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|
# Chinese (Simplified) translation of the Godot Engine class reference.
# Copyright (c) 2014-present Godot Engine contributors.
# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
# This file is distributed under the same license as the Godot source code.
#
# Haoyu Qiu <timothyqiu32@gmail.com>, 2020, 2021, 2022, 2023.
# fangxvan <2661712415@qq.com>, 2020.
# yzt <834950797@qq.com>, 2020.
# 懵逼Kitty <m1330586660@163.com>, 2020, 2021.
# MintSoda <lionlxh@qq.com>, 2020.
# Gardner Belgrade <hapenia@sina.com>, 2020.
# WangYi13 <wyi13@outlook.com>, 2020, 2021.
# UnluckyNinja <unluckyninja1994@gmail.com>, 2020.
# idleman <1524328475@qq.com>, 2020, 2021.
# Oberon Zheng <360119124@qq.com>, 2020, 2021.
# li yong <liyonghelpme@gmail.com>, 2020.
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
# BinotaLIU <me@binota.org>, 2020.
# Zhirong Qin (fengjiongmax) <fengjiongmax@gmail.com>, 2020, 2021.
# zzjbook <zzjbook@outlook.com>, 2020.
# Gary Wang <wzc782970009@gmail.com>, 2020.
# cyj <chenyuanji123@yandex.com>, 2020.
# twoBornottwoB <305766341@qq.com>, 2021.
# zzh <zzh12581@icloud.com>, 2021.
# longhjues <longhjues@gmail.com>, 2021.
# 800Coins <jj4156@163.com>, 2021.
# qjyqjyqjyqjy <qjyqjyqjyqjy@sina.com.cn>, 2021.
# mzzhao <13030224963@163.com>, 2021.
# Baiyuan Qiu <1061688677@qq.com>, 2021.
# CZM <605557370@qq.com>, 2021.
# Zephyr <placysan@126.com>, 2021.
# 扬 <zuiaiyangyang3@qq.com>, 2021.
# luoji <564144019@qq.com>, 2021.
# Merlin Bao <windmf@qq.com>, 2021.
# Felix Xing <FelixXingFX@gmail.com>, 2021.
# Wang Chenhao <wch272@outlook.com>, 2021.
# Juer Genie Whang <2695996944@qq.com>, 2021.
# SimonChang <simon_chang@foxmail.com>, 2021.
# zeng haochen <m18621006730@163.com>, 2021.
# suplife <2634557184@qq.com>, 2021, 2023.
# Magian <magian1127@gmail.com>, 2021, 2022.
# ji233 <27987772@qq.com>, 2021.
# 沈士超 <shenshichao920@hotmail.com>, 2021.
# MisakaRua <1150235785@qq.com>, 2021.
# KodLenss <kodlenss@gmail.com>, 2021.
# Wang Tseryui <2251439097@qq.com>, 2021.
# knight100 <knight100@163.com>, 2021.
# jixun <jingshinglai@gmail.com>, 2021.
# Hapenia Lans <hapenia233@163.com>, 2021.
# 枫叶 <928584916@qq.com>, 2021.
# B TO THE R <1470997723@qq.com>, 2021.
# 有趣极了 <2944595791@qq.com>, 2021.
# 刘亚西 <wayrboy123@gmail.com>, 2021.
# 诗鸷Temsys <shenshichao920@hotmail.com>, 2021.
# Sam Sun <oppositenormal@outlook.com>, 2021, 2023.
# sudo-behappy <3216539984@qq.com>, 2021, 2023.
# Cc <2590090025@qq.com>, 2021.
# 苏轼 <youwanyuyu@gmail.com>, 2021.
# ErrorDreemurr <diandaokui@qq.com>, 2021.
# 烧风 <hk-shao@foxmail.com>, 2022.
# Yan Chen <cyan97087@gmail.com>, 2022.
# Caten <catenhu@gmail.com>, 2022.
# 风青山 <idleman@yeah.net>, 2023.
# zehuai wu <wuzehuai@gmail.com>, 2023.
# matrixant <yuan545@hotmail.com>, 2023.
# Pencil Core <pencilzyl@gmail.com>, 2023.
# skyatgit <1218980814@qq.com>, 2023.
# Hamster <hamster5295@163.com>, 2023.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2023-02-20 10:58+0000\n"
"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hans/>\n"
"Language: zh_CN\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
"X-Generator: Weblate 4.16-dev\n"
msgid "Description"
msgstr "描述"
msgid "Tutorials"
msgstr "教程"
msgid "Properties"
msgstr "属性"
msgid "Constructors"
msgstr "构造函数"
msgid "Methods"
msgstr "方法"
msgid "Operators"
msgstr "操作符"
msgid "Theme Properties"
msgstr "主题属性"
msgid "Signals"
msgstr "信号"
msgid "Enumerations"
msgstr "枚举"
msgid "Constants"
msgstr "常量"
msgid "Property Descriptions"
msgstr "属性说明"
msgid "Constructor Descriptions"
msgstr "构造函数说明"
msgid "Method Descriptions"
msgstr "方法说明"
msgid "Operator Descriptions"
msgstr "操作符说明"
msgid "Theme Property Descriptions"
msgstr "主题属性说明"
msgid "Inherits:"
msgstr "继承:"
msgid "Inherited By:"
msgstr "派生:"
msgid "(overrides %s)"
msgstr "(覆盖 %s)"
msgid "Default"
msgstr "默认"
msgid "Setter"
msgstr "Setter"
msgid "value"
msgstr "值"
msgid "Getter"
msgstr "Getter"
msgid ""
"This method should typically be overridden by the user to have any effect."
msgstr "本方法通常需要用户覆盖才能生效。"
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
msgstr "本方法没有副作用。不会修改该实例的任何成员变量。"
msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr "本方法除了在此处描述的参数外,还能够继续接受任意数量的参数。"
msgid "This method is used to construct a type."
msgstr "本方法用于构造某个类型。"
msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
msgstr "调用本方法无需实例,所以可以直接使用类名调用。"
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr "本方法描述的是使用本类型作为左操作数的有效操作符。"
msgid "Built-in GDScript functions."
msgstr "内置 GDScript 函数。"
msgid "GDScript exports"
msgstr "GDScript的导出"
msgid ""
"Returns a single character (as a [String]) of the given Unicode code point "
"(which is compatible with ASCII code).\n"
"[codeblock]\n"
"a = char(65) # a is \"A\"\n"
"a = char(65 + 32) # a is \"a\"\n"
"a = char(8364) # a is \"€\"\n"
"[/codeblock]"
msgstr ""
"返回给定的 Unicode 码位(与ASCII码兼容)的单字符字符串(作为一个"
"[String])。\n"
"[codeblock]\n"
"a = char(65) # a 是“A”\n"
"a = char(65 + 32) # a 是“a”\n"
"a = char(8364) # a 是“€”\n"
"[/codeblock]"
msgid ""
"Converts [param what] to [param type] in the best way possible. The [param "
"type] uses the [enum Variant.Type] values.\n"
"[codeblock]\n"
"var a = [4, 2.5, 1.2]\n"
"print(a is Array) # Prints true\n"
"\n"
"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n"
"print(b) # Prints [4, 2, 1]\n"
"print(b is Array) # Prints false\n"
"[/codeblock]"
msgstr ""
"尽可能以最佳方式将 [param what] 转换为 [param type]。[param type] 使用 [enum "
"Variant.Type] 值。\n"
"[codeblock]\n"
"var a = [4, 2.5, 1.2]\n"
"print(a is Array) # 输出 true\n"
"\n"
"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n"
"print(b) # 输出 [4, 2, 1]\n"
"print(b is Array) # 输出 false\n"
"[/codeblock]"
msgid ""
"Converts a [param dictionary] (created with [method inst_to_dict]) back to "
"an Object instance. Can be useful for deserializing."
msgstr ""
"将一个 [param dictionary] (用 [method inst_to_dict] 创建的)转换回为一个 "
"Object 实例。在反序列化时可能很有用。"
msgid ""
"Returns an array of dictionaries representing the current call stack. See "
"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
"\n"
"func foo():\n"
" bar()\n"
"\n"
"func bar():\n"
" print(get_stack())\n"
"[/codeblock]\n"
"Starting from [code]_ready()[/code], [code]bar()[/code] would print:\n"
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
"[/codeblock]\n"
"[b]Note:[/b] This function only works if the running instance is connected "
"to a debugging server (i.e. an editor instance). [method get_stack] will not "
"work in projects exported in release mode, or in projects exported in debug "
"mode if not connected to a debugging server.\n"
"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing "
"so will return an empty array."
msgstr ""
"返回一个表示当前调用堆栈的字典数组。另请参阅 [method print_stack]。\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
"\n"
"func foo():\n"
" bar()\n"
"\n"
"func bar():\n"
" print(get_stack())\n"
"[/codeblock]\n"
"从 [code]_ready()[/code] 开始,[code]bar()[/code] 将打印:\n"
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
"[/codeblock]\n"
"[b]注意:[/b]只有在运行的实例连接到调试服务器(即编辑器实例)后,该函数才有"
"效。[method get_stack] 不适用于以发布模式导出的项目;或者在未连接到调试服务器"
"的情况下,以调试模式导出的项目。\n"
"[b]注意:[/b]不支持从 [Thread] 调用此函数。这样做将返回一个空数组。"
msgid ""
"Returns the passed [param instance] converted to a Dictionary. Can be useful "
"for serializing.\n"
"[b]Note:[/b] Cannot be used to serialize objects with built-in scripts "
"attached or objects allocated within built-in scripts.\n"
"[codeblock]\n"
"var foo = \"bar\"\n"
"func _ready():\n"
" var d = inst_to_dict(self)\n"
" print(d.keys())\n"
" print(d.values())\n"
"[/codeblock]\n"
"Prints out:\n"
"[codeblock]\n"
"[@subpath, @path, foo]\n"
"[, res://test.gd, bar]\n"
"[/codeblock]"
msgstr ""
"返回传入的 [param instance] 转换为的字典。可用于序列化。\n"
"[b]注意:[/b]不能用于序列化附加了内置脚本的对象,或在内置脚本中分配的对象。\n"
"[codeblock]\n"
"var foo = \"bar\"\n"
"func _ready():\n"
" var d = inst_to_dict(self)\n"
" print(d.keys())\n"
" print(d.values())\n"
"[/codeblock]\n"
"输出:\n"
"[codeblock]\n"
"[@subpath, @path, foo]\n"
"[, res://test.gd, bar]\n"
"[/codeblock]"
msgid ""
"Returns the length of the given Variant [param var]. The length can be the "
"character count of a [String], the element count of any array type or the "
"size of a [Dictionary]. For every other Variant type, a run-time error is "
"generated and execution is stopped.\n"
"[codeblock]\n"
"a = [1, 2, 3, 4]\n"
"len(a) # Returns 4\n"
"\n"
"b = \"Hello!\"\n"
"len(b) # Returns 6\n"
"[/codeblock]"
msgstr ""
"返回给定 Variant [param var] 的长度。长度可以是 [String] 的字符数、任意数组类"
"型的元素数、或 [Dictionary] 的大小等。对于所有其他 Variant 类型,都会生成运行"
"时错误并停止执行。\n"
"[codeblock]\n"
"a = [1, 2, 3, 4]\n"
"len(a) # 返回 4\n"
"\n"
"b = \"Hello!\"\n"
"len(b) # 返回 6\n"
"[/codeblock]"
msgid ""
"Like [method @GlobalScope.print], but includes the current stack frame when "
"running with the debugger turned on.\n"
"The output in the console may look like the following:\n"
"[codeblock]\n"
"Test print\n"
"At: res://test.gd:15:_process()\n"
"[/codeblock]\n"
"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing "
"so will instead print the thread ID."
msgstr ""
"与 [method @GlobalScope.print] 类似,但在打开调试器运行时还会包含当前栈帧。\n"
"控制台中的输出应该是类似这样的:\n"
"[codeblock]\n"
"Test print\n"
"At: res://test.gd:15:_process()\n"
"[/codeblock]\n"
"[b]注意:[/b]不支持从 [Thread] 中调用此方法。调用时会输出线程 ID。"
msgid ""
"Prints a stack trace at the current code location. See also [method "
"get_stack].\n"
"The output in the console may look like the following:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
"[/codeblock]\n"
"[b]Note:[/b] This function only works if the running instance is connected "
"to a debugging server (i.e. an editor instance). [method print_stack] will "
"not work in projects exported in release mode, or in projects exported in "
"debug mode if not connected to a debugging server.\n"
"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing "
"so will instead print the thread ID."
msgstr ""
"输出当前代码位置的栈追踪。另请参阅 [method get_stack]。\n"
"控制台中的输出是类似这样的:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
"[/codeblock]\n"
"[b]注意:[/b]只有在运行的实例连接到调试服务器(即编辑器实例)后,该函数才有"
"效。[method print_stack] 不适用于以发布模式导出的项目;或者在未连接到调试服务"
"器的情况下,以调试模式导出的项目。\n"
"[b]注意:[/b]不支持从 [Thread] 调用此函数。这样做将改为打印线程 ID。"
msgid ""
"Returns an array with the given range. [method range] can be called in three "
"ways:\n"
"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
"[b]exclusive[/b].\n"
"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
"respectively.\n"
"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
"[code]0[/code], an error message is printed.\n"
"[method range] converts all arguments to [int] before processing.\n"
"[b]Note:[/b] Returns an empty array if no value meets the value constraint "
"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
"Examples:\n"
"[codeblock]\n"
"print(range(4)) # Prints [0, 1, 2, 3]\n"
"print(range(2, 5)) # Prints [2, 3, 4]\n"
"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
"for i in range(array.size(), 0, -1):\n"
" print(array[i - 1])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
"9\n"
"6\n"
"3\n"
"[/codeblock]\n"
"To iterate over [float], convert them in the loop.\n"
"[codeblock]\n"
"for i in range (3, 0, -1):\n"
" print(i / 10.0)\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
"0.3\n"
"0.2\n"
"0.1\n"
"[/codeblock]"
msgstr ""
"返回具有给定范围的数组。[method range] 可以通过三种方式调用:\n"
"[code]range(n: int)[/code]:从 0 开始,每次加 1,在到达 [code]n[/code] [i]之"
"前[/i]停止。[b]不包含[/b]参数 [code]n[/code]。\n"
"[code]range(b: int, n: int)[/code]:从 [code]b[/code] 开始,每次加 1,在到达 "
"[code]n[/code] [i]之前[/i]停止。[b]包含[/b]参数 [code]b[/code],[b]不包含[/b]"
"参数 [code]n[/code]。\n"
"[code]range(b: int, n: int, s: int)[/code]:从[code]b[/code]开始,以[code]s[/"
"code]为步长递增/递减,在到达 [code]n[/code] [i]之前[/i]停止。[b]包含[/b]参数 "
"[code]b[/code],[b]不包含[/b]参数 [code]n[/code]。参数 [code]s[/code] [b]可以"
"[/b] 为负数,但不能为 [code]0[/code]。如果 [code]s[/code] 是 [code]0[/code],"
"则会输出一条错误消息。\n"
"[method range] 会先将所有参数转换为 [int] 再进行处理。\n"
"[b]注意:[/b]如果没有满足条件的值,则返回空数组(例如 [code]range(2, 5, -1)[/"
"code] 和 [code]range(5, 5, 1)[/code])。\n"
"示例:\n"
"[codeblock]\n"
"print(range(4)) # 输出 [0, 1, 2, 3]\n"
"print(range(2, 5)) # 输出 [2, 3, 4]\n"
"print(range(0, 6, 2)) # 输出 [0, 2, 4]\n"
"print(range(4, 1, -1)) # 输出 [4, 3, 2]\n"
"[/codeblock]\n"
"要反向遍历 [Array],请使用:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
"for i in range(array.size(), 0, -1):\n"
" print(array[i - 1])\n"
"[/codeblock]\n"
"输出:\n"
"[codeblock]\n"
"9\n"
"6\n"
"3\n"
"[/codeblock]\n"
"要遍历 [float],请在循环中转换它们。\n"
"[codeblock]\n"
"for i in range (3, 0, -1):\n"
" print(i / 10.0)\n"
"[/codeblock]\n"
"输出:\n"
"[codeblock]\n"
"0.3\n"
"0.2\n"
"0.1\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if the given [Object]-derived class exists in "
"[ClassDB]. Note that [Variant] data types are not registered in [ClassDB].\n"
"[codeblock]\n"
"type_exists(\"Sprite2D\") # Returns true\n"
"type_exists(\"NonExistentClass\") # Returns false\n"
"[/codeblock]"
msgstr ""
"如果 [ClassDB] 中存在给定的 [Object] 派生类,则返回 [code]true[/code]。请注"
"意,[Variant] 数据类型未在 [ClassDB] 中注册。\n"
"[codeblock]\n"
"type_exists(\"Sprite2D\") # 返回 true\n"
"type_exists(\"NonExistentClass\") # 返回 false\n"
"[/codeblock]"
msgid ""
"Constant that represents how many times the diameter of a circle fits around "
"its perimeter. This is equivalent to [code]TAU / 2[/code], or 180 degrees in "
"rotations."
msgstr ""
"常量,表示圆的周长是直径的多少倍。相当于 [code]TAU / 2[/code],或以弧度表示的"
"180度。"
msgid ""
"The circle constant, the circumference of the unit circle in radians. This "
"is equivalent to [code]PI * 2[/code], or 360 degrees in rotations."
msgstr ""
"圆常量,单位圆的周长,单位为弧度。相当于 [code]PI * 2[/code],即 360 度的弧度"
"值。"
msgid ""
"Positive floating-point infinity. This is the result of floating-point "
"division when the divisor is [code]0.0[/code]. For negative infinity, use "
"[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative "
"infinity if the numerator is positive, so dividing by [code]0.0[/code] is "
"not the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/"
"code] returning [code]true[/code]).\n"
"[b]Warning:[/b] Numeric infinity is only a concept with floating-point "
"numbers, and has no equivalent for integers. Dividing an integer number by "
"[code]0[/code] will not result in [constant INF] and will result in a run-"
"time error instead."
msgstr ""
"正浮点无穷大。这是除数为 [code]0.0[/code] 时浮点除法的结果。对于负无穷大,使"
"用 [code]-INF[/code]。如果分子为正,除以 [code]-0.0[/code] 将导致负无穷大,因"
"此除以 [code]0.0[/code] 与除以 [code]-0.0[/code] 不同(尽管 [code]0.0 == "
"-0.0[/code] 返回 [code]true[/code])。\n"
"[b]警告:[/b]数值无穷大只是浮点数的一个概念,对于整数来说没有对应的概念。将整"
"数除以 [code]0[/code] 不会产生 [constant INF],而是会产生一个运行时错误。"
msgid ""
"\"Not a Number\", an invalid floating-point value. [constant NAN] has "
"special properties, including that it is not equal to itself ([code]NAN == "
"NAN[/code] returns [code]false[/code]). It is output by some invalid "
"operations, such as dividing floating-point [code]0.0[/code] by [code]0.0[/"
"code].\n"
"[b]Warning:[/b] \"Not a Number\" is only a concept with floating-point "
"numbers, and has no equivalent for integers. Dividing an integer [code]0[/"
"code] by [code]0[/code] will not result in [constant NAN] and will result in "
"a run-time error instead."
