# Chinese (Simplified) translation of the Godot Engine editor # 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. # 360119124 <360119124@qq.com>, 2018. # 柠檬杀手 , 2018, 2020. # 纯洁的坏蛋 , 2016. # 孤月蓝风 , 2016. # 吴亮弟 , 2017. # ageazrael , 2016. # Bruce Guo , 2016. # dragonandy , 2017-2018. # Geequlim , 2016-2018, 2019. # jie Shi , 2018. # Jingtian Pan , 2018. # lalalaring <783482203@qq.com>, 2017, 2018. # Luo Jun , 2016-2017, 2018. # oberon-tonya <360119124@qq.com>, 2016. # plumsky , 2018. # Qichunren , 2017. # seanfy , 2018. # sersoong , 2017-2018. # wanfang liu , 2016. # WeiXiong Huang , 2017. # Youmu , 2017. # yuetian <18829280955@163.com>, 2018. # Zae Chao , 2018. # zwj36028 <23732399@qq.com>, 2018. # Hobr , 2018. # Dante Lucifer , 2018. # carlcc , 2018. # AColdCube <761397398@qq.com>, 2018. # 小菠萝粑粑 <2062152083@qq.com>, 2018. # 刘庆文 , 2018. # Haowen Liu , 2018. # tangdou1 <1093505442@qq.com>, 2018, 2019. # yzt <834950797@qq.com>, 2018, 2019, 2020. # DKLost <514dklost@gmail.com>, 2018. # thanksshu , 2018. # Jsheng , 2019. # Zhang Zhibo , 2019. # ws00010203 , 2019. # Song DongHui <14729626293@163.com>, 2019. # simano clio , 2019. # ByonkoGalilei , 2019. # qjyqjyqjyqjy , 2019, 2021. # liushuyu011 , 2019. # DS , 2019. # ZeroAurora , 2019. # Gary Wang , 2019. # ASC_8384 , 2019. # Lyu Shiqing , 2019. # ColdThunder11 , 2019. # liu lizhi , 2019. # 王徐 , 2019. # 巴哈姆特 , 2019. # Morge Tolbert , 2019. # idleman <1524328475@qq.com>, 2019. # king , 2019. # silentbird , 2019. # Haoyu Qiu , 2019, 2020, 2021. # Revan Ji , 2020. # nieyuanhong <15625988003@163.com>, 2020. # binotaliu , 2020. # BinotaLIU , 2020. # Tim Bao , 2020. # UnluckyNinja , 2020. # 无双流 <1257678024@qq.com>, 2020. # ZhangXinyu , 2020. # Silence Tai , 2020. # MintSoda , 2020. # Gardner Belgrade , 2020. # godhidden , 2020. # BinotaLIU , 2020, 2021. # TakWolf , 2020. # twoBornottwoB <305766341@qq.com>, 2021. # Magian , 2021. # Weiduo Xie , 2021. # suplife <2634557184@qq.com>, 2021. # luoji <564144019@qq.com>, 2021. # zeng haochen , 2021. # Sam Sun , 2021. # 苏轼 , 2021. # nitenook , 2021. # jker , 2021. msgid "" msgstr "" "Project-Id-Version: Chinese (Simplified) (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2018-01-20 12:15+0200\n" "PO-Revision-Date: 2021-12-31 08:52+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: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Weblate 4.10.1\n" #: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp #: modules/visual_script/visual_script_builtin_funcs.cpp msgid "Invalid type argument to convert(), use TYPE_* constants." msgstr "convert() 的参数类型无效,请使用 TYPE_* 常量。" #: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp msgid "Expected a string of length 1 (a character)." msgstr "应为长度为 1 的字符串(1个字符)。" #: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp #: modules/mono/glue/gd_glue.cpp #: modules/visual_script/visual_script_builtin_funcs.cpp msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "解码字节数不够,或格式无效。" #: core/math/expression.cpp msgid "Invalid input %i (not passed) in expression" msgstr "表达式的输入 %i 无效(未传递)" #: core/math/expression.cpp msgid "self can't be used because instance is null (not passed)" msgstr "实例为 null(未传递),无法使用 self" #: core/math/expression.cpp msgid "Invalid operands to operator %s, %s and %s." msgstr "运算符 %s 的操作数 %s 和 %s 无效。" #: core/math/expression.cpp msgid "Invalid index of type %s for base type %s" msgstr "将 %s 类型作为 %s 基础类型的索引无效" #: core/math/expression.cpp msgid "Invalid named index '%s' for base type %s" msgstr "将 '%s' 作为 %s 基础类型的具名索引无效" #: core/math/expression.cpp msgid "Invalid arguments to construct '%s'" msgstr "构造 '%s' 的参数无效" #: core/math/expression.cpp msgid "On call to '%s':" msgstr "在调用 '%s' 时:" #: core/ustring.cpp msgid "B" msgstr "B" #: core/ustring.cpp msgid "KiB" msgstr "KiB" #: core/ustring.cpp msgid "MiB" msgstr "MiB" #: core/ustring.cpp msgid "GiB" msgstr "GiB" #: core/ustring.cpp msgid "TiB" msgstr "TiB" #: core/ustring.cpp msgid "PiB" msgstr "PiB" #: core/ustring.cpp msgid "EiB" msgstr "EiB" #: editor/animation_bezier_editor.cpp msgid "Free" msgstr "自由" #: editor/animation_bezier_editor.cpp msgid "Balanced" msgstr "平衡" #: editor/animation_bezier_editor.cpp msgid "Mirror" msgstr "镜像" #: editor/animation_bezier_editor.cpp editor/editor_profiler.cpp msgid "Time:" msgstr "时间:" #: editor/animation_bezier_editor.cpp msgid "Value:" msgstr "值:" #: editor/animation_bezier_editor.cpp msgid "Insert Key Here" msgstr "此处插入关键帧" #: editor/animation_bezier_editor.cpp msgid "Duplicate Selected Key(s)" msgstr "复制所选关键帧" #: editor/animation_bezier_editor.cpp msgid "Delete Selected Key(s)" msgstr "删除所选关键帧" #: editor/animation_bezier_editor.cpp msgid "Add Bezier Point" msgstr "添加贝塞尔顶点" #: editor/animation_bezier_editor.cpp msgid "Move Bezier Points" msgstr "移动贝塞尔顶点" #: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp msgid "Anim Duplicate Keys" msgstr "复制动画关键帧" #: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp msgid "Anim Delete Keys" msgstr "删除动画关键帧" #: editor/animation_track_editor.cpp msgid "Anim Change Keyframe Time" msgstr "修改动画关键帧的时间" #: editor/animation_track_editor.cpp msgid "Anim Change Transition" msgstr "修改动画过渡方式" #: editor/animation_track_editor.cpp msgid "Anim Change Transform" msgstr "修改动画变换" #: editor/animation_track_editor.cpp msgid "Anim Change Keyframe Value" msgstr "修改动画关键帧的值" #: editor/animation_track_editor.cpp msgid "Anim Change Call" msgstr "修改动画回调" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Keyframe Time" msgstr "修改多个动画关键帧的时间" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Transition" msgstr "修改多个动画过渡方式" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Transform" msgstr "修改多个动画变换" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Keyframe Value" msgstr "修改多个动画关键帧的值" #: editor/animation_track_editor.cpp msgid "Anim Multi Change Call" msgstr "修改多个动画回调" #: editor/animation_track_editor.cpp msgid "Change Animation Length" msgstr "修改动画长度" #: editor/animation_track_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Change Animation Loop" msgstr "修改动画循环" #: editor/animation_track_editor.cpp msgid "Property Track" msgstr "属性轨道" #: editor/animation_track_editor.cpp msgid "3D Transform Track" msgstr "3D 变换轨道" #: editor/animation_track_editor.cpp msgid "Call Method Track" msgstr "方法调用轨道" #: editor/animation_track_editor.cpp msgid "Bezier Curve Track" msgstr "贝塞尔曲线轨道" #: editor/animation_track_editor.cpp msgid "Audio Playback Track" msgstr "音频播放轨道" #: editor/animation_track_editor.cpp msgid "Animation Playback Track" msgstr "动画播放轨道" #: editor/animation_track_editor.cpp msgid "Animation length (frames)" msgstr "动画长度(帧)" #: editor/animation_track_editor.cpp msgid "Animation length (seconds)" msgstr "动画长度(秒)" #: editor/animation_track_editor.cpp msgid "Add Track" msgstr "添加轨道" #: editor/animation_track_editor.cpp msgid "Animation Looping" msgstr "动画循环" #: editor/animation_track_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Functions:" msgstr "函数:" #: editor/animation_track_editor.cpp msgid "Audio Clips:" msgstr "音频剪辑:" #: editor/animation_track_editor.cpp msgid "Anim Clips:" msgstr "动画剪辑:" #: editor/animation_track_editor.cpp msgid "Change Track Path" msgstr "修改轨道路径" #: editor/animation_track_editor.cpp msgid "Toggle this track on/off." msgstr "切换该轨道的开关。" #: editor/animation_track_editor.cpp msgid "Update Mode (How this property is set)" msgstr "更新模式(设置属性的方式)" #: editor/animation_track_editor.cpp msgid "Interpolation Mode" msgstr "插值模式" #: editor/animation_track_editor.cpp msgid "Loop Wrap Mode (Interpolate end with beginning on loop)" msgstr "无缝循环模式(使用循环开始插值循环结束)" #: editor/animation_track_editor.cpp msgid "Remove this track." msgstr "移除该轨道。" #: editor/animation_track_editor.cpp msgid "Time (s): " msgstr "时间(秒): " #: editor/animation_track_editor.cpp msgid "Toggle Track Enabled" msgstr "启用/禁用轨道" #: editor/animation_track_editor.cpp msgid "Continuous" msgstr "连续" #: editor/animation_track_editor.cpp msgid "Discrete" msgstr "离散" #: editor/animation_track_editor.cpp msgid "Trigger" msgstr "触发器" #: editor/animation_track_editor.cpp msgid "Capture" msgstr "捕获" #: editor/animation_track_editor.cpp msgid "Nearest" msgstr "临近" #: editor/animation_track_editor.cpp editor/plugins/curve_editor_plugin.cpp #: editor/property_editor.cpp msgid "Linear" msgstr "线性" #: editor/animation_track_editor.cpp msgid "Cubic" msgstr "三次方" #: editor/animation_track_editor.cpp msgid "Clamp Loop Interp" msgstr "切断循环插值" #: editor/animation_track_editor.cpp msgid "Wrap Loop Interp" msgstr "环绕循环插值" #: editor/animation_track_editor.cpp #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Insert Key" msgstr "插入关键帧" #: editor/animation_track_editor.cpp msgid "Duplicate Key(s)" msgstr "复制关键帧" #: editor/animation_track_editor.cpp #, fuzzy msgid "Add RESET Value(s)" msgstr "添加 %d 帧" #: editor/animation_track_editor.cpp msgid "Delete Key(s)" msgstr "删除关键帧" #: editor/animation_track_editor.cpp msgid "Change Animation Update Mode" msgstr "修改动画更新模式" #: editor/animation_track_editor.cpp msgid "Change Animation Interpolation Mode" msgstr "修改动画插值模式" #: editor/animation_track_editor.cpp msgid "Change Animation Loop Mode" msgstr "修改动画循环模式" #: editor/animation_track_editor.cpp msgid "Remove Anim Track" msgstr "移除动画轨道" #. TRANSLATORS: %s will be replaced by a phrase describing the target of track. #: editor/animation_track_editor.cpp msgid "Create NEW track for %s and insert key?" msgstr "是否为 %s 新建轨道并插入关键帧?" #: editor/animation_track_editor.cpp msgid "Create %d NEW tracks and insert keys?" msgstr "是否新建 %d 个轨道并插入关键帧?" #: editor/animation_track_editor.cpp editor/create_dialog.cpp #: editor/editor_audio_buses.cpp editor/editor_feature_profile.cpp #: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/mesh_instance_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp #: editor/script_create_dialog.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Create" msgstr "创建" #: editor/animation_track_editor.cpp msgid "Anim Insert" msgstr "插入动画" #. TRANSLATORS: This describes the target of new animation track, will be inserted into another string. #: editor/animation_track_editor.cpp msgid "node '%s'" msgstr "节点“%s”" #. TRANSLATORS: This describes the target of new animation track, will be inserted into another string. #: editor/animation_track_editor.cpp msgid "animation" msgstr "动画" #: editor/animation_track_editor.cpp msgid "AnimationPlayer can't animate itself, only other players." msgstr "AnimationPlayer 不能动画化自己,只可动画化其他 Player。" #. TRANSLATORS: This describes the target of new animation track, will be inserted into another string. #: editor/animation_track_editor.cpp msgid "property '%s'" msgstr "属性“%s”" #: editor/animation_track_editor.cpp msgid "Anim Create & Insert" msgstr "创建并插入动画" #: editor/animation_track_editor.cpp msgid "Anim Insert Track & Key" msgstr "插入动画轨道和关键帧" #: editor/animation_track_editor.cpp msgid "Anim Insert Key" msgstr "插入动画关键帧" #: editor/animation_track_editor.cpp msgid "Change Animation Step" msgstr "修改动画步长" #: editor/animation_track_editor.cpp msgid "Rearrange Tracks" msgstr "重新排列轨道" #: editor/animation_track_editor.cpp msgid "Transform tracks only apply to Spatial-based nodes." msgstr "变换轨道仅应用于基于 Spatial 的节点。" #: editor/animation_track_editor.cpp msgid "" "Audio tracks can only point to nodes of type:\n" "-AudioStreamPlayer\n" "-AudioStreamPlayer2D\n" "-AudioStreamPlayer3D" msgstr "" "音频轨道只能指向以下类型的节点:\n" "-AudioStreamPlayer\n" "-AudioStreamPlayer2D\n" "-AudioStreamPlayer3D" #: editor/animation_track_editor.cpp msgid "Animation tracks can only point to AnimationPlayer nodes." msgstr "动画轨道只能指向 AnimationPlayer 节点。" #: editor/animation_track_editor.cpp msgid "Not possible to add a new track without a root" msgstr "没有根节点时无法添加新轨道" #: editor/animation_track_editor.cpp msgid "Invalid track for Bezier (no suitable sub-properties)" msgstr "无效的贝塞尔轨道(没有合适的子属性)" #: editor/animation_track_editor.cpp msgid "Add Bezier Track" msgstr "添加贝塞尔轨道" #: editor/animation_track_editor.cpp msgid "Track path is invalid, so can't add a key." msgstr "轨道路径无效,因此无法添加键。" #: editor/animation_track_editor.cpp msgid "Track is not of type Spatial, can't insert key" msgstr "轨道不是 Spatial 类型,无法插入帧" #: editor/animation_track_editor.cpp msgid "Add Transform Track Key" msgstr "添加变换轨道帧" #: editor/animation_track_editor.cpp msgid "Add Track Key" msgstr "添加轨道帧" #: editor/animation_track_editor.cpp msgid "Track path is invalid, so can't add a method key." msgstr "轨道路径无效,所以无法添加方法帧。" #: editor/animation_track_editor.cpp msgid "Add Method Track Key" msgstr "添加方法轨道帧" #: editor/animation_track_editor.cpp msgid "Method not found in object: " msgstr "对象方法未找到: " #: editor/animation_track_editor.cpp msgid "Anim Move Keys" msgstr "移动动画关键帧" #: editor/animation_track_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Clipboard is empty!" msgstr "剪贴板是空的!" #: editor/animation_track_editor.cpp msgid "Paste Tracks" msgstr "粘贴轨道" #: editor/animation_track_editor.cpp msgid "Anim Scale Keys" msgstr "缩放动画关键帧" #: editor/animation_track_editor.cpp msgid "" "This option does not work for Bezier editing, as it's only a single track." msgstr "由于只有单一轨道,因此该选项不适用于贝塞尔编辑。" #: editor/animation_track_editor.cpp #, fuzzy msgid "Anim Add RESET Keys" msgstr "缩放动画关键帧" #: editor/animation_track_editor.cpp msgid "" "This animation belongs to an imported scene, so changes to imported tracks " "will not be saved.\n" "\n" "To enable the ability to add custom tracks, navigate to the scene's import " "settings and set\n" "\"Animation > Storage\" to \"Files\", enable \"Animation > Keep Custom Tracks" "\", then re-import.\n" "Alternatively, use an import preset that imports animations to separate " "files." msgstr "" "此动画属于导入的场景,因此不会保存对导入轨道的更改。\n" "\n" "要启用添加自定义轨道的功能,可以在场景的导入设置中将\n" "“Animation > Storage” 设为 “ Files”,并启用 “Animation > Keep Custom " "Tracks”,然后重新导入。\n" "或者也可以使用将动画导入为单独文件的导入预设。" #: editor/animation_track_editor.cpp msgid "Warning: Editing imported animation" msgstr "警告:正在编辑导入的动画" #: editor/animation_track_editor.cpp msgid "Select an AnimationPlayer node to create and edit animations." msgstr "选择一个 AnimationPlayer 节点以创建和编辑动画。" #: editor/animation_track_editor.cpp msgid "Only show tracks from nodes selected in tree." msgstr "仅显示在树中选中节点的轨道。" #: editor/animation_track_editor.cpp msgid "Group tracks by node or display them as plain list." msgstr "按节点分组或将节点显示为普通列表。" #: editor/animation_track_editor.cpp msgid "Snap:" msgstr "吸附:" #: editor/animation_track_editor.cpp msgid "Animation step value." msgstr "动画步进值。" #: editor/animation_track_editor.cpp msgid "Seconds" msgstr "秒" #: editor/animation_track_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "FPS" msgstr "FPS" #: editor/animation_track_editor.cpp editor/editor_plugin_settings.cpp #: editor/editor_resource_picker.cpp #: editor/plugins/polygon_2d_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp #: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp #: editor/plugins/tile_set_editor_plugin.cpp editor/project_manager.cpp #: editor/project_settings_editor.cpp editor/property_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Edit" msgstr "编辑" #: editor/animation_track_editor.cpp msgid "Animation properties." msgstr "动画属性。" #: editor/animation_track_editor.cpp msgid "Copy Tracks" msgstr "复制轨道" #: editor/animation_track_editor.cpp msgid "Scale Selection" msgstr "缩放选中项" #: editor/animation_track_editor.cpp msgid "Scale From Cursor" msgstr "通过光标缩放" #: editor/animation_track_editor.cpp editor/plugins/script_text_editor.cpp #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Duplicate Selection" msgstr "复制选中项" #: editor/animation_track_editor.cpp msgid "Duplicate Transposed" msgstr "复制并转置" #: editor/animation_track_editor.cpp msgid "Delete Selection" msgstr "删除选中项" #: editor/animation_track_editor.cpp msgid "Go to Next Step" msgstr "跳到下一步" #: editor/animation_track_editor.cpp msgid "Go to Previous Step" msgstr "跳到上一步" #: editor/animation_track_editor.cpp msgid "Apply Reset" msgstr "应用重置" #: editor/animation_track_editor.cpp msgid "Optimize Animation" msgstr "优化动画" #: editor/animation_track_editor.cpp msgid "Clean-Up Animation" msgstr "清空动画" #: editor/animation_track_editor.cpp msgid "Pick the node that will be animated:" msgstr "选择要设置动画的节点:" #: editor/animation_track_editor.cpp msgid "Use Bezier Curves" msgstr "使用贝塞尔曲线" #: editor/animation_track_editor.cpp msgid "Create RESET Track(s)" msgstr "创建 RESET 轨道" #: editor/animation_track_editor.cpp msgid "Anim. Optimizer" msgstr "动画优化器" #: editor/animation_track_editor.cpp msgid "Max. Linear Error:" msgstr "最大线性误差:" #: editor/animation_track_editor.cpp msgid "Max. Angular Error:" msgstr "最大角度误差:" #: editor/animation_track_editor.cpp msgid "Max Optimizable Angle:" msgstr "最大可优化角度:" #: editor/animation_track_editor.cpp msgid "Optimize" msgstr "优化" #: editor/animation_track_editor.cpp msgid "Remove invalid keys" msgstr "移除无效帧" #: editor/animation_track_editor.cpp msgid "Remove unresolved and empty tracks" msgstr "移除未分解的空轨道" #: editor/animation_track_editor.cpp msgid "Clean-up all animations" msgstr "清除所有动画" #: editor/animation_track_editor.cpp msgid "Clean-Up Animation(s) (NO UNDO!)" msgstr "清除动画(无法撤销!)" #: editor/animation_track_editor.cpp msgid "Clean-Up" msgstr "清空" #: editor/animation_track_editor.cpp msgid "Scale Ratio:" msgstr "缩放比率:" #: editor/animation_track_editor.cpp msgid "Select Tracks to Copy" msgstr "选择要复制的轨道" #: editor/animation_track_editor.cpp editor/editor_log.cpp #: editor/editor_resource_picker.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp editor/property_editor.cpp #: editor/scene_tree_dock.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Copy" msgstr "复制" #: editor/animation_track_editor.cpp msgid "Select All/None" msgstr "全选/取消" #: editor/animation_track_editor_plugins.cpp msgid "Add Audio Track Clip" msgstr "添加音频轨道剪辑" #: editor/animation_track_editor_plugins.cpp msgid "Change Audio Track Clip Start Offset" msgstr "修改音频轨道剪辑起始偏移" #: editor/animation_track_editor_plugins.cpp msgid "Change Audio Track Clip End Offset" msgstr "修改音频轨道剪辑结束偏移" #: editor/array_property_edit.cpp msgid "Resize Array" msgstr "调整数组大小" #: editor/array_property_edit.cpp msgid "Change Array Value Type" msgstr "修改数组值类型" #: editor/array_property_edit.cpp msgid "Change Array Value" msgstr "修改数组值" #: editor/code_editor.cpp msgid "Go to Line" msgstr "转到行" #: editor/code_editor.cpp msgid "Line Number:" msgstr "行号:" #: editor/code_editor.cpp msgid "%d replaced." msgstr "已替换 %d 处。" #: editor/code_editor.cpp editor/editor_help.cpp msgid "%d match." msgstr "%d 个匹配。" #: editor/code_editor.cpp editor/editor_help.cpp msgid "%d matches." msgstr "%d 个匹配。" #: editor/code_editor.cpp editor/find_in_files.cpp msgid "Match Case" msgstr "区分大小写" #: editor/code_editor.cpp editor/find_in_files.cpp msgid "Whole Words" msgstr "全字匹配" #: editor/code_editor.cpp msgid "Replace" msgstr "替换" #: editor/code_editor.cpp msgid "Replace All" msgstr "全部替换" #: editor/code_editor.cpp msgid "Selection Only" msgstr "仅选中" #: editor/code_editor.cpp editor/plugins/script_text_editor.cpp #: editor/plugins/text_editor.cpp msgid "Standard" msgstr "标准" #: editor/code_editor.cpp editor/plugins/script_editor_plugin.cpp msgid "Toggle Scripts Panel" msgstr "切换脚本面板" #: editor/code_editor.cpp editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp #: editor/plugins/texture_region_editor_plugin.cpp #: editor/plugins/tile_set_editor_plugin.cpp scene/gui/graph_edit.cpp msgid "Zoom In" msgstr "放大" #: editor/code_editor.cpp editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp #: editor/plugins/texture_region_editor_plugin.cpp #: editor/plugins/tile_set_editor_plugin.cpp scene/gui/graph_edit.cpp msgid "Zoom Out" msgstr "缩小" #: editor/code_editor.cpp msgid "Reset Zoom" msgstr "重置缩放" #: editor/code_editor.cpp msgid "Warnings" msgstr "警告" #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "行号和列号。" #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "必须指定目标节点的方法。" #: editor/connections_dialog.cpp msgid "Method name must be a valid identifier." msgstr "方法名称必须是有效的标识符。" #: editor/connections_dialog.cpp msgid "" "Target method not found. Specify a valid method or attach a script to the " "target node." msgstr "找不到目标方法。请指定一个有效的方法或把脚本附加到目标节点。" #: editor/connections_dialog.cpp msgid "Connect to Node:" msgstr "连接到节点:" #: editor/connections_dialog.cpp msgid "Connect to Script:" msgstr "连接到脚本:" #: editor/connections_dialog.cpp msgid "From Signal:" msgstr "来自信号:" #: editor/connections_dialog.cpp msgid "Scene does not contain any script." msgstr "场景不包含脚本。" #: editor/connections_dialog.cpp editor/editor_autoload_settings.cpp #: editor/groups_editor.cpp editor/plugins/item_list_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp editor/project_settings_editor.cpp msgid "Add" msgstr "添加" #: editor/connections_dialog.cpp editor/dependency_editor.cpp #: editor/groups_editor.cpp editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/project_manager.cpp #: editor/project_settings_editor.cpp msgid "Remove" msgstr "移除" #: editor/connections_dialog.cpp msgid "Add Extra Call Argument:" msgstr "添加额外调用参数:" #: editor/connections_dialog.cpp msgid "Extra Call Arguments:" msgstr "额外调用参数:" #: editor/connections_dialog.cpp msgid "Receiver Method:" msgstr "接收方法:" #: editor/connections_dialog.cpp msgid "Advanced" msgstr "高级" #: editor/connections_dialog.cpp msgid "Deferred" msgstr "延迟" #: editor/connections_dialog.cpp msgid "" "Defers the signal, storing it in a queue and only firing it at idle time." msgstr "延迟信号触发,将其保存到队列中,在空闲时触发。" #: editor/connections_dialog.cpp msgid "Oneshot" msgstr "单次" #: editor/connections_dialog.cpp msgid "Disconnects the signal after its first emission." msgstr "信号首次触发后自动断开连接。" #: editor/connections_dialog.cpp msgid "Cannot connect signal" msgstr "无法连接信号" #: editor/connections_dialog.cpp editor/dependency_editor.cpp #: editor/export_template_manager.cpp editor/groups_editor.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/asset_library_editor_plugin.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp #: editor/plugins/version_control_editor_plugin.cpp editor/project_export.cpp #: editor/project_settings_editor.cpp editor/property_editor.cpp #: editor/run_settings_dialog.cpp editor/settings_config_dialog.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Close" msgstr "关闭" #: editor/connections_dialog.cpp msgid "Connect" msgstr "连接" #: editor/connections_dialog.cpp msgid "Signal:" msgstr "信号:" #: editor/connections_dialog.cpp msgid "Connect '%s' to '%s'" msgstr "将 “%s” 连接到 “%s”" #: editor/connections_dialog.cpp msgid "Disconnect '%s' from '%s'" msgstr "将 “%s” 从 “%s” 断开" #: editor/connections_dialog.cpp msgid "Disconnect all from signal: '%s'" msgstr "断开所有与信号 “%s” 的连接" #: editor/connections_dialog.cpp msgid "Connect..." msgstr "连接..." #: editor/connections_dialog.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Disconnect" msgstr "断开连接" #: editor/connections_dialog.cpp msgid "Connect a Signal to a Method" msgstr "连接信号到方法" #: editor/connections_dialog.cpp msgid "Edit Connection:" msgstr "编辑连接:" #: editor/connections_dialog.cpp msgid "Are you sure you want to remove all connections from the \"%s\" signal?" msgstr "确定要从信号 “%s” 中移除所有连接吗?" #: editor/connections_dialog.cpp editor/editor_help.cpp editor/node_dock.cpp msgid "Signals" msgstr "信号" #: editor/connections_dialog.cpp msgid "Filter signals" msgstr "筛选信号" #: editor/connections_dialog.cpp msgid "Are you sure you want to remove all connections from this signal?" msgstr "确定要从该信号中移除所有连接吗?" #: editor/connections_dialog.cpp msgid "Disconnect All" msgstr "断开全部" #: editor/connections_dialog.cpp msgid "Edit..." msgstr "编辑..." #: editor/connections_dialog.cpp msgid "Go to Method" msgstr "跳转到方法" #: editor/create_dialog.cpp msgid "Change %s Type" msgstr "修改 %s 类型" #: editor/create_dialog.cpp editor/project_settings_editor.cpp msgid "Change" msgstr "更改" #: editor/create_dialog.cpp msgid "Create New %s" msgstr "创建 %s" #: editor/create_dialog.cpp editor/plugins/asset_library_editor_plugin.cpp msgid "No results for \"%s\"." msgstr "未找到 “%s”。" #: editor/create_dialog.cpp editor/property_selector.cpp msgid "No description available for %s." msgstr "没有针对 %s 的描述。" #: editor/create_dialog.cpp editor/editor_file_dialog.cpp #: editor/filesystem_dock.cpp msgid "Favorites:" msgstr "收藏:" #: editor/create_dialog.cpp editor/editor_file_dialog.cpp msgid "Recent:" msgstr "最近使用:" #: editor/create_dialog.cpp editor/plugins/script_editor_plugin.cpp #: editor/property_selector.cpp editor/quick_open.cpp editor/rename_dialog.cpp #: modules/visual_script/visual_script_property_selector.cpp msgid "Search:" msgstr "搜索:" #: editor/create_dialog.cpp editor/plugins/script_editor_plugin.cpp #: editor/property_selector.cpp editor/quick_open.cpp #: modules/visual_script/visual_script_property_selector.cpp msgid "Matches:" msgstr "匹配项:" #: editor/create_dialog.cpp editor/editor_feature_profile.cpp #: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp #: editor/plugins/asset_library_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/property_selector.cpp #: modules/visual_script/visual_script_property_selector.cpp msgid "Description:" msgstr "描述:" #: editor/dependency_editor.cpp msgid "Search Replacement For:" msgstr "搜索替换:" #: editor/dependency_editor.cpp msgid "Dependencies For:" msgstr "依赖项:" #: editor/dependency_editor.cpp msgid "" "Scene '%s' is currently being edited.\n" "Changes will only take effect when reloaded." msgstr "" "场景 “%s” 正被修改。\n" "修改只有在重新加载后才能生效。" #: editor/dependency_editor.cpp msgid "" "Resource '%s' is in use.\n" "Changes will only take effect when reloaded." msgstr "" "资源 “%s” 正在使用中。\n" "修改只有在重新加载后才能生效。" #: editor/dependency_editor.cpp #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Dependencies" msgstr "依赖" #: editor/dependency_editor.cpp editor/editor_resource_picker.cpp msgid "Resource" msgstr "资源" #: editor/dependency_editor.cpp editor/editor_autoload_settings.cpp #: editor/project_manager.cpp editor/project_settings_editor.cpp msgid "Path" msgstr "路径" #: editor/dependency_editor.cpp msgid "Dependencies:" msgstr "依赖:" #: editor/dependency_editor.cpp msgid "Fix Broken" msgstr "修复" #: editor/dependency_editor.cpp msgid "Dependency Editor" msgstr "依赖编辑器" #: editor/dependency_editor.cpp msgid "Search Replacement Resource:" msgstr "查找替换资源:" #: editor/dependency_editor.cpp editor/editor_file_dialog.cpp #: editor/editor_help_search.cpp editor/editor_node.cpp #: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp #: editor/property_selector.cpp editor/quick_open.cpp #: editor/script_create_dialog.cpp #: modules/visual_script/visual_script_property_selector.cpp #: scene/gui/file_dialog.cpp msgid "Open" msgstr "打开" #: editor/dependency_editor.cpp msgid "Owners Of:" msgstr "拥有者:" #: editor/dependency_editor.cpp msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" "Depending on your filesystem configuration, the files will either be moved " "to the system trash or deleted permanently." msgstr "" "是否从项目中删除所选文件?(无法撤销。)\n" "根据你的文件系统设置,文件会被移动至系统回收站或永久删除。" #: editor/dependency_editor.cpp msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" "Depending on your filesystem configuration, the files will either be moved " "to the system trash or deleted permanently." msgstr "" "其他资源需要这些即将被删除的文件才能正常工作。\n" "仍然要删除吗?(无法撤销。)\n" "根据你的文件系统设置,文件会被移动至系统回收站或永久删除。" #: editor/dependency_editor.cpp msgid "Cannot remove:" msgstr "无法移除:" #: editor/dependency_editor.cpp msgid "Error loading:" msgstr "加载出错:" #: editor/dependency_editor.cpp msgid "Load failed due to missing dependencies:" msgstr "由于缺少依赖项,加载失败:" #: editor/dependency_editor.cpp editor/editor_node.cpp msgid "Open Anyway" msgstr "仍然打开" #: editor/dependency_editor.cpp msgid "Which action should be taken?" msgstr "应采取哪项行动?" #: editor/dependency_editor.cpp msgid "Fix Dependencies" msgstr "修复依赖项" #: editor/dependency_editor.cpp msgid "Errors loading!" msgstr "加载出错!" #: editor/dependency_editor.cpp msgid "Permanently delete %d item(s)? (No undo!)" msgstr "要永久删除选中的 %d 条项目吗?(无法撤销!)" #: editor/dependency_editor.cpp msgid "Show Dependencies" msgstr "显示依赖" #: editor/dependency_editor.cpp msgid "Orphan Resource Explorer" msgstr "孤立资源浏览器" #: editor/dependency_editor.cpp editor/editor_audio_buses.cpp #: editor/editor_file_dialog.cpp editor/editor_node.cpp #: editor/filesystem_dock.cpp editor/plugins/item_list_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp editor/project_export.cpp #: editor/project_settings_editor.cpp editor/scene_tree_dock.cpp msgid "Delete" msgstr "删除" #: editor/dependency_editor.cpp msgid "Owns" msgstr "拥有" #: editor/dependency_editor.cpp msgid "Resources Without Explicit Ownership:" msgstr "没有显式从属关系的资源:" #: editor/dictionary_property_edit.cpp msgid "Change Dictionary Key" msgstr "修改字典键" #: editor/dictionary_property_edit.cpp msgid "Change Dictionary Value" msgstr "修改字典值" #: editor/editor_about.cpp msgid "Thanks from the Godot community!" msgstr "Godot 社区感谢大家!" #: editor/editor_about.cpp editor/editor_node.cpp editor/project_manager.cpp msgid "Click to copy." msgstr "点击复制。" #: editor/editor_about.cpp msgid "Godot Engine contributors" msgstr "Godot Engine 贡献者" #: editor/editor_about.cpp msgid "Project Founders" msgstr "项目创始人" #: editor/editor_about.cpp msgid "Lead Developer" msgstr "主要开发者" #. TRANSLATORS: This refers to a job title. #. The trailing space is used to distinguish with the project list application, #. you do not have to keep it in your translation. #: editor/editor_about.cpp msgid "Project Manager " msgstr "项目管理员 " #: editor/editor_about.cpp msgid "Developers" msgstr "开发人员" #: editor/editor_about.cpp msgid "Authors" msgstr "作者" #: editor/editor_about.cpp msgid "Platinum Sponsors" msgstr "白金赞助" #: editor/editor_about.cpp msgid "Gold Sponsors" msgstr "黄金赞助" #: editor/editor_about.cpp msgid "Silver Sponsors" msgstr "白银赞助" #: editor/editor_about.cpp msgid "Bronze Sponsors" msgstr "青铜赞助" #: editor/editor_about.cpp msgid "Mini Sponsors" msgstr "迷你赞助" #: editor/editor_about.cpp msgid "Gold Donors" msgstr "黄金捐赠者" #: editor/editor_about.cpp msgid "Silver Donors" msgstr "白银捐赠者" #: editor/editor_about.cpp msgid "Bronze Donors" msgstr "青铜捐赠者" #: editor/editor_about.cpp msgid "Donors" msgstr "捐助者" #: editor/editor_about.cpp msgid "License" msgstr "许可证" #: editor/editor_about.cpp msgid "Third-party Licenses" msgstr "第三方许可证" #: editor/editor_about.cpp msgid "" "Godot Engine relies on a number of third-party free and open source " "libraries, all compatible with the terms of its MIT license. The following " "is an exhaustive list of all such third-party components with their " "respective copyright statements and license terms." msgstr "" "Godot 引擎依赖多个第三方免费开源代码库,这些库全部兼容 MIT 许可证的条款。以下" "是所有此类第三方组件及其各自版权声明和许可条款的详尽列表。" #: editor/editor_about.cpp msgid "All Components" msgstr "所有组件" #: editor/editor_about.cpp msgid "Components" msgstr "组件" #: editor/editor_about.cpp msgid "Licenses" msgstr "许可证" #: editor/editor_asset_installer.cpp msgid "Error opening asset file for \"%s\" (not in ZIP format)." msgstr "打开“%s”的素材文件时出错(非 ZIP 格式)。" #: editor/editor_asset_installer.cpp msgid "%s (already exists)" msgstr "%s(已存在)" #: editor/editor_asset_installer.cpp msgid "Contents of asset \"%s\" - %d file(s) conflict with your project:" msgstr "素材“%s”的内容 - %d 个文件与你的项目冲突:" #: editor/editor_asset_installer.cpp msgid "Contents of asset \"%s\" - No files conflict with your project:" msgstr "素材“%s”的内容 - 没有文件与你的项目冲突:" #: editor/editor_asset_installer.cpp msgid "Uncompressing Assets" msgstr "正在解压素材" #: editor/editor_asset_installer.cpp msgid "The following files failed extraction from asset \"%s\":" msgstr "以下文件无法从素材“%s”中提取:" #: editor/editor_asset_installer.cpp msgid "(and %s more files)" msgstr "(以及其他 %s 个文件)" #: editor/editor_asset_installer.cpp msgid "Asset \"%s\" installed successfully!" msgstr "素材“%s”安装成功!" #: editor/editor_asset_installer.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Success!" msgstr "成功!" #: editor/editor_asset_installer.cpp editor/editor_node.cpp msgid "Install" msgstr "安装" #: editor/editor_asset_installer.cpp msgid "Asset Installer" msgstr "素材安装器" #: editor/editor_audio_buses.cpp msgid "Speakers" msgstr "扬声器" #: editor/editor_audio_buses.cpp msgid "Add Effect" msgstr "添加效果" #: editor/editor_audio_buses.cpp msgid "Rename Audio Bus" msgstr "重命名音频总线" #: editor/editor_audio_buses.cpp msgid "Change Audio Bus Volume" msgstr "修改音频总线音量" #: editor/editor_audio_buses.cpp msgid "Toggle Audio Bus Solo" msgstr "开/关音频总线独奏" #: editor/editor_audio_buses.cpp msgid "Toggle Audio Bus Mute" msgstr "静音/取消静音音频总线" #: editor/editor_audio_buses.cpp msgid "Toggle Audio Bus Bypass Effects" msgstr "开启/关闭音频总线旁通效果" #: editor/editor_audio_buses.cpp msgid "Select Audio Bus Send" msgstr "选择音频发送总线" #: editor/editor_audio_buses.cpp msgid "Add Audio Bus Effect" msgstr "添加音频总线效果" #: editor/editor_audio_buses.cpp msgid "Move Bus Effect" msgstr "移动总线效果" #: editor/editor_audio_buses.cpp msgid "Delete Bus Effect" msgstr "删除音频总线效果" #: editor/editor_audio_buses.cpp msgid "Drag & drop to rearrange." msgstr "拖放以重新排列。" #: editor/editor_audio_buses.cpp msgid "Solo" msgstr "独奏" #: editor/editor_audio_buses.cpp msgid "Mute" msgstr "静音" #: editor/editor_audio_buses.cpp msgid "Bypass" msgstr "旁通" #: editor/editor_audio_buses.cpp msgid "Bus Options" msgstr "总线选项" #: editor/editor_audio_buses.cpp editor/filesystem_dock.cpp #: editor/plugins/animation_player_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "Duplicate" msgstr "创建副本" #: editor/editor_audio_buses.cpp msgid "Reset Volume" msgstr "重置音量" #: editor/editor_audio_buses.cpp msgid "Delete Effect" msgstr "删除效果" #: editor/editor_audio_buses.cpp msgid "Audio" msgstr "音频" #: editor/editor_audio_buses.cpp msgid "Add Audio Bus" msgstr "添加音频总线" #: editor/editor_audio_buses.cpp msgid "Master bus can't be deleted!" msgstr "不能删除主音频总线!" #: editor/editor_audio_buses.cpp msgid "Delete Audio Bus" msgstr "删除音频总线" #: editor/editor_audio_buses.cpp msgid "Duplicate Audio Bus" msgstr "复制音频总线" #: editor/editor_audio_buses.cpp msgid "Reset Bus Volume" msgstr "重置总线音量" #: editor/editor_audio_buses.cpp msgid "Move Audio Bus" msgstr "移动音频总线" #: editor/editor_audio_buses.cpp msgid "Save Audio Bus Layout As..." msgstr "音频总线布局另存为..." #: editor/editor_audio_buses.cpp msgid "Location for New Layout..." msgstr "新布局的位置..." #: editor/editor_audio_buses.cpp msgid "Open Audio Bus Layout" msgstr "打开音频总线布局" #: editor/editor_audio_buses.cpp msgid "There is no '%s' file." msgstr "文件 “%s” 不存在。" #: editor/editor_audio_buses.cpp editor/plugins/canvas_item_editor_plugin.cpp msgid "Layout" msgstr "布局" #: editor/editor_audio_buses.cpp msgid "Invalid file, not an audio bus layout." msgstr "无效文件,不是音频总线布局。" #: editor/editor_audio_buses.cpp msgid "Error saving file: %s" msgstr "保存文件时出错:%s" #: editor/editor_audio_buses.cpp msgid "Add Bus" msgstr "添加总线" #: editor/editor_audio_buses.cpp msgid "Add a new Audio Bus to this layout." msgstr "将新的音频总线添加到此布局。" #: editor/editor_audio_buses.cpp editor/editor_resource_picker.cpp #: editor/plugins/animation_player_editor_plugin.cpp editor/property_editor.cpp #: editor/script_create_dialog.cpp msgid "Load" msgstr "加载" #: editor/editor_audio_buses.cpp msgid "Load an existing Bus Layout." msgstr "加载现有的总线布局。" #: editor/editor_audio_buses.cpp msgid "Save As" msgstr "另存为" #: editor/editor_audio_buses.cpp msgid "Save this Bus Layout to a file." msgstr "将该音频总线布局保存到文件。" #: editor/editor_audio_buses.cpp editor/import_dock.cpp msgid "Load Default" msgstr "加载默认" #: editor/editor_audio_buses.cpp msgid "Load the default Bus Layout." msgstr "加载默认总线布局。" #: editor/editor_audio_buses.cpp msgid "Create a new Bus Layout." msgstr "创建新的总线布局。" #: editor/editor_autoload_settings.cpp msgid "Invalid name." msgstr "名称无效。" #: editor/editor_autoload_settings.cpp msgid "Cannot begin with a digit." msgstr "" #: editor/editor_autoload_settings.cpp msgid "Valid characters:" msgstr "有效字符:" #: editor/editor_autoload_settings.cpp msgid "Must not collide with an existing engine class name." msgstr "与引擎内置类名称冲突。" #: editor/editor_autoload_settings.cpp msgid "Must not collide with an existing built-in type name." msgstr "与引擎内置类型名称冲突。" #: editor/editor_autoload_settings.cpp msgid "Must not collide with an existing global constant name." msgstr "与已存在的全局常量名称冲突。" #: editor/editor_autoload_settings.cpp msgid "Keyword cannot be used as an autoload name." msgstr "关键字不可用作 Autoload 名称。" #: editor/editor_autoload_settings.cpp msgid "Autoload '%s' already exists!" msgstr "Autoload“%s”已存在!" #: editor/editor_autoload_settings.cpp msgid "Rename Autoload" msgstr "重命名 Autoload" #: editor/editor_autoload_settings.cpp msgid "Toggle AutoLoad Globals" msgstr "开关 AutoLoad 全局变量" #: editor/editor_autoload_settings.cpp msgid "Move Autoload" msgstr "移动 Autoload" #: editor/editor_autoload_settings.cpp msgid "Remove Autoload" msgstr "移除 Autoload" #: editor/editor_autoload_settings.cpp editor/editor_plugin_settings.cpp msgid "Enable" msgstr "启用" #: editor/editor_autoload_settings.cpp msgid "Rearrange Autoloads" msgstr "重排 Autoload" #: editor/editor_autoload_settings.cpp msgid "Can't add autoload:" msgstr "无法加载 Autoload:" #: editor/editor_autoload_settings.cpp msgid "%s is an invalid path. File does not exist." msgstr "%s 是无效路径。文件不存在。" #: editor/editor_autoload_settings.cpp msgid "%s is an invalid path. Not in resource path (res://)." msgstr "%s 是无效路径。不是资源路径(res://)。" #: editor/editor_autoload_settings.cpp msgid "Add AutoLoad" msgstr "添加 Autoload" #: editor/editor_autoload_settings.cpp editor/editor_file_dialog.cpp #: editor/editor_plugin_settings.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp scene/gui/file_dialog.cpp msgid "Path:" msgstr "路径:" #: editor/editor_autoload_settings.cpp msgid "Node Name:" msgstr "节点名称:" #: editor/editor_autoload_settings.cpp editor/editor_help_search.cpp #: editor/editor_plugin_settings.cpp editor/editor_profiler.cpp #: editor/project_manager.cpp editor/settings_config_dialog.cpp msgid "Name" msgstr "名称" #: editor/editor_autoload_settings.cpp msgid "Global Variable" msgstr "全局变量" #: editor/editor_data.cpp msgid "Paste Params" msgstr "粘贴参数" #: editor/editor_data.cpp msgid "Updating Scene" msgstr "更新场景" #: editor/editor_data.cpp msgid "Storing local changes..." msgstr "保存本地更改..." #: editor/editor_data.cpp msgid "Updating scene..." msgstr "更新场景..." #: editor/editor_data.cpp editor/editor_resource_picker.cpp msgid "[empty]" msgstr "[空]" #: editor/editor_data.cpp editor/plugins/script_text_editor.cpp #: editor/plugins/text_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "[unsaved]" msgstr "[未保存]" #: editor/editor_dir_dialog.cpp msgid "Please select a base directory first." msgstr "请先选择一个基础目录。" #: editor/editor_dir_dialog.cpp msgid "Choose a Directory" msgstr "选择目录" #: editor/editor_dir_dialog.cpp editor/editor_file_dialog.cpp #: editor/filesystem_dock.cpp editor/project_manager.cpp #: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "创建文件夹" #: editor/editor_dir_dialog.cpp editor/editor_file_dialog.cpp #: editor/editor_plugin_settings.cpp editor/filesystem_dock.cpp #: editor/plugins/theme_editor_plugin.cpp editor/project_export.cpp #: editor/script_create_dialog.cpp #: modules/visual_script/visual_script_editor.cpp scene/gui/file_dialog.cpp msgid "Name:" msgstr "名称:" #: editor/editor_dir_dialog.cpp editor/editor_file_dialog.cpp #: editor/filesystem_dock.cpp scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "无法创建文件夹。" #: editor/editor_dir_dialog.cpp msgid "Choose" msgstr "选择" #: editor/editor_export.cpp msgid "Storing File:" msgstr "保存文件:" #: editor/editor_export.cpp msgid "No export template found at the expected path:" msgstr "目标路径找不到导出模板:" #: editor/editor_export.cpp msgid "Packing" msgstr "打包中" #: editor/editor_export.cpp msgid "" "Target platform requires 'ETC' texture compression for GLES2. Enable 'Import " "Etc' in Project Settings." msgstr "目标平台需要 GLES2 的 “ETC” 纹理压缩。在项目设置中启用 “Import Etc”。" #: editor/editor_export.cpp msgid "" "Target platform requires 'ETC2' texture compression for GLES3. Enable " "'Import Etc 2' in Project Settings." msgstr "" "目标平台需要 GLES3 的 “ETC2” 纹理压缩。在项目设置中启用 “Import Etc 2”。" #: editor/editor_export.cpp msgid "" "Target platform requires 'ETC' texture compression for the driver fallback " "to GLES2.\n" "Enable 'Import Etc' in Project Settings, or disable 'Driver Fallback " "Enabled'." msgstr "" "目标平台需要 “ETC” 纹理压缩,以便驱动程序回退到 GLES2。\n" "在项目设置中启用 “Import Etc”,或禁用 “Driver Fallback Enabled”。" #: editor/editor_export.cpp msgid "" "Target platform requires 'PVRTC' texture compression for GLES2. Enable " "'Import Pvrtc' in Project Settings." msgstr "" "目标平台需要 GLES2 的 “PVRTC” 纹理压缩。在项目设置中启用 “Import Pvrtc”。" #: editor/editor_export.cpp msgid "" "Target platform requires 'ETC2' or 'PVRTC' texture compression for GLES3. " "Enable 'Import Etc 2' or 'Import Pvrtc' in Project Settings." msgstr "" "目标平台需要 GLES3 的 “ETC2” 或 “PVRTC” 纹理压缩。在项目设置中启用 “Import " "Etc 2” 或 “Import Pvrtc”。" #: editor/editor_export.cpp msgid "" "Target platform requires 'PVRTC' texture compression for the driver fallback " "to GLES2.\n" "Enable 'Import Pvrtc' in Project Settings, or disable 'Driver Fallback " "Enabled'." msgstr "" "目标平台需要 “PVRTC” 纹理压缩,以便驱动程序回退到 GLES2。