# Chinese (Simplified) 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. # # Haoyu Qiu , 2020, 2021, 2022, 2023. # fangxvan <2661712415@qq.com>, 2020. # yzt <834950797@qq.com>, 2020. # 懵逼Kitty , 2020, 2021. # MintSoda , 2020. # Gardner Belgrade , 2020. # WangYi13 , 2020, 2021. # UnluckyNinja , 2020. # idleman <1524328475@qq.com>, 2020, 2021. # Oberon Zheng <360119124@qq.com>, 2020, 2021. # li yong , 2020. # Pierre Stempin , 2020. # BinotaLIU , 2020. # Zhirong Qin (fengjiongmax) , 2020, 2021. # zzjbook , 2020. # Gary Wang , 2020. # cyj , 2020. # twoBornottwoB <305766341@qq.com>, 2021. # zzh , 2021. # longhjues , 2021. # 800Coins , 2021. # qjyqjyqjyqjy , 2021. # mzzhao <13030224963@163.com>, 2021. # Baiyuan Qiu <1061688677@qq.com>, 2021. # CZM <605557370@qq.com>, 2021. # Zephyr , 2021. # 扬 , 2021. # luoji <564144019@qq.com>, 2021. # Merlin Bao , 2021. # Felix Xing , 2021. # Wang Chenhao , 2021. # Juer Genie Whang <2695996944@qq.com>, 2021. # SimonChang , 2021. # zeng haochen , 2021. # suplife <2634557184@qq.com>, 2021, 2023. # Magian , 2021, 2022. # ji233 <27987772@qq.com>, 2021. # 沈士超 , 2021. # MisakaRua <1150235785@qq.com>, 2021. # KodLenss , 2021. # Wang Tseryui <2251439097@qq.com>, 2021. # knight100 , 2021. # jixun , 2021. # Hapenia Lans , 2021. # 枫叶 <928584916@qq.com>, 2021. # B TO THE R <1470997723@qq.com>, 2021. # 有趣极了 <2944595791@qq.com>, 2021. # 刘亚西 , 2021. # 诗鸷Temsys , 2021. # Sam Sun , 2021. # sudo-behappy <3216539984@qq.com>, 2021. # Cc <2590090025@qq.com>, 2021. # 苏轼 , 2021. # ErrorDreemurr , 2021. # 烧风 , 2022. # Yan Chen , 2022. # Caten , 2022. # 风青山 , 2023. # zehuai wu , 2023. # matrixant , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "PO-Revision-Date: 2023-02-10 06:54+0000\n" "Last-Translator: Haoyu Qiu \n" "Language-Team: Chinese (Simplified) \n" "Language: zh_CN\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" "X-Generator: Weblate 4.16-dev\n" msgid "Description" msgstr "描述" msgid "Tutorials" msgstr "教程" msgid "Properties" msgstr "属性" msgid "Constructors" msgstr "构造函数" msgid "Methods" msgstr "方法" msgid "Operators" msgstr "操作符" msgid "Theme Properties" msgstr "主题属性" msgid "Signals" msgstr "信号" msgid "Enumerations" msgstr "枚举" msgid "Constants" msgstr "常量" msgid "Property Descriptions" msgstr "属性说明" msgid "Constructor Descriptions" msgstr "构造函数说明" msgid "Method Descriptions" msgstr "方法说明" msgid "Operator Descriptions" msgstr "操作符说明" msgid "Theme Property Descriptions" msgstr "主题属性说明" msgid "Inherits:" msgstr "继承:" msgid "Inherited By:" msgstr "派生:" msgid "(overrides %s)" msgstr "(覆盖 %s)" msgid "Default" msgstr "默认" msgid "Setter" msgstr "Setter" msgid "value" msgstr "值" msgid "Getter" msgstr "Getter" msgid "" "This method should typically be overridden by the user to have any effect." msgstr "本方法通常需要用户覆盖才能生效。" msgid "" "This method has no side effects. It doesn't modify any of the instance's " "member variables." msgstr "本方法没有副作用。不会修改该实例的任何成员变量。" msgid "" "This method accepts any number of arguments after the ones described here." msgstr "本方法除了在此处描述的参数外,还能够继续接受任意数量的参数。" msgid "This method is used to construct a type." msgstr "本方法用于构造某个类型。" msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." msgstr "调用本方法无需实例,所以可以直接使用类名调用。" msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." msgstr "本方法描述的是使用本类型作为左操作数的有效操作符。" msgid "Built-in GDScript functions." msgstr "内置 GDScript 函数。" msgid "" "A list of GDScript-specific utility functions accessed in any script.\n" "For the list of the global functions and constants see [@GlobalScope]." msgstr "" "可在任何脚本中访问的,GDScript专用的实用函数的列表。\n" "有关全局函数和常量的列表,请参阅 [@GlobalScope]。" msgid "GDScript exports" msgstr "GDScript的导出" msgid "" "Returns a [Color] constructed from red ([param r8]), green ([param g8]), " "blue ([param b8]), and optionally alpha ([param a8]) integer channels, each " "divided by [code]255.0[/code] for their final value.\n" "[codeblock]\n" "var red = Color8(255, 0, 0) # Same as Color(1, 0, 0)\n" "var dark_blue = Color8(0, 0, 51) # Same as Color(0, 0, 0.2).\n" "var my_color = Color8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, 0.4).\n" "[/codeblock]" msgstr "" "返回一个由红([param r8])、绿([param g8])、蓝([param b8])和可选的阿尔法" "([param a8])整数通道构造的 [Color],每个通道除以 [code]255.0[/code],作为其" "最终值。\n" "[codeblock]\n" "var red = Color8(255, 0, 0) # 与 Color(1, 0, 0) 相同\n" "var dark_blue = Color8(0, 0, 51) # 与 Color(0, 0, 0.2) 相同。\n" "var my_color = Color8(306, 255, 0, 102) # 与 Color(1.2, 1, 0, 0.4) 相同。\n" "[/codeblock]" msgid "" "Asserts that the [param condition] is [code]true[/code]. If the [param " "condition] is [code]false[/code], an error is generated. When running from " "the editor, the running project will also be paused until you resume it. " "This can be used as a stronger form of [method @GlobalScope.push_error] for " "reporting errors to project developers or add-on users.\n" "An optional [param message] can be shown in addition to the generic " "\"Assertion failed\" message. You can use this to provide additional details " "about why the assertion failed.\n" "[b]Warning:[/b] For performance reasons, the code inside [method assert] is " "only executed in debug builds or when running the project from the editor. " "Don't include code that has side effects in an [method assert] call. " "Otherwise, the project will behave differently when exported in release " "mode.\n" "[codeblock]\n" "# Imagine we always want speed to be between 0 and 20.\n" "var speed = -10\n" "assert(speed < 20) # True, the program will continue\n" "assert(speed >= 0) # False, the program will stop\n" "assert(speed >= 0 and speed < 20) # You can also combine the two conditional " "statements in one check\n" "assert(speed < 20, \"the speed limit is 20\") # Show a message\n" "[/codeblock]" msgstr "" "断言条件 [param condition] 为 [code]true[/code]。如果条件 [param condition] " "为 [code]false[/code] ,则会生成一个错误。如果是从编辑器运行的,正在运行的项" "目还会被暂停,直到手动恢复。该函数可以作为 [method @GlobalScope.push_error] " "的加强版,用于向项目开发者或插件用户报错。\n" "如果给出了可选的 [param message] 参数,在通用的“Assertion failed”消息之外,还" "会显示该信息。你可以使用它来提供关于断言失败原因的其他详细信息。\n" "[b]注意:[/b]出于对性能的考虑,[method assert] 中的代码只会在调试版本或者从编" "辑器运行项目时执行。所以不要在 [method assert] 调用中加入具有副作用的代码。否" "则,项目在以发行模式导出后将有不一致的行为。\n" "[codeblock]\n" "# 比如说我们希望 speed 始终在 0 和 20 之间。\n" "speed = -10\n" "assert(speed < 20) # True,程序会继续执行\n" "assert(speed >= 0) # False,程序会停止\n" "assert(speed >= 0 && speed < 20) # 你还可以在单次断言中合并两个条件语句\n" "assert(speed < 20, \"speed = %f, but the speed limit is 20\" % speed) # 在消" "息中显示详情\n" "[/codeblock]" msgid "" "Returns a single 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]" msgstr "" "返回给定的 Unicode 码位(与ASCII码兼容)的单字符字符串(作为一个" "[String])。\n" "[codeblock]\n" "a = char(65) # a 是“A”\n" "a = char(65 + 32) # a 是“a”\n" "a = char(8364) # a 是“€”\n" "[/codeblock]" msgid "" "Converts [param what] to [param type] in the best way possible. The [param " "type] uses the [enum Variant.Type] values.\n" "[codeblock]\n" "var a = [4, 2.5, 1.2]\n" "print(a is Array) # Prints true\n" "\n" "var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" "print(b) # Prints [4, 2, 1]\n" "print(b is Array) # Prints false\n" "[/codeblock]" msgstr "" "尽可能以最佳方式将 [param what] 转换为 [param type]。[param type] 使用 [enum " "Variant.Type] 值。\n" "[codeblock]\n" "var a = [4, 2.5, 1.2]\n" "print(a is Array) # 输出 true\n" "\n" "var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" "print(b) # 输出 [4, 2, 1]\n" "print(b is Array) # 输出 false\n" "[/codeblock]" msgid "" "Converts a [param dictionary] (created with [method inst_to_dict]) back to " "an Object instance. Can be useful for deserializing." msgstr "" "将一个 [param dictionary] (用 [method inst_to_dict] 创建的)转换回为一个 " "Object 实例。在反序列化时可能很有用。" msgid "" "Returns an array of dictionaries representing the current call stack. See " "also [method print_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" "Starting from [code]_ready()[/code], [code]bar()[/code] 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]\n" "[b]Note:[/b] This function only works if the running instance is connected " "to a debugging server (i.e. an editor instance). [method get_stack] will not " "work in projects exported in release mode, or in projects exported in debug " "mode if not connected to a debugging server.\n" "[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " "so will return an empty array." msgstr "" "返回一个表示当前调用堆栈的字典数组。另请参阅 [method print_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" "从 [code]_ready()[/code] 开始,[code]bar()[/code] 将打印:\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]\n" "[b]注意:[/b]只有在运行的实例连接到调试服务器(即编辑器实例)后,该函数才有" "效。[method get_stack] 不适用于以发布模式导出的项目;或者在未连接到调试服务器" "的情况下,以调试模式导出的项目。\n" "[b]注意:[/b]不支持从 [Thread] 调用此函数。这样做将返回一个空数组。" msgid "" "Returns the passed [param instance] converted to a Dictionary. Can be useful " "for serializing.\n" "[b]Note:[/b] Cannot be used to serialize objects with built-in scripts " "attached or objects allocated within built-in scripts.\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" " var d = inst_to_dict(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 "" "返回传入的 [param instance] 转换为的字典。可用于序列化。\n" "[b]注意:[/b]不能用于序列化附加了内置脚本的对象,或在内置脚本中分配的对象。\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" " var d = inst_to_dict(self)\n" " print(d.keys())\n" " print(d.values())\n" "[/codeblock]\n" "输出:\n" "[codeblock]\n" "[@subpath, @path, foo]\n" "[, res://test.gd, bar]\n" "[/codeblock]" msgid "" "Returns the length of the given Variant [param var]. The length can be the " "character count of a [String], the element count of any array type or the " "size of a [Dictionary]. For every other Variant type, a run-time error is " "generated and execution is stopped.\n" "[codeblock]\n" "a = [1, 2, 3, 4]\n" "len(a) # Returns 4\n" "\n" "b = \"Hello!\"\n" "len(b) # Returns 6\n" "[/codeblock]" msgstr "" "返回给定 Variant [param var] 的长度。长度可以是 [String] 的字符数、任意数组类" "型的元素数、或 [Dictionary] 的大小等。对于所有其他 Variant 类型,都会生成运行" "时错误并停止执行。\n" "[codeblock]\n" "a = [1, 2, 3, 4]\n" "len(a) # 返回 4\n" "\n" "b = \"Hello!\"\n" "len(b) # 返回 6\n" "[/codeblock]" msgid "" "Returns a [Resource] from the filesystem located at the absolute [param " "path]. Unless it's already referenced elsewhere (such as in another script " "or in the scene), the resource is loaded from disk on function call, which " "might cause a slight delay, especially when loading large scenes. To avoid " "unnecessary delays when loading something multiple times, either store the " "resource in a variable or use [method preload].\n" "[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " "in the FileSystem dock and choosing \"Copy Path\" or by dragging the file " "from the FileSystem dock into the script.\n" "[codeblock]\n" "# Load a scene called \"main\" located in the root of the project directory " "and cache it in a variable.\n" "var main = load(\"res://main.tscn\") # main will contain a PackedScene " "resource.\n" "[/codeblock]\n" "[b]Important:[/b] The path must be absolute. A relative path will always " "return [code]null[/code].\n" "This function is a simplified version of [method ResourceLoader.load], which " "can be used for more advanced scenarios.\n" "[b]Note:[/b] Files have to be imported into the engine first to load them " "using this function. If you want to load [Image]s at run-time, you may use " "[method Image.load]. If you want to import audio files, you can use the " "snippet described in [member AudioStreamMP3.data]." msgstr "" "从位于绝对 [param path] 的文件系统中返回一个 [Resource]。除非该资源已在其他地" "方引用(例如在另一个脚本或场景中),否则资源是在函数调用时从磁盘加载的,这可" "能会导致轻微的延迟,尤其是在加载大型场景时。为避免在多次加载某些内容时出现不" "必要的延迟,可以将资源存储在变量中或使用预加载 [method preload]。\n" "[b]注意:[/b]资源路径可以通过右键单击文件系统停靠面板中的资源并选择“复制路" "径”,或将文件从文件系统停靠面板拖到脚本中获得。\n" "[codeblock]\n" "# 加载位于项目目录根部的一个名为“main”的场景,并将其缓存在一个变量中。\n" "var main = load(\"res://main.tscn\") # main 将包含一个 PackedScene 资源。\n" "[/codeblock]\n" "[b]重要提示:[/b]路径必须是绝对路径。相对路径将始终返回 [code]null[/code]。\n" "这个方法是 [method ResourceLoader.load] 的简化版,原版方法可以用于更高级的场" "景。\n" "[b]注意:[/b]必须先将文件导入引擎才能使用此函数加载它们。如果你想在运行时加" "载 [Image],你可以使用 [method Image.load]。如果要导入音频文件,可以使用 " "[member AudioStreamMP3.data]中描述的代码片段。" msgid "" "Returns a [Resource] from the filesystem located at [param path]. During run-" "time, the resource is loaded when the script is being parsed. This function " "effectively acts as a reference to that resource. Note that this function " "requires [param path] to be a constant [String]. If you want to load a " "resource from a dynamic/variable path, use [method load].\n" "[b]Note:[/b] Resource paths can be obtained by right clicking on a resource " "in the Assets Panel and choosing \"Copy Path\" or by dragging the file from " "the FileSystem dock into the script.\n" "[codeblock]\n" "# Create instance of a scene.\n" "var diamond = preload(\"res://diamond.tscn\").instantiate()\n" "[/codeblock]" msgstr "" "从位于 [param path] 的文件系统中返回一个 [Resource]。在运行时期间,该资源将在" "解析脚本时加载。实际可以将这个函数视作对该资源的引用。请注意,此函数要求 " "[param path] 为常量 [String]。如果要从动态/可变路径加载资源,请使用 [method " "load]。\n" "[b]注意:[/b]资源路径可以通过右键单击资产面板中的资源并选择“复制路径”,或通过" "将文件从文件系统停靠面板拖到脚本中来获得。\n" "[codeblock]\n" "# 创建场景的实例。\n" "var diamond = preload(\"res://diamond.tscn\").instantiate()\n" "[/codeblock]" msgid "" "Like [method @GlobalScope.print], but includes the current stack frame when " "running with the debugger turned on.\n" "The output in the console may look like the following:\n" "[codeblock]\n" "Test print\n" "At: res://test.gd:15:_process()\n" "[/codeblock]\n" "[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " "so will instead print the thread ID." msgstr "" "与 [method @GlobalScope.print] 类似,但在打开调试器运行时还会包含当前栈帧。\n" "控制台中的输出应该是类似这样的:\n" "[codeblock]\n" "Test print\n" "At: res://test.gd:15:_process()\n" "[/codeblock]\n" "[b]注意:[/b]不支持从 [Thread] 中调用此方法。调用时会输出线程 ID。" msgid "" "Prints a stack trace at the current code location. See also [method " "get_stack].\n" "The output in the console may look like the following:\n" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]\n" "[b]Note:[/b] This function only works if the running instance is connected " "to a debugging server (i.e. an editor instance). [method print_stack] will " "not work in projects exported in release mode, or in projects exported in " "debug mode if not connected to a debugging server.\n" "[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " "so will instead print the thread ID." msgstr "" "输出当前代码位置的栈追踪。另请参阅 [method get_stack]。\n" "控制台中的输出是类似这样的:\n" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]\n" "[b]注意:[/b]只有在运行的实例连接到调试服务器(即编辑器实例)后,该函数才有" "效。[method print_stack] 不适用于以发布模式导出的项目;或者在未连接到调试服务" "器的情况下,以调试模式导出的项目。\n" "[b]注意:[/b]不支持从 [Thread] 调用此函数。这样做将改为打印线程 ID。" 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]\n" "To iterate over [float], convert them in the loop.\n" "[codeblock]\n" "for i in range (3, 0, -1):\n" " print(i / 10.0)\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" "0.3\n" "0.2\n" "0.1\n" "[/codeblock]" msgstr "" "返回给定范围的数组。[method range] 的调用方法有三种:\n" "[code]range(n: int)[/code]:从 0 开始,每次加 1,在到达 [code]n[/code] [i]之" "前[/i]停止。[b]不包含[/b]参数 [code]n[/code]。\n" "[code]range(b: int, n: int)[/code]:从 [code]b[/code] 开始,每次加 1,在到达 " "[code]n[/code] [i]之前[/i]停止。[b]包含[/b]参数 [code]b[/code],[b]不包含[/b]" "参数 [code]n[/code]。\n" "[code]range(b: int, n: int, s: int)[/code]:从 [code]b[/code] 开始,每次加 " "[code]s[/code],在到达 [code]n[/code] [i]之前[/i]停止。[b]包含[/b]参数 " "[code]b[/code],[b]不包含[/b]参数 [code]n[/code]。参数 [code]s[/code] [b]可" "以[/b]为负数,但不能为 [code]0[/code]。如果 [code]s[/code] 为 [code]0[/" "code],会输出一条错误。\n" "[method range] 会先将所有参数转换为 [int] 再进行处理。\n" "[b]注意:[/b]如果不存在满足条件的值,则返回空数组(例如 [code]range(2, 5, -1)" "[/code] 和 [code]range(5, 5, 1)[/code])。\n" "示例:\n" "[codeblock]\n" "print(range(4)) # 输出 [0, 1, 2, 3]\n" "print(range(2, 5)) # 输出 [2, 3, 4]\n" "print(range(0, 6, 2)) # 输出 [0, 2, 4]\n" "print(range(4, 1, -1)) # 输出 [4, 3, 2]\n" "[/codeblock]\n" "反向遍历 [Array] 请使用:\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" "输出:\n" "[codeblock]\n" "9\n" "6\n" "3\n" "[/codeblock]\n" "要遍历 [float],请在循环中转换它们。\n" "[codeblock]\n" "for i in range (3, 0, -1):\n" " print(i / 10.0)\n" "[/codeblock]\n" "输出:\n" "[codeblock]\n" "0.3\n" "0.2\n" "0.1\n" "[/codeblock]" msgid "" "Returns [code]true[/code] if the given [Object]-derived class exists in " "[ClassDB]. Note that [Variant] data types are not registered in [ClassDB].\n" "[codeblock]\n" "type_exists(\"Sprite2D\") # Returns true\n" "type_exists(\"NonExistentClass\") # Returns false\n" "[/codeblock]" msgstr "" "如果 [ClassDB] 中存在给定的 [Object] 派生类,则返回 [code]true[/code]。请注" "意,[Variant] 数据类型未在 [ClassDB] 中注册。\n" "[codeblock]\n" "type_exists(\"Sprite2D\") # 返回 true\n" "type_exists(\"NonExistentClass\") # 返回 false\n" "[/codeblock]" msgid "" "Constant that represents how many times the diameter of a circle fits around " "its perimeter. This is equivalent to [code]TAU / 2[/code], or 180 degrees in " "rotations." msgstr "" "常量,表示圆的周长是直径的多少倍。相当于 [code]TAU / 2[/code],或以弧度表示的" "180度。" msgid "" "The circle constant, the circumference of the unit circle in radians. This " "is equivalent to [code]PI * 2[/code], or 360 degrees in rotations." msgstr "" "圆常量,单位圆的周长,单位为弧度。相当于 [code]PI * 2[/code],即 360 度的弧度" "值。" 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]Warning:[/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 "" "正浮点无穷大。这是除数为 [code]0.0[/code] 时浮点除法的结果。对于负无穷大,使" "用 [code]-INF[/code]。如果分子为正,除以 [code]-0.0[/code] 将导致负无穷大,因" "此除以 [code]0.0[/code] 与除以 [code]-0.0[/code] 不同(尽管 [code]0.0 == " "-0.0[/code] 返回 [code]true[/code])。\n" "[b]警告:[/b]数值无穷大只是浮点数的一个概念,对于整数来说没有对应的概念。将整" "数除以 [code]0[/code] 不会产生 [constant INF],而是会产生一个运行时错误。" 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]Warning:[/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”(不是一个数),一个无效的浮点数值。[constant NAN] 有许多特殊的" "性质,包括它不等于自身([code]NAN == NAN[/code] 返回 [code]false[/code])。它" "是由一些无效运算输出的,例如将浮点数 [code]0.0[/code] 除以 [code]0.0[/" "code]。\n" "[b]警告:[/b]“不是一个数”只是浮点数的概念,整数中没有对应的概念。将整数 " "[code]0[/code] 除以 [code]0[/code] 不会产生 [constant NAN],而是会产生一个运" "行时错误。" msgid "" "Mark the following property as exported (editable in the Inspector dock and " "saved to disk). To control the type of the exported property use the type " "hint notation.\n" "[codeblock]\n" "@export var int_number = 5\n" "@export var float_number: float = 5\n" "[/codeblock]" msgstr "" "将以下属性标记为已导出(可在 Inspector Dock 中编辑并保存到磁盘)。要控制导出" "属性的类型,请使用类型提示表示法。\n" "[codeblock]\n" "@export var int_number = 5\n" "@export var float_number: float = 5\n" "[/codeblock]" msgid "" "Define a new category for the following exported properties. This helps to " "organize properties in the Inspector dock.\n" "See also [constant PROPERTY_USAGE_CATEGORY].\n" "[codeblock]\n" "@export_category(\"My Properties\")\n" "@export var number = 3\n" "@export var string = \"\"\n" "[/codeblock]\n" "[b]Note:[/b] Categories in the property list are supposed to indicate " "different base types, so the use of this annotation is not encouraged. See " "[annotation @export_group] and [annotation @export_subgroup] instead." msgstr "" "为以下导出的属性定义一个新类别。这有助于在检查器停靠栏中组织属性。\n" "另请参见 [constant PROPERTY_USAGE_CATEGORY]。\n" "[codeblock]\n" "@export_category(\"My Properties\")\n" "@export var number = 3\n" "@export var string = \"\"\n" "[/codeblock]\n" "[b]注意:[/b]属性列表中的类别应该指示不同的基本类型,因此不鼓励使用此注解。请" "参阅 [annotation @export_group] 和 [annotation @export_subgroup]。" msgid "" "Export a [Color] property without transparency (its alpha fixed as " "[code]1.0[/code]).\n" "See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n" "[codeblock]\n" "@export_color_no_alpha var modulate_color: Color\n" "[/codeblock]" msgstr "" "导出一个没有透明度的 [Color] 属性(它的 alpha 固定为 [code]1.0[/code])。\n" "另见 [constant PROPERTY_HINT_COLOR_NO_ALPHA]。\n" "[codeblock]\n" "@export_color_no_alpha var modulate_color: Color\n" "[/codeblock]" msgid "" "Export a [String] property as a path to a directory. The path will be " "limited to the project folder and its subfolders. See [annotation " "@export_global_dir] to allow picking from the entire filesystem.\n" "See also [constant PROPERTY_HINT_DIR].\n" "[codeblock]\n" "@export_dir var sprite_folder: String\n" "[/codeblock]" msgstr "" "将 [String] 属性作为目录路径导出。该路径将被限制在项目文件夹及其子文件夹中。" "请参阅 [annotation @export_global_dir],以允许从整个文件系统中进行选择。\n" "另请参见 [constant PROPERTY_HINT_DIR]。\n" "[codeblock]\n" "@export_dir var sprite_folder: String\n" "[/codeblock]" msgid "" "Export a floating-point property with an easing editor widget. Additional " "hints can be provided to adjust the behavior of the widget. " "[code]\"attenuation\"[/code] flips the curve, which makes it more intuitive " "for editing attenuation properties. [code]\"positive_only\"[/code] limits " "values to only be greater than or equal to zero.\n" "See also [constant PROPERTY_HINT_EXP_EASING].\n" "[codeblock]\n" "@export_exp_easing var transition_speed\n" "@export_exp_easing(\"attenuation\") var fading_attenuation\n" "@export_exp_easing(\"positive_only\") var effect_power\n" "[/codeblock]" msgstr "" "使用缓动编辑器小部件导出浮点属性。可以提供额外的提示来调整小部件的行为。" "[code]\"attenuation\"[/code] 翻转曲线,使编辑衰减属性更加直观。" "[code]\"positive_only\"[/code] 将值限制为仅大于或等于零。\n" "另请参见 [constant PROPERTY_HINT_EXP_EASING]。\n" "[codeblock]\n" "@export_exp_easing var transition_speed\n" "@export_exp_easing(\"attenuation\") var fading_attenuation\n" "@export_exp_easing(\"positive_only\") var effect_power\n" "[/codeblock]" msgid "" "Export a [String] property as a path to a file. The path will be limited to " "the project folder and its subfolders. See [annotation @export_global_file] " "to allow picking from the entire filesystem.\n" "If [param filter] is provided, only matching files will be available for " "picking.\n" "See also [constant PROPERTY_HINT_FILE].\n" "[codeblock]\n" "@export_file var sound_effect_file: String\n" "@export_file(\"*.txt\") var notes_file: String\n" "[/codeblock]" msgstr "" "将 [String] 属性导出为文件的路径。该路径将限于项目文件夹及其子文件夹。请参阅 " "[annotation @export_global_file],以允许从整个文件系统中进行选择。\n" "如果提供了 [param filter],则只有匹配的文件可供选择。\n" "另请参见 [constant PROPERTY_HINT_FILE]。\n" "[codeblock]\n" "@export_file var sound_effect_file: String\n" "@export_file(\"*.txt\") var notes_file: String\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field for 2D navigation layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/2d_navigation/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" "[codeblock]\n" "@export_flags_2d_navigation var navigation_layers: int\n" "[/codeblock]" msgstr "" "将整数属性导出为 2D 导航层的位标志字段。检查器停靠栏中的小部件,将使用在 " "[member ProjectSettings.layer_names/2d_navigation/layer_1] 中定义的层名称。\n" "另请参见 [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION]。\n" "[codeblock]\n" "@export_flags_2d_navigation var navigation_layers: int\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field for 2D physics layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/2d_physics/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n" "[codeblock]\n" "@export_flags_2d_physics var physics_layers: int\n" "[/codeblock]" msgstr "" "将整数属性导出为 2D 物理层的位标志字段。检查器停靠栏中的小部件,将使用在 " "[member ProjectSettings.layer_names/2d_physics/layer_1] 中定义的层名称。\n" "另请参见 [constant PROPERTY_HINT_LAYERS_2D_PHYSICS]。\n" "[codeblock]\n" "@export_flags_2d_physics var physics_layers: int\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field for 2D render layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/2d_render/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n" "[codeblock]\n" "@export_flags_2d_render var render_layers: int\n" "[/codeblock]" msgstr "" "将整数属性导出为 2D 渲染层的位标志字段。检查器停靠栏中的小工具将使用在 " "[member ProjectSettings.layer_names/2d_render/layer_1] 中定义的层名称。\n" "另请参见 [constant PROPERTY_HINT_LAYERS_2D_RENDER]。\n" "[codeblock]\n" "@export_flags_2d_render var render_layers: int\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field for 3D navigation layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/3d_navigation/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n" "[codeblock]\n" "@export_flags_3d_navigation var navigation_layers: int\n" "[/codeblock]" msgstr "" "将整数属性导出为 3D 导航层的位标志字段。检查器停靠面板中的小工具将使用在 " "[member ProjectSettings.layer_names/3d_navigation/layer_1] 中定义的层名称。\n" "另请参见 [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION]。\n" "[codeblock]\n" "@export_flags_3d_navigation var navigation_layers: int\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field for 3D physics layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/3d_physics/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n" "[codeblock]\n" "@export_flags_3d_physics var physics_layers: int\n" "[/codeblock]" msgstr "" "将整数属性导出为 3D 物理层的位标志字段。检查器停靠面板中的小工具将使用在 " "[member ProjectSettings.layer_names/3d_physics/layer_1] 中定义的层名称。\n" "另请参见 [constant PROPERTY_HINT_LAYERS_3D_PHYSICS]。\n" "[codeblock]\n" "@export_flags_3d_physics var physics_layers: int\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field for 3D render layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/3d_render/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n" "[codeblock]\n" "@export_flags_3d_render var render_layers: int\n" "[/codeblock]" msgstr "" "将整数属性导出为 3D 渲染层的位标志字段。检查器停靠面板中的小工具将使用在 " "[member ProjectSettings.layer_names/3d_render/layer_1] 中定义的层名称。\n" "另请参见 [constant PROPERTY_HINT_LAYERS_3D_RENDER]。\n" "[codeblock]\n" "@export_flags_3d_render var render_layers: int\n" "[/codeblock]" msgid "" "Export a [String] property as a path to a directory. The path can be picked " "from the entire filesystem. See [annotation @export_dir] to limit it to the " "project folder and its subfolders.\n" "See also [constant PROPERTY_HINT_GLOBAL_DIR].\n" "[codeblock]\n" "@export_global_dir var sprite_folder: String\n" "[/codeblock]" msgstr "" "将 [String] 属性导出为目录路径。可以从整个文件系统中选择路径。请参阅 " "[annotation @export_dir] 以将其限制为项目文件夹及其子文件夹。\n" "另请参见 [constant PROPERTY_HINT_GLOBAL_DIR]。\n" "[codeblock]\n" "@export_global_dir var sprite_folder: String\n" "[/codeblock]" msgid "" "Export a [String] property as a path to a file. The path can be picked from " "the entire filesystem. See [annotation @export_file] to limit it to the " "project folder and its subfolders.\n" "If [param filter] is provided, only matching files will be available for " "picking.\n" "See also [constant PROPERTY_HINT_GLOBAL_FILE].\n" "[codeblock]\n" "@export_global_file var sound_effect_file: String\n" "@export_global_file(\"*.txt\") var notes_file: String\n" "[/codeblock]" msgstr "" "将 [String] 属性作为文件路径导出。可以从整个文件系统中选择路径。请参阅 " "[annotation @export_file],以将其限制为项目文件夹及其子文件夹。\n" "如果提供了 [param filter],则只有匹配的文件可供选择。\n" "另请参见 [constant PROPERTY_HINT_GLOBAL_FILE]。\n" "[codeblock]\n" "@export_global_file var sound_effect_file: String\n" "@export_global_file(\"*.txt\") var notes_file: String\n" "[/codeblock]" msgid "" "Define a new group for the following exported properties. This helps to " "organize properties in the Inspector dock. Groups can be added with an " "optional [param prefix], which would make group to only consider properties " "that have this prefix. The grouping will break on the first property that " "doesn't have a prefix. The prefix is also removed from the property's name " "in the Inspector dock.\n" "If no [param prefix] is provided, the every following property is added to " "the group. The group ends when then next group or category is defined. You " "can also force end a group by using this annotation with empty strings for " "parameters, [code]@export_group(\"\", \"\")[/code].\n" "Groups cannot be nested, use [annotation @export_subgroup] to add subgroups " "within groups.\n" "See also [constant PROPERTY_USAGE_GROUP].\n" "[codeblock]\n" "@export_group(\"My Properties\")\n" "@export var number = 3\n" "@export var string = \"\"\n" "\n" "@export_group(\"Prefixed Properties\", \"prefix_\")\n" "@export var prefix_number = 3\n" "@export var prefix_string = \"\"\n" "\n" "@export_group(\"\", \"\")\n" "@export var ungrouped_number = 3\n" "[/codeblock]" msgstr "" "为以下导出的属性定义一个新组。这有助于在检查器停靠面板中组织属性。可以使用可" "选的 [param prefix] 添加组,这将使组仅考虑具有此前缀的属性。分组将在第一个没" "有前缀的属性上中断。前缀也将从检查器停靠面板中的属性名称中移除。\n" "如果未提供 [param prefix],则将以下每个属性添加到组中。当定义下一个组或类别" "时,该组结束。您还可以通过将此注解与空字符串的参数一起使用来强制结束组," "[code]@export_group(\"\", \"\")[/code]。\n" "组不能被嵌套,使用 [annotation @export_subgroup] 在组内添加子组。\n" "另见 [constant PROPERTY_USAGE_GROUP]。\n" "[codeblock]\n" "@export_group(\"My Properties\")\n" "@export var number = 3\n" "@export var string = \"\"\n" "\n" "@export_group(\"Prefixed Properties\", \"prefix_\")\n" "@export var prefix_number = 3\n" "@export var prefix_string = \"\"\n" "\n" "@export_group(\"\", \"\")\n" "@export var ungrouped_number = 3\n" "[/codeblock]" msgid "" "Export a [String] property with a large [TextEdit] widget instead of a " "[LineEdit]. This adds support for multiline content and makes it easier to " "edit large amount of text stored in the property.\n" "See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n" "[codeblock]\n" "@export_multiline var character_biography\n" "[/codeblock]" msgstr "" "用一个大的 [TextEdit] 部件而不是 [LineEdit] 导出一个 [String] 属性。这增加了" "对多行内容的支持,使其更容易编辑存储在属性中的大量文本。\n" "参见 [constant PROPERTY_HINT_MULTILINE_TEXT]。\n" "[codeblock]\n" "@export_multiline var character_biography\n" "[/codeblock]" msgid "" "Export a [String] property with a placeholder text displayed in the editor " "widget when no value is present.\n" "See also [constant PROPERTY_HINT_PLACEHOLDER_TEXT].\n" "[codeblock]\n" "@export_placeholder(\"Name in lowercase\") var character_id: String\n" "[/codeblock]" msgstr "" "导出一个带有一个占位符文本的 [String] 属性,当没有值时,编辑器小部件中会显示" "该占位符文本。\n" "另请参见 [constant PROPERTY_HINT_PLACEHOLDER_TEXT]。\n" "[codeblock]\n" "@export_placeholder(\"Name in lowercase\") var character_id: String\n" "[/codeblock]" msgid "" "Define a new subgroup for the following exported properties. This helps to " "organize properties in the Inspector dock. Subgroups work exactly like " "groups, except they need a parent group to exist. See [annotation " "@export_group].\n" "See also [constant PROPERTY_USAGE_SUBGROUP].\n" "[codeblock]\n" "@export_group(\"My Properties\")\n" "@export var number = 3\n" "@export var string = \"\"\n" "\n" "@export_subgroup(\"My Prefixed Properties\", \"prefix_\")\n" "@export var prefix_number = 3\n" "@export var prefix_string = \"\"\n" "[/codeblock]\n" "[b]Note:[/b] Subgroups cannot be nested, they only provide one extra level " "of depth. Just like the next group ends the previous group, so do the " "subsequent subgroups." msgstr "" "为接下来的导出属性定义一个新的子组。这有助于组织检查器停靠面板中的属性。子组" "的工作方式与组完全一样,只是它们需要一个父组才能存在。请参阅 [annotation " "@export_group]。\n" "另请参见 [constant PROPERTY_USAGE_SUBGROUP]。\n" "[codeblock]\n" "@export_group(\"My Properties\")\n" "@export var number = 3\n" "@export var string = \"\"\n" "\n" "@export_subgroup(\"My Prefixed Properties\", \"prefix_\")\n" "@export var prefix_number = 3\n" "@export var prefix_string = \"\"\n" "[/codeblock]\n" "[b]注意:[/b]子组不能嵌套,它们只提供一层额外的深度。就像新组使前一个组结束一" "样,后续的子组也会打断之前的子组。" msgid "Random number generation" msgstr "随机数生成" msgid "" "Returns the absolute value of a [Variant] parameter [param x] (i.e. non-" "negative value). Supported types: [int], [float], [Vector2], [Vector2i], " "[Vector3], [Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "var a = abs(-1)\n" "# a is 1\n" "\n" "var b = abs(-1.2)\n" "# b is 1.2\n" "\n" "var c = abs(Vector2(-3.5, -4))\n" "# c is (3.5, 4)\n" "\n" "var d = abs(Vector2i(-5, -6))\n" "# d is (5, 6)\n" "\n" "var e = abs(Vector3(-7, 8.5, -3.8))\n" "# e is (7, 8.5, 3.8)\n" "\n" "var f = abs(Vector3i(-7, -8, -9))\n" "# f is (7, 8, 9)\n" "[/codeblock]\n" "[b]Note:[/b] For better type safety, use [method absf], [method absi], " "[method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], [method " "Vector3i.abs], [method Vector4.abs], or [method Vector4i.abs]." msgstr "" "返回一个 [Variant] 类型参数 [param x] 的绝对值(即非负值)。支持的类型:" "[int]、[float]、[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、" "[Vector4i] 。\n" "[codeblock]\n" "var a = abs(-1)\n" "# a=1\n" "\n" "var b = abs(-1.2)\n" "# b=1.2\n" "\n" "var c = abs(Vector2(-3.5, -4))\n" "# c=(3.5, 4)\n" "\n" "var d = abs(Vector2i(-5, -6))\n" "# d=(5, 6)\n" "\n" "var e = abs(Vector3(-7, 8.5, -3.8))\n" "# e=(7, 8.5, 3.8)\n" "\n" "var f = abs(Vector3i(-7, -8, -9))\n" "# f=(7, 8, 9)\n" "[/codeblock]\n" "[b]注意:[/b] 为了更好的类型安全,请使用 [method absf]、[method absi]、" "[method Vector2.abs]、[method Vector2i.abs]、[method Vector3.abs]、[method " "Vector3i.abs]、[method Vector4.abs] 或 [method Vector4i.abs]。" msgid "" "Returns the absolute value of float parameter [param x] (i.e. positive " "value).\n" "[codeblock]\n" "# a is 1.2\n" "var a = absf(-1.2)\n" "[/codeblock]" msgstr "" "返回浮点参数 [param x] 的绝对值(即正值)。\n" "[codeblock]\n" "# a=1.2\n" "var a = absf(-1.2)\n" "[/codeblock]" msgid "" "Returns the absolute value of int parameter [param x] (i.e. positive " "value).\n" "[codeblock]\n" "# a is 1\n" "var a = absi(-1)\n" "[/codeblock]" msgstr "" "返回整数参数 [param x] 的绝对值(即正值)。\n" "[codeblock]\n" "# a=1\n" "var a = absi(-1)\n" "[/codeblock]" msgid "" "Returns the arc cosine of [param x] in radians. Use to get the angle of " "cosine [param x]. [param x] must be between [code]-1.0[/code] and [code]1.0[/" "code] (inclusive), otherwise, [method acos] will return [constant @GDScript." "NAN].\n" "[codeblock]\n" "# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n" "var c = acos(0.866025)\n" "[/codeblock]" msgstr "" "返回 [param x] 的反余弦,单位为弧度。用来获取余弦 [param x] 的角度。[param " "x] 必须在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,否则 [method " "acos] 将返回 [constant @GDScript.NAN]。\n" "[codeblock]\n" "# 如果用 rad_to_deg(c) 转换,c为0.523599或30度\n" "var c = acos(0.866025)\n" "[/codeblock]" msgid "" "Returns the arc sine of [param x] in radians. Use to get the angle of sine " "[param x]. [param x] must be between [code]-1.0[/code] and [code]1.0[/code] " "(inclusive), otherwise, [method asin] will return [constant @GDScript.NAN].\n" "[codeblock]\n" "# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)\n" "var s = asin(0.5)\n" "[/codeblock]" msgstr "" "返回 [param x] 的反正弦值,单位为弧度。用来获取正弦 [param x] 的角度。[param " "x] 必须在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,否则 [method " "asin] 将返回 [constant @GDScript.NAN]。\n" "[codeblock]\n" "# 如果用 rad_to_deg(s) 转换,s为0.523599或30度\n" "var s = asin(0.5)\n" "[/codeblock]" msgid "" "Returns the arc tangent of [param x] in radians. Use it to get the angle " "from an angle's tangent in trigonometry.\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" "var a = atan(0.5) # a is 0.463648\n" "[/codeblock]\n" "If [param x] is between [code]-PI / 2[/code] and [code]PI / 2[/code] " "(inclusive), [code]atan(tan(x))[/code] is equal to [param x]." msgstr "" "返回 [param x] 的反正切值,单位是弧度。在三角函数中用它来得到一个角上切线的角" "度。\n" "该方法无法确定角度应该落在哪个象限。如果你同时拥有 [code]y[/code] 和 " "[code]x[/code],请参见 [method atan2]。\n" "[codeblock]\n" "var a = atan(0.5) # a=0.463648\n" "[/codeblock]\n" "如果 [param x] 在 [code]-PI/2[/code] 和 [code]PI/2[/code](包括)之间," "[code]atan(tan(x))[/code] 等于 [param x]。" 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" "var a = atan2(0, -1) # a is 3.141593\n" "[/codeblock]" msgstr "" "返回 [code]y/x[/code] 的反正切值,单位为弧度。用来获得切线的角度 [code]y/x[/" "code] 。为了计算该值,该方法考虑了两个参数的符号,以确定象限。\n" "重要提示:按照惯例,Y坐标在前。\n" "[codeblock]\n" "var a = atan2(0, -1) # a=3.141593\n" "[/codeblock]" msgid "Converts from decibels to linear energy (audio)." msgstr "从分贝转换为线性能量(音频)。" msgid "" "Rounds [param x] downward (towards negative infinity), returning the largest " "whole number that is not more than [param x].\n" "A type-safe version of [method floor], returning a [float]." msgstr "" "将 [param x] 向下舍入(向负无穷大),返回不超过 [param x] 的最大整数。\n" "一个类型安全的 [method floor] 版本,返回一个 [float]。" msgid "" "Returns whether [param x] is a finite value, i.e. it is not [constant " "@GDScript.NAN], positive infinity, or negative infinity." msgstr "" "返回 [param x] 是否为有限值,即不是 [constant @GDScript.NAN]、正无穷大或负无" "穷大。" msgid "" "Returns [code]true[/code] if [param x] is either positive infinity or " "negative infinity." msgstr "如果 [param x] 是正无穷大或负无穷大,则返回 [code]true[/code] 。" msgid "" "Returns [code]true[/code] if the Object that corresponds to [param id] is a " "valid object (e.g. has not been deleted from memory). All Objects have a " "unique instance ID." msgstr "" "如果与 [param id] 对应的 Object 是有效的对象(例如没有从内存中删除),则返回 " "[code]true[/code] 。所有对象都有唯一的实例 ID。" msgid "" "Returns [code]true[/code] if [param instance] is a valid Object (e.g. has " "not been deleted from memory)." msgstr "" "如果 [param instance] 是有效的 Object(例如,没有从内存中删除),则返回 " "[code]true[/code] 。" msgid "" "Returns [code]true[/code] if [param x] is a NaN (\"Not a Number\" or " "invalid) value." msgstr "如果 [param x] 是 NaN(“非数字”或无效)值,则返回 [code]true[/code] 。" msgid "The [AudioServer] singleton." msgstr "[AudioServer] 单例。" msgid "The [CameraServer] singleton." msgstr "[CameraServer] 单例。" msgid "The [ClassDB] singleton." msgstr "[ClassDB] 单例。" msgid "The [Engine] singleton." msgstr "[Engine] 单例。" msgid "The [IP] singleton." msgstr "[IP] 单例。" msgid "The [Input] singleton." msgstr "[Input] 单例。" msgid "The [InputMap] singleton." msgstr "[InputMap] 单例。" msgid "" "The [JavaClassWrapper] singleton.\n" "[b]Note:[/b] Only implemented on Android." msgstr "" "[JavaClassWrapper] 单例。\n" "[b]注意:[/b]仅在 Android 上实现。" msgid "The [Marshalls] singleton." msgstr "[Marshalls] 单例。" msgid "The [NavigationMeshGenerator] singleton." msgstr "[NavigationMeshGenerator] 单例。" msgid "The [OS] singleton." msgstr "[OS] 单例。" msgid "The [Performance] singleton." msgstr "[Performance] 单例。" msgid "The [ProjectSettings] singleton." msgstr "[ProjectSettings] 单例。" msgid "The [ResourceLoader] singleton." msgstr "[ResourceLoader] 单例。" msgid "The [ResourceSaver] singleton." msgstr "[ResourceSaver] 单例。" msgid "The [Time] singleton." msgstr "[Time] 单例。" msgid "The [TranslationServer] singleton." msgstr "[TranslationServer] 单例。" msgid "Top-left corner." msgstr "左上角。" msgid "Top-right corner." msgstr "右上角。" msgid "Bottom-right corner." msgstr "右下角。" msgid "Bottom-left corner." msgstr "左下角。" msgid "" "General vertical alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "通用垂直对齐,常用于 [Separator]、[ScrollBar]、[Slider] 等。" msgid "" "General horizontal alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "通用水平对齐,常用于 [Separator]、[ScrollBar]、[Slider] 等。" msgid "Horizontal left alignment, usually for text-derived classes." msgstr "水平左对齐,常用于文本派生类。" msgid "Horizontal center alignment, usually for text-derived classes." msgstr "水平居中对齐,常用于文本派生类。" msgid "Horizontal right alignment, usually for text-derived classes." msgstr "水平右对齐,常用于文本派生类。" msgid "Vertical top alignment, usually for text-derived classes." msgstr "垂直上对齐,常用于文本派生类。" msgid "Vertical center alignment, usually for text-derived classes." msgstr "垂直居中对齐,常用于文本派生类。" msgid "Vertical bottom alignment, usually for text-derived classes." msgstr "垂直下对齐,常用于文本派生类。" msgid "Escape key." msgstr "ESC 键。" msgid "Tab key." msgstr "Tab 键。" msgid "Shift + Tab key." msgstr "Shift + Tab 键。" msgid "Backspace key." msgstr "退格键。" msgid "Return key (on the main keyboard)." msgstr "回车键(位于主键盘)。" msgid "Enter key on the numeric keypad." msgstr "小键盘区的回车键。" msgid "Insert key." msgstr "Insert 键。" msgid "Delete key." msgstr "Delete 键。" msgid "Pause key." msgstr "Pause 键。" msgid "Print Screen key." msgstr "Print Screen 键。" msgid "System Request key." msgstr "System Request 键。" msgid "Clear key." msgstr "Clear 键。" msgid "Home key." msgstr "Home 键。" msgid "End key." msgstr "End 键。" msgid "Left arrow key." msgstr "左方向键。" msgid "Up arrow key." msgstr "上方向键。" msgid "Right arrow key." msgstr "右方向键。" msgid "Down arrow key." msgstr "下方向键。" msgid "Page Up key." msgstr "Page Up 键。" msgid "Page Down key." msgstr "Page Down 键。" msgid "Shift key." msgstr "Shift 键。" msgid "Control key." msgstr "Control 键。" msgid "Meta key." msgstr "Meta 键。" msgid "Alt key." msgstr "Alt 键。" msgid "Caps Lock key." msgstr "Caps Lock 键。" msgid "Num Lock key." msgstr "Num Lock 键。" msgid "Scroll Lock key." msgstr "Scroll Lock 键。" msgid "F1 key." msgstr "F1 键。" msgid "F2 key." msgstr "F2 键。" msgid "F3 key." msgstr "F3 键。" msgid "F4 key." msgstr "F4 键。" msgid "F5 key." msgstr "F5 键。" msgid "F6 key." msgstr "F6 键。" msgid "F7 key." msgstr "F7 键。" msgid "F8 key." msgstr "F8 键。" msgid "F9 key." msgstr "F9 键。" msgid "F10 key." msgstr "F10 键。" msgid "F11 key." msgstr "F11 键。" msgid "F12 key." msgstr "F12 键。" msgid "F13 key." msgstr "F13 键。" msgid "F14 key." msgstr "F14 键。" msgid "F15 key." msgstr "F15 键。" msgid "F16 key." msgstr "F16 键。" msgid "Multiply (*) key on the numeric keypad." msgstr "小键盘的星键/乘以键(*)。" msgid "Divide (/) key on the numeric keypad." msgstr "小键盘的除以键(/)。" msgid "Subtract (-) key on the numeric keypad." msgstr "小键盘的减号键(-)。" msgid "Period (.) key on the numeric keypad." msgstr "小件盘的点键(.)。" msgid "Add (+) key on the numeric keypad." msgstr "小键盘的加号键(+)。" msgid "Number 0 on the numeric keypad." msgstr "小键盘的数字 0。" msgid "Number 1 on the numeric keypad." msgstr "小键盘的数字 1。" msgid "Number 2 on the numeric keypad." msgstr "小键盘的数字 2。" msgid "Number 3 on the numeric keypad." msgstr "小键盘的数字 3。" msgid "Number 4 on the numeric keypad." msgstr "小键盘的数字 4。" msgid "Number 5 on the numeric keypad." msgstr "小键盘的数字 5。" msgid "Number 6 on the numeric keypad." msgstr "小键盘的数字 6。" msgid "Number 7 on the numeric keypad." msgstr "小键盘的数字 7。" msgid "Number 8 on the numeric keypad." msgstr "小键盘的数字 8。" msgid "Number 9 on the numeric keypad." msgstr "小键盘的数字 9。" msgid "Context menu key." msgstr "菜单键。" msgid "Help key." msgstr "Help 键。" msgid "" "Media back key. Not to be confused with the Back button on an Android device." msgstr "媒体返回键。不要与 Android 设备上的返回键相混淆。" msgid "Media forward key." msgstr "媒体前进键。" msgid "Media stop key." msgstr "媒体停止播放键。" msgid "Media refresh key." msgstr "媒体刷新键。" msgid "Volume down key." msgstr "音量降低键。" msgid "Mute volume key." msgstr "静音键。" msgid "Volume up key." msgstr "音量升高键。" msgid "Media play key." msgstr "媒体播放键。" msgid "Previous song key." msgstr "上一首歌键。" msgid "Next song key." msgstr "下一首歌键。" msgid "Media record key." msgstr "媒体录制键。" msgid "Home page key." msgstr "主页键。" msgid "Favorites key." msgstr "收藏键。" msgid "Search key." msgstr "搜索键。" msgid "Standby key." msgstr "Standby 键。" msgid "Open URL / Launch Browser key." msgstr "打开 URL / 启动浏览器键。" msgid "Launch Mail key." msgstr "启动邮箱键。" msgid "Launch Media key." msgstr "启动多媒体键。" msgid "Launch Shortcut 0 key." msgstr "快捷启动键 0。" msgid "Launch Shortcut 1 key." msgstr "快捷启动键 1。" msgid "Launch Shortcut 2 key." msgstr "快捷启动键 2。" msgid "Launch Shortcut 3 key." msgstr "快捷启动键 3。" msgid "Launch Shortcut 4 key." msgstr "快捷启动键 4。" msgid "Launch Shortcut 5 key." msgstr "快捷启动键 5。" msgid "Launch Shortcut 6 key." msgstr "快捷启动键 6。" msgid "Launch Shortcut 7 key." msgstr "快捷启动键 7。" msgid "Launch Shortcut 8 key." msgstr "快捷启动键 8。" msgid "Launch Shortcut 9 key." msgstr "快捷启动键 9。" msgid "Launch Shortcut A key." msgstr "快捷启动键 A。" msgid "Launch Shortcut B key." msgstr "快捷启动键 B。" msgid "Launch Shortcut C key." msgstr "快捷启动键 C。" msgid "Launch Shortcut D key." msgstr "快捷启动键 D。" msgid "Launch Shortcut E key." msgstr "快捷启动键 E。" msgid "Launch Shortcut F key." msgstr "快捷启动键 F。" msgid "Unknown key." msgstr "未知键。" msgid "Space key." msgstr "空格键。" msgid "! key." msgstr "! 键。" msgid "\" key." msgstr "\" 键。" msgid "# key." msgstr "# 键。" msgid "$ key." msgstr "$ 键。" msgid "% key." msgstr "% 键。" msgid "& key." msgstr "& 键。" msgid "' key." msgstr "' 键。" msgid "( key." msgstr "( 键。" msgid ") key." msgstr ") 键。" msgid "* key." msgstr "* 键。" msgid "+ key." msgstr "+ 键。" msgid ", key." msgstr ", 键。" msgid "- key." msgstr "- 键。" msgid ". key." msgstr ". 键。" msgid "/ key." msgstr "/ 键。" msgid ": key." msgstr ": 键。" msgid "; key." msgstr "; 键。" msgid "< key." msgstr "< 键。" msgid "= key." msgstr "= 键。" msgid "> key." msgstr "> 键。" msgid "? key." msgstr "? 键。" msgid "@ key." msgstr "@ 键。" msgid "A key." msgstr "A 键。" msgid "B key." msgstr "B 键。" msgid "C key." msgstr "C 键。" msgid "D key." msgstr "D 键。" msgid "E key." msgstr "E 键。" msgid "F key." msgstr "F 键。" msgid "G key." msgstr "G 键。" msgid "H key." msgstr "H 键。" msgid "I key." msgstr "I 键。" msgid "J key." msgstr "J 键。" msgid "K key." msgstr "K 键。" msgid "L key." msgstr "L 键。" msgid "M key." msgstr "M 键。" msgid "N key." msgstr "N 键。" msgid "O key." msgstr "O 键。" msgid "P key." msgstr "P 键。" msgid "Q key." msgstr "Q 键。" msgid "R key." msgstr "R 键。" msgid "S key." msgstr "S 键。" msgid "T key." msgstr "T 键。" msgid "U key." msgstr "U 键。" msgid "V key." msgstr "V 键。" msgid "W key." msgstr "W 键。" msgid "X key." msgstr "X 键。" msgid "Y key." msgstr "Y 键。" msgid "Z key." msgstr "Z 键。" msgid "[ key." msgstr "[ 键。" msgid "\\ key." msgstr "\\ 键。" msgid "] key." msgstr "] 键。" msgid "^ key." msgstr "^ 键。" msgid "_ key." msgstr "_ 键。" msgid "` key." msgstr "` 键。" msgid "{ key." msgstr "{ 键。" msgid "| key." msgstr "| 键。" msgid "} key." msgstr "} 键。" msgid "~ key." msgstr "~ 键。" msgid "¥ key." msgstr "¥ 键。" msgid "§ key." msgstr "§ 键。" msgid "Key Code mask." msgstr "键码掩码。" msgid "Modifier key mask." msgstr "Modifier 键掩码。" msgid "Shift key mask." msgstr "Shift 键掩码。" msgid "Ctrl key mask." msgstr "Ctrl 键掩码。" msgid "Keypad key mask." msgstr "Keypad 键掩码。" msgid "Group Switch key mask." msgstr "Group Switch 键掩码。" msgid "Middle mouse button." msgstr "鼠标中键。" msgid "Mouse wheel up." msgstr "鼠标滚轮向上。" msgid "Mouse wheel down." msgstr "鼠标滚轮向下。" msgid "Mouse wheel left button (only present on some mice)." msgstr "鼠标滚轮左键(仅在某些鼠标上有实现)。" msgid "Mouse wheel right button (only present on some mice)." msgstr "鼠标滚轮右键(仅在某些鼠标上有实现)。" msgid "Middle mouse button mask." msgstr "鼠标中键掩码。" msgid "Extra mouse button 1 mask." msgstr "鼠标额外键 1 掩码。" msgid "Extra mouse button 2 mask." msgstr "鼠标额外键 2 掩码。" msgid "" "MIDI note OFF message. See the documentation of [InputEventMIDI] for " "information of how to use MIDI inputs." msgstr "" "MIDI 音符 OFF 消息。如何使用 MIDI 输入的信息请参阅 [InputEventMIDI] 的文档。" msgid "" "MIDI note ON message. See the documentation of [InputEventMIDI] for " "information of how to use MIDI inputs." msgstr "" "MIDI 音符 ON 消息。如何使用 MIDI 输入的信息请参阅 [InputEventMIDI] 的文档。" msgid "" "MIDI aftertouch message. This message is most often sent by pressing down on " "the key after it \"bottoms out\"." msgstr "MIDI 触后消息。这个消息经常都是在按键“结束”后继续施压时发送。" msgid "" "MIDI control change message. This message is sent when a controller value " "changes. Controllers include devices such as pedals and levers." msgstr "" "MIDI 控制变化消息。这个消息会在控制器值发生变化时发送。控制器包括踏板、推杆等" "设备。" msgid "" "MIDI program change message. This message sent when the program patch number " "changes." msgstr "MIDI 音色变化消息。这个消息会在音色 Patch 号变化时发送。" 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 通道压力消息。这个消息经常都是在按键“结束”后继续施压时发送。这个消息与复" "音触后不同,因为它表示的是所有键中的最大压力。" msgid "" "MIDI pitch bend message. This message is sent to indicate a change in the " "pitch bender (wheel or lever, typically)." msgstr "" "MIDI 弯音消息。发送这个消息表示弯音器(一般是弯音轮或推杆)产生了变化。" 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 系统专有消息。行为由你所用来获取输入的设备专有。Godot 未实现该数据的获" "取。" 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 四分帧消息。包含用于同步 MIDI 设备的时间信息。Godot 未实现该数据的获取。" 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 歌曲位置指针消息。提供自歌曲开始以来所经过的十六分音符数。Godot 未实现该" "数据的获取。" msgid "" "MIDI song select message. Specifies which sequence or song is to be played. " "Getting this data is not implemented in Godot." msgstr "MIDI 歌曲选择消息。指定要播放的序列或歌曲。Godot 未实现该数据的获取。" msgid "" "MIDI tune request message. Upon receiving a tune request, all analog " "synthesizers should tune their oscillators." msgstr "MIDI 调整请求消息。收到调整请求后,所有模拟合成器都应该调整其晶振。" msgid "" "MIDI timing clock message. Sent 24 times per quarter note when " "synchronization is required." msgstr "MIDI 时钟消息。需要同步时,每四分音符会发送 24 次。" msgid "" "MIDI start message. Start the current sequence playing. This message will be " "followed with Timing Clocks." msgstr "MIDI 开始消息。开始当前序列的播放。这个消息后会跟随时钟消息。" msgid "MIDI continue message. Continue at the point the sequence was stopped." msgstr "MIDI 继续消息。从序列停止的位置继续。" msgid "MIDI stop message. Stop the current sequence." msgstr "MIDI 停止消息。停止当前序列。" msgid "" "MIDI active sensing message. This message is intended to be sent repeatedly " "to tell the receiver that a connection is alive." msgstr "MIDI 活跃感知消息。这个消息的目的是要重复发送,告知接收方连接仍存在。" 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 "" "MIDI 系统重置消息。将系统中的所有接收方重置为上电状态。本身不应在上电时发送。" msgid "Generic error." msgstr "一般性错误。" msgid "Unavailable error." msgstr "不可用的错误。" msgid "Unconfigured error." msgstr "未配置的错误。" msgid "Unauthorized error." msgstr "未经授权的错误。" msgid "Parameter range error." msgstr "参数范围错误。" msgid "Out of memory (OOM) error." msgstr "内存不足(OOM)错误。" msgid "File: Not found error." msgstr "文件:未找到错误。" msgid "File: Bad drive error." msgstr "文件:坏驱动器错误。" msgid "File: Bad path error." msgstr "文件:错误的路径错误。" msgid "File: No permission error." msgstr "文件:无权限错误。" msgid "File: Already in use error." msgstr "文件:已在使用错误。" msgid "File: Can't open error." msgstr "文件:无法打开错误。" msgid "File: Can't write error." msgstr "文件:无法写入错误。" msgid "File: Can't read error." msgstr "文件:无法读取错误。" msgid "File: Unrecognized error." msgstr "文件:未识别的错误。" msgid "File: Corrupt error." msgstr "文件:损坏错误。" msgid "File: Missing dependencies error." msgstr "文件:缺少依赖项错误。" msgid "File: End of file (EOF) error." msgstr "文件:文件结束(EOF)错误。" msgid "Can't open error." msgstr "无法打开错误。" msgid "Can't create error." msgstr "无法创建错误。" msgid "Query failed error." msgstr "查询失败错误。" msgid "Already in use error." msgstr "已在使用中错误。" msgid "Locked error." msgstr "锁定错误。" msgid "Timeout error." msgstr "超时错误。" msgid "Can't connect error." msgstr "无法连接错误。" msgid "Can't resolve error." msgstr "无法解决错误。" msgid "Connection error." msgstr "连接错误。" msgid "Can't acquire resource error." msgstr "无法获取资源错误。" msgid "Can't fork process error." msgstr "无法分叉进程错误。" msgid "Invalid data error." msgstr "无效数据错误。" msgid "Invalid parameter error." msgstr "无效参数错误。" msgid "Already exists error." msgstr "已存在的错误。" msgid "Does not exist error." msgstr "不存在的错误。" msgid "Database: Read error." msgstr "数据库:读取错误。" msgid "Database: Write error." msgstr "数据库:写入错误。" msgid "Compilation failed error." msgstr "编译失败错误。" msgid "Method not found error." msgstr "方法未找到错误。" msgid "Linking failed error." msgstr "链接失败错误。" msgid "Script failed error." msgstr "脚本失败错误。" msgid "Cycling link (import cycle) error." msgstr "循环链接(导入循环)错误。" msgid "Invalid declaration error." msgstr "无效声明错误。" msgid "Duplicate symbol error." msgstr "符号重复错误。" msgid "Parse error." msgstr "解析错误。" msgid "Busy error." msgstr "忙碌错误。" msgid "Skip error." msgstr "跳过错误。" msgid "" "Hints that a vector property should allow its components to be linked. For " "example, this allows [member Vector2.x] and [member Vector2.y] to be edited " "together." msgstr "" "提示向量属性应该允许分量链接。例如,这能够让 [member Vector2.x] 和 [member " "Vector2.y] 被一起编辑。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "render layers." msgstr "提示 [int] 属性为位掩码,表示可命名的 2D 渲染层。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "physics layers." msgstr "提示 [int] 属性为位掩码,表示可命名的 2D 物理层。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "navigation layers." msgstr "提示 [int] 属性为位掩码,表示可命名的 2D 导航层。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "render layers." msgstr "提示 [int] 属性为位掩码,表示可命名的 3D 渲染层。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "physics layers." msgstr "提示 [int] 属性为位掩码,表示可命名的 3D 物理层。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "navigation layers." msgstr "提示 [int] 属性为位掩码,表示可命名的 3D 导航层。" 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 "" "提示 [String] 属性为文件的路径。编辑时会弹出选取路径的文件对话框。提示字符串" "可以设为一组带有通配符的筛选器,例如 [code]\"*.png,*.jpg\"[/code]。" msgid "" "Hints that a [String] property is a path to a directory. Editing it will " "show a file dialog for picking the path." msgstr "提示 [String] 属性为目录的路径。编辑时会弹出选取路径的文件对话框。" 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 "" "提示 [String] 属性为文件的绝对路径,位于项目文件夹之外。编辑时会弹出选取路径" "的文件对话框。提示字符串可以设为一组带有通配符的筛选器,例如 [code]\"*.png,*." "jpg\"[/code]。" 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 "" "提示 [String] 属性为目录的绝对路径,位于项目文件夹之外。编辑时会弹出选取路径" "的文件对话框。" 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 "" "提示 [String] 属性为包含换行的文本。编辑是会显示文本输入字段,可以进行换行。" msgid "Hints that a [String] property is an [Expression]." msgstr "提示 [String] 属性为 [Expression]。" msgid "" "Hints that a [String] property should show a placeholder text on its input " "field, if empty. The hint string is the placeholder text to use." msgstr "" "提示 [String] 属性在为空时应当显示占位文本。提示字符串为所使用的占位文本。" msgid "" "Hints that a quaternion property should disable the temporary euler editor." msgstr "提示四元数属性应当禁用临时欧拉值编辑器。" msgid "" "Hints that a string property is a password, and every character is replaced " "with the secret character." msgstr "提示字符串属性为密码,每一个字符都会被替换为秘密字符。" msgid "The property is serialized and saved in the scene file (default)." msgstr "将属性序列化并保存到场景文件中(默认)。" msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "在编辑器中用于为属性分组。见 [EditorInspector]。" msgid "Used to categorize properties together in the editor." msgstr "在编辑器中用于为属性分类。" msgid "The property does not save its state in [PackedScene]." msgstr "该属性不在 [PackedScene] 中保存其状态。" msgid "Editing the property prompts the user for restarting the editor." msgstr "编辑属性会提示用户重新启动编辑器。" msgid "" "The property is a script variable which should be serialized and saved in " "the scene file." msgstr "该属性是一个脚本变量,应该被序列化并保存在场景文件中。" msgid "Default usage (storage, editor and network)." msgstr "默认用法(存储、编辑器和网络)。" msgid "" "Default usage but without showing the property in the editor (storage, " "network)." msgstr "默认用法,但不在编辑器中显示属性(存储、网络)。" msgid "Flag for a normal method." msgstr "普通方法的标志。" msgid "Flag for an editor method." msgstr "编辑器方法的标志。" msgid "Flag for a constant method." msgstr "常量方法的标志。" msgid "Flag for a virtual method." msgstr "虚方法的标志。" msgid "Variable is [code]null[/code]." msgstr "变量为 [code]null[/code]。" msgid "Variable is of type [bool]." msgstr "变量类型为 [bool]。" msgid "Variable is of type [int]." msgstr "变量类型为 [int]。" msgid "Variable is of type [String]." msgstr "变量类型为 [String]。" msgid "Variable is of type [Vector2]." msgstr "变量类型为 [Vector2]。" msgid "Variable is of type [Rect2]." msgstr "变量类型为 [Rect2]。" msgid "Variable is of type [Vector3]." msgstr "变量类型为 [Vector3]。" msgid "Variable is of type [Transform2D]." msgstr "变量类型为 [Transform2D]。" msgid "Variable is of type [Plane]." msgstr "变量类型为 [Plane]。" msgid "Variable is of type [AABB]." msgstr "变量的类型为 [AABB]。" msgid "Variable is of type [Basis]." msgstr "变量的类型为 [Basis]。" msgid "Variable is of type [Color]." msgstr "变量的类型为 [Color]。" msgid "Variable is of type [NodePath]." msgstr "变量的类型为 [NodePath]。" msgid "Variable is of type [RID]." msgstr "变量的类型为 [RID]。" msgid "Variable is of type [Object]." msgstr "变量的类型为 [Object]。" msgid "Variable is of type [Dictionary]." msgstr "变量的类型为 [Dictionary]。" msgid "Variable is of type [Array]." msgstr "变量的类型为 [Array]。" msgid "Represents the size of the [enum Variant.Type] enum." msgstr "表示 [enum Variant.Type] 枚举的大小。" msgid "Equality operator ([code]==[/code])." msgstr "等于运算符([code]==[/code])。" msgid "Inequality operator ([code]!=[/code])." msgstr "不等式运算符([code]!=[/code])。" msgid "Less than operator ([code]<[/code])." msgstr "小于运算符([code]<[/code])。" msgid "Less than or equal operator ([code]<=[/code])." msgstr "小于等于运算符([code]<=[/code])。" msgid "Greater than operator ([code]>[/code])." msgstr "大于运算符([code]>[/code])。" msgid "Greater than or equal operator ([code]>=[/code])." msgstr "大于等于运算符([code]> =[/code])。" msgid "Addition operator ([code]+[/code])." msgstr "加法运算符([code]+[/code])。" msgid "Subtraction operator ([code]-[/code])." msgstr "减法运算符([code]-[/code])。" msgid "Multiplication operator ([code]*[/code])." msgstr "乘法运算符([code]*[/code])。" msgid "Division operator ([code]/[/code])." msgstr "除法运算符([code]/[/code])。" msgid "Unary negation operator ([code]-[/code])." msgstr "一元减号运算符([code]-[/code])。" msgid "Unary plus operator ([code]+[/code])." msgstr "一元加号运算符([code]+[/code])。" msgid "Remainder/modulo operator ([code]%[/code])." msgstr "余数/取模运算符([code]%[/code])。" msgid "Left shift operator ([code]<<[/code])." msgstr "左移运算符([code]<<[/code])。" msgid "Right shift operator ([code]>>[/code])." msgstr "右移运算符([code]>>[/code])。" msgid "Bitwise AND operator ([code]&[/code])." msgstr "按位与运算符([code]&[/code])。" msgid "Bitwise OR operator ([code]|[/code])." msgstr "按位或运算符([code]|[/code])。" msgid "Bitwise XOR operator ([code]^[/code])." msgstr "按位异或运算符([code]^[/code])。" msgid "Bitwise NOT operator ([code]~[/code])." msgstr "按位非运算符([code]~[/code])。" msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])." msgstr "逻辑与运算符([code]and[/code] 或 [code]&&[/code])。" msgid "Logical OR operator ([code]or[/code] or [code]||[/code])." msgstr "逻辑或运算符([code]or[/code] 或 [code]||[/code])。" msgid "Logical XOR operator (not implemented in GDScript)." msgstr "逻辑异或运算符(未在 GDScript 中实现)。" msgid "Logical NOT operator ([code]not[/code] or [code]![/code])." msgstr "逻辑非运算符([code]not[/code] 或 [code]![/code])。" msgid "Logical IN operator ([code]in[/code])." msgstr "逻辑 IN 运算符([code]in[/code])。" msgid "Represents the size of the [enum Variant.Operator] enum." msgstr "表示 [enum Variant.Operator] 枚举的大小。" msgid "Axis-Aligned Bounding Box." msgstr "轴对齐包围盒。" msgid "Vector math" msgstr "向量数学" msgid "Advanced vector math" msgstr "高等向量数学" msgid "Constructs an [AABB] as a copy of the given [AABB]." msgstr "构造给定 [AABB] 的副本。" msgid "Constructs an [AABB] from a position and size." msgstr "从一个位置和大小构造 [AABB] 。" 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 "返回等价的 AABB,其原点被修正至最负数的角落,大小被修正为正数。" msgid "" "Returns [code]true[/code] if this [AABB] completely encloses another one." msgstr "该 [AABB] 完全包含另一个时,返回 [code]true[/code]。" msgid "" "Returns the center of the [AABB], which is equal to [member position] + " "([member size] / 2)." msgstr "返回该 [AABB] 的中心点,等于 [member position] + ([member size] / 2)。" msgid "Gets the position of the 8 endpoints of the [AABB] in space." msgstr "获取该 [AABB] 的 8 个端点的位置。" msgid "Returns the normalized longest axis of the [AABB]." msgstr "返回该 [AABB] 归一化后的最长轴。" msgid "" "Returns the index of the longest axis of the [AABB] (according to " "[Vector3]'s [code]AXIS_*[/code] constants)." msgstr "" "返回该 [AABB] 最长轴的索引(根据 [Vector3] 的 [code]AXIS_*[/code] 常量)。" msgid "Returns the scalar length of the longest axis of the [AABB]." msgstr "返回该 [AABB] 最长轴的标量长度。" msgid "Returns the normalized shortest axis of the [AABB]." msgstr "返回该 [AABB] 归一化后的最短轴。" msgid "" "Returns the index of the shortest axis of the [AABB] (according to " "[Vector3]::AXIS* enum)." msgstr "" "返回该 [AABB] 最短轴的索引(根据 [Vector3] 的 [code]AXIS_*[/code] 常量)。" msgid "Returns the scalar length of the shortest axis of the [AABB]." msgstr "返回该 [AABB] 最短轴的标量长度。" msgid "" "Returns the support point in a given direction. This is useful for collision " "detection algorithms." msgstr "返回指定方向上的支持点。常用于碰撞检测算法。" msgid "Returns the volume of the [AABB]." msgstr "返回该 [AABB] 的体积。" msgid "Returns [code]true[/code] if the [AABB] overlaps with another." msgstr "该 [AABB] 与另一个交叠时,返回 [code]true[/code]。" msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane." msgstr "该 [AABB] 同时位于指定平面的两边时,返回 [code]true[/code]。" msgid "" "Ending corner. This is calculated as [code]position + size[/code]. Setting " "this value will change the size." msgstr "" "终点角。通过 [code]position + size[/code] 计算而来。设置该值会修改大小。" msgid "Beginning corner. Typically has values lower than [member end]." msgstr "起点角。通常比 [member end] 小。" 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 "" "从[member position] 到 [member end] 的大小。通常所有分量都是正数。\n" "如果大小为负,可以用 [method abs] 修正。" msgid "Base dialog for user notification." msgstr "用户通知的基本对话框。" 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 "" "该对话框对于向用户发送有关事件的小通知很有用。它只能被接受或关闭,并且结果相" "同。" 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 "" "返回内置文本所使用的标签。\n" "[b]警告:[/b]这是个必要的内部节点,移除并释放它有可能造成崩溃。如果你希望隐藏" "它或它的任意一个子节点,请使用它们的 [member CanvasItem.visible] 属性。" 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 "" "返回确定按钮 [Button] 实例。\n" "[b]警告:[/b]这是个必要的内部节点,移除并释放它有可能造成崩溃。如果你希望隐藏" "它或它的任意一个子节点,请使用它们的 [member CanvasItem.visible] 属性。" msgid "" "Registers a [LineEdit] in the dialog. When the enter key is pressed, the " "dialog will be accepted." msgstr "在对话框中注册 [LineEdit]。当按下回车键时,对话框将被接受。" msgid "Sets autowrapping for the text in the dialog." msgstr "为对话框中的文本设置自动换行。" 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 "" "如果为 [code]true[/code],按下确定按钮时对话框将隐藏。如果要在收到 [signal " "confirmed] 信号时执行类似输入验证的操作,则可以将其设置为 [code]false[/" "code],然后在自己的逻辑中处理对话框的隐藏。\n" "[b]注意:[/b]从此类派生的某些节点可以具有不同的默认值,并且可能有自己的内置逻" "辑会覆盖此设置。例如 [FileDialog] 默认其为 [code]false[/code],并在按下确定时" "实现了自己的输入验证代码,如果输入有效,最终将隐藏对话框。因此,不能在 " "[FileDialog] 中使用此属性来禁止在按确定时隐藏对话框。" msgid "The text displayed by the dialog." msgstr "对话框显示的文本。" msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed." msgstr "接受对话框时,即按下确定按钮时发出。" msgid "Emitted when a custom button is pressed. See [method add_button]." msgstr "按下自定义按钮时发出。见 [method add_button]。" msgid "Interface to low level AES encryption features." msgstr "底层 AES 加密功能接口。" msgid "Close this AES context so it can be started again. See [method start]." msgstr "关闭此 AES 上下文,以便可以再次启动它。见 [method start]。" msgid "" "Get the current IV state for this context (IV gets updated when calling " "[method update]). You normally don't need this function.\n" "[b]Note:[/b] This function only makes sense when the context is started with " "[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" "获取此上下文的当前 IV 状态(调用 [method update] 时会更新 IV)。通常不需要此" "函数。\n" "[b]注意:[/b]仅当上下文以 [constant MODE_CBC_ENCRYPT] 或 [constant " "MODE_CBC_DECRYPT] 开头时,此函数才有意义。" msgid "AES electronic codebook encryption mode." msgstr "AES 电子密码簿加密模式。" msgid "AES electronic codebook decryption mode." msgstr "AES 电子密码簿解密模式。" msgid "AES cipher blocker chaining encryption mode." msgstr "AES 密码封锁器链式加密模式。" msgid "AES cipher blocker chaining decryption mode." msgstr "AES 密码封锁器链式解密模式。" msgid "Maximum value for the mode enum." msgstr "模式列举的最大值。" msgid "3D Physics Tests Demo" msgstr "3D 物理测试演示" msgid "Third Person Shooter Demo" msgstr "第三人称射击演示" msgid "3D Voxel Demo" msgstr "3D 体素演示" msgid "" "Sprite node that contains multiple textures as frames to play for animation." msgstr "可以使用多个纹理进行动画处理的精灵节点。" msgid "2D Sprite animation" msgstr "2D 精灵动画" msgid "2D Dodge The Creeps Demo" msgstr "2D Dodge The Creeps 演示" msgid "If [code]true[/code], texture will be centered." msgstr "如果为 [code]true[/code],纹理将被居中。" msgid "If [code]true[/code], texture is flipped horizontally." msgstr "如果为 [code]true[/code],纹理将被水平翻转。" msgid "If [code]true[/code], texture is flipped vertically." msgstr "如果为 [code]true[/code],纹理将被垂直翻转。" msgid "The texture's drawing offset." msgstr "纹理的绘图偏移量。" 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 "" "包含动画的 [SpriteFrames] 资源。可以对 [SpriteFrames] 资源进行加载、编辑、清" "空、唯一化、保存状态等操作。" msgid "" "2D sprite node in 3D world, that can use multiple 2D textures for animation." msgstr "3D 世界中的 2D 精灵节点,可以使用多个 2D 纹理进行动画处理。" msgid "2D Sprite animation (also applies to 3D)" msgstr "2D 精灵动画(也适用于 3D)" msgid "Proxy texture for simple frame-based animations." msgstr "基于简单帧动画的代理纹理。" msgid "Sets the currently visible frame of the texture." msgstr "设置纹理当前可见的帧。" 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 "" "动画中要使用的帧数。虽然您可以使用 [method set_frame_texture] 独立创建帧,但" "是您需要为动画设置此值以考虑新帧。最大帧数为 [constant MAX_FRAMES]。" 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 "" "如果为 [code]true[/code],则动画将只播放一次,并且在到达结尾后将不会循环回到" "第一帧。请注意,到达终点不会将 [member pause] 设置为 [code]true[/code]。" 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 "" "如果为 [code]true[/code],则动画将暂停在当前位置(即 [member " "current_frame])。将此属性更改为 [code]false[/code] 时,动画将从暂停处继续播" "放。" msgid "Contains data used to animate everything in the engine." msgstr "包含用于对引擎中所有内容进行动画处理的数据。" msgid "Adds a track to the Animation." msgstr "向动画添加轨道。" msgid "Clear the animation (clear all tracks and reset all)." msgstr "清除动画(清除所有轨道并重置所有)。" msgid "" "Returns the index of the specified track. If the track is not found, return " "-1." msgstr "返回指定轨迹的索引。如果没有找到,返回 -1。" msgid "Returns the amount of tracks in the animation." msgstr "返回动画中的曲目量。" msgid "Returns the method name of a method track." msgstr "返回一个方法轨迹的方法名。" msgid "" "Returns the arguments values to be called on a method track for a given key " "in a given track." msgstr "返回给定轨道中给定键的方法轨道上要调用的参数值。" msgid "Removes a track by specifying the track index." msgstr "通过指定轨道索引来移除一个轨道。" msgid "Returns the interpolation type of a given track." msgstr "返回给定轨道的插值类型。" msgid "Returns the time at which the key is located." msgstr "返回关键帧所在的时间。" msgid "Returns the value of a given key in a given track." msgstr "返回给定轨道中给定关键帧的值。" msgid "" "Gets the path of a track. For more information on the path format, see " "[method track_set_path]." msgstr "" "获取轨道的路径。有关路径格式的详细信息,请参阅 [method track_set_path]。" msgid "Gets the type of a track." msgstr "获取轨道的类型。" msgid "" "Returns [code]true[/code] if the given track is imported. Else, return " "[code]false[/code]." msgstr "" "如果给定的轨道是被导入的,返回 [code]true[/code]。否则返回 [code]false[/" "code]。" msgid "Moves a track down." msgstr "将轨道下移。" msgid "Moves a track up." msgstr "将轨道上移。" msgid "Removes a key by index in a given track." msgstr "在指定的轨道上按索引移除一个键。" msgid "Enables/disables the given track. Tracks are enabled by default." msgstr "启用/禁用指定的轨道。轨道默认为启用。" msgid "Sets the given track as imported or not." msgstr "将指定的轨道设置为导入或不导入。" msgid "Sets the interpolation type of a given track." msgstr "设置指定轨道的内插类型。" msgid "Sets the time of an existing key." msgstr "设置现有关键帧的时间。" msgid "Sets the value of an existing key." msgstr "设置现有关键帧的值。" 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 "" "设置轨道的路径。路径必须是指向场景树节点的有效路径,必须从将要实现动画的节点" "的父节点开始指定。控制属性或骨骼的轨道必须在路径后面加上它们的名字,用 " "[code]\":\"[/code] 分隔。\n" "例如,[code]\"character/skeleton:ankle\"[/code] 或 [code]\"character/mesh:" "transform/local\"[/code]。" msgid "Returns the update mode of a value track." msgstr "返回值轨道的更新模式。" msgid "Sets the update mode (see [enum UpdateMode]) of a value track." msgstr "设置值轨道的更新模式(请参阅 [enum UpdateMode])。" 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 "" "动画的总长度(单位为秒)。\n" "[b]注意:[/b]长度不以最后一个关键帧为界,因为这个关键帧可能位于结束前或结束" "后,以确保正确的插值和循环。" msgid "The animation step value." msgstr "动画步长值。" msgid "Method tracks call functions with given arguments per key." msgstr "方法轨道会在各个关键帧上使用给定参数的调用函数。" 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 "" "贝塞尔轨道可以用来根据自定义曲线对数值进行插值。它们也可以用来对向量和颜色的" "子属性进行动画处理(例如 [Color] 的 Alpha 值)。" 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 "" "音频轨道可以用来通过任意类型的 [AudioStreamPlayer] 播放音频流。该流可以在动画" "中进行修剪和预览。" msgid "Animation tracks play animations in other [AnimationPlayer] nodes." msgstr "动画轨道会在其他 [AnimationPlayer] 节点中播放动画。" msgid "No interpolation (nearest value)." msgstr "无插值(最邻近的值)。" msgid "Linear interpolation." msgstr "线性插值。" msgid "Update at the keyframes." msgstr "在关键帧更新。" 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 "" "与线性插值相同,但如果第一个关键帧不在第 0 秒,则会从当前值进行插值(即在运行" "时动态插值)。" msgid "Animation tutorial index" msgstr "动画教程索引" msgid "Base resource for [AnimationTree] nodes." msgstr "[AnimationTree] 节点的基础资源。" 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] 节点的基础资源。通常,它不是直接使用的,但是您可以使用自定义" "混合公式创建自定义的。\n" "在创建主要用于 [AnimationNodeBlendTree] 的节点时,继承该属性,否则应改用 " "[AnimationRootNode]。" msgid "AnimationTree" msgstr "AnimationTree" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "override the text caption for this node." msgstr "" "继承 [AnimationRootNode] 时,实现这个虚方法可以覆盖这个节点的标题文本。" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return all children nodes in order as a [code]name: node[/code] dictionary." msgstr "" "继承 [AnimationRootNode] 时,实现这个虚方法可以用 [code]名称:节点[/code] 字典" "的形式按顺序返回所有子节点。" 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 "" "继承 [AnimationRootNode] 时,实现这个虚方法可以返回这个节点的属性列表。参数是" "节点的自定义本地存储,资源可以在多个树中重用。格式与 [method Object." "get_property_list] 类似。" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return whether the blend tree editor should display filter editing on this " "node." msgstr "" "继承 [AnimationRootNode] 时,实现这个虚方法可以返回混合树编辑器是否应该在这个" "节点上显示过滤器编辑。" 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 "" "混合另一个动画节点(在这个节点包含子动画节点的情况下)。这个函数只有在你继承 " "[AnimationRootNode] 时才有用,否则编辑器将不会显示你的节点进行添加。" msgid "" "Amount of inputs in this node, only useful for nodes that go into " "[AnimationNodeBlendTree]." msgstr "这个节点的输入数量,只对进入 [AnimationNodeBlendTree] 的节点有用。" msgid "Gets the name of an input by index." msgstr "通过索引获取输入的名称。" 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 "" "获取一个参数的值。参数是你的节点使用的自定义本地内存,给定的资源可以在多个树" "中重复使用。" msgid "Returns whether the given path is filtered." msgstr "返回是否对给定的路径进行过滤。" msgid "Removes an input, call this only when inactive." msgstr "移除输入,仅在处于非活动状态时调用此输入。" msgid "Adds or removes a path for the filter." msgstr "添加或移除筛选器的路径。" msgid "" "Sets a custom parameter. These are used as local memory, because resources " "can be reused across the tree or scenes." msgstr "" "设置一个自定义参数。这些参数被用作本地内存,因为资源可以在树或场景中重复使" "用。" msgid "If [code]true[/code], filtering is enabled." msgstr "如果为 [code]true[/code],则启用筛选功能。" msgid "Do not use filtering." msgstr "不要使用筛选功能。" msgid "Paths matching the filter will be allowed to pass." msgstr "与筛选器匹配的路径将被允许通过。" msgid "Paths matching the filter will be discarded." msgstr "与筛选器匹配的路径将被丢弃。" msgid "Paths matching the filter will be blended (by the blend value)." msgstr "与筛选器匹配的路径将被混合(根据混合值)。" msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中加法地混合两个动画。" 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 "" "添加到 [AnimationNodeBlendTree] 的资源。根据 [code][0.0,1.0][/code] 范围内的" "量值加法混合两个动画。" msgid "" "Blends two of three animations additively inside of an " "[AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中将三个动画中的两个动画相加。" 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 "" "可添加到 [AnimationNodeBlendTree] 的资源。根据 [code][-1.0, 1.0][/code] 范围" "内的值,将三个动画中的两个动画加法混合在一起。\n" "这个节点有三个输入。\n" "- 要添加到基础动画中的动画\n" "- 当混合量在 [code][-1.0,0.0][/code] 范围内时,添加动画进行混合。\n" "- 当混合量在 [code][0.0,1.0][/code] 范围内时,添加动画进行混合" msgid "Input animation to use in an [AnimationNodeBlendTree]." msgstr "输入要在 [AnimationNodeBlendTree] 中使用的动画。" 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 "" "添加到 [AnimationNodeBlendTree] 的资源。只具有一个使用 [member animation] 属" "性的输出集。将其作为 [AnimationNode] 的输入,将动画融合在一起。" msgid "3D Platformer Demo" msgstr "3D 平台跳跃演示" msgid "" "Animation to use as an output. It is one of the animations provided by " "[member AnimationTree.anim_player]." msgstr "" "作为输出使用的动画。它是 [member AnimationTree.anim_player] 提供的动画之一。" msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中将两个动画进行线性混合。" 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 "" "添加到 [AnimationNodeBlendTree] 的资源。根据 [code][0.0,1.0][/code] 范围内的" "量值线性地混合两个动画。" msgid "" "Blends two of three animations linearly inside of an " "[AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中将三个动画中的两个进行线性混合。" 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 "" "添加到 [AnimationNodeBlendTree] 的资源。根据[code][-1.0,1.0][/code]范围内的" "值,将三个动画中的两个动画线性地混合在一起。\n" "这个节点有三个输入。\n" "- 基础动画\n" "- 当混合量在[code][-1.0,0.0][/code]范围内时,使用-混合动画进行混合。\n" "- 当混合量在[code][0.0,1.0][/code]范围内时,要使用+混合动画进行混合" msgid "" "Blends linearly between two of any number of [AnimationNode] of any type " "placed on a virtual axis." msgstr "" "在虚拟轴上放置的任意数量的 [AnimationNode] 的任意类型的两个 [AnimationNode] " "之间线性混合。" 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 "" "可添加到 [AnimationNodeBlendTree] 的资源。\n" "这是一个虚拟轴,您可以使用 [method add_blend_point] 在上面添加任何类型的 " "[AnimationNode]。\n" "输出最接近节点当前值的两个 [AnimationNode] 的线性混合。\n" "您可以使用 [member min_space] 和 [member max_space] 来设置轴的外延。" msgid "Returns the number of points on the blend axis." msgstr "返回混合轴上的点的数量。" msgid "" "Controls the interpolation between animations. See [enum BlendMode] " "constants." msgstr "控制动画之间的插值。见 [enum BlendMode] 常量。" msgid "" "The blend space's axis's upper limit for the points' position. See [method " "add_blend_point]." msgstr "混合空间的轴的点的位置上限。见 [method add_blend_point]。" msgid "" "The blend space's axis's lower limit for the points' position. See [method " "add_blend_point]." msgstr "混合空间的轴的点的位置下限。见 [method add_blend_point]。" msgid "Position increment to snap to when moving a point on the axis." msgstr "当在轴上移动一个点时,要捕捉到的位置增量。" msgid "Label of the virtual axis of the blend space." msgstr "混合空间虚拟轴的标签。" msgid "The interpolation between animations is linear." msgstr "动画之间的插点是线性的。" msgid "" "The blend space plays the animation of the node the blending position is " "closest to. Useful for frame-by-frame 2D animations." msgstr "混合空间播放混合位置最接近的节点的动画。对逐帧的2D动画很有用。" msgid "" "Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at " "the last animation's playback position." msgstr "" "类似于 [constant BLEND_MODE_DISCRETE],但在最后一个动画的播放位置开始新的动" "画。" msgid "" "Blends linearly between three [AnimationNode] of any type placed in a 2D " "space." msgstr "在 2D 空间中放置的三个任意类型的 [AnimationNode] 之间线性融合。" 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 "" "添加到 [AnimationNodeBlendTree] 的资源。\n" "该节点允许您使用 [Vector2] 权重在三个动画之间进行线性混合。\n" "您可以使用 [method add_blend_point] 向混合空间添加顶点,并通过将 [member " "auto_triangles] 设置为 [code]true[/code] 来自动进行三角测量。否则,请使用 " "[method add_triangle] 和 [method remove_triangle] 手工创建混合空间。" msgid "Returns the number of points in the blend space." msgstr "返回混合空间中的点的数量。" msgid "Returns the number of triangles in the blend space." msgstr "返回混合空间中三角形的数量。" 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 "" "如果为 [code]true[/code],混合空间会自动进行三角测量。每次使用 [method " "add_blend_point] 和 [method remove_blend_point] 添加或移除点时,网格都会更" "新。" msgid "" "The blend space's X and Y axes' upper limit for the points' position. See " "[method add_blend_point]." msgstr "混合空间的 X 轴和 Y 轴的点的位置上限。见 [method add_blend_point]。" msgid "" "The blend space's X and Y axes' lower limit for the points' position. See " "[method add_blend_point]." msgstr "混合空间的 X 轴和 Y 轴的点的位置下限。见 [method add_blend_point]。" msgid "Position increment to snap to when moving a point." msgstr "移动点时要对齐的位置增量。" msgid "Name of the blend space's X axis." msgstr "混合空间 X 轴的名称。" msgid "Name of the blend space's Y axis." msgstr "混合空间 Y 轴的名称。" msgid "" "Emitted every time the blend space's triangles are created, removed, or when " "one of their vertices changes position." msgstr "每当创建、移除混合空间的三角形,或当其中一个顶点改变位置时发出。" msgid "[AnimationTree] node resource that contains many blend type nodes." msgstr "[AnimationTree] 节点资源,其中包含许多混合类型节点。" 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 "" "该节点可以包含任何其他混合类型节点的子树,例如 [AnimationNodeTransition]、" "[AnimationNodeBlend2]、[AnimationNodeBlend3]、[AnimationNodeOneShot] 等。这是" "最常用的根之一。\n" "默认会创建一个名为 [code]output[/code] 的 [AnimationNodeOutput] 节点。" msgid "Disconnects the node connected to the specified input." msgstr "断开连接到指定输入端的节点。" msgid "Removes a sub-node." msgstr "移除一个子节点。" msgid "Changes the name of a sub-node." msgstr "更改子节点的名称。" msgid "Modifies the position of a sub-node." msgstr "修改子节点的位置。" msgid "The global offset of all sub-nodes." msgstr "所有子节点的全局偏移量。" msgid "The connection was successful." msgstr "连接成功。" msgid "The input node is [code]null[/code]." msgstr "输入节点为 [code]null[/code]。" msgid "The specified input port is out of range." msgstr "指定的输入端口超出范围。" msgid "The output node is [code]null[/code]." msgstr "输出节点为 [code]null[/code]。" msgid "Input and output nodes are the same." msgstr "输入和输出节点相同。" msgid "The specified connection already exists." msgstr "指定的连接已经存在。" msgid "Plays an animation once in [AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中播放一次动画。" msgid "" "A resource to add to an [AnimationNodeBlendTree]. This node will execute a " "sub-animation and return once it finishes. Blend times for fading in and out " "can be customized, as well as filters." msgstr "" "可添加到 [AnimationNodeBlendTree] 的资源。这个节点将执行一个子动画,并在完成" "后返回。可以自定义淡入和淡出的混合时间,以及过滤器。" msgid "" "If [code]true[/code], the sub-animation will restart automatically after " "finishing." msgstr "如果为 [code]true[/code],则子动画完成后会自动重新开始。" msgid "The delay after which the automatic restart is triggered, in seconds." msgstr "触发自动重启的延迟时间,以秒为单位。" 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 "" "如果 [member autorestart] 为 [code]true[/code],则介于0和此值之间的随机附加延" "迟(以秒为单位)将添加到 [member autorestart_delay]。" msgid "Generic output node to be added to [AnimationNodeBlendTree]." msgstr "可添加到 [AnimationNodeBlendTree] 的通用输出节点。" msgid "State machine for control of animations." msgstr "用于控制动画的状态机。" msgid "Adds a transition between the given nodes." msgstr "在给定节点之间添加一个过渡。" msgid "Returns the draw offset of the graph. Used for display in the editor." msgstr "返回图形的绘制偏移。用于编辑器中的显示。" msgid "Returns the animation node with the given name." msgstr "返回指定名称的动画节点。" msgid "Returns the given animation node's name." msgstr "返回指定动画节点的名称。" msgid "Returns the given node's coordinates. Used for display in the editor." msgstr "返回给定的节点的坐标。用于编辑器中的显示。" msgid "Returns the given transition." msgstr "返回给定的过渡。" msgid "Returns the number of connections in the graph." msgstr "返回图中的连接数。" msgid "Returns the given transition's start node." msgstr "返回给定过渡的开始节点。" msgid "Returns the given transition's end node." msgstr "返回给定过渡的端节点。" msgid "Returns [code]true[/code] if the graph contains the given node." msgstr "如果图中包含给定的节点,返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if there is a transition between the given nodes." msgstr "如果在给定节点之间存在过渡,返回 [code]true[/code]。" msgid "Deletes the given node from the graph." msgstr "从图中删除指定的节点。" msgid "Deletes the transition between the two specified nodes." msgstr "删除两个指定节点之间的过渡。" msgid "Deletes the given transition by index." msgstr "按索引删除给定的过渡。" msgid "Renames the given node." msgstr "重命名给定的节点。" msgid "Sets the draw offset of the graph. Used for display in the editor." msgstr "设置图形的绘制偏移。用于编辑器中的显示。" msgid "Sets the node's coordinates. Used for display in the editor." msgstr "设置节点的坐标。用于编辑器中的显示。" msgid "Playback control for [AnimationNodeStateMachine]." msgstr "[AnimationNodeStateMachine] 的播放控件。" msgid "Returns the currently playing animation state." msgstr "返回当前播放的动画状态。" msgid "Returns the playback position within the current animation state." msgstr "返回当前动画状态内的播放位置。" msgid "" "Returns the current travel path as computed internally by the A* algorithm." msgstr "返回 A* 算法内部计算的当前行进路径。" msgid "Returns [code]true[/code] if an animation is playing." msgstr "如果正在播放动画,返回 [code]true[/code]。" msgid "Stops the currently playing animation." msgstr "停止当前播放的动画。" msgid "The transition type." msgstr "过渡类型." msgid "The time to cross-fade between this state and the next." msgstr "这个状态和下一个状态之间的交叉渐变时间。" msgid "Emitted when [member advance_condition] is changed." msgstr "变更 [member advance_condition] 时发出。" msgid "" "Switch to the next state immediately. The current state will end and blend " "into the beginning of the new one." msgstr "立即切换到下一个状态。当前状态将结束,并融合到新状态的开始。" msgid "" "Switch to the next state immediately, but will seek the new state to the " "playback position of the old state." msgstr "立即切换到下一个状态,但会寻找新的状态到旧状态的播放位置。" msgid "" "Wait for the current state playback to end, then switch to the beginning of " "the next state animation." msgstr "等待当前状态播放结束,然后切换到下一个状态动画的开头。" msgid "A time-scaling animation node to be used with [AnimationTree]." msgstr "与 [AnimationTree] 一起使用的时间缩放动画节点。" msgid "" "Allows scaling the speed of the animation (or reversing it) in any children " "nodes. Setting it to 0 will pause the animation." msgstr "允许缩放任何子节点中动画的速度(或反转)。将其设置为 0 将暂停动画。" msgid "A time-seeking animation node to be used with [AnimationTree]." msgstr "与 [AnimationTree] 配合使用的寻时动画节点。" msgid "A generic animation transition node for [AnimationTree]." msgstr "[AnimationTree] 的通用动画过渡节点。" msgid "" "Simple state machine for cases which don't require a more advanced " "[AnimationNodeStateMachine]. Animations can be connected to the inputs and " "transition times can be specified." msgstr "" "简单的状态机,适用于不需要更高级的[AnimationNodeStateMachine]的情况。可以将动" "画连接到输入,并指定过渡时间。" msgid "" "Cross-fading time (in seconds) between each animation connected to the " "inputs." msgstr "连接到输入的每个动画之间的交叉渐变时间(秒)。" 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] 缓存动画节点。如果一个节点消失,它可能不会注意到;[method " "clear_caches] 强制它再次更新缓存。" msgid "Clears all queued, unplayed animations." msgstr "清除所有已排队、未播放的动画。" 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 "" "将动画加入队列,在当前动画播放完毕后播放。\n" "[b]注意:[/b]如果当前正在播放循环动画,除非以某种方式停止循环动画,否则排队的" "动画将永远不会播放。" msgid "The position (in seconds) of the currently playing animation." msgstr "当前播放的动画的位置(以秒为单位)。" msgid "The call mode to use for Call Method tracks." msgstr "方法调用轨道所使用的调用模式。" msgid "" "If [code]true[/code], updates animations in response to process-related " "notifications." msgstr "如果为 [code]true[/code],根据流程相关通知更新动画。" msgid "" "The default time in which to blend animations. Ranges from 0 to 4096 with " "0.01 precision." msgstr "混合动画的默认时间。范围从 0 到 4096,精度为 0.01。" msgid "The process notification in which to update animations." msgstr "更新动画的过程通知。" msgid "The node from which node path references will travel." msgstr "节点路径引用将从其运行的节点。" msgid "Notifies when an animation starts playing." msgstr "当动画开始播放时通知。" msgid "" "Notifies when the caches have been cleared, either automatically, or " "manually via [method clear_caches]." msgstr "" "当缓存被清除时通知,可以是自动清除,也可以是通过 [method clear_caches] 手动清" "除。" msgid "" "Process animation during the physics process. This is especially useful when " "animating physics bodies." msgstr "在物理过程中处理动画。在为物理物体设置动画时,这特别有用。" msgid "Process animation during the idle process." msgstr "在空闲过程中处理动画。" msgid "" "Do not process animation. Use [method advance] to process the animation " "manually." msgstr "不处理动画。使用[method advance]手动处理动画。" 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 "" "在动画过程中批量调用方法,然后在处理完事件后再进行调用。这样就避免了在播放过" "程中涉及删除节点或修改AnimationPlayer的错误。" msgid "Make method calls immediately when reached in the animation." msgstr "在动画中达到时立即进行方法调用。" msgid "" "A node to be used for advanced animation transitions in an [AnimationPlayer]." msgstr "用于 [AnimationPlayer] 中高级动画过渡的节点。" 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 "" "用于 [AnimationPlayer] 中高级动画过渡的节点。\n" "[b]注意:[/b]与 [AnimationPlayer] 连接时,该 [AnimationPlayer] 的一些属性和方" "法将不会像预期的那样发挥作用。播放和过渡应该只使用 [AnimationTree] 和组成它" "的 [AnimationNode] 来处理。[AnimationPlayer] 节点应仅用于添加、删除和编辑动" "画。" msgid "Using AnimationTree" msgstr "使用 AnimationTree" msgid "Manually advance the animations by the specified time (in seconds)." msgstr "手动将动画前进指定的时间(单位为秒)。" msgid "If [code]true[/code], the [AnimationTree] will be processing." msgstr "如果 [code]true[/code] 时,[AnimationTree] 将执行逻辑处理。" msgid "The path to the [AnimationPlayer] used for animating." msgstr "用于动画的 [AnimationPlayer] 的路径。" msgid "The root animation node of this [AnimationTree]. See [AnimationNode]." msgstr "该 [AnimationTree] 的根动画节点。见 [AnimationNode]。" msgid "" "The animations will progress during the physics frame (i.e. [method Node." "_physics_process])." msgstr "在物理帧期间进行动画(即 [method Node._physics_process])。" msgid "" "The animations will progress during the idle frame (i.e. [method Node." "_process])." msgstr "在空闲帧期间进行动画(即 [method Node._process])。" msgid "The animations will only progress manually (see [method advance])." msgstr "只能手动进行动画(见 [method advance])。" msgid "2D area for detection and physics and audio influence." msgstr "用于检测、物理和音频影响的 2D 区域。" msgid "Using Area2D" msgstr "使用 Area2D" msgid "2D Pong Demo" msgstr "2D Pong 演示" msgid "2D Platformer Demo" msgstr "2D 平台跳跃演示" 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 "" "返回相交的 [Area2D] 的列表。重叠区域的 [member CollisionObject2D." "collision_layer] 必须是这个区域 [member CollisionObject2D.collision_mask] 的" "一部分,这样才能被检测到。\n" "出于性能的考虑(所有碰撞都是一起处理的),这个列表会在物理步骤中进行一次修" "改,而不是在物体被移动后立即修改。请考虑使用信号来代替。" msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_angular_damp] for more " "details about damping." msgstr "" "物体在此区域停止旋转的速度。代表每秒损失的角速度。\n" "关于阻尼的更多细节见 [member ProjectSettings.physics/2d/" "default_angular_damp]。" msgid "The name of the area's audio bus." msgstr "该区域音频总线的名称。" msgid "" "If [code]true[/code], the area's audio bus overrides the default audio bus." msgstr "如果为 [code]true[/code],该区域的音频总线将覆盖默认的音频总线。" msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" "物体在此区域停止运动的速度。代表每秒损失的线速度。\n" "关于阻尼的更多细节见 [member ProjectSettings.physics/2d/" "default_linear_damp]。" msgid "If [code]true[/code], other monitoring areas can detect this area." msgstr "如果为 [code]true[/code],其他监测区域可以检测到这个区域。" msgid "" "If [code]true[/code], the area detects bodies or areas entering and exiting " "it." msgstr "" "如果为 [code]true[/code],该区域能够检测到进入和退出该区域的实体或区域。" msgid "The area's priority. Higher priority areas are processed first." msgstr "该区域的优先级。将优先处理优先级较高的区域。" msgid "This area does not affect gravity/damping." msgstr "这个区域不影响重力/阻尼。" msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order)." msgstr "" "该区域将其重力/阻尼值加到迄今为止计算出的任何值上(按 [member priority] 排" "序)。" msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order), ignoring any lower priority areas." msgstr "" "该区域将其重力/阻尼值添加到到目前为止已计算的任何内容(按 [member priority] " "顺序),而忽略任何较低优先级的区域。" msgid "" "This area replaces any gravity/damping, even the defaults, ignoring any " "lower priority areas." msgstr "该区域将替换所有重力/阻尼,甚至是默认值,而忽略任何较低优先级的区域。" msgid "" "This area replaces any gravity/damping calculated so far (in [member " "priority] order), but keeps calculating the rest of the areas." msgstr "" "这个区域取代了到目前为止计算出的任何重力/阻尼(按 [member priority] 顺序)," "但继续计算其余的区域。" msgid "3D area for detection and physics and audio influence." msgstr "用于检测和物理及音频影响的 3D 区域。" msgid "GUI in 3D Demo" msgstr "3D GUI 演示" msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" "物体在此区域停止旋转的速度。代表每秒损失的角速度.\n" "关于阻尼的更多细节,见 [member ProjectSettings.physics/3d/" "default_angular_damp]。" msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" "物体在此区域减速的速率。代表每秒损失的线速度。\n" "关于阻尼的更多细节,见[member ProjectSettings.physics/3d/" "default_linear_damp]。" 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 "" "该区域对其相关音频应用混响的程度。范围从 [code]0[/code] 到 [code]1[/code],精" "度为 [code]0.1[/code]。" msgid "If [code]true[/code], the area applies reverb to its associated audio." msgstr "如果为 [code]true[/code],该区域会将混响应用于其相关音频。" 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 "" "该区域的混响效果均匀的程度。范围从 [code]0[/code] 到 [code]1[/code],精度为 " "[code]0.1[/code]。" msgid "A generic array datatype." msgstr "通用数组数据类型。" msgid "Constructs an empty [Array]." msgstr "构造空的 [Array]。" msgid "" "Appends an element at the end of the array (alias of [method push_back])." msgstr "向数组末尾追加一个元素([method push_back] 的别名)。" 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 "" "在此数组的末尾追加另一个数组。\n" "[codeblock]\n" "var array1 = [1, 2, 3]\n" "var array2 = [4, 5, 6]\n" "array1.append_array(array2)\n" "print(array1) # 打印 [1, 2, 3, 4, 5, 6].\n" "[/codeblock]" 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 "" "返回数组的最后一个元素。如果数组为空,则打印一个错误并返回 [code]null[/" "code]。\n" "[b]注意:[/b]调用这个函数与写入 [code]array[-1][/code] 不一样,如果数组是空" "的,当从编辑器运行时,按索引访问将暂停项目的执行。" msgid "" "Clears the array. This is equivalent to using [method resize] with a size of " "[code]0[/code]." msgstr "清空数组。相当于调用 [method resize] 时指定大小为 [code]0[/code]。" msgid "Returns the number of times an element is in the array." msgstr "返回元素在数组中出现的次数。" 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 "" "返回数组的第一个元素。如果数组为空,则打印错误并返回 [code]null[/code]。\n" "[b]注意:[/b]调用这个函数和写 [code]array[0][/code] 是不一样的,如果数组为" "空,从编辑器运行时按索引访问将暂停项目执行。" 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 "" "返回代表该数组及其内容的 32 位整数哈希值。\n" "[b]注意:[/b]内容相同的 [Array] 会得到一致的哈希值。然而,反之不然。返回一致" "的哈希值[i]并不[/i]意味着数组相等,因为不同的数组可能因为哈希碰撞而得到一致的" "哈希值。" 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 "" "在给定的数组位置插入一个新值。位置必须合法,或者是在数组末尾([code]pos == " "size()[/code])。\n" "[b]注意:[/b]该方法在原地执行,没有返回值。\n" "[b]注意:[/b]在较大的数组中,如果插入值的位置在数组偏前的位置,这个方法的运行" "速度会比较慢,因为在插入值后面所有的元素都要被重新索引。" msgid "Returns [code]true[/code] if the array is empty." msgstr "该数组为空时,返回 [code]true[/code]。" 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 "" "如果数组中的所有元素都是可比较的类型,返回其中的最大值。如果无法比较,返回 " "[code]null[/code]。" 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 "" "如果数组中的所有元素都是可比较的类型,返回其中的最小值。如果无法比较,返回 " "[code]null[/code]。" 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 "" "移除并返回数组中的末尾元素。数组为空时,返回 [code]null[/code]。另请参阅 " "[method pop_front]。" 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 "" "移除并返回数组的第一个元素。如果数组是空的,将不会输出任何错误信息并返回 " "[code]null[/code]。另请参阅 [method pop_back]。\n" "[b]注意:[/b]当数组元素很多时,由于 [method pop_front] 每次调用时都要重新寻找" "数组所有元素的索引,所以会比 [method pop_back] 慢很多。数组越大,[method " "pop_front] 越慢。" msgid "" "Appends an element at the end of the array. See also [method push_front]." msgstr "在数组的末端追加一个元素。另请参阅 [method push_front]。" 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 "" "在数组的开头添加一个元素。另请参阅 [method push_back]。\n" "[b]注意:[/b]在大数组中,这个方法比 [method push_back] 慢得多,因为每次调用它" "都会重新索引所有数组的元素。数组越大,[method push_front] 的速度就越慢。" 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 "" "按索引从数组中移除一个元素。如果索引在数组中不存在,则什么也不会发生。要通过" "搜索一个元素的值来移除它,请使用 [method erase] 来代替。\n" "[b]注意:[/b]这个方法是就地操作,不返回值。\n" "[b]注意:[/b]在大数组中,如果被删除的元素靠近数组的开头(索引 0),这个方法会" "比较慢。这是因为所有放置在被移除元素之后的元素都要被重新索引。" 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 "" "调整数组的大小,让包含的元素数量发生变化。如果数组变小则清除多余元素,变大则" "新元素为 [code]null[/code]。" msgid "Reverses the order of the elements in the array." msgstr "将数组中的元素逆序排列。" msgid "Returns the number of elements in the array." msgstr "返回数组中元素的个数。" msgid "" "[Mesh] type that provides utility for constructing a surface from arrays." msgstr "[Mesh] 网格类型,提供了用于从数组构造表面的工具。" 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 "" "为混合形状添加名称,该名称将用[method add_surface_from_arrays]添加。必须在添" "加曲面之前调用。" msgid "Removes all blend shapes from this [ArrayMesh]." msgstr "移除此 [ArrayMesh] 的所有混合形状。" msgid "Removes all surfaces from this [ArrayMesh]." msgstr "移除此 [ArrayMesh] 的所有表面。" msgid "Returns the number of blend shapes that the [ArrayMesh] holds." msgstr "返回[ArrayMesh]持有的混合形状的数量。" msgid "Returns the name of the blend shape at this index." msgstr "返回此索引处的混合形状的名称。" msgid "" "Returns the index of the first surface with this name held within this " "[ArrayMesh]. If none are found, -1 is returned." msgstr "" "返回此 [ArrayMesh] 中带有此名称的第一个曲面的索引。如果没有找到,则返回 -1。" msgid "" "Returns the length in indices of the index array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" "返回请求的曲面的索引数组的长度,以指数为单位(见 [method " "add_surface_from_arrays])。" msgid "" "Returns the length in vertices of the vertex array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" "返回所请求曲面中顶点数组的顶点长度(见 [method add_surface_from_arrays])。" msgid "" "Returns the format mask of the requested surface (see [method " "add_surface_from_arrays])." msgstr "返回所请求表面的格式掩码(见 [method add_surface_from_arrays])。" msgid "Gets the name assigned to this surface." msgstr "获取分配给此表面的名称。" msgid "" "Returns the primitive type of the requested surface (see [method " "add_surface_from_arrays])." msgstr "返回所请求曲面的图元类型(见 [method add_surface_from_arrays])。" msgid "Sets a name for a given surface." msgstr "设置给定曲面的名称。" msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]." msgstr "将混合形状模式设置为 [enum Mesh.BlendShapeMode] 之一。" 