msgstr ""
"“Not a Number”(不是一个数),一个无效的浮点数值。[constant NAN] 有许多特殊的"
"性质,包括它不等于自身([code]NAN == NAN[/code] 返回 [code]false[/code])。它"
"是由一些无效运算输出的,例如将浮点数 [code]0.0[/code] 除以 [code]0.0[/"
"code]。\n"
"[b]警告:[/b]“不是一个数”只是浮点数的概念,整数中没有对应的概念。将整数 "
"[code]0[/code] 除以 [code]0[/code] 不会产生 [constant NAN],而是会产生一个运"
"行时错误。"
msgid ""
"Export an [int] or [String] property as an enumerated list of options. If "
"the property is an [int], then the index of the value is stored, in the same "
"order the values are provided. You can add explicit values using a colon. If "
"the property is a [String], then the value is stored.\n"
"See also [constant PROPERTY_HINT_ENUM].\n"
"[codeblock]\n"
"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n"
"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var "
"character_speed: int\n"
"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n"
"[/codeblock]\n"
"If you want to set an initial value, you must specify it explicitly:\n"
"[codeblock]\n"
"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = "
"\"Rebecca\"\n"
"[/codeblock]\n"
"If you want to use named GDScript enums, then use [annotation @export] "
"instead:\n"
"[codeblock]\n"
"enum CharacterName {REBECCA, MARY, LEAH}\n"
"@export var character_name: CharacterName\n"
"[/codeblock]"
msgstr ""
"将 [int] 或 [String] 导出为枚举选项列表。如果属性为 [int],则保存的是值的索"
"引,与值的顺序一致。你可以通过冒号添加显式值。如果属性为 [String],则保存的是"
"值。\n"
"另见 [constant PROPERTY_HINT_ENUM]。\n"
"[codeblock]\n"
"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n"
"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var "
"character_speed: int\n"
"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n"
"[/codeblock]\n"
"如果想要设置初始值,你必须进行显式指定:\n"
"[codeblock]\n"
"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = "
"\"Rebecca\"\n"
"[/codeblock]\n"
"如果想要使用 GDScript 枚举,请改用 [annotation @export]:\n"
"[codeblock]\n"
"enum CharacterName {REBECCA, MARY, LEAH}\n"
"@export var character_name: CharacterName\n"
"[/codeblock]"
msgid ""
"Export a floating-point property with an easing editor widget. Additional "
"hints can be provided to adjust the behavior of the widget. "
"[code]\"attenuation\"[/code] flips the curve, which makes it more intuitive "
"for editing attenuation properties. [code]\"positive_only\"[/code] limits "
"values to only be greater than or equal to zero.\n"
"See also [constant PROPERTY_HINT_EXP_EASING].\n"
"[codeblock]\n"
"@export_exp_easing var transition_speed\n"
"@export_exp_easing(\"attenuation\") var fading_attenuation\n"
"@export_exp_easing(\"positive_only\") var effect_power\n"
"[/codeblock]"
msgstr ""
"使用缓动编辑器小部件导出浮点属性。可以提供额外的提示来调整小部件的行为。"
"[code]\"attenuation\"[/code] 翻转曲线,使编辑衰减属性更加直观。"
"[code]\"positive_only\"[/code] 将值限制为仅大于或等于零。\n"
"另请参见 [constant PROPERTY_HINT_EXP_EASING]。\n"
"[codeblock]\n"
"@export_exp_easing var transition_speed\n"
"@export_exp_easing(\"attenuation\") var fading_attenuation\n"
"@export_exp_easing(\"positive_only\") var effect_power\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field. This allows to store several "
"\"checked\" or [code]true[/code] values with one property, and comfortably "
"select them from the Inspector dock.\n"
"See also [constant PROPERTY_HINT_FLAGS].\n"
"[codeblock]\n"
"@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = "
"0\n"
"[/codeblock]\n"
"You can add explicit values using a colon:\n"
"[codeblock]\n"
"@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n"
"[/codeblock]\n"
"You can also combine several flags:\n"
"[codeblock]\n"
"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", "
"\"Foes:16\")\n"
"var spell_targets = 0\n"
"[/codeblock]\n"
"[b]Note:[/b] A flag value must be at least [code]1[/code] and at most "
"[code]2 ** 32 - 1[/code].\n"
"[b]Note:[/b] Unlike [annotation @export_enum], the previous explicit value "
"is not taken into account. In the following example, A is 16, B is 2, C is "
"4.\n"
"[codeblock]\n"
"@export_flags(\"A:16\", \"B\", \"C\") var x\n"
"[/codeblock]"
msgstr ""
"将整数属性导出为位标志字段。能够在单个属性中保存若干“勾选”或者说 [code]true[/"
"code] 值,可以很方便地在检查器面板中进行选择。\n"
"另见 [constant PROPERTY_HINT_FLAGS]。\n"
"[codeblock]\n"
"@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = "
"0\n"
"[/codeblock]\n"
"你可以通过冒号来添加显式值:\n"
"[codeblock]\n"
"@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n"
"[/codeblock]\n"
"你还可以对标志进行组合:\n"
"[codeblock]\n"
"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", "
"\"Foes:16\")\n"
"var spell_targets = 0\n"
"[/codeblock]\n"
"[b]注意:[/b]标志值最多为 [code]1[/code],最多为 [code]2 ** 32 - 1[/code]。\n"
"[b]注意:[/b]与 [annotation @export_enum] 不同,不会考虑前一个显式值。下面的"
"例子中,A 为 16、B 为 2、C 为 4。\n"
"[codeblock]\n"
"@export_flags(\"A:16\", \"B\", \"C\") var x\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 2D navigation layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/2d_navigation/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n"
"[codeblock]\n"
"@export_flags_2d_navigation var navigation_layers: int\n"
"[/codeblock]"
msgstr ""
"将整数属性导出为 2D 导航层的位标志字段。检查器停靠栏中的小部件,将使用在 "
"[member ProjectSettings.layer_names/2d_navigation/layer_1] 中定义的层名称。\n"
"另请参见 [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION]。\n"
"[codeblock]\n"
"@export_flags_2d_navigation var navigation_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 2D physics layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/2d_physics/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n"
"[codeblock]\n"
"@export_flags_2d_physics var physics_layers: int\n"
"[/codeblock]"
msgstr ""
"将整数属性导出为 2D 物理层的位标志字段。检查器停靠面板中的小工具,将使用在 "
"[member ProjectSettings.layer_names/2d_physics/layer_1] 中定义的层名称。\n"
"另请参见 [constant PROPERTY_HINT_LAYERS_2D_PHYSICS]。\n"
"[codeblock]\n"
"@export_flags_2d_physics var physics_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 2D render layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/2d_render/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n"
"[codeblock]\n"
"@export_flags_2d_render var render_layers: int\n"
"[/codeblock]"
msgstr ""
"将整数属性导出为 2D 渲染层的位标志字段。检查器停靠栏中的小工具将使用在 "
"[member ProjectSettings.layer_names/2d_render/layer_1] 中定义的层名称。\n"
"另请参见 [constant PROPERTY_HINT_LAYERS_2D_RENDER]。\n"
"[codeblock]\n"
"@export_flags_2d_render var render_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 3D navigation layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/3d_navigation/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n"
"[codeblock]\n"
"@export_flags_3d_navigation var navigation_layers: int\n"
"[/codeblock]"
msgstr ""
"将整数属性导出为 3D 导航层的位标志字段。检查器停靠面板中的小工具将使用在 "
"[member ProjectSettings.layer_names/3d_navigation/layer_1] 中定义的层名称。\n"
"另请参见 [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION]。\n"
"[codeblock]\n"
"@export_flags_3d_navigation var navigation_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 3D physics layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/3d_physics/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n"
"[codeblock]\n"
"@export_flags_3d_physics var physics_layers: int\n"
"[/codeblock]"
msgstr ""
"将整数属性导出为 3D 物理层的位标志字段。检查器停靠面板中的小工具将使用在 "
"[member ProjectSettings.layer_names/3d_physics/layer_1] 中定义的层名称。\n"
"另请参见 [constant PROPERTY_HINT_LAYERS_3D_PHYSICS]。\n"
"[codeblock]\n"
"@export_flags_3d_physics var physics_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 3D render layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/3d_render/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n"
"[codeblock]\n"
"@export_flags_3d_render var render_layers: int\n"
"[/codeblock]"
msgstr ""
"将整数属性导出为 3D 渲染层的位标志字段。检查器停靠面板中的小工具将使用在 "
"[member ProjectSettings.layer_names/3d_render/layer_1] 中定义的层名称。\n"
"另请参见 [constant PROPERTY_HINT_LAYERS_3D_RENDER]。\n"
"[codeblock]\n"
"@export_flags_3d_render var render_layers: int\n"
"[/codeblock]"
msgid ""
"Export a [String] property with a large [TextEdit] widget instead of a "
"[LineEdit]. This adds support for multiline content and makes it easier to "
"edit large amount of text stored in the property.\n"
"See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n"
"[codeblock]\n"
"@export_multiline var character_biography\n"
"[/codeblock]"
msgstr ""
"用一个大的 [TextEdit] 部件而不是 [LineEdit] 导出一个 [String] 属性。这增加了"
"对多行内容的支持,使其更容易编辑存储在属性中的大量文本。\n"
"参见 [constant PROPERTY_HINT_MULTILINE_TEXT]。\n"
"[codeblock]\n"
"@export_multiline var character_biography\n"
"[/codeblock]"
msgid ""
"Export a [NodePath] property with a filter for allowed node types.\n"
"See also [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES].\n"
"[codeblock]\n"
"@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n"
"[/codeblock]"
msgstr ""
"导出一个 [NodePath] 属性,对允许的节点类型进行过滤。\n"
"参见 [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES]。\n"
"[codeblock]\n"
"@export_node_path(Button, TouchScreenButton) var some_button\n"
"[/codeblock]"
msgid ""
"Export a [String] property with a placeholder text displayed in the editor "
"widget when no value is present.\n"
"See also [constant PROPERTY_HINT_PLACEHOLDER_TEXT].\n"
"[codeblock]\n"
"@export_placeholder(\"Name in lowercase\") var character_id: String\n"
"[/codeblock]"
msgstr ""
"导出一个带有一个占位符文本的 [String] 属性,当没有值时,编辑器小部件中会显示"
"该占位符文本。\n"
"另请参见 [constant PROPERTY_HINT_PLACEHOLDER_TEXT]。\n"
"[codeblock]\n"
"@export_placeholder(\"Name in lowercase\") var character_id: String\n"
"[/codeblock]"
msgid ""
"Export an [int] or [float] property as a range value. The range must be "
"defined by [param min] and [param max], as well as an optional [param step] "
"and a variety of extra hints. The [param step] defaults to [code]1[/code] "
"for integer properties. For floating-point numbers this value depends on "
"your [code]EditorSettings.interface/inspector/default_float_step[/code] "
"setting.\n"
"If hints [code]\"or_greater\"[/code] and [code]\"or_less\"[/code] are "
"provided, the editor widget will not cap the value at range boundaries. The "
"[code]\"exp\"[/code] hint will make the edited values on range to change "
"exponentially. The [code]\"hide_slider\"[/code] hint will hide the slider "
"element of the editor widget.\n"
"Hints also allow to indicate the units for the edited value. Using "
"[code]\"radians\"[/code] you can specify that the actual value is in "
"radians, but should be displayed in degrees in the Inspector dock. "
"[code]\"degrees\"[/code] allows to add a degree sign as a unit suffix. "
"Finally, a custom suffix can be provided using [code]\"suffix:unit\"[/code], "
"where \"unit\" can be any string.\n"
"See also [constant PROPERTY_HINT_RANGE].\n"
"[codeblock]\n"
"@export_range(0, 20) var number\n"
"@export_range(-10, 20) var number\n"
"@export_range(-10, 20, 0.2) var number: float\n"
"\n"
"@export_range(0, 100, 1, \"or_greater\") var power_percent\n"
"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n"
"\n"
"@export_range(-3.14, 3.14, 0.001, \"radians\") var angle_radians\n"
"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n"
"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n"
"[/codeblock]"
msgstr ""
"将一个[int]或[float]属性导出为一个范围值。范围必须由 [param min] 和 [param "
"max] 定义,以及一个可选的 [param step] 和各种额外的提示。对于整数属性,"
"[param step] 的默认值是 [code]1[/code] 。对于浮点数,这个值取决于你的 "
"[code]EditorSettings.interface/inspector/default_float_step[/code] 设置。\n"
"如果提供了提示 [code]\"or_greater\"[/code] 和 [code]\"or_less\"[/code] ,那么"
"编辑器部件将不会在范围边界处对数值进行限制。[code]\"exp\"[/code] 提示将使范围"
"内的编辑值以指数形式变化。[code]\"hide_slider\"[/code] 提示将隐藏编辑器部件中"
"的滑块。\n"
"提示还允许指示编辑的值的单位。使用 [code]\"radians\"[/code] ,你可以指定实际"
"值以弧度为单位,但在检查器中会以角度为单位显示。[code]\"degrees\"[/code] 允许"
"添加一个角度符号作为单位后缀。最后,可以使用 [code]\"suffix:单位\"[/code] 提"
"供一个自定义后缀,其中“单位”可以是任何字符串。\n"
"另见 [constant PROPERTY_HINT_RANGE]。\n"
"[codeblock]\n"
"@export_range(0, 20) var number\n"
"@export_range(-10, 20) var number\n"
"@export_range(-10, 20, 0.2) var number: float\n"
"\n"
"@export_range(0, 100, 1, \"or_greater\") var power_percent\n"
"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n"
"\n"
"@export_range(-3.14, 3.14, 0.001, \"radians\") var angle_radians\n"
"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n"
"@export_range(-8, 8, 2, \"suffix:像素\") var target_offset\n"
"[/codeblock]"
msgid ""
"Add a custom icon to the current script. The script must be registered as a "
"global class using the [code]class_name[/code] keyword for this to have a "
"visible effect. The icon specified at [param icon_path] is displayed in the "
"Scene dock for every node of that class, as well as in various editor "
"dialogs.\n"
"[codeblock]\n"
"@icon(\"res://path/to/class/icon.svg\")\n"
"[/codeblock]\n"
"[b]Note:[/b] Only the script can have a custom icon. Inner classes are not "
"supported.\n"
"[b]Note:[/b] As annotations describe their subject, the [code]@icon[/code] "
"annotation must be placed before the class definition and inheritance.\n"
"[b]Note:[/b] Unlike other annotations, the argument of the [code]@icon[/"
"code] annotation must be a string literal (constant expressions are not "
"supported)."
msgstr ""
"在当前脚本中添加一个自定义图标。脚本必须使用 [code]class_name[/code] 关键字注"
"册为一个全局类,这样才有可见的效果。在 [param icon_path] 处指定的图标会在场景"
"停靠面板中该类的节点上显示,也会显示在各种编辑器对话框中。\n"
"[codeblock]\n"
"@icon(\"res://path/to/class/icon.svg\")\n"
"[/codeblock]\n"
"[b]注意:[/b] 只有脚本可以有一个自定义的图标。不支持内部类。\n"
"[b]注意:[/b] 由于注解描述了它们的主题,[code]@icon[/code] 注解必须放在类定义"
"和继承之前。\n"
"[b]注意:[/b] 不同于其他注解,[code]@icon[/code] 注解的参数必须是一个字符串 "
"(不支持常量表达式)。"
msgid ""
"Mark the following method for remote procedure calls. See [url=$DOCS_URL/"
"tutorials/networking/high_level_multiplayer.html]High-level multiplayer[/"
"url].\n"
"The order of [code]mode[/code], [code]sync[/code] and [code]transfer_mode[/"
"code] does not matter and all arguments can be omitted, but "
"[code]transfer_channel[/code] always has to be the last argument. The "
"accepted values for [code]mode[/code] are [code]\"any_peer\"[/code] or "
"[code]\"authority\"[/code], for [code]sync[/code] are [code]\"call_remote\"[/"
"code] or [code]\"call_local\"[/code] and for [code]transfer_mode[/code] are "
"[code]\"unreliable\"[/code], [code]\"unreliable_ordered\"[/code] or "
"[code]\"reliable\"[/code].\n"
"[codeblock]\n"
"@rpc\n"
"func fn(): pass\n"
"\n"
"@rpc(\"any_peer\", \"unreliable_ordered\")\n"
"func fn_update_pos(): pass\n"
"\n"
"@rpc(\"authority\", \"call_remote\", \"unreliable\", 0) # Equivalent to "
"@rpc\n"
"func fn_default(): pass\n"
"[/codeblock]"
msgstr ""
"将以下方法标记为远程过程调用。请参见 [url=$DOCS_URL/tutorials/networking/"
"high_level_multiplayer.html]高级多人游戏[/url]。\n"
"[code]mode[/code]、[code]sync[/code] 和 [code]transfer_mode[/code] 的顺序无关"
"紧要,所有参数都可以省略,但 [code]transfer_channel[/code] 必须始终是最后一个"
"参数。对于接受的值,[code]mode[/code] 可以是 [code]\"any_peer\"[/code] 或 "
"[code]\"authority\"[/code],[code]sync[/code] 可以是 [code]\"call_remote\"[/"
"code]或 [code]\"call_local\"[/code],[code]transfer_mode[/code] 可以是 "
"[code]\"unreliable\"[/code]、[code]\"unreliable_ordered\"[/code] 或 "
"[code]\"reliable\"[/code]。\n"
"[codeblock]\n"
"@rpc\n"
"func fn(): pass\n"
"\n"
"@rpc(\"any_peer\", \"unreliable_ordered\")\n"
"func fn_update_pos(): pass\n"
"\n"
"@rpc(\"authority\", \"call_remote\", \"unreliable\", 0) # 等价于 @rpc\n"
"func fn_default(): pass\n"
"[/codeblock]"
msgid ""
"Mark the current script as a tool script, allowing it to be loaded and "
"executed by the editor. See [url=$DOCS_URL/tutorials/plugins/"
"running_code_in_the_editor.html]Running code in the editor[/url].\n"
"[codeblock]\n"
"@tool\n"
"extends Node\n"
"[/codeblock]\n"
"[b]Note:[/b] As annotations describe their subject, the [code]@tool[/code] "
"annotation must be placed before the class definition and inheritance."
msgstr ""
"将当前脚本标记为工具脚本,允许它被编辑器加载和执行。见[url=$DOCS_URL/"
"tutorials/plugins/running_code_in_the_editor.html]《在编辑器中运行代码》[/"
"url]。\n"
"[codeblock]\n"
"@tool\n"
"extends Node\n"
"[/codeblock]\n"
"[b]注意:[/b]因为注解描述对象的关系,必须把 [code]@tool[/code] 注解放在类定义"
"和继承之前。"
msgid ""
"Mark the following statement to ignore the specified [param warning]. See "
"[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript "
"warning system[/url].\n"
"[codeblock]\n"
"func test():\n"
" print(\"hello\")\n"
" return\n"
" @warning_ignore(\"unreachable_code\")\n"
" print(\"unreachable\")\n"
"[/codeblock]"
msgstr ""
"将后续语句标记为忽略指定的 [param warning] 警告。见[url=$DOCS_URL/tutorials/"
"scripting/gdscript/warning_system.html]《GDScript 警告系统》[/url]。\n"
"[codeblock]\n"
"func test():\n"
" print(\"你好\")\n"
" return\n"
" @warning_ignore(\"unreachable_code\")\n"
" print(\"无法到达\")\n"
"[/codeblock]"
msgid "Global scope constants and functions."
