent to [member " "BakedLightmapData.energy]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the \"interior\" mode for this lightmap capture. Equivalent to [member " "BakedLightmapData.interior]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the octree to be used by this lightmap capture. This function is " "normally used by the [BakedLightmap] node. Equivalent to [member " "BakedLightmapData.octree]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the subdivision level of this lightmap capture's octree. Equivalent to " "[member BakedLightmapData.cell_subdiv]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the octree cell transform for this lightmap capture's octree. " "Equivalent to [member BakedLightmapData.cell_space_transform]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns a mesh of a sphere with the given amount of horizontal and vertical " "subdivisions." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates an empty material and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]material_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the value of a certain material's parameter." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "" "Returns the default value for the param if available. Returns [code]null[/" "code] otherwise." msgstr "" "ドメインがファイナライズ中であれば [code]true[/code] を返し、それ以外では " "[code]false[/code] を返します。" #: doc/classes/VisualServer.xml msgid "" "Returns the shader of a certain material's shader. Returns an empty RID if " "the material doesn't have a shader." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a material's line width." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets an object's next material." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a material's parameter." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a material's render priority." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a shader material's shader." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Adds a surface generated from the Arrays to a mesh. See [enum PrimitiveType] " "constants for types." msgstr "" #: doc/classes/VisualServer.xml msgid "Removes all surfaces from a mesh." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates a new mesh and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]mesh_*[/code] " "VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this mesh to an instance using [method " "instance_set_base] using the returned RID." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's blend shape count." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's blend shape mode." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's custom aabb." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's number of surfaces." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Removes a mesh's surface." msgstr "サブノードを除去します。" #: doc/classes/VisualServer.xml msgid "Sets a mesh's blend shape count." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a mesh's blend shape mode." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a mesh's custom aabb." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's aabb." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's vertex buffer." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's amount of indices." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's amount of vertices." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's buffer arrays." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's arrays for blend shapes." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the format of a mesh's surface." msgstr "メソッドトラックのメソッド名を返します。" #: doc/classes/VisualServer.xml msgid "Function is unused in Godot 3.x." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's index buffer." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's material." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the primitive type of a mesh's surface." msgstr "メソッドトラックのメソッド名を返します。" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the aabb of a mesh's surface's skeleton." msgstr "メソッドトラックのメソッド名を返します。" #: doc/classes/VisualServer.xml msgid "Sets a mesh's surface's material." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Updates a specific region of a vertex buffer for the specified surface. " "Warning: this function alters the vertex buffer directly with no safety " "mechanisms, you can easily corrupt your mesh." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Allocates space for the multimesh data. Format parameters determine how the " "data will be stored by OpenGL. See [enum MultimeshTransformFormat], [enum " "MultimeshColorFormat], and [enum MultimeshCustomDataFormat] for usage. " "Equivalent to [member MultiMesh.instance_count]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates a new multimesh on the VisualServer and returns an [RID] handle. " "This RID will be used in all [code]multimesh_*[/code] VisualServer " "functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this multimesh to an instance using [method " "instance_set_base] using the returned RID." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Calculates and returns the axis-aligned bounding box that encloses all " "instances within the multimesh." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the number of instances allocated for this multimesh." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns the RID of the mesh that will be used in drawing this multimesh." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the number of visible instances for this multimesh." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the color by which the specified instance will be modulated." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the custom data associated with the specified instance." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the [Transform] of the specified instance." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns the [Transform2D] of the specified instance. For use when the " "multimesh is set to use 2D transforms." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the color by which this instance will be modulated. Equivalent to " "[method MultiMesh.set_instance_color]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the custom data for this instance. Custom data is passed as a [Color], " "but is interpreted as a [code]vec4[/code] in the shader. Equivalent to " "[method MultiMesh.set_instance_custom_data]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the [Transform] for this instance. Equivalent to [method MultiMesh." "set_instance_transform]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the [Transform2D] for this instance. For use when multimesh is used in " "2D. Equivalent to [method MultiMesh.set_instance_transform_2d]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets all data related to the instances in one go. This is especially useful " "when loading the data from disk or preparing the data from GDNative.\n" "\n" "All data is packed in one large float array. An array may look like this: " "Transform for instance 1, color data for instance 1, custom data for " "instance 1, transform for instance 2, color data for instance 2, etc.\n" "\n" "[Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, " "[code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float " "(4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/" "code] is stored as 4 floats." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh." "mesh]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the number of instances visible at a given time. If -1, all instances " "that have been allocated are drawn. Equivalent to [member MultiMesh." "visible_instance_count]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates a new omni light and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID can be used in most [code]light_*[/" "code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this omni light to an instance using [method " "instance_set_base] using the returned RID." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates a particle system and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]particles_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "To place in a scene, attach these particles to an instance using [method " "instance_set_base] using the returned RID." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Calculates and returns the axis-aligned bounding box that contains all the " "particles. Equivalent to [method Particles.capture_aabb]." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns [code]true[/code] if particles are currently set to emitting." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Returns [code]true[/code] if particles are not emitting and particles are " "set to inactive." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Add particle system to list of particle systems that need to be updated. " "Update will take place on the next frame, or on the next call to [method " "instances_cull_aabb], [method instances_cull_convex], or [method " "instances_cull_ray]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Reset the particles on the next update. Equivalent to [method Particles." "restart]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the number of particles to be drawn and allocates the memory for them. " "Equivalent to [member Particles.amount]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets a custom axis-aligned bounding box for the particle system. Equivalent " "to [member Particles.visibility_aabb]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the draw order of the particles to one of the named enums from [enum " "ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent " "to [member Particles.draw_order]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the mesh to be used for the specified draw pass. Equivalent to [member " "Particles.draw_pass_1], [member Particles.draw_pass_2], [member Particles." "draw_pass_3], and [member Particles.draw_pass_4]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the number of draw passes to use. Equivalent to [member Particles." "draw_passes]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the [Transform] that will be used by the particles when they first emit." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], particles will emit over time. Setting to false does " "not reset the particles, but only stops their emission. Equivalent to " "[member Particles.emitting]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the explosiveness ratio. Equivalent to [member Particles.explosiveness]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the frame rate that the particle system rendering will be fixed to. " "Equivalent to [member Particles.fixed_fps]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], uses fractional delta which smooths the movement of " "the particles. Equivalent to [member Particles.fract_delta]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the lifetime of each particle in the system. Equivalent to [member " "Particles.lifetime]." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "" "If [code]true[/code], particles will emit once and then stop. Equivalent to " "[member Particles.one_shot]." msgstr "" "[code]true[/code]の場合、ボディの透明度を有効にします。[member blend_mode] も" "参照してください。" #: doc/classes/VisualServer.xml msgid "" "Sets the preprocess time for the particles' animation. This lets you delay " "starting an animation until after the particles have begun emitting. " "Equivalent to [member Particles.preprocess]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the material for processing the particles.\n" "[b]Note:[/b] This is not the material used to draw the materials. Equivalent " "to [member Particles.process_material]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the emission randomness ratio. This randomizes the emission of " "particles within their phase. Equivalent to [member Particles.randomness]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the speed scale of the particle system. Equivalent to [member Particles." "speed_scale]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], particles use local coordinates. If [code]false[/code] " "they use global coordinates. Equivalent to [member Particles.local_coords]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates a reflection probe and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]reflection_probe_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this reflection probe to an instance using " "[method instance_set_base] using the returned RID." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "" "If [code]true[/code], reflections will ignore sky contribution. Equivalent " "to [member ReflectionProbe.interior_enable]." msgstr "[code]true[/code] の場合、反射における空の寄与が無視されます。" #: doc/classes/VisualServer.xml msgid "" "Sets the render cull mask for this reflection probe. Only instances with a " "matching cull mask will be rendered by this probe. Equivalent to [member " "ReflectionProbe.cull_mask]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], uses box projection. This can make reflections look " "more correct in certain situations. Equivalent to [member ReflectionProbe." "box_projection]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], computes shadows in the reflection probe. This makes " "the reflection much slower to compute. Equivalent to [member ReflectionProbe." "enable_shadows]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the size of the area that the reflection probe will capture. Equivalent " "to [member ReflectionProbe.extents]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the intensity of the reflection probe. Intensity modulates the strength " "of the reflection. Equivalent to [member ReflectionProbe.intensity]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the ambient light color for this reflection probe when set to interior " "mode. Equivalent to [member ReflectionProbe.interior_ambient_color]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the energy multiplier for this reflection probes ambient light " "contribution when set to interior mode. Equivalent to [member " "ReflectionProbe.interior_ambient_energy]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the contribution value for how much the reflection affects the ambient " "light for this reflection probe when set to interior mode. Useful so that " "ambient light matches the color of the room. Equivalent to [member " "ReflectionProbe.interior_ambient_contrib]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the max distance away from the probe an object can be before it is " "culled. Equivalent to [member ReflectionProbe.max_distance]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the origin offset to be used when this reflection probe is in box " "project mode. Equivalent to [member ReflectionProbe.origin_offset]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets how often the reflection probe updates. Can either be once or every " "frame. See [enum ReflectionProbeUpdateMode] for options." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Schedules a callback to the corresponding named [code]method[/code] on " "[code]where[/code] after a frame has been drawn.\n" "The callback method must use only 1 argument which will be called with " "[code]userdata[/code]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates a scenario and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]scenario_*[/" "code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "The scenario is the 3D world that all the visual instances exist in." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the [enum ScenarioDebugMode] for this scenario. See [enum " "ScenarioDebugMode] for options." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the environment that will be used with this scenario." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the fallback environment to be used by this scenario. The fallback " "environment is used if no environment is set. Internally, this is used by " "the editor to provide a default environment." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the size of the reflection atlas shared by all reflection probes in " "this scenario." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets a boot image. The color defines the background color. If [code]scale[/" "code] is [code]true[/code], the image will be scaled to fit the screen size. " "If [code]use_filter[/code] is [code]true[/code], the image will be scaled " "with linear interpolation. If [code]use_filter[/code] is [code]false[/code], " "the image will be scaled with nearest-neighbor interpolation." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the engine will generate wireframes for use with the " "wireframe debug mode." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the default clear color which is used when a specific clear color has " "not been selected." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If asynchronous shader compilation is enabled, this controls whether " "[constant SpatialMaterial.ASYNC_MODE_HIDDEN] is obeyed.\n" "For instance, you may want to enable this temporarily before taking a " "screenshot. This ensures everything is visible even if shaders with async " "mode [i]hidden[/i] are not ready yet.\n" "Reflection probes use this internally to ensure they capture everything " "regardless the shaders are ready or not." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the scale to apply to the passage of time for the shaders' [code]TIME[/" "code] builtin.\n" "The default value is [code]1.0[/code], which means [code]TIME[/code] will " "count the real time as it goes by, without narrowing or stretching it." msgstr "" #: doc/classes/VisualServer.xml msgid "Enables or disables occlusion culling." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates an empty shader and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all [code]shader_*[/" "code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a shader's code." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns a default texture from a shader searched by name." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the parameters of a shader." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a shader's code." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a shader's default texture. Overwrites the texture given by name." msgstr "" #: doc/classes/VisualServer.xml msgid "Allocates the GPU buffers for this skeleton." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the [Transform] set for a specific bone of this skeleton." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the [Transform2D] set for a specific bone of this skeleton." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the [Transform] for a specific bone of this skeleton." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the [Transform2D] for a specific bone of this skeleton." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates a skeleton and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]skeleton_*[/" "code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the number of bones allocated for this skeleton." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates an empty sky and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all [code]sky_*[/" "code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a sky's texture." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates a spot light and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID can be used in most [code]light_*[/" "code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this spot light to an instance using [method " "instance_set_base] using the returned RID." msgstr "" #: doc/classes/VisualServer.xml msgid "Allocates the GPU memory for the texture." msgstr "" #: doc/classes/VisualServer.xml msgid "Binds the texture to a texture slot." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates an empty texture and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all [code]texture_*[/" "code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates a texture, allocates the space for an image, and fills in the image." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns a list of all the textures and their information." msgstr "アニメーションのトラック数を返します。" #: doc/classes/VisualServer.xml msgid "" "Returns a copy of a texture's image unless it's a CubeMap, in which case it " "returns the [RID] of the image at one of the cubes sides." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the depth of the texture." msgstr "パラメータのサインを返します。" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the flags of a texture." msgstr "与えられたフレームの [Texture2D] を返します。" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the format of the texture's image." msgstr "2つのベクトルの剰余を返します。" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the texture's height." msgstr "指定された遷移を返します。" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the texture's path." msgstr "パラメータのタンジェントを返します。" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the opengl id of the texture's image." msgstr "2つのベクトルの剰余を返します。" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the type of the texture, can be any of the [enum TextureType]." msgstr "キュー内で次にあるアニメーションの名前を返します。" #: doc/classes/VisualServer.xml #, fuzzy msgid "Returns the texture's width." msgstr "指定された遷移を返します。" #: doc/classes/VisualServer.xml msgid "" "Sets the texture's image data. If it's a CubeMap, it sets the image data at " "a cube side." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets a part of the data for a texture. Warning: this function calls the " "underlying graphics API directly and may corrupt your texture if used " "improperly." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets the texture's flags. See [enum TextureFlags] for options." msgstr "" "テクスチャ用の繰り返しフラグです。オプションは [enum TextureFilter] を参照し" "てください。" #: doc/classes/VisualServer.xml #, fuzzy msgid "Sets the texture's path." msgstr "テクスチャの描写オフセット。" #: doc/classes/VisualServer.xml msgid "" "Creates an update link between two textures, similar to how " "[ViewportTexture]s operate. When the base texture is the texture of a " "[Viewport], every time the viewport renders a new frame, the proxy texture " "automatically receives an update.\n" "For example, this code links a generic [ImageTexture] to the texture output " "of the [Viewport] using the VisualServer API:\n" "[codeblock]\n" "func _ready():\n" " var viewport_rid = get_viewport().get_viewport_rid()\n" " var viewport_texture_rid = VisualServer." "viewport_get_texture(viewport_rid)\n" "\n" " var proxy_texture = ImageTexture.new()\n" " var viewport_texture_image_data = VisualServer." "texture_get_data(viewport_texture_rid)\n" "\n" " proxy_texture.create_from_image(viewport_texture_image_data)\n" " var proxy_texture_rid = proxy_texture.get_rid()\n" " VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n" "\n" " $TextureRect.texture = proxy_texture\n" "[/codeblock]" msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], sets internal processes to shrink all image data to " "half the size." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "" "If [code]true[/code], the image will be stored in the texture's images array " "if overwritten." msgstr "" "[code]true[/code]の場合、オブジェクトは距離に関係なく同じサイズでレンダリング" "されます。" #: doc/classes/VisualServer.xml msgid "Sets a viewport's camera." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets a viewport's canvas." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Copies viewport to a region of the screen specified by [code]rect[/code]. If " "[member Viewport.render_direct_to_screen] is [code]true[/code], then " "viewport does not use a framebuffer and the contents of the viewport are " "rendered directly to screen. However, note that the root viewport is drawn " "last, therefore it will draw over the screen. Accordingly, you must set the " "root viewport to an area that does not cover the area that you have attached " "this viewport to.\n" "For example, you can set the root viewport to not render at all with the " "following code:\n" "[codeblock]\n" "func _ready():\n" " get_viewport().set_attach_to_screen_rect(Rect2())\n" " $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " "manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Creates an empty viewport and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " "[code]viewport_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Detaches the viewport from the screen." msgstr "指定したノードをグラフから削除します。" #: doc/classes/VisualServer.xml msgid "" "Returns a viewport's render information. For options, see the [enum " "ViewportRenderInfo] constants." msgstr "" #: doc/classes/VisualServer.xml msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/VisualServer.xml msgid "Detaches a viewport from a canvas and vice versa." msgstr "" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], sets the viewport active, else sets it inactive." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the stacking order for a viewport's canvas.\n" "[code]layer[/code] is the actual canvas layer, while [code]sublayer[/code] " "specifies the stacking order of the canvas among those in the same layer." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the transformation of a viewport's canvas." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the clear mode of a viewport. See [enum ViewportClearMode] for options." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for " "options." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "If [code]true[/code], a viewport's 3D rendering is disabled." msgstr "もし [code]true[/code] であれば、フィルタリングは有効になります。" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], rendering of a viewport's environment is disabled." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the viewport's global transformation matrix." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the viewport renders to high dynamic range (HDR) " "instead of standard dynamic range (SDR). See also [method " "viewport_set_use_32_bpc_depth].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], the viewport's canvas is not rendered." msgstr "" #: doc/classes/VisualServer.xml msgid "Currently unimplemented in Godot 3.x." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the anti-aliasing mode. See [enum ViewportMSAA] for options." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the viewport's parent to another viewport." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], render the contents of the viewport directly to " "screen. This allows a low-level optimization where you can skip drawing a " "viewport to the root viewport. While this optimization can result in a " "significant increase in speed (especially on older devices), it comes at a " "cost of usability. When this is enabled, you cannot read from the viewport " "or from the [code]SCREEN_TEXTURE[/code]. You also lose the benefit of " "certain window settings, such as the various stretch modes. Another " "consequence to be aware of is that in 2D the rendering happens in window " "coordinates, so if you have a viewport that is double the size of the " "window, and you set this, then only the portion that fits within the window " "will be drawn, no automatic scaling is possible, even if your game scene is " "significantly larger than the window size." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets a viewport's scenario.\n" "The scenario contains information about the [enum ScenarioDebugMode], " "environment information, reflection atlas etc." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the shadow atlas quadrant's subdivision." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the size of the shadow atlas's images (used for omni and spot lights). " "The value will be rounded up to the nearest power of 2." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the sharpening [code]intensity[/code] for the [code]viewport[/code]. If " "set to a value greater than [code]0.0[/code], contrast-adaptive sharpening " "will be applied to the 3D viewport. This has a low performance cost and can " "be used to recover some of the sharpness lost from using FXAA. Values around " "[code]0.5[/code] generally give the best results. See also [method " "viewport_set_use_fxaa]." msgstr "" #: doc/classes/VisualServer.xml msgid "Sets the viewport's width and height." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the viewport renders its background as transparent." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets when the viewport should be updated. See [enum ViewportUpdateMode] " "constants for options." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for " "options." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], allocates the viewport's framebuffer with full " "floating-point precision (32-bit) instead of half floating-point precision " "(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used " "on the same [Viewport] to set HDR to [code]true[/code].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the viewport uses augmented or virtual reality " "technologies. See [ARVRInterface]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " "significantly less visible. In some cases, debanding may introduce a " "slightly noticeable dithering pattern. It's recommended to enable debanding " "only when actually needed since the dithering pattern will make lossless-" "compressed screenshots larger.\n" "[b]Note:[/b] Only available on the GLES3 backend. [member Viewport.hdr] must " "also be [code]true[/code] for debanding to be effective." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Enables fast approximate antialiasing for this viewport. FXAA is a popular " "screen-space antialiasing method, which is fast but will make the image look " "blurry, especially at lower resolutions. It can still work relatively well " "at large resolutions such as 1440p and 4K. Some of the lost sharpness can be " "recovered by enabling contrast-adaptive sharpening (see [method " "viewport_set_sharpen_intensity])." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "If [code]true[/code], the viewport's rendering is flipped vertically." msgstr "[code]true[/code] であれば、テクスチャは垂直に反転されます。" #: doc/classes/VisualServer.xml 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 " "even with rendering disabled." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Emitted at the end of the frame, after the VisualServer has finished " "updating all the Viewports." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Emitted at the beginning of the frame, before the VisualServer updates all " "the Viewports." msgstr "" #: doc/classes/VisualServer.xml msgid "Marks an error that shows that the index array is empty." msgstr "" #: doc/classes/VisualServer.xml msgid "Number of weights/bones per vertex." msgstr "" #: doc/classes/VisualServer.xml msgid "The minimum Z-layer for canvas items." msgstr "" #: doc/classes/VisualServer.xml msgid "The maximum Z-layer for canvas items." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Max number of glow levels that can be used with glow post-process effect." msgstr "" #: doc/classes/VisualServer.xml msgid "Unused enum in Godot 3.x." msgstr "" #: doc/classes/VisualServer.xml msgid "The minimum renderpriority of all materials." msgstr "" #: doc/classes/VisualServer.xml msgid "The maximum renderpriority of all materials." msgstr "" #: doc/classes/VisualServer.xml msgid "Marks the left side of a cubemap." msgstr "" #: doc/classes/VisualServer.xml msgid "Marks the right side of a cubemap." msgstr "" #: doc/classes/VisualServer.xml msgid "Marks the bottom side of a cubemap." msgstr "" #: doc/classes/VisualServer.xml msgid "Marks the top side of a cubemap." msgstr "" #: doc/classes/VisualServer.xml msgid "Marks the front side of a cubemap." msgstr "" #: doc/classes/VisualServer.xml msgid "Marks the back side of a cubemap." msgstr "" #: doc/classes/VisualServer.xml msgid "Normal texture with 2 dimensions, width and height." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Texture made up of six faces, can be looked up with a [code]vec3[/code] in " "shader." msgstr "" #: doc/classes/VisualServer.xml msgid "An array of 2-dimensional textures." msgstr "" #: doc/classes/VisualServer.xml msgid "A 3-dimensional texture with width, height, and depth." msgstr "" #: doc/classes/VisualServer.xml msgid "Repeats the texture (instead of clamp to edge)." msgstr "" #: doc/classes/VisualServer.xml msgid "Repeats the texture with alternate sections mirrored." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Default flags. [constant TEXTURE_FLAG_MIPMAPS], [constant " "TEXTURE_FLAG_REPEAT] and [constant TEXTURE_FLAG_FILTER] are enabled." msgstr "" #: doc/classes/VisualServer.xml msgid "Shader is a 3D shader." msgstr "" #: doc/classes/VisualServer.xml msgid "Shader is a 2D shader." msgstr "" #: doc/classes/VisualServer.xml msgid "Shader is a particle shader." msgstr "" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum ShaderMode] enum." msgstr "" #: doc/classes/VisualServer.xml msgid "Array is a vertex array." msgstr "" #: doc/classes/VisualServer.xml msgid "Array is a normal array." msgstr "" #: doc/classes/VisualServer.xml msgid "Array is a tangent array." msgstr "" #: doc/classes/VisualServer.xml msgid "Array is a color array." msgstr "" #: doc/classes/VisualServer.xml msgid "Array is an UV coordinates array." msgstr "" #: doc/classes/VisualServer.xml msgid "Array is an UV coordinates array for the second UV coordinates." msgstr "" #: doc/classes/VisualServer.xml msgid "Array contains bone information." msgstr "" #: doc/classes/VisualServer.xml msgid "Array is weight information." msgstr "" #: doc/classes/VisualServer.xml msgid "Array is index array." msgstr "" #: doc/classes/VisualServer.xml msgid "Flag used to mark a vertex array." msgstr "" #: doc/classes/VisualServer.xml msgid "Flag used to mark a normal array." msgstr "" #: doc/classes/VisualServer.xml msgid "Flag used to mark a tangent array." msgstr "" #: doc/classes/VisualServer.xml msgid "Flag used to mark a color array." msgstr "" #: doc/classes/VisualServer.xml msgid "Flag used to mark an UV coordinates array." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Flag used to mark an UV coordinates array for the second UV coordinates." msgstr "" #: doc/classes/VisualServer.xml msgid "Flag used to mark a bone information array." msgstr "" #: doc/classes/VisualServer.xml msgid "Flag used to mark a weights array." msgstr "" #: doc/classes/VisualServer.xml msgid "Flag used to mark an index array." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant " "ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant " "ARRAY_COMPRESS_TEX_UV], [constant ARRAY_COMPRESS_TEX_UV2], [constant " "ARRAY_COMPRESS_WEIGHTS], and [constant " "ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly." msgstr "" #: doc/classes/VisualServer.xml msgid "Primitive to draw consists of points." msgstr "" #: doc/classes/VisualServer.xml msgid "Primitive to draw consists of lines." msgstr "" #: doc/classes/VisualServer.xml msgid "Primitive to draw consists of a line strip from start to end." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Primitive to draw consists of a line loop (a line strip with a line between " "the last and the first vertex)." msgstr "" #: doc/classes/VisualServer.xml msgid "Primitive to draw consists of triangles." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Primitive to draw consists of a triangle strip (the last 3 vertices are " "always combined to make a triangle)." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Primitive to draw consists of a triangle strip (the last 2 vertices are " "always combined with the first to make a triangle)." msgstr "" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum PrimitiveType] enum." msgstr "" #: doc/classes/VisualServer.xml msgid "Is a directional (sun) light." msgstr "" #: doc/classes/VisualServer.xml msgid "Is an omni light." msgstr "" #: doc/classes/VisualServer.xml msgid "Is a spot light." msgstr "" #: doc/classes/VisualServer.xml msgid "The light's energy." msgstr "" #: doc/classes/VisualServer.xml msgid "Secondary multiplier used with indirect light (light bounces)." msgstr "" #: doc/classes/VisualServer.xml msgid "" "The light's size, currently only used for soft shadows in baked lightmaps." msgstr "" #: doc/classes/VisualServer.xml msgid "The light's influence on specularity." msgstr "" #: doc/classes/VisualServer.xml msgid "The light's range." msgstr "" #: doc/classes/VisualServer.xml msgid "The light's attenuation." msgstr "" #: doc/classes/VisualServer.xml msgid "The spotlight's angle." msgstr "" #: doc/classes/VisualServer.xml msgid "The spotlight's attenuation." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "Scales the shadow color." msgstr "影の不透明化機能を有効にします。" #: doc/classes/VisualServer.xml msgid "Max distance that shadows will be rendered." msgstr "" #: doc/classes/VisualServer.xml msgid "Proportion of shadow atlas occupied by the first split." msgstr "" #: doc/classes/VisualServer.xml msgid "Proportion of shadow atlas occupied by the second split." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Proportion of shadow atlas occupied by the third split. The fourth split " "occupies the rest." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Normal bias used to offset shadow lookup by object normal. Can be used to " "fix self-shadowing artifacts." msgstr "" #: doc/classes/VisualServer.xml msgid "Bias the shadow lookup to fix self-shadowing artifacts." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Increases bias on further splits to fix self-shadowing that only occurs far " "away from the camera." msgstr "" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum LightParam] enum." msgstr "" #: doc/classes/VisualServer.xml msgid "Use a dual paraboloid shadow map for omni lights." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Use a cubemap shadow map for omni lights. Slower but better quality than " "dual paraboloid." msgstr "" #: doc/classes/VisualServer.xml msgid "Use more detail vertically when computing shadow map." msgstr "" #: doc/classes/VisualServer.xml msgid "Use more detail horizontally when computing shadow map." msgstr "" #: doc/classes/VisualServer.xml msgid "Use orthogonal shadow projection for directional light." msgstr "" #: doc/classes/VisualServer.xml msgid "Use 2 splits for shadow projection when using directional light." msgstr "" #: doc/classes/VisualServer.xml msgid "Use 4 splits for shadow projection when using directional light." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Keeps shadows stable as camera moves but has lower effective resolution." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Optimize use of shadow maps, increasing the effective resolution. But may " "result in shadows moving or flickering slightly." msgstr "" #: doc/classes/VisualServer.xml msgid "Do not update the viewport." msgstr "" #: doc/classes/VisualServer.xml msgid "Update the viewport once then set to disabled." msgstr "" #: doc/classes/VisualServer.xml msgid "Update the viewport whenever it is visible." msgstr "" #: doc/classes/VisualServer.xml msgid "Always update the viewport." msgstr "" #: doc/classes/VisualServer.xml msgid "The viewport is always cleared before drawing." msgstr "" #: doc/classes/VisualServer.xml msgid "The viewport is never cleared before drawing." msgstr "" #: doc/classes/VisualServer.xml msgid "" "The viewport is cleared once, then the clear mode is set to [constant " "VIEWPORT_CLEAR_NEVER]." msgstr "" #: doc/classes/VisualServer.xml msgid "Multisample antialiasing is disabled." msgstr "" #: doc/classes/VisualServer.xml msgid "Multisample antialiasing is set to 2×." msgstr "" #: doc/classes/VisualServer.xml msgid "Multisample antialiasing is set to 4×." msgstr "" #: doc/classes/VisualServer.xml msgid "Multisample antialiasing is set to 8×." msgstr "" #: doc/classes/VisualServer.xml msgid "Multisample antialiasing is set to 16×." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Multisample antialiasing is set to 2× on external texture. Special mode for " "GLES2 Android VR (Oculus Quest and Go)." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Multisample antialiasing is set to 4× on external texture. Special mode for " "GLES2 Android VR (Oculus Quest and Go)." msgstr "" #: doc/classes/VisualServer.xml msgid "The Viewport does not render 3D but samples." msgstr "" #: doc/classes/VisualServer.xml msgid "The Viewport does not render 3D and does not sample." msgstr "" #: doc/classes/VisualServer.xml msgid "The Viewport renders 3D with effects." msgstr "" #: doc/classes/VisualServer.xml msgid "The Viewport renders 3D but without effects." msgstr "" #: doc/classes/VisualServer.xml msgid "Number of objects drawn in a single frame." msgstr "" #: doc/classes/VisualServer.xml msgid "Number of vertices drawn in a single frame." msgstr "" #: doc/classes/VisualServer.xml msgid "Number of material changes during this frame." msgstr "" #: doc/classes/VisualServer.xml msgid "Number of shader changes during this frame." msgstr "" #: doc/classes/VisualServer.xml msgid "Number of surface changes during this frame." msgstr "" #: doc/classes/VisualServer.xml msgid "Number of draw calls during this frame." msgstr "" #: doc/classes/VisualServer.xml msgid "Number of 2d items drawn this frame." msgstr "" #: doc/classes/VisualServer.xml msgid "Number of 2d draw calls during this frame." msgstr "" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum ViewportRenderInfo] enum." msgstr "" #: doc/classes/VisualServer.xml msgid "Debug draw is disabled. Default setting." msgstr "" #: doc/classes/VisualServer.xml msgid "Debug draw sets objects to unshaded." msgstr "" #: doc/classes/VisualServer.xml msgid "Overwrites clear color to [code](0,0,0,0)[/code]." msgstr "" #: doc/classes/VisualServer.xml msgid "Debug draw draws objects in wireframe." msgstr "" #: doc/classes/VisualServer.xml msgid "Do not use a debug mode." msgstr "" #: doc/classes/VisualServer.xml msgid "Draw all objects as wireframe models." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Draw all objects in a way that displays how much overdraw is occurring. " "Overdraw occurs when a section of pixels is drawn and shaded and then " "another object covers it up. To optimize a scene, you should reduce overdraw." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Draw all objects without shading. Equivalent to setting all objects shaders " "to [code]unshaded[/code]." msgstr "" #: doc/classes/VisualServer.xml msgid "The instance does not have a type." msgstr "" #: doc/classes/VisualServer.xml msgid "The instance is a mesh." msgstr "" #: doc/classes/VisualServer.xml msgid "The instance is a multimesh." msgstr "" #: doc/classes/VisualServer.xml msgid "The instance is an immediate geometry." msgstr "" #: doc/classes/VisualServer.xml msgid "The instance is a particle emitter." msgstr "" #: doc/classes/VisualServer.xml msgid "The instance is a light." msgstr "" #: doc/classes/VisualServer.xml msgid "The instance is a reflection probe." msgstr "" #: doc/classes/VisualServer.xml msgid "The instance is a GI probe." msgstr "" #: doc/classes/VisualServer.xml msgid "The instance is a lightmap capture." msgstr "" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum InstanceType] enum." msgstr "" #: doc/classes/VisualServer.xml msgid "" "A combination of the flags of geometry instances (mesh, multimesh, immediate " "and particles)." msgstr "" #: doc/classes/VisualServer.xml msgid "Allows the instance to be used in baked lighting." msgstr "" #: doc/classes/VisualServer.xml msgid "When set, manually requests to draw geometry on next frame." msgstr "" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum InstanceFlags] enum." msgstr "" #: doc/classes/VisualServer.xml msgid "Disable shadows from this instance." msgstr "" #: doc/classes/VisualServer.xml msgid "Cast shadows from this instance." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Disable backface culling when rendering the shadow of the object. This is " "slightly slower but may result in more correct shadows." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Only render the shadows from the object. The object itself will not be drawn." msgstr "" #: doc/classes/VisualServer.xml msgid "The nine patch gets stretched where needed." msgstr "" #: doc/classes/VisualServer.xml msgid "The nine patch gets filled with tiles where needed." msgstr "" #: doc/classes/VisualServer.xml msgid "" "The nine patch gets filled with tiles where needed and stretches them a bit " "if needed." msgstr "" #: doc/classes/VisualServer.xml msgid "Adds light color additive to the canvas." msgstr "" #: doc/classes/VisualServer.xml msgid "Adds light color subtractive to the canvas." msgstr "" #: doc/classes/VisualServer.xml msgid "The light adds color depending on transparency." msgstr "" #: doc/classes/VisualServer.xml msgid "The light adds color depending on mask." msgstr "" #: doc/classes/VisualServer.xml msgid "Do not apply a filter to canvas light shadows." msgstr "" #: doc/classes/VisualServer.xml msgid "Use PCF3 filtering to filter canvas light shadows." msgstr "" #: doc/classes/VisualServer.xml msgid "Use PCF5 filtering to filter canvas light shadows." msgstr "" #: doc/classes/VisualServer.xml msgid "Use PCF7 filtering to filter canvas light shadows." msgstr "" #: doc/classes/VisualServer.xml msgid "Use PCF9 filtering to filter canvas light shadows." msgstr "" #: doc/classes/VisualServer.xml msgid "Use PCF13 filtering to filter canvas light shadows." msgstr "" #: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is disabled." msgstr "" #: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is clockwise." msgstr "" #: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is counterclockwise." msgstr "" #: doc/classes/VisualServer.xml msgid "The amount of objects in the frame." msgstr "" #: doc/classes/VisualServer.xml msgid "The amount of vertices in the frame." msgstr "" #: doc/classes/VisualServer.xml msgid "The amount of modified materials in the frame." msgstr "" #: doc/classes/VisualServer.xml msgid "The amount of shader rebinds in the frame." msgstr "" #: doc/classes/VisualServer.xml msgid "" "The peak amount of shaders that have been under compilation in the frame.\n" "This is useful to know when asynchronous shader compilation has finished for " "the current shaders on screen.\n" "[b]Note:[/b] For complete certainty, only assume there are no outstanding " "compilations when this value is zero for at least two frames in a row.\n" "Unimplemented in the GLES2 rendering backend, always returns 0." msgstr "" #: doc/classes/VisualServer.xml msgid "The amount of surface changes in the frame." msgstr "" #: doc/classes/VisualServer.xml msgid "The amount of draw calls in frame." msgstr "" #: doc/classes/VisualServer.xml #, fuzzy msgid "The amount of 2d items in the frame." msgstr "エフェクトに使うボイスの数。" #: doc/classes/VisualServer.xml #, fuzzy msgid "The amount of 2d draw calls in frame." msgstr "エフェクトに使うボイスの数。" #: doc/classes/VisualServer.xml msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Hardware supports multithreading. This enum is currently unused in Godot 3.x." msgstr "" #: doc/classes/VisualServer.xml msgid "Use [Transform2D] to store MultiMesh transform." msgstr "" #: doc/classes/VisualServer.xml msgid "Use [Transform] to store MultiMesh transform." msgstr "" #: doc/classes/VisualServer.xml msgid "MultiMesh does not use per-instance color." msgstr "" #: doc/classes/VisualServer.xml msgid "" "MultiMesh color uses 8 bits per component. This packs the color into a " "single float." msgstr "" #: doc/classes/VisualServer.xml msgid "MultiMesh color uses a float per channel." msgstr "" #: doc/classes/VisualServer.xml msgid "MultiMesh does not use custom data." msgstr "" #: doc/classes/VisualServer.xml msgid "" "MultiMesh custom data uses 8 bits per component. This packs the 4-component " "custom data into a single float." msgstr "" #: doc/classes/VisualServer.xml msgid "MultiMesh custom data uses a float per component." msgstr "" #: doc/classes/VisualServer.xml msgid "Reflection probe will update reflections once and then stop." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Reflection probe will update each frame. This mode is necessary to capture " "moving objects." msgstr "" #: doc/classes/VisualServer.xml msgid "Draw particles in the order that they appear in the particles array." msgstr "" #: doc/classes/VisualServer.xml msgid "Sort particles based on their lifetime." msgstr "" #: doc/classes/VisualServer.xml msgid "Sort particles based on their distance to the camera." msgstr "" #: doc/classes/VisualServer.xml msgid "Use the clear color as background." msgstr "" #: doc/classes/VisualServer.xml msgid "Use a specified color as the background." msgstr "" #: doc/classes/VisualServer.xml msgid "Use a sky resource for the background." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Use a custom color for background, but use a sky for shading and reflections." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Use a specified canvas layer as the background. This can be useful for " "instantiating a 2D scene in a 3D world." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Do not clear the background, use whatever was rendered last frame as the " "background." msgstr "" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum EnvironmentBG] enum." msgstr "" #: doc/classes/VisualServer.xml msgid "Use lowest blur quality. Fastest, but may look bad." msgstr "" #: doc/classes/VisualServer.xml msgid "Use medium blur quality." msgstr "" #: doc/classes/VisualServer.xml msgid "Used highest blur quality. Looks the best, but is the slowest." msgstr "" #: doc/classes/VisualServer.xml msgid "Add the effect of the glow on top of the scene." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Blends the glow effect with the screen. Does not get as bright as additive." msgstr "" #: doc/classes/VisualServer.xml msgid "Produces a subtle color disturbance around objects." msgstr "" #: doc/classes/VisualServer.xml msgid "Shows the glow effect by itself without the underlying scene." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Output color as they came in. This can cause bright lighting to look blown " "out, with noticeable clipping in the output colors." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors " "by this formula: [code]color = color / (1 + color)[/code]. This avoids " "clipping bright highlights, but the resulting image can look a bit dull." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Use the filmic tonemapper. This avoids clipping bright highlights, with a " "resulting image that usually looks more vivid than [constant " "ENV_TONE_MAPPER_REINHARD]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Use the legacy Godot version of the Academy Color Encoding System " "tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of " "ACES does not handle bright lighting in a physically accurate way. ACES " "typically has a more contrasted output compared to [constant " "ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n" "[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor " "of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Use the Academy Color Encoding System tonemapper. ACES is slightly more " "expensive than other options, but it handles bright lighting in a more " "realistic fashion by desaturating it as it becomes brighter. ACES typically " "has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] " "and [constant ENV_TONE_MAPPER_FILMIC]." msgstr "" #: doc/classes/VisualServer.xml msgid "Lowest quality of screen space ambient occlusion." msgstr "" #: doc/classes/VisualServer.xml msgid "Medium quality screen space ambient occlusion." msgstr "" #: doc/classes/VisualServer.xml msgid "Highest quality screen space ambient occlusion." msgstr "" #: doc/classes/VisualServer.xml msgid "Disables the blur set for SSAO. Will make SSAO look noisier." msgstr "" #: doc/classes/VisualServer.xml msgid "Perform a 1x1 blur on the SSAO output." msgstr "" #: doc/classes/VisualServer.xml msgid "Performs a 2x2 blur on the SSAO output." msgstr "" #: doc/classes/VisualServer.xml msgid "Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Used to query for any changes that request a redraw, whatever the priority." msgstr "" #: doc/classes/VisualServer.xml msgid "" "Registered changes which have low priority can be optionally prevented from " "causing editor redraws. Examples might include dynamic shaders (typically " "using the [code]TIME[/code] built-in)." msgstr "" #: doc/classes/VisualServer.xml msgid "Registered changes which can cause a redraw default to high priority." msgstr "" #: doc/classes/VisualShader.xml msgid "A custom shader program with a visual editor." msgstr "" #: doc/classes/VisualShader.xml msgid "" "This class allows you to define a custom shader program that can be used for " "various materials to render objects.\n" "The visual shader editor creates the shader." msgstr "" #: doc/classes/VisualShader.xml msgid "Adds the specified node to the shader." msgstr "" #: doc/classes/VisualShader.xml msgid "" "Returns [code]true[/code] if the specified nodes and ports can be connected " "together." msgstr "" #: doc/classes/VisualShader.xml msgid "Connects the specified nodes and ports." msgstr "" #: doc/classes/VisualShader.xml msgid "" "Connects the specified nodes and ports, even if they can't be connected. " "Such connection is invalid and will not function properly." msgstr "" #: doc/classes/VisualShader.xml msgid "" "Returns the shader node instance with specified [code]type[/code] and " "[code]id[/code]." msgstr "" #: doc/classes/VisualShader.xml msgid "Returns the list of connected nodes with the specified type." msgstr "" #: doc/classes/VisualShader.xml msgid "Returns the list of all nodes in the shader with the specified type." msgstr "" #: doc/classes/VisualShader.xml msgid "Returns the position of the specified node within the shader graph." msgstr "" #: doc/classes/VisualShader.xml msgid "" "Returns [code]true[/code] if the specified node and port connection exist." msgstr "" #: doc/classes/VisualShader.xml msgid "Removes the specified node from the shader." msgstr "" #: doc/classes/VisualShader.xml msgid "Sets the mode of this shader." msgstr "" #: doc/classes/VisualShader.xml msgid "Sets the position of the specified node." msgstr "" #: doc/classes/VisualShader.xml msgid "The offset vector of the whole graph." msgstr "" #: doc/classes/VisualShader.xml msgid "A vertex shader, operating on vertices." msgstr "" #: doc/classes/VisualShader.xml msgid "A fragment shader, operating on fragments (pixels)." msgstr "" #: doc/classes/VisualShader.xml msgid "A shader for light calculations." msgstr "" #: doc/classes/VisualShader.xml msgid "Represents the size of the [enum Type] enum." msgstr "" #: doc/classes/VisualShaderNode.xml msgid "Base class for nodes in a visual shader graph." msgstr "" #: doc/classes/VisualShaderNode.xml msgid "" "Visual shader graphs consist of various nodes. Each node in the graph is a " "separate object and they are represented as a rectangular boxes with title " "and a set of properties. Each node has also connection ports that allow to " "connect it to another nodes and control the flow of the shader." msgstr "" #: doc/classes/VisualShaderNode.xml msgid "" "Returns an [Array] containing default values for all of the input ports of " "the node in the form [code][index0, value0, index1, value1, ...][/code]." msgstr "" #: doc/classes/VisualShaderNode.xml msgid "Returns the default value of the input [code]port[/code]." msgstr "" #: doc/classes/VisualShaderNode.xml msgid "" "Sets the default input ports values using an [Array] of the form [code]" "[index0, value0, index1, value1, ...][/code]. For example: [code][0, " "Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]." msgstr "" #: doc/classes/VisualShaderNode.xml msgid "Sets the default value for the selected input [code]port[/code]." msgstr "" #: doc/classes/VisualShaderNode.xml msgid "" "Sets the output port index which will be showed for preview. If set to " "[code]-1[/code] no port will be open for preview." msgstr "" #: doc/classes/VisualShaderNode.xml msgid "" "Emitted when the node requests an editor refresh. Currently called only in " "setter of [member VisualShaderNodeTexture.source], " "[VisualShaderNodeTexture], and [VisualShaderNodeCubeMap] (and their " "derivatives)." msgstr "" #: doc/classes/VisualShaderNode.xml msgid "" "Floating-point scalar. Translated to [code]float[/code] type in shader code." msgstr "" #: doc/classes/VisualShaderNode.xml msgid "" "3D vector of floating-point values. Translated to [code]vec3[/code] type in " "shader code." msgstr "" #: doc/classes/VisualShaderNode.xml msgid "Boolean type. Translated to [code]bool[/code] type in shader code." msgstr "" #: doc/classes/VisualShaderNode.xml msgid "Transform type. Translated to [code]mat4[/code] type in shader code." msgstr "" #: doc/classes/VisualShaderNode.xml msgid "" "Sampler type. Translated to reference of sampler uniform in shader code. Can " "only be used for input ports in non-uniform nodes." msgstr "" #: doc/classes/VisualShaderNode.xml msgid "Represents the size of the [enum PortType] enum." msgstr "" #: doc/classes/VisualShaderNodeBooleanConstant.xml msgid "A boolean constant to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeBooleanConstant.xml msgid "" "Has only one output port and no inputs.