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 "" "用用户定义的用于使用视锥剔除的一种替代 [AABB]。在使用着色器偏移顶点时,避免非" "预期的剔除特别有用。" msgid "Container that preserves its child controls' aspect ratio." msgstr "保留其子控件长宽比的容器。" 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 "" "以一种方式安排子控件,以便在容器调整大小时自动保留其长宽比。解决了容器大小是" "动态的,而内容的大小需要相应调整而不失去比例的问题。" msgid "GUI containers" msgstr "GUI 容器" msgid "Specifies the horizontal relative position of child controls." msgstr "指定子控件的水平相对位置。" msgid "Specifies the vertical relative position of child controls." msgstr "指定子控件的垂直相对位置。" msgid "" "The aspect ratio to enforce on child controls. This is the width divided by " "the height. The ratio depends on the [member stretch_mode]." msgstr "" "对子控件强制实施的长宽比。这是宽度除以高度。这个比例取决于 [member " "stretch_mode]。" msgid "The stretch mode used to align child controls." msgstr "用来对齐子控件的拉伸模式。" msgid "" "The height of child controls is automatically adjusted based on the width of " "the container." msgstr "子控件的高度会根据容器的宽度自动调整。" msgid "" "The width of child controls is automatically adjusted based on the height of " "the container." msgstr "子控件的宽度会根据容器的高度自动调整。" msgid "" "The bounding rectangle of child controls is automatically adjusted to fit " "inside the container while keeping the aspect ratio." msgstr "子控件的边界矩形会自动调整以适应容器,同时保持长宽比。" msgid "" "Aligns child controls with the beginning (left or top) of the container." msgstr "将子控件与容器的开头对齐(左侧或顶部)。" msgid "Aligns child controls with the center of the container." msgstr "使子控件与容器的中心对齐。" msgid "Aligns child controls with the end (right or bottom) of the container." msgstr "将子控件与容器的末端对齐(右侧或底部)。" msgid "AStar class representation that uses 2D vectors as edges." msgstr "使用 2D 向量作为边缘的 AStar 类表示。" 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 "" "计算两个连接点之间的成本时调用。\n" "注意这个函数隐藏在默认的[code]AStar2D[/code]类中。" 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 "" "当估计一个点和路径终点之间的成本时调用。\n" "请注意,这个函数隐藏在默认的 [code]AStar2D[/code] 类中。" msgid "Clears all the points and segments." msgstr "清除所有点和线段。" msgid "Returns the next available point ID with no point associated to it." msgstr "返回没有关联的下一个可用点的ID。" msgid "" "Returns the capacity of the structure backing the points, useful in " "conjunction with [code]reserve_space[/code]." msgstr "返回支持点的结构的容量,与 [code]reserve_space[/code] 配合使用。" msgid "Returns the number of points currently in the points pool." msgstr "返回当前积分池中的积分数量。" msgid "" "Returns whether a point is disabled or not for pathfinding. By default, all " "points are enabled." msgstr "返回是否禁用点以进行寻路。默认情况下,所有点均处于启用状态。" msgid "" "Disables or enables the specified point for pathfinding. Useful for making a " "temporary obstacle." msgstr "禁用或启用指定点的寻路功能。用于制作临时障碍物。" msgid "" "An implementation of A* to find the shortest paths among connected points in " "space." msgstr "A* 的一种实现,用于寻找空间中连接点之间的最短路径。" msgid "Stores information about the audio buses." msgstr "存储有关音频总线的信息。" msgid "" "Stores position, muting, solo, bypass, effects, effect position, volume, and " "the connections between buses. See [AudioServer] for usage." msgstr "" "存储位置、静音、独奏、旁通、效果、效果位置、音量以及总线之间的连接。使用方法" "见 [AudioServer] 。" msgid "Audio effect for audio." msgstr "音频效果的音频。" msgid "" "Base resource for audio bus. Applies an audio effect on the bus that the " "resource is applied on." msgstr "音频总线的基础资源。在该资源所应用的总线上应用音频效果。" msgid "Audio Mic Record Demo" msgstr "音频麦克风录音演示" msgid "Increases or decreases the volume being routed through the audio bus." msgstr "增加或减少通过音频总线传送的音量。" msgid "Audio buses" msgstr "音频总线" 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 "" "以分贝为单位的放大量。正值使声音更响亮,负值使声音更安静。数值范围从 -80 到 " "24。" msgid "Adds a band limit filter to the audio bus." msgstr "为音频总线添加一个带限滤波器。" msgid "" "Limits the frequencies in a range around the [member AudioEffectFilter." "cutoff_hz] and allows frequencies outside of this range to pass." msgstr "" "限制 [member AudioEffectFilter.cutoff_hz] 周围范围内的频率,允许这个范围外的" "频率通过。" msgid "Adds a band pass filter to the audio bus." msgstr "为音频总线添加一个带通滤波器。" msgid "" "Attenuates the frequencies inside of a range around the [member " "AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band." msgstr "" "衰减 [member AudioEffectFilter.cutoff_hz] 周围范围内的频率,并切断这个频段之" "外的频率。" msgid "Captures audio from an audio bus in real-time." msgstr "从音频总线上实时捕捉音频。" msgid "Clears the internal ring buffer." msgstr "清除内部环形缓冲区。" msgid "Returns the total size of the internal ring buffer in frames." msgstr "返回内部环形缓冲区的总大小,以帧为单位。" msgid "" "Returns the number of audio frames discarded from the audio bus due to full " "buffer." msgstr "返回由于缓冲区满而从音频总线上丢弃的音频帧的数量。" msgid "" "Returns the number of frames available to read using [method get_buffer]." msgstr "返回可使用 [method get_buffer] 读取的帧数。" msgid "Returns the number of audio frames inserted from the audio bus." msgstr "返回从音频总线插入的音频帧的数量。" msgid "" "Length of the internal ring buffer, in seconds. Setting the buffer length " "will have no effect if already initialized." msgstr "" "内部环形缓冲区的长度,单位为秒。如果已经初始化,设置缓冲区长度将没有效果。" msgid "Adds a chorus audio effect." msgstr "添加合唱音频效果。" 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 "添加一个合唱音频效果。该效果复制音频源,并应用声音滤波器进行操作。" msgid "The effect's raw signal." msgstr "效果的原始信号。" msgid "The voice's cutoff frequency." msgstr "声音的截止频率。" msgid "The voice's signal delay." msgstr "声音的信号延迟。" msgid "The voice filter's depth." msgstr "声音滤镜的深度。" msgid "The voice's volume." msgstr "声音的音量。" msgid "The voice's pan level." msgstr "声音的声相级别。" msgid "The voice's filter rate." msgstr "声音过滤比率。" msgid "The effect's processed signal." msgstr "效果的处理信号。" 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 "" "为音频总线添加压缩音频效果。\n" "减少超过一定阈值水平的声音,平滑动态,增加整体音量。" 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 "" "动态范围压缩器在振幅超过一定的阈值(以分贝为单位)时,降低声音的电平。压缩器" "的主要用途之一是通过尽可能少的削波(当声音超过 0dB 时)来增加动态范围。\n" "压缩器在混音中的用途很多。\n" "- 在主总线上压缩整个输出(虽然 [AudioEffectLimiter] 可能更好些)。\n" "- 在声音通道中,以确保它们听起来尽可能的平衡。\n" "- 侧链。这可以降低与另一条音频总线侧链的声音级别,以进行阈值检测。这种技术在" "视频游戏混音中很常见,以音乐和SFX的级别,从而声音被听到。\n" "- 通过使用更宽的冲攻来突出瞬态,使效果听起来更有冲击力。" msgid "" "Compressor's reaction time when the signal exceeds the threshold, in " "microseconds. Value can range from 20 to 2000." msgstr "" "当信号超过阈值时,压缩器的反应时间,以微秒为单位。数值范围从 20 到 2000。" msgid "Gain applied to the output signal." msgstr "应用于输出信号的增益。" msgid "" "Balance between original signal and effect signal. Value can range from 0 " "(totally dry) to 1 (totally wet)." msgstr "" "原始信号和效果信号之间的平衡。数值范围从 0(完全干燥)到 1(完全浸润)。" 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 "" "音频通过阈值级别后,应用于音频的压缩量。比率越高,音频的大声部分将被压缩。数" "值范围从 1 到 48。" 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 "" "压缩器在信号电平低于阈值后,停止降低信号的延迟时间,以毫秒为单位。取值范围为 " "20 到 2000。" msgid "Reduce the sound level using another audio bus for threshold detection." msgstr "使用另一条音频总线进行阈值检测,降低声音级别。" msgid "" "The level above which compression is applied to the audio. Value can range " "from -60 to 0." msgstr "对音频进行压缩的级别。数值范围从 -60 到 0。" 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 "" "为音频总线添加延迟音频效果。在一段时间后回放输入信号。\n" "两个节拍延迟和反馈选项。" 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 "" "在一段时间后回放输入信号。延迟的信号可以多次回放,以产生重复、衰减的回声。延" "迟效果的范围是从微弱回声效果到明显的以前声音和新声音的混合。" msgid "" "Output percent of original sound. At 0, only delayed sounds are output. " "Value can range from 0 to 1." msgstr "原始声音的输出百分比。为 0 时,只输出延迟的声音。取值范围为 0 到 1。" msgid "If [code]true[/code], feedback is enabled." msgstr "如果为 [code]true[/code],则启用反馈。" msgid "Feedback delay time in milliseconds." msgstr "反馈延迟时间,单位为毫秒。" msgid "Sound level for [code]tap1[/code]." msgstr "[code]tap1[/code] 的声音电平。" msgid "" "Low-pass filter for feedback, in Hz. Frequencies below this value are " "filtered out of the source signal." msgstr "反馈的低通滤波器,单位为 Hz。低于此值的频率会被源信号过滤掉。" msgid "If [code]true[/code], [code]tap1[/code] will be enabled." msgstr "如果为 [code]true[/code],将启用 [code]tap1[/code]。" msgid "[code]tap1[/code] delay time in milliseconds." msgstr "[code]tap1[/code] 延迟时间,单位为毫秒。" msgid "" "Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to " "1 (fully right)." msgstr "" "[code]tap1[/code] 的平移位置。取值范围为 -1(完全向左)到 1(完全向右)。" msgid "If [code]true[/code], [code]tap2[/code] will be enabled." msgstr "如果为 [code]true[/code],将启用[code]tap2[/code]。" msgid "[b]Tap2[/b] delay time in milliseconds." msgstr "[b]Tap2[/b] 延迟时间,单位为毫秒。" msgid "Sound level for [code]tap2[/code]." msgstr "[code]tap2[/code] 的声音电平。" msgid "" "Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to " "1 (fully right)." msgstr "" "[code]tap2[/code] 的平移位置。取值范围为 -1(完全向左)到 1(完全向右)。" msgid "Distortion power. Value can range from 0 to 1." msgstr "失真度。值的范围可在 0 到 1 之间。" 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 "" "高通滤波器,单位为 Hz。高于此值的频率不会受到失真的影响。该值的范围为 1 至 " "20000。" msgid "Distortion type." msgstr "失真类型." msgid "" "Digital distortion effect which cuts off peaks at the top and bottom of the " "waveform." msgstr "数字失真效果,可以切断波形顶部和底部的峰值。" msgid "" "Waveshaper distortions are used mainly by electronic musicians to achieve an " "extra-abrasive sound." msgstr "波形变形失真主要是电子音乐人为了获得格外粗糙的声音而使用的。" 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 "" "音频均衡器的基础类。让你可以控制频率。\n" "如果 [AudioEffectEQ6]、[AudioEffectEQ10] 或 [AudioEffectEQ21]不符合您的需求," "请使用它来创建一个自定义均衡器。" 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 可用于频率控制。用它来弥补音频中不足之处。AudioEffectEQ 在 " "Master 总线上很有用,可以完全掌控一个混音,并赋予它更多的特性。当游戏在移动设" "备上运行时,它们也很有用,可以根据那种扬声器来调整混音(可以被添加,但在插入" "耳机时禁用)。" msgid "Returns the number of bands of the equalizer." msgstr "返回均衡器的频段数。" msgid "Returns the band's gain at the specified index, in dB." msgstr "返回指定索引处的波段增益,单位为 dB。" msgid "Sets band's gain at the specified index, in dB." msgstr "设置指定索引处的波段增益,单位为 dB。" 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 "" "为音频总线添加 10 段均衡器音频效果。让你控制 31Hz 到 16000Hz 的频率。\n" "每个频率可以在 -60/+24dB 之间进行调制。" 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 "" "频段:\n" "频段 1:31 Hz\n" "频段 2:62 Hz\n" "频段 3:125 Hz\n" "频段 4:250 Hz\n" "频段 5:500 Hz\n" "频段 6:1000 Hz\n" "频段 7:2000 Hz\n" "频段 8:4000 Hz\n" "频段 9:8000 Hz\n" "频段 10:16000 Hz\n" "另请参阅 [AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ21]。" 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 "" "为音频总线添加21段均衡器音频效果。让你控制22Hz到22000Hz的频率。\n" "每个频率可以在-60/+24dB之间进行调制。" 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 "" "频段:\n" "频段 1:22 Hz\n" "频段 2:32 Hz\n" "频段 3:44 Hz\n" "频段 4:63 Hz\n" "频段 5:90 Hz\n" "频段 6:125 Hz\n" "频段 7:175 Hz\n" "频段 8:250 Hz\n" "频段 9:350 Hz\n" "频段 10:500 Hz\n" "频段 11:700 Hz\n" "频段 12:1000 Hz\n" "频段 13:1400 Hz\n" "频段 14:2000 Hz\n" "频段 15:2800 Hz\n" "频段 16:4000 Hz\n" "频段 17:5600 Hz\n" "频段 18:8000 Hz\n" "频段 19:11000 Hz\n" "频段 20:16000 Hz\n" "频段 21:22000 Hz\n" "另请参阅 [AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ10]。" 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 "" "频段:\n" "频段 1:32 Hz\n" "频段 2:100 Hz\n" "频段 3:320 Hz\n" "频段 4:1000 Hz\n" "频段 5:3200 Hz\n" "频段 6:10000 Hz\n" "另请参阅 [AudioEffectEQ]、[AudioEffectEQ10]、[AudioEffectEQ21]。" msgid "Adds a filter to the audio bus." msgstr "为音频总线添加一个滤波器。" msgid "Allows frequencies other than the [member cutoff_hz] to pass." msgstr "允许通过 [member cutoff_hz] 以外的频率。" msgid "Threshold frequency for the filter, in Hz." msgstr "滤波器的阈值频率,单位为 Hz。" msgid "Gain amount of the frequencies after the filter." msgstr "滤波后频率的增益量。" msgid "Amount of boost in the frequency range near the cutoff frequency." msgstr "在截断频率附近的频率范围内的提升量。" msgid "" "Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and " "allows higher frequencies to pass." msgstr "" "削减比 [member AudioEffectFilter.cutoff_hz] 更低的频率,允许更高的频率通过。" msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]." msgstr "降低所有高于 [member AudioEffectFilter.cutoff_hz] 的频率。" msgid "Adds a soft-clip limiter audio effect to an Audio bus." msgstr "为音频总线添加一个软剪辑限制器音频效果。" 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 "" "限制器类似于压缩器,但灵活性较差,并且设计为不允许声音超过给定的 dB 阈值。始" "终建议在主总线中添加一个以减少削波的影响。\n" "软削波开始将峰值降低到略低于阈值水平,并随着输入水平的增加而逐渐增强其效果," "从而永不超过阈值。" msgid "" "The waveform's maximum allowed value, in decibels. Value can range from -20 " "to -0.1." msgstr "波形的最大允许值,单位是分贝。数值范围从 -20 到 -0.1。" msgid "" "Applies a gain to the limited waves, in decibels. Value can range from 0 to " "6." msgstr "将增益应用于有限的波,以分贝为单位。取值范围是 0 到 6。" msgid "" "Threshold from which the limiter begins to be active, in decibels. Value can " "range from -30 to 0." msgstr "限制器开始生效的阈值,以分贝为单位。值的范围可以从 -30 到 0。" msgid "Adds a low-pass filter to the audio bus." msgstr "向音频总线添加一个低通滤波器。" msgid "" "Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and " "allows lower frequencies to pass." msgstr "" "削减比 [member AudioEffectFilter.cutoff_hz] 更低的频率,允许更高的频率通过。" msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]." msgstr "降低 [member AudioEffectFilter.cutoff_hz] 以下的所有频率。" msgid "Adds a notch filter to the Audio bus." msgstr "在音频总线上添加一个陷波滤波器。" msgid "" "Attenuates frequencies in a narrow band around the [member AudioEffectFilter." "cutoff_hz] and cuts frequencies outside of this range." msgstr "" "衰减 [member AudioEffectFilter.cutoff_hz] 周围窄带的频率,并切断这个范围以外" "的频率。" msgid "" "Determines how much of an audio signal is sent to the left and right buses." msgstr "决定向左右总线发送的音频信号量。" msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)." msgstr "平移位置。值的范围可以从 -1(完全左)到1(完全右)。" msgid "" "Combines phase-shifted signals with the original signal. The movement of the " "phase-shifted signals is controlled using a low-frequency oscillator." msgstr "将相移信号与原始信号相结合。使用低频振荡器控制相移信号的移动。" 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 "" "控制滤波器频率扫描的频率。较低的值将主要影响低音频率。高值可以推高高音。值的" "范围可以从 0.1 到 4。" msgid "Output percent of modified sound. Value can range from 0.1 to 0.9." msgstr "修改后声音的输出百分比。数值范围从 0.1 到 0.9。" msgid "" "Determines the maximum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "决定受 LFO 调制影响的最大频率,单位为 Hz。数值范围为 10-10000。" msgid "" "Determines the minimum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "决定受 LFO 调制影响的最小频率,单位为 Hz。数值范围为 10-10000。" msgid "" "Adjusts the rate in Hz at which the effect sweeps up and down across the " "frequency range." msgstr "以 Hz 为单位调整效果在整个频率范围内上下扫描的速度。" msgid "" "Allows modulation of pitch independently of tempo. All frequencies can be " "increased/decreased with minimal effect on transients." msgstr "允许独立于速度调制音高。所有频率都可以增加或减少,而对瞬态的影响最小。" 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 "" "[url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]快速傅里叶变换[/" "url]缓冲区的大小。较高的数值可以使效果随时间平滑,但有较大的延迟。这种较高的" "延迟对有突然幅度变化的声音的影响特别明显。" 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 "" "要使用的过采样系数。更高的值会带来更好的质量,但对 CPU 的要求更高,如果 CPU " "跟不上,可能会导致音频破裂。" 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 "" "要使用的音高缩放。[code]1.0[/code] 是默认的音高,声音会按原样播放。[member " "pitch_scale] 的范围从 [code]0.0[/code](无限低的音高,听不见)到 [code]16[/" "code](比初始音高要高 16 倍)。" msgid "" "Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, " "but least stable over time." msgstr "" "使用 256 个样品的缓冲器进行快速傅里叶变换。最低延迟,但随着时间的推移最不稳" "定。" msgid "" "Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but " "less stable over time." msgstr "" "使用 512 个样本的缓冲器进行快速傅里叶变换。低延迟,但随着时间的推移不太稳定。" msgid "" "Use a buffer of 1024 samples for the Fast Fourier transform. This is a " "compromise between latency and stability over time." msgstr "" "使用 1024 个样本的缓冲器进行快速傅里叶变换。随着时间的推移,这是延迟和稳定性" "之间的折衷。" msgid "" "Use a buffer of 2048 samples for the Fast Fourier transform. High latency, " "but stable over time." msgstr "" "使用 2048 个样品的缓冲器进行快速傅里叶变换。随着时间的推移,延迟高但稳定。" msgid "" "Use a buffer of 4096 samples for the Fast Fourier transform. Highest " "latency, but most stable over time." msgstr "" "使用 4096 个样品的缓冲器进行快速傅里叶变换。随着时间的推移,延迟最高但最稳" "定。" msgid "Audio effect used for recording the sound from an audio bus." msgstr "用于录制来自音频总线的声音的音频效果。" 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 "" "允许用户录制来自音频总线的声音。在“Master”音频总线上使用时会包含所有 Godot 输" "出的音频。\n" "可以用于录制麦克风(使用 [AudioStreamMicrophone])。\n" "它设置和获取记录音频文件的格式(8位,16位或压缩)。它检查录音是否处于活动状" "态,如果是,则记录声音。然后返回记录的样本。" msgid "Recording with microphone" msgstr "使用麦克风录音" msgid "Returns the recorded sample." msgstr "返回录音的样本。" msgid "Returns whether the recording is active or not." msgstr "返回录音是否处于激活状态。" msgid "" "If [code]true[/code], the sound will be recorded. Note that restarting the " "recording will remove the previously recorded sample." msgstr "" "如果为 [code]true[/code],将录制声音。请注意,重新开始录音将移除先前录音的样" "本。" msgid "" "Defines how reflective the imaginary room's walls are. Value can range from " "0 to 1." msgstr "定义虚拟房间墙壁的反射程度。值的范围是 0 到 1。" msgid "" "Output percent of original sound. At 0, only modified sound is outputted. " "Value can range from 0 to 1." msgstr "原始声音的输出百分比。为 0 时,只输出修改后的声音。取值范围是 0 到 1。" 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 "" "高通滤波器通过频率高于某一截止频率的信号,衰减频率低于截止频率的信号。数值范" "围为 0 到 1。" msgid "Output percent of predelay. Value can range from 0 to 1." msgstr "预延迟的输出百分比。数值范围为 0 到 1。" msgid "" "Time between the original signal and the early reflections of the reverb " "signal, in milliseconds." msgstr "原始信号与混响信号早期反射之间的时间,以毫秒为单位。" msgid "" "Dimensions of simulated room. Bigger means more echoes. Value can range from " "0 to 1." msgstr "模拟房间的尺寸。越大表示回声越多。值的范围可以从 0 到 1。" msgid "" "Widens or narrows the stereo image of the reverb tail. 1 means fully widens. " "Value can range from 0 to 1." msgstr "扩大或缩小混响尾音的立体声图像。1 表示完全扩大。值的范围是 0 到 1。" msgid "" "Output percent of modified sound. At 0, only original sound is outputted. " "Value can range from 0 to 1." msgstr "修改后声音的输出百分比。为 0 时,只输出原始声音。取值范围是 0 到 1。" msgid "Audio effect that can be used for real-time audio visualizations." msgstr "可用于实时音频可视化的音频效果。" 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 "" "这种音频效果不影响声音输出,但可以用于实时音频可视化。\n" "使用程序生成声音请参阅 [AudioStreamGenerator]。" msgid "Audio Spectrum Demo" msgstr "音频频谱演示" msgid "Godot 3.2 will get new audio features" msgstr "Godot 3.2 将获得新的音频功能" msgid "" "The length of the buffer to keep (in seconds). Higher values keep data " "around for longer, but require more memory." msgstr "" "要保留的缓冲区长度(以秒为单位)。较高的值将数据保存的时间更长,但需要更多的" "内存。" 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 "" "[url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]快速傅里叶变换[/" "url]缓冲区的大小。较高的值可以使频谱分析随时间的推移而平滑,但有较大的延迟。" "这种较高延迟的影响在突然的振幅变化中特别明显。" msgid "Use the average value as magnitude." msgstr "用平均值作为幅度。" msgid "Use the maximum value as magnitude." msgstr "用最大值作为幅度。" msgid "Overrides the location sounds are heard from." msgstr "覆盖听到声音的位置。" msgid "Disables the listener to use the current camera's listener instead." msgstr "禁用该监听器,用当前相机的监听器代替。" msgid "Enables the listener. This will override the current camera's listener." msgstr "启用该监听器。将覆盖当前相机的监听器。" msgid "Server interface for low-level audio access." msgstr "低级音频访问的服务器接口。" 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] 是用于音频访问的底层服务器接口。它负责创建样本数据(可播放的音" "频)以及通过语音接口进行播放。" msgid "Audio Device Changer Demo" msgstr "音频设备切换演示" msgid "Generates an [AudioBusLayout] using the available buses and effects." msgstr "使用可用的总线和效果来生成 [AudioBusLayout]。" msgid "" "Returns the [AudioEffectInstance] assigned to the given bus and effect " "indices (and optionally channel)." msgstr "" "返回分配给给定总线和效果指数(以及可选的通道)的 [AudioEffectInstance]。" msgid "Returns the sample rate at the output of the [AudioServer]." msgstr "返回 [AudioServer] 输出的采样率。" msgid "Returns the audio driver's output latency." msgstr "返回音频驱动器的输出延迟。" msgid "Returns the speaker configuration." msgstr "返回扬声器的配置。" msgid "Returns the relative time since the last mix occurred." msgstr "返回自上次混合以来的相对时间。" msgid "Returns the relative time until the next mix occurs." msgstr "返回下一次混合之前的相对时间。" msgid "" "Locks the audio driver's main loop.\n" "[b]Note:[/b] Remember to unlock it afterwards." msgstr "" "锁定音频驱动程序的主循环。\n" "[b]注意:[/b]记得事后解锁。" msgid "Overwrites the currently used [AudioBusLayout]." msgstr "覆盖当前使用的 [AudioBusLayout]。" msgid "" "Unlocks the audio driver's main loop. (After locking it, you should always " "unlock it.)" msgstr "解锁音频驱动程序的主循环。(锁定后,你始终需要手动解锁它。)" msgid "Number of available audio buses." msgstr "可用音频总线的数量。" msgid "Emitted when the [AudioBusLayout] changes." msgstr "当 [AudioBusLayout] 改变时发出。" msgid "Two or fewer speakers were detected." msgstr "检测到两个或更少的扬声器。" msgid "A 3.1 channel surround setup was detected." msgstr "检测到 3.1 声道环绕声设置。" msgid "A 5.1 channel surround setup was detected." msgstr "检测到 5.1 声道环绕声设置。" msgid "A 7.1 channel surround setup was detected." msgstr "检测到 7.1 声道环绕声设置。" msgid "Base class for audio streams." msgstr "音频流的基类。" msgid "Audio streams" msgstr "音频流" msgid "Audio Generator Demo" msgstr "音频生成器演示" msgid "Returns the length of the audio stream in seconds." msgstr "返回音频流的长度,单位为秒。" msgid "Audio stream that generates sounds procedurally." msgstr "使用程序生成声音的音频流。" 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 "" "要生成的缓冲区的长度,以秒为单位。较低的值会带来更少的延迟,但需要脚本更快地" "生成音频数据,从而导致 CPU 使用率增加,如果 CPU 跟不上,则音频破裂的风险更" "大。" 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 "" "使用的采样率(单位:Hz)。更高的值对 CPU 要求更高,但会带来更好的质量。\n" "在游戏中,常用的采样率有 [code]11025[/code]、[code]16000[/code]、" "[code]22050[/code]、[code]32000[/code]、[code]44100[/code]、[code]48000[/" "code]。\n" "根据[url=https://zh.wikipedia.org/wiki/%E9%87%87%E6%A0%B7%E5%AE%9A%E7%90%86]" "奈奎斯特–香农采样定理[/url],当超过 40000 赫兹时,人类的听觉没有质量上的差别" "(因为大多数人只能听到 ~20000 赫兹,往往更少)。如果你要生成语音等音高较低的" "声音,则可以使用 [code]32000[/code] 或 [code]22050[/code] 等较低的采样率,不" "会降低质量。" msgid "Plays back audio generated using [AudioStreamGenerator]." msgstr "播放使用 [AudioStreamGenerator] 生成的音频。" msgid "" "This class is meant to be used with [AudioStreamGenerator] to play back the " "generated audio in real-time." msgstr "此类旨在与 [AudioStreamGenerator] 一起使用以实时播放生成的音频。" msgid "Clears the audio sample data buffer." msgstr "清除音频样本数据缓冲区。" msgid "" "Returns the number of frames that can be pushed to the audio sample data " "buffer without overflowing it. If the result is [code]0[/code], the buffer " "is full." msgstr "" "返回能够推送到音频采样数据缓冲区而不使其溢出的帧数。如果结果为 [code]0[/" "code],则缓冲区已满。" msgid "Plays real-time audio input data." msgstr "播放实时音频输入数据。" msgid "MP3 audio stream driver." msgstr "MP3 音频流驱动程序。" msgid "" "If [code]true[/code], the stream will automatically loop when it reaches the " "end." msgstr "如果为 [code]true[/code],当流到达末尾时将自动循环。" msgid "Time in seconds at which the stream starts after being looped." msgstr "循环时,流开始的时间,单位为秒。" msgid "Meta class for playing back audio." msgstr "播放音频的元类。" msgid "Plays back audio non-positionally." msgstr "播放音频,不考虑所处位置。" msgid "" "Plays an audio stream non-positionally.\n" "To play audio positionally, use [AudioStreamPlayer2D] or " "[AudioStreamPlayer3D] instead of [AudioStreamPlayer]." msgstr "" "以非位置方式支持播放音频流。\n" "要在位置上播放音频,请使用 [AudioStreamPlayer2D] 或 [AudioStreamPlayer3D] 而" "不是 [AudioStreamPlayer]。" msgid "Returns the position in the [AudioStream] in seconds." msgstr "返回 [AudioStream] 中的位置,单位为秒。" msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer]." msgstr "返回与此 [AudioStreamPlayer] 关联的 [AudioStreamPlayback] 对象。" msgid "Sets the position from which audio will be played, in seconds." msgstr "设置音频的播放位置,以秒为单位。" msgid "Stops the audio." msgstr "停止音频。" msgid "If [code]true[/code], audio plays when added to scene tree." msgstr "如果为 [code]true[/code],在添加到场景树时将播放音频。" 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 "" "这个音频在哪个总线上播放。\n" "[b]注意:[/b]设置这个属性时,请记住它并不会对给定的名称是否与现有总线匹配进行" "校验。这是因为音频总线布局可以在设置这个属性后再加载。如果这个给定的名称在运" "行时无法解析,就会回退到 [code]\"Master\"[/code]。" msgid "" "If the audio configuration has more than two speakers, this sets the target " "channels. See [enum MixTarget] constants." msgstr "" "如果音频配置有两个以上的扬声器,则设置目标通道。见 [enum MixTarget] 常量。" msgid "" "The pitch and the tempo of the audio, as a multiplier of the audio sample's " "sample rate." msgstr "音频的音高和节奏,作为音频样本的采样率的倍数。" msgid "If [code]true[/code], audio is playing." msgstr "如果为 [code]true[/code],则播放音频。" msgid "The [AudioStream] object to be played." msgstr "要播放的 [AudioStream] 对象。" msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[code]stream_paused[/code] to [code]false[/code]." msgstr "" "如果为 [code]true[/code],则暂停播放。您可以通过将 [code]stream_paused[/" "code] 设置为 [code]false[/code] 来恢复播放。" msgid "Volume of sound, in dB." msgstr "音量,单位为 dB。" msgid "Emitted when the audio stops playing." msgstr "当音频停止播放时发出。" msgid "The audio will be played only on the first channel." msgstr "音频将只在第一个声道中播放。" msgid "The audio will be played on all surround channels." msgstr "音频将在所有环绕声声道中播放。" msgid "" "The audio will be played on the second channel, which is usually the center." msgstr "音频将在第二个声道中播放,通常位于中央。" msgid "Plays positional sound in 2D space." msgstr "在 2D 空间中播放与位置相关的声音。" msgid "Returns the position in the [AudioStream]." msgstr "返回 [AudioStream] 中的位置。" msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer2D]." msgstr "返回与该 [AudioStreamPlayer2D] 相关联的 [AudioStreamPlayback] 对象。" 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 "" "决定对混响及音频总线效果有影响的 [Area2D] 层。可使用区域对 [AudioStream] 进行" "重定向,使其在特定的音频总线中播放。一个例子是可以用来制作“水域”,将水中播放" "的声音重定向至单独的音频总线,让声音听起来像是在水下播放。" msgid "Maximum distance from which audio is still hearable." msgstr "音频仍可听到的最大距离。" msgid "Plays positional sound in 3D space." msgstr "在 3D 空间中播放与位置相关的声音。" msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer3D]." msgstr "返回与这个 [AudioStreamPlayer3D] 相关联的 [AudioStreamPlayback] 对象。" msgid "Amount how much the filter affects the loudness, in decibels." msgstr "滤波器对响度的影响程度,以分贝为单位。" msgid "" "Decides if audio should get quieter with distance linearly, quadratically, " "logarithmically, or not be affected by distance, effectively disabling " "attenuation." msgstr "" "决定音频是否应该得到更安静的距离线性,平方,对数,或不受影响的距离,有效地禁" "用衰减。" msgid "" "If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added " "to scene tree." msgstr "" "如果为 [code]true[/code],则在将 AudioStreamPlayer3D 节点添加到场景树时播放音" "频。" 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 "" "播放音频的总线。\n" "[b]注意:[/b]设置这个属性时,请记住它并不会对给定的名称是否与现有总线匹配进行" "校验。这是因为音频总线布局可以在设置这个属性后再加载。如果这个给定的名称在运" "行时无法解析,就会回退到 [code]\"Master\"[/code]。" msgid "Sets the absolute maximum of the soundlevel, in decibels." msgstr "设置声级的绝对最大值,以分贝为单位。" msgid "The [AudioStream] resource to be played." msgstr "要播放的 [AudioStream] 资源。" msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[member stream_paused] to [code]false[/code]." msgstr "" "如果为 [code]true[/code],则播放会暂停。你可以通过将 [member stream_paused] " "设置为 [code]false[/code]来恢复它。" msgid "" "The factor for the attenuation effect. Higher values make the sound audible " "over a larger distance." msgstr "衰减效果的系数。更高的值使声音在更远的距离可以听到。" msgid "Disables doppler tracking." msgstr "禁用多普勒跟踪。" msgid "Stores audio data loaded from WAV files." msgstr "存储从 WAV 文件加载的音频数据。" 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 "" "包含以字节为单位的音频数据。\n" "[b]注意:[/b]此属性需要有符号的 PCM8 数据。要将无符号的 PCM8 转换为有符号的 " "PCM8,需要从每个字节中减去 128。" msgid "Audio format. See [enum Format] constants for values." msgstr "音频格式。取值见 [enum Format] 常量。" 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 "" "循环起始点(相对于样本开始的样本数)。如果 WAV 文件中存在此信息,则将自动导" "入。" 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 "" "循环结束点(相对于样本开始的样本数)。如果 WAV 文件中存在此信息,则将自动导" "入。" msgid "" "The loop mode. This information will be imported automatically from the WAV " "file if present. See [enum LoopMode] constants for values." msgstr "" "循环模式。如果 WAV 文件中存在此信息,则将自动导入。取值请参阅 [enum " "LoopMode] 常量。" 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 "" "混合这个音频的采样率。更高的数值需要更多的存储空间,但会带来更好的质量。\n" "在游戏中,常用的采样率有 [code]11025[/code]、[code]16000[/code]、" "[code]22050[/code]、[code]32000[/code]、[code]44100[/code]、[code]48000[/" "code]。\n" "根据[url=https://zh.wikipedia.org/wiki/%E9%87%87%E6%A0%B7%E5%AE%9A%E7%90%86]" "奈奎斯特–香农采样定理[/url],当超过 40000 赫兹时,人类的听觉没有质量上的差别" "(因为大多数人只能听到 ~20000 赫兹,往往更少)。如果你要使用语音等音高较低的" "声音,则可以使用 [code]32000[/code] 或 [code]22050[/code] 等较低的采样率,不" "会降低质量。" msgid "If [code]true[/code], audio is stereo." msgstr "如果为 [code]true[/code],则音频为立体声。" msgid "8-bit audio codec." msgstr "8 位音频编解码器。" msgid "16-bit audio codec." msgstr "16 位音频编解码器。" msgid "Audio is compressed using IMA ADPCM." msgstr "音频使用 IMA ADPCM 进行压缩。" msgid "Audio does not loop." msgstr "音频不循环。" msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing forward only." msgstr "" "音频在 [member loop_begin] 和 [member loop_end] 之间循环数据,仅向前播放。" msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing back and forth." msgstr "" "音频在 [member loop_begin] 和 [member loop_end] 之间循环数据,来回播放。" msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing backward only." msgstr "" "音频在 [member loop_begin] 和 [member loop_end] 之间循环数据,仅向后播放。" msgid "Buffer mode. See [enum CopyMode] constants." msgstr "缓冲区模式。见 [enum CopyMode] 常量。" msgid "" "The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is " "[constant COPY_MODE_RECT]." msgstr "" "该 [BackBufferCopy] 所覆盖的区域。只有当 [member copy_mode] 为 [constant " "COPY_MODE_RECT] 时才使用。" msgid "" "Disables the buffering mode. This means the [BackBufferCopy] node will " "directly use the portion of screen it covers." msgstr "" "禁用缓冲模式。这意味着该 [BackBufferCopy] 节点将直接使用它所覆盖的屏幕部分。" msgid "[BackBufferCopy] buffers a rectangular region." msgstr "[BackBufferCopy] 缓冲一个矩形区域。" msgid "[BackBufferCopy] buffers the entire screen." msgstr "[BackBufferCopy] 缓冲整个屏幕。" msgid "Base class for different kinds of buttons." msgstr "不同类型按钮的基类。" 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 是按钮的抽象基类,所以不应该直接使用它(它不显示任何东西)。其他类" "型的按钮都继承自它。" 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 "" "当按钮被按下时调用。如果你需要知道按钮被按下的状态(并且 [member toggle_mode] " "is active]是活动状态),请使用[method _toggled]代替。" msgid "" "Called when the button is toggled (only if [member toggle_mode] is active)." msgstr "当按钮被切换时调用(仅当 [member toggle_mode] 处于活动状态时)。" 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 "" "返回用于绘制按钮的视觉状态。当您通过覆盖 _draw() 或连接到“draw”信号来实现您自" "己的绘制代码时,这很有用。按钮的视觉状态由 [enum DrawMode] 枚举定义。" msgid "" "Returns [code]true[/code] if the mouse has entered the button and has not " "left it yet." msgstr "如果鼠标已进入按钮,且尚未离开,则返回 [code]true[/code]。" msgid "" "Determines when the button is considered clicked, one of the [enum " "ActionMode] constants." msgstr "确定按钮何时被认为被点击,是 [enum ActionMode] 常量之一。" msgid "" "If [code]true[/code], the button is in disabled state and can't be clicked " "or toggled." msgstr "如果为 [code]true[/code],则该按钮处于禁用状态,无法点击或切换。" 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 "" "如果为 [code]true[/code],当按下按钮时将光标移到按钮外时,按钮会保持按下状" "态。\n" "[b]注意:[/b]该属性只影响按钮的视觉表现。无论该属性的值是多少,信号都会在同一" "时刻发出。" msgid "" "If [code]true[/code], the button will add information about its shortcut in " "the tooltip." msgstr "如果为 [code]true[/code],按钮将在工具提示中添加其快捷方式的信息。" 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 "" "如果为 [code]true[/code],则按钮处于切换模式。使按钮在每次点击其区域时,在按" "下和未按下之间转换状态。" msgid "Emitted when the button starts being held down." msgstr "当按钮开始被按下时发出。" msgid "Emitted when the button stops being held down." msgstr "当按钮停止按下时发出。" 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 "" "当按钮被切换或按下时发出。如果 [member action_mode] 是 [constant " "ACTION_MODE_BUTTON_PRESS],则在 [signal button_down] 上,否则在 [signal " "button_up] 上。\n" "如果您需要知道按钮的按压状态(并且 [member toggle_mode] 是活动的),请使用" "[signal toggled]代替。" msgid "" "The normal state (i.e. not pressed, not hovered, not toggled and enabled) of " "buttons." msgstr "按钮的正常状态(即未按下、未悬停、未切换和启用)。" msgid "The state of buttons are pressed." msgstr "按钮被按下的状态。" msgid "The state of buttons are hovered." msgstr "按钮的状态为悬停。" msgid "The state of buttons are disabled." msgstr "按钮的状态为禁用。" msgid "The state of buttons are both hovered and pressed." msgstr "按钮的状态既是悬停的,也是按下的。" msgid "Require just a press to consider the button clicked." msgstr "只需要按一下就可以认为按钮被点击了。" msgid "" "Require a press and a subsequent release before considering the button " "clicked." msgstr "要求按下后再释放,才算点击了按钮。" msgid "Default 3D rendering material." msgstr "默认的 3D 渲染材质。" 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 "" "这提供了一个默认的材质,具有多种渲染功能和属性,无需编写着色器代码。详情请看" "下面的教程。" msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled." msgstr "如果指定的 [enum Feature] 被启用,返回 [code]true[/code]。" msgid "" "Returns [code]true[/code], if the specified flag is enabled. See [enum " "Flags] enumerator for options." msgstr "" "如果指定的标志被启用,返回 [code]true[/code]。选项见 [enum Flags] 枚举值。" 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 "" "如果为 [code]true[/code],则启用指定的标志。标志是可以打开和关闭的可选行为。" "使用该函数一次只能启用一个标志,不能将标志枚举值像位掩码一样进行合并,一次启" "用或禁用多个标志。也可以通过将相应成员设置为 [code]true[/code] 来启用标志。选" "项见 [enum Flags] 枚举值。" 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 "" "各向异性效果的强度。如果 [member anisotropy_flowmap] 是一张带有 Alpha 通道的" "纹理,那么这个值会与其 Alpha 通道相乘。" 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 "" "用于对切线图进行偏移的纹理,用于各向异性的计算,(如果存在 Alpha 通道)还可以" "控制各向异性的效果。Flowmap 方向图纹理应该是一张派生图,红色通道表示 X 轴上的" "变形、绿色通道表示 Y 轴上的变形。小于 0.5 的值会朝负方向进行变形,而大于 0.5 " "的值则朝正方向变形。\n" "纹理的 Alpha 通道如果存在,则会用于与 [member anisotropy] 效果的强度相乘。完" "全不透明的像素会保持原始强度,而完全透明的像素则会完全禁用各向异性效果。方向" "图纹理的蓝色通道会被忽略。" msgid "" "If [code]true[/code], ambient occlusion is enabled. Ambient occlusion " "darkens areas based on the [member ao_texture]." msgstr "" "如果为 [code]true[/code],启用环境遮挡。环境遮挡根据 [member ao_texture] 使区" "域变暗。" 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 "" "环境遮挡对灯光照明的影响程度。如果 [code]0[/code],环境遮挡只影响环境光。如" "果 [code]1[/code],环境遮挡对灯光的影响和对环境光的影响一样大。这可以用来影响" "环境遮挡效果的强度,但通常看起来不真实。" msgid "" "If [code]true[/code], use [code]UV2[/code] coordinates to look up from the " "[member ao_texture]." msgstr "" "如果为 [code]true[/code],请使用 [code]UV2[/code] 坐标从 [member ao_texture] " "中查找。" msgid "" "Texture that defines the amount of ambient occlusion for a given point on " "the object." msgstr "定义物体上给定点的环境遮挡量的纹理。" 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 "" "指定 [member ao_texture] 的通道,其中存储环境遮挡信息。当您在一个纹理中存储多" "个效果的信息时,这很有用。例如,如果您将金属效果存储在R通道中,将粗糙度存储在" "B通道中,将环境遮挡存储在G通道中,就可以减少您使用的纹理数量。" 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 "" "控制对象如何面向摄像机。见 [enum BillboardMode]。\n" "[b]注意:[/b]广告牌模式不适合 VR,因为当屏幕贴在你的头部而不是在桌子上时,摄" "像机的左右向量不是水平的。详见 [url=https://github.com/godotengine/godot/" "issues/41567]GitHub issue #41567[/url]。" 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 "" "材质的混合模式。\n" "[b]注意:[/b]除 [code]Mix[/code] 以外的值会强制对象进入透明管道。见 [enum " "BlendMode]。" msgid "" "Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks " "the same as disabling the clearcoat effect." msgstr "设置清漆效果的强度。设置为 [code]0[/code] 与禁用清漆效果相同。" 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 "" "定义清漆效果的强度和清漆的光泽度的纹理。强度在红色通道中指定,光泽度在绿色通" "道中指定。" msgid "" "Specifies how the [member detail_albedo] should blend with the current " "[code]ALBEDO[/code]. See [enum BlendMode] for options." msgstr "" "指定 [member detail_albedo] 应如何与当前 [code]ALBEDO[/code] 混合。参阅 " "[enum BlendMode] 选项。" msgid "" "Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail " "layer. See [enum DetailUV] for options." msgstr "" "指定细节层是使用 [code]UV[/code] 还是 [code]UV2[/code]。选项请参阅 [enum " "DetailUV]。" msgid "" "The algorithm used for diffuse light scattering. See [enum DiffuseMode]." msgstr "用于漫反射光散射的算法。见 [enum DiffuseMode]。" msgid "If [code]true[/code], the object receives no ambient light." msgstr "如果为 [code]true[/code],则对象不接收环境光。" msgid "" "If [code]true[/code], the object receives no shadow that would otherwise be " "cast onto it." msgstr "如果为 [code]true[/code],则对象不会收到投射到其上的阴影。" 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 "" "物体看起来完全不透明的距离。\n" "[b]注意:[/b]如果 [code]distance_fade_max_distance[/code] 小于 " "[code]distance_fade_min_distance[/code],则行为相反。物体将在 " "[code]distance_fade_max_distance[/code] 处开始逐渐消失,并在到达 " "[code]distance_fade_min_distance[/code] 时完全消失。" 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 "" "物体开始变得可见的距离。如果物体的距离小于这个距离,它将是不可见的。\n" "[b]注意:[/b]如果 [code]distance_fade_min_distance[/code] 大于 " "[code]distance_fade_max_distance[/code],则行为将相反。物体将在 " "[code]distance_fade_max_distance[/code] 处开始逐渐消失,并在到达 " "[code]distance_fade_min_distance[/code] 时完全消失。" msgid "" "Specifies which type of fade to use. Can be any of the [enum " "DistanceFadeMode]s." msgstr "指定要使用的淡入淡出类型。可以是任何一个 [enum DistanceFadeMode]。" msgid "The emitted light's color. See [member emission_enabled]." msgstr "发出的光的颜色。见 [member emission_enabled]。" msgid "Use [code]UV2[/code] to read from the [member emission_texture]." msgstr "使用 [code]UV2[/code] 从 [member emission_texture] 中读取。" msgid "" "Sets how [member emission] interacts with [member emission_texture]. Can " "either add or multiply. See [enum EmissionOperator] for options." msgstr "" "设置 [member emission] 与 [member emission_texture] 的交互方式。可以是加法或" "乘法。可选值见 [enum EmissionOperator] 。" msgid "Texture that specifies how much surface emits light at a given point." msgstr "纹理,指定某点的表面发光的程度。" msgid "" "If [code]true[/code], the object is rendered at the same size regardless of " "distance." msgstr "如果为 [code]true[/code],则无论距离远近,对象都以相同的尺寸呈现。" msgid "Grows object vertices in the direction of their normals." msgstr "沿着法线的方向生长对象顶点。" 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 "" "高值使材质看起来更像金属。非金属使用其反射率作为漫射色,并在镜面反射上添加漫" "射。对于非金属,反射出现在反照率颜色之上。金属使用其反射率作为镜面反射的倍" "数,并将漫射色设置为黑色,从而产生有色反射。材质在全金属或全非金属时效果更" "好,介于 [code]0[/code] 和 [code]1[/code] 之间的值只能用于金属和非金属部分之" "间的混合。要改变反射量,请使用[member roughness]。" msgid "" "Texture used to specify metallic for an object. This is multiplied by " "[member metallic]." msgstr "用于指定对象的金属质感。这个值会与 [member metallic] 相乘。" 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 "" "指定存储金属信息的 [member metallic_texture] 的通道。当您在一个纹理中存储多个" "效果的信息时,这很有用。例如,如果您将金属效果存储在红色通道中,将粗糙度存储" "在蓝色通道中,将环境遮挡存储在绿色通道中,就可以减少您使用的纹理数量。" msgid "" "If [code]true[/code], depth testing is disabled and the object will be drawn " "in render order." msgstr "如果为 [code]true[/code],深度测试被禁用,对象将按渲染顺序绘制。" msgid "If [code]true[/code], normal mapping is enabled." msgstr "如果为 [code]true[/code],则启用法线映射。" msgid "The strength of the normal map's effect." msgstr "法线贴图的效果强度。" msgid "" "Distance over which the fade effect takes place. The larger the distance the " "longer it takes for an object to fade." msgstr "渐变效果发生的距离。距离越大,物体褪色的时间越长。" 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 "" "如果为 [code]true[/code],则启用接近淡出效果。邻近淡出效果会根据每个像素与另" "一个对象的距离淡出。" msgid "" "Texture that controls the strength of the refraction per-pixel. Multiplied " "by [member refraction_scale]." msgstr "控制每个像素折射强度的纹理。会与 [member refraction_scale] 相乘。" msgid "Sets the strength of the rim lighting effect." msgstr "设置边缘照明效果的强度。" msgid "" "Texture used to set the strength of the rim lighting effect per-pixel. " "Multiplied by [member rim]." msgstr "纹理用于设置每个像素的边缘光照效果的强度。会与 [member rim] 相乘。" 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 "" "渲染边缘效果时,混合光照色和反射色的数量。如果 [code]0[/code] 表示使用光色," "[code]1[/code] 表示使用反照色。一般来说,中间值的效果最好。" 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 "" "表面反射。[code]0[/code] 值表示一面完美的镜像,而 [code]1[/code] 值则完全模糊" "了反射。另请参阅 [member metallic]。" msgid "" "Texture used to control the roughness per-pixel. Multiplied by [member " "roughness]." msgstr "用于控制每个像素粗糙度的纹理。会与 [member roughness] 相乘。" 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 "" "如果为 [code]true[/code],启用“阴影到不透明度”的渲染模式,在该模式下,光照会" "修改 Alpha,使阴影区域不透明,非阴影区域透明。对于在 AR 中把阴影叠加到相机画" "面上很有用。" msgid "" "If [code]true[/code], subsurface scattering is enabled. Emulates light that " "penetrates an object's surface, is scattered, and then emerges." msgstr "" "如果为 [code]true[/code],则启用次表面散射。模拟光线穿透物体表面,被散射,然" "后出现。" msgid "The strength of the subsurface scattering effect." msgstr "地下散射效应的强度。" msgid "" "Texture used to control the subsurface scattering strength. Stored in the " "red texture channel. Multiplied by [member subsurf_scatter_strength]." msgstr "" "用于控制次表面散射强度的纹理。存储在红色纹理通道中。会与 [member " "subsurf_scatter_strength] 相乘。" 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 "" "如果为 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查" "找来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源" "纹理中读取3次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混合。" "这通常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需要更" "多的纹理读取,所以它比普通的UV纹理处理要慢得多。此外,由于它是在三个轴之间混" "合纹理,所以当你试图实现清晰的纹理时,它是不合适的。" 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 "" "如果为 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查" "找来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源" "纹理中读取 3 次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混" "合。这通常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需" "要更多的纹理读取,所以它比普通的 UV 纹理处理要慢得多。此外,由于它是在三个轴" "之间混合纹理,所以当你试图实现清晰的纹理时,它是不合适的。" msgid "If [code]true[/code], the vertex color is used as albedo color." msgstr "如果为 [code]true[/code],则使用顶点颜色作为反射率颜色。" msgid "Texture specifying per-pixel color." msgstr "指定每个像素颜色的纹理。" msgid "Texture specifying per-pixel metallic value." msgstr "指定每个像素金属值的纹理。" msgid "Texture specifying per-pixel roughness value." msgstr "指定每个像素粗糙度值的纹理。" msgid "Texture specifying per-pixel emission color." msgstr "指定每个像素发射颜色的纹理。" msgid "Texture specifying per-pixel normal vector." msgstr "指定每像素法向量的纹理。" msgid "Texture specifying per-pixel rim value." msgstr "指定每个像素边缘值的纹理。" msgid "Texture specifying per-pixel clearcoat value." msgstr "指定每像素清漆值的纹理。" msgid "" "Texture specifying per-pixel flowmap direction for use with [member " "anisotropy]." msgstr "指定每个像素流图方向的纹理,用于 [member anisotropy]。" msgid "Texture specifying per-pixel ambient occlusion value." msgstr "指定每个像素环境光遮蔽的纹理。" msgid "Texture specifying per-pixel subsurface scattering." msgstr "指定每个像素的次表面散射的纹理。" msgid "Texture specifying per-pixel refraction strength." msgstr "指定每个像素折射强度的纹理。" msgid "Texture specifying per-pixel detail mask blending value." msgstr "指定每像素细节蒙版混合值的纹理。" msgid "Texture specifying per-pixel detail color." msgstr "指定每个像素细节颜色的纹理。" msgid "Texture specifying per-pixel detail normal." msgstr "指定每个像素细节法线的纹理。" msgid "Represents the size of the [enum TextureParam] enum." msgstr "表示 [enum TextureParam] 枚举的大小。" msgid "Use [code]UV[/code] with the detail texture." msgstr "使用 [code]UV[/code] 与细节纹理。" msgid "Use [code]UV2[/code] with the detail texture." msgstr "使用 [code]UV2[/code] 与细节纹理。" msgid "Constant for setting [member emission_enabled]." msgstr "用于设置 [member emission_enabled] 的常量。" msgid "Constant for setting [member normal_enabled]." msgstr "用于设置 [member normal_enabled] 的常量。" msgid "Constant for setting [member rim_enabled]." msgstr "用于设置 [member rim_enabled] 的常量。" msgid "Constant for setting [member clearcoat_enabled]." msgstr "用于设置 [member clearcoat_enabled] 的常量。" msgid "Constant for setting [member anisotropy_enabled]." msgstr "用于设置 [member anisotropy_enabled] 的常量。" msgid "Constant for setting [member ao_enabled]." msgstr "用于设置 [member ao_enabled] 的常量。" msgid "Constant for setting [member subsurf_scatter_enabled]." msgstr "用于设置 [member subsurf_scatter_enabled] 的常量。" msgid "Constant for setting [member refraction_enabled]." msgstr "用于设置 [member refraction_enabled] 的常量。" msgid "Constant for setting [member detail_enabled]." msgstr "用于设置 [member detail_enabled] 的常量。" msgid "Represents the size of the [enum Feature] enum." msgstr "表示 [enum Feature] 枚举的大小。" msgid "" "Default blend mode. The color of the object is blended over the background " "based on the object's alpha value." msgstr "默认的混合模式。根据对象的 Alpha 值,在背景上混合对象的颜色。" msgid "The color of the object is added to the background." msgstr "对象的颜色被添加到背景中。" msgid "The color of the object is subtracted from the background." msgstr "从背景中减去对象的颜色。" msgid "The color of the object is multiplied by the background." msgstr "对象的颜色与背景相乘。" msgid "No culling is performed." msgstr "不进行剔除。" msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "将 [code]ALBEDO[/code] 设置为网格中指定的每顶点颜色。" 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 "" "使用点大小来改变图元点的大小。同时改变反射率纹理查找,使用 " "[code]POINT_COORD[/code] 而不是 [code]UV[/code]。" msgid "" "Object is scaled by depth so that it always appears the same size on screen." msgstr "按深度缩放对象,使其在屏幕上显示的大小始终相同。" msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV[/code]." msgstr "对所有通常会使用 [code]UV[/code] 的纹理查找使用三平面纹理查找。" msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV2[/code]." msgstr "对所有通常会使用 [code]UV2[/code] 的纹理查找使用三平面纹理查找。" msgid "" "Use [code]UV2[/code] coordinates to look up from the [member ao_texture]." msgstr "使用 [code]UV2[/code] 坐标从 [member ao_texture] 中查找。" msgid "" "Use [code]UV2[/code] coordinates to look up from the [member " "emission_texture]." msgstr "使用 [code]UV2[/code] 坐标从 [member emission_texture] 中查找。" msgid "Disables receiving shadows from other objects." msgstr "禁用从其他对象接收阴影。" msgid "Disables receiving ambient light." msgstr "禁用接收环境光。" msgid "Enables the shadow to opacity feature." msgstr "启用阴影到不透明度功能。" msgid "Represents the size of the [enum Flags] enum." msgstr "表示 [enum Flags] 枚举的大小。" msgid "Default diffuse scattering algorithm." msgstr "默认的漫反射散射算法。" msgid "Diffuse scattering ignores roughness." msgstr "漫散射忽略了粗糙度。" msgid "Extends Lambert to cover more than 90 degrees when roughness increases." msgstr "当粗糙度增加时,将 Lambert 延伸到 90 度以上。" msgid "Uses a hard cut for lighting, with smoothing affected by roughness." msgstr "使用硬切口进行照明,平滑度受粗糙度影响。" msgid "Default specular blob." msgstr "默认镜面反射斑点。" msgid "Toon blob which changes size based on roughness." msgstr "基于粗糙度更改大小的 Toon 斑点。" msgid "No specular blob." msgstr "无镜面反射斑点。" msgid "Billboard mode is disabled." msgstr "广告牌模式被禁用。" msgid "The object's Z axis will always face the camera." msgstr "对象的 Z 轴将始终面向相机。" msgid "The object's X axis will always face the camera." msgstr "对象的 X 轴将始终面向相机。" msgid "Used to read from the red channel of a texture." msgstr "用来读取纹理的红色通道。" msgid "Used to read from the green channel of a texture." msgstr "用来读取纹理的绿色通道。" msgid "Used to read from the blue channel of a texture." msgstr "用来读取纹理的蓝色通道。" msgid "Used to read from the alpha channel of a texture." msgstr "用来读取纹理的 Alpha 通道。" msgid "Adds the emission color to the color from the emission texture." msgstr "将发射颜色添加到发射纹理的颜色上。" msgid "Multiplies the emission color by the color from the emission texture." msgstr "将发射颜色乘以发射纹理的颜色。" msgid "Do not use distance fade." msgstr "不要使用距离淡化。" msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using the alpha channel." msgstr "根据每个像素与相机的距离,使用 Alpha 通道平滑地淡化对象。" 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 "" "根据每个像素与相机的距离,使用抖动方法平滑地淡化对象。抖动会根据设定的模式丢" "弃像素,在不启用透明的情况下平滑淡化。在某些硬件上比 [constant " "DISTANCE_FADE_PIXEL_ALPHA] 更快。" 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 "" "根据对象与相机的距离,使用抖动的方法平滑地淡化对象。抖动根据设定的模式丢弃像" "素,在不启用透明度的情况下平滑淡化。在某些硬件上可能比 [constant " "DISTANCE_FADE_PIXEL_ALPHA] 更快。" msgid "3×3 matrix datatype." msgstr "3×3 矩阵数据类型。" msgid "Matrices and transforms" msgstr "矩阵与变换" msgid "Using 3D transforms" msgstr "使用 3D 变换" msgid "Matrix Transform Demo" msgstr "矩阵变换演示" msgid "2.5D Demo" msgstr "2.5D 演示" msgid "Constructs a [Basis] as a copy of the given [Basis]." msgstr "构造给定 [Basis] 的副本。" msgid "Constructs a pure rotation basis matrix from the given quaternion." msgstr "根据给定的四元数构造一个纯旋转基矩阵。" msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)." msgstr "从 3 个轴向量(矩阵列)构造一个基矩阵。" 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 "" "返回基矩阵的行列式。如果基是均匀缩放的,它的行列式是缩放的平方。\n" "负的行列式意味着基的比例是负的。负的行列式意味着基不可逆,通常被认为无效。" 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 "" "以四元数的形式返回基的旋转。如果你需要欧拉角,请参阅 [method get_euler] 方" "法,但通常首选四元数而不是欧拉角。" msgid "" "Assuming that the matrix is the combination of a rotation and scaling, " "return the absolute value of scaling factors along each axis." msgstr "假设矩阵是旋转和缩放的组合,返回沿各轴缩放系数的绝对值。" msgid "Returns the inverse of the matrix." msgstr "返回矩阵的逆值。" 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 "" "返回矩阵的正交归一化版本(对于正交矩阵来说,偶尔调用以避免四舍五入错误是有用" "的)。这将在矩阵的基上执行 Gram-Schmidt 正交化。" msgid "" "Introduce an additional scaling specified by the given 3D scaling factor." msgstr "引入一个由给定的 3D 缩放因子指定的附加缩放。" msgid "" "Assuming that the matrix is a proper rotation matrix, slerp performs a " "spherical-linear interpolation with another rotation matrix." msgstr "" "假设该矩阵是一个合适的旋转矩阵,slerp 与另一个旋转矩阵进行球面直线插值。" msgid "Transposed dot product with the X axis of the matrix." msgstr "与矩阵 X 轴的转置点积。" msgid "Transposed dot product with the Y axis of the matrix." msgstr "与矩阵 Y 轴的转置点积。" msgid "Transposed dot product with the Z axis of the matrix." msgstr "与矩阵 Z 轴的转置点积。" msgid "Returns the transposed version of the matrix." msgstr "返回矩阵的转置版本。" msgid "" "The basis matrix's X vector (column 0). Equivalent to array index [code]0[/" "code]." msgstr "基矩阵的 X 向量(第 0 列)。相当于数组索引 [code]0[/code]。" msgid "" "The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/" "code]." msgstr "基矩阵的 Y 向量(第 1 列)。相当于数组索引 [code]1[/code]。" msgid "" "The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/" "code]." msgstr "基矩阵的 Z 向量(第 2 列)。相当于数组索引 [code]2[/code]。" 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 "" "恒等基,未应用旋转或缩放。\n" "这与不带任何参数调用 [code]Basis()[/code] 是一样的。这个常量可以用来让你的代" "码更清晰,并与 C# 保持一致。" msgid "" "The basis that will flip something along the X axis when used in a " "transformation." msgstr "在变换中使用时,会沿 X 轴翻转某物的基。" msgid "" "The basis that will flip something along the Y axis when used in a " "transformation." msgstr "在变换中使用时,会沿 Y 轴翻转某物的基。" msgid "" "The basis that will flip something along the Z axis when used in a " "transformation." msgstr "在变换中使用时,会沿 Z 轴翻转某物的基。" msgid "Boolean matrix." msgstr "布尔矩阵。" 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 "" "布尔值二维数组,可以用来高效存储二进制矩阵(每个矩阵元素只占一个比特位),并" "使用自然的笛卡尔坐标查询数值。" msgid "" "Creates a bitmap with the specified size, filled with [code]false[/code]." msgstr "创建一个指定尺寸的位图,用 [code]false[/code] 填充。" msgid "Returns bitmap's value at the specified position." msgstr "返回位图在指定位置的值。" msgid "Returns bitmap's dimensions." msgstr "返回位图的尺寸。" msgid "" "Sets the bitmap's element at the specified position, to the specified value." msgstr "将位图中指定位置的元素设置为指定值。" msgid "Sets a rectangular portion of the bitmap to the specified value." msgstr "将位图的矩形部分设置为指定值。" msgid "Joint used with [Skeleton2D] to control and animate other nodes." msgstr "与 [Skeleton2D] 一起使用的关节,用于控制其他节点并使其具有动画效果。" 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 "" "使用绑定到 [Skeleton2D] 的 [code]Bone2D[/code] 的层次结构来控制,并对其他 " "[Node2D] 节点进行动画。\n" "您可以使用 [code]Bone2D[/code] 和 [code]Skeleton2D[/code] 节点对使用 Polygon " "2D UV 编辑器创建的 2D 网格进行动画制作。\n" "每个骨骼都有一个 [member rest] 变换,你可以用 [method apply_rest] 来重置。这" "些放松姿势是相对于骨的父节点而言的。\n" "如果在编辑器中,你可以使用菜单选项设置整个骨架的放松姿势,从代码中,你需要遍" "历骨骼来设置它们各自的放松姿势。" msgid "Stores the node's current transforms in [member rest]." msgstr "将节点当前的变换存储在 [member rest] 中。" msgid "" "Returns the node's index as part of the entire skeleton. See [Skeleton2D]." msgstr "返回节点在整个骨架中的索引号。见 [Skeleton2D]。" 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 "" "如果节点没有父节点,返回节点的 [member rest] [code]Transform2D[/code],或者返" "回它相对于父节点的放松姿势。" msgid "" "Rest transform of the bone. You can reset the node's transforms to this " "value using [method apply_rest]." msgstr "" "骨骼的放松变换。您可以使用 [method apply_rest] 将节点的变换重置为这个值。" msgid "A node that will attach to a bone." msgstr "会附着在骨骼上的节点。" msgid "The name of the attached bone." msgstr "附着骨骼的名称。" msgid "Boolean built-in type." msgstr "布尔型内置型。" msgid "Constructs a [bool] as a copy of the given [bool]." msgstr "构造给定 [bool] 的副本。" 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 "" "将 [float] 值转换为布尔值,如果传入 [code]0.0[/code],本方法将返回 " "[code]false[/code],对于其他所有的浮点数,本方法将返回 [code]true[/code]。" 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 "" "将 [int] 值转换为布尔值,传入 [code]0[/code] 时,本方法将返回 [code]false[/" "code],对于所有其他整数,本方法将返回 [code]true[/code]。" msgid "Base class for box containers." msgstr "盒式容器的基类。" msgid "Number of extra edge loops inserted along the Z axis." msgstr "沿 Z 轴插入的额外边缘环的数量。" msgid "Number of extra edge loops inserted along the Y axis." msgstr "沿 Y 轴插入的额外边缘环的数量。" msgid "Number of extra edge loops inserted along the X axis." msgstr "沿 X 轴插入的额外边缘环的数量。" msgid "3D Kinematic Character Demo" msgstr "3D 动力学角色演示" msgid "Standard themed Button." msgstr "标准主题按钮。" msgid "OS Test Demo" msgstr "操作系统测试演示" 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 "" "当此属性被启用时,过大而无法容纳按钮的文本会被剪掉,当被禁用时,按钮将始终有" "足够的宽度来容纳文本。" msgid "" "When enabled, the button's icon will expand/shrink to fit the button's size " "while keeping its aspect." msgstr "启用后,按钮的图标将展开/收缩以适应按钮的大小,同时保持其外观。" msgid "Flat buttons don't display decoration." msgstr "平面按钮不显示装饰。" msgid "The button's text that will be displayed inside the button's area." msgstr "按钮的文字,将显示在按钮的区域内。" msgid "Default text [Color] of the [Button]." msgstr "[Button] 的默认文本 [Color]。" msgid "Text [Color] used when the [Button] is disabled." msgstr "禁用 [Button] 时使用的文本 [Color]。" 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 "" "当 [Button] 获得焦点时使用的文本 [Color]。只取代按钮的正常文本颜色。禁用、悬" "停和按下状态优先于这个颜色。" msgid "Text [Color] used when the [Button] is being hovered." msgstr "悬停 [Button] 时使用的文本 [Color]。" msgid "Text [Color] used when the [Button] is being pressed." msgstr "正在按下 [Button] 时使用的文本 [Color] 。" msgid "[Font] of the [Button]'s text." msgstr "[Button] 文本的 [Font]。" msgid "[StyleBox] used when the [Button] is disabled." msgstr "当 [Button] 被禁用时,使用的 [StyleBox]。" msgid "[StyleBox] used when the [Button] is being hovered." msgstr "悬停 [Button] 时使用的 [StyleBox]。" msgid "Default [StyleBox] for the [Button]." msgstr "[Button] 的默认 [StyleBox]。" msgid "[StyleBox] used when the [Button] is being pressed." msgstr "按下 [Button] 时使用的 [StyleBox]。" msgid "Group of Buttons." msgstr "按钮组。" msgid "Returns the current pressed button." msgstr "返回当前按下的按钮。" msgid "Emitted when one of the buttons of the group is pressed." msgstr "当该组中的一个按钮被按下时触发。" msgid "Constructs an empty [Callable], with no object nor method bound." msgstr "构造空的 [Callable],没有绑定对象和方法。" msgid "Constructs a [Callable] as a copy of the given [Callable]." msgstr "构造给定 [Callable] 的副本。" msgid "Calls the specified method after optional delay." msgstr "在可选的延迟之后调用指定的方法。" msgid "Camera node for 2D scenes." msgstr "2D 场景的相机节点。" msgid "2D Isometric Demo" msgstr "2D 等轴测演示" msgid "2D HDR Demo" msgstr "2D HDR 演示" msgid "Aligns the camera to the tracked node." msgstr "将相机与跟踪的节点对齐。" msgid "Forces the camera to update scroll immediately." msgstr "强制相机立即更新滚动。" msgid "The Camera2D's anchor point. See [enum AnchorMode] constants." msgstr "Camera2D 的锚点。见 [enum AnchorMode] 常量。" msgid "" "The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] " "or not a [Viewport], uses the default viewport instead." msgstr "" "连接到 [Camera2D] 的自定义 [Viewport] 节点。如果为 [code]null[/code] 或者不" "是 [Viewport],则使用默认的视口。" msgid "" "If [code]true[/code], draws the camera's drag margin rectangle in the editor." msgstr "如果为 [code]true[/code],在编辑器中绘制相机的拖动边距矩形。" msgid "" "If [code]true[/code], draws the camera's limits rectangle in the editor." msgstr "如果为 [code]true[/code],在编辑器中绘制相机的极限矩形。" msgid "" "If [code]true[/code], draws the camera's screen rectangle in the editor." msgstr "如果为 [code]true[/code],在编辑器中绘制相机的画面矩形。" msgid "" "The camera's position is fixed so that the top-left corner is always at the " "origin." msgstr "相机的位置是固定的,所以左上角总是在原点。" msgid "" "The camera's position takes into account vertical/horizontal offsets and the " "screen size." msgstr "相机的位置要考虑垂直/水平偏移和屏幕尺寸。" msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "相机通过 [code]_physics_process[/code] 回调进行更新。" msgid "The camera updates with the [code]_process[/code] callback." msgstr "相机通过 [code]_process[/code] 回调进行更新。" msgid "Camera node, displays from a point of view." msgstr "相机节点,会从某个角度进行显示。" 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 "" "以世界空间单位将相机的视锥平面作为 [Plane] 数组按以下顺序返回:near、far、" "left、top、right、bottom。不要与 [member frustum_offset] 混淆。" 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 "" "使此相机成为 [Viewport] 的当前相机(见类的说明)。如果相机节点在场景树之外," "一旦添加,它将尝试成为当前相机。" 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 "" "返回从屏幕点位置沿相机方向的法向量。正交相机会被归一化。透视相机考虑到透视、" "屏幕宽度/高度等因素。" msgid "" "Returns a normal vector in world space, that is the result of projecting a " "point on the [Viewport] rectangle by the inverse camera projection. This is " "useful for casting rays in the form of (origin, normal) for object " "intersection or picking." msgstr "" "返回世界空间中的法线向量,即通过逆相机投影在 [Viewport] 矩形上投影一个点的结" "果。这对于以原点、法线,投射光线形式用于对象相交或拾取很有用。" 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 "" "返回世界空间中的 3D 坐标,即通过逆相机投影在 [Viewport] 矩形上投影一个点的结" "果。这对于以原点、法线,投射光线形式用于对象相交或拾取很有用。" msgid "" "The culling mask that describes which 3D render layers are rendered by this " "camera." msgstr "描述此相机渲染哪些 3D 渲染层的剔除掩码。" msgid "The [Environment] to use for this camera." msgstr "此相机要使用的 [Environment]。" msgid "" "The distance to the far culling boundary for this camera relative to its " "local Z axis." msgstr "该相机相对于其本地Z轴的远裁边界的距离。" 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 "" "相机的机身偏移。可以更改默认值,以创建“倾斜平截头体”效果,如 [url=https://" "zdoom.org/wiki/Y-shearing]Y-shearing[/url]。\n" "[b]注意:[/b]仅在 [member projection] 为 [constant PROJECTION_FRUSTUM] 时有" "效。" msgid "The horizontal (X) offset of the camera viewport." msgstr "相机视口的水平(X)偏移量。" msgid "" "The axis to lock during [member fov]/[member size] adjustments. Can be " "either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]." msgstr "" "在 [member fov]/[member size] 调整时要锁定的轴。可以是 [constant KEEP_WIDTH] " "或 [constant KEEP_HEIGHT]。" msgid "" "The distance to the near culling boundary for this camera relative to its " "local Z axis." msgstr "该相机相对于其本地Z轴到近裁边界的距离。" 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 "" "相机的投影模式。在 [constant PROJECTION_PERSPECTIVE] 模式下,物体与相机局部空" "间的Z距离会影响其感知的大小。" 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 "" "该相机的大小,单位为米,描述的是完整的宽度或者高度,取决于 [member " "keep_aspect]。仅适用于正交和平截头体模式。" msgid "The vertical (Y) offset of the camera viewport." msgstr "相机视口的垂直(Y)偏移量。" msgid "" "Perspective projection. Objects on the screen becomes smaller when they are " "far away." msgstr "透视投影。物体距离相机屏幕越远显示就越小。" msgid "" "Orthogonal projection, also known as orthographic projection. Objects remain " "the same size on the screen no matter how far away they are." msgstr "正交投影,又称正交投影。物体无论距离多远,在屏幕上都保持相同的大小。" msgid "" "Frustum projection. This mode allows adjusting [member frustum_offset] to " "create \"tilted frustum\" effects." msgstr "" "Frustum 投影。通过该模式可以调整 [member frustum_offset] 来创建“tilted " "frustum”效果。" 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 "" "保留水平长宽比,也称为 Vert- 缩放。这通常是在纵向模式下运行的项目的最佳选择," "因为较高的纵横比将从更宽的垂直视场中受益。" 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 "" "保留垂直长宽比,也称为 Hor+ 缩放。这通常是在横向模式下运行的项目的最佳选择," "因为较宽的纵横比会自动从较宽的水平视场中受益。" msgid "" "Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] simulation (default)." msgstr "" "禁用[url=https://en.wikipedia.org/wiki/Doppler_effect]多普勒效应[/url]模拟" "(默认)。" 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 "" "通过跟踪在 [code]_process[/code] 中改变的物体位置来模拟[url=https://zh." "wikipedia.org/wiki/%E5%A4%9A%E6%99%AE%E5%8B%92%E6%95%88%E5%BA%94]多普勒效应[/" "url]。与这些物体相比,该相机的相对速度的变化会影响音频的感知方式(改变音频的 " "[member AudioStreamPlayer3D.pitch_scale])。" 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 "" "通过跟踪在 [code]_process[/code] 中改变的物体位置来模拟[url=https://zh." "wikipedia.org/wiki/%E5%A4%9A%E6%99%AE%E5%8B%92%E6%95%88%E5%BA%94]多普勒效应[/" "url]。与这些物体相比,该相机的相对速度的变化会影响音频的感知方式(改变音频的 " "[member AudioStreamPlayer3D.pitch_scale])。" 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 "" "如果为 [code]true[/code],启用场景渲染器的色调映射自动曝光模式。如果为 " "[code]true[/code],渲染器将自动确定曝光设置,以适应场景的照明和观察到的光线。" msgid "" "The scale of the auto exposure effect. Affects the intensity of auto " "exposure." msgstr "自动曝光效果的比例。影响自动曝光的强度。" msgid "" "The speed of the auto exposure effect. Affects the time needed for the " "camera to perform auto exposure." msgstr "自动曝光效果的速度。影响相机执行自动曝光所需的时间。" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device." msgstr "通过相机源,您可以访问连接到设备的单个物理相机。" 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 "" "通过相机源,你可以访问连接到设备的单个物理相机。启用后,Godot 将开始从相机捕" "获帧,然后使用。另请参阅 [CameraServer]。\n" "[b]注意:[/b]很多相机会返回 YCbCr 图像,这些图像被分成两个纹理,需要在着色器" "中组合。如果你将环境设置为在背景中显示相机图像,Godot 会自动为将执行此操作。" msgid "Returns the unique ID for this feed." msgstr "返回该源的唯一ID。" msgid "Returns the camera's name." msgstr "返回相机的名称。" msgid "Returns the position of camera on the device." msgstr "返回设备上的相机位置。" msgid "If [code]true[/code], the feed is active." msgstr "如果为 [code]true[/code],则源是激活的。" msgid "The transform applied to the camera's image." msgstr "应用于相机图像的变换。" msgid "No image set for the feed." msgstr "没有为该源设置图像。" msgid "Feed supplies RGB images." msgstr "源提供 RGB 图像。" msgid "Feed supplies YCbCr images that need to be converted to RGB." msgstr "源提供的 YCbCr 图像需要转换成 RGB 图像。" msgid "" "Feed supplies separate Y and CbCr images that need to be combined and " "converted to RGB." msgstr "源提供单独的 Y 和 CbCr 图像,需要合并并转换为 RGB。" msgid "Unspecified position." msgstr "未指定坐标。" msgid "Camera is mounted at the front of the device." msgstr "相机安装在了设备前部。" msgid "Camera is mounted at the back of the device." msgstr "相机安装在了设备后部。" msgid "Server keeping track of different cameras accessible in Godot." msgstr "跟踪 Godot 中可访问的不同摄像头的服务器。" 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 "" "[CameraServer] 记录了 Godot 中可访问的不同摄像机。这些是外部摄像机,如网络摄" "像头或手机上的摄像机。\n" "它主要用于为 AR 模块提供来自摄像机的视频源。\n" "[b]注意:[/b]这个类目前只在 macOS 和 iOS 上实现。在其他平台上没有可用的 " "[CameraFeed]。" msgid "Returns an array of [CameraFeed]s." msgstr "返回一个 [CameraFeed] 数组。" msgid "Returns the number of [CameraFeed]s registered." msgstr "返回注册的 [CameraFeed] 的数量。" msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "当添加 [CameraFeed] 时触发(例如插入网络摄像头时)。" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "当移除 [CameraFeed] 时触发(例如拔掉网络摄像头时)。" msgid "The RGBA camera image." msgstr "RGBA 相机图像。" msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "[url=https://zh.wikipedia.org/zh-cn/YCbCr]YCbCr[/url] 摄像机图像。" msgid "The Y component camera image." msgstr "Y 分量相机图像。" msgid "The CbCr component camera image." msgstr "CbCr 分量相机图像。" msgid "Texture provided by a [CameraFeed]." msgstr "由 [CameraFeed] 提供的纹理。" 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 "" "该纹理可以访问 [CameraFeed] 提供的相机纹理。\n" "[b]注意:[/b]许多相机提供的都是 YCbCr 图像,需要在着色器中进行转换。" msgid "The ID of the [CameraFeed] for which we want to display the image." msgstr "我们要显示图像的 [CameraFeed] 的 ID。" msgid "" "Convenience property that gives access to the active property of the " "[CameraFeed]." msgstr "给予访问 [CameraFeed] 的活动属性的便利属性。" msgid "" "Which image within the [CameraFeed] we want access to, important if the " "camera image is split in a Y and CbCr component." msgstr "" "我们要访问 [CameraFeed] 中的哪个图像,如果相机图像被分割成 Y 和 CbCr 分量,这" "一点很重要。" msgid "Base class of anything 2D." msgstr "任何 2D 对象的基类。" msgid "Viewport and canvas transforms" msgstr "Viewport 和画布变换" msgid "Custom drawing in 2D" msgstr "2D 中的自定义绘图" msgid "" "Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for " "related documentation." msgstr "" "使用所提供的纹理以 2D 方式绘制一个 [Mesh]。相关文档请参阅 [MeshInstance2D]。" msgid "" "Draws a [MultiMesh] in 2D with the provided texture. See " "[MultiMeshInstance2D] for related documentation." msgstr "" "用所提供的纹理以 2D 方式绘制 [MultiMesh]。相关文档请参考" "[MultiMeshInstance2D]。" 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 "" "绘制自定义图元。1 个点的是个点,2 个点的是线段,3 个点的是三角形,4 个点的是" "四边形。如果没有指定点或者指定了超过 4 个点,则不会绘制任何东西,只会输出错误" "消息。另请参阅 [method draw_line]、[method draw_polyline]、[method " "draw_polygon]、[method draw_rect]。" msgid "" "Sets a custom transform for drawing via components. Anything drawn " "afterwards will be transformed by this." msgstr "设置通过组件进行绘图的自定义变换。此后绘制的任何东西都将被它变换。" msgid "" "Sets a custom transform for drawing via matrix. Anything drawn afterwards " "will be transformed by this." msgstr "设置通过矩阵绘制时的自定义变换。此后绘制的任何东西都将被它变换。" msgid "Draws a styled rectangle." msgstr "绘制一个样式矩形。" msgid "Draws a texture at a given position." msgstr "在给定的位置绘制纹理。" 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 "" "强制更新变换。由于性能原因,物理中的变换改变不是即时的。变换是在累积后再设" "置。如果你在进行物理操作时需要最新的变换,请使用此功能。" msgid "Returns the [RID] of the [World2D] canvas where this item is in." msgstr "返回此项目所在的 [World2D] 画布的 [RID]。" msgid "" "Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is " "in using the coordinate system of the [CanvasLayer]." msgstr "" "返回该 [CanvasItem] 所在的 [CanvasLayer] 中鼠标的位置,使用该 [CanvasLayer] " "的坐标系。" msgid "" "Returns the mouse's position in this [CanvasItem] using the local coordinate " "system of this [CanvasItem]." msgstr "返回该 [CanvasItem] 中鼠标的位置,使用该 [CanvasItem] 的局部坐标系。" msgid "Returns the transform matrix of this item." msgstr "返回此项目的变换矩阵。" msgid "Returns the viewport's boundaries as a [Rect2]." msgstr "以 [Rect2] 形式返回视口的边界。" msgid "Returns the [World2D] where this item is in." msgstr "返回此物品所在的 [World2D]。" msgid "" "Hide the [CanvasItem] if it's currently visible. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" "如果该 [CanvasItem] 目前是可见的,则将其隐藏。相当于将 [member visible] 设为 " "[code]false[/code]。" msgid "" "Returns [code]true[/code] if local transform notifications are communicated " "to children." msgstr "如果将本地变换通知传达给子级,则返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if global transform notifications are communicated " "to children." msgstr "如果将全局变换通知传达给子级,则返回 [code]true[/code]。" 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 "" "如果该节点位于 [SceneTree] 中,并且其 [member visible] 属性为 [code]true[/" "code],并且其所有上层节点也均可见,则返回 [code]true[/code]。如果任何上层节点" "被隐藏,则该节点在场景树中将不可见,因此也不会进行绘制(见 [method _draw])。" 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 "" "将该 [CanvasItem] 加入重绘队列。空闲时,如果 [CanvasItem] 可见,则会发送 " "[constant NOTIFICATION_DRAW] 并调用 [method _draw]。即便多次调用这个方法,每" "帧也都只会发生[b]一次[/b]绘制。" 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 "" "如果该 [CanvasItem] 目前是隐藏的,则将其显示。相当于将 [member visible] 设为 " "[code]true[/code]。对于继承自 [Popup] 的控件,让它们可见的正确做法是换成调用" "各种 [code]popup*()[/code] 函数的其中之一。" msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." msgstr "此 [CanvasItem] 在其中响应 [Light2D] 节点的渲染层。" msgid "The material applied to textures on this [CanvasItem]." msgstr "在此 [CanvasItem] 上应用于纹理的材质。" msgid "The color applied to textures on this [CanvasItem]." msgstr "应用于此 [CanvasItem] 上纹理的颜色。" msgid "" "The color applied to textures on this [CanvasItem]. This is not inherited by " "children [CanvasItem]s." msgstr "" "应用于此 [CanvasItem] 上纹理的颜色。子 [CanvasItem] 节点不会继承这个颜色。" msgid "If [code]true[/code], the object draws behind its parent." msgstr "如果为 [code]true[/code],则对象在其父对象后面绘制。" msgid "" "If [code]true[/code], the parent [CanvasItem]'s [member material] property " "is used as this one's material." msgstr "" "如果为 [code]true[/code],则将父级[CanvasItem]的[member material]属性用作此项" "的材质。" 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 "" "如果为 [code]true[/code],这个 [CanvasItem] 被绘制。只有当它的所有父节点也可" "见时,该节点才是可见的(换句话说,[method is_visible_in_tree] 必须返回 " "[code]true[/code])。\n" "[b]注意:[/b]对于继承了 [Popup] 的控件,使其可见的正确方法是调用多个 " "[code]popup*()[/code] 函数之一。" 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 "" "如果为 [code]true[/code],节点的 Z 索引是相对于它的父节点的 Z 索引而言的。如" "果这个节点的 Z 索引是 2,它的父节点的实际 Z 索引是 3,那么这个节点的实际 Z 索" "引将是 2 + 3 = 5。" 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 "" "当该 [CanvasItem] 必须重绘时发出,发生在相关的 [constant NOTIFICATION_DRAW] " "通知[i]之后[/i],调用 [method _draw] [i]之前[/i]。\n" "[b]注意:[/b]延迟连接无法使用 [code]draw_*[/code] 方法进行绘制。" msgid "Emitted when becoming hidden." msgstr "当隐藏时发出。" msgid "Emitted when the visibility (hidden/visible) changes." msgstr "当可见性(隐藏/可见)更改时发出。" msgid "" "The [CanvasItem]'s global transform has changed. This notification is only " "received if enabled by [method set_notify_transform]." msgstr "" "该 [CanvasItem] 的全局变换已更改。只有在通过 [method set_notify_transform] 启" "用时,才会收到这个通知。" msgid "" "The [CanvasItem]'s local transform has changed. This notification is only " "received if enabled by [method set_notify_local_transform]." msgstr "" "该 [CanvasItem] 的局部变换已更改。只有在通过 [method " "set_notify_local_transform] 启用时,才会收到这个通知。" msgid "The [CanvasItem] is requested to draw (see [method _draw])." msgstr "要求绘制该 [CanvasItem](见 [method _draw])。" msgid "The [CanvasItem]'s visibility has changed." msgstr "该 [CanvasItem] 的可见性已更改。" msgid "The [CanvasItem] has entered the canvas." msgstr "该 [CanvasItem] 已进入画布。" msgid "The [CanvasItem] has exited the canvas." msgstr "该 [CanvasItem] 已退出画布。" msgid "A material for [CanvasItem]s." msgstr "[CanvasItem]的材质。" 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 "" "[CanvasItemMaterial]提供了一种修改与CanvasItem相关联的纹理的方法。他们专注于" "描述纹理的混合和照明行为。使用[ShaderMaterial]可以更全面地自定义材质与" "[CanvasItem]的交互。" msgid "" "The manner in which a material's rendering is applied to underlying textures." msgstr "将材质的渲染应用于基础纹理的方式。" msgid "The manner in which material reacts to lighting." msgstr "材质对照明的反应方式。" 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 "" "如果为 [code]true[/code],粒子动画将循环播放。\n" "[b]注意:[/b]只有当 [member particles_animation] 为 [code]true[/code] 时,该" "属性才会在编辑器中使用并可见。" msgid "" "Mix blending mode. Colors are assumed to be independent of the alpha " "(opacity) value." msgstr "混合混合模式。假设颜色与 Alpha 值(不透明度)无关。" msgid "Additive blending mode." msgstr "添加混合模式。" msgid "Subtractive blending mode." msgstr "减去混合模式。" msgid "Multiplicative blending mode." msgstr "正片叠底混合模式。" msgid "" "Mix blending mode. Colors are assumed to be premultiplied by the alpha " "(opacity) value." msgstr "混合混合模式。假定颜色已预先乘以 Alpha 值(不透明度)。" msgid "" "Render the material using both light and non-light sensitive material " "properties." msgstr "使用光敏和非光敏材料属性渲染材质。" msgid "Render the material as if there were no light." msgstr "将材质渲染成没有光的样子。" msgid "Render the material as if there were only light." msgstr "将材质渲染成只有光的样子。" msgid "Canvas drawing layer." msgstr "画布绘图层。" msgid "Canvas layers" msgstr "画布层" msgid "Returns the RID of the canvas used by this layer." msgstr "返回此层使用的画布的 RID。" msgid "" "Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" "隐藏该 [CanvasLayer] 下的所有 [CanvasItem]。相当于将 [member visible] 设为 " "[code]false[/code]。" msgid "" "Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]true[/code]." msgstr "" "显示该 [CanvasLayer] 下的所有 [CanvasItem]。相当于将 [member visible] 设为 " "[code]true[/code]。" msgid "" "The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/" "code], uses the default viewport instead." msgstr "" "分配给该 [CanvasLayer] 的自定义 [Viewport] 节点。如果为 [code]null[/code],则" "使用默认的视口。" 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 "" "启用时,该 [CanvasLayer] 会使用视口的变换,所以它会随相机移动,而不是保持在屏" "幕上的某个固定位置。\n" "与 [member follow_viewport_scale] 配合可以实现伪 3D 效果。" msgid "Layer index for draw order. Lower values are drawn first." msgstr "绘制顺序的图层索引。首先绘制较低的值。" msgid "The layer's base offset." msgstr "图层的基本偏移量。" msgid "The layer's rotation in radians." msgstr "图层的旋转弧度。" msgid "The layer's scale." msgstr "图层的缩放。" msgid "The layer's transform." msgstr "图层的变换。" 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 "" "为 [code]false[/code] 时,该 [CanvasLayer] 下的所有 [CanvasItem] 都会被隐" "藏。\n" "与 [member CanvasItem.visible] 不同,[CanvasLayer] 的显示与否不会传播到其内部" "的层。" msgid "Emitted when visibility of the layer is changed. See [member visible]." msgstr "当该层的可见性发生变化时触发。请参阅 [member visible]。" msgid "Tint the entire canvas." msgstr "给整个画布上色。" msgid "" "[CanvasModulate] tints the canvas elements using its assigned [member color]." msgstr "[CanvasModulate]使用其分配的[member color]对画布元素进行着色。" msgid "The tint color to apply." msgstr "要应用的色调颜色。" msgid "Class representing a capsule-shaped [PrimitiveMesh]." msgstr "表示胶囊状 [PrimitiveMesh] 的类。" msgid "Number of radial segments on the capsule mesh." msgstr "胶囊网格上的径向线段数。" msgid "Radius of the capsule mesh." msgstr "胶囊网格的半径。" msgid "Number of rings along the height of the capsule." msgstr "沿胶囊高度的环数。" msgid "The capsule's height." msgstr "胶囊体的高度。" msgid "The capsule's radius." msgstr "胶囊体的半径。" msgid "Keeps children controls centered." msgstr "使子级控件居中。" msgid "" "CenterContainer keeps children controls centered. This container keeps all " "children to their minimum size, in the center." msgstr "" "CenterContainer 会使子节点居中。该容器会将所有子节点保持在最小尺寸并居中。" msgid "" "If [code]true[/code], centers children relative to the [CenterContainer]'s " "top left corner." msgstr "" "如果为 [code]true[/code],会将子节点相对于 [CenterContainer] 的左上角居中。" msgid "Kinematic character (2D)" msgstr "运动学角色(2D)" msgid "2D Kinematic Character Demo" msgstr "2D 运动学角色演示" msgid "" "Returns a [KinematicCollision2D], which contains information about the " "latest collision that occurred during the last call to [method " "move_and_slide]." msgstr "" "返回 [KinematicCollision2D],它包含在最后一次调用 [method move_and_slide] 时" "发生的最新碰撞信息。" msgid "Do nothing when leaving a platform." msgstr "离开平台时什么也不做。" msgid "" "Controls how an individual character will be displayed in a [RichTextEffect]." msgstr "控制单个字符在[RichTextEffect]中的显示方式。" msgid "" "By setting various properties on this object, you can control how individual " "characters will be displayed in a [RichTextEffect]." msgstr "" "通过在此对象上设置各种属性,可以控制单个字符在[RichTextEffect]中的显示方式。" msgid "BBCode in RichTextLabel" msgstr "RichTextLabel 中的 BBCode" msgid "RichTextEffect test project (third-party)" msgstr "RichTextEffect 测试项目(第三方)" msgid "The color the character will be drawn with." msgstr "绘制字符所用的颜色。" 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 "" "包含在开头的 BBCode 标记中传递的参数。默认情况下,参数是字符串。如果它们的内" "容与 [bool]、[int]、[float] 之类的类型匹配,它们将被自动转换。格式为 " "[code]#rrggbb[/code] 或 [code]#rgb[/code] 的颜色代码将转换为不透明的 " "[Color]。字符串参数即使使用引号也不能包含空格。如果存在,引号也将出现在最终字" "符串中。\n" "例如,开头的 BBCode 标签 [code][example foo = hello bar = true baz = 42 " "color =#ffffff][/code] 将映射到以下 [Dictionary]:\n" "[codeblock]\n" "{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, " "1)}\n" "[/codeblock]" msgid "" "Number of glyphs in the grapheme cluster. This value is set in the first " "glyph of a cluster. Setting this property won't affect drawing." msgstr "" "字素簇中的字形数量。该值在簇的第一个字形中设置。设置此属性不会影响绘制。" msgid "" "Glyph flags. See [enum TextServer.GraphemeFlag] for more info. Setting this " "property won't affect drawing." msgstr "" "字形标志。详情见 [enum TextServer.GraphemeFlag]。设置此属性不会影响绘制。" msgid "The position offset the character will be drawn with (in pixels)." msgstr "绘制字符的位置偏移量(以像素为单位)。" 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 "" "如果为 [code]true[/code],将绘制字符。如果为 [code]false[/code],则隐藏字符。" "隐藏字符周围的字符将回流以占用隐藏字符的空间。如果不希望这样做,可以将它们的" "[member color]设置为[code]Color(1, 1, 1, 0)[/code]。" msgid "Binary choice user interface widget. See also [CheckButton]." msgstr "二项选择用户界面小部件。另请参阅 [CheckButton]。" msgid "The [CheckBox] text's font color." msgstr "该 [CheckBox] 的文本字体颜色。" msgid "The [CheckBox] text's font color when it's disabled." msgstr "该 [CheckBox] 被禁用时的文本字体颜色。" 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 "" "该 [CheckBox] 被聚焦时的文本字体颜色。只取代复选框的正常文本颜色。禁用、悬停" "和按下状态优先于这个颜色。" msgid "The [CheckBox] text's font color when it's hovered." msgstr "该 [CheckBox] 被悬停时的文本字体颜色。" msgid "The [CheckBox] text's font color when it's hovered and pressed." msgstr "该 [CheckBox] 被悬停且被按下时的文本字体颜色。" msgid "The [CheckBox] text's font color when it's pressed." msgstr "该 [CheckBox] 被按下时的文本字体颜色。" msgid "The vertical offset used when rendering the check icons (in pixels)." msgstr "渲染复选图标时使用的垂直偏移量(单位为像素)。" msgid "The [Font] to use for the [CheckBox] text." msgstr "该 [CheckBox] 的文本所使用的 [Font]。" msgid "The check icon to display when the [CheckBox] is checked." msgstr "该 [CheckBox] 被勾选时显示的复选图标。" msgid "The check icon to display when the [CheckBox] is unchecked." msgstr "该 [CheckBox] 未被勾选时显示的复选图标。" msgid "" "The [StyleBox] to display as a background when the [CheckBox] is disabled." msgstr "该 [CheckBox] 被禁用时作为背景显示的 [StyleBox]。" msgid "" "The [StyleBox] to display as a background when the [CheckBox] is hovered." msgstr "该 [CheckBox] 被悬停时作为背景显示的 [StyleBox]。" msgid "" "The [StyleBox] to display as a background when the [CheckBox] is hovered and " "pressed." msgstr "该 [CheckBox] 被悬停且被按下时作为背景显示的 [StyleBox]。" msgid "The [StyleBox] to display as a background." msgstr "作为背景显示的 [StyleBox]。" msgid "" "The [StyleBox] to display as a background when the [CheckBox] is pressed." msgstr "该 [CheckBox] 被按下时作为背景显示的 [StyleBox]。" msgid "Checkable button. See also [CheckBox]." msgstr "可复选的按钮。另请参阅 [CheckBox]。" msgid "The [CheckButton] text's font color." msgstr "该 [CheckButton] 的文本字体颜色。" msgid "The [CheckButton] text's font color when it's disabled." msgstr "该 [CheckButton] 被禁用时的文本字体颜色。" 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 "" "该 [CheckButton] 被聚焦时的文本字体颜色。仅替换按钮的正常文本颜色。禁用、悬停" "和按下状态优先于此颜色。" msgid "The [CheckButton] text's font color when it's hovered." msgstr "该 [CheckButton] 被悬停时的文本字体颜色。" msgid "The [CheckButton] text's font color when it's hovered and pressed." msgstr "该 [CheckButton] 被悬停且被按下时的文本字体颜色。" msgid "The [CheckButton] text's font color when it's pressed." msgstr "该 [CheckButton] 被按下时的文本字体颜色。" msgid "The vertical offset used when rendering the toggle icons (in pixels)." msgstr "渲染切换图标时使用的垂直偏移量(单位为像素)。" msgid "The [Font] to use for the [CheckButton] text." msgstr "该 [CheckButton] 的文本所使用的 [Font]。" msgid "" "The [StyleBox] to display as a background when the [CheckButton] is disabled." msgstr "该 [CheckButton] 被禁用时作为背景显示的 [StyleBox]。" msgid "" "The [StyleBox] to display as a background when the [CheckButton] is hovered." msgstr "该 [CheckButton] 被悬停时作为背景显示的 [StyleBox]。" msgid "" "The [StyleBox] to display as a background when the [CheckButton] is hovered " "and pressed." msgstr "该 [CheckButton] 被悬停且被按下时作为背景显示的 [StyleBox]。" msgid "" "The [StyleBox] to display as a background when the [CheckButton] is pressed." msgstr "该 [CheckButton] 被按下时作为背景显示的 [StyleBox]。" msgid "The circle's radius." msgstr "圆的半径。" msgid "Class information repository." msgstr "类信息存储库。" msgid "Provides access to metadata stored for every available class." msgstr "提供对为每个可用类存储的元数据的访问。" msgid "Returns the names of all the classes available." msgstr "返回所有可用类的名称。" msgid "Returns whether the line at the specified index is folded or not." msgstr "返回指定索引处的行是否折叠。" msgid "Toggle the folding of the code block at the given line." msgstr "在给定行切换代码块的折叠。" msgid "Sets the font [Color]." msgstr "设置字体颜色 [Color]。" msgid "Sets the highlight [Color] of text selections." msgstr "设置文本选择的高亮 [Color] 颜色。" msgid "Sets the spacing between the lines." msgstr "设置行间距。" msgid "Sets the default [Font]." msgstr "设置默认的字体 [Font]。" msgid "Base node for 2D collision objects." msgstr "2D 碰撞对象的基础节点。" 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 "" "CollisionObject2D 是 2D 物理对象的基类,可以容纳任意数量的 2D 碰撞形状 " "[Shape2D]。每个形状必须分配给一个[i]形状所有者[/i]。CollisionObject2D 可以拥" "有任意数量的形状所有者。形状所有者不是节点,也不会出现在编辑器中,但可以通过" "代码使用 [code]shape_owner_*[/code] 方法访问。\n" "[b]注意:[/b]仅支持相同画布中不同对象的碰撞([Viewport] 画布或 " "[CanvasLayer])。不同画布中的对象之间的碰撞行为是未定义的。" msgid "" "Creates a new shape owner for the given object. Returns [code]owner_id[/" "code] of the new owner for future reference." msgstr "" "为给定对象创建一个新的形状所有者。返回 [code]owner_id[/code]的新所有者,供将" "来引用。" msgid "Returns the object's [RID]." msgstr "返回对象的 [RID]。" 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 "" "返回一个 [code]owner_id[/code] 标识符的 [Array]。你可以在其他使用 " "[code]owner_id[/code] 作为参数的方法中使用这些 ID。" msgid "If [code]true[/code], the shape owner and its shapes are disabled." msgstr "如果为 [code]true[/code],则禁用形状所有者及其形状。" 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 "" "返回 [code]true[/code],如果源于这个 [CollisionObject2D] 的形状所有者的碰撞不" "会被报告给 [CollisionObject2D]。" msgid "Removes the given shape owner." msgstr "移除给定形状的所有者。" msgid "Returns the [code]owner_id[/code] of the given shape." msgstr "返回指定形状的 [code]owner_id[/code]。" msgid "Adds a [Shape2D] to the shape owner." msgstr "给形状所有者添加一个 [Shape2D]。" msgid "Removes all shapes from the shape owner." msgstr "移除形状所有者的所有形状。" msgid "Returns the parent object of the given shape owner." msgstr "返回给定形状所有者的父对象。" msgid "Returns the number of shapes the given shape owner contains." msgstr "返回给定形状所有者包含的形状数量。" msgid "Returns the shape owner's [Transform2D]." msgstr "返回形状所有者的 [Transform2D]。" msgid "Removes a shape from the given shape owner." msgstr "从给定的形状所有者中移除一个形状。" msgid "If [code]true[/code], disables the given shape owner." msgstr "如果为 [code]true[/code],则禁用给定的形状所有者。" msgid "Sets the [Transform2D] of the given shape owner." msgstr "设置给定形状所有者的 [Transform2D]。" 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 "" "如果为 [code]true[/code],则该对象是可拾取的。可拾取的对象可以检测鼠标指针的" "进入/离开,鼠标位于其中时,就会报告输入事件。要求至少设置一个 [member " "collision_layer] 位。" msgid "Base node for collision objects." msgstr "碰撞对象的基础节点。" msgid "Defines a 2D collision polygon." msgstr "定义 2D 碰撞多边形。" msgid "Collision build mode. Use one of the [enum BuildMode] constants." msgstr "碰撞构建模式。使用 [enum BuildMode] 常量之一。" msgid "If [code]true[/code], no collisions will be detected." msgstr "如果为 [code]true[/code],则不会检测到碰撞。" 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 "" "如果为 [code]true[/code],则只有面朝上的边缘才会与其他对象发生碰撞,方向是相" "对于 [CollisionPolygon2D] 的旋转而言的。\n" "[b]注意:[/b]如果这个 [CollisionPolygon2D] 是 [Area2D] 节点的子节点,则这个属" "性无效。" 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 "" "用于单向碰撞的边距(以像素为单位)。较高的值将使形状更厚,并且对于以高速进入" "多边形的对撞机来说效果更好。" msgid "Collisions will include the polygon and its contained area." msgstr "碰撞将包括多边形及其包含的区域。" msgid "Collisions will only include the polygon edges." msgstr "碰撞将仅包括多边形边缘。" msgid "" "Length that the resulting collision extends in either direction " "perpendicular to its polygon." msgstr "产生的碰撞在垂直于其多边形的任一方向上延伸的长度。" msgid "If [code]true[/code], no collision will be produced." msgstr "如果为 [code]true[/code],将不会产生碰撞。" 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 "" "定义多边形的顶点数组。\n" "[b]注意:[/b]返回的值是原始值的副本。改变返回值的大小或属性的方法不会影响原始" "多边形。要更改多边形的属性,请将其分配给临时变量并进行更改,然后再重新分配" "[code]polygon[/code]成员。" msgid "Node that represents collision shape data in 2D space." msgstr "表示2D空间中的碰撞形状数据的节点。" msgid "" "Editor facility for creating and editing collision shapes in 2D space. Set " "the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this " "is an Editor-only helper to create shapes, use [method CollisionObject2D." "shape_owner_get_shape] to get the actual shape.\n" "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." msgstr "" "用于在 2D 空间中创建和编辑碰撞形状的编辑工具。请使用 [member shape] 属性配置" "形状。[b]重要[/b]:这是专为编辑器提供的形状创建工具,要获取实际形状,请使用 " "[method CollisionObject2D.shape_owner_get_shape]。\n" "你可以使用这个节点表示各种碰撞形状,例如,将其添加到 [Area2D] 以使其具有检测" "形状,或将其添加到物理体 [PhysicsBody2D] 以创建实体对象。" msgid "Physics introduction" msgstr "物理介绍" msgid "" "A disabled collision shape has no effect in the world. This property should " "be changed with [method Object.set_deferred]." msgstr "" "禁用的碰撞形状在世界中没有影响。这个属性应该用 [method Object.set_deferred] " "改变。" 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 "" "设置此碰撞形状是否仅应检测到一侧(顶部或底部)的碰撞。\n" "[b]注意:[/b]如果这个 [CollisionShape2D] 是 [Area2D] 节点的子节点,则这个属性" "无效。" 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 "" "用于单向碰撞的边距(以像素为单位)。较高的值将使形状更厚,并且对于高速进入形" "状的对撞机来说效果更好。" msgid "The actual shape owned by this collision shape." msgstr "该碰撞形状拥有的实际形状。" msgid "Node that represents collision shape data in 3D space." msgstr "表示 3D 空间中的碰撞形状数据的节点。" msgid "" "If this method exists within a script it will be called whenever the shape " "resource has been modified." msgstr "如果脚本中存在此方法,则只要修改形状资源,就会调用该方法。" msgid "A disabled collision shape has no effect in the world." msgstr "禁用的碰撞形状对世界没有任何影响。" msgid "2D GD Paint Demo" msgstr "2D GD 画图演示" msgid "Tween Demo" msgstr "Tween 演示" msgid "GUI Drag And Drop Demo" msgstr "GUI 拖放演示" msgid "" "Constructs a default [Color] from opaque black. This is the same as " "[constant BLACK].\n" "[b]Note:[/b] in C#, constructs an empty color with all of its components set " "to [code]0.0[/code] (transparent black)." msgstr "" "用不透明的黑色构造默认的 [Color],与 [constant BLACK] 相同。\n" "[b]注意:[/b]在 C# 中构造的空颜色,其所有分量都为 [code]0.0[/code](透明" "黑)。" msgid "Constructs a [Color] as a copy of the given [Color]." msgstr "构造给定 [Color] 的副本。" msgid "" "Returns the linear interpolation between this color's components and [param " "to]'s components. The interpolation factor [param weight] should be between " "0.0 and 1.0 (inclusive). See also [method @GlobalScope.lerp].\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color(1.0, 0.0, 0.0)\n" "var aqua = Color(0.0, 1.0, 0.8)\n" "\n" "red.lerp(aqua, 0.2) # Returns Color(0.8, 0.2, 0.16)\n" "red.lerp(aqua, 0.5) # Returns Color(0.5, 0.5, 0.4)\n" "red.lerp(aqua, 1.0) # Returns Color(0.0, 1.0, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(1.0f, 0.0f, 0.0f);\n" "var aqua = new Color(0.0f, 1.0f, 0.8f);\n" "\n" "red.Lerp(aqua, 0.2f); // Returns Color(0.8f, 0.2f, 0.16f)\n" "red.Lerp(aqua, 0.5f); // Returns Color(0.5f, 0.5f, 0.4f)\n" "red.Lerp(aqua, 1.0f); // Returns Color(0.0f, 1.0f, 0.8f)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回将该颜色的分量和 [param to] 的分量进行线性插值的结果。插值系数 [param " "weight] 应该在 0.0 和 1.0 之间(闭区间)。另请参阅 [method @GlobalScope." "lerp]。\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color(1.0, 0.0, 0.0)\n" "var aqua = Color(0.0, 1.0, 0.8)\n" "\n" "red.lerp(aqua, 0.2) # 返回 Color(0.8, 0.2, 0.16)\n" "red.lerp(aqua, 0.5) # 返回 Color(0.5, 0.5, 0.4)\n" "red.lerp(aqua, 1.0) # 返回 Color(0.0, 1.0, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(1.0f, 0.0f, 0.0f);\n" "var aqua = new Color(0.0f, 1.0f, 0.8f);\n" "\n" "red.Lerp(aqua, 0.2f); // 返回 Color(0.8f, 0.2f, 0.16f)\n" "red.Lerp(aqua, 0.5f); // 返回 Color(0.5f, 0.5f, 0.4f)\n" "red.Lerp(aqua, 1.0f); // 返回 Color(0.0f, 1.0f, 0.8f)\n" "[/csharp]\n" "[/codeblocks]" 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 "" "颜色的 Alpha 分量,一般在 0 到 1 的范围内。0 表示该颜色完全透明。1 表示该颜色" "完全不透明。" msgid "The color's blue component, typically on the range of 0 to 1." msgstr "颜色的蓝色分量,一般在 0 到 1 的范围内。" msgid "The color's green component, typically on the range of 0 to 1." msgstr "颜色的绿色分量,一般在 0 到 1 的范围内。" msgid "The HSV hue of this color, on the range 0 to 1." msgstr "这个颜色的 HSV 色相,范围是 0 到 1。" msgid "The color's red component, typically on the range of 0 to 1." msgstr "颜色的红色分量,通常在 0 到 1 的范围内。" msgid "The HSV saturation of this color, on the range 0 to 1." msgstr "这个颜色的 HSV 饱和度,范围为 0 到 1。" msgid "The HSV value (brightness) of this color, on the range 0 to 1." msgstr "这个颜色的 HSV 值(亮度),范围为 0 至 1。" msgid "Alice blue color." msgstr "爱丽丝蓝。" msgid "Antique white color." msgstr "古董白。" msgid "Aqua color." msgstr "水色。" msgid "Aquamarine color." msgstr "海蓝色。" msgid "Azure color." msgstr "天蓝色。" msgid "Beige color." msgstr "米黄色。" msgid "Bisque color." msgstr "橘黄色。" msgid "Blue color." msgstr "蓝色。" msgid "Blue violet color." msgstr "蓝紫色的颜色。" msgid "Brown color." msgstr "棕色。" msgid "Cadet blue color." msgstr "军服蓝。" msgid "Chartreuse color." msgstr "黄褐色。" msgid "Chocolate color." msgstr "巧克力色。" msgid "Coral color." msgstr "珊瑚色。" msgid "Crimson color." msgstr "绯红的颜色。" msgid "Cyan color." msgstr "青色。" msgid "Dark blue color." msgstr "深蓝色。" msgid "Dark cyan color." msgstr "深青色。" msgid "Dark goldenrod color." msgstr "深色菊科植物的颜色。" msgid "Dark gray color." msgstr "深灰色。" msgid "Dark green color." msgstr "深绿色。" msgid "Dark khaki color." msgstr "深卡其色。" msgid "Dark magenta color." msgstr "深洋红色。" msgid "Dark olive green color." msgstr "深橄榄绿色。" msgid "Dark orange color." msgstr "深橙色。" msgid "Dark orchid color." msgstr "深色的兰花色。" msgid "Dark red color." msgstr "深红色。" msgid "Dark salmon color." msgstr "深鲑鱼色。" msgid "Dark sea green color." msgstr "深海绿色。" msgid "Dark slate blue color." msgstr "深板蓝的颜色。" msgid "Dark slate gray color." msgstr "暗石板灰色。" msgid "Dark turquoise color." msgstr "深绿松石色。" msgid "Dark violet color." msgstr "深紫罗兰色。" msgid "Deep pink color." msgstr "深粉色。" msgid "Deep sky blue color." msgstr "深邃的天蓝色。" msgid "Dim gray color." msgstr "暗灰色。" msgid "Dodger blue color." msgstr "道奇蓝色。" msgid "Firebrick color." msgstr "耐火砖红色。" msgid "Floral white color." msgstr "花白色。" msgid "Forest green color." msgstr "森林绿色。" msgid "Fuchsia color." msgstr "洋红色。" msgid "Gainsboro color." msgstr "庚斯伯勒灰色。" msgid "Ghost white color." msgstr "幽灵白颜色。" msgid "Gold color." msgstr "金色。" msgid "Goldenrod color." msgstr "金菊色。" msgid "Gray color." msgstr "灰色。" msgid "Green color." msgstr "绿色。" msgid "Green yellow color." msgstr "绿黄色。" msgid "Honeydew color." msgstr "蜜露色。" msgid "Hot pink color." msgstr "亮粉色。" msgid "Indian red color." msgstr "印度红色。" msgid "Indigo color." msgstr "靛青色。" msgid "Ivory color." msgstr "象牙色。" msgid "Khaki color." msgstr "卡其色。" msgid "Lavender color." msgstr "薰衣草色。" msgid "Lavender blush color." msgstr "薰衣草紫红色。" msgid "Lawn green color." msgstr "草坪绿色。" msgid "Lemon chiffon color." msgstr "柠檬雪纺色。" msgid "Light blue color." msgstr "浅蓝色。" msgid "Light coral color." msgstr "浅珊瑚色。" msgid "Light cyan color." msgstr "淡青色。" msgid "Light goldenrod color." msgstr "亮金菊黄色。" msgid "Light gray color." msgstr "浅灰色。" msgid "Light green color." msgstr "浅绿色。" msgid "Light pink color." msgstr "浅粉色。" msgid "Light salmon color." msgstr "浅鲑鱼色。" msgid "Light sea green color." msgstr "浅海绿色。" msgid "Light sky blue color." msgstr "浅天蓝色。" msgid "Light slate gray color." msgstr "浅板岩灰色。" msgid "Light steel blue color." msgstr "浅钢蓝色。" msgid "Light yellow color." msgstr "浅黄色。" msgid "Lime color." msgstr "青柠色。" msgid "Lime green color." msgstr "石灰绿色。" msgid "Linen color." msgstr "亚麻色。" msgid "Magenta color." msgstr "洋红色。" msgid "Maroon color." msgstr "栗色。" msgid "Medium aquamarine color." msgstr "中等海蓝宝石色。" msgid "Medium blue color." msgstr "中蓝色。" msgid "Medium orchid color." msgstr "中等兰色。" msgid "Medium purple color." msgstr "中等紫色。" msgid "Medium sea green color." msgstr "中海绿色。" msgid "Medium slate blue color." msgstr "中等板岩蓝色。" msgid "Medium spring green color." msgstr "中等春天绿色。" msgid "Medium turquoise color." msgstr "中等绿松石色。" msgid "Medium violet red color." msgstr "中等紫红色。" msgid "Midnight blue color." msgstr "午夜蓝色。" msgid "Mint cream color." msgstr "薄荷奶油色。" msgid "Misty rose color." msgstr "朦胧的玫瑰色。" msgid "Moccasin color." msgstr "鹿皮鞋颜色。" msgid "Navajo white color." msgstr "纳瓦白。" msgid "Navy blue color." msgstr "藏青色。" msgid "Old lace color." msgstr "旧蕾丝色。" msgid "Olive color." msgstr "橄榄色。" msgid "Olive drab color." msgstr "暗淡橄榄色。" msgid "Orange color." msgstr "橙色。" msgid "Orange red color." msgstr "橘红色。" msgid "Orchid color." msgstr "兰花色。" msgid "Pale goldenrod color." msgstr "淡金色。" msgid "Pale green color." msgstr "淡绿色。" msgid "Pale turquoise color." msgstr "淡绿松石色。" msgid "Pale violet red color." msgstr "淡紫红色。" msgid "Papaya whip color." msgstr "木瓜鞭色。" msgid "Peach puff color." msgstr "桃花粉。" msgid "Peru color." msgstr "秘鲁色。" msgid "Pink color." msgstr "粉红色。" msgid "Plum color." msgstr "梅花色。" msgid "Powder blue color." msgstr "浅蓝色。" msgid "Purple color." msgstr "紫色。" msgid "Rebecca purple color." msgstr "丽贝卡紫色。" msgid "Red color." msgstr "红色。" msgid "Rosy brown color." msgstr "玫瑰棕。" msgid "Royal blue color." msgstr "宝蓝色。" msgid "Saddle brown color." msgstr "鞍棕色。" msgid "Salmon color." msgstr "鲑鱼色。" msgid "Sandy brown color." msgstr "沙褐色。" msgid "Sea green color." msgstr "海绿色。" msgid "Seashell color." msgstr "贝壳色。" msgid "Sienna color." msgstr "西恩娜色。" msgid "Silver color." msgstr "银色。" msgid "Sky blue color." msgstr "天蓝色。" msgid "Slate blue color." msgstr "石板蓝色。" msgid "Slate gray color." msgstr "石板灰。" msgid "Snow color." msgstr "雪白。" msgid "Spring green color." msgstr "春绿。" msgid "Steel blue color." msgstr "钢蓝色。" msgid "Tan color." msgstr "棕褐色。" msgid "Teal color." msgstr "青色。" msgid "Thistle color." msgstr "蓟色。" msgid "Tomato color." msgstr "番茄色。" msgid "Turquoise color." msgstr "松石绿。" msgid "Violet color." msgstr "紫罗兰色。" msgid "Web gray color." msgstr "网格灰。" msgid "Web green color." msgstr "网络绿。" msgid "Web maroon color." msgstr "网络栗。" msgid "Web purple color." msgstr "网络紫。" msgid "Wheat color." msgstr "小麦色。" msgid "White color." msgstr "白色。" msgid "White smoke color." msgstr "白烟色。" msgid "Yellow color." msgstr "黄色。" msgid "Yellow green color." msgstr "黄绿色。" msgid "Color picker control." msgstr "取色器控件。" 