msgstr "全局范围常量和函数。"
msgid ""
"A list of global scope enumerated constants and built-in functions. This is "
"all that resides in the globals, constants regarding error codes, keycodes, "
"property hints, etc.\n"
"Singletons are also documented here, since they can be accessed from "
"anywhere.\n"
"For the entries related to GDScript which can be accessed in any script see "
"[@GDScript]."
msgstr ""
"全局范围的枚举常量和内置函数的列表。这是所有驻留在全局的,关于错误代码、键"
"码、属性提示等的常量。\n"
"单例也被记录在这里,因为它们可以从任何地方被访问。\n"
"对于可以在任何脚本中访问的与 GDScript 相关的条目,请参阅 [@GDScript]。"
msgid "Random number generation"
msgstr "随机数生成"
msgid ""
"Returns the absolute value of a [Variant] parameter [param x] (i.e. non-"
"negative value). Supported types: [int], [float], [Vector2], [Vector2i], "
"[Vector3], [Vector3i], [Vector4], [Vector4i].\n"
"[codeblock]\n"
"var a = abs(-1)\n"
"# a is 1\n"
"\n"
"var b = abs(-1.2)\n"
"# b is 1.2\n"
"\n"
"var c = abs(Vector2(-3.5, -4))\n"
"# c is (3.5, 4)\n"
"\n"
"var d = abs(Vector2i(-5, -6))\n"
"# d is (5, 6)\n"
"\n"
"var e = abs(Vector3(-7, 8.5, -3.8))\n"
"# e is (7, 8.5, 3.8)\n"
"\n"
"var f = abs(Vector3i(-7, -8, -9))\n"
"# f is (7, 8, 9)\n"
"[/codeblock]\n"
"[b]Note:[/b] For better type safety, use [method absf], [method absi], "
"[method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], [method "
"Vector3i.abs], [method Vector4.abs], or [method Vector4i.abs]."
msgstr ""
"返回一个 [Variant] 类型参数 [param x] 的绝对值(即非负值)。支持的类型:"
"[int]、[float]、[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、"
"[Vector4i] 。\n"
"[codeblock]\n"
"var a = abs(-1)\n"
"# a=1\n"
"\n"
"var b = abs(-1.2)\n"
"# b=1.2\n"
"\n"
"var c = abs(Vector2(-3.5, -4))\n"
"# c=(3.5, 4)\n"
"\n"
"var d = abs(Vector2i(-5, -6))\n"
"# d=(5, 6)\n"
"\n"
"var e = abs(Vector3(-7, 8.5, -3.8))\n"
"# e=(7, 8.5, 3.8)\n"
"\n"
"var f = abs(Vector3i(-7, -8, -9))\n"
"# f=(7, 8, 9)\n"
"[/codeblock]\n"
"[b]注意:[/b] 为了更好的类型安全,请使用 [method absf]、[method absi]、"
"[method Vector2.abs]、[method Vector2i.abs]、[method Vector3.abs]、[method "
"Vector3i.abs]、[method Vector4.abs] 或 [method Vector4i.abs]。"
msgid ""
"Returns the absolute value of float parameter [param x] (i.e. positive "
"value).\n"
"[codeblock]\n"
"# a is 1.2\n"
"var a = absf(-1.2)\n"
"[/codeblock]"
msgstr ""
"返回浮点参数 [param x] 的绝对值(即正值)。\n"
"[codeblock]\n"
"# a=1.2\n"
"var a = absf(-1.2)\n"
"[/codeblock]"
msgid ""
"Returns the absolute value of int parameter [param x] (i.e. positive "
"value).\n"
"[codeblock]\n"
"# a is 1\n"
"var a = absi(-1)\n"
"[/codeblock]"
msgstr ""
"返回整数参数 [param x] 的绝对值(即正值)。\n"
"[codeblock]\n"
"# a=1\n"
"var a = absi(-1)\n"
"[/codeblock]"
msgid ""
"Returns the arc cosine of [param x] in radians. Use to get the angle of "
"cosine [param x]. [param x] must be between [code]-1.0[/code] and [code]1.0[/"
"code] (inclusive), otherwise, [method acos] will return [constant @GDScript."
"NAN].\n"
"[codeblock]\n"
"# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n"
"var c = acos(0.866025)\n"
"[/codeblock]"
msgstr ""
"返回 [param x] 的反余弦,单位为弧度。用来获取余弦 [param x] 的角度。[param "
"x] 必须在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,否则 [method "
"acos] 将返回 [constant @GDScript.NAN]。\n"
"[codeblock]\n"
"# 如果用 rad_to_deg(c) 转换,c为0.523599或30度\n"
"var c = acos(0.866025)\n"
"[/codeblock]"
msgid ""
"Returns the arc sine of [param x] in radians. Use to get the angle of sine "
"[param x]. [param x] must be between [code]-1.0[/code] and [code]1.0[/code] "
"(inclusive), otherwise, [method asin] will return [constant @GDScript.NAN].\n"
"[codeblock]\n"
"# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)\n"
"var s = asin(0.5)\n"
"[/codeblock]"
msgstr ""
"返回 [param x] 的反正弦值,单位为弧度。用来获取正弦 [param x] 的角度。[param "
"x] 必须在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,否则 [method "
"asin] 将返回 [constant @GDScript.NAN]。\n"
"[codeblock]\n"
"# 如果用 rad_to_deg(s) 转换,s为0.523599或30度\n"
"var s = asin(0.5)\n"
"[/codeblock]"
msgid ""
"Returns the arc tangent of [param x] in radians. Use it to get the angle "
"from an angle's tangent in trigonometry.\n"
"The method cannot know in which quadrant the angle should fall. See [method "
"atan2] if you have both [code]y[/code] and [code]x[/code].\n"
"[codeblock]\n"
"var a = atan(0.5) # a is 0.463648\n"
"[/codeblock]\n"
"If [param x] is between [code]-PI / 2[/code] and [code]PI / 2[/code] "
"(inclusive), [code]atan(tan(x))[/code] is equal to [param x]."
msgstr ""
"返回 [param x] 的反正切值,单位是弧度。在三角函数中用它来得到一个角上切线的角"
"度。\n"
"该方法无法确定角度应该落在哪个象限。如果你同时拥有 [code]y[/code] 和 "
"[code]x[/code],请参见 [method atan2]。\n"
"[codeblock]\n"
"var a = atan(0.5) # a=0.463648\n"
"[/codeblock]\n"
"如果 [param x] 在 [code]-PI/2[/code] 和 [code]PI/2[/code](包括)之间,"
"[code]atan(tan(x))[/code] 等于 [param x]。"
msgid ""
"Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle "
"of tangent [code]y/x[/code]. To compute the value, the method takes into "
"account the sign of both arguments in order to determine the quadrant.\n"
"Important note: The Y coordinate comes first, by convention.\n"
"[codeblock]\n"
"var a = atan2(0, -1) # a is 3.141593\n"
"[/codeblock]"
msgstr ""
"返回 [code]y/x[/code] 的反正切值,单位为弧度。用来获得正切值为 [code]y/x[/"
"code] 的角度。为了计算该值,该方法考虑了两个参数的符号,以确定象限。\n"
"重要提示:按照惯例,Y 坐标在前。\n"
"[codeblock]\n"
"var a = atan2(0, -1) # a = 3.141593\n"
"[/codeblock]"
msgid ""
"Returns the derivative at the given [param t] on a one-dimensional "
"[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] "
"defined by the given [param control_1], [param control_2], and [param end] "
"points."
msgstr ""
"返回由给定的 [param control_1]、[param control_2] 和 [param end] 点定义的一维"
"[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]贝塞尔曲线[/url]上 "
"[param t] 处的导数。"
msgid ""
"Returns the point at the given [param t] on a one-dimensional [url=https://"
"en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by the "
"given [param control_1], [param control_2], and [param end] points."
msgstr ""
"返回由给定的 [param control_1]、[param control_2] 和 [param end] 点定义的一维"
"[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]贝塞尔曲线[/url]上位于给"
"定 [param t] 的点。"
msgid ""
"Decodes a byte array back to a [Variant] value, without decoding objects.\n"
"[b]Note:[/b] If you need object deserialization, see [method "
"bytes_to_var_with_objects]."
msgstr ""
"将字节数组解码回 [Variant] 值,无法解码对象。\n"
"[b]注意:[/b]如果需要对象反序列化,请参见 [method "
"bytes_to_var_with_objects]。"
msgid ""
"Decodes a byte array back to a [Variant] value. Decoding objects is "
"allowed.\n"
"[b]Warning:[/b] Deserialized object can contain code which gets executed. Do "
"not use this option if the serialized object comes from untrusted sources to "
"avoid potential security threats (remote code execution)."
msgstr ""
"将字节数组解码回 [Variant] 值。允许解码对象。\n"
"[b]警告:[/b]反序列化的对象可能包含执行的代码。如果序列化对象的来源不受信任,"
"则不要使用此选项,以避免潜在的安全威胁(远程执行代码)。"
msgid ""
"Rounds [param x] upward (towards positive infinity), returning the smallest "
"whole number that is not less than [param x]. Supported types: [int], "
"[float], [Vector2], [Vector3], [Vector4].\n"
"[codeblock]\n"
"var i = ceil(1.45) # i is 2.0\n"
"i = ceil(1.001) # i is 2.0\n"
"[/codeblock]\n"
"See also [method floor], [method round], and [method snapped].\n"
"[b]Note:[/b] For better type safety, use [method ceilf], [method ceili], "
"[method Vector2.ceil], [method Vector3.ceil], or [method Vector4.ceil]."
msgstr ""
"向上舍入 [param x](朝正无穷大),返回不小于 [param x] 的最小整数。支持的类"
"型:[int]、[float]、[Vector2]、[Vector3]、[Vector4]。\n"
"[codeblock]\n"
"var i = ceil(1.45) # i 是 2.0\n"
"i = ceil(1.001) # i 是 2.0\n"
"[/codeblock]\n"
"另请参见 [method floor]、[method round]、以及 [method snapped]。\n"
"[b]注意:[/b]为了更好的类型安全,使用 [method ceilf]、[method ceili]、"
"[method Vector2.ceil]、[method Vector3.ceil] 或 [method Vector4.ceil]。"
msgid ""
"Rounds [param x] upward (towards positive infinity), returning the smallest "
"whole number that is not less than [param x].\n"
"A type-safe version of [method ceil], returning a [float]."
msgstr ""
"向上舍入 [param x](朝正无穷大),返回不小于 [param x] 的最小整数。\n"
"[method ceil] 的类型安全版本,返回一个 [float]。"
msgid ""
"Rounds [param x] upward (towards positive infinity), returning the smallest "
"whole number that is not less than [param x].\n"
"A type-safe version of [method ceil], returning an [int]."
msgstr ""
"向上舍入 [param x](朝正无穷大),返回不小于 [param x] 的最小整数。\n"
"[method ceil] 的类型安全版本,返回一个 [int]。"
msgid ""
"Clamps the [param value], returning a [Variant] not less than [param min] "
"and not more than [param max]. Supported types: [int], [float], [Vector2], "
"[Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].\n"
"[codeblock]\n"
"var a = clamp(-10, -1, 5)\n"
"# a is -1\n"
"\n"
"var b = clamp(8.1, 0.9, 5.5)\n"
"# b is 5.5\n"
"\n"
"var c = clamp(Vector2(-3.5, -4), Vector2(-3.2, -2), Vector2(2, 6.5))\n"
"# c is (-3.2, -2)\n"
"\n"
"var d = clamp(Vector2i(7, 8), Vector2i(-3, -2), Vector2i(2, 6))\n"
"# d is (2, 6)\n"
"\n"
"var e = clamp(Vector3(-7, 8.5, -3.8), Vector3(-3, -2, 5.4), Vector3(-2, 6, "
"-4.1))\n"
"# e is (-3, -2, 5.4)\n"
"\n"
"var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, "
"-6))\n"
"# f is (-4, -5, -6)\n"
"[/codeblock]\n"
"[b]Note:[/b] For better type safety, use [method clampf], [method clampi], "
"[method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], "
"[method Vector3i.clamp], [method Vector4.clamp], or [method Vector4i.clamp]."
msgstr ""
"钳制 [param value],返回不小于 [param min] 且不大于 [param max] 的 "
"[Variant]。支持的类型:[int]、[float]、[Vector2]、[Vector2i]、[Vector3]、"
"[Vector3i]、[Vector4]、[Vector4i]。\n"
"[codeblock]\n"
"var a = clamp(-10, -1, 5)\n"
"# a 是 -1\n"
"\n"
"var b = clamp(8.1, 0.9, 5.5)\n"
"# b 是 5.5\n"
"\n"
"var c = clamp(Vector2(-3.5, -4), Vector2(-3.2, -2), Vector2(2, 6.5))\n"
"# c 是 (-3.2, -2)\n"
"\n"
"var d = clamp(Vector2i(7, 8), Vector2i(-3, -2), Vector2i(2, 6))\n"
"# d 是 (2, 6)\n"
"\n"
"var e = clamp(Vector3(-7, 8.5, -3.8), Vector3(-3, -2, 5.4), Vector3(-2, 6, "
"-4.1))\n"
"# e 是 (-3, -2, 5.4)\n"
"\n"
"var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, "
"-6))\n"
"# f 是 (-4, -5, -6)\n"
"[/codeblock]\n"
"[b]注意:[/b]为了更好的类型安全,使用 [method clampf]、[method clampi]、"
"[method Vector2.clamp]、[method Vector2i.clamp]、[method Vector3.clamp]、"
"[method Vector3i.clamp ]、[method Vector4.clamp] 或 [method Vector4i.clamp]。"
msgid ""
"Clamps the [param value], returning a [float] not less than [param min] and "
"not more than [param max].\n"
"[codeblock]\n"
"var speed = 42.1\n"
"var a = clampf(speed, 1.0, 20.5) # a is 20.5\n"
"\n"
"speed = -10.0\n"
"var b = clampf(speed, -1.0, 1.0) # b is -1.0\n"
"[/codeblock]"
msgstr ""
"钳制 [param value],返回不小于 [param min] 且不大于 [param max] 的 "
"[float]。\n"
"[codeblock]\n"
"var speed = 42.1\n"
"var a = clampf(speed, 1.0, 20.5) # a 是 20.5\n"
"\n"
"speed = -10.0\n"
"var b = clampf(speed, -1.0, 1.0) # b 是 -1.0\n"
"[/codeblock]"
msgid ""
"Clamps the [param value], returning an [int] not less than [param min] and "
"not more than [param max].\n"
"[codeblock]\n"
"var speed = 42\n"
"var a = clampi(speed, 1, 20) # a is 20\n"
"\n"
"speed = -10\n"
"var b = clampi(speed, -1, 1) # b is -1\n"
"[/codeblock]"
msgstr ""
"钳制 [param value],返回不小于 [param min] 且不大于 [param max] 的 [int]。\n"
"[codeblock]\n"
"var speed = 42\n"
"var a = clampi(speed, 1, 20) # a 是 20\n"
"\n"
"speed = -10\n"
"var b = clampi(speed, -1, 1) # b 是 -1\n"
"[/codeblock]"
msgid ""
"Returns the cosine of angle [param angle_rad] in radians.\n"
"[codeblock]\n"
"cos(PI * 2) # Returns 1.0\n"
"cos(PI) # Returns -1.0\n"
"cos(deg_to_rad(90)) # Returns 0.0\n"
"[/codeblock]"
msgstr ""
"返回弧度角为 [param angle_rad] 的余弦值。\n"
"[codeblock]\n"
"cos(PI * 2) # 返回 1.0\n"
"cos(PI) # 返回 -1.0\n"
"cos(deg_to_rad(90)) # 返回 0.0\n"
"[/codeblock]"
msgid ""
"Returns the hyperbolic cosine of [param x] in radians.\n"
"[codeblock]\n"
"print(cosh(1)) # Prints 1.543081\n"
"[/codeblock]"
msgstr ""
"返回弧度角 [param x] 的双曲余弦值。\n"
"[codeblock]\n"
"print(cosh(1)) # 打印 1.543081\n"
"[/codeblock]"
msgid ""
"Cubic interpolates between two values by the factor defined in [param "
"weight] with [param pre] and [param post] values."
msgstr ""
"根据 [param weight] 中定义的因子以及 [param pre] 和 [param post] 值,在两个值"
"之间进行三次插值。"
msgid ""
"Cubic interpolates between two rotation values with shortest path by the "
"factor defined in [param weight] with [param pre] and [param post] values. "
"See also [method lerp_angle]."
msgstr ""
"根据 [param weight] 中定义的因子以及 [param pre] 和 [param post] 值,在具有最"
"短路径的两个旋转值之间三次插值 。另见 [method lerp_angle]。"
msgid ""
"Cubic interpolates between two rotation values with shortest path by the "
"factor defined in [param weight] with [param pre] and [param post] values. "
"See also [method lerp_angle].\n"
"It can perform smoother interpolation than [code]cubic_interpolate()[/code] "
"by the time values."
msgstr ""
"根据 [param weight] 中定义的因子以及 [param pre] 和 [param post] 值,在具有最"
"短路径的两个旋转值之间进行三次插值。另见 [method lerp_angle]。\n"
"它可以根据时间值执行比 [code]cubic_interpolate()[/code] 更平滑的插值。"
msgid ""
"Cubic interpolates between two values by the factor defined in [param "
"weight] with [param pre] and [param post] values.\n"
"It can perform smoother interpolation than [method cubic_interpolate] by the "
"time values."
msgstr ""
"根据 [param weight] 中定义的因子以及 [param pre] 和 [param post] 值,在两个值"
"之间进行三次插值。\n"
"它可以根据时间值执行比 [method cubic_interpolate] 更平滑的插值。"
msgid "Converts from decibels to linear energy (audio)."
msgstr "从分贝转换为线性能量(音频)。"
msgid ""
"Converts an angle expressed in degrees to radians.\n"
"[codeblock]\n"
"var r = deg_to_rad(180) # r is 3.141593\n"
"[/codeblock]"
msgstr ""
"将角度值转换为弧度值。\n"
"[codeblock]\n"
"var r = deg_to_rad(180) # r 是 3.141593\n"
"[/codeblock]"
msgid ""
"Returns an \"eased\" value of [param x] based on an easing function defined "
"with [param curve]. This easing function is based on an exponent. The [param "
"curve] can be any floating-point number, with specific values leading to the "
"following behaviors:\n"
"[codeblock]\n"
"- Lower than -1.0 (exclusive): Ease in-out\n"
"- 1.0: Linear\n"
"- Between -1.0 and 0.0 (exclusive): Ease out-in\n"
"- 0.0: Constant\n"
"- Between 0.0 to 1.0 (exclusive): Ease out\n"
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [method Tween.interpolate_value]."