\n" "在项目设置中启用 “Import Pvrtc”,或禁用 “Driver Fallback Enabled”。" #: editor/editor_export.cpp platform/android/export/export_plugin.cpp #: platform/iphone/export/export.cpp platform/javascript/export/export.cpp #: platform/osx/export/export.cpp platform/uwp/export/export.cpp msgid "Custom debug template not found." msgstr "找不到自定义调试模板。" #: editor/editor_export.cpp platform/android/export/export_plugin.cpp #: platform/iphone/export/export.cpp platform/javascript/export/export.cpp #: platform/osx/export/export.cpp platform/uwp/export/export.cpp msgid "Custom release template not found." msgstr "找不到自定义发布模板。" #: editor/editor_export.cpp platform/javascript/export/export.cpp msgid "Template file not found:" msgstr "找不到模板文件:" #: editor/editor_export.cpp msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "以 32 位平台导出时,内嵌的 PCK 不能大于 4GB。" #: editor/editor_feature_profile.cpp msgid "3D Editor" msgstr "3D 编辑器" #: editor/editor_feature_profile.cpp msgid "Script Editor" msgstr "脚本编辑器" #: editor/editor_feature_profile.cpp msgid "Asset Library" msgstr "素材库" #: editor/editor_feature_profile.cpp msgid "Scene Tree Editing" msgstr "场景树编辑" #: editor/editor_feature_profile.cpp msgid "Node Dock" msgstr "节点面板" #: editor/editor_feature_profile.cpp msgid "FileSystem Dock" msgstr "文件系统面板" #: editor/editor_feature_profile.cpp msgid "Import Dock" msgstr "导入面板" #: editor/editor_feature_profile.cpp msgid "Allows to view and edit 3D scenes." msgstr "允许查看并编辑 3D 场景。" #: editor/editor_feature_profile.cpp msgid "Allows to edit scripts using the integrated script editor." msgstr "允许使用内置脚本编辑器编辑脚本。" #: editor/editor_feature_profile.cpp msgid "Provides built-in access to the Asset Library." msgstr "提供对素材库的内置访问。" #: editor/editor_feature_profile.cpp msgid "Allows editing the node hierarchy in the Scene dock." msgstr "允许在场景面板中编辑节点层级。" #: editor/editor_feature_profile.cpp msgid "" "Allows to work with signals and groups of the node selected in the Scene " "dock." msgstr "允许在场景面板操作所选节点的信号和分组。" #: editor/editor_feature_profile.cpp msgid "Allows to browse the local file system via a dedicated dock." msgstr "允许使用专门的面板浏览本地文件系统。" #: editor/editor_feature_profile.cpp msgid "" "Allows to configure import settings for individual assets. Requires the " "FileSystem dock to function." msgstr "允许为各个素材配置导入设置。文件系统面板需要可用。" #: editor/editor_feature_profile.cpp msgid "(current)" msgstr "(当前)" #: editor/editor_feature_profile.cpp msgid "(none)" msgstr "(无)" #: editor/editor_feature_profile.cpp msgid "Remove currently selected profile, '%s'? Cannot be undone." msgstr "要删除当前所选的配置文件“%s”吗?无法撤销。" #: editor/editor_feature_profile.cpp msgid "Profile must be a valid filename and must not contain '.'" msgstr "配置文件必须是有效的文件名,并且不能包含 “.”" #: editor/editor_feature_profile.cpp msgid "Profile with this name already exists." msgstr "同名的配置文件已经存在。" #: editor/editor_feature_profile.cpp msgid "(Editor Disabled, Properties Disabled)" msgstr "(编辑器已禁用,属性已禁用)" #: editor/editor_feature_profile.cpp msgid "(Properties Disabled)" msgstr "(属性已禁用)" #: editor/editor_feature_profile.cpp msgid "(Editor Disabled)" msgstr "(编辑器已禁用)" #: editor/editor_feature_profile.cpp msgid "Class Options:" msgstr "类选项:" #: editor/editor_feature_profile.cpp msgid "Enable Contextual Editor" msgstr "启用上下文编辑器" #: editor/editor_feature_profile.cpp msgid "Class Properties:" msgstr "类属性:" #: editor/editor_feature_profile.cpp msgid "Main Features:" msgstr "主要特性:" #: editor/editor_feature_profile.cpp msgid "Nodes and Classes:" msgstr "节点和类:" #: editor/editor_feature_profile.cpp msgid "File '%s' format is invalid, import aborted." msgstr "文件 “%s” 的格式无效,导入中止。" #: editor/editor_feature_profile.cpp msgid "" "Profile '%s' already exists. Remove it first before importing, import " "aborted." msgstr "配置文件 “%s” 已存在。在导入之前先删除该配置文件,导入已中止。" #: editor/editor_feature_profile.cpp msgid "Error saving profile to path: '%s'." msgstr "将配置文件保存到路径 “%s” 时出错。" #: editor/editor_feature_profile.cpp msgid "Reset to Default" msgstr "重置为默认值" #: editor/editor_feature_profile.cpp msgid "Current Profile:" msgstr "当前配置文件:" #: editor/editor_feature_profile.cpp msgid "Create Profile" msgstr "创建配置文件" #: editor/editor_feature_profile.cpp msgid "Remove Profile" msgstr "移除配置文件" #: editor/editor_feature_profile.cpp msgid "Available Profiles:" msgstr "可用配置文件:" #: editor/editor_feature_profile.cpp msgid "Make Current" msgstr "设为当前" #: editor/editor_feature_profile.cpp editor/editor_node.cpp #: editor/plugins/theme_editor_plugin.cpp editor/project_manager.cpp msgid "Import" msgstr "导入" #: editor/editor_feature_profile.cpp editor/project_export.cpp msgid "Export" msgstr "导出" #: editor/editor_feature_profile.cpp msgid "Configure Selected Profile:" msgstr "配置所选配置文件:" #: editor/editor_feature_profile.cpp msgid "Extra Options:" msgstr "更多选项:" #: editor/editor_feature_profile.cpp msgid "Create or import a profile to edit available classes and properties." msgstr "创建或导入配置文件以编辑可用的类和属性。" #: editor/editor_feature_profile.cpp msgid "New profile name:" msgstr "新的配置文件名称:" #: editor/editor_feature_profile.cpp msgid "Godot Feature Profile" msgstr "Godot 功能配置文件" #: editor/editor_feature_profile.cpp msgid "Import Profile(s)" msgstr "导入配置文件" #: editor/editor_feature_profile.cpp msgid "Export Profile" msgstr "导出配置文件" #: editor/editor_feature_profile.cpp msgid "Manage Editor Feature Profiles" msgstr "管理编辑器功能配置文件" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Select Current Folder" msgstr "选择当前文件夹" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "File exists, overwrite?" msgstr "文件已存在,是否覆盖?" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Select This Folder" msgstr "选择此文件夹" #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "Copy Path" msgstr "复制路径" #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "Open in File Manager" msgstr "在文件管理器中打开" #: editor/editor_file_dialog.cpp editor/editor_node.cpp #: editor/filesystem_dock.cpp editor/project_manager.cpp msgid "Show in File Manager" msgstr "在文件管理器中显示" #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "New Folder..." msgstr "新建文件夹..." #: editor/editor_file_dialog.cpp editor/find_in_files.cpp #: editor/plugins/version_control_editor_plugin.cpp msgid "Refresh" msgstr "刷新" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "All Recognized" msgstr "所有可用类型" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "All Files (*)" msgstr "所有文件 (*)" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Open a File" msgstr "打开文件" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Open File(s)" msgstr "打开文件" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Open a Directory" msgstr "打开目录" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Open a File or Directory" msgstr "打开文件或目录" #: editor/editor_file_dialog.cpp editor/editor_node.cpp #: editor/editor_resource_picker.cpp editor/import_defaults_editor.cpp #: editor/inspector_dock.cpp editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp scene/gui/file_dialog.cpp msgid "Save" msgstr "保存" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Save a File" msgstr "保存文件" #: editor/editor_file_dialog.cpp msgid "Go Back" msgstr "后退" #: editor/editor_file_dialog.cpp msgid "Go Forward" msgstr "前进" #: editor/editor_file_dialog.cpp msgid "Go Up" msgstr "上一级" #: editor/editor_file_dialog.cpp msgid "Toggle Hidden Files" msgstr "切换显示隐藏文件" #: editor/editor_file_dialog.cpp msgid "Toggle Favorite" msgstr "切换收藏" #: editor/editor_file_dialog.cpp msgid "Toggle Mode" msgstr "切换模式" #: editor/editor_file_dialog.cpp msgid "Focus Path" msgstr "聚焦路径" #: editor/editor_file_dialog.cpp msgid "Move Favorite Up" msgstr "向上移动收藏" #: editor/editor_file_dialog.cpp msgid "Move Favorite Down" msgstr "向下移动收藏" #: editor/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "转到上个文件夹。" #: editor/editor_file_dialog.cpp msgid "Go to next folder." msgstr "转到下个文件夹。" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Go to parent folder." msgstr "转到父文件夹。" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Refresh files." msgstr "刷新文件。" #: editor/editor_file_dialog.cpp msgid "(Un)favorite current folder." msgstr "收藏/取消收藏当前文件夹。" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "切换隐藏文件的可见性。" #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "View items as a grid of thumbnails." msgstr "以网格缩略图查看项目。" #: editor/editor_file_dialog.cpp editor/filesystem_dock.cpp msgid "View items as a list." msgstr "以列表查看项目。" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Directories & Files:" msgstr "目录与文件:" #: editor/editor_file_dialog.cpp editor/plugins/sprite_editor_plugin.cpp #: editor/plugins/style_box_editor_plugin.cpp editor/rename_dialog.cpp msgid "Preview:" msgstr "预览:" #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "File:" msgstr "文件:" #: editor/editor_file_system.cpp msgid "ScanSources" msgstr "扫描源文件" #: editor/editor_file_system.cpp msgid "" "There are multiple importers for different types pointing to file %s, import " "aborted" msgstr "文件 %s 有不同类型的多个导入器,已中止导入" #: editor/editor_file_system.cpp msgid "(Re)Importing Assets" msgstr "正在导入或重新导入素材" #: editor/editor_help.cpp msgid "Top" msgstr "顶部" #: editor/editor_help.cpp msgid "Class:" msgstr "类:" #: editor/editor_help.cpp editor/scene_tree_editor.cpp #: editor/script_create_dialog.cpp msgid "Inherits:" msgstr "继承:" #: editor/editor_help.cpp msgid "Inherited by:" msgstr "派生:" #: editor/editor_help.cpp msgid "Description" msgstr "描述" #: editor/editor_help.cpp msgid "Online Tutorials" msgstr "在线教程" #: editor/editor_help.cpp msgid "Properties" msgstr "属性" #: editor/editor_help.cpp #, fuzzy msgid "overrides %s:" msgstr "覆盖:" #: editor/editor_help.cpp msgid "default:" msgstr "默认:" #: editor/editor_help.cpp msgid "Methods" msgstr "方法" #: editor/editor_help.cpp msgid "Theme Properties" msgstr "主题属性" #: editor/editor_help.cpp editor/plugins/theme_editor_plugin.cpp msgid "Colors" msgstr "颜色" #: editor/editor_help.cpp editor/plugins/theme_editor_plugin.cpp msgid "Constants" msgstr "常量" #: editor/editor_help.cpp editor/plugins/theme_editor_plugin.cpp msgid "Fonts" msgstr "字体" #: editor/editor_help.cpp editor/plugins/theme_editor_plugin.cpp msgid "Icons" msgstr "图标" #: editor/editor_help.cpp msgid "Styles" msgstr "样式" #: editor/editor_help.cpp msgid "Enumerations" msgstr "枚举" #: editor/editor_help.cpp msgid "Property Descriptions" msgstr "属性说明" #: editor/editor_help.cpp msgid "(value)" msgstr "(值)" #: editor/editor_help.cpp msgid "" "There is currently no description for this property. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" "当前没有此属性的说明。请帮我们[color=$color][url=$url]贡献一个[/url][/" "color]!" #: editor/editor_help.cpp msgid "Method Descriptions" msgstr "方法说明" #: editor/editor_help.cpp msgid "" "There is currently no description for this method. Please help us by [color=" "$color][url=$url]contributing one[/url][/color]!" msgstr "" "当前没有此方法的说明。请帮我们[color=$color][url=$url]贡献一个[/url][/" "color]!" #: editor/editor_help_search.cpp editor/editor_node.cpp #: editor/plugins/script_editor_plugin.cpp msgid "Search Help" msgstr "搜索帮助" #: editor/editor_help_search.cpp msgid "Case Sensitive" msgstr "区分大小写" #: editor/editor_help_search.cpp msgid "Show Hierarchy" msgstr "显示层级结构" #: editor/editor_help_search.cpp msgid "Display All" msgstr "全部显示" #: editor/editor_help_search.cpp msgid "Classes Only" msgstr "仅类" #: editor/editor_help_search.cpp msgid "Methods Only" msgstr "仅方法" #: editor/editor_help_search.cpp msgid "Signals Only" msgstr "仅信号" #: editor/editor_help_search.cpp msgid "Constants Only" msgstr "仅常量" #: editor/editor_help_search.cpp msgid "Properties Only" msgstr "仅属性" #: editor/editor_help_search.cpp msgid "Theme Properties Only" msgstr "仅主题属性" #: editor/editor_help_search.cpp msgid "Member Type" msgstr "成员类型" #: editor/editor_help_search.cpp msgid "Class" msgstr "类" #: editor/editor_help_search.cpp msgid "Method" msgstr "方法" #: editor/editor_help_search.cpp editor/plugins/script_text_editor.cpp msgid "Signal" msgstr "信号" #: editor/editor_help_search.cpp msgid "Constant" msgstr "常量" #: editor/editor_help_search.cpp msgid "Property" msgstr "属性" #: editor/editor_help_search.cpp msgid "Theme Property" msgstr "主题属性" #: editor/editor_inspector.cpp editor/project_settings_editor.cpp msgid "Property:" msgstr "属性:" #: editor/editor_inspector.cpp #, fuzzy msgid "Pin value" msgstr "(值)" #: editor/editor_inspector.cpp msgid "" "Pinning a value forces it to be saved even if it's equal to the default." msgstr "" #: editor/editor_inspector.cpp msgid "Pin value [Disabled because '%s' is editor-only]" msgstr "" #: editor/editor_inspector.cpp editor/scene_tree_dock.cpp #: modules/visual_script/visual_script_property_selector.cpp msgid "Set %s" msgstr "设置 %s" #: editor/editor_inspector.cpp msgid "Set Multiple:" msgstr "批量设置:" #: editor/editor_inspector.cpp msgid "Pinned %s" msgstr "" #: editor/editor_inspector.cpp msgid "Unpinned %s" msgstr "" #: editor/editor_inspector.cpp #, fuzzy msgid "Copy Property" msgstr "复制属性" #: editor/editor_inspector.cpp #, fuzzy msgid "Paste Property" msgstr "粘贴属性" #: editor/editor_inspector.cpp #, fuzzy msgid "Copy Property Path" msgstr "复制脚本路径" #: editor/editor_log.cpp msgid "Output:" msgstr "输出:" #: editor/editor_log.cpp editor/plugins/tile_map_editor_plugin.cpp msgid "Copy Selection" msgstr "复制选中项" #: editor/editor_log.cpp editor/editor_network_profiler.cpp #: editor/editor_profiler.cpp editor/editor_resource_picker.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/property_editor.cpp editor/scene_tree_dock.cpp #: editor/script_editor_debugger.cpp #: modules/gdnative/gdnative_library_editor_plugin.cpp scene/gui/line_edit.cpp #: scene/gui/text_edit.cpp msgid "Clear" msgstr "清除" #: editor/editor_log.cpp msgid "Clear Output" msgstr "清空输出" #: editor/editor_network_profiler.cpp editor/editor_node.cpp #: editor/editor_profiler.cpp msgid "Stop" msgstr "停止" #: editor/editor_network_profiler.cpp editor/editor_profiler.cpp #: editor/plugins/animation_state_machine_editor.cpp editor/rename_dialog.cpp msgid "Start" msgstr "开始" #: editor/editor_network_profiler.cpp msgid "%s/s" msgstr "%s/秒" #: editor/editor_network_profiler.cpp msgid "Down" msgstr "下载" #: editor/editor_network_profiler.cpp msgid "Up" msgstr "上传" #: editor/editor_network_profiler.cpp editor/editor_node.cpp msgid "Node" msgstr "节点" #: editor/editor_network_profiler.cpp msgid "Incoming RPC" msgstr "传入 RPC" #: editor/editor_network_profiler.cpp msgid "Incoming RSET" msgstr "传入 RSET" #: editor/editor_network_profiler.cpp msgid "Outgoing RPC" msgstr "传出 RPC" #: editor/editor_network_profiler.cpp msgid "Outgoing RSET" msgstr "传出 RSET" #: editor/editor_node.cpp editor/project_manager.cpp msgid "New Window" msgstr "新窗口" #: editor/editor_node.cpp msgid "" "Spins when the editor window redraws.\n" "Update Continuously is enabled, which can increase power usage. Click to " "disable it." msgstr "" "编辑器窗口重绘时旋转。\n" "已启用连续更新,会提升耗电量。点击禁用。" #: editor/editor_node.cpp msgid "Spins when the editor window redraws." msgstr "编辑器窗口重绘时旋转。" #: editor/editor_node.cpp msgid "Imported resources can't be saved." msgstr "导入的资源无法保存。" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp #: modules/gltf/editor_scene_exporter_gltf_plugin.cpp scene/gui/dialogs.cpp msgid "OK" msgstr "确定" #: editor/editor_node.cpp editor/plugins/animation_player_editor_plugin.cpp msgid "Error saving resource!" msgstr "保存资源出错!" #: editor/editor_node.cpp msgid "" "This resource can't be saved because it does not belong to the edited scene. " "Make it unique first." msgstr "无法保存此资源,因为此资源不属于已编辑的场景。请先唯一化此资源。" #: editor/editor_node.cpp editor/plugins/animation_player_editor_plugin.cpp msgid "Save Resource As..." msgstr "资源另存为..." #: editor/editor_node.cpp msgid "Can't open file for writing:" msgstr "无法以可写模式打开文件:" #: editor/editor_node.cpp msgid "Requested file format unknown:" msgstr "请求文件的类型未知:" #: editor/editor_node.cpp msgid "Error while saving." msgstr "保存时出错。" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp msgid "Can't open '%s'. The file could have been moved or deleted." msgstr "无法打开 “%s”。文件可能已被移动或删除。" #: editor/editor_node.cpp msgid "Error while parsing '%s'." msgstr "解析 “%s” 时出错。" #: editor/editor_node.cpp msgid "Unexpected end of file '%s'." msgstr "文件 “%s” 意外结束。" #: editor/editor_node.cpp msgid "Missing '%s' or its dependencies." msgstr "“%s” 或其依赖项缺失。" #: editor/editor_node.cpp msgid "Error while loading '%s'." msgstr "加载 “%s” 时出错。" #: editor/editor_node.cpp msgid "Saving Scene" msgstr "正在保存场景" #: editor/editor_node.cpp msgid "Analyzing" msgstr "正在分析" #: editor/editor_node.cpp msgid "Creating Thumbnail" msgstr "正在创建缩略图" #: editor/editor_node.cpp msgid "This operation can't be done without a tree root." msgstr "此操作必须在打开一个场景后才能执行。" #: editor/editor_node.cpp msgid "" "This scene can't be saved because there is a cyclic instancing inclusion.\n" "Please resolve it and then attempt to save again." msgstr "" "场景包含循环实例化,无法保存。\n" "请解决此问题后尝试再次保存。" #: editor/editor_node.cpp msgid "" "Couldn't save scene. Likely dependencies (instances or inheritance) couldn't " "be satisfied." msgstr "无法保存场景。可能是因为依赖项(实例或继承)无法满足。" #: editor/editor_node.cpp msgid "Could not save one or more scenes!" msgstr "无法保存一个或多个场景!" #: editor/editor_node.cpp msgid "Save All Scenes" msgstr "保存所有场景" #: editor/editor_node.cpp editor/scene_tree_dock.cpp msgid "Can't overwrite scene that is still open!" msgstr "无法覆盖仍处于打开状态的场景!" #: editor/editor_node.cpp msgid "Can't load MeshLibrary for merging!" msgstr "无法加载要合并的网格库!" #: editor/editor_node.cpp msgid "Error saving MeshLibrary!" msgstr "保存网格库时出错!" #: editor/editor_node.cpp msgid "Can't load TileSet for merging!" msgstr "无法加载要合并的图块集!" #: editor/editor_node.cpp msgid "Error saving TileSet!" msgstr "保存图块集时出错!" #: editor/editor_node.cpp msgid "" "An error occurred while trying to save the editor layout.\n" "Make sure the editor's user data path is writable." msgstr "" "保存编辑器布局时出错。\n" "请确认编辑器的用户数据路径可写。" #: editor/editor_node.cpp msgid "" "Default editor layout overridden.\n" "To restore the Default layout to its base settings, use the Delete Layout " "option and delete the Default layout." msgstr "" "已覆盖默认编辑器布局。\n" "如需恢复默认布局至原始内容,可使用删除布局选项将默认布局删除。" #: editor/editor_node.cpp msgid "Layout name not found!" msgstr "布局名称未找到!" #: editor/editor_node.cpp msgid "Restored the Default layout to its base settings." msgstr "已将默认布局恢复为原始内容。" #: editor/editor_node.cpp msgid "" "This resource belongs to a scene that was imported, so it's not editable.\n" "Please read the documentation relevant to importing scenes to better " "understand this workflow." msgstr "" "此资源属于已导入的场景,不可编辑。\n" "请阅读与导入场景相关的文档,以更佳理解此工作流。" #: editor/editor_node.cpp msgid "" "This resource belongs to a scene that was instanced or inherited.\n" "Changes to it won't be kept when saving the current scene." msgstr "" "这个资源属于实例或继承的场景。\n" "保存当前场景时不会保留更改。" #: editor/editor_node.cpp msgid "" "This resource was imported, so it's not editable. Change its settings in the " "import panel and then re-import." msgstr "此资源已导入,因此无法编辑。在导入面板中更改设置并重新导入。" #: editor/editor_node.cpp msgid "" "This scene was imported, so changes to it won't be kept.\n" "Instancing it or inheriting will allow making changes to it.\n" "Please read the documentation relevant to importing scenes to better " "understand this workflow." msgstr "" "该场景是被导入的场景,不会保留对它的更改。\n" "实例化或继承该场景就可以对其进行更改。\n" "请阅读与导入场景相关的文档,以便更好地理解此工作流。" #: editor/editor_node.cpp msgid "" "This is a remote object, so changes to it won't be kept.\n" "Please read the documentation relevant to debugging to better understand " "this workflow." msgstr "" "这是远程对象,因此不会保留对其的更改。\n" "请阅读与调试相关的文档,以更佳理解此工作流。" #: editor/editor_node.cpp msgid "There is no defined scene to run." msgstr "没有设置要运行的场景。" #: editor/editor_node.cpp msgid "Save scene before running..." msgstr "运行前保存场景..." #: editor/editor_node.cpp msgid "Could not start subprocess!" msgstr "无法启动子进程!" #: editor/editor_node.cpp editor/filesystem_dock.cpp msgid "Open Scene" msgstr "打开场景" #: editor/editor_node.cpp msgid "Open Base Scene" msgstr "打开父场景" #: editor/editor_node.cpp msgid "Quick Open..." msgstr "快速打开..." #: editor/editor_node.cpp msgid "Quick Open Scene..." msgstr "快速打开场景..." #: editor/editor_node.cpp msgid "Quick Open Script..." msgstr "快速打开脚本..." #: editor/editor_node.cpp msgid "Save & Close" msgstr "保存并关闭" #: editor/editor_node.cpp msgid "Save changes to '%s' before closing?" msgstr "是否在关闭前保存对 “%s” 的更改?" #: editor/editor_node.cpp msgid "%s no longer exists! Please specify a new save location." msgstr "路径 %s 已不存在!请重新选择新的保存路径。" #: editor/editor_node.cpp msgid "" "The current scene has no root node, but %d modified external resource(s) " "were saved anyway." msgstr "当前场景没有根节点,不过保存了 %d 个已修改的外部资源。" #: editor/editor_node.cpp msgid "" "A root node is required to save the scene. You can add a root node using the " "Scene tree dock." msgstr "必须有根节点才能保存场景。你可以通过场景面板添加根节点。" #: editor/editor_node.cpp msgid "Save Scene As..." msgstr "场景另存为..." #: editor/editor_node.cpp modules/gltf/editor_scene_exporter_gltf_plugin.cpp msgid "This operation can't be done without a scene." msgstr "必须先打开一个场景才能完成此操作。" #: editor/editor_node.cpp msgid "Export Mesh Library" msgstr "导出网格库" #: editor/editor_node.cpp msgid "This operation can't be done without a root node." msgstr "必须有根节点才能完成此操作。" #: editor/editor_node.cpp msgid "Export Tile Set" msgstr "导出图块集" #: editor/editor_node.cpp msgid "This operation can't be done without a selected node." msgstr "必须先选择节点才能完成此操作。" #: editor/editor_node.cpp msgid "Current scene not saved. Open anyway?" msgstr "当前场景尚未保存。是否仍要打开?" #: editor/editor_node.cpp msgid "Can't undo while mouse buttons are pressed." msgstr "鼠标按下时无法撤销。" #: editor/editor_node.cpp msgid "Nothing to undo." msgstr "无可撤销。" #: editor/editor_node.cpp msgid "Undo: %s" msgstr "撤销:%s" #: editor/editor_node.cpp msgid "Can't redo while mouse buttons are pressed." msgstr "鼠标按下时无法重做。" #: editor/editor_node.cpp msgid "Nothing to redo." msgstr "无可重做。" #: editor/editor_node.cpp msgid "Redo: %s" msgstr "重做:%s" #: editor/editor_node.cpp msgid "Can't reload a scene that was never saved." msgstr "无法重新加载从未保存过的场景。" #: editor/editor_node.cpp msgid "Reload Saved Scene" msgstr "重载已保存场景" #: editor/editor_node.cpp msgid "" "The current scene has unsaved changes.\n" "Reload the saved scene anyway? This action cannot be undone." msgstr "" "当前场景有未保存的更改。\n" "是否重新加载保存的场景? 此操作无法撤消。" #: editor/editor_node.cpp msgid "Quick Run Scene..." msgstr "快速运行场景..." #: editor/editor_node.cpp msgid "Quit" msgstr "退出" #: editor/editor_node.cpp msgid "Yes" msgstr "是" #: editor/editor_node.cpp msgid "Exit the editor?" msgstr "确定要退出编辑器吗?" #: editor/editor_node.cpp msgid "Open Project Manager?" msgstr "打开项目管理器?" #: editor/editor_node.cpp msgid "Save & Quit" msgstr "保存后退出" #: editor/editor_node.cpp msgid "Save changes to the following scene(s) before quitting?" msgstr "退出前要保存以下场景更改吗?" #: editor/editor_node.cpp msgid "Save changes to the following scene(s) before opening Project Manager?" msgstr "打开项目管理器前要保存下列场景更改吗?" #: editor/editor_node.cpp msgid "" "This option is deprecated. Situations where refresh must be forced are now " "considered a bug. Please report." msgstr "该选项已废弃。必须强制刷新的情况现在被视为 Bug,请报告。" #: editor/editor_node.cpp msgid "Pick a Main Scene" msgstr "选择主场景" #: editor/editor_node.cpp msgid "Close Scene" msgstr "关闭场景" #: editor/editor_node.cpp msgid "Reopen Closed Scene" msgstr "重新打开关闭的场景" #: editor/editor_node.cpp msgid "Unable to enable addon plugin at: '%s' parsing of config failed." msgstr "无法在 “%s” 上启用加载项插件:配置解析失败。" #: editor/editor_node.cpp msgid "Unable to find script field for addon plugin at: '%s'." msgstr "无法在 “%s” 上找到加载项的 script 字段。" #: editor/editor_node.cpp msgid "Unable to load addon script from path: '%s'." msgstr "无法从路径 “%s” 中加载加载项脚本。" #: editor/editor_node.cpp msgid "" "Unable to load addon script from path: '%s'. This might be due to a code " "error in that script.\n" "Disabling the addon at '%s' to prevent further errors." msgstr "" "无法从路径“%s”加载加载项脚本:该脚本可能有代码错误。\n" "禁用加载项“%s”可阻止其进一步报错。" #: editor/editor_node.cpp msgid "" "Unable to load addon script from path: '%s' Base type is not EditorPlugin." msgstr "无法从路径 “%s” 加载加载项脚本:基类型不是 EditorPlugin。" #: editor/editor_node.cpp msgid "Unable to load addon script from path: '%s' Script is not in tool mode." msgstr "无法从路径 “%s” 加载插件脚本:脚本不在工具模式下。" #: editor/editor_node.cpp msgid "" "Scene '%s' was automatically imported, so it can't be modified.\n" "To make changes to it, a new inherited scene can be created." msgstr "" "场景 “%s” 是自动导入的,因此无法修改。\n" "若要对其进行更改,可以新建继承场景。" #: editor/editor_node.cpp msgid "" "Error loading scene, it must be inside the project path. Use 'Import' to " "open the scene, then save it inside the project path." msgstr "" "加载场景出错,场景必须放在项目目录下。请尝试使用 “导入” 打开该场景,然后再保" "存到项目目录下。" #: editor/editor_node.cpp msgid "Scene '%s' has broken dependencies:" msgstr "场景 “%s” 的依赖已被破坏:" #: editor/editor_node.cpp msgid "Clear Recent Scenes" msgstr "清除近期的场景" #: editor/editor_node.cpp msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" "尚未定义主场景,是否选择一个?\n" "稍后也可在 “项目设置” 的 “application” 分类下修改。" #: editor/editor_node.cpp msgid "" "Selected scene '%s' does not exist, select a valid one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" "所选场景 “%s” 不存在,是否选择有效的场景?\n" "稍后也可在 “项目设置” 的 “application” 分类下设置主场景。" #: editor/editor_node.cpp msgid "" "Selected scene '%s' is not a scene file, select a valid one?\n" "You can change it later in \"Project Settings\" under the 'application' " "category." msgstr "" "选中的 “%s” 场景并非场景文件,请选择有效的场景。\n" "稍后也可在 “项目设置” 的 “application” 分类下更换主场景。" #: editor/editor_node.cpp msgid "Save Layout" msgstr "保存布局" #: editor/editor_node.cpp msgid "Delete Layout" msgstr "删除布局" #: editor/editor_node.cpp editor/import_dock.cpp #: editor/script_create_dialog.cpp msgid "Default" msgstr "默认" #: editor/editor_node.cpp editor/editor_resource_picker.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_editor.cpp msgid "Show in FileSystem" msgstr "在文件系统中显示" #: editor/editor_node.cpp msgid "Play This Scene" msgstr "运行此场景" #: editor/editor_node.cpp msgid "Close Tab" msgstr "关闭选项卡" #: editor/editor_node.cpp msgid "Undo Close Tab" msgstr "撤销关闭选项卡" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp msgid "Close Other Tabs" msgstr "关闭其他选项卡" #: editor/editor_node.cpp msgid "Close Tabs to the Right" msgstr "关闭右侧选项卡" #: editor/editor_node.cpp msgid "Close All Tabs" msgstr "关闭全部选项卡" #: editor/editor_node.cpp msgid "Switch Scene Tab" msgstr "切换场景选项卡" #: editor/editor_node.cpp msgid "%d more files or folders" msgstr "其他 %d 个文件和文件夹" #: editor/editor_node.cpp msgid "%d more folders" msgstr "其他 %d 个文件夹" #: editor/editor_node.cpp msgid "%d more files" msgstr "其他 %d 个文件" #: editor/editor_node.cpp msgid "Dock Position" msgstr "面板位置" #: editor/editor_node.cpp msgid "Distraction Free Mode" msgstr "专注模式" #: editor/editor_node.cpp msgid "Toggle distraction-free mode." msgstr "切换专注模式。" #: editor/editor_node.cpp msgid "Add a new scene." msgstr "添加场景。" #: editor/editor_node.cpp msgid "Scene" msgstr "场景" #: editor/editor_node.cpp msgid "Go to previously opened scene." msgstr "转到上一个打开的场景。" #: editor/editor_node.cpp msgid "Copy Text" msgstr "复制文本" #: editor/editor_node.cpp msgid "Next tab" msgstr "下一个选项卡" #: editor/editor_node.cpp msgid "Previous tab" msgstr "上一个选项卡" #: editor/editor_node.cpp msgid "Filter Files..." msgstr "筛选文件..." #: editor/editor_node.cpp msgid "Operations with scene files." msgstr "操作场景文件。" #: editor/editor_node.cpp msgid "New Scene" msgstr "新建场景" #: editor/editor_node.cpp msgid "New Inherited Scene..." msgstr "新建继承场景..." #: editor/editor_node.cpp msgid "Open Scene..." msgstr "打开场景..." #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp msgid "Open Recent" msgstr "最近打开" #: editor/editor_node.cpp msgid "Save Scene" msgstr "保存场景" #: editor/editor_node.cpp msgid "Convert To..." msgstr "转换为..." #: editor/editor_node.cpp msgid "MeshLibrary..." msgstr "网格库..." #: editor/editor_node.cpp msgid "TileSet..." msgstr "图块集..." #: editor/editor_node.cpp editor/plugins/script_text_editor.cpp #: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Undo" msgstr "撤销" #: editor/editor_node.cpp editor/plugins/script_text_editor.cpp #: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Redo" msgstr "重做" #: editor/editor_node.cpp msgid "Miscellaneous project or scene-wide tools." msgstr "其他项目或全场景工具。" #: editor/editor_node.cpp editor/project_manager.cpp #: editor/script_create_dialog.cpp msgid "Project" msgstr "项目" #: editor/editor_node.cpp msgid "Project Settings..." msgstr "项目设置..." #: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp msgid "Version Control" msgstr "版本控制" #: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp msgid "Set Up Version Control" msgstr "设置版本控制" #: editor/editor_node.cpp msgid "Shut Down Version Control" msgstr "关闭版本控制" #: editor/editor_node.cpp msgid "Export..." msgstr "导出..." #: editor/editor_node.cpp msgid "Install Android Build Template..." msgstr "安装 Android 构建模板..." #: editor/editor_node.cpp msgid "Open Project Data Folder" msgstr "打开项目数据文件夹" #: editor/editor_node.cpp editor/plugins/tile_set_editor_plugin.cpp msgid "Tools" msgstr "工具" #: editor/editor_node.cpp msgid "Orphan Resource Explorer..." msgstr "孤立资源浏览器..." #: editor/editor_node.cpp msgid "Reload Current Project" msgstr "重新加载当前项目" #: editor/editor_node.cpp msgid "Quit to Project List" msgstr "退出到项目列表" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #: editor/project_export.cpp msgid "Debug" msgstr "调试" #: editor/editor_node.cpp msgid "Deploy with Remote Debug" msgstr "使用远程调试部署" #: editor/editor_node.cpp msgid "" "When this option is enabled, using one-click deploy will make the executable " "attempt to connect to this computer's IP so the running project can be " "debugged.\n" "This option is intended to be used for remote debugging (typically with a " "mobile device).\n" "You don't need to enable it to use the GDScript debugger locally." msgstr "" "启用该选项时,一键部署后的可执行文件将尝试连接到这台电脑的 IP 以便调试所运行" "的项目。\n" "该选项用于进行远程调试(尤其是移动设备)。\n" "在本地使用 GDScript 调试器时无需启用。" #: editor/editor_node.cpp msgid "Small Deploy with Network Filesystem" msgstr "使用网络文件系统进行小型部署" #: editor/editor_node.cpp msgid "" "When this option is enabled, using one-click deploy for Android will only " "export an executable without the project data.\n" "The filesystem will be provided from the project by the editor over the " "network.\n" "On Android, deploying will use the USB cable for faster performance. This " "option speeds up testing for projects with large assets." msgstr "" "启用该选项时,一键部署到 Android 时所导出的可执行文件将不包含项目数据。\n" "文件系统将由编辑器基于项目通过网络提供。\n" "在 Android 平台,部署将通过 USB 线缆进行以提高性能。如果项目中包含较大的素" "材,该选项可提高测试速度。" #: editor/editor_node.cpp msgid "Visible Collision Shapes" msgstr "显示碰撞区域" #: editor/editor_node.cpp msgid "" "When this option is enabled, collision shapes and raycast nodes (for 2D and " "3D) will be visible in the running project." msgstr "启用该选项时,碰撞区域和光线投射节点(2D 和 3D)将在项目运行时可见。" #: editor/editor_node.cpp msgid "Visible Navigation" msgstr "显示导航" #: editor/editor_node.cpp msgid "" "When this option is enabled, navigation meshes and polygons will be visible " "in the running project." msgstr "启用该选项时,导航网格和多边形将在项目运行时可见。" #: editor/editor_node.cpp msgid "Force Shader Fallbacks" msgstr "" #: editor/editor_node.cpp msgid "" "When this option is enabled, shaders will be used in their fallback form " "(either visible via an ubershader or hidden) during all the run time.\n" "This is useful for verifying the look and performance of fallbacks, which " "are normally displayed briefly.\n" "Asynchronous shader compilation must be enabled in the project settings for " "this option to make a difference." msgstr "" #: editor/editor_node.cpp msgid "Synchronize Scene Changes" msgstr "同步场景修改" #: editor/editor_node.cpp msgid "" "When this option is enabled, any changes made to the scene in the editor " "will be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" "启用该选项时,在编辑器中对场景的任何修改都会被应用于正在运行的项目中。\n" "当使用于远程设备时,启用网络文件系统能提高编辑效率。" #: editor/editor_node.cpp msgid "Synchronize Script Changes" msgstr "同步脚本修改" #: editor/editor_node.cpp msgid "" "When this option is enabled, any script that is saved will be reloaded in " "the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" "启用该选项时,任何保存的脚本都会被正在运行的项目重新加载。\n" "当使用于远程设备时,启用网络文件系统能提高编辑效率。" #: editor/editor_node.cpp editor/script_create_dialog.cpp msgid "Editor" msgstr "编辑器" #: editor/editor_node.cpp msgid "Editor Settings..." msgstr "编辑器设置..." #: editor/editor_node.cpp msgid "Editor Layout" msgstr "编辑器布局" #: editor/editor_node.cpp msgid "Take Screenshot" msgstr "截屏" #: editor/editor_node.cpp msgid "Screenshots are stored in the Editor Data/Settings Folder." msgstr "截图将保存在编辑器数据或设置文件夹中。" #: editor/editor_node.cpp msgid "Toggle Fullscreen" msgstr "切换全屏模式" #: editor/editor_node.cpp msgid "Toggle System Console" msgstr "打开/关闭系统命令行" #: editor/editor_node.cpp msgid "Open Editor Data/Settings Folder" msgstr "打开 “编辑器数据/设置” 文件夹" #: editor/editor_node.cpp msgid "Open Editor Data Folder" msgstr "打开 “编辑器数据” 文件夹" #: editor/editor_node.cpp msgid "Open Editor Settings Folder" msgstr "打开 “编辑器设置” 文件夹" #: editor/editor_node.cpp msgid "Manage Editor Features..." msgstr "管理编辑器功能..." #: editor/editor_node.cpp msgid "Manage Export Templates..." msgstr "管理导出模板..." #: editor/editor_node.cpp editor/plugins/shader_editor_plugin.cpp msgid "Help" msgstr "帮助" #: editor/editor_node.cpp msgid "Online Documentation" msgstr "在线文档" #: editor/editor_node.cpp msgid "Questions & Answers" msgstr "问与答" #: editor/editor_node.cpp msgid "Report a Bug" msgstr "报告问题" #: editor/editor_node.cpp msgid "Suggest a Feature" msgstr "提交新特性建议" #: editor/editor_node.cpp msgid "Send Docs Feedback" msgstr "发送文档反馈" #: editor/editor_node.cpp editor/plugins/asset_library_editor_plugin.cpp msgid "Community" msgstr "社区" #: editor/editor_node.cpp msgid "About Godot" msgstr "关于 Godot" #: editor/editor_node.cpp msgid "Support Godot Development" msgstr "支持 Godot 开发" #: editor/editor_node.cpp msgid "Play the project." msgstr "运行此项目。" #: editor/editor_node.cpp msgid "Play" msgstr "运行" #: editor/editor_node.cpp msgid "Pause the scene execution for debugging." msgstr "暂停运行场景以进行调试。" #: editor/editor_node.cpp msgid "Pause Scene" msgstr "暂停场景" #: editor/editor_node.cpp msgid "Stop the scene." msgstr "停止场景。" #: editor/editor_node.cpp msgid "Play the edited scene." msgstr "运行正在编辑的场景。" #: editor/editor_node.cpp msgid "Play Scene" msgstr "运行场景" #: editor/editor_node.cpp msgid "Play custom scene" msgstr "运行自定义场景" #: editor/editor_node.cpp msgid "Play Custom Scene" msgstr "运行自定义场景" #: editor/editor_node.cpp msgid "Changing the video driver requires restarting the editor." msgstr "改变视频驱动需要重启编辑器。" #: editor/editor_node.cpp editor/project_settings_editor.cpp #: editor/settings_config_dialog.cpp msgid "Save & Restart" msgstr "保存并重启" #: editor/editor_node.cpp msgid "Update Continuously" msgstr "持续更新" #: editor/editor_node.cpp msgid "Update When Changed" msgstr "当有更改时更新" #: editor/editor_node.cpp msgid "Hide Update Spinner" msgstr "隐藏更新旋转图" #: editor/editor_node.cpp msgid "FileSystem" msgstr "文件系统" #: editor/editor_node.cpp msgid "Inspector" msgstr "检查器" #: editor/editor_node.cpp msgid "Expand Bottom Panel" msgstr "展开底部面板" #: editor/editor_node.cpp msgid "Output" msgstr "输出" #: editor/editor_node.cpp msgid "Don't Save" msgstr "不保存" #: editor/editor_node.cpp msgid "Android build template is missing, please install relevant templates." msgstr "缺失 Android 构建模板,请安装相应的模板。" #: editor/editor_node.cpp msgid "Manage Templates" msgstr "管理模板" #: editor/editor_node.cpp msgid "Install from file" msgstr "从文件安装" #: editor/editor_node.cpp msgid "Select android sources file" msgstr "选择 Android 源文件" #: editor/editor_node.cpp msgid "" "This will set up your project for custom Android builds by installing the " "source template to \"res://android/build\".\n" "You can then apply modifications and build your own custom APK on export " "(adding modules, changing the AndroidManifest.xml, etc.).\n" "Note that in order to make custom builds instead of using pre-built APKs, " "the \"Use Custom Build\" option should be enabled in the Android export " "preset." msgstr "" "通过将源模板安装到 “res://android/build” ,将为自定义 Android 构建设置项" "目。\n" "然后,可以应用修改并在导出时构建自己的自定义 APK(添加模块、更改 " "AndroidManifest.xml 等)。\n" "请注意,要使用自定义构建而不是使用预先构建的 APK,需在 Android 导出预设中启" "用 “Use Custom Build” 选项。" #: editor/editor_node.cpp msgid "" "The Android build template is already installed in this project and it won't " "be overwritten.\n" "Remove the \"res://android/build\" directory manually before attempting this " "operation again." msgstr "" "Android 构建模板已安装在此项目中,将不会被覆盖。\n" "再次尝试执行此操作之前,请手动删除 “res://android/build” 目录。" #: editor/editor_node.cpp msgid "Import Templates From ZIP File" msgstr "从 ZIP 文件中导入模板" #: editor/editor_node.cpp msgid "Template Package" msgstr "模板包" #: editor/editor_node.cpp modules/gltf/editor_scene_exporter_gltf_plugin.cpp msgid "Export Library" msgstr "导出库" #: editor/editor_node.cpp msgid "Merge With Existing" msgstr "与现有合并" #: editor/editor_node.cpp msgid "Apply MeshInstance Transforms" msgstr "应用 MeshInstance 变换" #: editor/editor_node.cpp msgid "Open & Run a Script" msgstr "打开并运行脚本" #: editor/editor_node.cpp msgid "" "The following files are newer on disk.\n" "What action should be taken?" msgstr "" "磁盘中的下列文件较新。\n" "应该执行什么操作?" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/shader_editor_plugin.cpp msgid "Reload" msgstr "重新加载" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/shader_editor_plugin.cpp msgid "Resave" msgstr "重新保存" #: editor/editor_node.cpp msgid "New Inherited" msgstr "新建继承" #: editor/editor_node.cpp msgid "Load Errors" msgstr "加载错误" #: editor/editor_node.cpp editor/plugins/tile_map_editor_plugin.cpp msgid "Select" msgstr "选择" #: editor/editor_node.cpp msgid "Select Current" msgstr "选择当前" #: editor/editor_node.cpp msgid "Open 2D Editor" msgstr "打开 2D 编辑器" #: editor/editor_node.cpp msgid "Open 3D Editor" msgstr "打开 3D 编辑器" #: editor/editor_node.cpp msgid "Open Script Editor" msgstr "打开脚本编辑器" #: editor/editor_node.cpp editor/project_manager.cpp msgid "Open Asset Library" msgstr "打开素材库" #: editor/editor_node.cpp msgid "Open the next Editor" msgstr "打开下一个编辑器" #: editor/editor_node.cpp msgid "Open the previous Editor" msgstr "打开上一个编辑器" #: editor/editor_node.h msgid "Warning!" msgstr "警告!" #: editor/editor_path.cpp msgid "No sub-resources found." msgstr "找不到子资源。" #: editor/editor_path.cpp msgid "Open a list of sub-resources." msgstr "打开子资源列表。" #: editor/editor_plugin.cpp msgid "Creating Mesh Previews" msgstr "正在创建网格预览" #: editor/editor_plugin.cpp msgid "Thumbnail..." msgstr "缩略图..." #: editor/editor_plugin_settings.cpp msgid "Main Script:" msgstr "主脚本:" #: editor/editor_plugin_settings.cpp msgid "Edit Plugin" msgstr "编辑插件" #: editor/editor_plugin_settings.cpp msgid "Installed Plugins:" msgstr "已安装插件:" #: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp msgid "Update" msgstr "更新" #: editor/editor_plugin_settings.cpp msgid "Version" msgstr "版本" #: editor/editor_plugin_settings.cpp msgid "Author" msgstr "作者" #: editor/editor_plugin_settings.cpp #: editor/plugins/version_control_editor_plugin.cpp #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Status" msgstr "状态" #: editor/editor_profiler.cpp msgid "Measure:" msgstr "测量:" #: editor/editor_profiler.cpp msgid "Frame Time (ms)" msgstr "帧时间(毫秒)" #: editor/editor_profiler.cpp msgid "Average Time (ms)" msgstr "平均时间(毫秒)" #: editor/editor_profiler.cpp msgid "Frame %" msgstr "帧 %" #: editor/editor_profiler.cpp msgid "Physics Frame %" msgstr "物理帧 %" #: editor/editor_profiler.cpp msgid "Inclusive" msgstr "全部" #: editor/editor_profiler.cpp msgid "Self" msgstr "仅自己" #: editor/editor_profiler.cpp msgid "" "Inclusive: Includes time from other functions called by this function.\n" "Use this to spot bottlenecks.\n" "\n" "Self: Only count the time spent in the function itself, not in other " "functions called by that function.\n" "Use this to find individual functions to optimize." msgstr "" "全部:包括该函数调用的其他函数的时间。\n" "使用该选项寻找瓶颈。\n" "\n" "仅自己:只计算消耗在该函数本身的时间,不包含该函数所调用的其他函数。\n" "使用该选项寻找需要优化的函数。" #: editor/editor_profiler.cpp msgid "Frame #:" msgstr "帧 #:" #: editor/editor_profiler.cpp msgid "Time" msgstr "时间" #: editor/editor_profiler.cpp msgid "Calls" msgstr "调用" #: editor/editor_properties.cpp msgid "Edit Text:" msgstr "编辑文本:" #: editor/editor_properties.cpp editor/script_create_dialog.cpp msgid "On" msgstr "启用" #: editor/editor_properties.cpp msgid "Layer" msgstr "层" #: editor/editor_properties.cpp msgid "Bit %d, value %d" msgstr "第 %d 位,值为 %d" #: editor/editor_properties.cpp msgid "[Empty]" msgstr "[空]" #: editor/editor_properties.cpp editor/plugins/root_motion_editor_plugin.cpp msgid "Assign..." msgstr "指定..." #: editor/editor_properties.cpp msgid "Invalid RID" msgstr "无效的 RID" #: editor/editor_properties.cpp msgid "" "Can't create a ViewportTexture on resources saved as a file.\n" "Resource needs to belong to a scene." msgstr "" "无法在保存为文件的资源上创建 ViewportTexture。\n" "资源需要属于场景。" #: editor/editor_properties.cpp msgid "" "Can't create a ViewportTexture on this resource because it's not set as " "local to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" "无法在此资源上创建 ViewportTexture,因为这个资源未设置对应的本地场景。\n" "请打开资源上的 “Local to Scene” 属性(以及到节点内所有包含该资源的资源)。" #: editor/editor_properties.cpp editor/property_editor.cpp msgid "Pick a Viewport" msgstr "选择视口" #: editor/editor_properties.cpp editor/property_editor.cpp msgid "Selected node is not a Viewport!" msgstr "选定节点不是 Viewport!" #: editor/editor_properties_array_dict.cpp msgid "Size: " msgstr "大小: " #: editor/editor_properties_array_dict.cpp msgid "Page: " msgstr "页: " #: editor/editor_properties_array_dict.cpp #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Item" msgstr "移除项目" #: editor/editor_properties_array_dict.cpp msgid "New Key:" msgstr "新建键:" #: editor/editor_properties_array_dict.cpp msgid "New Value:" msgstr "新建值:" #: editor/editor_properties_array_dict.cpp msgid "Add Key/Value Pair" msgstr "添加键值对" #: editor/editor_resource_picker.cpp msgid "" "The selected resource (%s) does not match any type expected for this " "property (%s)." msgstr "所选资源(%s)与该属性(%s)所需的类型都不匹配。" #: editor/editor_resource_picker.cpp msgid "Quick Load" msgstr "快速加载" #: editor/editor_resource_picker.cpp editor/property_editor.cpp msgid "Make Unique" msgstr "唯一化" #: editor/editor_resource_picker.cpp #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp #: editor/plugins/tile_map_editor_plugin.cpp editor/property_editor.cpp #: editor/scene_tree_dock.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "粘贴" #: editor/editor_resource_picker.cpp editor/property_editor.cpp msgid "Convert to %s" msgstr "转换为 %s" #: editor/editor_resource_picker.cpp editor/property_editor.cpp msgid "New %s" msgstr "新建 %s" #: editor/editor_resource_picker.cpp editor/property_editor.cpp msgid "New Script" msgstr "新建脚本" #: editor/editor_resource_picker.cpp editor/scene_tree_dock.cpp msgid "Extend Script" msgstr "扩展脚本" #: editor/editor_run_native.cpp msgid "" "No runnable export preset found for this platform.\n" "Please add a runnable preset in the Export menu or define an existing preset " "as runnable." msgstr "" "没有对应该平台的可执行导出预设。