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 "" "显示一个取色器部件。可以从 RGB/RGBA 彩色空间内选取一个颜色。\n" "[b]注意:[/b]这个控件就是取色器本身。如果你需要一个能够弹出一个 " "[ColorPicker] 窗口的按钮,你可以使用一个 [ColorPickerButton] 来代替它。" 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 "" "将给定的颜色添加到颜色预设列表中。预设会显示在取色器中,可以被用户选择。\n" "[b]注意:[/b]预设列表仅适用于[i]这个[/i]取色器。" msgid "" "Removes the given color from the list of color presets of this color picker." msgstr "从这个取色器的颜色预设列表中移除给定的颜色。" msgid "Returns the list of colors in the presets of the color picker." msgstr "返回取色器的预设颜色列表。" msgid "The currently selected color." msgstr "当前选择的颜色。" msgid "" "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 "" "如果为 [code]true[/code],只有在用户松开鼠标按钮后才会应用颜色,否则即使在鼠" "标移动事件中也会立即应用(会造成性能问题)。" msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "如果为 [code]true[/code],则显示 Alpha 通道滑动条(不透明度)。" msgid "Emitted when the color is changed." msgstr "更改颜色时发出。" msgid "Emitted when a preset is added." msgstr "添加预设时发出。" msgid "Emitted when a preset is removed." msgstr "移除预设时发出。" msgid "The width of the hue selection slider." msgstr "色相选择滑块的宽度。" msgid "The margin around the [ColorPicker]." msgstr "[ColorPicker] 周围的边距。" msgid "The height of the saturation-value selection box." msgstr "饱和值选择框的高度。" msgid "The width of the saturation-value selection box." msgstr "饱和度选择框的宽度。" msgid "The icon for the \"Add Preset\" button." msgstr "“添加预设”按钮的图标。" msgid "Custom texture for the hue selection slider on the right." msgstr "右侧的色相选择滑块的自定义纹理。" msgid "" "The indicator used to signalize that the color value is outside the 0-1 " "range." msgstr "该指示器用于指示颜色值在 0-1 范围之外。" msgid "The icon for the screen color picker button." msgstr "屏幕取色器按钮的图标。" msgid "Button that pops out a [ColorPicker]." msgstr "弹出 [ColorPicker] 的按钮。" 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 "" "返回此节点所切换的 [ColorPicker]。\n" "[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你希望隐" "藏它或其所有子项,请使用其 [member CanvasItem.visible] 属性。" msgid "" "If [code]true[/code], the alpha channel in the displayed [ColorPicker] will " "be visible." msgstr "" "如果为 [code]true[/code],则显示的 [ColorPicker] 中的 Alpha 通道将可见。" msgid "Emitted when the color changes." msgstr "颜色改变时发出。" msgid "" "Emitted when the [ColorPicker] is created (the button is pressed for the " "first time)." msgstr "创建 [ColorPicker] 时(第一次按下按钮)发出。" msgid "Emitted when the [ColorPicker] is closed." msgstr "当 [ColorPicker] 关闭时发出。" msgid "Default text [Color] of the [ColorPickerButton]." msgstr "[ColorPickerButton] 的默认文本颜色 [Color]。" msgid "Text [Color] used when the [ColorPickerButton] is disabled." msgstr "禁用 [ColorPickerButton] 时使用的文本颜色 [Color]。" 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 "" "当 [ColorPickerButton] 获得焦点时使用的文本颜色 [Color]。只替换按钮的正常文本" "颜色。禁用、悬停和按下状态优先于这个颜色。" msgid "Text [Color] used when the [ColorPickerButton] is being hovered." msgstr "悬停 [ColorPickerButton] 时使用的文本 [Color]。" msgid "Text [Color] used when the [ColorPickerButton] is being pressed." msgstr "按下 [ColorPickerButton] 时使用的文本颜色 [Color]。" msgid "The horizontal space between [ColorPickerButton]'s icon and text." msgstr "[ColorPickerButton] 的图标和文本之间的水平间距。" msgid "[Font] of the [ColorPickerButton]'s text." msgstr "[ColorPickerButton] 文本的 [Font]。" msgid "The background of the color preview rect on the button." msgstr "颜色预览的背景将在按钮上显示。" msgid "[StyleBox] used when the [ColorPickerButton] is disabled." msgstr "当 [ColorPickerButton] 被禁用时使用的 [StyleBox]。" msgid "[StyleBox] used when the [ColorPickerButton] is being hovered." msgstr "悬停 [ColorPickerButton] 时使用的 [StyleBox]。" msgid "Default [StyleBox] for the [ColorPickerButton]." msgstr "[ColorPickerButton] 的默认 [StyleBox]。" msgid "[StyleBox] used when the [ColorPickerButton] is being pressed." msgstr "按下 [ColorPickerButton] 时使用的 [StyleBox]。" msgid "Colored rectangle." msgstr "彩色矩形。" msgid "" "Displays a rectangle filled with a solid [member color]. If you need to " "display the border alone, consider using [ReferenceRect] instead." msgstr "" "显示一个用纯色 [member color] 填充的矩形。如果你需要单独显示边框,请考虑使用 " "[ReferenceRect] 代替。" msgid "" "The array of points that make up the [ConcavePolygonShape2D]'s line segments." msgstr "组成 [ConcavePolygonShape2D] 线段的点的数组。" msgid "Returns the faces (an array of triangles)." msgstr "返回面(三角形数组)。" msgid "Sets the faces (an array of triangles)." msgstr "设置面(三角形数组)。" msgid "A twist joint between two 3D PhysicsBodies." msgstr "两个 3D PhysicsBody 之间的扭转关节。" msgid "" "The speed with which the swing or twist will take place.\n" "The higher, the faster." msgstr "" "摆动或扭转的速度。\n" "越高,速度越快。" msgid "" "Defines, how fast the swing- and twist-speed-difference on both sides gets " "synced." msgstr "定义两侧的摆动速度和扭转速度差异同步的速度。" 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 "关节开始扭曲的难易程度。如果太低,则需要更多的力才能开始扭转关节。" 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 "" "扭曲是绕扭曲轴的旋转,此值定义了关节可以扭曲多远。\n" "如果低于 0.05,则扭曲被锁定。" msgid "Represents the size of the [enum Param] enum." msgstr "表示 [enum Param] 枚举的大小。" msgid "Helper class to handle INI-style files." msgstr "用于处理 INI 样式文件的辅助类。" msgid "Removes the entire contents of the config." msgstr "移除配置的全部内容。" msgid "" "Deletes the specified section along with all the key-value pairs inside. " "Raises an error if the section does not exist." msgstr "删除指定的部分以及内部的所有键值对。如果该节不存在,则会引发错误。" msgid "" "Deletes the specified key in a section. Raises an error if either the " "section or the key do not exist." msgstr "删除部分中的指定键。如果该部分或键不存在,则会引发错误。" 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 "" "返回指定部分中所有已定义键标识符的数组。如果该部分不存在,则会引发错误并返回" "一个空数组。" msgid "Returns an array of all defined section identifiers." msgstr "返回所有已定义节标识符的数组。" msgid "Returns [code]true[/code] if the specified section exists." msgstr "如果指定的部分存在,则返回 [code]true[/code]。" msgid "Returns [code]true[/code] if the specified section-key pair exists." msgstr "如果指定的段键对存在,则返回 [code]true[/code]。" msgid "" "Assigns a value to the specified key of the specified section. If either the " "section or the key do not exist, they are created. Passing a [code]null[/" "code] value deletes the specified key if it exists, and deletes the section " "if it ends up empty once the key has been removed." msgstr "" "为指定章节的指定键赋值。如果节或键不存在,则创建它们。如果指定的键存在,传递 " "[code]null[/code] 值就会移除指定的键,如果键被移除后,键最终是空的,就会移除" "节。" msgid "Dialog for confirmation of actions." msgstr "确认动作的对话框。" 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 "" "返回取消按钮。\n" "[b]警告:[/b]这是一个必需的内部节点,移除并释放它可能会导致崩溃。如果你希望隐" "藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。" msgid "Base node for containers." msgstr "容器的基础节点。" 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 "" "容器的基础节点。[Container] 包含其他控件,并自动以某种方式排列它们。\n" "Control 可以继承该类来创建自定义的容器类。" msgid "" "Fit a child control in a given rect. This is mainly a helper for creating " "custom container classes." msgstr "在给定的矩形中适配子控件。这主要是用于创建自定义容器类的辅助工具。" msgid "" "Queue resort of the contained children. This is called automatically anyway, " "but can be called upon request." msgstr "将子节点的重排加入队列。虽然会被自动调用,但也可以在需要时手动调用。" msgid "Emitted when sorting the children is needed." msgstr "需要对子节点进行排序时发出。" msgid "" "Notification for when sorting the children, it must be obeyed immediately." msgstr "对子节点进行排序时的通知,必须立即服从。" msgid "Control node gallery" msgstr "控件节点一览" msgid "All GUI Demos" msgstr "所有 GUI 演示" 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 "" "将输入事件标记为已处理。一旦接受输入事件,传播就会停止,不会再传播到正在侦听 " "[method Node._unhandled_input] 和 [method Node._unhandled_key_input] 的节点。" msgid "" "Finds the next (below in the tree) [Control] that can receive the focus." msgstr "找到下一个可以接受焦点的 [Control],在树的下方。" msgid "" "Finds the previous (above in the tree) [Control] that can receive the focus." msgstr "找到上一个可以接受焦点的 [Control],在树的上方。" msgid "" "Returns the mouse cursor shape the control displays on mouse hover. See " "[enum CursorShape]." msgstr "返回控件在鼠标悬停时显示的鼠标指针形状。参阅[enum CursorShape]。" msgid "Returns the width/height occupied in the parent control." msgstr "返回父控件中占用的宽度/高度。" msgid "Returns the parent control node." msgstr "返回父控制节点。" msgid "" "Returns [code]true[/code] if this is the current focused control. See " "[member focus_mode]." msgstr "" "如果这是当前的焦点控件,则返回 [code]true[/code]。见 [member focus_mode]。" 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 "" "如果拖放操作成功则返回 [code]true[/code],是 [method Viewport." "gui_is_drag_successful] 的替代方案。\n" "建议与 [constant Node.NOTIFICATION_DRAG_END] 配合使用。" 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 "" "节点的边界矩形的最小尺寸。如果你将它设置为大于 (0,0) 的值,节点的边界矩形将" "始终至少有这个大小,即使它的内容更小。如果设置为 (0,0),节点的大小会自动适应" "其内容,无论是纹理还是子节点。" 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 "" "控制水平轴的方向,如果控件的水平最小尺寸更改为大于其当前尺寸,则控件应沿水平" "轴增长,因为控件始终必须至少为最小尺寸。" 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 "" "控制控件在垂直轴上的方向,如果控件的垂直最小尺寸更改为大于当前尺寸,则控件应" "沿该方向增大,因为控件始终必须至少为最小尺寸。" 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 "" "此控件的默认光标形状。对于 Godot 插件和使用系统鼠标光标的应用程序或游戏很有" "用。\n" "[b]注意:[/b]在 Linux 上,形状可能会有所不同,具体取决于系统的光标主题。" 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 "" "控制控件是否能够通过 [method _gui_input] 接收鼠标按钮输入事件,以及如何处理这" "些事件。还控制控件是否能接收 [signal mouse_entered] 和 [signal mouse_exited] " "信号。参阅常量来了解每个常量的作用。" 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 "" "告诉父 [Container] 节点应如何调整尺寸并将其放置在 X 轴上。使用 [enum " "SizeFlags] 常量之一更改标志。查看常量以了解每个常量的作用。" 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 "" "告诉父 [Container] 节点应如何调整尺寸并将其放置在 X 轴上。使用 [enum " "SizeFlags] 常量之一更改标志。查看常量以了解每个常量的作用。" msgid "Emitted when the node receives an [InputEvent]." msgstr "当节点收到 [InputEvent] 时发出。" msgid "Emitted when the node's minimum size changes." msgstr "当节点的最小大小更改时发出。" 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 "" "当鼠标进入控件的[code]Rect[/code]区域时触发,只要其[member mouse_filter]允许" "事件到达。\n" "[b]注意:[/b]如果鼠标在进入父控件的[code]Rect[/code]区域之前进入子[Control]节" "点,在鼠标移动到父控件的[code]Rect[/code]区域之前,不会发出[signal " "mouse_entered]。" msgid "Emitted when the control changes size." msgstr "当控件更改大小时发出。" msgid "" "Emitted when one of the size flags changes. See [member " "size_flags_horizontal] and [member size_flags_vertical]." msgstr "" "当大小标志之一更改时发出。见 [member size_flags_horizontal] 和 [member " "size_flags_vertical]。" msgid "The node cannot grab focus. Use with [member focus_mode]." msgstr "该节点无法获取焦点。在 [member focus_mode] 中使用。" msgid "" "The node can only grab focus on mouse clicks. Use with [member focus_mode]." msgstr "该节点只能通过鼠标点击获取焦点。在 [member focus_mode] 中使用。" msgid "Sent when the mouse pointer enters the node." msgstr "当鼠标指针进入该节点时发送。" msgid "Sent when the mouse pointer exits the node." msgstr "当鼠标指针退出该节点时发送。" msgid "Sent when the node grabs focus." msgstr "当节点获得焦点时发送。" msgid "Sent when the node loses focus." msgstr "当节点失去焦点时发送。" msgid "" "Sent when this node is inside a [ScrollContainer] which has begun being " "scrolled." msgstr "当此节点在已开始滚动的 [ScrollContainer] 内部时发送。" msgid "" "Sent when this node is inside a [ScrollContainer] which has stopped being " "scrolled." msgstr "当此节点在已停止滚动的 [ScrollContainer] 内部时发送。" msgid "" "Show the system's arrow mouse cursor when the user hovers the node. Use with " "[member mouse_default_cursor_shape]." msgstr "" "当用户将节点悬停时,显示系统的箭头鼠标光标。与 [member " "mouse_default_cursor_shape] 成员一起使用。" 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 "" "当用户将节点悬停时,显示系统的 I 型光束鼠标光标。工字梁指针的形状类似于“I”。" "它告诉用户他们可以突出显示或插入文本。" msgid "" "Show the system's pointing hand mouse cursor when the user hovers the node." msgstr "当用户将节点悬停时,显示系统的手形鼠标光标。" msgid "Show the system's cross mouse cursor when the user hovers the node." msgstr "当用户将鼠标悬停在节点上时,显示系统的交叉鼠标光标。" msgid "" "Show the system's wait mouse cursor when the user hovers the node. Often an " "hourglass." msgstr "当用户悬停节点时,显示系统等待的鼠标光标。通常是一个沙漏。" msgid "" "Show the system's busy mouse cursor when the user hovers the node. Often an " "arrow with a small hourglass." msgstr "当用户悬停节点时,显示系统繁忙的鼠标光标。通常是箭头加一个小沙漏。" 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 "" "当用户悬停在节点上时,显示系统的拖动鼠标光标,通常是一个闭合的拳头或十字符" "号。它告诉用户他们当前正在拖动一个项目,例如场景面板中的节点。" 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 "" "当用户悬停节点时,显示系统的落地鼠标光标。它可以是一个张开的手。它告诉用户可" "以放下一个他们当前正在抓取的物品,比如场景面板中的一个节点。" msgid "" "Show the system's forbidden mouse cursor when the user hovers the node. " "Often a crossed circle." msgstr "当用户悬停节点时,显示系统禁止的鼠标光标。通常是一个交叉的圆圈。" 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 "" "当用户悬停节点时,显示系统的垂直调整鼠标光标。一个双头的垂直箭头。它告诉用户" "可以垂直调整窗口或面板的大小。" 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 "" "当用户悬停节点时,显示系统的水平调整鼠标光标。一个双头的水平箭头。它告诉用户" "可以水平调整窗口或面板的大小。" 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 "" "当用户将节点悬停时,显示系统窗口调整大小的鼠标光标。光标是从左下角到右上角的" "双向箭头。它告诉用户可以水平和垂直调整窗口或面板的大小。" 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 "" "当用户将节点悬停时,显示系统窗口调整大小的鼠标光标。光标是一个双向箭头,从左" "上角到右下角,与 [constant CURSOR_BDIAGSIZE] 相反。它告诉用户可以水平和垂直调" "整窗口或面板的大小。" 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 "" "当用户将节点悬停时,显示系统的移动鼠标光标。它以 90 度角显示 2 个双向箭头。它" "告诉用户他们可以自由移动 UI 元素。" 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 "" "当用户将节点悬停时,显示系统的垂直拆分鼠标光标。在 Windows 上与 [constant " "CURSOR_VSIZE] 相同。" 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 "" "当用户将节点悬停时,显示系统的水平拆分鼠标光标。在 Windows 上与 [constant " "CURSOR_HSIZE] 相同。" msgid "" "Show the system's help mouse cursor when the user hovers the node, a " "question mark." msgstr "当用户将节点悬停在一个节点上时,显示系统的帮助鼠标光标,一个问号。" msgid "" "Snap all 4 anchors to the top-left of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" "将所有 4 个锚点对齐到父控件边界的左上角。与 [method set_anchors_preset] 一起" "使用。" msgid "" "Snap all 4 anchors to the top-right of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" "将所有 4 个锚点对齐到父控件边界的右上角。与 [method set_anchors_preset] 一起" "使用。" msgid "" "Snap all 4 anchors to the bottom-left of the parent control's bounds. Use " "with [method set_anchors_preset]." msgstr "" "将所有 4 个锚点对齐到父控件边界的左下角。与 [method set_anchors_preset] 一起" "使用。" msgid "" "Snap all 4 anchors to the bottom-right of the parent control's bounds. Use " "with [method set_anchors_preset]." msgstr "" "将所有 4 个锚点对齐到父控件边界的右下角。与 [method set_anchors_preset] 一起" "使用。" 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 "" "将所有 4 个锚点对齐到父控件边界的左边缘的中心。与 [method " "set_anchors_preset] 一起使用。" 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 "" "将所有 4 个锚点对齐到父控件边界的顶边缘的中心。与 [method " "set_anchors_preset] 一起使用。" 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 "" "将所有 4 个锚点对齐到父控件边界的右边缘的中心。与 [method " "set_anchors_preset] 一起使用。" 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 "" "将所有 4 个锚点对齐到父控件边界的底边缘的中心。与 [method " "set_anchors_preset] 一起使用。" msgid "" "Snap all 4 anchors to the center of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" "将所有 4 个锚点对齐到父控件边界的中心。与 [method set_anchors_preset] 一起使" "用。" msgid "" "Snap all 4 anchors to a vertical line that cuts the parent control in half. " "Use with [method set_anchors_preset]." msgstr "" "将所有 4 个锚点对齐到一条垂直线,该垂直线将父控件切成两半。与 [method " "set_anchors_preset] 一起使用。" msgid "" "Snap all 4 anchors to a horizontal line that cuts the parent control in " "half. Use with [method set_anchors_preset]." msgstr "" "将所有 4 个锚点对齐到一条水平线,该水平线将父控件切成两半。与 [method " "set_anchors_preset] 一起使用。" msgid "The control will be resized to its minimum size." msgstr "控件将被调整为最小尺寸。" msgid "The control's width will not change." msgstr "控件的宽度不会改变。" msgid "The control's height will not change." msgstr "控件的高度不会改变。" msgid "The control's size will not change." msgstr "控件的大小不会改变。" 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 "" "告诉父级 [Container] 让该节点占用您标记的轴上的所有可用空间。如果将多个相邻节" "点设置为扩展,它们将根据其拉伸比共享空间。见 [member " "size_flags_stretch_ratio]。用于 [member size_flags_horizontal] 和 [member " "size_flags_vertical]。" 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 "" "被点击时,控件将通过 [method _gui_input] 收到鼠标按钮输入事件。控件能够接收" "到 [signal mouse_entered] 和 [signal mouse_exited] 信号。这些事件将自动被标记" "为已处理,不会进一步传播到其他控件,因此相关的信号也不会在其他控件中触发。" 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 "" "该控件不会通过 [method _gui_input] 收到鼠标按钮输入事件,也不会接收到 " "[signal mouse_entered] 和 [signal mouse_exited] 信号。这不会阻止其他控件接收" "这些事件或触发信号。被忽略的事件将不会被自动处理。" 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 "" "如果控件的最小尺寸更改为大于其相应轴上的当前尺寸,则控件将向左或顶部增大以进" "行组合。" 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 "" "如果控件的最小尺寸更改为大于其相应轴上的当前尺寸,则控件将向右或向下增大以进" "行补偿。" 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 "" "如果控件的最小大小更改为大于其当前大小,则控件将在两个方向上均等地增长以组成" "该控件。" 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 "" "将 4 个锚点的某一侧吸附到节点的 [code]Rect[/code] 的左上角。在 " "[code]anchor_*[/code] 成员变量中使用,例如 [member anchor_left]。要一次更改全" "部 4 个锚点,请使用 [method set_anchors_preset]。" 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 "" "将 4 个锚点的某一侧吸附到节点的 [code]Rect[/code] 的右下角。在 " "[code]anchor_*[/code] 成员变量中使用,例如 [member anchor_left]。要一次更改全" "部 4 个锚点,请使用 [method set_anchors_preset]。" 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 "" "该多边形的顶点列表。顺时针顺序或逆时针顺序都有可能。请用凸包点设置该属性,可" "以用 [method set_point_cloud] 从凹形状点设成凸包形状。" msgid "The list of 3D points forming the convex polygon shape." msgstr "形成凸多边形的 3D 点列表。" msgid "CPU-based 2D particle emitter." msgstr "基于 CPU 的 2D 粒子发射器。" msgid "Particle systems (2D)" msgstr "粒子系统(2D)" msgid "Returns the [Curve] of the parameter specified by [enum Parameter]." msgstr "返回由 [enum Parameter] 指定的参数的 [Curve]。" msgid "Restarts the particle emitter." msgstr "重新启动粒子发射器。" msgid "Sets the [Curve] of the parameter specified by [enum Parameter]." msgstr "设置 [enum Parameter] 指定的参数的 [Curve]。" msgid "Each particle's rotation will be animated along this [Curve]." msgstr "每个粒子的旋转将沿此 [Curve] 进行动画处理。" msgid "Each particle's angular velocity will vary along this [Curve]." msgstr "每个粒子的角速度将沿此 [Curve] 变化。" msgid "Each particle's animation offset will vary along this [Curve]." msgstr "每个粒子的动画偏移将沿此 [Curve] 变化。" msgid "Each particle's animation speed will vary along this [Curve]." msgstr "每个粒子的动画速度将沿此 [Curve] 变化。" msgid "" "Each particle's initial color. If [member texture] is defined, it will be " "multiplied by this color." msgstr "每个粒子的初始颜色。如果定义了 [member texture],它将乘以该颜色。" msgid "" "Each particle's color will vary along this [Gradient] (multiplied with " "[member color])." msgstr "每个粒子的颜色将随着这个 [Gradient] 变化(与 [member color] 相乘)。" msgid "Damping will vary along this [Curve]." msgstr "阻尼将沿着这条 [Gradient] 变化。" msgid "Unit vector specifying the particles' emission direction." msgstr "指定粒子发射方向的单位向量。" msgid "Particle draw order. Uses [enum DrawOrder] values." msgstr "粒子绘制顺序。使用 [enum DrawOrder] 的值。" msgid "" "Sets the [Color]s to modulate particles by when using [constant " "EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" "设置 [Color] 以使用 [constant EMISSION_SHAPE_POINTS] 或 [constant " "EMISSION_SHAPE_DIRECTED_POINTS] 来调制粒子。" msgid "" "Sets the direction the particles will be emitted in when using [constant " "EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "设置使用 [constant EMISSION_SHAPE_DIRECTED_POINTS] 时粒子发射的方向。" msgid "" "Sets the initial positions to spawn particles when using [constant " "EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" "设置使用 [constant EMISSION_SHAPE_POINTS] 或 [constant " "EMISSION_SHAPE_DIRECTED_POINTS] 时产生粒子的初始位置。" msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_RECTANGLE]." msgstr "" "[member emission_shape] 设置为 [constant EMISSION_SHAPE_RECTANGLE] 时,该矩形" "的范围。" msgid "" "Particles will be emitted inside this region. See [enum EmissionShape] for " "possible values." msgstr "粒子将在此区域内发射。可能的取值见 [enum EmissionShape]。" msgid "" "The sphere's radius if [member emission_shape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" "[member emission_shape] 设置为 [constant EMISSION_SHAPE_SPHERE] 时,该球体的" "半径。" msgid "If [code]true[/code], particles are being emitted." msgstr "如果为 [code]true[/code],则正在发射粒子。" 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 "" "粒子在一个发射周期中的发射速度有多快。如果大于[code]0[/code],则在下一个循环" "开始之前会有排放量缺口。" msgid "" "If [code]true[/code], results in fractional delta calculation which has a " "smoother particles display effect." msgstr "" "如果为 [code]true[/code],将导致分数增量计算,该显示具有更平滑的粒子显示效" "果。" msgid "Gravity applied to every particle." msgstr "重力作用于每个粒子。" msgid "Each particle's hue will vary along this [Curve]." msgstr "每个粒子的色相都将随之变化。" msgid "Particle lifetime randomness ratio." msgstr "粒子寿命随机率。" msgid "Each particle's linear acceleration will vary along this [Curve]." msgstr "每个粒子的线性加速度将沿此 [Curve] 变化。" 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 "" "如果为 [code]true[/code],则只发生一个排放周期。如果在周期内设置 [code]true[/" "code],则排放将在周期结束时停止。" msgid "Each particle's orbital velocity will vary along this [Curve]." msgstr "每个粒子的轨道速度将跟随这个 [Curve] 变化。" msgid "Align Y axis of particle with the direction of its velocity." msgstr "将粒子的 Y 轴与其速度方向对齐。" msgid "Particle system starts as if it had already run for this many seconds." msgstr "粒子系统启动时就好像已经运行了这么多秒一样。" msgid "Each particle's radial acceleration will vary along this [Curve]." msgstr "每个粒子的径向加速度将跟随这个 [Curve] 变化。" msgid "Emission lifetime randomness ratio." msgstr "发射寿命随机率。" msgid "Each particle's scale will vary along this [Curve]." msgstr "每个粒子的缩放将跟随这个 [Curve] 变化。" msgid "" "Particle system's running speed scaling ratio. A value of [code]0[/code] can " "be used to pause the particles." msgstr "粒子系统的运行速度缩放比例。将值设为 [code]0[/code] 可用于暂停粒子。" msgid "" "Each particle's initial direction range from [code]+spread[/code] to [code]-" "spread[/code] degrees." msgstr "" "每个粒子的初始方向范围为 [code]+spread[/code] 到 [code]-spread[/code] 度。" msgid "Each particle's tangential acceleration will vary along this [Curve]." msgstr "每个粒子的切向加速度将跟随这个 [Curve] 变化。" msgid "Particle texture. If [code]null[/code], particles will be squares." msgstr "粒子纹理。如果为 [code]null[/code],则粒子将为正方形。" msgid "Particles are drawn in the order emitted." msgstr "粒子按发射顺序绘制。" msgid "Particles are drawn in order of remaining lifetime." msgstr "按照剩余寿命的顺序绘制粒子。" msgid "Represents the size of the [enum Parameter] enum." msgstr "表示 [enum Parameter] 枚举的大小。" msgid "Present for consistency with 3D particle nodes, not used in 2D." msgstr "为了与 3D 粒子节点保持一致而存在,在 2D 中不使用。" msgid "All particles will be emitted from a single point." msgstr "所有粒子将从一个点发射。" msgid "" "Particles will be emitted on the surface of a sphere flattened to two " "dimensions." msgstr "粒子将在展平为二维的球体表面上发射。" msgid "Particles will be emitted in the area of a rectangle." msgstr "粒子将在矩形区域内发射。" msgid "" "Particles will be emitted at a position chosen randomly among [member " "emission_points]. Particle color will be modulated by [member " "emission_colors]." msgstr "" "粒子将在 [member emission_points] 中随机选择的位置发射。粒子颜色将通过 " "[member emission_colors] 进行调制。" 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 "" "粒子将在 [member emission_points] 中随机选择的位置发射。粒子的速度和旋转将基" "于 [member emission_normals] 进行设置。粒子颜色将通过 [member " "emission_colors] 进行调制。" msgid "Represents the size of the [enum EmissionShape] enum." msgstr "表示 [enum EmissionShape] 枚举的大小。" msgid "CPU-based 3D particle emitter." msgstr "基于 CPU 的 3D 粒子发射器。" msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_BOX]." msgstr "" "如果 [member emission_shape] 设置为 [constant EMISSION_SHAPE_BOX],则矩形的范" "围。" msgid "" "The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING]." msgstr "使用发射器时的环轴 [constant EMISSION_SHAPE_RING]。" msgid "" "The height of the ring when using the emitter [constant EMISSION_SHAPE_RING]." msgstr "使用发射器时环的高度 [constant EMISSION_SHAPE_RING]。" msgid "" "The inner radius of the ring when using the emitter [constant " "EMISSION_SHAPE_RING]." msgstr "使用发射器时环的内半径 [constant EMISSION_SHAPE_RING]。" msgid "" "The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]." msgstr "使用发射器时的圆环半径 [constant EMISSION_SHAPE_RING]。" msgid "" "The sphere's radius if [enum EmissionShape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" "如果 [enum EmissionShape] 设置为 [constant EMISSION_SHAPE_SPHERE],则球体的半" "径。" msgid "" "Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts " "particles to X/Z plane." msgstr "" "Y/Z 平面中的 [member spread] 数量。值 [code]1[/code] 将粒子限制在 X/Z 平面" "上。" msgid "" "The [Mesh] used for each particle. If [code]null[/code], particles will be " "spheres." msgstr "每个粒子使用的 [Mesh]。如果为 [code]null[/code],则粒子将为球形。" 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 "" "每个粒子的初始方向范围为 [code]+spread[/code] 至 [code]-spread[/code] 度。适" "用于 X/Z 平面和 Y/Z 平面。" msgid "Particles are drawn in order of depth." msgstr "粒子按深度顺序绘制。" msgid "Particles will be emitted in the volume of a sphere." msgstr "粒子将在球体的体积中发射。" msgid "Particles will be emitted in the volume of a box." msgstr "粒子将在盒子的体积中发射。" msgid "Particles will be emitted in a ring or cylinder." msgstr "粒子将以环形或圆柱的形式发射出来。" msgid "Access to advanced cryptographic functionalities." msgstr "访问高级加密功能。" msgid "A cryptographic key (RSA)." msgstr "加密密钥(RSA)。" msgid "A CSG Box shape." msgstr "CSG 盒子形状。" msgid "Prototyping levels with CSG" msgstr "使用 CSG 设计关卡原型" msgid "The material used to render the box." msgstr "用于渲染盒子的材质。" msgid "A CSG node that allows you to combine other CSG modifiers." msgstr "允许您组合其他 CSG 修改器的 CSG 节点。" msgid "A CSG Cylinder shape." msgstr "CSG 圆柱形状。" msgid "" "If [code]true[/code] a cone is created, the [member radius] will only apply " "to one side." msgstr "如果为 [code]true[/code],则创建圆锥,仅在一侧应用 [member radius]。" msgid "The height of the cylinder." msgstr "圆柱体的高度。" msgid "The material used to render the cylinder." msgstr "用于渲染圆柱体的材质。" msgid "The radius of the cylinder." msgstr "圆柱体的半径。" msgid "" "The number of sides of the cylinder, the higher this number the more detail " "there will be in the cylinder." msgstr "圆柱体的边数越多,圆柱体的细节越多。" 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 "" "如果为 [code]true[/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来" "是圆形的。如果为 [code]false[/code],则圆柱体将具有平坦的阴影表现。" msgid "A CSG Mesh shape that uses a mesh resource." msgstr "使用网格资源的 CSG 网格形状。" msgid "The [Material] used in drawing the CSG shape." msgstr "用于绘制 CSG 形状的 [Material]。" 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 "" "用来作为 CSG 形状的 [Mesh] 资源。\n" "[b]注意:[/b]当使用 [ArrayMesh] 时,除非需要一个平面着色器,否则要避免使用顶" "点法线的网格。默认情况下,CSGMesh 会忽略网格的顶点法线,并使用面的法线计算平" "整的着色器。如果需要使用平面着色器,请确保所有面的顶点法线是平行的。" msgid "Extrudes a 2D polygon shape to create a 3D mesh." msgstr "拉伸 2D 多边形形状以创建 3D 网格。" msgid "" "When [member mode] is [constant MODE_DEPTH], the depth of the extrusion." msgstr "当 [member mode] 为 [constant MODE_DEPTH] 时,挤出的深度。" msgid "The [member mode] used to extrude the [member polygon]." msgstr "用于挤出 [member polygon] 的 [member mode] 。" 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 "" "当 [member mode] 为[constant MODE_PATH] 时,默认情况下,[member material] 的" "上半部分会沿着挤出形状的整个长度被拉伸。如果为 [code]false[/code],挤出的每一" "步都会重复材质的上半部分。" msgid "" "When [member mode] is [constant MODE_PATH], the path interval or ratio of " "path points to extrusions." msgstr "" "当 [member mode] 为 [constant MODE_PATH] 时,路径间隔或路径点比例挤出。" 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 "" "当 [member mode] 为 [constant MODE_PATH] 时,这将确定间隔是按距离([constant " "PATH_INTERVAL_DISTANCE])还是细分分数([constant PATH_INTERVAL_SUBDIVIDE])。" 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 "" "当 [member mode] 为 [constant MODE_PATH] 时,如果 [code]true[/code] 路径的两" "端会被连接起来,在路径的最后一个点和第一个点之间添加挤出。" msgid "" "When [member mode] is [constant MODE_PATH], the [enum PathRotation] method " "used to rotate the [member polygon] as it is extruded." msgstr "" "当 [member mode] 为 [constant MODE_PATH] 时,[enum PathRotation] 方法用于在挤" "出时旋转[member polygon]。" msgid "" "When [member mode] is [constant MODE_PATH], extrusions that are less than " "this angle, will be merged together to reduce polygon count." msgstr "" "当 [member mode] 为 [constant MODE_PATH] 时,小于此角度的挤出将合并在一起以减" "少多边形数量。" 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 "" "当 [member mode] 为 [constant MODE_PATH] 时,这是纹理坐标沿着路径的距离,以米" "为单位,将进行平铺。当设置为 0 时,纹理坐标将与几何图形完全匹配,没有平铺。" 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 "" "顶点数组,用于定义要挤出的 2D 多边形。需要包含 3 个或更多顶点,可以是凸多边形" "也可以是凹多边形。该多边形中[i]不能[/i]存在相交的边。否则,三角形化会失败,不" "会生成任何网格。\n" "[b]注意:[/b]如果 [member polygon] 中只定义了 1 个或 2 个顶点,则不会生成网" "格。" msgid "If [code]true[/code], applies smooth shading to the extrusions." msgstr "如果为 [code]true[/code],则对挤出应用平滑着色。" msgid "" "When [member mode] is [constant MODE_SPIN], the total number of degrees the " "[member polygon] is rotated when extruding." msgstr "" "当 [member mode] 为 [constant MODE_SPIN],[member polygon] 在挤出时旋转的总度" "数。" msgid "" "When [member mode] is [constant MODE_SPIN], the number of extrusions made." msgstr "[member mode] 为 [constant MODE_SPIN] 时,挤出的次数。" msgid "The [member polygon] shape is extruded along the negative Z axis." msgstr "[member polygon] 形状沿负 Z 轴挤出。" msgid "" "The [member polygon] shape is extruded by rotating it around the Y axis." msgstr "[member polygon] 形状通过围绕 Y 轴旋转来挤出。" msgid "" "The [member polygon] shape follows the path and its rotations around the " "path axis." msgstr "[member polygon] 多边形的形状跟随路径及其围绕路径轴的旋转。" 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 "" "当 [member mode] 被设置为 [constant MODE_PATH] 时,[member path_interval] 将" "决定路径的每个间隔将被挤出的距离,单位为米。" msgid "" "When [member mode] is set to [constant MODE_PATH], [member path_interval] " "will subdivide the polygons along the path." msgstr "" "当 [member mode] 被设置为 [constant MODE_PATH]时,[member path_interval] 将沿" "着路径细分多边形。" msgid "Base class for CSG primitives." msgstr "CSG 图元的基类。" msgid "The CSG base class." msgstr "CSG 基类。" msgid "" "Returns [code]true[/code] if this is a root shape and is thus the object " "that is rendered." msgstr "如果这是根形状,因此是渲染的对象,则返回 [code]true[/code]。" 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 "" "计算允许使用法线贴图的 CSG 形状的切线。这仅适用于根部形状,此设置将在所有子级" "上均被忽略。" 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=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" "这个区域所处的物理层。\n" "可碰撞的物体可以存在于 32 个不同层中的任何一个。这些层的工作就像一个标签系" "统,而不是可视化的。一个可碰撞物体可以使用这些层来选择它可以与哪些物体碰撞," "使用 collision_mask 属性。\n" "如果对象 A 在对象 B 所扫描的任何层中,或者对象 B 在对象 A 所扫描的任何层中," "就会检测到接触。详情请参阅文档中的[url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》[/url]。" 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 "" "在此形状上执行的操作。对于第一个 CSG 子节点,将忽略此操作,因为操作是在此节点" "与该节点父级的上一个子级之间进行的。" 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 "" "捕捉使网格捕捉到给定的距离,以便两个网格的面可以完美对齐。较低的值会导致较高" "的精度,但可能难以调整。" msgid "" "Geometry of both primitives is merged, intersecting geometry is removed." msgstr "合并两个图元的几何体,移除相交的几何体。" msgid "Only intersecting geometry remains, the rest is removed." msgstr "仅保留相交的几何,其余的将被移除。" msgid "" "The second shape is subtracted from the first, leaving a dent with its shape." msgstr "从第一个形状减去第二个形状,留下一个带有其形状的凹痕。" msgid "A CSG Sphere shape." msgstr "CSG 球形形状。" msgid "The material used to render the sphere." msgstr "用于渲染球体的材质。" msgid "Number of vertical slices for the sphere." msgstr "球体的垂直切片数。" msgid "Radius of the sphere." msgstr "球体的半径。" msgid "Number of horizontal slices for the sphere." msgstr "球体的水平切片数。" 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 "" "如果为 [code]true[/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来" "是圆形的。如果为 [code]false[/code],则圆柱体将具有平坦的阴影表现。" msgid "A CSG Torus shape." msgstr "CSG 圆环形状。" msgid "The inner radius of the torus." msgstr "圆环的内半径。" msgid "The material used to render the torus." msgstr "用于渲染圆环的材质。" msgid "The outer radius of the torus." msgstr "圆环的外半径。" msgid "The number of edges each ring of the torus is constructed of." msgstr "构造每个圆环的边缘的数量。" msgid "The number of slices the torus is constructed of." msgstr "构成圆环的切片数。" 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 "" "如果 [code]true[/code] 设置圆环的法线以提供平滑效果,则使圆环看起来是圆形的。" "如果为 [code]false[/code],则圆环将具有平坦的阴影表现。" msgid "" "A script implemented in the C# programming language (Mono-enabled builds " "only)." msgstr "用 C# 编程语言实现的脚本(仅 Mono 版本中存在)。" 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 "" "这个类表示 C# 脚本,是 [GDScript] 类在 C# 中的对等体,仅在启用了 Mono 的 " "Godot 版本中可用。\n" "另请参阅 [GodotSharp]。" msgid "Returns a new instance of the script." msgstr "返回该脚本的新实例。" msgid "A mathematic curve." msgstr "数学曲线。" 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 "" "可以保存并重新用于其他对象的曲线。默认情况下,它在 Y 轴上的范围在 [code]0[/" "code] 到 [code]1[/code] 之间,并且位置点相对于 [code]0.5[/code] Y 位置。\n" "另请参阅为颜色插值设计的 [Gradient]。另请参阅 [Curve2D] 和 [Curve3D]。" 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 "" "在曲线上添加一个点。对于每一侧,如果 [code]*_mode[/code] 为 [constant " "TANGENT_LINEAR],则 [code]*_tangent[/code] 角度(以度为单位)将使用曲线到邻近" "点的一半的斜率。如果 [code]*_mode[/code] 设置为 [constant TANGENT_FREE],则允" "许自定义分配给 [code]*_tangent[/code] 的角度。" msgid "Recomputes the baked cache of points for the curve." msgstr "重新计算曲线的烘焙点缓存。" msgid "Removes all points from the curve." msgstr "从曲线中移除所有点。" msgid "Removes the point at [code]index[/code] from the curve." msgstr "从曲线中移除 [code]index[/code] 处的点。" msgid "Sets the offset from [code]0.5[/code]." msgstr "设置相对于 [code]0.5[/code] 的偏移量。" msgid "The number of points to include in the baked (i.e. cached) curve data." msgstr "烘焙(即缓存)曲线数据中包含的点的数量。" msgid "The maximum value the curve can reach." msgstr "曲线能达到的最大值。" msgid "The minimum value the curve can reach." msgstr "曲线能达到的最小值。" msgid "Emitted when [member max_value] or [member min_value] is changed." msgstr "更改 [member max_value] 或 [member min_value] 时发出。" msgid "The tangent on this side of the point is user-defined." msgstr "点这边的切线是用户自定义的。" msgid "" "The curve calculates the tangent on this side of the point as the slope " "halfway towards the adjacent point." msgstr "曲线计算点的这一侧的切线,作为向相邻点的一半的斜率。" msgid "The total number of available tangent modes." msgstr "可用切线模式的总数。" msgid "Describes a Bézier curve in 2D space." msgstr "描述 2D 空间的贝塞尔曲线。" 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 "" "该类描述了 2D 空间中的贝塞尔曲线。它主要用于给 [Path2D] 一个形状,但也可以手" "动采样用于其他目的。\n" "它保留了沿曲线的预计算点的缓存,以加快进一步的计算。" msgid "" "Returns the total length of the curve, based on the cached points. Given " "enough density (see [member bake_interval]), it should be approximate enough." msgstr "" "根据缓存的点,返回曲线的总长度。给予足够的密度(见 [member bake_interval])," "它应该是足够近似的。" 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 "" "从曲线上删除点 [code]idx[/code] 。如果 [code]idx[/code] 越界,会向控制台发送" "错误信息。" 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 "" "相邻两个缓存点之间的距离,以像素为单位。改变它将迫使缓存在下次调用 [method " "get_baked_points] 或 [method get_baked_length] 函数时重新计算。距离越小,缓存" "中的点越多,占用的内存也越多,所以使用时要注意。" msgid "Describes a Bézier curve in 3D space." msgstr "描述 3D 空间的贝兹尔曲线。" 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 "" "相邻两个缓存点之间的距离,单位为米。改变它将迫使缓存在下次调用 [method " "get_baked_points] 或 [method get_baked_length] 函数时重新计算。距离越小,缓存" "中的点越多,占用的内存也越多,所以使用时要注意。" msgid "A texture that shows a curve." msgstr "显示曲线的纹理。" msgid "The [Curve] that is rendered onto the texture." msgstr "渲染到纹理上的 [Curve]。" 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 "" "纹理宽度(单位为像素)。较大的值能够更好地表示高频数据(例如方向的突变),但" "会增加生成时间和内存占用。" msgid "Class representing a cylindrical [PrimitiveMesh]." msgstr "表示圆柱形 [PrimitiveMesh] 的类。" 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 "" "表示圆柱形 [PrimitiveMesh] 的类。通过将 [member top_radius] 或 [member " "bottom_radius] 属性设置为 [code]0.0[/code],这个类可以用来创建圆锥体。" msgid "Full height of the cylinder." msgstr "缸体的全高。" msgid "" "Number of radial segments on the cylinder. Higher values result in a more " "detailed cylinder/cone at the cost of performance." msgstr "" "圆柱体上的径向段数。更高的值会生成更细致的圆柱体或圆锥体,但以性能为代价。" 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 "" "沿圆柱体的高度的边缘环的数量。除非使用着色器或程序网格工具来更改顶点数据,否" "则更改 [member rings] 不会影响显示,[member rings] 应保持其默认值。较高的值会" "产生更多的细分,这可用于使用着色器或程序式网格工具创建更平滑的显示效果,但以" "性能为代价。" msgid "The cylinder's height." msgstr "圆柱体的高度。" msgid "The cylinder's radius." msgstr "圆柱体的半径。" msgid "Damped spring constraint for 2D physics." msgstr "2D 物理的阻尼弹簧约束。" msgid "" "Damped spring constraint for 2D physics. This resembles a spring joint that " "always wants to go back to a given length." msgstr "2D 物理的阻尼弹簧约束。这类似于总是想回到给定长度的弹簧关节。" 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 "" "弹簧关节的阻尼比。值在 [code]0[/code] 和 [code]1[/code] 之间。当两个机构移动" "到不同的方向时,系统会尝试将它们再次对准弹簧轴。高的 [code]damping[/code] 值" "迫使连接的机构更快地对齐。" msgid "" "The spring joint's maximum length. The two attached bodies cannot stretch it " "past this value." msgstr "弹簧关节的最大长度。两个连接体不能超过这个值。" 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 "" "当连接到弹簧关节的机构移动时,它们会拉伸或挤压它。关节总是尝试向这个长度调" "整。" 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 "" "该值越大,连接在关节上的机构变形越小。关节对各机构施加一个相反的力,即刚度乘" "以与其静止长度的大小差的乘积。" msgid "Dictionary type." msgstr "字典类型。" msgid "GDScript basics: Dictionary" msgstr "GDScript 基础:字典" msgid "Constructs an empty [Dictionary]." msgstr "构造空的 [Dictionary]。" msgid "Returns the list of keys in the dictionary." msgstr "返回该字典中的键列表。" msgid "Returns the list of values in this dictionary." msgstr "返回该字典中的值列表。" msgid "Type used to handle the filesystem." msgstr "用于处理文件系统的类型。" msgid "File system" msgstr "文件系统" 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 "" "返回上一次 [method get_next] 调用处理的当前项目是否为目录([code].[/code] 和 " "[code].[/code] 属于目录)。" msgid "" "Returns whether the target directory exists. The argument can be relative to " "the current directory, or an absolute path." msgstr "" "返回目标目录是否存在。参数可以是相对于当前目录的路径,也可以是绝对路径。" msgid "" "Returns the absolute path to the currently opened directory (e.g. " "[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])." msgstr "" "返回当前打开目录的绝对路径(例如 [code]res://文件夹[/code] 或 [code]C:" "\\tmp\\文件夹[/code])。" 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 "" "在 Windows 上,返回挂载在当前文件系统上的驱动器(分区)数量。\n" "在 macOS 上,返回挂载卷的数量。\n" "在 Linux 上,返回挂载卷与 GTK 3 书签的数量。\n" "在其他平台上,该方法返回 0。" 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 "" "在 Windows 上,返回作为参数传递的驱动器(分区)的名称(例如 [code]C:[/" "code])。\n" "在 macOS 上,返回作为参数传递的挂载卷的路径。\n" "在 Linux 上,返回作为参数传递的挂载卷或 GTK 3 书签的路径。\n" "在其他平台上,或者当请求的驱动器不存在时,该方法会返回空的 String。" 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 "" "关闭用 [method list_dir_begin] 打开的当前流(并不关注是否已经用 [method " "get_next] 完成处理)。" msgid "Directional light from a distance, as from the Sun." msgstr "来自远处的平行光,如太阳光。" 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 "" "如果为 [code]true[/code],会牺牲阴影的细节,换取分割区域之间更平滑的过渡。启" "用阴影混合分割同时也会带来一些性能消耗。当 [member directional_shadow_mode] " "为 [constant SHADOW_ORTHOGONAL] 时会被忽略。" 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 "" "阴影分割的最大距离。将这个值增大会让方向阴影在更远处可见,代价是整体的阴影细" "节降低和性能(因为渲染方向阴影时需要包含更多的对象)。" msgid "The light's shadow rendering algorithm. See [enum ShadowMode]." msgstr "灯光的阴影渲染算法。见 [enum ShadowMode]。" 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 "" "相机到阴影分割 1 的距离。相对于 [member directional_shadow_max_distance]。只" "有当 [member directional_shadow_mode] 为 [constant SHADOW_PARALLEL_2_SPLITS] " "或 [constant SHADOW_PARALLEL_4_SPLITS] 时才使用。" 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 "" "从阴影分割 2 到分割 3 的距离。相对于 [member " "directional_shadow_max_distance]。只有当 [member directional_shadow_mode] 为 " "[constant SHADOW_PARALLEL_4_SPLITS] 时才使用。" 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 "" "从正交的角度渲染整个场景的阴影图。这是最快的方向性阴影模式。可能会导致近距离" "物体的阴影更模糊。" 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 "" "将视图分割成2个区域,每个区域都有自己的阴影图。这个阴影模式是[constant " "SHADOW_ORTHOGONAL]和[constant SHADOW_PARALLEL_4_SPLITS]在性能上的折中。" msgid "" "Splits the view frustum in 4 areas, each with its own shadow map. This is " "the slowest directional shadow mode." msgstr "" "将视图frustum分成4个区域,每个区域都有自己的阴影图。这是最慢的方向性阴影模" "式。" msgid "" "Returns the total number of available tablet drivers.\n" "[b]Note:[/b] This method is implemented on Windows." msgstr "" "返回可用的数位板驱动程序的总数。\n" "[b]注意:[/b]该方法在 Windows 上实现。" msgid "" "Returns the tablet driver name for the given index.\n" "[b]Note:[/b] This method is implemented on Windows." msgstr "" "返回给定索引的数位板驱动程序名称。\n" "[b]注意:[/b]该方法在 Windows 上实现。" msgid "" "Returns the on-screen keyboard's height in pixels. Returns 0 if there is no " "keyboard or if it is currently hidden." msgstr "" "返回键盘在屏幕上的高度,单位为像素。如果没有键盘或当前键盘被隐藏,则返回0。" msgid "Hides the virtual keyboard if it is shown, does nothing otherwise." msgstr "如果虚拟键盘为显示状态则隐藏虚拟键盘,否则不做任何操作。" msgid "Makes the mouse cursor visible if it is hidden." msgstr "如果鼠标光标处于隐藏状态,则使其可见。" msgid "Makes the mouse cursor hidden if it is visible." msgstr "如果鼠标光标是可见的,则使其隐藏。" msgid "Helper class to implement a DTLS server." msgstr "实现 DTLS 服务器的辅助类。" msgid "A script that is executed when exporting the project." msgstr "在导出项目时执行的脚本。" 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 "" "[EditorExportPlugin] 会在用户导出项目时自动调用。它们最常见的用途是确定哪些文" "件应该包含在导出的项目中。对于每个插件,导出过程开始时都会调用 [method " "_export_begin],然后会为每一个导出的文件调用 [method _export_file]。\n" "要使用 [EditorExportPlugin],请先用 [method EditorPlugin.add_export_plugin] " "注册。" msgid "" "Virtual method to be overridden by the user. Called when the export is " "finished." msgstr "可以被用户重写的虚方法。在导出完成后被调用。" msgid "" "Adds a C++ code to the iOS export. The final code is created from the code " "appended by each active export plugin." msgstr "" "将 C++ 代码添加到 iOS 导出中。最终的代码是由每个激活的导出插件附加的代码创建" "的。" msgid "" "Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to " "Linking Phase in iOS's Xcode project." msgstr "" "在 iOS 的 Xcode 项目中链接阶段添加静态库(*.a)或动态库(*.dylib、*." "framework)。" msgid "Adds linker flags for the iOS export." msgstr "为 iOS 导出添加链接器标志。" msgid "Adds content for iOS Property List files." msgstr "为 iOS 属性列表文件添加内容。" msgid "" "To be called inside [method _export_file]. Skips the current file, so it's " "not included in the export." msgstr "在 [method _export_file] 中调用。跳过当前文件,因此它不包括在导出中。" msgid "" "An editor feature profile which can be used to disable specific features." msgstr "编辑器功能配置文件,可用于禁用特定功能。" 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 "" "编辑器功能配置文件可以用来禁用 Godot 编辑器的特定功能。当禁用时,这些功能将不" "会出现在编辑器中,从而使编辑器不那么混乱。这个设置使编辑器更简洁,在团队中工" "作时。例如,游戏美术和关卡设计师可以使用禁用脚本编辑器的功能配置文件,以避免" "意外地对他们不应该编辑的文件进行更改。\n" "要可视化地管理编辑器功能配置文件,请使用编辑器窗口顶部的[b]编辑器 >管理功能配" "置文件...[/b]。" 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 "" "从文件中加载一个编辑器功能配置文件。该文件必须遵循 JSON 格式,通过使用功能配" "置文件管理器的[b]导出[/b]按钮或 [method save_to_file] 方法获得。" 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 "" "将编辑器的功能配置保存到 JSON 格式的文件中。然后可以使用功能配置文件管理器的" "[b]导入[/b]按钮或 [method load_from_file] 方法导入它。" 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 "" "3D 编辑器。如果禁用此功能,3D 编辑器将不显示,但 3D 节点仍将显示在“创建新 " "Node”对话框中。" 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 "" "脚本选项卡,它包含脚本编辑器和类引用浏览器。如果该功能被禁用,脚本选项卡将不" "会显示。" msgid "" "The AssetLib tab. If this feature is disabled, the AssetLib tab won't " "display." msgstr "AssetLib 选项卡。如果禁用此功能,则不会显示 AssetLib 选项卡。" msgid "" "Scene tree editing. If this feature is disabled, the Scene tree dock will " "still be visible but will be read-only." msgstr "场景树编辑。如果禁用此功能,场景树面板仍将可见,但将是只读的。" msgid "" "The Node dock. If this feature is disabled, signals and groups won't be " "visible and modifiable from the editor." msgstr "节点面板。如果此功能被禁用,信号和组将不可见,也不能从编辑器中修改。" msgid "" "The FileSystem dock. If this feature is disabled, the FileSystem dock won't " "be visible." msgstr "文件系统面板。如果禁用此功能,则文件系统面板将不可见。" msgid "" "The Import dock. If this feature is disabled, the Import dock won't be " "visible." msgstr "导入扩展面板。如果禁用此功能,则导入扩展面板将不可见。" msgid "A modified version of [FileDialog] used by the editor." msgstr "编辑器使用的 [FileDialog] 的修改版。" msgid "Removes all filters except for \"All Files (*)\"." msgstr "移除“All Files(*)”筛选器之外的所有筛选器。" msgid "" "Returns the [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 "" "返回用于显示文件系统的 [code]VBoxContainer[/code]。\n" "[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你想隐藏" "它或它的任何子节点,请使用 [member CanvasItem.visible] 属性。" msgid "" "Notify the [EditorFileDialog] that its view of the data is no longer " "accurate. Updates the view contents on next view update." msgstr "" "通知 [EditorFileDialog] 它的数据视图不再准确。在下次视图更新时更新视图内容。" msgid "" "The location from which the user may select a file, including [code]res://[/" "code], [code]user://[/code], and the local file system." msgstr "" "用户可以选择文件的位置,包括 [code]res://[/code]、[code]user://[/code] 和本地" "文件系统。" msgid "The currently occupied directory." msgstr "当前占用的目录。" msgid "The currently selected file." msgstr "当前选择的文件。" msgid "The file system path in the address bar." msgstr "地址栏中的文件系统路径。" msgid "" "If [code]true[/code], the [EditorFileDialog] will not warn the user before " "overwriting files." msgstr "" "如果为 [code]true[/code],[EditorFileDialog] 将不会在覆盖文件之前警告用户。" msgid "" "The view format in which the [EditorFileDialog] displays resources to the " "user." msgstr "[EditorFileDialog] 向用户显示资源的视图格式。" msgid "Emitted when a directory is selected." msgstr "选择目录时触发。" msgid "Emitted when a file is selected." msgstr "选择文件时触发。" msgid "Emitted when multiple files are selected." msgstr "选择多个文件时触发。" msgid "" "The [EditorFileDialog] can select only one file. Accepting the window will " "open the file." msgstr "[EditorFileDialog] 仅可以选择一个文件,选择同意窗口将会打开这个文件。" msgid "" "The [EditorFileDialog] can select multiple files. Accepting the window will " "open all files." msgstr "" "[EditorFileDialog] 可以选择多个文件,选择同意窗口将会打开所有选择的文件。" msgid "" "The [EditorFileDialog] can select only one directory. Accepting the window " "will open the directory." msgstr "[EditorFileDialog] 可以选择一个目录,选择同意窗口将会打开这个目录。" msgid "" "The [EditorFileDialog] can select a file or directory. Accepting the window " "will open it." msgstr "" "[EditorFileDialog] 可以选择一个文件或者目录,选择同意窗口将会打开这个文件或目" "录。" msgid "" "The [EditorFileDialog] can select only one file. Accepting the window will " "save the file." msgstr "[EditorFileDialog] 可以选择一个文件,选择同意窗口将会保存这个文件。" msgid "" "The [EditorFileDialog] can only view [code]res://[/code] directory contents." msgstr "[EditorFileDialog] 只能查看 [code]res://[/code] 目录里的内容。" msgid "" "The [EditorFileDialog] can only view [code]user://[/code] directory contents." msgstr "[EditorFileDialog] 只能查看[code]user://[/code] 目录里的内容。" msgid "The [EditorFileDialog] can view the entire local file system." msgstr "[EditorFileDialog] 可以查看整个本地文件系统。" msgid "The [EditorFileDialog] displays resources as thumbnails." msgstr "[EditorFileDialog] 以图标的形式显示资源。" msgid "The [EditorFileDialog] displays resources as a list of filenames." msgstr "[EditorFileDialog] 以文件名列表的形式显示资源。" msgid "Resource filesystem, as the editor sees it." msgstr "编辑器可以浏览的资源文件系统。" 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 "" "这个对象储存着文件系统里所有的资源的信息,类型和其他。\n" "[b]注意:[/b]这个类不应该被直接实例化。应该使用下列方法 [method " "EditorInterface.get_resource_filesystem] 来读取单例。" 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 "" "返回文件的资源类型,给定完整路径。这将返回字符串,如 [code]\"Resource\"[/" "code] 或 [code]\"GDScript\"[/code],[i]不是[/i]文件扩展名,如 [code]\".gd\"[/" "code]。" msgid "Gets the root directory object." msgstr "获取根目录对象。" msgid "Returns the scan progress for 0 to 1 if the FS is being scanned." msgstr "如果文件系统正在被扫描,返回扫描的进度,值为 0-1。" msgid "Returns [code]true[/code] if the filesystem is being scanned." msgstr "如果文件系统正在进行扫描,则返回 [code]true[/code]。" msgid "Scan the filesystem for changes." msgstr "扫描文件系统的改动。" msgid "Check if the source of any imported resource changed." msgstr "检查是否更改了已导入资源的来源。" msgid "Emitted if the filesystem changed." msgstr "在文件系统更改的时候触发。" msgid "Emitted if a resource is reimported." msgstr "重新导入资源时触发。" msgid "" "Emitted if at least one resource is reloaded when the filesystem is scanned." msgstr "如果在扫描文件系统的时候,至少有一个资源被重新加载,则触发该信号。" msgid "Emitted if the source of any imported file changed." msgstr "如果导入文件的来源发生变化,则触发。" msgid "A directory for the resource filesystem." msgstr "资源文件系统的目录。" msgid "A more generalized, low-level variation of the directory concept." msgstr "目录概念的一个更概括的、低级的概念。" msgid "Returns the number of files in this directory." msgstr "返回目录里文件的数量。" msgid "Returns the name of this directory." msgstr "返回这个目录的名字。" 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 "" "返回这个目录的上层目录,如果在 [code]res://[/code] 或 [code]user://[/code] 调" "用这个方法,将会返回 [code]null[/code]。" msgid "Returns the path to this directory." msgstr "返回这个目录的路径。" msgid "Returns the number of subdirectories in this directory." msgstr "返回这个目录的子目录的数量。" 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 "" "在编辑器中注册一个自定义资源导入器。使用该类来解析任何文件,并将其作为新的资" "源类型导入。" msgid "Import plugins" msgstr "导入插件" 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 "" "获取该索引下预设的选项和默认值。返回一个字典数组,包含以下键名:[code]name[/" "code]、[code]default_value[/code]、[code]property_hint[/code](可选)、" "[code]hint_string[/code](可选)、[code]usage[/code](可选)。" 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 "" "获取该导入器在导入资源时的运行顺序。具有[i]较低[/i]导入顺序的导入器将被首先调" "用,较高值的将被其后调用。使用这个来确保导入器在依赖项已经被导入后执行。默认" "的导入顺序是 [code]0[/code],除非被指定的导入器重写。参阅 [enum " "ResourceImporter.ImportOrder] 了解相关预定义的值。" msgid "Gets the unique name of the importer." msgstr "获取导入者的唯一名称。" msgid "Gets the name of the options preset at this index." msgstr "获取该索引处预设的选项名称。" 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 "" "获取该插件对识别的扩展的优先级。优先级越高的插件会被优先选择。默认的优先级是 " "[code]1.0[/code]。" msgid "" "Gets the list of file extensions to associate with this loader (case-" "insensitive). e.g. [code][\"obj\"][/code]." msgstr "" "获取与该加载器相关联的文件扩展名列表(不区分大小写),例如 [code][\"obj\"][/" "code]。" msgid "" "Gets the Godot resource type associated with this loader. e.g. " "[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]." msgstr "" "获取与此加载程序关联的 Godot 资源类型,例如 [code]\"Mesh\"[/code] 或 " "[code]\"Animation\"[/code]。" 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 "" "获取在导入窗口中显示的名称。你应该选择这个名字作为“导入为”的延续,例如“导入" "为 Special Mesh”。" msgid "A control used to edit properties of an object." msgstr "用于编辑对象属性的控件。" msgid "Emitted when a property is edited in the inspector." msgstr "在检查器中编辑属性时触发。" 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 "" "当属性在检查器中被键入时触发。当动画面板打开时,可通过点击属性旁边的“钥匙”图" "标为属性添加关键帧。" msgid "Emitted when a property is selected in the inspector." msgstr "在检查器中选择属性时触发。" 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 "" "在检查器中切换布尔属性时发出。\n" "[b]注意:[/b]如果启用了内部 [code]autoclear[/code] 属性,则该信号永远不会触" "发。由于该属性在编辑器检查器中始终处于启用状态,因此编辑器本身绝不会发出该信" "号。" msgid "Emitted when a resource is selected in the inspector." msgstr "在检查器中选择资源时触发。" 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 "" "在检查器中编辑需要重启应用的属性时触发。仅在项目设置和编辑器设置中使用。" msgid "Inspector plugins" msgstr "检查器插件" msgid "Returns [code]true[/code] if this object can be handled by this plugin." msgstr "如果此插件可以处理此对象返回 [code]true[/code]。" msgid "Adds a custom control, which is not necessarily a property editor." msgstr "添加自定义控件,它不一定是属性编辑器。" msgid "Godot editor's interface." msgstr "Godot 编辑器的界面。" 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 "" "EditorInterface 让您可以控制 Godot 编辑器的窗口,它允许自定义窗口,保存和(重" "新)加载场景,渲染网格预览,检查和编辑资源和对象。它允许自定义窗口,保存和" "(重新)加载场景,渲染网格预览,检查和编辑资源和对象,并提供对 " "[EditorSettings]、[EditorFileSystem]、[EditorResourcePreview]、" "[ScriptEditor]、编辑器视口和场景信息的访问。\n" "[b]注意:[/b]这个类不应该直接实例化。相反,使用 [method EditorPlugin." "get_editor_interface] 访问单例。" msgid "" "Edits the given [Node]. The node will be also selected if it's inside the " "scene tree." msgstr "编辑给定的 [Node]。如果该节点在场景树内,将被选中。" 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 "" "编辑给定的 [Resource]。如果该资源是 [Script],你还可以使用 [method " "edit_script] 编辑,指定行列位置。" 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 "" "编辑给定的 [Script]。还可以指定所打开脚本的行和列。打开脚本所使用的编辑器是由" "用户为该脚本的语言所配置,可能是外部编辑器。" 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 "" "返回 Godot 编辑器窗口的主容器。例如,你可以用它来检索容器的大小并相应地放置你" "的控件。\n" "[b]警告:[/b]删除和释放这个节点将使编辑器失效,并可能导致崩溃。" msgid "Returns the current path being viewed in the [FileSystemDock]." msgstr "返回在 [FileSystemDock] 中查看的当前路径。" msgid "Returns the edited (current) scene's root [Node]." msgstr "返回正在编辑的(当前)场景的根 [Node]。" 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 "" "返回编辑器用户 UI 的实际比例([code]1.0[/code] 表示比例为 100%)。这可以用来" "调整由插件添加的用户 UI 的位置和尺寸。\n" "[b]注意:[/b]这个值是通过 [code]interface/editor/display_scale[/code] 和 " "[code]interface/editor/custom_display_scale[/code] 编辑器设置项来设置。编辑器" "必须重新启动才能正确应用这些变化。" msgid "Returns the editor's [EditorSettings] instance." msgstr "返回编辑器的 [EditorSettings] 实例。" 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 "" "返回编辑器的文件系统面板 [FileSystemDock] 实例。\n" "[b]警告:[/b]移除和释放此节点将使编辑器的一部分失去作用,并可能导致崩溃。" 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 "" "返回编辑器的属性检查器 [EditorInspector]实例。\n" "[b]警告:[/b]删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" msgid "Returns an [Array] with the file paths of the currently opened scenes." msgstr "返回包含当前打开的场景的文件路径的数组 [Array]。" msgid "" "Returns the name of the scene that is being played. If no scene is currently " "being played, returns an empty string." msgstr "返回正在播放的场景名称。如果当前没有场景正在播放,返回一个空字符串。" msgid "Returns the editor's [EditorFileSystem] instance." msgstr "返回编辑器的 [EditorFileSystem] 实例。" msgid "Returns the editor's [EditorResourcePreview] instance." msgstr "返回编辑器的 [EditorResourcePreview] 实例。" 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 "" "返回编辑器的脚本编辑器 [ScriptEditor] 实例。\n" "[b]警告:[/b]删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" msgid "Returns the editor's [EditorSelection] instance." msgstr "返回编辑器的 [EditorSelection] 实例。" msgid "" "Returns [code]true[/code] if a scene is currently being played, [code]false[/" "code] otherwise. Paused scenes are considered as being played." msgstr "" "如果场景正在播放,返回 [code]true[/code],否则返回 [code]false[/code]。暂停的" "场景将被视为正在播放。" msgid "Opens the scene at the given path." msgstr "打开给定路径中的场景。" msgid "Plays the currently active scene." msgstr "播放当前活动的场景。" msgid "Plays the scene specified by its filepath." msgstr "播放文件路径所指定的场景。" msgid "Plays the main scene." msgstr "播放主场景。" msgid "Reloads the scene at the given path." msgstr "重新加载给定路径的场景。" msgid "" "Sets the enabled status of a plugin. The plugin name is the same as its " "directory name." msgstr "设置插件的启用状态。插件名称与其目录名称相同。" msgid "Stops the scene that is currently playing." msgstr "停止当前正在播放的场景。" msgid "" "If [code]true[/code], enables distraction-free mode which hides side docks " "to increase the space available for the main view." msgstr "" "如果为 [code]true[/code],将启用专注模式,该模式会隐藏侧边面板,增加主视图的" "可用空间。" msgid "" "Removes everything in the gizmo including meshes, collisions and handles." msgstr "移除小工具中的一切,包括网格、碰撞和手柄。" 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 "" "设置该小工具的隐藏状态。如果为 [code]true[/code],则该小工具将被隐藏。如果为 " "[code]false[/code] 则会显示。" msgid "" "Override this method to provide the name that will appear in the gizmo " "visibility menu." msgstr "重写此方法以提供将出现在小工具可见性菜单中的名称。" msgid "" "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 "" "将新材质添加到插件的内部插件列表中。然后可以使用[method get_material]访问它。" "不会该被覆盖。" msgid "Used by the editor to extend its functionality." msgstr "由编辑器使用,用于扩展其功能。" 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 "" "编辑器使用插件来扩展功能。最常见的插件类型是编辑给定的节点或资源类型、导入插" "件和导出插件。另请参阅 [EditorScript] 向编辑器添加函数。" 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 "" "当编辑器将进行要保存项目、切换选项卡等操作时,将调用此方法。它要求插件应用任" "何暂挂状态更改以确保一致性。\n" "例如,在着色器编辑器中使用它来使插件将用户编写的着色代码应用于对象。" 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 "" "清除所有状态,并将正在编辑的对象重置为零。这可以确保你的插件不会一直编辑一个" "当前存在的节点,或者一个来自错误场景节点。" msgid "" "Called by the engine when the user disables the [EditorPlugin] in the Plugin " "tab of the project settings window." msgstr "当用户在项目设置窗口的插件选项卡中禁用 [EditorPlugin] 时,由引擎调用。" msgid "" "Called by the engine when the user enables the [EditorPlugin] in the Plugin " "tab of the project settings window." msgstr "当用户在项目设置窗口的插件选项卡中启用[EditorPlugin]时,由引擎调用。" 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 "" "这是为编辑基于脚本的对象的编辑器。您可以返回格式中的断点列表([code]script:" "line[/code]),例如:[code]res://path_to_script.gd:25[/code]。" 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 "" "在 Godot 编辑器中显示时,请在插件中覆盖此方法以提供插件的名称。\n" "对于主屏幕插件,它显示在屏幕顶部,在“2D”“3D”“脚本”“AssetLib”按钮的右侧。" 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 "" "当编辑器被要求变为可见时,该函数将被调用。它用于编辑特定对象类型的插件。\n" "记住,你必须手动管理所有编辑器控件的可见性。" 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 "" "这个方法在编辑器保存项目后或关闭项目时被调用,它要求插件保存编辑的外部场景/资" "源。" 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 "" "将控件添加到底部面板(包含“输出”“调试”“动画”等)。返回对添加的按钮的引用。您" "可以根据需要隐藏/显示按钮。停用插件后,请确保使用 [method " "remove_control_from_bottom_panel] 移除自定义控件,并使用 [method Node." "queue_free] 将其释放。" 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 "" "将自定义控件添加到容器中(见 [enum CustomControlContainer])。在编辑器用户界" "面中,有许多位置可以添加自定义控件。\n" "请记住,您必须自己管理您的自定义控件的可见性(并且很可能在添加后隐藏它)。\n" "当你的插件被停用时,请确保使用 [method remove_control_from_container] 删除你" "的自定义控件,并使用 [method Node.queue_free] 将其释放。" 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 "" "将控件添加到特定的停靠面板(有关选项,请参阅[enum DockSlot])。\n" "如果重新放置了停靠面板,并且只要插件处于活动状态,编辑器就会在以后的会话中保" "存停靠面板的位置。\n" "停用插件后,请确保使用[method remove_control_from_docks]删除自定义控件,并使" "用[method Node.queue_free]释放它。" 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 "" "注册一个新的编辑器导出插件 [EditorExportPlugin]。导出插件是用来在项目被导出时" "执行任务的。\n" "参见 [method add_inspector_plugin],了解如何注册一个插件的例子。" msgid "" "Returns the [EditorInterface] object that gives you control over Godot " "editor's window and its functionalities." msgstr "" "返回 [EditorInterface] 对象,该对象使您可以控制 Godot 编辑器的窗口及其功能。" 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 "" "获取用于创建脚本的编辑器对话框。\n" "[b]注意:[/b]用户可以在使用前对其进行配置。\n" "[b]警告:[/b]移除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" 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 "" "获取撤消/重做对象。编辑器中的大多数操作都是可以撤消的,因此请使用此对象来确保" "在需要时执行此操作。" msgid "Minimizes the bottom panel." msgstr "最小化底部面板。" msgid "Makes a specific item in the bottom panel visible." msgstr "使底部面板中的一个特定项目可见。" msgid "Queue save the project's editor layout." msgstr "排队保存项目的编辑器布局。" msgid "" "Removes the control from the bottom panel. You have to manually [method Node." "queue_free] the control." msgstr "从底部面板上删除控件。您必须手动 [method Node.queue_free] 释放控件。" msgid "" "Removes the control from the specified container. You have to manually " "[method Node.queue_free] the control." msgstr "从指定的容器中删除控件。您必须手动 [method Node.queue_free] 释放控件。" msgid "" "Removes the control from the dock. You have to manually [method Node." "queue_free] the control." msgstr "从扩展面板中删除控件。您必须手动 [method Node.queue_free] 释放控件。" msgid "Removes a custom type added by [method add_custom_type]." msgstr "删除由 [method add_custom_type] 添加的自定义类型。" msgid "Removes an export plugin registered by [method add_export_plugin]." msgstr "删除由 [method add_export_plugin] 注册的导出插件。" msgid "Removes an import plugin registered by [method add_import_plugin]." msgstr "删除由 [method add_import_plugin] 注册的导入插件。" msgid "Removes an inspector plugin registered by [method add_import_plugin]" msgstr "删除由 [method add_import_plugin] 注册的检查器插件" 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 "" "当用户改变工作空间([b]2D[/b]、[b]3D[/b]、[b]Script[/b]、[b]AssetLib[/b])时" "触发。也适用于由插件定义的自定义屏幕。" msgid "" "Emitted when 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 "" "在编辑器中更改场景时触发。该参数将返回刚刚变为活动状态的场景的根节点。如果此" "场景是新场景且为空,则参数将为[code]null[/code]。" msgid "" "Emitted when user closes a scene. The argument is file path to a closed " "scene." msgstr "当用户关闭场景时触发。参数是关闭场景的文件路径。" msgid "Represents the size of the [enum DockSlot] enum." msgstr "表示 [enum DockSlot] 枚举的大小。" msgid "Custom control to edit properties for adding into the inspector." msgstr "自定义控件属性添加到检查器中。" msgid "" "This control allows property editing for one or multiple properties into " "[EditorInspector]. It is added via [EditorInspectorPlugin]." msgstr "" "该控件可以将一个或多个属性编辑到 [EditorInspector] 中。通过 " "[EditorInspectorPlugin] 添加。" msgid "When this virtual function is called, you must update your editor." msgstr "当这个虚函数被调用时,你必须更新你的编辑器。" 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 "" "如果添加的任何控件可以获得键盘焦点,将其添加到此处。这样可以确保在检查器被刷" "新时恢复焦点。" msgid "Gets the edited object." msgstr "获取编辑后的对象。" msgid "" "Used by the inspector, set to [code]true[/code] when the property is " "checkable." msgstr "检查器会使用,当属性可勾选时,请设置为 [code]true[/code]。" msgid "" "Used by the inspector, set to [code]true[/code] when the property is checked." msgstr "检查器会使用,当属性已勾选时,请设置为 [code]true[/code]。" msgid "" "Used by the inspector, set to [code]true[/code] when the property is drawn " "with the editor theme's warning color. This is used for editable children's " "properties." msgstr "" "检查器会使用,当属性用编辑器主题的警告颜色着色时,请设置为 [code]true[/" "code]。这用于可编辑的子节点的属性。" msgid "" "Used by the inspector, set to [code]true[/code] when the property can add " "keys for animation." msgstr "检查器会使用,当属性可以为添加为动画键时,请设置为 [code]true[/code]。" msgid "Set this property to change the label (if you want to show one)." msgstr "设置此属性可改变标签(如果你想显示标签)。" msgid "" "Used by the inspector, set to [code]true[/code] when the property is read-" "only." msgstr "检查器会使用,当属性为只读时,请设置为 [code]true[/code]。" msgid "Used by sub-inspectors. Emit it if what was selected was an Object ID." msgstr "子检查器会使用。如果选择的是对象 ID,则触发。" msgid "" "Do not emit this manually, use the [method emit_changed] method instead." msgstr "不要手动触发,使用 [method emit_changed] 方法代替。" msgid "Emitted when a property was checked. Used internally." msgstr "检查属性时触发。在内部使用。" msgid "" "Emit it if you want to add this value as an animation key (check for keying " "being enabled first)." msgstr "如果您想将此值添加这个值为动画键,请触发它(首先检查是否启用了键控)。" msgid "Emit it if you want to key a property with a single value." msgstr "如果你想用一个单一的值来键入一个属性,请触发它。" msgid "" "If you want a sub-resource to be edited, emit this signal with the resource." msgstr "如果你想编辑一个子资源,请将此信号与资源一起发出。" msgid "Emitted when selected. Used internally." msgstr "选择时触发。内部使用。" msgid "Godot editor's control for selecting [Resource] type properties." msgstr "Godot 编辑器用于选择 [Resource] 类型属性的控件。" 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 "" "此 [Control] 节点用于编辑器的属性检查器以允许编辑 [Resource] 类型属性。它提供" "了创建、加载、保存和转换资源的选项。可以与 [EditorInspectorPlugin] 检查器插件" "一起使用以重新创建相同的行为。\n" "[b]注意:[/b]这个 [Control] 不包括资源的任何编辑器,因为编辑是由属性检查器本" "身或子检查器控制的。" 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 "" "返回一个与 [member base_type] 对应的所有允许的类型和子类型的列表。如果 " "[member base_type] 是空,将返回一个空的列表。" msgid "" "Sets the toggle mode state for the main button. Works only if [member " "toggle_mode] is set to [code]true[/code]." msgstr "" "设置主按钮的切换模式状态。只有当 [member toggle_mode] 被设置为 [code]true[/" "code] 时才起作用。" msgid "" "The base type of allowed resource types. Can be a comma-separated list of " "several options." msgstr "允许资源类型的基本类型。可以是几个选项的逗号分离列表。" msgid "If [code]true[/code], the value can be selected and edited." msgstr "如果为 [code]true[/code],则可以选择和编辑该值。" msgid "The edited resource value." msgstr "已编辑的资源值。" 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 "" "如果为 [code]true[/code],带有资源预览的主按钮在切换模式下工作。使用 [method " "set_toggle_pressed] 来手动设置状态。" msgid "Emitted when the value of the edited resource was changed." msgstr "当正在编辑的资源改变值时发出。" msgid "Helper to generate previews of resources or files." msgstr "帮助生成资源或文件的预览。" 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 "" "该对象用于生成文件资源的预览。\n" "[b]注意:[/b]不应该直接实例化这个类,而是使用[method EditorInterface." "get_resource_previewer]访问单例。而是,使用[method EditorInterface." "get_resource_previewer]访问单例。" msgid "Create an own, custom preview generator." msgstr "创建一个自定义的预览生成器。" msgid "" "Check if the resource changed, if so, it will be invalidated and the " "corresponding signal emitted." msgstr "检查资源是否发生变化,如果发生变化,则无效,并发出相应的信号。" msgid "Removes a custom preview generator." msgstr "移除自定义预览生成器。" msgid "Custom generator of previews." msgstr "自定义的预览生成器。" 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 "" "自定义代码来生成预览。请查看 [EditorSettings] 中的 [code]file_dialog/" "thumbnail_size[/code],找出适合做预览的尺寸。" 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 "" "从指定大小的给定资源生成预览。这必须始终执行。\n" "返回空纹理是失败的好方法,并让另一个生成器负责。\n" "注意!,因为始终从线程(而不是主线程)调用此函数。" msgid "Imports scenes from third-parties' 3D files." msgstr "从第三方的 3D 文件中导入场景。" msgid "Post-processes scenes after import." msgstr "导入后对场景进行后处理。" msgid "" "Called after the scene was imported. This method must return the modified " "version of the scene." msgstr "在场景被导入后触发。本方法必须返回场景的修改版本。" msgid "" "Returns the source file path which got imported (e.g. [code]res://scene.dae[/" "code])." msgstr "返回导入的源文件路径(如[code]res://scene.dae[/code])。" msgid "Base script that can be used to add extension functions to the editor." msgstr "可用于为编辑器添加扩展功能的基础脚本。" msgid "This method is executed by the Editor when [b]File > Run[/b] is used." msgstr "当使用[b]文件 > 运行[/b]时,此方法由编辑器执行。" msgid "Returns the [EditorInterface] singleton instance." msgstr "返回 [EditorInterface] 单例的实例。" msgid "Returns the Editor's currently active scene." msgstr "返回编辑器的当前活动场景。" msgid "" "Godot editor's control for selecting the [code]script[/code] property of a " "[Node]." msgstr "" "Godot 编辑器的控件,用于选择节点 [Node] 的脚本 [code]script[/code] 属性。" 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 "" "与 [EditorResourcePicker] 类似,这个 [Control] 节点在编辑器的检查器面板中使" "用,但只用于编辑 [Node] 的 [code]script[/code] 属性。创建包含所有可能子类型的" "新资源的默认选项 被替换为打开“附加节点脚本”对话框的专用按钮。可以与 " "[EditorInspectorPlugin] 一起使用以重新创建相同的行为。\n" "[b]注意:[/b]你必须设置 [member script_owner] 才能让自定义的上下文菜单项发挥" "作用。" msgid "The owner [Node] of the script property that holds the edited resource." msgstr "持有被编辑资源的脚本属性的所有者 [Node]。" msgid "Manages the SceneTree selection in the editor." msgstr "管理编辑器中的 SceneTree 选择。" 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 "" "这个对象管理编辑器中的 SceneTree 选择。\n" "[b]注意:[/b]这个类不应该直接实例化。相反,使用[method EditorInterface." "get_selection]访问单例。" 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 "" "将一个节点添加到选择中。\n" "[b]注意:[/b]新选择的节点不会在检查器中自动被编辑。如果你想编辑一个节点,请使" "用 [method EditorInterface.edit_node]。" msgid "Clear the selection." msgstr "清除选中项。" msgid "Gets the list of selected nodes." msgstr "获取所选节点的列表。" 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 "" "获取所选节点的列表,针对变换操作(如移动、旋转等)进行优化。这个列表避免了节" "点被选中的情况,也避免了子/孙节点被选中的情况。" msgid "Removes a node from the selection." msgstr "从选择中删除一个节点。" msgid "Emitted when the selection changes." msgstr "更改选择时发出。" msgid "Object that holds the project-independent editor settings." msgstr "保存与项目无关的编辑器设置的对象。" msgid "Returns the list of favorite files and directories for this project." msgstr "返回本项目最收藏的文件和目录列表。" msgid "" "Returns the list of recently visited folders in the file dialog for this " "project." msgstr "返回此项目文件对话框中最近访问的文件夹列表。" msgid "Sets the list of favorite files and directories for this project." msgstr "设置此项目为收藏的文件和目录列表。" msgid "" "Sets the list of recently visited folders in the file dialog for this " "project." msgstr "在文件对话框中设置本项目最近访问过的文件夹列表。" msgid "" "The tint intensity to use for the subresources background in the Inspector " "dock. The tint is used to distinguish between different subresources in the " "inspector. Higher values result in a more noticeable background color " "difference." msgstr "" "检查器面板中,子资源背景的着色强度。着色用于区分检查器中不同的子资源。值越" "高,背景色差越容易区分。" msgid "" "The \"start\" stop of the color gradient to use for bones in the 2D skeleton " "editor." msgstr "2D 骨架编辑器中,骨骼颜色渐变的“开始”点。" msgid "" "The \"end\" stop of the color gradient to use for bones in the 2D skeleton " "editor." msgstr "2D 骨架编辑器中,骨骼颜色渐变的“结束”点。" msgid "" "The color to use for inverse kinematics-enabled bones in the 2D skeleton " "editor." msgstr "2D 骨架编辑器中,用于启用了反向运动学的骨骼的颜色。" msgid "" "The outline color to use for non-selected bones in the 2D skeleton editor. " "See also [member editors/2d/bone_selected_color]." msgstr "" "2D 骨架编辑器中,用于未选中骨骼的轮廓颜色。另见 [member editors/2d/" "bone_selected_color]。" msgid "Emitted after any editor setting has changed." msgstr "在编辑器设置改变后触发。" 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 "" "在编辑器设置改变后触发。它被各种编辑器插件用于在主题变化时更新其视觉效果或在" "配置变化时更新逻辑。" msgid "Godot editor's control for editing numeric values." msgstr "Godot 编辑器用于编辑数值的控件。" 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 "" "这个 [Control] 节点在编辑器的检查器面板中使用,允许编辑数值。可以与 " "[EditorInspectorPlugin] 一起使用,以重新创建相同的行为。" msgid "If [code]true[/code], the slider is hidden." msgstr "如果为 [code]true[/code],则隐藏滑动条。" 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 "" "为“do”注册一个引用,该引用会在“do”的历史丢失时删除。主要针对的是在“do”调用中" "创建的新节点。请不要用于资源。" 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 "" "为“undo”注册一个引用,该引用会在“undo”的历史丢失时删除。主要针对的是在“do”调" "用删除的节点(而非“undo”调用!)。" msgid "" "Version Control System (VCS) interface, which reads and writes to the local " "VCS in use." msgstr "" "版本控制系统(Version Control System,VCS)接口,可对正在使用的本地 VCS 进行" "读写。" msgid "Checks out a [code]branch_name[/code] in the VCS." msgstr "检出 VCS 中的 [code]branch_name[/code] 分支。" msgid "" "Commits the currently staged changes and applies the commit [code]msg[/code] " "to the resulting commit." msgstr "提交当前暂存的修改,并对提交应用提交信息 [code]msg[/code]。" msgid "Creates a new branch named [code]branch_name[/code] in the VCS." msgstr "在 VCS 中新建名为 [code]branch_name[/code] 的分支。" msgid "" "Fetches new changes from the remote, but doesn't write changes to the " "current working directory. Equivalent to [code]git fetch[/code]." msgstr "" "从远程仓库中抓取新修改,但不将修改写入当前工作目录。相当于 [code]git fetch[/" "code]。" msgid "" "Gets an instance of an [Array] of [String]s containing available branch " "names in the VCS." msgstr "获取 [String] 字符串的 [Array] 数组实例,包含在 VCS 中可用的分支名称。" msgid "Gets the current branch name defined in the VCS." msgstr "获取 VCS 中定义的当前分支名称。" 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 "" "返回 [Dictionary] 字典项的 [Array] 数组(见 [method create_diff_hunk]),每一" "项都包含位于 [code]file_path[/code] 的文件与传入的 [code]text[/code] 之间的单" "行差异。" 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 "" "返回 [Dictionary] 字典项的 [Array] 数组(见 [method create_status_file]),每" "一项都包含项目文件夹中每个已修改的文件的状态数据。" msgid "" "Returns an [Array] of [Dictionary] items (see [method create_commit]), each " "containing the data for a past commit." msgstr "" "返回 [Dictionary] 字典项的 [Array] 数组(见 [method create_commit]),每一项" "都包含一个过去提交的数据。" msgid "" "Returns an [Array] of [String]s, each containing the name of a remote " "configured in the VCS." msgstr "" "返回 [String] 字符串的 [Array] 数组,每一个都包含 VCS 中配置的一个远程仓库的" "名称。" msgid "Returns the name of the underlying VCS provider." msgstr "返回底层 VCS 提供方的名称。" 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 "" "从编辑器中调用时初始化该 VCS 插件。返回该插件是否成功初始化。会在 " "[code]project_path[/code] 初始化 VCS 项目。" msgid "Pulls changes from the remote. This can give rise to merge conflicts." msgstr "从远程仓库拉取修改。可能带来合并冲突。" 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 "" "将修改推送至远程仓库 [code]remote[/code]。另外可以将 [code]force[/code] 设为" "真,会进行强制推送,覆盖远程仓库中现有的修改历史。" msgid "Remove a branch from the local VCS." msgstr "从本地 VCS 中移除一个分支。" msgid "Remove a remote from the local VCS." msgstr "从本地 VCS 中移除一个远程仓库。" 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 "" "在底层 VCS 中设置用户认证信息。用户名 [code]username[/code] 和密码 " "[code]password[/code] 只会在进行 HTTPS 认证且没有在远程仓库 URL 中给出时使" "用。SSH 公钥路径 [code]ssh_public_key_path[/code]、SSH 私钥路径 " "[code]ssh_private_key_path[/code]、SSH 密码 [code]ssh_passphrase[/code] 只会" "在进行 SSH 认证时使用。" 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 "" "关闭 VCS 插件实例。会在用户关闭编辑器或通过编辑器 UI 关闭该 VCS 插件时调用。" msgid "Stages the file present at [code]file_path[/code] to the staged area." msgstr "将位于 [code]file_path[/code] 的文件暂存到暂存区。" msgid "" "Unstages the file present at [code]file_path[/code] from the staged area to " "the unstaged area." msgstr "将位于 [code]file_path[/code] 的文件从暂存区撤销到未暂存区。" msgid "" "Helper function to add an array of [code]diff_hunks[/code] into a " "[code]diff_file[/code]." msgstr "" "将差异块数组 [code]diff_hunks[/code] 加入差异文件 [code]diff_file[/code] 的辅" "助函数。" msgid "" "Helper function to add an array of [code]line_diffs[/code] into a " "[code]diff_hunk[/code]." msgstr "" "将行差异数组 [code]diff_hunks[/code] 加入差异块 [code]diff_hunk[/code] 的辅助" "函数。" 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 "" "创建提交 [Dictionary] 项目的辅助函数。[code]msg[/code] 为该提交的提交消息。" "[code]author[/code] 为包含所有作者详情的人类可读的字符串,例如 VCS 中配置的邮" "箱和名称。[code]id[/code] 为该提交的标识符,使用你的 VCS 为提交所提供的标识符" "的格式。[code]unix_timestamp[/code] 为该提交创建时的 UTC Unix 时间戳。" "[code]offset_minutes[/code] 为该提交创建时,当前系统时区的偏移量,单位为分" "钟。" msgid "" "Helper function to create a [code]Dictionary[/code] for storing old and new " "diff file paths." msgstr "创建用于保存新旧文件路径差异的 [code]Dictionary[/code] 的辅助函数。" 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 "" "创建用于保存差异块数据的 [code]Dictionary[/code] 的辅助函数。" "[code]old_start[/code] 是旧文件中的起始行号。[code]new_start[/code] 是新文件" "中的起始行号。[code]old_lines[/code] 是旧文件中的行数。[code]new_lines[/" "code] 是新文件中的行数。" 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 "" "创建用于保存行差异的 [code]Dictionary[/code] 的辅助函数。[code]new_line_no[/" "code] 是新文件中的行号(该行被删除时可为 [code]-1[/code])。" "[code]old_line_no[/code] 是旧文件中的行号(该行为新增时可为 [code]-1[/" "code])。[code]content[/code] 为差异文本。[code]status[/code] 为保存该行原点" "的单字符字符串。" msgid "" "Helper function to create a [code]Dictionary[/code] used by editor to read " "the status of a file." msgstr "创建编辑器用于读取文件状态的 [code]Dictionary[/code] 的辅助函数。" msgid "A new file has been added." msgstr "加入了新文件。" msgid "An earlier added file has been modified." msgstr "先前加入的文件被修改。" msgid "An earlier added file has been renamed." msgstr "先前加入的文件被改名。" msgid "An earlier added file has been deleted." msgstr "先前加入的文件被删除。" msgid "An earlier added file has been typechanged." msgstr "先前加入的文件被修改类型。" msgid "A file is left unmerged." msgstr "文件未合并。" msgid "A commit is encountered from the commit area." msgstr "在提交区域遇到了提交。" msgid "A file is encountered from the staged area." msgstr "在暂存区域遇到了文件。" msgid "A file is encountered from the unstaged area." msgstr "在未暂存区域遇到了文件。" msgid "Holds a reference to an [Object]'s instance ID." msgstr "保存对 [Object] 实例 ID 的引用。" msgid "" "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 "" "无压缩。这使用最多的带宽,但具有占用最少 CPU 资源的好处。这个选项可以用于 " "Wireshark 等工具使用,更容易进行网络调试。" 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 "" "ENet 的内置范围编码。适用于小数据包,但对于大于 4 KB 的数据包不是最有效的算" "法。" msgid "High-level multiplayer" msgstr "高级多人游戏" 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 "" "创建服务器时使用的 IP。默认情况下,这被设置为通配符 [code]\"*\"[/code],它绑" "定到所有可用的接口。给定的 IP 地址格式需要是 IPv4 或 IPv6,例如:" "[code]\"192.168.1.1\"[/code]。" msgid "Access to engine properties." msgstr "访问引擎属性。" 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 "" "[Engine] 单例使您可以查询和修改项目的运行时参数,例如每秒帧数,时间范围等。" 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 "" "返回一个字典中的引擎作者信息。\n" "[code]lead_developers[/code] - 字符串的数组,主要开发者的名字\n" "[code]founders[/code] - 创始人姓名的字符串数组\n" "[code]project_managers[/code] - 项目经理姓名的字符串数组\n" "[code]developers[/code] - 开发者名称的字符串数组" 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 "" "返回一个版权信息字典数组。\n" "[code]name[/code] - 字符串,组件名称。\n" "[code]partic[/code] - 描述组件子部分的字典数组 {[code]files[/code], " "[code]copyright[/code], [code]license[/code]}" 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 "" "返回捐赠者姓名数组的字典。\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]}" msgid "Returns the frames per second of the running game." msgstr "返回运行游戏的每秒帧数。" msgid "" "Returns Dictionary of licenses used by Godot and included third party " "components." msgstr "返回 Godot 所使用的许可证的 Dictionary 字典列表,其中包括第三方组件。" msgid "Returns Godot license text." msgstr "返回Godot许可证文本。" msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." msgstr "返回主循环对象(请参阅[MainLoop]和[SceneTree])。" 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 "返回渲染帧时当前物理周期中的分数。可用于实现固定的时间步插值。" msgid "" "Returns [code]true[/code] if the game is inside the fixed process and " "physics phase of the game loop." msgstr "如果游戏在游戏循环的固定过程和物理阶段内,返回 [code]true[/code]。" 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 "" "控制物理周期与实际时间的同步程度。如果小于等于 0,则周期是同步的。这样的值建" "议用于网络游戏,因为时钟的同步性很重要。较高的值会导致游戏中的时钟和真实时钟" "之间的偏差较大,但可以平滑帧速率的抖动。默认值0.5对大多数人来说应该是良好的;" "超过2的值可能导致游戏对掉帧的反应有明显的延迟,因此不推荐使用。\n" "[b]注意:[/b]为了获得最佳效果,当使用自定义物理插值这种解决方案时,应通过将 " "[member physics_jitter_fix] 设置为 [code]0[/code] 来禁用物理抖动修复。" 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 "" "控制游戏中的时钟与现实生活中的时钟的快慢。默认值为 1.0。值为 2.0 意味着游戏的" "移动速度是现实生活的两倍,而值为 0.5 意味着游戏的移动速度是常规速度的一半。" msgid "" "Resource for environment nodes (like [WorldEnvironment]) that define " "multiple rendering options." msgstr "用于定义多个渲染选项的环境节点(如 [WorldEnvironment])的资源。" msgid "Environment and post-processing" msgstr "环境和后期处理" msgid "Light transport in game engines" msgstr "游戏引擎中的光传递" msgid "3D Material Testers Demo" msgstr "3D 材质测试演示" msgid "" "The global brightness value of the rendered scene. Effective only if " "[code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" "渲染场景的全局亮度值。只有当 [code]adjust_enabled[/code] 为 [code]true[/" "code] 时才有效。" 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 "" "渲染场景的全局对比度值(默认值为1)。只有当[code]adjust_enabled[/code]为 " "[code]true[/code] 时才有效。" 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 "" "如果为 [code]true[/code],则启用此资源提供的 [code]adjusting_*[/code] 属性。" "如果为 [code]false[/code],对[code]adjustment_*[/code]属性的修改将不会对渲染" "的场景产生影响。" 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 "" "渲染场景的全局色彩饱和度值(默认值为 1)。只有在 [code]adjustment_enabled[/" "code] 为 [code]true[/code] 时才有效。" 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 "" "定义天空给场景带来的光照量。值为 [code]0.0[/code] 表示天空的发光对场景照明没" "有影响,因此所有的环境照明都由环境光提供。相反,值为 [code]1.0[/code] 表示[i]" "所有[/i]影响场景的光线都由天空提供,因此环境光参数对场景没有影响。\n" "[b]注意:[/b]内部会将 [member ambient_light_sky_contribution] 限制在 " "[code]0.0[/code] 到 [code]1.0[/code] 之间(闭区间)。" msgid "The ID of the camera feed to show in the background." msgstr "在背景中显示的相机源的 ID。" msgid "" "The maximum layer ID to display. Only effective when using the [constant " "BG_CANVAS] background mode." msgstr "要显示的最大图层 ID。只有在使用 [constant BG_CANVAS] 背景模式时有效。" msgid "The background mode. See [enum BGMode] for possible values." msgstr "背景模式。可能的取值见 [enum BGMode]。" msgid "" "If set above [code]0.0[/code] (exclusive), blends between the fog's color " "and the color of the background [Sky]. This has a small performance cost " "when set above [code]0.0[/code]. Must have [member background_mode] set to " "[constant BG_SKY].\n" "This is useful to simulate [url=https://en.wikipedia.org/wiki/" "Aerial_perspective]aerial perspective[/url] in large scenes with low density " "fog. However, it is not very useful for high-density fog, as the sky will " "shine through. When set to [code]1.0[/code], the fog color comes completely " "from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled." msgstr "" "如果设置大于 [code]0.0[/code](不含),会在雾的颜色和背景 [Sky] 的颜色之间进" "行混合。设置大于 [code]0.0[/code] 时有较小的性能代价。必须将 [member " "background_mode] 设置为 [constant BG_SKY]。\n" "对于模拟雾密度较低的大场景中的[https://zh.wikipedia.org/wiki/" "%E7%A9%BA%E6%B0%94%E9%80%8F%E8%A7%86]空气透视[/url]很有用。但对于高密度的雾来" "说不是很有用,因为天空会被照亮。设置为 [code]1.0[/code] 时,雾的颜色完全来自 " "[Sky]。设置为 [code]0.0[/code] 时,会禁用空气透视。" msgid "The fog's color." msgstr "雾的颜色。" msgid "The fog's brightness. Higher values result in brighter fog." msgstr "雾的亮度。值越高,雾越亮。" msgid "" "The factor to use when affecting the sky with non-volumetric fog. [code]1.0[/" "code] means that fog can fully obscure the sky. Lower values reduce the " "impact of fog on sky rendering, with [code]0.0[/code] not affecting sky " "rendering at all.\n" "[b]Note:[/b] [member fog_sky_affect] has no visual effect if [member " "fog_aerial_perspective] is [code]1.0[/code]." msgstr "" "非体积雾影响天空时使用的系数。[code]1.0[/code] 表示雾可以完全遮蔽天空。较低的" "值会减少雾对天空渲染的影响,[code]0.0[/code] 完全不影响天空的渲染。\n" "[b]注意:[/b]如果 [member fog_aerial_perspective] 为 [code]1.0[/code]," "[member fog_sky_affect] 不会有视觉效果。" msgid "The glow blending mode." msgstr "辉光混合模式。" 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 "" "泛光的强度。如果设置为大于 [code]0[/code] 的值,则将在比 [member " "glow_hdr_threshold] 成员更暗的区域中显示辉光。" msgid "If [code]true[/code], the glow effect is enabled." msgstr "如果为 [code]true[/code],则启用辉光效果。" msgid "" "The higher threshold of the HDR glow. Areas brighter than this threshold " "will be clamped for the purposes of the glow effect." msgstr "" "HDR 辉光的较高阈值。比这个阈值更亮的区域将被限制,以达到辉光效果的目的。" msgid "The bleed scale of the HDR glow." msgstr "HDR 辉光的逸出缩放。" msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " "(least blurry)." msgstr "第 1 级辉光的强度。这是最“局部”的级别(最不模糊)。" msgid "The intensity of the 2nd level of glow." msgstr "第 2 级辉光的强度。" msgid "The intensity of the 3rd level of glow." msgstr "第 3 级辉光的强度。" msgid "The intensity of the 4th level of glow." msgstr "第 4 级辉光的强度。" msgid "The intensity of the 5th level of glow." msgstr "第 5 级辉光的强度。" msgid "The intensity of the 6th level of glow." msgstr "第 6 级辉光的强度。" msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " "(blurriest)." msgstr "第 7 级辉光的强度。这是最“全局”的级别(最模糊)。" 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 "" "定义了AO纹理的材质的屏幕空间环境遮挡强度。高于[code]0[/code]的值将使SSAO效果" "在AO纹理变暗的区域可见。" 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 "" "直射光下的屏幕空间环境光遮蔽强度。在现实生活中,环境遮挡只适用于间接光,也就" "是说在直射光下无法看到其效果。高于[code]0[/code]的数值将使SSAO效果在直射光下" "可见。" msgid "The depth tolerance for screen-space reflections." msgstr "屏幕空间反射的深度公差。" msgid "" "The maximum number of steps for screen-space reflections. Higher values are " "slower." msgstr "屏幕空间反射的最大步数。数值越高,速度越慢。" msgid "Clears the background using a custom clear color." msgstr "使用自定义的底色清除背景。" msgid "Displays a user-defined sky in the background." msgstr "在背景中显示用户自定义的天空。" msgid "Displays a [CanvasLayer] in the background." msgstr "在背景中显示 [CanvasLayer]。" msgid "Displays a camera feed in the background." msgstr "在背景中显示相机源。" msgid "Represents the size of the [enum BGMode] enum." msgstr "表示 [enum BGMode] 枚举的大小。" 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 "" "线性色调映射运算子。读取线性数据并将其原样传递。较亮的光照会导致过曝、输出的" "颜色中会有可见的截断。" 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 "" "Reinhardt 色调映射运算子。对渲染后的像素颜色进行调整,使用的是这个公式:" "[code]color = color / (1 + color)[/code]。可以避免对高光的截断,但最终的图像" "可能看上去有些寡淡。" msgid "" "Filmic tonemapper operator. This avoids clipping bright highlights, with a " "resulting image that usually looks more vivid than [constant " "TONE_MAPPER_REINHARDT]." msgstr "" "电影级色调映射器运算子。可以避免对高光处的截断,最终图像通常比 [constant " "TONE_MAPPER_REINHARDT] 更鲜艳。" msgid "" "Additive glow blending mode. Mostly used for particles, glows (bloom), lens " "flare, bright sources." msgstr "添加辉光混合模式。主要用于粒子、辉光(泛光)、镜头眩光、亮源。" msgid "" "Screen glow blending mode. Increases brightness, used frequently with bloom." msgstr "滤色辉光混合模式。增加亮度,经常与泛光一起使用。" msgid "" "Soft light glow blending mode. Modifies contrast, exposes shadows and " "highlights (vivid bloom)." msgstr "柔光辉光混合模式。修改对比度,曝光阴影和高光(高质量泛光)。" 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 "" "替换辉光混合模式。用辉光值替换所有像素的颜色。这可以通过调整辉光参数来模拟全" "屏模糊效果,使其与原始图像的亮度相匹配。" msgid "A class that stores an expression you can execute." msgstr "存储你可以执行的表达式的类。" 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 "" "执行之前由 [method parse] 解析的表达式,并返回结果。在使用返回的对象之前,应" "该通过调用 [method has_execute_failed] 来检查方法是否失败。\n" "如果你在 [method parse] 中定义了输入变量,你可以在输入数组中以同样的顺序指定" "它们的值。" msgid "Returns the error text if [method parse] has failed." msgstr "如果 [method parse] 失败了,返回错误文本。" msgid "Returns [code]true[/code] if [method execute] has failed." msgstr "如果 [method execute] 失败,返回 [code]true[/code]。" msgid "Type to handle file reading and writing operations." msgstr "用于处理文件读写操作的类型。" msgid "" "Returns the next 16 bits from the file as an integer. See [method store_16] " "for details on what values can be stored and retrieved this way." msgstr "" "以整数形式返回文件中接下来的 16 位。请参阅 [method store_16],以获取有关可以" "通过这种方式存储和检索哪些值的详细信息。" 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 "" "以整数形式返回文件中接下来的 32 位。请参阅[method store_32],以获取有关可以通" "过这种方式存储和检索哪些值的详细信息。" 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 "" "以整数形式返回文件中接下来的 64 位。请参阅 [method store_64],以获取有关可以" "通过这种方式存储和检索哪些值的详细信息。" msgid "" "Returns the next 8 bits from the file as an integer. See [method store_8] " "for details on what values can be stored and retrieved this way." msgstr "" "以整数形式返回文件中接下来的 8 位。请参阅 [method store_8],详细了解哪些值可" "以通过这种方式存储和检索。" msgid "Returns the next 64 bits from the file as a floating-point number." msgstr "将文件中接下来的 64 位作为浮点数返回。" msgid "" "Returns the last error that happened when trying to perform operations. " "Compare with the [code]ERR_FILE_*[/code] constants from [enum Error]." msgstr "" "返回试图执行操作时发生的最后一个错误。请与 [enum Error] 中的 " "[code]ERR_FILE_*[/code] 常量比较。" msgid "Returns the next 32 bits from the file as a floating-point number." msgstr "将文件中接下来的 32 位作为浮点数返回。" msgid "Returns the size of the file in bytes." msgstr "返回该文件的大小,单位为字节。" msgid "" "Returns the next line of the file as a [String].\n" "Text is interpreted as being UTF-8 encoded." msgstr "" "将文件中的下一行作为 [String] 字符串返回。\n" "将按照 UTF-8 编码解析文本。" msgid "" "Returns an MD5 String representing the file at the given path or an empty " "[String] on failure." msgstr "返回一个给定路径文件的 MD5 字符串,如果失败则返回一个空的 [String]。" msgid "" "Returns a [String] saved in Pascal format from the file.\n" "Text is interpreted as being UTF-8 encoded." msgstr "" "返回文件中按照 Pascal 格式保存的 [String] 字符串。\n" "将按照 UTF-8 编码解析文本。" msgid "Returns the path as a [String] for the current open file." msgstr "返回当前打开的文件的路径为[String]。" msgid "Returns the absolute path as a [String] for the current open file." msgstr "返回当前打开的文件的绝对路径为[String]。" msgid "Returns the file cursor's position." msgstr "返回文件光标的位置。" msgid "Returns the next bits from the file as a floating-point number." msgstr "将文件中接下来的若干位以浮点数形式返回。" msgid "" "Returns a SHA-256 [String] representing the file at the given path or an " "empty [String] on failure." msgstr "" "返回一个给定路径的文件的 SHA-256 字符串,如果失败则返回一个空的 [String]。" msgid "Returns [code]true[/code] if the file is currently opened." msgstr "如果文件当前被打开,返回 [code]true[/code]。" msgid "" "Changes the file reading/writing cursor to the specified position (in bytes " "from the beginning of the file)." msgstr "将文件的读/写光标改变到指定的位置(从文件开始的字节数)。" 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 "" "将文件的读/写光标改变到指定的位置(从文件的末端算起,以字节为单位)。\n" "[b]注意:[/b]这是一个偏移量,所以你应该使用负数,否则光标会在文件的末端。" msgid "Stores the given array of bytes in the file." msgstr "在文件中存储给定的字节数组。" msgid "Stores a floating-point number as 64 bits in the file." msgstr "将一个浮点数以 64 位形式存储在文件中。" msgid "Stores a floating-point number as 32 bits in the file." msgstr "将一个浮点数以 32 位形式存储在文件中。" 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 "" "将给定的 [String] 以 Pascal 格式存储在文件中(即同时存储字符串的长度)。\n" "将使用 UTF-8 编码文本。" msgid "Stores a floating-point number in the file." msgstr "将浮点数存储在文件中。" msgid "" "Opens the file for read operations. The cursor is positioned at the " "beginning of the file." msgstr "打开文件进行读取操作。光标位于文件的开头。" msgid "" "Opens the file for write operations. The file is created if it does not " "exist, and truncated if it does." msgstr "打开文件进行写操作。如果文件不存在,则创建该文件,如果存在则截断。" 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 "打开文件用于读写操作。不截断文件。光标位于文件的开头。" 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 "" "打开文件进行读写操作。如果文件不存在,则创建该文件,如果存在则截断。光标位于" "文件的开头。" msgid "" "Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] " "compression method." msgstr "" "使用 [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] 压缩方法。" msgid "" "Uses the [url=https://facebook.github.io/zstd/]Zstandard[/url] compression " "method." msgstr "使用 [url=https://facebook.github.io/zstd/]Zstandard[/url] 压缩方法。" msgid "Uses the [url=https://www.gzip.org/]gzip[/url] compression method." msgstr "使用 [url=https://www.gzip.org/]gzip[/url] 压缩方法。" msgid "Dialog for selecting files or directories in the filesystem." msgstr "用于选择文件系统中的文件或目录的对话框。" msgid "Clear all the added filters in the dialog." msgstr "清除对话框中所有添加的过滤器。" msgid "" "Returns the LineEdit for the selected file.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "返回所选文件的 LineEdit。\n" "[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望隐" "藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" msgid "" "Returns the 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 "" "返回对话框的垂直框容器,可以向其中添加自定义控件。\n" "[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望隐" "藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" msgid "Invalidate and update the current dialog content list." msgstr "使当前对话框内容列表无效并更新。" msgid "The current working directory of the file dialog." msgstr "文件对话框的当前工作目录。" msgid "The currently selected file of the file dialog." msgstr "文件对话框的当前选定的文件。" msgid "The currently selected file path of the file dialog." msgstr "当前选择的文件对话框的文件路径。" msgid "If [code]true[/code], the dialog will show hidden files." msgstr "如果为 [code]true[/code],对话框将显示出隐藏文件。" msgid "Emitted when the user selects a directory." msgstr "当用户选择一个目录时触发的。" msgid "" "Emitted when the user selects a file by double-clicking it or pressing the " "[b]OK[/b] button." msgstr "当用户通过双击文件或按[b]确定[/b]按钮选择一个文件时触发。" msgid "Emitted when the user selects multiple files." msgstr "当用户选择多个文件时触发。" msgid "The dialog allows selecting one, and only one file." msgstr "该对话框只允许选择一个文件。" msgid "The dialog allows selecting multiple files." msgstr "该对话框允许选择多个文件。" msgid "" "The dialog only allows selecting a directory, disallowing the selection of " "any file." msgstr "该对话框只允许选择一个目录,不允许选择任何文件。" msgid "The dialog allows selecting one file or directory." msgstr "该对话框允许选择一个文件或目录。" msgid "The dialog will warn when a file exists." msgstr "当文件存在时,对话框会发出警告。" msgid "" "The dialog only allows accessing files under the [Resource] path " "([code]res://[/code])." msgstr "该对话框只允许访问 [Resource] 路径下的文件([code]res://[/code])。" msgid "" "The dialog only allows accessing files under user data path ([code]user://[/" "code])." msgstr "该对话框只允许访问用户数据路径([code]user://[/code])下的文件。" msgid "The dialog allows accessing files on the whole file system." msgstr "该对话框允许访问文件系统上的文件。" msgid "" "The color tint for disabled files (when the [FileDialog] is used in open " "folder mode)." msgstr "禁用文件的色调(当 [FileDialog] 在打开文件夹模式下使用时)。" msgid "The color modulation applied to the file icon." msgstr "应用于文件图标的颜色调制。" msgid "The color modulation applied to the folder icon." msgstr "应用于文件夹图标的颜色调制。" msgid "Custom icon for the back arrow." msgstr "向后箭头的自定义图标。" msgid "Custom icon for files." msgstr "文件的自定义图标。" msgid "Custom icon for folders." msgstr "文件夹的自定义图标。" msgid "Custom icon for the forward arrow." msgstr "向前箭头的自定义图标。" msgid "Custom icon for the parent folder arrow." msgstr "父文件夹箭头的自定义图标。" msgid "Custom icon for the reload button." msgstr "重新加载按钮的自定义图标。" msgid "Custom icon for the toggle hidden button." msgstr "切换隐藏按钮的自定义图标。" msgid "Float built-in type." msgstr "浮点数内置类型。" 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" "Many 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 by " "default, but it can be changed to use 64-bit doubles if Godot is compiled " "with the [code]precision=double[/code] option.\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 @GlobalScope.is_equal_approx] and [method @GlobalScope." "is_zero_approx] methods instead of [code]==[/code] to compare [float] values " "for equality." msgstr "" "[float] 内置类型是 64 位双精度浮点数,相当于 C++ 中的 [code]double[/code]。这" "个类型有 14 个可靠的十进制小数位精度。可以在引擎所使用的通用类型 [Variant] 中" "存储 [float] 类型。