\n" "Translated to [code]bool[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeBooleanConstant.xml msgid "A boolean constant which represents a state of this node." msgstr "" #: doc/classes/VisualShaderNodeBooleanUniform.xml msgid "A boolean uniform to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeBooleanUniform.xml msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeBooleanUniform.xml #: doc/classes/VisualShaderNodeColorUniform.xml #: doc/classes/VisualShaderNodeScalarUniform.xml #: doc/classes/VisualShaderNodeTransformUniform.xml #: doc/classes/VisualShaderNodeVec3Uniform.xml msgid "A default value to be assigned within the shader." msgstr "" #: doc/classes/VisualShaderNodeBooleanUniform.xml #: doc/classes/VisualShaderNodeColorUniform.xml #: doc/classes/VisualShaderNodeScalarUniform.xml #: doc/classes/VisualShaderNodeTransformUniform.xml #: doc/classes/VisualShaderNodeVec3Uniform.xml msgid "Enables usage of the [member default_value]." msgstr "" #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeColorConstant.xml msgid "" "Has two output ports representing RGB and alpha channels of [Color].\n" "Translated to [code]vec3 rgb[/code] and [code]float alpha[/code] in the " "shader language." msgstr "" #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant which represents a state of this node." msgstr "" #: doc/classes/VisualShaderNodeColorFunc.xml msgid "A [Color] function to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeColorFunc.xml msgid "" "Accept a [Color] to the input port and transform it according to [member " "function]." msgstr "" #: doc/classes/VisualShaderNodeColorFunc.xml msgid "" "A function to be applied to the input color. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeColorFunc.xml msgid "" "Converts the color to grayscale using the following formula:\n" "[codeblock]\n" "vec3 c = input;\n" "float max1 = max(c.r, c.g);\n" "float max2 = max(max1, c.b);\n" "float max3 = max(max1, max2);\n" "return vec3(max3, max3, max3);\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorFunc.xml msgid "" "Applies sepia tone effect using the following formula:\n" "[codeblock]\n" "vec3 c = input;\n" "float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);\n" "float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);\n" "float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);\n" "return vec3(r, g, b);\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml msgid "A [Color] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml msgid "Applies [member operator] to two color inputs." msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "An operator to be applied to the inputs. See [enum Operator] for options." msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "Produce a screen effect with the following formula:\n" "[codeblock]\n" "result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "Produce a difference effect with the following formula:\n" "[codeblock]\n" "result = abs(a - b);\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "Produce a darken effect with the following formula:\n" "[codeblock]\n" "result = min(a, b);\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "Produce a lighten effect with the following formula:\n" "[codeblock]\n" "result = max(a, b);\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "Produce an overlay effect with the following formula:\n" "[codeblock]\n" "for (int i = 0; i < 3; i++) {\n" " float base = a[i];\n" " float blend = b[i];\n" " if (base < 0.5) {\n" " result[i] = 2.0 * base * blend;\n" " } else {\n" " result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n" " }\n" "}\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "Produce a dodge effect with the following formula:\n" "[codeblock]\n" "result = a / (vec3(1.0) - b);\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "Produce a burn effect with the following formula:\n" "[codeblock]\n" "result = vec3(1.0) - (vec3(1.0) - a) / b;\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "Produce a soft light effect with the following formula:\n" "[codeblock]\n" "for (int i = 0; i < 3; i++) {\n" " float base = a[i];\n" " float blend = b[i];\n" " if (base < 0.5) {\n" " result[i] = base * (blend + 0.5);\n" " } else {\n" " result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));\n" " }\n" "}\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml msgid "" "Produce a hard light effect with the following formula:\n" "[codeblock]\n" "for (int i = 0; i < 3; i++) {\n" " float base = a[i];\n" " float blend = b[i];\n" " if (base < 0.5) {\n" " result[i] = base * (2.0 * blend);\n" " } else {\n" " result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));\n" " }\n" "}\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeColorUniform.xml msgid "A [Color] uniform to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeColorUniform.xml msgid "Translated to [code]uniform vec4[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "A comparison function for common types within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "" "Compares [code]a[/code] and [code]b[/code] of [member type] by [member " "function]. Returns a boolean scalar. Translates to [code]if[/code] " "instruction in shader code." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "" "Extra condition which is applied if [member type] is set to [constant " "CTYPE_VECTOR]." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "A comparison function. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "" "The type to be used in the comparison. See [enum ComparisonType] for options." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "A floating-point scalar." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "A 3D vector type." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "A boolean type." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "A transform ([code]mat4[/code]) type." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "Comparison for equality ([code]a == b[/code])." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "Comparison for inequality ([code]a != b[/code])." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "" "Comparison for greater than ([code]a > b[/code]). Cannot be used if [member " "type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "" "Comparison for greater than or equal ([code]a >= b[/code]). Cannot be used " "if [member type] set to [constant CTYPE_BOOLEAN] or [constant " "CTYPE_TRANSFORM]." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "" "Comparison for less than ([code]a < b[/code]). Cannot be used if [member " "type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "" "Comparison for less than or equal ([code]a < b[/code]). Cannot be used if " "[member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "" "The result will be true if all of component in vector satisfy the comparison " "condition." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "" "The result will be true if any of component in vector satisfy the comparison " "condition." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml msgid "A [CubeMap] sampling node to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml msgid "" "Translated to [code]texture(cubemap, vec3)[/code] in the shader language. " "Returns a color vector and alpha channel as scalar." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml msgid "" "The [CubeMap] texture to sample when using [constant SOURCE_TEXTURE] as " "[member source]." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml msgid "" "Defines which source should be used for the sampling. See [enum Source] for " "options." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "" "Defines the type of data provided by the source texture. See [enum " "TextureType] for options." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml msgid "" "Use the [CubeMap] set via [member cube_map]. If this is set to [member " "source], the [code]samplerCube[/code] port is ignored." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml msgid "" "Use the [CubeMap] sampler reference passed via the [code]samplerCube[/code] " "port. If this is set to [member source], the [member cube_map] texture is " "ignored." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml #: doc/classes/VisualShaderNodeTexture.xml #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "No hints are added to the uniform declaration." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml #: doc/classes/VisualShaderNodeTexture.xml #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "" "Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper " "sRGB to linear conversion." msgstr "" #: doc/classes/VisualShaderNodeCubeMap.xml #: doc/classes/VisualShaderNodeTexture.xml #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "" "Adds [code]hint_normal[/code] as hint to the uniform declaration, which " "internally converts the texture for proper usage as normal map." msgstr "" #: doc/classes/VisualShaderNodeCubeMapUniform.xml msgid "A [CubeMap] uniform node to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeCubeMapUniform.xml msgid "" "Translated to [code]uniform samplerCube[/code] in the shader language. The " "output value can be used as port for [VisualShaderNodeCubeMap]." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Virtual class to define custom [VisualShaderNode]s for use in the Visual " "Shader Editor." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml msgid "" "By inheriting this class you can create a custom [VisualShader] script addon " "which will be automatically added to the Visual Shader Editor. The " "[VisualShaderNode]'s behavior is defined by overriding the provided virtual " "methods.\n" "In order for the node to be registered as an editor addon, you must use the " "[code]tool[/code] keyword and provide a [code]class_name[/code] for your " "custom script. For example:\n" "[codeblock]\n" "tool\n" "extends VisualShaderNodeCustom\n" "class_name VisualShaderNodeNoise\n" "[/codeblock]" msgstr "" #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the category of the associated custom node in " "the Visual Shader Editor's members dialog. The path may look like " "[code]\"MyGame/MyFunctions/Noise\"[/code].\n" "Defining this method is [b]optional[/b]. If not overridden, the node will be " "filed under the \"Custom\" category." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the actual shader code of the associated " "custom node. The shader code should be returned as a string, which can have " "multiple lines (the [code]\"\"\"[/code] multiline string construct can be " "used for convenience).\n" "The [code]input_vars[/code] and [code]output_vars[/code] arrays contain the " "string names of the various input and output variables, as defined by " "[code]_get_input_*[/code] and [code]_get_output_*[/code] virtual methods in " "this class.\n" "The output ports can be assigned values in the shader code. For example, " "[code]return output_vars[0] + \" = \" + input_vars[0] + \";\"[/code].\n" "You can customize the generated code based on the shader [code]mode[/code] " "(see [enum Shader.Mode]) and/or [code]type[/code] (see [enum VisualShader." "Type]).\n" "Defining this method is [b]required[/b]." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the description of the associated custom node " "in the Visual Shader Editor's members dialog.\n" "Defining this method is [b]optional[/b]." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to add shader code on top of the global shader, to " "define your own standard library of reusable methods, varyings, constants, " "uniforms, etc. The shader code should be returned as a string, which can " "have multiple lines (the [code]\"\"\"[/code] multiline string construct can " "be used for convenience).\n" "Be careful with this functionality as it can cause name conflicts with other " "custom nodes, so be sure to give the defined entities unique names.\n" "You can customize the generated code based on the shader [code]mode[/code] " "(see [enum Shader.Mode]).\n" "Defining this method is [b]optional[/b]." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the amount of input ports of the associated " "custom node.\n" "Defining this method is [b]required[/b]. If not overridden, the node has no " "input ports." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the names of input ports of the associated " "custom node. The names are used both for the input slots in the editor and " "as identifiers in the shader code, and are passed in the [code]input_vars[/" "code] array in [method _get_code].\n" "Defining this method is [b]optional[/b], but recommended. If not overridden, " "input ports are named as [code]\"in\" + str(port)[/code]." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the returned type of each input port of the " "associated custom node (see [enum VisualShaderNode.PortType] for possible " "types).\n" "Defining this method is [b]optional[/b], but recommended. If not overridden, " "input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] " "type." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the name of the associated custom node in the " "Visual Shader Editor's members dialog and graph.\n" "Defining this method is [b]optional[/b], but recommended. If not overridden, " "the node will be named as \"Unnamed\"." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the amount of output ports of the associated " "custom node.\n" "Defining this method is [b]required[/b]. If not overridden, the node has no " "output ports." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the names of output ports of the associated " "custom node. The names are used both for the output slots in the editor and " "as identifiers in the shader code, and are passed in the [code]output_vars[/" "code] array in [method _get_code].\n" "Defining this method is [b]optional[/b], but recommended. If not overridden, " "output ports are named as [code]\"out\" + str(port)[/code]." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the returned type of each output port of the " "associated custom node (see [enum VisualShaderNode.PortType] for possible " "types).\n" "Defining this method is [b]optional[/b], but recommended. If not overridden, " "output ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] " "type." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the return icon of the associated custom node " "in the Visual Shader Editor's members dialog.\n" "Defining this method is [b]optional[/b]. If not overridden, no return icon " "is shown." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the subcategory of the associated custom node " "in the Visual Shader Editor's members dialog.\n" "Defining this method is [b]optional[/b]. If not overridden, the node will be " "filed under the root of the main category (see [method _get_category])." msgstr "" #: doc/classes/VisualShaderNodeDeterminant.xml msgid "" "Calculates the determinant of a [Transform] within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeDeterminant.xml msgid "Translates to [code]determinant(x)[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeDotProduct.xml msgid "Calculates a dot product of two vectors within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeDotProduct.xml msgid "Translates to [code]dot(a, b)[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeExpression.xml msgid "" "A custom visual shader graph expression written in Godot Shading Language." msgstr "" #: doc/classes/VisualShaderNodeExpression.xml msgid "" "Custom Godot Shading Language expression, with a custom amount of input and " "output ports.\n" "The provided code is directly injected into the graph's matching shader " "function ([code]vertex[/code], [code]fragment[/code], or [code]light[/" "code]), so it cannot be used to declare functions, varyings, uniforms, or " "global constants. See [VisualShaderNodeGlobalExpression] for such global " "definitions." msgstr "" #: doc/classes/VisualShaderNodeExpression.xml msgid "" "An expression in Godot Shading Language, which will be injected at the start " "of the graph's matching shader function ([code]vertex[/code], " "[code]fragment[/code], or [code]light[/code]), and thus cannot be used to " "declare functions, varyings, uniforms, or global constants." msgstr "" #: doc/classes/VisualShaderNodeFaceForward.xml msgid "" "Returns the vector that points in the same direction as a reference vector " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeFaceForward.xml msgid "" "Translates to [code]faceforward(N, I, Nref)[/code] in the shader language. " "The function has three vector parameters: [code]N[/code], the vector to " "orient, [code]I[/code], the incident vector, and [code]Nref[/code], the " "reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] " "is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-" "N[/code] is returned." msgstr "" #: doc/classes/VisualShaderNodeFresnel.xml msgid "A Fresnel effect to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeFresnel.xml msgid "" "Returns falloff based on the dot product of surface normal and view " "direction of camera (pass associated inputs to it)." msgstr "" "サーフェス法線とカメラのビュー方向(関連する入力を渡す)の内積に基づいて減衰を" "返します。" #: doc/classes/VisualShaderNodeGlobalExpression.xml msgid "" "A custom global visual shader graph expression written in Godot Shading " "Language." msgstr "" #: doc/classes/VisualShaderNodeGlobalExpression.xml msgid "" "Custom Godot Shader Language expression, which is placed on top of the " "generated shader. You can place various function definitions inside to call " "later in [VisualShaderNodeExpression]s (which are injected in the main " "shader functions). You can also declare varyings, uniforms and global " "constants." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Base class for a family of nodes with variable amount of input and output " "ports within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Currently, has no direct usage, use the derived classes instead." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Adds an input port with the specified [code]type[/code] (see [enum " "VisualShaderNode.PortType]) and [code]name[/code]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Adds an output port with the specified [code]type[/code] (see [enum " "VisualShaderNode.PortType]) and [code]name[/code]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Removes all previously specified input ports." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Removes all previously specified output ports." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Returns a free input port ID which can be used in [method add_input_port]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Returns a free output port ID which can be used in [method add_output_port]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Returns the number of input ports in use. Alternative for [method " "get_free_input_port_id]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Returns a [String] description of the input ports as a colon-separated list " "using the format [code]id,type,name;[/code] (see [method add_input_port])." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Returns the number of output ports in use. Alternative for [method " "get_free_output_port_id]." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Returns a [String] description of the output ports as a colon-separated list " "using the format [code]id,type,name;[/code] (see [method add_output_port])." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Returns [code]true[/code] if the specified input port exists." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Returns [code]true[/code] if the specified output port exists." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Returns [code]true[/code] if the specified port name does not override an " "existed port name and is valid within the shader." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Removes the specified input port." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Removes the specified output port." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Renames the specified input port." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Sets the specified input port's type (see [enum VisualShaderNode.PortType])." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Defines all input ports using a [String] formatted as a colon-separated " "list: [code]id,type,name;[/code] (see [method add_input_port])." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "Renames the specified output port." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Sets the specified output port's type (see [enum VisualShaderNode.PortType])." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" "Defines all output ports using a [String] formatted as a colon-separated " "list: [code]id,type,name;[/code] (see [method add_output_port])." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "The size of the node in the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeInput.xml msgid "" "Gives access to input variables (built-ins) available for the shader. See " "the shading reference for the list of available built-ins for each shader " "type (check [code]Tutorials[/code] section for link)." msgstr "" #: doc/classes/VisualShaderNodeInput.xml msgid "" "One of the several input constants in lower-case style like: " "\"vertex\"([code]VERTEX[/code]) or \"point_size\"([code]POINT_SIZE[/code])." msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" "A boolean comparison operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" "Returns the boolean result of the comparison between [code]INF[/code] or " "[code]NaN[/code] and a scalar parameter." msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "The comparison function. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "Comparison with [code]INF[/code] (Infinity)." msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" "Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " "results, e.g. division by zero)." msgstr "" #: doc/classes/VisualShaderNodeOuterProduct.xml msgid "" "Calculates an outer product of two vectors within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeOuterProduct.xml msgid "" "[code]OuterProduct[/code] treats the first parameter [code]c[/code] as a " "column vector (matrix with one column) and the second parameter [code]r[/" "code] as a row vector (matrix with one row) and does a linear algebraic " "matrix multiply [code]c * r[/code], yielding a matrix whose number of rows " "is the number of components in [code]c[/code] and whose number of columns is " "the number of components in [code]r[/code]." msgstr "" #: doc/classes/VisualShaderNodeOutput.xml msgid "Represents the output shader parameters within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeOutput.xml msgid "" "This visual shader node is present in all shader graphs in form of " "\"Output\" block with multiple output value ports." msgstr "" #: doc/classes/VisualShaderNodeScalarClamp.xml msgid "Clamps a scalar value within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeScalarClamp.xml msgid "" "Constrains a value to lie between [code]min[/code] and [code]max[/code] " "values." msgstr "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml msgid "Calculates a scalar derivative within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "" "This node is only available in [code]Fragment[/code] and [code]Light[/code] " "visual shaders." msgstr "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml msgid "The derivative type. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "Sum of absolute derivative in [code]x[/code] and [code]y[/code]." msgstr "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "Derivative in [code]x[/code] using local differencing." msgstr "" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "Derivative in [code]y[/code] using local differencing." msgstr "" #: doc/classes/VisualShaderNodeScalarInterp.xml msgid "" "Linearly interpolates between two scalars within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeScalarInterp.xml msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeScalarSmoothStep.xml msgid "Calculates a scalar SmoothStep function within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeScalarSmoothStep.xml msgid "" "Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader " "language.\n" "Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/" "code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/" "code]. Otherwise the return value is interpolated between [code]0.0[/code] " "and [code]1.0[/code] using Hermite polynomials." msgstr "" #: doc/classes/VisualShaderNodeScalarSwitch.xml msgid "A boolean/scalar function for use within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeScalarSwitch.xml msgid "" "Returns an associated scalar if the provided boolean value is [code]true[/" "code] or [code]false[/code]." msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "" "A hint applied to the uniform, which controls the values it can take when " "set through the inspector." msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "" "Minimum value for range hints. Used if [member hint] is set to [constant " "HINT_RANGE] or [constant HINT_RANGE_STEP]." msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "" "Maximum value for range hints. Used if [member hint] is set to [constant " "HINT_RANGE] or [constant HINT_RANGE_STEP]." msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "" "Step (increment) value for the range hint with step. Used if [member hint] " "is set to [constant HINT_RANGE_STEP]." msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "No hint used." msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "" "A range hint for scalar value, which limits possible input values between " "[member min] and [member max]. Translated to [code]hint_range(min, max)[/" "code] in shader code." msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml msgid "" "A range hint for scalar value with step, which limits possible input values " "between [member min] and [member max], with a step (increment) of [member " "step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." msgstr "" #: doc/classes/VisualShaderNodeScalarUniform.xml #, fuzzy msgid "Represents the size of the [enum Hint] enum." msgstr "[enum Feature] enum のサイズを表します。" #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeSwitch.xml msgid "" "Returns an associated vector if the provided boolean value is [code]true[/" "code] or [code]false[/code]." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml msgid "Performs a texture lookup within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml msgid "" "Performs a lookup operation on the provided texture, with support for " "multiple texture sources to choose from." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml msgid "Determines the source for the lookup. See [enum Source] for options." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml msgid "The source texture, if needed for the selected [member source]." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml msgid "" "Specifies the type of the texture if [member source] is set to [constant " "SOURCE_TEXTURE]. See [enum TextureType] for options." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml msgid "Use the texture given as an argument for this function." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml msgid "Use the current viewport's texture as the source." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml msgid "" "Use the texture from this shader's texture built-in (e.g. a texture of a " "[Sprite])." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml msgid "Use the texture from this shader's normal map built-in." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml msgid "Use the depth texture available for this shader." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml msgid "Use the texture provided in the input port for this function." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "Performs a uniform texture lookup within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "" "Performs a lookup operation on the texture provided as a uniform for the " "shader." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "Sets the default color if no texture is assigned to the uniform." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "" "Adds [code]hint_aniso[/code] as hint to the uniform declaration to use for a " "flowmap." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "Defaults to white color." msgstr "" #: doc/classes/VisualShaderNodeTextureUniform.xml msgid "Defaults to black color." msgstr "" #: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml msgid "" "Performs a uniform texture lookup with triplanar within the visual shader " "graph." msgstr "" #: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml msgid "" "Performs a lookup operation on the texture provided as a uniform for the " "shader, with support for triplanar mapping." msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" "Composes a [Transform] from four [Vector3]s within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" "Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" #: doc/classes/VisualShaderNodeTransformConstant.xml msgid "A [Transform] constant for use within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformConstant.xml msgid "A constant [Transform], which can be used as an input node." msgstr "" #: doc/classes/VisualShaderNodeTransformConstant.xml msgid "A [Transform] constant which represents the state of this node." msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" "Decomposes a [Transform] into four [Vector3]s within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" "Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" #: doc/classes/VisualShaderNodeTransformFunc.xml msgid "Computes a [Transform] function within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformFunc.xml msgid "Computes an inverse or transpose function on the provided [Transform]." msgstr "" #: doc/classes/VisualShaderNodeTransformFunc.xml msgid "The function to be computed. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeTransformFunc.xml msgid "Perform the inverse operation on the [Transform] matrix." msgstr "" #: doc/classes/VisualShaderNodeTransformFunc.xml msgid "Perform the transpose operation on the [Transform] matrix." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml msgid "Multiplies [Transform] by [Transform] within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml msgid "" "A multiplication operation on two transforms (4x4 matrices), with support " "for different multiplication operators." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml msgid "" "The multiplication type to be performed on the transforms. See [enum " "Operator] for options." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml msgid "Multiplies transform [code]a[/code] by the transform [code]b[/code]." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml msgid "Multiplies transform [code]b[/code] by the transform [code]a[/code]." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml msgid "" "Performs a component-wise multiplication of transform [code]a[/code] by the " "transform [code]b[/code]." msgstr "" #: doc/classes/VisualShaderNodeTransformMult.xml msgid "" "Performs a component-wise multiplication of transform [code]b[/code] by the " "transform [code]a[/code]." msgstr "" #: doc/classes/VisualShaderNodeTransformUniform.xml msgid "A [Transform] uniform for use within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformUniform.xml msgid "Translated to [code]uniform mat4[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" "Multiplies a [Transform] and a [Vector3] within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" "A multiplication operation on a transform (4x4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" "The multiplication type to be performed. See [enum Operator] for options." msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "Multiplies transform [code]a[/code] by the vector [code]b[/code]." msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "Multiplies vector [code]b[/code] by the transform [code]a[/code]." msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" "Multiplies transform [code]a[/code] by the vector [code]b[/code], skipping " "the last row and column of the transform." msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" "Multiplies vector [code]b[/code] by the transform [code]a[/code], skipping " "the last row and column of the transform." msgstr "" #: doc/classes/VisualShaderNodeUniform.xml msgid "A base type for the uniforms within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeUniform.xml msgid "" "A uniform represents a variable in the shader which is set externally, i.e. " "from the [ShaderMaterial]. Uniforms are exposed as properties in the " "[ShaderMaterial] and can be assigned from the inspector or from a script." msgstr "" #: doc/classes/VisualShaderNodeUniform.xml msgid "" "Name of the uniform, by which it can be accessed through the " "[ShaderMaterial] properties." msgstr "" #: doc/classes/VisualShaderNodeUniformRef.xml msgid "A reference to an existing [VisualShaderNodeUniform]." msgstr "" #: doc/classes/VisualShaderNodeUniformRef.xml msgid "" "Creating a reference to a [VisualShaderNodeUniform] allows you to reuse this " "uniform in different shaders or shader stages easily." msgstr "" #: doc/classes/VisualShaderNodeUniformRef.xml msgid "The name of the uniform which this reference points to." msgstr "" #: doc/classes/VisualShaderNodeVec3Constant.xml msgid "A [Vector3] constant to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVec3Constant.xml msgid "A constant [Vector3], which can be used as an input node." msgstr "" #: doc/classes/VisualShaderNodeVec3Constant.xml msgid "A [Vector3] constant which represents the state of this node." msgstr "" #: doc/classes/VisualShaderNodeVec3Uniform.xml msgid "A [Vector3] uniform to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVec3Uniform.xml msgid "Translated to [code]uniform vec3[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeVectorClamp.xml msgid "Clamps a vector value within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorClamp.xml msgid "" "Constrains a value to lie between [code]min[/code] and [code]max[/code] " "values. The operation is performed on each component of the vector " "individually." msgstr "" #: doc/classes/VisualShaderNodeVectorCompose.xml msgid "Composes a [Vector3] from three scalars within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorCompose.xml msgid "" "Creates a [code]vec3[/code] using three scalar values that can be provided " "from separate inputs." msgstr "" #: doc/classes/VisualShaderNodeVectorDecompose.xml msgid "" "Decomposes a [Vector3] into three scalars within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorDecompose.xml msgid "" "Takes a [code]vec3[/code] and decomposes it into three scalar values that " "can be used as separate inputs." msgstr "" #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "Calculates a vector derivative within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "A derivative type. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeVectorDistance.xml msgid "" "Returns the distance between two points. To be used within the visual shader " "graph." msgstr "" #: doc/classes/VisualShaderNodeVectorDistance.xml msgid "" "Calculates distance from point represented by vector [code]p0[/code] to " "vector [code]p1[/code].\n" "Translated to [code]distance(p0, p1)[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "A vector function to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "A visual shader node able to perform different functions using vectors." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "The function to be performed. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "" "Normalizes the vector so that it has a length of [code]1[/code] but points " "in the same direction." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Clamps the value between [code]0.0[/code] and [code]1.0[/code]." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the opposite value of the parameter." msgstr "パラメータの反対の値を返します。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns [code]1/vector[/code]." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Converts RGB vector to HSV equivalent." msgstr "RGBベクトルをHSVベクトルに変換。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Converts HSV vector to RGB equivalent." msgstr "HSVベクトルをRGBベクトルに変換。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the absolute value of the parameter." msgstr "パラメータの絶対値を返します。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the arc-cosine of the parameter." msgstr "パラメータの逆コサインを返します。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the inverse hyperbolic cosine of the parameter." msgstr "パラメータの逆双曲線余弦を返します。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the arc-sine of the parameter." msgstr "パラメータの逆サインを返します。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the inverse hyperbolic sine of the parameter." msgstr "パラメータの双曲線逆サインを返します。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the arc-tangent of the parameter." msgstr "パラメータの逆タンジェントを返します。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the inverse hyperbolic tangent of the parameter." msgstr "パラメータの双曲線逆タンジェントを返します。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "" "Finds the nearest integer that is greater than or equal to the parameter." msgstr "パラメーターと等しいかより大きい、最も近い整数を求めます。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the cosine of the parameter." msgstr "パラメータのコサインを返します。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the hyperbolic cosine of the parameter." msgstr "パラメータの双曲線コサインを返します。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Converts a quantity in radians to degrees." msgstr "ラジアン単位の数量を度に変換します。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Base-e Exponential." msgstr "ベースe指数。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Base-2 Exponential." msgstr "2を底とする指数。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Finds the nearest integer less than or equal to the parameter." msgstr "パラメーターと等しいかより小さい、最も近い整数を求めます。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Computes the fractional part of the argument." msgstr "引数の小数部を計算します。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the inverse of the square root of the parameter." msgstr "パラメータの平方根の逆数を返します。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Natural logarithm." msgstr "自然対数。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Base-2 logarithm." msgstr "2を底とする対数。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Converts a quantity in degrees to radians." msgstr "度単位の量をラジアンに変換します。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Finds the nearest integer to the parameter." msgstr "パラメーターに最も近い整数を求めます。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Finds the nearest even integer to the parameter." msgstr "パラメーターに最も近い偶数の整数を求めます。