\n" "请在导出菜单中添加可执行预设,或将已有预设设为可执行。" #: editor/editor_run_script.cpp msgid "Write your logic in the _run() method." msgstr "在 _run() 方法中填写逻辑代码。" #: editor/editor_run_script.cpp msgid "There is an edited scene already." msgstr "已存在一个正在编辑的场景。" #: editor/editor_run_script.cpp msgid "Couldn't instance script:" msgstr "无法实例化脚本:" #: editor/editor_run_script.cpp msgid "Did you forget the 'tool' keyword?" msgstr "是否遗漏了 tool 关键字?" #: editor/editor_run_script.cpp msgid "Couldn't run script:" msgstr "无法运行脚本:" #: editor/editor_run_script.cpp msgid "Did you forget the '_run' method?" msgstr "是否遗漏了 _run() 方法?" #: editor/editor_spin_slider.cpp msgid "Hold %s to round to integers. Hold Shift for more precise changes." msgstr "按住 %s 取整。 按住 Shift 获取更精确的变化。" #: editor/editor_sub_scene.cpp msgid "Select Node(s) to Import" msgstr "选择要导入的节点" #: editor/editor_sub_scene.cpp editor/project_manager.cpp msgid "Browse" msgstr "浏览" #: editor/editor_sub_scene.cpp msgid "Scene Path:" msgstr "场景路径:" #: editor/editor_sub_scene.cpp msgid "Import From Node:" msgstr "从节点中导入:" #: editor/export_template_manager.cpp msgid "Open the folder containing these templates." msgstr "打开包含这些模板的文件夹。" #: editor/export_template_manager.cpp msgid "Uninstall these templates." msgstr "卸载这些模板。" #: editor/export_template_manager.cpp msgid "There are no mirrors available." msgstr "没有可用的镜像。" #: editor/export_template_manager.cpp msgid "Retrieving the mirror list..." msgstr "正在获取镜像列表……" #: editor/export_template_manager.cpp msgid "Starting the download..." msgstr "正在开始下载……" #: editor/export_template_manager.cpp msgid "Error requesting URL:" msgstr "请求 URL 时出错:" #: editor/export_template_manager.cpp msgid "Connecting to the mirror..." msgstr "正在连接镜像……" #: editor/export_template_manager.cpp msgid "Can't resolve the requested address." msgstr "无法解析请求地址。" #: editor/export_template_manager.cpp msgid "Can't connect to the mirror." msgstr "无法连接到镜像。" #: editor/export_template_manager.cpp msgid "No response from the mirror." msgstr "镜像无响应。" #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed." msgstr "请求失败。" #: editor/export_template_manager.cpp msgid "Request ended up in a redirect loop." msgstr "请求进入了重定向循环。" #: editor/export_template_manager.cpp msgid "Request failed:" msgstr "请求失败:" #: editor/export_template_manager.cpp msgid "Download complete; extracting templates..." msgstr "下载完成;正在解压模板……" #: editor/export_template_manager.cpp msgid "Cannot remove temporary file:" msgstr "无法移除临时文件:" #: editor/export_template_manager.cpp msgid "" "Templates installation failed.\n" "The problematic templates archives can be found at '%s'." msgstr "" "模板安装失败。\n" "有问题的模板文档在 “%s”。" #: editor/export_template_manager.cpp msgid "Error getting the list of mirrors." msgstr "获取镜像列表时出错。" #: editor/export_template_manager.cpp msgid "Error parsing JSON with the list of mirrors. Please report this issue!" msgstr "解析镜像列表 JSON 时出错。请提交此问题!" #: editor/export_template_manager.cpp msgid "Best available mirror" msgstr "最佳可用镜像" #: editor/export_template_manager.cpp msgid "" "No download links found for this version. Direct download is only available " "for official releases." msgstr "没有找到这个版本的下载链接。直接下载只适用于正式版本。" #: editor/export_template_manager.cpp msgid "Disconnected" msgstr "已断开" #: editor/export_template_manager.cpp msgid "Resolving" msgstr "解析中" #: editor/export_template_manager.cpp msgid "Can't Resolve" msgstr "无法解析" #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Connecting..." msgstr "正在连接..." #: editor/export_template_manager.cpp msgid "Can't Connect" msgstr "无法连接" #: editor/export_template_manager.cpp msgid "Connected" msgstr "已连接" #: editor/export_template_manager.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Requesting..." msgstr "正在请求..." #: editor/export_template_manager.cpp msgid "Downloading" msgstr "正在下载" #: editor/export_template_manager.cpp msgid "Connection Error" msgstr "连接错误" #: editor/export_template_manager.cpp msgid "SSL Handshake Error" msgstr "SSL 握手错误" #: editor/export_template_manager.cpp msgid "Can't open the export templates file." msgstr "无法打开导出模板文件。" #: editor/export_template_manager.cpp msgid "Invalid version.txt format inside the export templates file: %s." msgstr "导出模板中的 version.txt 格式无效:%s。" #: editor/export_template_manager.cpp msgid "No version.txt found inside the export templates file." msgstr "导出模板中没有 version.txt。" #: editor/export_template_manager.cpp msgid "Error creating path for extracting templates:" msgstr "为解压模板创建路径时出错:" #: editor/export_template_manager.cpp msgid "Extracting Export Templates" msgstr "正在解压导出模板" #: editor/export_template_manager.cpp msgid "Importing:" msgstr "正在导入:" #: editor/export_template_manager.cpp msgid "Remove templates for the version '%s'?" msgstr "是否移除模板版本“%s”?" #: editor/export_template_manager.cpp msgid "Uncompressing Android Build Sources" msgstr "解压 Android Build 资源" #: editor/export_template_manager.cpp msgid "Export Template Manager" msgstr "导出模板管理器" #: editor/export_template_manager.cpp msgid "Current Version:" msgstr "当前版本:" #: editor/export_template_manager.cpp msgid "Export templates are missing. Download them or install from a file." msgstr "缺失导出模板。请下载或从文件安装。" #: editor/export_template_manager.cpp msgid "Export templates are installed and ready to be used." msgstr "导出模板已安装就绪。" #: editor/export_template_manager.cpp msgid "Open Folder" msgstr "打开文件夹" #: editor/export_template_manager.cpp msgid "Open the folder containing installed templates for the current version." msgstr "打开包含当前版本已安装模板的文件夹。" #: editor/export_template_manager.cpp msgid "Uninstall" msgstr "卸载" #: editor/export_template_manager.cpp msgid "Uninstall templates for the current version." msgstr "卸载当前版本的模板。" #: editor/export_template_manager.cpp msgid "Download from:" msgstr "下载:" #: editor/export_template_manager.cpp msgid "Open in Web Browser" msgstr "在浏览器中打开" #: editor/export_template_manager.cpp msgid "Copy Mirror URL" msgstr "复制镜像 URL" #: editor/export_template_manager.cpp msgid "Download and Install" msgstr "下载并安装" #: editor/export_template_manager.cpp msgid "" "Download and install templates for the current version from the best " "possible mirror." msgstr "从最佳的镜像下载当前版本的模板并安装。" #: editor/export_template_manager.cpp msgid "Official export templates aren't available for development builds." msgstr "开发构建下官方导出模板不可用。" #: editor/export_template_manager.cpp msgid "Install from File" msgstr "从文件安装" #: editor/export_template_manager.cpp msgid "Install templates from a local file." msgstr "从本地文件安装模板。" #: editor/export_template_manager.cpp editor/find_in_files.cpp #: editor/progress_dialog.cpp scene/gui/dialogs.cpp msgid "Cancel" msgstr "取消" #: editor/export_template_manager.cpp msgid "Cancel the download of the templates." msgstr "取消下载模板。" #: editor/export_template_manager.cpp msgid "Other Installed Versions:" msgstr "其他已安装版本:" #: editor/export_template_manager.cpp msgid "Uninstall Template" msgstr "卸载模板" #: editor/export_template_manager.cpp msgid "Select Template File" msgstr "选择模板文件" #: editor/export_template_manager.cpp msgid "Godot Export Templates" msgstr "Godot 导出模板" #: editor/export_template_manager.cpp msgid "" "The templates will continue to download.\n" "You may experience a short editor freeze when they finish." msgstr "" "模板下载仍会继续。\n" "完成时你可能会感受到编辑器的短暂冻结。" #: editor/filesystem_dock.cpp msgid "Favorites" msgstr "收藏" #: editor/filesystem_dock.cpp msgid "Status: Import of file failed. Please fix file and reimport manually." msgstr "状态:导入文件失败。请手动修复文件后重新导入。" #: editor/filesystem_dock.cpp msgid "" "Importing has been disabled for this file, so it can't be opened for editing." msgstr "该文件的导入已被禁用,因此不能打开进行编辑。" #: editor/filesystem_dock.cpp msgid "Cannot move/rename resources root." msgstr "无法移动或重命名根资源。" #: editor/filesystem_dock.cpp msgid "Cannot move a folder into itself." msgstr "无法将文件夹移动到其自身。" #: editor/filesystem_dock.cpp msgid "Error moving:" msgstr "移动出错:" #: editor/filesystem_dock.cpp msgid "Error duplicating:" msgstr "复制出错:" #: editor/filesystem_dock.cpp msgid "Unable to update dependencies:" msgstr "无法更新依赖:" #: editor/filesystem_dock.cpp editor/scene_tree_editor.cpp msgid "No name provided." msgstr "没有提供名称。" #: editor/filesystem_dock.cpp msgid "Provided name contains invalid characters." msgstr "名称中存在无效字符。" #: editor/filesystem_dock.cpp msgid "A file or folder with this name already exists." msgstr "已经存在同名的文件或文件夹。" #: editor/filesystem_dock.cpp msgid "Name contains invalid characters." msgstr "名称包含无效字符。" #: editor/filesystem_dock.cpp msgid "" "The following files or folders conflict with items in the target location " "'%s':\n" "\n" "%s\n" "\n" "Do you wish to overwrite them?" msgstr "" "下列文件或文件夹与目标路径 “%s” 中的项目冲突:\n" "\n" "%s\n" "\n" "要覆盖吗?" #: editor/filesystem_dock.cpp msgid "Renaming file:" msgstr "重命名文件:" #: editor/filesystem_dock.cpp msgid "Renaming folder:" msgstr "重命名文件夹:" #: editor/filesystem_dock.cpp msgid "Duplicating file:" msgstr "复制文件:" #: editor/filesystem_dock.cpp msgid "Duplicating folder:" msgstr "复制文件夹:" #: editor/filesystem_dock.cpp msgid "New Inherited Scene" msgstr "新建继承场景" #: editor/filesystem_dock.cpp msgid "Set As Main Scene" msgstr "设为主场景" #: editor/filesystem_dock.cpp msgid "Open Scenes" msgstr "打开场景" #: editor/filesystem_dock.cpp msgid "Instance" msgstr "实例化" #: editor/filesystem_dock.cpp msgid "Add to Favorites" msgstr "添加到收藏" #: editor/filesystem_dock.cpp msgid "Remove from Favorites" msgstr "从收藏中删除" #: editor/filesystem_dock.cpp msgid "Edit Dependencies..." msgstr "编辑依赖..." #: editor/filesystem_dock.cpp msgid "View Owners..." msgstr "查看所有者..." #: editor/filesystem_dock.cpp msgid "Move To..." msgstr "移动..." #: editor/filesystem_dock.cpp msgid "New Scene..." msgstr "新建场景..." #: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp msgid "New Script..." msgstr "新建脚本..." #: editor/filesystem_dock.cpp msgid "New Resource..." msgstr "新建资源..." #: editor/filesystem_dock.cpp editor/inspector_dock.cpp #: editor/plugins/visual_shader_editor_plugin.cpp #: editor/script_editor_debugger.cpp msgid "Expand All" msgstr "全部展开" #: editor/filesystem_dock.cpp editor/inspector_dock.cpp #: editor/plugins/visual_shader_editor_plugin.cpp #: editor/script_editor_debugger.cpp msgid "Collapse All" msgstr "全部折叠" #: editor/filesystem_dock.cpp msgid "Sort files" msgstr "文件排序" #: editor/filesystem_dock.cpp msgid "Sort by Name (Ascending)" msgstr "按名称(升序)" #: editor/filesystem_dock.cpp msgid "Sort by Name (Descending)" msgstr "按名称(降序)" #: editor/filesystem_dock.cpp msgid "Sort by Type (Ascending)" msgstr "按类型(升序)" #: editor/filesystem_dock.cpp msgid "Sort by Type (Descending)" msgstr "按类型(降序)" #: editor/filesystem_dock.cpp msgid "Sort by Last Modified" msgstr "按最近修改" #: editor/filesystem_dock.cpp msgid "Sort by First Modified" msgstr "按最早修改" #: editor/filesystem_dock.cpp msgid "Duplicate..." msgstr "复制为..." #: editor/filesystem_dock.cpp editor/plugins/animation_player_editor_plugin.cpp msgid "Rename..." msgstr "重命名..." #: editor/filesystem_dock.cpp msgid "Focus the search box" msgstr "聚焦搜索框" #: editor/filesystem_dock.cpp msgid "Previous Folder/File" msgstr "上一个文件夹或文件" #: editor/filesystem_dock.cpp msgid "Next Folder/File" msgstr "下一个文件夹或文件" #: editor/filesystem_dock.cpp msgid "Re-Scan Filesystem" msgstr "重新扫描文件系统" #: editor/filesystem_dock.cpp msgid "Toggle Split Mode" msgstr "切换拆分模式" #: editor/filesystem_dock.cpp msgid "Search files" msgstr "搜索文件" #: editor/filesystem_dock.cpp msgid "" "Scanning Files,\n" "Please Wait..." msgstr "" "正在扫描文件,\n" "请稍候……" #: editor/filesystem_dock.cpp msgid "Move" msgstr "移动" #: editor/filesystem_dock.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/project_manager.cpp editor/rename_dialog.cpp #: editor/scene_tree_dock.cpp msgid "Rename" msgstr "重命名" #: editor/filesystem_dock.cpp msgid "Overwrite" msgstr "覆盖" #: editor/filesystem_dock.cpp msgid "Create Scene" msgstr "创建场景" #: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp msgid "Create Script" msgstr "创建脚本" #: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp msgid "Find in Files" msgstr "在文件中查找" #: editor/find_in_files.cpp msgid "Find:" msgstr "查找:" #: editor/find_in_files.cpp editor/rename_dialog.cpp msgid "Replace:" msgstr "替换:" #: editor/find_in_files.cpp msgid "Folder:" msgstr "文件夹:" #: editor/find_in_files.cpp msgid "Filters:" msgstr "筛选:" #: editor/find_in_files.cpp msgid "" "Include the files with the following extensions. Add or remove them in " "ProjectSettings." msgstr "包含下列扩展名的文件。可在项目设置中添加或移除。" #: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp msgid "Find..." msgstr "查找..." #: editor/find_in_files.cpp editor/plugins/script_text_editor.cpp msgid "Replace..." msgstr "替换..." #: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Replace in Files" msgstr "全部替换" #: editor/find_in_files.cpp msgid "Find: " msgstr "查找: " #: editor/find_in_files.cpp msgid "Replace: " msgstr "替换: " #: editor/find_in_files.cpp #, fuzzy msgid "Replace All (NO UNDO)" msgstr "全部替换" #: editor/find_in_files.cpp msgid "Searching..." msgstr "搜索中..." #: editor/find_in_files.cpp msgid "%d match in %d file." msgstr "%d 处匹配,共 %d 个文件。" #: editor/find_in_files.cpp msgid "%d matches in %d file." msgstr "%d 处匹配,共 %d 个文件。" #: editor/find_in_files.cpp msgid "%d matches in %d files." msgstr "%d 处匹配,共 %d 个文件。" #: editor/groups_editor.cpp msgid "Add to Group" msgstr "添加到分组" #: editor/groups_editor.cpp msgid "Remove from Group" msgstr "从分组中移除" #: editor/groups_editor.cpp msgid "Group name already exists." msgstr "分组名称已存在。" #: editor/groups_editor.cpp msgid "Invalid group name." msgstr "分组名称无效。" #: editor/groups_editor.cpp msgid "Rename Group" msgstr "重命名分组" #: editor/groups_editor.cpp msgid "Delete Group" msgstr "删除分组" #: editor/groups_editor.cpp editor/node_dock.cpp msgid "Groups" msgstr "分组" #: editor/groups_editor.cpp msgid "Nodes Not in Group" msgstr "不在分组中的节点" #: editor/groups_editor.cpp editor/scene_tree_dock.cpp #: editor/scene_tree_editor.cpp msgid "Filter nodes" msgstr "筛选节点" #: editor/groups_editor.cpp msgid "Nodes in Group" msgstr "分组中的节点" #: editor/groups_editor.cpp msgid "Empty groups will be automatically removed." msgstr "空的分组会被自动移除。" #: editor/groups_editor.cpp msgid "Group Editor" msgstr "分组编辑器" #: editor/groups_editor.cpp msgid "Manage Groups" msgstr "管理分组" #: editor/import/resource_importer_scene.cpp msgid "Import as Single Scene" msgstr "导入为单一场景" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Animations" msgstr "与动画分开导入" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Materials" msgstr "与材质分开导入" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Objects" msgstr "与对象分开导入" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Objects+Materials" msgstr "与对象 + 材质分开导入" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Objects+Animations" msgstr "与对象 + 动画分开导入" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Materials+Animations" msgstr "与材质 + 动画分开导入" #: editor/import/resource_importer_scene.cpp msgid "Import with Separate Objects+Materials+Animations" msgstr "与对象 + 材质 + 动画分开导入" #: editor/import/resource_importer_scene.cpp msgid "Import as Multiple Scenes" msgstr "导入为多个场景" #: editor/import/resource_importer_scene.cpp msgid "Import as Multiple Scenes+Materials" msgstr "导入为多个场景 + 材质" #: editor/import/resource_importer_scene.cpp #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Import Scene" msgstr "导入场景" #: editor/import/resource_importer_scene.cpp msgid "Importing Scene..." msgstr "导入场景中..." #: editor/import/resource_importer_scene.cpp msgid "Generating Lightmaps" msgstr "正在生成光照贴图" #: editor/import/resource_importer_scene.cpp msgid "Generating for Mesh: " msgstr "正在生成网格: " #: editor/import/resource_importer_scene.cpp msgid "Running Custom Script..." msgstr "执行自定义脚本..." #: editor/import/resource_importer_scene.cpp msgid "Couldn't load post-import script:" msgstr "无法载入后导入脚本:" #: editor/import/resource_importer_scene.cpp msgid "Invalid/broken script for post-import (check console):" msgstr "导入后处理脚本无效或已损坏(请查看控制台):" #: editor/import/resource_importer_scene.cpp msgid "Error running post-import script:" msgstr "后处理脚本运行发生错误:" #: editor/import/resource_importer_scene.cpp msgid "Did you return a Node-derived object in the `post_import()` method?" msgstr "有在 `post_import()` 方法中返回继承了 Node 的对象吗?" #: editor/import/resource_importer_scene.cpp msgid "Saving..." msgstr "保存中..." #: editor/import_defaults_editor.cpp msgid "Select Importer" msgstr "选择导入器" #: editor/import_defaults_editor.cpp msgid "Importer:" msgstr "导入器:" #: editor/import_defaults_editor.cpp msgid "Reset to Defaults" msgstr "重置为默认值" #: editor/import_dock.cpp msgid "Keep File (No Import)" msgstr "保留文件(不导入)" #: editor/import_dock.cpp msgid "%d Files" msgstr "%d 个文件" #: editor/import_dock.cpp msgid "Set as Default for '%s'" msgstr "设置为 “%s” 的默认值" #: editor/import_dock.cpp msgid "Clear Default for '%s'" msgstr "清除 “%s” 的默认值" #: editor/import_dock.cpp msgid "Reimport" msgstr "重新导入" #: editor/import_dock.cpp msgid "" "You have pending changes that haven't been applied yet. Click Reimport to " "apply changes made to the import options.\n" "Selecting another resource in the FileSystem dock without clicking Reimport " "first will discard changes made in the Import dock." msgstr "" "存在尚未应用的修改。点击“重新导入”来应用对导入选项的修改。\n" "若在文件系统面板中选择另一个资源前没有点击“重新导入”,则会忽略在导入面板中所" "做出的修改。" #: editor/import_dock.cpp msgid "Import As:" msgstr "导入为:" #: editor/import_dock.cpp msgid "Preset" msgstr "预设" #: editor/import_dock.cpp msgid "Save Scenes, Re-Import, and Restart" msgstr "保存场景、重新导入,然后重启" #: editor/import_dock.cpp msgid "Changing the type of an imported file requires editor restart." msgstr "改变这个导入的文件类型后需要重启编辑器。" #: editor/import_dock.cpp msgid "" "WARNING: Assets exist that use this resource, they may stop loading properly." msgstr "警告:存在使用本资源的素材,将会停止加载。" #: editor/import_dock.cpp msgid "" "Select a resource file in the filesystem or in the inspector to adjust " "import settings." msgstr "" #: editor/inspector_dock.cpp msgid "Failed to load resource." msgstr "加载资源失败。" #: editor/inspector_dock.cpp msgid "Copy Properties" msgstr "复制属性" #: editor/inspector_dock.cpp msgid "Paste Properties" msgstr "粘贴属性" #: editor/inspector_dock.cpp msgid "Make Sub-Resources Unique" msgstr "唯一化子资源" #: editor/inspector_dock.cpp msgid "Create a new resource in memory and edit it." msgstr "在内存中新建资源并编辑。" #: editor/inspector_dock.cpp msgid "Load an existing resource from disk and edit it." msgstr "从磁盘中加载资源并编辑。" #: editor/inspector_dock.cpp msgid "Save the currently edited resource." msgstr "保存当前编辑的资源。" #: editor/inspector_dock.cpp editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp msgid "Save As..." msgstr "另存为..." #: editor/inspector_dock.cpp msgid "Extra resource options." msgstr "更多资源选项。" #: editor/inspector_dock.cpp msgid "Edit Resource from Clipboard" msgstr "编辑剪贴板中的资源" #: editor/inspector_dock.cpp msgid "Copy Resource" msgstr "复制资源" #: editor/inspector_dock.cpp msgid "Make Resource Built-In" msgstr "将资源转为内置" #: editor/inspector_dock.cpp msgid "Go to the previous edited object in history." msgstr "前往上一个编辑对象。" #: editor/inspector_dock.cpp msgid "Go to the next edited object in history." msgstr "前往下一个编辑对象。" #: editor/inspector_dock.cpp msgid "History of recently edited objects." msgstr "最近编辑历史对象。" #: editor/inspector_dock.cpp msgid "Open documentation for this object." msgstr "打开该对象的文档。" #: editor/inspector_dock.cpp editor/scene_tree_dock.cpp msgid "Open Documentation" msgstr "打开文档" #: editor/inspector_dock.cpp msgid "Filter properties" msgstr "筛选属性" #: editor/inspector_dock.cpp msgid "Manage object properties." msgstr "管理对象属性。" #: editor/inspector_dock.cpp msgid "Changes may be lost!" msgstr "更改可能会丢失!" #: editor/multi_node_edit.cpp msgid "MultiNode Set" msgstr "设置多个节点" #: editor/node_dock.cpp msgid "Select a single node to edit its signals and groups." msgstr "选择一个节点以编辑其信号和分组。" #: editor/plugin_config_dialog.cpp msgid "Edit a Plugin" msgstr "编辑插件" #: editor/plugin_config_dialog.cpp msgid "Create a Plugin" msgstr "创建插件" #: editor/plugin_config_dialog.cpp msgid "Plugin Name:" msgstr "插件名:" #: editor/plugin_config_dialog.cpp msgid "Subfolder:" msgstr "子文件夹:" #: editor/plugin_config_dialog.cpp msgid "Author:" msgstr "作者:" #: editor/plugin_config_dialog.cpp #: editor/plugins/asset_library_editor_plugin.cpp msgid "Version:" msgstr "版本:" #: editor/plugin_config_dialog.cpp editor/script_create_dialog.cpp msgid "Language:" msgstr "语言:" #: editor/plugin_config_dialog.cpp msgid "Script Name:" msgstr "脚本名:" #: editor/plugin_config_dialog.cpp msgid "Activate now?" msgstr "现在激活吗?" #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create Polygon" msgstr "创建多边形" #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Create points." msgstr "创建点。" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "" "Edit points.\n" "LMB: Move Point\n" "RMB: Erase Point" msgstr "" "编辑点:\n" "鼠标左键: 移动点\n" "鼠标右键: 擦除点" #: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Erase points." msgstr "擦除点。" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Edit Polygon" msgstr "编辑多边形" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Insert Point" msgstr "插入点" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Edit Polygon (Remove Point)" msgstr "编辑多边形(移除顶点)" #: editor/plugins/abstract_polygon_2d_editor.cpp msgid "Remove Polygon And Point" msgstr "移除多边形及顶点" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Animation" msgstr "添加动画" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "Load..." msgstr "加载..." #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Move Node Point" msgstr "移动节点顶点" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Change BlendSpace1D Limits" msgstr "修改 BlendSpace1D 限制" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Change BlendSpace1D Labels" msgstr "修改 BlendSpace1D 标签" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "This type of node can't be used. Only root nodes are allowed." msgstr "此类型的节点不能被使用。仅允许使用根节点。" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Add Node Point" msgstr "添加节点顶点" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Add Animation Point" msgstr "添加动画点" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Remove BlendSpace1D Point" msgstr "移除 BlendSpace1D 顶点" #: editor/plugins/animation_blend_space_1d_editor.cpp msgid "Move BlendSpace1D Node Point" msgstr "移动 BlendSpace1D 节点顶点" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "" "AnimationTree is inactive.\n" "Activate to enable playback, check node warnings if activation fails." msgstr "" "AnimationTree 处于非激活状态。\n" "激活以使用播放功能,如果激活失败请检查节点警告信息。" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Set the blending position within the space" msgstr "在此空间下设置位置混合状态" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Select and move points, create points with RMB." msgstr "选择并移动点,使用鼠标右键创建点。" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp scene/gui/graph_edit.cpp msgid "Enable snap and show grid." msgstr "启用吸附并显示网格。" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Point" msgstr "点" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Open Editor" msgstr "打开编辑器" #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "Open Animation Node" msgstr "打开动画节点" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Triangle already exists." msgstr "三角形已经存在。" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Add Triangle" msgstr "添加三角形" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Change BlendSpace2D Limits" msgstr "修改 BlendSpace2D 限制" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Change BlendSpace2D Labels" msgstr "修改 BlendSpace2D 标签" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Remove BlendSpace2D Point" msgstr "移除 BlendSpace2D 顶点" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Remove BlendSpace2D Triangle" msgstr "移除 BlendSpace2D 三角形" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "BlendSpace2D does not belong to an AnimationTree node." msgstr "BlendSpace2D 不属于任何 AnimationTree 节点。" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "No triangles exist, so no blending can take place." msgstr "不存在任何三角形,因此不会有任何混效果合产生。" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Toggle Auto Triangles" msgstr "打开/关闭自动三角形" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Create triangles by connecting points." msgstr "通过连接点来创建三角形。" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Erase points and triangles." msgstr "擦除点和三角形。" #: editor/plugins/animation_blend_space_2d_editor.cpp msgid "Generate blend triangles automatically (instead of manually)" msgstr "自动生成混合三角形(而非手动)" #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend:" msgstr "混合:" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Parameter Changed:" msgstr "修改参数:" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Edit Filters" msgstr "编辑筛选器" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Output node can't be added to the blend tree." msgstr "输出节点不能被添加到混合树。" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Add Node to BlendTree" msgstr "添加节点到 BlendTree" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Node Moved" msgstr "节点已移动" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Unable to connect, port may be in use or connection may be invalid." msgstr "无法连接,端口可能被占用或者连接无效。" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Nodes Connected" msgstr "节点已连接" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Nodes Disconnected" msgstr "节点断开连接" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Set Animation" msgstr "设置动画" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Delete Node" msgstr "删除节点" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/scene_tree_dock.cpp msgid "Delete Node(s)" msgstr "删除节点" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Toggle Filter On/Off" msgstr "开关过滤器" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Change Filter" msgstr "修改过滤器" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "No animation player set, so unable to retrieve track names." msgstr "没有设置动画播放器,因此无法获取轨道名称。" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Player path set is invalid, so unable to retrieve track names." msgstr "播放器路径设置无效,无法获取轨道名称。" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/root_motion_editor_plugin.cpp msgid "" "Animation player has no valid root node path, so unable to retrieve track " "names." msgstr "动画播放器没有有效的根节点路径,因此无法获取轨道名称。" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Anim Clips" msgstr "动画剪辑" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Audio Clips" msgstr "音频剪辑" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Functions" msgstr "函数" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/animation_state_machine_editor.cpp msgid "Node Renamed" msgstr "节点已重命名" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Node..." msgstr "添加节点..." #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/root_motion_editor_plugin.cpp msgid "Edit Filtered Tracks:" msgstr "编辑轨道过滤器:" #: editor/plugins/animation_blend_tree_editor_plugin.cpp msgid "Enable Filtering" msgstr "启用筛选" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Toggle Autoplay" msgstr "打开/关闭自动播放" #: editor/plugins/animation_player_editor_plugin.cpp msgid "New Animation Name:" msgstr "新动画名称:" #: editor/plugins/animation_player_editor_plugin.cpp msgid "New Anim" msgstr "新建动画" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Change Animation Name:" msgstr "修改动画名称:" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Delete Animation?" msgstr "是否删除动画?" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Remove Animation" msgstr "移除动画" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Invalid animation name!" msgstr "无效的动画名称!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation name already exists!" msgstr "动画名称已存在!" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Rename Animation" msgstr "重命名动画" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Blend Next Changed" msgstr "混合下一步变更" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Change Blend Time" msgstr "修改混合时间" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Load Animation" msgstr "加载动画" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Duplicate Animation" msgstr "复制动画" #: editor/plugins/animation_player_editor_plugin.cpp msgid "No animation to copy!" msgstr "没有需要复制的动画!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "No animation resource on clipboard!" msgstr "剪贴板中不存在动画资源!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Pasted Animation" msgstr "已粘贴的动画" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Paste Animation" msgstr "粘贴动画" #: editor/plugins/animation_player_editor_plugin.cpp msgid "No animation to edit!" msgstr "没有动画能编辑!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Play selected animation backwards from current pos. (A)" msgstr "从当前位置倒放选中动画(A)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Play selected animation backwards from end. (Shift+A)" msgstr "从结束时间倒放选中动画(Shift+A)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Stop animation playback. (S)" msgstr "停止动画播放。(S)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Play selected animation from start. (Shift+D)" msgstr "从头播放选中动画(Shift+D)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Play selected animation from current pos. (D)" msgstr "从当前位置播放选中动画(D)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation position (in seconds)." msgstr "动画位置(秒)。" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Scale animation playback globally for the node." msgstr "为节点全局缩放动画播放。" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation Tools" msgstr "动画工具" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation" msgstr "动画" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/version_control_editor_plugin.cpp msgid "New" msgstr "新建" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Edit Transitions..." msgstr "编辑过渡方式..." #: editor/plugins/animation_player_editor_plugin.cpp msgid "Open in Inspector" msgstr "在检查器中打开" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Display list of animations in player." msgstr "在播放器中显示动画列表。" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Autoplay on Load" msgstr "加载后自动播放" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Enable Onion Skinning" msgstr "启用洋葱皮" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Onion Skinning Options" msgstr "洋葱皮选项" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Directions" msgstr "方向" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Past" msgstr "过去" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Future" msgstr "未来" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Depth" msgstr "深度" #: editor/plugins/animation_player_editor_plugin.cpp msgid "1 step" msgstr "1 步" #: editor/plugins/animation_player_editor_plugin.cpp msgid "2 steps" msgstr "2 步" #: editor/plugins/animation_player_editor_plugin.cpp msgid "3 steps" msgstr "3 步" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Differences Only" msgstr "仅差异" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Force White Modulate" msgstr "强制用白色调和" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Include Gizmos (3D)" msgstr "包括控制器(3D)" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Pin AnimationPlayer" msgstr "固定 AnimationPlayer" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Create New Animation" msgstr "创建新动画" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation Name:" msgstr "动画名称:" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp editor/property_editor.cpp msgid "Error!" msgstr "错误!" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Blend Times:" msgstr "混合时间:" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Next (Auto Queue):" msgstr "接下来(自动队列):" #: editor/plugins/animation_player_editor_plugin.cpp msgid "Cross-Animation Blend Times" msgstr "跨动画时间混合" #: editor/plugins/animation_state_machine_editor.cpp msgid "Move Node" msgstr "移动节点" #: editor/plugins/animation_state_machine_editor.cpp msgid "Transition exists!" msgstr "过渡已存在!" #: editor/plugins/animation_state_machine_editor.cpp msgid "Add Transition" msgstr "添加过渡" #: editor/plugins/animation_state_machine_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Add Node" msgstr "添加节点" #: editor/plugins/animation_state_machine_editor.cpp msgid "End" msgstr "结束" #: editor/plugins/animation_state_machine_editor.cpp msgid "Immediate" msgstr "立即" #: editor/plugins/animation_state_machine_editor.cpp msgid "Sync" msgstr "同步" #: editor/plugins/animation_state_machine_editor.cpp msgid "At End" msgstr "在结尾" #: editor/plugins/animation_state_machine_editor.cpp msgid "Travel" msgstr "行程" #: editor/plugins/animation_state_machine_editor.cpp msgid "Start and end nodes are needed for a sub-transition." msgstr "子过渡动画需要开始和结束节点。" #: editor/plugins/animation_state_machine_editor.cpp msgid "No playback resource set at path: %s." msgstr "路径下无可播放资源:%s。" #: editor/plugins/animation_state_machine_editor.cpp msgid "Node Removed" msgstr "节点已移除" #: editor/plugins/animation_state_machine_editor.cpp msgid "Transition Removed" msgstr "过渡已移除" #: editor/plugins/animation_state_machine_editor.cpp msgid "Set Start Node (Autoplay)" msgstr "设置开始节点(自动播放)" #: editor/plugins/animation_state_machine_editor.cpp msgid "" "Select and move nodes.\n" "RMB to add new nodes.\n" "Shift+LMB to create connections." msgstr "" "选择并移动节点。\n" "鼠标右键添加新节点。\n" "Shift+鼠标左键创建连接。" #: editor/plugins/animation_state_machine_editor.cpp msgid "Create new nodes." msgstr "创建新节点。" #: editor/plugins/animation_state_machine_editor.cpp msgid "Connect nodes." msgstr "连接节点。" #: editor/plugins/animation_state_machine_editor.cpp msgid "Remove selected node or transition." msgstr "移除选中的节点或过渡动画。" #: editor/plugins/animation_state_machine_editor.cpp msgid "Toggle autoplay this animation on start, restart or seek to zero." msgstr "切换动画在开始、重启或者搜索至开头时的自动播放。" #: editor/plugins/animation_state_machine_editor.cpp msgid "Set the end animation. This is useful for sub-transitions." msgstr "设置终点结束动画。适用于子过渡动画。" #: editor/plugins/animation_state_machine_editor.cpp msgid "Transition: " msgstr "过渡: " #: editor/plugins/animation_state_machine_editor.cpp msgid "Play Mode:" msgstr "播放模式:" #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "AnimationTree" msgstr "动画树" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "New name:" msgstr "新名称:" #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/plugins/multimesh_editor_plugin.cpp msgid "Scale:" msgstr "缩放:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Fade In (s):" msgstr "淡入(秒):" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Fade Out (s):" msgstr "淡出(秒):" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend" msgstr "混合 (Blend)" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Mix" msgstr "混合 (Mix)" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Auto Restart:" msgstr "自动重新开始:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Restart (s):" msgstr "重新开始(秒):" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Random Restart (s):" msgstr "随机开始(秒):" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Start!" msgstr "开始!" #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/plugins/multimesh_editor_plugin.cpp msgid "Amount:" msgstr "数量:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend 0:" msgstr "混合 0:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend 1:" msgstr "混合 1:" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "X-Fade Time (s):" msgstr "淡入淡出时间(秒):" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Current:" msgstr "当前:" #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Add Input" msgstr "添加输入" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Clear Auto-Advance" msgstr "清除自动推进" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Set Auto-Advance" msgstr "设置自动推进" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Delete Input" msgstr "删除输入" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Animation tree is valid." msgstr "动画树有效。" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Animation tree is invalid." msgstr "动画树无效。" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Animation Node" msgstr "动画节点" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "OneShot Node" msgstr "OneShot 节点" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Mix Node" msgstr "Mix 节点" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend2 Node" msgstr "Blend2 节点" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend3 Node" msgstr "Blend3 节点" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Blend4 Node" msgstr "Blend4 节点" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "TimeScale Node" msgstr "TimeScale 节点" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "TimeSeek Node" msgstr "TimeSeek 节点" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Transition Node" msgstr "Transition 节点" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Import Animations..." msgstr "导入动画..." #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Edit Node Filters" msgstr "编辑节点筛选" #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Filters..." msgstr "筛选..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Contents:" msgstr "内容:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "View Files" msgstr "查看文件" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Download" msgstr "下载" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Connection error, please try again." msgstr "连接错误,请重试。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't connect." msgstr "无法连接。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't connect to host:" msgstr "无法连接到主机:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "No response from host:" msgstr "主机无响应:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "No response." msgstr "无响应。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't resolve hostname:" msgstr "无法解析主机名:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Can't resolve." msgstr "无法解析。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed, return code:" msgstr "请求失败,返回代码:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Cannot save response to:" msgstr "无法将响应保存到:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Write error." msgstr "写入错误。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed, too many redirects" msgstr "请求失败,重定向次数过多" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Redirect loop." msgstr "重定向循环。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Request failed, timeout" msgstr "请求失败,超时" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Timeout." msgstr "超时。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Failed:" msgstr "失败:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Bad download hash, assuming file has been tampered with." msgstr "文件哈希值错误,该文件可能被篡改。" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Expected:" msgstr "预期:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Got:" msgstr "获得:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Failed SHA-256 hash check" msgstr "SHA-256 哈希值校验失败" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Asset Download Error:" msgstr "素材下载出错:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Downloading (%s / %s)..." msgstr "下载中 (%s / %s)..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Downloading..." msgstr "下载中..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Resolving..." msgstr "解析中..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Error making request" msgstr "请求错误" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Idle" msgstr "空闲" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Install..." msgstr "安装..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Retry" msgstr "重试" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Download Error" msgstr "下载错误" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Download for this asset is already in progress!" msgstr "此素材已在下载!" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Recently Updated" msgstr "最近更新" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Least Recently Updated" msgstr "最近更新(倒序)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Name (A-Z)" msgstr "名称(A-Z)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Name (Z-A)" msgstr "名称(Z-A)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "License (A-Z)" msgstr "许可证(A-Z)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "License (Z-A)" msgstr "许可证(Z-A)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "First" msgstr "首页" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Previous" msgstr "上一页" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Next" msgstr "下一页" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Last" msgstr "末页" #: editor/plugins/asset_library_editor_plugin.cpp msgid "All" msgstr "全部" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Search templates, projects, and demos" msgstr "搜索模板、项目、演示" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Search assets (excluding templates, projects, and demos)" msgstr "搜索素材(不包含模板、项目、演示)" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Import..." msgstr "导入..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Plugins..." msgstr "插件..." #: editor/plugins/asset_library_editor_plugin.cpp editor/project_manager.cpp msgid "Sort:" msgstr "排序:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Category:" msgstr "分类:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Site:" msgstr "站点:" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Support" msgstr "支持" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Official" msgstr "官方" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Testing" msgstr "测试" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Loading..." msgstr "载入中..." #: editor/plugins/asset_library_editor_plugin.cpp msgid "Assets ZIP File" msgstr "素材 ZIP 文件" #: editor/plugins/audio_stream_editor_plugin.cpp msgid "Audio Preview Play/Pause" msgstr "音频预览播放/暂停" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "" "Can't determine a save path for lightmap images.\n" "Save your scene and try again." msgstr "" "无法确定光照贴图的保存路径。\n" "请先保存场景(光照贴图将被存在同一目录下)或从属性面板中手动保存 " "BakedLightmap 属性。" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "" "No meshes to bake. Make sure they contain an UV2 channel and that the 'Use " "In Baked Light' and 'Generate Lightmap' flags are on." msgstr "" "没有可烘焙的网格。