[float] 的最大值约为 [code]1.79769e308[/code],最小值约为 " "[code]-1.79769e308[/code]。\n" "不过引擎中的大多数方法和属性使用的都是 32 位单精度浮点数,相当于 C++ 中的 " "[code]float[/code],有 6 位可靠的十进制小数位精度。Godot 在 [Vector2] 和 " "[Vector3] 等数据结构中默认使用 32 位浮点数,但如果 Godot 编译时使用了 " "[code]precision=double[/code] 选项,就会改为 64 位 double。\n" "使用 [float] 类型进行的数学运算无法保证精确与稳定,经常会产生较小的误差。你通" "常应该使用 [method @GlobalScope.is_equal_approx] 和 [method @GlobalScope." "is_zero_approx] 方法来比较 [float] 值是否相等,不应该用 [code]==[/code]。" msgid "Wikipedia: Double-precision floating-point format" msgstr "维基百科:双精度浮点数格式" msgid "Wikipedia: Single-precision floating-point format" msgstr "维基百科:单精度浮点数格式" msgid "Constructs a default-initialized [float] set to [code]0.0[/code]." msgstr "构造默认初始化的 [float],会被设为 [code]0.0[/code]。" msgid "Constructs a [float] as a copy of the given [float]." msgstr "构造给定 [float] 的副本。" msgid "" "Converts a [String] to a [float], following the same rules as [method String." "to_float]." msgstr "" "将 [String] 转换为 [float],遵循与 [method String.to_float] 相同的规则。" 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 "" "将 [bool] 值转换为浮点值,[code]float(true)[/code] 将等于 1.0," "[code]float(false)[/code] 将等于 0.0。" msgid "" "Cast an [int] value to a floating-point value, [code]float(1)[/code] will be " "equal to [code]1.0[/code]." msgstr "" "将 [int] 值转换为浮点值,[code]float(1)[/code] 将等于 [code]1.0[/code]。" msgid "Base class for flow containers." msgstr "流式容器的基类。" 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 "" "将子 [Control] 节点垂直或水平排列,按照从左到右或从上到下的顺序换行。\n" "同一行中无法再容纳更多 [Control] 节点时会另起一行,与自动换行标签中的文本类" "似。" msgid "Returns the current line count." msgstr "返回当前的行数。" msgid "The horizontal separation of children nodes." msgstr "子节点的水平分隔量。" msgid "The vertical separation of children nodes." msgstr "子节点的垂直分隔量。" msgid "Returns the font ascent (number of pixels above the baseline)." msgstr "返回字体的上升幅度(超出基线的像素数)。" msgid "Returns the font descent (number of pixels below the baseline)." msgstr "返回字体的减少量(低于基线的像素数)。" msgid "A script implemented in the GDScript programming language." msgstr "用 GDScript 编程语言实现的脚本。" 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 "" "返回该脚本的一个新实例化对象。\n" "举例:\n" "[codeblock]\n" "var MyClass = load(\"myclass.gd\")\n" "var instance = MyClass.new()\n" "assert(instance.get_script() == MyClass)\n" "[/codeblock]" msgid "" "The generic 6-degrees-of-freedom joint can implement a variety of joint " "types by locking certain axes' rotation or translation." msgstr "" "通用的 6 度自由度关节可以通过锁定某些轴的旋转或平移来实现各种关节类型。" 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 "" "前 3 个 DOF 轴是线性轴,代表物体的平移,后 3 个 DOF 轴代表角运动。每个轴可以" "被锁定,也可以被限制。" 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 "" "X 轴上的旋转阻尼量。\n" "越低,来自一侧的冲力到达另一侧的时间越长。" msgid "If [code]true[/code], rotation across the X axis is limited." msgstr "如果为 [code]true[/code],则跨越 X 轴的旋转将受到限制。" msgid "" "When rotating across the X axis, this error tolerance factor defines how " "much the correction gets slowed down. The lower, the slower." msgstr "" "当在X轴上旋转时,这个误差容限系数定义了修正的速度被减慢的程度。值越低,旋转越" "慢。" msgid "" "The maximum amount of force that can occur, when rotating around the X axis." msgstr "绕 X 轴旋转时所能产生的最大力。" msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the X axis." msgstr "负方向的最小旋转,以挣脱并围绕 X 轴旋转。" msgid "" "The amount of rotational restitution across the X axis. The lower, the more " "restitution occurs." msgstr "X 轴上的旋转恢复量。值越低,恢复量越大。" msgid "The speed of all rotations across the X axis." msgstr "跨越 X 轴的所有旋转的速度。" msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the X axis." msgstr "正方向的最小旋转,以挣脱并绕 X 轴旋转。" msgid "If [code]true[/code], rotation across the Y axis is limited." msgstr "如果为 [code]true[/code],则跨越 Y 轴的旋转将受到限制。" msgid "" "When rotating across the Y axis, this error tolerance factor defines how " "much the correction gets slowed down. The lower, the slower." msgstr "" "当在 Y 轴上旋转时,这个误差容限系数定义了修正的速度被减慢的程度。值越低,旋转" "越慢。" msgid "" "The maximum amount of force that can occur, when rotating around the Y axis." msgstr "围绕 Y 轴旋转时,可能发生的最大力。" msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the Y axis." msgstr "负方向的最小旋转,以挣脱并围绕 Y 轴旋转。" msgid "" "The amount of rotational restitution across the Y axis. The lower, the more " "restitution occurs." msgstr "跨越 Y 轴的旋转恢复量。越低,发生的恢复量越大。" msgid "The speed of all rotations across the Y axis." msgstr "跨越 Y 轴的所有旋转的速度。" msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the Y axis." msgstr "正方向的最小旋转,以挣脱并绕 Y 轴旋转。" msgid "If [code]true[/code], rotation across the Z axis is limited." msgstr "如果为 [code]true[/code],则跨越 Z 轴的旋转将受到限制。" msgid "" "When rotating across the Z axis, this error tolerance factor defines how " "much the correction gets slowed down. The lower, the slower." msgstr "" "当在 Z 轴上旋转时,这个误差容限系数定义了修正的速度被减慢的程度。值越低,旋转" "越慢。" msgid "" "The maximum amount of force that can occur, when rotating around the Z axis." msgstr "围绕 Z 轴旋转时,可能发生的最角度。" msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the Z axis." msgstr "负方向的最小旋转,以挣脱并围绕 Z 轴旋转。" msgid "" "The amount of rotational restitution across the Z axis. The lower, the more " "restitution occurs." msgstr "跨越 Z 轴的旋转恢复量。越低,发生的恢复量越大。" msgid "The speed of all rotations across the Z axis." msgstr "跨越 Z 轴的所有旋转的速度。" msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the Z axis." msgstr "正方向的最小旋转,并绕 Z 轴旋转。" msgid "If [code]true[/code], a rotating motor at the X axis is enabled." msgstr "如果为 [code]true[/code],则启用 X 轴的旋转马达。" msgid "Maximum acceleration for the motor at the X axis." msgstr "在 X 轴旋转的最大加速度。" msgid "Target speed for the motor at the X axis." msgstr "X 轴上电机的目标速度。" msgid "If [code]true[/code], a rotating motor at the Y axis is enabled." msgstr "如果为 [code]true[/code],则启用 Y 轴的旋转马达。" msgid "Maximum acceleration for the motor at the Y axis." msgstr "电机在 X 轴的最大加速度。" msgid "Target speed for the motor at the Y axis." msgstr "电机在 Y 轴的目标速度。" msgid "If [code]true[/code], a rotating motor at the Z axis is enabled." msgstr "如果为 [code]true[/code],则启用 Z 轴的旋转马达。" msgid "Maximum acceleration for the motor at the Z axis." msgstr "电机在 Z 轴的最大加速度。" msgid "Target speed for the motor at the Z axis." msgstr "Z 轴上电机的目标速度。" msgid "The amount of damping that happens at the X motion." msgstr "发生在 X 运动的阻尼量。" msgid "If [code]true[/code], the linear motion across the X axis is limited." msgstr "如果为 [code]true[/code],则跨越 X 轴的线性运动将受到限制。" msgid "The minimum difference between the pivot points' X axis." msgstr "轴心点的 X 轴之间的最小差异。" msgid "" "The amount of restitution on the X axis movement. The lower, the more " "momentum gets lost." msgstr "X 轴运动的恢复量。越低,动量损失越大。" msgid "" "A factor applied to the movement across the X axis. The lower, the slower " "the movement." msgstr "应用于 X 轴上移动的一个系数。值越低,移动的就越慢。" msgid "The maximum difference between the pivot points' X axis." msgstr "轴心点的 X 轴之间的最大差异。" msgid "The amount of damping that happens at the Y motion." msgstr "发生在 Y 运动的阻尼量。" msgid "If [code]true[/code], the linear motion across the Y axis is limited." msgstr "如果为 [code]true[/code],则跨越 Y 轴的线性运动将受到限制。" msgid "The minimum difference between the pivot points' Y axis." msgstr "轴心点的 Y 轴之间的最小差异。" msgid "" "The amount of restitution on the Y axis movement. The lower, the more " "momentum gets lost." msgstr "Y 轴运动的恢复量。值越低,动量损失越大。" msgid "" "A factor applied to the movement across the Y axis. The lower, the slower " "the movement." msgstr "应用于 Y 轴上移动的一个系数。值越低,移动的就越慢。" msgid "The maximum difference between the pivot points' Y axis." msgstr "轴心点的 Y 轴之间的最大差异。" msgid "The amount of damping that happens at the Z motion." msgstr "发生在 Z 运动的阻尼量。" msgid "If [code]true[/code], the linear motion across the Z axis is limited." msgstr "如果为 [code]true[/code],则跨越 Z 轴的线性运动将受到限制。" msgid "The minimum difference between the pivot points' Z axis." msgstr "轴心点的 Z 轴之间的最小差异。" msgid "" "The amount of restitution on the Z axis movement. The lower, the more " "momentum gets lost." msgstr "Y 轴运动的恢复量。越低,动量损失越大。" msgid "" "A factor applied to the movement across the Z axis. The lower, the slower " "the movement." msgstr "适用于跨 Z 轴移动的一个系数。值越低,移动的就越慢。" msgid "The maximum difference between the pivot points' Z axis." msgstr "轴心点的 Z 轴之间的最大差异。" 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 "" "如果为 [code]true[/code],则 X 轴上存在线性马达。它将试图达到目标速度,同时保" "持在力的限度内。" msgid "" "The maximum force the linear motor can apply on the X axis while trying to " "reach the target velocity." msgstr "当尝试达到目标速度时,线性马达可以在 X 轴上应用的最大力。" msgid "The speed that the linear motor will attempt to reach on the X axis." msgstr "线性马达在 X 轴上尝试达到的速度。" 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 "" "如果为 [code]true[/code],则 Y 轴上存在线性马达。它将试图达到目标速度,同时保" "持在力的限度内。" msgid "" "The maximum force the linear motor can apply on the Y axis while trying to " "reach the target velocity." msgstr "直线电机在试图达到目标速度时可施加在 Y 轴上的最大力。" msgid "The speed that the linear motor will attempt to reach on the Y axis." msgstr "线性马达在 Y 轴上将会达到的速度。" 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 "" "如果为 [code]true[/code],则 Z 轴上存在线性马达。它将试图达到目标速度,同时保" "持在力的限度内。" msgid "" "The maximum force the linear motor can apply on the Z axis while trying to " "reach the target velocity." msgstr "当试图达到目标速度时,线性马达可以在 X 轴上应用的最大力。" msgid "The speed that the linear motor will attempt to reach on the Z axis." msgstr "线性马达在 Z 轴上试图达到的速度。" msgid "The minimum difference between the pivot points' axes." msgstr "轴心点的轴之间的最小差异。" msgid "The maximum difference between the pivot points' axes." msgstr "轴心点的轴之间的最大差异。" msgid "" "A factor applied to the movement across the axes. The lower, the slower the " "movement." msgstr "适用于跨轴移动的一个系数。值越低,移动的就越慢。" msgid "" "The amount of restitution on the axes' movement. The lower, the more " "momentum gets lost." msgstr "轴的运动的恢复量。值越低,动量损失越大。" msgid "" "The amount of damping that happens at the linear motion across the axes." msgstr "发生在跨轴线性运动的阻尼量。" msgid "The velocity the linear motor will try to reach." msgstr "线性马达将尝试达到的速度。" msgid "" "The maximum force the linear motor will apply while trying to reach the " "velocity target." msgstr "线性马达在试图达到速度目标时将施加的最大力。" msgid "" "The minimum rotation in negative direction to break loose and rotate around " "the axes." msgstr "负方向的最小旋转,以脱离和绕轴旋转。" msgid "" "The minimum rotation in positive direction to break loose and rotate around " "the axes." msgstr "正方向的最小旋转,以挣脱和绕轴旋转。" msgid "The speed of all rotations across the axes." msgstr "所有跨轴旋转的速度。" msgid "" "The amount of rotational restitution across the axes. The lower, the more " "restitution occurs." msgstr "在各轴上的旋转恢复量。值越低,发生的恢复量越大。" msgid "" "The maximum amount of force that can occur, when rotating around the axes." msgstr "围绕 Z 轴旋转时,可能发生的最大力。" msgid "" "When rotating across the axes, this error tolerance factor defines how much " "the correction gets slowed down. The lower, the slower." msgstr "" "当跨轴旋转时,这个误差容限系数定义了修正的速度被减慢的程度。值越低,旋转越" "慢。" msgid "Target speed for the motor at the axes." msgstr "轴上电机的目标速度。" msgid "Maximum acceleration for the motor at the axes." msgstr "马达在轴上的最大加速度。" msgid "If enabled, linear motion is possible within the given limits." msgstr "如果启用,在给定范围内可以进行线性运动。" msgid "If enabled, rotational motion is possible within the given limits." msgstr "如果启用,在给定的限度内可以进行旋转运动。" msgid "If enabled, there is a rotational motor across these axes." msgstr "如果启用,则存在跨这些轴的旋转马达。" msgid "If enabled, there is a linear motor across these axes." msgstr "如果启用,则存在跨这些轴的线性马达。" msgid "Represents the size of the [enum Flag] enum." msgstr "表示 [enum Flag] 枚举的大小。" 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 "" "给出一个 [Vector2] 的数组,以逆时针的顺序返回凸面的点的列表。最后一个点与第一" "个点相同。" msgid "" "Create regions where either subject or clip polygons (or both) are filled." msgstr "创建区域,其中主体或剪辑多边形(或两者)被填充。" msgid "" "Create regions where subject polygons are filled except where clip polygons " "are filled." msgstr "创建主体多边形被填充的区域,但剪辑多边形被填充的区域除外。" msgid "Create regions where both subject and clip polygons are filled." msgstr "创建主体和剪辑多边形都被填充的区域。" msgid "" "Create regions where either subject or clip polygons are filled but not " "where both are filled." msgstr "创建主体或剪辑多边形被填充的区域,但不是两者都被填充的区域。" msgid "" "Squaring is applied uniformally at all convex edge joins at [code]1 * delta[/" "code]." msgstr "在 [code]1 * delta[/code] 的所有凸边连接处均匀地应用平方。" msgid "" "While flattened paths can never perfectly trace an arc, they are " "approximated by a series of arc chords." msgstr "" "虽然扁平化路径不可能完美地追踪一个弧线,但它们可以通过一系列弧弦来近似。" 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 "" "对斜接有一个必要的限制,因为以非常尖锐的角度连接的边缘偏移会产生过长和过窄的 " "\"尖刺\"。对于任何给定的边缘连接,当斜接偏移会超过最大距离时,就采用 \"方形 " "\"连接。" msgid "" "Endpoints are joined using the [enum PolyJoinType] value and the path filled " "as a polygon." msgstr "端点使用 [enum PolyJoinType] 值连接,路径被填充为多边形。" msgid "" "Endpoints are joined using the [enum PolyJoinType] value and the path filled " "as a polyline." msgstr "端点使用 [enum PolyJoinType] 值连接,路径被填充为多边形线。" msgid "Endpoints are squared off with no extension." msgstr "端点是方形的,没有延伸。" msgid "Endpoints are squared off and extended by [code]delta[/code] units." msgstr "端点被平方化并扩展了 [code]delta[/code] 单位。" msgid "Endpoints are rounded off and extended by [code]delta[/code] units." msgstr "端点被四舍五入,并以 [code]delta[/code] 为单位进行扩展。" msgid "Base node for geometry-based visual instances." msgstr "基于几何图形的视觉实例的基础节点。" msgid "" "Base node for geometry-based visual instances. Shares some common " "functionality like visibility and custom materials." msgstr "" "基于几何图形的视觉实例的基础节点。分享一些共同的机制,如可见性和自定义材质。" msgid "" "The selected shadow casting flag. See [enum ShadowCastingSetting] for " "possible values." msgstr "选择的阴影投射标志。可能的取值见 [enum ShadowCastingSetting]。" 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 "" "整个几何体的材质覆盖层。\n" "如果一个材质被分配给这个属性,它将会被渲染在所有表面的任何其他活动材质之上。" 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 "" "整个几何体的材质覆盖。\n" "如果一个材质被分配给这个属性,它将会被用来代替在网格的任何材质槽中设置的任何" "材质。" 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 "" "只显示从这个物体投射出来的阴影。\n" "换句话说,实际的网格将不可见,只有网格投影可见。" msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " "to have no effect." msgstr "灯的 [Color]。默认为白色。黑色会导致灯光无效。" 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 "" "光的强度。对于点光和聚光,用烛光(流明/立体光)表示;对于平行光,用勒克斯(流" "明/平方米)表示。在创建 Godot 灯光时,这个值会被转换为无单位的乘数。" 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 "" "灯光的范围,超过这个范围灯光无效。没有定义范围的 GLTF 灯光的行为与无限范围的" "物理灯光一样。当创建 Godot 灯光时,范围限制在 4096。" msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "Godot 和 Mono 运行时之间的桥梁(仅支持 Mono 的构建)。" 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 "" "该类是连接 Godot 和 Mono 运行时的桥梁。它暴露了一些低级别的操作,只在支持 " "Mono 的 Godot 构建中可用。\n" "参阅 [CSharpScript] 。" msgid "2D Particles Demo" msgstr "2D 粒子演示" msgid "" "2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the " "player)" msgstr "2D Dodge The Creeps 演示(玩家身后的拖尾使用的是 GPUParticles2D)" msgid "Returns a rectangle containing the positions of all existing particles." msgstr "返回一个包含所有现存粒子位置的矩形。" msgid "Restarts all the existing particles." msgstr "重新启动所有现有的粒子。" 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 "" "[Rect2] 确定节点的区域,该区域需要在屏幕上可见才能使粒子系统处于活动状态。\n" "如果当节点进入/退出屏幕时粒子突然出现/消失,则增长矩形。[Rect2] 可以通过代码" "或使用 [b]Particles → Generate Visibility Rect[/b] 编辑器工具生成。" msgid "Controlling thousands of fish with Particles" msgstr "用粒子控制数千条鱼" msgid "" "Returns the axis-aligned bounding box that contains all the particles that " "are active in the current frame." msgstr "返回包含当前帧中所有活动粒子的轴对齐包围盒。" msgid "Restarts the particle emission, clearing existing particles." msgstr "重新发射粒子,清除现有的粒子。" msgid "[Mesh] that is drawn for the first draw pass." msgstr "第一绘制阶段所绘制的 [Mesh]。" msgid "[Mesh] that is drawn for the second draw pass." msgstr "第二绘制阶段所绘制的 [Mesh]。" msgid "[Mesh] that is drawn for the third draw pass." msgstr "第三绘制阶段所绘制的 [Mesh]。" msgid "[Mesh] that is drawn for the fourth draw pass." msgstr "第四绘制阶段所绘制的 [Mesh]。" msgid "The number of draw passes when rendering particles." msgstr "渲染粒子时的绘制阶段数。" msgid "" "Time ratio between each emission. If [code]0[/code], particles are emitted " "continuously. If [code]1[/code], all particles are emitted simultaneously." msgstr "" "每次发射之间的时间比。如果为 [code]0[/code],则粒子是连续发射的。如果为 " "[code]1[/code],则所有的粒子都同时发射。" msgid "" "If [code]true[/code], only [code]amount[/code] particles will be emitted." msgstr "如果为 [code]true[/code],将只发出 [code]amount[/code] 数量的粒子。" msgid "" "Amount of time to preprocess the particles before animation starts. Lets you " "start the animation some time after particles have started emitting." msgstr "" "动画开始前对粒子进行预处理的时间。让你在粒子开始发射后的一段时间内开始动画。" msgid "Emission randomness ratio." msgstr "发出随机率。" msgid "" "Speed scaling ratio. A value of [code]0[/code] can be used to pause the " "particles." msgstr "速度缩放比。值为 [code]0[/code] 时可暂停粒子。" msgid "Maximum number of draw passes supported." msgstr "支持的最大绘制阶段数。" msgid "" "A color interpolator resource which can be used to generate colors between " "user-defined color points." msgstr "颜色插值器资源,可用于在用户定义的颜色点之间生成颜色。" 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 "" "给定一组颜色,这个资源将依次两两插值。这意味着,如果你有颜色 1、颜色 2和颜色 " "3,渐变将从颜色 1 插值到颜色2、从颜色 2 插值到颜色 3。渐变最初有两种颜色(黑" "色和白色),一种(黑色)位于渐变较低的偏移量 0 处,另一种(白色)位于渐变较高" "的偏移量 1 处。\n" "另请参阅 [Curve],支持更多复杂的缓动函数,但不支持颜色。" msgid "Returns the interpolated color specified by [code]offset[/code]." msgstr "返回由偏移 [code]offset[/code] 指定的插值颜色。" msgid "" "Defines how the colors between points of the gradient are interpolated. See " "[enum InterpolationMode] for available modes." msgstr "" "定义如何在渐变点之间对颜色进行插值。可用的模式见 [enum InterpolationMode]。" 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 "" "常量插值,颜色会在每个点上突变,在点和点之间保持一致。在某些情况下用于渐变纹" "理时,可能会造成明显的锯齿。" msgid "Cubic interpolation." msgstr "三次插值。" msgid "Gradient-filled texture." msgstr "渐变填充纹理。" msgid "The [Gradient] that will be used to fill the texture." msgstr "将用于填充纹理的 [Gradient]。" 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 "" "如果为 [code]true[/code],则生成的纹理会支持高动态范围([constant Image." "FORMAT_RGBAF] 格式)。可以在 [member Environment.glow_enabled] 为 " "[code]true[/code] 时实现辉光效果。如果为 [code]false[/code],则生成的纹理会使" "用低动态范围;过亮的颜色会被钳制([constant Image.FORMAT_RGBA8] 格式)。" msgid "The number of color samples that will be obtained from the [Gradient]." msgstr "将从 [Gradient] 中获得的颜色样本的数量。" msgid "Gradient-filled 2D texture." msgstr "使用渐变填充的 2D 纹理。" 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 "" "渐变填充类型,是 [enum Fill] 中的某个值。该纹理使用的是位于 [member " "fill_from] 到 [member fill_to] 偏移量的颜色,对它们进行插值填充。" msgid "" "The initial offset used to fill the texture specified in UV coordinates." msgstr "用于填充纹理的初始偏移量,使用 UV 坐标。" msgid "The final offset used to fill the texture specified in UV coordinates." msgstr "用于填充纹理的结束偏移量,使用 UV 坐标。" msgid "The [Gradient] used to fill the texture." msgstr "用于填充纹理的 [Gradient]。" msgid "" "The number of vertical color samples that will be obtained from the " "[Gradient], which also represents the texture's height." msgstr "从 [Gradient] 上获取的垂直颜色采样数,也表示纹理的高度。" 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 "" "渐变重复类型,是 [enum Repeat] 中的某个值。该纹理默认从偏移量 [member " "fill_from] 到 [member fill_to] 填充,但渐变填充可以重复,从而覆盖整个纹理。" msgid "" "The number of horizontal color samples that will be obtained from the " "[Gradient], which also represents the texture's width." msgstr "从 [Gradient] 上获取的水平颜色采样数,也表示纹理的宽度。" msgid "The colors are linearly interpolated in a straight line." msgstr "颜色按照直线进行线性插值。" msgid "The colors are linearly interpolated in a circular pattern." msgstr "颜色按照圆形模式进行线性插值。" msgid "" "The gradient fill is restricted to the range defined by [member fill_from] " "to [member fill_to] offsets." msgstr "" "渐变填充限制在由 [member fill_from] 到 [member fill_to] 的偏移量范围内。" msgid "" "The texture is filled starting from [member fill_from] to [member fill_to] " "offsets, repeating the same pattern in both directions." msgstr "" "纹理的填充从偏移量 [member fill_from] 开始到 [member fill_to],两个方向都按照" "相同的模式重复。" msgid "" "The texture is filled starting from [member fill_from] to [member fill_to] " "offsets, mirroring the pattern in both directions." msgstr "" "纹理的填充从偏移量 [member fill_from] 开始到 [member fill_to],两个方向都按照" "相同的模式镜像重复。" msgid "Removes all connections between nodes." msgstr "移除节点之间的所有连接。" 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 "" "返回一个包含连接列表的数组。一个连接包括一个结构,其形式为 [code]" "{ from_port:0, from: \"GraphNode name 0\", to_port:1, to:\"GraphNode name " "1\" }[/code]。" 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 "" "获取包含图形左上角的缩放和网格捕捉控件的 [HBoxContainer]。你可以使用此方法重" "新定位工具栏或向其添加自定义控件。\n" "[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望隐" "藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" msgid "If [code]true[/code], the minimap is visible." msgstr "如果为 [code]true[/code],小图是可见的。" msgid "The opacity of the minimap rectangle." msgstr "小图矩形的不透明度。" 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 "小图矩形的大小。地图自身基于网格区域的大小,并被缩放以适应这个矩形。" msgid "" "If [code]true[/code], enables disconnection of existing connections in the " "GraphEdit by dragging the right end." msgstr "" "如果为 [code]true[/code],通过拖动右端,可以断开 GraphEdit 中现有的连接。" msgid "The scroll offset." msgstr "滚动偏移量。" msgid "" "If [code]true[/code], makes a label with the current zoom level visible. The " "zoom value is displayed in percents." msgstr "" "如果为 [code]true[/code],则使当前缩放级别的标签可见。缩放值以百分比显示。" msgid "The snapping distance in pixels." msgstr "吸附距离,单位为像素。" msgid "If [code]true[/code], enables snapping." msgstr "如果为 [code]true[/code],启用自动吸附。" msgid "The current zoom value." msgstr "当前缩放值。" msgid "The upper zoom limit." msgstr "缩放上限。" msgid "The lower zoom limit." msgstr "缩放下限。" msgid "The step of each zoom level." msgstr "每个缩放级别的步长。" msgid "Emitted at the beginning of a GraphNode movement." msgstr "在 GraphNode 移动开始时发出。" 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 "" "当有 GraphNode 尝试从该 GraphEdit 中移除时触发。提供要移除的节点名称列表(所" "有选中的节点,除去不包含关闭按钮的节点)。" msgid "" "Emitted when a GraphNode is attempted to be duplicated in the GraphEdit." msgstr "当 GraphNode 试图在 GraphEdit 中被复制时发出的。" msgid "Emitted at the end of a GraphNode movement." msgstr "在 GraphNode 移动结束时发出。" msgid "Emitted when a GraphNode is selected." msgstr "当 GraphNode 被选择时发出。" msgid "" "Emitted when the scroll offset is changed by the user. It will not be " "emitted when changed in code." msgstr "当用户改变滚动偏移量时发出。在代码中改变滚动偏移量时,它不会被触发。" msgid "Color of major grid lines." msgstr "主要栅格线的颜色。" msgid "Color of minor grid lines." msgstr "次要栅格线的颜色。" msgid "The fill color of the selection rectangle." msgstr "选定的矩形的填充颜色。" msgid "The outline color of the selection rectangle." msgstr "选择的矩形的轮廓颜色。" msgid "The icon for the zoom out button." msgstr "缩小按钮的图标。" msgid "The icon for the zoom in button." msgstr "放大按钮的图标。" msgid "The icon for the zoom reset button." msgstr "缩放重置按钮的图标。" msgid "The icon for the snap toggle button." msgstr "吸附动按钮的图标。" msgid "The background drawn under the grid." msgstr "绘制在栅格下方的背景。" msgid "Disables all input and output slots of the GraphNode." msgstr "禁用 GraphNode 的所有输入和输出槽。" msgid "" "Returns the number of enabled input slots (connections) to the GraphNode." msgstr "返回 GraphNode 的启用输入槽(连接)的数量。" msgid "" "Returns the number of enabled output slots (connections) of the GraphNode." msgstr "返回 GraphNode 的启用输出槽(连接)的数量。" msgid "If [code]true[/code], the GraphNode is a comment node." msgstr "如果为 [code]true[/code],则该 GraphNode 是注释节点。" msgid "Sets the overlay shown above the GraphNode. See [enum Overlay]." msgstr "设置在 GraphNode 上方显示的叠加层。见 [enum Overlay]。" 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 "" "如果为 [code]true[/code],用户可以调整 GraphNode 的大小。\n" "[b]注意:[/b]拖动手柄只会发出 [signal resize_request] 信号,GraphNode 需要手" "动调整大小。" msgid "If [code]true[/code], the GraphNode is selected." msgstr "如果为 [code]true[/code],则该 GraphNode 被选中。" 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 "" "如果为 [code]true[/code],则关闭按钮将可见。\n" "[b]注意:[/b]按下它只会发出 [signal close_request] 信号,需要手动删除 " "GraphNode。" msgid "The text displayed in the GraphNode's title bar." msgstr "显示在 GraphNode 标题栏中的文本。" msgid "" "Emitted when the GraphNode is requested to be closed. Happens on clicking " "the close button (see [member show_close])." msgstr "" "当 GraphNode 被请求关闭时发出。在点击关闭按钮时发生(见 [member " "show_close])。" msgid "Emitted when the GraphNode is dragged." msgstr "当 GraphNode 被拖动时发出。" msgid "Emitted when the GraphNode is moved." msgstr "当 GraphNode 被移动时触发。" msgid "" "Emitted when the GraphNode is requested to be displayed over other ones. " "Happens on focusing (clicking into) the GraphNode." msgstr "" "当 GraphNode 被要求显示在其他节点之上时触发。在 GraphNode 获得焦点时触发,即" "鼠标点击进入。" msgid "" "Emitted when the GraphNode is requested to be resized. Happens on dragging " "the resizer handle (see [member resizable])." msgstr "" "当 GraphNode 被要求调整大小时发出。在拖动调整器手柄时发生(见 [member " "resizable])。" msgid "Emitted when any GraphNode's slot is updated." msgstr "当任何图形节点的插槽更新时发出。" msgid "No overlay is shown." msgstr "没有显示覆盖层。" msgid "The color modulation applied to the close button icon." msgstr "应用于关闭按钮图标的颜色调制。" msgid "The color modulation applied to the resizer icon." msgstr "应用于调整尺寸大小图标的颜色调制。" msgid "Color of the title text." msgstr "标题文字的颜色。" msgid "The vertical offset of the close button." msgstr "关闭按钮的垂直偏移量。" msgid "Horizontal offset for the ports." msgstr "端口的水平偏移量。" msgid "The vertical distance between ports." msgstr "端口之间的垂直距离。" msgid "Vertical offset of the title text." msgstr "标题文本的垂直偏移量。" msgid "Font used for the title text." msgstr "对标题文本应用的字体。" msgid "" "The icon for the close button, visible when [member show_close] is enabled." msgstr "关闭按钮的图标会在启用 [member show_close] 时可见。" msgid "The icon used for representing ports." msgstr "该图标用于表示端口。" msgid "The icon used for resizer, visible when [member resizable] is enabled." msgstr "用于调整大小的图标,在 [member resizable] 被启用时可见。" msgid "" "The background used when [member overlay] is set to [constant " "OVERLAY_BREAKPOINT]." msgstr "" "当 [member overlay] 被设置为 [constant OVERLAY_BREAKPOINT] 时使用的背景。" msgid "The [StyleBox] used when [member comment] is enabled." msgstr "当启用 [member comment] 时使用的 [StyleBox]。" msgid "" "The [StyleBox] used when [member comment] is enabled and the [GraphNode] is " "focused." msgstr "" "当 [member comment] 被启用,且 [GraphNode] 获得焦点时使用的 [StyleBox]。" msgid "The default background for [GraphNode]." msgstr "[GraphNode] 的默认背景。" msgid "" "The background used when [member overlay] is set to [constant " "OVERLAY_POSITION]." msgstr "当 [member overlay] 设置为 [constant OVERLAY_POSITION] 时使用的背景。" msgid "The background used when the [GraphNode] is selected." msgstr "[GraphNode] 被选中时使用的背景。" msgid "" "Grid container used to arrange Control-derived children in a grid like " "layout." msgstr "栅格容器,用于将派生自 Control 的子节点按照类似栅格的形式排列。" 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 "" "GridContainer 将把它的 Control 派生的子节点排布在一个类似栅格的结构中,栅格的" "列数由 [member columns] 属性指定,行数等于容器中子节点的数量除以列数。例如," "如果容器有 5 个子节点、2 列,那么容器中就会有 3 行。\n" "请注意,栅格布局将保留每个大小的容器的列和行,并且空列将自动扩展。\n" "[b]注意:[/b]GridContainer 只对继承自 Control 的子节点生效。它不会重新排列继" "承自 Node2D 的子节点。" msgid "" "The number of columns in the [GridContainer]. If modified, [GridContainer] " "reorders its Control-derived children to accommodate the new layout." msgstr "" "[GridContainer] 中的列数。修改后,[GridContainer] 会重新排列其派生自 Control " "的子节点,以适应新的布局。" msgid "Node for 3D tile-based maps." msgstr "基于 3D 图块地图的节点。" msgid "Using gridmaps" msgstr "使用网格地图" msgid "Clear all cells." msgstr "清除所有单元格。" msgid "" "Returns an array of [Vector3] with the non-empty cell coordinates in the " "grid map." msgstr "返回一个包含网格中非空单元格坐标的 [Vector3] 数组。" msgid "" "Returns an array of all cells with the given item index specified in " "[code]item[/code]." msgstr "返回所有具有 [code]item[/code] 中指定的项目索引的单元格的数组。" msgid "If [code]true[/code], grid items are centered on the X axis." msgstr "如果为 [code]true[/code],则网格项以 X 轴为中心。" msgid "If [code]true[/code], grid items are centered on the Y axis." msgstr "如果为 [code]true[/code],则网格项以 Y 轴为中心。" msgid "If [code]true[/code], grid items are centered on the Z axis." msgstr "如果为 [code]true[/code],则网格项以 Z 轴为中心。" msgid "" "The size of each octant measured in number of cells. This applies to all " "three axis." msgstr "每个八分圆的大小以单元格的数量衡量。适用于全部三个轴。" 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 "" "单元格项目的比例。\n" "这不会影响网格单元本身的大小,只会影响其中的项目。这可用于使单元格项目与其邻" "居重叠。" msgid "" "The dimensions of the grid's cells.\n" "This does not affect the size of the meshes. See [member cell_scale]." msgstr "" "网格单元的尺寸。\n" "这并不影响网格的尺寸大小。见 [member cell_scale]。" 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 "" "这个 GridMap 所处的物理层。\n" "GridMap 作为静态体,意味着它们不会受到重力或是其他力的影响。它们只会受到其他" "与它们碰撞的物理体的影响。" msgid "" "The physics layers this GridMap detects collisions in. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" "此 GridMap 检测碰撞的物理层。更多信息请参阅文档[url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》" "[/url]。" msgid "The assigned [MeshLibrary]." msgstr "指定的 [MeshLibrary]。" msgid "" "Overrides the default friction and bounce physics properties for the whole " "[GridMap]." msgstr "覆盖整个 [GridMap] 的默认摩擦力和反弹物理属性。" msgid "Emitted when [member cell_size] changes." msgstr "当 [member cell_size] 改变时触发。" 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 "" "可以在 [method set_cell_item] 中清除单元格(或在 [method get_cell_item] 中重" "新代表一个空的单元格)的无效单元格。" msgid "Groove constraint for 2D physics." msgstr "2D 物理的沟槽约束。" msgid "" "Groove constraint for 2D physics. This is useful for making a body \"slide\" " "through a segment placed in another." msgstr "" "2D 物理的沟槽约束。这对于使一个物体“滑过”放置在另一个物体上的区段很有用。" 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 "" "这个物体B的初始锚点位置,由关键的原点和沿关节Y轴(沿着沟槽)的局部偏移 " "[member initial_offset] 定义。" msgid "" "The groove's length. The groove is from the joint's origin towards [member " "length] along the joint's local Y axis." msgstr "沟槽的长度。沟槽是从关键原点沿着关节局部 Y 轴朝向 [member length] 。" msgid "Context to compute cryptographic hashes over multiple iterations." msgstr "在多次迭代中计算加密哈希的上下文。" msgid "Closes the current context, and return the computed hash." msgstr "关闭当前上下文,并返回计算出的哈希值。" msgid "Hashing algorithm: MD5." msgstr "哈希算法:MD5。" msgid "Hashing algorithm: SHA-1." msgstr "哈希算法:SHA-1。" msgid "Hashing algorithm: SHA-256." msgstr "哈希算法:SHA-256。" msgid "Horizontal box container." msgstr "水平盒式容器。" msgid "Horizontal box container. See [BoxContainer]." msgstr "水平盒式容器。见 [BoxContainer]。" msgid "The horizontal space between the [HBoxContainer]'s elements." msgstr "[HBoxContainer] 的元素之间的水平间隙。" msgid "" "Height map data, pool array must be of [member map_width] * [member " "map_depth] size." msgstr "" "高度图数据,池数组的大小必须是 [member map_width] * [member map_depth]。" msgid "Horizontal flow container." msgstr "水平流式容器。" msgid "Horizontal version of [FlowContainer]." msgstr "[FlowContainer] 的水平版本。" msgid "A hinge between two 3D PhysicsBodies." msgstr "两个 3D PhysicsBody 之间的铰链。" msgid "Returns the value of the specified flag." msgstr "返回指定标志的值。" msgid "Returns the value of the specified parameter." msgstr "返回指定参数的值。" msgid "If [code]true[/code], enables the specified flag." msgstr "如果为 [code]true[/code],启用指定的标志。" msgid "Sets the value of the specified parameter." msgstr "设置指定参数的值。" msgid "" "The speed with which the rotation across the axis perpendicular to the hinge " "gets corrected." msgstr "垂直于铰链的轴线上的旋转得到纠正的速度。" 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 "" "如果为 [code]true[/code],则会对由[member angular_limit/lower]和[member " "angular_limit/upper]定义的铰链最大和最小旋转量产生影响。" msgid "" "The minimum rotation. Only active if [member angular_limit/enable] is " "[code]true[/code]." msgstr "" "最小的旋转量。只有在[member angular_limit/enable]为 [code]true[/code] 时才有" "效。" msgid "The lower this value, the more the rotation gets slowed down." msgstr "该值越低,旋转速度越慢。" msgid "" "The maximum rotation. Only active if [member angular_limit/enable] is " "[code]true[/code]." msgstr "" "最大的旋转量。只有在[member angular_limit/enable]为 [code]true[/code] 时才有" "效。" msgid "When activated, a motor turns the hinge." msgstr "激活后,电机会使铰链转动。" msgid "Maximum acceleration for the motor." msgstr "马达的最大加速度。" msgid "Target speed for the motor." msgstr "目标马达的目标速度。" msgid "" "The speed with which the two bodies get pulled together when they move in " "different directions." msgstr "两个物体向不同方向移动时被拉回到一起的速度。" msgid "Used to create an HMAC for a message using a key." msgstr "用来为一个使用密钥的信息创建 HMAC。" msgid "" "Initializes the HMACContext. This method cannot be called again on the same " "HMACContext until [method finish] has been called." msgstr "" "初始化 HMACContext。在 [method finish] 被调用之前,不能在同一个 HMACContext " "上再次调用此方法。" msgid "Horizontal scroll bar." msgstr "水平滚动条。" msgid "" "Horizontal version of [ScrollBar], which goes from left (min) to right (max)." msgstr "[ScrollBar] 的水平版本,滚动条从左(最小)到右(最大)。" msgid "" "Icon used as a button to scroll the [ScrollBar] left. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" "作为按钮使用的图标,它用于使 [ScrollBar] 向左滚动。滚动步长由 [member " "ScrollBar.custom_step] 属性值自定义。" msgid "Displayed when the mouse cursor hovers over the decrement button." msgstr "当鼠标指针悬停在递减按钮上时显示。" msgid "Displayed when the decrement button is being pressed." msgstr "在按下递减按钮时显示。" msgid "" "Icon used as a button to scroll the [ScrollBar] right. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" "作为按钮使用的图标,它用于使 [ScrollBar] 向右滚动。滚动步长由 [member " "ScrollBar.custom_step] 属性值自定义。" msgid "Displayed when the mouse cursor hovers over the increment button." msgstr "当鼠标指针悬停在增量按钮上时显示。" msgid "Displayed when the increment button is being pressed." msgstr "在按下增量按钮时显示。" msgid "" "Used as texture for the grabber, the draggable element representing current " "scroll." msgstr "用作拖动条的纹理,表示当前的可拖动元素。" msgid "Used when the mouse hovers over the grabber." msgstr "当鼠标悬停在拖动条上时使用。" msgid "Used when the grabber is being dragged." msgstr "在拖动条被拖动时使用。" msgid "Used as background of this [ScrollBar]." msgstr "用作此 [ScrollBar] 的背景。" msgid "Used as background when the [ScrollBar] has the GUI focus." msgstr "当 [ScrollBar] 具有 GUI 焦点时用作背景。" msgid "Horizontal separator." msgstr "水平分隔符。" msgid "" "Horizontal separator. See [Separator]. Even though it looks horizontal, it " "is used to separate objects vertically." msgstr "" "水平分离器。见 [Separator]。尽管它看起来是水平的,但被用于垂直分隔对象。" msgid "" "The height of the area covered by the separator. Effectively works like a " "minimum height." msgstr "分隔符覆盖区域的高度。如同最小高度一样有效地工作。" msgid "The style for the separator line. Works best with [StyleBoxLine]." msgstr "分隔符的样式。与 [StyleBoxLine] 配合使用效果更佳。" msgid "Horizontal slider." msgstr "水平滑动条。" 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 "" "水平滑动条。请参阅 [Slider]。这个控件是从左(最小)滑到右(最大)的。\n" "[b]注意:[/b][signal Range.changed] 和 [signal Range.value_changed] 信号是 " "[Range] 类的一部分,该类继承自它。" msgid "The texture for the grabber (the draggable element)." msgstr "用作拖动条的纹理(可拖动的元素)。" msgid "The texture for the grabber when it's disabled." msgstr "抓取器禁用时的材质。" msgid "The texture for the grabber when it's focused." msgstr "抓取器获得焦点时的材质。" msgid "" "The texture for the ticks, visible when [member Slider.tick_count] is " "greater than 0." msgstr "刻度的纹理。当 [member Slider.tick_count] 大于 0 时可见。" msgid "The background of the area to the left of the grabber." msgstr "抓取器左侧区域的背景。" msgid "" "The background for the whole slider. Determines the height of the " "[code]grabber_area[/code]." msgstr "整个滑动条的背景。受 [code]grabber_area[/code] 高度的影响。" msgid "Horizontal split container." msgstr "水平拆分容器。" msgid "" "Horizontal split container. See [SplitContainer]. This goes from left to " "right." msgstr "水平拆分容器。参阅[SplitContainer]。从左到右。" 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 "" "布尔值。如果1 ([code]true[/code]),抓取器将在不在光标下时自动隐藏。如果0 " "([code]false[/code]),抓取器总是可见。" msgid "The space between sides of the container." msgstr "容器两侧之间的空间。" msgid "The icon used for the grabber drawn in the middle area." msgstr "在中间区域绘制的抓取图标。" msgid "Low-level hyper-text transfer protocol client." msgstr "低级别的超文本传输协议客户端。" msgid "Closes the current connection, allowing reuse of this [HTTPClient]." msgstr "关闭当前连接,允许重用此[HTTPClient]。" 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 "" "返回响应体长度。\n" "[b]注意:[/b]部分 Web 服务器可能不发送响应体长度,此时返回值将为 [code]-1[/" "code]。如果使用分块传输编码,响应体的长度也将为 [code]-1[/code]。" msgid "Returns the response's HTTP status code." msgstr "返回响应的 HTTP 状态码。" msgid "Returns the response headers." msgstr "返回响应报头。" 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 "" "返回所有响应报头,是 [code]{ \"报头字段名称\": \"字段取值1; 字段取值2\" }[/" "code] 格式的字典,字典的键和值均保持服务器所发送的大小写。字段取值为简单的 " "String,该字符串可能包含多个值,使用“; ”分隔。\n" "[b]示例:[/b]\n" "[codeblock]\n" "{\n" " \"content-length\": 12,\n" " \"Content-Type\": \"application/json; charset=UTF-8\",\n" "}\n" "[/codeblock]" msgid "" "Returns a [enum Status] constant. Need to call [method poll] in order to get " "status updates." msgstr "返回 [enum Status] 常量。需要调用 [method poll]]才能更新状态。" msgid "If [code]true[/code], this [HTTPClient] has a response available." msgstr "为 [code]true[/code] 时,则该 [HTTPClient] 有可用的响应。" msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked." msgstr "为 [code]true[/code] 时,则该 [HTTPClient] 有分块的响应。" msgid "" "This needs to be called in order to have any request processed. Check " "results with [method get_status]." msgstr "调用此方法才能对请求进行处理。使用 [method get_status] 获取检查。" msgid "Reads one chunk from the response." msgstr "从响应中读取一块数据。" msgid "" "If [code]true[/code], execution will block until all data is read from the " "response." msgstr "为 [code]true[/code] 时,执行会阻塞至从响应中读取所有数据为止。" msgid "The connection to use for this client." msgstr "该客户端所使用的连接。" msgid "" "The size of the buffer used and maximum bytes to read per iteration. See " "[method read_response_body_chunk]." msgstr "" "使用的缓冲区大小,即每次迭代读取的最大字节数。见 [method " "read_response_body_chunk]。" msgid "" "HTTP GET method. The GET method requests a representation of the specified " "resource. Requests using GET should only retrieve data." msgstr "" "HTTP GET 方法。GET 方法用于请求指定资源的某种表示。使用 GET 的请求应该只进行" "数据的获取。" 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 "" "HTTP HEAD 方法。HEAD 方法请求的是和 GET 请求一样的相应,但不包含响应体。用来" "请求元数据很方便,比如可以通过请求 HTTP 报头来判断资源是否存在。" 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 "" "HTTP POST 方法。POST 方法用于将实体提交给指定的资源,经常会造成服务器端状态的" "更改或者其他副作用。常用于提交表单和其他数据,或者上传文件。" 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 "" "HTTP PUT 方法。PUT 方法的目的是使用请求负载替换目标资源的所有当前表示。(可以" "把 POST 理解为“创建或更新”,把 PUT 理解为“更小”,不过很多服务在这两者的含义之" "间并不作明显的区别)。" msgid "" "HTTP DELETE method. The DELETE method requests to delete the specified " "resource." msgstr "HTTP DELETE 方法。DELETE 方法请求删除指定的资源。" msgid "" "HTTP OPTIONS method. The OPTIONS method asks for a description of the " "communication options for the target resource. Rarely used." msgstr "" "HTTP OPTIONS 方法。OPTIONS 方法的目的是获取目标资源的通讯选项。很少使用。" 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 "" "HTTP TRACE 方法。TRACE 方法会沿目标资源的路径做消息回环测试。返回的响应体中会" "包含完整的 HTTP 请求。很少使用。" msgid "" "HTTP CONNECT method. The CONNECT method establishes a tunnel to the server " "identified by the target resource. Rarely used." msgstr "" "HTTP CONNECT 方法。CONNECT 方法会与目标资源所表示的服务器建立隧道。很少使用。" msgid "" "HTTP PATCH method. The PATCH method is used to apply partial modifications " "to a resource." msgstr "HTTP PATCH 方法。PATCH 方法用于对资源进行部分修改。" msgid "Represents the size of the [enum Method] enum." msgstr "表示 [enum Method] 枚举的大小。" msgid "Status: Disconnected from the server." msgstr "状态:与服务器断开连接。" msgid "Status: Currently resolving the hostname for the given URL into an IP." msgstr "状态:正在根据 URL 的主机名解析 IP。" msgid "Status: DNS failure: Can't resolve the hostname for the given URL." msgstr "状态:DNS 失败:无法解析指定 URL 的主机名。" msgid "Status: Currently connecting to server." msgstr "状态:正在连接到服务器。" msgid "Status: Can't connect to the server." msgstr "状态:无法连接到服务器。" msgid "Status: Connection established." msgstr "状态:连接已建立。" msgid "Status: Currently sending request." msgstr "状态:正在发送请求。" msgid "Status: HTTP body received." msgstr "状态:已获取 HTTP 响应体。" msgid "Status: Error in HTTP connection." msgstr "状态:HTTP 连接出错。" 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 "" "HTTP 状态码 [code]100 Continue[/code]。是表示目前为止一切正常的中间响应,客户" "端应该继续请求(如果已经请求完就可以直接忽略这个状态)。" 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 "" "HTTP 状态码 [code]101 Switching Protocol[/code]。针对客户 [code]Upgrade[/" "code] 请求的响应,表示服务器所转换到的协议。" 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 "" "HTTP 状态码 [code]102 Processing[/code](WebDAV)。表示服务器已收到请求并且正" "在处理,尚未生成响应。" 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 "" "HTTP 状态码 [code]200 OK[/code]。请求已成功,是成功请求的默认响应,根据请求的" "不同表示的含义也不同。GET:已获取资源并通过消息体发送。HEAD:实体报头在消息体" "中。POST:描述操作结果的资源已通过消息体发送。TRACE:消息体包含服务器所收到的" "请求消息。" 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 "" "HTTP 状态码 [code]201 Created[/code]。请求成功,并且创建了新资源。通常是针对 " "PUT 请求的响应." 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 "" "HTTP 状态码 [code]202 Accepted[/code]。请求已收到,但尚未处理。HTTP 协议中无" "法实现在完成对请求的处理后异步地把请求发回来。这个响应的使用场景应该是会有其" "他进程或者服务器去处理这个请求,或者会进行批量处理。" 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 "" "HTTP 状态码 [code]203 Non-Authoritative Information[/code]。该响应状态码表示" "返回的元消息与原始服务器所返回的不一致,而是从本地或者第三方副本中收集而来。" "除了特殊情况,应该优先选用 200 OK 响应所返回的内容。" 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 "" "HTTP 状态码 [code]204 No Content[/code]。本请求无响应内容,但报头可能有用。用" "户代理可能会根据该资源更新缓存报头。" 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 "" "HTTP 状态码 [code]205 Reset Content[/code]。服务器已完成对请求的处理,并要求" "客户端将导致该请求的“文档视图”重置回原始状态。" 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 "" "HTTP 状态码 [code]206 Partial Content[/code]。客户端如果发送范围(Range)报头" "就会收到该响应码,用于将下载拆分成多个数据流。" 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 "" "HTTP 状态码 [code]207 Multi-Status[/code](WebDAV)。关于多个资源的多状态响" "应,适用于需要返回多个状态码的情况。" 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 "" "HTTP 状态码 [code]208 Already Reported[/code](WebDAV)。在 DAV: propstat 相" "应元素内部使用,可以防止重复遍历同一合集中不同绑定的内部成员。" 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 "" "HTTP 状态码 [code]226 IM Used[/code](WebDAV)。服务器完成了对该资源的 GET 请" "求,所响应的资源表示,是针对当前实例进行若干共同修改的结果。" 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 "" "HTTP 状态码 [code]300 Multiple Choice[/code]。请求有多个可能的响应,并且没有" "从中挑选其一的标准方法。用户代理或者用户应该自行挑选。" 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 "" "HTTP 状态码 [code]301 Moved Permanently[/code]。重定向。该响应码表示所请求资" "源的 URI 已改变。新的 URI 通常包含在响应中。" 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 "" "HTTP 状态码 [code]302 Found[/code]。临时重定向。该响应码表示所请求资源的 URI " "已临时改变。该 URI 将来还可能发生变,因此后续的请求应该仍然使用相同的 URI。" 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 "" "HTTP 状态码 [code]303 See Other[/code]。服务器将用户代理重定向到另一个资源," "资源由 Location 报头中的 URI 指定。用于提供针对原始请求的间接响应。" 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 "" "HTTP 状态码 [code]304 Not Modified[/code]。收到了条件 GET 或者 HEAD,并且要不" "是因为该条件为 [code]false[/code] 就会返回 200 OK 响应。" msgid "" "HTTP status code [code]305 Use Proxy[/code]. [i]Deprecated. Do not use.[/i]" msgstr "HTTP 状态码 [code]305 Use Proxy[/code]。[i]已废弃,勿用。[/i]" msgid "" "HTTP status code [code]306 Switch Proxy[/code]. [i]Deprecated. Do not use.[/" "i]" msgstr "HTTP 状态码[code]306 Switch Proxy[/code]。[i]已废弃,勿用。[/i]" 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 "" "HTTP 状态码 [code]307 Temporary Redirect[/code]。目标资源暂时位于不同的 URI," "用户代理如果要自动重定向到该 URI,就一定不能更改所使用的请求方法。" 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 "" "HTTP 状态码 [code]308 Permanent Redirect[/code]。目标资源已被赋予全新的永久 " "URI,后续针对该资源的请求应当使用所提供的 URI。" 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 "" "HTTP 状态码 [code]400 Bad Request[/code]。请求无效。服务器认为客户端出错,所" "以无法或者拒绝处理该请求(例如:请求语法错误、请求消息帧无效、请求内容无效、" "请求路由可疑)。" 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 "" "HTTP 状态码 [code]401 Unauthorized[/code]。需要提供认证信息。未执行请求,原因" "是缺少针对目标资源的授权认证信息。" 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 "" "HTTP 状态码 [code]402 Payment Required[/code]。该响应码是为将来使用保留的,本" "意是供数字支付系统使用,但目前尚未有所使用。" 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 "" "HTTP 状态码 [code]403 Forbidden[/code]。客户端没有该内容的访问权限,即未授" "权,服务器拒绝给出正确响应。与 [code]401[/code] 不同,服务器已收到客户端的身" "份信息。" 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 "" "HTTP 状态码 [code]404 Not Found[/code]。服务器无法找到所请求的资源。可能是无" "法识别 URL,也可能是 URL 有效但资源本身不存在。也有可能在客户端未提供认证信息" "时代替 403 返回,从而达到隐藏资源存在性的目的。" 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 "" "HTTP 状态码 [code]405 Method Not Allowed[/code]。服务器理解请求所使用的 HTTP " "方法,但该方法已被禁止使用。例如:API 可能禁止 DELETE 资源。GET 和 HEAD 这两" "个方法是必须的,所以不能被禁用,也不应该返回该错误码。" 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 "" "HTTP 状态码 [code]406 Not Acceptable[/code]。根据请求中主动注明的交涉报头字" "段,目标资源没有用户代理所能接受的表示。用于内容交涉过程。" 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 "" "HTTP 状态码 [code]407 Proxy Authentication Required[/code]。类似于 401 " "Unauthorized,表示客户端需要在提供认证信息后使用代理。" 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 "" "HTTP 状态码 [code]408 Request Timeout[/code]。服务器在其准备等待的时间段内未" "获取完整的请求信息。" 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 "" "HTTP 状态码 [code]409 Conflict[/code]。请求无法完成,原因与是目标资源的当前状" "态存在冲突。该代码的使用场景应该是用户也许能够解决冲突并重新提交请求。" 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 "" "HTTP 状态码 [code]410 Gone[/code]。目标资源在原始服务器上已不复存在,并且可能" "永远如此。" msgid "" "HTTP status code [code]411 Length Required[/code]. The server refuses to " "accept the request without a defined Content-Length header." msgstr "" "HTTP 状态码 [code]411 Length Required[/code]。服务器拒绝接受没有定义 Content-" "Length 报头的请求。" 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 "" "HTTP 状态码 [code]412 Percondition Failed[/code]。请求报头中给出的若干条件在" "服务器上检查为 [code]false[/code]。" 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 "" "HTTP 状态码 [code]413 Entity Too Large[/code]。服务器拒绝处理请求,因为请求的" "负载超过了服务器所允许或者所能够处理的上限。" 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 "" "HTTP 状态码 [code]414 Request-URI Too Long[/code]。服务器拒绝为请求提供服务," "因为请求目标的长度超过了服务器所愿意解析的上限。" 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 "" "HTTP 状态码 [code]415 Unsupported Media Type[/code]。原始服务器拒绝为请求提供" "服务,因为负载所使用的格式目标资源的该方法不支持。" 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 "" "HTTP 状态码 [code]416 Requested Range Not Satisfiable[/code]。请求的 Range 报" "头中指定的所有范围都与所选资源的有效范围不重合,或者拒绝处理该范围的集合。拒" "绝的可能原因是存在无效的范围,或者存在过多细小或者重叠的范围。" 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 "" "HTTP 状态码 [code]417 Expectation Failed[/code]。请求的 Expect 报头中给出的预" "期无法被任何内部服务器满足。" 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 "" "HTTP 状态码 [code]418 I'm A Teapot[/code]。想要尝试用茶壶煮咖啡就会得到错误" "码“418 因为我是个茶壶”,得到的实体大概又矮又胖。这个错误是对1998年愚人节玩笑" "的超文本咖啡壶控制协议的引用。" 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 "" "HTTP 状态码 [code]421 Misdirected Request[/code]。请求被重定向到了一台无法生" "成响应的服务器。如果一台服务器没有针对请求 URI 的协议类型和主机身份配置响应," "就有可能返回这个代码。" 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 "" "HTTP 状态码 [code]422 Unprocessable Entity[/code](WebDAV)。服务器能够理解请" "求实体的内容类型(所以不适用 415 Unsupported Media Type 状态码),请求实体的" "语法也是正确的(所以不适用 400 Bad Request 状态码),但仍然无法执行请求中所包" "含的指令。" msgid "" "HTTP status code [code]423 Locked[/code] (WebDAV). The source or destination " "resource of a method is locked." msgstr "" "HTTP 状态码 [code]423 Locked[/code](WebDAV)。方法的来源资源或目标资源被锁" "定。" 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 "" "HTTP 状态码 [code]424 Failed Dependency[/code](WebDAV)。无法在该资源上执行" "该方法,因为请求的操作依赖于另一个操作,而那个操作失败了。" 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 "" "HTTP 状态码 [code]426 Upgrade Required[/code]。服务器拒绝以当前协议执行请求," "但客户端升级到另一个协议之后可能会愿意执行。" msgid "" "HTTP status code [code]428 Precondition Required[/code]. The origin server " "requires the request to be conditional." msgstr "" "HTTP 状态码 [code]428 Precondition Required[/code]。原始服务器要求进行条件请" "求。" 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 "" "HTTP 状态码 [code]429 Too Many Requests[/code]。用户在指定时间段中(见“限" "流”)发送了过多的请求。静默一段时间后增加请求之间的时间间隔,稍后再试。" 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 "" "HTTP 状态码 [code]431 Request Header Fields Too Large[/code]。服务器拒绝处理" "请求,因为报头字段过大。请求可以在减小报头字段后重新提交。" 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 "" "HTTP 状态码 [code]451 Response Unavailable For Legal Reasons[/code]。服务器因" "法律要求而拒绝访问该资源。" msgid "" "HTTP status code [code]500 Internal Server Error[/code]. The server " "encountered an unexpected condition that prevented it from fulfilling the " "request." msgstr "" "HTTP 状态码 [code]500 Internal Server Error[/code]。服务器遭遇预料之外的情" "况,无法完成请求。" msgid "" "HTTP status code [code]501 Not Implemented[/code]. The server does not " "support the functionality required to fulfill the request." msgstr "" "HTTP 状态码 [code]501 Not Implemented[/code]。服务器不支持完成请求所需的功" "能。" 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 "" "HTTP 状态码 [code]502 Bad Gateway[/code]。网关或代理服务器尝试使用内部服务器" "处理请求,但从该服务器收到了无效的响应。通常由负载均衡器或者代理服务器返回。" 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 "" "HTTP 状态码 [code]503 Service Unavailable[/code]。服务器目前无法处理请求,原" "因是暂时过载或者处于定期维护状态,可能在一段延迟后就能恢复,请稍后再试。" 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 "" "HTTP 状态码 [code]504 Gateway Timeout[/code]。网关或代理服务器尝试使用上游服" "务器处理请求,但无法在指定时间内从该服务器收到响应。通常由负载均衡器或者代理" "服务器返回。" 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 "" "HTTP 状态码 [code]505 HTTP Version Not Supported[/code]。服务器不支持或者拒绝" "支持请求消息所使用的 HTTP 主版本。" 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 "" "HTTP 状态码 [code]506 Variant Also Negotiates[/code]。服务器存在内部配置错" "误:所选的可变资源被配置为参与自身的透明内容交涉,因此不是交涉过程中的正确端" "点。" 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 "" "HTTP 状态码 [code]507 Insufficient Storage[/code]。无法在该资源上执行该方法," "因为服务器无法保存成功完成请求所需的表示。" 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 "" "HTTP 状态码 [code]508 Loop Detected[/code]。服务器在处理“Depth: infinity”请求" "时遇到了死循环并终止了操作。该状态表示该操作整体失败。" 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 "" "HTTP 状态码 [code]510 Not Extended[/code]。请求未满足访问该资源的策略。服务器" "应当将所需信息返回给客户端,以便其提交后续请求。" msgid "" "HTTP status code [code]511 Network Authentication Required[/code]. The " "client needs to authenticate to gain network access." msgstr "" "HTTP 状态码 [code]511 Network Authentication Required[/code]。客户端需要身份" "认证才能访问网络。" msgid "A node with the ability to send HTTP(S) requests." msgstr "具有发送 HTTP(S) 请求能力的节点。" msgid "Cancels the current request." msgstr "取消当前请求。" 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 "" "返回响应体长度。\n" "[b]注意:[/b]部分 Web 服务器可能不发送响应体长度,此时返回值将为 [code]-1[/" "code]。如果使用分块传输编码,响应体的长度也将为 [code]-1[/code]。" msgid "" "Returns the current status of the underlying [HTTPClient]. See [enum " "HTTPClient.Status]." msgstr "返回内部 [HTTPClient] 的当前状态。见 [enum HTTPClient.Status]。" 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 "" "在底层的[HTTPClient]上创建请求,使用一个原始字节数组作为请求主体。如果没有配" "置错误,它会尝试使用 [method HTTPClient.connect_to_host] 连接并将参数传递给 " "[method HTTPClient.request]。\n" "如果请求创建成功,则返回 [constant OK]。(并不意味着服务器已响应)," "[constant ERR_UNCONFIGURED] 如果不在树中,[constant ERR_BUSY] 如果仍在处理先" "前的请求,[constant ERR_INVALID_PARAMETER] 如果给定的字符串不是有效的 URL 格" "式,或 [constant ERR_CANT_CONNECT]如果不使用线程并且 [HTTPClient] 无法连接到" "主机。" 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 "" "使用的缓冲区大小和每次迭代读取的最大字节数。参阅 [member HTTPClient." "read_chunk_size]。\n" "下载小文件时将其设置为较低的值,以降低内存使用量,但会降低下载速度,例如 " "4096 表示 4 KiB。" msgid "" "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 "" "如果在请求开始前设为大于 [code]0.0[/code] 的值,在经过 [code]timeout[/code] " "秒仍未[i]完成[/i]请求时,该 HTTP 请求就会超时。对于 REST API 等较小的 HTTP 请" "求,将 [member timeout] 设为 [code]10.0[/code] 到 [code]30.0[/code] 之间的值" "可以定时防止应用程序在失败时陷入长时间的无响应状态。下载文件时请保持 " "[code]0.0[/code],防止在需要花费较长时间下载时导致下载失败。" msgid "If [code]true[/code], multithreading is used to improve performance." msgstr "为 [code]true[/code] 时,将启用多线程提高性能。" msgid "Emitted when a request is completed." msgstr "请求完成时触发。" msgid "Request successful." msgstr "请求成功。" msgid "Request failed while connecting." msgstr "连接时请求失败。" msgid "Request failed while resolving." msgstr "解析时请求失败。" msgid "Request failed due to connection (read/write) error." msgstr "因连接(读写)错误而失败。" msgid "Request does not have a response (yet)." msgstr "请求(目前还)没有获得相应。" msgid "Request exceeded its maximum size limit, see [member body_size_limit]." msgstr "请求超出了大小上限,见 [member body_size_limit]。" msgid "Request failed (currently unused)." msgstr "请求失败(目前未使用)。" msgid "HTTPRequest couldn't open the download file." msgstr "HTTPRequest 无法打开下载文件。" msgid "HTTPRequest couldn't write to the download file." msgstr "HTTPRequest 无法写入下载文件。" msgid "Request reached its maximum redirect limit, see [member max_redirects]." msgstr "请求超出了重定向次数上限,见 [member max_redirects]。" msgid "Image datatype." msgstr "图像数据类型。" msgid "Importing images" msgstr "导入图像" msgid "" "Converts a bump map to a normal map. A bump map provides a height offset per-" "pixel, while a normal map provides a normal direction per pixel." msgstr "" "将凹凸贴图转换为法线贴图。凹凸贴图提供每个像素的高度偏移,而法线贴图提供每个" "像素的法线方向。" msgid "Removes the image's mipmaps." msgstr "删除图像的多级渐远纹理。" msgid "Converts the image's format. See [enum Format] constants." msgstr "转换图像的格式。请参阅 [enum Format] 常量。" msgid "" "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 "" "如果图像有 Alpha 值的数据,则返回 [constant ALPHA_BLEND]。如果所有的 Alpha 值" "都存储在一个位上,则返回 [constant ALPHA_BIT]。如果没有找到 Alpha 值的数据," "则返回 [constant ALPHA_NONE]。" msgid "Blends low-alpha pixels with nearby pixels." msgstr "将 Alpha 较低的像素与附近像素混合。" msgid "Flips the image horizontally." msgstr "水平翻转图像。" msgid "Flips the image vertically." msgstr "垂直翻转图像。" msgid "Returns a copy of the image's raw data." msgstr "返回图像原始数据的副本。" msgid "Returns the image's format. See [enum Format] constants." msgstr "返回图像的格式。参阅 [enum Format] 常量。" msgid "Returns the image's height." msgstr "返回图像的高度。" msgid "Returns the image's size (width and height)." msgstr "返回图像的大小(宽度和高度)。" msgid "Returns the image's width." msgstr "返回图像的宽度。" msgid "Returns [code]true[/code] if the image has generated mipmaps." msgstr "如果图像已经生成多级渐远纹理,则返回 [code]true[/code]。" msgid "Returns [code]true[/code] if the image is compressed." msgstr "如果图像被压缩,返回 [code]true[/code]。" msgid "Returns [code]true[/code] if the image has no data." msgstr "如果图像没有数据,返回 [code]true[/code]。" 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 "" "如果图像中所有像素的 Alpha 都是 0,则返回 [code]true[/code]。如果有任何像素" "的 Alpha 高于 0,则返回 [code]false[/code]。" 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 "" "从 BMP 文件的二进制内容中加载图像。\n" "[b]注意:[/b]Godot 的 BMP 模块不支持 16 位像素的图像。只支持 1 位、4 位、8 " "位、24 位和 32 位像素的图像。" msgid "Loads an image from the binary contents of a JPEG file." msgstr "从 JPEG 文件的二进制内容加载图像。" msgid "Loads an image from the binary contents of a PNG file." msgstr "从 PNG 文件的二进制内容加载图像。" msgid "Loads an image from the binary contents of a TGA file." msgstr "从 TGA 文件的二进制内容加载图像。" msgid "Loads an image from the binary contents of a WebP file." msgstr "从 WebP 文件的二进制内容加载图像。" msgid "" "Multiplies color values with alpha values. Resulting color values for a " "pixel are [code](color * alpha)/256[/code]." msgstr "" "将颜色值与 Alpha 值相乘。一个像素的结果颜色值是 [code](color * alpha)/256[/" "code]。" msgid "" "Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image." msgstr "将标准 RGBE(红绿蓝指数)图像转换为 sRGB 图像。" msgid "Shrinks the image by a factor of 2." msgstr "将图像缩小 2 倍。" msgid "Converts the raw data from the sRGB colorspace to a linear scale." msgstr "将原始数据从 sRGB 色彩空间转换为线性比例。" msgid "" "Holds all the image's color data in a given format. See [enum Format] " "constants." msgstr "以给定的格式保存图像的所有颜色数据。参阅 [enum Format] 常量。" msgid "The maximal width allowed for [Image] resources." msgstr "[Image] 资源允许的最大宽度。" msgid "The maximal height allowed for [Image] resources." msgstr "[Image] 资源允许的最大高度。" msgid "Texture format with a single 8-bit depth representing luminance." msgstr "纹理格式,具有代表亮度的单一 8 位深度。" msgid "" "OpenGL texture format with two values, luminance and alpha each stored with " "8 bits." msgstr "OpenGL 纹理格式,具有两个值,亮度和 Alpha,都以 8 位存储。" msgid "" "OpenGL texture format [code]RG[/code] with two components and a bitdepth of " "8 for each." msgstr "OpenGL 纹理格式 [code]RG[/code],具有两个部分,每个部分的位深度为 8。" 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 "" "OpenGL 纹理格式 [code]RGB[/code] 具有三个部分,每个分量部分的位深度为 8。\n" "[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" 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 "" "OpenGL 纹理格式 [code]RGBA[/code] 有四个部分,每个分量部分的位深度为 8。\n" "[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" msgid "" "OpenGL texture format [code]RGBA[/code] with four components, each with a " "bitdepth of 4." msgstr "" "OpenGL 纹理格式 [code]RGBA[/code] 有四个部分,每个分量部分的位深度为 4。" msgid "" "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-" "bit floating-point value." msgstr "OpenGL 纹理格式 [code]GL_R32F[/code],其中有一个分量,是32 位浮点值。" msgid "" "OpenGL texture format [code]GL_RG32F[/code] where there are two components, " "each a 32-bit floating-point values." msgstr "" "OpenGL 纹理格式 [code]GL_RG32F[/code] 这里有两个部分,每个部分是一个 32 位浮" "点值。" msgid "" "OpenGL texture format [code]GL_RGB32F[/code] where there are three " "components, each a 32-bit floating-point values." msgstr "" "OpenGL 纹理格式 [code]GL_RGB32F[/code],其中有三个部分,每个部分都是 32 位浮" "点值。" msgid "" "OpenGL texture format [code]GL_RGBA32F[/code] where there are four " "components, each a 32-bit floating-point values." msgstr "" "OpenGL 纹理格式 [code]GL_RGBA32F[/code],其中有四个部分,每个部分都是 32 位浮" "点值。" msgid "" "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 16-" "bit \"half-precision\" floating-point value." msgstr "" "OpenGL 纹理格式 [code]GL_R32F[/code],其中有一个分量,即 16 位“半精度”浮点" "值。" msgid "" "OpenGL texture format [code]GL_RG32F[/code] where there are two components, " "each a 16-bit \"half-precision\" floating-point value." msgstr "" "OpenGL 纹理格式 [code]GL_RG32F[/code],其中有两个部分,每个部分都是 16 位“半" "精度”浮点值。" msgid "" "OpenGL texture format [code]GL_RGB32F[/code] where there are three " "components, each a 16-bit \"half-precision\" floating-point value." msgstr "" "OpenGL 纹理格式 [code]GL_RGB32F[/code],其中有三个部分,每个部分都是 16 位“半" "精度”浮点值。" msgid "" "OpenGL texture format [code]GL_RGBA32F[/code] where there are four " "components, each a 16-bit \"half-precision\" floating-point value." msgstr "" "OpenGL 纹理格式 [code]GL_RGBA32F[/code],其中有四个部分,每个都是 16 位“半精" "度”浮点值。" 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 "" "一种特殊的 OpenGL 纹理格式,其中三个颜色成分的精度为 9 位,所有三个成分共享一" "个 5 比特位的指数。" 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 "" "[url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] 纹理格式" "使用块压缩 1,并且是 S3TC 的最小变化,仅提供 1 位的 Alpha 和颜色数据 预乘以 " "Alpha。\n" "[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" 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 "" "使用块压缩 2 的 [url=https://en.wikipedia.org/wiki/" "S3_Texture_Compression]S3TC[/url] 贴图格式,并且颜色数据被解析为没有与 Alpha " "预先相乘。非常适用于具有 半透明和不透明区域之间的清晰的 Alpha 过渡。\n" "[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" 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 "" "[url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] 纹理格式" "也称为块压缩 3 或 BC3,其中包含 64 位的 Alpha 通道数据,后跟 64 位的 DXT1 编" "码颜色数据。颜色数据不会与 DXT3 预先乘以 Alpha。与 DXT3 相比,DXT5 对于透明渐" "变通常会产生更好的结果。\n" "[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" 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 "" "使用[url=https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression]红" "绿贴图压缩[/url]的贴图格式,使用与 DXT5 用于 Alpha 通道相同的压缩算法对红色通" "道数据进行归一化。" 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 "" "使用[url=https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression]红" "绿贴图压缩[/url]的贴图格式,使用与 DXT5 用于 Alpha 的压缩算法相同的红绿数据通" "道。" 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 "" "使用 [url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC压" "缩[/url] 和无符号归一化RGBA分量的贴图格式.\n" "[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" 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 "" "使用 [url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC[/" "url] 压缩和有符号浮点RGB分量的贴图格式." 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 "" "使用[url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC[/" "url] 压缩和无符号浮点RGB分量的贴图格式." 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 "" "[url=https://zh.wikipedia.org/zh-cn/" "%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#ETC1]爱立信纹" "理压缩格式 1[/url],又称“ETC1”,是 OpenGL ES 图形标准的一部分。这种格式无法存" "储 Alpha 通道。" 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 "" "[url=https://zh.wikipedia.org/zh-cn/" "%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]" "爱立信纹理压缩格式 2[/url]([code]R11_EAC[/code] 变体),它提供一个无符号数据" "通道。" 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 "" "[url=https://zh.wikipedia.org/zh-cn/" "%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]" "爱立信纹理压缩格式 2[/url]([code]SIGNED_R11_EAC[/code] 变体),它提供一个有" "符号数据通道。" 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 "" "[url=https://zh.wikipedia.org/zh-cn/" "%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]" "爱立信纹理压缩格式 2[/url]([code]RG11_EAC[/code] 变体),它提供一个无符号数" "据通道。" 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 "" "[url=https://zh.wikipedia.org/zh-cn/" "%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]" "爱立信纹理压缩格式 2[/url]([code]SIGNED_RG11_EAC[/code] 变体),它提供两个有" "符号数据通道。" 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 "" "[url=https://zh.wikipedia.org/zh-cn/" "%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]" "爱立信纹理压缩格式 2[/url]([code]RGB8[/code] 变体),它是 ETC1 的后续版本," "可压缩 RGB888 数据。\n" "[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" 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 "" "[url=https://zh.wikipedia.org/zh-cn/" "%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]" "爱立信纹理压缩格式 2[/url]([code]RGBA8[/code] 变体),它可以压缩 RGBA8888 数" "据,完全支持 Alpha。\n" "[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" 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 "" "[url=https://zh.wikipedia.org/zh-cn/" "%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]" "爱立信纹理压缩格式 2[/url]([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] 变体),它" "可以压缩 RGBA 数据,使 Alpha 完全透明或完全不透明。\n" "[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" msgid "Represents the size of the [enum Format] enum." msgstr "表示 [enum Format] 枚举的大小。" msgid "" "Performs nearest-neighbor interpolation. If the image is resized, it will be " "pixelated." msgstr "执行最近邻插值。如果调整图像大小,它将被像素化。" 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 "" "执行双线性插值。如果调整图像大小,则图像将模糊。此模式比 [constant " "INTERPOLATE_CUBIC] 更快,但质量较低。" 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 "" "执行三次插值。如果调整图像大小,则图像将模糊。与 [constant " "INTERPOLATE_BILINEAR] 相比,此模式通常会产生更好的结果,但代价是速度较慢。" 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 "" "在两个最适合的多级渐远纹理级别上分别执行双线性采样,然后在采样结果之间进行线" "性插值。\n" "它比 [constant INTERPOLATE_BILINEAR] 慢,但能产生更高质量的效果,减少锯齿伪" "影。\n" "如果图像没有多级渐远纹理,它们将被生成并在内部使用,但不会在生成的图像之上生" "成多级渐远纹理。\n" "[b]注意:[/b]如果你打算缩放原始图像的多个副本,最好事先对其调用 [method " "generate_mipmaps],以避免在生成它们时反复浪费处理能力。\n" "另一方面,如果图像已经有了多级渐远纹理,其将被使用,并为生成的图像生成新的一" "组。" msgid "" "Performs Lanczos interpolation. This is the slowest image resizing mode, but " "it typically gives the best results, especially when downscalng images." msgstr "" "执行 Lanczos 插值。这是最慢的图像调整大小模式,但通常可以提供最佳效果,尤其是" "在缩小图像时。" msgid "Image does not have alpha." msgstr "图片没有 Alpha 通道。" msgid "Image stores alpha in a single bit." msgstr "图像将 Alpha 存储在单个 bit 中。" msgid "Image uses alpha." msgstr "图像使用 Alpha。" msgid "Use S3TC compression." msgstr "使用 S3TC 压缩。" msgid "Use ETC compression." msgstr "使用 ETC 压缩。" msgid "Use ETC2 compression." msgstr "使用 ETC2 压缩。" msgid "" "Source texture (before compression) is a regular texture. Default for all " "textures." msgstr "原始纹理(在压缩前)是常规纹理。所有纹理的默认值。" msgid "Source texture (before compression) is in sRGB space." msgstr "原始纹理(在压缩前)使用 sRGB 空间。" msgid "" "Source texture (before compression) is a normal texture (e.g. it can be " "compressed into two channels)." msgstr "原始纹理(在压缩前)是法线纹理(例如可以压缩为两个通道)。" msgid "Returns the format of the texture, one of [enum Image.Format]." msgstr "返回纹理的格式,[enum Image.Format] 之一。" msgid "Resizes the texture to the specified dimensions." msgstr "将纹理的大小调整为指定的尺寸。" msgid "Texture with 3 dimensions." msgstr "具有 3 个维度的纹理。" msgid "" "Returns a [Material] in a given surface. Surface is rendered using this " "material." msgstr "返回给定面的 [Material] 材质。面将由该材质来渲染。" msgid "" "Sets a [Material] for a given surface. Surface will be rendered using this " "material." msgstr "设置给定面的 [Material] 材质。该面将会使用此材质渲染。" msgid "A singleton that deals with inputs." msgstr "处理输入的单例。" 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 "" "处理输入的单例。这包括按键、鼠标点击和移动、游戏手柄和输入动作。可以在[b]项" "目 > 项目设置[/b]的[b]输入映射[/b]选项卡中或使用 [InputMap] 类设置操作及其事" "件。" 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 "" "这将模拟按下指定的按键动作。\n" "强度可以用于非布尔运算的动作,它的范围在 0 到 1 之间,代表给定动作的力度。\n" "[b]注意:[/b]这个方法不会引起任何 [method Node._input] 调用。它旨在与 " "[method is_action_pressed] 和 [method is_action_just_pressed] 一起使用。如果" "你想模拟 [code]_input[/code],请使用 [method parse_input_event] 代替。" msgid "If the specified action is already pressed, this will release it." msgstr "如果已按下指定操作,那么将释放它。" msgid "" "Adds a new mapping entry (in SDL2 format) to the mapping database. " "Optionally update already connected devices." msgstr "在映射数据库中添加新的映射条目(SDL2 格式)。可选更新已连接的设备。" 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 "" "将当前缓冲区内的所有输入事件发送给游戏循环。这些事件可能是由于累积输入" "([member use_accumulated_input])或敏捷输入刷新([member ProjectSettings." "input_devices/buffering/agile_event_flushing])而被缓冲的结果。\n" "引擎已经会在关键的执行点执行此操作,至少每帧一次。然而,在你想要精确控制事件" "处理时间的高级情况下,这可能是有用的。" 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 "" "通过指定两个动作来获取轴的输入,一个是负的,一个是正的。\n" "这是 [code]Input.get_action_strength(\"positive_action\")-Input." "get_action_strength(\"negative_action\")[/code] 的简写。" msgid "" "Returns an [Array] containing the device IDs of all currently connected " "joypads." msgstr "返回一个 [Array],包含当前所有连接手柄的设备 ID。" msgid "Returns the currently assigned cursor shape (see [enum CursorShape])." msgstr "返回当前指定的光标形状(见 [enum CursorShape])。" 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 "" "如果设备有陀螺仪传感器,则返回围绕设备 X、Y、Z 轴的旋转速率,单位为 rad/s。否" "则,该方法返回 [constant Vector3.ZERO]。\n" "[b]注意:[/b]这个方法只在 Android 和 iOS 上工作。在其他平台上,总是返回 " "[constant Vector3.ZERO]。" msgid "" "Returns a SDL2-compatible device GUID on platforms that use gamepad " "remapping. Returns [code]\"Default Gamepad\"[/code] otherwise." msgstr "" "在使用游戏手柄重映射的平台上返回一个 SDL2 兼容的设备 GUID。否则返回 " "[code]\"Default Gamepad\"[/code] 默认游戏手柄。" msgid "Returns the name of the joypad at the specified device index." msgstr "返回指定设备索引处的手柄名称。" msgid "Returns the duration of the current vibration effect in seconds." msgstr "以秒为单位返回当前振动效果的持续时间。" 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 "返回手柄振动的强度:x 是弱马达的强度,y 是强马达的强度。" 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 "" "如果设备有磁力传感器,则返回设备所有轴的磁场强度,单位为微特斯拉。否则,该方" "法返回 [constant Vector3.ZERO]。\n" "[b]注意:[/b]这个方法只在 Android、iOS 和 UWP 上有效。在其他平台上,总是返回 " "[constant Vector3.ZERO]。" 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 "" "通过指定正负 X 和 Y 轴的四个动作来获取输入向量。\n" "这个方法在获取向量输入时很有用,比如从操纵杆、方向盘、箭头或 WASD。向量的长度" "被限制为 1,并且有一个圆形的死区,这对于使用向量输入进行运动很有用。\n" "默认情况下,死区根据动作死区的平均值自动计算。然而,你可以把死区覆盖为任何你" "想要的值(在 0 到 1 的范围内)。" msgid "" "Removes all mappings from the internal database that match the given GUID." msgstr "从内部数据库中删除与给定 GUID 匹配的所有映射。" 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 "" "设置加速度传感器的加速度值。可以用于在没有硬件传感器的设备上进行调试,例如在 " "PC 上的编辑器中。\n" "[b]注意:[/b]这个值在 Android 和 iOS 上可立即被硬件传感器的值所覆盖。" 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 "" "设置该视口中使用的默认光标形状,而不是 [constant CURSOR_ARROW]。\n" "[b]注意:[/b]如果要更改 [Control] 节点的默认光标形状,请改用 [member Control." "mouse_default_cursor_shape]。\n" "[b]注意:[/b]这个方法会生成一个 [InputEventMouseMotion] 以立即更新光标。" 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 "" "设置加速度传感器的重力值。可用于在没有硬件传感器的设备上进行调试,例如在 PC " "上的编辑器中。\n" "[b]注意:[/b]这个值在 Android 和 iOS 上可立即被硬件传感器的值覆盖。" 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 "" "设置陀螺仪传感器的旋转速率值。可用于在没有硬件传感器的设备上进行调试,例如在 " "PC 上的编辑器中。\n" "[b]注意:[/b]在 Android 和 iOS 上,这个值可立即被硬件传感器的值所覆盖。" 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 "" "设置磁力传感器的磁场值。可用于在没有硬件传感器的设备上进行调试,例如在 PC 上" "的编辑器中。\n" "[b]注意:[/b]在 Android 和 iOS 上,这个值可立即被硬件传感器的值所覆盖。" msgid "Controls the mouse mode. See [enum MouseMode] for more information." msgstr "控制鼠标模式。详情请参阅 [enum MouseMode]。" msgid "Emitted when a joypad device has been connected or disconnected." msgstr "连接或断开游戏手柄设备时触发。" msgid "Arrow cursor. Standard, default pointing cursor." msgstr "箭头光标。标准,默认指向光标。" msgid "" "I-beam cursor. Usually used to show where the text cursor will appear when " "the mouse is clicked." msgstr "I 形光标。通常用于指示点击鼠标后文本光标的位置。" msgid "" "Pointing hand cursor. Usually used to indicate the pointer is over a link or " "other interactable item." msgstr "指向手形光标。通常用在指示链接或其他可交互项上。" msgid "" "Cross cursor. Typically appears over regions in which a drawing operation " "can be performed or for selections." msgstr "十字光标。通常出现在可以执行绘制操作或进行选择的区域上方。" 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 "" "等待光标。表示应用程序正忙于执行操作。此光标形状表示应用程序在操作过程中不可" "用(例如,有东西阻塞了主线程)。" 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 "" "忙碌光标。表示应用程序正忙于执行一项操作。这种光标形状表示应用程序在操作过程" "中仍然可以使用。" msgid "" "Can drop cursor. Usually displayed when dragging something to indicate that " "it can be dropped at the current position." msgstr "可以放下的光标。通常在拖动东西时显示,表示可以在当前位置放下。" 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 "" "禁止的光标。表示当前操作是被禁止的(例如,拖动东西时)或某个位置的控件被禁" "用。" msgid "" "Vertical resize mouse cursor. A double-headed vertical arrow. It tells the " "user they can resize the window or the panel vertically." msgstr "" "垂直调整大小的光标。一个双头的垂直箭头。它告诉用户他们可以垂直地调整窗口或面" "板的大小。" msgid "" "Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells " "the user they can resize the window or the panel horizontally." msgstr "" "水平调整尺寸的光标。一个双头的水平箭头。它告诉用户他们可以水平调整窗口或面板" "的大小。" 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 "" "窗口调整大小的光标。该光标是一个双头箭头,从左下方到右上方。它告诉用户他们可" "以在水平和垂直方向上调整窗口或面板的大小。" 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 "" "窗口调整大小的光标。是一个双头的箭头,从左上角到右下角,与 [constant " "CURSOR_BDIAGSIZE] 相反。它告诉用户他们可以在水平和垂直方向上调整窗口或面板的" "大小。" msgid "Move cursor. Indicates that something can be moved." msgstr "移动光标。表示那些东西可以移动。" msgid "" "Vertical split mouse cursor. On Windows, it's the same as [constant " "CURSOR_VSIZE]." msgstr "垂直拆分鼠标光标。在 Windows 上与 [constant CURSOR_VSIZE] 相同。" msgid "" "Horizontal split mouse cursor. On Windows, it's the same as [constant " "CURSOR_HSIZE]." msgstr "水平分割的鼠标光标。在 Windows 上与 [constant CURSOR_HSIZE] 相同。" msgid "Help cursor. Usually a question mark." msgstr "帮助光标。通常是一个问号。" msgid "Generic input event." msgstr "通用输入事件。" msgid "Base class of all sort of input event. See [method Node._input]." msgstr "各种输入事件的基类。见 [method Node._input]。" msgid "InputEvent" msgstr "InputEvent" 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 "" "如果给定的输入事件和这个输入事件可以相加,则返回 [code]true[/code](只针对 " "[InputEventMouseMotion] 类型的事件)。\n" "给定输入事件的位置、全局位置和速度将被复制。产生的 [code]relative[/code] 是两" "个事件的总和。两个事件的修饰符必须是相同的。" msgid "Returns a [String] representation of the event." msgstr "返回事件的 [String] 字符串表示。" msgid "" "Returns [code]true[/code] if this input event's type is one that can be " "assigned to an input action." msgstr "" "如果这个输入事件的类型是可以分配给输入动作的类型,则返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if this input event is an echo event (only for " "events of type [InputEventKey])." msgstr "" "如果这个输入事件是回显事件(仅适用于 [InputEventKey] 类型的事件),则返回 " "[code]true[/code]。" 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 "" "该事件的设备 ID。\n" "[b]注意:[/b]对于来自触摸屏的模拟鼠标输入,该设备 ID 将总是 [code]-1[/code]。" "可用于区分模拟鼠标输入和物理鼠标输入。" msgid "Input event type for actions." msgstr "动作的输入事件类型。" msgid "InputEvent: Actions" msgstr "InputEvent:动作" msgid "The action's name. Actions are accessed via this [String]." msgstr "动作的名称。动作可以通过此 [String] 访问。" msgid "" "If [code]true[/code], the action's state is pressed. If [code]false[/code], " "the action's state is released." msgstr "" "为 [code]true[/code] 时该动作处于被按下的状态。为 [code]false[/code] 时该动作" "处于被释放状态。" 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 "" "动作的强度,介于 0 和 1 之间。当 pressed 为 [code]false[/code] 时,该值被视为" "等于 0。通过将事件强度设置为手柄轴的弯曲或按压强度,可以仿造模拟手柄的移动事" "件。" msgid "Base class for touch control gestures." msgstr "触摸控制手势的基类。" 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 "" "相对于[Viewport]的本地手势位置。如果在[method Control._gui_input]中使用,位置" "是相对于当前接收该手势的控件[Control]而言的。" msgid "Input event for gamepad buttons." msgstr "游戏手柄按钮的输入事件。" msgid "" "Input event type for gamepad buttons. For gamepad analog sticks and " "joysticks, see [InputEventJoypadMotion]." msgstr "" "游戏手柄按钮的输入事件类型。对于游戏手柄模拟摇杆和操纵杆,请参阅 " "[InputEventJoypadMotion]。" msgid "" "If [code]true[/code], the button's state is pressed. If [code]false[/code], " "the button's state is released." msgstr "" "如果为 [code]true[/code],按钮的状态被按下。如果为 [code]false[/code],按钮的" "状态被释放。" 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 "" "如果控制器支持,则表示用户用手指在按钮上施加的压力。范围从 [code]0[/code] 到 " "[code]1[/code]。" msgid "" "Input event type for gamepad joysticks and other motions. For buttons, see " "[code]InputEventJoypadButton[/code]." msgstr "" "用于游戏板操纵杆和其他动作的输入事件类型。对于按钮,见 " "[code]InputEventJoypadButton[/code]。" msgid "" "Stores information about joystick motions. One [InputEventJoypadMotion] " "represents one axis at a time." msgstr "" "存储关于操纵杆运动的信息。一个 [InputEventJoypadMotion] 一次代表一个轴。" 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 "" "操纵杆在给定轴上的当前位置。该值范围从 [code]-1.0[/code] 到 [code]1.0[/" "code]。值为 [code]0[/code] 意味着轴处于静止位置。" msgid "Input event type for keyboard events." msgstr "键盘事件的输入事件类型。" msgid "" "If [code]true[/code], the key was already pressed before this event. It " "means the user is holding the key down." msgstr "" "如果为 [code]true[/code],则该键在此事件之前已被按下。这意味着用户正在按住该" "键。" msgid "" "If [code]true[/code], the key's state is pressed. If [code]false[/code], the " "key's state is released." msgstr "" "如果为 [code]true[/code],按键的状态是被按下。如果为 [code]false[/code],该键" "的状态被释放。" msgid "Input event for MIDI inputs." msgstr "MIDI 输入的输入事件。" msgid "MIDI Message Status Byte List" msgstr "MIDI 消息状态字节列表" msgid "Wikipedia General MIDI Instrument List" msgstr "维基百科通用 MIDI 乐器列表" msgid "Wikipedia Piano Key Frequencies List" msgstr "维基百科钢琴琴键频率列表" 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 "" "这个输入事件的 MIDI 通道。总共有 16 个通道,所以这个值的范围是 0 到 15。MIDI " "通道 9 是为打击乐器保留的,其余通道供非打击乐器使用。" 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 "" "这个输入事件的乐器。这个值的范围是 0 到 127。乐器列表请参考维基百科的 " "General MIDI 文中的乐器列表,不过这个值是从 0 开始的,所以请把那张表中的数字" "都减一。标准钢琴的乐器号为 0。" 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 "" "这个 MIDI 信号的音高索引号。这个值的范围为 0 到 127。在钢琴上,中央 C 是 60," "而 A440 是 69,更多信息请参阅维基百科钢琴琴键频率表的“MIDI 音符”列。" msgid "" "The pressure of the MIDI signal. This value ranges from 0 to 127. For many " "devices, this value is always zero." msgstr "MIDI 信号的压力。这个值在 0 到 127 之间。对于很多设备,这个值总是 0。" msgid "Base input event type for mouse events." msgstr "鼠标事件的基本输入事件类型。" msgid "Stores general mouse events information." msgstr "存储一般的鼠标事件信息。" 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 "" "在 [method Node._input] 或 [method Node._unhandled_input] 中获取时,返回根 " "[Viewport] 中鼠标的位置,使用根 [Viewport] 的坐标系。\n" "在 [method Control._gui_input] 中获取时,返回该 [Control] 所在的 " "[CanvasLayer] 中鼠标的位置,使用该 [CanvasLayer] 的坐标系。" 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 "" "在 [method Node._input] 或 [method Node._unhandled_input] 中获取时,返回该 " "[Node] 所在 [Viewport] 中鼠标的位置,使用该 [Viewport] 的坐标系。\n" "在 [method Control._gui_input] 中获取时,返回该 [Control] 中鼠标的位置,使用" "该 [Control] 的坐标系。" msgid "Input event type for mouse button events." msgstr "鼠标按钮事件的输入事件类型。" msgid "Contains mouse click information. See [method Node._input]." msgstr "包含鼠标点击信息。见 [method Node._input]。" msgid "Mouse and input coordinates" msgstr "鼠标和输入坐标" msgid "If [code]true[/code], the mouse button's state is a double-click." msgstr "如果为 [code]true[/code],鼠标按钮的状态是双击。" 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 "" "事件的数量(或 delta)。当用于高精度滚动事件时,这表示滚动量(垂直或水平)。" "这只在一些平台上被支持;报告的灵敏度因平台不同而不同。如果不支持,可能是" "[code]0[/code]。" msgid "" "If [code]true[/code], the mouse button's state is pressed. If [code]false[/" "code], the mouse button's state is released." msgstr "" "如果为 [code]true[/code],鼠标按键的状态为按下。如果为 [code]false[/code],鼠" "标按钮的状态被释放。" msgid "Input event type for mouse motion events." msgstr "鼠标移动事件的输入事件类型。" 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 "" "使用手写笔的橡皮端时,返回 [code]true[/code]。\n" "[b]注意:[/b]这个属性在 Linux、macOS 和 Windows 上实现。" msgid "" "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/" "code] to [code]1.0[/code]." msgstr "表示用户对笔施加的压力。范围从 [code]0.0[/code] 到 [code]1.0[/code] 。" 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 "" "鼠标相对于前一个位置的位置(上一帧的位置)。\n" "[b]注意:[/b]因为 [InputEventMouseMotion] 只在鼠标移动时发出,当用户停止移动" "鼠标时,最后一个事件的相对位置不会是 [code]Vector2(0, 0)[/code]。" 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 "" "代表笔的倾斜角度。正的 X 坐标值表示向右倾斜。正的Y坐标值表示向用户自身倾斜。" "两个轴的范围是 [code]-1.0[/code] 到 [code]1.0[/code]。" msgid "" "Input event type for screen drag events. Only available on mobile devices." msgstr "屏幕拖动事件的输入事件类型。仅适用于移动设备。" msgid "Contains screen drag information. See [method Node._input]." msgstr "包含屏幕拖动信息。见 [method Node._input]。" msgid "The drag event index in the case of a multi-drag event." msgstr "多次拖动事件中的拖动事件索引。" msgid "The drag position." msgstr "拖拽的位置。" msgid "" "The drag position relative to the previous position (position at the last " "frame)." msgstr "相对于之前位置(上一帧时的位置)的拖拽位置。" msgid "" "Input event type for screen touch events.\n" "(only available on mobile devices)" msgstr "" "用于屏幕触摸事件的输入事件类型。\n" "(仅适用于移动设备)" msgid "" "Stores multi-touch press/release information. Supports touch press, touch " "release and [member index] for multi-touch count and order." msgstr "" "存储多点触摸的按压/释放信息。支持触摸按压、触摸释放和 [member index] 的多点触" "摸计数和顺序。" msgid "" "The touch index in the case of a multi-touch event. One index = one finger." msgstr "在多点触摸事件中的触摸指数。一个索引 = 一个手指。" msgid "" "If [code]true[/code], the touch's state is pressed. If [code]false[/code], " "the touch's state is released." msgstr "" "如果为 [code]true[/code],触摸的状态为按下。如果为 [code]false[/code],触摸的" "状态被释放。" msgid "Base class for keys events with modifiers." msgstr "带有修饰符的键事件的基类。" msgid "Singleton that manages [InputEventAction]." msgstr "管理 [InputEventAction] 的单例。" 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 "" "管理所有的 [InputEventAction],可以通过项目设置菜单[b]项目 > 项目设置 > 输入" "映射[/b]或在代码中用 [method add_action] 和 [method action_add_event] 创建/修" "改。请参阅 [method Node._input]。" msgid "" "Adds an [InputEvent] to an action. This [InputEvent] will trigger the action." msgstr "给某个动作添加一个 [InputEvent]。这个 [InputEvent] 将触发这个动作。" msgid "Removes an [InputEvent] from an action." msgstr "从某个动作中删除一个 [InputEvent]。" msgid "Removes all events from an action." msgstr "从某个动作中删除所有事件。" msgid "Returns a deadzone value for the action." msgstr "返回该操作的死区值。" 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 "" "返回与给定动作关联的 [InputEvent] 的数组。\n" "[b]注意:[/b]在编辑器中使用时(例如在工具脚本或 [EditorPlugin] 中使用),这个" "方法返回的是编辑器动作对应的事件。如果你想要在编辑器中访问你的项目的输入绑" "定,请读取 [ProjectSettings] 的 [code]input/*[/code] 设置。" msgid "" "Returns [code]true[/code] if the action has the given [InputEvent] " "associated with it." msgstr "如果该动作有给定的 [InputEvent] 与之相关,则返回 [code]true[/code]。" msgid "Sets a deadzone value for the action." msgstr "为该动作设置死区值。" msgid "Removes an action from the [InputMap]." msgstr "从 [InputMap] 中删除一个动作。" msgid "Returns an array of all actions in the [InputMap]." msgstr "返回 [InputMap] 中所有动作的数组。" msgid "" "Returns [code]true[/code] if the [InputMap] has a registered action with the " "given name." msgstr "如果 [InputMap] 有一个给定名称的注册动作,返回 [code]true[/code]。" msgid "" "Clears all [InputEventAction] in the [InputMap] and load it anew from " "[ProjectSettings]." msgstr "" "清除 [InputMap] 中的所有 [InputEventAction],并从 [ProjectSettings] 项目设置" "中重新加载它。" msgid "Placeholder for the root [Node] of a [PackedScene]." msgstr "[PackedScene] 根 [Node] 的占位符。" 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 "" "调用这个方法会实际载入节点。创建的节点会被放置在场景树中该 " "[InstancePlaceholder] 的[i]上方[/i]。出于方便的考虑,还会返回该 [Node] 的引" "用。\n" "[b]注意:[/b][method create_instance] 不是线程安全的。从线程中调用时请使用 " "[method Object.call_deferred]。" msgid "Integer built-in type." msgstr "整数内置类型。" msgid "Constructs an [int] as a copy of the given [int]." msgstr "构造给定 [int] 的副本。" 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 "" "将 [bool] 值转换成整数值,[code]int(true)[/code] 将等于 1,[code]int(false)[/" "code] 将等于 0。" msgid "Internet protocol (IP) support functions such as DNS resolution." msgstr "网际协议(IP)支持函数,如 DNS 解析。" msgid "Returns all the user's current IPv4 and IPv6 addresses as an array." msgstr "以数组形式返回所有用户的当前 IPv4 和 IPv6 地址。" 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 "" "以数组形式返回所有网络适配器。\n" "每个适配器都是一个以下形式的字典:\n" "[codeblock]\n" "{\n" " \"index\":\"1\", # 接口索引。\n" " \"name\":\"eth0\", # 接口名称。\n" " \"friendly\":\"Ethernet One\", # 友好的名字(可能是空的)。\n" " \"address\":[\"192.168.1.101\"], # 与此接口相关的 IP 地址数组。\n" "}\n" "[/codeblock]" msgid "" "Returns resolved addresses, or an empty array if an error happened or " "resolution didn't happen yet (see [method get_resolve_item_status])." msgstr "" "如果发生错误或尚未发生解析,则返回已解析的地址或空数组(请参阅 [method " "get_resolve_item_status])。" msgid "DNS hostname resolver status: No status." msgstr "DNS 主机名解析器状态:无状态。" msgid "DNS hostname resolver status: Waiting." msgstr "DNS 主机名解析器状态:正在等待。" msgid "DNS hostname resolver status: Done." msgstr "DNS 主机名解析器状态:完成。" msgid "DNS hostname resolver status: Error." msgstr "DNS 主机名解析器状态:错误。" msgid "" "Maximum number of concurrent DNS resolver queries allowed, [constant " "RESOLVER_INVALID_ID] is returned if exceeded." msgstr "" "允许的最大并发 DNS 解析器查询数量,如果超过,则返回 [constant " "RESOLVER_INVALID_ID]。" msgid "" "Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded." msgstr "无效的 ID 常量。在超过 [constant RESOLVER_MAX_QUERIES] 时返回。" msgid "Address type: None." msgstr "地址类型:无。" msgid "Address type: Internet protocol version 4 (IPv4)." msgstr "地址类型:网际协议版本 4(IPv4)。" msgid "Address type: Internet protocol version 6 (IPv6)." msgstr "地址类型:网际协议版本 6(IPv6)。" msgid "Address type: Any." msgstr "地址类型:任意。" msgid "" "Control that provides a list of selectable items (and/or icons) in a single " "column, or optionally in multiple columns." msgstr "提供可选中项目(和/或图标)列表的控件,既可以是单列,也可以是多列。" msgid "Removes all items from the list." msgstr "移除列表中的所有项目。" msgid "Ensures the item associated with the specified index is not selected." msgstr "确保与指定索引相关的项目不被选中。" msgid "Ensures there are no items selected." msgstr "确保没有选择任何项目。" msgid "" "Ensure current selection is visible, adjusting the scroll position as " "necessary." msgstr "确保当前选择可见,根据需要调整滚动位置。" msgid "Returns the icon associated with the specified index." msgstr "返回与指定索引相关的图标。" msgid "Returns a [Color] modulating item's icon at the specified index." msgstr "返回指定索引处的 [Color] 颜色调制项的图标。" msgid "" "Returns the region of item's icon used. The whole icon will be used if the " "region has no area." msgstr "返回项目图标的使用区域。如果该区域大小为 0,整个图标将被使用。" msgid "Returns the metadata value of the specified index." msgstr "返回指定索引的元数据值。" msgid "Returns the text associated with the specified index." msgstr "返回与指定索引关联的文本。" msgid "Returns the tooltip hint associated with the specified index." msgstr "返回与指定索引关联的工具提示。" msgid "Returns an array with the indexes of the selected items." msgstr "返回一个包含所选项目索引的数组。" 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 "" "返回垂直滚动条。\n" "[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望隐" "藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" msgid "Returns [code]true[/code] if one or more items are selected." msgstr "选中了一个或多个项目时,返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the item at the specified index is disabled." msgstr "索引所对应的项目被禁用时,返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the item icon will be drawn transposed, i.e. " "the X and Y axes are swapped." msgstr "项目图标被转置绘制,即 X 和 Y 轴互换时,返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the item at the specified index is selectable." msgstr "索引所对应的项目可以被选中时,返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the tooltip is enabled for specified item index." msgstr "索引所对应的项目已启用工具提示时,返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the item at the specified index is currently " "selected." msgstr "索引所对应的项目被选中时,返回 [code]true[/code]。" msgid "" "Select the item at the specified index.\n" "[b]Note:[/b] This method does not trigger the item selection signal." msgstr "" "选择指定索引处的项目。\n" "[b]注意:[/b]此方法不触发项目选择信号。" msgid "" "Sets a modulating [Color] of the item associated with the specified index." msgstr "设置与指定索引相关的项目的调制颜色 [Color]。" msgid "" "Sets the region of item's icon used. The whole icon will be used if the " "region has no area." msgstr "设置项目图标的使用区域。如果该区域大小为 0,将使用整个图标。" msgid "Sets whether the item icon will be drawn transposed." msgstr "设置项目图标是否将被转置绘制。" msgid "" "Sets a value (of any type) to be stored with the item associated with the " "specified index." msgstr "设置与指定索引相关的项目存储的值(任何类型的值)。" msgid "" "Allows or disallows selection of the item associated with the specified " "index." msgstr "允许或禁止选择与指定索引关联的项目。" msgid "Sets text of the item associated with the specified index." msgstr "设置与指定索引相关的项目的文本。" msgid "Sets the tooltip hint for the item associated with the specified index." msgstr "设置与指定索引相关的项目的工具提示。" msgid "Sets whether the tooltip hint is enabled for specified item index." msgstr "设置是否为指定的项目索引启用工具提示。" msgid "Sorts items in the list by their text." msgstr "按文本对列表中的项目进行排序。" msgid "" "If [code]true[/code], the currently selected item can be selected again." msgstr "如果为 [code]true[/code],则可以再次选择当前选中的项目。" msgid "If [code]true[/code], right mouse button click can select items." msgstr "如果为 [code]true[/code],点击鼠标右键可以选中项目。" msgid "" "If [code]true[/code], the control will automatically resize the height to " "fit its content." msgstr "如果为 [code]true[/code],控件将自动调整高度以适合其内容。" 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 "" "所有列的宽度将调整为。\n" "零值禁用调整,每个项目的宽度将等于其内容的宽度,列的宽度将不均匀。" 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 "" "所有图标将被调整到的尺寸。\n" "如果 X 或 Y 分量不大于 0,图标的大小将不会受到影响。" msgid "" "The icon position, whether above or to the left of the text. See the [enum " "IconMode] constants." msgstr "" "图标的位置,是在文本的上方还是在文本的左边。参阅 [enum IconMode] 常量。" msgid "" "The scale of icon applied after [member fixed_icon_size] and transposing " "takes effect." msgstr "在 [member fixed_icon_size] 和转置生效后应用的图标比例。" 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 "" "列表将具有的最大列。\n" "如果大于零,内容将被拆分为指定列。\n" "零值意味着无限列,即所有项目将放在同一行中。" 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 "" "每个子项中允许的最大文本行数。即使没有足够的文本行数来显示,也会保留空间。\n" "[b]注意:[/b]这个属性只有在 [member icon_mode] 是 [constant ICON_MODE_TOP] 时" "才会生效。要使文本自动换行,[member fixed_column_width]应大于零。" 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 "" "是否所有列的宽度相同。\n" "如果为 [code]true[/code],则宽度等于所有列的最大列宽度。" msgid "" "Allows single or multiple item selection. See the [enum SelectMode] " "constants." msgstr "允许单选或多选。参阅[enum SelectMode]常量。" msgid "" "Triggered when specified item has been selected.\n" "[member allow_reselect] must be enabled to reselect an item." msgstr "" "选择指定项目时触发。\n" "[member allow_reselect] 必须启用才能重新选择项目。" msgid "" "Triggered when a multiple selection is altered on a list allowing multiple " "selection." msgstr "在允许多选的列表上更改多选时触发。" msgid "Icon is drawn above the text." msgstr "图标绘制在文本上方。" msgid "Icon is drawn to the left of the text." msgstr "图标绘制在文本的左侧。" msgid "Only allow selecting a single item." msgstr "仅允许选择单个项目。" msgid "Default text [Color] of the item." msgstr "项目的默认文本颜色 [Color]。" msgid "Text [Color] used when the item is selected." msgstr "选择项目时使用的文本颜色 [Color]。" msgid "" "[Color] of the guideline. The guideline is a line drawn between each row of " "items." msgstr "指导线的颜色[Color]。指导线是在每行项目之间画的一条线。" msgid "The horizontal spacing between items." msgstr "项目之间的水平间距。" msgid "The spacing between item's icon and text." msgstr "项目的图标和文本之间的间距。" msgid "The vertical spacing between each line of text." msgstr "每行文字之间的行距。" msgid "The vertical spacing between items." msgstr "项目菜单之间的垂直间距。" msgid "[Font] of the item's text." msgstr "项目文本的字体 [Font] 。" msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused." msgstr "当该 [ItemList] 获得焦点时,用作光标的样式盒 [StyleBox]。" msgid "" "[StyleBox] used for the cursor, when the [ItemList] is not being focused." msgstr "当该 [ItemList] 未获得焦点时,用作光标的样式盒 [StyleBox]。" msgid "" "[StyleBox] for the selected items, used when the [ItemList] is not being " "focused." msgstr "所选项的样式盒 [StyleBox],当该 [ItemList] 未获得焦点时使用。" msgid "" "[StyleBox] for the selected items, used when the [ItemList] is being focused." msgstr "所选项的样式盒 [StyleBox],当该 [ItemList] 获得焦点时使用。" msgid "" "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 "" "如果该渐进式网络应用程序有新版本等待激活,则返回 [code]true[/code]。\n" "[b]注意:[/b]只在导出为渐进式网络应用程序(Progressive Web App)时相关。" 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 "" "执行该渐进式网络应用程序的在线更新。强制安装新版本并重新载入该页面。\n" "[b]注意:[/b]你的应用程序将[b]在所有浏览器标签页中重新载入[/b]。\n" "[b]注意:[/b]只在导出为渐进式网络应用程序(Progressive Web App)且 [method " "pwa_needs_update] 返回 [code]true[/code] 时相关。" 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 "" "在检测到该渐进式网络应用程序的更新,但因为存在活动的较早版本而等待激活时触" "发。要强制立即执行更新,请参阅 [method pwa_update]。" msgid "" "Singleton that connects the engine with Android plugins to interface with " "native Android code." msgstr "将引擎与 Android 插件连接起来以与原生 Android 代码交互的单例。" 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 "" "JNISingleton 仅在 Android 导出中实现。它用于从用 Java 或 Kotlin 编写的 " "Android 插件调用方法、连接信号。方法和信号可以被调用并连接到 JNISingleton,就" "好像它是一个 Node 一样。有关更多信息,请参阅 [url=https://zh.wikipedia.org/" "zh-cn/Java%E6%9C%AC%E5%9C%B0%E6%8E%A5%E5%8F%A3]Java 本地接口 - 维基百科[/" "url]。" msgid "Creating Android plugins" msgstr "创建 Android 插件" msgid "Base node for all joint constraints in 2D physics." msgstr "2D 物理中所有关节约束的基础节点。" msgid "" "Base node for all joint constraints in 2D physics. Joints take 2 bodies and " "apply a custom constraint." msgstr "2D 物理中所有关节约束的基础节点。关节采用 2 个实体并应用自定义约束。" msgid "" "If [code]true[/code], [member node_a] and [member node_b] can not collide." msgstr "" "如果为 [code]true[/code],则 [member node_a] 和 [member node_b] 无法碰撞。" msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "连接到关节的第一个实体。必须继承自 [PhysicsBody2D] 。" msgid "" "The second body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "连接到关节的第二个实体。必须继承自 [PhysicsBody2D]。" msgid "Base class for all 3D joints." msgstr "所有 3D 关节的基类。" msgid "3D Truck Town Demo" msgstr "3D 货车镇演示" msgid "" "If [code]true[/code], the two bodies of the nodes are not able to collide " "with each other." msgstr "如果为 [code]true[/code],则节点的两个主体无法相互碰撞。" msgid "The node attached to the first side (A) of the joint." msgstr "连接到关节第一侧(A)的节点。" msgid "The node attached to the second side (B) of the joint." msgstr "连接到关节第二侧(B)的节点。" msgid "" "The priority used to define which solver is executed first for multiple " "joints. The lower the value, the higher the priority." msgstr "" "用于定义哪个解算器在多个关节中被首先执行的优先级。数值越低,优先级越高。" msgid "A helper to handle dictionaries which look like JSONRPC documents." msgstr "用于处理看起来像 JSONRPC 文档的字典的辅助类。" 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 "" "[url=https://www.jsonrpc.org/]JSON-RPC[/url] 是一项标准,它将方法调用包装在一" "个 [JSON] 对象中。该对象有一个特定的结构,并标识出哪个方法被调用,该函数的参" "数,并携带一个 ID 来跟踪响应。