msgstr ""
"基于用 [param curve] 定义的缓动函数返回 [param x] 的“缓动后”的值。该缓动函数"
"是基于指数的。[param curve] 可以是任意浮点数,具体数值会导致以下行为:\n"
"[codeblock]\n"
"- 低于 -1.0(开区间):缓入缓出\n"
"- -1.0:线性\n"
"- 在 -1.0 和 0.0 之间(开区间):缓出缓入\n"
"- 0.0:恒定\n"
"- 在 0.0 到 1.0 之间(开区间):缓出\n"
"- 1.0:线性\n"
"- 大于 1.0(开区间):缓入\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"ease_cheatsheet.png]ease() 曲线值速查表[/url]\n"
"另请参阅 [method smoothstep]。如果你需要执行更高级的过渡,请使用 [method "
"Tween.interpolate_value]。"
msgid ""
"Returns a human-readable name for the given [enum Error] code.\n"
"[codeblock]\n"
"print(OK) # Prints 0\n"
"print(error_string(OK)) # Prints OK\n"
"print(error_string(ERR_BUSY)) # Prints Busy\n"
"print(error_string(ERR_OUT_OF_MEMORY)) # Prints Out of memory\n"
"[/codeblock]"
msgstr ""
"为给定的 [enum Error] 代码返回一个人类可读的名称。\n"
"[codeblock]\n"
"print(OK) # 输出 0\n"
"print(error_string(OK)) # 输出 OK\n"
"print(error_string(ERR_BUSY)) # 输出 Busy\n"
"print(error_string(ERR_OUT_OF_MEMORY)) # 输出 Out of memory\n"
"[/codeblock]"
msgid ""
"The natural exponential function. It raises the mathematical constant [b]e[/"
"b] to the power of [param x] and returns it.\n"
"[b]e[/b] has an approximate value of 2.71828, and can be obtained with "
"[code]exp(1)[/code].\n"
"For exponents to other bases use the method [method pow].\n"
"[codeblock]\n"
"var a = exp(2) # Approximately 7.39\n"
"[/codeblock]"
msgstr ""
"自然指数函数。计算数学常数 [b]e[/b] 的 [param x] 次方并返回它。\n"
"[b]e[/b] 的近似值为 2.71828,可以使用 [code]exp(1)[/code] 获得。\n"
"求其他底数的指数应使用 [method pow] 方法。\n"
"[codeblock]\n"
"var a = exp(2) # 大约是 7.39\n"
"[/codeblock]"
msgid ""
"Rounds [param x] downward (towards negative infinity), returning the largest "
"whole number that is not more than [param x]. Supported types: [int], "
"[float], [Vector2], [Vector3], [Vector4].\n"
"[codeblock]\n"
"var a = floor(2.99) # a is 2.0\n"
"a = floor(-2.99) # a is -3.0\n"
"[/codeblock]\n"
"See also [method ceil], [method round], and [method snapped].\n"
"[b]Note:[/b] For better type safety, use [method floorf], [method floori], "
"[method Vector2.floor], [method Vector3.floor], or [method Vector4.floor]."
msgstr ""
"向下舍入 [param x](朝负无穷大),返回不大于 [param x] 的最大整数。支持的类"
"型:[int]、[float]、[Vector2]、[Vector3]、[Vector4]。\n"
"[codeblock]\n"
"var a = floor(2.99) # a 是 2.0\n"
"a = floor(-2.99) # a 是 -3.0\n"
"[/codeblock]\n"
"另请参阅 [method ceil]、[method round]、以及 [method snapped]。\n"
"[b]注意:[/b]为了更好的类型安全,请使用 [method floorf]、[method floori]、"
"[method Vector2.floor]、[method Vector3.floor] 或 [method Vector4.floor]。"
msgid ""
"Rounds [param x] downward (towards negative infinity), returning the largest "
"whole number that is not more than [param x].\n"
"A type-safe version of [method floor], returning a [float]."
msgstr ""
"将 [param x] 向下舍入(向负无穷大),返回不超过 [param x] 的最大整数。\n"
"一个类型安全的 [method floor] 版本,返回一个 [float]。"
msgid ""
"Rounds [param x] downward (towards negative infinity), returning the largest "
"whole number that is not more than [param x].\n"
"A type-safe version of [method floor], returning an [int].\n"
"[b]Note:[/b] This function is [i]not[/i] the same as [code]int(x)[/code], "
"which rounds towards 0."
msgstr ""
"将 [param x] 向下舍入(向负无穷大),返回不超过 [param x] 的最大整数。\n"
"是 [method floor] 的类型安全版本,返回一个 [int]。\n"
"[b] 注意:[/b]这个函数与 [code]int(x)[/code] [i]不[/i] 一样,后者是向 0 取"
"整。"
msgid ""
"Returns the floating-point remainder of [param x] divided by [param y], "
"keeping the sign of [param x].\n"
"[codeblock]\n"
"var remainder = fmod(7, 5.5) # remainder is 1.5\n"
"[/codeblock]\n"
"For the integer remainder operation, use the [code]%[/code] operator."
msgstr ""
"返回 [param x] 除以 [param y] 的浮点型余数,符号与 [param x]一致。\n"
"[codeblock]\n"
"var remainder = fmod(7, 5.5) # remainder 是 1.5\n"
"[/codeblock]\n"
"对于整数取余运算,请使用 [code]%[/code] 运算符。"
msgid ""
"Returns the floating-point modulus of [param x] divided by [param y], "
"wrapping equally in positive and negative.\n"
"[codeblock]\n"
"print(\" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\")\n"
"for i in 7:\n"
" var x = i * 0.5 - 1.5\n"
" print(\"%4.1f %4.1f | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, "
"1.5)])\n"
"[/codeblock]\n"
"Produces:\n"
"[codeblock]\n"
" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\n"
"-1.5 -0.0 | 0.0\n"
"-1.0 -1.0 | 0.5\n"
"-0.5 -0.5 | 1.0\n"
" 0.0 0.0 | 0.0\n"
" 0.5 0.5 | 0.5\n"
" 1.0 1.0 | 1.0\n"
" 1.5 0.0 | 0.0\n"
"[/codeblock]"
msgstr ""
"返回 [param x] 除以 [param y] 的浮点模数,正负轴均等包裹。\n"
"[codeblock]\n"
"print(\" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\")\n"
"for i in 7:\n"
" var x = i * 0.5 - 1.5\n"
" print(\"%4.1f %4.1f | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, "
"1.5)])\n"
"[/codeblock]\n"
"输出:\n"
"[codeblock]\n"
" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\n"
"-1.5 -0.0 | 0.0\n"
"-1.0 -1.0 | 0.5\n"
"-0.5 -0.5 | 1.0\n"
" 0.0 0.0 | 0.0\n"
" 0.5 0.5 | 0.5\n"
" 1.0 1.0 | 1.0\n"
" 1.5 0.0 | 0.0\n"
"[/codeblock]"
msgid ""
"Returns the integer hash of the passed [param variable].\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(hash(\"a\")) # Prints 177670\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(GD.Hash(\"a\")); // Prints 177670\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回传入的 [param variable] 的整数哈希值。\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(hash(\"a\")) # 输出 177670\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(GD.Hash(\"a\")); // 输出 177670\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the [Object] that corresponds to [param instance_id]. All Objects "
"have a unique instance ID. See also [method Object.get_instance_id].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var foo = \"bar\"\n"
"\n"
"func _ready():\n"
" var id = get_instance_id()\n"
" var inst = instance_from_id(id)\n"
" print(inst.foo) # Prints bar\n"
"[/gdscript]\n"
"[csharp]\n"
"public partial class MyNode : Node\n"
"{\n"
" public string Foo { get; set; } = \"bar\";\n"
"\n"
" public override void _Ready()\n"
" {\n"
" ulong id = GetInstanceId();\n"
" var inst = (MyNode)InstanceFromId(Id);\n"
" GD.Print(inst.Foo); // Prints bar\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回 [param instance_id] 所对应的 [Object]。所有对象都有唯一的实例 ID。参见 "
"[method Object.get_instance_id]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var foo = \"bar\"\n"
"\n"
"func _ready():\n"
" var id = get_instance_id()\n"
" var inst = instance_from_id(id)\n"
" print(inst.foo) # 输出 bar\n"
"[/gdscript]\n"
"[csharp]\n"
"public partial class MyNode : Node\n"
"{\n"
" public string Foo { get; set; } = \"bar\";\n"
"\n"
" public override void _Ready()\n"
" {\n"
" ulong id = GetInstanceId();\n"
" var inst = (MyNode)InstanceFromId(Id);\n"
" GD.Print(inst.Foo); // 输出 bar\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns an interpolation or extrapolation factor considering the range "
"specified in [param from] and [param to], and the interpolated value "
"specified in [param weight]. The returned value will be between [code]0.0[/"
"code] and [code]1.0[/code] if [param weight] is between [param from] and "
"[param to] (inclusive). If [param weight] is located outside this range, "
"then an extrapolation factor will be returned (return value lower than "
"[code]0.0[/code] or greater than [code]1.0[/code]). Use [method clamp] on "
"the result of [method inverse_lerp] if this is not desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
"# middle is now 27.5.\n"
"\n"
"# Now, we pretend to have forgotten the original ratio and want to get it "
"back.\n"
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# ratio is now 0.75.\n"
"[/codeblock]\n"
"See also [method lerp], which performs the reverse of this operation, and "
"[method remap] to map a continuous series of values to another."
msgstr ""
"返回插值或外推的因子。范围用 [param from] 和 [param to]指定,插值后的值由 "
"[param weight] 指定。如果 [param weight] 在 [param from] 和 [param to] 之间"
"(包含),那么返回的值在 [code]0.0[/code] 和 [code]1.0[/code] 之间。如果 "
"[param weight] 在该范围之外,则返回的是外推因子(返回值小于 [code]0.0[/code] "
"或大于 [code]1.0[/code])。如果不希望这样,请对 [method inverse_lerp] 的结果"
"使用 [method clamp]。\n"
"[codeblock]\n"
"# 下面的 `lerp()` 调用时的插值比例是 0.75。\n"
"var middle = lerp(20, 30, 0.75)\n"
"# middle 现在是 27.5。\n"
"\n"
"# 现在,我们假装忘记了原来的比例,想要找到是多少。\n"
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# ratio 现在是 0.75。\n"
"[/codeblock]\n"
"另见 [method lerp],它执行本操作的逆操作;以及 [method remap],将一系列连续的"
"值映射到另一个值。"
msgid ""
"Returns [code]true[/code] if [param a] and [param b] are approximately equal "
"to each other.\n"
"Here, \"approximately equal\" means that [param a] and [param b] are within "
"a small internal epsilon of each other, which scales with the magnitude of "
"the numbers.\n"
"Infinity values of the same sign are considered equal."
msgstr ""
"如果 [param a] 和 [param b] 彼此近似相等,则返回 [code]true[/code]。\n"
"这里,“近似相等”意味着 [param a] 和 [param b] 在彼此的一个小的内部 epsilon "
"内,该 epsilon 与数字的大小成比例。\n"
"相同符号的无穷大值被认为是相等的。"
msgid ""
"Returns whether [param x] is a finite value, i.e. it is not [constant "
"@GDScript.NAN], positive infinity, or negative infinity."
msgstr ""
"返回 [param x] 是否为有限值,即不是 [constant @GDScript.NAN]、正无穷大或负无"
"穷大。"
msgid ""
"Returns [code]true[/code] if [param x] is either positive infinity or "
"negative infinity."
msgstr "如果 [param x] 是正无穷大或负无穷大,则返回 [code]true[/code] 。"
msgid ""
"Returns [code]true[/code] if the Object that corresponds to [param id] is a "
"valid object (e.g. has not been deleted from memory). All Objects have a "
"unique instance ID."
msgstr ""
"如果与 [param id] 对应的 Object 是有效的对象(例如没有从内存中删除),则返回 "
"[code]true[/code] 。所有对象都有唯一的实例 ID。"
msgid ""
"Returns [code]true[/code] if [param instance] is a valid Object (e.g. has "
"not been deleted from memory)."
msgstr ""
"如果 [param instance] 是有效的 Object(例如,没有从内存中删除),则返回 "
"[code]true[/code] 。"
msgid ""
"Returns [code]true[/code] if [param x] is a NaN (\"Not a Number\" or "
"invalid) value."
msgstr "如果 [param x] 是 NaN(“非数字”或无效)值,则返回 [code]true[/code] 。"
msgid ""
"Returns [code]true[/code], for value types, if [param a] and [param b] share "
"the same value. Returns [code]true[/code], for reference types, if the "
"references of [param a] and [param b] are the same.\n"
"[codeblock]\n"
"# Vector2 is a value type\n"
"var vec2_a = Vector2(0, 0)\n"
"var vec2_b = Vector2(0, 0)\n"
"var vec2_c = Vector2(1, 1)\n"
"is_same(vec2_a, vec2_a) # true\n"
"is_same(vec2_a, vec2_b) # true\n"
"is_same(vec2_a, vec2_c) # false\n"
"\n"
"# Array is a reference type\n"
"var arr_a = []\n"
"var arr_b = []\n"
"is_same(arr_a, arr_a) # true\n"
"is_same(arr_a, arr_b) # false\n"
"[/codeblock]\n"
"These are [Variant] value types: [code]null[/code], [bool], [int], [float], "
"[String], [StringName], [Vector2], [Vector2i], [Vector3], [Vector3i], "
"[Vector4], [Vector4i], [Rect2], [Rect2i], [Transform2D], [Transform3D], "
"[Plane], [Quaternion], [AABB], [Basis], [Projection], [Color], [NodePath], "
"[RID], [Callable] and [Signal].\n"
"These are [Variant] reference types: [Object], [Dictionary], [Array], "
"[PackedByteArray], [PackedInt32Array], [PackedInt64Array], "
"[PackedFloat32Array], [PackedFloat64Array], [PackedStringArray], "
"[PackedVector2Array], [PackedVector3Array] and [PackedColorArray]."
msgstr ""
"当 [param a] 和 [param b] 为值类型时,如果他们相同,那么返回 [code]true[/"
"code]。当 [param a] 和 [param b] 为引用类型时,如果它们的引用对象相同,那么返"
"回 [code]true[/code]。\n"
"[codeblock]\n"
"# Vector2 is a value type\n"
"var vec2_a = Vector2(0, 0)\n"
"var vec2_b = Vector2(0, 0)\n"
"var vec2_c = Vector2(1, 1)\n"
"is_same(vec2_a, vec2_a) # true\n"
"is_same(vec2_a, vec2_b) # true\n"
"is_same(vec2_a, vec2_c) # false\n"
"\n"
"# Array is a reference type\n"
"var arr_a = []\n"
"var arr_b = []\n"
"is_same(arr_a, arr_a) # true\n"
"is_same(arr_a, arr_b) # false\n"
"[/codeblock]\n"
"[Varient] 值类型有:[code]null[/code],[bool],[int],[float],[String],"
"[StringName],[Vector2],[Vector2i],[Vector3],[Vector3i],[Vector4],"
"[Vector4i],[Rect2],[Rect2i],[Transform2D],[Transform3D],[Plane],"
"[Quaternion],[AABB],[Basis],[Projection],[Color],[NodePath],[RID],"
"[Callable] 和 [Signal]。\n"
"[Varient] 引用类型有:[Object],[Dictionary],[Array],[PackedByteArray],"
"[PackedInt32Array],[PackedInt64Array],[PackedFloat32Array],"
"[PackedFloat64Array],[PackedStringArray],[PackedVector2Array],"
"[PackedVector3Array] 和 [PackedColorArray]。"
msgid ""
"Returns [code]true[/code] if [param x] is zero or almost zero. The "
"comparison is done using a tolerance calculation with a small internal "
"epsilon.\n"
"This function is faster than using [method is_equal_approx] with one value "
"as zero."
msgstr ""
"如果 [param x] 为零或几乎为零,则返回 [code]true[/code]。比较是使用具有小内"
"部 epsilon 的公差计算的。\n"
"该函数比使用一个值为零的 [method is_equal_approx] 更快。"
msgid ""
"Linearly interpolates between two values by the factor defined in [param "
"weight]. To perform interpolation, [param weight] should be between "
"[code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside "
"this range are allowed and can be used to perform [i]extrapolation[/i]. If "
"this is not desired, use [method clamp] on the result of this function.\n"
"Both [param from] and [param to] must be the same type. Supported types: "
"[int], [float], [Vector2], [Vector3], [Vector4], [Color], [Quaternion], "
"[Basis].\n"
"[codeblock]\n"
"lerp(0, 4, 0.75) # Returns 3.0\n"
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
"ease] or [method smoothstep]. See also [method remap] to map a continuous "
"series of values to another.\n"
"[b]Note:[/b] For better type safety, use [method lerpf], [method Vector2."