请确保网格包含 UV2 通道,并且“Use In Baked " "Light”和“Generate Lightmap”选项已启用。" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "Failed creating lightmap images, make sure path is writable." msgstr "创建光照贴图失败,切确保文件是可写的。" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "Failed determining lightmap size. Maximum lightmap size too small?" msgstr "无法确定光照贴图大小。最大光照贴图大小太小?" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "" "Some mesh is invalid. Make sure the UV2 channel values are contained within " "the [0.0,1.0] square region." msgstr "某些网格无效。确保 UV2 通道值包含在 [0.0,1.0] 矩形区域内。" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "" "Godot editor was built without ray tracing support, lightmaps can't be baked." msgstr "Godot 编辑器是在没有光线跟踪支持的情况下构建的,无法烘焙光照贴图。" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "Bake Lightmaps" msgstr "烘焙光照贴图" #: editor/plugins/baked_lightmap_editor_plugin.cpp msgid "Select lightmap bake file:" msgstr "选择光照贴图烘焙文件:" #: editor/plugins/camera_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Preview" msgstr "预览" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Configure Snap" msgstr "设置吸附" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Grid Offset:" msgstr "网格偏移:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Grid Step:" msgstr "网格步长:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Primary Line Every:" msgstr "主线间隔:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "steps" msgstr "步" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotation Offset:" msgstr "旋转偏移:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotation Step:" msgstr "旋转步长:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale Step:" msgstr "缩放步长:" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move Vertical Guide" msgstr "移动垂直参考线" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Vertical Guide" msgstr "创建垂直参考线" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Remove Vertical Guide" msgstr "移除垂直参考线" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move Horizontal Guide" msgstr "移动水平参考线" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Horizontal Guide" msgstr "创建水平参考线" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Remove Horizontal Guide" msgstr "移除水平参考线" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Horizontal and Vertical Guides" msgstr "创建垂直水平参考线" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Set CanvasItem \"%s\" Pivot Offset to (%d, %d)" msgstr "将 CanvasItem“%s”的 Pivot Offset 设为 (%d, %d)" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotate %d CanvasItems" msgstr "旋转 %d 个 CanvasItem" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotate CanvasItem \"%s\" to %d degrees" msgstr "将 CanvasItem“%s”的旋转设为 %d 度" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move CanvasItem \"%s\" Anchor" msgstr "移动 CanvasItem“%s”的锚点" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale Node2D \"%s\" to (%s, %s)" msgstr "将 Node2D“%s”缩放为 (%s, %s)" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Resize Control \"%s\" to (%d, %d)" msgstr "将 Control“%s”的大小更改为 (%d, %d)" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale %d CanvasItems" msgstr "缩放 %d 个 CanvasItem" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale CanvasItem \"%s\" to (%s, %s)" msgstr "将 CanvasItem“%s”缩放为 (%s, %s)" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move %d CanvasItems" msgstr "移动 %s 个 CanvasItem" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Move CanvasItem \"%s\" to (%d, %d)" msgstr "移动 CanvasItem“%s”至 (%d, %d)" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Locked" msgstr "已锁定" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Grouped" msgstr "已分组" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Children of containers have their anchors and margins values overridden by " "their parent." msgstr "容器的子级的锚点和边距值被其父容器重写。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Presets for the anchors and margins values of a Control node." msgstr "Control 节点的定位点和边距值的预设。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "When active, moving Control nodes changes their anchors instead of their " "margins." msgstr "激活后,移动 Control 节点会更改变锚点,而非边距。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Top Left" msgstr "左上" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Top Right" msgstr "右上" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Bottom Right" msgstr "右下" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Bottom Left" msgstr "左下" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Left" msgstr "左侧居中" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Top" msgstr "顶部居中" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Right" msgstr "右侧居中" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Bottom" msgstr "底部居中" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center" msgstr "居中" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Left Wide" msgstr "左侧全幅" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Top Wide" msgstr "顶部全幅" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Right Wide" msgstr "右侧全幅" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Bottom Wide" msgstr "底部全幅" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "VCenter Wide" msgstr "垂直居中全幅" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "HCenter Wide" msgstr "水平居中全幅" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Full Rect" msgstr "整个矩形" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Keep Ratio" msgstr "保持长宽比" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Anchors only" msgstr "仅锚点" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Anchors and Margins" msgstr "修改锚点和边距" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Anchors" msgstr "修改锚点" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "" "Project Camera Override\n" "Overrides the running project's camera with the editor viewport camera." msgstr "" "项目相机覆盖\n" "使用编辑器视图相机覆盖正在运行的项目中的相机。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "" "Project Camera Override\n" "No project instance running. Run the project from the editor to use this " "feature." msgstr "" "项目相机覆盖\n" "没有正在运行的项目实例。请先在编辑器中运行项目再使用本功能。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Lock Selected" msgstr "锁定所选项" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Unlock Selected" msgstr "解锁所选项" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Group Selected" msgstr "编组所选项" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Ungroup Selected" msgstr "解组所选项" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Paste Pose" msgstr "粘贴姿势" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Guides" msgstr "清除参考线" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Create Custom Bone(s) from Node(s)" msgstr "从节点创建自定义骨骼" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Bones" msgstr "清除骨骼" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Make IK Chain" msgstr "制作 IK 链" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear IK Chain" msgstr "清除 IK 链" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Warning: Children of a container get their position and size determined only " "by their parent." msgstr "警告:容器子级的位置与大小只能由它的父级确定。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp #: editor/plugins/texture_region_editor_plugin.cpp #: editor/plugins/tile_set_editor_plugin.cpp scene/gui/graph_edit.cpp msgid "Zoom Reset" msgstr "重置缩放" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Select Mode" msgstr "选择模式" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Drag: Rotate selected node around pivot." msgstr "拖动:围绕中心点旋转所选节点。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Alt+Drag: Move selected node." msgstr "Alt+拖动:移动所选节点。" #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Alt+Drag: Scale selected node." msgstr "Alt+拖动:移动所选节点。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "V: Set selected node's pivot position." msgstr "V:设置所选节点的中心点位置。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Alt+RMB: Show list of all nodes at position clicked, including locked." msgstr "Alt+右键:显示点击位置的所有节点列表,包含已锁定节点。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "RMB: Add node at position clicked." msgstr "右键:在点击位置添加节点。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Move Mode" msgstr "移动模式" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotate Mode" msgstr "旋转模式" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Scale Mode" msgstr "缩放模式" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Shift: Scale proportionally." msgstr "" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "" "Show a list of all objects at the position clicked\n" "(same as Alt+RMB in select mode)." msgstr "" "显示鼠标点击位置的所有节点\n" "(同选择模式下 Alt+右键)。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Click to change object's rotation pivot." msgstr "点击设置对象的旋转中心。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Pan Mode" msgstr "平移模式" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Ruler Mode" msgstr "标尺模式" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Toggle smart snapping." msgstr "开关智能吸附。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Smart Snap" msgstr "使用智能吸附" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Toggle grid snapping." msgstr "开关网格吸附。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Grid Snap" msgstr "使用网格吸附" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snapping Options" msgstr "吸附选项" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Rotation Snap" msgstr "使用旋转吸附" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Scale Snap" msgstr "使用缩放吸附" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap Relative" msgstr "相对吸附" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Use Pixel Snap" msgstr "使用像素吸附" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Smart Snapping" msgstr "智能吸附" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Configure Snap..." msgstr "设置吸附..." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "吸附到父节点" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Node Anchor" msgstr "吸附到节点锚点" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Node Sides" msgstr "吸附到节点边沿" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Node Center" msgstr "吸附到节点中心" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Other Nodes" msgstr "吸附到其他节点" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Guides" msgstr "吸附到参考线" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Lock the selected object in place (can't be moved)." msgstr "将所选对象锁定到该位置(无法移动)。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp #, fuzzy msgid "Lock Selected Node(s)" msgstr "锁定所选项" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Unlock the selected object (can be moved)." msgstr "解锁所选对象(可以移动)。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp #, fuzzy msgid "Unlock Selected Node(s)" msgstr "解锁所选项" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Makes sure the object's children are not selectable." msgstr "确保对象的子项不可选择。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp #, fuzzy msgid "Group Selected Node(s)" msgstr "编组所选项" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "Restores the object's children's ability to be selected." msgstr "恢复选择对象的子级的功能。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp #, fuzzy msgid "Ungroup Selected Node(s)" msgstr "解组所选项" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Skeleton Options" msgstr "骨架选项" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Bones" msgstr "显示骨骼" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Make Custom Bone(s) from Node(s)" msgstr "从节点制作自定义骨骼" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Custom Bones" msgstr "清除自定义骨骼" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "View" msgstr "视图" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Always Show Grid" msgstr "总是显示网格" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Helpers" msgstr "显示辅助信息" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Rulers" msgstr "显示标尺" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Guides" msgstr "显示辅助线" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Origin" msgstr "显示原点" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Viewport" msgstr "显示视口" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Group And Lock Icons" msgstr "显示分组和锁定图标" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Center Selection" msgstr "居中显示所选项" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Frame Selection" msgstr "完整显示所选项" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Preview Canvas Scale" msgstr "预览画布缩放" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Translation mask for inserting keys." msgstr "用于插入键的转换掩码。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Rotation mask for inserting keys." msgstr "用于插入键的旋转掩码。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Scale mask for inserting keys." msgstr "插入键的缩放遮罩。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Insert keys (based on mask)." msgstr "插入帧(基于遮罩)。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Auto insert keys when objects are translated, rotated or scaled (based on " "mask).\n" "Keys are only added to existing tracks, no new tracks will be created.\n" "Keys must be inserted manually for the first time." msgstr "" "当对象位移、旋转、缩放(基于蒙版)时自动插入关键帧。\n" "关键帧只会添加到现有轨道,不会创建新轨道。\n" "第一次必须手动插入关键帧。" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Auto Insert Key" msgstr "自动插入关键帧" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Animation Key and Pose Options" msgstr "动画关键帧与姿势选项" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Insert Key (Existing Tracks)" msgstr "插入关键帧(已有轨道)" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Copy Pose" msgstr "复制姿势" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Clear Pose" msgstr "清除姿势" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Add Node Here" msgstr "在此处添加节点" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Instance Scene Here" msgstr "在此处实例化场景" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Multiply grid step by 2" msgstr "网格步进乘以 2" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Divide grid step by 2" msgstr "网格步进除以 2" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Pan View" msgstr "平移视图" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 3.125%" msgstr "缩放至 3.125%" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 6.25%" msgstr "缩放至 6.25%" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 12.5%" msgstr "缩放至 12.5%" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 25%" msgstr "缩放至 25%" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 50%" msgstr "缩放至 50%" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 100%" msgstr "缩放至 100%" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 200%" msgstr "缩放至 200%" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 400%" msgstr "缩放至 400%" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 800%" msgstr "缩放至 800%" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Zoom to 1600%" msgstr "缩放至 1600%" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Add %s" msgstr "添加 %s" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Adding %s..." msgstr "正在添加 %s..." #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Cannot instantiate multiple nodes without root." msgstr "没有根节点无法实例化多个节点。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "Create Node" msgstr "创建节点" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "Error instancing scene from %s" msgstr "从 %s 实例化场景出错" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "修改默认类型" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "" "Drag & drop + Shift : Add node as sibling\n" "Drag & drop + Alt : Change node type" msgstr "" "拖放 + Shift:将节点添加为兄弟节点\n" "拖放 + Alt:更改节点类型" #: editor/plugins/collision_polygon_editor_plugin.cpp msgid "Create Polygon3D" msgstr "创建 Polygon3D" #: editor/plugins/collision_polygon_editor_plugin.cpp msgid "Edit Poly" msgstr "编辑多边形" #: editor/plugins/collision_polygon_editor_plugin.cpp msgid "Edit Poly (Remove Point)" msgstr "编辑多边形(移除顶点)" #: editor/plugins/collision_shape_2d_editor_plugin.cpp msgid "Set Handle" msgstr "设置处理程序" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Load Emission Mask" msgstr "加载发射遮罩" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/cpu_particles_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Restart" msgstr "重新启动" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Clear Emission Mask" msgstr "清除发射遮罩" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Particles" msgstr "粒子" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Generated Point Count:" msgstr "生成顶点计数:" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Emission Mask" msgstr "发射遮罩" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Solid Pixels" msgstr "实体像素" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Border Pixels" msgstr "边界像素" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Directed Border Pixels" msgstr "有向边界像素" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Capture from Pixel" msgstr "从像素捕获" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Emission Colors" msgstr "发射色彩" #: editor/plugins/cpu_particles_editor_plugin.cpp msgid "CPUParticles" msgstr "CPUParticles" #: editor/plugins/cpu_particles_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Create Emission Points From Mesh" msgstr "从网格创建发射点" #: editor/plugins/cpu_particles_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Create Emission Points From Node" msgstr "从节点创建发射点" #: editor/plugins/curve_editor_plugin.cpp msgid "Flat 0" msgstr "平面 0" #: editor/plugins/curve_editor_plugin.cpp msgid "Flat 1" msgstr "平面 1" #: editor/plugins/curve_editor_plugin.cpp editor/property_editor.cpp msgid "Ease In" msgstr "缓入" #: editor/plugins/curve_editor_plugin.cpp editor/property_editor.cpp msgid "Ease Out" msgstr "缓出" #: editor/plugins/curve_editor_plugin.cpp msgid "Smoothstep" msgstr "平滑插值" #: editor/plugins/curve_editor_plugin.cpp msgid "Modify Curve Point" msgstr "修改曲线点" #: editor/plugins/curve_editor_plugin.cpp msgid "Modify Curve Tangent" msgstr "修改曲线切角" #: editor/plugins/curve_editor_plugin.cpp msgid "Load Curve Preset" msgstr "加载曲线预设" #: editor/plugins/curve_editor_plugin.cpp msgid "Add Point" msgstr "添加点" #: editor/plugins/curve_editor_plugin.cpp msgid "Remove Point" msgstr "移除点" #: editor/plugins/curve_editor_plugin.cpp msgid "Left Linear" msgstr "左线性" #: editor/plugins/curve_editor_plugin.cpp msgid "Right Linear" msgstr "右线性" #: editor/plugins/curve_editor_plugin.cpp msgid "Load Preset" msgstr "载入预设" #: editor/plugins/curve_editor_plugin.cpp msgid "Remove Curve Point" msgstr "移除曲线点" #: editor/plugins/curve_editor_plugin.cpp msgid "Toggle Curve Linear Tangent" msgstr "切换曲线线性正切" #: editor/plugins/curve_editor_plugin.cpp msgid "Hold Shift to edit tangents individually" msgstr "按住 Shift 可单独编辑切线" #: editor/plugins/curve_editor_plugin.cpp msgid "Right click to add point" msgstr "鼠标右键添加点" #: editor/plugins/gi_probe_editor_plugin.cpp msgid "Bake GI Probe" msgstr "烘焙 GI 探针" #: editor/plugins/gradient_editor_plugin.cpp msgid "Gradient Edited" msgstr "编辑渐变" #: editor/plugins/item_list_editor_plugin.cpp msgid "Item %d" msgstr "第 %d 项" #: editor/plugins/item_list_editor_plugin.cpp msgid "Items" msgstr "列表项" #: editor/plugins/item_list_editor_plugin.cpp msgid "Item List Editor" msgstr "项目列表编辑器" #: editor/plugins/light_occluder_2d_editor_plugin.cpp msgid "Create Occluder Polygon" msgstr "创建遮光多边形" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh is empty!" msgstr "网格为空!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Couldn't create a Trimesh collision shape." msgstr "无法创建三角网格碰撞形状。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Static Trimesh Body" msgstr "创建静态三角网格身体" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "This doesn't work on scene root!" msgstr "此操作无法引用在根节点上!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Trimesh Static Shape" msgstr "创建三角网格静态形状" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Can't create a single convex collision shape for the scene root." msgstr "无法为场景根节点创建单一凸碰撞形状。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Couldn't create a single convex collision shape." msgstr "无法创建单一凸碰撞形状。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Simplified Convex Shape" msgstr "创建简化凸形状" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Single Convex Shape" msgstr "创建单一凸形状" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Can't create multiple convex collision shapes for the scene root." msgstr "无法为场景根节点创建多个凸碰撞形状。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Couldn't create any collision shapes." msgstr "无法创建碰撞形状。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Multiple Convex Shapes" msgstr "创建多个凸形状" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Navigation Mesh" msgstr "创建导航网格" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Contained Mesh is not of type ArrayMesh." msgstr "包含的 Mesh 不是 ArrayMesh 类型。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "UV Unwrap failed, mesh may not be manifold?" msgstr "UV 展开失败,可能该网格并非流形?" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "No mesh to debug." msgstr "没有可调试的网格。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh has no UV in layer %d." msgstr "网格在层 %d 上没有 UV。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "MeshInstance lacks a Mesh!" msgstr "MeshInstance 缺少 Mesh!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh has not surface to create outlines from!" msgstr "网格没有可用来创建轮廓的表面!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh primitive type is not PRIMITIVE_TRIANGLES!" msgstr "网格的原始类型不是 PRIMITIVE_TRIANGLES!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Could not create outline!" msgstr "无法创建轮廓!" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Outline" msgstr "创建轮廓" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Mesh" msgstr "网格" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Trimesh Static Body" msgstr "创建三角网格静态实体" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "" "Creates a StaticBody and assigns a polygon-based collision shape to it " "automatically.\n" "This is the most accurate (but slowest) option for collision detection." msgstr "" "创建 StaticBody 并自动为其分配基于多边形的碰撞形状。\n" "这是最准确(但是最慢)的碰撞检测手段。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Trimesh Collision Sibling" msgstr "创建三角网格碰撞同级" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "" "Creates a polygon-based collision shape.\n" "This is the most accurate (but slowest) option for collision detection." msgstr "" "创建基于多边形的碰撞形状。\n" "这是最准确(但是最慢)的碰撞检测手段。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Single Convex Collision Sibling" msgstr "创建单一凸碰撞同级" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "" "Creates a single convex collision shape.\n" "This is the fastest (but least accurate) option for collision detection." msgstr "" "创建单一凸碰撞形状。\n" "这是最快(但是最不精确)的碰撞检测手段。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Simplified Convex Collision Sibling" msgstr "创建简化凸碰撞同级" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "" "Creates a simplified convex collision shape.\n" "This is similar to single collision shape, but can result in a simpler " "geometry in some cases, at the cost of accuracy." msgstr "" "创建简化凸碰撞同级。\n" "与单一碰撞形状类似,但某些情况下产生的形状更简单,代价是牺牲准确性。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Multiple Convex Collision Siblings" msgstr "创建多个凸碰撞同级" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "" "Creates a polygon-based collision shape.\n" "This is a performance middle-ground between a single convex collision and a " "polygon-based collision." msgstr "" "创建基于多边形的碰撞形状。\n" "性能位于单一凸形碰撞和多边形碰撞之间。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Outline Mesh..." msgstr "创建轮廓网格..." #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "" "Creates a static outline mesh. The outline mesh will have its normals " "flipped automatically.\n" "This can be used instead of the SpatialMaterial Grow property when using " "that property isn't possible." msgstr "" "创建一个静态轮廓网格。轮廓网格会自动翻转法线。\n" "可以用来在必要时代替 SpatialMaterial 的 Grow 属性。" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "View UV1" msgstr "查看 UV1" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "View UV2" msgstr "查看 UV2" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Unwrap UV2 for Lightmap/AO" msgstr "为光照映射或环境光遮蔽展开 UV2" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Create Outline Mesh" msgstr "创建轮廓网格" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "Outline Size:" msgstr "轮廓大小:" #: editor/plugins/mesh_instance_editor_plugin.cpp msgid "UV Channel Debug" msgstr "调试 UV 通道" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Remove item %d?" msgstr "确定要移除项目 %d 吗?" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "" "Update from existing scene?:\n" "%s" msgstr "" "是否从已有场景中更新?:\n" "%s" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Mesh Library" msgstr "网格库" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Add Item" msgstr "添加项目" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Remove Selected Item" msgstr "移除选中项目" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Import from Scene (Ignore Transforms)" msgstr "从场景中导入(忽略变换)" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Import from Scene (Apply Transforms)" msgstr "从场景中导入(应用变换)" #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Update from Scene" msgstr "从场景中更新" #: editor/plugins/multimesh_editor_plugin.cpp msgid "No mesh source specified (and no MultiMesh set in node)." msgstr "未指定网格源(且节点中没有设置 MultiMesh 集)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "No mesh source specified (and MultiMesh contains no Mesh)." msgstr "未指定网格源(且 MultiMesh 不包含 Mesh)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh source is invalid (invalid path)." msgstr "网格源无效(路径无效)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh source is invalid (not a MeshInstance)." msgstr "网格源无效(不是 MeshInstance)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh source is invalid (contains no Mesh resource)." msgstr "网格源无效(不包含 Mesh 资源)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "No surface source specified." msgstr "没有指定的表面源。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Surface source is invalid (invalid path)." msgstr "表面的源无效(路径无效)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Surface source is invalid (no geometry)." msgstr "表面的源无效(无几何体)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Surface source is invalid (no faces)." msgstr "表面的源无效(无面)。" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Select a Source Mesh:" msgstr "选择源网格:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Select a Target Surface:" msgstr "选择目标表面:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Populate Surface" msgstr "填充表面" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Populate MultiMesh" msgstr "填充 MultiMesh" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Target Surface:" msgstr "目标表面:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Source Mesh:" msgstr "源网格:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "X-Axis" msgstr "X 轴" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Y-Axis" msgstr "Y 轴" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Z-Axis" msgstr "Z 轴" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Mesh Up Axis:" msgstr "网格上方向轴:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Random Rotation:" msgstr "随机旋转:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Random Tilt:" msgstr "随机倾斜:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Random Scale:" msgstr "随机缩放:" #: editor/plugins/multimesh_editor_plugin.cpp msgid "Populate" msgstr "填充" #: editor/plugins/navigation_polygon_editor_plugin.cpp #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create Navigation Polygon" msgstr "创建导航多边形" #: editor/plugins/particles_2d_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Convert to CPUParticles" msgstr "转换为 CPUParticles" #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Generating Visibility Rect" msgstr "生成可视化区域" #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Generate Visibility Rect" msgstr "生成可视化区域" #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Can only set point into a ParticlesMaterial process material" msgstr "只可设为指向 ParticlesMaterial 处理材料" #: editor/plugins/particles_2d_editor_plugin.cpp msgid "Convert to CPUParticles2D" msgstr "转换为 CPUParticles2D" #: editor/plugins/particles_2d_editor_plugin.cpp #: editor/plugins/particles_editor_plugin.cpp msgid "Generation Time (sec):" msgstr "生成时间(秒):" #: editor/plugins/particles_editor_plugin.cpp msgid "The geometry's faces don't contain any area." msgstr "几何(面)不包含任何区域。" #: editor/plugins/particles_editor_plugin.cpp msgid "The geometry doesn't contain any faces." msgstr "几何体不包含任何面。" #: editor/plugins/particles_editor_plugin.cpp msgid "\"%s\" doesn't inherit from Spatial." msgstr "“%s” 未从 Spatial 继承。" #: editor/plugins/particles_editor_plugin.cpp msgid "\"%s\" doesn't contain geometry." msgstr "“%s” 不包含几何体。" #: editor/plugins/particles_editor_plugin.cpp msgid "\"%s\" doesn't contain face geometry." msgstr "“%s” 不包含面几何体。" #: editor/plugins/particles_editor_plugin.cpp msgid "Create Emitter" msgstr "创建发射器" #: editor/plugins/particles_editor_plugin.cpp msgid "Emission Points:" msgstr "发射位置:" #: editor/plugins/particles_editor_plugin.cpp msgid "Surface Points" msgstr "表面顶点" #: editor/plugins/particles_editor_plugin.cpp msgid "Surface Points+Normal (Directed)" msgstr "表面定点 + 法线(有向)" #: editor/plugins/particles_editor_plugin.cpp msgid "Volume" msgstr "体积" #: editor/plugins/particles_editor_plugin.cpp msgid "Emission Source: " msgstr "发射源: " #: editor/plugins/particles_editor_plugin.cpp msgid "A processor material of type 'ParticlesMaterial' is required." msgstr "需要使用 “ParticlesMaterial” 类型的处理材质。" #: editor/plugins/particles_editor_plugin.cpp msgid "Generating AABB" msgstr "正在生成 AABB" #: editor/plugins/particles_editor_plugin.cpp msgid "Generate Visibility AABB" msgstr "生成可见的 AABB" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Remove Point from Curve" msgstr "从曲线中移除顶点" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Remove Out-Control from Curve" msgstr "移除曲线外控制点" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Remove In-Control from Curve" msgstr "从曲线中移除顶点" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Add Point to Curve" msgstr "向曲线添加顶点" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Split Curve" msgstr "拆分曲线" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Move Point in Curve" msgstr "在曲线中移动顶点" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Move In-Control in Curve" msgstr "移动曲线内控制点" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Move Out-Control in Curve" msgstr "移动曲线外控制点" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Select Points" msgstr "选择顶点" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Shift+Drag: Select Control Points" msgstr "Shift+拖动:选择控制点" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Click: Add Point" msgstr "单击:添加点" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Left Click: Split Segment (in curve)" msgstr "鼠标左键:拆分片段(曲线内)" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Right Click: Delete Point" msgstr "鼠标右键:删除点" #: editor/plugins/path_2d_editor_plugin.cpp msgid "Select Control Points (Shift+Drag)" msgstr "选择控制点(Shift+拖动)" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Add Point (in empty space)" msgstr "添加点(在空白处)" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Delete Point" msgstr "删除顶点" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Close Curve" msgstr "闭合曲线" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp #: editor/plugins/theme_editor_preview.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/project_export.cpp msgid "Options" msgstr "选项" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Mirror Handle Angles" msgstr "镜像手柄角度" #: editor/plugins/path_2d_editor_plugin.cpp #: editor/plugins/path_editor_plugin.cpp msgid "Mirror Handle Lengths" msgstr "镜像手柄长度" #: editor/plugins/path_editor_plugin.cpp msgid "Curve Point #" msgstr "曲线顶点 #" #: editor/plugins/path_editor_plugin.cpp msgid "Set Curve Point Position" msgstr "设置曲线的顶点位置" #: editor/plugins/path_editor_plugin.cpp msgid "Set Curve In Position" msgstr "设置曲线内控点位置" #: editor/plugins/path_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "设置曲线外控点位置" #: editor/plugins/path_editor_plugin.cpp msgid "Split Path" msgstr "拆分路径" #: editor/plugins/path_editor_plugin.cpp msgid "Remove Path Point" msgstr "移除路径顶点" #: editor/plugins/path_editor_plugin.cpp msgid "Remove Out-Control Point" msgstr "移除外控点" #: editor/plugins/path_editor_plugin.cpp msgid "Remove In-Control Point" msgstr "移除内控点" #: editor/plugins/path_editor_plugin.cpp msgid "Split Segment (in curve)" msgstr "拆分线段(在曲线中)" #: editor/plugins/physical_bone_plugin.cpp msgid "Move Joint" msgstr "移动关节" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "The skeleton property of the Polygon2D does not point to a Skeleton2D node" msgstr "Polygon2D 的骨架属性并没有指向 Skeleton2D 节点" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Sync Bones" msgstr "同步骨骼" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "No texture in this polygon.\n" "Set a texture to be able to edit UV." msgstr "" "此多边形没有贴图。\n" "请先为它设置贴图后再尝试编辑UV。" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create UV Map" msgstr "创建 UV 贴图" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "Polygon 2D has internal vertices, so it can no longer be edited in the " "viewport." msgstr "Polygon2D 具有内部顶点,因此不能再于视口中对其进行编辑。" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create Polygon & UV" msgstr "创建多边形和 UV" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create Internal Vertex" msgstr "创建内部顶点" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Remove Internal Vertex" msgstr "移除内部顶点" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Invalid Polygon (need 3 different vertices)" msgstr "无效的多边形(需要三个控制点)" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Add Custom Polygon" msgstr "添加自定义多边形" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Remove Custom Polygon" msgstr "移除自定义多边形" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Transform UV Map" msgstr "变换 UV 贴图" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Transform Polygon" msgstr "变换多边形" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Paint Bone Weights" msgstr "绘制骨骼权重" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Open Polygon 2D UV editor." msgstr "打开 2D 多边形 UV 编辑器。" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Polygon 2D UV Editor" msgstr "2D 多边形 UV 编辑器" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "UV" msgstr "UV" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Points" msgstr "点" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Polygons" msgstr "多边形" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Bones" msgstr "骨骼" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Move Points" msgstr "移动点" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Command: Rotate" msgstr "Command: 旋转" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Shift: Move All" msgstr "Shift: 移动所有" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Shift+Command: Scale" msgstr "Shift+Command: 缩放" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Ctrl: Rotate" msgstr "Ctrl: 旋转" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Shift+Ctrl: Scale" msgstr "Shift+Ctrl: 缩放" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Move Polygon" msgstr "移动多边形" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Rotate Polygon" msgstr "旋转多边形" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Scale Polygon" msgstr "缩放多边形" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Create a custom polygon. Enables custom polygon rendering." msgstr "创建自定义多边形。启用自定义多边形渲染。" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" "Remove a custom polygon. If none remain, custom polygon rendering is " "disabled." msgstr "移除自定义多边形。如果没有剩下任何多边形,则会禁用自定义多边形渲染。" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Paint weights with specified intensity." msgstr "使用指定的强度进行权重绘制。" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Unpaint weights with specified intensity." msgstr "使用指定强度清除权重绘制。" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Radius:" msgstr "半径:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Copy Polygon to UV" msgstr "复制多边形为 UV" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Copy UV to Polygon" msgstr "复制 UV 为多边形" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Clear UV" msgstr "清除 UV" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Settings" msgstr "网格设置" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Snap" msgstr "吸附" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Enable Snap" msgstr "启用吸附" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid" msgstr "网格" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Show Grid" msgstr "显示网格" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Configure Grid:" msgstr "配置网格:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Offset X:" msgstr "网格 X 偏移:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Offset Y:" msgstr "网格 Y 偏移:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Step X:" msgstr "网格 X 步进:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Grid Step Y:" msgstr "网格 Y 步进:" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Sync Bones to Polygon" msgstr "同步骨骼到多边形" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "ERROR: Couldn't load resource!" msgstr "错误:无法加载资源!" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Add Resource" msgstr "添加资源" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Rename Resource" msgstr "重命名资源" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Delete Resource" msgstr "删除资源" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Resource clipboard is empty!" msgstr "资源剪切板中无内容!" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Paste Resource" msgstr "粘贴资源" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/scene_tree_editor.cpp msgid "Instance:" msgstr "实例:" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp editor/project_settings_editor.cpp #: editor/scene_tree_editor.cpp editor/script_editor_debugger.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Type:" msgstr "类型:" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/scene_tree_dock.cpp editor/scene_tree_editor.cpp msgid "Open in Editor" msgstr "在编辑器中打开" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "Load Resource" msgstr "加载资源" #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "ResourcePreloader" msgstr "预加载资源" #: editor/plugins/room_manager_editor_plugin.cpp msgid "Flip Portals" msgstr "翻转入口" #: editor/plugins/room_manager_editor_plugin.cpp msgid "Room Generate Points" msgstr "房间生成顶点" #: editor/plugins/room_manager_editor_plugin.cpp msgid "Generate Points" msgstr "生成顶点" #: editor/plugins/room_manager_editor_plugin.cpp msgid "Flip Portal" msgstr "翻转入口" #: editor/plugins/room_manager_editor_plugin.cpp msgid "Occluder Set Transform" msgstr "遮挡集变换" #: editor/plugins/room_manager_editor_plugin.cpp msgid "Center Node" msgstr "居中节点" #: editor/plugins/root_motion_editor_plugin.cpp msgid "AnimationTree has no path set to an AnimationPlayer" msgstr "AnimationTree 没有设置到 AnimationPlayer 的路径" #: editor/plugins/root_motion_editor_plugin.cpp msgid "Path to AnimationPlayer is invalid" msgstr "AnimationPlayer 路径无效" #: editor/plugins/script_editor_plugin.cpp msgid "Clear Recent Files" msgstr "清除最近打开文件列表" #: editor/plugins/script_editor_plugin.cpp msgid "Close and save changes?" msgstr "关闭并保存更改吗?" #: editor/plugins/script_editor_plugin.cpp msgid "Error writing TextFile:" msgstr "写入文本文件时出错:" #: editor/plugins/script_editor_plugin.cpp msgid "Could not load file at:" msgstr "无法在以下位置加载文件:" #: editor/plugins/script_editor_plugin.cpp msgid "Error saving file!" msgstr "保存文件时出错!" #: editor/plugins/script_editor_plugin.cpp msgid "Error while saving theme." msgstr "保存主题出错。" #: editor/plugins/script_editor_plugin.cpp msgid "Error Saving" msgstr "保存出错" #: editor/plugins/script_editor_plugin.cpp msgid "Error importing theme." msgstr "导入主题出错。" #: editor/plugins/script_editor_plugin.cpp msgid "Error Importing" msgstr "导入出错" #: editor/plugins/script_editor_plugin.cpp msgid "New Text File..." msgstr "新建文本文件..." #: editor/plugins/script_editor_plugin.cpp msgid "Open File" msgstr "打开文件" #: editor/plugins/script_editor_plugin.cpp msgid "Save File As..." msgstr "另存为..." #: editor/plugins/script_editor_plugin.cpp msgid "Can't obtain the script for running." msgstr "无法获取要执行的脚本。" #: editor/plugins/script_editor_plugin.cpp msgid "Script failed reloading, check console for errors." msgstr "脚本重新加载失败,请在控制台检查错误。" #: editor/plugins/script_editor_plugin.cpp msgid "Script is not in tool mode, will not be able to run." msgstr "脚本并非处于工具模式,无法执行。" #: editor/plugins/script_editor_plugin.cpp msgid "" "To run this script, it must inherit EditorScript and be set to tool mode." msgstr "如需执行此脚本,必须继承 EditorScript 并将其设为工具模式。" #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme" msgstr "导入主题" #: editor/plugins/script_editor_plugin.cpp msgid "Error while saving theme" msgstr "保存主题出错" #: editor/plugins/script_editor_plugin.cpp msgid "Error saving" msgstr "保存出错" #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme As..." msgstr "主题另存为..." #: editor/plugins/script_editor_plugin.cpp msgid "%s Class Reference" msgstr "%s 类参考手册" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp msgid "Find Next" msgstr "查找下一个" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp msgid "Find Previous" msgstr "查找上一个" #: editor/plugins/script_editor_plugin.cpp msgid "Filter scripts" msgstr "筛选脚本" #: editor/plugins/script_editor_plugin.cpp msgid "Toggle alphabetical sorting of the method list." msgstr "切换按字母顺序排列方法。" #: editor/plugins/script_editor_plugin.cpp msgid "Filter methods" msgstr "筛选方法" #: editor/plugins/script_editor_plugin.cpp msgid "Sort" msgstr "排序" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp editor/scene_tree_dock.cpp #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Move Up" msgstr "向上移动" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp editor/scene_tree_dock.cpp #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Move Down" msgstr "向下移动" #: editor/plugins/script_editor_plugin.cpp msgid "Next Script" msgstr "下一个脚本" #: editor/plugins/script_editor_plugin.cpp msgid "Previous Script" msgstr "上一个脚本" #: editor/plugins/script_editor_plugin.cpp msgid "File" msgstr "文件" #: editor/plugins/script_editor_plugin.cpp msgid "Open..." msgstr "打开..." #: editor/plugins/script_editor_plugin.cpp msgid "Reopen Closed Script" msgstr "重新打开关闭的脚本" #: editor/plugins/script_editor_plugin.cpp msgid "Save All" msgstr "全部保存" #: editor/plugins/script_editor_plugin.cpp msgid "Soft Reload Script" msgstr "软重载脚本" #: editor/plugins/script_editor_plugin.cpp msgid "Copy Script Path" msgstr "复制脚本路径" #: editor/plugins/script_editor_plugin.cpp msgid "History Previous" msgstr "后退" #: editor/plugins/script_editor_plugin.cpp msgid "History Next" msgstr "前进" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp msgid "Theme" msgstr "主题" #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "导入主题..." #: editor/plugins/script_editor_plugin.cpp msgid "Reload Theme" msgstr "重新加载主题" #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "保存主题" #: editor/plugins/script_editor_plugin.cpp msgid "Close All" msgstr "关闭全部" #: editor/plugins/script_editor_plugin.cpp msgid "Close Docs" msgstr "关闭文档" #: editor/plugins/script_editor_plugin.cpp editor/project_manager.cpp msgid "Run" msgstr "运行" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp #: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp #: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp msgid "Search" msgstr "搜索" #: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp msgid "Step Into" msgstr "单步进入" #: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp msgid "Step Over" msgstr "单步跳过" #: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp msgid "Break" msgstr "暂停" #: editor/plugins/script_editor_plugin.cpp editor/project_manager.cpp #: editor/script_editor_debugger.cpp msgid "Continue" msgstr "继续" #: editor/plugins/script_editor_plugin.cpp msgid "Keep Debugger Open" msgstr "保持调试器打开" #: editor/plugins/script_editor_plugin.cpp msgid "Debug with External Editor" msgstr "使用外部编辑器进行调试" #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/shader_editor_plugin.cpp msgid "Online Docs" msgstr "在线文档" #: editor/plugins/script_editor_plugin.cpp msgid "Open Godot online documentation." msgstr "打开 Godot 在线文档。" #: editor/plugins/script_editor_plugin.cpp msgid "Search the reference documentation." msgstr "搜索文档。" #: editor/plugins/script_editor_plugin.cpp msgid "Go to previous edited document." msgstr "前往上一个编辑文档。" #: editor/plugins/script_editor_plugin.cpp msgid "Go to next edited document." msgstr "前往下一个编辑文档。" #: editor/plugins/script_editor_plugin.cpp msgid "Discard" msgstr "忽略" #: editor/plugins/script_editor_plugin.cpp msgid "" "The following files are newer on disk.