这个类在 [Dictionary] 之上实现了该标准;你必须" "用其他函数在 [Dictionary] 和 [JSON] 之间进行转换。" msgid "" "A method call was requested but no function of that name existed in the " "JSONRPC subclass." msgstr "请求了方法调用,但 JSONRPC 子类中不存在该名称的函数。" msgid "" "Displays plain text in a line or wrapped inside a rectangle. For formatted " "text, use [RichTextLabel]." msgstr "" "在一行中显示纯文本,或在一个矩形内包裹。对于格式化的文本,使用 " "[RichTextLabel]。" msgid "" "Returns the total number of printable characters in the text (excluding " "spaces and newlines)." msgstr "返回文本中可打印的字符总数,不包括空格和换行符。" msgid "" "Returns the number of lines shown. Useful if the [Label]'s height cannot " "currently display all lines." msgstr "返回显示的行数。如果 [Label] 的高度目前无法显示所有的行数,将会有用。" msgid "" "If [code]true[/code], the Label only shows the text that fits inside its " "bounding rectangle and will clip text horizontally." msgstr "" "如果为 [code]true[/code],Label 将仅显示位于其边界矩形内部的文本,并将水平裁" "剪文本。" msgid "" "The node ignores the first [code]lines_skipped[/code] lines before it starts " "to display text." msgstr "该节点在开始显示文本之前会忽略前 [code]lines_skipped[/code] 行。" msgid "Limits the lines of text the node shows on screen." msgstr "限制节点在屏幕上显示的文本行数。" msgid "The text to display on screen." msgstr "要在屏幕上显示的文本。" msgid "If [code]true[/code], all the text displays as UPPERCASE." msgstr "如果为 [code]true[/code],所有文本都将显示为大写。" msgid "Default text [Color] of the [Label]." msgstr "[Label] 标签的默认文本颜色 [Color]。" msgid "[Color] of the text's shadow effect." msgstr "文本阴影效果的颜色 [Color]。" msgid "Vertical space between lines in multiline [Label]." msgstr "多行 [Label] 中各行之间的垂直空间。" msgid "The horizontal offset of the text's shadow." msgstr "文本阴影的水平偏移。" msgid "The vertical offset of the text's shadow." msgstr "文本阴影的垂直偏移。" msgid "[Font] used for the [Label]'s text." msgstr "用于标签 [Label] 文本的字体 [Font]。" msgid "Background [StyleBox] for the [Label]." msgstr "为 [Label] 设置背景样式盒 [StyleBox]。" msgid "Displays plain text in a 3D world." msgstr "在 3D 世界中显示普通文本。" msgid "" "Label3D displays plain text in a 3D world. It gives you control over the " "horizontal and vertical alignment." msgstr "Label3D 在 3D 世界中显示普通文本。你可以控制水平和垂直对齐方式。" msgid "" "Returns a [TriangleMesh] with the label's vertices following its current " "configuration (such as its [member pixel_size])." msgstr "" "返回使用该标签的顶点组成的 [TriangleMesh],遵循当前的配置(例如 [member " "pixel_size])。" msgid "" "If [code]true[/code], the specified flag will be enabled. See [enum Label3D." "DrawFlags] for a list of flags." msgstr "" "如果为 [code]true[/code],会启用指定的标志。标志列表请参阅 [enum Label3D." "DrawFlags]。" msgid "" "The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for " "possible values." msgstr "该精灵的 Alpha 裁剪模式。可能的取值见 [enum AlphaCutMode]。" msgid "Threshold at which the alpha scissor will discard values." msgstr "Alpha 裁剪丢弃数值的阈值。" 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 "" "如果为 [code]true[/code],则从后面也可以看到文本,如果为 [code]false[/code]," "则从后面看它是不可见的。" msgid "" "If [code]true[/code], the label is rendered at the same size regardless of " "distance." msgstr "如果为 [code]true[/code],则无论距离远近,标签都以相同的尺寸呈现。" msgid "Vertical space between lines in multiline [Label3D]." msgstr "多行 [Label3D] 中各行之间的垂直空间。" msgid "Text [Color] of the [Label3D]." msgstr "该 [Label3D] 的文本颜色 [Color]。" msgid "The text drawing offset (in pixels)." msgstr "文本绘制偏移(单位为像素)。" 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 "" "设置文本轮廓的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n" "[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认" "值)时适用。\n" "[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序" "方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。" msgid "" "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 "" "设置文本的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n" "[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认" "值)时适用。\n" "[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序" "方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。" msgid "Text width (in pixels), used for autowrap and fill alignment." msgstr "文本宽度(单位为像素),用于自动换行和填充对齐。" msgid "If set, lights in the environment affect the label." msgstr "如果打开,环境中的灯光会影响该标签。" 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 "如果打开,从后面也可以看到文本。如果不打开,从后面看该文本是不可见的。" 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 "" "禁用深度测试,所以这个对象被画在所有其他对象的上面。但是,在绘制顺序中,在它" "之后绘制的对象可能会覆盖它。" msgid "" "Label is scaled by depth so that it always appears the same size on screen." msgstr "标签会根据深度进行缩放,从而在屏幕上始终以相同的大小显示。" msgid "Represents the size of the [enum DrawFlags] enum." msgstr "代表[enum DrawFlags]枚举的大小。" 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 "" "这个模式会在深度预处理时绘制完全不透明的像素。比 [constant " "ALPHA_CUT_DISABLED] 或 [constant ALPHA_CUT_DISCARD] 要慢,但能够对半透明区域" "和平滑边缘进行正确的排序。\n" "[b]注意:[/b]文本中存在重叠的字形时(例如手写体),这个模式可能会造成主文本和" "轮廓的透明度排序问题。" msgid "Casts light in a 2D environment." msgstr "在2D环境中投射光线。" msgid "The Light2D's [Color]." msgstr "该 Light2D 的颜色 [Color]。" msgid "If [code]true[/code], Light2D will only appear when editing the scene." msgstr "如果为 [code]true[/code],Light2D 将只在编辑场景时出现。" msgid "If [code]true[/code], Light2D will emit light." msgstr "如果为 [code]true[/code],Light2D 会发光。" msgid "" "The Light2D's energy value. The larger the value, the stronger the light." msgstr "Light2D 的能量值。该值越大,光线就越强。" msgid "" "The layer mask. Only objects with a matching mask will be affected by the " "Light2D." msgstr "图层遮罩。只有具有匹配遮罩的对象才会受到Light2D的影响。" msgid "Maximum layer value of objects that are affected by the Light2D." msgstr "受 Light2D 影响的对象的最大层数值。" msgid "Minimum layer value of objects that are affected by the Light2D." msgstr "受 Light2D 影响的对象的最小层数值。" msgid "" "Maximum [code]z[/code] value of objects that are affected by the Light2D." msgstr "受 Light2D 影响的物体的最大 [code]z[/code] 值。" msgid "" "Minimum [code]z[/code] value of objects that are affected by the Light2D." msgstr "受 Light2D 影响的物体的最小 [code]z[/code] 值。" msgid "[Color] of shadows cast by the Light2D." msgstr "该 Light2D 投下的影子的颜色 [Color]。" msgid "If [code]true[/code], the Light2D will cast shadows." msgstr "如果为 [code]true[/code],则该 Light2D 将投下阴影。" msgid "Shadow filter type. See [enum ShadowFilter] for possible values." msgstr "阴影过滤器类型。可能的取值见 [enum ShadowFilter]。" msgid "" "The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders " "with a matching light mask will cast shadows." msgstr "" "阴影遮罩。与 [LightOccluder2D] 一起使用来投射阴影。只有具有匹配的光线遮罩的遮" "挡物才会投射阴影。" msgid "" "Adds the value of pixels corresponding to the Light2D to the values of " "pixels under it. This is the common behavior of a light." msgstr "将 Light2D 对应的像素值与其下方的像素值相加。这是灯的常见行为。" msgid "" "Subtracts the value of pixels corresponding to the Light2D to the values of " "pixels under it, resulting in inversed light effect." msgstr "将 Light2D 对应的像素值减去其下方的像素值,产生反光效果。" msgid "" "Mix the value of pixels corresponding to the Light2D to the values of pixels " "under it by linear interpolation." msgstr "通过线性插值将 Light2D 对应的像素值与其下方的像素值混合。" msgid "Provides a base class for different kinds of light nodes." msgstr "为不同类型的光节点提供基类。" msgid "3D lights and shadows" msgstr "3D 灯光和阴影" msgid "" "If [code]true[/code], the light only appears in the editor and will not be " "visible at runtime." msgstr "如果为 [code]true[/code],灯光只在编辑器中出现,在运行时将不可见。" msgid "" "The light's color. An [i]overbright[/i] color can be used to achieve a " "result equivalent to increasing the light's [member light_energy]." msgstr "" "光的颜色。[i]过亮[/i]的颜色可用于实现与增加光的 [member light_energy] 相等价" "的结果。" msgid "The light will affect objects in the selected layers." msgstr "灯光将影响所选图层中的对象。" msgid "" "If [code]true[/code], the light's effect is reversed, darkening areas and " "casting bright shadows." msgstr "" "如果为 [code]true[/code],则光线的效果会逆转,使区域变暗并投射明亮的阴影。" 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 "" "受灯光影响的对象中镜面反射斑点的强度。在 [code]0[/code] 处,灯光变成纯漫反射" "灯光。当不烘焙发射时,这可用于在发光表面上方放置灯光时避免不真实的反射。" 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 "" "用于调整阴影表现。值太小会导致自阴影(“阴影失真”),而值太大会导致阴影与之分" "离(“阴影悬浮”)。根据需要进行调整。" msgid "Constant for accessing [member light_energy]." msgstr "用于访问 [member light_energy] 的常量。" msgid "Constant for accessing [member light_indirect_energy]." msgstr "用于访问 [member light_indirect_energy] 的常量。" msgid "Constant for accessing [member light_specular]." msgstr "用于访问 [member light_specular] 的常量。" msgid "Constant for accessing [member light_size]." msgstr "用于访问 [member light_size] 的常量。" msgid "Constant for accessing [member shadow_bias]." msgstr "用于访问 [member shadow_bias] 的常量。" msgid "Occludes light cast by a Light2D, casting shadows." msgstr "遮挡由 Light2D 投射的光线,投射阴影。" 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 "" "遮挡 Light2D 投射的灯光,投射阴影。为了计算阴影,必须为 LightOccluder2D 提供 " "[OccluderPolygon2D]。" msgid "The [OccluderPolygon2D] used to compute the shadow." msgstr "用于计算阴影的 [OccluderPolygon2D]。" msgid "A 2D line." msgstr "一条 2D 线。" msgid "Removes all points from the line." msgstr "移除直线上的所有点。" msgid "" "Controls the style of the line's first point. Use [enum LineCapMode] " "constants." msgstr "控制直线的第一个点的样式。使用 [enum LineCapMode] 常量。" msgid "The line's color. Will not be used if a gradient is set." msgstr "线条的颜色。如果设置了渐变,则不会生效。" msgid "" "Controls the style of the line's last point. Use [enum LineCapMode] " "constants." msgstr "控制线条最后一点的样式。使用 [enum LineCapMode] 常量。" 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 "从头到尾贯穿整条线的渐变色。如果设置了渐变,则不会使用默认颜色。" msgid "The style for the points between the start and the end." msgstr "起点和终点之间点的样式。" 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 "构成线条的点。在此数组中设置的每个点之间绘制线。点被解释为局部向量。" 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 "" "连接点及端点的圆角平滑度。取值越高,边角越平滑,不过渲染和更新的消耗也越大。" "只会在端点或连接点被设为圆角时使用。\n" "[b]注意:[/b]默认值针对的是使用默认 [member width] 的线条。针对更细的线条,应" "该将这个值减小到 [code]2[/code] 和 [code]4[/code] 之间,提升性能。" 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 "" "向量点之间的方向差,单位为弧度。仅当 [member joint_mode] 设置为 [constant " "LINE_JOINT_SHARP] 时,才使用此值。" msgid "" "The texture used for the line's texture. Uses [code]texture_mode[/code] for " "drawing style." msgstr "用于线条纹理的纹理。使用 [code]texture_mode[/code] 作为绘图样式。" msgid "" "The style to render the [code]texture[/code] on the line. Use [enum " "LineTextureMode] constants." msgstr "" "在线条上渲染 [code]texture[/code] 的样式。使用 [enum LineTextureMode] 常量。" msgid "The line's width." msgstr "该线条的宽度。" msgid "" "The line's width varies with the curve. The original width is simply " "multiply by the value of the Curve." msgstr "该线条的宽度随曲线变化。原始宽度只需乘以曲线的值即可。" 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 "" "该线条的交点将是尖头。如果 [code]sharp_limit[/code] 大于交点的旋转,它将变为" "倒角交点。" msgid "The line's joints will be bevelled/chamfered." msgstr "该线条的交点将为倒角/切角。" msgid "The line's joints will be rounded." msgstr "该线条的交点将为圆角。" msgid "Don't draw a line cap." msgstr "不绘制线条的端点。" msgid "Draws the line cap as a box." msgstr "将线条端点绘制为矩形。" msgid "Draws the line cap as a circle." msgstr "将线条端点绘制为圆形。" msgid "" "Takes the left pixels of the texture and renders it over the whole line." msgstr "获取纹理的左侧像素并在整个线条上渲染它。" msgid "Control that provides single-line string editing." msgstr "提供单行字符串编辑功能的控件。" msgid "Erases the [LineEdit]'s [member text]." msgstr "擦除 [LineEdit] 的 [member text]。" msgid "Clears the current selection." msgstr "清除当前选择。" msgid "Returns the selection begin column." msgstr "返回选择的开始列。" msgid "Returns the selection end column." msgstr "返回选择结束列。" msgid "Returns [code]true[/code] if the user has selected text." msgstr "如果用户选中了文本,则返回 [code]true[/code]。" msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "执行 [enum MenuItems] 枚举中定义的给定操作。" msgid "Selects the whole [String]." msgstr "选中整个 [String]。" msgid "Duration (in seconds) of a caret's blinking cycle." msgstr "插入符号闪烁周期的持续时间(秒)。" msgid "" "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 "" "如果为 [code]true[/code],[LineEdit] 将在 [code]text[/code] 非空时显示一个按" "钮,可以用来快速清除文本。" msgid "If [code]true[/code], the context menu will appear when right-clicked." msgstr "如果为 [code]true[/code],右键单击将出现上下文菜单。" msgid "" "If [code]true[/code], the selected text will be deselected when focus is " "lost." msgstr "如果为 [code]true[/code],则在丢失焦点时会取消选中文本。" msgid "" "If [code]false[/code], existing text cannot be modified and new text cannot " "be added." msgstr "如果为 [code]false[/code],则不能修改现在的文本,也不能添加新文本。" 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 "" "如果为 [code]true[/code],则 [LineEdit] 宽度将增加到比 [member text] 长。如" "果 [member text] 被缩短,它将[b]不[/b]压缩。" 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 "" "如果为 [code]false[/code],将禁用鼠标中键粘贴剪贴板。\n" "[b]注意:[/b]这个方法只在 Linux 上实现。" msgid "" "Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s " "default value (see [member text])." msgstr "" "当 [LineEdit] 为空时显示的文本。它[b]不是[/b] [LineEdit] 的默认值(见 " "[member text])。" 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 "" "设置 [LineEdit] 右端的图标,这个图标会在没有 [member text] 时出现,如果 " "[member clear_button_enabled] 为 [code]false[/code] 则始终可见。" msgid "" "If [code]true[/code], every character is replaced with the secret character " "(see [member secret_character])." msgstr "" "如果为 [code]true[/code],则每个字符都会被替换成密码字符(见 [member " "secret_character])。" msgid "" "If [code]false[/code], it's impossible to select the text using mouse nor " "keyboard." msgstr "如果为 [code]false[/code],则无法用鼠标或键盘选择文本。" msgid "If [code]false[/code], using shortcuts will be disabled." msgstr "如果为 [code]false[/code],快捷键将被禁用。" msgid "" "String value of the [LineEdit].\n" "[b]Note:[/b] Changing text using this property won't emit the [signal " "text_changed] signal." msgstr "" "[LineEdit] 的字符串值。\n" "[b]注意:[/b]使用这个属性更改文本不会触发 [signal text_changed] 信号。" msgid "" "If [code]true[/code], the native virtual keyboard is shown when focused on " "platforms that support it." msgstr "" "如果为 [code]true[/code],则在获得焦点时会在支持的平台上显示原生虚拟键盘。" 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 "" "当追加的文本超过了 [member max_length] 时触发。追加后的文本会被截断以适应 " "[member max_length],超出的部分会被作为 [code]rejected_substring[/code] 参数" "传递。" msgid "Emitted when the text changes." msgstr "当文本更改时触发。" msgid "Emitted when the user presses [constant KEY_ENTER] on the [LineEdit]." msgstr "当用户在 [LineEdit] 上按 [constant KEY_ENTER] 时触发。" msgid "Cuts (copies and clears) the selected text." msgstr "剪切(复制并删除)选中的文本。" msgid "Copies the selected text." msgstr "复制选中的文本。" msgid "Erases the whole [LineEdit] text." msgstr "删除 [LineEdit] 中的全部文本。" msgid "Selects the whole [LineEdit] text." msgstr "选中 [LineEdit] 中的全部文本。" msgid "Undoes the previous action." msgstr "撤销之前的操作。" msgid "Reverse the last undo action." msgstr "反转最后一个撤销动作。" msgid "Represents the size of the [enum MenuItems] enum." msgstr "表示 [enum MenuItems] 枚举的大小。" msgid "Color used as default tint for the clear button." msgstr "用作清除按钮默认色调的颜色。" msgid "Color used for the clear button when it's pressed." msgstr "按下清除按钮时使用的颜色。" msgid "Default font color." msgstr "默认字体颜色。" msgid "Font color for selected text (inside the selection rectangle)." msgstr "选定文本的字体颜色(在选择矩形内)。" msgid "Font color when editing is disabled." msgstr "禁用编辑时的字体颜色。" msgid "Color of the selection rectangle." msgstr "选择矩形的颜色。" msgid "Font used for the text." msgstr "文本使用的字体。" msgid "Texture for the clear button. See [member clear_button_enabled]." msgstr "“清除”按钮的纹理。见 [member clear_button_enabled]。" msgid "Default background for the [LineEdit]." msgstr "[LineEdit] 的默认背景。" msgid "" "Background used when [LineEdit] is in read-only mode ([member editable] is " "set to [code]false[/code])." msgstr "" "[LineEdit] 处于只读模式时使用的背景([member editable] 设置为 [code]false[/" "code])。" msgid "Simple button used to represent a link to some resource." msgstr "简单的按钮,用于表示对某些资源的链接。" 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 "" "这种按钮主要用于与按钮的交互引起上下文变化时(如链接到网页)。\n" "参阅 [BaseButton],它包含了该节点相关的常用属性和方法。" msgid "The LinkButton will always show an underline at the bottom of its text." msgstr "LinkButton 将始终在其文本底部显示下划线。" msgid "" "The LinkButton will show an underline at the bottom of its text when the " "mouse cursor is over it." msgstr "LinkButton 将在鼠标光标悬停时,在文本底部显示下划线。" msgid "The LinkButton will never show an underline at the bottom of its text." msgstr "LinkButton 永远不会在其文本底部显示下划线。" msgid "Default text [Color] of the [LinkButton]." msgstr "[LinkButton] 默认的字体颜色 [Color]。" 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 "" "当 [LinkButton] 获得焦点时使用的文本 [Color]。只替换按钮的正常文本颜色。禁" "用、悬停和按下状态优先于这个颜色。" msgid "Text [Color] used when the [LinkButton] is being hovered." msgstr "当 [LinkButton] 被悬停时使用的文本颜色 [Color]。" msgid "Text [Color] used when the [LinkButton] is being pressed." msgstr "当 [LinkButton] 被按下时使用的文本颜色 [Color]。" msgid "The vertical space between the baseline of text and the underline." msgstr "文本基线和下划线之间的垂直空间。" msgid "[Font] of the [LinkButton]'s text." msgstr "[LinkButton] 文本的字体 [Font]。" msgid "Abstract base class for the game's main loop." msgstr "游戏主循环的抽象基类。" msgid "Called before the program exits." msgstr "在程序退出前调用。" msgid "Called once during initialization." msgstr "在初始化时调用一次。" msgid "Emitted when a user responds to a permission request." msgstr "当用户对权限请求作出反应时发出。" msgid "" "Notification received from the OS when the application is exceeding its " "allocated memory.\n" "Specific to the iOS platform." msgstr "" "当应用程序超过其分配的内存时,从操作系统收到的通知。\n" "仅限 iOS 平台。" 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 "" "当翻译可能发生变化时收到的通知。会在用户改变区域设置时触发。可以用来响应语言" "的变化,例如实时改变 UI 字符串。可配合内置的翻译支持使用,比如 [method " "Object.tr]。" msgid "" "Notification received from the OS when a request for \"About\" information " "is sent.\n" "Specific to the macOS platform." msgstr "" "当发出“关于”信息请求时,从操作系统收到的通知。\n" "仅限 macOS 平台。" 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 "" "当引擎即将崩溃时,从Godot的崩溃处理程序收到的通知。\n" "如果崩溃处理程序被启用,这只会在桌面平台上实现。" 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 "" "当输入法引擎发生更新时,从操作系统收到的通知(例如,IME 光标位置或组成字符串" "的变化)。\n" "仅限 macOS 平台。" msgid "Simple margin container." msgstr "简单的边距容器。" msgid "" "All direct children of [MarginContainer] will have a bottom margin of " "[code]margin_bottom[/code] pixels." msgstr "" "所有 [MarginContainer] 的直接子节点将有 [code]margin_bottom[/code] 像素的底边" "距。" msgid "" "All direct children of [MarginContainer] will have a left margin of " "[code]margin_left[/code] pixels." msgstr "" "所有 [MarginContainer] 的直接子节点将有 [code]margin_left[/code] 像素的左边" "距。" msgid "" "All direct children of [MarginContainer] will have a right margin of " "[code]margin_right[/code] pixels." msgstr "" "所有 [MarginContainer] 的直接子节点将有 [code]margin_right[/code] 像素的右边" "距。" msgid "" "All direct children of [MarginContainer] will have a top margin of " "[code]margin_top[/code] pixels." msgstr "" "所有 [MarginContainer] 的直接子节点将有 [code]margin_top[/code] 像素的顶边" "距。" msgid "Generic 2D position hint for editing." msgstr "用于编辑的通用 2D 位置提示。" 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 "" "用于编辑的通用 2D 位置提示。它就像一个普通的 [Node2D],但它在 2D 编辑器中始终" "显示为一个十字。选中节点时,可以使用 2D 编辑器中的小工具来设置十字的视觉大" "小。" msgid "Generic 3D position hint for editing." msgstr "用于编辑的通用 3D 位置提示。" msgid "Provides data transformation and encoding utility functions." msgstr "提供进行数据转换和编码的实用函数。" msgid "Abstract base [Resource] for coloring and shading geometry." msgstr "用于为几何体上色(Coloring)和着色(Shading)的 [Resource] 抽象基类。" msgid "Maximum value for the [member render_priority] parameter." msgstr "[member render_priority] 参数的最大值。" msgid "Minimum value for the [member render_priority] parameter." msgstr "[member render_priority] 参数的最小值。" msgid "" "If [code]true[/code], shortcuts are disabled and cannot be used to trigger " "the button." msgstr "如果为 [code]true[/code],快捷方式将被禁用,无法用于触发按钮。" msgid "Special button that brings up a [PopupMenu] when clicked." msgstr "点击后会弹出 [PopupMenu] 的特殊按钮。" 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 "" "点击后会弹出 [PopupMenu] 的特殊按钮。\n" "可以使用 [code]get_popup().add_item(\"菜单项目名称\")[/code] 在这个 " "[PopupMenu] 中创建新项目。你也可以直接从编辑器中创建它们。要做到这点,选择 " "[MenuButton] 节点,然后在 2D 编辑器顶部的工具栏中,点击[b]列表项[/b],然后点" "击弹出窗口中的[b]添加[/b]。你将能够赋予每个项目新的属性。\n" "与该节点相关的常用属性和方法请参阅 [BaseButton]。" 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 "" "如果为 [code]true[/code],当光标悬停在同一父级中也启用了 " "[code]switch_on_hover[/code] 的另一个 [MenuButton] 上方时,它将关闭当前的 " "[MenuButton] 并打开另一个。" msgid "Default text [Color] of the [MenuButton]." msgstr "[MenuButton] 默认的字体 [Color] 颜色。" msgid "Text [Color] used when the [MenuButton] is disabled." msgstr "[MenuButton] 被禁用时的字体 [Color] 颜色。" msgid "" "Text [Color] used when the [MenuButton] is focused. Only replaces the normal " "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" "当 [MenuButton] 获得焦点时使用的文本 [Color]。只替换按钮的正常文本颜色。禁" "用、悬停和按下状态优先于这个颜色。" msgid "Text [Color] used when the [MenuButton] is being hovered." msgstr "当鼠标在 [MenuButton] 上悬停时使用的字体 [Color] 颜色。" msgid "Text [Color] used when the [MenuButton] is being pressed." msgstr "当 [MenuButton] 被按下时使用的字体 [Color] 颜色。" msgid "[Font] of the [MenuButton]'s text." msgstr "[MenuButton] 文本的 [Font]。" msgid "[StyleBox] used when the [MenuButton] is disabled." msgstr "当 [MenuButton] 被禁用时使用的 [StyleBox]。" msgid "[StyleBox] used when the [MenuButton] is being hovered." msgstr "当鼠标在 [MenuButton] 上悬停时使用的 [StyleBox] 样式盒。" msgid "Default [StyleBox] for the [MenuButton]." msgstr "[MenuButton] 的默认 [StyleBox] 样式盒。" msgid "[StyleBox] used when the [MenuButton] is being pressed." msgstr "[MenuButton] 被按下时的 [StyleBox] 样式盒。" msgid "A [Resource] that contains vertex array-based geometry." msgstr "一种包含基于顶点数组的几何资源。" 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 "" "网格是一种包含了基于顶点数组的几何资源。网格被分为各种[i]平面[/i],每一个平面" "包含了一个完整的、单独的顶点数组和材质用来绘制它。通过明智的设计,一个由多个" "面组成的网格胜过单个面的,这是因为在3D编辑软件中,一个物体通常包含多种材质。" 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 "" "以一定的偏移量(边距),计算出该网格的外轮廓。\n" "[b]注意:[/b]这个方法实际上反序返回顶点(例如输入顺时针,返回逆时针)。" msgid "" "Returns all the vertices that make up the faces of the mesh. Each three " "vertices represent one triangle." msgstr "返回网格中所有构成面的顶点。每三个顶点代表一个三角形。" msgid "" "Returns the arrays for the vertices, normals, uvs, etc. that make up the " "requested surface (see [method ArrayMesh.add_surface_from_arrays])." msgstr "" "返回构成请求表面的顶点、法线、UV 等数组。(见 [method ArrayMesh." "add_surface_from_arrays])。" msgid "Returns the blend shape arrays for the requested surface." msgstr "返回请求表面的混合形状数组。" msgid "Render array as points (one vertex equals one point)." msgstr "将数组渲染为点(一个顶点对应一个点)。" msgid "Render array as lines (every two vertices a line is created)." msgstr "将数组渲染为线(每两个顶点创建一条连线)。" msgid "Render array as line strip." msgstr "将数组渲染为线条。" msgid "Render array as triangles (every three vertices a triangle is created)." msgstr "将数组渲染为三角形(每三个顶点创建一个三角形)。" msgid "Render array as triangle strips." msgstr "将数组渲染为三角形条。" msgid "Represents the size of the [enum ArrayType] enum." msgstr "表示 [enum ArrayType] 枚举的大小。" msgid "" "Mesh array contains vertices. All meshes require a vertex array so this " "should always be present." msgstr "网格数组包含顶点。所有网格都需要有顶点数组,所以这应该始终存在。" msgid "Mesh array contains normals." msgstr "网格数组包含法线。" msgid "Mesh array contains tangents." msgstr "网格数组包含切线。" msgid "Mesh array contains colors." msgstr "网格数组包含颜色。" msgid "Mesh array contains UVs." msgstr "网格数组包含 UV。" msgid "Mesh array contains second UV." msgstr "网格数组包含第二套 UV。" msgid "Mesh array contains bones." msgstr "网格数组包含骨骼。" msgid "Mesh array contains bone weights." msgstr "网格数组包含骨骼权重。" msgid "Mesh array uses indices." msgstr "网格数组使用索引。" msgid "Flag used to mark that the array contains 2D vertices." msgstr "用于标记包含 2D 顶点的数组的标志。" msgid "Blend shapes are normalized." msgstr "混合形状是被归一化了的。" msgid "Blend shapes are relative to base weight." msgstr "混合形状是相对于基础的权重。" msgid "Helper tool to access and edit [Mesh] data." msgstr "用于访问和编辑 [Mesh] 数据的辅助工具。" msgid "Clears all data currently in MeshDataTool." msgstr "将当前 MeshDataTool 中所有的数据全部清除。" msgid "Adds a new surface to specified [Mesh] with edited data." msgstr "使用编辑后的数据,向指定的 [Mesh] 中添加一个新的表面。" msgid "" "Uses specified surface of given [Mesh] to populate data for MeshDataTool.\n" "Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES]." msgstr "" "使用给定 [Mesh] 的指定表面来填充 MeshDataTool 的数据。\n" "要求 [Mesh] 的图元类型为 [constant Mesh.PRIMITIVE_TRIANGLES]。" msgid "Returns the number of edges in this [Mesh]." msgstr "返回这个 [Mesh] 的边数。" msgid "Returns array of faces that touch given edge." msgstr "返回与给定边相邻的面数组。" msgid "Returns meta information assigned to given edge." msgstr "返回给定边的元数据。" 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 "" "返回连接到给定边的指定顶点的索引。\n" "顶点参数只能是 0 或 1,因为边是由两个顶点组成的。" msgid "Returns the number of faces in this [Mesh]." msgstr "返回这个 [Mesh] 中的面数。" 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 "" "返回与给定面关联的指定边。\n" "边参数必须是 0、1、2 之一,因为面只有 3 条边。" msgid "Returns the metadata associated with the given face." msgstr "返回与给定面关联的元数据。" msgid "Calculates and returns the face normal of the given face." msgstr "计算并返回给定面的面法线。" 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 "" "返回给定面的指定顶点。\n" "顶点参数必须是 0、1、2 之一,因为面包含 3 个顶点。" msgid "Returns the material assigned to the [Mesh]." msgstr "返回分配给该 [Mesh] 的材质。" msgid "Returns the vertex at given index." msgstr "返回给定索引处的顶点。" msgid "Returns the bones of the given vertex." msgstr "返回给定顶点的骨骼。" msgid "Returns the color of the given vertex." msgstr "返回给定顶点的颜色。" msgid "Returns the total number of vertices in [Mesh]." msgstr "返回 [Mesh] 中顶点的总数。" msgid "Returns an array of edges that share the given vertex." msgstr "返回共享给定顶点的边的数组。" msgid "Returns an array of faces that share the given vertex." msgstr "返回共享给定顶点的面数组。" msgid "Returns the metadata associated with the given vertex." msgstr "返回与给定顶点关联的元数据。" msgid "Returns the normal of the given vertex." msgstr "返回给定顶点的法线。" msgid "Returns the tangent of the given vertex." msgstr "返回给定顶点的切线。" msgid "Returns the UV of the given vertex." msgstr "返回给定顶点的 UV。" msgid "Returns the UV2 of the given vertex." msgstr "返回给定顶点的 UV2。" msgid "Returns bone weights of the given vertex." msgstr "返回给定顶点的骨骼权重。" msgid "Sets the metadata of the given edge." msgstr "设置给定边的元数据。" msgid "Sets the metadata of the given face." msgstr "设置给定面的元数据。" msgid "Sets the material to be used by newly-constructed [Mesh]." msgstr "设置新构建的 [Mesh] 使用的材质。" msgid "Sets the position of the given vertex." msgstr "设置给定顶点的位置。" msgid "Sets the bones of the given vertex." msgstr "设置给定顶点的骨骼。" msgid "Sets the color of the given vertex." msgstr "设置给定顶点的颜色。" msgid "Sets the metadata associated with the given vertex." msgstr "设置与给定顶点关联的元数据。" msgid "Sets the normal of the given vertex." msgstr "设置给定顶点的法线。" msgid "Sets the tangent of the given vertex." msgstr "设置给定顶点的切线。" msgid "Sets the UV of the given vertex." msgstr "设置给定顶点的 UV。" msgid "Sets the UV2 of the given vertex." msgstr "设置给定顶点的 UV2。" msgid "Sets the bone weights of the given vertex." msgstr "设置给定顶点的骨骼权重。" msgid "Node used for displaying a [Mesh] in 2D." msgstr "用于在 2D 中显示 [Mesh] 的节点。" msgid "The [Mesh] that will be drawn by the [MeshInstance2D]." msgstr "该 [MeshInstance2D] 绘制的 [Mesh]。" msgid "Emitted when the [member texture] is changed." msgstr "当 [member texture] 被改变时触发。" msgid "Node that instances meshes into a scenario." msgstr "网格实例与场景相结合的节点。" msgid "The [Mesh] resource for the instance." msgstr "该实例的 [Mesh] 资源。" msgid "Sets the skin to be used by this instance." msgstr "设置此实例要使用的蒙皮。" msgid "Library of meshes." msgstr "网格库。" 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 "" "网格库包含一个 [Mesh] 资源列表,每个资源都有一个名称和 ID。每个项目还可以包括" "碰撞和导航形状。这个资源在 [GridMap] 中使用。" msgid "Clears the library." msgstr "清除库。" 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 "" "使用给定的 ID 在库中创建一个新项。\n" "你可以从 [method get_last_unused_item_id] 获取一个未使用的 ID。" msgid "Returns the first item with the given name." msgstr "返回第一个具有指定名称的项。" msgid "Returns the list of item IDs in use." msgstr "返回正在使用的项目 ID 列表。" msgid "Returns the item's mesh." msgstr "返回该项目的网格。" msgid "Returns the transform applied to the item's mesh." msgstr "返回应用到项目网格的变换。" msgid "Returns the item's name." msgstr "返回该项的名称。" msgid "Returns the item's navigation mesh." msgstr "返回该项的导航网格。" msgid "Returns the transform applied to the item's navigation mesh." msgstr "返回应用于该项导航网格的变换。" msgid "Gets an unused ID for a new item." msgstr "获取新项未使用的 ID。" msgid "Removes the item." msgstr "删除项目。" msgid "Sets the item's mesh." msgstr "设置该项的网格。" msgid "Sets the transform to apply to the item's mesh." msgstr "设置要应用到项目网格的变换。" 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 "" "设置项的名称。\n" "该名称显示在编辑器中。稍后还可以使用 [method find_item_by_name] 来查找该项。" msgid "Sets the item's navigation mesh." msgstr "设置该项的导航网格。" msgid "Sets the transform to apply to the item's navigation mesh." msgstr "设置应用于该项的导航网格的变换。" msgid "Sets a texture to use as the item's preview icon in the editor." msgstr "在编辑器中设置要用作该项预览图标的纹理。" msgid "Simple texture that uses a mesh to draw itself." msgstr "简单的纹理,使用一个网格来绘制自己。" 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 "" "简单的纹理,使用一个网格来绘制自己。它的应用场景有限,因为 Flag 不能更改,而" "且不支持区域绘制。" msgid "Sets the base texture that the Mesh will use to draw." msgstr "设置该 Mesh 用来绘制的基础纹理。" msgid "Sets the size of the image, needed for reference." msgstr "设置图像的大小,需要参考。" msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices." msgstr "设置用于绘制的网格,该网格必须使用 2D 顶点。" msgid "" "Interpolates an abstract value and supplies it to a method called over time." msgstr "对抽象值进行插值,并将其提供给一个持续调用的方法。" msgid "" "Sets the time in seconds after which the [MethodTweener] will start " "interpolating. By default there's no delay." msgstr "设置该 [MethodTweener] 开始插值的时间,单位为秒。默认无延迟。" msgid "Generic mobile VR implementation." msgstr "通用移动 VR 实现。" msgid "" "The distance between the display and the lenses inside of the device in " "centimeters." msgstr "显示器与设备内部镜片之间的距离,单位为厘米。" msgid "The width of the display in centimeters." msgstr "显示器的宽度,单位为厘米。" msgid "" "The interocular distance, also known as the interpupillary distance. The " "distance between the pupils of the left and right eye." msgstr "眼间距离,也称为瞳孔间距离。左眼和右眼瞳孔之间的距离。" 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 "" "k1 镜头因子是定义所使用镜头强度的两个常量之一,并直接影响镜头失真效果。" msgid "The k2 lens factor, see k1." msgstr "k2 镜头因子,见 k1。" 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 "" "过采样设置。由于镜头失真,我们必须以比屏幕自然分辨率更高的质量渲染我们的缓冲" "区。介于 1.5 和 2.0 之间的值通常可以提供良好的结果,但会牺牲性能。" msgid "Returns the custom data that has been set for a specific instance." msgstr "返回已经为特定实例设置的自定义数据。" msgid "Returns the [Transform2D] of a specific instance." msgstr "返回特定实例的 [Transform2D]。" msgid "Sets the [Transform2D] for a specific instance." msgstr "为特定实例设置 [Transform2D]。" msgid "Format of transform used to transform mesh, either 2D or 3D." msgstr "用于变换网格的变换格式,可以是 2D 或 3D。" msgid "" "Limits the number of instances drawn, -1 draws all instances. Changing this " "does not change the sizes of the buffers." msgstr "" "限制绘制的实例数量,-1 会绘制所有的实例。改变这一点并不改变缓冲区的大小。" msgid "Use this when using 2D transforms." msgstr "使用 2D 变换时使用此选项。" msgid "Use this when using 3D transforms." msgstr "使用 3D 变换时使用此选项。" msgid "Node that instances a [MultiMesh] in 2D." msgstr "在 2D 中实例化 [MultiMesh] 的节点。" msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]." msgstr "将由 [MultiMeshInstance2D] 绘制的 [MultiMesh]。" msgid "Node that instances a [MultiMesh]." msgstr "实例化 [MultiMesh] 的节点。" 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 "" "返回当前正在执行的 RPC 的发送方的对等体 ID。\n" "[b]注意:[/b]如果不在 RPC 内,这个方法将返回 0。" msgid "WebRTC Signaling Demo" msgstr "WebRTC 信号演示" msgid "" "Returns the current state of the connection. See [enum ConnectionStatus]." msgstr "返回连接的当前状态。见 [enum ConnectionStatus]。" msgid "Waits up to 1 second to receive a new network event." msgstr "等待最多 1 秒以接收一个新的网络事件。" msgid "" "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 "" "数据包不被确认,对丢失的数据包不进行重发尝试。数据包可以以任何顺序到达。可能" "比 [constant TRANSFER_MODE_UNRELIABLE_ORDERED] 快。用于非关键数据,并注意考虑" "顺序是否重要。" 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 "" "数据包不被确认,对丢失的数据包不进行重发尝试。数据包按其发送顺序接收。有可能" "比 [constant TRANSFER_MODE_RELIABLE] 快。用于非关键数据或由于重发尝试而迟迟不" "能收到的数据,例如运动和位置数据。" 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 "" "数据包必须被接收,并应进行重发尝试,直到数据包被确认。数据包必须按照其发送的" "顺序接收。最可靠的传输模式,但由于开销很大,可能是最慢的。用于必须按顺序传输" "和到达的关键数据,例如触发的能力或聊天信息。仔细考虑信息是否真的是关键的,并" "尽量少用。" msgid "A synchronization mutex (mutual exclusion)." msgstr "同步互斥锁(相互排斥)。" 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 "" "同步互斥锁(相互排斥)。它用于同步多个 [Thread],相当于二元 [Semaphore]。它保" "证每次只有一个线程可以获得锁。互斥锁可以用来保护临界区;但是,要注意避免死" "锁。" msgid "Using multiple threads" msgstr "使用多线程" 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 "" "锁定此 [Mutex],直到被当前所有者解锁为止。\n" "[b]注意:[/b]如果线程已经拥有互斥锁的所有权,该函数将无阻塞地返回。" 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 "" "解锁这个 [Mutex],把它留给其他线程。\n" "[b]注意:[/b]如果一个线程在已经拥有互斥锁的情况下多次调用 [method lock] 或 " "[method try_lock],它也必须调用相同次数的 [method unlock] 才能正确解锁." 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 "" "返回这个 NavigationAgent 节点的导航地图的 [RID]。这个函数返回的始终是在 " "NavigationAgent 上设置的地图,不是 NavigationServer 上的抽象代理所使用的地" "图。如果通过 NavigationServer API 修改了代理的地图,该 NavigationAgent 节点是" "不会感知到地图的变化的。请使用 [method set_navigation_map] 修改该 " "NavigationAgent 的导航地图,能够同时在 NavigationServer 上的代理。" msgid "" "Sets the [RID] of the navigation map this NavigationAgent node should use " "and also updates the [code]agent[/code] on the NavigationServer." msgstr "" "设置这个 NavigationAgent 节点所应使用的导航地图的 [RID],同时还会更新 " "NavigationServer 上的代理 [code]agent[/code]。" 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 "" "将传入的速度发送给防撞算法。算法会为了防止撞击而调整速度。速度的调整完成后," "会触发 [signal velocity_computed] 信号。" msgid "The maximum number of neighbors for the agent to consider." msgstr "该代理所需考虑的最大邻居数。" msgid "The maximum speed that an agent can move." msgstr "代理所能达到的最大移动速度。" msgid "The distance to search for other agents." msgstr "搜索其他代理的距离。" 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 "" "距离阈值,用于确定是否已到达某个路径点。使用这个值,代理就不必精确地到达某个" "路径点,到达某个区域内即可。如果这个值设得太大,该 NavigationAgent 将跳过路径" "上的点,可能导致其离开该导航网格。如果这个值设得太小,该 NavigationAgent 将陷" "入重新寻路的死循环,因为它在每次物理帧更新后都会超过或者到不了下一个点。" msgid "" "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 "" "距离阈值,用于确定是否已到达最终的目标点。使用这个值,代理就不必精确地到达最" "终的目标,到达该区域内即可。如果这个值设得太小,该 NavigationAgent 将陷入重新" "寻路的死循环,因为它在每次物理帧更新后都会超过或者到不了最终的目标点。" msgid "" "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 "" "这个 NavigationAgent 的任何向量位置的 Y 坐标值都会减去 NavigationAgent 的高度" "偏移量。NavigationAgent 的高度偏移量不会发生改变,也不会影响导航网格和寻路结" "果。如果其他导航地图使用了带有导航网格的地区,开发者使用合适的代理半径或高度" "对其进行了烘焙,那么就必须支持不同大小的代理。" msgid "A mesh to approximate the walkable areas and obstacles." msgstr "用于模拟可步行区域和障碍物的网格。" 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 "" "导航网格是多边形的集合,用于定义环境中的哪些区域是可以穿越的,帮助代理在复杂" "的空间中寻路。" msgid "3D Navmesh Demo" msgstr "3D 导航网格演示" msgid "" "Adds a polygon using the indices of the vertices you get when calling " "[method get_vertices]." msgstr "使用调用 [method get_vertices] 得到的顶点的索引添加一个多边形。" msgid "" "Clears the array of polygons, but it doesn't clear the array of vertices." msgstr "清除多边形数组,但不清除顶点数组。" msgid "Returns the number of polygons in the navigation mesh." msgstr "返回导航网格中的多边形数量。" msgid "" "Sets the vertices that can be then indexed to create polygons with the " "[method add_polygon] method." msgstr "设置顶点,可以使用 [method add_polygon] 方法对其进行索引,创建多边形。" 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 "" "地板到天花板的最小高度,仍然允许被认为是可行走的地板。\n" "[b]注意:[/b]烘焙时,这个值会向上取整到最接近的 [member cell_height] 的倍数。" msgid "" "The minimum ledge height that is considered to still be traversable.\n" "[b]Note:[/b] While baking, this value will be rounded down to the nearest " "multiple of [member cell_height]." msgstr "" "被认为仍可穿越的最小墙壁高度。\n" "[b]注意:[/b]烘焙时,该值将向下舍入到最接近的 [member cell_height] 的倍数。" msgid "The maximum slope that is considered walkable, in degrees." msgstr "认为可行走的最大坡度,单位是度。" 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 "" "侵蚀/缩小远离障碍物的高度场的可行走区域距离。\n" "[b]注意:[/b]烘焙时,这个值会向上取整到最接近的 [member cell_size] 的倍数。" msgid "The Y axis cell size to use for fields." msgstr "用于字段 Y 轴单元的尺寸。" msgid "The XZ plane cell size to use for fields." msgstr "用于字段的 XZ 平面单元尺寸。" msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "生成细分网格时使用的采样距离,以单元格为单位。" msgid "" "The maximum distance the detail mesh surface should deviate from " "heightfield, in cell unit." msgstr "细节网格表面应偏离高度场的最大距离,以单元格为单位。" msgid "" "The maximum distance a simplfied contour's border edges should deviate the " "original raw contour." msgstr "简化轮廓的边界边缘应偏离原始原始轮廓的最大距离。" msgid "" "The maximum allowed length for contour edges along the border of the mesh.\n" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " "multiple of [member cell_size]." msgstr "" "沿网格边界的轮廓的最大允许长度。\n" "[b]注意:[/b]烘焙时,这个值会向上取整到最接近的 [member cell_size] 的倍数。" msgid "" "If the baking [AABB] has a volume the navigation mesh baking will be " "restricted to its enclosing area." msgstr "如果烘焙 [AABB] 存在体积,对该导航网格的烘焙会被限制在其内部区域中。" msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." msgstr "应用于 [member filter_baking_aabb] [AABB] 的位置偏移量。" msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "如果为 [code]true[/code],则标记边缘间的跨度为不可行走。" msgid "" "If [code]true[/code], marks non-walkable spans as walkable if their maximum " "is within [member agent_max_climb] of a walkable neighbor." msgstr "" "如果为 [code]true[/code],如果它们的最大值在可行走邻域的 [member " "agent_max_climb] 内,则将不可行走范围标记为可行走。" msgid "" "If [code]true[/code], marks walkable spans as not walkable if the clearance " "above the span is less than [member agent_height]." msgstr "" "如果为 [code]true[/code],如果跨度上方的间隙小于 [member agent_height],则将" "可行走范围标记为不可行走。" msgid "" "The physics layers to scan for static colliders.\n" "Only used when [member geometry_parsed_geometry_type] is [constant " "PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]." msgstr "" "用于扫描静态碰撞的物理层。\n" "仅在 [member geometry_parsed_geometry_type] 是 [constant " "PARSED_GEOMETRY_STATIC_COLLIDERS] 或 [constant PARSED_GEOMETRY_BOTH] 时才使" "用。" msgid "" "Determines which type of nodes will be parsed as geometry. See [enum " "ParsedGeometryType] for possible values." msgstr "" "决定哪种类型的节点可解析为几何图形。可能的取值见 [enum ParsedGeometryType]。" msgid "" "The source of the geometry used when baking. See [enum SourceGeometryMode] " "for possible values." msgstr "烘焙时使用的几何体的来源。可能的取值见 [enum SourceGeometryMode]。" 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 "" "分组的名称,会在该分组中扫描几何体。\n" "只有当 [member geometry_source_geometry_mode] 是 [constant " "SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] 或 [constant " "SOURCE_GEOMETRY_GROUPS_EXPLICIT] 时才使用。" 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 "" "如果可能的话,任何小于这个尺寸的区域将与较大的区域合并。\n" "[b]注意:[/b]这个值将被平方来计算单元格的数量。例如,值为 20 时将把单元格的数" "量设为 400。" 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 "" "区域被创建所需的最小尺寸。\n" "[b]注意:[/b]该值将被平方,以计算出允许形成孤岛区域的最小单元数。例如,值为 " "8 时将把单元格的数量设为 64。" msgid "" "Partitioning algorithm for creating the navigation mesh polys. See [enum " "SamplePartitionType] for possible values." msgstr "" "创建导航网格多边形单元的分割算法。可能的取值见 [enum SamplePartitionType]。" msgid "" "The maximum number of vertices allowed for polygons generated during the " "contour to polygon conversion process." msgstr "在轮廓到多边形转换过程中生成的多边形允许的最大顶点数。" msgid "" "Watershed partitioning. Generally the best choice if you precompute the " "navigation mesh, use this if you have large open areas." msgstr "" "分水岭分区。如果您预先计算导航网格,通常是最佳选择,如果您有大的开放区域,请" "使用它。" msgid "" "Monotone partitioning. Use this if you want fast navigation mesh generation." msgstr "单调分区。如果您想要快速生成导航网格,请使用此选项。" msgid "" "Layer partitioning. Good choice to use for tiled navigation mesh with medium " "and small sized tiles." msgstr "层分区。用于具有中小型图块的平铺导航网格的不错选择。" msgid "Represents the size of the [enum SamplePartitionType] enum." msgstr "表示 [enum SamplePartitionType] 枚举的大小。" msgid "" "Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant " "PARSED_GEOMETRY_STATIC_COLLIDERS]." msgstr "" "[constant PARSED_GEOMETRY_MESH_INSTANCES] 和 [constant " "PARSED_GEOMETRY_STATIC_COLLIDERS]." msgid "Represents the size of the [enum ParsedGeometryType] enum." msgstr "表示 [enum ParsedGeometryType] 枚举的大小。" msgid "" "Scans nodes in a group and their child nodes recursively for geometry. The " "group is specified by [member geometry_source_group_name]." msgstr "" "以递归方式扫描组中的节点及其子节点以获取几何图形。该组由 [member " "geometry_source_group_name] 指定。" msgid "" "Uses nodes in a group for geometry. The group is specified by [member " "geometry_source_group_name]." msgstr "" "使用一个组中的节点进行几何运算。该组由 [member geometry_source_group_name] 指" "定。" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "表示 [enum SourceGeometryMode] 枚举的大小。" msgid "Helper class for creating and clearing navigation meshes." msgstr "对导航网格进行创建和清理的辅助类。" msgid "" "Enables radius estimation algorithm which uses parent's collision shapes to " "determine the obstacle radius." msgstr "启用半径估算算法,使用父项的碰撞形状确定障碍物的半径。" msgid "" "A node that has methods to draw outlines or use indices of vertices to " "create navigation polygons." msgstr "具有绘制轮廓或使用顶点索引来创建导航多边形的方法的节点。" msgid "2D Navigation Demo" msgstr "2D 导航演示" msgid "" "Clears the array of the outlines, but it doesn't clear the vertices and the " "polygons that were created by them." msgstr "清除轮廓数组,但不清除顶点和由顶点创建的多边形。" msgid "" "Clears the array of polygons, but it doesn't clear the array of outlines and " "vertices." msgstr "清除多边形数组,但不清除轮廓和顶点数组。" msgid "" "Returns the number of outlines that were created in the editor or by script." msgstr "返回在编辑器或脚本中创建的轮廓的数量。" msgid "Returns the count of all polygons." msgstr "返回多边形的数量。" msgid "Creates polygons from the outlines added in the editor or by script." msgstr "从编辑器或脚本中添加的轮廓创建多边形。" 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 "" "删除在编辑器或脚本中创建的轮廓。你必须调用 [method " "make_polygons_from_outlines] 来更新多边形。" 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 "" "更改在编辑器或脚本中创建的轮廓。你必须调用 [method " "make_polygons_from_outlines] 来更新多边形。" msgid "A region of the 2D navigation map." msgstr "2D 导航地图上的一个地区。" msgid "The [NavigationPolygon] resource to use." msgstr "使用的 [NavigationPolygon] 资源。" msgid "The [NavigationMesh] resource to use." msgstr "使用的 [NavigationMesh] 资源。" msgid "Notifies when the navigation mesh bake operation is completed." msgstr "导航网格烘焙操作完成时发出通知。" msgid "Notifies when the [NavigationMesh] has changed." msgstr "[NavigationMesh] 发生变化时发出通知。" msgid "Creates the agent." msgstr "创建代理。" msgid "Puts the agent in the map." msgstr "将代理放入地图中。" 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 "" "设置在导航中,该代理所考虑的其他代理的最大数量。这个数越大,模拟的运行时间越" "长。如果这个数太小,则模拟会不安全。" msgid "Sets the maximum speed of the agent. Must be positive." msgstr "设置该代理的最大速度。必须为正数。" 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 "" "设置在导航中,该代理所考虑的其他代理的最大距离。这个数越大,模拟的运行时间越" "长。如果这个数太小,则模拟会不安全。" msgid "Sets the position of the agent in world space." msgstr "设置该代理在世界空间中的位置。" msgid "Sets the radius of the agent." msgstr "设置该代理的半径。" msgid "Sets the new target velocity." msgstr "设置新的目标速度。" 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 "" "考虑其他代理的前提下,该代理的速度的最短安全时间,这个速度是通过模拟得到的。" "这个数越大,该代理响应其他代理的速度越快,但该代理选择速度的自由度也越小。必" "须为正数。" msgid "Sets the current velocity of the agent." msgstr "设置该代理的当前速度。" msgid "Destroys the given RID." msgstr "销毁给定的 RID。" 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 "" "返回该 NavigationServer 上所有已创建的导航地图的 [RID]。会同时返回已创建的 " "2D 和 3D 导航地图,因为理论上它们之间是没有区别的。" msgid "Create a new map." msgstr "创建一张新地图。" msgid "Returns the map cell size." msgstr "返回地图的单元格大小。" msgid "" "Returns the owner region RID for the point returned by [method " "map_get_closest_point]." msgstr "返回由 [method map_get_closest_point] 返回的点的所有者地区的 RID。" msgid "" "Returns the edge connection margin of the map. The edge connection margin is " "a distance used to connect two regions." msgstr "返回地图的边界连接边距。边界连接边距是用于连接两个地区的距离。" msgid "Sets the map active." msgstr "设置地图的激活态。" msgid "Set the map cell size used to weld the navigation mesh polygons." msgstr "设置用于焊接导航网格多边形的地图单元格大小。" msgid "" "Set the map edge connection margin used to weld the compatible region edges." msgstr "设置用于焊接兼容地区边界的地图边界连接边距。" msgid "Creates a new region." msgstr "创建一个新的地区。" msgid "Returns the region's navigation layers." msgstr "返回该地区的导航层。" msgid "Sets the map for the region." msgstr "设置该地区的地图。" msgid "Sets the global transformation for the region." msgstr "设置该地区的全局变换。" msgid "" "Emitted when a navigation map is updated, when a region moves or is modified." msgstr "当导航地图更新时、地区移动或被修改时发出。" msgid "" "Returns the normal for the point returned by [method map_get_closest_point]." msgstr "返回 [method map_get_closest_point] 所返回的点的法线。" msgid "" "Returns the closest point between the navigation surface and the segment." msgstr "返回导航表面与该线段之间最接近的点。" 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 "" "返回地图的边界连接边距。这是让两个不同地区的边界相连所需的最小顶点距离。" msgid "Returns the map's up direction." msgstr "返回地图的上方向。" msgid "Sets the map up direction." msgstr "设置地图的上方向。" 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 "" "处理防撞代理。\n" "物理服务器需要这个处理的结果,所以必须在主线程中调用。\n" "[b]注意:[/b]这个函数不是线程安全的。" msgid "Sets the navigation mesh for the region." msgstr "设置该地图的导航网格。" msgid "Control activation of this server." msgstr "控制这个服务器是否激活。" 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 "" "可扩展的基于纹理的框架,对纹理的中心和侧面进行拼接,但保持角落的原始尺寸。非" "常适用于面板和对话框。" 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 "" "NinePatchRect 也被称为 9 片式面板,它基于一个小的纹理,产生任何尺寸的干净面" "板。为了做到这一点,它将纹理分割成 3×3 的网格。当你缩放节点时,它在水平或垂直" "方向上平铺纹理的两侧,在两个轴上平铺中心,但它不会缩放或平铺角部。" msgid "" "The stretch mode to use for horizontal stretching/tiling. See [enum " "NinePatchRect.AxisStretchMode] for possible values." msgstr "" "水平拉伸/平铺时使用的拉伸模式。可能的取值见 [enum NinePatchRect." "AxisStretchMode]。" msgid "" "The stretch mode to use for vertical stretching/tiling. See [enum " "NinePatchRect.AxisStretchMode] for possible values." msgstr "" "用于垂直拉伸/平铺的拉伸模式。可能的取值见 [enum NinePatchRect." "AxisStretchMode]。" msgid "" "If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's " "borders." msgstr "如果为 [code]true[/code],则绘制面板的中心。否则,只画9-slice的边框。" 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 "" "9-切片底行的高度。边距为 16 意味着 9-切片的底角和侧面将有 16 像素的高度。你可" "以单独设置所有 4 个边距值,来创建有非统一边框的面板。" 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 "" "9-切片左列的宽度。边距为 16 意味着 9-切片的左角和侧面将有 16 像素的宽度。你可" "以单独设置所有 4 个边距值,来创建有非统一边框的面板。" 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 "" "9-切片右列的宽度。边距为 16 意味着 9-切片的右角和侧面将有 16 像素的宽度。你可" "以单独设置所有 4 个边距值,来创建有非统一边框的面板。" 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 "" "9-切片顶行的高度。边距为 16 意味着 9-切片的顶角和侧面将有 16 像素的高度。你可" "以单独设置所有 4 个边距值,来创建有非统一边框的面板。" 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 "" "要取样的纹理的矩形区域。如果你正在使用一个图集,使用这个属性来定义 9-切片应该" "使用的区域。所有其他属性都是相对于这个属性而言的。如果矩形为空," "NinePatchRect 将使用整个纹理。" msgid "The node's texture resource." msgstr "节点的纹理资源。" msgid "Emitted when the node's texture changes." msgstr "当节点的纹理发生变化时触发。" msgid "" "Stretches the center texture across the NinePatchRect. This may cause the " "texture to be distorted." msgstr "在 NinePatchRect 上拉伸中心纹理。这可能会导致纹理失真。" msgid "Base class for all [i]scene[/i] objects." msgstr "所有[i]场景[/i]对象的基类。" msgid "All Demos" msgstr "所有演示" 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 "" "当节点进入 [SceneTree] 时调用(例如实例化时,场景改变时,或者在脚本中调用 " "[method add_child] 后)。如果节点有子节点,则首先调用它的 [method " "_enter_tree] 回调函数,然后再调用子节点的回调函数。\n" "对应于 [method Object._notification] 中的 [constant NOTIFICATION_ENTER_TREE] " "通知。" 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 "" "当节点即将离开 [SceneTree] 时被调用(例如,在释放、场景改变或在脚本中调用 " "[method remove_child] 后)。如果该节点有子节点,它的 [method _exit_tree] 回调" "将在所有子节点离开树后被最后调用。\n" "对应于 [method Object._notification] 中的 [constant NOTIFICATION_EXIT_TREE] " "通知和 [signal tree_exiting] 信号。要在节点已经离开活动树时得到通知,请连接" "到 [signal tree_exited]。" msgid "" "Returns the parent node of the current node, or [code]null[/code] if the " "node lacks a parent." msgstr "返回当前节点的父节点,如果节点缺少父节点,则返回 [code]null[/code]。" msgid "" "Returns the absolute path of the current node. This only works if the " "current node is inside the scene tree (see [method is_inside_tree])." msgstr "" "返回当前节点的绝对路径。这只在当前节点在场景树中起作用(请参阅 [method " "is_inside_tree])。" msgid "" "Returns the time elapsed (in seconds) since the last process callback. This " "value may vary from frame to frame." msgstr "返回自上次处理回调以来经过的时间(单位为秒)。这个值可能因帧而异。" msgid "" "Returns [code]true[/code] if this is an instance load placeholder. See " "[InstancePlaceholder]." msgstr "" "如果这是一个实例加载占位符,则返回 [code]true[/code]。见 " "[InstancePlaceholder]。" msgid "Returns the [SceneTree] that contains this node." msgstr "返回包含该节点的 [SceneTree]。" msgid "Returns the node's [Viewport]." msgstr "返回节点的 [Viewport]。" msgid "" "Returns [code]true[/code] if the node that the [NodePath] points to exists." msgstr "如果 [NodePath] 指向的节点存在,则返回 [code]true[/code]。" 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 "" "如果 [NodePath] 指向一个有效的节点,并且它的子名称指向一个有效的资源,例如 " "[code]Area2D/CollisionShape2D:shape[/code],则返回 [code]true[/code]。具有非 " "[Resource] 类型的属性(例如节点或基本数学类型)不被认为是资源。" msgid "" "Returns [code]true[/code] if the given node is a direct or indirect child of " "the current node." msgstr "如果给定节点是当前节点的直接或间接子节点,则返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the given node occurs later in the scene " "hierarchy than the current node." msgstr "" "如果给定节点在场景层次结构中出现的时间晚于当前节点,则返回 [code]true[/" "code]。" msgid "" "Returns [code]true[/code] if this node is in the specified group. See notes " "in the description, and the group methods in [SceneTree]." msgstr "" "如果该节点在指定的组中,则返回 [code]true[/code]。参阅描述中的注释和 " "[SceneTree] 中的组方法。" msgid "" "Returns [code]true[/code] if this node is currently inside a [SceneTree]." msgstr "如果该节点当前在 [SceneTree] 中,返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if physics processing is enabled (see [method " "set_physics_process])." msgstr "" "如果启用了物理处理,返回 [code]true[/code](见 [method " "set_physics_process])。" msgid "" "Returns [code]true[/code] if internal physics processing is enabled (see " "[method set_physics_process_internal])." msgstr "" "如果内部物理处理被启用,返回 [code]true[/code](见 [method " "set_physics_process_internal])。" msgid "" "Returns [code]true[/code] if processing is enabled (see [method " "set_process])." msgstr "如果开启了处理,返回 [code]true[/code](见 [method set_process])。" msgid "" "Returns [code]true[/code] if the node is processing input (see [method " "set_process_input])." msgstr "" "如果节点正在处理输入,则返回 [code]true[/code](见 [method " "set_process_input])。" msgid "" "Returns [code]true[/code] if internal processing is enabled (see [method " "set_process_internal])." msgstr "" "如果启用了内部处理,则返回 [code]true[/code](见 [method " "set_process_internal])。" msgid "" "Returns [code]true[/code] if the node is processing unhandled input (see " "[method set_process_unhandled_input])." msgstr "" "如果节点正在处理未被处理的输入,则返回 [code]true[/code](见 [method " "set_process_unhandled_input])。" msgid "" "Returns [code]true[/code] if the node is processing unhandled key input (see " "[method set_process_unhandled_key_input])." msgstr "" "如果节点正在处理未被处理的键输入,则返回 [code]true[/code](见 [method " "set_process_unhandled_key_input])。" 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 "" "将树打印到标准输出。主要用于调试。这个版本显示相对于当前节点的路径,适合复制/" "粘贴到 [method get_node] 函数中。\n" "[b]示例输出:[/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]" msgid "" "Notifies the current node and all its children recursively by calling " "[method Object.notification] on all of them." msgstr "" "通过对所有节点调用 [method Object.notification],递归地通知当前节点和它的所有" "子节点。" 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 "" "删除一个子节点。该节点不会被删除,必须手动删除。\n" "[b]注意:[/b]如果该 [member owner] 不再是父节点或祖先,则该函数可以将被移除节" "点(或其后代)的 [member owner] 设置为 [code]null[/code]。" 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 "" "请求再次调用 [code]_ready[/code]。注意,该方法不会被立即调用,而是被安排在该" "节点再次被添加到场景树时(见 [method _ready])。[code]_ready[/code] 只为请求" "它的节点调用,这意味着如果你想让每个子节点也调用 [code]_ready[/code],你需要" "为它们请求 ready(在这种情况下,[code]_ready[/code] 的调用顺序与正常情况下相" "同)。" 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 "" "启用或禁用该节点的内部物理。内部物理处理与正常的 [method _physics_process] 调" "用隔离进行,并且由某些节点内部使用,以确保正常工作,即使节点暂停或物理处理因" "脚本而禁用([method set_physics_process])。仅适用于用于操纵内置节点行为的高" "级用途。\n" "[b]警告:[/b]内置节点依靠内部处理来实现自己的逻辑,所以从你的代码中改变这个值" "可能会导致意外的行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全" "且不支持。" 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 "" "启用或禁用帧处理。当一个节点被处理时,它将在每个绘制的帧上收到一个[constant " "NOTIFICATION_PROCESS](如果存在,[method _process]回调将被调用)。如果" "[method _process]被重写,则自动启用。在 [method _ready] 之前对它的任何调用都" "将被忽略。" 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 "" "启用或禁用输入处理。对于 GUI 控件来说不是必需的。如果 [method _input] 被覆" "盖,则自动启用。任何在 [method _ready] 之前对它的调用都将被忽略。" 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 "" "启用或禁用此节点的内部处理。内部处理与正常的 [method _process] 调用隔离进行," "并且由某些节点内部使用,以确保正常工作,即使节点已暂停或处理因脚本而禁用" "([method set_process])。仅适用于操纵内置节点行为的高级用途。\n" "[b]警告:[/b]内置节点依赖于内部处理来实现自己的逻辑,因此更改代码中的这个值可" "能会导致意外行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全且不" "支持。" 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 "" "启用未处理的输入处理。这对 GUI 控件来说是不需要的!它使节点能够接收所有以前没" "有处理的输入(通常是由 [Control] 处理的)。如果 [method _unhandled_input] 被" "覆盖,则自动启用。在 [method _ready] 之前对它的任何调用都将被忽略。" 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 "" "启用未处理的按键输入处理。如果 [method _unhandled_key_input] 被重写,则自动启" "用。任何在 [method _ready] 之前对它的调用都将被忽略。" msgid "" "Sets whether this is an instance load placeholder. See [InstancePlaceholder]." msgstr "设置这是否是实例加载占位符。见 [InstancePlaceholder]。" 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 "" "该节点的名称。这个名称在兄弟节点(来自同一父节点的其他子节点)中是唯一的。当" "设置为现有名称时,节点将自动重命名。\n" "[b]注意:[/b]自动生成的名称可能包含 [code]@[/code] 字符,在使用 [method " "add_child] 时保留该字符用于唯一名称。手动设置名称时,将删除任何 [code]@[/" "code]。" 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 "" "该节点的所有者。节点的所有者可以是任何其他节点(需要是沿场景树向上的有效节" "点,如父节点、祖父节点等)。(通过 [PackedScene])保存节点时,它拥有的所有节" "点也会随之保存。这样就可以创建复杂的 [SceneTree],能够进行实例化与次实例" "化。\n" "[b]注意:[/b]如果想要将子节点持久化进 [PackedScene],除了调用 [method " "add_child] 之外你还必须设置 [member owner]。通常在[url=$DOCS_URL/tutorials/" "plugins/running_code_in_the_editor.html]工具脚本[/url]和[url=$DOCS_URL/" "tutorials/plugins/editor/index.html]编辑器插件[/url]中会用到。如果调用了 " "[method add_child] 但没有设置 [member owner],那么新建的这个 [Node] 在场景树" "中不可见,但在 2D/3D 视图中可见。" 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 "" "该节点在已启用的处理回调(即 [constant NOTIFICATION_PROCESS]、[constant " "NOTIFICATION_PHYSICS_PROCESS] 及其内部对应物)的执行顺序中的优先级。进程优先" "级值[i]较低[/i]的节点将首先执行其处理回调。" 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 "" "将这个节点的名称设置为其 [member owner] 中的唯一名称。这样就可以从该场景中的" "任意节点处使用 [code]%名称[/code] 来访问这个节点,无需使用完整路径。\n" "如果所有者相同的另一个节点已经将该名称声明为唯一,那么其他节点就无法再将此名" "称设置为唯一名称。" 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 "" "在子节点进入场景树时触发,可以是因为该子节点自行进入,也可以是因为本节点带着" "该子节点一起进入。\n" "这个信号会在该子节点自身的 [constant NOTIFICATION_ENTER_TREE] 和 [signal " "tree_entered] [i]之后[/i]触发。" msgid "Emitted when the node is renamed." msgstr "当该节点被重命名时触发。" msgid "" "Emitted when the node enters the tree.\n" "This signal is emitted [i]after[/i] the related [constant " "NOTIFICATION_ENTER_TREE] notification." msgstr "" "当该节点进入树时触发。\n" "这个信号会在相关的 [constant NOTIFICATION_ENTER_TREE] 通知[i]之后[/i]触发。" msgid "Emitted after the node exits the tree and is no longer active." msgstr "当该节点退出树之后触发,并且不再处于活动状态。" 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 "" "当该节点仍处于活动状态但即将退出树时发出。这是反初始化的正确位置(如果愿意," "也可以称之为“析构函数”)。\n" "这个信号会在相关的 [constant NOTIFICATION_EXIT_TREE] 通知[i]之前[/i]触发。" msgid "" "Notification received when the node enters a [SceneTree].\n" "This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" "当该节点进入 [SceneTree] 时收到的通知。\n" "这个通知会在相关的 [signal tree_entered] [i]之前[/i]发出。" 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 "" "当该节点即将退出 [SceneTree] 时收到的通知。\n" "这个通知会在相关的 [signal tree_exiting] [i]之后[/i]发出。" msgid "Notification received when the node is moved in the parent." msgstr "当该节点在其父节点中移动时收到的通知。" msgid "Notification received when the node is ready. See [method _ready]." msgstr "当该节点就绪时接收到通知。见 [method _ready]。" msgid "Notification received when the node is paused." msgstr "当该节点被暂停时接收到的通知。" msgid "Notification received when the node is unpaused." msgstr "当该节点被取消暂停时收到的通知。" msgid "" "Notification received every frame when the physics process flag is set (see " "[method set_physics_process])." msgstr "" "当设置了 physics process 标志时,每一帧都会收到的通知(见 [method " "set_physics_process])。" msgid "" "Notification received every frame when the process flag is set (see [method " "set_process])." msgstr "" "当设置了 process 标志时,每一帧都会收到的通知(见 [method set_process])。" 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 "" "当一个节点被设置为另一个节点的子节点时收到该通知。\n" "[b]注意:[/b]这并不意味着一个节点进入了 [SceneTree]。" msgid "" "Notification received when a node is unparented (parent removed it from the " "list of children)." msgstr "当节点失去父节点时收到的通知(父节点将其从子节点列表中删除)。" msgid "" "Notification received when a drag operation ends.\n" "Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded." msgstr "" "当拖拽操作结束时收到的通知。\n" "请使用 [method Viewport.gui_is_drag_successful] 检查拖放是否成功。" msgid "" "Notification received every frame when the internal process flag is set (see " "[method set_process_internal])." msgstr "" "当设置了 internal process 标志时,每一帧都会收到的通知(见 [method " "set_process_internal])。" msgid "" "Notification received every frame when the internal physics process flag is " "set (see [method set_physics_process_internal])." msgstr "" "当设置了 internal physics process flag 标志时,每一帧都会收到的通知(见 " "[method set_physics_process_internal])。" 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 "" "当该节点就绪,在收到 [constant NOTIFICATION_READY] 之前收到的通知。与后者不" "同,该节点每次进入树时都会发送,而不是只发送一次。" msgid "" "Notification received from the OS when the mouse enters the game window.\n" "Implemented on desktop and web platforms." msgstr "" "当鼠标进入游戏窗口时,从操作系统收到的通知。\n" "在桌面和 Web 平台上实现。" msgid "" "Notification received from the OS when the mouse leaves the game window.\n" "Implemented on desktop and web platforms." msgstr "" "当鼠标离开游戏窗口时,从操作系统收到的通知。\n" "在桌面和 Web 平台上实现。" 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 "" "当发出返回请求时,从操作系统收到的通知(例如在 Android 系统上按下“返回”按" "钮)。\n" "仅限 Android 平台。" msgid "Duplicate the node's signals." msgstr "复制该节点的信号。" msgid "Duplicate the node's groups." msgstr "复制节点的组。" msgid "Duplicate the node's scripts." msgstr "复制该节点的脚本。" msgid "" "Duplicate using instancing.\n" "An instance stays linked to the original so when the original changes, the " "instance changes too." msgstr "" "使用实例化进行复制。\n" "实例与原件保持链接,因此当原件发生变化时,实例也会发生变化。" msgid "" "A 2D game object, inherited by all 2D-related nodes. Has a position, " "rotation, scale, and Z index." msgstr "2D 游戏对象,被所有 2D 相关的节点继承。具有位置、旋转、缩放和 Z 索引。" 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 "" "2D 游戏对象,具有变换(位置、旋转、缩放)。所有的 2D 节点,包括物理对象和精" "灵,都继承自 Node2D。使用 Node2D 作为父节点来移动、缩放和旋转 2D 项目中的子节" "点。还可以控制节点的渲染顺序。" msgid "All 2D Demos" msgstr "所有 2D 演示" msgid "Returns the [Transform2D] relative to this node's parent." msgstr "返回相对于此节点的父节点的 [Transform2D]。" msgid "" "Applies a rotation to the node, in radians, starting from its current " "rotation." msgstr "从节点的当前旋转开始,以弧度为单位,对节点进行旋转。" 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 "" "将提供的本地位置转换为全局坐标空间的位置。例如,对子节点的位置应用这个方法将" "正确地把它们的位置转换到全局坐标空间,但对节点自己的位置应用这个方法将得到一" "个不正确的结果,因为它将把节点自己的变换纳入它的全局位置。" 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 "" "将提供的全局位置转换为本地坐标空间的位置。例如,它适合于确定子节点的位置,但" "不适合于确定其自身相对于父节点的位置。" msgid "Global position." msgstr "全局位置。" msgid "Global rotation in radians." msgstr "全局旋转弧度。" msgid "Global scale." msgstr "全局缩放。" msgid "Global [Transform2D]." msgstr "全局 [Transform2D]。" msgid "Position, relative to the node's parent." msgstr "位置,相对于父节点。" msgid "Rotation in radians, relative to the node's parent." msgstr "旋转弧度,相对于父节点。" msgid "" "The node's scale. Unscaled value: [code](1, 1)[/code].\n" "[b]Note:[/b] Negative X scales in 2D are not decomposable from the " "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 "" "该节点的缩放。未缩放值:[code](1, 1)[/code]。\n" "[b]注意:[/b]2D 中,变换矩阵是无法分解出负数的 X 缩放的。由于 Godot 中使用变" "换矩阵来表示缩放,X 轴上的负数缩放在分解后会变为 Y 轴的负数缩放和一次 180 度" "的旋转。" msgid "Local [Transform2D]." msgstr "局部 [Transform2D]。" msgid "Most basic 3D game object, parent of all 3D-related nodes." msgstr "最基本的 3D 游戏对象,是所有与 3D 相关的节点的父节点。" msgid "Introduction to 3D" msgstr "3D 简介" msgid "All 3D Demos" msgstr "所有 3D 演示" 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 "" "将全局(世界)变换围绕某个轴(单位 [Vector3])旋转指定的弧度。旋转轴使用全局" "坐标系。" msgid "" "Scales the global (world) transformation by the given [Vector3] scale " "factors." msgstr "将全局(世界)变换按照给定的 [Vector3] 缩放因子进行缩放。" msgid "" "Moves the global (world) transformation by [Vector3] offset. The offset is " "in global coordinate system." msgstr "" "将全局(世界)变换按照 [Vector3] 偏移量进行移动。偏移量使用全局坐标系。" msgid "" "Disables rendering of this node. Changes [member visible] to [code]false[/" "code]." msgstr "禁用该节点的渲染。会将 [member visible] 改为 [code]false[/code]。" msgid "" "Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its " "local transformation scale." msgstr "返回该节点是否使用 [code](1, 1, 1)[/code] 的比例或其本地变换比例。" 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 "" "如果该节点位于 [SceneTree] 中,并且其 [member visible] 属性为 [code]true[/" "code],并且其所有上层节点也均可见,则返回 [code]true[/code]。如果任何上层节点" "被隐藏,则该节点在场景树中将不可见。" msgid "" "Rotates the local transformation around axis, a unit [Vector3], by specified " "angle in radians." msgstr "围绕轴(单位 [Vector3])旋转局部变换,指定角度(弧度)。" 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 "" "围绕轴(单位 [Vector3])旋转局部变换,指定角度(弧度)。旋转轴是在物体的本地" "坐标系中。" msgid "Rotates the local transformation around the X axis by angle in radians." msgstr "围绕 X 轴旋转局部变换,旋转角度为弧度。" msgid "Rotates the local transformation around the Y axis by angle in radians." msgstr "围绕 Y 轴旋转局部变换,旋转角度为弧度。" msgid "Rotates the local transformation around the Z axis by angle in radians." msgstr "围绕 Z 轴旋转局部变换,旋转角度为弧度。" msgid "" "Scales the local transformation by given 3D scale factors in object-local " "coordinate system." msgstr "在物体局部坐标系中,通过给定的 3D 比例因子来缩放局部变换。" 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 "" "设置节点是否使用 [code](1, 1, 1)[/code] 的比例或其本地变换比例。对本地变换比" "例的改变会被保留下来。" msgid "" "Sets whether the node ignores notification that its transformation (global " "or local) changed." msgstr "设置节点是否忽略其转换(全局或局部)改变的通知。" msgid "" "Enables rendering of this node. Changes [member visible] to [code]true[/" "code]." msgstr "启用此节点的呈现。将 [member visible] 更改为 [code]true[/code]。" msgid "" "Changes the node's position by the given offset [Vector3] in local space." msgstr "通过给定的局部空间偏移量 [Vector3] 改变该节点的位置。" msgid "" "Global position of this node. This is equivalent to [code]global_transform." "origin[/code]." msgstr "这个节点的全局位置。与 [code]global_transform.origin[/code] 等价。" 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 "" "全局变换的旋转部分,单位为弧度,以 YXZ 欧拉角的形式表示(X 角、Y 角、Z " "角)。\n" "[b]注意:[/b]在数学意义上,旋转是一个矩阵而不是一个向量。这三个欧拉角是旋转矩" "阵欧拉角参数化的三个独立参数,存储在 [Vector3] 数据结构中并不是因为旋转是一个" "矢量,而是因为 [Vector3] 是一种方便存储 3 个浮点数的数据结构。因此,对旋转“向" "量”应用仿射操作是没有意义的。" 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 "" "如果为 [code]true[/code],这个节点就会被画出来。只有当它的所有前项也是可见的" "时候,这个节点才是可见的(换句话说,[method is_visible_in_tree] 必须返回 " "[code]true[/code])。" msgid "Emitted when node visibility changes." msgstr "当节点可见性更改时触发。" msgid "Pre-parsed scene tree path." msgstr "预先解析的场景树路径。" msgid "2D Role Playing Game Demo" msgstr "2D 角色扮演游戏演示" msgid "Constructs an empty [NodePath]." msgstr "构造空的 [NodePath]。" msgid "" "Constructs a [NodePath] as a copy of the given [NodePath]. " "[code]NodePath(\"example\")[/code] is equivalent to [code]^\"example\"[/" "code]." msgstr "" "构造给定 [NodePath] 的副本。[code]NodePath(\"example\")[/code] 等价于 " "[code]^\"example\"[/code]。" 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 "" "如果节点路径是绝对的(而不是相对的),即以斜线字符([code]/[/code])开始,返" "回 [code]true[/code]。绝对节点路径可以用来访问根节点([code]\"/root\"[/" "code])或自动加载(例如[code]\"/global\"[/code] 如果注册了一个叫“global”的自" "动加载项)。" msgid "Returns [code]true[/code] if the node path is empty." msgstr "节点路径为空时返回 [code]true[/code]。" msgid "" "If [code]true[/code], the resulting texture contains a normal map created " "from the original noise interpreted as a bump map." msgstr "" "如果为 [code]true[/code],产生的纹理包含一个由原始噪声创建的法线贴图,解释为" "凹凸贴图。" 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 "" "此纹理中使用的凹凸贴图的强度。较高的值会使凹凸贴图看起来更大,而较低的值会使" "它们看起来更柔和。" msgid "Height of the generated texture." msgstr "生成的纹理的高度。" msgid "Width of the generated texture." msgstr "生成的纹理的宽度。" msgid "When and how to avoid using nodes for everything" msgstr "何时以及如何避免为任何事情使用节点" msgid "" "Returns [code]true[/code] if the [method Node.queue_free] method was called " "for the object." msgstr "" "如果为该对象调用了 [method Node.queue_free] 方法,则返回 [code]true[/code]。" msgid "One-shot connections disconnect themselves after emission." msgstr "一次性连接,会在触发后自行断开。" msgid "Defines a 2D polygon for LightOccluder2D." msgstr "为 LightOccluder2D 定义一个 2D 多边形。" msgid "" "Editor facility that helps you draw a 2D polygon used as resource for " "[LightOccluder2D]." msgstr "编辑工具,帮助你绘制一个 2D 多边形用作资源 [LightOccluder2D]。" 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 "" "如果为 [code]true[/code],封闭该多边形。一个封闭的polygon2d封闭来自任何方向的" "光。一个开放的OccluderPolygon2D只在其轮廓方向上遮挡光。" msgid "The culling mode to use." msgstr "要使用的剔除模式。" 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 "" "带有多边形顶点位置索引的 [Vector2] 数组。\n" "[b]注意:[/b]返回值是基础数组的副本,而不是引用。" msgid "Culling is disabled. See [member cull_mode]." msgstr "禁用剔除。见 [member cull_mode]。" msgid "" "Culling is performed in the clockwise direction. See [member cull_mode]." msgstr "按顺时针方向进行剔除。见 [member cull_mode]。" msgid "" "Culling is performed in the counterclockwise direction. See [member " "cull_mode]." msgstr "按逆时针方向进行剔除。见 [member cull_mode]。" msgid "Omnidirectional light, such as a light bulb or a candle." msgstr "全向光,如灯泡或蜡烛。" 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 "" "光的衰减(下降)曲线。在[b]检查器[/b]中,通过右键点击曲线,可以获得许多预设。" msgid "" "Shadows are rendered to a dual-paraboloid texture. Faster than [constant " "SHADOW_CUBE], but lower-quality." msgstr "" "阴影被渲染到一个双抛物面纹理。比 [constant SHADOW_CUBE] 更快,但质量较差。" msgid "Optimized translation." msgstr "优化的翻译。" msgid "" "Optimized translation. Uses real-time compressed translations, which results " "in very small dictionaries." msgstr "优化的翻译。使用实时压缩翻译,从而生成非常小的词典。" msgid "" "Generates and sets an optimized translation from the given [Translation] " "resource." msgstr "从给定的 [Translation] 资源生成并设置优化的翻译。" msgid "Button control that provides selectable options when pressed." msgstr "按下时提供可选选项的按钮控件。" msgid "Clears all the items in the [OptionButton]." msgstr "清除[OptionButton]中的所有项目。" msgid "" "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 "" "检索项的元数据。元数据可以是任何类型,并可用于存储关于项的额外信息,如外部字" "符串ID。" msgid "" "Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "返回所选项目的 ID,如果没有选择项目,则返回 [code]-1[/code]。" msgid "" "Gets the metadata of the selected item. Metadata for items can be set using " "[method set_item_metadata]." msgstr "" "获取选定项的元数据。可以使用 [method set_item_metadata] 设置项的元数据。" 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 "" "按索引选择项并使其为当前选中项。即使该项是禁用的,这也将起作用。\n" "将 [code]-1[/code] 作为索引传入会取消选中任何当前选中的项目。" msgid "" "Sets the 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 "" "设置项的元数据。元数据可以是任何类型,可以用来存储关于项目的额外信息,比如外" "部字符串ID。" msgid "" "The index of the currently selected item, or [code]-1[/code] if no item is " "selected." msgstr "当前选定项的索引,如果没有选定项,则为[code]-1[/code]。" msgid "" "Emitted when the current item has been changed by the user. The index of the " "item selected is passed as argument." msgstr "当用户更改当前项时触发。所选项目的索引作为参数传递。" msgid "Default text [Color] of the [OptionButton]." msgstr "[OptionButton] 的默认文本 [Color]。" msgid "Text [Color] used when the [OptionButton] is disabled." msgstr "当 [OptionButton] 被禁用时使用的文本 [Color]。" msgid "" "Text [Color] used when the [OptionButton] is focused. Only replaces the " "normal text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" "当 [OptionButton] 获得焦点时使用的文本 [Color]。只替换按钮的正常文本颜色。禁" "用、悬停和按下状态优先于这个颜色。" msgid "Text [Color] used when the [OptionButton] is being hovered." msgstr "当鼠标悬停 [OptionButton] 时使用的文本 [Color]。" msgid "Text [Color] used when the [OptionButton] is being pressed." msgstr "当 [OptionButton] 被按下时使用的文本 [Color]。" msgid "" "The horizontal space between the arrow icon and the right edge of the button." msgstr "箭头图标和按钮的右边缘之间的水平空间。" msgid "[Font] of the [OptionButton]'s text." msgstr "[OptionButton] 的文本的 [Font]。" msgid "The arrow icon to be drawn on the right end of the button." msgstr "要绘制在按钮右侧的箭头图标。" msgid "Operating System functions." msgstr "操作系统功能。" msgid "" "Displays a modal dialog box using the host OS' facilities. Execution is " "blocked until the dialog is closed." msgstr "" "使用主机操作系统显示一个模式化的对话框。执行将被阻塞,直到该对话框被关闭。" msgid "" "Shuts down system MIDI driver.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "关闭系统 MIDI 驱动程序。\n" "[b]注意:[/b]该方法只在 Linux、macOS 和 Windows 上实现。" msgid "" "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 "" "通过这个函数,你可以获得已经授予 Android 应用程序的危险权限列表。\n" "[b]注意:[/b]这个方法在 Android 上实现。" 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 "" "将主机操作系统区域设置为 [code]language_Script_COUNTRY_VARIANT@extra[/code] " "形式的字符串。如果您只想要语言代码而不是操作系统中完全指定的语言环境,您可以" "使用 [method get_locale_language]。\n" "[code]language[/code] - 2 个或 3 个字母的[url=https://en.wikipedia.org/wiki/" "List_of_ISO_639-1_codes]语言代码[/url],小写。\n" "[code]Script[/code] - 可选,4 个字母的[url=https://en.wikipedia.org/wiki/" "ISO_15924]文字代码 [/url],首字母大写。\n" "[code]COUNTRY[/code] - 可选,2 个或 3 个字母 [url=https://en.wikipedia.org/" "wiki/ISO_3166-1]国家地区代码[/url],大写。\n" "[code]VARIANT[/code] - 可选,语言变体,地区和排序顺序。变体可以有任意数量的带" "下划线的关键字。\n" "[code]extra[/code] - 可选,分号分隔的附加关键字列表。货币、日历、排序顺序和编" "号系统信息。" 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 "" "将主机操作系统区域设置的 2 或 3 个字母的[url=https://en.wikipedia.org/wiki/" "List_of_ISO_639-1_codes]语言代码[/url]作为字符串返回,该字符串应在所有平台上" "保持一致。这相当于提取 [method get_locale] 字符串的 [code]language[/code] 部" "分。\n" "当您不需要有关国家/地区代码或变体的附加信息时,这可用于将完全指定的区域设置字" "符串缩小为“通用”语言代码。例如,对于使用 [code]fr_CA[/code] 语言环境的加拿大" "法语用户,这将返回 [code]fr[/code]。" 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 "" "返回主线程的 ID。请参阅 [method get_thread_caller_id]。\n" "[b]注意:[/b]线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。" msgid "" "Returns 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 "" "返回当前设备的模型名称。\n" "[b]注意:[/b]此方法仅在Android和iOS上实现。在不支持的平台上返回 " "[code]\"GenericDevice\"[/code]。" msgid "" "Returns the project's process ID.\n" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " "Windows." msgstr "" "返回项目的进程 ID。\n" "[b]注意:[/b]这个方法在 Android、iOS、Linux、macOS 和 Windows 上实现。" 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 "" "返回主机的[i]逻辑[/i] CPU 核心数。对于启用了超线程的 CPU,这个数会比[i]物理[/" "i] CPU 核心数大。" msgid "Returns the maximum amount of static memory used (only works in debug)." msgstr "返回使用的静态内存的最大数量(仅在调试时有效)。" msgid "" "Returns the amount of static memory being used by the program in bytes (only " "works in debug)." msgstr "返回程序所使用的静态内存量,以字节为单位(仅在调试时有效)。" 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 "" "返回不同平台上常用文件夹的实际路径。可用的位置在 [enum SystemDir] 中指定。\n" "[b]注意:[/b]这个方法在 Android、Linux、macOS 和 Windows 上实现。\n" "[b]注意:[/b]共享存储在 Android 上实现,并允许区分应用程序特定目录和共享目" "录。共享目录在 Android 上有额外的限制。" 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 "" "返回当前线程的 ID。这可用于日志,以简化多线程应用程序的调试。\n" "[b]注意:[/b] 线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。" msgid "" "At the moment this function is only used by [code]AudioDriverOpenSL[/code] " "to request permission for [code]RECORD_AUDIO[/code] on Android." msgstr "" "目前,这个函数只被 [code]AudioDriverOpenSL[/code] 用来请求 Android 上 " "[code]RECORD_AUDIO[/code] 的权限。" 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 "" "你可以通过这个函数申请危险的权限,因为在 Android 应用程序中,正常的权限会在安" "装时自动授予。\n" "[b]注意:[/b]这个方法在 Android 上实现。" msgid "Sets the name of the current thread." msgstr "设置当前线程的名称。" 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 "" "如果为 [code]true[/code],则引擎会通过只在需要时刷新屏幕来优化处理器的使用。" "可以改善移动设备上的电池消耗。" 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 "" "启用低处理器使用模式时,帧之间的休眠量(单位为微秒)。较高的值将导致较低的 " "CPU 使用率。" msgid "Desktop directory path." msgstr "桌面目录路径。" msgid "DCIM (Digital Camera Images) directory path." msgstr "DCIM(数码相机图像)目录路径。" msgid "Documents directory path." msgstr "文档目录路径。" msgid "Downloads directory path." msgstr "下载目录路径。" msgid "Movies directory path." msgstr "影片目录路径。" msgid "Music directory path." msgstr "音乐目录路径。" msgid "Pictures directory path." msgstr "图片目录路径。" msgid "Ringtones directory path." msgstr "铃声目录路径。" msgid "Constructs an empty [PackedByteArray]." msgstr "构造空的 [PackedByteArray]。" msgid "" "Constructs a [PackedByteArray] as a copy of the given [PackedByteArray]." msgstr "构造给定 [PackedByteArray] 的副本。" 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 "" "将数组中的所有元素都设为给定的值。通常与 [method resize] 一起使用,创建给定大" "小的数组并初始化元素。" 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 "" "在数组中给定的位置插入一个新元素。这个位置必须是有效的,或者是在数组的末端" "([code]idx == size()[/code])。" msgid "Appends an element at the end of the array." msgstr "在数组的末尾追加一个元素。" msgid "Removes an element from the array by index." msgstr "从数组中删除位于索引的元素。" 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 "" "设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数" "组截断到新的大小。" msgid "Changes the byte at the given index." msgstr "改变给定索引处的字节。" msgid "Sorts the elements of the array in ascending order." msgstr "将该数组中的元素按升序排列。" msgid "Constructs an empty [PackedColorArray]." msgstr "构造空的 [PackedColorArray]。" msgid "" "Constructs a [PackedColorArray] as a copy of the given [PackedColorArray]." msgstr "构造给定 [PackedColorArray] 的副本。" msgid "Appends a value to the array." msgstr "将一个值添加到数组中。" msgid "Changes the [Color] at the given index." msgstr "更改给定索引处的 [Color]。" msgid "Constructs an empty [PackedFloat32Array]." msgstr "构造空的 [PackedFloat32Array]。" msgid "" "Constructs a [PackedFloat32Array] as a copy of the given " "[PackedFloat32Array]." msgstr "构造给定 [PackedFloat32Array] 的副本。" msgid "Changes the float at the given index." msgstr "更改给定索引处的浮点数。" msgid "Constructs an empty [PackedFloat64Array]." msgstr "构造空的 [PackedFloat64Array]。" msgid "" "Constructs a [PackedFloat64Array] as a copy of the given " "[PackedFloat64Array]." msgstr "构造给定 [PackedFloat64Array] 的副本。" msgid "Constructs an empty [PackedInt32Array]." msgstr "构造空的 [PackedInt32Array]。" msgid "" "Constructs a [PackedInt32Array] as a copy of the given [PackedInt32Array]." msgstr "构造给定 [PackedInt32Array] 的副本。" msgid "Constructs an empty [PackedInt64Array]." msgstr "构造空的 [PackedInt64Array]。" msgid "" "Constructs a [PackedInt64Array] as a copy of the given [PackedInt64Array]." msgstr "构造给定 [PackedInt64Array] 的副本。" msgid "An abstraction of a serialized scene." msgstr "对序列化场景的抽象。" msgid "Returns [code]true[/code] if the scene file has nodes." msgstr "如果场景文件有节点,返回 [code]true[/code]。" msgid "" "Returns the [code]SceneState[/code] representing the scene file contents." msgstr "返回代表场景文件内容的 [code]SceneState[/code]。" msgid "" "Pack will ignore any sub-nodes not owned by given node. See [member Node." "owner]." msgstr "包将忽略不属于给定节点的任何子节点。请参阅 [member Node.owner]。" 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 "" "场景内容的字典表示。\n" "可用的字段包括资源的“rnames”和“variants”,节点" "的“node_count”、“nodes”、“node_paths”,基本场景子级覆盖" "的“editable_instances”,信号连接的“conn_count”和“conns”,以及 PackedScene 格" "式样式的版本“version”。" 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 "" "与 [constant GEN_EDIT_STATE_MAIN] 类似,但适用于场景作为另一个场景的基类实例" "化的情况。\n" "[b]注意:[/b]仅在编辑器构建中可用。" msgid "Constructs an empty [PackedStringArray]." msgstr "构造空的 [PackedStringArray]。" msgid "" "Constructs a [PackedStringArray] as a copy of the given [PackedStringArray]." msgstr "构造给定 [PackedStringArray] 的副本。" msgid "Appends a string element at end of the array." msgstr "在数组的末尾追加字符串元素。" msgid "Changes the [String] at the given index." msgstr "更改给定索引处的 [String]。" msgid "2D Navigation Astar Demo" msgstr "2D A 星导航演示" msgid "Constructs an empty [PackedVector2Array]." msgstr "构造空的 [PackedVector2Array]。" msgid "" "Constructs a [PackedVector2Array] as a copy of the given " "[PackedVector2Array]." msgstr "构造给定 [PackedVector2Array] 的副本。" msgid "Inserts a [Vector2] at the end." msgstr "在末尾插入一个 [Vector2]。" msgid "Changes the [Vector2] at the given index." msgstr "更改给定索引处的 [Vector2]。" msgid "Constructs an empty [PackedVector3Array]." msgstr "构造空的 [PackedVector3Array]。" msgid "" "Constructs a [PackedVector3Array] as a copy of the given " "[PackedVector3Array]." msgstr "构造给定 [PackedVector3Array] 的副本。" msgid "Inserts a [Vector3] at the end." msgstr "在末尾插入一个 [Vector3]。" msgid "Changes the [Vector3] at the given index." msgstr "更改给定索引处的 [Vector3]。" msgid "Abstraction and base class for packet-based protocols." msgstr "基于包的协议的抽象和基类。" msgid "Returns the number of packets currently available in the ring-buffer." msgstr "返回环形缓冲区中当前可用的数据包数。" msgid "Gets a raw packet." msgstr "获取原始数据包。" msgid "" "Returns the error state of the last packet received (via [method get_packet] " "and [method get_var])." msgstr "" "返回最后接收的数据包的错误状态(通过 [method get_packet] 和 [method " "get_var])。" msgid "Sends a raw packet." msgstr "发送一个原始数据包。" 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 "" "编码 [Variant] 时允许的最大缓冲区大小。提高此值以支持更大的内存分配。\n" "[method put_var] 方法在栈上分配内存,使用的缓冲区将自动增长到最接近的二次方," "以匹配 [Variant] 的大小。如果 [Variant] 大于 [code]encode_buffer_max_size[/" "code],则该方法将以 [constant ERR_OUT_OF_MEMORY] 出错。" msgid "DTLS packet peer." msgstr "DTLS 数据包客户端。" msgid "Disconnects this peer, terminating the DTLS session." msgstr "断开此对等体的连接,终止 DTLS 会话。" msgid "Returns the status of the connection. See [enum Status] for values." msgstr "返回连接的状态。取值见 [enum Status]。" msgid "" "Poll the connection to check for incoming packets. Call this frequently to " "update the status and keep the connection working." msgstr "" "轮询连接以检查传入的数据包。经常调用此选项以更新状态并保持连接正常工作。" msgid "A status representing a [PacketPeerDTLS] that is disconnected." msgstr "表示已断开连接的 [PacketPeerDTLS] 的状态。" msgid "" "A status representing a [PacketPeerDTLS] that is currently performing the " "handshake with a remote peer." msgstr "表示当前正在与远程对等方进行握手的 [PacketPeerDTLS] 的状态。" msgid "" "A status representing a [PacketPeerDTLS] that is connected to a remote peer." msgstr "表示连接到远程对等方的 [PacketPeerDTLS] 的状态。" msgid "A status representing a [PacketPeerDTLS] in a generic error state." msgstr "表示处于一般错误状态的 [PacketPeerDTLS] 的状态。" msgid "" "An error status that shows a mismatch in the DTLS certificate domain " "presented by the host and the domain requested for validation." msgstr "显示主机提供的 DTLS 证书域与请求验证的域不匹配的错误状态。" msgid "Wrapper to use a PacketPeer over a StreamPeer." msgstr "在 StreamPeer 上使用 PacketPeer 的包装器。" msgid "The wrapped [StreamPeer] object." msgstr "被包装的 [StreamPeer] 对象。" msgid "UDP packet peer." msgstr "UDP 数据包客户端。" 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 "" "返回发送最后一个数据包(通过 [method PacketPeer.get_packet] 或 [method " "PacketPeer.get_var] 接收)的远程对等体的 IP。" 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 "" "返回发送最后一个数据包(通过 [method PacketPeer.get_packet] 或 [method " "PacketPeer.get_var] 接收)的远程对等方的端口。" 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 "" "如果 UDP 套接字已打开并已连接到远程地址,则返回 [code]true[/code]。见 " "[method connect_to_host]。" 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 "" "启用或禁用广播数据包的发送(例如:" "[code]set_dest_address(\"255.255.255.255\", 4343)[/code]。这个选项在默认情况" "下是禁用的。\n" "[b]注意:[/b]一些 Android 设备可能需要 [code]CHANGE_WIFI_MULTICAST_STATE[/" "code] 权限和本选项被启用来接收广播包。" 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 "" "设置发送数据包和变量的目标地址和端口。如果需要,将使用 DNS 解析主机名。\n" "[b]注意:[/b]在向广播地址(例如:[code]255.255.255.255[/code])发送数据包之" "前,必须启用 [method set_broadcast_enabled]。" msgid "Provides an opaque background for [Control] children." msgstr "为 [Control] 子控件提供不透明的背景。" 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 "" "面板是一个显示不透明背景的 [Control]。它通常用作其他类型的 [Control] 节点的父" "节点和容器。" msgid "2D Finite State Machine Demo" msgstr "2D 有限状态机演示" msgid "3D Inverse Kinematics Demo" msgstr "3D 逆运动学演示" msgid "The style of this [Panel]." msgstr "这个 [Panel] 的样式。" msgid "Panel container type." msgstr "面板容器类型。" 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 "" "面板容器类型。此容器会将控件放入样式盒所框定的区域内,方便为控件提供轮廓。" msgid "The style of [PanelContainer]'s background." msgstr "[PanelContainer] 的背景样式。" msgid "A node used to create a parallax scrolling background." msgstr "用于创建视差滚动背景的节点。" 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 "" "ParallaxBackground 使用一个或多个 [ParallaxLayer] 子节点来创建视差效果。每个 " "[ParallaxLayer] 可以使用 [member ParallaxLayer.motion_offset] 以不同的速度移" "动。这在 2D 游戏中可以创造一种深度错觉。如果没有与 [Camera2D] 一起使用,你必" "须手动计算 [member scroll_offset]。" msgid "The base position offset for all [ParallaxLayer] children." msgstr "所有 [ParallaxLayer] 子元素的基本位置偏移。" msgid "The base motion scale for all [ParallaxLayer] children." msgstr "所有 [ParallaxLayer] 子元素的基本移动比例。" msgid "" "If [code]true[/code], elements in [ParallaxLayer] child aren't affected by " "the zoom level of the camera." msgstr "" "为 [code]true[/code] 时,[ParallaxLayer] 子元素将不受相机缩放级别的影响。" 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 "" "开始滚动的左上角限制。如果相机超出这个限制,背景将停止滚动。必须低于 [member " "scroll_limit_end] 才能工作。" 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 "" "右下角限制滚动结束。如果相机超出这个限制,背景将停止滚动。必须高于 [member " "scroll_limit_begin] 才能工作。" 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 "" "视差背景的滚动值。使用 [Camera2D] 时会自动计算,但也可用于手动管理无摄像机时" "的滚动。" msgid "A parallax scrolling layer to be used with [ParallaxBackground]." msgstr "使用 [ParallaxBackground] 的视差滚动层。" 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 "" "ParallaxLayer 必须是 [ParallaxBackground] 节点的子节点。每个 ParallaxLayer 都" "可以设置为相对于相机移动或 [member ParallaxBackground.scroll_offset] 值。\n" "该节点的子节点将受其滚动偏移量的影响。\n" "[b]注意:[/b]当该节点进入场景后,对其位置和比例的任何改变都将被忽略。" msgid "" "The ParallaxLayer's offset relative to the parent ParallaxBackground's " "[member ParallaxBackground.scroll_offset]." msgstr "" "该 ParallaxLayer 的偏移量,相对于父 ParallaxBackground 的 [member " "ParallaxBackground.scroll_offset]。" msgid "" "Multiplies the ParallaxLayer's motion. If an axis is set to [code]0[/code], " "it will not scroll." msgstr "复制视差图层的运动。如果一个轴被设置为 [code]0[/code],它将不会滚动。" msgid "Each particle's rotation will be animated along this [CurveTexture]." msgstr "每个粒子的旋转将沿着这个 [CurveTexture] 动画。" msgid "Each particle's animation offset will vary along this [CurveTexture]." msgstr "每个粒子的动画偏移将沿着这个 [CurveTexture] 变化。" msgid "Each particle's animation speed will vary along this [CurveTexture]." msgstr "每个粒子的动画速度将沿着这个 [CurveTexture] 变化。" msgid "Damping will vary along this [CurveTexture]." msgstr "阻尼将沿着这个 [CurveTexture] 变化。" msgid "" "The box's extents if [code]emission_shape[/code] is set to [constant " "EMISSION_SHAPE_BOX]." msgstr "" "[code]emission_shape[/code] 设置为 [constant EMISSION_SHAPE_BOX] 时,该 Box " "的范围。" 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 "" "粒子的速度和旋转将通过在与[member emission_point_texture]相同的点上对该纹理进" "行采样来设置。仅在[constant EMISSION_SHAPE_DIRECTED_POINTS]中使用。可以通过选" "择工具栏中 \"粒子 \"工具下的 \"从网格/节点创建发射点\",从网格或节点自动创" "建。" 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 "" "[code]emission_shape[/code] 设置为 [constant EMISSION_SHAPE_POINTS] 或 " "[constant EMISSION_SHAPE_DIRECTED_POINTS] 时,发射点的数量。" 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 "" "粒子将被发射到由随机采样纹理所决定的位置。与[constant EMISSION_SHAPE_POINTS]" "和[constant EMISSION_SHAPE_DIRECTED_POINTS]一起使用。可以通过选择工具栏中" "的“粒子”工具下的“从网格/节点中创建发射点”自动创建网格或节点。" msgid "" "Particles will be emitted inside this region. Use [enum EmissionShape] " "constants for values." msgstr "粒子将在这个区域内发射。使用[enum EmissionShape]常量作为值。" msgid "" "The sphere's radius if [code]emission_shape[/code] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" "当[code]emission_shape[/code]设置为[constant EMISSION_SHAPE_SPHERE]时,球体的" "半径。" msgid "Amount of [member spread] along the Y axis." msgstr "沿 Y 轴的 [member spread] 量。" msgid "Each particle's hue will vary along this [CurveTexture]." msgstr "每个粒子的色调将沿着这个 [CurveTexture] 变化。" msgid "" "Each particle's linear acceleration will vary along this [CurveTexture]." msgstr "每个粒子的线性加速度将沿着这个 [CurveTexture] 变化。" msgid "Each particle's orbital velocity will vary along this [CurveTexture]." msgstr "每个粒子的轨道速度将沿着这个 [CurveTexture] 变化。" msgid "If [code]true[/code], particles will not move on the z axis." msgstr "如果为 [code]true[/code],则粒子将不会在 z 轴上移动。" msgid "" "Each particle's radial acceleration will vary along this [CurveTexture]." msgstr "每个粒子的径向加速度将沿着这个 [CurveTexture] 变化。" msgid "" "Each particle's tangential acceleration will vary along this [CurveTexture]." msgstr "每个粒子的切向加速度将沿着这个 [CurveTexture] 变化。" 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 "" "粒子将在 [member emission_point_texture] 上随机采样点所决定的位置发射。粒子颜" "色将由 [member emission_color_texture] 调节。" 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 "" "粒子将在 [member emission_point_texture] 上随机采样点所决定的位置发射。粒子速" "度和旋转将基于 [member emission_normal_texture] 进行设置。粒子颜色将由 " "[member emission_color_texture] 调节。" msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow." msgstr "包含一个 [Curve2D] 路径,供 [PathFollow2D] 节点遵循。" 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 "" "可以让 [PathFollow2D] 子节点沿着 [Curve2D] 移动。有关用法的更多信息,请参阅 " "[PathFollow2D]。\n" "[b]注意:[/b]该路径被认为是相对于移动的节点([PathFollow2D] 的子节点)。因" "此,曲线通常以零向量([code](0,0)[/code])开始。" msgid "A [Curve2D] describing the path." msgstr "描述路径的 [Curve2D]。" msgid "A [Curve3D] describing the path." msgstr "描述路径的 [Curve3D]。" msgid "Emitted when the [member curve] changes." msgstr "当 [member curve] 改变时触发。" msgid "Point sampler for a [Path2D]." msgstr "对 [Path2D] 的点取样的取样器。" 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 "" "如果为 [code]true[/code],则两个缓存点之间的位置将进行三次插值,否则将线性插" "值。\n" "沿着 [Path2D] 的 [Curve2D] 的点在使用前被预先计算,以更快的计算速度。然后在两" "个相邻的缓存点之间计算请求偏移量的点。这可能会出现一个问题,如果曲线做急转" "弯,因为缓存点可能不跟随曲线足够近。\n" "有两种方法可以解决这个问题:要么增加缓存点的数量,增加内存消耗,要么在两个点" "之间进行三次插值,但代价是(稍微)降低计算速度。" msgid "The node's offset along the curve." msgstr "节点沿曲线的偏移量。" 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 "" "如果节点是旋转的,那么在计算切线时,要提前多长时间看曲线。例如,较短的提前量" "会导致更快的旋转。" 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 "" "如果为 [code]true[/code],路径长度以外的任何偏移都将环绕,而不是在结束时停" "止。对于循环路径使用它。" msgid "The node's offset perpendicular to the curve." msgstr "节点垂直于曲线的偏移量。" msgid "" "Allows or forbids rotation on one or more axes, depending on the [enum " "RotationMode] constants being used." msgstr "" "允许或禁止在一个或多个轴上旋转,这取决于使用的 [enum RotationMode] 常量。" msgid "Creates packages that can be loaded into a running project." msgstr "创建可以加载到正在运行的项目中的包。" msgid "Exposes performance-related data." msgstr "公开与性能相关的数据。" msgid "Represents the size of the [enum Monitor] enum." msgstr "表示 [enum Monitor] 枚举的大小。" 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 "" "在物理处理过程中被调用,允许你读取并安全地修改对象的模拟状态。默认情况下,它" "会和通常的物理行为一起生效,但是你可以通过 [member custom_integrator] 属性禁" "用默认行为,为物体施加完全自定义的合力。" msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " "[code]1[/code] (full bounciness)." msgstr "" "实体的弹性。值的范围从 [code]0[/code](无反弹)到 [code]1[/code](完全反" "弹)。" 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 "" "如果为 [code]true[/code],则该物体的内力积分将被禁用(如重力或空气摩擦)。除" "了碰撞响应之外,物体将仅根据 [method _integrate_forces] 函数确定的方式移动" "(如果已定义)。" 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 "" "物体的线速度,单位为单位每秒。可以偶尔使用,但是[b]不要每一帧都设置它[/b],因" "为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method " "_integrate_forces] 作为你的进程循环,以精确控制物体状态。" msgid "The body's mass." msgstr "实体的质量。" msgid "" "The sky's overall brightness multiplier. Higher values result in a brighter " "sky." msgstr "天空整体亮度的乘数。数值越高,天空就越亮。" msgid "" "Modulates the [Color] on the bottom half of the sky to represent the ground." msgstr "调制天空下半部分的 [Color],这部分代表地面。" msgid "" "Controls the strength of [url=https://en.wikipedia.org/wiki/" "Mie_scattering]Mie scattering[/url] for the sky. Mie scattering results from " "light colliding with larger particles (like water). On earth, Mie scattering " "results in a whitish color around the sun and horizon." msgstr "" "控制天空中[url=https://zh.wikipedia.org/wiki/" "%E7%B1%B3%E6%B0%8F%E6%95%A3%E5%B0%84]米氏散射[/url]的强度。米氏散射是光与较大" "的粒子(例如水)碰撞的结果。在地球上,米氏散射的结果是太阳和地平线周围的颜色" "发白。" msgid "" "Controls the [Color] of the [url=https://en.wikipedia.org/wiki/" "Mie_scattering]Mie scattering[/url] effect. While not physically accurate, " "this allows for the creation of alien-looking planets." msgstr "" "控制天空中[url=https://zh.wikipedia.org/wiki/" "%E7%B1%B3%E6%B0%8F%E6%95%A3%E5%B0%84]米氏散射[/url]效果的 [Color]。虽然在物理" "上并不准确,但可以创造出看上去像的外星球的天空。" msgid "" "Controls the direction of the [url=https://en.wikipedia.org/wiki/" "Mie_scattering]Mie scattering[/url]. A value of [code]1[/code] means that " "when light hits a particle it's passing through straight forward. A value of " "[code]-1[/code] means that all light is scatter backwards." msgstr "" "控制[url=https://zh.wikipedia.org/wiki/%E7%B1%B3%E6%B0%8F%E6%95%A3%E5%B0%84]" "米氏散射[/url]的方向。值为 [code]1[/code] 表示当光照到粒子时会直接穿过。值为" "[code]-1[/code] 表示所有的光都是向后散射的。" msgid "" "Controls the strength of the [url=https://en.wikipedia.org/wiki/" "Rayleigh_scattering]Rayleigh scattering[/url]. Rayleigh scattering results " "from light colliding with small particles. It is responsible for the blue " "color of the sky." msgstr "" "控制[url=https://zh.wikipedia.org/zh/%E7%91%9E%E5%88%A9%E6%95%A3%E5%B0%84]瑞" "利散射[/url]的强度。瑞利散射是光与较小粒子碰撞的结果,是天空呈蓝色的原因。" msgid "" "Controls the [Color] of the [url=https://en.wikipedia.org/wiki/" "Rayleigh_scattering]Rayleigh scattering[/url]. While not physically " "accurate, this allows for the creation of alien-looking planets. For " "example, setting this to a red [Color] results in a Mars-looking atmosphere " "with a corresponding blue sunset." msgstr "" "控制[url=https://zh.wikipedia.org/zh/%E7%91%9E%E5%88%A9%E6%95%A3%E5%B0%84]瑞" "利散射[/url]的 [Color]。虽然在物理上并不准确,但可以创造出看上去像的外星球的" "天空。例如,将其设为红色 [Color],可以得到火星大气的外观,日落时为蓝色。" msgid "Base class for all objects affected by physics in 2D space." msgstr "2D空间中所有受物理影响的对象的基类。" msgid "" "PhysicsBody2D is an abstract base class for implementing a physics body. All " "*Body2D types inherit from it." msgstr "" "PhysicsBody2D 是一个用于实现物理实体的抽象基类。所有 *Body2D 类型都继承自它。" msgid "Adds a body to the list of bodies that this body can't collide with." msgstr "将一个物体添加到这个物体不能碰撞的物体列表中。" msgid "" "Returns an array of nodes that were added as collision exceptions for this " "body." msgstr "返回该物体的碰撞例外节点数组。" msgid "" "Removes a body from the list of bodies that this body can't collide with." msgstr "将一个物体从该物体不能碰撞的物体列表中移除。" msgid "Base class for all objects affected by physics in 3D space." msgstr "在 3D 空间中受物理影响的所有对象的基类。" msgid "Lock the body's rotation in the X axis." msgstr "锁定实体在 X 轴上的旋转。" msgid "Lock the body's rotation in the Y axis." msgstr "锁定实体在 Y 轴上的旋转。" msgid "Lock the body's rotation in the Z axis." msgstr "锁定实体在 Z 轴上的旋转。" msgid "Ray-casting" msgstr "发射射线" msgid "Returns the collider's [RID]." msgstr "返回该碰撞体的 [RID]。" msgid "Returns the collider's object id." msgstr "返回该碰撞体的对象 id。" 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 "" "返回该碰撞体对象。这取决于它是如何创建的(如果是被作为场景节点创建的,那么将" "返回场景节点)。" msgid "Returns the contact position in the collider." msgstr "返回该碰撞体中的接触位置。" msgid "Returns the collider's shape index." msgstr "返回该碰撞体的形状索引。" msgid "Returns the linear velocity vector at the collider's contact point." msgstr "返回该碰撞体接触点处的线速度向量。" 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 "" "返回这个物体与其他物体的接触次数。\n" "[b]注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回 0。