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "" "Extracts the sign of the parameter, i.e. returns [code]-1[/code] if the " "parameter is negative, [code]1[/code] if it's positive and [code]0[/code] " "otherwise." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the sine of the parameter." msgstr "パラメータのサインを返します。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the hyperbolic sine of the parameter." msgstr "パラメータの双曲サインを返します。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the square root of the parameter." msgstr "パラメータの平方根を返します。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the tangent of the parameter." msgstr "パラメータのタンジェントを返します。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns the hyperbolic tangent of the parameter." msgstr "パラメータの双曲タンジェントを返します。" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "" "Returns a value equal to the nearest integer to the parameter whose absolute " "value is not larger than the absolute value of the parameter." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "Returns [code]1.0 - vector[/code]." msgstr "" #: doc/classes/VisualShaderNodeVectorInterp.xml msgid "" "Linearly interpolates between two vectors within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorInterp.xml msgid "" "Translates to [code]mix(a, b, weight)[/code] in the shader language, where " "[code]weight[/code] is a [Vector3] with weights for each component." msgstr "" #: doc/classes/VisualShaderNodeVectorLen.xml msgid "Returns the length of a [Vector3] within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorLen.xml msgid "Translated to [code]length(p0)[/code] in the shader language." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "A vector operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "" "A visual shader node for use of vector operators. Operates on vector " "[code]a[/code] and vector [code]b[/code]." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "The operator to be used. See [enum Operator] for options." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Adds two vectors." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Subtracts a vector from a vector." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Multiplies two vectors." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Divides vector by vector." msgstr "ベクトルでベクトルを除算します。" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Returns the remainder of the two vectors." msgstr "2つのベクトルの剰余を返します。" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "" "Returns the value of the first parameter raised to the power of the second, " "for each component of the vectors." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Returns the greater of two values, for each component of the vectors." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Returns the lesser of two values, for each component of the vectors." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Calculates the cross product of two vectors." msgstr "2つのベクトルの外積を計算します。" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "Returns the arc-tangent of the parameters." msgstr "複数パラメータの逆タンジェントを返します。" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "" "Returns the vector that points in the direction of reflection. [code]a[/" "code] is incident vector and [code]b[/code] is the normal vector." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "" "Vector step operator. Returns [code]0.0[/code] if [code]a[/code] is smaller " "than [code]b[/code] and [code]1.0[/code] otherwise." msgstr "" "ベクトルステップ演算子。[code]a[/code] が [code]b[/code] より小さいときは " "[code]0.0[/code] を、そうでなければ [code]1.0[/code] を返します。" #: doc/classes/VisualShaderNodeVectorRefract.xml msgid "" "Returns the [Vector3] that points in the direction of refraction. For use " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorRefract.xml msgid "" "Translated to [code]refract(I, N, eta)[/code] in the shader language, where " "[code]I[/code] is the incident vector, [code]N[/code] is the normal vector " "and [code]eta[/code] is the ratio of the indices of the refraction." msgstr "" #: doc/classes/VisualShaderNodeVectorScalarMix.xml msgid "" "Linearly interpolates between two vectors using a scalar. For use within the " "visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorScalarMix.xml msgid "" "Translates to [code]mix(a, b, weight)[/code] in the shader language, where " "[code]a[/code] and [code]b[/code] are vectors and [code]weight[/code] is a " "scalar." msgstr "" #: doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml msgid "" "Calculates a vector SmoothStep function using scalar within the visual " "shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml msgid "" "Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader " "language, where [code]x[/code] is a scalar.\n" "Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/" "code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/" "code]. Otherwise the return value is interpolated between [code]0.0[/code] " "and [code]1.0[/code] using Hermite polynomials." msgstr "" #: doc/classes/VisualShaderNodeVectorScalarStep.xml msgid "Calculates a vector Step function within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorScalarStep.xml 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] " "and [code]1.0[/code] otherwise." msgstr "" #: doc/classes/VisualShaderNodeVectorSmoothStep.xml msgid "Calculates a vector SmoothStep function within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorSmoothStep.xml msgid "" "Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader " "language, where [code]x[/code] is a vector.\n" "Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/" "code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/" "code]. Otherwise the return value is interpolated between [code]0.0[/code] " "and [code]1.0[/code] using Hermite polynomials." msgstr "" #: doc/classes/VScrollBar.xml msgid "Vertical scroll bar." msgstr "" #: doc/classes/VScrollBar.xml msgid "" "Vertical version of [ScrollBar], which goes from top (min) to bottom (max)." msgstr "" #: doc/classes/VScrollBar.xml msgid "" "Icon used as a button to scroll the [ScrollBar] up. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" #: doc/classes/VScrollBar.xml msgid "" "Icon used as a button to scroll the [ScrollBar] down. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" #: doc/classes/VSeparator.xml msgid "Vertical version of [Separator]." msgstr "" #: doc/classes/VSeparator.xml msgid "" "Vertical version of [Separator]. Even though it looks vertical, it is used " "to separate objects horizontally." msgstr "" #: doc/classes/VSeparator.xml msgid "" "The width of the area covered by the separator. Effectively works like a " "minimum width." msgstr "" #: doc/classes/VSeparator.xml msgid "" "The style for the separator line. Works best with [StyleBoxLine] (remember " "to enable [member StyleBoxLine.vertical])." msgstr "" #: doc/classes/VSlider.xml msgid "Vertical slider." msgstr "" #: doc/classes/VSlider.xml msgid "" "Vertical slider. See [Slider]. This one goes from bottom (min) to top " "(max).\n" "[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] " "signals are part of the [Range] class which this class inherits from." msgstr "" #: doc/classes/VSlider.xml msgid "The background of the area below the grabber." msgstr "" #: doc/classes/VSlider.xml msgid "" "The background for the whole slider. Determines the width of the " "[code]grabber_area[/code]." msgstr "" #: doc/classes/VSplitContainer.xml msgid "Vertical split container." msgstr "" #: doc/classes/VSplitContainer.xml msgid "" "Vertical split container. See [SplitContainer]. This goes from top to bottom." msgstr "" #: doc/classes/WeakRef.xml msgid "" "Holds an [Object], but does not contribute to the reference count if the " "object is a reference." msgstr "" #: doc/classes/WeakRef.xml msgid "" "A weakref can hold a [Reference], without contributing to the reference " "counter. A weakref can be created from an [Object] using [method @GDScript." "weakref]. If this object is not a reference, weakref still works, however, " "it does not have any effect on the object. Weakrefs are useful in cases " "where multiple classes have variables that refer to each other. Without " "weakrefs, using these classes could lead to memory leaks, since both " "references keep each other from being released. Making part of the variables " "a weakref can prevent this cyclic dependency, and allows the references to " "be released." msgstr "" #: doc/classes/WeakRef.xml msgid "" "Returns the [Object] this weakref is referring to. Returns [code]null[/code] " "if that object no longer exists." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "Closes this data channel, notifying the other peer." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml #, fuzzy msgid "" "Returns the number of bytes currently queued to be sent over this channel." msgstr "現在点プールにある点の数を返します。" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Returns the id assigned to this channel during creation (or auto-assigned " "during negotiation).\n" "If the channel is not negotiated out-of-band the id will only be available " "after the connection is established (will return [code]65535[/code] until " "then)." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "Returns the label assigned to this channel during creation." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Returns the [code]maxPacketLifeTime[/code] value assigned to this channel " "during creation.\n" "Will be [code]65535[/code] if not specified." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Returns the [code]maxRetransmits[/code] value assigned to this channel " "during creation.\n" "Will be [code]65535[/code] if not specified." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Returns the sub-protocol assigned to this channel during creation. An empty " "string if not specified." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "Returns the current state of this channel, see [enum ChannelState]." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Returns [code]true[/code] if this channel was created with out-of-band " "configuration." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Returns [code]true[/code] if this channel was created with ordering enabled " "(default)." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "Reserved, but not used for now." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Returns [code]true[/code] if the last received packet was transferred as " "text. See [member write_mode]." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "The transfer mode to use when sending outgoing packet. Either text or binary." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Tells the channel to send data over this channel as text. An external peer " "(non-Godot) would receive this as a string." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Tells the channel to send data over this channel as binary. An external peer " "(non-Godot) would receive this as array buffer or blob." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "The channel was created, but it's still trying to connect." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "The channel is currently open, and data can flow over it." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "The channel is being closed, no new messages will be accepted, but those " "already in queue will be flushed." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "The channel was closed, or connection failed." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" "A simple interface to create a peer-to-peer mesh network composed of " "[WebRTCPeerConnection] that is compatible with the [MultiplayerAPI]." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" "This class constructs a full mesh of [WebRTCPeerConnection] (one connection " "for each peer) that can be used as a [member MultiplayerAPI.network_peer].\n" "You can add each [WebRTCPeerConnection] via [method add_peer] or remove them " "via [method remove_peer]. Peers must be added in [constant " "WebRTCPeerConnection.STATE_NEW] state to allow it to create the appropriate " "channels. This class will not create offers nor set descriptions, it will " "only poll them, and notify connections and disconnections.\n" "[signal NetworkedMultiplayerPeer.connection_succeeded] and [signal " "NetworkedMultiplayerPeer.server_disconnected] will not be emitted unless " "[code]server_compatibility[/code] is [code]true[/code] in [method " "initialize]. Beside that data transfer works like in a " "[NetworkedMultiplayerPeer]." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" "Add a new peer to the mesh with the given [code]peer_id[/code]. The " "[WebRTCPeerConnection] must be in state [constant WebRTCPeerConnection." "STATE_NEW].\n" "Three channels will be created for reliable, unreliable, and ordered " "transport. The value of [code]unreliable_lifetime[/code] will be passed to " "the [code]maxPacketLifetime[/code] option when creating unreliable and " "ordered channels (see [method WebRTCPeerConnection.create_data_channel])." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "Close all the add peer connections and channels, freeing all resources." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" "Return a dictionary representation of the peer with given [code]peer_id[/" "code] with three keys. [code]connection[/code] containing the " "[WebRTCPeerConnection] to this peer, [code]channels[/code] an array of three " "[WebRTCDataChannel], and [code]connected[/code] a boolean representing if " "the peer connection is currently connected (all three channels are open)." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" "Returns a dictionary which keys are the peer ids and values the peer " "representation as in [method get_peer]." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" "Returns [code]true[/code] if the given [code]peer_id[/code] is in the peers " "map (it might not be connected though)." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" "Initialize the multiplayer peer with the given [code]peer_id[/code] (must be " "between 1 and 2147483647).\n" "If [code]server_compatibilty[/code] is [code]false[/code] (default), the " "multiplayer peer will be immediately in state [constant " "NetworkedMultiplayerPeer.CONNECTION_CONNECTED] and [signal " "NetworkedMultiplayerPeer.connection_succeeded] will not be emitted.\n" "If [code]server_compatibilty[/code] is [code]true[/code] the peer will " "suppress all [signal NetworkedMultiplayerPeer.peer_connected] signals until " "a peer with id [constant NetworkedMultiplayerPeer.TARGET_PEER_SERVER] " "connects and then emit [signal NetworkedMultiplayerPeer." "connection_succeeded]. After that the signal [signal " "NetworkedMultiplayerPeer.peer_connected] will be emitted for every already " "connected peer, and any new peer that might connect. If the server peer " "disconnects after that, signal [signal NetworkedMultiplayerPeer." "server_disconnected] will be emitted and state will become [constant " "NetworkedMultiplayerPeer.CONNECTION_CONNECTED]." msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml msgid "" "Remove the peer with given [code]peer_id[/code] from the mesh. If the peer " "was connected, and [signal NetworkedMultiplayerPeer.peer_connected] was " "emitted for it, then [signal NetworkedMultiplayerPeer.peer_disconnected] " "will be emitted." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "Interface to a WebRTC peer connection." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "A WebRTC connection between the local computer and a remote peer. Provides " "an interface to connect, maintain and monitor the connection.\n" "Setting up a WebRTC connection between two peers from now on) may not seem a " "trivial task, but it can be broken down into 3 main steps:\n" "- The peer that wants to initiate the connection ([code]A[/code] from now " "on) creates an offer and send it to the other peer ([code]B[/code] from now " "on).\n" "- [code]B[/code] receives the offer, generate and answer, and sends it to " "[code]A[/code]).\n" "- [code]A[/code] and [code]B[/code] then generates and exchange ICE " "candidates with each other.\n" "After these steps, the connection should become connected. Keep on reading " "or look into the tutorial for more information." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "Add an ice candidate generated by a remote peer (and received over the " "signaling server). See [signal ice_candidate_created]." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "Close the peer connection and all data channels associated with it.\n" "[b]Note:[/b] You cannot reuse this object for a new connection unless you " "call [method initialize]." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "Returns a new [WebRTCDataChannel] (or [code]null[/code] on failure) with " "given [code]label[/code] and optionally configured via the [code]options[/" "code] dictionary. This method can only be called when the connection is in " "state [constant STATE_NEW].\n" "There are two ways to create a working data channel: either call [method " "create_data_channel] on only one of the peer and listen to [signal " "data_channel_received] on the other, or call [method create_data_channel] on " "both peers, with the same values, and the [code]negotiated[/code] option set " "to [code]true[/code].\n" "Valid [code]options[/code] are:\n" "[codeblock]\n" "{\n" " \"negotiated\": true, # When set to true (default off), means the " "channel is negotiated out of band. \"id\" must be set too. " "\"data_channel_received\" will not be called.\n" " \"id\": 1, # When \"negotiated\" is true this value must also be set to " "the same value on both peer.\n" "\n" " # Only one of maxRetransmits and maxPacketLifeTime can be specified, not " "both. They make the channel unreliable (but also better at real time).\n" " \"maxRetransmits\": 1, # Specify the maximum number of attempt the peer " "will make to retransmits packets if they are not acknowledged.\n" " \"maxPacketLifeTime\": 100, # Specify the maximum amount of time before " "giving up retransmitions of unacknowledged packets (in milliseconds).\n" " \"ordered\": true, # When in unreliable mode (i.e. either " "\"maxRetransmits\" or \"maxPacketLifetime\" is set), \"ordered\" (true by " "default) specify if packet ordering is to be enforced.\n" "\n" " \"protocol\": \"my-custom-protocol\", # A custom sub-protocol string for " "this channel.\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] You must keep a reference to channels created this way, or it " "will be closed." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "Creates a new SDP offer to start a WebRTC connection with a remote peer. At " "least one [WebRTCDataChannel] must have been created before calling this " "method.\n" "If this functions returns [constant OK], [signal " "session_description_created] will be called when the session is ready to be " "sent." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "Returns the connection state. See [enum ConnectionState]." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "Re-initialize this peer connection, closing any previously active " "connection, and going back to state [constant STATE_NEW]. A dictionary of " "[code]options[/code] can be passed to configure the peer connection.