\n" "What action should be taken?:" msgstr "" "磁盘中的下列文件已更新。\n" "请选择执行哪项操作?:" #: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp msgid "Debugger" msgstr "调试器" #: editor/plugins/script_editor_plugin.cpp msgid "Search Results" msgstr "搜索结果" #: editor/plugins/script_editor_plugin.cpp msgid "Clear Recent Scripts" msgstr "清除最近的脚本" #: editor/plugins/script_text_editor.cpp msgid "Connections to method:" msgstr "与方法的连接:" #: editor/plugins/script_text_editor.cpp editor/script_editor_debugger.cpp msgid "Source" msgstr "来源" #: editor/plugins/script_text_editor.cpp msgid "Target" msgstr "目标" #: editor/plugins/script_text_editor.cpp msgid "" "Missing connected method '%s' for signal '%s' from node '%s' to node '%s'." msgstr "未找到方法 “%s”(连接于信号“%s”、来自节点“%s”、目标节点“%s”)。" #: editor/plugins/script_text_editor.cpp msgid "[Ignore]" msgstr "[忽略]" #: editor/plugins/script_text_editor.cpp msgid "Line" msgstr "行" #: editor/plugins/script_text_editor.cpp msgid "Go to Function" msgstr "转到函数" #: editor/plugins/script_text_editor.cpp msgid "Only resources from filesystem can be dropped." msgstr "只可拖放来自文件系统中的资源。" #: editor/plugins/script_text_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Can't drop nodes because script '%s' is not used in this scene." msgstr "无法放置该节点,因为脚本 “%s” 未在该场景中使用。" #: editor/plugins/script_text_editor.cpp msgid "Lookup Symbol" msgstr "查找符号" #: editor/plugins/script_text_editor.cpp msgid "Pick Color" msgstr "拾取颜色" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Convert Case" msgstr "转换大小写" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "大写" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Lowercase" msgstr "小写" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Capitalize" msgstr "首字母大写" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Syntax Highlighter" msgstr "语法高亮器" #: editor/plugins/script_text_editor.cpp #: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp msgid "Bookmarks" msgstr "书签" #: editor/plugins/script_text_editor.cpp msgid "Breakpoints" msgstr "断点" #: editor/plugins/script_text_editor.cpp #: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp msgid "Go To" msgstr "转到" #: editor/plugins/script_text_editor.cpp editor/scene_tree_dock.cpp #: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "剪切" #: editor/plugins/script_text_editor.cpp editor/plugins/theme_editor_plugin.cpp #: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Select All" msgstr "全选" #: editor/plugins/script_text_editor.cpp msgid "Delete Line" msgstr "删除行" #: editor/plugins/script_text_editor.cpp msgid "Indent Left" msgstr "向左缩进" #: editor/plugins/script_text_editor.cpp msgid "Indent Right" msgstr "向右缩进" #: editor/plugins/script_text_editor.cpp msgid "Toggle Comment" msgstr "切换注释" #: editor/plugins/script_text_editor.cpp msgid "Fold/Unfold Line" msgstr "折叠/展开行" #: editor/plugins/script_text_editor.cpp msgid "Fold All Lines" msgstr "折叠所有行" #: editor/plugins/script_text_editor.cpp msgid "Unfold All Lines" msgstr "展开所有行" #: editor/plugins/script_text_editor.cpp msgid "Complete Symbol" msgstr "补全符号" #: editor/plugins/script_text_editor.cpp msgid "Evaluate Selection" msgstr "所选内容求值" #: editor/plugins/script_text_editor.cpp msgid "Trim Trailing Whitespace" msgstr "移除尾部空格" #: editor/plugins/script_text_editor.cpp msgid "Convert Indent to Spaces" msgstr "将缩进转为空格" #: editor/plugins/script_text_editor.cpp msgid "Convert Indent to Tabs" msgstr "将缩进转为制表符" #: editor/plugins/script_text_editor.cpp msgid "Auto Indent" msgstr "自动缩进" #: editor/plugins/script_text_editor.cpp msgid "Find in Files..." msgstr "在文件中查找..." #: editor/plugins/script_text_editor.cpp #, fuzzy msgid "Replace in Files..." msgstr "替换..." #: editor/plugins/script_text_editor.cpp msgid "Contextual Help" msgstr "上下文帮助" #: editor/plugins/script_text_editor.cpp msgid "Toggle Bookmark" msgstr "切换书签" #: editor/plugins/script_text_editor.cpp msgid "Go to Next Bookmark" msgstr "转到下一个书签" #: editor/plugins/script_text_editor.cpp msgid "Go to Previous Bookmark" msgstr "转到上一个书签" #: editor/plugins/script_text_editor.cpp msgid "Remove All Bookmarks" msgstr "移除所有书签" #: editor/plugins/script_text_editor.cpp msgid "Go to Function..." msgstr "转到函数..." #: editor/plugins/script_text_editor.cpp msgid "Go to Line..." msgstr "转到行..." #: editor/plugins/script_text_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Toggle Breakpoint" msgstr "设置/移除断点" #: editor/plugins/script_text_editor.cpp msgid "Remove All Breakpoints" msgstr "移除所有断点" #: editor/plugins/script_text_editor.cpp msgid "Go to Next Breakpoint" msgstr "转到下一个断点" #: editor/plugins/script_text_editor.cpp msgid "Go to Previous Breakpoint" msgstr "转到上一个断点" #: editor/plugins/shader_editor_plugin.cpp msgid "" "This shader has been modified on on disk.\n" "What action should be taken?" msgstr "" "此着色器已在磁盘上修改。\n" "应该采取什么行动?" #: editor/plugins/shader_editor_plugin.cpp msgid "Shader" msgstr "着色器" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "This skeleton has no bones, create some children Bone2D nodes." msgstr "该骨架没有骨骼绑定,请创建一些 Bone2D 骨骼子节点。" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Set Rest Pose to Bones" msgstr "将放松姿势设置到骨骼" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Create Rest Pose from Bones" msgstr "从骨骼创建放松姿势" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Skeleton2D" msgstr "2D 骨骼节点" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Reset to Rest Pose" msgstr "重置为放松姿势" #: editor/plugins/skeleton_2d_editor_plugin.cpp msgid "Overwrite Rest Pose" msgstr "覆盖放松姿势" #: editor/plugins/skeleton_editor_plugin.cpp msgid "Create physical bones" msgstr "创建物理骨骼" #: editor/plugins/skeleton_editor_plugin.cpp msgid "Skeleton" msgstr "骨架" #: editor/plugins/skeleton_editor_plugin.cpp msgid "Create physical skeleton" msgstr "创建物理骨架" #: editor/plugins/skeleton_ik_editor_plugin.cpp msgid "Play IK" msgstr "播放 IK" #: editor/plugins/spatial_editor_plugin.cpp msgid "Orthogonal" msgstr "正交" #: editor/plugins/spatial_editor_plugin.cpp msgid "Perspective" msgstr "透视" #: editor/plugins/spatial_editor_plugin.cpp msgid "Top Orthogonal" msgstr "正交顶视图" #: editor/plugins/spatial_editor_plugin.cpp msgid "Top Perspective" msgstr "透视顶视图" #: editor/plugins/spatial_editor_plugin.cpp msgid "Bottom Orthogonal" msgstr "正交底视图" #: editor/plugins/spatial_editor_plugin.cpp msgid "Bottom Perspective" msgstr "透视底视图" #: editor/plugins/spatial_editor_plugin.cpp msgid "Left Orthogonal" msgstr "正交左视图" #: editor/plugins/spatial_editor_plugin.cpp msgid "Left Perspective" msgstr "透视左视图" #: editor/plugins/spatial_editor_plugin.cpp msgid "Right Orthogonal" msgstr "正交右视图" #: editor/plugins/spatial_editor_plugin.cpp msgid "Right Perspective" msgstr "透视右视图" #: editor/plugins/spatial_editor_plugin.cpp msgid "Front Orthogonal" msgstr "正交前视图" #: editor/plugins/spatial_editor_plugin.cpp msgid "Front Perspective" msgstr "透视前视图" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rear Orthogonal" msgstr "正交后视图" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rear Perspective" msgstr "透视后视图" #. TRANSLATORS: This will be appended to the view name when Auto Orthogonal is enabled. #: editor/plugins/spatial_editor_plugin.cpp msgid " [auto]" msgstr " [自动]" #. TRANSLATORS: This will be appended to the view name when Portal Occulusion is enabled. #: editor/plugins/spatial_editor_plugin.cpp msgid " [portals active]" msgstr " [入口生效]" #: editor/plugins/spatial_editor_plugin.cpp msgid "Transform Aborted." msgstr "已忽略变换。" #: editor/plugins/spatial_editor_plugin.cpp msgid "X-Axis Transform." msgstr "X 轴变换。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Y-Axis Transform." msgstr "Y 轴变换。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Z-Axis Transform." msgstr "Z 轴变换。" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Plane Transform." msgstr "视图平面变换。" #: editor/plugins/spatial_editor_plugin.cpp #: editor/plugins/texture_region_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp scene/resources/visual_shader.cpp msgid "None" msgstr "无" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotate" msgstr "旋转" #. TRANSLATORS: This refers to the movement that changes the position of an object. #: editor/plugins/spatial_editor_plugin.cpp msgid "Translate" msgstr "平移" #: editor/plugins/spatial_editor_plugin.cpp msgid "Scale" msgstr "缩放" #: editor/plugins/spatial_editor_plugin.cpp msgid "Scaling: " msgstr "缩放: " #: editor/plugins/spatial_editor_plugin.cpp msgid "Translating: " msgstr "移动: " #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotating %s degrees." msgstr "旋转 %s 度。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Keying is disabled (no key inserted)." msgstr "键控被禁用(未插入键)。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Animation Key Inserted." msgstr "插入动画键。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Pitch:" msgstr "俯仰角:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Yaw:" msgstr "偏航角:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Size:" msgstr "大小:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Objects Drawn:" msgstr "绘制对象:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Material Changes:" msgstr "材质变更:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Shader Changes:" msgstr "着色器变更:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Surface Changes:" msgstr "表面变更:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Draw Calls:" msgstr "绘制调用:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Vertices:" msgstr "顶点:" #: editor/plugins/spatial_editor_plugin.cpp msgid "FPS: %d (%s ms)" msgstr "FPS:%d(%s 毫秒)" #: editor/plugins/spatial_editor_plugin.cpp msgid "Top View." msgstr "顶视图。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Bottom View." msgstr "底视图。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Left View." msgstr "左视图。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Right View." msgstr "右视图。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Front View." msgstr "前视图。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rear View." msgstr "后视图。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Align Transform with View" msgstr "将变换与视图对齐" #: editor/plugins/spatial_editor_plugin.cpp msgid "Align Rotation with View" msgstr "将旋转与视图对齐" #: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "No parent to instance a child at." msgstr "没有选中节点来添加实例。" #: editor/plugins/spatial_editor_plugin.cpp editor/scene_tree_dock.cpp msgid "This operation requires a single selected node." msgstr "此操作只能应用于单个选中节点。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Auto Orthogonal Enabled" msgstr "启用自动正交" #: editor/plugins/spatial_editor_plugin.cpp msgid "Lock View Rotation" msgstr "锁定视角旋转" #: editor/plugins/spatial_editor_plugin.cpp msgid "Display Normal" msgstr "显示标准" #: editor/plugins/spatial_editor_plugin.cpp msgid "Display Wireframe" msgstr "显示线框" #: editor/plugins/spatial_editor_plugin.cpp msgid "Display Overdraw" msgstr "显示重复绘制" #: editor/plugins/spatial_editor_plugin.cpp msgid "Display Unshaded" msgstr "显示无阴影" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Environment" msgstr "查看环境" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Gizmos" msgstr "查看控制器" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Information" msgstr "查看信息" #: editor/plugins/spatial_editor_plugin.cpp msgid "View FPS" msgstr "查看 FPS" #: editor/plugins/spatial_editor_plugin.cpp msgid "Half Resolution" msgstr "半分辨率" #: editor/plugins/spatial_editor_plugin.cpp msgid "Audio Listener" msgstr "音频监听器" #: editor/plugins/spatial_editor_plugin.cpp msgid "Enable Doppler" msgstr "启用多普勒效应" #: editor/plugins/spatial_editor_plugin.cpp msgid "Cinematic Preview" msgstr "效果预览" #: editor/plugins/spatial_editor_plugin.cpp msgid "Not available when using the GLES2 renderer." msgstr "使用 GLES2 渲染器时不可用。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Left" msgstr "自由观看向左" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Right" msgstr "自由观看向右" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Forward" msgstr "自由观看向前" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Backwards" msgstr "自由观看向后" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Up" msgstr "自由观看向上" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Down" msgstr "自由观看向下" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Speed Modifier" msgstr "自由观看加速调整" #: editor/plugins/spatial_editor_plugin.cpp msgid "Freelook Slow Modifier" msgstr "自由观看减速调整" #: editor/plugins/spatial_editor_plugin.cpp msgid "Toggle Camera Preview" msgstr "开关摄像机预览" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Rotation Locked" msgstr "已锁定视角旋转" #: editor/plugins/spatial_editor_plugin.cpp msgid "" "To zoom further, change the camera's clipping planes (View -> Settings...)" msgstr "修改相机的裁剪平面后才能进一步缩放(视图 -> 设置...)" #: editor/plugins/spatial_editor_plugin.cpp msgid "" "Note: The FPS value displayed is the editor's framerate.\n" "It cannot be used as a reliable indication of in-game performance." msgstr "" "注意:显示的 FPS 值是编辑器的帧速率。\n" "不能反馈出实际游戏中的性能。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Convert Rooms" msgstr "转换房间" #: editor/plugins/spatial_editor_plugin.cpp msgid "XForm Dialog" msgstr "变换对话框" #: editor/plugins/spatial_editor_plugin.cpp msgid "" "Click to toggle between visibility states.\n" "\n" "Open eye: Gizmo is visible.\n" "Closed eye: Gizmo is hidden.\n" "Half-open eye: Gizmo is also visible through opaque surfaces (\"x-ray\")." msgstr "" "点击以切换可见状态。\n" "\n" "睁眼:控制器可见。\n" "闭眼:控制器隐藏。\n" "半睁眼:控制器也可穿过不透明的表面可见(“X 光”)。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Snap Nodes to Floor" msgstr "将节点吸附至地面" #: editor/plugins/spatial_editor_plugin.cpp msgid "Couldn't find a solid floor to snap the selection to." msgstr "找不到可吸附的坚实地板。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Use Local Space" msgstr "使用本地空间" #: editor/plugins/spatial_editor_plugin.cpp msgid "Use Snap" msgstr "使用吸附" #: editor/plugins/spatial_editor_plugin.cpp msgid "Converts rooms for portal culling." msgstr "为入口剔除转换房间。" #: editor/plugins/spatial_editor_plugin.cpp msgid "Bottom View" msgstr "底视图" #: editor/plugins/spatial_editor_plugin.cpp msgid "Top View" msgstr "顶视图" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rear View" msgstr "后视图" #: editor/plugins/spatial_editor_plugin.cpp msgid "Front View" msgstr "前视图" #: editor/plugins/spatial_editor_plugin.cpp msgid "Left View" msgstr "左视图" #: editor/plugins/spatial_editor_plugin.cpp msgid "Right View" msgstr "右视图" #: editor/plugins/spatial_editor_plugin.cpp msgid "Orbit View Down" msgstr "视图向下环绕" #: editor/plugins/spatial_editor_plugin.cpp msgid "Orbit View Left" msgstr "视图向左环绕" #: editor/plugins/spatial_editor_plugin.cpp msgid "Orbit View Right" msgstr "视图向右环绕" #: editor/plugins/spatial_editor_plugin.cpp msgid "Orbit View Up" msgstr "视图向上环绕" #: editor/plugins/spatial_editor_plugin.cpp msgid "Orbit View 180" msgstr "视图环绕至背面" #: editor/plugins/spatial_editor_plugin.cpp msgid "Switch Perspective/Orthogonal View" msgstr "切换透视图/正交视图" #: editor/plugins/spatial_editor_plugin.cpp msgid "Insert Animation Key" msgstr "插入动画帧" #: editor/plugins/spatial_editor_plugin.cpp msgid "Focus Origin" msgstr "聚焦原点" #: editor/plugins/spatial_editor_plugin.cpp msgid "Focus Selection" msgstr "聚焦选中项" #: editor/plugins/spatial_editor_plugin.cpp msgid "Toggle Freelook" msgstr "切换自由观看" #: editor/plugins/spatial_editor_plugin.cpp msgid "Decrease Field of View" msgstr "" #: editor/plugins/spatial_editor_plugin.cpp msgid "Increase Field of View" msgstr "" #: editor/plugins/spatial_editor_plugin.cpp #, fuzzy msgid "Reset Field of View to Default" msgstr "重置为默认值" #: editor/plugins/spatial_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform" msgstr "变换" #: editor/plugins/spatial_editor_plugin.cpp msgid "Snap Object to Floor" msgstr "吸附物体到地面" #: editor/plugins/spatial_editor_plugin.cpp msgid "Transform Dialog..." msgstr "变换对话框..." #: editor/plugins/spatial_editor_plugin.cpp msgid "1 Viewport" msgstr "1 个视窗" #: editor/plugins/spatial_editor_plugin.cpp msgid "2 Viewports" msgstr "2 个视窗" #: editor/plugins/spatial_editor_plugin.cpp msgid "2 Viewports (Alt)" msgstr "2 个视窗(备选)" #: editor/plugins/spatial_editor_plugin.cpp msgid "3 Viewports" msgstr "3 个视窗" #: editor/plugins/spatial_editor_plugin.cpp msgid "3 Viewports (Alt)" msgstr "3 个视窗(备选)" #: editor/plugins/spatial_editor_plugin.cpp msgid "4 Viewports" msgstr "4 个视窗" #: editor/plugins/spatial_editor_plugin.cpp msgid "Gizmos" msgstr "控制器" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Origin" msgstr "显示原点" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Grid" msgstr "显示网格" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Portal Culling" msgstr "显示入口剔除" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Occlusion Culling" msgstr "显示遮挡剔除" #: editor/plugins/spatial_editor_plugin.cpp #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Settings..." msgstr "设置..." #: editor/plugins/spatial_editor_plugin.cpp msgid "Snap Settings" msgstr "吸附设置" #: editor/plugins/spatial_editor_plugin.cpp msgid "Translate Snap:" msgstr "平移吸附:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotate Snap (deg.):" msgstr "旋转吸附(角度):" #: editor/plugins/spatial_editor_plugin.cpp msgid "Scale Snap (%):" msgstr "缩放吸附(%):" #: editor/plugins/spatial_editor_plugin.cpp msgid "Viewport Settings" msgstr "视口设置" #: editor/plugins/spatial_editor_plugin.cpp msgid "Perspective FOV (deg.):" msgstr "透视视角(角度):" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Z-Near:" msgstr "视图 Z-Near:" #: editor/plugins/spatial_editor_plugin.cpp msgid "View Z-Far:" msgstr "视图 Z-Far:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Transform Change" msgstr "修改变换" #: editor/plugins/spatial_editor_plugin.cpp msgid "Translate:" msgstr "移动:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotate (deg.):" msgstr "旋转(角度):" #: editor/plugins/spatial_editor_plugin.cpp msgid "Scale (ratio):" msgstr "缩放(比率):" #: editor/plugins/spatial_editor_plugin.cpp msgid "Transform Type" msgstr "变换类型" #: editor/plugins/spatial_editor_plugin.cpp msgid "Pre" msgstr "前置" #: editor/plugins/spatial_editor_plugin.cpp msgid "Post" msgstr "后置" #: editor/plugins/spatial_editor_plugin.cpp msgid "Unnamed Gizmo" msgstr "未命名控制器" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create Mesh2D" msgstr "创建 Mesh2D" #: editor/plugins/sprite_editor_plugin.cpp msgid "Mesh2D Preview" msgstr "Mesh2D 预览" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create Polygon2D" msgstr "创建 Polygon2D" #: editor/plugins/sprite_editor_plugin.cpp msgid "Polygon2D Preview" msgstr "Polygon2D 预览" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create CollisionPolygon2D" msgstr "创建 CollisionPolygon2D" #: editor/plugins/sprite_editor_plugin.cpp msgid "CollisionPolygon2D Preview" msgstr "CollisionPolygon2D 预览" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create LightOccluder2D" msgstr "创建 LightOccluder2D" #: editor/plugins/sprite_editor_plugin.cpp msgid "LightOccluder2D Preview" msgstr "LightOccluder2D 预览" #: editor/plugins/sprite_editor_plugin.cpp msgid "Sprite is empty!" msgstr "Sprite 是空的!" #: editor/plugins/sprite_editor_plugin.cpp msgid "Can't convert a sprite using animation frames to mesh." msgstr "无法将使用动画帧的精灵转换为网格。" #: editor/plugins/sprite_editor_plugin.cpp msgid "Invalid geometry, can't replace by mesh." msgstr "无效的几何体,无法使用网格替换。" #: editor/plugins/sprite_editor_plugin.cpp msgid "Convert to Mesh2D" msgstr "转换为 Mesh2D" #: editor/plugins/sprite_editor_plugin.cpp msgid "Invalid geometry, can't create polygon." msgstr "无效的几何体,无法创建多边形。" #: editor/plugins/sprite_editor_plugin.cpp msgid "Convert to Polygon2D" msgstr "转换为 Polygon2D" #: editor/plugins/sprite_editor_plugin.cpp msgid "Invalid geometry, can't create collision polygon." msgstr "无效的几何体,无法创建多边形碰撞体。" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create CollisionPolygon2D Sibling" msgstr "创建 CollisionPolygon2D 兄弟节点" #: editor/plugins/sprite_editor_plugin.cpp msgid "Invalid geometry, can't create light occluder." msgstr "无效的几何体,无法创建遮光体。" #: editor/plugins/sprite_editor_plugin.cpp msgid "Create LightOccluder2D Sibling" msgstr "创建 LightOccluder2D 兄弟节点" #: editor/plugins/sprite_editor_plugin.cpp msgid "Sprite" msgstr "精灵" #: editor/plugins/sprite_editor_plugin.cpp msgid "Simplification: " msgstr "简化: " #: editor/plugins/sprite_editor_plugin.cpp msgid "Shrink (Pixels): " msgstr "收缩(像素): " #: editor/plugins/sprite_editor_plugin.cpp msgid "Grow (Pixels): " msgstr "扩展(像素): " #: editor/plugins/sprite_editor_plugin.cpp msgid "Update Preview" msgstr "更新预览" #: editor/plugins/sprite_editor_plugin.cpp msgid "Settings:" msgstr "设置:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "No Frames Selected" msgstr "未选择帧" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add %d Frame(s)" msgstr "添加 %d 帧" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Frame" msgstr "添加帧" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Unable to load images" msgstr "无法加载图片" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "ERROR: Couldn't load frame resource!" msgstr "错误:无法加载帧资源!" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Resource clipboard is empty or not a texture!" msgstr "资源剪切板中无内容,或内容不是纹理贴图!" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Paste Frame" msgstr "粘贴帧" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" msgstr "添加空白帧" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Change Animation FPS" msgstr "修改动画 FPS" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "(empty)" msgstr "(空)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Move Frame" msgstr "移动帧" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Animations:" msgstr "动画:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "New Animation" msgstr "新建动画" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Speed:" msgstr "速度:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Loop" msgstr "循环" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Animation Frames:" msgstr "动画帧:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add a Texture from File" msgstr "从文件添加纹理" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Frames from a Sprite Sheet" msgstr "从精灵表中添加帧" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Insert Empty (Before)" msgstr "插入空白帧(之前)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Insert Empty (After)" msgstr "插入空白帧(之后)" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Move (Before)" msgstr "往前移动" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Move (After)" msgstr "往后移动" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Select Frames" msgstr "选择帧" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Horizontal:" msgstr "水平:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Vertical:" msgstr "垂直:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Select/Clear All Frames" msgstr "选择/清除所有帧" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Create Frames from Sprite Sheet" msgstr "从精灵表中创建帧" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "SpriteFrames" msgstr "动画帧" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Set Region Rect" msgstr "设置纹理区域" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Set Margin" msgstr "设置边距" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Snap Mode:" msgstr "吸附模式:" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Pixel Snap" msgstr "像素吸附" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Grid Snap" msgstr "网格吸附" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Auto Slice" msgstr "自动裁剪" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Offset:" msgstr "偏移:" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Step:" msgstr "步长:" #: editor/plugins/texture_region_editor_plugin.cpp msgid "Separation:" msgstr "分隔:" #: editor/plugins/texture_region_editor_plugin.cpp msgid "TextureRegion" msgstr "纹理区域" #: editor/plugins/theme_editor_plugin.cpp msgid "Styleboxes" msgstr "样式盒" #: editor/plugins/theme_editor_plugin.cpp msgid "{num} color(s)" msgstr "{num} 个颜色" #: editor/plugins/theme_editor_plugin.cpp msgid "No colors found." msgstr "没有颜色。" #: editor/plugins/theme_editor_plugin.cpp msgid "{num} constant(s)" msgstr "{num} 个常量" #: editor/plugins/theme_editor_plugin.cpp msgid "No constants found." msgstr "没有常量。" #: editor/plugins/theme_editor_plugin.cpp msgid "{num} font(s)" msgstr "{num} 个字体" #: editor/plugins/theme_editor_plugin.cpp msgid "No fonts found." msgstr "没有字体。" #: editor/plugins/theme_editor_plugin.cpp msgid "{num} icon(s)" msgstr "{num} 个图标" #: editor/plugins/theme_editor_plugin.cpp msgid "No icons found." msgstr "没有图标。" #: editor/plugins/theme_editor_plugin.cpp msgid "{num} stylebox(es)" msgstr "{num} 个样式盒" #: editor/plugins/theme_editor_plugin.cpp msgid "No styleboxes found." msgstr "没有样式盒。" #: editor/plugins/theme_editor_plugin.cpp msgid "{num} currently selected" msgstr "当前选中 {num} 个" #: editor/plugins/theme_editor_plugin.cpp msgid "Nothing was selected for the import." msgstr "没有选中导入任何东西。" #: editor/plugins/theme_editor_plugin.cpp msgid "Importing Theme Items" msgstr "正在导入主题项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Importing items {n}/{n}" msgstr "正在导入项目 {n}/{n}" #: editor/plugins/theme_editor_plugin.cpp msgid "Updating the editor" msgstr "正在更新编辑器" #: editor/plugins/theme_editor_plugin.cpp msgid "Finalizing" msgstr "正在收尾" #: editor/plugins/theme_editor_plugin.cpp msgid "Filter:" msgstr "筛选:" #: editor/plugins/theme_editor_plugin.cpp msgid "With Data" msgstr "含数据" #: editor/plugins/theme_editor_plugin.cpp msgid "Select by data type:" msgstr "按数据类型选择:" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible color items." msgstr "选择所有可见的颜色项目。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible color items and their data." msgstr "选择所有可见的颜色项目和它们的数据。" #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all visible color items." msgstr "取消选择所有可见的颜色项目。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible constant items." msgstr "选择所有可见的常量项目。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible constant items and their data." msgstr "选择所有可见的常量项目和它们的数据。" #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all visible constant items." msgstr "取消选择所有可见的常量项目。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible font items." msgstr "选择所有可见的字体项目。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible font items and their data." msgstr "选择所有可见的字体项目和它们的数据。" #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all visible font items." msgstr "取消选择所有可见的字体项目。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible icon items." msgstr "选择所有可见的图标项目。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible icon items and their data." msgstr "选择所有可见的图标项目和它们的数据。" #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all visible icon items." msgstr "取消选择所有可见的图标项目。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible stylebox items." msgstr "选择所有可见的样式盒项目。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all visible stylebox items and their data." msgstr "选择所有可见的样式盒项目和它们的数据。" #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all visible stylebox items." msgstr "取消选择所有可见的样式盒项目。" #: editor/plugins/theme_editor_plugin.cpp msgid "" "Caution: Adding icon data may considerably increase the size of your Theme " "resource." msgstr "注意:添加图标数据可能显著增加主题资源的大小。" #: editor/plugins/theme_editor_plugin.cpp msgid "Collapse types." msgstr "折叠类型。" #: editor/plugins/theme_editor_plugin.cpp msgid "Expand types." msgstr "展开类型。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all Theme items." msgstr "选择所有主题项目。" #: editor/plugins/theme_editor_plugin.cpp msgid "Select With Data" msgstr "选择含数据" #: editor/plugins/theme_editor_plugin.cpp msgid "Select all Theme items with item data." msgstr "选择所有主题项目及项目数据。" #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect All" msgstr "取消全选" #: editor/plugins/theme_editor_plugin.cpp msgid "Deselect all Theme items." msgstr "取消选择所有主题项目。" #: editor/plugins/theme_editor_plugin.cpp msgid "Import Selected" msgstr "导入所选项" #: editor/plugins/theme_editor_plugin.cpp msgid "" "Import Items tab has some items selected. Selection will be lost upon " "closing this window.\n" "Close anyway?" msgstr "" "导入项目选项卡还有选中的项目。关闭本窗口会丢失选项。\n" "仍然关闭吗?" #: editor/plugins/theme_editor_plugin.cpp msgid "" "Select a theme type from the list to edit its items.\n" "You can add a custom type or import a type with its items from another theme." msgstr "" "从列表中选择一个主题类型以编辑其项目。\n" "你可以添加一个自定义类型,或者从其他主题中导入一个类型及其项目。" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Color Items" msgstr "移除所有颜色项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Item" msgstr "重命名项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Constant Items" msgstr "移除所有常量项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Font Items" msgstr "移除所有字体项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Icon Items" msgstr "移除所有图标项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All StyleBox Items" msgstr "移除所有样式盒项目" #: editor/plugins/theme_editor_plugin.cpp msgid "" "This theme type is empty.\n" "Add more items to it manually or by importing from another theme." msgstr "" "该主题类型为空。\n" "请手动添加或者从其他主题导入更多项目。" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Color Item" msgstr "添加颜色项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Constant Item" msgstr "添加常量项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Font Item" msgstr "添加字体项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Icon Item" msgstr "添加图标项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Stylebox Item" msgstr "添加样式盒项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Color Item" msgstr "重命名颜色项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Constant Item" msgstr "重命名常量项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Font Item" msgstr "重命名字体项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Icon Item" msgstr "重命名图标项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Rename Stylebox Item" msgstr "重命名样式盒项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Invalid file, not a Theme resource." msgstr "无效文件,不是 Theme 资源。" #: editor/plugins/theme_editor_plugin.cpp msgid "Invalid file, same as the edited Theme resource." msgstr "无效文件,与正在编辑的 Theme 资源相同。" #: editor/plugins/theme_editor_plugin.cpp msgid "Manage Theme Items" msgstr "管理主题项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Edit Items" msgstr "编辑项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Types:" msgstr "类型:" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Type:" msgstr "添加类型:" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Item:" msgstr "添加项目:" #: editor/plugins/theme_editor_plugin.cpp msgid "Add StyleBox Item" msgstr "添加样式盒项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Items:" msgstr "移除项目:" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Class Items" msgstr "移除类项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove Custom Items" msgstr "移除自定义项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Remove All Items" msgstr "移除所有项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Theme Item" msgstr "添加主题项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Old Name:" msgstr "旧名称:" #: editor/plugins/theme_editor_plugin.cpp msgid "Import Items" msgstr "导入项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Default Theme" msgstr "默认主题" #: editor/plugins/theme_editor_plugin.cpp msgid "Editor Theme" msgstr "编辑器主题" #: editor/plugins/theme_editor_plugin.cpp msgid "Select Another Theme Resource:" msgstr "选择其他主题资源:" #: editor/plugins/theme_editor_plugin.cpp msgid "Another Theme" msgstr "其他主题" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Type" msgstr "添加类型" #: editor/plugins/theme_editor_plugin.cpp msgid "Filter the list of types or create a new custom type:" msgstr "" #: editor/plugins/theme_editor_plugin.cpp #, fuzzy msgid "Available Node-based types:" msgstr "可用配置文件:" #: editor/plugins/theme_editor_plugin.cpp #, fuzzy msgid "Type name is empty!" msgstr "文件名为空。" #: editor/plugins/theme_editor_plugin.cpp #, fuzzy msgid "Are you sure you want to create an empty type?" msgstr "您确定要打开多个项目吗?" #: editor/plugins/theme_editor_plugin.cpp msgid "Confirm Item Rename" msgstr "确认项目重命名" #: editor/plugins/theme_editor_plugin.cpp msgid "Cancel Item Rename" msgstr "取消项目重命名" #: editor/plugins/theme_editor_plugin.cpp msgid "Override Item" msgstr "覆盖项目" #: editor/plugins/theme_editor_plugin.cpp msgid "Unpin this StyleBox as a main style." msgstr "取消将此样式盒置顶为主样式。" #: editor/plugins/theme_editor_plugin.cpp msgid "" "Pin this StyleBox as a main style. Editing its properties will update the " "same properties in all other StyleBoxes of this type." msgstr "" "将此样式盒置顶为主样式。编辑其属性会更新该类型下其他所有样式盒的相同属性。" #: editor/plugins/theme_editor_plugin.cpp msgid "Show Default" msgstr "显示默认" #: editor/plugins/theme_editor_plugin.cpp msgid "Show default type items alongside items that have been overridden." msgstr "将默认类型项目与覆盖后的一起显示。" #: editor/plugins/theme_editor_plugin.cpp msgid "Override All" msgstr "全部覆盖" #: editor/plugins/theme_editor_plugin.cpp msgid "Override all default type items." msgstr "覆盖所有默认类型项目。" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Item Type" msgstr "添加项目类型" #: editor/plugins/theme_editor_plugin.cpp msgid "Theme:" msgstr "主题:" #: editor/plugins/theme_editor_plugin.cpp msgid "Manage Items..." msgstr "管理项目..." #: editor/plugins/theme_editor_plugin.cpp msgid "Add, remove, organize and import Theme items." msgstr "添加、移除、组织和导入 Theme 项目。" #: editor/plugins/theme_editor_plugin.cpp msgid "Add Preview" msgstr "添加预览" #: editor/plugins/theme_editor_plugin.cpp msgid "Default Preview" msgstr "默认预览" #: editor/plugins/theme_editor_plugin.cpp msgid "Select UI Scene:" msgstr "选择 UI 场景:" #: editor/plugins/theme_editor_preview.cpp msgid "" "Toggle the control picker, allowing to visually select control types for " "edit." msgstr "开关控件拾取器,可以可视化地选择所需编辑的控件类型。" #: editor/plugins/theme_editor_preview.cpp msgid "Toggle Button" msgstr "切换按钮" #: editor/plugins/theme_editor_preview.cpp msgid "Disabled Button" msgstr "不可用的按钮" #: editor/plugins/theme_editor_preview.cpp msgid "Item" msgstr "项目" #: editor/plugins/theme_editor_preview.cpp msgid "Disabled Item" msgstr "不可用的项目" #: editor/plugins/theme_editor_preview.cpp msgid "Check Item" msgstr "检查项目" #: editor/plugins/theme_editor_preview.cpp msgid "Checked Item" msgstr "已选项目" #: editor/plugins/theme_editor_preview.cpp msgid "Radio Item" msgstr "单选项目" #: editor/plugins/theme_editor_preview.cpp msgid "Checked Radio Item" msgstr "已选单选项目" #: editor/plugins/theme_editor_preview.cpp msgid "Named Separator" msgstr "带名称的分隔线" #: editor/plugins/theme_editor_preview.cpp msgid "Submenu" msgstr "子菜单" #: editor/plugins/theme_editor_preview.cpp msgid "Subitem 1" msgstr "子项目 1" #: editor/plugins/theme_editor_preview.cpp msgid "Subitem 2" msgstr "子项目 2" #: editor/plugins/theme_editor_preview.cpp msgid "Has" msgstr "有" #: editor/plugins/theme_editor_preview.cpp msgid "Many" msgstr "许多" #: editor/plugins/theme_editor_preview.cpp msgid "Disabled LineEdit" msgstr "已禁用 LineEdit" #: editor/plugins/theme_editor_preview.cpp msgid "Tab 1" msgstr "选项卡 1" #: editor/plugins/theme_editor_preview.cpp msgid "Tab 2" msgstr "选项卡 2" #: editor/plugins/theme_editor_preview.cpp msgid "Tab 3" msgstr "选项卡 3" #: editor/plugins/theme_editor_preview.cpp msgid "Editable Item" msgstr "可编辑的项目" #: editor/plugins/theme_editor_preview.cpp msgid "Subtree" msgstr "子树" #: editor/plugins/theme_editor_preview.cpp msgid "Has,Many,Options" msgstr "有, 很多, 选项" #: editor/plugins/theme_editor_preview.cpp msgid "Invalid path, the PackedScene resource was probably moved or removed." msgstr "无效路径,PackedScene 资源可能已被移动或移除。" #: editor/plugins/theme_editor_preview.cpp msgid "Invalid PackedScene resource, must have a Control node at its root." msgstr "无效 PackedScene 资源,根节点必须是 Control 节点。" #: editor/plugins/theme_editor_preview.cpp msgid "Invalid file, not a PackedScene resource." msgstr "无效文件,不是 PackedScene 资源。" #: editor/plugins/theme_editor_preview.cpp msgid "Reload the scene to reflect its most actual state." msgstr "重新加载场景,反映最新状态。" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Erase Selection" msgstr "擦除选中项" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Fix Invalid Tiles" msgstr "修复无效的图块" #: editor/plugins/tile_map_editor_plugin.cpp #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cut Selection" msgstr "剪切选中项" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Paint TileMap" msgstr "绘制 TileMap" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Line Draw" msgstr "绘制直线" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Rectangle Paint" msgstr "绘制矩形" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Bucket Fill" msgstr "油漆桶填充" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Erase TileMap" msgstr "擦除 TileMap" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Find Tile" msgstr "查找图块" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Transpose" msgstr "转置" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Disable Autotile" msgstr "禁用自动图块" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Enable Priority" msgstr "启用优先级" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Filter tiles" msgstr "筛选图块" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Give a TileSet resource to this TileMap to use its tiles." msgstr "为 TileMap 设置 TileSet 资源后,才能使用其图块。" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Paint Tile" msgstr "绘制图块" #: editor/plugins/tile_map_editor_plugin.cpp msgid "" "Shift+LMB: Line Draw\n" "Shift+Command+LMB: Rectangle Paint" msgstr "" "Shift+左键:绘制直线\n" "Shift+Command+左键:绘制矩形" #: editor/plugins/tile_map_editor_plugin.cpp msgid "" "Shift+LMB: Line Draw\n" "Shift+Ctrl+LMB: Rectangle Paint" msgstr "" "Shift+左键:绘制直线\n" "Shift+Ctrl+左键:绘制矩形" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Pick Tile" msgstr "选择图块" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Rotate Left" msgstr "向左旋转" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Rotate Right" msgstr "向右旋转" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Flip Horizontally" msgstr "水平翻转" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Flip Vertically" msgstr "垂直翻转" #: editor/plugins/tile_map_editor_plugin.cpp msgid "Clear Transform" msgstr "清除变换" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Add Texture(s) to TileSet." msgstr "添加纹理到图块集。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove selected Texture from TileSet." msgstr "从图块集中移除所选纹理。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create from Scene" msgstr "从场景中创建" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Merge from Scene" msgstr "从场景中合并" #: editor/plugins/tile_set_editor_plugin.cpp msgid "New Single Tile" msgstr "新建单个图块" #: editor/plugins/tile_set_editor_plugin.cpp msgid "New Autotile" msgstr "新建自动图块" #: editor/plugins/tile_set_editor_plugin.cpp msgid "New Atlas" msgstr "新建图集" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Next Coordinate" msgstr "下一个坐标" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Select the next shape, subtile, or Tile." msgstr "选择下一个形状、子图块、图块。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Previous Coordinate" msgstr "上一个坐标" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Select the previous shape, subtile, or Tile." msgstr "选择上一个形状、子图块、图块。