见 [member " "RigidBody2D.contact_monitor]。" msgid "Returns the local normal at the contact point." msgstr "返回接触点处的局部法线。" msgid "Returns the local position of the contact point." msgstr "返回接触点的局部坐标系下的位置。" msgid "Returns the local shape index of the collision." msgstr "返回碰撞的局部坐标系下的形状索引。" msgid "Returns the current state of the space, useful for queries." msgstr "返回空间的当前状态,这对查询很有用。" msgid "" "Returns the body's velocity at the given relative position, including both " "translation and rotation." msgstr "返回给定相对位置的物体速度,包括平移和旋转。" msgid "Calls the built-in force integration code." msgstr "调用内置的力集成代码。" msgid "The body's rotational velocity in [i]radians[/i] per second." msgstr "物体的旋转速度,单位为[i]弧度[/i]每秒。" msgid "The inverse of the inertia of the body." msgstr "物体惯性的倒数。" msgid "The inverse of the mass of the body." msgstr "物体质量的倒数。" msgid "The body's linear velocity in pixels per second." msgstr "物体的线性速度,单位为像素每秒。" msgid "If [code]true[/code], this body is currently sleeping (not active)." msgstr "如果为 [code]true[/code],则该物体当前处于睡眠状态(不活动)。" msgid "The timestep (delta) used for the simulation." msgstr "用于模拟的时间步长(delta)。" msgid "" "The rate at which the body stops rotating, if there are not any other forces " "moving it." msgstr "物体停止转动的速度,如果没有任何其他力使它运动。" msgid "The total gravity vector being currently applied to this body." msgstr "这个物体上的总重力向量。" msgid "" "The rate at which the body stops moving, if there are not any other forces " "moving it." msgstr "物体停止运动的速率,如果没有任何其他力使它运动。" msgid "The body's transformation matrix." msgstr "物体的变换矩阵。" msgid "Returns the collider object." msgstr "返回碰撞对象。" msgid "The body's linear velocity in units per second." msgstr "物体的线速度,单位为单位每秒。" msgid "A material for physics properties." msgstr "具有物理属性的材质。" msgid "" "If [code]true[/code], subtracts the bounciness from the colliding object's " "bounciness instead of adding it." msgstr "" "如果为 [code]true[/code],则从碰撞对象的弹跳性中减去弹性,而不是添加它。" msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " "[code]1[/code] (maximum friction)." msgstr "" "物体的摩擦。取值范围从 [code]0[/code](无摩擦)到 [code]1[/code](最大摩" "擦)。" 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 "" "如果为 [code]true[/code],当两个物体碰撞时,物理引擎将使用标记为“粗糙”的物体" "的摩擦。如果 [code]false[/code],物理引擎将使用所有碰撞物体的最低摩擦力来代" "替。如果两个碰撞的对象都为 [code]true[/code],物理引擎将使用最高的摩擦力。" msgid "If [code]true[/code], the query will take [Area2D]s into account." msgstr "如果为 [code]true[/code],查询将考虑 [Area2D]。" msgid "" "If [code]true[/code], the query will take [PhysicsBody2D]s into account." msgstr "如果为 [code]true[/code],查询将考虑 [PhysicsBody2D]。" msgid "Server interface for low-level 2D physics access." msgstr "用于底层 2D 物理访问服务的接口。" msgid "" "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 "" "向区域添加一个形状,以及一个变换矩阵。形状通常通过它们的索引来引用,因此您应" "该跟踪哪个形状具有给定的索引。" msgid "" "Assigns the area to a descendant of [Object], so it can exist in the node " "tree." msgstr "将区域分配给[Object]的子类,因此它可以存在于节点树中。" msgid "" "Removes all shapes from an area. It does not delete the shapes, so they can " "be reassigned later." msgstr "从一个区域移除所有形状。它不会删除形状,因此它们可以稍后重新分配。" 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 "" "创建一个 [Area2D]。用这个方法创建了一个[Area2D]后,使用[method " "area_set_space]将其分配给一个空间,以便在物理世界中使用创建的[Area2D]。" msgid "Gets the instance ID of the object the area is assigned to." msgstr "获取区域分配给的对象的实例 ID。" msgid "" "Returns an area parameter value. See [enum AreaParameter] for a list of " "available parameters." msgstr "返回区域参数值。有关可用参数的列表,请参阅 [enum AreaParameter]。" msgid "Returns the [RID] of the nth shape of an area." msgstr "返回区域的第 n 个形状的 [RID]。" msgid "Returns the number of shapes assigned to an area." msgstr "返回分配给区域的形状数量。" msgid "Returns the transform matrix of a shape within an area." msgstr "返回区域内形状的变换矩阵。" msgid "Returns the space assigned to the area." msgstr "返回分配给该区域的空间。" msgid "Returns the transform matrix for an area." msgstr "返回区域的变换矩阵。" msgid "" "Removes a shape from an area. It does not delete the shape, so it can be " "reassigned later." msgstr "从区域中移除一个形状。它不会删除形状,因此可以稍后重新分配。" msgid "Assigns the area to one or many physics layers." msgstr "将区域分配给一个或多个物理层。" msgid "Sets which physics layers the area will monitor." msgstr "设置区域将监控的物理层。" 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 "" "设置当任何主体/区域进入或退出该区域时调用的函数。这个回调函数将被任何与区域交" "互的对象调用,并接受 5 个参数:\n" "1:[constant AREA_BODY_ADDED] 或 [constant AREA_BODY_REMOVED],取决于对象是否" "进入或退出该区域。\n" "2:进入/退出该区域对象的 [RID]。\n" "3:进入/退出该区域对象的实例 ID。\n" "4:进入/离开该区域的物体的形状指数。\n" "5:物体进入/离开区域的形状指数。" msgid "" "Sets the value for an area parameter. See [enum AreaParameter] for a list of " "available parameters." msgstr "设置区域参数的值。有关可用参数的列表,请参阅 [enum AreaParameter]。" msgid "" "Substitutes a given area shape by another. The old shape is selected by its " "index, the new one by its [RID]." msgstr "" "用另一种形状代替一种形状。旧的形状由它的索引选择,新的形状由它的[RID]选择。" msgid "Disables a given shape in an area." msgstr "在区域中禁用一个给定的形状。" msgid "Sets the transform matrix for an area shape." msgstr "设置区域形状的变换矩阵。" msgid "Assigns a space to the area." msgstr "为该区域指定一个空间。" msgid "Sets the transform matrix for an area." msgstr "设置区域的变换矩阵。" msgid "Adds a body to the list of bodies exempt from collisions." msgstr "将一个物体添加到免于碰撞的物体列表中。" 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 "" "添加一个形状到物体,以及一个变换矩阵。形状通常通过它们的索引来引用,因此您应" "该跟踪哪个形状具有给定的索引。" msgid "Removes all shapes from a body." msgstr "从物体上移除所有碰撞形状。" msgid "Creates a physics body." msgstr "创建一个物理体。" msgid "Returns the physics layer or layers a body belongs to." msgstr "返回物体所属的物理层或层。" msgid "Returns the physics layer or layers a body can collide with." msgstr "返回物体可以碰撞的物理层或层。" msgid "Returns the continuous collision detection mode." msgstr "返回连续碰撞检测模式。" msgid "" "Returns the maximum contacts that can be reported. See [method " "body_set_max_contacts_reported]." msgstr "返回可报告的最大接触数。见 [method body_set_max_contacts_reported]。" msgid "Returns the body mode." msgstr "返回物体模式。" msgid "" "Returns the value of a body parameter. See [enum BodyParameter] for a list " "of available parameters." msgstr "返回物体参数的值。请参阅 [enum BodyParameter] 获取可用参数列表。" msgid "Returns the [RID] of the nth shape of a body." msgstr "返回物体的第 n 个碰撞形状的 [RID]。" msgid "Returns the number of shapes assigned to a body." msgstr "返回分配给物体的碰撞形状数量。" msgid "Returns the transform matrix of a body shape." msgstr "返回物体碰撞形状的变换矩阵。" msgid "Returns the [RID] of the space assigned to a body." msgstr "返回分配给物体的空间的 [RID]。" msgid "Returns a body state." msgstr "返回物体的状态。" msgid "" "Returns whether a body uses a callback function to calculate its own physics " "(see [method body_set_force_integration_callback])." msgstr "" "返回一个物体是否使用回调函数来计算它自己的物理值(见 [method " "body_set_force_integration_callback])。" msgid "Removes a body from the list of bodies exempt from collisions." msgstr "从免于碰撞的物体列表中移除一个物体。" msgid "" "Removes a shape from a body. The shape is not deleted, so it can be reused " "afterwards." msgstr "" "从物体上移除一个碰撞形状。碰撞形状不会被从内存中删除,所以它可以在之后被重复" "使用。" 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 "" "设置轴速度。给定向量轴上的速度将被设置为给定向量长度。这对跳跃行为很有用。" msgid "Sets the physics layer or layers a body belongs to." msgstr "设置物体所属的物理层或层。" msgid "Sets the physics layer or layers a body can collide with." msgstr "设置物理层或身体可以碰撞的层。" 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 "" "设置使用 [enum CCDMode] 常量之一的连续碰撞检测模式。\n" "连续碰撞检测试图预测一个运动体将在哪里发生碰撞,而不是移动它并在它发生碰撞时" "纠正其运动。" msgid "Sets the body mode using one of the [enum BodyMode] constants." msgstr "使用 [enum BodyMode] 常量之一设置 body 模式。" msgid "" "Sets whether a body uses a callback function to calculate its own physics " "(see [method body_set_force_integration_callback])." msgstr "" "设置一个物体是否使用回调函数来计算它自己的物理(见 [method " "body_set_force_integration_callback])。" msgid "" "Sets a body parameter. See [enum BodyParameter] for a list of available " "parameters." msgstr "设置主体参数。请参阅 [enum BodyParameter] 获取可用参数列表。" msgid "" "Substitutes a given body shape by another. The old shape is selected by its " "index, the new one by its [RID]." msgstr "" "用一个给定的物体形状代替另一个。旧的形状是通过其索引选择的,新的是通过其 " "[RID] 选择的。" msgid "Sets the transform matrix for a body shape." msgstr "设置物体形状的变换矩阵。" msgid "Assigns a space to the body (see [method space_create])." msgstr "给物体分配一个空间(见 [method space_create])。" 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 "" "使用 [enum BodyState] 常量之一设置物体状态。\n" "请注意,该方法不会立即生效。状态将在下一个物理帧发生变化。" msgid "" "Returns information about the current state of the 2D physics engine. See " "[enum ProcessInfo] for a list of available states." msgstr "" "返回关于 2D 物理引擎当前状态的信息。有关可用状态列表,请参阅 [enum " "ProcessInfo]。" msgid "Returns the value of a joint parameter." msgstr "返回关节参数的值。" msgid "Returns a joint's type (see [enum JointType])." msgstr "返回一个关节的类型(见 [enum JointType])。" msgid "" "Sets a joint parameter. See [enum JointParam] for a list of available " "parameters." msgstr "设置关节参数。有关可用参数的列表,请参阅 [enum JointParam]。" msgid "Activates or deactivates the 2D physics engine." msgstr "激活或停用2D物理引擎。" msgid "Returns the shape data." msgstr "返回形状数据。" msgid "Returns a shape's type (see [enum ShapeType])." msgstr "返回一个形状的类型(见 [enum ShapeType])。" 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 "" "设置定义形状和大小的形状数据。要传递的数据取决于创建的形状的类型 [method " "shape_get_type]。" 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 "" "创建一个空间。空间是物理引擎的参数集合,可以分配给区域或主体。它可以通过 " "[method area_set_space] 分配给一个区域,或者通过 [method body_set_space] 分配" "给一个主体。" msgid "Returns the value of a space parameter." msgstr "返回空间参数的值。" msgid "Returns whether the space is active." msgstr "返回该空间是否是活动的。" msgid "" "Marks a space as active. It will not have an effect, unless it is assigned " "to an area or body." msgstr "将空间标记为活动空间。它不会有效果,除非它被分配到一个区域或物体。" msgid "" "Sets the value for a space parameter. See [enum SpaceParameter] for a list " "of available parameters." msgstr "设置空间参数的值。参阅 [enum SpaceParameter] 获取可用参数列表。" msgid "" "Constant to set/get the maximum distance a pair of bodies has to move before " "their collision status has to be recalculated." msgstr "常量,用于设置/获取一对物体在其碰撞状态被重新计算之前的最大移动距离。" msgid "" "Constant to set/get the maximum distance a shape can penetrate another shape " "before it is considered a collision." msgstr "常量,用来设置/得到一个形状在被认为碰撞之前穿透另一个形状的最大距离。" 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 "" "常量,用于设置/获取活跃的阈值线速度。一个被标记为线性速度和角速度都可能不活跃" "的物体将在给定的时间后进入睡眠状态。" 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 "" "常量,用于设置/获取活动的阈值角速度。一个被标记为线性和角速度都可能不活跃的物" "体,在给定的时间后将会进入睡眠状态。" 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 "" "常量,用于设置/获得最大的活动时间。一个被标记为线速度和角速度都可能不活动的物" "体,在这个时间之后将被置入睡眠状态。" 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 "" "常量,用于设置/获取所有物理约束的默认求解器偏置。解算器偏置是一个控制两个物体" "在违反约束后“反弹”程度的因素,以避免由于数值不精确而使它们处于这种状态。" 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 "" "这是创建圆形的常量。一个圆的形状只有一个半径。它可以用于交点和内/外侧检查。" 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 "" "这是用于创建矩形形状的常量。矩形形状是由宽度和高度定义的。它可以用于交点和内/" "外侧检查。" 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 "" "这是创建胶囊形状的常量。一个胶囊形状由一个半径和一个长度定义。它可以用于交点" "和内/外侧检查。" 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 "" "这是用于创建凸多边形的常量。一个多边形是由一个点的列表定义的。它可以用于交点" "和内/外侧检查。与 [member CollisionPolygon2D.polygon] 属性不同,用 [method " "shape_set_data] 修改的多边形并不验证所提供的点的形式是一个凸形多边形。" 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 "" "这是创建凹形多边形的常量。一个多边形是由一个点的列表定义的。它可以用于交叉点" "检查,但不能用于内/外侧检查。" msgid "" "This constant is used internally by the engine. Any attempt to create this " "kind of shape results in an error." msgstr "引擎内部会使用这个常量。任何试图创建这种形状的行为都会导致错误。" msgid "Constant to set/get gravity strength in an area." msgstr "常量,用于设置/获取区域中的重力强度。" msgid "Constant to set/get gravity vector/center in an area." msgstr "常量,用于设置/获取区域中的重力向量/中心。" msgid "" "Constant to set/get whether the gravity vector of an area is a direction, or " "a center point." msgstr "常量,用于设置/获取区域中的重力向量是方向,还是中心点。" msgid "Constant to set/get the priority (order of processing) of an area." msgstr "常量,用于设置/获取区域的优先级(处理顺序)。" 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 "" "这个区域不影响重力/阻尼。这些一般都是只存在于检测碰撞的区域,以及进入或离开它" "们的物体。" 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 "" "此区域把它的重力/阻尼加到目前已经计算过的对象上。这样一来,许多重叠的区域可以" "结合它们的物理运算来产生有趣的效果。" 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 "" "这个区域把它的重力/阻尼加到迄今为止已经计算出来的任何东西上。然后停止考虑其余" "的区域,甚至默认的区域。" msgid "" "This area replaces any gravity/damp, even the default one, and stops taking " "into account the rest of the areas." msgstr "这个区域取代了任何重力/阻尼,甚至是默认的,并停止考虑其余的区域。" msgid "" "This area replaces any gravity/damp calculated so far, but keeps calculating " "the rest of the areas, down to the default one." msgstr "" "这个区域取代了到目前为止计算的任何重力/阻尼,但继续计算其余的区域,直到默认的" "区域。" msgid "Constant to set/get a body's bounce factor." msgstr "常量,用于设置/获取物体的反弹系数。" msgid "Constant to set/get a body's friction." msgstr "常量,用于设置/获取物体的摩擦力。" msgid "Constant to set/get a body's mass." msgstr "常量,用于设置/获取物体的质量。" msgid "Constant to set/get a body's inertia." msgstr "常量,用于设置/获取物体的惯性。" msgid "Constant to set/get a body's gravity multiplier." msgstr "常量,用于设置/获取物体的重力倍数。" msgid "Represents the size of the [enum BodyParameter] enum." msgstr "表示 [enum BodyParameter] 枚举的大小。" msgid "Constant to set/get the current transform matrix of the body." msgstr "常量,用于设置/获取物体的当前变换矩阵。" msgid "Constant to set/get the current linear velocity of the body." msgstr "常量,用于设置/获取物体的当前线速度。" msgid "Constant to set/get the current angular velocity of the body." msgstr "常量,用于设置/获取物体的当前角速度。" msgid "Constant to sleep/wake up a body, or to get whether it is sleeping." msgstr "常量,用于使物体沉睡/唤醒,或得到它是否在沉睡。" msgid "Constant to set/get whether the body can sleep." msgstr "常量,用于设置/获取物体是否可以休眠。" msgid "Constant to create pin joints." msgstr "常量,用于创造钉关节。" msgid "Constant to create groove joints." msgstr "常量,用于创造槽关节。" msgid "Constant to create damped spring joints." msgstr "常量,用于创造有阻尼的弹簧关节。" msgid "" "Sets the resting length of the spring joint. The joint will always try to go " "to back this length when pulled apart." msgstr "设定弹簧关节的静止长度。当拉开时,关节将总是试图回到这个长度。" 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 "设置弹簧接头的刚度。该关节施加的力等于刚度乘以离其静止长度的距离。" 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 "" "设置弹簧接头的阻尼比率。值为 0 表示无阻尼弹簧,而 1 导致系统尽可能快地达到平" "衡(临界阻尼)。" msgid "" "Disables continuous collision detection. This is the fastest way to detect " "body collisions, but can miss small, fast-moving objects." msgstr "" "禁用连续碰撞检测。这是检测物体碰撞的最快方法,但可能会错过小的、快速移动的物" "体。" msgid "" "Enables continuous collision detection by raycasting. It is faster than " "shapecasting, but less precise." msgstr "通过射线投射实现连续的碰撞检测。它比形状投射更快,但不够精确。" msgid "" "Enables continuous collision detection by shapecasting. It is the slowest " "CCD method, and the most precise." msgstr "通过形变实现连续的碰撞检测。它是最慢的 CCD 方法,也是最精确的。" msgid "" "The value of the first parameter and area callback function receives, when " "an object enters one of its shapes." msgstr "当对象进入其形状之一时,第一个参数和区域回调函数接收的值。" msgid "" "The value of the first parameter and area callback function receives, when " "an object exits one of its shapes." msgstr "当对象退出其形状之一时,第一个参数和区域回调函数接收的值。" msgid "Constant to get the number of objects that are not sleeping." msgstr "常量,用以获取未处于睡眠状态的对象的数量。" msgid "Constant to get the number of possible collisions." msgstr "常量,用以获取可能的碰撞数。" msgid "" "Constant to get the number of space regions where a collision could occur." msgstr "常量,用以获取可能发生碰撞的空间区域数。" msgid "Server interface for low-level physics access." msgstr "用于低级物理访问的服务器接口。" msgid "" "Returns an area parameter value. A list of available parameters is on the " "[enum AreaParameter] constants." msgstr "返回区域参数值。可用参数列表位于 [enum AreaParameter] 常量上。" msgid "" "Sets the value for an area parameter. A list of available parameters is on " "the [enum AreaParameter] constants." msgstr "设置面积参数的值。可用参数列表位于 [enum AreaParameter] 常量上。" msgid "Sets object pickable with rays." msgstr "设置可使用光线拾取的对象。" msgid "" "Returns the value of a body parameter. A list of available parameters is on " "the [enum BodyParameter] constants." msgstr "返回物体参数的值。可用参数列表位于 [enum BodyParameter] 常量上。" msgid "" "If [code]true[/code], the continuous collision detection mode is enabled." msgstr "如果为 [code]true[/code],则启用连续碰撞检测模式。" 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 "" "从免于碰撞的实体列表中删除实体。\n" "连续碰撞检测尝试预测运动物体碰撞的位置,而不是在碰撞时移动物体并纠正其运动。" 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 "" "如果为 [code]true[/code],则启用连续碰撞检测模式。\n" "连续碰撞检测尝试预测运动物体碰撞的位置,而不是在碰撞时移动物体并纠正其运动。" msgid "Sets the body mode, from one of the [enum BodyMode] constants." msgstr "从 [enum BodyMode] 常量之一设置主体模式。" msgid "" "Sets a body parameter. A list of available parameters is on the [enum " "BodyParameter] constants." msgstr "设置物体参数。可用参数列表位于 [enum BodyParameter] 常量上。" msgid "Sets a body state (see [enum BodyState] constants)." msgstr "设置主体状态(见 [enum BodyState] 常量)。" msgid "" "Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)." msgstr "获取圆锥体扭曲关节参数(见 [enum ConeTwistJointParam] 常量)。" msgid "" "Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)." msgstr "设置圆锥体扭曲关节参数(见 [enum ConeTwistJointParam] 常量)。" msgid "" "Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)." msgstr "获取 generic_6_DOF_joit 标志(见 [enum G6DOFJointAxisFlag] 常量)。" msgid "" "Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " "constants)." msgstr "获取 generic_6_DOF_joint 参数(见 [enum G6DOFJointAxisParam] 常量)。" msgid "" "Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)." msgstr "设置 generic_6_DOF_joint 标志(见 [enum G6DOFJointAxisFlag] 常量)。" msgid "" "Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " "constants)." msgstr "设置 generic_6_DOF_joint 参数(见 [enum G6DOFJointAxisParam] 常量)。" msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)." msgstr "获取 hinge_joint 标志(见 [enum HingeJointFlag] 常量)。" msgid "Gets a hinge_joint parameter (see [enum HingeJointParam])." msgstr "获取 hinge_joint 参数(见 [enum HingeJointParam])。" msgid "Sets a hinge_joint flag (see [enum HingeJointFlag] constants)." msgstr "设置 hinge_joint 标志(见 [enum HingeJointFlag] 常量)。" msgid "Sets a hinge_joint parameter (see [enum HingeJointParam] constants)." msgstr "设置 hinge_joint 参数(见 [enum HingeJointParam] 常量)。" msgid "" "Returns position of the joint in the local space of body a of the joint." msgstr "返回关节在关节物体 A 的局部空间中的位置。" msgid "" "Returns position of the joint in the local space of body b of the joint." msgstr "返回关节在关节物体 B 的局部空间中的位置。" msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)." msgstr "获取 pin_joint 参数(见 [enum PinJointParam] 常量)。" msgid "Sets position of the joint in the local space of body a of the joint." msgstr "设置关节在关节物体 A 的局部空间中的位置。" msgid "Sets position of the joint in the local space of body b of the joint." msgstr "设置关节在关节物体 B 的局部空间中的位置。" msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)." msgstr "设置 pin_joint 参数(见 [enum PinJointParam] 常量)。" msgid "Activates or deactivates the 3D physics engine." msgstr "激活或停用 3D 物理引擎。" msgid "Returns the type of shape (see [enum ShapeType] constants)." msgstr "返回形状的类型(见 [enum ShapeType] 常量)。" msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)." msgstr "获取 slider_joint 参数(见 [enum SliderJointParam] 常量)。" msgid "" "Sets the value for a space parameter. A list of available parameters is on " "the [enum SpaceParameter] constants." msgstr "设置空间参数的值。可用参数列表位于 [enum SpaceParameter] 常量上。" msgid "" "The strength with which the pinned objects try to stay in positional " "relation to each other.\n" "The higher, the stronger." msgstr "" "固定对象试图保持彼此位置关系的力度。\n" "越高越强。" msgid "" "The strength with which the pinned objects try to stay in velocity relation " "to each other.\n" "The higher, the stronger." msgstr "" "被固定的物体试图保持彼此速度关系的力度。\n" "越高越强。" msgid "The maximum rotation across the Hinge." msgstr "铰链上的最大旋转。" msgid "The minimum rotation across the Hinge." msgstr "铰链上的最小旋转。" msgid "If [code]true[/code], the Hinge has a maximum and a minimum rotation." msgstr "如果为 [code]true[/code],铰链具有最大和最小旋转。" msgid "If [code]true[/code], a motor turns the Hinge." msgstr "如果为 [code]true[/code],则马达将转动铰链。" msgid "" "The maximum difference between the pivot points on their X axis before " "damping happens." msgstr "阻尼发生前轴心点之间在 X 轴上的最大差异。" msgid "" "The minimum difference between the pivot points on their X axis before " "damping happens." msgstr "阻尼发生前轴心点之间在 X 轴上的最小差异。" msgid "" "A factor applied to the movement across the slider axis once the limits get " "surpassed. The lower, the slower the movement." msgstr "一旦超过极限,应用于滑块轴上移动的系数。越低,运动越慢。" msgid "" "The amount of restitution once the limits are surpassed. The lower, the more " "velocityenergy gets lost." msgstr "超过极限后的补偿。越低,动能损失越多。" msgid "The amount of damping once the slider limits are surpassed." msgstr "一旦超过滑块的极限,阻尼的数量。" 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 "只要滑块在限制范围内,就应用于滑块轴上移动的系数。越低,运动越慢。" msgid "The amount of restitution inside the slider limits." msgstr "滑块限制内的恢复量。" msgid "The amount of damping inside the slider limits." msgstr "滑块内部的阻尼量受到限制。" msgid "A factor applied to the movement across axes orthogonal to the slider." msgstr "应用于在垂直于滑块的轴上移动的系数。" msgid "" "The amount of restitution when movement is across axes orthogonal to the " "slider." msgstr "当移动穿过垂直于滑块的轴时的恢复量。" msgid "" "The amount of damping when movement is across axes orthogonal to the slider." msgstr "当移动穿过垂直于滑块的轴时的阻尼量。" msgid "The upper limit of rotation in the slider." msgstr "滑块旋转的上限。" msgid "The lower limit of rotation in the slider." msgstr "滑块旋转的下限。" msgid "A factor applied to the all rotation once the limit is surpassed." msgstr "一旦超过极限,应用于所有旋转的系数。" msgid "The amount of restitution of the rotation when the limit is surpassed." msgstr "超过限制时旋转的恢复量。" msgid "The amount of damping of the rotation when the limit is surpassed." msgstr "超过极限时旋转的阻尼量。" msgid "A factor that gets applied to the all rotation in the limits." msgstr "应用于所有极限旋转的因子。" msgid "The amount of restitution of the rotation in the limits." msgstr "极限内旋转的恢复量。" msgid "The amount of damping of the rotation in the limits." msgstr "极限内旋转的阻尼量。" msgid "" "A factor that gets applied to the all rotation across axes orthogonal to the " "slider." msgstr "应用于垂直于滑块的轴上的所有旋转的因子。" msgid "" "The amount of restitution of the rotation across axes orthogonal to the " "slider." msgstr "垂直于滑块的轴上的旋转恢复量。" msgid "" "The amount of damping of the rotation across axes orthogonal to the slider." msgstr "垂直于滑块的轴上的旋转阻尼量。" msgid "Represents the size of the [enum SliderJointParam] enum." msgstr "表示 [enum SliderJointParam] 枚举的大小。" msgid "" "A factor that gets applied to the movement across the axes. The lower, the " "slower the movement." msgstr "应用于跨轴移动的因子。越低,运动越慢。" msgid "" "The amount of restitution on the axes movement. The lower, the more velocity-" "energy gets lost." msgstr "轴运动的恢复量。速度越低,能量损失越多。" msgid "The velocity that the joint's linear motor will attempt to reach." msgstr "关节的线性马达试图达到的速度。" msgid "" "The maximum force that the linear motor can apply while trying to reach the " "target velocity." msgstr "线性马达在试图达到目标速度时可以施加的最大力。" msgid "A factor that gets multiplied onto all rotations across the axes." msgstr "乘以所有轴旋转的因子。" 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 "" "当校正轴旋转中的极限交叉时,该误差容限因子定义了校正的减慢程度。越低越慢。" msgid "If set, linear motion is possible within the given limits." msgstr "设置时,可以在给定的范围内做线性运动。" msgid "If set, rotational motion is possible." msgstr "设置时,可以做旋转运动。" msgid "If set, there is a rotational motor across these axes." msgstr "设置时,存在跨这些轴的旋转马达。" msgid "" "If set, there is a linear motor on this axis that targets a specific " "velocity." msgstr "设置时,存在跨这些轴的线性马达,以指定的速度为目标。" msgid "Parameters to be sent to a 2D shape physics query." msgstr "要发送到 2D 形状物理查询的参数。" msgid "The collision margin for the shape." msgstr "形状的碰撞边距。" msgid "The motion of the shape being queried for." msgstr "正在查询的形状的运动。" msgid "The queried shape's transform matrix." msgstr "被查询形状的变换矩阵。" msgid "Parameters to be sent to a 3D shape physics query." msgstr "要发送到 3D 形状物理查询的参数。" msgid "" "The higher this value, the more the bond to the pinned partner can flex." msgstr "这个值越高,与被牵制的两个物体之间的的联系就越灵活。" msgid "Pin joint for 3D PhysicsBodies." msgstr "用于 3D 物理体的钉关节。" msgid "" "The force with which the pinned objects stay in positional relation to each " "other. The higher, the stronger." msgstr "被钉在一起的物体之间保持位置关系的力,越高越强。" msgid "" "The force with which the pinned objects stay in velocity relation to each " "other. The higher, the stronger." msgstr "被钉在一起的物体之间保持共速的力。越高,力越大。" msgid "Plane in hessian form." msgstr "麻状平面。" 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 "" "平面表示标准化的平面方程。基本上,“法线”是平面的法线(归一化的 a、b、c)," "而“d”是原点到平面的距离(在“法线”方向)。“上方”或“上方”平面被认为是法线指向的" "平面一侧。" msgid "Constructs a [Plane] as a copy of the given [Plane]." msgstr "构造给定 [Plane] 的副本。" msgid "Creates a plane from the three points, given in clockwise order." msgstr "根据顺时针顺序给出的三个点创建一个平面。" msgid "Returns the center of the plane." msgstr "返回平面的中心。" msgid "Returns a copy of the plane, normalized." msgstr "返回平面的一个标准化副本。" 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 "" "从原点到平面的距离,沿 [member normal] 方向。这个值通常是非负的。\n" "在平面 [code]ax + by + cz = d[/code] 的标量方程中,这是 [code]d[/code],而 " "[code](a, b, c)[/code] 坐标由 [member normal] 属性表示。" msgid "The X component of the plane's [member normal] vector." msgstr "平面法向量 [member normal] 的 X 分量。" msgid "The Y component of the plane's [member normal] vector." msgstr "平面法向量 [member normal] 的 Y 分量。" msgid "The Z component of the plane's [member normal] vector." msgstr "平面法向量 [member normal] 的 Z 分量。" msgid "A plane that extends in the Y and Z axes (normal vector points +X)." msgstr "在 Y 轴和 Z 轴上延伸的平面(法向量指向 +X)。" msgid "A plane that extends in the X and Z axes (normal vector points +Y)." msgstr "在 X 轴和 Z 轴上延伸的平面(法向量朝向 +Y)。" msgid "A plane that extends in the X and Y axes (normal vector points +Z)." msgstr "在 X 轴和 Y 轴上延伸的平面(法向量朝向 +Z)。" msgid "Class representing a planar [PrimitiveMesh]." msgstr "表示平面 [PrimitiveMesh] 的类。" msgid "Size of the generated plane." msgstr "生成平面的大小。" msgid "Number of subdivision along the Z axis." msgstr "沿 Z 轴细分的次数。" msgid "Number of subdivision along the X axis." msgstr "沿 X 轴细分的次数。" msgid "Mesh with a single Point primitive." msgstr "使用单个点图元的网格。" msgid "A 2D polygon." msgstr "2D 多边形。" msgid "Removes all bones from this [Polygon2D]." msgstr "删除这个 [Polygon2D] 的所有骨骼。" msgid "Removes the specified bone from this [Polygon2D]." msgstr "从这个 [Polygon2D] 中删除指定的骨骼。" msgid "Returns the number of bones in this [Polygon2D]." msgstr "返回这个 [Polygon2D] 中骨骼的数量。" msgid "Returns the path to the node associated with the specified bone." msgstr "返回与指定骨骼相关联的节点的路径。" msgid "Returns the height values of the specified bone." msgstr "返回指定骨骼的高度值。" msgid "Sets the path to the node associated with the specified bone." msgstr "设置与指定骨骼相关联的节点的路径。" msgid "Sets the weight values for the specified bone." msgstr "设置指定骨骼的权重值。" 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 "" "多边形的填充颜色.如果定义了[code]texture[/code](贴图),它将乘以该颜色.对于" "[code]vertex_colors[/code]中未设置的顶点,它也将是默认颜色." msgid "The offset applied to each vertex." msgstr "应用于每个顶点的位置偏移量。" msgid "" "The polygon's fill texture. Use [code]uv[/code] to set texture coordinates." msgstr "多边形的填充纹理。使用 [code]uv[/code] 设置纹理坐标。" 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 "" "多边形 [code]texture[/code] 纹理的偏移量。如果为 [code](0, 0)[/code],则纹理" "的原点(其左上角)将放置在多边形的 [code]position[/code] 处。" msgid "The texture's rotation in radians." msgstr "纹理的旋转弧度。" 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 "" "使用 [code]texture[/code] 纹理时乘以 [code]uv[/code] 坐标的值。值越大,纹理越" "小,反之亦然。" 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 "" "多边形每个顶点的纹理坐标。每个多边形顶点应该有一个 [code]uv[/code]。如果数量" "少,则未定义的顶点将使用 [code](0, 0)[/code]。" 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 "" "每个顶点的颜色.颜色在顶点之间插值,从而获得平滑的渐变.每个多边形顶点应有一个." "如果数量少,则未定义的顶点将使用[code]color[/code]." msgid "PopupMenu displays a list of options." msgstr "PopupMenu 会显示一个选项列表。" msgid "Same as [method add_icon_check_item], but uses a radio check button." msgstr "与 [method add_icon_check_item] 相同,但使用单选按钮。" msgid "" "Same as [method add_icon_check_shortcut], but uses a radio check button." msgstr "与 [method add_icon_check_shortcut] 相同,但使用一个单选按钮。" msgid "Removes all items from the [PopupMenu]." msgstr "从该 [PopupMenu] 中移除所有项目。" msgid "" "Returns the index of the currently focused item. Returns [code]-1[/code] if " "no item is focused." msgstr "返回当前焦点项目的索引。如果没有焦点,则返回 [code]-1[/code]。" 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 "" "返回指定项的元数据,该项可以是任何类型。您可以使用 [method " "set_item_metadata] 来设置它,它提供了一种将上下文数据分配给项的简单方法。" 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 "" "如果项目是分隔符,则返回 [code]true[/code]。如果是,它将显示为一行。有关如何" "添加分隔符的更多信息,请参阅[method add_separator]。" msgid "Returns [code]true[/code] if the specified item's shortcut is disabled." msgstr "如果指定项的快捷方式被禁用,则返回 [code]true[/code]。" 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 "" "设置项的元数据,该项可以是任何类型。稍后您可以使用[method get_item_metadata]" "获取它,它提供了一种将上下文数据分配给项的简单方法。" msgid "" "Sets the state of a multistate item. See [method add_multistate_item] for " "details." msgstr "设置一个多态项目的状态。详情请参阅 [method add_multistate_item]。" msgid "" "Cycle to the next state of a multistate item. See [method " "add_multistate_item] for details." msgstr "" "循环到一个多态项目的下一个状态。详情请参阅 [method add_multistate_item]。" msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys." msgstr "如果为 [code]true[/code],允许用字母键导航 [PopupMenu]。" msgid "" "If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button " "is selected." msgstr "如果为 [code]true[/code],则在选中复选框或单选按钮时隐藏 [PopupMenu]。" msgid "If [code]true[/code], hides the [PopupMenu] when an item is selected." msgstr "如果为 [code]true[/code],当一个项目被选中时隐藏 [PopupMenu]。" msgid "" "If [code]true[/code], hides the [PopupMenu] when a state item is selected." msgstr "如果为 [code]true[/code],则在选中状态项时隐藏 [PopupMenu]。" 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 "" "设置鼠标悬停时子菜单项弹出的延迟时间,以秒为单位。如果弹出菜单被添加为另一个" "菜单的子菜单(作为子菜单),它将继承父菜单项的延迟时间。" 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 "" "文本 [Color] 用于快捷键和加速器,当定义时显示在菜单项名称旁边。有关加速器的更" "多信息,请参阅 [method get_item_accelerator]。" msgid "The default text [Color] for menu items' names." msgstr "菜单项名称的默认文本 [Color]。" msgid "[Color] used for disabled menu items' text." msgstr "用于禁用菜单项的文本 [Color]。" msgid "[Color] used for the hovered text." msgstr "用于悬停文本的 [Color]。" msgid "[Color] used for labeled separators' text. See [method add_separator]." msgstr "用于标注分隔符文本的颜色 [Color]。见 [method add_separator]。" msgid "The vertical space between each menu item." msgstr "每个菜单项之间的垂直间距。" msgid "[Font] used for the menu items." msgstr "用于菜单项的 [Font] 字体。" msgid "[Font] used for the labeled separator." msgstr "用于带文字分隔线的 [Font] 字体。" msgid "[StyleBox] displayed when the [PopupMenu] item is hovered." msgstr "当 [PopupMenu] 菜单项被悬停时显示的 [StyleBox]。" msgid "" "[StyleBox] for the left side of labeled separator. See [method " "add_separator]." msgstr "用于标签分隔器的左侧 [StyleBox]。请参阅 [method add_separator]。" msgid "" "[StyleBox] for the right side of labeled separator. See [method " "add_separator]." msgstr "用于标签分隔器的右侧 [StyleBox]。请参阅 [method add_separator]。" msgid "Default [StyleBox] of the [PopupMenu] items." msgstr "[PopupMenu] 菜单项的默认 [StyleBox]。" msgid "[StyleBox] used when the [PopupMenu] item is disabled." msgstr "[PopupMenu] 菜单项被禁用时使用的 [StyleBox]。" msgid "[StyleBox] used for the separators. See [method add_separator]." msgstr "用于分隔符的 [StyleBox]。请参阅 [method add_separator]。" msgid "Class for displaying popups with a panel background." msgstr "用于显示带有面板背景的弹出窗口的类。" msgid "The background panel style of this [PopupPanel]." msgstr "这个 [PopupPanel] 的背景面板样式。" msgid "" "Base class for all primitive meshes. Handles applying a [Material] to a " "primitive mesh." msgstr "所有图元网格的基类。处理将 [Material] 应用到图元网格的问题。" msgid "The current [Material] of the primitive mesh." msgstr "该图元网格的当前 [Material]。" msgid "Class representing a prism-shaped [PrimitiveMesh]." msgstr "表示棱柱形 [PrimitiveMesh] 的类。" msgid "" "Displacement of the upper edge along the X axis. 0.0 positions edge straight " "above the bottom-left edge." msgstr "上边缘沿 X 轴的位移。0.0 将边缘定位在左下边缘的正上方。" msgid "Size of the prism." msgstr "棱镜的大小。" msgid "Number of added edge loops along the Z axis." msgstr "沿 Z 轴添加的边循环数。" msgid "Number of added edge loops along the Y axis." msgstr "沿 Y 轴添加的边循环数。" msgid "Number of added edge loops along the X axis." msgstr "沿 X 轴添加的边循环数。" msgid "" "How quickly the [member ground_horizon_color] fades into the [member " "ground_bottom_color]." msgstr "" "从 [member ground_horizon_color] 渐变到 [member ground_bottom_color] 的速度。" msgid "" "How quickly the [member sky_horizon_color] fades into the [member " "sky_top_color]." msgstr "从 [member sky_horizon_color] 渐变到 [member sky_top_color] 的速度。" msgid "Distance from center of sun where it fades out completely." msgstr "太阳完全淡出消失的位置与太阳中心的距离。" msgid "General-purpose progress bar." msgstr "通用进度条。" msgid "General-purpose progress bar. Shows fill percentage from right to left." msgstr "通用进度条。从右向左显示百分比。" msgid "The fill direction. See [enum FillMode] for possible values." msgstr "填充方向。可能的取值见 [enum FillMode]。" msgid "If [code]true[/code], the fill percentage is displayed on the bar." msgstr "为 [code]true[/code] 时,将在进度条上显示百分比。" msgid "The color of the text." msgstr "文本的颜色。" msgid "The color of the text's shadow." msgstr "文本阴影的颜色。" msgid "The style of the background." msgstr "背景的样式。" msgid "The style of the progress (i.e. the part that fills the bar)." msgstr "进度的样式(即填充进度条的部分)。" msgid "3D projection (4x4 matrix)." msgstr "3D 投影(4×4 矩阵)。" msgid "Constructs a [Projection] as a copy of the given [Projection]." msgstr "构造给定 [Projection] 的副本。" msgid "Contains global variables accessible from everywhere." msgstr "包含全局变量,可以从任何地方访问。" 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 "" "包含全局变量,可以从任何地方访问。使用 [method get_setting]、[method " "set_setting]、[method has_setting] 访问。存储在 [code]project.godot[/code] 中" "的变量也会被加载到 ProjectSettings 中,因此这个对象在读取自定义游戏配置选项时" "非常有用。\n" "指定“项目设置”的属性时,请使用设置的完整路径,包括类别。例如项目名称应使用 " "[code]\"application/config/name\"[/code]。类别和属性名称可以在“项目设置”对话" "框中查看。\n" "[b]特性标签:[/b]可以使用[url=$DOCS_URL/tutorials/export/feature_tags.html]特" "性标签[/url]来针对特定的平台和配置(调试、发布……)做项目设置的覆盖。\n" "[b]覆盖:[/b]在项目的根目录下创建名为 [code]override.cfg[/code] 的文件,就可" "以对任意项目设置进行覆盖。对于已导出的项目,把这个文件放在与项目二进制文件相" "同的目录下,也可以达到覆盖的目的。覆盖时仍会考虑基础项目设置的[url=$DOCS_URL/" "tutorials/export/feature_tags.html]特性标签[/url]。因此,如果你想让它们在所有" "平台和配置上覆盖基础项目设置,请确保[i]也用[/i]所需的特性标签覆盖该设置。" msgid "Clears the whole configuration (not recommended, may break things)." msgstr "清除整个配置(不推荐,可能会弄坏东西)。" msgid "" "Returns the order of a configuration value (influences when saved to the " "config file)." msgstr "返回配置值的顺序(保存到配置文件时会产生影响)。" msgid "Returns [code]true[/code] if a configuration value is present." msgstr "配置值存在时返回 [code]true[/code]。" 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 "" "将配置保存到 [code]project.godot[/code] 文件中。\n" "[b]注意:[/b]此方法是为编辑器插件使用的,因为修改后的 [ProjectSettings] 无法" "在运行的应用程序中加载回来。如果要更改导出项目中的项目设置,请使用 [method " "save_custom] 保存 [code]override.cfg[/code] 文件。" 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 "" "将配置保存到自定义文件。文件扩展名必须是 [code].godot[/code](以基于文本的 " "[ConfigFile] 格式保存)或 [code].binary[/code](以二进制格式保存)。你也可以" "保存为 [code]override.cfg[/code] 文件,它也是文本,但与其他格式不同,可以在导" "出的项目中使用。" msgid "" "Sets the specified property's initial value. This is the value the property " "reverts to." msgstr "设置指定属性的初始值。这是属性恢复到的值。" msgid "" "Sets the order of a configuration value (influences when saved to the config " "file)." msgstr "设置配置值的顺序(保存到配置文件时会产生影响)。" msgid "Background color for the boot splash." msgstr "启动界面的背景色。" 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 "" "如果为 [code]true[/code],引擎启动时会将启动图片缩放到整个窗口的大小(保持长" "宽比)。如果为 [code]false[/code],引擎将保持其默认像素大小。" 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 "" "用作启动画面的图片的路径。留空时将使用默认的 Godot 引擎启动画面。\n" "[b]注意:[/b]仅在 [member application/boot_splash/show_image] 为 [code]true[/" "code] 时有效。" 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 "" "为 [code]true[/code] 时,将在引擎启动时显示 [member application/boot_splash/" "image] 所指定的图片。为 [code]false[/code] 时,仅显示 [member application/" "boot_splash/bg_color] 所指定的纯色。" 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 "" "如果为 [code]true[/code],缩放图像时会应用线性过滤(推荐用于高分辨率图稿)。" "如果为 [code]false[/code],则使用最近邻插值(推荐用于像素画)。" msgid "" "The project's description, displayed as a tooltip in the Project Manager " "when hovering the project." msgstr "项目的描述,在项目管理器中悬停时显示为工具提示。" msgid "" "Icon used for the project, set when project loads. Exporters will also use " "this icon when possible." msgstr "项目所使用的图标,在项目加载时设置。导出时也将尽可能使用此图标。" 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=$DOCS_URL/tutorials/io/data_paths." "html]Data paths[/url] in the documentation for more information." msgstr "" "项目名称。会在项目管理器和导出器中使用。可以通过翻译本地化文件中的值来翻译项" "目名称。窗口标题将设置为在启动时自动匹配项目名称。\n" "[b]注意:[/b]如果 [member application/config/use_custom_user_dir] 为 " "[code]false[/code],更改此值也会更改用户数据文件夹的路径。重命名项目后,您将" "无法再访问 [code]user://[/code] 中的现有数据,除非您重命名旧文件夹以匹配新项" "目名称。有关更多信息,请参阅文档中的 [url=$DOCS_URL/tutorials/io/data_paths." "html]《数据路径》[/url]。" 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 "" "指定一个文件来覆盖项目设置。例如:[code]user://custom_settings.cfg[/code]。参" "见 [ProjectSettings] 顶部类描述中的“Overriding”以获取更多信息。\n" "[b]注意:[/b]不管这个设置的值如何,[code]res://override.cfg[/code] 仍然会被读" "取来覆盖项目设置。" 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 "" "如果为 [code]true[/code],则每次打印一行时刷新标准输出流。这会影响终端日志记" "录和文件日志记录。\n" "运行项目时,如果希望由 systemd/journalctl 等服务管理器收集日志,则必须启用此" "设置。默认情况下,在发布版本中禁用此设置,因为如果快速连续打印大量行,则在每" "个打印行上刷新都会对性能产生负面影响。此外,如果启用此设置,如果应用程序崩溃" "或以其他方式被用户杀死(不会“正常”关闭),则仍会成功写入日志文件。\n" "[b]注意:[/b]无论此设置如何,标准错误流 ([code]stderr[/code]) 在打印一行时总" "是被刷新。\n" "对此设置的更改只会在重新启动应用程序时应用。" 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 "" "调试构建覆盖[member application/run/flush_stdout_on_print],因为在调试过程中" "性能不那么重要。\n" "仅在重新启动应用程序时才会应用此设置的更改。" msgid "" "Forces a delay between frames in the main loop (in milliseconds). This may " "be useful if you plan to disable vertical synchronization." msgstr "" "强制主循环中帧之间的延迟(以毫秒为单位)。如果您计划禁用垂直同步,这可能很有" "用。" 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 "" "如果为 [code]true[/code],则启用低处理器使用模式。此设置仅适用于桌面平台。如" "果视觉上没有任何变化,屏幕不会被重绘。这是为了编写应用程序和编辑器,但在大多" "数游戏中这是非常无用的(并可能损害性能)。" msgid "" "Amount of sleeping between frames when the low-processor usage mode is " "enabled (in microseconds). Higher values will result in lower CPU usage." msgstr "" "启用低处理器使用模式时帧间的睡眠量(以微秒计)。值越高,CPU占用率越低。" msgid "Path to the main scene file that will be loaded when the project runs." msgstr "项目运行时将加载的主场景文件的路径。" 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 "" "当声音在给定的时间内低于给定的 dB 阈值时,音频总线将自动关闭。这可以节省 " "CPU,因为分配给该总线的效果将不再做任何处理。" msgid "" "Default [AudioBusLayout] resource file to use in the project, unless " "overridden by the scene." msgstr "项目中使用的默认 [AudioBusLayout] 资源文件,除非被场景覆盖。" 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 "" "如果为 [code]true[/code],会允许麦克风输入。导出到 Android 和 iOS 时需要设置" "合适的权限。\n" "[b]注意:[/b]如果操作系统(根据该用户的隐私设置)阻止了对音频输入设备的访问," "那么音频捕获只会返回静音。自 Windows 10 起,请确保在操作系统的隐私设置中允许" "应用对麦克风的访问。" msgid "" "The mixing rate used for audio (in Hz). In general, it's better to not touch " "this and leave it to the host operating system." msgstr "" "用于音频的混合率(单位:Hz)。一般来说,最好不要碰这个,把它留给主机操作系" "统。" msgid "" "Setting to hardcode audio delay when playing video. Best to leave this " "untouched unless you know what you are doing." msgstr "" "播放视频时设置为硬编码音频延迟。除非你知道自己在做什么,否则最好不要动它。" 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 "" "gzip 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导致文" "件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code] 使用默认的 gzip 压" "缩级别,该级别与 [code]6[/code] 相同,但由于底层 zlib 更新,未来可能会发生变" "化。" 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 "" "Zlib 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导致文" "件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code] 使用默认的 gzip 压" "缩级别,该级别与 [code]6[/code] 相同,但由于底层 zlib 更新,未来可能会发生变" "化。" 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 "" "Zstandard 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价" "导致文件变小。解压缩速度大多不受压缩级别的影响。" msgid "" "Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-" "distance matching[/url] in Zstandard." msgstr "" "在 Zstandard 中启用[url=https://github.com/facebook/zstd/releases/tag/v1.3.2]" "长距离匹配[/url] 。" 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 "" "使用 Zstandard 的长距离匹配进行压缩时,允许的最大大小限制(2 的幂)。更高的值" "可以产生更好的压缩,但是在压缩和解压缩时需要更多的内存。" msgid "If [code]true[/code], logs all output to files." msgstr "如果为 [code]true[/code],将所有输出记录到文件中。" msgid "" "If [code]true[/code], enables specific GDScript warnings (see [code]debug/" "gdscript/warnings/*[/code] settings). If [code]false[/code], disables all " "GDScript warnings." msgstr "" "如果为 [code]true[/code],则启用特定的 GDScript 警告(请参阅 [code]debug/" "gdscript/warnings/*[/code] 设置)。如果为 [code]false[/code],则禁用所有 " "GDScript 警告。" msgid "" "If [code]true[/code], scripts in the [code]res://addons[/code] folder will " "not generate warnings." msgstr "" "如果为 [code]true[/code],则 [code]res://addons[/code] 文件夹中的脚本不会生成" "警告。" 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 "" "引擎崩溃时,在调用站回溯前显示的消息。默认情况下,这个消息只会在导出后的项目" "中使用,因为编辑器会对这个设置进行覆盖。" msgid "" "Editor-only override for [member debug/settings/crash_handler/message]. Does " "not affect exported projects in debug or release mode." msgstr "" "仅用于编辑器的 [member debug/settings/crash_handler/message] 覆盖项。不会影响" "用调试或发布模式导出的项目。" msgid "Maximum call stack allowed for debugging GDScript." msgstr "调试 GDScript 时允许的最大调用堆栈。" msgid "Print frames per second to standard output every second." msgstr "每秒钟打印帧到标准输出。" msgid "" "Color of the contact points between collision shapes, visible when \"Visible " "Collision Shapes\" is enabled in the Debug menu." msgstr "碰撞形状之间接触点的颜色,在调试菜单中启用“显示碰撞形状”时可见。" msgid "" "Sets whether 2D physics will display collision outlines in game when " "\"Visible Collision Shapes\" is enabled in the Debug menu." msgstr "" "设置当调试菜单中的启用“显示碰撞形状”时,2D 物理是否会在游戏中显示碰撞轮廓。" msgid "" "Maximum number of contact points between collision shapes to display when " "\"Visible Collision Shapes\" is enabled in the Debug menu." msgstr "当在调试菜单中启用“显示碰撞形状”时,碰撞形状之间显示的最大接触点数。" msgid "" "Color of the collision shapes, visible when \"Visible Collision Shapes\" is " "enabled in the Debug menu." msgstr "碰撞形状的颜色,当在调试菜单中启用“显示碰撞形状”时可见。" msgid "Custom image for the mouse cursor (limited to 256×256)." msgstr "鼠标光标的自定义图像(最大 256×256)。" msgid "Hotspot for the custom mouse cursor image." msgstr "自定义鼠标光标图像的热点。" msgid "Position offset for tooltips, relative to the mouse cursor's hotspot." msgstr "工具提示相对于鼠标光标热点的位置偏移量。" 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 "" "如果为 [code]true[/code],则保持屏幕打开(即使在不活动的情况下),因此屏幕保" "护程序不会接管。适用于桌面和移动平台。" msgid "" "If [code]true[/code], the home indicator is hidden automatically. This only " "affects iOS devices without a physical home button." msgstr "" "如果为 [code]true[/code],主指示器将自动隐藏。这只会影响没有物理 home 键的 " "iOS 设备。" msgid "" "Allows the window to be resizable by default.\n" "[b]Note:[/b] This setting is ignored on iOS." msgstr "" "允许窗口默认可调整大小。\n" "[b]注意:[/b]这个设置在 iOS 上将忽略。" msgid "" "When creating node names automatically, set the type of casing in this " "project. This is mostly an editor setting." msgstr "" "当自动创建节点名称时,在这个项目中设置大小写的类型。这主要是编辑器设置。" msgid "" "What to use to separate node name from number. This is mostly an editor " "setting." msgstr "用什么来分隔节点名称和编号。这主要是一个编辑器的设置。" 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 "" "运行项目时附加到 Godot 自己的命令行的命令行参数。这不会影响编辑器本身。\n" "可以使用 [code]%command%[/code] 占位符使另一个可执行文件运行 Godot。占位符将" "替换为 Godot 自己的命令行。程序特定的参数应该放在[i]占位符之前[/i],而 Godot " "特定参数应该放在[i]占位符之后[/i]。\n" "例如,这可用于强制项目在 Linux 上的 NVIDIA Optimus 系统中的专用 GPU 上运" "行:\n" "[codeblock]\n" "prime-run %command%\n" "[/codeblock]" 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 "" "脚本编辑器的“在文件中查找”特性中包含的基于文本的文件扩展名。你可以添加例如 " "[code]tscn[/code],如果你也想解析你的场景文件,特别是如果你使用的是在场景文件" "中序列化的内置脚本。" 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 "" "对于项目特定的脚本模板的搜索路径。Godot 将在编辑器的特定路径和此项目的路径中" "搜索。" msgid "" "Default value for [member ScrollContainer.scroll_deadzone], which will be " "used for all [ScrollContainer]s unless overridden." msgstr "" "[member ScrollContainer.scroll_deadzone],它将用于所有 [ScrollContainer],除" "非fug。" msgid "" "Path to a custom [Font] resource to use as default for all GUI elements of " "the project." msgstr "自定义 [Font] 资源的路径,用于项目的所有 GUI 元素的默认字体。" msgid "" "Timer setting for incremental search in [Tree], [ItemList], etc. controls " "(in milliseconds)." msgstr "在 [Tree]、[ItemList] 等控件中为增量搜索设置计时器(单位为毫秒)。" msgid "Timer for detecting idle in [TextEdit] (in seconds)." msgstr "检测 [TextEdit] 空闲的计时器(单位为秒)。" msgid "Default delay for tooltips (in seconds)." msgstr "工具提示的默认延迟(单位为秒)。" 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 "" "默认用于确认焦点按钮、菜单或列表项,或验证输入的 [InputEventAction]。\n" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" "的,无法删除。但是可以修改分配给该动作的事件。" 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 "" "默认用于放弃模态或挂起的输入的 [InputEventAction]。\n" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" "的,无法删除。但是可以修改分配给该动作的事件。" 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 "" "默认在 UI 中向下移动的 [InputEventAction]。\n" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" "的,无法删除。但是可以修改分配给该动作的事件。" 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 "" "默认[InputEventAction]去[Control]的结束位置(例如[ItemList]或[Tree]中的最后一" "项),匹配典型桌面UI系统中[constant KEY_END]的行为。\n" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" "的,无法删除。但是可以修改分配给该动作的事件。" 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 "" "默认聚焦场景中的下一个[Control]的[InputEventAction]。焦点行为可以通过[member " "Control.focus_next]配置。\n" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" "的,无法删除。但是可以修改分配给该动作的事件。" 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 "" "默认聚焦场景中的前一个[Control]的[InputEventAction]。焦点行为可以通过[member " "Control.focus_previous]配置。\n" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" "的,无法删除。但是可以修改分配给该动作的事件。" 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 "" "默认的将进入[Control]的起始位置(例如[ItemList]或[Tree]中的第一个项目)时的" "[InputEventAction],与典型的桌面UI系统中[constant KEY_HOME]的行为相匹配。\n" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作不能被删除,因为它们是几个 " "[Control] 的内部逻辑所必需的。然而,分配给动作的事件可以被修改。" 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 "" "默认在 UI 中向左移动的[InputEventAction]。\n" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" "的,无法删除。但是可以修改分配给该动作的事件。" 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 "" "默认的在 [Control](例如 [ItemList] 或 [Tree])中向下翻页的 " "[InputEventAction],与典型桌面 UI 系统中 [constant KEY_PAGEDOWN] 的行为相匹" "配。\n" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" "的,无法删除。但是可以修改分配给该动作的事件。" 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 "" "默认的在 [Control](例如 [ItemList] 或 [Tree])中向上翻页的 " "[InputEventAction],与典型桌面 UI 系统中 [constant KEY_PAGEUP] 的行为相匹" "配。\n" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" "的,无法删除。但是可以修改分配给该动作的事件。" 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 "" "默认在 UI 中右移的[InputEventAction]。\n" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" "的,无法删除。但是可以修改分配给该动作的事件。" 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 "" "默认选择[Control](例如[ItemList]或[Tree])中的一个项目[InputEventAction]。\n" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" "的,无法删除。但是可以修改分配给该动作的事件。" 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 "" "默认在 UI 中向上移动[InputEventAction]。\n" "[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" "的,无法删除。但是可以修改分配给该动作的事件。" msgid "" "If [code]true[/code], sends mouse input events when tapping or swiping on " "the touchscreen." msgstr "如果为 [code]true[/code],则在点击或滑动触摸屏时发送鼠标输入事件。" msgid "" "If [code]true[/code], sends touch input events when clicking or dragging the " "mouse." msgstr "如果为 [code]true[/code],则在点击或拖动鼠标时发送触摸输入事件。" msgid "Default delay for touch events. This only affects iOS devices." msgstr "触摸事件的默认延迟(单位为秒)。仅影响 iOS 设备。" 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 "" "如果给定语言的翻译不可用,则使用默认区域设置。如果留空,将使用 [code]en[/" "code],即英文。" msgid "" "If non-empty, this locale will be used when running the project from the " "editor." msgstr "如果不为空,那么当从编辑器中运行项目时,将使用该区域设置。" msgid "" "Optional name for the 2D navigation layer 1. If left empty, the layer will " "display as \"Layer 1\"." msgstr "2D 导航层 1 的可选名称。留空则会显示为“层 1”。" msgid "" "Optional name for the 2D navigation layer 10. If left empty, the layer will " "display as \"Layer 10\"." msgstr "2D 导航层 10 的可选名称。留空则会显示为“层 10”。" msgid "" "Optional name for the 2D navigation layer 11. If left empty, the layer will " "display as \"Layer 11\"." msgstr "2D 导航层 11 的可选名称。留空则会显示为“层 11”。" msgid "" "Optional name for the 2D navigation layer 12. If left empty, the layer will " "display as \"Layer 12\"." msgstr "2D 导航层 12 的可选名称。留空则会显示为“层 12”。" msgid "" "Optional name for the 2D navigation layer 13. If left empty, the layer will " "display as \"Layer 13\"." msgstr "2D 导航层 13 的可选名称。留空则会显示为“层 13”。" msgid "" "Optional name for the 2D navigation layer 14. If left empty, the layer will " "display as \"Layer 14\"." msgstr "2D 导航层 14 的可选名称。留空则会显示为“层 14”。" msgid "" "Optional name for the 2D navigation layer 15. If left empty, the layer will " "display as \"Layer 15\"." msgstr "2D 导航层 15 的可选名称。留空则会显示为“层 15”。" msgid "" "Optional name for the 2D navigation layer 16. If left empty, the layer will " "display as \"Layer 16\"." msgstr "2D 导航层 16 的可选名称。留空则会显示为“层 16”。" msgid "" "Optional name for the 2D navigation layer 17. If left empty, the layer will " "display as \"Layer 17\"." msgstr "2D 导航层 17 的可选名称。留空则会显示为“层 17”。" msgid "" "Optional name for the 2D navigation layer 18. If left empty, the layer will " "display as \"Layer 18\"." msgstr "2D 导航层 18 的可选名称。留空则会显示为“层 18”。" msgid "" "Optional name for the 2D navigation layer 19. If left empty, the layer will " "display as \"Layer 19\"." msgstr "2D 导航层 19 的可选名称。留空则会显示为“层 19”。" msgid "" "Optional name for the 2D navigation layer 2. If left empty, the layer will " "display as \"Layer 2\"." msgstr "2D 导航层 2 的可选名称。留空则会显示为“层 2”。" msgid "" "Optional name for the 2D navigation layer 20. If left empty, the layer will " "display as \"Layer 20\"." msgstr "2D 导航层 20 的可选名称。留空则会显示为“层 20”。" msgid "" "Optional name for the 2D navigation layer 21. If left empty, the layer will " "display as \"Layer 21\"." msgstr "2D 导航层 21 的可选名称。留空则会显示为“层 21”。" msgid "" "Optional name for the 2D navigation layer 22. If left empty, the layer will " "display as \"Layer 22\"." msgstr "2D 导航层 22 的可选名称。留空则会显示为“层 22”。" msgid "" "Optional name for the 2D navigation layer 23. If left empty, the layer will " "display as \"Layer 23\"." msgstr "2D 导航层 23 的可选名称。留空则会显示为“层 23”。" msgid "" "Optional name for the 2D navigation layer 24. If left empty, the layer will " "display as \"Layer 24\"." msgstr "2D 导航层 24 的可选名称。留空则会显示为“层 24”。" msgid "" "Optional name for the 2D navigation layer 25. If left empty, the layer will " "display as \"Layer 25\"." msgstr "2D 导航层 25 的可选名称。留空则会显示为“层 25”。" msgid "" "Optional name for the 2D navigation layer 26. If left empty, the layer will " "display as \"Layer 26\"." msgstr "2D 导航层 26 的可选名称。留空则会显示为“层 26”。" msgid "" "Optional name for the 2D navigation layer 27. If left empty, the layer will " "display as \"Layer 27\"." msgstr "2D 导航层 27 的可选名称。留空则会显示为“层 27”。" msgid "" "Optional name for the 2D navigation layer 28. If left empty, the layer will " "display as \"Layer 28\"." msgstr "2D 导航层 28 的可选名称。留空则会显示为“层 28”。" msgid "" "Optional name for the 2D navigation layer 29. If left empty, the layer will " "display as \"Layer 29\"." msgstr "2D 导航层 29 的可选名称。留空则会显示为“层 29”。" msgid "" "Optional name for the 2D navigation layer 3. If left empty, the layer will " "display as \"Layer 3\"." msgstr "2D 导航层 3 的可选名称。留空则会显示为“层 3”。" msgid "" "Optional name for the 2D navigation layer 30. If left empty, the layer will " "display as \"Layer 30\"." msgstr "2D 导航层 30 的可选名称。留空则会显示为“层 30”。" msgid "" "Optional name for the 2D navigation layer 31. If left empty, the layer will " "display as \"Layer 31\"." msgstr "2D 导航层 31 的可选名称。留空则会显示为“层 31”。" msgid "" "Optional name for the 2D navigation layer 32. If left empty, the layer will " "display as \"Layer 32\"." msgstr "2D 导航层 32 的可选名称。留空则会显示为“层 32”。" msgid "" "Optional name for the 2D navigation layer 4. If left empty, the layer will " "display as \"Layer 4\"." msgstr "2D 导航层 4 的可选名称。留空则会显示为“层 4”。" msgid "" "Optional name for the 2D navigation layer 5. If left empty, the layer will " "display as \"Layer 5\"." msgstr "2D 导航层 5 的可选名称。留空则会显示为“层 5”。" msgid "" "Optional name for the 2D navigation layer 6. If left empty, the layer will " "display as \"Layer 6\"." msgstr "2D 导航层 6 的可选名称。留空则会显示为“层 6”。" msgid "" "Optional name for the 2D navigation layer 7. If left empty, the layer will " "display as \"Layer 7\"." msgstr "2D 导航层 7 的可选名称。留空则会显示为“层 7”。" msgid "" "Optional name for the 2D navigation layer 8. If left empty, the layer will " "display as \"Layer 8\"." msgstr "2D 导航层 8 的可选名称。留空则会显示为“层 8”。" msgid "" "Optional name for the 2D navigation layer 9. If left empty, the layer will " "display as \"Layer 9\"." msgstr "2D 导航层 9 的可选名称。留空则会显示为“层 9”。" msgid "" "Optional name for the 3D navigation layer 1. If left empty, the layer will " "display as \"Layer 1\"." msgstr "3D 导航层 1 的可选名称。留空则会显示为“层 1”。" msgid "" "Optional name for the 3D navigation layer 10. If left empty, the layer will " "display as \"Layer 10\"." msgstr "3D 导航层 10 的可选名称。留空则会显示为“层 10”。" msgid "" "Optional name for the 3D navigation layer 11. If left empty, the layer will " "display as \"Layer 11\"." msgstr "3D 导航层 11 的可选名称。留空则会显示为“层 11”。" msgid "" "Optional name for the 3D navigation layer 12. If left empty, the layer will " "display as \"Layer 12\"." msgstr "3D 导航层 12 的可选名称。留空则会显示为“层 12”。" msgid "" "Optional name for the 3D navigation layer 13. If left empty, the layer will " "display as \"Layer 13\"." msgstr "3D 导航层 13 的可选名称。留空则会显示为“层 13”。" msgid "" "Optional name for the 3D navigation layer 14. If left empty, the layer will " "display as \"Layer 14\"." msgstr "3D 导航层 14 的可选名称。留空则会显示为“层 14”。" msgid "" "Optional name for the 3D navigation layer 15. If left empty, the layer will " "display as \"Layer 15\"." msgstr "3D 导航层 15 的可选名称。留空则会显示为“层 15”。" msgid "" "Optional name for the 3D navigation layer 16. If left empty, the layer will " "display as \"Layer 16\"." msgstr "3D 导航层 16 的可选名称。留空则会显示为“层 16”。" msgid "" "Optional name for the 3D navigation layer 17. If left empty, the layer will " "display as \"Layer 17\"." msgstr "3D 导航层 17 的可选名称。留空则会显示为“层 17”。" msgid "" "Optional name for the 3D navigation layer 18. If left empty, the layer will " "display as \"Layer 18\"." msgstr "3D 导航层 18 的可选名称。留空则会显示为“层 18”。" msgid "" "Optional name for the 3D navigation layer 19. If left empty, the layer will " "display as \"Layer 19\"." msgstr "3D 导航层 19 的可选名称。留空则会显示为“层 19”。" msgid "" "Optional name for the 3D navigation layer 2. If left empty, the layer will " "display as \"Layer 2\"." msgstr "3D 导航层 2 的可选名称。留空则会显示为“层 2”。" msgid "" "Optional name for the 3D navigation layer 20. If left empty, the layer will " "display as \"Layer 20\"." msgstr "3D 导航层 20 的可选名称。留空则会显示为“层 20”。" msgid "" "Optional name for the 3D navigation layer 21. If left empty, the layer will " "display as \"Layer 21\"." msgstr "3D 导航层 21 的可选名称。留空则会显示为“层 21”。" msgid "" "Optional name for the 3D navigation layer 22. If left empty, the layer will " "display as \"Layer 22\"." msgstr "3D 导航层 22 的可选名称。留空则会显示为“层 22”。" msgid "" "Optional name for the 3D navigation layer 23. If left empty, the layer will " "display as \"Layer 23\"." msgstr "3D 导航层 23 的可选名称。留空则会显示为“层 23”。" msgid "" "Optional name for the 3D navigation layer 24. If left empty, the layer will " "display as \"Layer 24\"." msgstr "3D 导航层 24 的可选名称。留空则会显示为“层 24”。" msgid "" "Optional name for the 3D navigation layer 25. If left empty, the layer will " "display as \"Layer 25\"." msgstr "3D 导航层 25 的可选名称。留空则会显示为“层 25”。" msgid "" "Optional name for the 3D navigation layer 26. If left empty, the layer will " "display as \"Layer 26\"." msgstr "3D 导航层 26 的可选名称。留空则会显示为“层 26”。" msgid "" "Optional name for the 3D navigation layer 27. If left empty, the layer will " "display as \"Layer 27\"." msgstr "3D 导航层 27 的可选名称。留空则会显示为“层 27”。" msgid "" "Optional name for the 3D navigation layer 28. If left empty, the layer will " "display as \"Layer 28\"." msgstr "3D 导航层 28 的可选名称。留空则会显示为“层 28”。" msgid "" "Optional name for the 3D navigation layer 29. If left empty, the layer will " "display as \"Layer 29\"." msgstr "3D 导航层 29 的可选名称。留空则会显示为“层 29”。" msgid "" "Optional name for the 3D navigation layer 3. If left empty, the layer will " "display as \"Layer 3\"." msgstr "3D 导航层 3 的可选名称。留空则会显示为“层 3”。" msgid "" "Optional name for the 3D navigation layer 30. If left empty, the layer will " "display as \"Layer 30\"." msgstr "3D 导航层 30 的可选名称。留空则会显示为“层 30”。" msgid "" "Optional name for the 3D navigation layer 31. If left empty, the layer will " "display as \"Layer 31\"." msgstr "3D 导航层 31 的可选名称。留空则会显示为“层 31”。" msgid "" "Optional name for the 3D navigation layer 32. If left empty, the layer will " "display as \"Layer 32\"." msgstr "3D 导航层 32 的可选名称。留空则会显示为“层 32”。" msgid "" "Optional name for the 3D navigation layer 4. If left empty, the layer will " "display as \"Layer 4\"." msgstr "3D 导航层 4 的可选名称。留空则会显示为“层 4”。" msgid "" "Optional name for the 3D navigation layer 5. If left empty, the layer will " "display as \"Layer 5\"." msgstr "3D 导航层 5 的可选名称。留空则会显示为“层 5”。" msgid "" "Optional name for the 3D navigation layer 6. If left empty, the layer will " "display as \"Layer 6\"." msgstr "3D 导航层 6 的可选名称。留空则会显示为“层 6”。" msgid "" "Optional name for the 3D navigation layer 7. If left empty, the layer will " "display as \"Layer 7\"." msgstr "3D 导航层 7 的可选名称。留空则会显示为“层 7”。" msgid "" "Optional name for the 3D navigation layer 8. If left empty, the layer will " "display as \"Layer 8\"." msgstr "3D 导航层 8 的可选名称。留空则会显示为“层 8”。" msgid "" "Optional name for the 3D navigation layer 9. If left empty, the layer will " "display as \"Layer 9\"." msgstr "3D 导航层 9 的可选名称。留空则会显示为“层 9”。" 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 "" "Godot 使用一个消息队列来延迟一些函数调用。如果你的空间用完了(你会看到一个错" "误),你可以在这里增加大小。" 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 "" "在多线程模式下使用时,服务器会使用它(服务器和可视化端)。RID 是预先分配的," "以避免在线程上停止请求它们的服务器。如果在线程中加载资源时服务器经常卡顿,请" "增加此数字。" 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 "" "用于反序列化 Godot 数据的数据包对等流 (stream) 的默认大小(以字节为单位,指定" "为 2 的幂)。默认值 [code]16[/code] 等于 65,536 字节。超过此大小,数据将被丢" "弃。" msgid "Timeout (in seconds) for connection attempts using TCP." msgstr "使用TCP的连接尝试的超时(以秒为单位)。" msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer." msgstr "[WebRTCDataChannel] 输入缓冲区的最大尺寸(单位为 kiB)。" msgid "" "Amount of read ahead used by remote filesystem. Higher values decrease the " "effects of latency at the cost of higher bandwidth usage." msgstr "" "对远程文件系统的预读取量。更高的值可以减少延迟的影响,但代价是更高的带宽消" "耗。" msgid "Page size used by remote filesystem (in bytes)." msgstr "远程文件系统使用的页面大小(字节)。" msgid "Enables [member Viewport.physics_object_picking] on the root viewport." msgstr "在根视图上启用 [member Viewport.physics_object_picking]。" 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 "" "渲染的线程模型。在线程上进行渲染可以极大地提高性能,但同步到主线程上会导致更" "多的抖动。" msgid "" "Subdivision quadrant size for shadow mapping. See shadow mapping " "documentation." msgstr "阴影贴图的细分象限大小。请参阅阴影映射文档。" msgid "" "If [code]true[/code], uses faster but lower-quality Lambert material " "lighting model instead of Burley." msgstr "" "如果为 [code]true[/code],则使用速度更快但质量较低的 Lambert 材质照明模型,不" "使用 Burley 模型。" msgid "" "If [code]true[/code], the texture importer will import lossless textures " "using the PNG format. Otherwise, it will default to using WebP." msgstr "" "如果为 [code]true[/code],纹理导入器将使用 PNG 格式导入无损纹理。否则默认使" "用 WebP。" msgid "Interpolates an [Object]'s property over time." msgstr "随时间对 [Object] 的属性进行插值。" 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 "" "让该 [PropertyTweener] 使用当前属性值作为起点(即创建这个 [PropertyTweener] " "时的值)。与使用当前值调用 [method from] 等价。以下两种调用方法效果相同:\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]" msgid "" "Sets the time in seconds after which the [PropertyTweener] will start " "interpolating. By default there's no delay." msgstr "设置该 [PropertyTweener] 开始插值的时间,单位为秒。默认无延迟。" msgid "2D in 3D Demo" msgstr "3D 中的 2D 演示" msgid "Quaternion." msgstr "四元数." msgid "Constructs a [Quaternion] as a copy of the given [Quaternion]." msgstr "构造给定 [Quaternion] 的副本。" msgid "" "Constructs a quaternion that will rotate around the given axis by the " "specified angle. The axis must be a normalized vector." msgstr "" "构造一个四元数,它将围绕给定的轴旋转指定的角度。轴必须是一个归一化的向量。" msgid "Constructs a quaternion from the given [Basis]." msgstr "从给定的 [Basis] 构造一个四元数。" msgid "Constructs a quaternion defined by the given values." msgstr "构建一个由给定值定义的四元数。" msgid "Returns the dot product of two quaternions." msgstr "返回两个四元数的点积。" msgid "Returns the inverse of the quaternion." msgstr "返回四元数的取逆。" msgid "Returns whether the quaternion is normalized or not." msgstr "返回四元数是否被归一化。" msgid "Returns the length of the quaternion." msgstr "返回四元数的长度。" msgid "Returns the length of the quaternion, squared." msgstr "返回四元数的长度的平方。" msgid "Returns a copy of the quaternion, normalized to unit length." msgstr "返回四元数的副本,归一化为单位长度。" msgid "" "W component of the quaternion (real part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" "四元数的W分量(实数部分)。\n" "四元数分量通常不应该被直接操作。" msgid "" "X component of the quaternion (imaginary [code]i[/code] axis part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" "四元数的X分量(虚轴[code]i[/code]部分)。\n" "四元数分量通常不应直接操作。" msgid "" "Y component of the quaternion (imaginary [code]j[/code] axis part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" "四元数的Y分量(虚轴[code]j[/code]部分)。\n" "四元数分量通常不应直接操作。" msgid "" "Z component of the quaternion (imaginary [code]k[/code] axis part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" "四元数的Z分量(虚轴[code]k[/code]部分)。\n" "四元数分量通常不应该被直接操作。" 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 "" "单位四元数,代表无旋转。相当于单位 [Basis] 矩阵。如果一个向量被一个单位四元数" "变换,它不会改变。" msgid "A class for generating pseudo-random numbers." msgstr "用于生成伪随机数的类。" 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 "" "随机数生成器的当前状态。保存并恢复此属性,以将生成器恢复到之前的状态:\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" "print(rng.randf())\n" "var saved_state = rng.state # 保存当前状态。\n" "print(rng.randf()) # 让内部状态发生步进。\n" "rng.state = saved_state # 恢复状态。\n" "print(rng.randf()) # 输出和之前一样的值。\n" "[/codeblock]\n" "[b]注意:[/b]不要将状态设置为任意值,因为随机数生成器要求状态具有某些特性才能" "正常运行。它应该只设置为来自状态属性本身的值。要使用任意输入初始化随机数生成" "器,请改用 [member seed]。" msgid "Abstract base class for range-based controls." msgstr "基于范围的控件的抽象基类。" 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 "" "Range 是一些 [Control] 节点的基类,这些节点能够将浮点值 [member value] 在最小" "值 [member min_value] 和最大值 [member max_value] 之间进行调整,并且能够对步" "长 [member step] 和分页大小 [member page] 进行设置。使用 Range 的更高级节点示" "例请参考 [ScrollBar] 和 [Slider]。" 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 "" "将两个 [Range] 绑定,之前已与两者之中的任何一个组合的 Range 也会被绑定在一" "起。其中任何一个 Range 的成员变量改变时,它将与它的组中的所有其他 Range 共享" "新值。" msgid "Stops the [Range] from sharing its member variables with any other." msgstr "使该 [Range] 停止与任何其他 Range 共享其成员变量。" msgid "" "If [code]true[/code], [member value] may be greater than [member max_value]." msgstr "如果为 [code]true[/code],[member value] 可能大于 [member max_value]。" msgid "" "If [code]true[/code], [member value] may be less than [member min_value]." msgstr "如果为 [code]true[/code],[member value] 可能小于 [member min_value]。" 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 "" "如果为 [code]true[/code],并且 [code]min_value[/code] 大于 0,[code]value[/" "code] 将以指数方式而不是线性方式表示。" msgid "" "Maximum value. Range is clamped if [code]value[/code] is greater than " "[code]max_value[/code]." msgstr "" "最大值。如果 [code]value[/code] 大于 [code]max_value[/code],则会被范围限制。" msgid "" "Minimum value. Range is clamped if [code]value[/code] is less than " "[code]min_value[/code]." msgstr "" "最小值。如果 [code]value[/code] 小于 [code]min_value[/code],则会被范围限制。" 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 "" "页面大小。主要用于 [ScrollBar]。ScrollBar 的长度是它的尺寸乘以 [code]page[/" "code] 超过 [code]min_value[/code] 和 [code]max_value[/code] 之间的差值。" msgid "The value mapped between 0 and 1." msgstr "该值在 0 和 1 之间进行映射。" msgid "" "If [code]true[/code], [code]value[/code] will always be rounded to the " "nearest integer." msgstr "" "如果为 [code]true[/code],[code]value[/code] 将始终四舍五入到最接近的整数。" 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 "" "如果大于 0,[code]value[/code] 将总是被四舍五入为 [code]step[/code] 的倍数。" "如果 [code]rounded[/code] 也是 [code]true[/code],[code]value[/code] 将首先被" "四舍五入为 [code]step[/code] 的倍数,然后舍入为最近的整数。" msgid "" "Emitted when [member min_value], [member max_value], [member page], or " "[member step] change." msgstr "" "在 [member min_value]、[member max_value]、[member page]、[member step] 改变" "时释放信号。" msgid "Query the closest object intersecting a ray." msgstr "查询与射线相交的最近物体。" msgid "" "Adds a collision exception so the ray does not report collisions with the " "specified [RID]." msgstr "添加碰撞例外,这样射线就不会报告与指定 [RID] 的碰撞。" msgid "Removes all collision exceptions for this ray." msgstr "删除此射线的所有碰撞例外。" 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 "" "返回射线相交的第一个对象,如果没有对象与射线相交,则返回 [code]null[/code]" "(即 [method is_colliding] 返回 [code]false[/code])。" 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 "" "返回射线相交的第一个对象的形状 ID,如果没有对象与射线相交,则返回 [code]0[/" "code](即 [method is_colliding] 返回 [code]false[/code])。" 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 "" "返回射线与最近的物体相交的碰撞点。\n" "[b]注意:[/b]这个点是在[b]全局[/b]坐标系中。" msgid "" "Returns whether any object is intersecting with the ray's vector " "(considering the vector length)." msgstr "返回是否有任何对象与射线的向量相交(考虑向量长度)。" msgid "" "Removes a collision exception so the ray does report collisions with the " "specified [RID]." msgstr "移除碰撞例外,这样射线就会报告与指定的 [RID] 的碰撞。" msgid "If [code]true[/code], collision with [Area2D]s will be reported." msgstr "如果为 [code]true[/code],将报告与 [Area2D] 的碰撞。" msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported." msgstr "如果为 [code]true[/code],将报告与 [PhysicsBody2D] 的碰撞。" msgid "" "The ray's collision mask. Only objects in at least one collision layer " "enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]Collision layers and " "masks[/url] in the documentation for more information." msgstr "" "光线的碰撞遮罩。只有在遮罩中启用至少一个碰撞层中物体,才会被检测到。有关更多" "信息,请参阅文档中的 [url=$DOCS_URL/tutorials/physics/physics_introduction." "html#collision-layers-and-masks]《碰撞层与掩码》[/url]。" msgid "If [code]true[/code], collisions will be reported." msgstr "如果为 [code]true[/code],将报告碰撞。" msgid "" "If [code]true[/code], the parent node will be excluded from collision " "detection." msgstr "如果为 [code]true[/code],父节点将被排除在碰撞检测之外。" msgid "" "The ray's destination point, relative to the RayCast's [code]position[/code]." msgstr "光线的目标点,相对于该 RayCast 的 [code]position[/code]。" msgid "Constructs a [Rect2] as a copy of the given [Rect2]." msgstr "构造给定 [Rect2] 的副本。" msgid "Constructs a [Rect2] by position and size." msgstr "按位置和大小构造一个 [Rect2]。" msgid "Constructs a [Rect2] by x, y, width, and height." msgstr "通过 x、y、宽度和高度构造一个 [Rect2]。" 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 "" "返回具有相同位置和面积的 [Rect2],经过修改,使左上角为原点,[code]width[/" "code] 和 [code]height[/code] 为正数。" msgid "" "Returns [code]true[/code] if this [Rect2] completely encloses another one." msgstr "如果此 [Rect2] 完全包含另一个,则返回 [code]true[/code]。" msgid "" "Returns the center of the [Rect2], which is equal to [member position] + " "([member size] / 2)." msgstr "返回该 [Rect2] 的中心,等于 [member position] + ([member size] / 2)。" msgid "" "Returns [code]true[/code] if the [Rect2] has area, and [code]false[/code] if " "the [Rect2] is linear, empty, or has a negative [member size]. See also " "[method get_area]." msgstr "" "如果该 [Rect2] 有面积,则返回 [code]true[/code] ;如果该 [Rect2] 是线性的、空" "的或有负的 [member size],则返回 [code]false[/code] 。另请参阅 [member " "get_area]。" 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 "" "返回 [code]true[/code] 时,该 [Rect2] 包含此点。依照惯例,[Rect2] 的右边缘和" "下边缘是被排除在外的,因此[b]不[/b]包含位于这两条边上的点。\n" "[b]注意:[/b]对于[i]大小为负[/i]的 [Rect2],该方法并不可靠。请使用 [method " "abs] 获取等价的正数大小矩形再检查是否包含某个点。" msgid "Constructs a [Rect2i] as a copy of the given [Rect2i]." msgstr "构造给定 [Rect2i] 的副本。" msgid "" "Returns [code]true[/code] if the [Rect2i] has area, and [code]false[/code] " "if the [Rect2i] is linear, empty, or has a negative [member size]. See also " "[method get_area]." msgstr "" "如果该 [Rect2i] 有面积,则返回 [code]true[/code] ;如果该 [Rect2i] 是线性的、" "空的或有负的 [member size],则返回 [code]false[/code] 。另请参阅 [member " "get_area]。" msgid "Base class for reference-counted objects." msgstr "引用计数对象的基类。" 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 "" "初始化内部引用计数器。只有在你真的知道你在做什么的时候才使用这个。\n" "返回初始化是否成功。" 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 "" "内部引用增量计数器。只有在你真的知道你在做什么的时候才使用这个。\n" "如果增量成功,返回 [code]true[/code],否则返回 [code]false[/code]。" 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 "" "内部引用减量计数器。只有在你真的知道你在做什么的时候才使用这个。\n" "如果减量成功,返回 [code]true[/code],否则返回 [code]false[/code]。" msgid "Reference frame for GUI." msgstr "GUI 的参考框。" 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 "" "矩形框,仅在其矩形周围显示 [member border_color] 边框颜色。[ReferenceRect] 没" "有填充 [Color]。如果你需要显示填充纯色的矩形,请考虑使用 [ColorRect] 。" msgid "Sets the border [Color] of the [ReferenceRect]." msgstr "设置该 [ReferenceRect] 的边框 [Color]。" msgid "" "Sets the border width of the [ReferenceRect]. The border grows both inwards " "and outwards with respect to the rectangle box." msgstr "设置该 [ReferenceRect] 的边框宽度。边界相对于矩形框同时向内向外伸长。" msgid "" "Captures its surroundings to create fast, accurate reflections from a given " "point." msgstr "捕捉某个位置周围的环境,用于快速创建准确的反射。" 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 "" "为 [code]true[/code] 时将启用箱体投影。通过根据相机的位置偏移反射中心,这使得" "在矩形房间中的反射看起来更正确。\n" "[b]注意:[/b]为了更好地适应未与网格对齐的区域,你可以旋转 [ReflectionProbe] " "节点。" 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 "" "如果为 [code]true[/code],则在反射探测中计算阴影。这使得反射探针渲染更慢;如果" "想禁用它,可以使用 [constant UPDATE_ALWAYS] [member update_mode]。" msgid "" "Defines the reflection intensity. Intensity modulates the strength of the " "reflection." msgstr "定义反射强度。" msgid "" "Sets how frequently the [ReflectionProbe] is updated. Can be [constant " "UPDATE_ONCE] or [constant UPDATE_ALWAYS]." msgstr "" "设置该 [ReflectionProbe] 的更新频率。可以是 [constant UPDATE_ONCE] 或 " "[constant UPDATE_ALWAYS]。" 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 "" "在下一帧更新一次探针(建议大多数对象使用)。对应的辐照度贴图会在后续六帧中陆" "续生成。更新所花费的时间比 [constant UPDATE_ALWAYS] 多,但消耗的性能比它少、" "产生的反射质量也更高。ReflectionProbe 的变换发生变化时也会进行更新,但不会在" "周围几何体变化时更新。你可以通过将该 [ReflectionProbe] 在任意方向上进行小幅度" "移动来强制更新 [ReflectionProbe]。" 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 "" "每一帧都更新该探针。可以为快速移动的对象(如汽车)提供更好的结果。然而,带来" "的性能消耗也是显著的。因此,建议同一个场景中最多只使用一个 [constant " "UPDATE_ALWAYS] 的 ReflectionProbe。其他用途请使用 [constant UPDATE_ONCE]。" msgid "Class for searching text for patterns using regular expressions." msgstr "使用正则表达式搜索文本的类。" 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 "" "这个方法重置了对象的状态,就像它是新创建的一样。也就是说,它取消了这个对象的" "正则表达式的赋值。" 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 "" "编译并指定要使用的搜索模式。如果编译成功,返回 [constant OK]。如果遇到错误," "细节将被打印到标准输出,并返回一个错误。" msgid "Returns the number of capturing groups in compiled pattern." msgstr "返回编译模式中捕获组的数量。" msgid "" "Returns an array of names of named capturing groups in the compiled pattern. " "They are ordered by appearance." msgstr "" "返回一个数组,该数组是编译模式中命名的捕获组的名称。它们是按外观排序的。" msgid "Returns the original search pattern that was compiled." msgstr "返回被编译的原始搜索模式。" msgid "Returns whether this object has a valid search pattern assigned." msgstr "返回此对象是否分配了有效的搜索模式。" msgid "Contains the results of a [RegEx] search." msgstr "包含 [RegEx] 搜索的结果。" 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 "" "包含由 [method RegEx.search] 和 [method RegEx.search_all] 返回的单个 [RegEx] " "匹配结果。它可以用来查找匹配的位置和范围以及它的捕获组,并且可以提取其子字符" "串。" 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 "" "返回源字符串中匹配的结束位置。捕获组的结束位置可以通过提供其组号的整数或其字" "符串名称(如果它是一个命名组)来检索。默认值为 0,指的是整个表达式。\n" "如果该组没有匹配或不存在,则返回 -1。" msgid "Returns the number of capturing groups." msgstr "返回捕获组的数量。" 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 "" "返回源字符串中匹配的起始位置。捕获组的起始位置可以通过提供它的组号作为一个整" "数或它的字符串名称(如果它是一个命名组)来检索。默认值为 0,指的是整个表达" "式。\n" "如果组没有匹配或不存在,返回 -1。" 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 "" "返回源字符串中匹配的子串。捕获组可以通过提供它的组号作为整数或它的字符串名称" "(如果它是一个命名组)来检索。默认值为 0,指的是整个表达式。\n" "如果组没有匹配或不存在,则返回一个空字符串。" 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 "" "命名组的字典和它相应的组号。只有被匹配的组才被包括在内。如果多个组有相同的名" "称,该名称将指第一个匹配的组。" msgid "An [Array] of the match and its capturing groups." msgstr "匹配项及其捕获组的 [Array]。" msgid "" "The source string used with the search pattern to find this matching result." msgstr "与搜索模式一起使用的源字符串,以找到这个匹配结果。" 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 "" "[RemoteTransform2D] 缓存了远程节点。如果远程节点消失了,它可能不会通知;" "[method force_update_cache] 强制它再次更新缓存。" msgid "" "The [NodePath] to the remote node, relative to the RemoteTransform2D's " "position in the scene." msgstr "到远程节点的 [NodePath],相对于 RemoteTransform2D 在场景中的位置。" msgid "If [code]true[/code], the remote node's position is updated." msgstr "如果为 [code]true[/code],则更新远程节点的位置。" msgid "If [code]true[/code], the remote node's rotation is updated." msgstr "如果为 [code]true[/code],则更新远程节点的旋转。" msgid "If [code]true[/code], the remote node's scale is updated." msgstr "如果为 [code]true[/code],则更新远程节点的比例。" msgid "" "If [code]true[/code], global coordinates are used. If [code]false[/code], " "local coordinates are used." msgstr "" "如果为 [code]true[/code],则使用全局坐标。如果 [code]false[/code],则使用本地" "坐标。" msgid "Server for anything visible." msgstr "任何可见的东西的服务器。" 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 "" "将相机设置为使用正交投影,也称为正射投影。物体在屏幕上保持相同的尺寸,无论它" "们有多远。" msgid "" "Sets camera to use perspective projection. Objects on the screen becomes " "smaller when they are far away." msgstr "将相机设置为使用透视投影。屏幕上的物体在远处时变得更小。" msgid "Clears the [CanvasItem] and removes all commands in it." msgstr "清除[CanvasItem]并删除其中的所有命令。" msgid "Sets the [CanvasItem] to copy a rect to the backbuffer." msgstr "设置 [CanvasItem] 以将矩形复制到后台缓冲区。" msgid "Sets the index for the [CanvasItem]." msgstr "设置 [CanvasItem] 的索引。" msgid "Sets a new material to the [CanvasItem]." msgstr "为 [CanvasItem] 设置新材质。" msgid "Sets if the [CanvasItem] uses its parent's material." msgstr "设置 [CanvasItem] 是否使用其父级的材质。" msgid "" "If this is enabled, the Z index of the parent will be added to the " "children's Z index." msgstr "如果启用此选项,则父项的 Z 索引将添加到子项的 Z 索引中。" msgid "" "Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are " "drawn first)." msgstr "" "设置 [CanvasItem] 的 Z 索引,即它的绘制顺序(首先绘制数值较低的索引)。" msgid "" "Attaches the canvas light to the canvas. Removes it from its previous canvas." msgstr "将画布灯连接到画布上,并将其从以前的画布中取出。" msgid "" "Attaches a light occluder to the canvas. Removes it from its previous canvas." msgstr "将光遮挡物添加到画布上,并将其从之前的画布中移除。" msgid "Enables or disables light occluder." msgstr "启用或禁用遮光器。" msgid "" "The light mask. See [LightOccluder2D] for more information on light masks." msgstr "光线遮罩。详情请参阅 [LightOccluder2D]。" msgid "Sets a light occluder's polygon." msgstr "设置光遮挡物的多边形。" msgid "Sets a light occluder's [Transform2D]." msgstr "设置光遮挡物的 [Transform2D]。" msgid "Sets the color for a light." msgstr "设置灯光的颜色。" msgid "Enables or disables a canvas light." msgstr "启用或禁用画布灯。" msgid "Sets a canvas light's energy." msgstr "设置画布灯的能量。" msgid "Sets a canvas light's height." msgstr "设置画布灯的高度。" msgid "" "The binary mask used to determine which layers this canvas light's shadows " "affects. See [LightOccluder2D] for more information on light masks." msgstr "" "用于确定此画布灯光阴影影响哪些图层的二进制蒙版。有关光遮罩的更多信息,请参阅 " "[LightOccluder2D]。" msgid "The layer range that gets rendered with this light." msgstr "使用此灯光渲染的图层范围。" msgid "The mode of the light, see [enum CanvasLightMode] constants." msgstr "光的模式,详见[enum CanvasLightMode]。" msgid "Sets the color of the canvas light's shadow." msgstr "设置画布灯的阴影颜色。" msgid "Enables or disables the canvas light's shadow." msgstr "启用或禁用画布灯的阴影。" msgid "" "Sets the canvas light's shadow's filter, see [enum CanvasLightShadowFilter] " "constants." msgstr "设置画布灯的阴影过滤器,详见 [enum CanvasLightShadowFilter] 。" msgid "Smoothens the shadow. The lower, the smoother." msgstr "使阴影变得平滑。数值越低越光滑。" msgid "Sets the canvas light's [Transform2D]." msgstr "设置画布灯的 [Transform2D]。" 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 "" "设置将受此光影响的对象的 Z 范围。相当于 [member Light2D.range_z_min] 和 " "[member Light2D.range_z_max]。" msgid "" "Sets an occluder polygons cull mode. See [enum " "CanvasOccluderPolygonCullMode] constants." msgstr "设置遮挡多边形剔除模式。详见 [enum CanvasOccluderPolygonCullMode] 。" msgid "Sets the shape of the occluder polygon." msgstr "设置遮挡多边形的形状。" msgid "" "A copy of the canvas item will be drawn with a local offset of the mirroring " "[Vector2]." msgstr "画布项目的副本将以镜像的局部偏移量[Vector2]被绘制。" msgid "Modulates all colors in the given canvas." msgstr "调制给定画布中的所有颜色。" msgid "" "Sets the values to be used with the \"Adjustment\" post-process effect. See " "[Environment] for more details." msgstr "设置用于 \"调整 \"后处理效果的数值。参阅[Environment]以了解更多细节。" msgid "" "Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment." "background_mode]." msgstr "" "设置环境的 [i]BGMode[/i]。相当于 [member Environment.background_mode]。" msgid "" "Color displayed for clear areas of the scene (if using Custom color or " "Color+Sky background modes)." msgstr "场景中空白区域的颜色显示(如果使用自定义颜色或颜色+天空背景模式)。" msgid "Sets the intensity of the background color." msgstr "设置背景颜色的强度。" msgid "Sets the maximum layer to use if using Canvas background mode." msgstr "如果使用画布背景模式,设置要使用的最大层数。" msgid "" "Sets the variables to be used with the \"screen space reflections\" post-" "process effect. See [Environment] for more details." msgstr "设置用于“屏幕空间反射”后处理效果的变量。详情请参阅 [Environment]。" msgid "" "Sets the variables to be used with the \"tonemap\" post-process effect. See " "[Environment] for more details." msgstr "设置用于“色调映射”后处理效果的变量。详情请参阅 [Environment]。" msgid "Returns the parameters of a shader." msgstr "返回着色器的参数。" 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 "" "返回视频适配器的名称(例如 \"GeForce GTX 1080/PCIe/SSE2\")。\n" "[b]注意:[/b]当运行一个精简或服务器可执行文件时,这个函数返回一个空字符串。" 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 "" "返回视频适配器的供应商(例如 \"NVIDIA Corporation\")。\n" "[b]注意:[/b]当运行精简或服务器可执行文件时,该函数返回一个空字符串。" msgid "Not yet implemented. Always returns [code]false[/code]." msgstr "还没有实现。总是返回 [code]false[/code]。" 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 "" "将唯一的对象 ID 附加到实例上。必须将对象 ID 附加到实例上,以便通过 [method " "instances_cull_aabb]、[method instances_cull_convex] 和 [method " "instances_cull_ray] 进行正确的筛除。" msgid "" "Attaches a skeleton to an instance. Removes the previous skeleton from the " "instance." msgstr "将骨架附加到实例。并从实例中移除之前骨架。" msgid "" "Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for " "more details." msgstr "" "设置给定的 [enum InstanceFlags] 标志。更多细节请参阅 [enum InstanceFlags]。" msgid "Sets the weight for a given blend shape associated with this instance." msgstr "设置与该实例相关的特定混合形状的权重。" msgid "" "Sets the scenario that the instance is in. The scenario is the 3D world that " "the objects will be displayed in." msgstr "设置实例所在的场景。场景是对象将在其中显示的 3D 世界。" msgid "Not implemented in Godot 3.x." msgstr "在 Godot 3.x 中没有实现。" msgid "Returns the value of a certain material's parameter." msgstr "返回特定材质的参数值。" msgid "Sets an object's next material." msgstr "设置对象的下一个材质。" msgid "Sets a material's parameter." msgstr "设置材质的参数。" msgid "Sets a material's render priority." msgstr "设置材质的渲染优先级。" msgid "Sets a shader material's shader." msgstr "设置着色器材质的着色器。" msgid "Removes all surfaces from a mesh." msgstr "移除网格中的所有表面。" msgid "Returns a mesh's blend shape count." msgstr "返回一个网格的混合形状数量。" msgid "Returns a mesh's blend shape mode." msgstr "返回网格的混合形状模式。" msgid "Returns a mesh's custom aabb." msgstr "返回网格的自定义 AABB。" msgid "Returns a mesh's number of surfaces." msgstr "返回网格的面数。" msgid "Sets a mesh's blend shape mode." msgstr "设置网格的混合形状模式。" msgid "Sets a mesh's custom aabb." msgstr "设置网格的自定义 AABB。" msgid "Returns a mesh's surface's buffer arrays." msgstr "返回网格表面的缓冲区数组。" msgid "Returns a mesh's surface's arrays for blend shapes." msgstr "返回网格表面的混合形状数组。" msgid "Returns a mesh's surface's material." msgstr "返回网格表面的材质。" msgid "Sets a mesh's surface's material." msgstr "设置网格表面的材质。" msgid "" "Calculates and returns the axis-aligned bounding box that encloses all " "instances within the multimesh." msgstr "计算并返回轴对齐的包围盒,该包围盒将所有的实例都包含在 multimesh 中。" msgid "Returns the number of instances allocated for this multimesh." msgstr "返回分配给这个 multimesh 的实例的数量。" msgid "" "Returns the RID of the mesh that will be used in drawing this multimesh." msgstr "返回用于绘制此 multimesh 的 RID。" msgid "Returns the number of visible instances for this multimesh." msgstr "返回此 multimesh 的可见实例数。" msgid "Returns the color by which the specified instance will be modulated." msgstr "返回指定实例将被调制的颜色。" msgid "Returns the custom data associated with the specified instance." msgstr "返回与指定实例相关的自定义数据。" msgid "" "Returns the [Transform2D] of the specified instance. For use when the " "multimesh is set to use 2D transforms." msgstr "" "返回指定实例的 [Transform2D]。只在 multimesh 设置为使用 2D 变换时使用。" msgid "" "Sets the color by which this instance will be modulated. Equivalent to " "[method MultiMesh.set_instance_color]." msgstr "设置这个实例的调制颜色。相当于 [method MultiMesh.set_instance_color]。" 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 "" "为这个实例设置自定义数据。自定义数据以 [Color] 的形式传递,但在着色器中会被解" "释为 [code]vec4[/code]。相当于 [method MultiMesh.set_instance_custom_data]。" msgid "" "Sets the [Transform2D] for this instance. For use when multimesh is used in " "2D. Equivalent to [method MultiMesh.set_instance_transform_2d]." msgstr "" "为此实例设置 [Transform2D]。用于在 2D 中使用 multimesh 时。相当于 [method " "MultiMesh.set_instance_transform_2d]。" msgid "" "Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh." "mesh]." msgstr "设置 Multimesh 所要绘制的网格。相当于 [member MultiMesh.mesh]。" 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 "" "设置在给定时间内可见的实例的数量。如果是 -1,所有被分配的实例都会被画出来。相" "当于 [member MultiMesh.visible_instance_count]。" msgid "Returns [code]true[/code] if particles are currently set to emitting." msgstr "如果当前粒子被设置发射,则返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if particles are not emitting and particles are " "set to inactive." msgstr "如果粒子没有发射并且粒子设置为非活动状态,则返回 [code]true[/code]。" 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 "" "将粒子系统添加到需要更新的粒子系统列表中。更新将在下一帧或下一次调用 [method " "instances_cull_aabb]、[method instances_cull_convex] 或 [method " "instances_cull_ray] 时进行。" 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 "" "为这个反射探针设置渲染遮蔽。只有具有匹配的遮蔽罩的实例才会被这个探针渲染。相" "当于 [member ReflectionProbe.cull_mask]。" 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 "" "如果为 [code]true[/code],则使用箱体投影。这可以使反射在某些情况下看起来更正" "确。相当于 [member ReflectionProbe.box_projection]。" 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 "" "如果为 [code]true[/code],计算反射探针中的阴影。这会使得反射的计算速度慢得" "多。相当于 [member ReflectionProbe.enable_shadows]。" msgid "" "Sets the intensity of the reflection probe. Intensity modulates the strength " "of the reflection. Equivalent to [member ReflectionProbe.intensity]." msgstr "" "设置反射探针的强度。强度调节反射的强度。相当于 [member ReflectionProbe." "intensity]。" msgid "" "Sets the max distance away from the probe an object can be before it is " "culled. Equivalent to [member ReflectionProbe.max_distance]." msgstr "" "设置物体在被删除前与探针的最大距离。相当于 [member ReflectionProbe." "max_distance]。" msgid "" "Sets the origin offset to be used when this reflection probe is in box " "project mode. Equivalent to [member ReflectionProbe.origin_offset]." msgstr "" "设置当此反射探针处于框项目模式时要使用的源偏移。相当于 [member " "ReflectionProbe.origin_offset]。" msgid "" "Sets how often the reflection probe updates. Can either be once or every " "frame. See [enum ReflectionProbeUpdateMode] for options." msgstr "" "设置反射探针的更新频率。可以是一次,也可以是每一帧。参阅 [enum " "ReflectionProbeUpdateMode] 选项。" msgid "Sets the environment that will be used with this scenario." msgstr "设置将用于此场景的环境。" 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 "" "设置此方案所使用的后备环境。如果没有设置环境,则使用后备环境。这被编辑器用来" "提供一个默认环境。" msgid "" "If [code]true[/code], the engine will generate wireframes for use with the " "wireframe debug mode." msgstr "如果为 [code]true[/code],引擎将生成用于线框调试模式的线框。" msgid "" "Sets the default clear color which is used when a specific clear color has " "not been selected." msgstr "设置未选择特定透明色时使用的默认透明色。" msgid "Returns a shader's code." msgstr "返回着色器的代码。" msgid "Returns the [Transform2D] set for a specific bone of this skeleton." msgstr "返回这个骨架的特定骨骼的 [Transform2D]。" msgid "Sets the [Transform2D] for a specific bone of this skeleton." msgstr "设置这个骨架的特定骨骼的 [Transform2D]。" msgid "Returns the number of bones allocated for this skeleton." msgstr "返回分配给这个骨架的骨骼数量。" msgid "Sets a viewport's camera." msgstr "设置视图的相机。" msgid "Sets a viewport's canvas." msgstr "设置视口的画布。" msgid "Returns the viewport's last rendered frame." msgstr "返回视口的最后渲染帧。" msgid "Detaches a viewport from a canvas and vice versa." msgstr "从画布分离视口,反之亦然。" msgid "If [code]true[/code], sets the viewport active, else sets it inactive." msgstr "" "如果为 [code]true[/code],则将视口设置为活动状态,否则将其设置为非活动状态。" msgid "Sets the transformation of a viewport's canvas." msgstr "设置视口画布的变换。" msgid "" "Sets the clear mode of a viewport. See [enum ViewportClearMode] for options." msgstr "设置视口的清除模式。可选项见 [enum ViewportClearMode]。" msgid "" "Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for " "options." msgstr "设置视口的调试绘图模式。可选项见 [enum ViewportDebugDraw]。" msgid "If [code]true[/code], the viewport's canvas is not rendered." msgstr "如果为 [code]true[/code],则不渲染视口的画布。" msgid "Sets the viewport's global transformation matrix." msgstr "设置视口的全局变换矩阵。" msgid "Sets the viewport's parent to another viewport." msgstr "设置视口的父视口到另一个视口。" msgid "Sets the shadow atlas quadrant's subdivision." msgstr "设置阴影图集象限的细分。" msgid "Sets the viewport's width and height." msgstr "设置视口的宽度和高度。" msgid "" "If [code]true[/code], the viewport renders its background as transparent." msgstr "如果为 [code]true[/code],视口将其背景渲染为透明。" msgid "" "Sets when the viewport should be updated. See [enum ViewportUpdateMode] " "constants for options." msgstr "设置应更新视口的时间。可选项请参阅 [enum ViewportUpdateMode] 。" msgid "" "If [code]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 "" "如果为 [code]false[/code],则完全禁用渲染,但引擎逻辑仍在处理中。即使禁用渲" "染,您也可以调用 [method force_draw] 来绘制帧。" msgid "Marks an error that shows that the index array is empty." msgstr "标记一个错误,表明索引数组为空。" msgid "Number of weights/bones per vertex." msgstr "每个顶点的权重/骨骼数。" msgid "The minimum Z-layer for canvas items." msgstr "画布项目的最小 Z 层。" msgid "The maximum Z-layer for canvas items." msgstr "帆布项目的最大 Z 层。" msgid "" "Max number of glow levels that can be used with glow post-process effect." msgstr "可用于辉光后处理效果的最大辉光级别数。" msgid "Unused enum in Godot 3.x." msgstr "在 Godot 3.x 中未使用的枚举。" msgid "Shader is a 3D shader." msgstr "着色器是 3D 着色器。" msgid "Shader is a 2D shader." msgstr "着色器是 2D 着色器。" msgid "Shader is a particle shader." msgstr "着色器是粒子着色器。" msgid "Represents the size of the [enum ShaderMode] enum." msgstr "代表 [enum ShaderMode] 枚举的大小。" msgid "The minimum renderpriority of all materials." msgstr "所有材质的最小渲染优先级。" msgid "The maximum renderpriority of all materials." msgstr "所有材质的最大渲染优先级。" msgid "Array is a vertex array." msgstr "数组是顶点数组。" msgid "Array is a normal array." msgstr "数组是法线数组。" msgid "Array is a tangent array." msgstr "数组是切线数组。" msgid "Array is a color array." msgstr "数组是颜色数组。" msgid "Array is an UV coordinates array." msgstr "数组是 UV 坐标数组。" msgid "Array is an UV coordinates array for the second UV coordinates." msgstr "数组是第二个 UV 坐标的 UV 坐标数组。" msgid "Array contains bone information." msgstr "数组包含骨骼信息。" msgid "Array is weight information." msgstr "数组是重量信息。" msgid "Array is index array." msgstr "数组是索引数组。" msgid "Flag used to mark a vertex array." msgstr "用于标记顶点数组的标志。" msgid "Flag used to mark a normal array." msgstr "用于标记法线数组的标志。" msgid "Flag used to mark a tangent array." msgstr "用于标记切线数组的标志。" msgid "Flag used to mark a color array." msgstr "用于标记颜色数组的标记。" msgid "Flag used to mark an UV coordinates array." msgstr "用于标记 UV 坐标数组的标志。" msgid "" "Flag used to mark an UV coordinates array for the second UV coordinates." msgstr "用于标记第二个UV坐标的UV坐标数组的标志。" msgid "Flag used to mark a bone information array." msgstr "用来标记骨骼信息数组的标志。" msgid "Flag used to mark a weights array." msgstr "用于标记重量数组的标记。" msgid "Flag used to mark an index array." msgstr "用于标记索引数组的标志。" msgid "Primitive to draw consists of points." msgstr "绘制的图元由点组成。" msgid "Primitive to draw consists of lines." msgstr "绘制的图元由线组成。" msgid "Primitive to draw consists of a line strip from start to end." msgstr "绘制的图元由单条线带组成。" msgid "Primitive to draw consists of triangles." msgstr "绘制的图元由三角形组成。" msgid "" "Primitive to draw consists of a triangle strip (the last 3 vertices are " "always combined to make a triangle)." msgstr "绘制的图元由单条三角形带组成(最后 3 个顶点总是会构成三角形)。" msgid "Represents the size of the [enum PrimitiveType] enum." msgstr "表示 [enum PrimitiveType] 枚举的大小。" msgid "Use [Transform2D] to store MultiMesh transform." msgstr "使用 [Transform2D] 存储 MultiMesh 变换。" msgid "Is a directional (sun) light." msgstr "是平行光(日光)。" msgid "Is an omni light." msgstr "是全向光。" msgid "Is a spot light." msgstr "是聚光。" msgid "The light's influence on specularity." msgstr "灯光对镜面反射的影响。" msgid "The light's range." msgstr "灯光的范围。" msgid "The light's attenuation." msgstr "光线的衰减。" msgid "The spotlight's angle." msgstr "聚光灯的角度。" msgid "The spotlight's attenuation." msgstr "聚光灯的衰减。" msgid "Max distance that shadows will be rendered." msgstr "阴影被渲染的最大距离。" msgid "Proportion of shadow atlas occupied by the first split." msgstr "第一次拆分所占据的阴影图集的比例。" msgid "Proportion of shadow atlas occupied by the second split." msgstr "第二次拆分所占用的阴影图集的比例。" msgid "" "Proportion of shadow atlas occupied by the third split. The fourth split " "occupies the rest." msgstr "第三次拆分所占用的阴影图集的比例。第四个拆分占据了其余部分。" msgid "" "Normal bias used to offset shadow lookup by object normal. Can be used to " "fix self-shadowing artifacts." msgstr "法线偏置,用于抵消物体法线的阴影查找。可以用来修复自阴影的伪影。" msgid "Bias the shadow lookup to fix self-shadowing artifacts." msgstr "对阴影查找进行偏置,以修复自我阴影的假象。" msgid "Represents the size of the [enum LightParam] enum." msgstr "代表[enum LightParam]枚举的大小。" msgid "Use a dual paraboloid shadow map for omni lights." msgstr "对全向光使用双抛物面阴影贴图。" msgid "" "Use a cubemap shadow map for omni lights. Slower but better quality than " "dual paraboloid." msgstr "对全向光使用立方体贴图阴影贴图。比双抛物面更慢但质量更好。" msgid "Use orthogonal shadow projection for directional light." msgstr "对平行光使用正交阴影投影。" msgid "Use 2 splits for shadow projection when using directional light." msgstr "使用平行光时,使用 2 个分割进行阴影投影。" msgid "Use 4 splits for shadow projection when using directional light." msgstr "使用平行光时,使用 4 个分割进行阴影投影。" msgid "Reflection probe will update reflections once and then stop." msgstr "反射探针将更新一次反射,然后停止。" msgid "" "Reflection probe will update each frame. This mode is necessary to capture " "moving objects." msgstr "反射探针将每帧更新。