\n" "Valid [code]options[/code] are:\n" "[codeblock]\n" "{\n" " \"iceServers\": [\n" " {\n" " \"urls\": [ \"stun:stun.example.com:3478\" ], # One or more STUN " "servers.\n" " },\n" " {\n" " \"urls\": [ \"turn:turn.example.com:3478\" ], # One or more TURN " "servers.\n" " \"username\": \"a_username\", # Optional username for the TURN " "server.\n" " \"credential\": \"a_password\", # Optional password for the TURN " "server.\n" " }\n" " ]\n" "}\n" "[/codeblock]" msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "Call this method frequently (e.g. in [method Node._process] or [method Node." "_physics_process]) to properly receive signals." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "Sets the SDP description of the local peer. This should be called in " "response to [signal session_description_created].\n" "After calling this function the peer will start emitting [signal " "ice_candidate_created] (unless an [enum Error] different from [constant OK] " "is returned)." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "Sets the SDP description of the remote peer. This should be called with the " "values generated by a remote peer and received over the signaling server.\n" "If [code]type[/code] is [code]offer[/code] the peer will emit [signal " "session_description_created] with the appropriate answer.\n" "If [code]type[/code] is [code]answer[/code] the peer will start emitting " "[signal ice_candidate_created]." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "Emitted when a new in-band channel is received, i.e. when the channel was " "created with [code]negotiated: false[/code] (default).\n" "The object will be an instance of [WebRTCDataChannel]. You must keep a " "reference of it or it will be closed automatically. See [method " "create_data_channel]." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "Emitted when a new ICE candidate has been created. The three parameters are " "meant to be passed to the remote peer over the signaling server." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "Emitted after a successful call to [method create_offer] or [method " "set_remote_description] (when it generates an answer). The parameters are " "meant to be passed to [method set_local_description] on this object, and " "sent to the remote peer over the signaling server." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "The connection is new, data channels and an offer can be created in this " "state." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "The peer is connecting, ICE is in progress, none of the transports has " "failed." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "The peer is connected, all ICE transports are connected." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "At least one ICE transport is disconnected." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "One or more of the ICE transports failed." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "The peer connection is closed (after calling [method close] for example)." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "A WebSocket client implementation." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" "This class implements a WebSocket client compatible with any RFC 6455-" "compliant WebSocket server.\n" "This client can be optionally used as a network peer for the " "[MultiplayerAPI].\n" "After starting the client ([method connect_to_url]), you will need to " "[method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside " "[method Node._process]).\n" "You will receive appropriate signals when connecting, disconnecting, or when " "new data is available." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" "Connects to the given URL requesting one of the given [code]protocols[/code] " "as sub-protocol. If the list empty (default), no sub-protocol will be " "requested.\n" "If [code]true[/code] is passed as [code]gd_mp_api[/code], the client will " "behave like a network peer for the [MultiplayerAPI], connections to non-" "Godot servers will not work, and [signal data_received] will not be " "emitted.\n" "If [code]false[/code] is passed instead (default), you must call " "[PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], " "etc.) on the [WebSocketPeer] returned via [code]get_peer(1)[/code] and not " "on this object directly (e.g. [code]get_peer(1).put_packet(data)[/code]).\n" "You can optionally pass a list of [code]custom_headers[/code] to be added to " "the handshake HTTP request.\n" "[b]Note:[/b] To avoid mixed content warnings or errors in HTML5, you may " "have to use a [code]url[/code] that starts with [code]wss://[/code] (secure) " "instead of [code]ws://[/code]. When doing so, make sure to use the fully " "qualified domain name that matches the one defined in the server's SSL " "certificate. Do not connect directly via the IP address for [code]wss://[/" "code] connections, as it won't match with the SSL certificate.\n" "[b]Note:[/b] Specifying [code]custom_headers[/code] is not supported in " "HTML5 exports due to browsers restrictions." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" "Disconnects this client from the connected host. See [method WebSocketPeer." "close] for more information." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "Return the IP address of the currently connected host." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "Return the IP port of the currently connected host." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" "If specified, this [X509Certificate] will be the only one accepted when " "connecting to an SSL host. Any other certificate provided by the server will " "be regarded as invalid.\n" "[b]Note:[/b] Specifying a custom [code]trusted_ssl_certificate[/code] is not " "supported in HTML5 exports due to browsers restrictions." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" "If [code]true[/code], SSL certificate verification is enabled.\n" "[b]Note:[/b] You must specify the certificates to be used in the Project " "Settings for it to work when exported." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" "Emitted when the connection to the server is closed. [code]was_clean_close[/" "code] will be [code]true[/code] if the connection was shutdown cleanly." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "Emitted when the connection to the server fails." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" "Emitted when a connection with the server is established, [code]protocol[/" "code] will contain the sub-protocol agreed with the server." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" "Emitted when a WebSocket message is received.\n" "[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level " "multiplayer peer." msgstr "" #: modules/websocket/doc_classes/WebSocketClient.xml msgid "" "Emitted when the server requests a clean close. You should keep polling " "until you get a [signal connection_closed] signal to achieve the clean " "close. See [method WebSocketPeer.close] for more details." msgstr "" #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml msgid "Base class for WebSocket server and client." msgstr "" #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml msgid "" "Base class for WebSocket server and client, allowing them to be used as " "network peer for the [MultiplayerAPI]." msgstr "" #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml msgid "" "Returns the [WebSocketPeer] associated to the given [code]peer_id[/code]." msgstr "" #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml msgid "" "Configures the buffer sizes for this WebSocket peer. Default values can be " "specified in the Project Settings under [code]network/limits[/code]. For " "server, values are meant per connected peer.\n" "The first two parameters define the size and queued packets limits of the " "input buffer, the last two of the output buffer.\n" "Buffer sizes are expressed in KiB, so [code]4 = 2^12 = 4096 bytes[/code]. " "All parameters will be rounded up to the nearest power of two.\n" "[b]Note:[/b] HTML5 exports only use the input buffer since the output one is " "managed by browsers." msgstr "" #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml msgid "" "Emitted when a packet is received from a peer.\n" "[b]Note:[/b] This signal is only emitted when the client or server is " "configured to use Godot multiplayer API." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "A class representing a specific WebSocket connection." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "This class represents a specific WebSocket connection, allowing you to do " "lower level operations with it.\n" "You can choose to write to the socket in binary or text mode, and you can " "recognize the mode used for writing by the other peer." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Closes this WebSocket connection. [code]code[/code] is the status code for " "the closure (see RFC 6455 section 7.4 for a list of valid status codes). " "[code]reason[/code] is the human readable reason for closing the connection " "(can be any UTF-8 string that's smaller than 123 bytes).\n" "[b]Note:[/b] To achieve a clean close, you will need to keep polling until " "either [signal WebSocketClient.connection_closed] or [signal WebSocketServer." "client_disconnected] is received.\n" "[b]Note:[/b] The HTML5 export might not support all status codes. Please " "refer to browser-specific documentation for more details." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Returns the IP address of the connected peer.\n" "[b]Note:[/b] Not available in the HTML5 export." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Returns the remote port of the connected peer.\n" "[b]Note:[/b] Not available in the HTML5 export." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Returns the current amount of data in the outbound websocket buffer. [b]Note:" "[/b] HTML5 exports use WebSocket.bufferedAmount, while other platforms use " "an internal buffer." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "Gets the current selected write mode. See [enum WriteMode]." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "Returns [code]true[/code] if this peer is currently connected." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Disable Nagle's algorithm on the underling TCP socket (default). See [method " "StreamPeerTCP.set_no_delay] for more information.\n" "[b]Note:[/b] Not available in the HTML5 export." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "Sets the socket to use the given [enum WriteMode]." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Returns [code]true[/code] if the last received packet was sent as a text " "payload. See [enum WriteMode]." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Specifies that WebSockets messages should be transferred as text payload " "(only valid UTF-8 is allowed)." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Specifies that WebSockets messages should be transferred as binary payload " "(any byte combination is allowed)." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "A WebSocket server implementation." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "This class implements a WebSocket server that can also support the high-" "level multiplayer API.\n" "After starting the server ([method listen]), you will need to [method " "NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method " "Node._process]). When clients connect, disconnect, or send data, you will " "receive the appropriate signal.\n" "[b]Note:[/b] Not available in HTML5 exports." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "Disconnects the peer identified by [code]id[/code] from the server. See " "[method WebSocketPeer.close] for more information." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "Returns [code]true[/code] if a peer with the given ID is connected." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "Returns [code]true[/code] if the server is actively listening on a port." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "Starts listening on the given port.\n" "You can specify the desired subprotocols via the \"protocols\" array. If the " "list empty (default), no sub-protocol will be requested.\n" "If [code]true[/code] is passed as [code]gd_mp_api[/code], the server will " "behave like a network peer for the [MultiplayerAPI], connections from non-" "Godot clients will not work, and [signal data_received] will not be " "emitted.\n" "If [code]false[/code] is passed instead (default), you must call " "[PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], " "etc.), on the [WebSocketPeer] returned via [code]get_peer(id)[/code] to " "communicate with the peer with given [code]id[/code] (e.g. " "[code]get_peer(id).get_available_packet_count[/code])." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "Sets additional headers to be sent to clients during the HTTP handshake." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "When not set to [code]*[/code] will restrict incoming connections to the " "specified IP address. Setting [code]bind_ip[/code] to [code]127.0.0.1[/code] " "will cause the server to listen only to the local host." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "When using SSL (see [member private_key] and [member ssl_certificate]), you " "can set this to a valid [X509Certificate] to be provided as additional CA " "chain information during the SSL handshake." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "The time in seconds before a pending client (i.e. a client that has not yet " "finished the HTTP handshake) is considered stale and forcefully disconnected." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "When set to a valid [CryptoKey] (along with [member ssl_certificate]) will " "cause the server to require SSL instead of regular TCP (i.e. the [code]wss://" "[/code] protocol)." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "When set to a valid [X509Certificate] (along with [member private_key]) will " "cause the server to require SSL instead of regular TCP (i.e. the [code]wss://" "[/code] protocol)." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "Emitted when a client requests a clean close. You should keep polling until " "you get a [signal client_disconnected] signal with the same [code]id[/code] " "to achieve the clean close. See [method WebSocketPeer.close] for more " "details." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "Emitted when a new client connects. \"protocol\" will be the sub-protocol " "agreed with the client." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "Emitted when a client disconnects. [code]was_clean_close[/code] will be " "[code]true[/code] if the connection was shutdown cleanly." msgstr "" #: modules/websocket/doc_classes/WebSocketServer.xml msgid "" "Emitted when a new message is received.\n" "[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level " "multiplayer peer." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "AR/VR interface using WebXR." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "WebXR is an open standard that allows creating VR and AR applications that " "run in the web browser.\n" "As such, this interface is only available when running in an HTML5 export.\n" "WebXR supports a wide range of devices, from the very capable (like Valve " "Index, HTC Vive, Oculus Rift and Quest) down to the much less capable (like " "Google Cardboard, Oculus Go, GearVR, or plain smartphones).\n" "Since WebXR is based on Javascript, it makes extensive use of callbacks, " "which means that [WebXRInterface] is forced to use signals, where other AR/" "VR interfaces would instead use functions that return a result immediately. " "This makes [WebXRInterface] quite a bit more complicated to initialize than " "other AR/VR interfaces.\n" "Here's the minimum code required to start an immersive VR session:\n" "[codeblock]\n" "extends Spatial\n" "\n" "var webxr_interface\n" "var vr_supported = false\n" "\n" "func _ready():\n" " # We assume this node has a button as a child.\n" " # This button is for the user to consent to entering immersive VR mode.\n" " $Button.connect(\"pressed\", self, \"_on_Button_pressed\")\n" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" " # Map to the standard button/axis ids when possible.\n" " webxr_interface.xr_standard_mapping = true\n" "\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" " webxr_interface.connect(\"session_supported\", self, " "\"_webxr_session_supported\")\n" " webxr_interface.connect(\"session_started\", self, " "\"_webxr_session_started\")\n" " webxr_interface.connect(\"session_ended\", self, " "\"_webxr_session_ended\")\n" " webxr_interface.connect(\"session_failed\", self, " "\"_webxr_session_failed\")\n" "\n" " # This returns immediately - our _webxr_session_supported() method\n" " # (which we connected to the \"session_supported\" signal above) " "will\n" " # be called sometime later to let us know if it's supported or not.\n" " webxr_interface.is_session_supported(\"immersive-vr\")\n" "\n" "func _webxr_session_supported(session_mode, supported):\n" " if session_mode == 'immersive-vr':\n" " vr_supported = supported\n" "\n" "func _on_Button_pressed():\n" " if not vr_supported:\n" " OS.alert(\"Your browser doesn't support VR\")\n" " return\n" "\n" " # We want an immersive VR session, as opposed to AR ('immersive-ar') or " "a\n" " # simple 3DoF viewer ('viewer').\n" " webxr_interface.session_mode = 'immersive-vr'\n" " # 'bounded-floor' is room scale, 'local-floor' is a standing or sitting\n" " # experience (it puts you 1.6m above the ground if you have 3DoF " "headset),\n" " # whereas as 'local' puts you down at the ARVROrigin.\n" " # This list means it'll first try to request 'bounded-floor', then\n" " # fallback on 'local-floor' and ultimately 'local', if nothing else is\n" " # supported.\n" " webxr_interface.requested_reference_space_types = 'bounded-floor, local-" "floor, local'\n" " # In order to use 'local-floor' or 'bounded-floor' we must also\n" " # mark the features as required or optional.\n" " webxr_interface.required_features = 'local-floor'\n" " webxr_interface.optional_features = 'bounded-floor'\n" "\n" " # This will return false if we're unable to even request the session,\n" " # however, it can still fail asynchronously later in the process, so we\n" " # only know if it's really succeeded or failed when our\n" " # _webxr_session_started() or _webxr_session_failed() methods are " "called.\n" " if not webxr_interface.initialize():\n" " OS.alert(\"Failed to initialize\")\n" " return\n" "\n" "func _webxr_session_started():\n" " $Button.visible = false\n" " # This tells Godot to start rendering to the headset.\n" " get_viewport().arvr = true\n" " # This will be the reference space type you ultimately got, out of the\n" " # types that you requested above. This is useful if you want the game " "to\n" " # work a little differently in 'bounded-floor' versus 'local-floor'.\n" " print (\"Reference space type: \" + webxr_interface." "reference_space_type)\n" "\n" "func _webxr_session_ended():\n" " $Button.visible = true\n" " # If the user exits immersive mode, then we tell Godot to render to the " "web\n" " # page again.