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Region" msgstr "区域" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Collision" msgstr "碰撞" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Occlusion" msgstr "遮挡" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Navigation" msgstr "导航" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Bitmask" msgstr "掩码" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Priority" msgstr "优先级" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Icon" msgstr "图标" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Z Index" msgstr "Z 索引" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Region Mode" msgstr "区域模式" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Collision Mode" msgstr "碰撞模式" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Occlusion Mode" msgstr "遮挡模式" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Navigation Mode" msgstr "导航模式" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Bitmask Mode" msgstr "位掩码模式" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Priority Mode" msgstr "优先模式" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Icon Mode" msgstr "图标模式" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Z Index Mode" msgstr "Z 索引模式" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Copy bitmask." msgstr "复制位掩码。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Paste bitmask." msgstr "粘贴位掩码。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Erase bitmask." msgstr "擦除位掩码。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create a new rectangle." msgstr "新建矩形。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "New Rectangle" msgstr "新建矩形" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create a new polygon." msgstr "新建多边形。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "New Polygon" msgstr "新建多边形" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Delete Selected Shape" msgstr "删除所选形状" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Keep polygon inside region Rect." msgstr "保持多边形位于纹理区域中。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Enable snap and show grid (configurable via the Inspector)." msgstr "启用吸附并显示网格(可通过检查器设置)。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Display Tile Names (Hold Alt Key)" msgstr "显示图块名称(按住 Alt 键)" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Add or select a texture on the left panel to edit the tiles bound to it." msgstr "在左侧面板上添加或选择纹理以编辑与其绑定的图块。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove selected texture? This will remove all tiles which use it." msgstr "移除选定的纹理?所有使用它的图块也将被一并移除。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "You haven't selected a texture to remove." msgstr "请先选择要移除的纹理。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create from scene? This will overwrite all current tiles." msgstr "从场景创建?这将覆盖所有当前图块。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Merge from scene?" msgstr "确定要合并场景?" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Texture" msgstr "移除纹理" #: editor/plugins/tile_set_editor_plugin.cpp msgid "%s file(s) were not added because was already on the list." msgstr "有 %s 个文件因为已在列表中,所以没有被添加。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Drag handles to edit Rect.\n" "Click on another Tile to edit it." msgstr "" "拖拽手柄以编辑矩形。\n" "点击另一个图块进行编辑。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Delete selected Rect." msgstr "删除选中矩形。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Select current edited sub-tile.\n" "Click on another Tile to edit it." msgstr "" "选择当前编辑状态下的子图块。\n" "点击选择另一个图块进行编辑。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Delete polygon." msgstr "删除多边形。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "LMB: Set bit on.\n" "RMB: Set bit off.\n" "Shift+LMB: Set wildcard bit.\n" "Click on another Tile to edit it." msgstr "" "鼠标左键:启用比特。\n" "鼠标右键:关闭比特。\n" "Shift + 鼠标左键:设置通配符位。\n" "点击另一个图块进行编辑。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Select sub-tile to use as icon, this will be also used on invalid autotile " "bindings.\n" "Click on another Tile to edit it." msgstr "" "选择一个子图块作为图标,此图标还会绑定到无效的自动图块上。\n" "点击选择另一个图块进行编辑。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Select sub-tile to change its priority.\n" "Click on another Tile to edit it." msgstr "" "选择并修改子图块的优先级。\n" "点击选择另一个图块进行编辑。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "" "Select sub-tile to change its z index.\n" "Click on another Tile to edit it." msgstr "" "选择并修改子图块的优先级。\n" "点击选择另一个图块进行编辑。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Set Tile Region" msgstr "设置图块区域" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create Tile" msgstr "创建图块" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Set Tile Icon" msgstr "设置图块图标" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Tile Bitmask" msgstr "编辑图块位掩码" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Collision Polygon" msgstr "编辑碰撞多边形" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Occlusion Polygon" msgstr "编辑遮挡多边形" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Navigation Polygon" msgstr "编辑导航多边形" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Paste Tile Bitmask" msgstr "粘贴图块位掩码" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Clear Tile Bitmask" msgstr "清除图块位掩码" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Make Polygon Concave" msgstr "使多边形塌陷" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Make Polygon Convex" msgstr "使多边形凸起" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Tile" msgstr "移除图块" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Collision Polygon" msgstr "移除碰撞多边形" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Occlusion Polygon" msgstr "移除遮挡多边形" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Remove Navigation Polygon" msgstr "移除导航多边形" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Tile Priority" msgstr "编辑图块优先级" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Edit Tile Z Index" msgstr "编辑图块 Z 坐标" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Make Convex" msgstr "制作凸多边形" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Make Concave" msgstr "制作凹多边形" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create Collision Polygon" msgstr "创建碰撞多边形" #: editor/plugins/tile_set_editor_plugin.cpp msgid "Create Occlusion Polygon" msgstr "创建遮挡多边形" #: editor/plugins/tile_set_editor_plugin.cpp msgid "This property can't be changed." msgstr "不能修改该属性。" #: editor/plugins/tile_set_editor_plugin.cpp msgid "TileSet" msgstr "图块集" #: editor/plugins/version_control_editor_plugin.cpp msgid "No VCS addons are available." msgstr "没有可用的 VCS 插件。" #: editor/plugins/version_control_editor_plugin.cpp msgid "Error" msgstr "错误" #: editor/plugins/version_control_editor_plugin.cpp msgid "No files added to stage" msgstr "没有文件被添加到暂存区" #: editor/plugins/version_control_editor_plugin.cpp msgid "Commit" msgstr "提交" #: editor/plugins/version_control_editor_plugin.cpp msgid "VCS Addon is not initialized" msgstr "VCS 插件未初始化" #: editor/plugins/version_control_editor_plugin.cpp msgid "Version Control System" msgstr "版本控制系统" #: editor/plugins/version_control_editor_plugin.cpp msgid "Initialize" msgstr "初始化" #: editor/plugins/version_control_editor_plugin.cpp msgid "Staging area" msgstr "暂存区域" #: editor/plugins/version_control_editor_plugin.cpp msgid "Detect new changes" msgstr "检测新变化" #: editor/plugins/version_control_editor_plugin.cpp msgid "Changes" msgstr "修改" #: editor/plugins/version_control_editor_plugin.cpp msgid "Modified" msgstr "已修改" #: editor/plugins/version_control_editor_plugin.cpp msgid "Renamed" msgstr "更名" #: editor/plugins/version_control_editor_plugin.cpp msgid "Deleted" msgstr "已删除" #: editor/plugins/version_control_editor_plugin.cpp msgid "Typechange" msgstr "类型更改" #: editor/plugins/version_control_editor_plugin.cpp msgid "Stage Selected" msgstr "将选定放入暂存区" #: editor/plugins/version_control_editor_plugin.cpp msgid "Stage All" msgstr "暂存全部" #: editor/plugins/version_control_editor_plugin.cpp msgid "Commit Changes" msgstr "提交变更" #: editor/plugins/version_control_editor_plugin.cpp msgid "View file diffs before committing them to the latest version" msgstr "在提交到最新版本之前查看文件差异" #: editor/plugins/version_control_editor_plugin.cpp msgid "No file diff is active" msgstr "没有文件差异处于活动状态" #: editor/plugins/version_control_editor_plugin.cpp msgid "Detect changes in file diff" msgstr "检测文件差异的变化" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "(GLES3 only)" msgstr "(仅限 GLES3)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Output" msgstr "添加输出" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar" msgstr "标量" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector" msgstr "向量" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Boolean" msgstr "布尔值" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sampler" msgstr "采样 Sampler" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add input port" msgstr "添加输入端口" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add output port" msgstr "增加输出端口" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change input port type" msgstr "修改输入端口类型" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change output port type" msgstr "修改输出端口类型" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change input port name" msgstr "修改输入端口名称" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Change output port name" msgstr "修改输出端口名称" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Remove input port" msgstr "移除输入端口" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Remove output port" msgstr "移除输出端口" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Set expression" msgstr "设置表达式" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Resize VisualShader node" msgstr "调整 VisualShader 节点大小" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Set Uniform Name" msgstr "设置 Uniform 名称" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Set Input Default Port" msgstr "设置输入默认端口" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Add Node to Visual Shader" msgstr "将节点添加到可视着色器" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Node(s) Moved" msgstr "节点已移动" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Duplicate Nodes" msgstr "复制节点" #: editor/plugins/visual_shader_editor_plugin.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Paste Nodes" msgstr "粘贴节点" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Delete Nodes" msgstr "删除节点" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Visual Shader Input Type Changed" msgstr "可视着色器输入类型已更改" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "UniformRef Name Changed" msgstr "已更改 UniformRef 的名称" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vertex" msgstr "顶点" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Fragment" msgstr "片段" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Light" msgstr "灯光" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Show resulted shader code." msgstr "显示生成的着色器代码。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Create Shader Node" msgstr "创建着色器节点" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color function." msgstr "颜色函数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color operator." msgstr "颜色运算符。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Grayscale function." msgstr "灰度函数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts HSV vector to RGB equivalent." msgstr "将 HSV 向量转换为等效的 RGB 向量。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts RGB vector to HSV equivalent." msgstr "将 RGB 向量转换为等效的 HSV 向量。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sepia function." msgstr "棕褐色函数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Burn operator." msgstr "加深运算符。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Darken operator." msgstr "变暗运算符。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Difference operator." msgstr "差值运算符。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Dodge operator." msgstr "减淡运算符。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "HardLight operator." msgstr "强光运算符。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Lighten operator." msgstr "变亮运算符。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Overlay operator." msgstr "叠加运算符。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Screen operator." msgstr "滤色运算符。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "SoftLight operator." msgstr "柔光运算符。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color constant." msgstr "颜色常量。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Color uniform." msgstr "颜色 Uniform。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the boolean result of the %s comparison between two parameters." msgstr "返回两个参数之间 %s 比较的布尔结果。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Equal (==)" msgstr "等于 (==)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Greater Than (>)" msgstr "大于 (>)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Greater Than or Equal (>=)" msgstr "大于或等于 (>=)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated vector if the provided scalars are equal, greater or " "less." msgstr "如果提供的标量相等,更大或更小,则返回关联的向量。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the boolean result of the comparison between INF and a scalar " "parameter." msgstr "返回 INF 和标量参数之间比较的布尔结果。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the boolean result of the comparison between NaN and a scalar " "parameter." msgstr "返回 NaN 和标量参数之间比较的布尔结果。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Less Than (<)" msgstr "小于 (<)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Less Than or Equal (<=)" msgstr "小于或等于 (<=)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Not Equal (!=)" msgstr "不等于 (!=)" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated vector if the provided boolean value is true or false." msgstr "如果提供的布尔值是 true 或 false,则返回关联的向量。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns an associated scalar if the provided boolean value is true or false." msgstr "如果提供的布尔值是 true 或 false,则返回关联的标量。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the boolean result of the comparison between two parameters." msgstr "返回两个参数之间比较的布尔结果。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the boolean result of the comparison between INF (or NaN) and a " "scalar parameter." msgstr "返回 INF(或 NaN)和标量参数之间比较的布尔结果。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Boolean constant." msgstr "布尔常量。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Boolean uniform." msgstr "布尔 Uniform。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for all shader modes." msgstr "所有着色器模式的 “%s” 输入参数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Input parameter." msgstr "输入参数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for vertex and fragment shader modes." msgstr "顶点和片段着色器模式的 “%s” 输入参数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for fragment and light shader modes." msgstr "片段和灯光着色器模式的 “%s” 输入参数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for fragment shader mode." msgstr "片段着色器模式的 “%s” 输入参数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for light shader mode." msgstr "灯光着色器模式的 “%s” 输入参数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for vertex shader mode." msgstr "顶点着色器模式的 “%s” 输入参数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "'%s' input parameter for vertex and fragment shader mode." msgstr "顶点和片段着色器模式的 “%s” 输入参数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar function." msgstr "标量函数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar operator." msgstr "标量运算符。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "E constant (2.718282). Represents the base of the natural logarithm." msgstr "E 常数 (2.718282)。表示自然对数的基数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Epsilon constant (0.00001). Smallest possible scalar number." msgstr "ε (eplison) 常数 (0.00001)。最小的标量数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Phi constant (1.618034). Golden ratio." msgstr "Φ (Phi) 常数 (1.618034)。黄金比例。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Pi/4 constant (0.785398) or 45 degrees." msgstr "π (Pi)/4 常数 (0.785398) 或 45 度。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Pi/2 constant (1.570796) or 90 degrees." msgstr "π (Pi)/2 常数 (1.570796) 或 90 度。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Pi constant (3.141593) or 180 degrees." msgstr "π (Pi) 常数 (3.141593) 或 180 度。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Tau constant (6.283185) or 360 degrees." msgstr "τ (Tau) 常数 (6.283185)或 360 度。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Sqrt2 constant (1.414214). Square root of 2." msgstr "Sqrt2 常数 (1.414214)。2 的平方根。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the absolute value of the parameter." msgstr "返回参数的绝对值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-cosine of the parameter." msgstr "返回参数的反余弦值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse hyperbolic cosine of the parameter." msgstr "返回参数的反双曲余弦值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-sine of the parameter." msgstr "返回参数的反正弦值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse hyperbolic sine of the parameter." msgstr "返回参数的反双曲正弦值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-tangent of the parameter." msgstr "返回参数的反正切值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the arc-tangent of the parameters." msgstr "返回参数的反正切值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse hyperbolic tangent of the parameter." msgstr "返回参数的反双曲正切值。" #: editor/plugins/visual_shader_editor_plugin.cpp 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。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Constrains a value to lie between two further values." msgstr "将值限制在两个其他值之间。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the cosine of the parameter." msgstr "返回参数的余弦值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the hyperbolic cosine of the parameter." msgstr "返回参数的双曲余弦值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts a quantity in radians to degrees." msgstr "将以弧度为单位的量转换为度。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Base-e Exponential." msgstr "以 e 为底的指数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Base-2 Exponential." msgstr "以 2 为底的指数。" #: editor/plugins/visual_shader_editor_plugin.cpp 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。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Computes the fractional part of the argument." msgstr "计算参数的小数部分。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the inverse of the square root of the parameter." msgstr "返回参数的平方根的倒数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Natural logarithm." msgstr "自然对数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Base-2 logarithm." msgstr "以 2 为底的对数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the greater of two values." msgstr "返回两个值中较大的一个。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the lesser of two values." msgstr "返回两个值中较小的一个。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Linear interpolation between two scalars." msgstr "两个标量之间的线性插值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the opposite value of the parameter." msgstr "返回参数的相反值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 - scalar" msgstr "1.0 - 标量" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the value of the first parameter raised to the power of the second." msgstr "返回第一个参数为第二个参数幂的值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Converts a quantity in degrees to radians." msgstr "将度数转换为弧度。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 / scalar" msgstr "1.0 / 标量" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the nearest integer to the parameter." msgstr "查找参数最近的整数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the nearest even integer to the parameter." msgstr "查找参数最近的偶数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Clamps the value between 0.0 and 1.0." msgstr "将值限制在 0.0 和 1.0 之间。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Extracts the sign of the parameter." msgstr "提取参数的符号。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the sine of the parameter." msgstr "返回参数的正弦值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the hyperbolic sine of the parameter." msgstr "返回参数的双曲正弦值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the square root of the parameter." msgstr "返回参数的平方根。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " "'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " "using Hermite polynomials." msgstr "" "SmoothStep 函数( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "如果 “x” 小于 “edge0” 则返回 0.0,如果 x 大于 “edge1” 则返回 1.0。否则在 0.0 " "和 1.0 之间返回埃尔米特多项式插值的值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Step function( scalar(edge), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0." msgstr "" "Step 函数( scalar(edge), scalar(x) ).\n" "\n" "如果 “x” 小于 “edge” 则返回 0.0,否则返回 1.0。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the tangent of the parameter." msgstr "返回参数的正切值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the hyperbolic tangent of the parameter." msgstr "返回参数的双曲正切值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Finds the truncated value of the parameter." msgstr "查找参数的截断值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Adds scalar to scalar." msgstr "将标量添加到标量。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Divides scalar by scalar." msgstr "用标量除标量。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies scalar by scalar." msgstr "将标量乘以标量。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the remainder of the two scalars." msgstr "返回两个标量的余数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Subtracts scalar from scalar." msgstr "从标量中减去标量。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar constant." msgstr "标量常数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Scalar uniform." msgstr "标量 Uniform。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Perform the cubic texture lookup." msgstr "执行立方体纹理查找。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Perform the texture lookup." msgstr "执行纹理查找。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Cubic texture uniform lookup." msgstr "立方纹理 Uniform 查找。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "2D texture uniform lookup." msgstr "2D 纹理 Uniform 查找。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "2D texture uniform lookup with triplanar." msgstr "2D 纹理 Uniform 查找与三平面。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform function." msgstr "转换函数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Calculate the outer product of a pair of vectors.\n" "\n" "OuterProduct treats the first parameter 'c' as a column vector (matrix with " "one column) and the second parameter 'r' as a row vector (matrix with one " "row) and does a linear algebraic matrix multiply 'c * r', yielding a matrix " "whose number of rows is the number of components in 'c' and whose number of " "columns is the number of components in 'r'." msgstr "" "计算一对向量的外积。\n" "\n" "OuterProduct 将第一个参数 “c” 视为列向量(只有一列的矩阵),将第二个参数 “r” " "视为行向量(只有一行的矩阵),并执行线性代数矩阵乘法 “c * r”。所生成的矩阵" "中,行数为 “c” 中元素的数量,列数为 “r” 中元素的数量。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Composes transform from four vectors." msgstr "由四个向量构成变换。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Decomposes transform to four vectors." msgstr "将变换分解为四个向量。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the determinant of a transform." msgstr "计算变换的行列式。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the inverse of a transform." msgstr "计算变换的倒数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the transpose of a transform." msgstr "计算一个变换的转置。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies transform by transform." msgstr "一个变换乘以一个变换。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies vector by transform." msgstr "用变换乘以向量。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform constant." msgstr "变换常数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Transform uniform." msgstr "变换 Uniform。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector function." msgstr "向量函数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector operator." msgstr "向量运算符。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Composes vector from three scalars." msgstr "由三个标量组成向量。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Decomposes vector to three scalars." msgstr "将向量分解为三个标量。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the cross product of two vectors." msgstr "计算两个向量的叉积。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the distance between two points." msgstr "返回两点之间的距离。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the dot product of two vectors." msgstr "计算两个向量的点积。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the vector that points in the same direction as a reference vector. " "The function has three vector parameters : N, the vector to orient, I, the " "incident vector, and Nref, the reference vector. If the dot product of I and " "Nref is smaller than zero the return value is N. Otherwise -N is returned." msgstr "" "返回指向与参考向量相同方向的向量。该函数有三个向量参数:N,方向向量;I,入射" "向量;Nref,参考向量。如果 I 和 Nref 的点积小于零,返回值为 N,否则返回 -N。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the length of a vector." msgstr "计算向量的长度。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Linear interpolation between two vectors." msgstr "两个向量之间的线性插值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Linear interpolation between two vectors using scalar." msgstr "使用标量在两个向量之间进行线性插值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Calculates the normalize product of vector." msgstr "计算向量的标准化积。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 - vector" msgstr "1.0 - 向量" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "1.0 / vector" msgstr "1.0 / 向量" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns the vector that points in the direction of reflection ( a : incident " "vector, b : normal vector )." msgstr "返回指向反射方向的向量(a:入射向量,b:法向量)。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the vector that points in the direction of refraction." msgstr "返回指向折射方向的向量。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " "'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " "using Hermite polynomials." msgstr "" "SmoothStep 函数( vector(edge0), vector(edge1), vector (x) )。 \n" "\n" "如果 “x” 小于 “edge0”,则返回 0.0;如果 “x” 大于 “edge1”,则返回 0.0。否则," "返回值将使用埃尔米特多项式在 0.0 和 1.0 之间插值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " "'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " "using Hermite polynomials." msgstr "" "SmoothStep 函数( scalar(edge0), scalar(edge1), vector(x) )。\n" "\n" "如果 “x” 小于 “edge0” 则返回 0.0,如果 x 大于 “edge1” 则返回 1.0。否则,返回" "值将使用埃尔米特多项式在 0.0 和 1.0 之间插值。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Step function( vector(edge), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0." msgstr "" "Step 函数( scalar(edge), scalar(x) )。\n" "\n" "如果 “x” 小于 “edge” 则返回 0.0,否则返回 1.0。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Step function( scalar(edge), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0." msgstr "" "Step 函数( scalar(edge), scalar(x) )。\n" "\n" "如果 “x” 小于 “edge” 则返回 0.0,否则返回 1.0。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Adds vector to vector." msgstr "把向量加到向量上。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Divides vector by vector." msgstr "将向量除以向量。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Multiplies vector by vector." msgstr "把向量乘以向量。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Returns the remainder of the two vectors." msgstr "返回两个向量的余数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Subtracts vector from vector." msgstr "从向量中减去向量。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector constant." msgstr "向量常数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Vector uniform." msgstr "向量 Uniform。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Custom Godot Shader Language expression, with custom amount of input and " "output ports. This is a direct injection of code into the vertex/fragment/" "light function, do not use it to write the function declarations inside." msgstr "" "自定义 Godot 着色器语言表达式,可以有任意数量的输入和输出端口。它会往顶点/片" "段/灯光函数中直接注入代码,请勿在其中声明函数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Returns falloff based on the dot product of surface normal and view " "direction of camera (pass associated inputs to it)." msgstr "根据表面法线和相机视图方向的点积返回衰减(将相关输入传递给它)。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "Custom Godot Shader Language expression, which is placed on top of the " "resulted shader. You can place various function definitions inside and call " "it later in the Expressions. You can also declare varyings, uniforms and " "constants." msgstr "" "自定义的 Godot 着色器语言表达式,会被放到最终的着色器开头。您可以在其中放置各" "种函数定义,然后在表达式中调用。您还可以声明 varying、uniform 和常量。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "A reference to an existing uniform." msgstr "对现有 Uniform 的引用。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "(Fragment/Light mode only) Scalar derivative function." msgstr "(仅限片段/光照模式)标量导数函数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "(Fragment/Light mode only) Vector derivative function." msgstr "(仅限片段/光照模式)向量导数函数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'x' using local " "differencing." msgstr "(仅限片段/光照模式)(向量)使用局部差分的 “x” 中的导数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'x' using local " "differencing." msgstr "(仅限片段/光照模式)(标量)使用本地差分的“ x”中的导数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Vector) Derivative in 'y' using local " "differencing." msgstr "(仅适用于片段/光照模式)(向量)使用局部差分的“y”导数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Scalar) Derivative in 'y' using local " "differencing." msgstr "(仅限片段/光照模式)(标量)使用局部差分的“y”导数。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " "'y'." msgstr "(仅限片段/光照模式)(向量)“x” 和 “y” 中的绝对导数之和。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" "(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " "'y'." msgstr "(仅限片段/光照模式)(标量)“x” 和 “y” 中的绝对导数之和。" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "VisualShader" msgstr "可视着色器" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Edit Visual Property:" msgstr "编辑可视属性:" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Visual Shader Mode Changed" msgstr "可视着色器模式已更改" #: editor/project_export.cpp msgid "Runnable" msgstr "可执行的" #: editor/project_export.cpp msgid "Delete preset '%s'?" msgstr "是否删除预设 “%s”?" #: editor/project_export.cpp msgid "" "Failed to export the project for platform '%s'.\n" "Export templates seem to be missing or invalid." msgstr "" "无法为平台 “%s” 导出项目。\n" "导出模板似乎缺失或无效。" #: editor/project_export.cpp msgid "" "Failed to export the project for platform '%s'.\n" "This might be due to a configuration issue in the export preset or your " "export settings." msgstr "" "无法为平台 “%s” 导出项目。\n" "原因可能是导出预设或导出设置内的配置有问题。" #: editor/project_export.cpp msgid "Release" msgstr "发布" #: editor/project_export.cpp msgid "Exporting All" msgstr "全部导出" #: editor/project_export.cpp msgid "The given export path doesn't exist:" msgstr "指定导出路径不存在:" #: editor/project_export.cpp msgid "Export templates for this platform are missing/corrupted:" msgstr "该平台的导出模板缺失或损坏:" #: editor/project_export.cpp msgid "Presets" msgstr "预设" #: editor/project_export.cpp editor/project_settings_editor.cpp msgid "Add..." msgstr "添加..." #: editor/project_export.cpp msgid "" "If checked, the preset will be available for use in one-click deploy.\n" "Only one preset per platform may be marked as runnable." msgstr "" "选中时,可以在一键部署中使用该预设。\n" "每个平台只可以有一个可执行的预设。" #: editor/project_export.cpp msgid "Export Path" msgstr "导出路径" #: editor/project_export.cpp msgid "Resources" msgstr "资源" #: editor/project_export.cpp msgid "Export all resources in the project" msgstr "导出项目中的所有资源" #: editor/project_export.cpp msgid "Export selected scenes (and dependencies)" msgstr "导出选中的场景(包括依赖项)" #: editor/project_export.cpp msgid "Export selected resources (and dependencies)" msgstr "导出选中的资源(包括依赖项)" #: editor/project_export.cpp msgid "Export Mode:" msgstr "导出模式:" #: editor/project_export.cpp msgid "Resources to export:" msgstr "导出的资源:" #: editor/project_export.cpp msgid "" "Filters to export non-resource files/folders\n" "(comma-separated, e.g: *.json, *.txt, docs/*)" msgstr "" "筛选导出非资源文件或文件夹\n" "(使用英文逗号分隔,如:*.json, *.txt, docs/* )" #: editor/project_export.cpp msgid "" "Filters to exclude files/folders from project\n" "(comma-separated, e.g: *.json, *.txt, docs/*)" msgstr "" "从项目中排除文件或目录\n" "(以英文逗号分隔,如:*.json, *.txt, docs/*)" #: editor/project_export.cpp msgid "Features" msgstr "特性" #: editor/project_export.cpp msgid "Custom (comma-separated):" msgstr "自定义 (以逗号分隔):" #: editor/project_export.cpp msgid "Feature List:" msgstr "特性列表:" #: editor/project_export.cpp msgid "Script" msgstr "脚本" #: editor/project_export.cpp msgid "GDScript Export Mode:" msgstr "GDScript 导出模式:" #: editor/project_export.cpp msgid "Text" msgstr "文本" #: editor/project_export.cpp msgid "Compiled Bytecode (Faster Loading)" msgstr "编译后的字节码(加载更快)" #: editor/project_export.cpp msgid "Encrypted (Provide Key Below)" msgstr "加密(在下面提供密钥)" #: editor/project_export.cpp msgid "Invalid Encryption Key (must be 64 hexadecimal characters long)" msgstr "无效的加密密钥(长度必须为 64 个十六进制字符)" #: editor/project_export.cpp msgid "GDScript Encryption Key (256-bits as hexadecimal):" msgstr "GDScript 加密密钥(256 位十六进制码):" #: editor/project_export.cpp msgid "Export PCK/Zip" msgstr "导出 PCK/ZIP" #: editor/project_export.cpp msgid "Export Project" msgstr "导出项目" #: editor/project_export.cpp msgid "Export mode?" msgstr "导出模式?" #: editor/project_export.cpp msgid "Export All" msgstr "全部导出" #: editor/project_export.cpp editor/project_manager.cpp msgid "ZIP File" msgstr "ZIP 文件" #: editor/project_export.cpp msgid "Godot Game Pack" msgstr "Godot 游戏包" #: editor/project_export.cpp msgid "Export templates for this platform are missing:" msgstr "该平台的导出模板缺失:" #: editor/project_export.cpp msgid "Manage Export Templates" msgstr "管理导出模板" #: editor/project_export.cpp msgid "Export With Debug" msgstr "使用调试导出" #: editor/project_manager.cpp msgid "The path specified doesn't exist." msgstr "指定的路径不存在。" #: editor/project_manager.cpp msgid "Error opening package file (it's not in ZIP format)." msgstr "打开包文件时出错(非 ZIP 格式)。" #: editor/project_manager.cpp msgid "" "Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file." msgstr "无效的 “.zip” 项目文件。没有包含 “project.godot” 文件。" #: editor/project_manager.cpp msgid "Please choose an empty folder." msgstr "请选择空文件夹。" #: editor/project_manager.cpp msgid "Please choose a \"project.godot\" or \".zip\" file." msgstr "请选择 “project.godot” 或 “.zip” 文件。" #: editor/project_manager.cpp msgid "This directory already contains a Godot project." msgstr "该目录已经包含 Godot 项目。" #: editor/project_manager.cpp msgid "New Game Project" msgstr "新建游戏项目" #: editor/project_manager.cpp msgid "Imported Project" msgstr "已导入的项目" #: editor/project_manager.cpp msgid "Invalid project name." msgstr "项目名称无效。" #: editor/project_manager.cpp msgid "Couldn't create folder." msgstr "无法创建文件夹。" #: editor/project_manager.cpp msgid "There is already a folder in this path with the specified name." msgstr "该路径中已存在同名文件夹。" #: editor/project_manager.cpp msgid "It would be a good idea to name your project." msgstr "最好为项目起个名字。" #: editor/project_manager.cpp msgid "Invalid project path (changed anything?)." msgstr "项目路径无效(被外部修改?)。" #: editor/project_manager.cpp msgid "" "Couldn't load project.godot in project path (error %d). It may be missing or " "corrupted." msgstr "" "无法在项目路径中加载 project.godot 文件(错误 %d)。该文件可能缺失或已损坏。" #: editor/project_manager.cpp msgid "Couldn't edit project.godot in project path." msgstr "无法在项目路径下编辑 project.godot 文件。" #: editor/project_manager.cpp msgid "Couldn't create project.godot in project path." msgstr "无法在项目路径下创建 project.godot 文件。" #: editor/project_manager.cpp msgid "Error opening package file, not in ZIP format." msgstr "打开包文件时出错,非 ZIP 格式。" #: editor/project_manager.cpp msgid "The following files failed extraction from package:" msgstr "以下文件无法从包中提取:" #: editor/project_manager.cpp msgid "Package installed successfully!" msgstr "软件包安装成功!" #: editor/project_manager.cpp msgid "Rename Project" msgstr "重命名项目" #: editor/project_manager.cpp msgid "Import Existing Project" msgstr "导入现有项目" #: editor/project_manager.cpp msgid "Import & Edit" msgstr "导入并编辑" #: editor/project_manager.cpp msgid "Create New Project" msgstr "新建项目" #: editor/project_manager.cpp msgid "Create & Edit" msgstr "创建并编辑" #: editor/project_manager.cpp msgid "Install Project:" msgstr "安装项目:" #: editor/project_manager.cpp msgid "Install & Edit" msgstr "安装并编辑" #: editor/project_manager.cpp msgid "Project Name:" msgstr "项目名称:" #: editor/project_manager.cpp msgid "Project Path:" msgstr "项目路径:" #: editor/project_manager.cpp msgid "Project Installation Path:" msgstr "项目安装路径:" #: editor/project_manager.cpp msgid "Renderer:" msgstr "渲染器:" #: editor/project_manager.cpp msgid "OpenGL ES 3.0" msgstr "OpenGL ES 3.0" #: editor/project_manager.cpp msgid "Not supported by your GPU drivers." msgstr "所使用的 GPU 驱动不支持。" #: editor/project_manager.cpp msgid "" "Higher visual quality\n" "All features available\n" "Incompatible with older hardware\n" "Not recommended for web games" msgstr "" "视觉质量较高\n" "所有功能可用\n" "不兼容较老的硬件\n" "不推荐用于网页游戏" #: editor/project_manager.cpp msgid "OpenGL ES 2.0" msgstr "OpenGL ES 2.0" #: editor/project_manager.cpp msgid "" "Lower visual quality\n" "Some features not available\n" "Works on most hardware\n" "Recommended for web games" msgstr "" "视觉质量较低\n" "某些功能不可用\n" "可用于大多数硬件\n" "推荐用于网页游戏" #: editor/project_manager.cpp msgid "Renderer can be changed later, but scenes may need to be adjusted." msgstr "渲染器可以稍后更改,但可能需要调整场景。" #: editor/project_manager.cpp msgid "Unnamed Project" msgstr "未命名项目" #: editor/project_manager.cpp msgid "Missing Project" msgstr "缺失项目" #: editor/project_manager.cpp msgid "Error: Project is missing on the filesystem." msgstr "错误:文件系统上缺失项目。" #: editor/project_manager.cpp msgid "Can't open project at '%s'." msgstr "无法打开位于“%s”的项目。" #: editor/project_manager.cpp msgid "Are you sure to open more than one project?" msgstr "您确定要打开多个项目吗?" #: editor/project_manager.cpp msgid "" "The following project settings file does not specify the version of Godot " "through which it was created.\n" "\n" "%s\n" "\n" "If you proceed with opening it, it will be converted to Godot's current " "configuration file format.\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" "以下项目设置文件未指定创建它的 Godot 版本。\n" "\n" "%s\n" "\n" "如果继续打开,该项目会转换为 Godot 当前的配置文件格式。\n" "警告:将无法再使用以前版本的引擎打开该项目。" #: editor/project_manager.cpp msgid "" "The following project settings file was generated by an older engine " "version, and needs to be converted for this version:\n" "\n" "%s\n" "\n" "Do you want to convert it?\n" "Warning: You won't be able to open the project with previous versions of the " "engine anymore." msgstr "" "以下项目设置文件由较旧版本的引擎生成,需要为此版本进行转换:\n" "\n" "%s\n" "\n" "是否要转换?\n" "警告: 将无法再使用以前版本的引擎打开该项目。" #: editor/project_manager.cpp msgid "" "The project settings were created by a newer engine version, whose settings " "are not compatible with this version." msgstr "项目设置是由较新版本的引擎创建的,其设置与此版本不兼容。" #: editor/project_manager.cpp msgid "" "Can't run project: no main scene defined.\n" "Please edit the project and set the main scene in the Project Settings under " "the \"Application\" category." msgstr "" "无法运行项目:未定义主场景。 \n" "请编辑项目并在 “项目设置” 的 “Application” 类别下设置主场景。" #: editor/project_manager.cpp msgid "" "Can't run project: Assets need to be imported.\n" "Please edit the project to trigger the initial import." msgstr "" "无法运行项目: 需要导入素材。\n" "请编辑项目来触发首次导入。" #: editor/project_manager.cpp msgid "Are you sure to run %d projects at once?" msgstr "确定要同时运行 %d 个项目吗?" #: editor/project_manager.cpp msgid "Remove %d projects from the list?" msgstr "是否从列表中移除 %d 个项目?" #: editor/project_manager.cpp msgid "Remove this project from the list?" msgstr "是否从列表中移除该项目?" #: editor/project_manager.cpp msgid "" "Remove all missing projects from the list?\n" "The project folders' contents won't be modified." msgstr "" "是否从列表中移除所有缺失的项目?\n" "项目文件夹的内容不会被修改。" #: editor/project_manager.cpp msgid "" "Language changed.\n" "The interface will update after restarting the editor or project manager." msgstr "" "语言已更改。\n" "界面将在重新启动编辑器或项目管理器后更新。" #: editor/project_manager.cpp msgid "" "Are you sure to scan %s folders for existing Godot projects?\n" "This could take a while." msgstr "" "确定要扫描文件夹 %s 中的现有 Godot 项目吗? \n" "这可能需要一段时间。" #. TRANSLATORS: This refers to the application where users manage their Godot projects. #: editor/project_manager.cpp msgid "Project Manager" msgstr "项目管理器" #: editor/project_manager.cpp msgid "Local Projects" msgstr "本地项目" #: editor/project_manager.cpp msgid "Loading, please wait..." msgstr "正在加载,请稍候……" #: editor/project_manager.cpp msgid "Last Modified" msgstr "修改时间" #: editor/project_manager.cpp msgid "Edit Project" msgstr "编辑项目" #: editor/project_manager.cpp msgid "Run Project" msgstr "运行项目" #: editor/project_manager.cpp msgid "Scan" msgstr "扫描" #: editor/project_manager.cpp msgid "Scan Projects" msgstr "扫描项目" #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "选择要扫描的文件夹" #: editor/project_manager.cpp msgid "New Project" msgstr "新建项目" #: editor/project_manager.cpp msgid "Import Project" msgstr "导入项目" #: editor/project_manager.cpp msgid "Remove Project" msgstr "移除项目" #: editor/project_manager.cpp msgid "Remove Missing" msgstr "移除缺失项" #: editor/project_manager.cpp msgid "About" msgstr "关于" #: editor/project_manager.cpp msgid "Asset Library Projects" msgstr "素材库项目" #: editor/project_manager.cpp msgid "Restart Now" msgstr "立即重启" #: editor/project_manager.cpp msgid "Remove All" msgstr "移除全部" #: editor/project_manager.cpp msgid "Also delete project contents (no undo!)" msgstr "同时删除项目内容(无法撤销!)" #: editor/project_manager.cpp msgid "Can't run project" msgstr "无法运行项目" #: editor/project_manager.cpp msgid "" "You currently don't have any projects.\n" "Would you like to explore official example projects in the Asset Library?" msgstr "" "目前没有任何项目。