"lerp], [method Vector3.lerp], [method Vector4.lerp], [method Color.lerp], "
"[method Quaternion.slerp] or [method Basis.slerp]."
msgstr ""
"通过 [param weight] 中定义的因子在两个值之间进行线性插值。要执行插值,[param "
"weight] 应介于 [code]0.0[/code] 和 [code]1.0[/code] 之间(包含)。但是,超出"
"此范围的值也是允许的,并可用于执行[i]外推 [/i]。如果不需要,请在该函数的结果"
"上使用 [method clamp]。\n"
"[param from] 和 [param to] 必须是同一类型。支持的类型:[int]、[float]、"
"[Vector2]、[Vector3]、[Vector4]、[Color]、[Quaternion]、[Basis]。\n"
"[codeblock]\n"
"lerp(0, 4, 0.75) # 返回 3.0\n"
"[/codeblock]\n"
"另请参阅执行本操作的逆操作的 [method inverse_lerp]。要使用 [method lerp] 执行"
"缓动插值,请将其与 [method ease] 或 [method smoothstep] 结合使用。另见 "
"[method remap],可将一系列连续的值映射到另一个值。\n"
"[b]注意:[/b]为了更好的类型安全,使用 [method lerpf]、[method Vector2.lerp]、"
"[method Vector3.lerp]、[method Vector4.lerp]、[method Color.lerp]、[method "
"Quaternion.slerp] 或 [method Basis.slerp]。"
msgid ""
"Linearly interpolates between two angles (in radians) by a [param weight] "
"value between 0.0 and 1.0.\n"
"Similar to [method lerp], but interpolates correctly when the angles wrap "
"around [constant @GDScript.TAU]. To perform eased interpolation with [method "
"lerp_angle], combine it with [method ease] or [method smoothstep].\n"
"[codeblock]\n"
"extends Sprite\n"
"var elapsed = 0.0\n"
"func _process(delta):\n"
" var min_angle = deg_to_rad(0.0)\n"
" var max_angle = deg_to_rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
"[/codeblock]\n"
"[b]Note:[/b] This function lerps through the shortest path between [param "
"from] and [param to]. However, when these two angles are approximately "
"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
"obvious which way they lerp due to floating-point precision errors. For "
"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
"通过 0.0 和 1.0 之间的 [param weight] 值,在两个角度(以弧度为单位)之间进行"
"线性插值。\n"
"类似于 [method lerp],但当角度环绕 [constant @GDScript.TAU] 时会正确插值。要"
"使用 [method lerp_angle] 执行缓动插值,请将其与 [method ease] 或 [method "
"smoothstep] 结合使用。\n"
"[codeblock]\n"
"extends Sprite\n"
"var elapsed = 0.0\n"
"func _process(delta):\n"
" var min_angle = deg_to_rad(0.0)\n"
" var max_angle = deg_to_rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
"[/codeblock]\n"
"[b]注意:[/b]该函数通过 [param from] 和 [param to] 之间的最短路径进行插值。然"
"而,当这两个角度相距大致 [code]PI + k * TAU[/code] 其中 [code]k[/code] 为任意"
"整数时,由于浮点数精度误差的缘故,要对插值的方向进行判断是很难的。例如,"
"[code]lerp_angle(0, PI, weight)[/code] 会逆时针插值,而 [code]lerp_angle(0, "
"PI + 5 * TAU, weight)[/code] 则会顺时针插值。"
msgid ""
"Linearly interpolates between two values by the factor defined in [param "
"weight]. To perform interpolation, [param weight] should be between "
"[code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside "
"this range are allowed and can be used to perform [i]extrapolation[/i]. If "
"this is not desired, use [method clampf] on the result of this function.\n"
"[codeblock]\n"
"lerp(0, 4, 0.75) # Returns 3.0\n"
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
"ease] or [method smoothstep]."
msgstr ""
"通过 [param weight] 中定义的因子在两个值之间进行线性插值。要执行插值,[param "
"weight] 应介于 [code]0.0[/code] 和 [code]1.0[/code] 之间(包含)。但是,超出"
"此范围的值是允许的,并可用于执行 [i]外推 [/i]。如果不需要,请对此函数的结果使"
"用 [method clampf]。\n"
"[codeblock]\n"
"lerp(0, 4, 0.75) # 返回 3.0\n"
"[/codeblock]\n"
"另请参阅执行本操作的逆运算的 [method inverse_lerp]。要使用 [method lerp] 执行"
"缓动插值,请将其与 [method ease] 或 [method smoothstep] 结合使用。"
msgid ""
"Converts from linear energy to decibels (audio). This can be used to "
"implement volume sliders that behave as expected (since volume isn't "
"linear).\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"# \"Slider\" refers to a node that inherits Range such as HSlider or "
"VSlider.\n"
"# Its range must be configured to go from 0 to 1.\n"
"# Change the bus name if you'd like to change the volume of a specific bus "
"only.\n"
"AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), "
"linear_to_db($Slider.value))\n"
"[/codeblock]"
msgstr ""
"从线性能量转换为分贝(音频)。这可用于实现按预期运行的音量滑块(因为音量不是"
"线性的)。\n"
"[b]示例:[/b]\n"
"[codeblock]\n"
"# “Slider”引用的是 HSlider、VSlider 等继承自 Range 的节点。\n"
"# 必须将其范围配置为 0 到 1。\n"
"# 如果只想修改特定总线的音量,请修改总线名称。\n"
"AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), "
"linear_to_db($Slider.value))\n"
"[/codeblock]"
msgid ""
"Returns the natural logarithm of [param x]. This is the amount of time "
"needed to reach a certain level of continuous growth.\n"
"[b]Note:[/b] This is not the same as the \"log\" function on most "
"calculators, which uses a base 10 logarithm.\n"
"[codeblock]\n"
"log(10) # Returns 2.302585\n"
"[/codeblock]\n"
"[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], "
"while negative values return [code]-nan[/code]."
msgstr ""
"返回 [param x] 的自然对数。这是持续增长到一定程度所需的时间。\n"
"[b]注意:[/b]这个函数与大多数计算器上的对数“log”函数不同,他们适用的底数是 "
"10。\n"
"[codeblock]\n"
"log(10) # 返回 2.302585\n"
"[/codeblock]\n"
"[b]注意:[/b][code]0[/code] 的对数返回 [code]-inf[/code],负值返回 [code]-"
"nan[/code]。"
msgid ""
"Returns the maximum of the given values. This function can take any number "
"of arguments.\n"
"[codeblock]\n"
"max(1, 7, 3, -6, 5) # Returns 7\n"
"[/codeblock]"
msgstr ""
"返回给定值的最大值。这个函数可以接受任意数量的参数。\n"
"[codeblock]\n"
"max(1, 7, 3, -6, 5) # 返回 7\n"
"[/codeblock]"
msgid ""
"Returns the maximum of two [float] values.\n"
"[codeblock]\n"
"maxf(3.6, 24) # Returns 24.0\n"
"maxf(-3.99, -4) # Returns -3.99\n"
"[/codeblock]"
msgstr ""
"返回两个 [float] 值中的最大值。\n"
"[codeblock]\n"
"maxf(3.6, 24) # 返回 24.0\n"
"maxf(-3.99, -4) # 返回 -3.99\n"
"[/codeblock]"
msgid ""
"Returns the maximum of two [int] values.\n"
"[codeblock]\n"
"maxi(1, 2) # Returns 2\n"
"maxi(-3, -4) # Returns -3\n"
"[/codeblock]"
msgstr ""
"返回两个 [int] 值中的最大值。\n"
"[codeblock]\n"
"maxi(1, 2) # 返回 2\n"
"maxi(-3, -4) # 返回 -3\n"
"[/codeblock]"
msgid ""
"Returns the minimum of the given values. This function can take any number "
"of arguments.\n"
"[codeblock]\n"
"min(1, 7, 3, -6, 5) # Returns -6\n"
"[/codeblock]"
msgstr ""
"返回给定值的最小值。这个函数可以接受任意数量的参数。\n"
"[codeblock]\n"
"min(1, 7, 3, -6, 5) # 返回 -6\n"
"[/codeblock]"
msgid ""
"Returns the minimum of two [float] values.\n"
"[codeblock]\n"
"minf(3.6, 24) # Returns 3.6\n"
"minf(-3.99, -4) # Returns -4.0\n"
"[/codeblock]"
msgstr ""
"返回两个 [float] 值中的最小值。\n"
"[codeblock]\n"
"minf(3.6, 24) # 返回 3.6\n"
"minf(-3.99, -4) # 返回 -4.0\n"
"[/codeblock]"
msgid ""
"Returns the minimum of two [int] values.\n"
"[codeblock]\n"
"mini(1, 2) # Returns 1\n"
"mini(-3, -4) # Returns -4\n"
"[/codeblock]"
msgstr ""
"返回两个 [int] 值中的最小值。\n"
"[codeblock]\n"
"mini(1, 2) # 返回 1\n"
"mini(-3, -4) # 返回 -4\n"
"[/codeblock]"
msgid ""
"Moves [param from] toward [param to] by the [param delta] value.\n"
"Use a negative [param delta] value to move away.\n"
"[codeblock]\n"
"move_toward(5, 10, 4) # Returns 9\n"
"move_toward(10, 5, 4) # Returns 6\n"
"move_toward(10, 5, -1.5) # Returns 11.5\n"
"[/codeblock]"
msgstr ""
"将 [param from] 向 [param to] 移动,移动的长度是 [param delta]。\n"
"使用负的 [param delta] 值则向远离的方向移动。\n"
"[codeblock]\n"
"move_toward(5, 10, 4) # 返回 9\n"
"move_toward(10, 5, 4) # 返回 6\n"
"move_toward(10, 5, -1.5) # 返回 11.5\n"
"[/codeblock]"
msgid ""
"Returns the nearest equal or larger power of 2 for the integer [param "
"value].\n"
"In other words, returns the smallest value [code]a[/code] where [code]a = "
"pow(2, n)[/code] such that [code]value <= a[/code] for some non-negative "
"integer [code]n[/code].\n"
"[codeblock]\n"
"nearest_po2(3) # Returns 4\n"
"nearest_po2(4) # Returns 4\n"
"nearest_po2(5) # Returns 8\n"
"\n"
"nearest_po2(0) # Returns 0 (this may not be expected)\n"
"nearest_po2(-1) # Returns 0 (this may not be expected)\n"
"[/codeblock]\n"
"[b]Warning:[/b] Due to the way it is implemented, this function returns "
"[code]0[/code] rather than [code]1[/code] for negative values of [param "
"value] (in reality, 1 is the smallest integer power of 2)."
msgstr ""
"返回最接近且不小于整数 [param value] 的 2 的幂。\n"
"换句话说,返回最小值 [code]a[/code],其中 [code]a = pow(2, n)[/code],某些非"
"负整数 [code]n[/code] 使得值 [code]value <= a[/code]。\n"
"[codeblock]\n"
"nearest_po2(3) # 返回 4\n"
"nearest_po2(4) # 返回 4\n"
"nearest_po2(5) # 返回 8\n"
"\n"
"nearest_po2(0) # 返回 0(可能出乎意料)\n"
"nearest_po2(-1) # 返回 0(可能出乎意料)\n"
"[/codeblock]\n"
"[b]警告:[/b]由于其实现方式,此函数会对非正数的 [param value] 返回 [code]0[/"
"code] 而不是 [code]1[/code] (实际上 1 是 2 的最小整数幂)。"
msgid ""
"Wraps [param value] between [code]0[/code] and the [param length]. If the "
"limit is reached, the next value the function returns is decreased to the "
"[code]0[/code] side or increased to the [param length] side (like a triangle "
"wave). If [param length] is less than zero, it becomes positive.\n"
"[codeblock]\n"
"pingpong(-3.0, 3.0) # Returns 3.0\n"
"pingpong(-2.0, 3.0) # Returns 2.0\n"
"pingpong(-1.0, 3.0) # Returns 1.0\n"
"pingpong(0.0, 3.0) # Returns 0.0\n"
"pingpong(1.0, 3.0) # Returns 1.0\n"
"pingpong(2.0, 3.0) # Returns 2.0\n"
"pingpong(3.0, 3.0) # Returns 3.0\n"
"pingpong(4.0, 3.0) # Returns 2.0\n"
"pingpong(5.0, 3.0) # Returns 1.0\n"
"pingpong(6.0, 3.0) # Returns 0.0\n"
"[/codeblock]"
msgstr ""
"将 [param value] 包裹在 [code]0[/code] 和 [param length] 之间。如果达到限制,"
"函数返回的下一个值将减少到 [code]0[/code] 侧或增加到 [param length] 侧(像三"
"角波)。如果 [param length] 小于零,则变为正数。\n"
"[codeblock]\n"
"pingpong(-3.0, 3.0) # 返回 3.0\n"
"pingpong(-2.0, 3.0) # 返回 2.0\n"
"pingpong(-1.0, 3.0) # 返回 1.0\n"
"pingpong(0.0, 3.0) # 返回 0.0\n"
"pingpong(1.0, 3.0) # 返回 1.0\n"
"pingpong(2.0, 3.0) # 返回 2.0\n"
"pingpong(3.0, 3.0) # 返回 3.0\n"
"pingpong(4.0, 3.0) # 返回 2.0\n"
"pingpong(5.0, 3.0) # 返回 1.0\n"
"pingpong(6.0, 3.0) # 返回 0.0\n"
"[/codeblock]"
msgid ""
"Returns the integer modulus of [param x] divided by [param y] that wraps "
"equally in positive and negative.\n"
"[codeblock]\n"
"print(\"#(i) (i % 3) (posmod(i, 3))\")\n"
"for i in range(-3, 4):\n"
" print(\"%2d %2d | %2d\" % [i, i % 3, posmod(i, 3)])\n"
"[/codeblock]\n"
"Produces:\n"
"[codeblock]\n"
"(i) (i % 3) (posmod(i, 3))\n"
"-3 0 | 0\n"
"-2 -2 | 1\n"
"-1 -1 | 2\n"
" 0 0 | 0\n"
" 1 1 | 1\n"
" 2 2 | 2\n"
" 3 0 | 0\n"
"[/codeblock]"
msgstr ""
"返回 [param x] 除以 [param y] 的整数模数,对正负数进行一致的循环。\n"
"[codeblock]\n"
"print(\"#(i) (i % 3) (posmod(i, 3))\")\n"
"for i in range(-3, 4):\n"
" print(\"%2d %2d | %2d\" % [i, i % 3, posmod(i, 3)])\n"
"[/codeblock]\n"
"结果:\n"
"[codeblock]\n"
"(i) (i % 3) (posmod(i, 3))\n"
"-3 0 | 0\n"
"-2 -2 | 1\n"
"-1 -1 | 2\n"
" 0 0 | 0\n"
" 1 1 | 1\n"
" 2 2 | 2\n"
" 3 0 | 0\n"
"[/codeblock]"
msgid ""
"Converts one or more arguments of any type to string in the best way "
"possible and prints them to the console.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = [1, 2, 3]\n"
"print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Godot.Collections.Array { 1, 2, 3 };\n"
"GD.Print(\"a\", \"b\", a); // Prints ab[1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] Consider using [method push_error] and [method push_warning] to "
"print error and warning messages instead of [method print] or [method "
"print_rich]. This distinguishes them from print messages used for debugging "
"purposes, while also displaying a stack trace when an error or warning is "
"printed."
msgstr ""
"以尽可能最佳的方式将一个或多个任意类型的参数转换为字符串,并将其打印到控制"
"台。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = [1, 2, 3]\n"
"print(\"a\", \"b\", a) # 输出 ab[1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Godot.Collections.Array { 1, 2, 3 };\n"
"GD.Print(\"a\", \"b\", a); // 输出 ab[1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]请考虑使用 [method push_error] 和 [method push_warning] 来打印错"
"误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们与用于调"
"试目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。"
msgid ""
"Converts one or more arguments of any type to string in the best way "
"possible and prints them to the console. The following BBCode tags are "
"supported: b, i, u, s, indent, code, url, center, right, color, bgcolor, "
"fgcolor. Color tags only support named colors such as [code]red[/code], "
"[i]not[/i] hexadecimal color codes. Unsupported tags will be left as-is in "
"standard output.\n"
"When printing to standard output, the supported subset of BBCode is "
"converted to ANSI escape codes for the terminal emulator to display. "
"Displaying ANSI escape codes is currently only supported on Linux and macOS. "
"Support for ANSI escape codes may vary across terminal emulators, especially "
"for italic and strikethrough.\n"
"[codeblocks]\n"
"[gdscript]\n"
"print_rich(\"[code][b]Hello world![/b][/code]\") # Prints out: [b]Hello "
"world![/b]\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintRich(\"[code][b]Hello world![/b][/code]\"); // Prints out: [b]Hello "
"world![/b]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] Consider using [method push_error] and [method push_warning] to "
"print error and warning messages instead of [method print] or [method "
"print_rich]. This distinguishes them from print messages used for debugging "
"purposes, while also displaying a stack trace when an error or warning is "
"printed."
msgstr ""
"以尽可能最佳的方式将一个或多个任意类型的参数转换为字符串,并将其打印到控制"
"台。支持以下 BBCode 标签:b、i、u、s、indent、code、url、center、right、"
"color、bgcolor、fgcolor。颜色标签仅支持命名颜色,例如 [code]red[/code]、[i]不"
"支持[/i] 十六进制颜色代码。不支持的标签将在标准输出中保持原样。\n"
"当打印到标准输出时,支持的 BBCode 子集被转换为 ANSI 转义码以供终端仿真器显"
"示。目前仅 Linux 和 macOS 支持显示 ANSI 转义码。对 ANSI 转义码的支持可能因终"
"端仿真器而异,尤其是斜体和删除线。\n"
"[codeblocks]\n"
"[gdscript]\n"
"print_rich(\"[code][b]Hello world![/b][/code]\") # 输出:[b]Hello world![/"
"b]\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintRich(\"[code][b]Hello world![/b][/code]\"); // 输出:[b]Hello world!"
"[/b]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]请考虑使用 [method push_error] 和 [method push_warning] 来打印错"
"误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们与用于调"
"试目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。"
msgid ""
"If verbose mode is enabled ([method OS.is_stdout_verbose] returning "
"[code]true[/code]), converts one or more arguments of any type to string in "
"the best way possible and prints them to the console."
msgstr ""
"如果启用了详细模式([method OS.is_stdout_verbose] 返回 [code]true[/code]),"
"则尽可能以最佳方式将一个或多个任意类型的参数转换为字符串,并将它们打印到控制"
"台。"
msgid ""
"Prints one or more arguments to strings in the best way possible to standard "
"error line.\n"
"[codeblocks]\n"
"[gdscript]\n"
"printerr(\"prints to stderr\")\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintErr(\"prints to stderr\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"以尽可能最佳的方式将一个或多个参数作为字符串输出到标准错误行。\n"
"[codeblocks]\n"
"[gdscript]\n"
"printerr(\"prints to stderr\")\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintErr(\"prints to stderr\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Prints one or more arguments to strings in the best way possible to the OS "
"terminal. Unlike [method print], no newline is automatically added at the "
"end.\n"
"[codeblocks]\n"
"[gdscript]\n"
"printraw(\"A\")\n"
"printraw(\"B\")\n"
"printraw(\"C\")\n"
"# Prints ABC to terminal\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintRaw(\"A\");\n"
"GD.PrintRaw(\"B\");\n"
"GD.PrintRaw(\"C\");\n"
"// Prints ABC to terminal\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"以尽可能最佳的方式将一个或多个参数作为字符串输出到 OS 终端。与 [method "
"print] 不同的是,最后不会自动添加换行符。\n"
"[codeblocks]\n"
"[gdscript]\n"
"printraw(\"A\")\n"
"printraw(\"B\")\n"
"printraw(\"C\")\n"
"# 输出 ABC 到终端\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintRaw(\"A\");\n"
"GD.PrintRaw(\"B\");\n"
"GD.PrintRaw(\"C\");\n"
"// 输出 ABC 到终端\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Prints one or more arguments to the console with a space between each "
"argument.\n"
"[codeblocks]\n"
"[gdscript]\n"
"prints(\"A\", \"B\", \"C\") # Prints A B C\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintS(\"A\", \"B\", \"C\"); // Prints A B C\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将一个或多个参数打印到控制台,每个参数之间有一个空格。\n"
"[codeblocks]\n"
"[gdscript]\n"
"prints(\"A\", \"B\", \"C\") # 输出 A B C\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintS(\"A\", \"B\", \"C\"); // 输出 A B C\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Prints one or more arguments to the console with a tab between each "
"argument.\n"
"[codeblocks]\n"
"[gdscript]\n"
"printt(\"A\", \"B\", \"C\") # Prints A B C\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintT(\"A\", \"B\", \"C\"); // Prints A B C\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将一个或多个参数打印到控制台,每个参数之间有一个制表符。\n"
"[codeblocks]\n"
"[gdscript]\n"
"printt(\"A\", \"B\", \"C\") # 输出 A B C\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintT(\"A\", \"B\", \"C\"); // 输出 A B C\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Pushes an error message to Godot's built-in debugger and to the OS "
"terminal.\n"
"[codeblocks]\n"
"[gdscript]\n"
"push_error(\"test error\") # Prints \"test error\" to debugger and terminal "
"as error call\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PushError(\"test error\"); // Prints \"test error\" to debugger and "
"terminal as error call\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This function does not pause project execution. To print an "
"error message and pause project execution in debug builds, use "
"[code]assert(false, \"test error\")[/code] instead."