这种模式对于捕捉移动物体是必要的。" msgid "Draw particles in the order that they appear in the particles array." msgstr "按照粒子数组中出现的顺序绘制粒子。" msgid "Sort particles based on their lifetime." msgstr "根据粒子的寿命对其进行分类。" msgid "Sort particles based on their distance to the camera." msgstr "根据粒子与相机的距离对其进行排序。" msgid "Do not update the viewport." msgstr "不要更新视口。" msgid "Update the viewport once then set to disabled." msgstr "更新一次视口,然后设置为禁用。" msgid "Update the viewport whenever it is visible." msgstr "只要视口是可见的,就更新视口。" msgid "Always update the viewport." msgstr "始终更新视口。" msgid "The viewport is always cleared before drawing." msgstr "在绘图之前,视口总是被清空。" msgid "The viewport is never cleared before drawing." msgstr "在绘图之前,视口永远不会被清空。" msgid "" "The viewport is cleared once, then the clear mode is set to [constant " "VIEWPORT_CLEAR_NEVER]." msgstr "视口被清除一次,然后清除模式设置为 [constant VIEWPORT_CLEAR_NEVER]。" msgid "Number of objects drawn in a single frame." msgstr "在单帧中绘制的对象的数量。" msgid "Number of vertices drawn in a single frame." msgstr "在单个帧中绘制的顶点数。" msgid "Number of draw calls during this frame." msgstr "此帧期间的绘制调用数。" msgid "Represents the size of the [enum ViewportRenderInfo] enum." msgstr "代表 [enum ViewportRenderInfo] 枚举的大小。" msgid "Debug draw is disabled. Default setting." msgstr "调试绘制被禁用。默认设置。" msgid "Objects are displayed without light information." msgstr "显示的对象没有光照信息。" msgid "Debug draw draws objects in wireframe." msgstr "调试绘制,将对象用线框形式绘制。" msgid "Use the clear color as background." msgstr "用透明的颜色作为背景。" msgid "Use a specified color as the background." msgstr "使用指定的颜色作为背景。" msgid "Use a sky resource for the background." msgstr "使用天空资源作为背景。" msgid "" "Use a specified canvas layer as the background. This can be useful for " "instantiating a 2D scene in a 3D world." msgstr "" "使用一个指定的画布层作为背景。这对在 3D 世界中实例化一个 2D 场景很有用。" msgid "" "Do not clear the background, use whatever was rendered last frame as the " "background." msgstr "不要清除背景,使用上一帧渲染的东西作为背景。" msgid "Represents the size of the [enum EnvironmentBG] enum." msgstr "代表 [enum EnvironmentBG] 枚举的大小。" msgid "" "Output color as they came in. This can cause bright lighting to look blown " "out, with noticeable clipping in the output colors." msgstr "" "按照输入原样输出颜色。较亮的光照会导致过曝、输出的颜色中会有可见的截断。" 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 "" "使用 Reinhard 色调映射器。对渲染后的像素颜色进行调整,使用的是这个公式:" "[code]color = color / (1 + color)[/code]。可以避免对高光的截断,但最终的图像" "可能看上去有些寡淡。" 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 "" "使用电影级色调映射器。可以避免对高光的截断,最终的图像一般比 [constant " "ENV_TONE_MAPPER_REINHARD] 看上去更鲜艳。" msgid "The instance does not have a type." msgstr "实例没有类型。" msgid "The instance is a mesh." msgstr "该实例是一个网格。" msgid "The instance is a multimesh." msgstr "该实例是一个多网格。" msgid "The instance is a particle emitter." msgstr "该实例是一个粒子发射器。" msgid "The instance is a light." msgstr "该实例是一个灯。" msgid "The instance is a reflection probe." msgstr "该实例是一个反射探针。" msgid "Represents the size of the [enum InstanceType] enum." msgstr "代表 [enum InstanceType] 枚举的大小。" msgid "" "A combination of the flags of geometry instances (mesh, multimesh, immediate " "and particles)." msgstr "几何体实例(网格、多网格、即时和粒子)的标志的组合。" msgid "Allows the instance to be used in baked lighting." msgstr "允许在烘焙照明中使用实例。" msgid "When set, manually requests to draw geometry on next frame." msgstr "当设置时,手动请求在下一帧绘制几何图形。" msgid "Represents the size of the [enum InstanceFlags] enum." msgstr "代表 [enum InstanceFlags] 枚举的大小。" msgid "Disable shadows from this instance." msgstr "禁用这个实例的阴影。" msgid "Cast shadows from this instance." msgstr "从此实例投下阴影。" msgid "" "Disable backface culling when rendering the shadow of the object. This is " "slightly slower but may result in more correct shadows." msgstr "" "在渲染对象的阴影时禁用背面剔除。这会稍微慢一些,但可能会产生更正确的阴影。" msgid "" "Only render the shadows from the object. The object itself will not be drawn." msgstr "仅渲染对象的阴影。对象本身不会被绘制。" msgid "The nine patch gets stretched where needed." msgstr "九宫格在需要的地方被拉伸。" msgid "The nine patch gets filled with tiles where needed." msgstr "九宫格在需要的地方填充图块。" msgid "" "The nine patch gets filled with tiles where needed and stretches them a bit " "if needed." msgstr "九宫格在需要的地方填充图块,并在需要时将它们拉伸一点。" msgid "Adds light color additive to the canvas." msgstr "向画布添加浅色。" msgid "Adds light color subtractive to the canvas." msgstr "从画布中减去浅色。" msgid "The light adds color depending on transparency." msgstr "灯光根据透明度增加颜色。" msgid "Do not apply a filter to canvas light shadows." msgstr "不要对画布上的光影应用滤镜。" msgid "Use PCF5 filtering to filter canvas light shadows." msgstr "使用 PCF5 过滤法来过滤画布的光影。" msgid "Use PCF13 filtering to filter canvas light shadows." msgstr "使用 PCF13 过滤法来过滤画布的光影。" msgid "Culling of the canvas occluder is disabled." msgstr "禁用画布遮挡物的剔除。" msgid "Culling of the canvas occluder is clockwise." msgstr "画布遮挡器的剔除是顺时针的。" msgid "Culling of the canvas occluder is counterclockwise." msgstr "画布遮挡物的剔除是逆时针的。" msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x." msgstr "硬件支持着色器。这个枚举目前在 Godot 3.x 中没有使用。" msgid "" "Hardware supports multithreading. This enum is currently unused in Godot 3.x." msgstr "硬件支持多线程。这个枚举目前在 Godot 3.x 中没有使用。" msgid "Base class for all resources." msgstr "所有资源的基类。" msgid "Resources" msgstr "资源" msgid "Loads a specific resource type from a file." msgstr "从文件中加载特定资源类型。" msgid "Gets the list of extensions for files this loader is able to read." msgstr "获取该加载器能够读取的文件的扩展名列表。" 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 "" "获取与给定路径相关的资源的类名。如果加载器不能处理它,它应该返回 [code]\"\"[/" "code]。\n" "[b]注意:[/b][ClassDB] 不知道脚本定义的自定义资源类型,因此您可能只为它们返" "回 [code]\"Resource\"[/code]。" 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 "" "说明这个加载器可以加载哪个资源类。\n" "[b]注意:[/b][ClassDB] 不知道脚本定义的自定义资源类型,因此您可以只为它们处" "理 [code]\"Resource\"[/code]。" msgid "Saves a specific resource type to a file." msgstr "将特定资源类型保存到文件。" 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 "" "当您从编辑器执行此操作或使用 [ResourceSaver] 单例时,引擎可以节省资源。这要归" "功于多个 [ResourceFormatSaver],每个都处理自己的格式并由引擎自动调用。\n" "默认情况下,Godot 将资源保存为 [code].tres[/code](基于文本)、[code].res[/" "code](二进制)或其他内置格式,但您可以选择通过扩展这个类来创建自己的格式。请" "务必遵守记录的返回类型和值。你应该给它一个全局类名 [code]class_name[/code] 以" "便它被注册。与内置的 ResourceFormatSaver 一样,它会在保存其识别类型的资源时自" "动调用。你也可以实现一个 [ResourceFormatLoader]。" msgid "Returns whether the given resource object can be saved by this saver." msgstr "返回此保存程序能否保存给定的资源对象。" msgid "Base class for the implementation of core resource importers." msgstr "用于实现核心资源导入器的基类。" 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 "" "这是在核心部分实现的资源导入器的基类。要使用编辑器插件实现你自己的资源导入" "器,见 [EditorImportPlugin]。" msgid "The default import order." msgstr "默认导入顺序。" 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 "" "场景的导入顺序,确保场景被导入在所有其他核心资源(如纹理)[i]之后[/i]。自定义" "导入器的导入顺序一般应低于[code]100[/code],以避免导入依赖自定义资源的场景时" "出现问题。" msgid "Singleton used to load resource files." msgstr "用于加载资源文件的单例。" msgid "Returns the list of recognized extensions for a resource type." msgstr "返回资源类型的已识别扩展名列表。" msgid "" "Changes the behavior on missing sub-resources. The default behavior is to " "abort loading." msgstr "更改缺少子资源时的行为。默认行为是中止加载。" msgid "Returns the list of resources inside the preloader." msgstr "返回预加载器内的资源列表。" msgid "Singleton for saving Godot-specific resource types." msgstr "用于保存 Godot 特定资源类型的单例。" 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 "" "用于将 Godot 特定的资源类型保存到文件系统的单例。\n" "它使用在引擎中注册的许多 [ResourceFormatSaver] 类(无论是内置的还是来自插件" "的),将引擎特定的资源数据保存到基于文本(如 [code].res[/code] 或 [code]." "tscn[/code])或二进制文件(如 [code].res[/code] 或 [code].scn[/code])。" msgid "" "Returns the list of extensions available for saving a resource of a given " "type." msgstr "返回可用于保存给定类型的资源的扩展列表。" msgid "Save the resource with a path relative to the scene which uses it." msgstr "用相对于使用该资源的场景的路径来保存该资源。" msgid "Bundles external resources." msgstr "捆绑外部资源。" msgid "" "Changes the [member Resource.resource_path] of the saved resource to match " "its new location." msgstr "更改已保存资源的 [member Resource.resource_path] 以匹配其新位置。" msgid "" "Do not save editor-specific metadata (identified by their [code]__editor[/" "code] prefix)." msgstr "不要保存编辑器特定的元数据(由其 [code]__editor[/code] 前缀标识)。" msgid "" "Take over the paths of the saved subresources (see [method Resource." "take_over_path])." msgstr "接管保存的子资源的路径(见 [method Resource.take_over_path])。" msgid "A custom effect for use with [RichTextLabel]." msgstr "与 [RichTextLabel] 一起使用的自定义效果。" msgid "Label that displays rich text." msgstr "显示富文本的标签。" msgid "GUI Rich Text/BBcode Demo" msgstr "GUI 富文本/BBcode 演示" msgid "Adds raw non-BBCode-parsed text to the tag stack." msgstr "将非 BBCode 解析的原始文本添加到标签栈中。" msgid "Returns the current selection text. Does not include BBCodes." msgstr "返回当前选中的文本。不包括 BBCode。" msgid "" "Returns the total number of characters from text tags. Does not include " "BBCodes." msgstr "返回文本标签的总字符数。不包括 BBCode。" msgid "Adds a newline tag to the tag stack." msgstr "在标签栈中添加一个换行标签。" 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 "" "终止当前标签。使用 [code]push_*[/code] 方法之后手动关闭 BBCodes。不需要遵循 " "[code]add_*[/code] 方法。" 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 "" "在标签栈中添加一个 [code][font][/code] 标签,字体为黑体。如果当前没有 [code]" "[i][/code] 标签,这与添加一个 [code][b][/code] 标签相同。" msgid "" "Adds a [code][font][/code] tag with a bold italics font to the tag stack." msgstr "在标签栈中添加一个 [code][font][/code] 标签,字体为粗斜体。" 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 "" "在标签栈中添加一个 [code][cell][/code] 标签。必须位于 [code][table][/code] 标" "签内。详见 [method push_table]。" msgid "Adds a [code][color][/code] tag to the tag stack." msgstr "在标签栈中添加一个 [code][color][/code] 标签。" msgid "" "Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for " "its duration." msgstr "" "在标签栈中添加一个 [code][font][/code] 标签。在其有效期内覆盖默认字体。" 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 "" "在标签栈中添加一个 [code][font][/code] 标签,字体为斜体。如果当前没有 [code]" "[b][/code] 标签,这与添加 [code][i][/code] 标签相同。" 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 "" "在标签栈中添加一个 [code][meta][/code] 标签。类似于BBCode 的 [code]" "[url=something]{text}[/url][/code],但支持非 [String] 元数据类型。" msgid "Adds a [code][font][/code] tag with a monospace font to the tag stack." msgstr "在标签栈中添加一个 [code][font][/code] 标签,该标签为等宽字体。" msgid "Adds a [code][font][/code] tag with a normal font to the tag stack." msgstr "在标签栈中添加一个具有正常字体的 [code][font][/code] 标签。" msgid "Adds a [code][s][/code] tag to the tag stack." msgstr "在标签栈中添加一个 [code][s][/code] 标签。" msgid "Adds a [code][u][/code] tag to the tag stack." msgstr "在标签栈中添加一个 [code][u][/code] 标签。" msgid "If [code]true[/code], a right-click displays the context menu." msgstr "为 [code]true[/code] 时右键单击会显示上下文菜单。" 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 "" "当前配置的自定义效果。这是一个[RichTextEffect]的数组。\n" "要添加一个自定义效果,使用[method install_effect]会更方便。" msgid "" "If [code]true[/code], the label underlines meta tags such as [code][url]" "{text}[/url][/code]." msgstr "" "如果为 [code]true[/code],则会在元标签下划线,例如 [code][url]{text}[/url][/" "code]。" 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 "" "如果为 [code]true[/code],则滚动条可见。将此设置为 [code]false[/code] 不会完" "全阻止滚动。见[method scroll_to_line]。" msgid "" "If [code]true[/code], the window scrolls down to display new content " "automatically." msgstr "如果为 [code]true[/code],则窗口向下滚动以自动显示新内容。" msgid "If [code]true[/code], the label allows text selection." msgstr "如果为 [code]true[/code],标签允许文本选择。" msgid "" "If [code]true[/code], shortcut keys for context menu items are enabled, even " "if the context menu is disabled." msgstr "" "为 [code]true[/code] 时,即使上下文菜单已被禁用,也会启用该上下文菜单的快捷" "键。" msgid "" "The number of spaces associated with a single tab length. Does not affect " "[code]\\t[/code] in text tags, only indent tags." msgstr "" "与单个制表符长度关联的空格数。不影响文本标签中的 [code]\\t[/code],只影响缩进" "标签。" 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 "" "当用户点击元标记之间的内容时触发。如果元是在文本中定义的,例如[code]" "[url={\"data\"=\"hi\"}]hi[/url][/code],则该信号的参数为[String]类型。如果需" "要特定类型或对象,则必须使用 [method push_meta] 方法将数据手动插入标签栈。" msgid "Triggers when the mouse exits a meta tag." msgstr "当鼠标退出元标签时触发。" msgid "Triggers when the mouse enters a meta tag." msgstr "当鼠标进入元标签时触发。" msgid "Each list item has a number marker." msgstr "每个列表项都有一个数字标记。" msgid "Each list item has a letter marker." msgstr "每个列表项都有一个字母标记。" msgid "Each list item has a filled circle marker." msgstr "每个列表项都有一个实心圆圈标记。" msgid "The default text color." msgstr "默认文本颜色。" msgid "The color of the font's shadow." msgstr "字体阴影的颜色。" msgid "The color of the selection box." msgstr "选择框的颜色。" msgid "The vertical space between lines." msgstr "行之间的垂直空间。" msgid "The horizontal offset of the font's shadow." msgstr "字体阴影的水平偏移量。" msgid "The vertical offset of the font's shadow." msgstr "字体阴影的垂直偏移。" msgid "The horizontal separation of elements in a table." msgstr "表中元素的水平间距。" msgid "The vertical separation of elements in a table." msgstr "表中元素的垂直间距。" msgid "The font used for bold text." msgstr "用于粗体字的字体。" msgid "The font used for bold italics text." msgstr "用于粗斜体文字的字体。" msgid "The font used for italics text." msgstr "用于斜体字的字体。" msgid "The font used for monospace text." msgstr "用于等宽文本的字体。" msgid "The default text font." msgstr "默认的文本字体。" msgid "The normal background for the [RichTextLabel]." msgstr "[RichTextLabel] 的正常背景。" msgid "Handle for a [Resource]'s unique ID." msgstr "[Resource] 的唯一 ID 的句柄。" msgid "Constructs an empty [RID] with the invalid ID [code]0[/code]." msgstr "构造空的 [RID],内容为无效的 ID [code]0[/code]。" msgid "Constructs a [RID] as a copy of the given [RID]." msgstr "构造给定 [RID] 的副本。" msgid "2D Physics Platformer Demo" msgstr "2D 物理平台跳跃演示" msgid "Instancing Demo" msgstr "实例化演示" 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 "" "允许你读取并安全地修改对象的模拟状态。如果你需要直接改变物体的 " "[code]position[/code] 或其他物理属性,请使用它代替 [method Node." "_physics_process]。默认情况下,它是在通常的物理行为之外工作的,但是 [member " "custom_integrator] 允许你禁用默认行为并为一个物体编写自定义的合力。" 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 "" "设置物体在给定轴上的速度。给定矢量轴上的速度将设置为给定向量长度。这对于跳跃" "行为很有用。" 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 "" "连续碰撞检测模式。\n" "连续碰撞检测尝试预测一个移动的物体会在哪里碰撞,而不是移动它并在碰撞后纠正它" "的运动。连续碰撞检测速度较慢,但更精确,并且与快速移动的小物体发生碰撞时遗漏" "更少。可以使用光线投射和形状投射方法。有关详细信息,请参阅 [enum CCDMode]。" 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 "" "如果为 [code]true[/code],则禁用该物体的内力积分。除了碰撞响应,物体只会按照 " "[method _integrate_forces] 函数确定的方式移动。" 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 "" "乘以施加在物体上的重力。物体的重力是由[b]项目 > 项目设置 > 物理 > 2D[/b] 中的" "[b]默认重力[/b]值和/或任何由 [Area2D] 应用的额外重力向量计算出来的。" 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 "" "该实体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都去设置[/b]," "因为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method " "_integrate_forces] 作为你的进程循环,以精确控制物体状态。" 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 "" "物体的物理材质。\n" "如果为该属性指定了一种材质,则将使用该材质代替任何其他物理材质,例如继承的材" "质。" 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 "" "当物理引擎改变物体的睡眠状态时发出。\n" "[b]注意:[/b]改变 [member sleeping] 的值不会触发这个信号。只有当物理引擎改变" "了睡眠状态或者使用了 [code]emit_signal(\"sleeping_state_changed\")[/code] " "时,它才会被发出。" msgid "" "Continuous collision detection disabled. This is the fastest way to detect " "body collisions, but can miss small, fast-moving objects." msgstr "" "禁用连续碰撞检测。这是检测物体碰撞的最快方法,但可能会错过小型、快速移动的物" "体。" msgid "" "Continuous collision detection enabled using raycasting. This is faster than " "shapecasting but less precise." msgstr "使用射线投射启用连续碰撞检测。这比形状投射快,但精度较低。" msgid "" "Continuous collision detection enabled using shapecasting. This is the " "slowest CCD method and the most precise." msgstr "使用形状投射启用连续碰撞检测。这是最慢的 CCD 方法,也是最精确的。" 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 "" "如果为 [code]true[/code],则使用连续碰撞检测。\n" "连续碰撞检测尝试预测一个移动的物体会在哪里碰撞,而不是移动它并在它发生碰撞时" "纠正它的运动。连续碰撞检测更精确,并且错过了较小的、快速移动的物体的撞击。不" "使用连续碰撞检测的计算速度更快,但可能会错过小的、快速移动的物体。" msgid "Editor-only helper for setting up root motion in [AnimationTree]." msgstr "在 [AnimationTree] 中设置根运动的仅编辑器可用的辅助工具。" msgid "Using AnimationTree - Root motion" msgstr "使用 AnimationTree - 根运动" msgid "Path to an [AnimationTree] node to use as a basis for root motion." msgstr "用作根运动的基的 [AnimationTree] 节点的路径。" msgid "The grid's cell size in 3D units." msgstr "以 3D 单位表示的网格单元大小。" msgid "The grid's color." msgstr "网格的颜色。" 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 "" "以 3D 单位表示的网格半径。随着与原点的距离增加,网格的不透明度将逐渐消失,直" "到达到此半径 [member radius]。" 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 "" "如果为 [code]true[/code],则网格的点都将位于相同的 Y 坐标上([i]local[/i] Y " "= 0)。如果 [code]false[/code],则保留点的原始 Y 坐标。" msgid "A script interface to a scene file's data." msgstr "场景文件数据的脚本接口。" 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 "" "维护一个与场景相关的资源、节点、导出的和重写的属性以及内置脚本的列表。\n" "这个类不能直接实例化,它是作为 [method PackedScene.get_state] 的结果为一个给" "定的场景检索的。" 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 "" "返回场景中的信号连接数。\n" "用于查询其他 [code]get_connection_*[/code] 方法中的连接元数据的 [code]idx[/" "code] 参数,范围是 [code][0, get_connection_count() - 1][/code]。" 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 "" "返回场景中节点的数量。\n" "[code]idx[/code] 参数用于在其他 [code]get_node_*[/code] 方法中查询节点数据," "范围为 [code][0, get_node_count() - 1][/code]。" msgid "Manages the game loop via a hierarchy of nodes." msgstr "通过节点层次结构管理游戏循环。" 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 "" "作为最重要的类之一,[SceneTree] 管理着场景中节点的层次结构以及场景本身。节点" "可以被添加、检索和删除。整个场景树可以被暂停,包括当前场景。场景可以被加载、" "切换和重新加载。\n" "你也可以使用 [SceneTree] 将你的节点组织成组,每个节点都可以被分配到你想要创建" "的组,例如“敌人”组。然后你可以遍历这些组,甚至可以统一对所有组成员调用方法并" "设置属性。\n" "[SceneTree] 是场景所使用的默认 [MainLoop] 实现,因此掌控着游戏循环。" msgid "" "Returns the current frame number, i.e. the total frame count since the " "application started." msgstr "返回当前的帧数,即自应用程序启动以来的总帧数。" msgid "Returns the number of nodes in this [SceneTree]." msgstr "返回此 [SceneTree] 中的节点数。" msgid "Returns a list of all nodes assigned to the given group." msgstr "返回一个分配给给定组的所有节点的列表。" msgid "Returns [code]true[/code] if the given group exists." msgstr "如果给定的组存在,返回 [code]true[/code]。" msgid "" "Queues the given object for deletion, delaying the call to [method Object." "free] to after the current frame." msgstr "将给定的对象排队准备删除,即在当前帧之后调用 [method Object.free] 。" 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 "" "重新加载当前活动的场景。\n" "成功时返回 [constant OK],如果尚未定义 [member current_scene],则返回 " "[constant ERR_UNCONFIGURED],如果 [member current_scene] 无法加载到 " "[PackedScene] 中,则返回 [constant ERR_CANT_OPEN],如果场景无法加载,则返回 " "[constant ERR_CANT_CREATE]。" msgid "" "If [code]true[/code], the application automatically accepts quitting.\n" "For mobile platforms, see [member quit_on_go_back]." msgstr "" "为 [code]true[/code] 时应用程序将自动接受退出。\n" "对于移动平台,请参阅 [member quit_on_go_back]。" msgid "The current scene." msgstr "当前场景。" 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 "" "如果为 [code]true[/code],从编辑器中运行游戏时会显示碰撞形状,方便调试。\n" "[b]注意:[/b]这个属性不应在运行时更改。在运行项目时更改 [member " "debug_collisions_hint] 的值不会有想要的效果。" 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 "" "如果为 [code]true[/code],从编辑器中运行游戏时会显示导航多边形,方便调试。\n" "[b]注意:[/b]这个属性不应在运行时更改。在运行项目时更改 [member " "debug_navigation_hint] 的值不会有想要的效果。" msgid "The root of the edited scene." msgstr "编辑场景的根。" 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 "" "如果为 [code]true[/code],[SceneTree] 会暂停。这样做会有以下行为:\n" "- 2D 和 3D 物理将停止,包括信号和碰撞检测。\n" "- 节点不再调用 [method Node._process]、[method Node._physics_process] 和 " "[method Node._input]。" msgid "Emitted whenever a node is added to the [SceneTree]." msgstr "当将节点添加到 [SceneTree] 时发出。" msgid "" "Emitted when a node's configuration changed. Only emitted in [code]tool[/" "code] mode." msgstr "当节点的配置更改时发出。仅在 [code]tool[/code] 模式下发射。" msgid "Emitted whenever a node is removed from the [SceneTree]." msgstr "当从 [SceneTree] 中移除节点时发出。" msgid "Emitted whenever a node is renamed." msgstr "当节点重命名时发出。" msgid "" "Emitted immediately before [method Node._physics_process] is called on every " "node in the [SceneTree]." msgstr "" "在 [SceneTree] 中的每个节点上调用 [method Node._physics_process] 之前立即发" "出。" msgid "" "Emitted immediately before [method Node._process] is called on every node in " "the [SceneTree]." msgstr "" "在对 [SceneTree] 中的每个节点调用 [method Node._process] 之前立即发出。" msgid "" "Emitted whenever the [SceneTree] hierarchy changed (children being moved or " "renamed, etc.)." msgstr "当 [SceneTree] 层次结构发生变化(移动或重命名子项等)时发出。" msgid "Call a group with no flags (default)." msgstr "对分组进行调用时,不使用标志(默认)。" msgid "Call a group in reverse scene order." msgstr "对分组进行调用时,使用逆场景序。" msgid "" "Call a group only once even if the call is executed many times.\n" "[b]Note:[/b] Arguments are not taken into account when deciding whether the " "call is unique or not. Therefore when the same method is called with " "different arguments, only the first call will be performed." msgstr "" "即便执行了多次调用,也只对分组进行一次调用。\n" "[b]注意:[/b]确定调用是否唯一时不考虑参数。因此,如果使用不同的参数调用了同一" "个方法,那么只会执行第一个调用。" msgid "One-shot timer." msgstr "一次性定时器。" msgid "The time remaining (in seconds)." msgstr "剩余时间(单位为秒)。" msgid "Emitted when the timer reaches 0." msgstr "当计时器到 0 时发出。" msgid "A class stored as a resource." msgstr "作为资源存储的类。" msgid "Returns the script directly inherited by this script." msgstr "返回由该脚本直接继承的脚本。" msgid "Returns the script's base type." msgstr "返回脚本的基类类型。" msgid "Returns the default value of the specified property." msgstr "返回指定属性的默认值。" msgid "Returns a dictionary containing constant names and their values." msgstr "返回一个包含常量名称及其值的字典。" msgid "Returns the list of methods in this [Script]." msgstr "返回此 [Script] 中的方法列表。" msgid "Returns the list of properties in this [Script]." msgstr "返回此 [Script] 中的属性列表。" msgid "Returns the list of user signals defined in this [Script]." msgstr "返回在此 [Script] 中定义的用户信号列表。" msgid "" "Returns [code]true[/code] if the script, or a base class, defines a signal " "with the given name." msgstr "如果脚本或基类定义了具有给定名称的信号,则返回 [code]true[/code]。" msgid "Returns [code]true[/code] if the script contains non-empty source code." msgstr "如果脚本包含非空源代码,则返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the script is a tool script. A tool script can " "run in the editor." msgstr "" "如果脚本是工具脚本,则返回 [code]true[/code]。工具脚本可以在编辑器中运行。" msgid "Reloads the script's class implementation. Returns an error code." msgstr "重新加载脚本的类的实现。返回一个错误代码。" 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 "" "脚本的源代码,如果源代码不可用,则为空字符串。当设置时,不会自动重新加载类的" "实现。" msgid "The Editor's popup dialog for creating new [Script] files." msgstr "用于创建新 [Script] 文件的编辑器弹出对话框。" msgid "Prefills required fields to configure the ScriptCreateDialog for use." msgstr "预填必填字段以配置 ScriptCreateDialog 以供使用。" msgid "Emitted when the user clicks the OK button." msgstr "当用户点击确定按钮时发出。" msgid "Godot editor's script editor." msgstr "Godot 编辑器的脚本编辑器。" msgid "" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_script_editor]." msgstr "" "[b]注意:[/b]这个类不应该被直接实例化。相反,使用 [method EditorInterface." "get_script_editor] 来访问这个单例。" msgid "Returns a [Script] that is currently active in editor." msgstr "返回当前在编辑器中处于活动状态的 [Script]。" msgid "" "Returns an array with all [Script] objects which are currently open in " "editor." msgstr "返回一个包含当前在编辑器中打开的所有 [Script] 对象的数组。" msgid "Goes to the specified line in the current script." msgstr "转到当前脚本中的指定行。" msgid "" "Emitted when user changed active script. Argument is a freshly activated " "[Script]." msgstr "当用户更改活动脚本时发出。参数是新激活的 [Script]。" msgid "" "Emitted when editor is about to close the active script. Argument is a " "[Script] that is going to be closed." msgstr "当编辑器即将关闭活动脚本时发出。参数是将要关闭的 [Script]。" msgid "Base class for scroll bars." msgstr "滚动条的基类。" 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 "" "滚动条是基于 [Range] 的 [Control],显示可拖动区域(页面大小)。提供水平" "([HScrollBar])和垂直([VScrollBar])版本。" msgid "" "Overrides the step used when clicking increment and decrement buttons or " "when using arrow keys when the [ScrollBar] is focused." msgstr "" "覆盖 在按下增和减按钮时或在 [ScrollBar] 已获得焦点且使用箭头键时 的步长。" msgid "Emitted when the scrollbar is being scrolled." msgstr "当滚动条滚动时发出。" msgid "A helper node for displaying scrollable elements such as lists." msgstr "用于显示可滚动元素(例如列表)的辅助节点。" msgid "" "If [code]true[/code], the ScrollContainer will automatically scroll to " "focused children (including indirect children) to make sure they are fully " "visible." msgstr "" "如果为 [code]true[/code],则 ScrollContainer 将自动滚动到获得焦点的子项(包括" "间接子项)以确保它们完全可见。" msgid "The current horizontal scroll value." msgstr "当前水平滚动值。" msgid "The current vertical scroll value." msgstr "当前垂直滚动值。" msgid "Emitted when scrolling stops." msgstr "滚动停止时发出。" msgid "Emitted when scrolling is started." msgstr "滚动开始时发出。" msgid "The background [StyleBox] of the [ScrollContainer]." msgstr "[ScrollContainer] 的背景 [StyleBox]。" msgid "The segment's first point position." msgstr "该段的第一点的位置。" msgid "The segment's second point position." msgstr "该段的第二个点的位置。" msgid "A synchronization semaphore." msgstr "同步信号量。" 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 "" "可用于同步多个 [Thread] 的同步信号量。创建时初始化为零。小心避免死锁。对于二" "进制版本,请参阅 [Mutex]。" msgid "The ray's length." msgstr "射线的长度。" msgid "Base class for separators." msgstr "分离器的基类。" 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 "" "Separator 是一个用于分隔其他控件的[Control] 。它纯粹是一种视觉装饰。提供水平 " "([HSeparator]) 和垂直 ([VSeparator]) 版本。" msgid "A custom shader program." msgstr "自定义着色器程序。" 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 "" "此类允许您定义一个 [ShaderMaterial] 可以使用的自定义着色器程序。着色器允许您" "编写自己的自定义行为来渲染对象或更新粒子信息。有关详细说明和用法,请参阅下面" "链接的教程。" msgid "" "Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], " "[constant MODE_SPATIAL] or [constant MODE_PARTICLES]." msgstr "" "返回着色器的着色器模式,[constant MODE_CANVAS_ITEM]、[constant MODE_SPATIAL] " "或 [constant MODE_PARTICLES]。" msgid "" "Returns the shader's code as the user has written it, not the full generated " "code used internally." msgstr "返回用户编写的着色器代码,而不是内部使用的完整生成代码。" msgid "Mode used to draw all 3D objects." msgstr "用于绘制所有 3D 对象的模式。" msgid "Mode used to draw all 2D objects." msgstr "用于绘制所有 2D 对象的模式。" msgid "" "Mode used to calculate particle information on a per-particle basis. Not " "used for drawing." msgstr "用于基于每个粒子计算粒子信息的模式。不用于绘图。" msgid "A material that uses a custom [Shader] program." msgstr "使用自定义 [Shader] 程序的材质。" msgid "" "Returns the current value set for this material of a uniform in the shader." msgstr "返回在着色器中此 uniform 材质的当前值。" msgid "The [Shader] program used to render this material." msgstr "用于渲染此材质的 [Shader] 程序。" msgid "Base class for all 2D shapes." msgstr "所有 2D 形状的基类。" msgid "Base class for all 2D shapes. All 2D shape types inherit from this." msgstr "所有 2D 形状的基类。所有的 2D 形状类型都继承于此。" msgid "Base class for all 3D shape resources." msgstr "所有 3D 形状资源的基类。" 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 "" "形状的碰撞边距。只在Bullet物理运算中使用。\n" "碰撞边距允许通过在形状周围添加额外的外壳来使碰撞检测更有效。当物体重叠的部分" "超过其边距时,碰撞算法的成本会更高,所以边距的数值越高对性能越好,但代价是边" "缘的精度会降低。" msgid "A shortcut for binding input." msgstr "绑定输入的快捷方式。" msgid "Constructs an empty [Signal] with no object nor signal name bound." msgstr "构造空的 [Signal],没有绑定对象和信号名称。" msgid "Constructs a [Signal] as a copy of the given [Signal]." msgstr "构造给定 [Signal] 的副本。" msgid "Skeleton for 2D characters and animated objects." msgstr "2D 角色和动画对象的骨架。" msgid "" "Returns the number of [Bone2D] nodes in the node hierarchy parented by " "Skeleton2D." msgstr "返回由 Skeleton2D 为父节点的节点层次结构中 [Bone2D] 节点的数量。" msgid "Returns the [RID] of a Skeleton2D instance." msgstr "返回 Skeleton2D 实例的 [RID]。" msgid "Skeleton for characters and animated objects." msgstr "角色和动画对象的骨架。" msgid "Clear all the bones in this skeleton." msgstr "清除这个骨架上的所有骨骼。" 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 "" "返回指定骨骼的整体变换,相对于骨架。由于是相对于骨架的,这不是该骨骼的实际“全" "局”变换。" 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 "" "返回指定骨骼的整体变换,相对于骨架,不包含任何全局姿势覆盖。由于是相对于骨架" "的,这不是该骨骼的实际“全局”变换。" 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 "" "返回指定骨骼的姿势变换。姿势应用于自定义姿势之上,自定义姿势应用于放松姿势之" "上。" 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 "" "IK 链的次要目标位置(首先是 [member target] 属性或 [member target_node])。使" "用磁铁位置(极点目标)来控制 IK 链的弯曲。仅当骨骼链具有 2 个以上的骨骼时才有" "效。中间链骨位置将与磁铁位置进行线性插值。" msgid "" "Number of iteration loops used by the IK solver to produce more accurate " "(and elegant) bone chain results." msgstr "IK解算器使用的迭代循环的数量,以产生更准确(和优雅)的骨链效果。" msgid "" "The minimum distance between bone and goal target. If the distance is below " "this value, the IK solver stops further iterations." msgstr "" "骨骼与目标对象之间的最小距离。如果距离低于这个值,IK解算器将停止进一步的迭" "代。" 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 "" "如果为 [code]true[/code],则用 [member target](或者如果定义了 [member " "target_node]])的旋转覆盖尖端骨骼的旋转。" msgid "The name of the current root bone, the first bone in the IK chain." msgstr "当前的根骨骼的名称,即 IK 链中的第一条骨骼。" 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 "" "放置尖端骨骼的 IK 链的第一个目标,如果 [member override_tip_basis] 是 " "[code]true[/code],尖端骨骼的旋转方式。如果 [member target_node] 路径可用,则" "使用节点变换,并忽略此属性。" 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 "" "当前尖端骨骼的名称,IK 链中放置在 [member target] 变换处的最后一个骨骼(或者" "已定义 [member target_node])。" 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 "" "如果为 [code]true[/code],指示 IK 求解器在解算器链时考虑次要磁铁目标(极点目" "标)。使用磁铁位置(磁极目标)来控制 IK 链的弯曲。" msgid "Radiance texture size is 32×32 pixels." msgstr "辐照度纹理尺寸为 32×32 像素。" msgid "Radiance texture size is 64×64 pixels." msgstr "辐照度纹理尺寸为 64×64 像素。" msgid "Radiance texture size is 128×128 pixels." msgstr "辐照度纹理尺寸为128×128像素。" msgid "Radiance texture size is 256×256 pixels." msgstr "辐照度纹理大小为 256×256 像素。" msgid "Radiance texture size is 512×512 pixels." msgstr "辐照度纹理大小为 512×512 像素。" msgid "Represents the size of the [enum RadianceSize] enum." msgstr "代表 [enum RadianceSize] 枚举的大小。" msgid "Base class for GUI sliders." msgstr "GUI 滑动条的基类。" 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 "" "GUI 滑动条的基类。\n" "[b]注意:[/b][signal Range.changed] 和 [signal Range.value_changed] 信号是该" "类继承的 [Range] 类的一部分。" msgid "" "If [code]true[/code], the slider can be interacted with. If [code]false[/" "code], the value can be changed only by code." msgstr "" "如果为 [code]true[/code],则滑动条可以交互。如果为 [code]false[/code],则只能" "通过代码更改该值。" msgid "If [code]true[/code], the value can be changed using the mouse wheel." msgstr "如果为 [code]true[/code],则可以使用鼠标滚轮更改该值。" msgid "" "Number of ticks displayed on the slider, including border ticks. Ticks are " "uniformly-distributed value markers." msgstr "滑动条上显示的刻度线数量,包括边界刻度线。刻度是均匀分布的数值标记。" msgid "" "If [code]true[/code], the slider will display ticks for minimum and maximum " "values." msgstr "如果为 [code]true[/code],则滑动条将显示最小值和最大值的刻度。" msgid "Emitted when dragging is started." msgstr "拖拽开始时触发。" msgid "Slider between two PhysicsBodies in 3D." msgstr "3D 中,两个 PhysicsBody 之间的滑动条。" 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 "" "超过限制时旋转的阻尼量。\n" "较低的阻尼值允许由主体 A 发起的旋转以较慢的速度传播到主体 B。" msgid "" "The amount of restitution of the rotation when the limit is surpassed.\n" "Does not affect damping." msgstr "" "当超过极限时,旋转的恢复量。\n" "不影响阻尼。" msgid "" "A factor applied to the all rotation once the limit is surpassed.\n" "Makes all rotation slower when between 0 and 1." msgstr "" "应用于所有旋转超过限制后的系数。\n" "在 0 和 1 之间时使所有旋转变慢。" msgid "A factor applied to the all rotation in the limits." msgstr "应用于所有受限旋转的系数。" msgid "" "A factor applied to the all rotation across axes orthogonal to the slider." msgstr "应用于与滑动条正交的轴的所有旋转的系数。" 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 "" "一旦超过 [member linear_limit/lower_distance] 和 [member linear_limit/" "upper_distance] 所定义的极限,就会产生的阻尼量。" msgid "" "The amount of restitution once the limits are surpassed. The lower, the more " "velocity-energy gets lost." msgstr "超出限制后的补偿。数值越低,损失的速度能量越多。" msgid "A soft mesh physics body." msgstr "柔性网格物理体。" msgid "Returns local translation of a vertex in the surface array." msgstr "返回表面数组中顶点的局部平移。" msgid "Returns [code]true[/code] if vertex is set to pinned." msgstr "如果顶点设置为固定,则返回 [code]true[/code]。" msgid "" "Increasing this value will improve the resulting simulation, but can affect " "performance. Use with care." msgstr "增加这个值会改善模拟结果,但会影响性能。请小心使用。" msgid "Class representing a spherical [PrimitiveMesh]." msgstr "表示球形 [PrimitiveMesh] 的类。" msgid "Full height of the sphere." msgstr "球体的全高。" 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 "" "如果为 [code]true[/code],则创建一个半球而不是一个完整的球体。\n" "[b]注意:[/b]要得到一个规则的半球,球体的高度和半径必须相等。" msgid "Number of radial segments on the sphere." msgstr "球体上的径向段数。" msgid "Radius of sphere." msgstr "球体半径." msgid "Number of segments along the height of the sphere." msgstr "沿着球体高度的段数。" msgid "The sphere's radius. The shape's diameter is double the radius." msgstr "球体的半径。形状的直径是半径的两倍。" msgid "Numerical input text field." msgstr "数值输入文本字段。" msgid "Applies the current value of this [SpinBox]." msgstr "应用此 [SpinBox] 的当前值。" 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 "" "返回这个 [SpinBox] 中的 [LineEdit] 实例。你可以用它来访问 [LineEdit] 的属性和" "方法。\n" "[b]警告:[/b]这是一个必要的内部节点,移除和释放它可能会导致崩溃。如果你想隐藏" "它或它的任何子节点,请使用其 [member CanvasItem.visible] 属性。" msgid "" "If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be " "read only." msgstr "" "如果为 [code]true[/code],则 [SpinBox] 将是可编辑的。否则,它将是只读的。" msgid "" "Adds the specified [code]prefix[/code] string before the numerical value of " "the [SpinBox]." msgstr "在 [SpinBox] 的数值前添加指定的 [code]prefix[/code] 字符串。" msgid "" "Adds the specified [code]suffix[/code] string after the numerical value of " "the [SpinBox]." msgstr "在 [SpinBox] 的数值后添加指定的 [code]suffix[/code] 字符串。" msgid "Container for splitting and adjusting." msgstr "用于拆分和调整的容器。" msgid "" "Container for splitting two [Control]s vertically or horizontally, with a " "grabber that allows adjusting the split offset or ratio." msgstr "" "用于垂直或水平拆分两个 [Control] 的容器,带有允许调整拆分偏移或比率的抓取器。" msgid "" "Clamps the [member split_offset] value to not go outside the currently " "possible minimal and maximum values." msgstr "限制 [member split_offset] 值不超出当前可能的最小值和最大值。" msgid "" "If [code]true[/code], the area of the first [Control] will be collapsed and " "the dragger will be disabled." msgstr "" "如果为 [code]true[/code],第一个 [Control] 的区域将被折叠并且拖动器将被禁用。" msgid "" "Determines the dragger's visibility. See [enum DraggerVisibility] for " "details." msgstr "确定拖动器的可见性。有关详细信息,请参阅 [enum DraggerVisibility]。" 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 "" "两个 [Control] 之间拆分的初始偏移量,[code]0[/code] 位于第一个 [Control] 的末" "尾。" msgid "Emitted when the dragger is dragged by user." msgstr "当用户拖动拖动器时发出。" msgid "The split dragger is visible when the cursor hovers it." msgstr "当光标悬停时,拆分拖动器是可见的。" msgid "The split dragger is never visible." msgstr "拆分拖动器永远不可见。" msgid "The split dragger is never visible and its space collapsed." msgstr "拆分拖动器永远不可见,其空间也被折叠。" msgid "A spotlight, such as a reflector spotlight or a lantern." msgstr "聚光灯,如反射器聚光灯或灯笼。" msgid "The spotlight's angular attenuation curve." msgstr "聚光灯的角度衰减曲线。" msgid "The spotlight's light energy attenuation curve." msgstr "聚光灯的光量衰减曲线。" msgid "A helper node, mostly used in 3rd person cameras." msgstr "辅助节点,主要用于第三人称相机。" msgid "Returns the spring arm's current length." msgstr "返回弹簧臂的当前长度。" msgid "" "The layers against which the collision check shall be done. See " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" "碰撞检测的目标层。更多信息请参阅文档中的[url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]《碰撞层与遮罩》[/url]。" msgid "General-purpose sprite node." msgstr "通用精灵图节点。" 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 "" "显示 2D 纹理的节点。显示的纹理可以是来自较大图集纹理的区域,也可以是来自精灵" "表动画的帧。" 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 "" "如果给定位置的像素不透明,则返回 [code]true[/code],其他情况下返回 " "[code]false[/code]。\n" "[b]注意:[/b]如果精灵的纹理为[code]null[/code]或者给定的位置无效,它也会返回 " "[code]false[/code]。" msgid "If [code]true[/code], texture is centered." msgstr "如果为 [code]true[/code],纹理居中。" msgid "" "Current frame to display from sprite sheet. [member hframes] or [member " "vframes] must be greater than 1." msgstr "" "当前显示的精灵表中的帧。[member vframes] 或 [member hframes] 必须大于 1。" 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 "" "显示的帧在精灵表中的坐标。这是 [member frame] 属性的别名。[member vframes] " "或 [member hframes] 必须大于 1。" msgid "The number of columns in the sprite sheet." msgstr "精灵表中的列数。" msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " "[member region_rect]." msgstr "" "如果为 [code]true[/code],则从较大的图集纹理中剪切纹理。见 [member " "region_rect]。" msgid "" "The region of the atlas texture to display. [member region_enabled] must be " "[code]true[/code]." msgstr "" "要显示的图集纹理区域。[member region_enabled] 必须是 [code]true[/code]。" msgid "The number of rows in the sprite sheet." msgstr "精灵表中的行数。" msgid "Emitted when the [member frame] changes." msgstr "当 [member frame] 更改时发出。" msgid "Emitted when the [member texture] changes." msgstr "当 [member texture] 更改时发出。" msgid "2D sprite node in a 3D world." msgstr "3D 世界中的 2D 精灵节点。" msgid "2D sprite node in 3D environment." msgstr "3D 环境中的 2D 精灵节点。" msgid "Returns the rectangle representing this sprite." msgstr "返回表示此精灵的矩形。" msgid "The direction in which the front of the texture faces." msgstr "纹理正面朝向的方向。" 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 "" "如果为 [code]true[/code],则从后面也可以看到纹理,如果为 [code]false[/code]," "则从后面看它是不可见的。" msgid "The size of one pixel's width on the sprite to scale it in 3D." msgstr "精灵上一个像素宽度的大小,以 3D 缩放。" 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 "" "设置该精灵的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n" "[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认" "值)时适用。\n" "[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序" "方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。" msgid "" "If [code]true[/code], the texture's transparency and the opacity are used to " "make those parts of the sprite invisible." msgstr "" "如果为 [code]true[/code],纹理的透明度和不透明度用于使精灵的这些部分不可见。" msgid "" "If set, the texture's transparency and the opacity are used to make those " "parts of the sprite invisible." msgstr "如果设置,纹理的透明度和不透明性用于使精灵的这些部分不可见。" msgid "If set, lights in the environment affect the sprite." msgstr "如果设置,环境中的灯光会影响精灵。" 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 "" "这个模式会进行标准的 Alpha 混合。可以显示半透明区域,但透明材质存在重叠时可能" "会暴露透明度排序问题。" msgid "" "Returns [code]true[/code] if the given animation is configured to loop when " "it finishes playing. Otherwise, returns [code]false[/code]." msgstr "" "当指定的动画被配置为结束播放后循环时,返回 [code]true[/code],否则返回 " "[code]false[/code]。" msgid "" "Returns an array containing the names associated to each animation. Values " "are placed in alphabetical order." msgstr "返回一个包含每个动画的名称的数组。值按字母顺序排列。" msgid "Abstraction and base class for stream-based protocols." msgstr "基于流的协议的抽象和基类。" msgid "Gets a signed 16-bit value from the stream." msgstr "从流中获取一个有符号 16 位值。" msgid "Gets a signed 32-bit value from the stream." msgstr "从流中获取一个有符号 32 位值。" msgid "Gets a signed 64-bit value from the stream." msgstr "从流中获取一个有符号 64 位值。" msgid "Gets a signed byte from the stream." msgstr "从流中获取一个有符号字节。" msgid "Gets a double-precision float from the stream." msgstr "从流中获取一个双精度浮点数。" msgid "Gets a single-precision float from the stream." msgstr "从流中获取一个单精度浮点数。" msgid "Gets an unsigned 16-bit value from the stream." msgstr "从流中获取一个无符号 16 位值。" msgid "Gets an unsigned 32-bit value from the stream." msgstr "从流中获取一个无符号 32 位值。" msgid "Gets an unsigned 64-bit value from the stream." msgstr "从流中获取一个无符号 64 位值。" msgid "Gets an unsigned byte from the stream." msgstr "从流中获取一个无符号字节。" msgid "Puts a signed 16-bit value into the stream." msgstr "向流中放入一个有符号 16 位值。" msgid "Puts a signed 32-bit value into the stream." msgstr "向流中放入一个有符号 32 位值。" msgid "Puts a signed 64-bit value into the stream." msgstr "向流中放入一个有符号 64 位值。" msgid "Puts a signed byte into the stream." msgstr "向流中放入一个有符号字节。" msgid "Puts a double-precision float into the stream." msgstr "向流中放入一个双精度浮点数。" msgid "Puts a single-precision float into the stream." msgstr "向流中放入一个单精度浮点数。" msgid "Puts an unsigned 16-bit value into the stream." msgstr "向流中放入一个无符号 16 位值。" msgid "Puts an unsigned 32-bit value into the stream." msgstr "向流中放入一个无符号 32 位值。" msgid "Puts an unsigned 64-bit value into the stream." msgstr "向流中放入一个无符号 64 位值。" msgid "Puts an unsigned byte into the stream." msgstr "向流中放入一个无符号字节。" msgid "" "If [code]true[/code], this [StreamPeer] will using big-endian format for " "encoding and decoding." msgstr "为 [code]true[/code] 时,该 [StreamPeer] 进行编解码时会使用大端格式。" msgid "Data buffer stream peer." msgstr "数据缓冲区流对等体。" msgid "Clears the [member data_array] and resets the cursor." msgstr "清除 [member data_array] 并重置指针。" msgid "" "Returns a new [StreamPeerBuffer] with the same [member data_array] content." msgstr "返回新的 [StreamPeerBuffer],具有相同的 [member data_array] 内容。" msgid "Returns the current cursor position." msgstr "返回当前的指针位置。" msgid "Returns the size of [member data_array]." msgstr "返回 [member data_array] 的大小。" msgid "Resizes the [member data_array]. This [i]doesn't[/i] update the cursor." msgstr "调整 [member data_array] 的大小。[i]不会[/i]更新指针。" msgid "The underlying data buffer. Setting this value resets the cursor." msgstr "内部的数据缓冲。设置该值会重置指针。" msgid "TCP stream peer." msgstr "TCP 流对等体。" msgid "Disconnects from host." msgstr "与主机断开连接。" msgid "Returns the IP of this peer." msgstr "返回该对等体的IP。" msgid "Returns the port of this peer." msgstr "返回该对等体的端口。" msgid "Returns the status of the connection, see [enum Status]." msgstr "返回连接的状态,见[enum Status]。" msgid "" "The initial status of the [StreamPeerTCP]. This is also the status after " "disconnecting." msgstr "[StreamPeerTCP]的初始状态。这也是断开连接后的状态。" msgid "A status representing a [StreamPeerTCP] that is connecting to a host." msgstr "表示连接到主机的 [StreamPeerTCP] 的状态。" msgid "A status representing a [StreamPeerTCP] that is connected to a host." msgstr "表示连接到主机的 [StreamPeerSSL] 的状态。" msgid "A status representing a [StreamPeerTCP] in error state." msgstr "表示处于错误状态的 [StreamPeerTCP] 的状态。" msgid "" "Poll the connection to check for incoming bytes. Call this right before " "[method StreamPeer.get_available_bytes] for it to work properly." msgstr "" "轮询连接以检查传入的字节。在 [method StreamPeer.get_available_bytes] 之前调用" "它以使其正常工作。" msgid "Constructs an empty [String] ([code]\"\"[/code])." msgstr "构造空的 [String]([code]\"\"[/code])。" msgid "Constructs a [String] as a copy of the given [String]." msgstr "构造给定 [String] 的副本。" msgid "" "Returns a copy of the string with special characters escaped using the C " "language standard." msgstr "返回一个使用 C 语言标准转义的特殊字符的字符串的副本。" msgid "" "Returns a copy of the string with indentation (leading tabs and spaces) " "removed. See also [method indent] to add indentation." msgstr "" "返回删除了缩进(前导制表符和空格)的字符串副本。添加缩进请参阅 [method " "indent]。" msgid "Returns the string converted to lowercase." msgstr "返回转换为小写的字符串。" msgid "Returns the string converted to uppercase." msgstr "返回转换为大写的字符串。" msgid "" "Returns a copy of the string with escaped characters replaced by their " "meanings according to the XML standard." msgstr "返回根据 XML 标准将转义字符替换为其含义的字符串副本。" msgid "An optimized string type for unique names." msgstr "针对唯一名称优化的字符串类型。" msgid "Constructs an empty [StringName]." msgstr "构造空的 [StringName]。" msgid "Constructs a [StringName] as a copy of the given [StringName]." msgstr "构造给定 [StringName] 的副本。" msgid "Base class for drawing stylized boxes for the UI." msgstr "用于为 UI 绘制风格化框的基类。" 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 "" "样式盒 StyleBox 是一种 [Resource],它提供了一个抽象基类,用于为 UI 绘制风格化" "的框。StyleBox 被用于绘制按钮的样式、行编辑框的背景、树的背景等,也被用作测试" "指针信号的透明掩码。将 StyleBox 指定为控件的掩码时,如果在掩码测试失败,点击" "和运动信号将透过它传递至下层控件。\n" "[b]注意:[/b]对于有 [i]主题属性[/i] 的 [Control] 控件,名为 [code]focus[/" "code] 的 [StyleBox] 会显示在名为 [code]normal[/code]、[code]hover[/code]、" "[code]pressed[/code] 的 [StyleBox]之上。这样的行为有助于 [code]focus[/code] " "[StyleBox] 在不同节点上复用。" msgid "" "Returns the [CanvasItem] that handles its [constant CanvasItem." "NOTIFICATION_DRAW] or [method CanvasItem._draw] callback at this moment." msgstr "" "返回此时处理其 [constant CanvasItem.NOTIFICATION_DRAW] 或 [method CanvasItem." "_draw] 回调的 [CanvasItem]。" msgid "Returns the minimum size that this stylebox can be shrunk to." msgstr "返回此样式盒可以缩小到的最小尺寸。" 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 "" "返回样式盒的“偏移量”。这个辅助函数返回一个等价于 [code]Vector2(style." "get_margin(MARGIN_LEFT), style.get_margin(MARGIN_TOP))[/code] 的值。" msgid "Test a position in a rectangle, return whether it passes the mask test." msgstr "测试矩形中的一个位置,返回它是否通过掩码测试。" 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 "" "此样式盒内容的底边距。增加此值会从底部减少内容的可用空间。\n" "如果此值为负,则将其忽略并改为使用特定于该子类型的边距。例如,对于 " "[StyleBoxFlat],(如果有厚度的话)将使用边框厚度。\n" "内容是什么由使用此样式盒的代码决定:例如 [Button] 会为其文本内容设置此内容边" "距。\n" "使用者应该通过 [method get_margin] 获取边距,而不是直接读取单独方向上的属性。" "这是因为这个函数会正确处理负值和上述备用逻辑。" 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 "" "此样式盒内容的左边距。增加此值会从左侧减少内容的可用空间。\n" "额外的注意事项请参阅 [member content_margin_bottom]。" 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 "" "此样式盒内容的右边距。增加此值会从右侧减少内容的可用空间。\n" "额外的注意事项请参阅 [member content_margin_bottom]。" 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 "" "此样式盒内容的顶边距。增加此值会从顶部减少内容的可用空间。\n" "额外的注意事项请参阅 [member content_margin_bottom]。" msgid "Empty stylebox (does not display anything)." msgstr "空的样式盒(不显示任何东西)。" msgid "Empty stylebox (really does not display anything)." msgstr "空的样式盒(真的不显示任何东西)。" msgid "" "Customizable [StyleBox] with a given set of parameters (no texture required)." msgstr "可通过一系列参数自定义的 [StyleBox](无需纹理) 。" msgid "Returns the smallest border width out of all four borders." msgstr "返回所有四个边界中最小的边框宽度。" 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 "" "抗锯齿会在边缘周围绘制一个渐变到透明的小环。因此边缘看起来会更加平滑。这仅在" "使用圆角或 [member skew] 时才明显。\n" "[b]注意:[/b]使用 45 度倒角([member corner_detail] = 1)时,建议将 [member " "anti_aliasing] 设为 [code]false[/code],这样可以保证画面锐利、避免一些显示问" "题。" msgid "" "This changes the size of the faded ring. Higher values can be used to " "achieve a \"blurry\" effect." msgstr "这将改变褪色环的大小。更高的数值可以用来实现 \"模糊 \"的效果。" msgid "The background color of the stylebox." msgstr "StyleBox的背景颜色。" msgid "If [code]true[/code], the border will fade into the background color." msgstr "如果为 [code]true[/code],边框会淡入背景色。" msgid "Sets the color of the border." msgstr "设置边框的颜色。" msgid "Border width for the bottom border." msgstr "底边框的宽度。" msgid "Border width for the left border." msgstr "左边框的宽度。" msgid "Border width for the right border." msgstr "右边框的宽度。" msgid "Border width for the top border." msgstr "顶边框的宽度。" 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 "" "设置用于每个角的顶点数。更高的值生成更圆的角,但需要更多的处理计算。选择值" "时,应考虑角半径([method set_corner_radius_all])。\n" "对于小于 10 的角半径,[code]4[/code] 或 [code]5[/code] 应该就足够。对于小于 " "30 的角半径,[code]8[/code] 和 [code]12[/code] 之间的值应该足够。\n" "[code]1[/code]的角细节会导致倒角而不是圆角,这对于某些艺术效果很有用。" msgid "" "The bottom-left corner's radius. If [code]0[/code], the corner is not " "rounded." msgstr "左下角的半径。如果为 [code]0[/code],则该角不圆滑。" msgid "" "The bottom-right corner's radius. If [code]0[/code], the corner is not " "rounded." msgstr "右下角的半径。如果为 [code]0[/code],则该角不圆滑。" msgid "" "The top-left corner's radius. If [code]0[/code], the corner is not rounded." msgstr "左上角的半径。如果为 [code]0[/code],则该角不圆滑。" msgid "" "The top-right corner's radius. If [code]0[/code], the corner is not rounded." msgstr "右上角的半径。如果为 [code]0[/code],则该角不圆滑。" msgid "Toggles drawing of the inner part of the stylebox." msgstr "切换绘制 StyleBox 的内部部分。" 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 "" "将该样式盒扩展到该控件矩形的底边。可以与 [member border_width_bottom] 组合," "在该控件矩形之外绘制边框。\n" "[b]注意:[/b]与 [member StyleBox.content_margin_bottom] 不同,[member " "expand_margin_bottom] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会" "对可用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区" "域。" 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 "" "将该样式盒扩展到该控件矩形的左边。可以与 [member border_width_left] 组合,在" "该控件矩形之外绘制边框。\n" "[b]注意:[/b]与 [member StyleBox.content_margin_left] 不同,[member " "expand_margin_left] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会对" "可用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区域。" 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 "" "将该样式盒扩展到该控件矩形的右边。可以与 [member border_width_right] 组合,在" "该控件矩形之外绘制边框。\n" "[b]注意:[/b]与 [member StyleBox.content_margin_right] 不同,[member " "expand_margin_right] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会对" "可用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区域。" 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 "" "将该样式盒扩展到该控件矩形的顶边。可以与 [member border_width_top] 组合,在该" "控件矩形之外绘制边框。\n" "[b]注意:[/b]与 [member StyleBox.content_margin_top] 不同,[member " "expand_margin_top] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会对可" "用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区域。" msgid "" "The color of the shadow. This has no effect if [member shadow_size] is lower " "than 1." msgstr "阴影的颜色。如果 [member shadow_size] 小于 1,这将不起作用。" msgid "" "The shadow offset in pixels. Adjusts the position of the shadow relatively " "to the stylebox." msgstr "以像素为单位的阴影偏移。相对于StyleBox调整阴影的位置。" msgid "The shadow size in pixels." msgstr "以像素为单位的阴影大小。" 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 "" "如果任何轴被设为了非零值,[member skew] 就会将该 StyleBox 进行横向和/或纵向变" "形。可用于实现“未来风”的 UI。正值会让该 StyleBox 朝右(X 轴)上(Y 轴)偏斜," "负值会让该 StyleBox 朝左(X 轴)下(Y 轴)偏斜。\n" "[b]注意:[/b]为了让文本不触碰到该 StyleBox 的边缘,请考虑增大该 [StyleBox] 的" "内容边距(见 [member StyleBox.content_margin_bottom])。增大内容边距比增大扩" "展边距(见 [member expand_margin_bottom])更好,因为增大扩展边距并不会增大 " "[Control] 的可点击区域。" msgid "[StyleBox] that displays a single line." msgstr "显示单线的 [StyleBox] 。" msgid "" "[StyleBox] that displays a single line of a given color and thickness. It " "can be used to draw things like separators." msgstr "显示给定颜色和粗细的单线[StyleBox] 。它可用于绘制分隔符之类的东西。" msgid "The line's color." msgstr "线的颜色。" 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 "" "线将在 [StyleBoxLine] 的边界之前延伸的像素数。如果设置为负值,则该线将从 " "[StyleBoxLine] 的边界内开始。" 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 "" "线将超出 [StyleBoxLine] 边界的像素数。如果设置为负值,则该线将在 " "[StyleBoxLine] 的边界内结束。" msgid "The line's thickness in pixels." msgstr "线条的粗细(以像素为单位)。" msgid "" "If [code]true[/code], the line will be vertical. If [code]false[/code], the " "line will be horizontal." msgstr "" "如果为 [code]true[/code],则该线将是垂直的。如果 [code]false[/code],该线将是" "水平的。" msgid "Texture-based nine-patch [StyleBox]." msgstr "基于纹理的九宫格 [StyleBox]。" 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 "" "基于纹理的九宫格 [StyleBox],类似于 [NinePatchRect]。这个样式盒会对纹理执行 " "3×3 缩放,其中只有中心单元会被完全拉伸。这使得无论样式盒的大小如何,都可以设" "计有边框的样式。" msgid "" "Controls how the stylebox's texture will be stretched or tiled horizontally. " "See [enum AxisStretchMode] for possible values." msgstr "" "控制如何水平拉伸或平铺样式盒的纹理。可能的取值见 [enum AxisStretchMode]。" msgid "" "Controls how the stylebox's texture will be stretched or tiled vertically. " "See [enum AxisStretchMode] for possible values." msgstr "" "控制如何垂直拉伸或平铺 StyleBox 的纹理。可能的取值见 [enum AxisStretchMode]。" msgid "" "If [code]true[/code], the nine-patch texture's center tile will be drawn." msgstr "如果为 [code]true[/code],将绘制九宫格纹理的中心图块。" msgid "" "Expands the bottom margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "绘制时扩展此样式盒的底部边距,使其绘制得比请求的大。" msgid "" "Expands the left margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "绘制时扩展此样式盒的左边距,使其绘制得比请求的大。" msgid "" "Expands the right margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "绘制时扩展此样式盒的右边距,使其绘制得比请求的大。" msgid "" "Expands the top margin of this style box when drawing, causing it to be " "drawn larger than requested." msgstr "绘制时扩展此样式盒的上边距,使其绘制得比请求的大。" msgid "Modulates the color of the texture when this style box is drawn." msgstr "绘制此样式盒时用于调制纹理的颜色。" msgid "The texture to use when drawing this style box." msgstr "绘制此样式盒时所使用的纹理。" 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 "" "增加 3×3 StyleBox 的底边距。\n" "更高的值意味着更多的源纹理被认为是 3×3 box的底边的一部分。\n" "如果 [member StyleBox.content_margin_bottom] 为负值,这个值也是作为后备值使" "用。" 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 "" "增加 3×3 StyleBox 的左边距。\n" "较高的值意味着更多的源纹理被认为是 3×3 box左边框的一部分。\n" "如果 [member StyleBox.content_margin_left] 为负值,这个值也是作为后备值使用。" 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 "" "增加 3×3 StyleBox 的右边距。\n" "较高的值意味着更多的源纹理被认为是 3×3 box右边框的一部分。\n" "如果 [member StyleBox.content_margin_right] 为负值,这个值也是作为后备值使" "用。" 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 "" "增加 3×3 StyleBox 的上边距。\n" "较高的值意味着更多的源纹理被认为是 3×3 box上边框的一部分。\n" "如果 [member StyleBox.content_margin_top] 为负值,这个值也是作为后备值使用。" msgid "" "Stretch the stylebox's texture. This results in visible distortion unless " "the texture size matches the stylebox's size perfectly." msgstr "" "拉伸样式盒的纹理。这会导致可见的失真,除非纹理大小与样式盒的大小完美匹配。" msgid "" "Repeats the stylebox's texture to match the stylebox's size according to the " "nine-patch system." msgstr "根据九宫格系统,重复样式盒的纹理,以匹配样式盒的大小。" 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 "" "根据九宫格系统,重复样式盒的纹理,以匹配样式盒的大小。与 [constant " "AXIS_STRETCH_MODE_TILE] 不同,可能会稍微拉伸纹理以使九宫格纹理平铺无缝。" msgid "Creates a sub-view into the screen." msgstr "在屏幕中创建子视图。" msgid "3D in 2D Demo" msgstr "2D 中的 3D 演示" msgid "Screen Capture Demo" msgstr "屏幕捕捉演示" msgid "Dynamic Split Screen Demo" msgstr "动态分屏演示" msgid "3D Viewport Scaling Demo" msgstr "3D Viewport 缩放演示" msgid "Always clear the render target before drawing." msgstr "绘制前始终清除渲染目标。" msgid "Never clear the render target." msgstr "永不清除渲染目标。" msgid "" "Clear the render target on the next frame, then switch to [constant " "CLEAR_MODE_NEVER]." msgstr "在下一帧清除渲染目标,然后切换到 [constant CLEAR_MODE_NEVER]。" msgid "Do not update the render target." msgstr "不要更新渲染目标。" msgid "" "Update the render target once, then switch to [constant UPDATE_DISABLED]." msgstr "更新渲染目标一次,然后切换到 [constant UPDATE_DISABLED]。" msgid "" "Update the render target only when it is visible. This is the default value." msgstr "仅在渲染目标可见时更新渲染目标。这是默认值。" msgid "Always update the render target." msgstr "始终更新渲染目标。" msgid "Helper tool to create geometry." msgstr "创建几何图形的辅助工具。" 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 "" "将一个由数组数据组成的三角扇插入正在构建的 [Mesh] 中。\n" "需要将图元类型设置为 [constant Mesh.PRIMITIVE_TRIANGLES]。" msgid "" "Specifies the position of current vertex. Should be called after specifying " "other vertex properties (e.g. Color, UV)." msgstr "指定当前顶点的位置。应在指定其他顶点属性(例如颜色、UV)后调用。" msgid "" "Called before adding any vertices. Takes the primitive type as an argument " "(e.g. [constant Mesh.PRIMITIVE_TRIANGLES])." msgstr "" "在添加任何顶点之前被调用。接收图元类型作为参数(例如:[constant Mesh." "PRIMITIVE_TRIANGLES])。" msgid "Clear all information passed into the surface tool so far." msgstr "清除到目前为止传入表面工具(surface tool)的所有信息。" 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 "" "将数据提交给[method ArrayMesh.add_surface_from_arrays]使用的相同格式。这样你" "就可以使用[ArrayMesh]的API接口进一步处理网格数据。" msgid "Creates a vertex array from an existing [Mesh]." msgstr "从现有的网格 [Mesh] 创建一个顶点数组。" 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 "" "从现有 [Mesh] 的指定混合形状创建一个顶点数组。这可用于从混合形状中提取特定姿" "势。" msgid "Removes the index array by expanding the vertex array." msgstr "通过扩展顶点数组移除索引数组。" msgid "" "Generates a tangent vector for each vertex. Requires that each vertex have " "UVs and normals set already (see [method generate_normals])." msgstr "" "为每个顶点生成切向量。要求每个顶点已经设置了 UV 和法线,参阅 [method " "generate_normals]。" msgid "" "Shrinks the vertex array by creating an index array. This can improve " "performance by avoiding vertex reuse." msgstr "通过创建索引数组来缩小顶点数组。这可以避免顶点重复而提高性能。" msgid "Sets [Material] to be used by the [Mesh] you are constructing." msgstr "设置要由您正在构建的 [Mesh] 使用的 [Material]。" 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 "" "指定[i]下一个[/i]顶点所使用的法线。如果每个顶点都需要设置此信息,而你没有为第" "一个顶点提交,则可能根本无法使用此信息。" 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 "" "指定[i]下一个[/i]顶点所使用的切线。如果每个顶点都需要设置此信息,而你没有为第" "一个顶点提交,则可能根本无法使用此信息。" 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 "" "指定[i]下一个[/i]顶点所使用的 UV 坐标。如果每个顶点都需要设置此信息,而您未能" "为第一个顶点提交此信息,此信息可能根本就不会被使用。" 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 "" "指定可选的第二组UV坐标,用于[i]next[/i]顶点。如果每个顶点都需要设置这个信息," "而你没有为第一个顶点提交这个信息,此信息可能根本就不会被使用。" msgid "" "Simple tabs control, similar to [TabContainer] but is only in charge of " "drawing tabs, not interacting with children." msgstr "" "简单的选项卡控制,类似于 [TabContainer],但只负责绘制选项卡,不与子节点互动。" msgid "Adds a new tab." msgstr "添加新选项卡。" msgid "Moves the scroll view to make the tab visible." msgstr "移动滚动视图,使标签可见。" 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 "" "如果偏移按钮(所有选项卡没有足够空间时出现的按钮)可见,则返回 [code]true[/" "code]。" msgid "Returns the previously active tab index." msgstr "返回上一个活动选项卡的索引。" msgid "Returns the number of hidden tabs offsetted to the left." msgstr "返回向左偏移的隐藏选项卡的数量。" msgid "Returns tab [Rect2] with local position and size." msgstr "返回带有局部位置和大小的选项卡 [Rect2]。" msgid "Select tab at index [code]tab_idx[/code]." msgstr "选择索引 [code]tab_idx[/code] 处的选项卡。" msgid "If [code]true[/code], tabs can be rearranged with mouse drag." msgstr "如果为 [code]true[/code],可以通过鼠标拖动重新排列选项卡。" msgid "" "if [code]true[/code], the mouse's scroll wheel can be used to navigate the " "scroll view." msgstr "如果为 [code]true[/code],鼠标的滚轮可用于导航滚动视图。" msgid "" "If [code]true[/code], enables selecting a tab with the right mouse button." msgstr "如果为 [code]true[/code],启用鼠标右键选择选项卡。" msgid "" "Sets when the close button will appear on the tabs. See [enum " "CloseButtonDisplayPolicy] for details." msgstr "" "设置关闭按钮何时出现在选项卡上。有关详细信息,请参阅 [enum " "CloseButtonDisplayPolicy]。" msgid "" "Emitted when the active tab is rearranged via mouse drag. See [member " "drag_to_rearrange_enabled]." msgstr "" "通过鼠标拖动重新排列活动选项卡时发出。见 [member drag_to_rearrange_enabled]。" msgid "" "Emitted when a tab's right button is pressed. See [method " "set_tab_button_icon]." msgstr "选项卡的右侧按钮被按下时发出。见 [method set_tab_button_icon]。" msgid "Emitted when switching to another tab." msgstr "切换到另一个选项卡时发出。" msgid "Emitted when a tab is clicked, even if it is the current tab." msgstr "单击选项卡时发出,即使它是当前选项卡。" msgid "Emitted when a tab is hovered by the mouse." msgstr "当鼠标悬停选项卡时发出。" msgid "Never show the close buttons." msgstr "永远不会显示关闭按钮。" msgid "Only show the close button on the currently active tab." msgstr "仅在当前活动选项卡上显示关闭按钮。" msgid "Show the close button on all tabs." msgstr "在所有选项卡上显示关闭按钮。" msgid "Represents the size of the [enum CloseButtonDisplayPolicy] enum." msgstr "表示 [enum CloseButtonDisplayPolicy] 枚举的大小。" msgid "Font color of disabled tabs." msgstr "禁用选项卡的字体颜色。" msgid "Font color of the currently selected tab." msgstr "当前所选选项卡的字体颜色。" msgid "The font used to draw tab names." msgstr "用于绘制选项卡名称的字体。" msgid "The icon for the close button (see [member tab_close_display_policy])." msgstr "关闭按钮的图标(见 [member tab_close_display_policy])。" 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 "" "左边的箭头按钮的图标,当有太多的标签无法容纳在容器的宽度内时出现。当该按钮被" "禁用时(即第一个标签是可见的),它显示为半透明的。" 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 "" "当标签太多无法适应容器宽度时出现的左箭头按钮图标。当鼠标悬停在按钮上时使用。" msgid "" "Icon 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 "" "右箭头按钮的图标,当有太多的标签无法容纳在容器的宽度内时出现。当该按钮被禁用" "时(即最后一个标签是可见的),它显示为半透明的。" 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 "" "当标签太多无法适应容器宽度时出现的右箭头按钮图标。当鼠标悬停在按钮上时使用。" msgid "The style of disabled tabs." msgstr "禁用标签的样式。" msgid "The style of the currently selected tab." msgstr "当前所选标签的样式。" msgid "Tabbed container." msgstr "选项卡容器。" msgid "Returns the child [Control] node located at the active tab index." msgstr "返回位于活动选项卡索引处的子 [Control] 节点。" msgid "Returns the number of tabs." msgstr "返回选项卡的数量。" 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 "" "如果为 [code]true[/code],所有选项卡都会被绘制在面板之前。如果为 " "[code]false[/code],未激活的选项卡会被绘制在面板之后。" 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 "" "当前选项卡的索引。设置后,此索引的 [Control] 节点的 [code]visible[/code] 属性" "会被设为 [code]true[/code],其他所有都设置为 [code]false[/code]。" msgid "" "If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content " "and titles are hidden." msgstr "" "如果为 [code]true[/code],选项卡可见。如果 [code]false[/code],选项卡的内容和" "标题被隐藏。" 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 "" "如果为 [code]true[/code],隐藏的子 [Control] 节点在总数中考虑其最小大小,而不" "是仅考虑当前可见的一个。" msgid "" "Emitted when the [TabContainer]'s [Popup] button is clicked. See [method " "set_popup] for details." msgstr "" "单击 [TabContainer] 的 [Popup] 按钮时发出。有关详细信息,请参阅 [method " "set_popup]。" msgid "Emitted when a tab is selected, even if it is the current tab." msgstr "选择选项卡时发出,即使它是当前选项卡。" msgid "The icon for the menu button (see [method set_popup])." msgstr "菜单按钮的图标(见 [method set_popup])。" msgid "" "The icon for the menu button (see [method set_popup]) when it's being " "hovered with the cursor." msgstr "当光标悬停时菜单按钮的图标(见 [method set_popup])。" msgid "The style for the background fill." msgstr "背景填充的样式。" msgid "A TCP server." msgstr "TCP 服务器。" msgid "Returns [code]true[/code] if a connection is available for taking." msgstr "如果有连接可供获取,则返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the server is currently listening for " "connections." msgstr "如果服务器当前正在侦听连接,则返回 [code]true[/code]。" msgid "Stops listening." msgstr "停止监听。" msgid "" "If a connection is available, returns a StreamPeerTCP with the connection." msgstr "如果连接可用,则返回带有该连接的 StreamPeerTCP。" msgid "Multiline text editing control." msgstr "多行文本编辑控件。" msgid "Clears the undo history." msgstr "清除撤销历史。" msgid "Deselects the current selection." msgstr "取消当前选择。" msgid "Returns the text of a specific line." msgstr "返回特定行的文本。" msgid "Returns the height of a largest line." msgstr "返回最大行的高度。" msgid "Returns the number of times the given line is wrapped." msgstr "返回给定行换行的次数。" msgid "Returns an array of [String]s representing each wrapped index." msgstr "返回代表各个换行索引的 [String] 数组。" msgid "Returns the equivalent minimap line at [param position]" msgstr "返回小地图 [param position] 处等价的行" msgid "" "Returns the local position and size for the grapheme at the given [param " "line] and [param column]. 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 "" "返回字素的本地位置和大小,该字素位于给定行 [code]line[/code] 和列 " "[code]column[/code]。如果返回的矩形中,位置的 [code]x[/code] 或 [code]y[/" "code] 等于 [code]-1[/code],表示位于该控件的可视范围之外。\n" "[b]注意:[/b]位置中的 Y 对应该行的顶部,而 [method get_pos_at_line_column] 返" "回的则是底部。" msgid "Returns the text inside the selection." msgstr "返回选择内的文本。" msgid "Returns the selection begin line." msgstr "返回选择开始行。" msgid "Returns the selection end line." msgstr "返回选择结束行。" msgid "Returns the total width of all gutters and internal padding." msgstr "返回所有栏位及内部边距的总宽度。" msgid "Returns the number of visible lines, including wrapped text." msgstr "返回可见行数,包括自动换行。" msgid "Returns [code]true[/code] if a \"redo\" action is available." msgstr "有“重做”动作可用时返回 [code]true[/code]。" msgid "Returns [code]true[/code] if an \"undo\" action is available." msgstr "有“撤销”动作可用时返回 [code]true[/code]。" msgid "Returns if the given line is wrapped." msgstr "返回给定的行是否换行。" msgid "Perform redo operation." msgstr "执行重做操作。" msgid "" "Perform selection, from line/column to line/column.\n" "If [member selecting_enabled] is [code]false[/code], no selection will occur." msgstr "" "执行选择,从行/列到行/列。\n" "如果 [member selecting_enabled] 为 [code]false[/code],则不会发生选择。" msgid "" "Select all the text.\n" "If [member selecting_enabled] is [code]false[/code], no selection will occur." msgstr "" "选择所有文本。\n" "如果 [member selecting_enabled] 为 [code]false[/code],则不会发生选择。" msgid "Sets the text for a specific line." msgstr "设置特定行的文本。" msgid "Perform undo operation." msgstr "执行撤销操作。" msgid "If [code]true[/code], allow drag and drop of selected text." msgstr "如果为 [code]true[/code],则允许拖放选中的文本。" msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." msgstr "如果为 [code]true[/code],“空格”字符将具有可见表示形式。" msgid "" "If [code]true[/code], the \"tab\" character will have a visible " "representation." msgstr "如果为 [code]true[/code],“制表符”字符将具有可见表示形式。" msgid "" "If [code]true[/code], all occurrences of the selected text will be " "highlighted." msgstr "如果为 [code]true[/code],所选文本的所有匹配项都将突出显示。" msgid "If [code]true[/code], the line containing the cursor is highlighted." msgstr "如果为 [code]true[/code],则包含光标的行会突出显示。" msgid "" "If [code]true[/code], a minimap is shown, providing an outline of your " "source code." msgstr "如果为 [code]true[/code],则显示小地图,提供源代码的概要。" msgid "The width, in pixels, of the minimap." msgstr "小地图的宽度(以像素为单位)。" msgid "" "If there is a horizontal scrollbar, this determines the current horizontal " "scroll value in pixels." msgstr "如果有一个水平滚动条,这决定了当前的水平滚动值,单位是像素。" msgid "" "If there is a vertical scrollbar, this determines the current vertical " "scroll value in line numbers, starting at 0 for the top line." msgstr "" "如果有一个垂直滚动条,这就决定了当前的垂直滚动值,以行数为单位,顶行从0开始。" 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 "" "如果为 [code]true[/code],文本可以被选择。\n" "如果为 [code]false[/code],用户或使用[method select]或[method select_all]方法" "都不能选择文本。" msgid "String value of the [TextEdit]." msgstr "[TextEdit] 的字符串值。" msgid "" "Pastes the clipboard text over the selected text (or at the cursor's " "position)." msgstr "将剪贴板上的文本粘贴在选定的文本上(或光标的位置)。" msgid "Erases the whole [TextEdit] text." msgstr "擦除整个 [TextEdit] 文本。" msgid "Selects the whole [TextEdit] text." msgstr "选择整个 [TextEdit] 文本。" msgid "Redoes the previous action." msgstr "重做前一个动作。" msgid "Match case when searching." msgstr "搜索时匹配大小写。" msgid "Match whole words when searching." msgstr "搜索时匹配整个单词。" msgid "Search from end to beginning." msgstr "从头到尾搜索。" msgid "" "Sets the highlight [Color] of multiple occurrences. [member " "highlight_all_occurrences] has to be enabled." msgstr "" "设置多次出现的高亮 [Color] 颜色。须启用 [member highlight_all_occurrences] 。" msgid "Sets the [StyleBox] of this [TextEdit]." msgstr "设置这个 [TextEdit] 的 [StyleBox]。" msgid "Generate an [PrimitiveMesh] from the text." msgstr "从文本生成 [PrimitiveMesh]。" 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 "" "根据文本生成 [PrimitiveMesh]。\n" "使用了矢量字形轮廓的动态字体才能用于生成 TextMesh。不支持位图字体(包括 " "TrueType/OpenType 容器中的位图数据,例如彩色 Emoji 字体)。\n" "UV 布局由 4 个横条组成,从上到下依次为:正面占 40% 高度,背面占 40% 的高度," "外面占 10% 的高度,内侧面占 10% 的高度。" msgid "Step (in pixels) used to approximate Bézier curves." msgstr "用于近似贝塞尔曲线的步长(单位为像素)。" 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 "" "生成的网格的深度,设为 [code]0.0[/code] 时只有正面,此时的 UV 布局会变为让正" "面占据整张纹理。" msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "文本上一个像素宽度的大小,以 3D 缩放。" msgid "The text to generate mesh from." msgstr "用于生成网格的文本。" msgid "Returns size of the text." msgstr "返回该文本的大小。" msgid "Returns extra spacing added between glyphs or lines in pixels." msgstr "返回字形或行之间添加的额外间距,单位为像素。" msgid "" "Breaks text into words and returns array of character ranges. Use [param " "grapheme_flags] to set what characters are used for breaking (see [enum " "GraphemeFlag])." msgstr "" "将文本分解成单词并返回字符范围的数组。请使用 [param grapheme_flags] 来设置哪" "些字符会被用于分解(见 [enum GraphemeFlag])。" msgid "" "Returns grapheme index at the specified pixel offset at the baseline, or " "[code]-1[/code] if none is found." msgstr "" "返回字素的索引,该字素位于基线上指定像素偏移的位置,如果没有找到,则返回 " "[code]-1[/code]。" msgid "Do not break the line." msgstr "不换行。" msgid "" "Break the line at the line mandatory break characters (e.g. [code]\"\\n\"[/" "code])." msgstr "在强制换行符处换行(例如 [code]\"\\n\"[/code])。" msgid "Break the line between the words." msgstr "在单词之间换行。" msgid "Break the line between any unconnected graphemes." msgstr "在任何不相连的字素之间换行。" msgid "" "Should be used only in conjunction with [constant BREAK_WORD_BOUND], break " "the line between any unconnected graphemes, if it's impossible to break it " "between the words." msgstr "" "只应与 [constant BREAK_WORD_BOUND] 一起使用,如果不可能在单词之间换行,则在任" "何不相连的字素之间换行。" msgid "Remove edge spaces from the broken line segments." msgstr "移除每一行头尾的空格。" msgid "Trims the text per word instead of per grapheme." msgstr "逐词修剪文本,而不是逐字素修剪文本。" msgid "Grapheme is supported by the font, and can be drawn." msgstr "字素由字体支持,并且可以被绘制。" msgid "Grapheme is part of right-to-left or bottom-to-top run." msgstr "字素是从右至左或从下至上书写的一部分。" msgid "" "Grapheme is not part of source text, it was added by justification process." msgstr "字素不是源文本的一部分,而是通过两端对齐过程添加的。" msgid "Grapheme is whitespace." msgstr "字素是空白字符。" msgid "Grapheme is mandatory break point (e.g. [code]\"\\n\"[/code])." msgstr "字素是强制换行点(例如 [code]\"\\n\"[/code])。" msgid "Grapheme is optional break point (e.g. space)." msgstr "字素是可选换行点(例如空格)。" msgid "Grapheme is the tabulation character." msgstr "字素是制表符。" msgid "Grapheme is kashida." msgstr "字素是 Kashida。" msgid "Grapheme is punctuation character." msgstr "字素是标点符号。" msgid "Grapheme is underscore character." msgstr "字素是下划线字符。" msgid "" "Grapheme is connected to the previous grapheme. Breaking line before this " "grapheme is not safe." msgstr "字素与前一个字素相连。在这个字素之前换行是不安全的。" msgid "It is safe to insert a U+0640 before this grapheme for elongation." msgstr "在这个字素之前插入 U+0640 以进行伸长是安全的。" msgid "Disables font hinting (smoother but less crisp)." msgstr "禁用字体提示(更平滑但不那么清晰)。" msgid "Use the light font hinting mode." msgstr "使用浅色字体提示模式。" msgid "Contour point is on the curve." msgstr "轮廓点在曲线上。" msgid "" "Contour point isn't on the curve, but serves as a control point for a conic " "(quadratic) Bézier arc." msgstr "轮廓点不在曲线上,而是作为圆锥(二次)贝塞尔曲线的控制点。" msgid "" "Contour point isn't on the curve, but serves as a control point for a cubic " "Bézier arc." msgstr "轮廓点不在曲线上,而是作为三次贝塞尔曲线的控制点。" msgid "Spacing for the space character." msgstr "空格字符的间距。" msgid "Emitted when a new interface has been added." msgstr "添加新接口时触发。" msgid "Emitted when an interface is removed." msgstr "当接口被移除时触发。" msgid "Texture for 2D and 3D." msgstr "用于 2D 和 3D 的纹理。" msgid "" "Returns the current format being used by this texture. See [enum Image." "Format] for details." msgstr "返回纹理当前使用的格式。详情见 [enum Image.Format]。" msgid "" "Texture-based button. Supports Pressed, Hover, Disabled and Focused states." msgstr "基于纹理的按钮。支持按下、悬停、停用和焦点状态。" 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 "" "[TextureButton] 的功能与 [Button] 相同,只是它使用精灵而不是 Godot 的 " "[Theme] 主题资源。它的创建速度更快,但它不像更复杂的 [Control] 那样支持本地" "化。\n" "“正常”状态必须包含一个纹理([member texture_normal]);其他纹理是可选的。\n" "也请参阅 [BaseButton],它包含了与该节点相关的通用属性和方法。" 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 "" "用于点击检测的纯黑白 [BitMap] 图像。在遮罩上,白色像素代表按钮的可点击区域。" "可用它来创建具有弯曲形状的按钮。" msgid "" "Texture to display when the node is disabled. See [member BaseButton." "disabled]." msgstr "节点被禁用时显示的纹理。参阅 [member BaseButton.disabled]。" msgid "Texture to display when the mouse hovers the node." msgstr "当鼠标悬停在节点上时显示的纹理。" msgid "" "Texture to display by default, when the node is [b]not[/b] in the disabled, " "focused, hover or pressed state." msgstr "节点[b]不处于[/b]禁用、聚焦、悬停、按下状态时,默认显示的纹理。" 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 "" "如果节点有键盘焦点且玩家按下回车键,或者玩家按下 [member BaseButton." "shortcut] 键,则鼠标悬停在节点上时显示的纹理。" msgid "Scale to fit the node's bounding rectangle." msgstr "缩放以适应节点的边界矩形。" msgid "Tile inside the node's bounding rectangle." msgstr "在节点的边界矩形内平铺。" msgid "" "The texture keeps its original size and stays in the bounding rectangle's " "top-left corner." msgstr "纹理保持它的原始尺寸,并保持在边界矩形的左上角。" msgid "" "The texture keeps its original size and stays centered in the node's " "bounding rectangle." msgstr "纹理保持其原始大小,并在节点的边界矩形中保持居中。" msgid "" "Scale the texture to fit the node's bounding rectangle, but maintain the " "texture's aspect ratio." msgstr "缩放纹理以适应节点的边界矩形,但保持纹理的长宽比。" msgid "" "Scale the texture to fit the node's bounding rectangle, center it, and " "maintain its aspect ratio." msgstr "缩放纹理以适应节点的边界矩形,使其居中,并保持长宽比。" msgid "" "Scale the texture so that the shorter side fits the bounding rectangle. The " "other side clips to the node's limits." msgstr "缩放纹理,使较短的一边适应边界矩形。另一边则裁剪到节点的界限内。" msgid "" "Texture-based progress bar. Useful for loading screens and life or stamina " "bars." msgstr "基于纹理的进度条。适用于加载屏幕和生命或体力条。" 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 "" "如果为 [code]true[/code],Godot 会像在 [NinePatchRect] 中那样处理条形纹理。使" "用 [code]stretch_margin_*[/code] 属性,如 [member stretch_margin_bottom] 来设" "置九宫格的 3×3 网格。当使用径向的 [member fill_mode] 时,这个设置将启用拉伸功" "能。" msgid "" "Offsets [member texture_progress] if [member fill_mode] is [constant " "FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]." msgstr "" "如果[member fill_mode]是[constant FILL_CLOCKWISE]或[constant " "FILL_COUNTER_CLOCKWISE],则对[member texture_progress]进行偏移。" 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 "" "如果[member fill_mode]是[constant FILL_CLOCKWISE]或[constant " "FILL_COUNTER_CLOCKWISE],则为[member texture_progress]的填充上限。当节点的" "[code]value[/code]等于其[code]max_value[/code]时,纹理会填充到这个角度。\n" "参阅[member Range.value], [member Range.max_value]。" 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 "" "如果[member fill_mode]是[constant FILL_CLOCKWISE]或[constant " "FILL_COUNTER_CLOCKWISE],[member texture_progress]的填充起始角度。当节点的" "[code]value[/code]等于其[code]min_value[/code]时,纹理根本不会显示出来。当" "[code]value[/code]增加时,纹理会被填满并趋向于[member radial_fill_degrees]。" 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 "" "九宫格底行的高度。边距为 16 意味着九宫格的底角和侧面将有 16 像素的高度。你可" "以单独设置所有 4 个边距值,来创建具有非统一边框的面板。" msgid "The width of the 9-patch's left column." msgstr "九宫格左列的宽度。" msgid "The width of the 9-patch's right column." msgstr "九宫格右列的宽度。" msgid "The height of the 9-patch's top row." msgstr "九宫格顶行的高度。" 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 "" "[member texture_progress] 的偏移量。对于带有花哨的边框的 [member " "texture_over] 和 [member texture_under] 很有用,可以避免进度纹理的边缘透明。" msgid "" "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 "" "将条形的 [code]texture_over[/code] 纹理的颜色相乘。其效果类似于 [member " "CanvasItem.modulate] ,只是它只影响这个特定的纹理,而不是整个节点。" msgid "" "Multiplies the color of the bar's [code]texture_progress[/code] texture." msgstr "将条形的 [code]texture_progress[/code] 纹理的颜色相乘。" msgid "Multiplies the color of the bar's [code]texture_under[/code] texture." msgstr "将条形的 [code]texture_under[/code] 纹理的颜色相乘。" msgid "The [member texture_progress] fills from left to right." msgstr "[member texture_progress] 从左到右填充。" msgid "The [member texture_progress] fills from right to left." msgstr "[member texture_progress] 从右到左填充。" msgid "The [member texture_progress] fills from top to bottom." msgstr "[member texture_progress] 从上到下填充。" msgid "The [member texture_progress] fills from bottom to top." msgstr "[member texture_progress] 自下而上填充。" 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 "" "将节点变成径向条形。[member texture_progress] 顺时针填充。参阅[member " "radial_center_offset]、[member radial_initial_angle]和[member " "radial_fill_degrees]来控制条形填充的方式。" 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 "" "将节点变成径向条形。[member texture_progress]逆时针填充。参阅[member " "radial_center_offset]、[member radial_initial_angle]和[member " "radial_fill_degrees]来控制条形填充的方式。" msgid "" "The [member texture_progress] fills from the center, expanding both towards " "the left and the right." msgstr "[member texture_progress]从中心开始填充,向左和向右扩展。" msgid "" "The [member texture_progress] fills from the center, expanding both towards " "the top and the bottom." msgstr "[member texture_progress]从中心开始填充,同时向顶部和底部扩展。" 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 "" "将节点变成径向条形。[member texture_progress]从中心径向填充,顺时针和逆时针扩" "展。参阅[member radial_center_offset]、[member radial_initial_angle]和" "[member radial_fill_degrees]来控制条形填充的方式。" msgid "Control for drawing textures." msgstr "控件绘制纹理。" msgid "" "Controls the texture's behavior when resizing the node's bounding rectangle. " "See [enum StretchMode]." msgstr "控件纹理在调整节点边界矩形时的行为。见 [enum StretchMode]。" msgid "" "Scale the texture to fit the node's bounding rectangle, center it and " "maintain its aspect ratio." msgstr "缩放纹理以适应节点的边界矩形,使其居中并保持其长宽比。" 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 "" "为每一个有效的数据类型都添加一个空主题类型。\n" "[b]注意:[/b]空类型不会随该主题保存。这个方法的存在是为了对资源执行内存中的更" "改。请使用 [code]set_*[/code] 方法添加主题项目。" 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 "" "移除该主题类型,优雅地丢弃其中定义的主题项目。如果该类型为变种,则该信息也会" "被消除。如果该类型为类型变种的基础类型,则那些变种会失去其基础类型。" msgid "Theme's [Color] item type." msgstr "主题的 [Color] 颜色项类型。" msgid "Theme's constant item type." msgstr "主题的常量项类型。" msgid "Theme's [Font] item type." msgstr "主题的 [Font] 字体项类型。" msgid "Theme's [StyleBox] item type." msgstr "主题的 [StyleBox] 项目类型。" msgid "Maximum value for the DataType enum." msgstr "数据类型枚举的最大值。" msgid "A unit of execution in a process." msgstr "执行过程中的执行单元。" 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 "" "进程中的执行单元。可以同时在 [Object] 上运行方法。如果使用共享对象,建议通过 " "[Mutex] 或 [Semaphore] 使用同步。\n" "[b]注意:[/b]如果代码在线程中运行,断点不会中断。这是 GDScript 调试器的当前限" "制。" msgid "Thread-safe APIs" msgstr "线程安全的 API" msgid "" "Returns the current [Thread]'s ID, uniquely identifying it among all " "threads. If the [Thread] is not running this returns an empty string." msgstr "" "返回当前 [Thread] 的 ID,在所有线程中唯一标识它。如果 [Thread] 未运行,则返回" "空字符串。" 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 "" "如果此 [Thread] 已启动,则返回 [code]true[/code]。一旦开始,这将返回 " "[code]true[/code] ,直到它使用 [method wait_to_finish] 加入。要检查 [Thread] " "是否仍在执行其任务,请使用 [method is_alive]。" msgid "A thread running with lower priority than normally." msgstr "线程以比正常情况下更低的优先级运行。" msgid "A thread with a standard priority." msgstr "具有标准优先级的线程。" msgid "A thread running with higher priority than normally." msgstr "以比正常情况更高的优先级运行的线程。" msgid "Node for 2D tile-based maps." msgstr "基于 2D 图块的地图节点。" msgid "Using Tilemaps" msgstr "使用图块地图" msgid "2D Hexagonal Demo" msgstr "2D 六边形演示" msgid "Clears all cells." msgstr "清除所有单元格。" msgid "Clears cells that do not exist in the tileset." msgstr "清除图块集中不存在的单元格。" msgid "" "The TileMap's quadrant size. Optimizes drawing by batching, using chunks of " "this size." msgstr "该 TileMap 的象限大小。会使用这个大小的区块对绘制进行批处理优化。" msgid "The assigned [TileSet]." msgstr "指定的 [TileSet] 图块集。" msgid "Tile library for tilemaps." msgstr "图块地图的图块库。" msgid "Time singleton for working with time." msgstr "用于处理时间的 Time 单例。" 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 "" "Time 单例可以转换各种不同格式的时间,也可以从系统获取时间信息。\n" "这个类尽可能多地符合了 ISO 8601 标准。所有日期都遵循“外推格里历”。因此 " "[code]1582-10-15[/code] 的前一天是 [code]1582-10-14[/code],而不是 " "[code]1582-10-04[/code]。公元 1 年的前一年(即公元前 1 年)是数字 [code]0[/" "code],再往前的一年(公元前 2 年)是 [code]-1[/code],以此类推。\n" "转换方法假设“时区相同”,不会自动处理时区或 DST(夏令时)的转换。不会对闰秒进" "行处理,如果需要必须手动处理。“Z”等后缀也没有处理,你需要进行手动剥除。\n" "从系统获取时间信息时,时间可能是本地时间或 UTC 时间,取决于 [code]utc[/code] " "参数。不过 [method get_unix_time_from_system] 方法返回的始终是 UTC 时间。\n" "[b]重要:[/b][code]_from_system[/code] 系列方法使用的是系统始终,用户可以自行" "设置。[b]千万不要[/b]使用该方法进行精确的时间计算,因为计算结果可能受到用户或" "操作系统的自动调整的影响。精确时间的计算[b]请始终使用[/b] [method " "get_ticks_usec] 或 [method get_ticks_msec],可以保证单调性(即不会变小)。" 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 "" "将给定的 Unix 时间戳转换为字典,包含的键为:[code]year[/code]、[code]month[/" "code]、[code]day[/code]、[code]weekday[/code]。" msgid "" "Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD)." msgstr "将给定的 Unix 时间戳转换为 ISO 8601 日期字符串(YYYY-MM-DD)。" msgid "" "Converts the given Unix timestamp to a dictionary of keys: [code]year[/" "code], [code]month[/code], [code]day[/code], and [code]weekday[/code].\n" "The returned Dictionary's values will be the same as the [method " "get_datetime_dict_from_system] if the Unix timestamp is the current time, " "with the exception of Daylight Savings Time as it cannot be determined from " "the epoch." msgstr "" "将给定的 Unix 时间戳转换为字典,包含的键为:[code]year[/code]、[code]month[/" "code]、[code]day[/code]、[code]weekday[/code]。\n" "如果 Unix 时间戳为当前时间,返回的 Dictionary 的值与 [method " "get_datetime_dict_from_system] 相同,区别是无法根据纪元推定夏令时。" 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 "" "将给定的时区偏移分钟数转换为时区偏移字符串。例如,-480 返回 \"-08:00\"、345 " "返回 \"+05:45\"、0 返回 \"+00:00\"。" 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 "" "返回从引擎启动开始所经过的时间,单位为毫秒。\n" "始终为正数或 0,使用 64 位值(会在约 5 亿年后绕回)。" 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 "" "返回从引擎启动开始所经过的时间,单位为微秒。\n" "始终为正数或 0,使用 64 位值(会在约 50 万年后绕回)。" msgid "" "Converts the given time to a dictionary of keys: [code]hour[/code], " "[code]minute[/code], and [code]second[/code]." msgstr "" "将给定的时间转换为字典,包含的键为:时 [code]hour[/code]、分 [code]minute[/" "code]、秒 [code]second[/code]。" msgid "" "Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)." msgstr "将给定的 Unix 时间戳转换为 ISO 8601 时间字符串(HH:MM:SS)。" 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 "" "以字典的形式返回当前时区,包含的键为:[code]bias[/code](偏置)和 " "[code]name[/code](名称)。[code]bias[/code] 的值是从 UTC 的偏移量,单位为" "分,因为并不是所有时区与 UTC 的时间差都是整数倍小时。" 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 "" "将时间值字典转换为 Unix 时间戳。\n" "给定的字典可以包含以下键:[code]year[/code]、[code]month[/code]、[code]day[/" "code]、[code]hour[/code]、[code]minute[/code]、[code]second[/code]。其他的记" "录(包括 [code]dst[/code])都会被忽略。\n" "字典为空时将返回 [code]0[/code]。如果省略了部分键,默认使用 Unix 纪元时间戳 0" "(1970-01-01 的 00:00:00)的对应部分。\n" "你可以将 [method get_datetime_dict_from_unix_time] 的输出直接传给本函数,得到" "的就是最初的输入。\n" "[b]注意:[/b]Unix 时间戳通常是 UTC 的。本方法不会做任何时区转换,所以时间戳的" "时区与给定的日期时间字典相同。" 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 "" "将给定的 ISO 8601 日期和/或时间字符串转换为 Unix 时间戳。字符串中可以只包含日" "期、只包含时间,也可以两者都包含。\n" "[b]注意:[/b]Unix 时间戳通常是 UTC 的。本方法不会做任何时区转换,所以时间戳的" "时区与给定的日期时间字符串相同。\n" "[b]注意:[/b]时间字符串中的小数会被静默忽略。" 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 "" "返回当前的 Unix 时间戳,以秒为单位,基于 UTC 系统时间。本方法由操作系统实现," "返回的时间总是 UTC 的。\n" "[b]注意:[/b]与其他使用整数时间戳的方法不同,这个方法返回的是 [float] 类型的" "时间戳,可以表示比秒更高的精度。" msgid "The month of January, represented numerically as [code]01[/code]." msgstr "一月份,使用数字 [code]01[/code] 表示。" msgid "The month of February, represented numerically as [code]02[/code]." msgstr "二月份,使用数字 [code]02[/code] 表示。" msgid "The month of March, represented numerically as [code]03[/code]." msgstr "三月份,使用数字 [code]03[/code] 表示。" msgid "The month of April, represented numerically as [code]04[/code]." msgstr "四月份,使用数字 [code]04[/code] 表示。" msgid "The month of May, represented numerically as [code]05[/code]." msgstr "五月份,使用数字 [code]05[/code] 表示。" msgid "The month of June, represented numerically as [code]06[/code]." msgstr "六月份,使用数字 [code]06[/code] 表示。" msgid "The month of July, represented numerically as [code]07[/code]." msgstr "七月份,使用数字 [code]07[/code] 表示。" msgid "The month of August, represented numerically as [code]08[/code]." msgstr "八月份,使用数字 [code]08[/code] 表示。" msgid "The month of September, represented numerically as [code]09[/code]." msgstr "九月份,使用数字 [code]09[/code] 表示。" msgid "The month of October, represented numerically as [code]10[/code]." msgstr "十月份,使用数字 [code]10[/code] 表示。" msgid "The month of November, represented numerically as [code]11[/code]." msgstr "十一月份,使用数字 [code]11[/code] 表示。" msgid "The month of December, represented numerically as [code]12[/code]." msgstr "十二月份,使用数字 [code]12[/code] 表示。" msgid "The day of the week Sunday, represented numerically as [code]0[/code]." msgstr "星期日,使用数字 [code]0[/code] 表示。" msgid "The day of the week Monday, represented numerically as [code]1[/code]." msgstr "星期一,使用数字 [code]1[/code] 表示。" msgid "The day of the week Tuesday, represented numerically as [code]2[/code]." msgstr "星期二,使用数字 [code]2[/code] 表示。" msgid "" "The day of the week Wednesday, represented numerically as [code]3[/code]." msgstr "星期三,使用数字 [code]3[/code] 表示。" msgid "" "The day of the week Thursday, represented numerically as [code]4[/code]." msgstr "星期四,使用数字 [code]4[/code] 表示。" msgid "The day of the week Friday, represented numerically as [code]5[/code]." msgstr "星期五,使用数字 [code]5[/code] 表示。" msgid "" "The day of the week Saturday, represented numerically as [code]6[/code]." msgstr "星期六,使用数字 [code]6[/code] 表示。" msgid "A countdown timer." msgstr "倒数计时器。" 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 "" "可以设置为重复或“一次性”模式。\n" "[b]注意:[/b]要创建一次性定时器而不需要实例化一个节点,请使用 [method " "SceneTree.create_timer]。" msgid "Returns [code]true[/code] if the timer is stopped." msgstr "如果定时器被停止,返回 [code]true[/code]。" msgid "Stops the timer." msgstr "停止定时器。" 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 "" "如果为 [code]true[/code],定时器将在进入场景树时自动启动。\n" "[b]注意:[/b]在定时器进入场景树并启动后,该属性会自动设置为 [code]false[/" "code]。" msgid "" "If [code]true[/code], the timer will stop when reaching 0. If [code]false[/" "code], it will restart." msgstr "" "如果为 [code]true[/code],定时器将在达到 0 时停止。如果为 [code]false[/" "code],它将重新启动。" 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 "" "如果为 [code]true[/code],定时器会被暂停,并且不再处理,即使调用 [method " "start],直到它被取消暂停。" msgid "" "Update the timer during the physics step at each frame (fixed framerate " "processing)." msgstr "在每一帧的物理运算步骤中更新定时器,即固定帧率处理。" msgid "Update the timer during the idle time at each frame." msgstr "在每一帧空闲时间内更新定时器。" msgid "Button for touch screen devices for gameplay use." msgstr "触摸屏设备的按钮,供游戏使用。" 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 "" "TouchScreenButton 允许你为触摸设备创建屏幕上的按钮。其为游戏使用,比如在必须" "触摸才能移动的设备。与 [Button] 不同,TouchScreenButton 原生支持多点触摸。几" "个 TouchScreenButton 可以通过触摸输入同时被按下。\n" "这个节点继承自 [Node2D]。与 [Control] 节点不同,你不能在它上面设置锚点。如果" "要创建菜单或用户界面,可用 [Button] 节点代替。为了使按钮节点对触摸事件作出反" "应,可在项目设置中启用模拟鼠标选项。\n" "可将 TouchScreenButton 配置为只在触摸设备上可见,有助你同时为桌面和移动设备开" "发游戏。" msgid "Returns [code]true[/code] if this button is currently pressed." msgstr "如果这个按钮当前被按下,则返回 [code]true[/code]。" msgid "The button's action. Actions can be handled with [InputEventAction]." msgstr "按钮的动作。动作可以用 [InputEventAction] 来处理。" msgid "The button's bitmask." msgstr "按钮的位掩码。" 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 "" "如果为 [code]true[/code],只要按下的手指进出按钮,就会发出 [signal pressed] " "和 [signal released] 信号,即使压力开始于按钮的有效区域之外。\n" "[b]注意:[/b]这是一种“pass-by”的按压模式 ,而不是“bypass”。" msgid "The button's shape." msgstr "该按钮的形状。" 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 "" "如果为 [code]true[/code],按钮的形状会在提供的纹理中居中。如果没有使用纹理," "这个属性就没有效果。" msgid "The button's texture for the normal state." msgstr "该按钮在正常状态下的纹理。" msgid "The button's texture for the pressed state." msgstr "按钮在被按下状态时的纹理。" msgid "" "The button's visibility mode. See [enum VisibilityMode] for possible values." msgstr "按钮的可见性模式。可能的取值见 [enum VisibilityMode]。" msgid "Emitted when the button is pressed (down)." msgstr "当按钮被按下时触发,即向下。" msgid "Emitted when the button is released (up)." msgstr "当按钮被释放时触发,即向上。" msgid "Always visible." msgstr "始终可见。" msgid "Visible on touch screens only." msgstr "仅在触摸屏上可以看到。" msgid "2D transformation (2×3 matrix)." msgstr "2D 变换(2×3 矩阵)。" 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 "" "用于 2D 线性变换的 2×3 矩阵(2 行 3 列),可以表示平移、旋转、缩放等变换。由" "三个 [Vector2] 值组成:[member x]、[member y]、[member origin]。\n" "更多信息请阅读文档文章《矩阵和变换》。" msgid "Constructs a [Transform2D] as a copy of the given [Transform2D]." msgstr "构造给定 [Transform2D] 的副本。" msgid "Constructs the transform from a given angle (in radians) and position." msgstr "从一个给定的角度(单位为弧度)和位置构造变换。" msgid "" "Constructs the transform from 3 [Vector2] values representing [member x], " "[member y], and the [member origin] (the three column vectors)." msgstr "" "从表示 [member x]、[member y]、[member origin] 的 3 个 [Vector2](三个列向" "量)构建变换。" msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation, scaling and translation." msgstr "返回变换的反值,假设变换是由旋转、缩放和平移组成的。" msgid "" "Returns a vector transformed (multiplied) by the basis matrix.\n" "This method does not account for translation (the origin vector)." msgstr "" "返回经过基矩阵变换(相乘)的向量。\n" "该方法不考虑平移(原点向量)。" msgid "" "Returns a vector transformed (multiplied) by the inverse basis matrix.\n" "This method does not account for translation (the origin vector)." msgstr "" "返回经过逆基矩阵变换(相乘)的向量。\n" "该方法不考虑平移(原点向量)。" msgid "Returns the transform's origin (translation)." msgstr "返回变换的原点(平移)。" msgid "Returns the transform's rotation (in radians)." msgstr "返回变换的旋转(单位为弧度)。" msgid "Returns the scale." msgstr "返回缩放。" 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 "" "返回变换的反值,假设该变换是由旋转和平移组成的(没有缩放,对有缩放的变换使用 " "[method affine_inverse])。" 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 "" "如果这个变换和[code]transform[/code]近似相等,通过对每个分量调用" "[code]is_equal_approx[/code],而返回 [code]true[/code]。" msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." msgstr "返回使用正交基(90 度)以及归一化的轴向量(缩放为 1 或 -1)的变换。" msgid "" "The origin vector (column 2, the third column). Equivalent to array index " "[code]2[/code]. The origin vector represents translation." msgstr "" "原点向量(2 号列,即第 3 列)。相当于使用 [code]2[/code] 进行数组索引。原点向" "量代表平移。" msgid "" "The identity [Transform2D] with no translation, rotation or scaling applied. " "When applied to other data structures, [constant IDENTITY] performs no " "transformation." msgstr "" "没有应用平移、旋转、缩放的恒等 [Transform2D]。当应用于其他数据结构时," "[constant IDENTITY] 不执行变换。" msgid "The [Transform2D] that will flip something along the X axis." msgstr "将沿 X 轴翻转的 [Transform2D]。" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "将沿 Y 轴翻转的 [Transform2D]。" msgid "3D transformation (3×4 matrix)." msgstr "3D 变换(3×4 矩阵)。" 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 "" "用于 3D 线性变换的 3×4 矩阵(3 行 4 列),可以表示平移、旋转、缩放等变换。它" "由一个 [member basis](前 3 列)和一个 [member origin] 的 [Vector3](最后一" "列)组成。\n" "更多信息请阅读文档文章《矩阵和变换》。" msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "构造给定 [Transform3D] 的副本。" 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 "" "基是一个矩阵,包含 3 个 [Vector3] 作为其列:X 轴、Y 轴、Z 轴。这些向量可以被" "解释为随物体移动的局部坐标系的基向量。" msgid "" "The translation offset of the transform (column 3, the fourth column). " "Equivalent to array index [code]3[/code]." msgstr "变换的平移偏移量,即第 3、4 列。相当于数组索引 [code]3[/code]。" msgid "Language Translation." msgstr "语言翻译。" msgid "" "Translations are resources that can be loaded and unloaded on demand. They " "map a string to another string." msgstr "翻译是可以按需加载和卸载的资源,将一个字符串映射到另一个字符串。" msgid "Virtual method to override [method get_message]." msgstr "重写 [method get_message] 的虚方法。" msgid "Erases a message." msgstr "删除信息。" msgid "Returns a message's translation." msgstr "返回信息的翻译。" msgid "Returns the number of existing messages." msgstr "返回现有信息的数量。" msgid "Returns all the messages (keys)." msgstr "返回所有的信息(键值)。" msgid "The locale of the translation." msgstr "翻译的区域设置。" msgid "Server that manages all translations." msgstr "管理所有翻译的服务器。" msgid "" "Server that manages all translations. Translations can be set to it and " "removed from it." msgstr "管理所有翻译的服务器。可以将翻译设给它,也可从中删除翻译。" msgid "Adds a [Translation] resource." msgstr "添加一个 [Translation] 资源。" msgid "Clears the server from all translations." msgstr "清除服务器中的所有翻译。" msgid "Returns an array of all loaded locales of the project." msgstr "返回项目中所有已加载的区域设置的数组。" 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 "" "返回项目的当前区域设置。\n" "查询用户系统的区域设置请参阅 [method OS.get_locale] 和 [method OS." "get_locale_language]。" msgid "" "Returns a locale's language and its variant (e.g. [code]\"en_US\"[/code] " "would return [code]\"English (United States)\"[/code])." msgstr "" "返回区域设置的语言及其变体。例如,[code]\"en_US\"[/code] 将返回 " "[code]\"English (United States)\"[/code]。" msgid "Removes the given translation from the server." msgstr "从服务器中删除给定的翻译。" msgid "Control to show a tree of items." msgstr "以树状形式显示项目的控件。" msgid "Clears the tree. This removes all items." msgstr "清除树。这将删除所有项目。" 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 "" "编辑选中的树项,就像它被点击一样。该项必须通过 [method TreeItem." "set_editable] 设置为可编辑。其可被编辑,则返回 [code]true[/code]。如果没有项" "被选中,则失败。" 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 "" "使当前获得焦点的单元可见。\n" "如果有必要,将滚动树。在 [constant SELECT_ROW] 模式下,不会做水平滚动,因为所" "选行中的所有单元都按逻辑获得焦点。