\n" "是否查看素材库中的官方示例项目?" #: editor/project_manager.cpp msgid "Filter projects" msgstr "筛选项目" #: editor/project_manager.cpp msgid "" "This field filters projects by name and last path component.\n" "To filter projects by name and full path, the query must contain at least " "one `/` character." msgstr "" "该搜索框根据名称和路径的末尾部分来筛选项目。\n" "如果要根据名称和完整路径筛选,搜索内容应至少包含一个“/”字符。" #: editor/project_settings_editor.cpp msgid "Physical Key" msgstr "物理按键" #: editor/project_settings_editor.cpp msgid "Key " msgstr "按键 " #: editor/project_settings_editor.cpp msgid "Joy Button" msgstr "手柄按键" #: editor/project_settings_editor.cpp msgid "Joy Axis" msgstr "摇杆轴" #: editor/project_settings_editor.cpp msgid "Mouse Button" msgstr "鼠标按键" #: editor/project_settings_editor.cpp msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'" msgstr "无效的动作名称。动作名不能为空,也不能包含“/”、“:”、“=”、“\\”或“\"”" #: editor/project_settings_editor.cpp msgid "An action with the name '%s' already exists." msgstr "名为“%s”的动作已存在。" #: editor/project_settings_editor.cpp msgid "Rename Input Action Event" msgstr "重命名输入事件" #: editor/project_settings_editor.cpp msgid "Change Action deadzone" msgstr "修改动作盲区" #: editor/project_settings_editor.cpp msgid "Add Input Action Event" msgstr "添加输入动作事件" #: editor/project_settings_editor.cpp msgid "All Devices" msgstr "所有设备" #: editor/project_settings_editor.cpp msgid "Device" msgstr "设备" #: editor/project_settings_editor.cpp msgid " (Physical)" msgstr " (物理)" #: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp msgid "Press a Key..." msgstr "请按键……" #: editor/project_settings_editor.cpp msgid "Mouse Button Index:" msgstr "鼠标按键索引:" #: editor/project_settings_editor.cpp msgid "Left Button" msgstr "左键" #: editor/project_settings_editor.cpp msgid "Right Button" msgstr "右键" #: editor/project_settings_editor.cpp msgid "Middle Button" msgstr "中键" #: editor/project_settings_editor.cpp msgid "Wheel Up Button" msgstr "滚轮向上" #: editor/project_settings_editor.cpp msgid "Wheel Down Button" msgstr "滚轮向下" #: editor/project_settings_editor.cpp msgid "Wheel Left Button" msgstr "滚轮向左" #: editor/project_settings_editor.cpp msgid "Wheel Right Button" msgstr "滚轮向右" #: editor/project_settings_editor.cpp msgid "X Button 1" msgstr "X 按键 1" #: editor/project_settings_editor.cpp msgid "X Button 2" msgstr "X 按键 2" #: editor/project_settings_editor.cpp msgid "Joypad Axis Index:" msgstr "手柄摇杆索引:" #: editor/project_settings_editor.cpp msgid "Axis" msgstr "轴" #: editor/project_settings_editor.cpp msgid "Joypad Button Index:" msgstr "手柄按钮索引:" #: editor/project_settings_editor.cpp msgid "Erase Input Action" msgstr "擦除输入动作" #: editor/project_settings_editor.cpp msgid "Erase Input Action Event" msgstr "擦除输入动作事件" #: editor/project_settings_editor.cpp msgid "Add Event" msgstr "添加事件" #: editor/project_settings_editor.cpp msgid "Button" msgstr "按钮" #: editor/project_settings_editor.cpp msgid "Left Button." msgstr "左键。" #: editor/project_settings_editor.cpp msgid "Right Button." msgstr "右键。" #: editor/project_settings_editor.cpp msgid "Middle Button." msgstr "中键。" #: editor/project_settings_editor.cpp msgid "Wheel Up." msgstr "滚轮向上滚动。" #: editor/project_settings_editor.cpp msgid "Wheel Down." msgstr "滚轮向下滚动。" #: editor/project_settings_editor.cpp msgid "Add Global Property" msgstr "添加全局属性" #: editor/project_settings_editor.cpp msgid "Select a setting item first!" msgstr "请先选择一个设置项!" #: editor/project_settings_editor.cpp msgid "No property '%s' exists." msgstr "不存在属性“%s”。" #: editor/project_settings_editor.cpp msgid "Setting '%s' is internal, and it can't be deleted." msgstr "“%s”是内部设定,无法删除。" #: editor/project_settings_editor.cpp msgid "Delete Item" msgstr "删除条目" #: editor/project_settings_editor.cpp msgid "" "Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or " "'\"'." msgstr "无效的动作名称。动作不能为空,也不能包含“/”、“:”、“=”、“\\”或“\"”。" #: editor/project_settings_editor.cpp msgid "Add Input Action" msgstr "添加输入动作" #: editor/project_settings_editor.cpp msgid "Error saving settings." msgstr "保存设置出错。" #: editor/project_settings_editor.cpp msgid "Settings saved OK." msgstr "保存设置成功。" #: editor/project_settings_editor.cpp msgid "Moved Input Action Event" msgstr "移动输入动作事件" #: editor/project_settings_editor.cpp msgid "Override for Feature" msgstr "重写功能" #: editor/project_settings_editor.cpp msgid "Add %d Translations" msgstr "添加 %d 个翻译" #: editor/project_settings_editor.cpp msgid "Remove Translation" msgstr "移除翻译" #: editor/project_settings_editor.cpp msgid "Translation Resource Remap: Add %d Path(s)" msgstr "翻译资源重定向:添加 %d 个路径" #: editor/project_settings_editor.cpp msgid "Translation Resource Remap: Add %d Remap(s)" msgstr "翻译资源重定向:添加 %d 个重定向" #: editor/project_settings_editor.cpp msgid "Change Resource Remap Language" msgstr "修改资源重定向语言" #: editor/project_settings_editor.cpp msgid "Remove Resource Remap" msgstr "移除资源重定向" #: editor/project_settings_editor.cpp msgid "Remove Resource Remap Option" msgstr "移除资源重定向选项" #: editor/project_settings_editor.cpp msgid "Changed Locale Filter" msgstr "修改区域设置筛选" #: editor/project_settings_editor.cpp msgid "Changed Locale Filter Mode" msgstr "修改区域设置筛选模式" #: editor/project_settings_editor.cpp msgid "Project Settings (project.godot)" msgstr "项目设置(project.godot)" #: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp msgid "General" msgstr "常规" #: editor/project_settings_editor.cpp msgid "Override For..." msgstr "覆盖..." #: editor/project_settings_editor.cpp editor/settings_config_dialog.cpp msgid "The editor must be restarted for changes to take effect." msgstr "必须重新启动编辑器才能使更改生效。" #: editor/project_settings_editor.cpp msgid "Input Map" msgstr "键位映射" #: editor/project_settings_editor.cpp msgid "Action:" msgstr "动作:" #: editor/project_settings_editor.cpp msgid "Action" msgstr "动作" #: editor/project_settings_editor.cpp msgid "Deadzone" msgstr "盲区" #: editor/project_settings_editor.cpp msgid "Device:" msgstr "设备:" #: editor/project_settings_editor.cpp msgid "Index:" msgstr "索引:" #: editor/project_settings_editor.cpp msgid "Localization" msgstr "本地化" #: editor/project_settings_editor.cpp msgid "Translations" msgstr "翻译" #: editor/project_settings_editor.cpp msgid "Translations:" msgstr "翻译:" #: editor/project_settings_editor.cpp msgid "Remaps" msgstr "重定向" #: editor/project_settings_editor.cpp msgid "Resources:" msgstr "资源:" #: editor/project_settings_editor.cpp msgid "Remaps by Locale:" msgstr "按区域重定向:" #: editor/project_settings_editor.cpp msgid "Locale" msgstr "区域" #: editor/project_settings_editor.cpp msgid "Locales Filter" msgstr "筛选区域" #: editor/project_settings_editor.cpp msgid "Show All Locales" msgstr "显示所有区域" #: editor/project_settings_editor.cpp msgid "Show Selected Locales Only" msgstr "仅显示选定的区域" #: editor/project_settings_editor.cpp msgid "Filter mode:" msgstr "筛选模式:" #: editor/project_settings_editor.cpp msgid "Locales:" msgstr "区域:" #: editor/project_settings_editor.cpp msgid "AutoLoad" msgstr "自动加载" #: editor/project_settings_editor.cpp msgid "Plugins" msgstr "插件" #: editor/project_settings_editor.cpp msgid "Import Defaults" msgstr "默认导入设置" #: editor/property_editor.cpp msgid "Preset..." msgstr "预设..." #: editor/property_editor.cpp msgid "Zero" msgstr "置零" #: editor/property_editor.cpp msgid "Easing In-Out" msgstr "缓入缓出" #: editor/property_editor.cpp msgid "Easing Out-In" msgstr "缓出缓入" #: editor/property_editor.cpp msgid "File..." msgstr "文件..." #: editor/property_editor.cpp msgid "Dir..." msgstr "目录..." #: editor/property_editor.cpp msgid "Assign" msgstr "分配" #: editor/property_editor.cpp msgid "Select Node" msgstr "选择节点" #: editor/property_editor.cpp msgid "Error loading file: Not a resource!" msgstr "加载文件出错:不是资源文件!" #: editor/property_editor.cpp msgid "Pick a Node" msgstr "选择一个节点" #: editor/property_editor.cpp msgid "Bit %d, val %d." msgstr "位 %d,值 %d。" #: editor/property_selector.cpp msgid "Select Property" msgstr "选择属性" #: editor/property_selector.cpp msgid "Select Virtual Method" msgstr "选择虚方法" #: editor/property_selector.cpp msgid "Select Method" msgstr "选择方法" #: editor/rename_dialog.cpp editor/scene_tree_dock.cpp msgid "Batch Rename" msgstr "批量重命名" #: editor/rename_dialog.cpp msgid "Prefix:" msgstr "前缀:" #: editor/rename_dialog.cpp msgid "Suffix:" msgstr "后缀:" #: editor/rename_dialog.cpp msgid "Use Regular Expressions" msgstr "使用正则表达式" #: editor/rename_dialog.cpp msgid "Advanced Options" msgstr "高级选项" #: editor/rename_dialog.cpp msgid "Substitute" msgstr "替换" #: editor/rename_dialog.cpp msgid "Node name" msgstr "节点名称" #: editor/rename_dialog.cpp msgid "Node's parent name, if available" msgstr "父节点名称(若有需要)" #: editor/rename_dialog.cpp msgid "Node type" msgstr "节点类型" #: editor/rename_dialog.cpp msgid "Current scene name" msgstr "当前场景名称" #: editor/rename_dialog.cpp msgid "Root node name" msgstr "根节点名称" #: editor/rename_dialog.cpp msgid "" "Sequential integer counter.\n" "Compare counter options." msgstr "" "顺序整数计数器。\n" "比较计数器的选项。" #: editor/rename_dialog.cpp msgid "Per-level Counter" msgstr "各级单独计数" #: editor/rename_dialog.cpp msgid "If set, the counter restarts for each group of child nodes." msgstr "如果启用,计数器将为每组子节点重置。" #: editor/rename_dialog.cpp msgid "Initial value for the counter" msgstr "计数器初始值" #: editor/rename_dialog.cpp msgid "Step" msgstr "步长" #: editor/rename_dialog.cpp msgid "Amount by which counter is incremented for each node" msgstr "由计数器增量得到的每个节点的总量" #: editor/rename_dialog.cpp msgid "Padding" msgstr "填充" #: editor/rename_dialog.cpp msgid "" "Minimum number of digits for the counter.\n" "Missing digits are padded with leading zeros." msgstr "" "计数器数字的最少个数。\n" "缺失的数字将用 0 填充在头部。" #: editor/rename_dialog.cpp msgid "Post-Process" msgstr "后期处理" #: editor/rename_dialog.cpp msgid "Style" msgstr "样式" #: editor/rename_dialog.cpp msgid "Keep" msgstr "保持" #: editor/rename_dialog.cpp msgid "PascalCase to snake_case" msgstr "驼峰式转为下划线式" #: editor/rename_dialog.cpp msgid "snake_case to PascalCase" msgstr "下划线式转为驼峰式" #: editor/rename_dialog.cpp msgid "Case" msgstr "大小写" #: editor/rename_dialog.cpp msgid "To Lowercase" msgstr "转为小写" #: editor/rename_dialog.cpp msgid "To Uppercase" msgstr "转为大写" #: editor/rename_dialog.cpp msgid "Reset" msgstr "重置" #: editor/rename_dialog.cpp msgid "Regular Expression Error:" msgstr "正则表达式出错:" #: editor/rename_dialog.cpp msgid "At character %s" msgstr "位于字符 %s" #: editor/reparent_dialog.cpp editor/scene_tree_dock.cpp msgid "Reparent Node" msgstr "重设父节点" #: editor/reparent_dialog.cpp msgid "Reparent Location (Select new Parent):" msgstr "重设位置(选择新的父节点):" #: editor/reparent_dialog.cpp msgid "Keep Global Transform" msgstr "保持全局变换" #: editor/reparent_dialog.cpp editor/scene_tree_dock.cpp msgid "Reparent" msgstr "重设父节点" #: editor/run_settings_dialog.cpp msgid "Run Mode:" msgstr "运行模式:" #: editor/run_settings_dialog.cpp msgid "Current Scene" msgstr "当前场景" #: editor/run_settings_dialog.cpp msgid "Main Scene" msgstr "主场景" #: editor/run_settings_dialog.cpp msgid "Main Scene Arguments:" msgstr "主场景参数:" #: editor/run_settings_dialog.cpp msgid "Scene Run Settings" msgstr "场景运行设置" #: editor/scene_tree_dock.cpp msgid "No parent to instance the scenes at." msgstr "没有可实例化场景的父节点。" #: editor/scene_tree_dock.cpp msgid "Error loading scene from %s" msgstr "从 %s 加载场景出错" #: editor/scene_tree_dock.cpp msgid "" "Cannot instance the scene '%s' because the current scene exists within one " "of its nodes." msgstr "无法实例化场景 %s,因为当前场景已存在于其子节点中。" #: editor/scene_tree_dock.cpp msgid "Instance Scene(s)" msgstr "实例化场景" #: editor/scene_tree_dock.cpp msgid "Replace with Branch Scene" msgstr "替换为分支场景" #: editor/scene_tree_dock.cpp msgid "Instance Child Scene" msgstr "实例化子场景" #: editor/scene_tree_dock.cpp msgid "Can't paste root node into the same scene." msgstr "不能将根节点粘贴进相同场景。" #: editor/scene_tree_dock.cpp msgid "Paste Node(s)" msgstr "粘贴节点" #: editor/scene_tree_dock.cpp msgid "Detach Script" msgstr "分离脚本" #: editor/scene_tree_dock.cpp msgid "This operation can't be done on the tree root." msgstr "此操作不能被用于根节点。" #: editor/scene_tree_dock.cpp msgid "Move Node In Parent" msgstr "在父节点中移动" #: editor/scene_tree_dock.cpp msgid "Move Nodes In Parent" msgstr "在父节点中移动多个节点" #: editor/scene_tree_dock.cpp msgid "Duplicate Node(s)" msgstr "复制节点" #: editor/scene_tree_dock.cpp msgid "Can't reparent nodes in inherited scenes, order of nodes can't change." msgstr "无法为继承场景中的节点重设父节点,节点顺序无法更改。" #: editor/scene_tree_dock.cpp msgid "Node must belong to the edited scene to become root." msgstr "节点必须属于已编辑的场景才能成为根节点。" #: editor/scene_tree_dock.cpp msgid "Instantiated scenes can't become root" msgstr "实例化的场景不能成为根节点" #: editor/scene_tree_dock.cpp msgid "Make node as Root" msgstr "将节点设置为根节点" #: editor/scene_tree_dock.cpp msgid "Delete %d nodes and any children?" msgstr "是否删除节点 “%s” 及其子节点?" #: editor/scene_tree_dock.cpp msgid "Delete %d nodes?" msgstr "是否删除 %d 个节点?" #: editor/scene_tree_dock.cpp msgid "Delete the root node \"%s\"?" msgstr "是否删除根节点 “%s”?" #: editor/scene_tree_dock.cpp msgid "Delete node \"%s\" and its children?" msgstr "是否删除节点 “%s” 及其子节点?" #: editor/scene_tree_dock.cpp msgid "Delete node \"%s\"?" msgstr "是否删除节点 “%s”?" #: editor/scene_tree_dock.cpp msgid "" "Saving the branch as a scene requires having a scene open in the editor." msgstr "将分支保存为场景需要编辑器打开场景。" #: editor/scene_tree_dock.cpp msgid "" "Saving the branch as a scene requires selecting only one node, but you have " "selected %d nodes." msgstr "将分支保存为场景需要仅选择一个节点,但你选了 %d 个。" #: editor/scene_tree_dock.cpp msgid "" "Can't save the root node branch as an instanced scene.\n" "To create an editable copy of the current scene, duplicate it using the " "FileSystem dock context menu\n" "or create an inherited scene using Scene > New Inherited Scene... instead." msgstr "" "无法将根节点保存为实例化节点。\n" "如果要创建当前场景的可编辑副本,请在文件系统面板的上下文菜单中复制\n" "或者使用场景 > 新建继承场景... 创建继承场景。" #: editor/scene_tree_dock.cpp msgid "" "Can't save the branch of an already instanced scene.\n" "To create a variation of a scene, you can make an inherited scene based on " "the instanced scene using Scene > New Inherited Scene... instead." msgstr "" "无法保存实例化场景分支。\n" "如果要创建场景的变种,请使用场景 > 新建继承场景... 创建基于该实例化场景的继承" "场景。" #: editor/scene_tree_dock.cpp msgid "" "Can't save a branch which is a child of an already instantiated scene.\n" "To save this branch into its own scene, open the original scene, right click " "on this branch, and select \"Save Branch as Scene\"." msgstr "" #: editor/scene_tree_dock.cpp msgid "" "Can't save a branch which is part of an inherited scene.\n" "To save this branch into its own scene, open the original scene, right click " "on this branch, and select \"Save Branch as Scene\"." msgstr "" #: editor/scene_tree_dock.cpp msgid "Save New Scene As..." msgstr "将新场景另存为..." #: editor/scene_tree_dock.cpp msgid "" "Disabling \"editable_instance\" will cause all properties of the node to be " "reverted to their default." msgstr "禁用 “editable_instance” 将导致节点的所有属性恢复为其默认值。" #: editor/scene_tree_dock.cpp msgid "" "Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " "cause all properties of the node to be reverted to their default." msgstr "" "开启 “加载为占位符” 将禁用 “子节点可编辑” 并重置该节点的所有属性恢复为其默认" "值。" #: editor/scene_tree_dock.cpp msgid "Make Local" msgstr "转为本地" #: editor/scene_tree_dock.cpp msgid "New Scene Root" msgstr "新建场景根" #: editor/scene_tree_dock.cpp msgid "Create Root Node:" msgstr "创建根节点:" #: editor/scene_tree_dock.cpp msgid "2D Scene" msgstr "2D 场景" #: editor/scene_tree_dock.cpp msgid "3D Scene" msgstr "3D 场景" #: editor/scene_tree_dock.cpp msgid "User Interface" msgstr "用户界面" #: editor/scene_tree_dock.cpp msgid "Other Node" msgstr "其他节点" #: editor/scene_tree_dock.cpp msgid "Can't operate on nodes from a foreign scene!" msgstr "无法操作外部场景的节点!" #: editor/scene_tree_dock.cpp msgid "Can't operate on nodes the current scene inherits from!" msgstr "无法操作此节点,因为当前场景继承自该节点!" #: editor/scene_tree_dock.cpp msgid "This operation can't be done on instanced scenes." msgstr "此操作不能应用于实例化的场景。" #: editor/scene_tree_dock.cpp msgid "Attach Script" msgstr "添加脚本" #: editor/scene_tree_dock.cpp msgid "Cut Node(s)" msgstr "剪切节点" #: editor/scene_tree_dock.cpp msgid "Remove Node(s)" msgstr "移除节点" #: editor/scene_tree_dock.cpp msgid "Change type of node(s)" msgstr "修改节点的类型" #: editor/scene_tree_dock.cpp msgid "" "Couldn't save new scene. Likely dependencies (instances) couldn't be " "satisfied." msgstr "无法保存场景,场景或其实例的的依赖存在问题。" #: editor/scene_tree_dock.cpp msgid "Error saving scene." msgstr "保存场景出错。" #: editor/scene_tree_dock.cpp msgid "Error duplicating scene to save it." msgstr "复制场景出错。" #: editor/scene_tree_dock.cpp msgid "Sub-Resources" msgstr "子资源" #: editor/scene_tree_dock.cpp msgid "Clear Inheritance" msgstr "清除继承" #: editor/scene_tree_dock.cpp msgid "Editable Children" msgstr "子节点可编辑" #: editor/scene_tree_dock.cpp msgid "Load As Placeholder" msgstr "加载为占位符" #: editor/scene_tree_dock.cpp msgid "" "Cannot attach a script: there are no languages registered.\n" "This is probably because this editor was built with all language modules " "disabled." msgstr "" "无法附加脚本:没有语言被注册。\n" "这可能是因为这个编辑器是在所有语言模块被关闭的状态下被构建的。" #: editor/scene_tree_dock.cpp msgid "Add Child Node" msgstr "添加子节点" #: editor/scene_tree_dock.cpp msgid "Expand/Collapse All" msgstr "展开/折叠全部" #: editor/scene_tree_dock.cpp msgid "Change Type" msgstr "修改类型" #: editor/scene_tree_dock.cpp msgid "Reparent to New Node" msgstr "重设父节点为新节点" #: editor/scene_tree_dock.cpp msgid "Make Scene Root" msgstr "设为场景根节点" #: editor/scene_tree_dock.cpp msgid "Merge From Scene" msgstr "从场景中合并" #: editor/scene_tree_dock.cpp editor/script_editor_debugger.cpp msgid "Save Branch as Scene" msgstr "将分支保存为场景" #: editor/scene_tree_dock.cpp editor/script_editor_debugger.cpp msgid "Copy Node Path" msgstr "复制节点路径" #: editor/scene_tree_dock.cpp msgid "Delete (No Confirm)" msgstr "删除(无确认)" #: editor/scene_tree_dock.cpp msgid "Add/Create a New Node." msgstr "添加/创建新节点。" #: editor/scene_tree_dock.cpp msgid "" "Instance a scene file as a Node. Creates an inherited scene if no root node " "exists." msgstr "实例化场景文件为一个节点,如果没有根节点则创建一个继承自该文件的场景。" #: editor/scene_tree_dock.cpp msgid "Attach a new or existing script to the selected node." msgstr "为选中节点创建或设置脚本。" #: editor/scene_tree_dock.cpp msgid "Detach the script from the selected node." msgstr "从选中节点分离脚本。" #: editor/scene_tree_dock.cpp msgid "Remote" msgstr "远程" #: editor/scene_tree_dock.cpp msgid "" "If selected, the Remote scene tree dock will cause the project to stutter " "every time it updates.\n" "Switch back to the Local scene tree dock to improve performance." msgstr "" "选中后,远程场景树面板在更新时会造成项目的卡顿。\n" "切回本地场景树面板可以提升性能。" #: editor/scene_tree_dock.cpp msgid "Local" msgstr "本地" #: editor/scene_tree_dock.cpp msgid "Clear Inheritance? (No Undo!)" msgstr "是否清除继承?(无法撤销!)" #: editor/scene_tree_editor.cpp msgid "Toggle Visible" msgstr "切换可见性" #: editor/scene_tree_editor.cpp msgid "Unlock Node" msgstr "解锁节点" #: editor/scene_tree_editor.cpp msgid "Button Group" msgstr "按钮组" #: editor/scene_tree_editor.cpp msgid "(Connecting From)" msgstr "(连接来源)" #: editor/scene_tree_editor.cpp msgid "Node configuration warning:" msgstr "节点配置警告:" #: editor/scene_tree_editor.cpp msgid "" "Node has %s connection(s) and %s group(s).\n" "Click to show signals dock." msgstr "" "节点具有 %s 个连接和 %s 个分组。\n" "点击显示信号面板。" #: editor/scene_tree_editor.cpp msgid "" "Node has %s connection(s).\n" "Click to show signals dock." msgstr "" "节点具有 %s 个连接。\n" "点击显示信号面板。" #: editor/scene_tree_editor.cpp msgid "" "Node is in %s group(s).\n" "Click to show groups dock." msgstr "" "节点位于 %s 个分组中。\n" "点击显示分组面板。" #: editor/scene_tree_editor.cpp msgid "Open Script:" msgstr "打开脚本:" #: editor/scene_tree_editor.cpp msgid "" "Node is locked.\n" "Click to unlock it." msgstr "" "节点已锁定。\n" "点击可解锁。" #: editor/scene_tree_editor.cpp msgid "" "Children are not selectable.\n" "Click to make selectable." msgstr "" "子节点无法选择。\n" "单击使其可选。" #: editor/scene_tree_editor.cpp msgid "Toggle Visibility" msgstr "切换 隐藏/可见" #: editor/scene_tree_editor.cpp msgid "" "AnimationPlayer is pinned.\n" "Click to unpin." msgstr "" "动画播放器被固定。\n" "点击取消固定。" #: editor/scene_tree_editor.cpp msgid "Invalid node name, the following characters are not allowed:" msgstr "节点名称无效,不允许包含以下字符:" #: editor/scene_tree_editor.cpp msgid "Rename Node" msgstr "重命名节点" #: editor/scene_tree_editor.cpp msgid "Scene Tree (Nodes):" msgstr "场景树(节点):" #: editor/scene_tree_editor.cpp msgid "Node Configuration Warning!" msgstr "节点配置警告!" #: editor/scene_tree_editor.cpp msgid "Select a Node" msgstr "选择一个节点" #: editor/script_create_dialog.cpp msgid "Path is empty." msgstr "路径为空。" #: editor/script_create_dialog.cpp msgid "Filename is empty." msgstr "文件名为空。" #: editor/script_create_dialog.cpp msgid "Path is not local." msgstr "路径不是本地的。" #: editor/script_create_dialog.cpp msgid "Invalid base path." msgstr "无效的基本路径。" #: editor/script_create_dialog.cpp msgid "A directory with the same name exists." msgstr "存在同名目录。" #: editor/script_create_dialog.cpp msgid "File does not exist." msgstr "文件不存在。" #: editor/script_create_dialog.cpp msgid "Invalid extension." msgstr "扩展名无效。" #: editor/script_create_dialog.cpp msgid "Wrong extension chosen." msgstr "选择了错误的扩展名。" #: editor/script_create_dialog.cpp msgid "Error loading template '%s'" msgstr "加载模板 %s 时出错" #: editor/script_create_dialog.cpp msgid "Error - Could not create script in filesystem." msgstr "错误:无法创建脚本文件。" #: editor/script_create_dialog.cpp msgid "Error loading script from %s" msgstr "从 %s 加载脚本出错" #: editor/script_create_dialog.cpp msgid "Overrides" msgstr "重写" #: editor/script_create_dialog.cpp msgid "N/A" msgstr "N/A" #: editor/script_create_dialog.cpp msgid "Open Script / Choose Location" msgstr "打开脚本/选择位置" #: editor/script_create_dialog.cpp msgid "Open Script" msgstr "打开脚本" #: editor/script_create_dialog.cpp msgid "File exists, it will be reused." msgstr "文件存在,将被重用。" #: editor/script_create_dialog.cpp msgid "Invalid path." msgstr "路径无效。" #: editor/script_create_dialog.cpp msgid "Invalid class name." msgstr "无效的类别名称。" #: editor/script_create_dialog.cpp msgid "Invalid inherited parent name or path." msgstr "所继承父类的名称或路径无效。" #: editor/script_create_dialog.cpp msgid "Script path/name is valid." msgstr "脚本路径/名称有效。" #: editor/script_create_dialog.cpp msgid "Allowed: a-z, A-Z, 0-9, _ and ." msgstr "允许:a-z, A-Z, 0-9, _ 和 ." #: editor/script_create_dialog.cpp msgid "Built-in script (into scene file)." msgstr "内置脚本(到场景文件中)。" #: editor/script_create_dialog.cpp msgid "Will create a new script file." msgstr "将创建新脚本文件。" #: editor/script_create_dialog.cpp msgid "Will load an existing script file." msgstr "将加载现有的脚本文件。" #: editor/script_create_dialog.cpp msgid "Script file already exists." msgstr "脚本文件已存在。" #: editor/script_create_dialog.cpp msgid "" "Note: Built-in scripts have some limitations and can't be edited using an " "external editor." msgstr "注意:内置脚本有其局限性,并且不能使用外部编辑器编辑。" #: editor/script_create_dialog.cpp msgid "" "Warning: Having the script name be the same as a built-in type is usually " "not desired." msgstr "警告:脚本名称通常不能与内置类型一致。" #: editor/script_create_dialog.cpp msgid "Class Name:" msgstr "类名:" #: editor/script_create_dialog.cpp msgid "Template:" msgstr "模板:" #: editor/script_create_dialog.cpp msgid "Built-in Script:" msgstr "内置脚本:" #: editor/script_create_dialog.cpp msgid "Attach Node Script" msgstr "设置节点的脚本" #: editor/script_editor_debugger.cpp msgid "Remote " msgstr "远程 " #: editor/script_editor_debugger.cpp msgid "Bytes:" msgstr "字节:" #: editor/script_editor_debugger.cpp msgid "Warning:" msgstr "警告:" #: editor/script_editor_debugger.cpp msgid "Error:" msgstr "错误:" #: editor/script_editor_debugger.cpp msgid "C++ Error" msgstr "C++ 错误" #: editor/script_editor_debugger.cpp msgid "C++ Error:" msgstr "C++ 错误:" #: editor/script_editor_debugger.cpp msgid "C++ Source" msgstr "C++ 源文件" #: editor/script_editor_debugger.cpp msgid "Source:" msgstr "源文件:" #: editor/script_editor_debugger.cpp msgid "C++ Source:" msgstr "C++ 源文件:" #: editor/script_editor_debugger.cpp msgid "Stack Trace" msgstr "栈追踪" #: editor/script_editor_debugger.cpp msgid "Errors" msgstr "错误" #: editor/script_editor_debugger.cpp msgid "Child process connected." msgstr "子进程已连接。" #: editor/script_editor_debugger.cpp msgid "Copy Error" msgstr "复制错误信息" #: editor/script_editor_debugger.cpp msgid "Open C++ Source on GitHub" msgstr "在 GitHub 打开 C++ 源码" #: editor/script_editor_debugger.cpp msgid "Video RAM" msgstr "显存" #: editor/script_editor_debugger.cpp msgid "Skip Breakpoints" msgstr "跳过断点" #: editor/script_editor_debugger.cpp msgid "Inspect Previous Instance" msgstr "查看上一个实例" #: editor/script_editor_debugger.cpp msgid "Inspect Next Instance" msgstr "查看下一个实例" #: editor/script_editor_debugger.cpp msgid "Stack Frames" msgstr "栈帧" #: editor/script_editor_debugger.cpp msgid "Profiler" msgstr "性能分析器" #: editor/script_editor_debugger.cpp msgid "Network Profiler" msgstr "网络分析器" #: editor/script_editor_debugger.cpp msgid "Monitor" msgstr "监视" #: editor/script_editor_debugger.cpp msgid "Value" msgstr "值" #: editor/script_editor_debugger.cpp msgid "Monitors" msgstr "监视" #: editor/script_editor_debugger.cpp msgid "Pick one or more items from the list to display the graph." msgstr "从列表中选取一个或多个项目以显示图表。" #: editor/script_editor_debugger.cpp msgid "List of Video Memory Usage by Resource:" msgstr "占用显存的资源列表:" #: editor/script_editor_debugger.cpp msgid "Total:" msgstr "合计:" #: editor/script_editor_debugger.cpp msgid "Export list to a CSV file" msgstr "将列表导出为 CSV 文件" #: editor/script_editor_debugger.cpp msgid "Resource Path" msgstr "资源路径" #: editor/script_editor_debugger.cpp msgid "Type" msgstr "类型" #: editor/script_editor_debugger.cpp msgid "Format" msgstr "格式" #: editor/script_editor_debugger.cpp msgid "Usage" msgstr "占用" #: editor/script_editor_debugger.cpp msgid "Misc" msgstr "其他" #: editor/script_editor_debugger.cpp msgid "Clicked Control:" msgstr "点击的控件:" #: editor/script_editor_debugger.cpp msgid "Clicked Control Type:" msgstr "点击的控件类型:" #: editor/script_editor_debugger.cpp msgid "Live Edit Root:" msgstr "实时编辑根节点:" #: editor/script_editor_debugger.cpp msgid "Set From Tree" msgstr "从场景树设置" #: editor/script_editor_debugger.cpp msgid "Export measures as CSV" msgstr "导出为 CSV 格式" #: editor/settings_config_dialog.cpp msgid "Erase Shortcut" msgstr "擦除快捷键" #: editor/settings_config_dialog.cpp msgid "Restore Shortcut" msgstr "恢复快捷键" #: editor/settings_config_dialog.cpp msgid "Change Shortcut" msgstr "修改快捷键" #: editor/settings_config_dialog.cpp msgid "Editor Settings" msgstr "编辑器设置" #: editor/settings_config_dialog.cpp msgid "Shortcuts" msgstr "快捷键" #: editor/settings_config_dialog.cpp msgid "Binding" msgstr "绑定" #: editor/spatial_editor_gizmos.cpp msgid "Change Light Radius" msgstr "修改光照半径" #: editor/spatial_editor_gizmos.cpp msgid "Change AudioStreamPlayer3D Emission Angle" msgstr "修改 AudioStreamPlayer3D 发射角" #: editor/spatial_editor_gizmos.cpp msgid "Change Camera FOV" msgstr "修改摄像机视角" #: editor/spatial_editor_gizmos.cpp msgid "Change Camera Size" msgstr "修改摄像机尺寸" #: editor/spatial_editor_gizmos.cpp msgid "Change Notifier AABB" msgstr "修改通知器 AABB" #: editor/spatial_editor_gizmos.cpp msgid "Change Particles AABB" msgstr "修改粒子 AABB" #: editor/spatial_editor_gizmos.cpp msgid "Change Probe Extents" msgstr "修改探针范围" #: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp msgid "Change Sphere Shape Radius" msgstr "修改球体半径" #: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp msgid "Change Box Shape Extents" msgstr "修改立方体大小" #: editor/spatial_editor_gizmos.cpp msgid "Change Capsule Shape Radius" msgstr "修改胶囊体半径" #: editor/spatial_editor_gizmos.cpp msgid "Change Capsule Shape Height" msgstr "修改胶囊体高度" #: editor/spatial_editor_gizmos.cpp msgid "Change Cylinder Shape Radius" msgstr "修改圆柱体半径" #: editor/spatial_editor_gizmos.cpp msgid "Change Cylinder Shape Height" msgstr "修改圆柱体高度" #: editor/spatial_editor_gizmos.cpp msgid "Change Ray Shape Length" msgstr "修改射线形状长度" #: editor/spatial_editor_gizmos.cpp msgid "Set Room Point Position" msgstr "设置房间顶点位置" #: editor/spatial_editor_gizmos.cpp msgid "Set Portal Point Position" msgstr "设置入口顶点位置" #: editor/spatial_editor_gizmos.cpp msgid "Set Occluder Sphere Radius" msgstr "设置遮挡球体半径" #: editor/spatial_editor_gizmos.cpp msgid "Set Occluder Sphere Position" msgstr "设置遮挡球体位置" #: modules/csg/csg_gizmos.cpp msgid "Change Cylinder Radius" msgstr "修改圆柱体半径" #: modules/csg/csg_gizmos.cpp msgid "Change Cylinder Height" msgstr "修改圆柱体高度" #: modules/csg/csg_gizmos.cpp msgid "Change Torus Inner Radius" msgstr "修改圆环内半径" #: modules/csg/csg_gizmos.cpp msgid "Change Torus Outer Radius" msgstr "修改圆环外半径" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Select the dynamic library for this entry" msgstr "选择该平台的动态链接库" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Select dependencies of the library for this entry" msgstr "选择该链接库的依赖项" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Remove current entry" msgstr "移除当前配置项" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Double click to create a new entry" msgstr "双击创建新条目" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Platform:" msgstr "平台:" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Platform" msgstr "平台" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Dynamic Library" msgstr "动态链接库" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Add an architecture entry" msgstr "添加架构项" #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "GDNativeLibrary" msgstr "GDNative 库" #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Enabled GDNative Singleton" msgstr "启用的 GDNative 单例" #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Disabled GDNative Singleton" msgstr "禁用的 GDNative 单例" #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Library" msgstr "库" #: modules/gdnative/gdnative_library_singleton_editor.cpp msgid "Libraries: " msgstr "库: " #: modules/gdnative/register_types.cpp msgid "GDNative" msgstr "GDNative" #: modules/gdscript/gdscript_functions.cpp msgid "Step argument is zero!" msgstr "Step 参数为 0!" #: modules/gdscript/gdscript_functions.cpp msgid "Not a script with an instance" msgstr "脚本没有实例化" #: modules/gdscript/gdscript_functions.cpp msgid "Not based on a script" msgstr "没有基于脚本" #: modules/gdscript/gdscript_functions.cpp msgid "Not based on a resource file" msgstr "没有基于资源文件" #: modules/gdscript/gdscript_functions.cpp msgid "Invalid instance dictionary format (missing @path)" msgstr "实例字典格式不正确(缺少 @path)" #: modules/gdscript/gdscript_functions.cpp msgid "Invalid instance dictionary format (can't load script at @path)" msgstr "实例字典格式不正确(无法加载 @path 的脚本)" #: modules/gdscript/gdscript_functions.cpp msgid "Invalid instance dictionary format (invalid script at @path)" msgstr "实例字典格式不正确(@path 的脚本无效)" #: modules/gdscript/gdscript_functions.cpp msgid "Invalid instance dictionary (invalid subclasses)" msgstr "实例字典无效(派生类无效)" #: modules/gdscript/gdscript_functions.cpp msgid "Object can't provide a length." msgstr "对象无法提供长度。" #: modules/gltf/editor_scene_exporter_gltf_plugin.cpp msgid "Export Mesh GLTF2" msgstr "导出网格 GLTF2" #: modules/gltf/editor_scene_exporter_gltf_plugin.cpp msgid "Export GLTF..." msgstr "导出 GLTF..." #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Next Plane" msgstr "下一平面" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Previous Plane" msgstr "上一平面" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Plane:" msgstr "平面:" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Next Floor" msgstr "下一层" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Previous Floor" msgstr "上一层" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Floor:" msgstr "层:" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Delete Selection" msgstr "GridMap 删除所选项" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Fill Selection" msgstr "GridMap 填充所选项" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Paste Selection" msgstr "GridMap 粘贴所选项" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Paint" msgstr "GridMap 绘制" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Selection" msgstr "GridMap 选择" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Grid Map" msgstr "网格地图" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Snap View" msgstr "吸附视图" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Clip Disabled" msgstr "禁用裁剪" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Clip Above" msgstr "向上裁剪" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Clip Below" msgstr "向下裁剪" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Edit X Axis" msgstr "编辑 X 轴" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Edit Y Axis" msgstr "编辑 Y 轴" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Edit Z Axis" msgstr "编辑 Z 轴" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Rotate X" msgstr "光标沿 X 轴旋转" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Rotate Y" msgstr "光标沿 Y 轴旋转" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Rotate Z" msgstr "光标沿 Z 轴旋转" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Back Rotate X" msgstr "光标沿 X 轴逆向旋转" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Back Rotate Y" msgstr "光标沿 Y 轴逆向旋转" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Back Rotate Z" msgstr "光标沿 Z 轴逆向旋转" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Cursor Clear Rotation" msgstr "光标清除旋转" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Paste Selects" msgstr "粘贴选中项" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Clear Selection" msgstr "清空选中项" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Fill Selection" msgstr "填充选中项" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "GridMap Settings" msgstr "GridMap 设置" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Pick Distance:" msgstr "拾取距离:" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Filter meshes" msgstr "筛选网格" #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Give a MeshLibrary resource to this GridMap to use its meshes." msgstr "向此 GridMap 提供 MeshLibrary 资源以使用其网格。" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Begin Bake" msgstr "开始烘焙" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Preparing data structures" msgstr "准备数据结构" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Generate buffers" msgstr "生成缓冲区" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Direct lighting" msgstr "直接照明" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Indirect lighting" msgstr "间接照明" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Post processing" msgstr "后处理" #: modules/lightmapper_cpu/lightmapper_cpu.cpp msgid "Plotting lightmaps" msgstr "绘制光照图" #: modules/mono/csharp_script.cpp msgid "Class name can't be a reserved keyword" msgstr "类名不能是保留关键字" #: modules/mono/csharp_script.cpp msgid "Build Solution" msgstr "构建解决方案" #: modules/mono/mono_gd/gd_mono_utils.cpp msgid "End of inner exception stack trace" msgstr "内部异常堆栈追朔结束" #: modules/navigation/navigation_mesh_editor_plugin.cpp #: scene/3d/navigation_mesh_instance.cpp msgid "A NavigationMesh resource must be set or created for this node to work." msgstr "此节点需要设置 NavigationMesh 资源才能正常工作。" #: modules/navigation/navigation_mesh_editor_plugin.cpp msgid "Bake NavMesh" msgstr "烘焙导航网格" #: modules/navigation/navigation_mesh_editor_plugin.cpp msgid "Clear the navigation mesh." msgstr "清除导航网格。" #: modules/navigation/navigation_mesh_generator.cpp msgid "Setting up Configuration..." msgstr "正在设置配置..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Calculating grid size..." msgstr "正在计算网格大小..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Creating heightfield..." msgstr "正在创建高度图..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Marking walkable triangles..." msgstr "标记可移动三角形..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Constructing compact heightfield..." msgstr "构建紧凑高度图..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Eroding walkable area..." msgstr "正在计算可行区域..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Partitioning..." msgstr "分区中..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Creating contours..." msgstr "正在创建轮廓..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Creating polymesh..." msgstr "创建多边形网格..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Converting to native navigation mesh..." msgstr "转换为导航网格..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Navigation Mesh Generator Setup:" msgstr "导航网格生成器设置:" #: modules/navigation/navigation_mesh_generator.cpp msgid "Parsing Geometry..." msgstr "解析多边形中..." #: modules/navigation/navigation_mesh_generator.cpp msgid "Done!" msgstr "完成!" #: modules/visual_script/visual_script.cpp msgid "" "A node yielded without working memory, please read the docs on how to yield " "properly!" msgstr "" "一个节点在无工作内存的情况下调用了 yield,请阅读文档来查看如何正确使用 " "yield!" #: modules/visual_script/visual_script.cpp msgid "" "Node yielded, but did not return a function state in the first working " "memory." msgstr "节点调用了 yield,但并没有在第一个工作内存中返回函数状态。" #: modules/visual_script/visual_script.cpp msgid "" "Return value must be assigned to first element of node working memory! Fix " "your node please." msgstr "节点工作内存的第一个节点的返回值必须被赋值!请修正节点。" #: modules/visual_script/visual_script.cpp msgid "Node returned an invalid sequence output: " msgstr "节点返回了一个无效的连续输出: " #: modules/visual_script/visual_script.cpp msgid "Found sequence bit but not the node in the stack, report bug!" msgstr "在非堆栈中的节点中找到连续比特,请回报 Bug!" #: modules/visual_script/visual_script.cpp msgid "Stack overflow with stack depth: " msgstr "堆栈深度溢出: " #: modules/visual_script/visual_script_editor.cpp msgid "Change Signal Arguments" msgstr "修改信号参数" #: modules/visual_script/visual_script_editor.cpp msgid "Change Argument Type" msgstr "修改参数类型" #: modules/visual_script/visual_script_editor.cpp msgid "Change Argument name" msgstr "修改参数名称" #: modules/visual_script/visual_script_editor.cpp msgid "Set Variable Default Value" msgstr "设置变量默认值" #: modules/visual_script/visual_script_editor.cpp msgid "Set Variable Type" msgstr "设置变量类型" #: modules/visual_script/visual_script_editor.cpp msgid "Add Input Port" msgstr "添加输入端口" #: modules/visual_script/visual_script_editor.cpp msgid "Add Output Port" msgstr "增加输出端口" #: modules/visual_script/visual_script_editor.cpp msgid "Change Port Type" msgstr "修改端口类型" #: modules/visual_script/visual_script_editor.cpp msgid "Change Port Name" msgstr "修改端口名称" #: modules/visual_script/visual_script_editor.cpp msgid "Override an existing built-in function." msgstr "覆盖现有的内置函数。" #: modules/visual_script/visual_script_editor.cpp msgid "Create a new function." msgstr "新建函数。" #: modules/visual_script/visual_script_editor.cpp msgid "Variables:" msgstr "变量:" #: modules/visual_script/visual_script_editor.cpp msgid "Create a new variable." msgstr "新建变量。" #: modules/visual_script/visual_script_editor.cpp msgid "Signals:" msgstr "信号:" #: modules/visual_script/visual_script_editor.cpp msgid "Create a new signal." msgstr "新建信号。" #: modules/visual_script/visual_script_editor.cpp msgid "Name is not a valid identifier:" msgstr "名称不是有效的标识符:" #: modules/visual_script/visual_script_editor.cpp msgid "Name already in use by another func/var/signal:" msgstr "名称已经被其他的函数/变量/信号占用:" #: modules/visual_script/visual_script_editor.cpp msgid "Rename Function" msgstr "重命名函数" #: modules/visual_script/visual_script_editor.cpp msgid "Rename Variable" msgstr "重命名变量" #: modules/visual_script/visual_script_editor.cpp msgid "Rename Signal" msgstr "重命名信号" #: modules/visual_script/visual_script_editor.cpp msgid "Add Function" msgstr "添加函数" #: modules/visual_script/visual_script_editor.cpp msgid "Delete input port" msgstr "删除输入端口" #: modules/visual_script/visual_script_editor.cpp msgid "Add Variable" msgstr "添加变量" #: modules/visual_script/visual_script_editor.cpp msgid "Add Signal" msgstr "添加信号" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Input Port" msgstr "移除输入端口" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Output Port" msgstr "移除输出端口" #: modules/visual_script/visual_script_editor.cpp msgid "Change Expression" msgstr "修改表达式" #: modules/visual_script/visual_script_editor.cpp msgid "Remove VisualScript Nodes" msgstr "移除 VisualScript 节点" #: modules/visual_script/visual_script_editor.cpp msgid "Duplicate VisualScript Nodes" msgstr "复制 VisualScript 节点" #: modules/visual_script/visual_script_editor.cpp msgid "Hold %s to drop a Getter. Hold Shift to drop a generic signature." msgstr "按住 %s 放置一个 Getter 节点,按住 Shift 键放置一个通用签名。" #: modules/visual_script/visual_script_editor.cpp msgid "Hold Ctrl to drop a Getter. Hold Shift to drop a generic signature." msgstr "按住 Ctrl 键放置一个 Getter 节点。按住 Shift 键放置一个通用签名。" #: modules/visual_script/visual_script_editor.cpp msgid "Hold %s to drop a simple reference to the node." msgstr "按住 %s 放置一个场景节点的引用节点。" #: modules/visual_script/visual_script_editor.cpp msgid "Hold Ctrl to drop a simple reference to the node." msgstr "按住 Ctrl 键放置一个场景节点的引用节点。" #: modules/visual_script/visual_script_editor.cpp msgid "Hold %s to drop a Variable Setter." msgstr "按住 %s 放置变量的 Setter 节点。" #: modules/visual_script/visual_script_editor.cpp msgid "Hold Ctrl to drop a Variable Setter." msgstr "按住 Ctrl 键放置变量的 Setter 节点。" #: modules/visual_script/visual_script_editor.cpp msgid "Add Preload Node" msgstr "添加预载 (Preload) 节点" #: modules/visual_script/visual_script_editor.cpp msgid "Add Node(s)" msgstr "添加节点" #: modules/visual_script/visual_script_editor.cpp msgid "Add Node(s) From Tree" msgstr "从树中添加节点" #: modules/visual_script/visual_script_editor.cpp msgid "" "Can't drop properties because script '%s' is not used in this scene.\n" "Drop holding 'Shift' to just copy the signature." msgstr "" "无法放置该属性,因为脚本 “%s” 未在该场景中使用。