msgstr ""
"将错误消息推送到 Godot 的内置调试器和 OS 终端。\n"
"[codeblocks]\n"
"[gdscript]\n"
"push_error(\"test error\") # 向调试器和终端打印 “test error” 作为错误调用\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PushError(\"test error\"); // 向调试器和终端打印 “test error” 作为错误调"
"用\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]该函数不会暂停项目执行。要在调试版本中打印错误消息并暂停项目执"
"行,请改用 [code]assert(false, \"test error\")[/code]。"
msgid ""
"Pushes a warning message to Godot's built-in debugger and to the OS "
"terminal.\n"
"[codeblocks]\n"
"[gdscript]\n"
"push_warning(\"test warning\") # Prints \"test warning\" to debugger and "
"terminal as warning call\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PushWarning(\"test warning\"); // Prints \"test warning\" to debugger and "
"terminal as warning call\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将警告消息推送到 Godot 的内置调试器和 OS 终端。\n"
"[codeblocks]\n"
"[gdscript]\n"
"push_warning(\"test warning\") # 以警告的形式向调试器和终端输出 “test "
"warning”\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PushWarning(\"test warning\"); // 以警告的形式向调试器和终端输出 “test "
"warning”\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Converts an angle expressed in radians to degrees.\n"
"[codeblock]\n"
"rad_to_deg(0.523599) # Returns 30\n"
"rad_to_deg(PI) # Returns 180\n"
"rad_to_deg(PI * 2) # Returns 360\n"
"[/codeblock]"
msgstr ""
"将以弧度表示的角度转换为度。\n"
"[codeblock]\n"
"rad_to_deg(0.523599) # 返回 30\n"
"rad_to_deg(PI) # 返回 180\n"
"rad_to_deg(PI * 2) # 返回 360\n"
"[/codeblock]"
msgid ""
"Given a [param seed], returns a [PackedInt64Array] of size [code]2[/code], "
"where its first element is the randomized [int] value, and the second "
"element is the same as [param seed]. Passing the same [param seed] "
"consistently returns the same array.\n"
"[b]Note:[/b] \"Seed\" here refers to the internal state of the pseudo random "
"number generator, currently implemented as a 64 bit integer.\n"
"[codeblock]\n"
"var a = rand_from_seed(4)\n"
"\n"
"print(a[0])\t# Prints 2879024997\n"
"print(a[1])\t# Prints 4\n"
"[/codeblock]"
msgstr ""
"给定一个 [param seed],返回一个大小为 [code]2[/code] 的 [PackedInt64Array],"
"其中第一个元素是随机化的 [int] 值,第二个元素与 [param seed] 相同。传入相同"
"的 [param seed] 会一致地返回相同的数组。\n"
"[b]注意:[/b]这里的“种子”是指伪随机数发生器的内部状态,目前实现为一个 64 位整"
"数。\n"
"[codeblock]\n"
"var a = rand_from_seed(4)\n"
"\n"
"print(a[0])\t# 输出 2879024997\n"
"print(a[1])\t# 输出 4\n"
"[/codeblock]"
msgid ""
"Returns a random floating point value between [code]0.0[/code] and "
"[code]1.0[/code] (inclusive).\n"
"[codeblocks]\n"
"[gdscript]\n"
"randf() # Returns e.g. 0.375671\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Randf(); // Returns e.g. 0.375671\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回 [code]0.0[/code] 和 [code]1.0[/code](包含)之间的随机浮点值。\n"
"[codeblocks]\n"
"[gdscript]\n"
"randf() # 返回示例 0.375671\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Randf(); // 返回示例 0.375671\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a random floating point value between [param from] and [param to] "
"(inclusive).\n"
"[codeblocks]\n"
"[gdscript]\n"
"randf_range(0, 20.5) # Returns e.g. 7.45315\n"
"randf_range(-10, 10) # Returns e.g. -3.844535\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.RandRange(0.0, 20.5); // Returns e.g. 7.45315\n"
"GD.RandRange(-10.0, 10.0); // Returns e.g. -3.844535\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回 [param from] 和 [param to](包含)之间的随机浮点值。\n"
"[codeblocks]\n"
"[gdscript]\n"
"randf_range(0, 20.5) # 返回示例 7.45315\n"
"randf_range(-10, 10) # 返回示例 -3.844535\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.RandRange(0.0, 20.5); // 返回示例 7.45315\n"
"GD.RandRange(-10.0, 10.0); // 返回示例 -3.844535\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a normally-distributed pseudo-random floating point value using Box-"
"Muller transform with the specified [param mean] and a standard [param "
"deviation]. This is also called Gaussian distribution."
msgstr ""
"返回一个正态分布的伪随机浮点值,该分布使用具有指定 [param mean] 和标准 "
"[param deviation] 的 Box-Muller 变换。这也被称为高斯分布。"
msgid ""
"Returns a random unsigned 32-bit integer. Use remainder to obtain a random "
"value in the interval [code][0, N - 1][/code] (where N is smaller than "
"2^32).\n"
"[codeblocks]\n"
"[gdscript]\n"
"randi() # Returns random integer between 0 and 2^32 - 1\n"
"randi() % 20 # Returns random integer between 0 and 19\n"
"randi() % 100 # Returns random integer between 0 and 99\n"
"randi() % 100 + 1 # Returns random integer between 1 and 100\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Randi(); // Returns random integer between 0 and 2^32 - 1\n"
"GD.Randi() % 20; // Returns random integer between 0 and 19\n"
"GD.Randi() % 100; // Returns random integer between 0 and 99\n"
"GD.Randi() % 100 + 1; // Returns random integer between 1 and 100\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回一个随机的无符号 32 位整数。使用余数获得区间 [code][0, N - 1][/code] (其"
"中 N 小于 2^32)的随机值。\n"
"[codeblocks]\n"
"[gdscript]\n"
"randi() # 返回介于 0 到 2^32 - 1 之间的随机整数\n"
"randi() % 20 # 返回介于 0 到 19之间的随机整数\n"
"randi() % 100 # 返回介于 0 到 99 之间的随机整数\n"
"randi() % 100 + 1 # 返回介于 1 到 100 之间的随机整数\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Randi(); // 返回介于 0 到 2^32 - 1 之间的随机整数\n"
"GD.Randi() % 20; // 返回介于 0 到 19之间的随机整数\n"
"GD.Randi() % 100; // 返回介于 0 到 99 之间的随机整数\n"
"GD.Randi() % 100 + 1; // 返回介于 1 到 100 之间的随机整数\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a random signed 32-bit integer between [param from] and [param to] "
"(inclusive). If [param to] is lesser than [param from], they are swapped.\n"
"[codeblocks]\n"
"[gdscript]\n"
"randi_range(0, 1) # Returns either 0 or 1\n"
"randi_range(-10, 1000) # Returns random integer between -10 and 1000\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.RandRange(0, 1); // Returns either 0 or 1\n"
"GD.RandRange(-10, 1000); // Returns random integer between -10 and 1000\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回介于 [param from] 和 [param to](包含)之间的一个随机有符号 32 位整数。如"
"果 [param to] 小于 [param from],则它们将被交换。\n"
"[codeblocks]\n"
"[gdscript]\n"
"randi_range(0, 1) # 返回 0 或 1\n"
"randi_range(-10, 1000) # 返回介于 -10 和 1000 之间的随机整数\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.RandRange(0, 1); // 返回 0 或 1\n"
"GD.RandRange(-10, 1000); // 返回介于 -10 和 1000 之间的随机整数\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Randomizes the seed (or the internal state) of the random number generator. "
"The current implementation uses a number based on the device's time.\n"
"[b]Note:[/b] This function is called automatically when the project is run. "
"If you need to fix the seed to have consistent, reproducible results, use "
"[method seed] to initialize the random number generator."
msgstr ""
"随机化随机数发生器的种子(或内部状态)。目前的实现使用一个基于设备时间的数"
"字。\n"
"[b]注意:[/b]该函数在项目运行时自动被调用。如果需要修复种子以获得一致、可重现"
"的结果,请使用 [method seed] 来初始化随机数生成器。"
msgid ""
"Maps a [param value] from range [code][istart, istop][/code] to [code]"
"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
"[param value] is outside [code][istart, istop][/code], then the resulting "
"value will also be outside [code][ostart, ostop][/code]. If this is not "
"desired, use [method clamp] on the result of this function.\n"
"[codeblock]\n"
"remap(75, 0, 100, -1, 1) # Returns 0.5\n"
"[/codeblock]\n"
"For complex use cases where multiple ranges are needed, consider using "
"[Curve] or [Gradient] instead."
msgstr ""
"将 [param value] 从范围 [code][istart, istop][/code] 映射到 [code][ostart, "
"ostop][/code]。另见 [method lerp] 和 [method inverse_lerp]。如果 [param "
"value] 在 [code][istart, istop][/code] 之外,那么结果值也将在 [code][ostart, "
"ostop][/code] 之外。如果不希望这样,请对该函数的结果使用 [method clamp]。\n"
"[codeblock]\n"
"remap(75, 0, 100, -1, 1) # 返回 0.5\n"
"[/codeblock]\n"
"对于需要多个范围的复杂用例,请考虑改用 [Curve] 或 [Gradient]。"
msgid ""
"Allocates a unique ID which can be used by the implementation to construct a "
"RID. This is used mainly from native extensions to implement servers."
msgstr ""
"分配一个唯一的 ID,可被实现用来构造一个 RID。这主要被本地扩展使用以实现服务"
"器。"
msgid ""
"Creates a RID from a [param base]. This is used mainly from native "
"extensions to build servers."
msgstr "从 [param base] 创建一个 RID。这主要被本地扩展使用以构建服务器。"
msgid ""
"Rounds [param x] to the nearest whole number, with halfway cases rounded "
"away from 0. Supported types: [int], [float], [Vector2], [Vector3], "
"[Vector4].\n"
"[codeblock]\n"
"round(2.4) # Returns 2\n"
"round(2.5) # Returns 3\n"
"round(2.6) # Returns 3\n"
"[/codeblock]\n"
"See also [method floor], [method ceil], and [method snapped].\n"
"[b]Note:[/b] For better type safety, use [method roundf], [method roundi], "
"[method Vector2.round], [method Vector3.round], or [method Vector4.round]."
msgstr ""
"将 [param x] 舍入到最接近的整数,中间情况远离 0 舍入。支持的类型:[int]、"
"[float]、[Vector2]、[Vector3]、[Vector4]。\n"
"[codeblock]\n"
"round(2.4) # 返回 2\n"
"round(2.5) # 返回 3\n"
"round(2.6) # 返回 3\n"
"[/codeblock]\n"
"另请参见 [method floor]、[method ceil] 和 [method snapped]。\n"
"[b]注意:[/b]为了更好的类型安全,使用 [method roundf]、[method roundi]、"
"[method Vector2.round]、[method Vector3.round] 或 [method Vector4.round]。"
msgid ""
"Rounds [param x] to the nearest whole number, with halfway cases rounded "
"away from 0.\n"
"A type-safe version of [method round], returning a [float]."
msgstr ""
"将 [param x] 舍入到最接近的整数,中间情况远离 0 舍入。\n"
"[method round] 的类型安全版本,返回一个 [float]。"
msgid ""
"Rounds [param x] to the nearest whole number, with halfway cases rounded "
"away from 0.\n"
"A type-safe version of [method round], returning an [int]."
msgstr ""
"将 [param x] 舍入到最接近的整数,中间情况远离 0 舍入。\n"
"[method round] 的类型安全版本,返回一个 [int]。"
msgid ""
"Sets the seed for the random number generator to [param base]. Setting the "
"seed manually can ensure consistent, repeatable results for most random "
"functions.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_seed = \"Godot Rocks\".hash()\n"
"seed(my_seed)\n"
"var a = randf() + randi()\n"
"seed(my_seed)\n"
"var b = randf() + randi()\n"
"# a and b are now identical\n"
"[/gdscript]\n"
"[csharp]\n"
"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n"
"GD.Seed(mySeed);\n"
"var a = GD.Randf() + GD.Randi();\n"
"GD.Seed(mySeed);\n"
"var b = GD.Randf() + GD.Randi();\n"
"// a and b are now identical\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将随机数生成器的种子设置为 [param base]。手动设置种子可以确保大多数随机函数的"
"结果一致、可重复。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_seed = \"Godot Rocks\".hash()\n"
"seed(my_seed)\n"
"var a = randf() + randi()\n"
"seed(my_seed)\n"
"var b = randf() + randi()\n"
"# a 和 b 现在是一样的\n"
"[/gdscript]\n"
"[csharp]\n"
"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n"
"GD.Seed(mySeed);\n"
"var a = GD.Randf() + GD.Randi();\n"
"GD.Seed(mySeed);\n"
"var b = GD.Randf() + GD.Randi();\n"
"// a 和 b 现在是一样的\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the same type of [Variant] as [param x], with [code]-1[/code] for "
"negative values, [code]1[/code] for positive values, and [code]0[/code] for "
"zeros. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], "
"[Vector3i], [Vector4], [Vector4i].\n"
"[codeblock]\n"
"sign(-6.0) # Returns -1\n"
"sign(0.0) # Returns 0\n"
"sign(6.0) # Returns 1\n"
"\n"
"sign(Vector3(-6.0, 0.0, 6.0)) # Returns (-1, 0, 1)\n"
"[/codeblock]\n"
"[b]Note:[/b] For better type safety, use [method signf], [method signi], "
"[method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], "
"[method Vector3i.sign], [method Vector4.sign], or [method Vector4i.sign]."
msgstr ""
"返回与 [param x] 相同类型的 [Variant],[code]-1[/code] 为负值,[code]1[/"
"code] 为正值,[code]0[/code] 为零值。支持的类型:[int]、[float]、[Vector2]、"
"[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、[Vector4i]。\n"
"[codeblock]\n"
"sign(-6.0) # 返回 -1\n"
"sign(0.0) # 返回 0\n"
"sign(6.0) # 返回 1\n"
"\n"
"sign(Vector3(-6.0, 0.0, 6.0)) # 返回 (-1, 0, 1)\n"
"[/codeblock]\n"
"[b]注意:[/b]为了更好的类型安全,请使用 [method signf]、[method signi]、"
"[method Vector2.sign]、[method Vector2i.sign]、[method Vector3.sign]、"
"[method Vector3i.sign]、[method Vector4.sign]、或 [method Vector4i.sign]。"
msgid ""
"Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param "
"x] is positive, and [code]0[/code] if if [param x] is zero.\n"
"[codeblock]\n"
"sign(-6) # Returns -1\n"
"sign(0) # Returns 0\n"
"sign(6) # Returns 1\n"
"[/codeblock]"
msgstr ""
"如果 [param x] 为负,则返回 [code]-1[/code];如果 [param x] 为正,则返回 "
"[code]1[/code];如果 [param x] 为零,则返回 [code]0[/code]。\n"
"[codeblock]\n"
"sign(-6) # 返回 -1\n"
"sign(0) # 返回 0\n"
"sign(6) # 返回 1\n"
"[/codeblock]"
msgid ""
"Returns the sine of angle [param angle_rad] in radians.\n"
"[codeblock]\n"
"sin(0.523599) # Returns 0.5\n"
"sin(deg_to_rad(90)) # Returns 1.0\n"
"[/codeblock]"
msgstr ""
"返回弧度角 [param angle_rad] 的正弦值。\n"
"[codeblock]\n"
"sin(0.523599) # 返回 0.5\n"
"sin(deg_to_rad(90)) # 返回 1.0\n"
"[/codeblock]"
msgid ""
"Returns the hyperbolic sine of [param x].\n"
"[codeblock]\n"
"var a = log(2.0) # Returns 0.693147\n"
"sinh(a) # Returns 0.75\n"
"[/codeblock]"
msgstr ""
"返回 [param x] 的双曲正弦值。\n"
"[codeblock]\n"
"var a = log(2.0) # 返回 0.693147\n"
"sinh(a) # 返回 0.75\n"
"[/codeblock]"
msgid ""
"Returns the result of smoothly interpolating the value of [param x] between "
"[code]0[/code] and [code]1[/code], based on the where [param x] lies with "
"respect to the edges [param from] and [param to].\n"
"The return value is [code]0[/code] if [code]x <= from[/code], and [code]1[/"
"code] if [code]x >= to[/code]. If [param x] lies between [param from] and "
"[param to], the returned value follows an S-shaped curve that maps [param x] "
"between [code]0[/code] and [code]1[/code].\n"
"This S-shaped curve is the cubic Hermite interpolator, given by [code]f(y) = "
"3*y^2 - 2*y^3[/code] where [code]y = (x-from) / (to-from)[/code].\n"
"[codeblock]\n"
"smoothstep(0, 2, -5.0) # Returns 0.0\n"
"smoothstep(0, 2, 0.5) # Returns 0.15625\n"
"smoothstep(0, 2, 1.0) # Returns 0.5\n"
"smoothstep(0, 2, 2.0) # Returns 1.0\n"
"[/codeblock]\n"
"Compared to [method ease] with a curve value of [code]-1.6521[/code], "
"[method smoothstep] returns the smoothest possible curve with no sudden "
"changes in the derivative. If you need to perform more advanced transitions, "
"use [Tween] or [AnimationPlayer].\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
"返回 [param x] 在 [code]0[/code] 和 [code]1[/code] 之间平滑插值的结果,基于 "
"[param x] 相对于边 [param from] 和 [param to] 的位置。\n"
"如果 [code]x <= from[/code],则返回值为 [code]0[/code];如果 [code]x >= to[/"
"code],则返回值为 [code]1[/code]。如果 [param x] 位于 [param from] 和 [param "
"to] 之间,则返回值遵循一条将 [param x] 映射到 [code]0[/code] 和 [code]1[/"
"code] 之间的 S 形曲线。\n"
"这条 S 形曲线是三次 Hermite 插值器,由 [code]f(y) = 3*y^2 - 2*y^3[/code] 给"
"出,其中 [code]y = (x-from) / (to-from)[/code]。\n"
"[codeblock]\n"
"smoothstep(0, 2, -5.0) # 返回 0.0\n"
"smoothstep(0, 2, 0.5) # 返回 0.15625\n"
"smoothstep(0, 2, 1.0) # 返回 0.5\n"
"smoothstep(0, 2, 2.0) # 返回 1.0\n"
"[/codeblock]\n"
"与曲线值为 [code]-1.6521[/code] 的 [method ease] 相比,[method smoothstep] 返"
"回最平滑的曲线,导数没有突然变化。如果您需要执行更高级的过渡,请使用 [Tween] "
"或 [AnimationPlayer]。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"smoothstep_ease_comparison.png]smoothstep() 与 ease(x, -1.6521) 返回值的比较"
"[/url]"
msgid ""
"Returns the multiple of [param step] that is the closest to [param x]. This "
"can also be used to round a floating point number to an arbitrary number of "
"decimals.\n"
"The returned value is the same type of [Variant] as [param step]. Supported "
"types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], "
"[Vector4], [Vector4i].\n"
"[codeblock]\n"
"snapped(100, 32) # Returns 96\n"
"snapped(3.14159, 0.01) # Returns 3.14\n"
"\n"
"snapped(Vector2(34, 70), Vector2(8, 8)) # Returns (32, 72)\n"
"[/codeblock]\n"
"See also [method ceil], [method floor], and [method round].\n"
"[b]Note:[/b] For better type safety, use [method snappedf], [method "
"snappedi], [method Vector2.snapped], [method Vector2i.snapped], [method "
"Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or "
"[method Vector4i.snapped]."