\n" " get_viewport().arvr = false\n" "\n" "func _webxr_session_failed(message):\n" " OS.alert(\"Failed to initialize: \" + message)\n" "[/codeblock]\n" "There are several ways to handle \"controller\" input:\n" "- Using [ARVRController] nodes and their [signal ARVRController." "button_pressed] and [signal ARVRController.button_release] signals. This is " "how controllers are typically handled in AR/VR apps in Godot, however, this " "will only work with advanced VR controllers like the Oculus Touch or Index " "controllers, for example. The buttons codes are defined by [url=https://" "immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-" "mapping]Section 3.3 of the WebXR Gamepads Module[/url].\n" "- Using [method Node._unhandled_input] and [InputEventJoypadButton] or " "[InputEventJoypadMotion]. This works the same as normal joypads, except the " "[member InputEvent.device] starts at 100, so the left controller is 100 and " "the right controller is 101, and the button codes are also defined by " "[url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-" "gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url].\n" "- Using the [signal select], [signal squeeze] and related signals. This " "method will work for both advanced VR controllers, and non-traditional " "\"controllers\" like a tap on the screen, a spoken voice command or a button " "press on the device itself. The [code]controller_id[/code] passed to these " "signals is the same id as used in [member ARVRController.controller_id].\n" "You can use one or all of these methods to allow your game or app to support " "a wider or narrower set of devices and input methods, or to allow more " "advanced interactions with more advanced devices." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "How to make a VR game for WebXR with Godot" msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Gets an [ARVRPositionalTracker] for the given [code]controller_id[/code].\n" "In the context of WebXR, a \"controller\" can be an advanced VR controller " "like the Oculus Touch or Index controllers, or even a tap on the screen, a " "spoken voice command or a button press on the device itself. When a non-" "traditional controller is used, interpret the position and orientation of " "the [ARVRPositionalTracker] as a ray pointing at the object the user wishes " "to interact with.\n" "Use this method to get information about the controller that triggered one " "of these signals:\n" "- [signal selectstart]\n" "- [signal select]\n" "- [signal selectend]\n" "- [signal squeezestart]\n" "- [signal squeeze]\n" "- [signal squeezestart]" msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Returns the target ray mode for the given [code]controller_id[/code].\n" "This can help interpret the input coming from that controller. See " "[url=https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource/" "targetRayMode]XRInputSource.targetRayMode[/url] for more information." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Checks if the given [code]session_mode[/code] is supported by the user's " "browser.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-" "vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code].\n" "This method returns nothing, instead it emits the [signal session_supported] " "signal with the result." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "The vertices of a polygon which defines the boundaries of the user's play " "area.\n" "This will only be available if [member reference_space_type] is " "[code]\"bounded-floor\"[/code] and only on certain browsers and devices that " "support it.\n" "The [signal reference_space_reset] signal may indicate when this changes." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method ARVRInterface." "initialize] when setting up the WebXR session.\n" "If a user's browser or device doesn't support one of the given features, " "initialization will continue, but you won't be able to use the requested " "feature.\n" "This doesn't have any effect on the interface when already initialized.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to " "use a particular reference space type, it must be listed in either [member " "required_features] or [member optional_features]." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "The reference space type (from the list of requested types set in the " "[member requested_reference_space_types] property), that was ultimately used " "by [method ARVRInterface.initialize] when setting up the WebXR session.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to " "use a particular reference space type, it must be listed in either [member " "required_features] or [member optional_features]." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of reference space types used by [method " "ARVRInterface.initialize] when setting up the WebXR session.\n" "The reference space types are requested in order, and the first on supported " "by the users device or browser will be used. The [member " "reference_space_type] property contains the reference space type that was " "ultimately used.\n" "This doesn't have any effect on the interface when already initialized.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to " "use a particular reference space type, it must be listed in either [member " "required_features] or [member optional_features]." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of required features used by [method ARVRInterface." "initialize] when setting up the WebXR session.\n" "If a user's browser or device doesn't support one of the given features, " "initialization will fail and [signal session_failed] will be emitted.\n" "This doesn't have any effect on the interface when already initialized.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to " "use a particular reference space type, it must be listed in either [member " "required_features] or [member optional_features]." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "The session mode used by [method ARVRInterface.initialize] when setting up " "the WebXR session.\n" "This doesn't have any effect on the interface when already initialized.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-" "vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code]." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Indicates if the WebXR session's imagery is visible to the user.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRVisibilityState]WebXR's XRVisibilityState[/url], including " "[code]\"hidden\"[/code], [code]\"visible\"[/code], and [code]\"visible-" "blurred\"[/code]." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "If set to true, the button and axes ids will be converted to match the " "standard ids used by other AR/VR interfaces, when possible.\n" "Otherwise, the ids will be passed through unaltered from WebXR." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted to indicate that the reference space has been reset or " "reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " "but may include when the user has changed the dimensions of their play space " "(which you may be able to access via [member bounds_geometry]) or pressed/" "held a button to recenter their position.\n" "See [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace/" "reset_event]WebXR's XRReferenceSpace reset event[/url] for more information." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted after one of the \"controllers\" has finished its \"primary " "action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted when one of the \"controllers\" has finished its \"primary " "action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted when one of the \"controllers\" has started its \"primary action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted when the user ends the WebXR session (which can be done using UI " "from the browser or device).\n" "At this point, you should do [code]get_viewport().arvr = false[/code] to " "instruct Godot to resume rendering to the screen." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted by [method ARVRInterface.initialize] if the session fails to start.\n" "[code]message[/code] may optionally contain an error message from WebXR, or " "an empty string if no message is available." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted by [method ARVRInterface.initialize] if the session is successfully " "started.\n" "At this point, it's safe to do [code]get_viewport().arvr = true[/code] to " "instruct Godot to start rendering to the AR/VR device." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted by [method is_session_supported] to indicate if the given " "[code]session_mode[/code] is supported or not." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted after one of the \"controllers\" has finished its \"primary squeeze " "action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted when one of the \"controllers\" has finished its \"primary squeeze " "action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted when one of the \"controllers\" has started its \"primary squeeze " "action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml #, fuzzy msgid "Emitted when [member visibility_state] has changed." msgstr "[member frame] が変更されたときに発信されます。" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "We don't know the target ray mode." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Target ray originates at the viewer's eyes and points in the direction they " "are looking." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "Target ray from a handheld pointer, most likely a VR touch controller." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "Target ray from touch screen, mouse or other tactile input device." msgstr "" #: doc/classes/WindowDialog.xml #, fuzzy msgid "Base class for window dialogs." msgstr "オーディオストリームの基底クラスです。" #: doc/classes/WindowDialog.xml msgid "" "Windowdialog is the base class for all window-based dialogs. It's a by-" "default toplevel [Control] that draws a window decoration and allows motion " "and resizing." msgstr "" #: doc/classes/WindowDialog.xml msgid "" "Returns the close [TextureButton].\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/WindowDialog.xml #, fuzzy msgid "If [code]true[/code], the user can resize the window." msgstr "もし [code]true[/code] であれば、フィルタリングは有効になります。" #: doc/classes/WindowDialog.xml #, fuzzy msgid "The text displayed in the window's title bar." msgstr "ダイアログで表示されるテキスト。" #: doc/classes/WindowDialog.xml #, fuzzy msgid "The color of the title text." msgstr "スペキュラ光エフェクトの色。" #: doc/classes/WindowDialog.xml msgid "The horizontal offset of the close button." msgstr "" #: doc/classes/WindowDialog.xml msgid "" "The thickness of the border that can be dragged when scaling the window (if " "[member resizable] is enabled)." msgstr "" #: doc/classes/WindowDialog.xml msgid "The vertical offset of the title text." msgstr "" #: doc/classes/WindowDialog.xml #, fuzzy msgid "The font used to draw the title." msgstr "円柱のレンダリングに使うマテリアル。" #: doc/classes/WindowDialog.xml #, fuzzy msgid "The icon for the close button." msgstr "左マウスボタン。" #: doc/classes/WindowDialog.xml msgid "" "The icon used for the close button when it's hovered with the mouse cursor." msgstr "" #: doc/classes/WindowDialog.xml msgid "" "The style for both the content background of the [WindowDialog] and the " "title bar. The title bar is created with a top border and an expand margin " "using the [code]panel[/code] stylebox." msgstr "" #: doc/classes/World.xml msgid "Class that has everything pertaining to a world." msgstr "" #: doc/classes/World.xml msgid "" "Class that has everything pertaining to a world. A physics space, a visual " "scenario, a navigation map and a sound space. Spatial nodes register their " "resources into the current world." msgstr "" #: doc/classes/World.xml msgid "" "Direct access to the world's physics 3D space state. Used for querying " "current and potential collisions." msgstr "" #: doc/classes/World.xml msgid "The World's [Environment]." msgstr "" #: doc/classes/World.xml msgid "" "The World's fallback environment will be used if [member environment] fails " "or is missing." msgstr "" #: doc/classes/World.xml #, fuzzy msgid "" "The [RID] of this world's navigation map. Used by the [NavigationServer]." msgstr "アニメーションのトラック数を返します。" #: doc/classes/World.xml msgid "The World's visual scenario." msgstr "" #: doc/classes/World.xml msgid "The World's physics space." msgstr "" #: doc/classes/World2D.xml msgid "Class that has everything pertaining to a 2D world." msgstr "" #: doc/classes/World2D.xml msgid "" "Class that has everything pertaining to a 2D world. A physics space, a " "visual scenario, a navigation map and a sound space. 2D nodes register their " "resources into the current 2D world." msgstr "" #: doc/classes/World2D.xml msgid "" "The [RID] of this world's canvas resource. Used by the [VisualServer] for 2D " "drawing." msgstr "" #: doc/classes/World2D.xml msgid "" "Direct access to the world's physics 2D space state. Used for querying " "current and potential collisions. When using multi-threaded physics, access " "is limited to [code]_physics_process(delta)[/code] in the main thread." msgstr "" #: doc/classes/World2D.xml #, fuzzy msgid "" "The [RID] of this world's navigation map. Used by the [Navigation2DServer]." msgstr "アニメーションのトラック数を返します。" #: doc/classes/World2D.xml msgid "" "The [RID] of this world's physics space resource. Used by the " "[Physics2DServer] for 2D physics, treating it as both a space and an area." msgstr "" #: doc/classes/WorldEnvironment.xml msgid "" "Default environment properties for the entire scene (post-processing " "effects, lighting and background settings)." msgstr "" #: doc/classes/WorldEnvironment.xml msgid "" "The [WorldEnvironment] node is used to configure the default [Environment] " "for the scene.\n" "The parameters defined in the [WorldEnvironment] can be overridden by an " "[Environment] node set on the current [Camera]. Additionally, only one " "[WorldEnvironment] may be instanced in a given scene at a time.\n" "The [WorldEnvironment] allows the user to specify default lighting " "parameters (e.g. ambient lighting), various post-processing effects (e.g. " "SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, " "skybox). Usually, these are added in order to improve the realism/color " "balance of the scene." msgstr "" #: doc/classes/WorldEnvironment.xml msgid "" "The [Environment] resource used by this [WorldEnvironment], defining the " "default properties." msgstr "" #: doc/classes/X509Certificate.xml msgid "An X509 certificate (e.g. for SSL)." msgstr "" #: doc/classes/X509Certificate.xml msgid "" "The X509Certificate class represents an X509 certificate. Certificates can " "be loaded and saved like any other [Resource].\n" "They can be used as the server certificate in [method StreamPeerSSL." "accept_stream] (along with the proper [CryptoKey]), and to specify the only " "certificate that should be accepted when connecting to an SSL server via " "[method StreamPeerSSL.connect_to_stream]." msgstr "" #: doc/classes/X509Certificate.xml msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)." msgstr "" #: doc/classes/X509Certificate.xml msgid "" "Saves a certificate to the given [code]path[/code] (should be a \"*.crt\" " "file)." msgstr "" #: doc/classes/XMLParser.xml msgid "" "Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/" "XML]XML[/url] files." msgstr "" #: doc/classes/XMLParser.xml msgid "" "This class can serve as base to make custom XML parsers. Since XML is a very " "flexible standard, this interface is low-level so it can be applied to any " "possible schema." msgstr "" #: doc/classes/XMLParser.xml msgid "Gets the amount of attributes in the current element." msgstr "" #: doc/classes/XMLParser.xml msgid "" "Gets the name of the attribute specified by the index in [code]idx[/code] " "argument." msgstr "" #: doc/classes/XMLParser.xml msgid "" "Gets the value of the attribute specified by the index in [code]idx[/code] " "argument." msgstr "" #: doc/classes/XMLParser.xml msgid "Gets the current line in the parsed file (currently not implemented)." msgstr "" #: doc/classes/XMLParser.xml msgid "" "Gets the value of a certain attribute of the current element by name. This " "will raise an error if the element has no such attribute." msgstr "" #: doc/classes/XMLParser.xml msgid "" "Gets the value of a certain attribute of the current element by name. This " "will return an empty [String] if the attribute is not found." msgstr "" #: doc/classes/XMLParser.xml msgid "" "Gets the contents of a text node. This will raise an error in any other type " "of node." msgstr "" #: doc/classes/XMLParser.xml msgid "" "Gets the name of the current element node. This will raise an error if the " "current node type is neither [constant NODE_ELEMENT] nor [constant " "NODE_ELEMENT_END]." msgstr "" #: doc/classes/XMLParser.xml msgid "" "Gets the byte offset of the current node since the beginning of the file or " "buffer." msgstr "" #: doc/classes/XMLParser.xml msgid "" "Gets the type of the current node. Compare with [enum NodeType] constants." msgstr "" #: doc/classes/XMLParser.xml msgid "Check whether the current element has a certain attribute." msgstr "" #: doc/classes/XMLParser.xml msgid "" "Check whether the current element is empty (this only works for completely " "empty tags, e.g. [code]<element \\>[/code])." msgstr "" #: doc/classes/XMLParser.xml msgid "Opens an XML file for parsing. This returns an error code." msgstr "" #: doc/classes/XMLParser.xml msgid "Opens an XML raw buffer for parsing. This returns an error code." msgstr "" #: doc/classes/XMLParser.xml msgid "Reads the next node of the file. This returns an error code." msgstr "" #: doc/classes/XMLParser.xml msgid "" "Moves the buffer cursor to a certain offset (since the beginning) and read " "the next node there. This returns an error code." msgstr "" #: doc/classes/XMLParser.xml msgid "" "Skips the current section. If the node contains other elements, they will be " "ignored and the cursor will go to the closing of the current element." msgstr "" #: doc/classes/XMLParser.xml msgid "There's no node (no file or buffer opened)." msgstr "" #: doc/classes/XMLParser.xml msgid "Element (tag)." msgstr "" #: doc/classes/XMLParser.xml msgid "End of element." msgstr "" #: doc/classes/XMLParser.xml msgid "Text node." msgstr "" #: doc/classes/XMLParser.xml msgid "Comment node." msgstr "" #: doc/classes/XMLParser.xml msgid "CDATA content." msgstr "" #: doc/classes/XMLParser.xml msgid "Unknown node." msgstr "" #: doc/classes/YSort.xml msgid "Sort all child nodes based on their Y positions." msgstr "すべての子ノードをY位置に基づきソートする。" #: doc/classes/YSort.xml msgid "" "Sort all child nodes based on their Y positions. The child node must inherit " "from [CanvasItem] for it to be sorted. Nodes that have a higher Y position " "will be drawn later, so they will appear on top of nodes that have a lower Y " "position.\n" "Nesting of YSort nodes is possible. Children YSort nodes will be sorted in " "the same space as the parent YSort, allowing to better organize a scene or " "divide it in multiple ones, yet keep the unique sorting." msgstr "" "すべての子ノードをY位置に基づいてソートします。ソートするためには、子ノードは" "[CanvasItem]を継承している必要があります。Y位置が高いノードは後で描画されるた" "め、Y位置が低いノードの上に表示されます。\n" "YSortノードはネスト可能です。子のYSortノードは、親のYSortと同じ空間でソートさ" "れるので、独自のソートを維持したまま、シーンをより整理したり、複数のシーンに" "分割することができます。" #: doc/classes/YSort.xml msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" "[code]true[/code]の場合、子ノードはソートされます。そうでなければソートは無効" "になります。"