\n" "放置时按住 Shift 键可以仅复制签名。" #: modules/visual_script/visual_script_editor.cpp msgid "Add Getter Property" msgstr "添加属性 Getter" #: modules/visual_script/visual_script_editor.cpp msgid "Add Setter Property" msgstr "添加属性 Setter" #: modules/visual_script/visual_script_editor.cpp msgid "Change Base Type" msgstr "修改基础类型" #: modules/visual_script/visual_script_editor.cpp msgid "Move Node(s)" msgstr "移动节点" #: modules/visual_script/visual_script_editor.cpp msgid "Remove VisualScript Node" msgstr "移除 VisualScript 节点" #: modules/visual_script/visual_script_editor.cpp msgid "Connect Nodes" msgstr "连接节点" #: modules/visual_script/visual_script_editor.cpp msgid "Disconnect Nodes" msgstr "断开连接的节点" #: modules/visual_script/visual_script_editor.cpp msgid "Connect Node Data" msgstr "连接节点数据" #: modules/visual_script/visual_script_editor.cpp msgid "Connect Node Sequence" msgstr "连接节点序列" #: modules/visual_script/visual_script_editor.cpp msgid "Script already has function '%s'" msgstr "脚本已有函数 “%s”" #: modules/visual_script/visual_script_editor.cpp msgid "Change Input Value" msgstr "修改输入值" #: modules/visual_script/visual_script_editor.cpp msgid "Resize Comment" msgstr "调整注释尺寸" #: modules/visual_script/visual_script_editor.cpp msgid "Can't copy the function node." msgstr "无法复制函数节点。" #: modules/visual_script/visual_script_editor.cpp msgid "Paste VisualScript Nodes" msgstr "粘贴 VisualScript 节点" #: modules/visual_script/visual_script_editor.cpp msgid "Can't create function with a function node." msgstr "无法通过函数节点创建函数。" #: modules/visual_script/visual_script_editor.cpp msgid "Can't create function of nodes from nodes of multiple functions." msgstr "无法从多个函数节点创建函数。" #: modules/visual_script/visual_script_editor.cpp msgid "Select at least one node with sequence port." msgstr "选择至少一个拥有顺序端口的节点。" #: modules/visual_script/visual_script_editor.cpp msgid "Try to only have one sequence input in selection." msgstr "请选择单一的顺序输入。" #: modules/visual_script/visual_script_editor.cpp msgid "Create Function" msgstr "创建函数" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Function" msgstr "移除函数" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Variable" msgstr "移除变量" #: modules/visual_script/visual_script_editor.cpp msgid "Editing Variable:" msgstr "编辑变量:" #: modules/visual_script/visual_script_editor.cpp msgid "Remove Signal" msgstr "移除信号" #: modules/visual_script/visual_script_editor.cpp msgid "Editing Signal:" msgstr "编辑信号:" #: modules/visual_script/visual_script_editor.cpp msgid "Make Tool:" msgstr "成为工具脚本:" #: modules/visual_script/visual_script_editor.cpp msgid "Members:" msgstr "成员:" #: modules/visual_script/visual_script_editor.cpp msgid "Change Base Type:" msgstr "修改基础类型:" #: modules/visual_script/visual_script_editor.cpp msgid "Add Nodes..." msgstr "添加节点..." #: modules/visual_script/visual_script_editor.cpp msgid "Add Function..." msgstr "添加函数..." #: modules/visual_script/visual_script_editor.cpp msgid "function_name" msgstr "函数名" #: modules/visual_script/visual_script_editor.cpp msgid "Select or create a function to edit its graph." msgstr "选择或创建一个函数来编辑其图形。" #: modules/visual_script/visual_script_editor.cpp msgid "Delete Selected" msgstr "删除选中项" #: modules/visual_script/visual_script_editor.cpp msgid "Find Node Type" msgstr "查找节点类型" #: modules/visual_script/visual_script_editor.cpp msgid "Copy Nodes" msgstr "复制节点" #: modules/visual_script/visual_script_editor.cpp msgid "Cut Nodes" msgstr "剪切节点" #: modules/visual_script/visual_script_editor.cpp msgid "Make Function" msgstr "生成函数" #: modules/visual_script/visual_script_editor.cpp msgid "Refresh Graph" msgstr "刷新节点" #: modules/visual_script/visual_script_editor.cpp msgid "Edit Member" msgstr "编辑成员" #: modules/visual_script/visual_script_flow_control.cpp msgid "Input type not iterable: " msgstr "输入类型不可迭代: " #: modules/visual_script/visual_script_flow_control.cpp msgid "Iterator became invalid" msgstr "迭代器失效" #: modules/visual_script/visual_script_flow_control.cpp msgid "Iterator became invalid: " msgstr "迭代器失效: " #: modules/visual_script/visual_script_func_nodes.cpp msgid "Invalid index property name." msgstr "属性名称索引无效。" #: modules/visual_script/visual_script_func_nodes.cpp msgid "Base object is not a Node!" msgstr "基础对象不是一个节点!" #: modules/visual_script/visual_script_func_nodes.cpp msgid "Path does not lead Node!" msgstr "路径必须指向节点!" #: modules/visual_script/visual_script_func_nodes.cpp msgid "Invalid index property name '%s' in node %s." msgstr "节点 “%s” 的索引属性名 “%s” 无效。" #: modules/visual_script/visual_script_nodes.cpp msgid ": Invalid argument of type: " msgstr ": 无效参数类型: " #: modules/visual_script/visual_script_nodes.cpp msgid ": Invalid arguments: " msgstr ": 无效参数: " #: modules/visual_script/visual_script_nodes.cpp msgid "VariableGet not found in script: " msgstr "脚本中未找到 VariableGet: " #: modules/visual_script/visual_script_nodes.cpp msgid "VariableSet not found in script: " msgstr "脚本中未找到 VariableSet: " #: modules/visual_script/visual_script_nodes.cpp msgid "Custom node has no _step() method, can't process graph." msgstr "自定义节点不包含 _step() 方法,不能生成图像。" #: modules/visual_script/visual_script_nodes.cpp msgid "" "Invalid return value from _step(), must be integer (seq out), or string " "(error)." msgstr "_step() 的返回值无效,必须是整形 (Seq Out) 或字符串 (Error)。" #: modules/visual_script/visual_script_property_selector.cpp msgid "Search VisualScript" msgstr "搜索可视化脚本节点" #: modules/visual_script/visual_script_property_selector.cpp msgid "Get %s" msgstr "获取 %s" #: platform/android/export/export_plugin.cpp msgid "Package name is missing." msgstr "包名缺失。" #: platform/android/export/export_plugin.cpp msgid "Package segments must be of non-zero length." msgstr "包段的长度必须为非零。" #: platform/android/export/export_plugin.cpp msgid "The character '%s' is not allowed in Android application package names." msgstr "Android 应用程序包名称中不允许使用字符 “%s”。" #: platform/android/export/export_plugin.cpp msgid "A digit cannot be the first character in a package segment." msgstr "包段中的第一个字符不能是数字。" #: platform/android/export/export_plugin.cpp msgid "The character '%s' cannot be the first character in a package segment." msgstr "包段中的第一个字符不能是 “%s”。" #: platform/android/export/export_plugin.cpp msgid "The package must have at least one '.' separator." msgstr "包必须至少有一个 “.” 分隔符。" #: platform/android/export/export_plugin.cpp msgid "Select device from the list" msgstr "从列表中选择设备" #: platform/android/export/export_plugin.cpp msgid "Running on %s" msgstr "正运行于 %d" #: platform/android/export/export_plugin.cpp msgid "Exporting APK..." msgstr "正在导出 APK……" #: platform/android/export/export_plugin.cpp msgid "Uninstalling..." msgstr "正在卸载……" #: platform/android/export/export_plugin.cpp msgid "Installing to device, please wait..." msgstr "正在安装到设备,请稍候……" #: platform/android/export/export_plugin.cpp msgid "Could not install to device: %s" msgstr "无法安装到设备:%s" #: platform/android/export/export_plugin.cpp msgid "Running on device..." msgstr "正在设备上运行……" #: platform/android/export/export_plugin.cpp msgid "Could not execute on device." msgstr "无法在设备上运行。" #: platform/android/export/export_plugin.cpp msgid "Unable to find the 'apksigner' tool." msgstr "找不到“apksigner”工具。" #: platform/android/export/export_plugin.cpp msgid "" "Android build template not installed in the project. Install it from the " "Project menu." msgstr "未在项目中安装 Android 构建模板。从项目菜单安装它。" #: platform/android/export/export_plugin.cpp msgid "" "Either Debug Keystore, Debug User AND Debug Password settings must be " "configured OR none of them." msgstr "Debug Keystore、Debug User、Debug Password 必须全部填写或者全部留空。" #: platform/android/export/export_plugin.cpp msgid "Debug keystore not configured in the Editor Settings nor in the preset." msgstr "未在编辑器设置或预设中配置调试密钥库。" #: platform/android/export/export_plugin.cpp msgid "" "Either Release Keystore, Release User AND Release Password settings must be " "configured OR none of them." msgstr "" "Release Keystore、Release User、Release Password 必须全部填写或者全部留空。" #: platform/android/export/export_plugin.cpp msgid "Release keystore incorrectly configured in the export preset." msgstr "用于发布的密钥存储在导出预设中未被正确设置。" #: platform/android/export/export_plugin.cpp msgid "A valid Android SDK path is required in Editor Settings." msgstr "编辑器设置中需要有效的 Android SDK 路径。" #: platform/android/export/export_plugin.cpp msgid "Invalid Android SDK path in Editor Settings." msgstr "编辑器设置中的 Android SDK 路径无效。" #: platform/android/export/export_plugin.cpp msgid "Missing 'platform-tools' directory!" msgstr "缺失“platform-tools”目录!" #: platform/android/export/export_plugin.cpp msgid "Unable to find Android SDK platform-tools' adb command." msgstr "找不到 Android SDK 平台工具的 adb 命令。" #: platform/android/export/export_plugin.cpp msgid "Please check in the Android SDK directory specified in Editor Settings." msgstr "请签入编辑器设置中指定的 Android SDK 目录。" #: platform/android/export/export_plugin.cpp msgid "Missing 'build-tools' directory!" msgstr "缺失“build-tools”目录!" #: platform/android/export/export_plugin.cpp msgid "Unable to find Android SDK build-tools' apksigner command." msgstr "找不到 Android SDK 生成工具的 apksigner 命令。" #: platform/android/export/export_plugin.cpp msgid "Invalid public key for APK expansion." msgstr "APK 扩展的公钥无效。" #: platform/android/export/export_plugin.cpp msgid "Invalid package name:" msgstr "无效的包名称:" #: platform/android/export/export_plugin.cpp msgid "" "Invalid \"GodotPaymentV3\" module included in the \"android/modules\" " "project setting (changed in Godot 3.2.2).\n" msgstr "" "“android/modules” 项目设置(变更于Godot 3.2.2)中包含了无效模组 " "“GodotPaymentV3”。\n" #: platform/android/export/export_plugin.cpp msgid "\"Use Custom Build\" must be enabled to use the plugins." msgstr "必须启用 “使用自定义构建” 才能使用插件。" #: platform/android/export/export_plugin.cpp msgid "" "\"Hand Tracking\" is only valid when \"Xr Mode\" is \"Oculus Mobile VrApi\" " "or \"OpenXR\"." msgstr "" "“Hand Tracking”只有在当“Xr Mode”是“Oculus Mobile VrApi”或“OpenXR”时才有效。" #: platform/android/export/export_plugin.cpp msgid "\"Passthrough\" is only valid when \"Xr Mode\" is \"OpenXR\"." msgstr "“Passthrough”只有在当“Xr Mode”是“OpenXR”时才有效。" #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Custom Build\" is enabled." msgstr "“Export AAB”只有在当启用“Use Custom Build”时才有效。" #: platform/android/export/export_plugin.cpp msgid "" "Changing the \"Min Sdk\" is only valid when \"Use Custom Build\" is enabled." msgstr "修改“Min Sdk”只有在当启用“Use Custom Build”时才有效。" #: platform/android/export/export_plugin.cpp msgid "" "Changing the \"Target Sdk\" is only valid when \"Use Custom Build\" is " "enabled." msgstr "修改“Target Sdk”只有在当启用“Use Custom Build”时才有效。" #: platform/android/export/export_plugin.cpp msgid "\"Target Sdk\" version must be greater or equal to \"Min Sdk\" version." msgstr "“Target Sdk”版本必须大于等于“Min Sdk”版本。" #: platform/android/export/export_plugin.cpp msgid "" "'apksigner' could not be found.\n" "Please check the command is available in the Android SDK build-tools " "directory.\n" "The resulting %s is unsigned." msgstr "" "无法找到“apksigner”。\n" "请检查 Android SDK 的 build-tools 目录中是否有此命令。\n" "生成的 %s 未签名。" #: platform/android/export/export_plugin.cpp msgid "Signing debug %s..." msgstr "正在签名调试 %s……" #: platform/android/export/export_plugin.cpp msgid "Signing release %s..." msgstr "正在签名发布 %s……" #: platform/android/export/export_plugin.cpp msgid "Could not find keystore, unable to export." msgstr "找不到密钥库,无法导出。" #: platform/android/export/export_plugin.cpp msgid "'apksigner' returned with error #%d" msgstr "“apksigner”返回错误 #%d" #: platform/android/export/export_plugin.cpp msgid "Verifying %s..." msgstr "正在校验 %s……" #: platform/android/export/export_plugin.cpp msgid "'apksigner' verification of %s failed." msgstr "“apksigner”校验 %s 失败。" #: platform/android/export/export_plugin.cpp msgid "Exporting for Android" msgstr "正在为 Android 导出" #: platform/android/export/export_plugin.cpp msgid "Invalid filename! Android App Bundle requires the *.aab extension." msgstr "无效文件名!Android App Bundle 必须有 *.aab 扩展。" #: platform/android/export/export_plugin.cpp msgid "APK Expansion not compatible with Android App Bundle." msgstr "APK Expansion 与 Android App Bundle 不兼容。" #: platform/android/export/export_plugin.cpp msgid "Invalid filename! Android APK requires the *.apk extension." msgstr "无效文件名!Android APK 必须有 *.apk 扩展。" #: platform/android/export/export_plugin.cpp msgid "Unsupported export format!\n" msgstr "不支持的导出格式!\n" #: platform/android/export/export_plugin.cpp msgid "" "Trying to build from a custom built template, but no version info for it " "exists. Please reinstall from the 'Project' menu." msgstr "" "尝试从自定义构建的模板构建,但是不存在其版本信息。请从“项目”菜单中重新安装。" #: platform/android/export/export_plugin.cpp msgid "" "Android build version mismatch:\n" " Template installed: %s\n" " Godot Version: %s\n" "Please reinstall Android build template from 'Project' menu." msgstr "" "Android 构建版本不匹配:\n" " 安装的模板:%s\n" " Godot 版本:%s\n" "请从“项目”菜单中重新安装 Android 构建模板。" #: platform/android/export/export_plugin.cpp msgid "" "Unable to overwrite res://android/build/res/*.xml files with project name" msgstr "无法使用项目名称覆盖 res://android/build/res/*.xml 文件" #: platform/android/export/export_plugin.cpp msgid "Could not export project files to gradle project\n" msgstr "无法将项目文件导出至 gradle 项目\n" #: platform/android/export/export_plugin.cpp msgid "Could not write expansion package file!" msgstr "无法写入扩展包文件!" #: platform/android/export/export_plugin.cpp msgid "Building Android Project (gradle)" msgstr "构建 Android 项目 (Gradle)" #: platform/android/export/export_plugin.cpp msgid "" "Building of Android project failed, check output for the error.\n" "Alternatively visit docs.godotengine.org for Android build documentation." msgstr "" "Android 项目构建失败,请检查输出中显示的错误。\n" "也可以访问 docs.godotengine.org 查看 Android 构建文档。" #: platform/android/export/export_plugin.cpp msgid "Moving output" msgstr "移动输出" #: platform/android/export/export_plugin.cpp msgid "" "Unable to copy and rename export file, check gradle project directory for " "outputs." msgstr "无法复制与更名导出文件,请在 Gradle 项目文件夹内确认输出。" #: platform/android/export/export_plugin.cpp msgid "Package not found: %s" msgstr "包不存在:%s" #: platform/android/export/export_plugin.cpp msgid "Creating APK..." msgstr "正在创建 APK……" #: platform/android/export/export_plugin.cpp msgid "" "Could not find template APK to export:\n" "%s" msgstr "" "找不到导出模板 APK:\n" "%s" #: platform/android/export/export_plugin.cpp msgid "" "Missing libraries in the export template for the selected architectures: " "%s.\n" "Please build a template with all required libraries, or uncheck the missing " "architectures in the export preset." msgstr "" "导出模板缺失所选架构的库:%s。\n" "请使用全部所需的库构建模板,或者在导出预设中取消对缺失架构的选择。" #: platform/android/export/export_plugin.cpp msgid "Adding files..." msgstr "正在添加文件……" #: platform/android/export/export_plugin.cpp msgid "Could not export project files" msgstr "无法导出项目文件" #: platform/android/export/export_plugin.cpp msgid "Aligning APK..." msgstr "正在对齐 APK……" #: platform/android/export/export_plugin.cpp msgid "Could not unzip temporary unaligned APK." msgstr "无法解压未对齐的临时 APK。" #: platform/iphone/export/export.cpp platform/osx/export/export.cpp msgid "Identifier is missing." msgstr "缺少标识符。" #: platform/iphone/export/export.cpp platform/osx/export/export.cpp msgid "The character '%s' is not allowed in Identifier." msgstr "标识符中不允许使用字符“%s”。" #: platform/iphone/export/export.cpp msgid "App Store Team ID not specified - cannot configure the project." msgstr "未指定 App Store Team ID - 无法配置项目。" #: platform/iphone/export/export.cpp msgid "Invalid Identifier:" msgstr "无效的标识符:" #: platform/iphone/export/export.cpp msgid "Required icon is not specified in the preset." msgstr "预设中未指定必需的图标。" #: platform/javascript/export/export.cpp msgid "Stop HTTP Server" msgstr "停止 HTTP 服务器" #: platform/javascript/export/export.cpp msgid "Run in Browser" msgstr "在浏览器中运行" #: platform/javascript/export/export.cpp msgid "Run exported HTML in the system's default browser." msgstr "使用默认浏览器打开导出的 HTML 文件。" #: platform/javascript/export/export.cpp msgid "Could not open template for export:" msgstr "无法打开导出模板:" #: platform/javascript/export/export.cpp msgid "Invalid export template:" msgstr "导出模板无效:" #: platform/javascript/export/export.cpp msgid "Could not write file:" msgstr "无法写入文件:" #: platform/javascript/export/export.cpp msgid "Could not read file:" msgstr "无法读取文件:" #: platform/javascript/export/export.cpp msgid "Could not read HTML shell:" msgstr "无法读取 HTML 壳:" #: platform/javascript/export/export.cpp msgid "Could not create HTTP server directory:" msgstr "无法创建 HTTP 服务器目录:" #: platform/javascript/export/export.cpp msgid "Error starting HTTP server:" msgstr "启动 HTTP 服务器时出错:" #: platform/osx/export/export.cpp msgid "Invalid bundle identifier:" msgstr "无效的包标识符:" #: platform/osx/export/export.cpp msgid "Notarization: code signing required." msgstr "公证:需要代码签名。" #: platform/osx/export/export.cpp msgid "Notarization: hardened runtime required." msgstr "公证:需要加强的运行时环境。" #: platform/osx/export/export.cpp msgid "Notarization: Apple ID name not specified." msgstr "公证:未指定 Apple ID 名称。" #: platform/osx/export/export.cpp msgid "Notarization: Apple ID password not specified." msgstr "公证:未指定 Apple ID 密码。" #: platform/uwp/export/export.cpp msgid "Invalid package short name." msgstr "无效的包短名称。" #: platform/uwp/export/export.cpp msgid "Invalid package unique name." msgstr "包名唯一性无效。" #: platform/uwp/export/export.cpp msgid "Invalid package publisher display name." msgstr "发布者显示名称无效。" #: platform/uwp/export/export.cpp msgid "Invalid product GUID." msgstr "产品 GUID 无效。" #: platform/uwp/export/export.cpp msgid "Invalid publisher GUID." msgstr "发布者 GUID 无效。" #: platform/uwp/export/export.cpp msgid "Invalid background color." msgstr "无效的背景颜色。" #: platform/uwp/export/export.cpp msgid "Invalid Store Logo image dimensions (should be 50x50)." msgstr "商店 Logo 图片尺寸无效(图像尺寸必须是 50x50)。" #: platform/uwp/export/export.cpp msgid "Invalid square 44x44 logo image dimensions (should be 44x44)." msgstr "正方形的 44x44 Logo 图片尺寸无效(应为 44x44)。" #: platform/uwp/export/export.cpp msgid "Invalid square 71x71 logo image dimensions (should be 71x71)." msgstr "正方形的 71x71 Logo 标志图片尺寸无效(应为 71x71)。" #: platform/uwp/export/export.cpp msgid "Invalid square 150x150 logo image dimensions (should be 150x150)." msgstr "正方形的 150x150 Logo 图片尺寸无效(应为 150x150)。" #: platform/uwp/export/export.cpp msgid "Invalid square 310x310 logo image dimensions (should be 310x310)." msgstr "正方形的 310x310 Logo 图片尺寸无效(应为 310x310)。" #: platform/uwp/export/export.cpp msgid "Invalid wide 310x150 logo image dimensions (should be 310x150)." msgstr "宽幅 310x150 Logo 图片尺寸无效(应为 310x150)。" #: platform/uwp/export/export.cpp msgid "Invalid splash screen image dimensions (should be 620x300)." msgstr "启动画面图片尺寸无效(应为 620x300)。" #: scene/2d/animated_sprite.cpp msgid "" "A SpriteFrames resource must be created or set in the \"Frames\" property in " "order for AnimatedSprite to display frames." msgstr "" "必须创建 SpriteFrames 资源,或在 “Frames” 属性中设置 SpriteFrames 资源,以便 " "AnimatedSprite 显示帧。" #: scene/2d/canvas_modulate.cpp msgid "" "Only one visible CanvasModulate is allowed per scene (or set of instanced " "scenes). The first created one will work, while the rest will be ignored." msgstr "" "每个场景中只允许有一个 CanvasModulate 类型的节点,场景中的第一个 " "CanvasModulate 节点能正常工作,其余的将被忽略。" #: scene/2d/collision_object_2d.cpp msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " "define its shape." msgstr "" "该节点没有描述其形状的子节点,因此它无法与其他物体产生碰撞或者进行交互。\n" "请添加一个 CollisionShape2D 或 CollisionPolygon2D 类型的子节点来定义它的形" "状。" #: scene/2d/collision_polygon_2d.cpp msgid "" "CollisionPolygon2D only serves to provide a collision shape to a " "CollisionObject2D derived node. Please only use it as a child of Area2D, " "StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape." msgstr "" "CollisionPolygon2D 类型节点只能为 CollisionObject2D 的派生类提供碰撞形状数" "据,请将其放在 Area2D、StaticBody2D、RigidBody2D 或 KinematicBody2D 节点下。" #: scene/2d/collision_polygon_2d.cpp msgid "An empty CollisionPolygon2D has no effect on collision." msgstr "空的 CollisionPolygon2D 不起任何碰撞检测作用。" #: scene/2d/collision_polygon_2d.cpp msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." msgstr "多边形无效。“Solids”构建模式需要至少三个点。" #: scene/2d/collision_polygon_2d.cpp msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." msgstr "多边形无效。“Segments”构建模式需要至少两个点。" #: scene/2d/collision_shape_2d.cpp msgid "" "CollisionShape2D only serves to provide a collision shape to a " "CollisionObject2D derived node. Please only use it as a child of Area2D, " "StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape." msgstr "" "CollisionShape2D 类型节点只能为 CollisionObject2D 的派生类提供碰撞形状数据," "请将其放在 Area2D、StaticBody2D、RigidBody2D 或 KinematicBody2D 节点下。" #: scene/2d/collision_shape_2d.cpp msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" msgstr "CollisionShape2D 必须有形状才能工作。请先为其创建形状资源!" #: scene/2d/collision_shape_2d.cpp msgid "" "Polygon-based shapes are not meant be used nor edited directly through the " "CollisionShape2D node. Please use the CollisionPolygon2D node instead." msgstr "" "基于多边形的形状不应该被 CollisionShape2D 节点直接使用或编辑。请使用 " "CollisionPolygon2D 节点。" #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." msgstr "" "CPUParticles2D 动画需要使用启用了 “Particles Animation” 的 " "CanvasItemMaterial。" #: scene/2d/joints_2d.cpp msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "Node A 与 Node B 必须为 PhysicsBody2D" #: scene/2d/joints_2d.cpp msgid "Node A must be a PhysicsBody2D" msgstr "Node A 必须为 PhysicsBody2D" #: scene/2d/joints_2d.cpp msgid "Node B must be a PhysicsBody2D" msgstr "Node B 必须为 PhysicsBody2D" #: scene/2d/joints_2d.cpp msgid "Joint is not connected to two PhysicsBody2Ds" msgstr "Joint 未连接 2 个 PhysicsBody2D" #: scene/2d/joints_2d.cpp msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "Node A 与 Node B 必须为不同的 PhysicsBody2D" #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." msgstr "必须将具有灯光形状的纹理提供给 “Texture”(纹理)属性。" #: scene/2d/light_occluder_2d.cpp msgid "" "An occluder polygon must be set (or drawn) for this occluder to take effect." msgstr "此遮光体必须设置遮光形状才能起到遮光作用。" #: scene/2d/light_occluder_2d.cpp msgid "The occluder polygon for this occluder is empty. Please draw a polygon." msgstr "此遮光体的遮光多边形为空。请绘制一个多边形。" #: scene/2d/navigation_agent_2d.cpp msgid "The NavigationAgent2D can be used only under a Node2D node." msgstr "" #: scene/2d/navigation_obstacle_2d.cpp msgid "" "The NavigationObstacle2D only serves to provide collision avoidance to a " "Node2D object." msgstr "" #: scene/2d/navigation_polygon.cpp msgid "" "A NavigationPolygon resource must be set or created for this node to work. " "Please set a property or draw a polygon." msgstr "" "请为此节点设置一个 NavigationPolygon 类型的资源作为形状,这样它才能正常工作。" #: scene/2d/navigation_polygon.cpp msgid "" "NavigationPolygonInstance must be a child or grandchild to a Navigation2D " "node. It only provides navigation data." msgstr "" "NavigationPolygonInstance 类型的节点必须作为 Navigation2D 的子节点或子孙节点" "才能为其提供导航数据。" #: scene/2d/parallax_layer.cpp msgid "" "ParallaxLayer node only works when set as child of a ParallaxBackground node." msgstr "" "ParallaxLayer 类型的节点必须作为 ParallaxBackground 的子节点才能正常工作。" #: scene/2d/particles_2d.cpp msgid "" "GPU-based particles are not supported by the GLES2 video driver.\n" "Use the CPUParticles2D node instead. You can use the \"Convert to " "CPUParticles\" option for this purpose." msgstr "" "基于 GPU 的粒子不受 GLES2 视频驱动程序的支持。\n" "改为使用 CPUParticles2D 节点。为此,可以使用 “转换为 CPUParticles” 选项。" #: scene/2d/particles_2d.cpp scene/3d/particles.cpp msgid "" "A material to process the particles is not assigned, so no behavior is " "imprinted." msgstr "未指定处理粒子的材质,因此不会产生任何行为。" #: scene/2d/particles_2d.cpp msgid "" "Particles2D animation requires the usage of a CanvasItemMaterial with " "\"Particles Animation\" enabled." msgstr "" "Particles2D 动画需要使用启用了 “Particles Animation” 的 CanvasItemMaterial。" #: scene/2d/path_2d.cpp msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D 类型的节点只有作为 Path2D 的子节点节才能正常工作。" #: scene/2d/physics_body_2d.cpp msgid "" "Size changes to RigidBody2D (in character or rigid modes) will be overridden " "by the physics engine when running.\n" "Change the size in children collision shapes instead." msgstr "" "对 RigidBody2D (在 Character 或 Rigid 模式下)的尺寸修改在运行时会被物理引擎" "的覆盖。\n" "建议您修改其子节点碰撞形状的尺寸。" #: scene/2d/remote_transform_2d.cpp msgid "Path property must point to a valid Node2D node to work." msgstr "Path 属性必须指向有效的 Node2D 节点才能正常工作。" #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "该 Bone2D 链条应该以一个 Skeleton2D 节点结束。" #: scene/2d/skeleton_2d.cpp msgid "A Bone2D only works with a Skeleton2D or another Bone2D as parent node." msgstr "" "Bone2D 节点仅适用于一个 Skeleton2D 节点或者另一个作为父节点的 Bone2D 节点。" #: scene/2d/skeleton_2d.cpp msgid "" "This bone lacks a proper REST pose. Go to the Skeleton2D node and set one." msgstr "该骨骼没有合适的放松姿势。请到 Skeleton2D 节点中设置一个。" #: scene/2d/tile_map.cpp msgid "" "TileMap with Use Parent on needs a parent CollisionObject2D to give shapes " "to. Please use it as a child of Area2D, StaticBody2D, RigidBody2D, " "KinematicBody2D, etc. to give them a shape." msgstr "" "启用了“Use Parent” 的 TileMap 需要父级 CollisionObject2D 才能提供形状。请使用" "它作为 Area2D、StaticBody2D、RigidBody2D、KinematicBody2D 等的子项来赋予它们" "形状。" #: scene/2d/visibility_notifier_2d.cpp msgid "" "VisibilityEnabler2D works best when used with the edited scene root directly " "as parent." msgstr "当直接将已编辑的场景根作为父级使用时,VisibilityEnabler2D 效果最佳。" #: scene/3d/arvr_nodes.cpp msgid "ARVRCamera must have an ARVROrigin node as its parent." msgstr "ARVRCamera 必须将 ARVROrigin 节点作为其父节点。" #: scene/3d/arvr_nodes.cpp msgid "ARVRController must have an ARVROrigin node as its parent." msgstr "ARVRController 必须具有 ARVROrigin 节点作为其父节点。" #: scene/3d/arvr_nodes.cpp msgid "" "The controller ID must not be 0 or this controller won't be bound to an " "actual controller." msgstr "控制器 ID 不能为 0,否则此控制器将不会绑定到实际的控制器。" #: scene/3d/arvr_nodes.cpp msgid "ARVRAnchor must have an ARVROrigin node as its parent." msgstr "ARVRAnchor 必须具有 ARVROrigin 节点作为其父节点。" #: scene/3d/arvr_nodes.cpp msgid "" "The anchor ID must not be 0 or this anchor won't be bound to an actual " "anchor." msgstr "锚点 ID 不能为 0,否则此锚点将不会绑定到实际的锚点。" #: scene/3d/arvr_nodes.cpp msgid "ARVROrigin requires an ARVRCamera child node." msgstr "ARVROrigin 需要一个 ARVRCamera 子节点。" #: scene/3d/baked_lightmap.cpp msgid "Finding meshes and lights" msgstr "正在查找网格和灯光" #: scene/3d/baked_lightmap.cpp msgid "Preparing geometry (%d/%d)" msgstr "正在准备几何体(%d/%d)" #: scene/3d/baked_lightmap.cpp msgid "Preparing environment" msgstr "正在准备环境" #: scene/3d/baked_lightmap.cpp msgid "Generating capture" msgstr "正在生成捕获" #: scene/3d/baked_lightmap.cpp msgid "Saving lightmaps" msgstr "正在保存光照贴图" #: scene/3d/baked_lightmap.cpp msgid "Done" msgstr "完成" #: scene/3d/collision_object.cpp msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" "Consider adding a CollisionShape or CollisionPolygon as a child to define " "its shape." msgstr "" "该节点没有描述其形状的子节点,因此它无法与其他物体产生碰撞或者进行交互。\n" "请添加一个 CollisionShape 或 CollisionPolygon 类型的子节点来定义它的形状。" #: scene/3d/collision_polygon.cpp msgid "" "CollisionPolygon only serves to provide a collision shape to a " "CollisionObject derived node. Please only use it as a child of Area, " "StaticBody, RigidBody, KinematicBody, etc. to give them a shape." msgstr "" "CollisionPolygon 类型节点只能为 CollisionObject 的派生类提供碰撞形状数据,请" "将其放在 Area、StaticBody、RigidBody、KinematicBody 等节点下来为节点提供形" "状。" #: scene/3d/collision_polygon.cpp msgid "An empty CollisionPolygon has no effect on collision." msgstr "空 CollisionPolygon 节点不起碰撞检测作用。" #: scene/3d/collision_shape.cpp msgid "" "CollisionShape only serves to provide a collision shape to a CollisionObject " "derived node. Please only use it as a child of Area, StaticBody, RigidBody, " "KinematicBody, etc. to give them a shape." msgstr "" "CollisionShape 类型节点只能为 CollisionObject 的派生类提供碰撞形状数据,请将" "其放在 Area、StaticBody、RigidBody、KinematicBody 等节点下来为节点提供形状。" #: scene/3d/collision_shape.cpp msgid "" "A shape must be provided for CollisionShape to function. Please create a " "shape resource for it." msgstr "必须提供形状以使 CollisionShape 起作用。请为其创建形状资源。" #: scene/3d/collision_shape.cpp msgid "" "Plane shapes don't work well and will be removed in future versions. Please " "don't use them." msgstr "平面形状无法正常工作,未来版本将被删除。请勿使用。" #: scene/3d/collision_shape.cpp msgid "" "ConcavePolygonShape doesn't support RigidBody in another mode than static." msgstr "ConcavePolygonShape 只支持静态模式下的 RigidBody。" #: scene/3d/cpu_particles.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "无物可见,因为没有指定网格。" #: scene/3d/cpu_particles.cpp msgid "" "CPUParticles animation requires the usage of a SpatialMaterial whose " "Billboard Mode is set to \"Particle Billboard\"." msgstr "" "CPUParticles 动画需要使用 Billboard Mode 设置为 “Particle Billboard” 的 " "SpatialMaterial。" #: scene/3d/gi_probe.cpp msgid "Plotting Meshes" msgstr "正在绘制网格" #: scene/3d/gi_probe.cpp msgid "Finishing Plot" msgstr "正在完成绘制" #: scene/3d/gi_probe.cpp msgid "" "GIProbes are not supported by the GLES2 video driver.\n" "Use a BakedLightmap instead." msgstr "" "GLES2 视频驱动程序不支持 GIProbes。\n" "请改用 BakedLightmap。" #: scene/3d/gi_probe.cpp msgid "" "The GIProbe Compress property has been deprecated due to known bugs and no " "longer has any effect.\n" "To remove this warning, disable the GIProbe's Compress property." msgstr "" "因为存在已知问题,GIProbe Compress 属性已被启用,不会再起任何作用。\n" "如果要移除本警告,请禁用 GIProbe 的 Compress 属性。" #: scene/3d/light.cpp msgid "A SpotLight with an angle wider than 90 degrees cannot cast shadows." msgstr "角度宽于 90 度的 SpotLight 无法投射出阴影。" #: scene/3d/navigation_agent.cpp msgid "The NavigationAgent can be used only under a spatial node." msgstr "" #: scene/3d/navigation_mesh_instance.cpp msgid "" "NavigationMeshInstance must be a child or grandchild to a Navigation node. " "It only provides navigation data." msgstr "" "NavigationMeshInstance 类型节点必须作为 Navigation 节点的子节点或子孙节点才能" "提供导航数据。" #: scene/3d/navigation_obstacle.cpp msgid "" "The NavigationObstacle only serves to provide collision avoidance to a " "spatial object." msgstr "" #: scene/3d/occluder.cpp msgid "No shape is set." msgstr "未设置形状。" #: scene/3d/occluder.cpp msgid "Only uniform scales are supported." msgstr "仅支持统一的缩放。" #: scene/3d/particles.cpp msgid "" "GPU-based particles are not supported by the GLES2 video driver.\n" "Use the CPUParticles node instead. You can use the \"Convert to CPUParticles" "\" option for this purpose." msgstr "" "基于 GPU 的粒子不受 GLES2 视频驱动程序的支持。\n" "改为使用 CPUParticles 节点。为此,您可以使用 “转换为 CPUParticles” 选项。" #: scene/3d/particles.cpp msgid "" "Nothing is visible because meshes have not been assigned to draw passes." msgstr "粒子不可见,因为没有网格指定到绘制通道 (Draw Pass)。" #: scene/3d/particles.cpp msgid "" "Particles animation requires the usage of a SpatialMaterial whose Billboard " "Mode is set to \"Particle Billboard\"." msgstr "" "粒子动画需要使用 Billboard Mode 设置为 “Particle Billboard” 的 " "SpatialMaterial。" #: scene/3d/path.cpp msgid "PathFollow only works when set as a child of a Path node." msgstr "PathFollow 类型的节点只有作为 Path 类型节点的子节点才能正常工作。" #: scene/3d/path.cpp msgid "" "PathFollow's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its " "parent Path's Curve resource." msgstr "" "PathFollow 的 ROTATION_ORIENTED 要求在其父路径的 Curve 资源中启用 “Up " "Vector”。" #: scene/3d/physics_body.cpp msgid "" "Size changes to RigidBody (in character or rigid modes) will be overridden " "by the physics engine when running.\n" "Change the size in children collision shapes instead." msgstr "" "对 RigidBody(在 Character 或 Rigid 模式下)的尺寸修改,在运行时会被物理引擎" "的覆盖。\n" "建议您修改子节点的碰撞形状。" #: scene/3d/physics_joint.cpp msgid "Node A and Node B must be PhysicsBodies" msgstr "Node A 与 Node B 必须为 PhysicsBody" #: scene/3d/physics_joint.cpp msgid "Node A must be a PhysicsBody" msgstr "Node A 必须为 PhysicsBody" #: scene/3d/physics_joint.cpp msgid "Node B must be a PhysicsBody" msgstr "Node B 必须为 PhysicsBody" #: scene/3d/physics_joint.cpp msgid "Joint is not connected to any PhysicsBodies" msgstr "Joint 未连接到任何 PhysicsBody" #: scene/3d/physics_joint.cpp msgid "Node A and Node B must be different PhysicsBodies" msgstr "Node A 与 Node B 必须为不同的 PhysicsBody" #: scene/3d/portal.cpp msgid "The RoomManager should not be a child or grandchild of a Portal." msgstr "RoomManager 不应该是 Portal 的子节点或孙节点。" #: scene/3d/portal.cpp msgid "A Room should not be a child or grandchild of a Portal." msgstr "Room 不应该是 Portal 的子节点或孙节点。" #: scene/3d/portal.cpp msgid "A RoomGroup should not be a child or grandchild of a Portal." msgstr "RoomGroup 不应该是 Portal 的子节点或孙节点。" #: scene/3d/remote_transform.cpp msgid "" "The \"Remote Path\" property must point to a valid Spatial or Spatial-" "derived node to work." msgstr "" "“Remote Path” 属性必须指向有效的 Spatial 或 Spatial 派生的节点才能工作。" #: scene/3d/room.cpp msgid "A Room cannot have another Room as a child or grandchild." msgstr "Room 不能是另一个 Room 的子节点或孙节点。" #: scene/3d/room.cpp msgid "The RoomManager should not be placed inside a Room." msgstr "RoomManager 不应该被放置在 Room 中。" #: scene/3d/room.cpp msgid "A RoomGroup should not be placed inside a Room." msgstr "RoomGroup 不应该被放置在 Room 中。" #: scene/3d/room.cpp msgid "" "Room convex hull contains a large number of planes.\n" "Consider simplifying the room bound in order to increase performance." msgstr "" "房间的凸包中包含大量平面。\n" "为了提升性能,请考虑简化房间的边界。" #: scene/3d/room_group.cpp msgid "The RoomManager should not be placed inside a RoomGroup." msgstr "RoomManager 不应该被放置在 RoomGroup 中。" #: scene/3d/room_manager.cpp msgid "The RoomList has not been assigned." msgstr "RoomList 尚未赋值。" #: scene/3d/room_manager.cpp msgid "The RoomList node should be a Spatial (or derived from Spatial)." msgstr "RoomList 节点应该是 Spatial(或者派生自 Spatial)。" #: scene/3d/room_manager.cpp msgid "" "Portal Depth Limit is set to Zero.\n" "Only the Room that the Camera is in will render." msgstr "" "Portal Depth Limit 被设置为零。\n" "仅会渲染摄像机所在房间。" #: scene/3d/room_manager.cpp msgid "There should only be one RoomManager in the SceneTree." msgstr "场景树中仅能存在一个 RoomManager。" #: scene/3d/room_manager.cpp msgid "" "RoomList path is invalid.\n" "Please check the RoomList branch has been assigned in the RoomManager." msgstr "" "RoomList 路径无效。\n" "请检查 RoomList 分支是否已被指定给 RoomManager。" #: scene/3d/room_manager.cpp msgid "RoomList contains no Rooms, aborting." msgstr "RoomList 中不包含 Room,正在中止。" #: scene/3d/room_manager.cpp msgid "Misnamed nodes detected, check output log for details. Aborting." msgstr "检测到错误命名的节点,详情请检查日志输出。正在中止。" #: scene/3d/room_manager.cpp msgid "Portal link room not found, check output log for details." msgstr "未找到入口所连接的房间,详情请检查日志输出。" #: scene/3d/room_manager.cpp msgid "" "Portal autolink failed, check output log for details.\n" "Check the portal is facing outwards from the source room." msgstr "" "入口自动连接失败,详情请检查输出日志。\n" "请检查该入口是否朝向其所在房间的外部。" #: scene/3d/room_manager.cpp msgid "" "Room overlap detected, cameras may work incorrectly in overlapping area.\n" "Check output log for details." msgstr "" "检测到重叠的房间,摄像机在重叠区域可能无法正常工作。\n" "详情请检查日志输出。" #: scene/3d/room_manager.cpp msgid "" "Error calculating room bounds.\n" "Ensure all rooms contain geometry or manual bounds." msgstr "" "计算房间边界时出错。\n" "请确保所有房间都包含几何结构,或者包含手动边界。" #: scene/3d/soft_body.cpp msgid "This body will be ignored until you set a mesh." msgstr "在设置网格之前,将忽略该实体。" #: scene/3d/soft_body.cpp msgid "" "Size changes to SoftBody will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" "对 SoftBody 尺寸的修改,将会在运行时被物理引擎所覆盖。\n" "建议修改子节点的碰撞体形状尺寸。" #: scene/3d/sprite_3d.cpp msgid "" "A SpriteFrames resource must be created or set in the \"Frames\" property in " "order for AnimatedSprite3D to display frames." msgstr "" "必须在 “Frames” 属性中创建或设置 SpriteFrames 资源,AnimatedSprite3D 才会显示" "帧。" #: scene/3d/vehicle_body.cpp msgid "" "VehicleWheel serves to provide a wheel system to a VehicleBody. Please use " "it as a child of a VehicleBody." msgstr "" "VehicleWheel 为 VehicleBody 提供一个车轮系统 (Wheel System)。请将它作为 " "VehicleBody 的子节点。" #: scene/3d/world_environment.cpp msgid "" "WorldEnvironment requires its \"Environment\" property to contain an " "Environment to have a visible effect." msgstr "" "WorldEnvironment 要求其 “Environment” 属性是一个 Environment,以产生可见效" "果。" #: scene/3d/world_environment.cpp msgid "" "Only one WorldEnvironment is allowed per scene (or set of instanced scenes)." msgstr "每个场景中只允许有一个 WorldEnvironment 类型的节点。" #: scene/3d/world_environment.cpp msgid "" "This WorldEnvironment is ignored. Either add a Camera (for 3D scenes) or set " "this environment's Background Mode to Canvas (for 2D scenes)." msgstr "" "这个 WorldEnvironment 被忽略。添加摄像头(用于 3D 场景)或将此环境的背景模式" "设置为画布(用于 2D 场景)。" #: scene/animation/animation_blend_tree.cpp msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "在 BlendTree 节点 “%s” 上没有发现动画: “%s”" #: scene/animation/animation_blend_tree.cpp msgid "Animation not found: '%s'" msgstr "没有动画: “%s”" #: scene/animation/animation_player.cpp msgid "Anim Apply Reset" msgstr "动画应用重置" #: scene/animation/animation_tree.cpp msgid "In node '%s', invalid animation: '%s'." msgstr "在节点 “%s” 上的动画无效: “%s” 。" #: scene/animation/animation_tree.cpp msgid "Invalid animation: '%s'." msgstr "无效动画: “%s” 。" #: scene/animation/animation_tree.cpp msgid "Nothing connected to input '%s' of node '%s'." msgstr "没有任何物体连接到节点 “%s” 的输入 “%s” 。" #: scene/animation/animation_tree.cpp msgid "No root AnimationNode for the graph is set." msgstr "没有为图设置根 AnimationNode。" #: scene/animation/animation_tree.cpp msgid "Path to an AnimationPlayer node containing animations is not set." msgstr "包含动画的 AnimationPlayer 节点没有设置路径。" #: scene/animation/animation_tree.cpp msgid "Path set for AnimationPlayer does not lead to an AnimationPlayer node." msgstr "动画播放器的路径没有加载一个 AnimationPlayer 节点。" #: scene/animation/animation_tree.cpp msgid "The AnimationPlayer root node is not a valid node." msgstr "AnimationPlayer 根节点不是有效节点。" #: scene/animation/animation_tree_player.cpp msgid "This node has been deprecated. Use AnimationTree instead." msgstr "该节点已废弃。请使用 AnimationTree 代替。" #: scene/gui/color_picker.cpp msgid "" "Color: #%s\n" "LMB: Set color\n" "RMB: Remove preset" msgstr "" "颜色:#%s\n" "鼠标左键:设置颜色\n" "鼠标右键:删除预设" #: scene/gui/color_picker.cpp msgid "Pick a color from the editor window." msgstr "从编辑器窗口中选择一种颜色。" #: scene/gui/color_picker.cpp msgid "HSV" msgstr "HSV" #: scene/gui/color_picker.cpp msgid "Raw" msgstr "原始" #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "在十六进制值和代码值之间切换。" #: scene/gui/color_picker.cpp msgid "Add current color as a preset." msgstr "将当前颜色添加为预设。" #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " "children placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" "除非脚本配置其子节点放置行为,否则容器本身没有任何作用。\n" "如果您不想添加脚本,请改用普通的 Control 节点。" #: scene/gui/control.cpp msgid "" "The Hint Tooltip won't be displayed as the control's Mouse Filter is set to " "\"Ignore\". To solve this, set the Mouse Filter to \"Stop\" or \"Pass\"." msgstr "" "由于该控件的 Mouse Filter 设置为 “Ignore” 因此将不会显示高亮工具提示。将 " "Mouse Filter 设置为 “Stop” 或 “Pass” 可修正此问题。" #: scene/gui/dialogs.cpp msgid "Alert!" msgstr "警告!" #: scene/gui/dialogs.cpp msgid "Please Confirm..." msgstr "请确认..." #: scene/gui/file_dialog.cpp msgid "Must use a valid extension." msgstr "必须使用有效的扩展名。" #: scene/gui/graph_edit.cpp msgid "Enable grid minimap." msgstr "启用网格小地图。" #: scene/gui/nine_patch_rect.cpp msgid "" "The Tile and Tile Fit options for Axis Stretch properties are only effective " "when using the GLES3 rendering backend.\n" "The GLES2 backend is currently in use, so these modes will act like Stretch " "instead." msgstr "" "Axis Stretch 属性的 Tile 和 Tile Fit 选项仅在使用 GLES3 渲染后端时有效。\n" "当前使用的是 GLES2 后端,将使用 Stretch 的行为代替这些模式。" #: scene/gui/popup.cpp msgid "" "Popups will hide by default unless you call popup() or any of the popup*() " "functions. Making them visible for editing is fine, but they will hide upon " "running." msgstr "" "弹窗将默认隐藏,除非调用 popup() 或任何 popup*() 函数。虽然可以将弹窗设为可见" "来进行编辑,但在运行时会隐藏。" #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "如果启用了 “Exp Edit”,则 “Min Value” 必须大于 0。" #: scene/gui/scroll_container.cpp msgid "" "ScrollContainer is intended to work with a single child control.\n" "Use a container as child (VBox, HBox, etc.), or a Control and set the custom " "minimum size manually." msgstr "" "ScrollContainer 适用于与单个子控件一起使用。\n" "子节点应该是单个容器(VBox、HBox 等)或者使用单个控件并手动设置其自定义最小尺" "寸。" #: scene/gui/tree.cpp msgid "(Other)" msgstr "(其他)" #: scene/main/scene_tree.cpp msgid "" "Default Environment as specified in Project Settings (Rendering -> " "Environment -> Default Environment) could not be loaded." msgstr "" "无法加载项目设置中的默认环境(Rendering -> Environment -> Default " "Environment)。" #: scene/main/timer.cpp msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" "Consider using a script's process loop instead of relying on a Timer for " "very low wait times." msgstr "" "计时器等待时间非常短(小于 0.05 秒)时可能会根据渲染帧率和物理帧率的不同而表" "现得极为不同。\n" "建议使用脚本的 process 循环代替此类计时器。" #: scene/main/viewport.cpp msgid "" "This viewport is not set as render target. If you intend for it to display " "its contents directly to the screen, make it a child of a Control so it can " "obtain a size. Otherwise, make it a RenderTarget and assign its internal " "texture to some node for display." msgstr "" "这个视窗未被设置为渲染目标。如果你想让其直接在屏幕上显示内容,请使其成为 " "Control 的子节点,这样一来该 Viewport 才会有大小。否则请为其设置 " "RenderTarget 并分配其内部纹理来显示。" #: scene/main/viewport.cpp msgid "" "The Viewport size must be greater than or equal to 2 pixels on both " "dimensions to render anything." msgstr "Viewport 的宽高都大于等于 2 像素时才能进行渲染。" #: scene/resources/occluder_shape.cpp msgid "OccluderShapeSphere Set Spheres" msgstr "OccluderShapeSphere 设置 Spheres" #: scene/resources/visual_shader_nodes.cpp msgid "" "The sampler port is connected but not used. Consider changing the source to " "'SamplerPort'." msgstr "采样器端口已连接但未使用。请考虑将源更改为“SamplerPort”。" #: scene/resources/visual_shader_nodes.cpp msgid "Invalid source for preview." msgstr "预览的源资源无效。" #: scene/resources/visual_shader_nodes.cpp msgid "Invalid source for shader." msgstr "着色器的源资源无效。" #: scene/resources/visual_shader_nodes.cpp msgid "Invalid comparison function for that type." msgstr "该类型的比较功能无效。" #: servers/visual/shader_language.cpp msgid "Varying may not be assigned in the '%s' function." msgstr "Varying 不能在“%s”函数中赋值。" #: servers/visual/shader_language.cpp msgid "" "Varyings which assigned in 'vertex' function may not be reassigned in " "'fragment' or 'light'." msgstr "已在“vertex”函数中赋值的 varying 不能在“fragment”或“light”中重新赋值。" #: servers/visual/shader_language.cpp msgid "" "Varyings which assigned in 'fragment' function may not be reassigned in " "'vertex' or 'light'." msgstr "已在“fragment”函数中赋值的 varying 不能在“vertex”或“light”中重新赋值。" #: servers/visual/shader_language.cpp msgid "Assignment to function." msgstr "对函数的赋值。" #: servers/visual/shader_language.cpp msgid "Assignment to uniform." msgstr "对 Uniform 的赋值。" #: servers/visual/shader_language.cpp msgid "Constants cannot be modified." msgstr "不允许修改常量。"