\n" "[b]注意:[/b]尽管这个方法的名称是这样的,但焦点光标本身只在 [constant " "SELECT_MULTI] 模式下可见。" msgid "Returns the column's title." msgstr "返回列的标题。" msgid "Returns the column's width in pixels." msgstr "返回列的宽度,单位是像素。" msgid "" "Returns the rectangle for custom popups. Helper to create custom cell " "controls that display a popup. See [method TreeItem.set_cell_mode]." msgstr "" "返回自定义弹出窗口的矩形。帮助创建显示弹出式的自定义单元格控件。见 [method " "TreeItem.set_cell_mode]。" msgid "Returns the column for the currently edited item." msgstr "返回当前编辑项的列。" msgid "" "Returns the tree item at the specified position (relative to the tree origin " "position)." msgstr "返回指定位置,即相对于树的原点位置的树中项。" msgid "Returns the last pressed button's index." msgstr "返回最后按下的按钮的索引。" msgid "" "Returns the tree's root item, or [code]null[/code] if the tree is empty." msgstr "返回树的根项,如果树是空的,则返回 [code]null[/code]。" msgid "Returns the current scrolling position." msgstr "返回当前的滚动位置。" 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 "" "返回当前的焦点项,如果没有焦点项,则返回 [code]null[/code]。\n" "在 [constant SELECT_ROW] 和 [constant SELECT_SINGLE] 模式下,焦点项与选择项相" "同。在 [constant SELECT_MULTI] 模式下,焦点项是焦点光标下的项目,不一定被选" "中。\n" "要获得当前选中项,请使用 [method get_next_selected]。" 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 "" "返回当前获得焦点的列,如果没有焦点列,则返回 -1。\n" "在 [constant SELECT_SINGLE] 模式下,焦点列是被选中的列。在 [constant " "SELECT_ROW] 模式下,如果有任意项被选中,焦点列总是 0。在 [constant " "SELECT_MULTI] 模式下,焦点列是焦点光标下的列,但不一定有列被选中。\n" "要判断一个项的某一列是否被选中,请使用 [method TreeItem.is_selected]。" msgid "Causes the [Tree] to jump to the specified [TreeItem]." msgstr "使 [Tree] 跳转到指定的 [TreeItem]。" msgid "Sets the title of a column." msgstr "设置某一列的标题。" msgid "" "If [code]true[/code], the currently selected cell may be selected again." msgstr "如果为 [code]true[/code],可以再次选择当前选定的单元。" msgid "If [code]true[/code], a right mouse button click can select items." msgstr "如果为 [code]true[/code],鼠标右键点击可以选择项目。" msgid "If [code]true[/code], column titles are visible." msgstr "如果为 [code]true[/code],列标题可见。" msgid "The number of columns." msgstr "列数。" msgid "If [code]true[/code], the folding arrow is hidden." msgstr "如果为 [code]true[/code],隐藏折叠箭头。" msgid "If [code]true[/code], the tree's root is hidden." msgstr "如果为 [code]true[/code],则隐藏树的根节点。" msgid "If [code]true[/code], enables horizontal scrolling." msgstr "如果为 [code]true[/code],启用水平滚动。" msgid "If [code]true[/code], enables vertical scrolling." msgstr "如果为 [code]true[/code],则启用垂直滚动。" msgid "" "Allows single or multiple selection. See the [enum SelectMode] constants." msgstr "允许单选或多选。见 [enum SelectMode] 常量。" msgid "" "Emitted when a button on the tree was pressed (see [method TreeItem." "add_button])." msgstr "当树中按钮被按下时触发(见 [method TreeItem.add_button])。" msgid "Emitted when a cell is selected." msgstr "当单元格被选中时触发。" msgid "" "Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked " "to be edited." msgstr "" "当具有 [constant TreeItem.CELL_MODE_CUSTOM] 的单元格被点击,进行编辑时触发。" msgid "Emitted when an item is collapsed by a click on the folding arrow." msgstr "当一个项目的折叠箭头被点击折叠时触发。" msgid "Emitted when an item is edited." msgstr "当项目被编辑时触发。" msgid "Emitted when an item is selected." msgstr "当项目被选中时触发。" msgid "" "Emitted instead of [code]item_selected[/code] if [code]select_mode[/code] is " "[constant SELECT_MULTI]." msgstr "" "如果 [code]select_mode[/code] 是 [constant SELECT_MULTI],则触发代替 " "[code]item_selected[/code]。" msgid "Emitted when a left mouse button click does not select any item." msgstr "当鼠标左键点击未选择任何项目时触发。" 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 "" "允许一次选择一个单元格。从项的角度看,只允许选择一个项。而且在所选项中只有一" "列被选中。\n" "在这种模式下,焦点光标总被隐藏,被定位在当前的选择处,使当前的选择项成为当前" "的焦点项。" 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 "" "允许一次选择单行。从项的角度看,只允许选择单个项。而所有的列都被选择在所选项" "中。\n" "在这种模式下,焦点光标总被隐藏,被定位在当前选择的第一列,使当前选择项成为当" "前焦点项。" 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 "" "允许同时选择多个单元格。从项的角度看,允许选择多个项。而且每个被选中的项中可" "以有多个列被选中。\n" "在这种模式下,焦点光标可见,光标下的项或列不一定被选中。" 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 "" "禁用所有放置部分,但仍然允许通过 [method get_drop_section_at_position] 检" "测“项目上”的放置部分。\n" "[b]注意:[/b]这是默认的标志,当与其他标志结合时,它没有效果。" 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 "" "启用“项目上”的放置部分。这个放置部分覆盖整个项。\n" "当与 [constant DROP_MODE_INBETWEEN] 结合使用时,这个放置部分的高度减半,并保" "持垂直居中。" 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 "" "启用“项目上方”和“项目下方”的放置部分。“项目上方”的放置部分覆盖项目的上半部" "分,“项目下方”的放置部分覆盖下半部分。\n" "当与 [constant DROP_MODE_ON_ITEM] 结合时,这些放置部分的高度减半,并相应地停" "留在顶部或底部。" msgid "" "Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "hovered." msgstr "" "当 [constant TreeItem.CELL_MODE_CUSTOM] 模式的单元格被悬停时的文本 [Color] 颜" "色。" msgid "" "[Color] used to draw possible drop locations. See [enum DropModeFlags] " "constants for further description of drop locations." msgstr "" "用于绘制可能的放置位置的 [Color] 颜色。有关放置位置的描述,参阅 [enum " "DropModeFlags] 常量。" msgid "[Color] of the guideline." msgstr "参考线的 [Color] 颜色。" msgid "Default text [Color] of the title button." msgstr "标题按钮的默认文本 [Color] 颜色。" msgid "The horizontal space between each button in a cell." msgstr "单元格中按钮之间的水平间距。" msgid "" "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 "" "如果不为零就绘制参考线,行为类似于布尔值。参考线是在每个项的底部画的一条水平" "线。" 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 "" "如果不为零就绘制关系线,行为类似于布尔值。关系线在子项的开始处绘制,以显示层" "次结构。" 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 "项目单元之间的水平空间。这也用作禁用折叠时项目开头的边距。" msgid "" "The horizontal margin at the start of an item. This is used when folding is " "enabled for the item." msgstr "项目开头的水平边距。在项目启用折叠功能时使用。" msgid "" "The maximum distance between the mouse cursor and the control's border to " "trigger border scrolling when dragging." msgstr "拖动时,鼠标指针与控件边框之间触发边框滚动的最大距离。" msgid "The speed of border scrolling." msgstr "边框滚动的速度。" msgid "" "The vertical padding inside each item, i.e. the distance between the item's " "content and top/bottom border." msgstr "每个项内的垂直填充,即项内容与上或下边框之间的距离。" msgid "[Font] of the title button's text." msgstr "标题按钮文本的 [Font] 字体。" msgid "The arrow icon used when a foldable item is not collapsed." msgstr "当一个可折叠的项没有被折叠时,使用的箭头图标。" msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " "cell is checked." msgstr "" "当 [constant TreeItem.CELL_MODE_CHECK] 模式单元格被选中时,显示的选中图标。" msgid "" "The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode " "cell." msgstr "为 [constant TreeItem.CELL_MODE_RANGE] 模式单元显示的箭头图标。" msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " "cell is unchecked." msgstr "" "当 [constant TreeItem.CELL_MODE_CHECK] 模式单元未被选中时,要显示的选中图标。" msgid "" "The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] " "mode cell." msgstr "为 [constant TreeItem.CELL_MODE_RANGE] 模式单元显示的向下箭头图标。" msgid "[StyleBox] used when a button in the tree is pressed." msgstr "当树中的按钮被按下时使用的 [StyleBox]。" msgid "[StyleBox] used for the cursor, when the [Tree] is being focused." msgstr "当 [Tree] 获得焦点时,用于光标的 [StyleBox]。" msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused." msgstr "当 [Tree] 未获聚焦时,用于光标的 [StyleBox]。" msgid "" "Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell." msgstr "[constant TreeItem.CELL_MODE_CUSTOM] 模式的单元格默认的 [StyleBox]。" msgid "" "[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "hovered." msgstr "" "当 [constant TreeItem.CELL_MODE_CUSTOM] 模式的单元格被悬停时的 [StyleBox]。" msgid "" "[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "pressed." msgstr "" "当 [constant TreeItem.CELL_MODE_CUSTOM] 模式的单元格被按下时的 [StyleBox]。" msgid "" "[StyleBox] for the selected items, used when the [Tree] is not being focused." msgstr "所选项目的 [StyleBox],在 [Tree] 没有获得焦点时使用。" msgid "" "[StyleBox] for the selected items, used when the [Tree] is being focused." msgstr "所选项目的 [StyleBox],在 [Tree] 获得焦点时使用。" msgid "[StyleBox] used when the title button is being hovered." msgstr "当标题按钮被悬停时使用的 [StyleBox]。" msgid "Default [StyleBox] for the title button." msgstr "标题按钮的默认 [StyleBox]。" msgid "[StyleBox] used when the title button is being pressed." msgstr "当标题按钮被按下时使用的 [StyleBox]。" msgid "Control for a single item inside a [Tree]." msgstr "控件 [Tree] 中的单个项目。" 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 "" "控件 [Tree] 中的单个项目。可以有子级 [TreeItem]、样式、包含按钮。\n" "您可以使用 [method Object.free] 删除 [TreeItem]。" msgid "Resets the background color for the given column to default." msgstr "重置指定列默认的背景颜色。" msgid "Resets the color for the given column to default." msgstr "重置指定列默认的颜色。" msgid "Deselects the given column." msgstr "取消选择指定列。" msgid "Returns the column's cell mode." msgstr "返回该列的单元格模式。" msgid "Returns [code]true[/code] if [code]expand_right[/code] is set." msgstr "如果设置了 [code]expand_right[/code],则返回 [code]true[/code]。" msgid "Returns the column's icon's maximum width." msgstr "返回列的图标的最大宽度。" msgid "Returns the [Color] modulating the column's icon." msgstr "返回调制列的图标的 [Color] 颜色。" msgid "" "Returns the metadata value that was set for the given column using [method " "set_metadata]." msgstr "返回使用 [method set_metadata] 为指定列设置的元数据。" msgid "" "Returns the next sibling TreeItem in the tree or a null object if there is " "none." msgstr "返回树中的下一个兄弟 TreeItem,如果没有,则返回一个空对象。" msgid "Returns the parent TreeItem or a null object if there is none." msgstr "返回父级 TreeItem,如果没有,则返回一个空对象。" msgid "" "Returns the previous sibling TreeItem in the tree or a null object if there " "is none." msgstr "返回树中的前一个兄弟 TreeItem,如果没有,则返回一个空对象。" msgid "Returns the value of a [constant CELL_MODE_RANGE] column." msgstr "返回 [constant CELL_MODE_RANGE] 列的值。" msgid "" "Returns a dictionary containing the range parameters for a given column. The " "keys are \"min\", \"max\", \"step\", and \"expr\"." msgstr "返回包含给定列的范围参数的字典。键是“min”、“max”、“step”和“expr”。" msgid "Gets the suffix string shown after the column value." msgstr "获取显示在列值后面的后缀字符串。" msgid "Returns the given column's text." msgstr "返回给定列的文本。" msgid "Returns the given column's text alignment." msgstr "返回给定列的文本对齐方式。" 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 "" "将给定的子项 [TreeItem] 和它的所有子项从 [Tree] 中移除。注意,它并未从内存中" "释放该项,所以之后可重新使用。要完全删除一个 [TreeItem],请使用 [method " "Object.free]。" msgid "" "Sets the given column's custom background color and whether to just use it " "as an outline." msgstr "设置给定列的自定义背景颜色,以及是否只将其作为一个轮廓。" msgid "Sets the given column's custom color." msgstr "设置给定列的自定义颜色。" msgid "Sets the given column's icon's maximum width." msgstr "设置给定列图标的最大宽度。" msgid "Sets the given column's icon's texture region." msgstr "设置给定列的图标的纹理区域。" 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 "" "设置给定列的元数据,之后可用 [method get_metadata] 进行检索。例如,这可用于存" "储对原始数据的引用。" msgid "Sets the value of a [constant CELL_MODE_RANGE] column." msgstr "设置 [constant CELL_MODE_RANGE] 列的值。" msgid "If [code]true[/code], the given column is selectable." msgstr "如果为 [code]true[/code],给定的列是可选中的。" msgid "" "Sets a string to be shown after a column's value (for example, a unit " "abbreviation)." msgstr "设置字符串,显示在列的值之后(例如,单位的缩写)。" msgid "Sets the given column's text value." msgstr "设置给定列的文本值。" msgid "Sets the given column's tooltip text." msgstr "设置给定列的工具提示文本。" msgid "If [code]true[/code], the TreeItem is collapsed." msgstr "如果为 [code]true[/code],则该 TreeItem 被折叠。" msgid "The custom minimum height." msgstr "自定义最小高度。" msgid "If [code]true[/code], folding is disabled for this TreeItem." msgstr "如果为 [code]true[/code],则这个 TreeItem 禁用折叠。" msgid "Cell contains a string." msgstr "单元包含字符串。" msgid "Cell contains a checkbox." msgstr "单元格包含复选框。" msgid "Cell contains a range." msgstr "单元包含一个范围。" msgid "Cell contains an icon." msgstr "单元包含图标。" msgid "Internal mesh type." msgstr "内部网格类型。" msgid "Mesh type used internally for collision calculations." msgstr "内部用于碰撞计算的网格类型。" msgid "" "Lightweight object used for general-purpose animation via script, using " "[Tweener]s." msgstr "通过脚本进行通用动画的轻量级对象,使用 [Tweener]。" msgid "" "Pauses the tweening. The animation can be resumed by using [method play]." msgstr "暂停补间。可以使用 [method play] 恢复动画。" msgid "" "Scales the speed of tweening. This affects all [Tweener]s and their delays." msgstr "补间的速度缩放。影响所有 [Tweener] 及其延迟。" msgid "" "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 "" "完成一次循环时触发(见 [method set_loops]),会提供该循环的索引号。这个信号不" "会在最后一次循环后触发,这种情况请使用 [signal finished] 代替。" msgid "The animation is interpolated linearly." msgstr "动画是线性插值的。" msgid "The animation is interpolated using a sine function." msgstr "动画使用正弦函数进行插值。" msgid "" "The animation is interpolated with a quintic (to the power of 5) function." msgstr "动画是用五次方,即 5 的幂函数进行插值的。" msgid "" "The animation is interpolated with a quartic (to the power of 4) function." msgstr "动画是用一个四次方,即 4 的幂函数插值的。" msgid "" "The animation is interpolated with a quadratic (to the power of 2) function." msgstr "动画是用二次方,即 2 的幂函数插值的。" msgid "" "The animation is interpolated with an exponential (to the power of x) " "function." msgstr "动画是用一个指数,即 x 的幂函数插值的。" msgid "" "The animation is interpolated with elasticity, wiggling around the edges." msgstr "动画弹性插值,在边缘摆动。" msgid "" "The animation is interpolated with a cubic (to the power of 3) function." msgstr "动画是用一个立方,即 3 的幂函数插值的。" msgid "The animation is interpolated with a function using square roots." msgstr "动画使用平方根的函数进行插值。" msgid "The animation is interpolated by bouncing at the end." msgstr "动画通过在末尾弹跳插值。" msgid "The animation is interpolated backing out at ends." msgstr "动画在末端回放插值。" msgid "The interpolation starts slowly and speeds up towards the end." msgstr "插值开始缓慢,并加速接近结束。" msgid "The interpolation starts quickly and slows down towards the end." msgstr "插值开始快速,接近结束时减慢。" msgid "" "A combination of [constant EASE_IN] and [constant EASE_OUT]. The " "interpolation is slowest at both ends." msgstr "[constant EASE_IN] 和 [constant EASE_OUT] 的组合。两端的插值最慢。" msgid "" "A combination of [constant EASE_IN] and [constant EASE_OUT]. The " "interpolation is fastest at both ends." msgstr "[constant EASE_IN] 和 [constant EASE_OUT] 的组合。两端的插值最快。" msgid "Emitted when the [Tweener] has just finished its job." msgstr "当该 [Tweener] 刚刚完成其任务时触发。" msgid "Helper class to implement a UDP server." msgstr "用于实现 UDP 服务器的辅助类。" msgid "" "Returns [code]true[/code] if a packet with a new address/port combination " "was received on the socket." msgstr "" "如果在套接字中收到一个具有新地址及端口组合的数据包,则返回 [code]true[/" "code]。" msgid "" "Returns [code]true[/code] if the socket is open and listening on a port." msgstr "如果套接字是打开的,并且在监听端口,则返回 [code]true[/code]。" 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 "" "定期调用这个方法,例如在[method Node._process]里面,来处理新数据包。来自已知" "地址及端口对的数据包,将被传递到相应的[PacketPeerUDP],任何从未知地址及端口对" "收到的数据包将被添加为一个待定连接,参阅[method is_connection_available], " "[method take_connection]。待定连接的最大数量通过[member " "max_pending_connections]定义。" 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 "" "停止服务器,如果 UDP 套接字处于打开状态,就关闭它。将关闭所有通过 [method " "take_connection] 接受连接的 [PacketPeerUDP](不会通知远程对等体)。" 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 "" "返回第一个挂起的连接(连接到适当的地址及端口)。如果没有新的连接可用,将返回 " "[code]null[/code]。另请参阅 [method is_connection_available]、[method " "PacketPeerUDP.connect_to_host]。" 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 "" "定义最大的待定连接数,在[method poll]期间,任何超过该值的新待定连接将被自动放" "弃。把这个值设置为[code]0[/code]可以有效地防止任何新的待定连接被接受,例如," "当你的所有玩家都连接时。" msgid "Helper to manage undo/redo operations in the editor or custom tools." msgstr "在编辑器或自定义工具中管理撤销及重做操作的辅助工具。" msgid "" "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 "" "获取版本。每次提交一个新的操作,[UndoRedo] 的版本号都会自动增加。\n" "这主要用于检查保存的版本是否发生了更改。" 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 "" "如果 [UndoRedo] 当前正在提交动作,即运行其“do”的方法或属性变化,则返回 " "[code]true[/code](请参阅 [method commit_action])。" msgid "Redo the last action." msgstr "重做上一个动作。" msgid "Undo the last action." msgstr "撤销上一个动作。" msgid "Called when [method undo] or [method redo] was called." msgstr "当 [method undo] 或 [method redo] 被调用时调用。" msgid "Makes \"do\"/\"undo\" operations stay in separate actions." msgstr "使“do”/“undo”操作保持在单独的动作中。" msgid "Makes subsequent actions with the same name be merged into one." msgstr "使具有相同名称的后续动作合并为一个。" msgid "" "Universal Plug and Play (UPnP) functions for network device discovery, " "querying and port forwarding." msgstr "通用即插即用(UPnP)功能,用于网络设备的发现、查询及端口映射。" msgid "Adds the given [UPNPDevice] to the list of discovered devices." msgstr "将给定的 [UPNPDevice] 添加到已发现设备的列表中。" msgid "Clears the list of discovered devices." msgstr "清除已发现设备的列表。" 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 "" "发现本地的[UPNPDevice]。清除先前发现的设备的列表。\n" "默认情况下过滤IGD(InternetGatewayDevice)类型的设备,因为这些设备管理端口转" "发。[code]timeout[/code] 是等待响应的时间,单位是毫秒。[code]ttl[/code]是生存" "时间;只有在你了解在做什么的情况下才会遇到这个。\n" "参阅[enum UPNPResult]了解可能的返回值。" msgid "Returns the [UPNPDevice] at the given [code]index[/code]." msgstr "返回给定 [code]index[/code] 处的 [UPNPDevice]。" msgid "Returns the number of discovered [UPNPDevice]s." msgstr "返回已发现的 [UPNPDevice] 的数量。" msgid "" "Returns the default gateway. That is the first discovered [UPNPDevice] that " "is also a valid IGD (InternetGatewayDevice)." msgstr "" "返回默认网关。这是第一个发现的[UPNPDevice],也是一个有效的IGD" "(InternetGatewayDevice)。" msgid "" "Returns the external [IP] address of the default gateway (see [method " "get_gateway]) as string. Returns an empty string on error." msgstr "" "返回默认网关的外部 [IP] 地址字符串(见 [method get_gateway])。错误时返回空字" "符串。" msgid "" "Removes the device at [code]index[/code] from the list of discovered devices." msgstr "将 [code]index[/code] 处的设备从已发现的设备列表中移除。" msgid "" "Sets the device at [code]index[/code] from the list of discovered devices to " "[code]device[/code]." msgstr "" "将 [code]index[/code] 处的设备从已发现的设备列表中设置为 [code]device[/" "code]。" msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery." msgstr "如果为 [code]true[/code],则 IPv6 用于 [UPNPDevice] 发现。" 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 "" "如果为 [code]0[/code],系统会自动选择用于发现的本地端口。如果为 [code]1[/" "code],将从源端口 1900 进行发现(与目的端口相同)。否则,将使用该值作为端口。" msgid "" "Multicast interface to use for discovery. Uses the default multicast " "interface if empty." msgstr "用于发现的多播接口。如果为空,则使用默认的多播接口。" msgid "UPNP command or discovery was successful." msgstr "UPNP 命令或发现成功。" msgid "" "Not authorized to use the command on the [UPNPDevice]. May be returned when " "the user disabled UPNP on their router." msgstr "" "未授权在 [UPNPDevice] 上使用该命令。当用户在其路由器上禁用 UPNP 时,可能会被" "返回。" msgid "" "No port mapping was found for the given port, protocol combination on the " "given [UPNPDevice]." msgstr "在给定的 [UPNPDevice] 上没有找到给定端口、协议组合的端口映射。" msgid "Inconsistent parameters." msgstr "参数不一致。" msgid "" "No such entry in array. May be returned if a given port, protocol " "combination is not found on an [UPNPDevice]." msgstr "" "数组中没有此条目。如果在 [UPNPDevice] 上没有找到给定的端口、协议组合,可能会" "被返回。" msgid "The action failed." msgstr "操作失败。" msgid "" "The [UPNPDevice] does not allow wildcard values for the source IP address." msgstr "[UPNPDevice] 不允许源 IP 地址的通配符值。" msgid "The [UPNPDevice] does not allow wildcard values for the external port." msgstr "[UPNPDevice] 不允许外部端口的通配符值。" msgid "The [UPNPDevice] does not allow wildcard values for the internal port." msgstr "[UPNPDevice] 不允许内部端口的通配符值。" msgid "The remote host value must be a wildcard." msgstr "远程主机值必须是通配符。" msgid "The external port value must be a wildcard." msgstr "外部端口值必须是通配符。" msgid "" "No port maps are available. May also be returned if port mapping " "functionality is not available." msgstr "没有可用的端口映射。如果端口映射功能不可用,也可能被返回。" 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 "" "与其他机制冲突。如果一个端口映射与现有的冲突,可能会被返回,而不是[constant " "UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING]。" msgid "Conflict with an existing port mapping." msgstr "与现有的端口映射相冲突。" msgid "External and internal port values must be the same." msgstr "外部和内部端口值必须相同。" msgid "" "Only permanent leases are supported. Do not use the [code]duration[/code] " "parameter when adding port mappings." msgstr "" "只支持永久租用。在添加端口映射时,不要使用 [code]duration[/code] 参数。" msgid "Invalid gateway." msgstr "无效网关。" msgid "Invalid port." msgstr "无效端口。" msgid "Invalid protocol." msgstr "无效协议。" msgid "Invalid duration." msgstr "无效持续时间。" msgid "Invalid arguments." msgstr "无效参数。" msgid "Invalid response." msgstr "无效响应。" msgid "Invalid parameter." msgstr "无效参数。" msgid "HTTP error." msgstr "HTTP 错误。" msgid "Socket error." msgstr "套接字错误。" msgid "Error allocating memory." msgstr "分配内存时出错。" msgid "" "No gateway available. You may need to call [method discover] first, or " "discovery didn't detect any valid IGDs (InternetGatewayDevices)." msgstr "" "没有可用的网关。你可能需要先调用 [method discover] ,否则发现没有检测到任何有" "效的 IGD(InternetGatewayDevices)。" msgid "" "No devices available. You may need to call [method discover] first, or " "discovery didn't detect any valid [UPNPDevice]s." msgstr "" "没有可用的设备。你可能需要先调用 [method discover],或者发现没有检测到任何有" "效的 [UPNPDevice]。" msgid "Unknown error." msgstr "未知错误。" msgid "Universal Plug and Play (UPnP) device." msgstr "通用即插即用(UPnP)设备。" 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 "" "通用即插即用(UPnP)设备。UPnP 发现及工具函数见 [UPNP]。提供对 UPNP 控制命令" "的低层访问。允许管理端口映射(端口转发)和查询设备的网络信息(如本地和外部 " "IP 地址和状态)。请注意,这个类的方法是同步的,会阻塞调用线程。" 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 "" "添加一个端口映射,将这个 [UPNPDevice] 上给定的外部端口转发到本地机器上,以给" "定的协议。见 [method UPNP.add_port_mapping]。" msgid "" "Deletes the port mapping identified by the given port and protocol " "combination on this device. See [method UPNP.delete_port_mapping]." msgstr "" "删除该设备上由给定的端口和协议组合确定的端口映射。见 [method UPNP." "delete_port_mapping]。" msgid "" "Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) " "which potentially supports port forwarding." msgstr "" "如果这是一个有效的 IGD(InternetGatewayDevice),可能支持端口转发,则返回 " "[code]true[/code]。" msgid "" "Returns the external IP address of this [UPNPDevice] or an empty string." msgstr "返回这个 [UPNPDevice] 的外部 IP 地址或空字符串。" msgid "URL to the device description." msgstr "设备描述的 URL。" msgid "IDG control URL." msgstr "IDG 控件 URL。" msgid "" "Address of the local machine in the network connecting it to this " "[UPNPDevice]." msgstr "将其连接到该 [UPNPDevice] 的网络中的本地机器的地址。" msgid "IGD service type." msgstr "IGD 服务类型。" msgid "IGD status. See [enum IGDStatus]." msgstr "IGD 状态。见 [enum IGDStatus]。" msgid "Service type." msgstr "服务类型。" msgid "OK." msgstr "OK。" msgid "Empty HTTP response." msgstr "空的 HTTP 响应。" msgid "Returned response contained no URLs." msgstr "返回的响应不包含任何 URL。" msgid "Not a valid IGD." msgstr "不是有效的 IGD。" msgid "Disconnected." msgstr "已断开连接。" msgid "Unknown device." msgstr "未知设备。" msgid "Invalid control." msgstr "无效控制。" msgid "Memory allocation error." msgstr "内存分配错误。" msgid "The most important data type in Godot." msgstr "Godot 中最重要的数据类型。" msgid "Vertical box container." msgstr "垂直盒式容器。" msgid "Vertical box container. See [BoxContainer]." msgstr "垂直盒式容器。请参阅 [BoxContainer]。" msgid "The vertical space between the [VBoxContainer]'s elements." msgstr "[VBoxContainer] 的元素之间的垂直空间。" msgid "3Blue1Brown Essence of Linear Algebra" msgstr "3Blue1Brown《线性代数的本质》" msgid "Constructs a [Vector2] as a copy of the given [Vector2]." msgstr "构造给定 [Vector2] 的副本。" msgid "" "Returns a new vector with all components in absolute values (i.e. positive)." msgstr "返回一个新的向量,其所有分量都是绝对值,即正值。" 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 "" "返回与给定向量的角度,单位为弧度。\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "vector2_angle_to.png]返回角度的说明。[/url]" msgid "" "Returns the aspect ratio of this vector, the ratio of [member x] to [member " "y]." msgstr "返回这个向量的长宽比,即 [member x] 与 [member y] 的比例。" msgid "" "Returns a new vector with all components rounded up (towards positive " "infinity)." msgstr "返回一个新的向量,所有的分量都是四舍五入的,向正无穷大。" msgid "" "Returns a new vector with all components rounded down (towards negative " "infinity)." msgstr "返回一个新的向量,所有的向量都被四舍五入,向负无穷大。" msgid "" "Returns [code]true[/code] if the vector is normalized, [code]false[/code] " "otherwise." msgstr "" "如果向量被归一化,返回 [code]true[/code],否则返回 [code]false[/code]。" msgid "Returns the length (magnitude) of this vector." msgstr "返回这个向量的长度,即大小。" 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 "" "返回这个向量的平方长度,即平方大小。\n" "这个方法比 [method length] 运行得更快,所以如果你需要比较向量或需要一些公式的" "平方距离时,更喜欢用它。" msgid "" "Returns a perpendicular vector rotated 90 degrees counter-clockwise compared " "to the original, with the same length." msgstr "返回一个与原来相比逆时针旋转 90 度的垂直向量,长度不变。" msgid "" "Returns a new vector with all components rounded to the nearest integer, " "with halfway cases rounded away from zero." msgstr "" "返回所有分量都被四舍五入为最接近的整数的向量,中间情况向远离零的方向舍入。" msgid "" "The vector's X component. Also accessible by using the index position [code]" "[0][/code]." msgstr "向量的 X 分量。也可以通过使用索引位置 [code][0][/code] 访问。" msgid "" "The vector's Y component. Also accessible by using the index position [code]" "[1][/code]." msgstr "向量的 Y 分量。也可以通过使用索引位置 [code][1][/code] 访问。" msgid "Zero vector, a vector with all components set to [code]0[/code]." msgstr "零向量,所有分量都设置为 [code]0[/code] 的向量。" msgid "One vector, a vector with all components set to [code]1[/code]." msgstr "一向量,所有分量都设置为 [code]1[/code] 的向量。" msgid "" "Infinity vector, a vector with all components set to [constant @GDScript." "INF]." msgstr "无穷大向量,所有分量都设置为 [constant @GDScript.INF] 的向量。" msgid "Left unit vector. Represents the direction of left." msgstr "左单位向量。代表左的方向。" msgid "Right unit vector. Represents the direction of right." msgstr "右单位向量。代表右的方向。" msgid "Up unit vector. Y is down in 2D, so this vector points -Y." msgstr "上单位向量。在 2D 中 Y 是向下的,所以这个向量指向 -Y。" msgid "Down unit vector. Y is down in 2D, so this vector points +Y." msgstr "下单位向量。在 2D 中 Y 是向下的,所以这个向量指向 +Y。" msgid "Constructs a [Vector2i] as a copy of the given [Vector2i]." msgstr "构造给定 [Vector2i] 的副本。" msgid "Constructs a [Vector3] as a copy of the given [Vector3]." msgstr "构造给定 [Vector3] 的副本。" msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "返回与给定向量的无符号最小角度,单位为弧度。" msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "返回从由给定法线定义的平面上“反弹”的向量。" msgid "" "The vector's Z component. Also accessible by using the index position [code]" "[2][/code]." msgstr "向量的 Z 分量。也可以通过使用索引位置 [code][2][/code] 访问。" msgid "" "Left unit vector. Represents the local direction of left, and the global " "direction of west." msgstr "左单位向量。代表局部的左方向,全局的西方向。" msgid "" "Right unit vector. Represents the local direction of right, and the global " "direction of east." msgstr "右单位向量。代表局部的右方向,全局的东方向。" msgid "Up unit vector." msgstr "上单位向量。" msgid "Down unit vector." msgstr "下单位向量。" msgid "" "Forward unit vector. Represents the local direction of forward, and the " "global direction of north." msgstr "前单位向量。代表局部的前方向,全局的北方向。" msgid "" "Back unit vector. Represents the local direction of back, and the global " "direction of south." msgstr "后单位向量。代表局部的后方向,全局的南方向。" msgid "Constructs a [Vector3i] as a copy of the given [Vector3i]." msgstr "构造给定 [Vector3i] 的副本。" msgid "Constructs a [Vector4] as a copy of the given [Vector4]." msgstr "构造给定 [Vector4] 的副本。" msgid "Constructs a [Vector4i] as a copy of the given [Vector4i]." msgstr "构造给定 [Vector4i] 的副本。" msgid "Physics body that simulates the behavior of a car." msgstr "模拟汽车行为的物理体。" msgid "Physics object that simulates the behavior of a wheel." msgstr "模拟车轮行为的物理对象。" msgid "Returns the rotational speed of the wheel in revolutions per minute." msgstr "返回轮子的旋转速度,单位为每分钟转数。" 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 "" "返回一个介于 0.0 和 1.0 之间的值,表示这个轮子是否打滑。0.0 表示打滑(车轮失" "去了抓地力,例如冰雪地形),1.0 表示不打滑(车轮有充分的抓地力,例如干燥的沥" "青路)。" msgid "Returns [code]true[/code] if this wheel is in contact with a surface." msgstr "如果轮子与表面接触,返回 [code]true[/code]。" 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 "" "当弹簧被压缩时,应用在弹簧上的阻尼。这个值应该在 0.0(无阻尼)和 1.0 之间。" "0.0 的值意味着汽车将持续弹跳,因为弹簧将保持其能量。普通汽车 0.3 左右,赛车 " "0.5 左右比较好。" 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 "" "放松时施加在弹簧上的阻尼。这个值应该在 0.0(无阻尼)和 1.0 之间。这个值应该总" "是比 [member damping_compression] 属性稍高。对于 [member " "damping_compression] 值 0.3,尝试放松值为 0.5。" 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 "" "这个值定义了悬架的刚度。越野车使用低于 50 的值,赛车使用 50 至 100 的值,像一" "级方程式赛车则尝试 200 左右的值。" 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 "" "这是悬架可以移动的距离。由于Godot 的单位相当于米,所以保持这个设置相对较低。" "根据汽车的类型,试试 0.1 和 0.3 之间的值。" 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 "" "这决定了这个轮子的抓地力有多大。它与车轮所接触的表面的摩擦力设置相结合。0.0 " "意味着没有抓地力,1.0 是正常抓地力。对于漂移车的设置,尝试将后轮的抓地力设置" "得比前轮略低,或者使用较低的数值来模拟轮胎的磨损。\n" "在开始时最好将其设置为 1.0。" msgid "The radius of the wheel in meters." msgstr "轮子的半径,单位是米。" 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 "" "这是轮子从原点下降的距离,以米为单位。不要把这个设置为 0.0,然后把车轮移到位" "置上,而是把车轮的原点(Godot 中的小工具)移到车轮触底时的位置,然后使用剩余" "长度将轮子向下移动到汽车静止时它应该所处位置。" 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 "" "这个值会影响车辆的滚动。如果所有车轮都设置为 1.0,车辆将容易翻车,而 0.0 的值" "将阻止车身侧倾。" msgid "Vertical flow container." msgstr "垂直流式容器。" msgid "Vertical version of [FlowContainer]." msgstr "[FlowContainer] 的垂直版本。" msgid "Base resource for video streams." msgstr "视频流的资源基类。" msgid "Control for playing video streams." msgstr "用于播放视频流的控件。" msgid "" "Returns the video stream's name, or [code]\"\"[/code] if no video " "stream is assigned." msgstr "" "返回视频流的名称,如果没有指定视频流,则返回 [code]\"\"[/code]。" 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 "" "如果视频正在播放,返回 [code]true[/code]。\n" "[b]注意:[/b]如果在播放过程中暂停,视频仍被认为在播放。" msgid "" "Starts the video playback from the beginning. If the video is paused, this " "will not unpause the video." msgstr "从头开始播放视频。如果视频处于暂停状态,不会取消暂停。" 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 "" "停止视频播放并将视频流位置设置为 0。\n" "[b]注意:[/b]虽然视频流位置将被设置为 0,但视频流的第一帧不会成为当前帧。" msgid "The embedded audio track to play." msgstr "要播放的嵌入式音轨。" msgid "If [code]true[/code], playback starts when the scene loads." msgstr "如果为 [code]true[/code],当场景加载时开始播放。" msgid "Amount of time in milliseconds to store in buffer while playing." msgstr "播放时存储在缓冲区的时间,以毫秒计。" msgid "Audio bus to use for sound playback." msgstr "用于声音播放的音频总线。" 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 "" "如果为 [code]true[/code],视频会缩放到控件的尺寸。否则,控件的最小尺寸将被自" "动调整以匹配视频流的尺寸。" msgid "If [code]true[/code], the video is paused." msgstr "如果为 [code]true[/code],则暂停视频。" msgid "The assigned video stream. See description for supported formats." msgstr "指定的视频流。支持的格式见描述。" msgid "Audio volume as a linear value." msgstr "音频音量为线性值。" msgid "Audio volume in dB." msgstr "音频音量,单位是 dB。" msgid "Emitted when playback is finished." msgstr "播放结束时触发。" msgid "[VideoStream] resource for Ogg Theora videos." msgstr "[VideoStream] Ogg Theora 视频的资源。" msgid "" "Returns the first valid [World2D] for this viewport, searching the [member " "world_2d] property of itself and any Viewport ancestor." msgstr "" "返回该视口的首个有效 [World2D],在它自身及任何 Viewport 祖先节点的 [member " "world_2d] 属性中查找。" msgid "" "Returns the mouse's position in this [Viewport] using the coordinate system " "of this [Viewport]." msgstr "返回该 [Viewport] 中鼠标的位置,使用该 [Viewport] 的坐标系。" msgid "Returns the visible rectangle in global screen coordinates." msgstr "返回全局屏幕坐标中的可见矩形。" msgid "Returns [code]true[/code] if the drag operation is successful." msgstr "如果拖拽操作成功,则返回 [code]true[/code]。" 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 "" "如果该视口目前正在执行拖拽操作,则返回 [code]true[/code]。\n" "如果你更倾向于对其进行轮询,那么就可以作为 [constant Node." "NOTIFICATION_DRAG_BEGIN] 和 [constant Node.NOTIFICATION_DRAG_END] 的替代品。" msgid "Stops the input from propagating further down the [SceneTree]." msgstr "阻止输入沿着 [SceneTree] 继续向下传播。" 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 "" "设置在指定象限内使用的细分数。较多的细分数可以让你在场景中一次拥有更多的阴" "影,但是会降低阴影的质量。一个好的做法是让象限具有不同数量的细分,并尽可能地" "减少细分。" msgid "If [code]true[/code], the viewport will process 2D audio streams." msgstr "如果为 [code]true[/code],该视口将处理 2D 音频流。" msgid "If [code]true[/code], the viewport will process 3D audio streams." msgstr "如果为 [code]true[/code],该视口将处理 3D 音频流。" 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 "" "该视口的画布变换,对改变所有子 [CanvasItem] 的屏幕位置很有用。相对于该视口的" "全局画布变换。" msgid "The overlay mode for test rendered geometry in debug purposes." msgstr "在调试时,用于测试渲染的几何图形的叠加模式。" msgid "" "The global canvas transform of the viewport. The canvas transform is " "relative to this." msgstr "该视口的全局画布变换。画布变换是相对于这个的。" msgid "If [code]true[/code], the viewport will not receive input events." msgstr "如果为 [code]true[/code],该视口将不接收输入事件。" msgid "" "If [code]true[/code], the GUI controls on the viewport will lay pixel " "perfectly." msgstr "如果为 [code]true[/code],该视口上的 GUI 控件将完美地放置像素。" msgid "" "If [code]true[/code], the objects rendered by viewport become subjects of " "mouse picking process." msgstr "如果为 [code]true[/code],该视口渲染的对象将成为鼠标拾取过程的对象。" msgid "The subdivision amount of the first quadrant on the shadow atlas." msgstr "阴影图集上第一象限的细分量。" msgid "The subdivision amount of the second quadrant on the shadow atlas." msgstr "阴影图集上第二象限的细分量。" msgid "The subdivision amount of the third quadrant on the shadow atlas." msgstr "阴影图集上第三象限的细分量。" msgid "The subdivision amount of the fourth quadrant on the shadow atlas." msgstr "阴影图集上第四象限的细分量。" msgid "" "If [code]true[/code], the viewport should render its background as " "transparent." msgstr "如果为 [code]true[/code],该视口应使其背景渲染为透明。" msgid "The custom [World2D] which can be used as 2D environment source." msgstr "自定义的 [World2D],可以作为 2D 环境源。" msgid "Emitted when a Control node grabs keyboard focus." msgstr "当控件节点获取键盘焦点时触发。" msgid "This quadrant will not be used." msgstr "此象限将不使用。" msgid "This quadrant will only be used by one shadow map." msgstr "此象限仅由一张阴影贴图使用。" msgid "This quadrant will be split in 4 and used by up to 4 shadow maps." msgstr "此象限将分为 4 个,最多使用 4 个阴影贴图。" msgid "This quadrant will be split 16 ways and used by up to 16 shadow maps." msgstr "此象限将被分成 16 个方向,并被最多 16 张阴影贴图使用。" msgid "This quadrant will be split 64 ways and used by up to 64 shadow maps." msgstr "这个象限将被分成 64 个方向,并被最多 64 张阴影贴图使用。" msgid "Amount of objects in frame." msgstr "帧中对象的数量。" msgid "Amount of vertices in frame." msgstr "帧中的顶点数量。" msgid "Amount of draw calls in frame." msgstr "帧中的绘制调用量。" msgid "Represents the size of the [enum RenderInfo] enum." msgstr "表示 [enum RenderInfo] 枚举的大小。" msgid "Objects are displayed normally." msgstr "对象正常显示。" msgid "Objects are displayed in wireframe style." msgstr "对象以线框风格显示。" msgid "Texture which displays the content of a [Viewport]." msgstr "显示 [Viewport] 内容的纹理。" 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 "" "显示 [Viewport] 节点的路径。该路径是相对于场景根的,而不是相对于使用该纹理的" "节点。" msgid "Enables certain nodes only when approximately visible." msgstr "只在大约可见时启用某些节点。" 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 "" "如果为 [code]true[/code],则边界矩形在屏幕上。\n" "[b]注意:[/b]一旦添加到场景树中,需要一帧来计算节点的可见性,所以这个方法将在" "它被实例化后立即返回 [code]false[/code],即使屏幕在绘制过程中。" msgid "Detects approximately when the node is visible on screen." msgstr "大约在节点在屏幕上可见时进行检测。" 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 "" "如果为 [code]true[/code],则边界框在屏幕上。\n" "[b]注意:[/b]一旦添加到场景树中,需要一帧来计算节点的可见性,所以这个方法将在" "它被实例化后立即返回 [code]false[/code],即使屏幕在绘制过程中。" msgid "Parent of all visual 3D nodes." msgstr "所有可视 3D 节点的父节点。" msgid "A custom shader program with a visual editor." msgstr "带有可视化编辑器的自定义着色器程序。" 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 "" "此类允许你自定义着色器程序,可以用于各种材质来渲染对象。\n" "可视化着色器编辑器会创建着色器。" msgid "" "Returns [code]true[/code] if the specified nodes and ports can be connected " "together." msgstr "如果指定节点和端口可以连接在一起,则返回 [code]true[/code]。" msgid "Connects the specified nodes and ports." msgstr "连接指定的节点和端口。" msgid "" "Connects the specified nodes and ports, even if they can't be connected. " "Such connection is invalid and will not function properly." msgstr "" "连接指定的节点和端口,即使它们无法连接。这样的连接是无效的,将不能正常工作。" msgid "Returns the list of connected nodes with the specified type." msgstr "返回具有指定类型的连接节点的列表。" msgid "Returns the list of all nodes in the shader with the specified type." msgstr "返回着色器中具有指定类型的所有节点的列表。" msgid "Returns the position of the specified node within the shader graph." msgstr "返回指定节点在着色器图中的位置。" msgid "" "Returns [code]true[/code] if the specified node and port connection exist." msgstr "如果指定的节点和端口连接存在,返回 [code]true[/code]。" msgid "Removes the specified node from the shader." msgstr "从着色器中删除指定的节点。" msgid "Sets the mode of this shader." msgstr "设置该着色器的模式。" msgid "Sets the position of the specified node." msgstr "设置指定节点的位置。" msgid "The offset vector of the whole graph." msgstr "整个图的偏移向量。" msgid "A vertex shader, operating on vertices." msgstr "顶点着色器,对顶点进行操作。" msgid "A fragment shader, operating on fragments (pixels)." msgstr "片段着色器,对片段(像素)进行操作。" msgid "A shader for light calculations." msgstr "用于光线计算的着色器。" msgid "Represents the size of the [enum Type] enum." msgstr "表示 [enum Type] 枚举的大小。" msgid "Base class for nodes in a visual shader graph." msgstr "可视化着色器图中节点的基类。" 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 "" "可视化着色器图由各种节点组成。图中的每个节点都是一个独立的对象,它们被表示为" "带有标题和一系列属性的矩形框。每个节点都有连接端口,可以将其连接到另一个节点" "并控制着色器的流程。" 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 "" "返回一个包含节点所有输入端口默认值的 [Array],形式为 [code][index0, value0, " "index1, value1, ...][/code]。" 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 "" "使用 [code][index0, value0, index1, value1, ...][/code] 形式的 [Array] 设置默" "认输入端口值。例如: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]。" 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 "" "设置将被显示为预览的输出端口索引。如果设置为[code]-1[/code],则没有端口会被打" "开进行预览。" msgid "" "Floating-point scalar. Translated to [code]float[/code] type in shader code." msgstr "浮点标量。在着色器代码中被转换成[code]float[/code]类型。" msgid "" "3D vector of floating-point values. Translated to [code]vec3[/code] type in " "shader code." msgstr "浮点值的 3D 向量。在着色器代码中转换为 [code]vec3[/code] 类型。" msgid "Boolean type. Translated to [code]bool[/code] type in shader code." msgstr "布尔类型。在着色器代码中转换为 [code]bool[/code] 类型。" msgid "Transform type. Translated to [code]mat4[/code] type in shader code." msgstr "变换类型。在着色器代码中转换为 [code]mat4[/code] 类型。" msgid "" "Sampler type. Translated to reference of sampler uniform in shader code. Can " "only be used for input ports in non-uniform nodes." msgstr "" "采样器类型。转换为着色器代码中的采样器 uniform 引用。只能用于非 uniform 节点" "中的输入端口。" msgid "Represents the size of the [enum PortType] enum." msgstr "表示 [enum PortType] 枚举的大小。" msgid "A boolean constant to be used within the visual shader graph." msgstr "在可视化着色器图中使用的布尔常量。" msgid "" "Has only one output port and no inputs.\n" "Translated to [code]bool[/code] in the shader language." msgstr "" "只有一个输出端口,没有输入。\n" "在着色器语言中被转换成 [code]bool[/code]。" msgid "A boolean constant which represents a state of this node." msgstr "布尔常量,表示该节点的状态。" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "在着色器语言中被转换成 [code]uniform bool[/code]。" msgid "A default value to be assigned within the shader." msgstr "该着色器内部分配的默认值。" msgid "Enables usage of the [member default_value]." msgstr "启用 [member default_value]。" msgid "" "Constrains a value to lie between [code]min[/code] and [code]max[/code] " "values." msgstr "将值限制在[code]min[/code]和[code]max[/code]之间。" msgid "A floating-point scalar." msgstr "浮点标量。" msgid "A 3D vector type." msgstr "3D向量类型。" msgid "A [Color] constant to be used within the visual shader graph." msgstr "[Color] 常量,在可视化着色器图中使用。" 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 "" "有两个输出端口,表示 [Color] 的 RGB 和 Alpha 通道。\n" "在着色器语言中被转换成 [code]vec3 rgb[/code] 和 [code]float alpha[/code]。" msgid "A [Color] constant which represents a state of this node." msgstr "[Color] 常量,表示这个节点的状态。" msgid "A [Color] function to be used within the visual shader graph." msgstr "[Color] 函数,在可视化着色器图中使用。" msgid "" "Accept a [Color] to the input port and transform it according to [member " "function]." msgstr "接受一个 [Color] 到输入端口,并根据 [member function] 对其进行转换。" msgid "" "A function to be applied to the input color. See [enum Function] for options." msgstr "要应用于输入颜色的函数。参阅 [enum Function] 的选项。" 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 "" "使用以下公式将颜色转换为灰度。\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]" msgid "Converts HSV vector to RGB equivalent." msgstr "将 HSV 向量转换为等效的 RGB 向量。" msgid "Converts RGB vector to HSV equivalent." msgstr "将 RGB 向量转换为等效的 HSV 向量。" 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 "" "使用以下公式应用棕褐色调效果。\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]" msgid "A [Color] operator to be used within the visual shader graph." msgstr "在可视化着色器图中使用的 [Color] 运算符。" msgid "Applies [member operator] to two color inputs." msgstr "将 [member operator] 应用于两个颜色输入。" msgid "" "An operator to be applied to the inputs. See [enum Operator] for options." msgstr "要应用于输入的运算符。参阅 [enum Operator] 的选项。" 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 "" "用以下公式产生屏幕效果。\n" "[codeblock]\n" "result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);\n" "[/codeblock]" msgid "" "Produce a difference effect with the following formula:\n" "[codeblock]\n" "result = abs(a - b);\n" "[/codeblock]" msgstr "" "用以下公式产生差异效果。\n" "[codeblock]\n" "result = abs(a - b);\n" "[/codeblock]" msgid "" "Produce a darken effect with the following formula:\n" "[codeblock]\n" "result = min(a, b);\n" "[/codeblock]" msgstr "" "用以下公式产生变暗效果。\n" "[codeblock]\n" "result = min(a, b);\n" "[/codeblock]" msgid "" "Produce a lighten effect with the following formula:\n" "[codeblock]\n" "result = max(a, b);\n" "[/codeblock]" msgstr "" "用以下公式产生减淡效果。\n" "[codeblock]\n" "result = max(a, b);\n" "[/codeblock]" 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 "" "用以下公式产生叠加效果。\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]" msgid "" "Produce a dodge effect with the following formula:\n" "[codeblock]\n" "result = a / (vec3(1.0) - b);\n" "[/codeblock]" msgstr "" "用以下公式产生闪避效果。\n" "[codeblock]\n" "result = a / (vec3(1.0) - b);\n" "[/codeblock]" msgid "" "Produce a burn effect with the following formula:\n" "[codeblock]\n" "result = vec3(1.0) - (vec3(1.0) - a) / b;\n" "[/codeblock]" msgstr "" "用以下公式产生燃烧效果。\n" "[codeblock]\n" "result = vec3(1.0) - (vec3(1.0) - a) / b;\n" "[/codeblock]" 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 "" "用以下公式产生柔光效果。\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]" 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 "" "用以下公式产生硬光效果。\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]" msgid "Translated to [code]uniform vec4[/code] in the shader language." msgstr "在着色器语言中被转换成 [code]uniform vec4[/code]。" msgid "A comparison function for common types within the visual shader graph." msgstr "可视化着色器图内常见类型的比较函数。" 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 "" "通过 [member function] 比较 [code]a[/code] 和 [code]b[/code] 的 [member " "type]。返回一个布尔标量。在着色器代码中转换成 [code]if[/code] 指令。" msgid "A comparison function. See [enum Function] for options." msgstr "比较函数。参阅[enum Function]的选项。" msgid "" "The type to be used in the comparison. See [enum ComparisonType] for options." msgstr "在比较中要使用的类型。参阅[enum ComparisonType]的选项。" msgid "A boolean type." msgstr "布林类型。" msgid "A transform ([code]mat4[/code]) type." msgstr "变换类型,即 [code]mat4[/code]。" msgid "Comparison for equality ([code]a == b[/code])." msgstr "相等比较,即 [code]a == b[/code]。" msgid "Comparison for inequality ([code]a != b[/code])." msgstr "不等比较,即 [code]a != b[/code]。" 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 "" "大于比较,即 [code]a > b[/code]。如果 [member type] 设置为 [constant " "CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM] 则不能使用。" 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 "" "大于或等于的比较,即 [code]a >= b[/code]。如果 [member type] 设置为 " "[constant CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM] 则不能使用。" 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 "" "小于比较,即 [code]a < b[/code]。如果 [member type] 设置为 [constant " "CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM] 则不能使用。" msgid "" "The result will be true if all of component in vector satisfy the comparison " "condition." msgstr "如果向量中的所有分量都满足比较条件,则结果为真。" msgid "" "The result will be true if any of component in vector satisfy the comparison " "condition." msgstr "如果向量中的任意分量满足比较条件,则结果为真。" msgid "" "Translated to [code]texture(cubemap, vec3)[/code] in the shader language. " "Returns a color vector and alpha channel as scalar." msgstr "" "在着色器语言中被转换成 [code]texture(cubemap, vec3)[/code]。返回一个颜色向量" "和 Alpha 通道的标量。" msgid "" "Defines which source should be used for the sampling. See [enum Source] for " "options." msgstr "定义采样应该使用哪个源。参阅[enum Source]的选项。" msgid "" "Defines the type of data provided by the source texture. See [enum " "TextureType] for options." msgstr "定义源纹理提供的数据类型。选项参阅[enum TextureType]。" msgid "No hints are added to the uniform declaration." msgstr "在uniform声明中未添加提示。" msgid "" "Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper " "sRGB to linear conversion." msgstr "" "将 [code]hint_albedo[/code] 作为提示添加到 uniform 声明中,以便将 sRGB 转换为" "线性。" msgid "" "Adds [code]hint_normal[/code] as hint to the uniform declaration, which " "internally converts the texture for proper usage as normal map." msgstr "" "将 [code]hint_normal[/code] 作为提示添加到 uniform 声明中,该声明在内部将纹理" "转换为法线贴图。" msgid "" "Virtual class to define custom [VisualShaderNode]s for use in the Visual " "Shader Editor." msgstr "" "用于定义自定义 [VisualShaderNode] 的虚类,以便在可视化着色器编辑器中使用。" 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 "" "重写此方法来定义可视化着色器编辑器的成员对话框中的相关自定义节点的描述。\n" "定义这个方法是[b]optional[/b]可选的。" 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 "" "重写此方法来定义相关自定义节点的输入端口的名称。这些名称既用于编辑器中的输入" "槽,也作为着色器代码中的标识符,并在[method _get_code]中的[code]input_vars[/" "code]数组中传递。\n" "定义这个方法是[b]可选的[/b],但推荐使用。如果没有被重写,输入端口被命名为" "[code]\"in\"+str(port)[/code]。" 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 "" "重写此方法以定义相关自定义节点的每个输入端口的返回类型,参阅[enum " "VisualShaderNode.PortType]的可能类型。\n" "定义这个方法是[b]可选的[/b],但推荐使用。如果没有被重写,输入端口将返回 " "[constant VisualShaderNode.PORT_TYPE_SCALAR] 类型。" 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 "" "重写此方法来定义可视化着色器编辑器的成员对话框和图中的相关自定义节点的名" "称。\n" "定义这个方法是[b]可选的[/b],但推荐使用。如果不重写,节点将被命名为 " "\"Unnamed\"。" 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 "" "重写此方法来定义相关自定义节点的输出端口的名称。这些名字既用于编辑器中的输出" "槽,也作为着色器代码中的标识符,并在[method _get_code]中的[code]output_vars[/" "code]数组中传递。\n" "定义这个方法是[b]可选的[/b],但推荐使用。如果没有被重写,输出端口被命名为" "[code]\"out\" + str(port)[/code]。" 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 "" "重写此方法以定义相关自定义节点的每个输出端口的返回类型,参阅[enum " "VisualShaderNode.PortType]的可能类型。\n" "定义这个方法是[b]可选的[/b],但推荐使用。如果没有被重写,输出端口将返回" "[constant VisualShaderNode.PORT_TYPE_SCALAR]类型。" 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 "" "重写此方法来定义可视化着色器编辑器的成员对话框中相关自定义节点的返回图标。\n" "定义这个方法是[b]可选的[/b]。如果不重写,就不会显示返回图标。" msgid "" "This node is only available in [code]Fragment[/code] and [code]Light[/code] " "visual shaders." msgstr "" "此节点仅在[code]Fragment[/code]和[code]Light[/code]可视化着色器中可用。" msgid "Sum of absolute derivative in [code]x[/code] and [code]y[/code]." msgstr "[code]x[/code] 和 [code]y[/code] 的绝对导数之和。" msgid "Derivative in [code]x[/code] using local differencing." msgstr "在 [code]x[/code] 中使用局部差分的导数。" msgid "Derivative in [code]y[/code] using local differencing." msgstr "在 [code]y[/code] 中使用局部差分的导数。" msgid "Translates to [code]determinant(x)[/code] in the shader language." msgstr "在着色器语言中翻译成[code]determinant(x)[/code]。" msgid "Calculates a dot product of two vectors within the visual shader graph." msgstr "计算可视化着色器图中两个向量的点积。" msgid "Translates to [code]dot(a, b)[/code] in the shader language." msgstr "在着色器语言中转换成 [code]dot(a, b)[/code]。" msgid "" "A custom visual shader graph expression written in Godot Shading Language." msgstr "用Godot着色语言编写的自定义可视化着色器图形表达式。" 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 "" "Godot 着色器语言中的表达式,它将被注入到图形匹配的着色器函数([code]vertex[/" "code]、[code]fragment[/code] 或 [code]light[/code])的开头,因此不能用于声明" "函数、varying、uniform 或全局常量。" msgid "" "Returns the vector that points in the same direction as a reference vector " "within the visual shader graph." msgstr "返回与可视化着色器图中的参考向量指向相同方向的向量。" 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 "" "在着色器语言中翻译为 [code]faceforward(N, I, Nref)[/code]。该函数有三个向量参" "数。[code]N[/code],定向向量,[code]I[/code],入射向量,以及[code]Nref[/" "code],参考矢量。如果 [code]I[/code] 和 [code]Nref[/code] 的点积小于零,返回" "值为 [code]N[/code]。否则,将返回 [code]-N[/code]。" msgid "" "Minimum value for range hints. Used if [member hint] is set to [constant " "HINT_RANGE] or [constant HINT_RANGE_STEP]." msgstr "" "范围提示的最小值。会在 [member hint] 为 [constant HINT_RANGE] 或 [constant " "HINT_RANGE_STEP] 时使用。" msgid "" "Maximum value for range hints. Used if [member hint] is set to [constant " "HINT_RANGE] or [constant HINT_RANGE_STEP]." msgstr "" "范围提示的最大值。会在 [member hint] 为 [constant HINT_RANGE] 或 [constant " "HINT_RANGE_STEP] 时使用。" msgid "" "Step (increment) value for the range hint with step. Used if [member hint] " "is set to [constant HINT_RANGE_STEP]." msgstr "" "带步长(增量)的范围提示的步长值。会在 [member hint] 为 [constant " "HINT_RANGE_STEP] 时使用。" msgid "No hint used." msgstr "不使用提示。" 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 "" "标量值的范围提示,会将可能的输入限制在 [member min] 和 [member max] 之间。会" "被翻译为着色器代码中的 [code]hint_range(min, max)[/code]。" 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 "" "标量值的范围提示,带步长,会将可能的输入限制在 [member min] 和 [member max] " "之间,步长(增量)为 [member step]。会被翻译为着色器代码中的 " "[code]hint_range(min, max, step)[/code]。" msgid "Represents the size of the [enum Hint] enum." msgstr "表示 [enum Hint] 枚举的大小。" msgid "A Fresnel effect to be used within the visual shader graph." msgstr "在可视化着色器图中使用的菲涅尔效果。" msgid "" "Returns falloff based on the dot product of surface normal and view " "direction of camera (pass associated inputs to it)." msgstr "返回基于表面法线和相机视角方向的点积的衰减,将相关输入传给它。" msgid "" "A custom global visual shader graph expression written in Godot Shading " "Language." msgstr "用Godot着色器语言编写的自定义全局可视化着色器图形表达式。" 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 "" "自定义Godot着色器语言表达式,位于生成的着色器之上。你可以在内部放置各种函数定" "义,以便以后在[VisualShaderNodeExpression]中调用,这些函数被注入到主着色器函" "数中。你还可以声明varyings、uniforms 和全局常量。" msgid "Currently, has no direct usage, use the derived classes instead." msgstr "目前,没有直接使用,而用派生类代替。" msgid "Removes all previously specified input ports." msgstr "移除所有先前指定的输入端口。" msgid "Removes all previously specified output ports." msgstr "移除所有先前指定的输出端口。" msgid "" "Returns a free input port ID which can be used in [method add_input_port]." msgstr "返回一个空闲的输入端口 ID,可以在 [method add_input_port] 中使用。" msgid "" "Returns a free output port ID which can be used in [method add_output_port]." msgstr "返回一个空闲的输出端口 ID,可以在 [method add_output_port] 中使用。" msgid "" "Returns the number of input ports in use. Alternative for [method " "get_free_input_port_id]." msgstr "返回正在使用的输入端口的数量。替代[method get_free_input_port_id]。" msgid "" "Returns a [String] description of the input ports as a colon-separated list " "using the format [code]id,type,name;[/code] (see [method add_input_port])." msgstr "" "返回输入端口的[String]描述,是一个用冒号分隔的列表,格式为[code]id,type,name;" "[/code],参阅[method add_input_port]。" msgid "" "Returns the number of output ports in use. Alternative for [method " "get_free_output_port_id]." msgstr "返回正在使用的输出端口的数量。替代[method get_free_output_port_id]。" msgid "" "Returns a [String] description of the output ports as a colon-separated list " "using the format [code]id,type,name;[/code] (see [method add_output_port])." msgstr "" "返回输出端口的[String]描述,作为一个用冒号分隔的列表,格式为[code]id,type," "name;[/code],参阅[method add_output_port]。" msgid "Returns [code]true[/code] if the specified input port exists." msgstr "如果指定的输入端口存在,返回 [code]true[/code]。" msgid "Returns [code]true[/code] if the specified output port exists." msgstr "如果指定的输出端口存在,返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the specified port name does not override an " "existed port name and is valid within the shader." msgstr "" "如果指定的端口名称没有重写现有的端口名称,并且在着色器中有效,则返回 " "[code]true[/code]。" msgid "Removes the specified input port." msgstr "移除指定的输入端口。" msgid "Removes the specified output port." msgstr "移除指定的输出端口。" msgid "Renames the specified input port." msgstr "重命名指定的输入端口。" msgid "" "Sets the specified input port's type (see [enum VisualShaderNode.PortType])." msgstr "设置指定的输入端口的类型,参阅[enum VisualShaderNode.PortType]。" 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 "" "使用一个[String]格式的以冒号分隔的列表来定义所有输入端口:[code]id,type,name;" "[/code],参阅[method add_input_port]。" msgid "Renames the specified output port." msgstr "重命名指定的输出端口。" msgid "" "Sets the specified output port's type (see [enum VisualShaderNode.PortType])." msgstr "设置指定输出端口的类型,参阅[enum VisualShaderNode.PortType]。" 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 "" "使用一个[String]格式的以冒号分隔的列表来定义所有输出端口: [code]id,type,name;" "[/code] ,参阅[method add_output_port]。" 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 "" "提供对着色器可用的输入变量(内置)的访问。关于每种着色器类型的可用内置变量列" "表,请参阅着色器参考(查看[code]教程[/code]部分的链接)。" msgid "" "A boolean comparison operator to be used within the visual shader graph." msgstr "布尔比较运算符,在可视化着色器图中使用。" msgid "" "Returns the boolean result of the comparison between [code]INF[/code] or " "[code]NaN[/code] and a scalar parameter." msgstr "" "返回 [code]INF[/code]或[code]NaN[/code]与标量参数之间比较的布尔值结果。" msgid "The comparison function. See [enum Function] for options." msgstr "比较函数。参阅[enum Function]的选项。" msgid "Comparison with [code]INF[/code] (Infinity)." msgstr "与 [code]INF[/code](无穷大)比较。" msgid "" "Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " "results, e.g. division by zero)." msgstr "" "与 [code]NaN[/code] 比较(不是一个数字;表示无效的数字结果,如除以 0)。" msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language." msgstr "在着色器语言中转换为 [code]mix(a, b, weight)[/code]。" msgid "" "Calculates an outer product of two vectors within the visual shader graph." msgstr "计算可视化着色器图中两个向量的外积。" 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 "" "[code]OuterProduct[/code] 将第一个参数 [code]c[/code] 作为列向量(有一列的矩" "阵),将第二个参数 [code]r[/code] 作为行向量(有一行的矩阵),进行线性代数矩" "阵乘法 [code]c * r[/code]。产生一个矩阵,其行数是 [code]c[/code] 的分量数,其" "列数是 [code]r[/code] 的分量数。" msgid "Represents the output shader parameters within the visual shader graph." msgstr "表示可视化着色器图中的输出着色器参数。" msgid "" "This visual shader node is present in all shader graphs in form of " "\"Output\" block with multiple output value ports." msgstr "" "此可视化着色器节点以 \"输出\" 块的形式出现在所有着色器图中,有多个输出值端" "口。" msgid "The size of the node in the visual shader graph." msgstr "可视化着色器图中节点的大小。" 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 "" "在着色器语言中转换成 [code]step(edge, x)[/code]。\n" "如果 [code]x[/code] 小于 [code]edge[/code],返回 [code]0.0[/code],否则返回 " "[code]1.0[/code]。" msgid "" "Performs a lookup operation on the provided texture, with support for " "multiple texture sources to choose from." msgstr "对提供的纹理进行查找操作,支持从多个纹理源选择。" msgid "Determines the source for the lookup. See [enum Source] for options." msgstr "确定查询的源。有关选项,请参阅 [enum Source]。" msgid "The source texture, if needed for the selected [member source]." msgstr "源纹理,如果需要的话,用于选定的[member source]。" msgid "" "Specifies the type of the texture if [member source] is set to [constant " "SOURCE_TEXTURE]. See [enum TextureType] for options." msgstr "" "如果[member source]被设置为[constant SOURCE_TEXTURE],则指定纹理的类型。有关" "选项,请参阅 [enum TextureType]。" msgid "Use the texture given as an argument for this function." msgstr "使用给定的纹理作为此函数的参数。" msgid "Use the current viewport's texture as the source." msgstr "使用当前视口的纹理作为源。" msgid "Use the texture from this shader's normal map built-in." msgstr "使用该着色器内置的法线贴图的纹理。" msgid "Use the texture provided in the input port for this function." msgstr "将输入端口中提供的纹理用于此函数。" msgid "Performs a uniform texture lookup within the visual shader graph." msgstr "在可视化着色器图中执行 uniform 的纹理查找。" msgid "" "Performs a lookup operation on the texture provided as a uniform for the " "shader." msgstr "对作为 uniform 着色器提供的纹理进行查找操作。" msgid "Sets the default color if no texture is assigned to the uniform." msgstr "如果没有给 uniform 分配纹理,则设置默认颜色。" msgid "" "Performs a uniform texture lookup with triplanar within the visual shader " "graph." msgstr "在可视化着色器图中用三角面进行 uniform 纹理查找。" msgid "" "Performs a lookup operation on the texture provided as a uniform for the " "shader, with support for triplanar mapping." msgstr "对作为uniform着色器提供的纹理进行查找操作,并支持三角面贴图。" 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 "" "使用四个类型为 [code]vec3[/code] 的向量创建一个 4x4 变换矩阵。每个向量是矩阵" "中的一行,最后一列是一个 [code]vec4(0, 0, 0, 1)[/code]。" msgid "" "Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "获取一个4x4的变换矩阵,并将其分解为四个[code]vec3[/code]值,每行一个。" msgid "The function to be computed. See [enum Function] for options." msgstr "要计算的函数。选项参阅[enum Function]。" msgid "Multiplies transform [code]a[/code] by the transform [code]b[/code]." msgstr "将变换 [code]a[/code] 乘以变换 [code]b[/code]。" msgid "Multiplies transform [code]b[/code] by the transform [code]a[/code]." msgstr "将变换 [code]b[/code] 乘以变换 [code]a[/code]。" msgid "" "Performs a component-wise multiplication of transform [code]a[/code] by the " "transform [code]b[/code]." msgstr "对变换 [code]a[/code] 与变换 [code]b[/code] 进行分量明智的乘法。" msgid "" "Performs a component-wise multiplication of transform [code]b[/code] by the " "transform [code]a[/code]." msgstr "对变换 [code]b[/code] 与变换 [code]a[/code] 进行分量明智的乘法。" msgid "Translated to [code]uniform mat4[/code] in the shader language." msgstr "在着色器语言中被转换成 [code]uniform mat4[/code]。" msgid "" "A multiplication operation on a transform (4x4 matrix) and a vector, with " "support for different multiplication operators." msgstr "对一个变换(4x4 矩阵)和一个向量进行乘法运算,支持不同的乘法运算符。" msgid "" "The multiplication type to be performed. See [enum Operator] for options." msgstr "要执行的乘法类型。参阅 [enum Operator] 的选项。" msgid "Multiplies transform [code]a[/code] by the vector [code]b[/code]." msgstr "将变换 [code]a[/code] 乘以向量 [code]b[/code]。" msgid "Multiplies vector [code]b[/code] by the transform [code]a[/code]." msgstr "将向量 [code]b[/code] 乘以变换 [code]a[/code]。" msgid "" "Multiplies transform [code]a[/code] by the vector [code]b[/code], skipping " "the last row and column of the transform." msgstr "" "将变换 [code]a[/code] 乘以向量 [code]b[/code],跳过变换的最后一行和一列。" msgid "" "Multiplies vector [code]b[/code] by the transform [code]a[/code], skipping " "the last row and column of the transform." msgstr "" "将向量 [code]b[/code] 乘以变换 [code]a[/code],跳过变换的最后一行和一列。" msgid "A [Vector3] constant to be used within the visual shader graph." msgstr "[Vector3] 常量,用于可视化着色器图中。" msgid "A constant [Vector3], which can be used as an input node." msgstr "常量 [Vector3],它可以作为输入节点使用。" msgid "A [Vector3] constant which represents the state of this node." msgstr "[Vector3] 常量,表示该节点的状态。" msgid "Translated to [code]uniform vec3[/code] in the shader language." msgstr "在着色器语言中被转换成 [code]uniform vec3[/code]。" msgid "" "Returns the distance between two points. To be used within the visual shader " "graph." msgstr "返回两点之间的距离。用于可视化着色器图中。" 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 "" "计算从向量 [code]p0[/code] 表示的点到向量 [code]p1[/code] 的距离。\n" "在着色器语言中被转换成 [code]distance(p0, p1)[/code]。" msgid "A vector function to be used within the visual shader graph." msgstr "在可视化着色器图中使用的向量函数。" msgid "A visual shader node able to perform different functions using vectors." msgstr "可视化着色器节点,能够使用向量执行不同的函数。" msgid "The function to be performed. See [enum Function] for options." msgstr "要执行的函数。参阅 [enum Function] 的选项。" msgid "" "Normalizes the vector so that it has a length of [code]1[/code] but points " "in the same direction." msgstr "将向量归一化,使其长度为[code]1[/code],但指向相同的方向。" msgid "Clamps the value between [code]0.0[/code] and [code]1.0[/code]." msgstr "限制[code]0.0[/code]和[code]1.0[/code]之间的值。" msgid "Returns the opposite value of the parameter." msgstr "返回参数的相反值。" msgid "Returns [code]1/vector[/code]." msgstr "返回 [code]1/vector[/code]。" msgid "Returns the absolute value of the parameter." msgstr "返回参数的绝对值。" msgid "Returns the arc-cosine of the parameter." msgstr "返回参数的反余弦值。" msgid "Returns the inverse hyperbolic cosine of the parameter." msgstr "返回参数的反双曲余弦值。" msgid "Returns the arc-sine of the parameter." msgstr "返回参数的反正弦值。" msgid "Returns the inverse hyperbolic sine of the parameter." msgstr "返回参数的反双曲正弦值。" msgid "Returns the arc-tangent of the parameter." msgstr "返回参数的反正切值。" msgid "Returns the inverse hyperbolic tangent of the parameter." msgstr "返回参数的反双曲正切值。" msgid "" "Finds the nearest integer that is greater than or equal to the parameter." msgstr "查找最接近的大于或等于参数的整数。" msgid "Returns the cosine of the parameter." msgstr "返回参数的余弦值。" msgid "Returns the hyperbolic cosine of the parameter." msgstr "返回参数的双曲余弦值。" msgid "Converts a quantity in radians to degrees." msgstr "将以弧度为单位的量转换为度。" msgid "Base-e Exponential." msgstr "以 e 为底的指数。" msgid "Base-2 Exponential." msgstr "以 2 为底的指数。" msgid "Finds the nearest integer less than or equal to the parameter." msgstr "查找小于或等于参数的最近整数。" msgid "Computes the fractional part of the argument." msgstr "计算参数的小数部分。" msgid "Returns the inverse of the square root of the parameter." msgstr "返回参数的平方根的倒数。" msgid "Natural logarithm." msgstr "自然对数。" msgid "Base-2 logarithm." msgstr "以 2 为底的对数。" msgid "Converts a quantity in degrees to radians." msgstr "将度数转换为弧度。" msgid "Finds the nearest integer to the parameter." msgstr "查找参数最近的整数。" msgid "Finds the nearest even integer to the parameter." msgstr "查找参数最近的偶数。" 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 "" "提取参数的符号,即如果参数是负的,返回 [code]-1[/code],如果是正的,返回 " "[code]1[/code],否则返回 [code]0[/code]。" msgid "Returns the sine of the parameter." msgstr "返回参数的正弦值。" msgid "Returns the hyperbolic sine of the parameter." msgstr "返回参数的双曲正弦值。" msgid "Returns the square root of the parameter." msgstr "返回参数的平方根。" msgid "Returns the tangent of the parameter." msgstr "返回参数的正切值。" msgid "Returns the hyperbolic tangent of the parameter." msgstr "返回参数的双曲正切值。" 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 "返回一个等于与参数最接近的整数的值,该值的绝对值不大于参数的绝对值。" msgid "Returns [code]1.0 - vector[/code]." msgstr "返回 [code]1.0 - vector[/code]。" msgid "Returns the length of a [Vector3] within the visual shader graph." msgstr "返回[Vector3]在可视化着色器图中的长度。" msgid "Translated to [code]length(p0)[/code] in the shader language." msgstr "在着色器语言中被转换成[code]length(p0)[/code]。" msgid "A vector operator to be used within the visual shader graph." msgstr "在可视化着色器图中使用的向量运算符。" msgid "" "A visual shader node for use of vector operators. Operates on vector " "[code]a[/code] and vector [code]b[/code]." msgstr "" "用于使用向量运算符的可视化着色器节点。对向量[code]a[/code]和向量[code]b[/" "code]进行操作。" msgid "The operator to be used. See [enum Operator] for options." msgstr "要使用的运算符。参阅[enum Operator]的选项。" msgid "Adds two vectors." msgstr "将两个向量相加。" msgid "Subtracts a vector from a vector." msgstr "从一个向量中减去一个向量。" msgid "Multiplies two vectors." msgstr "将两个向量相乘。" msgid "Divides vector by vector." msgstr "将向量除以向量。" msgid "Returns the remainder of the two vectors." msgstr "返回两个向量的余数。" msgid "" "Returns the value of the first parameter raised to the power of the second, " "for each component of the vectors." msgstr "返回第一个参数的值提高到第二个参数的幂,对于向量的每个分量。" msgid "Returns the greater of two values, for each component of the vectors." msgstr "对于向量的每个分量,返回两个值中的较大值。" msgid "Returns the lesser of two values, for each component of the vectors." msgstr "对于向量的每个分量,返回两个数值中的较小者。" msgid "Calculates the cross product of two vectors." msgstr "计算两个向量的叉积。" msgid "Returns the arc-tangent of the parameters." msgstr "返回参数的反正切值。" 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 "" "返回指向反射方向的向量。[code]a[/code] 是入射向量,[code]b[/code] 是法向量。" 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 "" "向量步长运算符。如果[code]a[/code]小于[code]b[/code],返回 [code]0.0[/code]," "否则返回 [code]1.0[/code]。" 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 "" "在着色器语言中转换成 [code]refract(I, N, eta)[/code],其中 [code]I[/code] 是" "入射向量,[code]N[/code] 是法线向量,[code]eta[/code] 是折射的比率。" msgid "Real-time global illumination (GI) probe." msgstr "实时全局光照(GI)探测。" msgid "GI probes" msgstr "GI 探针" msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled." msgstr "在启用 [code]create_visual_debug[/code] 的情况下调用 [method bake] 。" 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 "" "使用 64 分区,这是最低的质量设置,但也是最快的。如果你能使用它,特别是在低端" "硬件上使用它。" msgid "Use 128 subdivisions. This is the default quality setting." msgstr "使用 128 个分区。这是默认的质量设置。" msgid "Use 256 subdivisions." msgstr "使用 256 个分区。" 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 "" "使用 512 个分区。这是最高的质量设置,但也是最慢的。在低端硬件上,这可能会导" "致 GPU 停顿。" msgid "Represents the size of the [enum Subdiv] enum." msgstr "代表 [enum Subdiv] 举的大小。" msgid "Vertical scroll bar." msgstr "垂直滚动条。" msgid "" "Vertical version of [ScrollBar], which goes from top (min) to bottom (max)." msgstr "[ScrollBar]的垂直版本,它从顶部(最小)到底部(最大)。" msgid "" "Icon used as a button to scroll the [ScrollBar] up. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" "按钮使用的图标,用于向上滚动[ScrollBar]。支持使用[member ScrollBar." "custom_step]属性的自定义步长。" msgid "" "Icon used as a button to scroll the [ScrollBar] down. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" "作为按钮使用的图标,用于向下滚动[ScrollBar]。支持使用[member ScrollBar." "custom_step]属性的自定义步长。" msgid "Vertical version of [Separator]." msgstr "[Separator]的垂直版本。" msgid "" "Vertical version of [Separator]. Even though it looks vertical, it is used " "to separate objects horizontally." msgstr "[Separator]的垂直版本。尽管它看起来是垂直的,但它用来水平分离对象。" msgid "" "The width of the area covered by the separator. Effectively works like a " "minimum width." msgstr "分隔符所覆盖区域的宽度。以最小宽度时有效工作。" msgid "" "The style for the separator line. Works best with [StyleBoxLine] (remember " "to enable [member StyleBoxLine.vertical])." msgstr "" "分隔线的样式。与 [StyleBoxLine] 一起使用效果最好(记得要启用 [member " "StyleBoxLine.vertical])。" msgid "Vertical slider." msgstr "垂直滑动条。" 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 "" "垂直滑动条。见 [Slider]。这个控件是从底部(最小)滑到顶部(最大)的。\n" "[b]注意:[/b][signal Range.changed] 和 [signal Range.value_changed] 信号是 " "[Range] 类的一部分,该类继承自它。" msgid "The background of the area below the grabber." msgstr "抓取器下方区域的背景。" msgid "" "The background for the whole slider. Determines the width of the " "[code]grabber_area[/code]." msgstr "整个滑动条的背景。决定了 [code]grabber_area[/code] 的宽度。" msgid "Vertical split container." msgstr "垂直拆分容器。" msgid "" "Vertical split container. See [SplitContainer]. This goes from top to bottom." msgstr "垂直拆分容器。见 [SplitContainer]。这是从上到下的。" msgid "" "Holds an [Object], but does not contribute to the reference count if the " "object is a reference." msgstr "持有 [Object],但如果该对象是引用,则不会贡献引用计数。" msgid "" "Returns the [Object] this weakref is referring to. Returns [code]null[/code] " "if that object no longer exists." msgstr "" "返回这个弱引用所引用的 [Object]。如果该对象不复存在,则返回 [code]null[/" "code]。" msgid "Closes this data channel, notifying the other peer." msgstr "关闭此数据通道,通知另一个对等体。" msgid "" "Returns the number of bytes currently queued to be sent over this channel." msgstr "返回当前排队在此通道上发送的字节数。" msgid "Returns the label assigned to this channel during creation." msgstr "返回创建时分配给该通道的标签。" msgid "" "Returns the [code]maxPacketLifeTime[/code] value assigned to this channel " "during creation.\n" "Will be [code]65535[/code] if not specified." msgstr "" "返回创建时分配给这个通道的 [code]maxPacketLifeTime[/code] 值。\n" "如果没有指定,将是 [code]65535[/code]。" msgid "" "Returns the [code]maxRetransmits[/code] value assigned to this channel " "during creation.\n" "Will be [code]65535[/code] if not specified." msgstr "" "返回创建时分配给这个通道的 [code]maxRetransmits[/code] 值。\n" "如果没有指定,将是 [code]65535[/code]。" msgid "" "Returns the sub-protocol assigned to this channel during creation. An empty " "string if not specified." msgstr "返回创建时分配给这个通道的子协议。如果没有指定,则为空字符串。" msgid "Returns the current state of this channel, see [enum ChannelState]." msgstr "返回该通道的当前状态,见 [enum ChannelState]。" msgid "" "Returns [code]true[/code] if this channel was created with out-of-band " "configuration." msgstr "如果这个通道是用带外配置创建的,返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if this channel was created with ordering enabled " "(default)." msgstr "如果这个通道在创建时启用了排序功能,则默认返回 [code]true[/code]。" msgid "Reserved, but not used for now." msgstr "保留,目前未使用。" msgid "" "Returns [code]true[/code] if the last received packet was transferred as " "text. See [member write_mode]." msgstr "" "如果最后收到的数据包是以文本形式传输,则返回 [code]true[/code]。见 [member " "write_mode]。" msgid "" "The transfer mode to use when sending outgoing packet. Either text or binary." msgstr "发送出去数据包时要使用的传输模式。可以是文本或二进制。" msgid "" "Tells the channel to send data over this channel as text. An external peer " "(non-Godot) would receive this as a string." msgstr "" "告诉通道以文本形式在这个通道上发送数据。外部对等体(非 Godot)会以字符串的形" "式接收。" 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 "" "告诉通道以二进制形式在此通道上发送数据。外部对等体(非 Godot)将以数组缓冲区" "或 blob 的形式接收。" msgid "The channel was created, but it's still trying to connect." msgstr "通道已经创建,但它仍在尝试连接。" msgid "The channel is currently open, and data can flow over it." msgstr "该通道目前是打开的,数据可以在其上流动。" msgid "" "The channel is being closed, no new messages will be accepted, but those " "already in queue will be flushed." msgstr "通道正在关闭,将不接受新的消息,但已经在队列中的消息将被刷新。" msgid "The channel was closed, or connection failed." msgstr "通道已关闭,或连接失败。" msgid "" "A simple interface to create a peer-to-peer mesh network composed of " "[WebRTCPeerConnection] that is compatible with the [MultiplayerAPI]." msgstr "" "简单的接口,用于创建由 [WebRTCPeerConnection] 组成的点对点网状网络,与 " "[MultiplayerAPI] 兼容。" 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 "" "以给定的 [code]peer_id[/code] 添加一个新的对等体到网状结构。该 " "[WebRTCPeerConnection] 必须处于 [constant WebRTCPeerConnection.STATE_NEW] 状" "态。\n" "将为可靠的、不可靠的和有序的传输创建三个通道。在创建不可靠和有序通道时," "[code]unreliable_lifetime[/code] 的值将被传递给 [code]maxPacketLifetime[/" "code]选项(见 [method WebRTCPeerConnection.create_data_channel])。" msgid "" "Returns a dictionary which keys are the peer ids and values the peer " "representation as in [method get_peer]." msgstr "" "返回一个字典,其键是对等体的 id,其值是对等体的表示,如 [method get_peer]。" msgid "" "Returns [code]true[/code] if the given [code]peer_id[/code] is in the peers " "map (it might not be connected though)." msgstr "" "如果给定的 [code]peer_id[/code] 在对等体映射中,则返回 [code]true[/code],尽" "管它可能没有连接。" msgid "Interface to a WebRTC peer connection." msgstr "与 WebRTC 对等体连接的接口。" 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 "" "本地计算机和远程对等体之间的 WebRTC 连接。提供一个接口来连接、维护和监控连" "接。\n" "从当前开始,在两个对等体之间建立 WebRTC 连接,这不是一项简单的任务,但它可以" "分解为 3 个主要步骤。\n" "- 想要启动连接的对等体([code]A[/code]从现在开始)创建一个提交,并将其发送给" "另一个对等体([code]B[/code]从现在开始)。\n" "- [code]B[/code] 收到要约,生成和回答,并将其发送给 [code]A[/code])。\n" "- [code]A[/code] 和 [code]B[/code] 然后生成并相互交换 ICE 候选。\n" "在这些步骤之后,连接应该成功建立。继续阅读或查看教程以了解更多信息。" msgid "" "Add an ice candidate generated by a remote peer (and received over the " "signaling server). See [signal ice_candidate_created]." msgstr "" "添加一个由远程对等体产生的冻结候选,并通过信令服务器接收。请参阅[signal " "ice_candidate_created]。" msgid "" "Close the peer connection and all data channels associated with it.\n" "[b]Note:[/b] You cannot reuse this object for a new connection unless you " "call [method initialize]." msgstr "" "关闭对等体连接和与之相关的所有数据通道。\n" "[b]注意:[/b]你不能为一个新的连接重复使用这个对象,除非你调用 [method " "initialize]。" 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 "" "返回新的 [WebRTCDataChannel],或在失败时返回 [code]null[/code],具有给定的 " "[code]label[/code],并通过 [code]options[/code] 字典进行配置。这个方法只有在" "连接处于 [constant STATE_NEW] 状态时才能被调用。\n" "有两种方法来创建工作数据通道:要么只在其中一个对等体上调用 [method " "create_data_channel],并在另一个对等体上监听[signal data_channel_received]," "要么在两个对等体上调用 [method create_data_channel],数值相同,并将 " "[code]negotiated[/code] 选项设置为 [code]true[/code]。\n" "有效的[code]options[/code]是:\n" "[codeblock]\n" "{\n" " \"negotiated\": true, # 当设置为 \"true\"时,默认关闭,意味着该通道是在频" "带外协商的。\"id\"也必须被设置。\"data_channel_received\" 将不会被调用。\n" " \"id\":1, # 当 \"negotiated\"为真时,这个值也必须被设置为两个对等体的相同" "值。\n" "\n" " # 只能指定maxRetransmits和maxPacketLifeTime中的一个,不能同时指定。它们会" "使信道变得不可靠,但在实时性方面会更好。\n" " \"maxRetransmits\":1, # 指定对等体在数据包未被确认时尝试重传的最大次" "数。\n" " \"maxPacketLifeTime\":100, # 指定放弃重传未被确认的数据包之前的最大时间," "以毫秒为单位。\n" " \"ordered\": true, # 当处于不可靠模式时,即 \"maxRetransmits \"或 " "\"maxPacketLifetime \"被设置,\"ordered\"指定是否要强制执行数据包排序,默认为" "true。\n" "\n" " \"protocol\":\"my-custom-protocol\", # 这个通道的自定义子协议字符串。\n" "}\n" "[/codeblock]\n" "[b]注意:[/b]你必须保持对以这种方式创建的通道的引用,否则它将被关闭。" 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 "" "创建一个新的 SDP 提交,以开始与远程对等体的 WebRTC 连接。在调用此方法之前,至" "少要创建一个 [WebRTCDataChannel]。\n" "如果这个函数返回 [constant OK],当会话准备好被发送时,[signal " "session_description_created] 将被调用。" msgid "Returns the connection state. See [enum ConnectionState]." msgstr "返回连接状态。见 [enum ConnectionState]。" 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 "" "重新初始化这个对等体连接,关闭任何先前活动的连接,并回到状态 [constant " "STATE_NEW]。可以通过 [code]options[/code] 的字典来配置对等连接。\n" "有效的 [code]options[/code] 是:\n" "[codeblock]\n" "{\n" " \"iceServers\": [\n" " {\n" " \"urls\":[\"stun:stun.example.com:3478\"], # 一个或多个 STUN 服务" "器。\n" " },\n" " {\n" " \"urls\":[\"turn:turn.example.com:3478\"], # 一个或多个 TURN 服务" "器。\n" " \"username\":\"a_username\", # TURN 服务器的可选用户名。\n" " \"credential\":\"a_password\", # TURN 服务器的可选密码。\n" " }\n" " ]\n" "}\n" "[/codeblock]" msgid "" "Call this method frequently (e.g. in [method Node._process] or [method Node." "_physics_process]) to properly receive signals." msgstr "" "经常调用这个方法以正确接收信号,例如在 [method Node._process] 或 [method " "Node._physics_process] 中。" 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 "" "设置本地对等体的 SDP 描述。这应是在响应 [signal session_description_created] " "时调用的。\n" "调用此函数后,对等体将开始发出 [signal ice_candidate_created],除非返回与 " "[constant OK] 不同的 [enum Error]。" 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 "" "设置远程对等体的 SDP 描述。应用远程对等体产生的值来调用,并通过信号服务器接" "收。\n" "如果 [code]type[/code] 是 [code]offer[/code],对等体将发出 [signal " "session_description_created] 并给出适当的答案。\n" "如果 [code]type[/code] 是 [code]answer[/code],对等体将开始发出 [signal " "ice_candidate_created]。" 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 "" "当收到一个新的带内通道时发出,即在通道是用[code]negotiated: false[/code](默" "认)。\n" "该对象将是[WebRTCDataChannel]的一个实例。你必须保持它的引用,否则它将被自动关" "闭。参阅[method create_data_channel]。" 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 "" "当新的 ICE 候选者被创建时触发。这三个参数是为了通过信号服务器传递给远程对等" "体。" 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 "" "在成功调用 [method create_offer] 或 [method set_remote_description] 后触发," "当它产生一个应答时。这些参数是为了传递给这个对象上的 [method " "set_local_description],并通过信号服务器发送给远程对等体。" msgid "" "The connection is new, data channels and an offer can be created in this " "state." msgstr "连接是新的,数据通道和提交可以在这种状态下创建。" msgid "" "The peer is connecting, ICE is in progress, none of the transports has " "failed." msgstr "对等体正在连接,ICE 正在进行中,没有任何传输失败。" msgid "The peer is connected, all ICE transports are connected." msgstr "对等体已连接,所有的 ICE 传输都已连接。" msgid "At least one ICE transport is disconnected." msgstr "至少有一个 ICE 传输被断开连接。" msgid "One or more of the ICE transports failed." msgstr "一个或更多的 ICE 传输失败。" msgid "" "The peer connection is closed (after calling [method close] for example)." msgstr "对等连接已关闭,例如在调用 [method close] 后。" msgid "Base class for WebSocket server and client." msgstr "WebSocket 服务器和客户端的基类。" msgid "" "Returns the [WebSocketPeer] associated to the given [code]peer_id[/code]." msgstr "返回与给定 [code]peer_id[/code] 关联的 [WebSocketPeer]。" msgid "Returns the IP address of the given peer." msgstr "返回给定对等体的 IP 地址。" msgid "Returns the remote port of the given peer." msgstr "返回给定对等体的远程端口。" msgid "" "Returns [code]true[/code] if the last received packet was sent as a text " "payload. See [enum WriteMode]." msgstr "" "如果最后收到的数据包是作为文本有效载荷发送的,返回 [code]true[/code]。见 " "[enum WriteMode]。" msgid "" "Specifies that WebSockets messages should be transferred as text payload " "(only valid UTF-8 is allowed)." msgstr "指定 WebSockets 消息应作为文本有效载荷传输(只允许有效的 UTF-8)。" msgid "" "Specifies that WebSockets messages should be transferred as binary payload " "(any byte combination is allowed)." msgstr "指定 WebSockets 消息应以二进制有效载荷的形式传输(允许任何字节组合)。" msgid "" "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 "" "检查给定的 [code]session_mode[/code] 是否被用户的浏览器支持。\n" "可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/" "XRSessionMode]WebXR 的 XRSessionMode[/url],包括:[code]\"immersive-vr\"[/" "code]、[code]\"immersive-ar\"[/code] 和 [code]\"inline\"[/code]。\n" "此方法不返回任何东西,而是将结果发送给 [signal session_supported] 信号。" 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 "" "指示用户是否可以看到 WebXR 会话的图像。\n" "可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/" "XRVisibilityState]WebXR 的 XRVisibilityState[/url],包括 [code]\"hidden\"[/" "code]、[code]\"visible\"[/code] 和 [code]\"visible-blurred\"[/code]。" msgid "" "Emitted by [method is_session_supported] to indicate if the given " "[code]session_mode[/code] is supported or not." msgstr "" "由 [method is_session_supported] 触发,表示是否支持指定的 " "[code]session_mode[/code]。" msgid "Emitted when [member visibility_state] has changed." msgstr "当 [member visibility_state] 已更改时触发。" msgid "" "Target ray originates at the viewer's eyes and points in the direction they " "are looking." msgstr "目标射线从观察者的眼睛出发,指向所观察的方向。" msgid "Target ray from a handheld pointer, most likely a VR touch controller." msgstr "目标射线由手持指示器发射,很可能是 VR 触摸控制器。" msgid "Target ray from touch screen, mouse or other tactile input device." msgstr "目标射线由触摸屏、鼠标等触觉输入设备发射。" msgid "" "The window can't be resizing by dragging its resize grip. It's still " "possible to resize the window using [member size]. This flag is ignored for " "full screen windows. Set with [member unresizable]." msgstr "" "该窗口不能通过拖动其调整大小的手柄来调整大小。仍然可以使用 [member size] 来调" "整窗口的大小。这个标志对于全屏窗口来说是被忽略的。用 [member unresizable] 设" "置。" msgid "The color of the title's text." msgstr "标题文本的颜色。" msgid "The font used to draw the title." msgstr "用于绘制标题的字体。" msgid "The icon for the close button." msgstr "关闭按钮的图标。" msgid "Class that has everything pertaining to a 2D world." msgstr "拥有与 2D 世界有关的所有内容的类。" msgid "Class that has everything pertaining to a world." msgstr "拥有与世界相关的一切的类。" msgid "The line's distance from the origin." msgstr "该直线与原点的距离。" msgid "" "Default environment properties for the entire scene (post-processing " "effects, lighting and background settings)." msgstr "整个场景的默认环境属性,后期处理效果、照明和背景设置。" msgid "" "The [Environment] resource used by this [WorldEnvironment], defining the " "default properties." msgstr "" "此 [WorldEnvironment] 世界环境所使用的 [Environment] 环境资源,定义默认属性。" msgid "" "Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/" "XML]XML[/url] files." msgstr "" "用于创建 [url=https://zh.wikipedia.org/zh-cn/XML]XML[/url] 文件解析器的底层" "类。" 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 "" "这个类可以作为制作自定义 XML 解析器的基础。由于 XML 是非常灵活的标准,这个接" "口也是底层的,可被应用于任何可能的模式。" msgid "" "Gets the contents of a text node. This will raise an error in any other type " "of node." msgstr "获取文本节点的内容。若在任何其他类型的节点中,将引发错误。" 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 "" "获取当前元素节点的名称。如果当前节点类型既不是 [constant NODE_ELEMENT] 也不" "是 [constant NODE_ELEMENT_END],将引发一个错误。" msgid "" "Gets the byte offset of the current node since the beginning of the file or " "buffer." msgstr "获取当前节点从文件或缓冲区开始处的字节偏移量。" msgid "" "Gets the type of the current node. Compare with [enum NodeType] constants." msgstr "获取当前节点的类型。与 [enum NodeType] 常量比较。" msgid "Check whether the current element has a certain attribute." msgstr "检查当前元素是否有某个属性。" msgid "" "Check whether the current element is empty (this only works for completely " "empty tags, e.g. [code][/code])." msgstr "" "检查当前元素是否为空(只适用于完全空的标签,例如 [code][/code])。" msgid "Reads the next node of the file. This returns an error code." msgstr "读取文件的下一个节点。返回的是错误码。" msgid "" "Moves the buffer cursor to a certain offset (since the beginning) and read " "the next node there. This returns an error code." msgstr "" "将缓冲区光标移动到某一偏移量(相对于开始位置)并在那里读取下一个节点。返回的" "是错误码。" 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 "" "跳过当前部分。如果该节点包含其他元素,它们将被忽略,光标将跳转到当前元素的结" "尾处。" msgid "There's no node (no file or buffer opened)." msgstr "没有节点,未打开文件或缓冲区。" msgid "Element (tag)." msgstr "元素(标签)。" msgid "End of element." msgstr "元素的末端。" msgid "Text node." msgstr "文本节点。" msgid "Comment node." msgstr "注释节点。" msgid "CDATA content." msgstr "CDATA 内容。" msgid "Unknown node." msgstr "未知节点。" msgid "An anchor point in AR space." msgstr "AR 空间中的锚点。" msgid "" "Returns a plane aligned with our anchor; handy for intersection testing." msgstr "返回一个与我们的锚点对齐的平面;方便进行交集测试。" 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 "" "返回检测到的平面的估计尺寸。比如当锚点与现实世界中的一张桌子有关时,这就是该" "桌子表面的估计尺寸。" msgid "" "A camera node with a few overrules for AR/VR applied, such as location " "tracking." msgstr "应用了一些 AR/VR 规则的相机节点,例如位置跟踪。" msgid "A spatial node representing a spatially-tracked controller." msgstr "表示空间跟踪控制器的空间节点。" msgid "Emitted when a button on this controller is pressed." msgstr "当该控制器上的一个按钮被按下时触发。" msgid "Emitted when a button on this controller is released." msgstr "当该控制器上的一个按钮被释放时触发。" 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 "" "如果这是一个需要显示相机画面作为背景的 AR 界面,此方法返回该界面的 " "[CameraServer] 中的画面 ID。" msgid "" "Returns a combination of [enum Capabilities] flags providing information " "about the capabilities of this interface." msgstr "返回 [enum Capabilities] 标签的组合,提供关于这个接口功能的信息。" msgid "" "Returns the resolution at which we should render our intermediate results " "before things like lens distortion are applied by the VR platform." msgstr "返回在VR平台应用镜头失真等内容之前渲染的中间结果的分辨率。" 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 "" "如果支持,返回我们的跟踪状态。这将使你能够向用户反馈,是否存在位置跟踪的问" "题。" msgid "Turns the interface off." msgstr "关闭接口。" msgid "On an AR interface, [code]true[/code] if anchor detection is enabled." msgstr "在 AR 接口上,如果启用锚点检测,则为 [code]true[/code]。" msgid "[code]true[/code] if this is the primary interface." msgstr "[code]true[/code] 如果这是个主接口。" msgid "" "This interface can work with normal rendering output (non-HMD based AR)." msgstr "此接口可以与正常的渲染输出一起工作(非基于 HMD 的 AR)。" msgid "This interface supports stereoscopic rendering." msgstr "该接口支持立体渲染。" msgid "This interface supports AR (video background and real world tracking)." msgstr "该接口支持 AR(视频背景和真实世界跟踪)。" msgid "Tracking is behaving as expected." msgstr "追踪行为符合预期。" msgid "" "Tracking is hindered by excessive motion (the player is moving faster than " "tracking can keep up)." msgstr "过度运动会阻碍追踪(玩家的移动速度大于追踪的速度)。" msgid "" "Tracking is hindered by insufficient features, it's too dark (for camera-" "based tracking), player is blocked, etc." msgstr "跟踪受到功能不足的阻碍,太暗(对于基于相机的跟踪),玩家被阻碍等。" msgid "" "We don't know the status of the tracking or this interface does not provide " "feedback." msgstr "我们不知道跟踪的状态,或者这个接口未提供反馈。" msgid "" "Tracking is not functional (camera not plugged in or obscured, lighthouses " "turned off, etc.)." msgstr "追踪功能失效(相机未插电或被遮挡、灯塔关闭,等等)。" msgid "The origin point in AR/VR." msgstr "AR/VR 的原点。" msgid "The angular velocity for this pose." msgstr "该姿势的角速度。" msgid "" "If [code]true[/code] our tracking data is up to date. If [code]false[/code] " "we're no longer receiving new tracking data and our state is whatever that " "last valid state was." msgstr "" "如果为 [code]true[/code],则我们的追踪数据是最新的。如果为 [code]false[/" "code],我们将不再接收新的追踪数据,并且我们的状态是最后一个有效状态。" msgid "The linear velocity of this pose." msgstr "该姿势的线速度。" msgid "" "The tracking confidence for this pose, provides insight on how accurate the " "spatial positioning of this record is." msgstr "此姿势的追踪置信度,提供了有关此记录的空间定位准确度的洞察力。" msgid "" "The transform containing the original and transform as reported by the XR " "runtime." msgstr "该变换包含由 XR 运行时报告的原点和变换。" msgid "No tracking information is available for this pose." msgstr "此姿势没有可用的追踪信息。" msgid "Tracking information is deemed accurate and up to date." msgstr "追踪信息被认为是准确且最新的。" msgid "A tracked object." msgstr "追踪对象。" 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 [XRInterface] detects them, instances " "of this object are automatically added to this list of active tracking " "objects accessible through the [XRServer].\n" "The [XRController3D] and [XRAnchor3D] 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 " "GDExtension-based interfaces can interact with them." msgstr "" "此对象的一个实例,表示一个被追踪的设备,例如一个控制器或锚点。HMD 没有在此处" "表示,因为它们是在内部处理的。\n" "当控制器被打开,并且 [XRInterface] 检测到它们时,此对象的实例会自动被添加到可" "通过 [XRServer] 访问的活动追踪对象列表中。\n" "[XRController3D] 和 [XRAnchor3D] 都使用这种类型的对象,并且应该在您的项目中使" "用。位置追踪器只是使这一切正常工作的底层对象。这些大部分都是公开的,以便基于 " "GDExtension 的接口,可以与它们交互。" msgid "" "Returns an input for this tracker. It can return a boolean, float or " "[Vector2] value depending on whether the input is a button, trigger or " "thumbstick/thumbpad." msgstr "" "返回此追踪器的输入。它可以返回一个布尔值、浮点数或 [Vector2] 值,具体取决于输" "入是一个按钮、触发器还是拇指杆/拇指板。" msgid "" "Returns the current [XRPose] state object for the bound [param name] pose." msgstr "返回绑定 [param name] 姿势的当前 [XRPose] 状态对象。" msgid "" "Returns [code]true[/code] if the tracker is available and is currently " "tracking the bound [param name] pose." msgstr "" "如果追踪器可用,并且当前正在追踪绑定的 [param name] 姿势,则返回 [code]true[/" "code]。" msgid "" "Marks this pose as invalid, we don't clear the last reported state but it " "allows users to decide if trackers need to be hidden if we loose tracking or " "just remain at their last known position." msgstr "" "将此姿势标记为无效,我们不会清除最后报告的状态,但如果我们失去追踪,它允许用" "户决定是否需要隐藏追踪器,或仅保留在其最后一个已知位置。" msgid "" "Changes the value for the given input. This method is called by a " "[XRInterface] implementation and should not be used directly." msgstr "更改给定输入的值。此方法由一个 [XRInterface] 实现调用,不应直接使用。" msgid "" "Sets the transform, linear velocity, angular velocity and tracking " "confidence for the given pose. This method is called by a [XRInterface] " "implementation and should not be used directly." msgstr "" "设置给定姿势的变换、线速度、角速度和追踪置信度。此方法由一个 [XRInterface] 实" "现调用,不应直接使用。" msgid "The description of this tracker." msgstr "此追踪器的描述。" msgid "Defines which hand this tracker relates to." msgstr "定义此追踪器与哪只手相关。" msgid "" "The unique name of this tracker. The trackers that are available differ " "between various XR runtimes and can often be configured by the user. Godot " "maintains a number of reserved names that it expects the [XRInterface] to " "implement if applicable:\n" "- [code]left_hand[/code] identifies the controller held in the players left " "hand\n" "- [code]right_hand[/code] identifies the controller held in the players " "right hand" msgstr "" "此追踪器的唯一名称。可用的追踪器因各种 XR 运行时而异,并且通常可以由用户配" "置。Godot 维护了一些保留名称,如果可应用,它希望 [XRInterface] 来实现:\n" "- [code]left_hand[/code] 标识玩家左手握持的控制器\n" "- [code]right_hand[/code] 标识玩家右手握持的控制器" msgid "" "The profile associated with this tracker, interface dependent but will " "indicate the type of controller being tracked." msgstr "与此追踪器关联的配置文件,取决于界面,但将指示被追踪的控制器类型。" msgid "The type of tracker." msgstr "该追踪器的类型。" msgid "" "Emitted when a button on this tracker is pressed. Note that many XR runtimes " "allow other inputs to be mapped to buttons." msgstr "" "当该追踪器上的一个按钮被按下时发出。请注意,许多 XR 运行时允许将其他输入映射" "到按钮。" msgid "Emitted when a button on this tracker is released." msgstr "当该追踪器上的一个按钮被释放时发出。" msgid "Emitted when a trigger or similar input on this tracker changes value." msgstr "当此追踪器上的一个触发器或类似输入更改值时发出。" msgid "Emitted when a thumbstick or thumbpad on this tracker moves." msgstr "当该追踪器上的一个拇指杆或拇指板移动时发出。" msgid "Emitted when the state of a pose tracked by this tracker changes." msgstr "当被此追踪器追踪的一个姿势状态发生变化时发出。" msgid "Emitted when the profile of our tracker changes." msgstr "当我们的追踪器的配置发生变化时发出。" msgid "The hand this tracker is held in is unknown or not applicable." msgstr "手持该追踪器的手是未知的或不适用的。" msgid "This tracker is the left hand controller." msgstr "此跟踪器是左手控制器。" msgid "This tracker is the right hand controller." msgstr "此跟踪器是右手控制器。" msgid "Server for AR and VR features." msgstr "用于 AR 和 VR 功能的服务。" msgid "" "The AR/VR server is the heart of our Advanced and Virtual Reality solution " "and handles all the processing." msgstr "AR/VR 服务器是我们“高级虚拟现实”解决方案的核心,负责执行所有处理。" msgid "Registers an [XRInterface] object." msgstr "注册一个 [XRInterface] 对象。" msgid "" "Registers a new [XRPositionalTracker] that tracks a spatial location in real " "space." msgstr "注册一个新的 [XRPositionalTracker],用于跟踪现实空间中的一个空间位置。" msgid "Returns the primary interface's transformation." msgstr "返回主界面的变换。" msgid "" "Returns the interface registered at the given [param idx] index in the list " "of interfaces." msgstr "返回在接口列表中给定 [param idx] 索引处注册的接口。" 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 "" "返回当前在AR/VR服务上注册的界面数量。如果你的项目支持多个AR/VR平台,你可以查" "看可用的界面,并向用户展示一个选择,或者简单地尝试初始化每个界面,并使用第一" "个返回 [code]true[/code]的界面。" msgid "" "Returns a list of available interfaces the ID and name of each interface." msgstr "返回可用界面的列表,每个界面的ID和名称。" msgid "" "Returns the reference frame transform. Mostly used internally and exposed " "for GDExtension build interfaces." msgstr "返回引用帧的变换。主要在内部使用,并公开以用于 GDExtension 构建接口。" msgid "Returns the positional tracker with the given [param tracker_name]." msgstr "返回具有给定 [param tracker_name] 的位置追踪器。" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "返回 [param tracker_types] 的追踪器字典。" msgid "Removes this [param interface]." msgstr "移除该 [param interface]。" msgid "Removes this positional [param tracker]." msgstr "移除该位置 [param tracker]。" msgid "The primary [XRInterface] currently bound to the [XRServer]." msgstr "当前绑定到 [XRServer] 的主 [XRInterface]。" 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 "" "允许你根据你的游戏的单位来调整缩放。大多数 AR/VR 平台假定 1 个游戏世界单位 = " "1 个现实世界的米。" msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " "of controllers or if you're using [XRAnchor3D]s for an AR solution, it is " "important to react to this signal to add the appropriate [XRController3D] or " "[XRAnchor3D] nodes related to this new tracker." msgstr "" "当一个新的追踪器被添加时发出。如果您不使用一个固定数量的控制器,或者如果您将 " "[XRAnchor3D] 用于一个 AR 解决方案,请务必对此信号做出反应,以添加与该新追踪器" "相适的 [XRController3D] 或 [XRAnchor3D] 节点 。" msgid "" "Emitted when a tracker is removed. You should remove any [XRController3D] or " "[XRAnchor3D] 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 "" "当一个追踪器被移除时发出。如此,您应该移除任何 [XRController3D] 或 " "[XRanchor3D] 点。这不是强制性的,这些节点只是变得不活动,并且当一个新的追踪器" "可用时,将再次激活(即打开一个新的控制器,来代替前一个控制器)。" msgid "" "Emitted when an existing tracker has been updated. This can happen if the " "user switches controllers." msgstr "当现有追踪器被更新时发出。如果用户切换控制器,则可能会发生这种情况。" msgid "" "The tracker tracks the location of the players head. This is usually a " "location centered between the players eyes. Note that for handheld AR " "devices this can be the current location of the device." msgstr "" "追踪器追踪玩家头部的位置。这通常是玩家眼睛之间的中心位置。请注意,对于手持式 " "AR 设备,这可能是该设备的当前位置。" msgid "The tracker tracks the location of a controller." msgstr "追踪器追踪控制器的位置。" msgid "The tracker tracks the location of a base station." msgstr "追踪器追踪基站的位置。" msgid "The tracker tracks the location and size of an AR anchor." msgstr "追踪器追踪 AR 锚的位置和大小。" msgid "Used internally to filter trackers of any known type." msgstr "内部用于过滤任何已知类型的跟踪器。" msgid "Used internally if we haven't set the tracker type yet." msgstr "如果我们尚未设置跟踪器类型,则在内部使用。" msgid "Used internally to select all trackers." msgstr "在内部用于选择所有跟踪器。" 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 "" "完全重置 HMD 的方向。无论用户在现实世界中看向哪个方向。将在虚拟世界中锁定视" "角。" 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 "" "重置方向,但保持设备的倾斜度。因此,如果我们正在往下看,会继续往下看,但方向" "会被重置。" msgid "" "Does not reset the orientation of the HMD, only the position of the player " "gets centered." msgstr "不重置 HMD 的方向,只让玩家的位置居中。" msgid "" "Opens the zip archive at the given [param path] and reads its file index." msgstr "打开给定 [param path] 的压缩文件,并读取其文件索引。" msgid "" "Loads the whole content of a file in the loaded zip archive into memory and " "returns it.\n" "Must be called after [method open]." msgstr "" "将加载的 zip 存档中文件的全部内容加载到内存中并返回它。\n" "必须在 [method open] 之后调用。"