msgstr ""
"返回最接近 [param x] 的 [param step] 的倍数。这也可用于将一个浮点数四舍五入为"
"任意小数位数。\n"
"返回值是与 [param step] 相同类型的 [Variant]。支持的类型:[int]、[float]、"
"[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、[Vector4i]。\n"
"[codeblock]\n"
"snapped(100, 32) # 返回 96\n"
"snapped(3.14159, 0.01) # 返回 3.14\n"
"\n"
"snapped(Vector2(34, 70), Vector2(8, 8)) # 返回 (32, 72)\n"
"[/codeblock]\n"
"另见 [method ceil]、[method floor] 和 [method round]。\n"
"[b]注意:[/b]为了更好的类型安全,请使用 [method snappedf]、[method "
"snappedi]、[method Vector2.snapped]、[method Vector2i.snapped]、[method "
"Vector3.snapped]、[method Vector3i.snapped]、[method Vector4.snapped]、或 "
"[method Vector4i.snapped]。"
msgid ""
"Returns the multiple of [param step] that is the closest to [param x]. This "
"can also be used to round a floating point number to an arbitrary number of "
"decimals.\n"
"A type-safe version of [method snapped], returning a [float].\n"
"[codeblock]\n"
"snapped(32.0, 2.5) # Returns 32.5\n"
"snapped(3.14159, 0.01) # Returns 3.14\n"
"[/codeblock]"
msgstr ""
"返回最接近 [param x] 的 [param step] 的倍数。也可用于将浮点数四舍五入为任意的"
"小数位数。\n"
"[method snapped] 的类型安全版本,返回一个 [float]。\n"
"[codeblock]\n"
"snapped(32.0, 2.5) # 返回 32.5\n"
"snapped(3.14159, 0.01) # 返回 3.14\n"
"[/codeblock]"
msgid ""
"Returns the multiple of [param step] that is the closest to [param x].\n"
"A type-safe version of [method snapped], returning an [int].\n"
"[codeblock]\n"
"snapped(53, 16) # Returns 48\n"
"snapped(4096, 100) # Returns 4100\n"
"[/codeblock]"
msgstr ""
"返回最接近 [param x] 的 [param step] 的倍数。\n"
"[method snapped] 的类型安全版本,返回一个 [int]。\n"
"[codeblock]\n"
"snapped(53, 16) # 返回 48\n"
"snapped(4096, 100) # 返回 4100\n"
"[/codeblock]"
msgid ""
"Returns the square root of [param x], where [param x] is a non-negative "
"number.\n"
"[codeblock]\n"
"sqrt(9) # Returns 3\n"
"sqrt(10.24) # Returns 3.2\n"
"sqrt(-1) # Returns NaN\n"
"[/codeblock]\n"
"[b]Note:[/b] Negative values of [param x] return NaN (\"Not a Number\"). in "
"C#, if you need negative inputs, use [code]System.Numerics.Complex[/code]."
msgstr ""
"返回 [param x] 的平方根,其中 [param x] 是一个非负数。\n"
"[codeblock]\n"
"sqrt(9) # 返回 3\n"
"sqrt(10.24) # 返回 3.2\n"
"sqrt(-1) # 返回 NaN\n"
"[/codeblock]\n"
"[b]注意:[/b]负数的 [param x] 会返回 NaN(“不是数字”)。在 C# 中,如果需要负"
"输入,请使用 [code]System.Numerics.Complex[/code]。"
msgid ""
"Returns the position of the first non-zero digit, after the decimal point. "
"Note that the maximum return value is 10, which is a design decision in the "
"implementation.\n"
"[codeblock]\n"
"var n = step_decimals(5) # n is 0\n"
"n = step_decimals(1.0005) # n is 4\n"
"n = step_decimals(0.000000005) # n is 9\n"
"[/codeblock]"
msgstr ""
"返回小数点后第一个非零数字的位置。注意最大返回值是 10,这是实现中的设计决"
"定。\n"
"[codeblock]\n"
"var n = step_decimals(5) # n 为 0\n"
"n = step_decimals(1.0005) # n 为 4\n"
"n = step_decimals(0.000000005) # n 为 9\n"
"[/codeblock]"
msgid ""
"Converts one or more arguments of any [Variant] type to a [String] in the "
"best way possible.\n"
"[codeblock]\n"
"var a = [10, 20, 30]\n"
"var b = str(a)\n"
"print(len(a)) # Prints 3 (the number of elements in the array).\n"
"print(len(b)) # Prints 12 (the length of the string \"[10, 20, 30]\").\n"
"[/codeblock]"
msgstr ""
"尽可能以最佳方式将一个或多个任何 [Variant] 类型的参数转换为一个 [String]。\n"
"[codeblock]\n"
"var a = [10, 20, 30]\n"
"var b = str(a)\n"
"print(len(a)) # 输出 3(数组中元素的数量)。\n"
"print(len(b)) # 输出 12(字符串“[10, 20, 30]”的长度)。\n"
"[/codeblock]"
msgid ""
"Returns the tangent of angle [param angle_rad] in radians.\n"
"[codeblock]\n"
"tan(deg_to_rad(45)) # Returns 1\n"
"[/codeblock]"
msgstr ""
"返回弧度角 [param angle_rad] 的正切值。\n"
"[codeblock]\n"
"tan(deg_to_rad(45)) # 返回 1\n"
"[/codeblock]"
msgid ""
"Returns the hyperbolic tangent of [param x].\n"
"[codeblock]\n"
"var a = log(2.0) # Returns 0.693147\n"
"tanh(a) # Returns 0.6\n"
"[/codeblock]"
msgstr ""
"返回 [param x] 的双曲正切值。\n"
"[codeblock]\n"
"var a = log(2.0) # 返回 0.693147\n"
"tanh(a) # 返回 0.6\n"
"[/codeblock]"
msgid ""
"Returns the internal type of the given [param variable], using the [enum "
"Variant.Type] values.\n"
"[codeblock]\n"
"var json = JSON.new()\n"
"json.parse('[\"a\", \"b\", \"c\"]')\n"
"var result = json.get_data()\n"
"if typeof(result) == TYPE_ARRAY:\n"
" print(result[0]) # Prints a\n"
"else:\n"
" print(\"Unexpected result\")\n"
"[/codeblock]"
msgstr ""
"使用 [enum Variant.Type] 值返回给定 [param variable] 的内部类型。\n"
"[codeblock]\n"
"var json = JSON.new()\n"
"json.parse('[\"a\", \"b\", \"c\"]')\n"
"var result = json.get_data()\n"
"if typeof(result) == TYPE_ARRAY:\n"
" print(result[0]) # 输出 a\n"
"else:\n"
" print(\"出乎意料的结果\")\n"
"[/codeblock]"
msgid ""
"Encodes a [Variant] value to a byte array, without encoding objects. "
"Deserialization can be done with [method bytes_to_var].\n"
"[b]Note:[/b] If you need object serialization, see [method "
"var_to_bytes_with_objects]."
msgstr ""
"将 [Variant] 值编码为字节数组,不编码对象。反序列化可以使用 [method "
"bytes_to_var] 来完成。\n"
"[b]注意:[/b]如果需要对象序列化,参见 [method var_to_bytes_with_objects]。"
msgid ""
"Encodes a [Variant] value to a byte array. Encoding objects is allowed (and "
"can potentially include executable code). Deserialization can be done with "
"[method bytes_to_var_with_objects]."
msgstr ""
"将 [Variant] 值编码为字节数组。允许对对象进行编码(并且可能包括可执行代码)。"
"反序列化可以使用 [method bytes_to_var_with_objects] 来完成。"
msgid ""
"Converts a [Variant] [param variable] to a formatted [String] that can then "
"be parsed using [method str_to_var].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = { \"a\": 1, \"b\": 2 }\n"
"print(var_to_str(a))\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n"
"GD.Print(GD.VarToStr(a));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Prints:\n"
"[codeblock]\n"
"{\n"
" \"a\": 1,\n"
" \"b\": 2\n"
"}\n"
"[/codeblock]"
msgstr ""
"将 [Variant] [param variable] 转换为格式化的 [String],然后可以使用 [method "
"str_to_var] 对其进行解析。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = { \"a\": 1, \"b\": 2 }\n"
"print(var_to_str(a))\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n"
"GD.Print(GD.VarToStr(a));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"输出:\n"
"[codeblock]\n"
"{\n"
" \"a\": 1,\n"
" \"b\": 2\n"
"}\n"
"[/codeblock]"
msgid ""
"Returns a weak reference to an object, or [code]null[/code] if [param obj] "
"is invalid.\n"
"A weak reference to an object is not enough to keep the object alive: when "
"the only remaining references to a referent are weak references, garbage "
"collection is free to destroy the referent and reuse its memory for "
"something else. However, until the object is actually destroyed the weak "
"reference may return the object even if there are no strong references to it."
msgstr ""
"返回对某个对象的弱引用,如果 [param obj] 无效,则返回 [code]null[/code]。\n"
"对对象的弱引用不足以使对象保持存活:当对引用对象的剩余引用都是弱引用时,垃圾"
"回收可以自由销毁该引用对象并将其内存重新用于其他用途。但是,在对象实际被销毁"
"之前,弱引用可能会返回该对象,即使不存在对它的强引用也是如此。"
msgid ""
"Wraps the [Variant] [param value] between [param min] and [param max]. Can "
"be used for creating loop-alike behavior or infinite surfaces.\n"
"Variant types [int] and [float] are supported. If any of the arguments is "
"[float] this function returns a [float], otherwise it returns an [int].\n"
"[codeblock]\n"
"var a = wrap(4, 5, 10)\n"
"# a is 9 (int)\n"
"\n"
"var a = wrap(7, 5, 10)\n"
"# a is 7 (int)\n"
"\n"
"var a = wrap(10.5, 5, 10)\n"
"# a is 5.5 (float)\n"
"[/codeblock]"
msgstr ""
"在 [param min] 和 [param max] 之间包裹 [Variant] [param value]。可用于创建类"
"似循环的行为或无限曲面。\n"
"支持变体类型 [int] 和 [float]。如果任一参数是 [float],则该函数返回 [float],"
"否则返回 [int]。\n"
"[codeblock]\n"
"var a = wrap(4, 5, 10)\n"
"# a 为 9 (整数类型)\n"
"\n"
"var a = wrap(7, 5, 10)\n"
"# a 为 7 (整数类型)\n"
"\n"
"var a = wrap(10.5, 5, 10)\n"
"# a 为 5.5 (浮点类型)\n"
"[/codeblock]"
msgid ""
"Wraps the float [param value] between [param min] and [param max]. Can be "
"used for creating loop-alike behavior or infinite surfaces.\n"
"[codeblock]\n"
"# Infinite loop between 5.0 and 9.9\n"
"value = wrapf(value + 0.1, 5.0, 10.0)\n"
"[/codeblock]\n"
"[codeblock]\n"
"# Infinite rotation (in radians)\n"
"angle = wrapf(angle + 0.1, 0.0, TAU)\n"
"[/codeblock]\n"
"[codeblock]\n"
"# Infinite rotation (in radians)\n"
"angle = wrapf(angle + 0.1, -PI, PI)\n"
"[/codeblock]\n"
"[b]Note:[/b] If [param min] is [code]0[/code], this is equivalent to [method "
"fposmod], so prefer using that instead.\n"
"[code]wrapf[/code] is more flexible than using the [method fposmod] approach "
"by giving the user control over the minimum value."
msgstr ""
"在 [param min] 和 [param max] 之间将浮点数 [param value] 循环。可用于创建类似"
"循环的行为或无限曲面。\n"
"[codeblock]\n"
"# 在 5.0 和 9.9 之间无限循环\n"
"value = wrapf(value + 0.1, 5.0, 10.0)\n"
"[/codeblock]\n"
"[codeblock]\n"
"# 无限旋转(弧度)\n"
"angle = wrapf(angle + 0.1, 0.0, TAU)\n"
"[/codeblock]\n"
"[codeblock]\n"
"# 无限旋转(弧度)\n"
"angle = wrapf(angle + 0.1, -PI, PI)\n"
"[/codeblock]\n"
"[b]注意:[/b]如果 [param min] 为 [code]0[/code],则相当于 [method fposmod],"
"因此请改用它。\n"
"通过让用户控制最小值,[code]wrapf[/code] 比使用 [method fposmod] 方法更灵活。"
msgid ""
"Wraps the integer [param value] between [param min] and [param max]. Can be "
"used for creating loop-alike behavior or infinite surfaces.\n"
"[codeblock]\n"
"# Infinite loop between 5 and 9\n"
"frame = wrapi(frame + 1, 5, 10)\n"
"[/codeblock]\n"
"[codeblock]\n"
"# result is -2\n"
"var result = wrapi(-6, -5, -1)\n"
"[/codeblock]"
msgstr ""
"在 [param min] 和 [param max] 之间环绕整数 [param value]。 可用于创建类似循环"
"的行为或无限曲面。\n"
"[codeblock]\n"
"# 在 5 和 9 之间无限循环\n"
"frame = wrapi(frame + 1, 5, 10)\n"
"[/codeblock]\n"
"[codeblock]\n"
"# result 是 -2\n"
"var result = wrapi(-6, -5, -1)\n"
"[/codeblock]"
msgid "The [AudioServer] singleton."
msgstr "[AudioServer] 单例。"
msgid "The [CameraServer] singleton."
msgstr "[CameraServer] 单例。"
msgid "The [ClassDB] singleton."
msgstr "[ClassDB] 单例。"
msgid "The [DisplayServer] singleton."
msgstr "[DisplayServer] 单例。"
msgid "The [Engine] singleton."
msgstr "[Engine] 单例。"
msgid "The [EngineDebugger] singleton."
msgstr "[EngineDebugger] 单例。"
msgid "The [GDExtensionManager] singleton."
msgstr "[GDExtensionManager] 单例。"
msgid "The [Geometry2D] singleton."
msgstr "[Geometry2D] 单例。"
msgid "The [Geometry3D] singleton."
msgstr "[Geometry3D] 单例。"
msgid "The [GodotSharp] singleton."
msgstr "[GodotSharp] 单例。"
msgid "The [IP] singleton."
msgstr "[IP] 单例。"
msgid "The [Input] singleton."
msgstr "[Input] 单例。"
msgid "The [InputMap] singleton."
msgstr "[InputMap] 单例。"
msgid ""
"The [JavaClassWrapper] singleton.\n"
"[b]Note:[/b] Only implemented on Android."
msgstr ""
"[JavaClassWrapper] 单例。\n"
"[b]注意:[/b]仅在 Android 上实现。"
msgid ""
"The [JavaScriptBridge] singleton.\n"
"[b]Note:[/b] Only implemented on the Web platform."
msgstr ""
"[JavaScriptBridge] 单例。\n"
"[b]注意:[/b]仅在 Web 平台上实现。"
msgid "The [Marshalls] singleton."
msgstr "[Marshalls] 单例。"
msgid "The [NavigationMeshGenerator] singleton."
msgstr "[NavigationMeshGenerator] 单例。"
msgid "The [NavigationServer2D] singleton."
msgstr "[NavigationServer2D] 单例。"
msgid "The [OS] singleton."
msgstr "[OS] 单例。"
msgid "The [Performance] singleton."
msgstr "[Performance] 单例。"
msgid "The [PhysicsServer2D] singleton."
msgstr "[PhysicsServer2D] 单例。"
msgid "The [PhysicsServer2DManager] singleton."
msgstr "[PhysicsServer2DManager] 单例。"
msgid "The [PhysicsServer3D] singleton."
msgstr "[PhysicsServer3D] 单例。"
msgid "The [PhysicsServer3DManager] singleton."
msgstr "[PhysicsServer3DManager] 单例。"
msgid "The [ProjectSettings] singleton."
msgstr "[ProjectSettings] 单例。"
msgid "The [RenderingServer] singleton."
msgstr "[RenderingServer] 单例。"
msgid "The [ResourceLoader] singleton."
msgstr "[ResourceLoader] 单例。"
msgid "The [ResourceSaver] singleton."
msgstr "[ResourceSaver] 单例。"
msgid "The [ResourceUID] singleton."
msgstr "[ResourceUID] 单例。"
msgid "The [TextServerManager] singleton."
msgstr "[TextServerManager] 单例。"
msgid "The [ThemeDB] singleton."
msgstr "[ThemeDB] 单例。"
msgid "The [Time] singleton."
msgstr "[Time] 单例。"
msgid "The [TranslationServer] singleton."
msgstr "[TranslationServer] 单例。"
msgid "The [WorkerThreadPool] singleton."
msgstr "[WorkerThreadPool] 单例。"
msgid "The [XRServer] singleton."
msgstr "[XRServer] 单例。"
msgid "Left side, usually used for [Control] or [StyleBox]-derived classes."
msgstr "左边,常用于 [Control] 或 [StyleBox] 的派生类。"
msgid "Top side, usually used for [Control] or [StyleBox]-derived classes."
msgstr "顶边,常用于 [Control] 或 [StyleBox] 的派生类。"
msgid "Right side, usually used for [Control] or [StyleBox]-derived classes."
msgstr "右边,常用于 [Control] 或 [StyleBox] 的派生类。"
msgid "Bottom side, usually used for [Control] or [StyleBox]-derived classes."
msgstr "底边,常用于 [Control] 或 [StyleBox] 的派生类。"
msgid "Top-left corner."
msgstr "左上角。"
msgid "Top-right corner."
msgstr "右上角。"
msgid "Bottom-right corner."
msgstr "右下角。"
msgid "Bottom-left corner."
msgstr "左下角。"
msgid ""
"General vertical alignment, usually used for [Separator], [ScrollBar], "
"[Slider], etc."
msgstr "通用垂直对齐,常用于 [Separator]、[ScrollBar]、[Slider] 等。"
msgid ""
"General horizontal alignment, usually used for [Separator], [ScrollBar], "
"[Slider], etc."
msgstr "通用水平对齐,常用于 [Separator]、[ScrollBar]、[Slider] 等。"
msgid ""
"Clockwise rotation. Used by some methods (e.g. [method Image.rotate_90])."
msgstr "顺时针旋转。被一些方法使用(例如 [method Image.rotate_90])。"
msgid ""
"Counter-clockwise rotation. Used by some methods (e.g. [method Image."
"rotate_90])."
msgstr "逆时针旋转。被一些方法使用(例如 [method Image.rotate_90])。"
msgid "Horizontal left alignment, usually for text-derived classes."
msgstr "水平左对齐,常用于文本派生类。"
msgid "Horizontal center alignment, usually for text-derived classes."
msgstr "水平居中对齐,常用于文本派生类。"
msgid "Horizontal right alignment, usually for text-derived classes."
msgstr "水平右对齐,常用于文本派生类。"
msgid "Expand row to fit width, usually for text-derived classes."
msgstr "扩展行以适应宽度,常用于文本派生类。"
msgid "Vertical top alignment, usually for text-derived classes."
msgstr "垂直上对齐,常用于文本派生类。"
msgid "Vertical center alignment, usually for text-derived classes."
msgstr "垂直居中对齐,常用于文本派生类。"
msgid "Vertical bottom alignment, usually for text-derived classes."
msgstr "垂直下对齐,常用于文本派生类。"
msgid "Expand rows to fit height, usually for text-derived classes."
msgstr "扩展行以适应高度,通常用于文本派生类。"
msgid ""
"Aligns the top of the inline object (e.g. image, table) to the position of "
"the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant."
msgstr ""
"将内联对象(例如图像、表格)的顶部与 [code]INLINE_ALIGNMENT_TO_*[/code] 常量"
"指定的文本位置对齐。"
msgid ""
"Aligns the center of the inline object (e.g. image, table) to the position "
"of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant."
msgstr ""
"将内联对象(例如图像、表格)的中心与 [code]INLINE_ALIGNMENT_TO_*[/code] 常量"
"指定的文本位置对齐。"
msgid ""
"Aligns the baseline (user defined) of the inline object (e.g. image, table) "
"to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] "
"constant."
msgstr ""
"将内联对象(如图像、表格)的基线(用户定义)与[code]INLINE_ALIGNMENT_TO_*[/"
"code] 常数指定的文本位置对齐。"
msgid ""
"Aligns the bottom of the inline object (e.g. image, table) to the position "
"of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant."
msgstr ""
"将内联对象(例如图像、表格)的底部与 [code]INLINE_ALIGNMENT_TO_*[/code] 常量"
"指定的文本位置对齐。"
msgid ""
"Aligns the position of the inline object (e.g. image, table) specified by "
"[code]INLINE_ALIGNMENT_*_TO[/code] constant to the top of the text."
msgstr ""
"将由 [code]INLINE_ALIGNMENT_*_TO[/code] 常量指定的内联对象(例如图像、表格)"
"的位置与文本顶部对齐。"
msgid ""
"Aligns the position of the inline object (e.g. image, table) specified by "
"[code]INLINE_ALIGNMENT_*_TO[/code] constant to the center of the text."
msgstr ""
"将由 [code]INLINE_ALIGNMENT_*_TO[/code] 常量指定的内联对象(例如图像、表格)"
"的位置与文本中心对齐。"
msgid ""
"Aligns the position of the inline object (e.g. image, table) specified by "
"[code]INLINE_ALIGNMENT_*_TO[/code] constant to the baseline of the text."
msgstr ""
"将由 [code]INLINE_ALIGNMENT_*_TO[/code] 常量指定的内联对象(例如图像、表格)"
"的位置与文本基线对齐。"
msgid "Aligns inline object (e.g. image, table) to the bottom of the text."
msgstr "将内联对象(例如图像、表格)与文本底部对齐。"
msgid ""
"Aligns top of the inline object (e.g. image, table) to the top of the text. "
"Equivalent to [code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code]."
msgstr ""
"将内联对象(例如图像、表格)的顶部与文本的顶部对齐。等效于 "
"[code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code]。"
msgid ""
"Aligns center of the inline object (e.g. image, table) to the center of the "
"text. Equivalent to [code]INLINE_ALIGNMENT_CENTER_TO | "
"INLINE_ALIGNMENT_TO_CENTER[/code]."
msgstr ""
"将内联对象(例如图像、表格)的中心与文本的中心对齐。相当于 "
"[code]INLINE_ALIGNMENT_CENTER_TO | INLINE_ALIGNMENT_TO_CENTER[/code]。"
msgid ""
"Aligns bottom of the inline object (e.g. image, table) to the bottom of the "
"text. Equivalent to [code]INLINE_ALIGNMENT_BOTTOM_TO | "
"INLINE_ALIGNMENT_TO_BOTTOM[/code]."
msgstr ""
"将内联对象(例如图像、表格)的底部与文本底部对齐。等效于 "
"[code]INLINE_ALIGNMENT_BOTTOM_TO | INLINE_ALIGNMENT_TO_BOTTOM[/code]。"
msgid "A bit mask for [code]INLINE_ALIGNMENT_*_TO[/code] alignment constants."
msgstr "用于 [code]INLINE_ALIGNMENT_*_TO[/code] 对齐常量的位掩码。"
msgid "A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants."
msgstr "用于 [code]INLINE_ALIGNMENT_TO_*[/code] 对齐常量的位掩码。"
msgid ""
"Specifies that Euler angles should be in XYZ order. When composing, the "
"order is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, "
"and X last."
msgstr ""
"指定欧拉角应按 XYZ 顺序排列。组合时,顺序为 X、Y、Z。分解时,顺序相反,先 Z,"
"再 Y,最后 X。"
msgid ""
"Specifies that Euler angles should be in XZY order. When composing, the "
"order is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, "
"and X last."
msgstr ""
"指定欧拉角应按 XZY 顺序排列。组合时,顺序为 X、Z、Y。分解时,顺序相反,先 Y,"
"再 Z,最后 X。"
msgid ""
"Specifies that Euler angles should be in YXZ order. When composing, the "
"order is Y, X, Z. When decomposing, the order is reversed, first Z, then X, "
"and Y last."
msgstr ""
"指定欧拉角应按 YXZ 顺序排列。组合时,顺序为 Y、X、Z。分解时,顺序相反,先 Z,"
"再 X,最后 Y。"
msgid ""
"Specifies that Euler angles should be in YZX order. When composing, the "
"order is Y, Z, X. When decomposing, the order is reversed, first X, then Z, "
"and Y last."
msgstr ""
"指定欧拉角应按 YZX 顺序排列。组合时,顺序为 Y、Z、X。分解时,顺序相反,先 X,"
"再 Z,最后 Y。"
msgid ""
"Specifies that Euler angles should be in ZXY order. When composing, the "
"order is Z, X, Y. When decomposing, the order is reversed, first Y, then X, "
"and Z last."
msgstr ""
"指定欧拉角应按 ZXY 顺序排列。组合时,顺序为 Z、X、Y。分解时,顺序相反,先 Y,"
"再 X,最后 Z。"
msgid ""
"Specifies that Euler angles should be in ZYX order. When composing, the "
"order is Z, Y, X. When decomposing, the order is reversed, first X, then Y, "
"and Z last."
msgstr ""
"指定欧拉角应按 ZYX 顺序排列。组合时,顺序为 Z、Y、X。分解时,顺序相反,先 X,"
"再 Y,最后 Z。"
msgid ""
"Enum value which doesn't correspond to any key. This is used to initialize "
"[enum Key] properties with a generic state."
msgstr "与任何键都不对应的枚举值。这用于初始化具有通用状态的 [enum Key] 属性。"
msgid "Keycodes with this bit applied are non-printable."
msgstr "应用此位的键码不可打印。"
msgid "Escape key."
msgstr "ESC 键。"
msgid "Tab key."
msgstr "Tab 键。"
msgid "Shift + Tab key."
msgstr "Shift + Tab 键。"
msgid "Backspace key."
msgstr "退格键。"
msgid "Return key (on the main keyboard)."
msgstr "回车键(位于主键盘)。"
msgid "Enter key on the numeric keypad."
msgstr "小键盘区的回车键。"
msgid "Insert key."
msgstr "Insert 键。"
msgid "Delete key."
msgstr "Delete 键。"
msgid "Pause key."
msgstr "Pause 键。"
msgid "Print Screen key."
msgstr "Print Screen 键。"
msgid "System Request key."
msgstr "System Request 键。"
msgid "Clear key."
msgstr "Clear 键。"
msgid "Home key."
msgstr "Home 键。"
msgid "End key."
msgstr "End 键。"
msgid "Left arrow key."
msgstr "左方向键。"
msgid "Up arrow key."
msgstr "上方向键。"
msgid "Right arrow key."
msgstr "右方向键。"
msgid "Down arrow key."
msgstr "下方向键。"
msgid "Page Up key."
msgstr "Page Up 键。"
msgid "Page Down key."
msgstr "Page Down 键。"
msgid "Shift key."
msgstr "Shift 键。"
msgid "Control key."
msgstr "Control 键。"
msgid "Meta key."
msgstr "Meta 键。"
msgid "Alt key."
msgstr "Alt 键。"
msgid "Caps Lock key."
msgstr "Caps Lock 键。"
msgid "Num Lock key."
msgstr "Num Lock 键。"
msgid "Scroll Lock key."
msgstr "Scroll Lock 键。"
msgid "F1 key."
msgstr "F1 键。"
msgid "F2 key."
msgstr "F2 键。"
msgid "F3 key."
msgstr "F3 键。"
msgid "F4 key."
msgstr "F4 键。"
msgid "F5 key."
msgstr "F5 键。"
msgid "F6 key."
msgstr "F6 键。"
msgid "F7 key."
msgstr "F7 键。"
msgid "F8 key."
msgstr "F8 键。"
msgid "F9 key."
msgstr "F9 键。"
msgid "F10 key."
msgstr "F10 键。"
msgid "F11 key."
msgstr "F11 键。"
msgid "F12 key."
msgstr "F12 键。"
msgid "F13 key."
msgstr "F13 键。"
msgid "F14 key."
msgstr "F14 键。"
msgid "F15 key."
msgstr "F15 键。"
msgid "F16 key."
msgstr "F16 键。"
msgid "F17 key."
msgstr "F17 键。"
msgid "F18 key."
msgstr "F18 键。"
msgid "F19 key."
msgstr "F19 键。"
msgid "F20 key."
msgstr "F20 键。"
msgid "F21 key."
msgstr "F21 键。"
msgid "F22 key."
msgstr "F22 键。"
msgid "F23 key."
msgstr "F23 键。"
msgid "F24 key."
msgstr "F24 键。"
msgid "F25 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F25 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "F26 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F26 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "F27 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F27 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "F28 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F28 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "F29 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F29 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "F30 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F30 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "F31 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F31 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "F32 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F32 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "F33 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F33 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "F34 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F34 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "F35 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F35 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "Multiply (*) key on the numeric keypad."
msgstr "小键盘的星键/乘以键(*)。"
msgid "Divide (/) key on the numeric keypad."
msgstr "小键盘的除以键(/)。"
msgid "Subtract (-) key on the numeric keypad."
msgstr "小键盘的减号键(-)。"
msgid "Period (.) key on the numeric keypad."
msgstr "小键盘的点键(.)。"
msgid "Add (+) key on the numeric keypad."
msgstr "小键盘的加号键(+)。"
msgid "Number 0 on the numeric keypad."
msgstr "小键盘的数字 0。"
msgid "Number 1 on the numeric keypad."
msgstr "小键盘的数字 1。"
msgid "Number 2 on the numeric keypad."
msgstr "小键盘的数字 2。"
msgid "Number 3 on the numeric keypad."
msgstr "小键盘的数字 3。"
msgid "Number 4 on the numeric keypad."
msgstr "小键盘的数字 4。"
msgid "Number 5 on the numeric keypad."
msgstr "小键盘的数字 5。"
msgid "Number 6 on the numeric keypad."
msgstr "小键盘的数字 6。"
msgid "Number 7 on the numeric keypad."
msgstr "小键盘的数字 7。"
msgid "Number 8 on the numeric keypad."
msgstr "小键盘的数字 8。"
msgid "Number 9 on the numeric keypad."
msgstr "小键盘的数字 9。"
msgid "Context menu key."
msgstr "上下文菜单键。"
msgid "Hyper key. (On Linux/X11 only)."
msgstr "超级键。(仅在 Linux/X11 上)。"
msgid "Help key."
msgstr "Help 键。"
msgid ""
"Media back key. Not to be confused with the Back button on an Android device."
msgstr "媒体返回键。不要与 Android 设备上的返回键相混淆。"
msgid "Media forward key."
msgstr "媒体前进键。"
msgid "Media stop key."
msgstr "媒体停止播放键。"
msgid "Media refresh key."
msgstr "媒体刷新键。"
msgid "Volume down key."
msgstr "音量降低键。"
msgid "Mute volume key."
msgstr "静音键。"
msgid "Volume up key."
msgstr "音量升高键。"
msgid "Media play key."
msgstr "媒体播放键。"
msgid "Previous song key."
msgstr "上一首歌键。"
msgid "Next song key."
msgstr "下一首歌键。"
msgid "Media record key."
msgstr "媒体录制键。"
msgid "Home page key."
msgstr "主页键。"
msgid "Favorites key."
msgstr "收藏键。"
msgid "Search key."
msgstr "搜索键。"
msgid "Standby key."
msgstr "Standby 键。"
msgid "Open URL / Launch Browser key."
msgstr "打开 URL / 启动浏览器键。"
msgid "Launch Mail key."
msgstr "启动邮箱键。"
msgid "Launch Media key."
msgstr "启动多媒体键。"
msgid "Launch Shortcut 0 key."
msgstr "快捷启动键 0。"
msgid "Launch Shortcut 1 key."
msgstr "快捷启动键 1。"
msgid "Launch Shortcut 2 key."
msgstr "快捷启动键 2。"
msgid "Launch Shortcut 3 key."
msgstr "快捷启动键 3。"
msgid "Launch Shortcut 4 key."
msgstr "快捷启动键 4。"
msgid "Launch Shortcut 5 key."
msgstr "快捷启动键 5。"
msgid "Launch Shortcut 6 key."
msgstr "快捷启动键 6。"
msgid "Launch Shortcut 7 key."
msgstr "快捷启动键 7。"
msgid "Launch Shortcut 8 key."
msgstr "快捷启动键 8。"
msgid "Launch Shortcut 9 key."
msgstr "快捷启动键 9。"
msgid "Launch Shortcut A key."
msgstr "快捷启动键 A。"
msgid "Launch Shortcut B key."
msgstr "快捷启动键 B。"
msgid "Launch Shortcut C key."
msgstr "快捷启动键 C。"
msgid "Launch Shortcut D key."
msgstr "快捷启动键 D。"
msgid "Launch Shortcut E key."
msgstr "快捷启动键 E。"
msgid "Launch Shortcut F key."
msgstr "快捷启动键 F。"
msgid "Unknown key."
msgstr "未知键。"
msgid "Space key."
msgstr "空格键。"
msgid "! key."
msgstr "! 键。"
msgid "\" key."
msgstr "\" 键。"
msgid "# key."
msgstr "# 键。"
msgid "$ key."
msgstr "$ 键。"
msgid "% key."
msgstr "% 键。"
msgid "& key."
msgstr "& 键。"
msgid "' key."
msgstr "' 键。"
msgid "( key."
msgstr "( 键。"
msgid ") key."
msgstr ") 键。"
msgid "* key."
msgstr "* 键。"
msgid "+ key."
msgstr "+ 键。"
msgid ", key."
msgstr ", 键。"
msgid "- key."
msgstr "- 键。"
msgid ". key."
msgstr ". 键。"
msgid "/ key."
msgstr "/ 键。"
msgid "Number 0 key."
msgstr "数字 0 键。"
msgid "Number 1 key."
msgstr "数字 1 键。"
msgid "Number 2 key."
msgstr "数字 2 键。"
msgid "Number 3 key."
msgstr "数字 3 键。"
msgid "Number 4 key."
msgstr "数字 4 键。"
msgid "Number 5 key."
msgstr "数字 5 键。"
msgid "Number 6 key."
msgstr "数字 6 键。"
msgid "Number 7 key."
msgstr "数字 7 键。"
msgid "Number 8 key."
msgstr "数字 8 键。"
msgid "Number 9 key."
msgstr "数字 9 键。"
msgid ": key."
msgstr ": 键。"
msgid "; key."
msgstr "; 键。"
msgid "< key."
msgstr "< 键。"
msgid "= key."
msgstr "= 键。"
msgid "> key."
msgstr "> 键。"
msgid "? key."
msgstr "? 键。"
msgid "@ key."
msgstr "@ 键。"
msgid "A key."
msgstr "A 键。"
msgid "B key."
msgstr "B 键。"
msgid "C key."
msgstr "C 键。"
msgid "D key."
msgstr "D 键。"
msgid "E key."
msgstr "E 键。"
msgid "F key."
msgstr "F 键。"
msgid "G key."
msgstr "G 键。"
msgid "H key."
msgstr "H 键。"
msgid "I key."
msgstr "I 键。"
msgid "J key."
msgstr "J 键。"
msgid "K key."
msgstr "K 键。"
msgid "L key."
msgstr "L 键。"
msgid "M key."
msgstr "M 键。"
msgid "N key."
msgstr "N 键。"
msgid "O key."
msgstr "O 键。"
msgid "P key."
msgstr "P 键。"
msgid "Q key."
msgstr "Q 键。"
msgid "R key."
msgstr "R 键。"
msgid "S key."
msgstr "S 键。"
msgid "T key."
msgstr "T 键。"
msgid "U key."
msgstr "U 键。"
msgid "V key."
msgstr "V 键。"
msgid "W key."
msgstr "W 键。"
msgid "X key."
msgstr "X 键。"
msgid "Y key."
msgstr "Y 键。"
msgid "Z key."
msgstr "Z 键。"
msgid "[ key."
msgstr "[ 键。"
msgid "\\ key."
msgstr "\\ 键。"
msgid "] key."
msgstr "] 键。"
msgid "^ key."
msgstr "^ 键。"
msgid "_ key."
msgstr "_ 键。"
msgid "` key."
msgstr "` 键。"
msgid "{ key."
msgstr "{ 键。"
msgid "| key."
msgstr "| 键。"
msgid "} key."
msgstr "} 键。"
msgid "~ key."
msgstr "~ 键。"
msgid "¥ key."
msgstr "¥ 键。"
msgid "§ key."
msgstr "§ 键。"
msgid "\"Globe\" key on Mac / iPad keyboard."
msgstr "Mac / iPad 键盘上的“地球”键。"
msgid "\"On-screen keyboard\" key iPad keyboard."
msgstr "iPad 键盘上的“屏幕键盘”键。"
msgid "英数 key on Mac keyboard."
msgstr "Mac 键盘上的“英数”键。"
msgid "かな key on Mac keyboard."
msgstr "Mac 键盘上的“かな”键。"
msgid "Key Code mask."
msgstr "键码掩码。"
msgid "Modifier key mask."
msgstr "修饰键掩码。"
msgid ""
"Automatically remapped to [constant KEY_META] on macOS and [constant "
"KEY_CTRL] on other platforms, this mask is never set in the actual events, "
"and should be used for key mapping only."
msgstr ""
"自动重映射为 macOS 上的 [constant KEY_META] 和其他平台上的 [constant "
"KEY_CTRL],此掩码在实际事件中从不设置,应仅用于键映射。"
msgid "Shift key mask."
msgstr "Shift 键掩码。"
msgid "Alt or Option (on macOS) key mask."
msgstr "Alt 或 Option(在 macOS 上)键掩码。"
msgid "Command (on macOS) or Meta/Windows key mask."
msgstr "命令(在 macOS 上)或 Meta/Windows 键掩码。"
msgid "Keypad key mask."
msgstr "Keypad 键掩码。"
msgid "Group Switch key mask."
msgstr "Group Switch 键掩码。"
msgid ""
"Enum value which doesn't correspond to any mouse button. This is used to "
"initialize [enum MouseButton] properties with a generic state."
msgstr ""
"与任何鼠标按钮都不对应的枚举值。这用于初始化具有通用状态的 [enum "
"MouseButton] 属性。"
msgid "Primary mouse button, usually assigned to the left button."
msgstr "鼠标主键,通常分配给左键。"
msgid "Secondary mouse button, usually assigned to the right button."
msgstr "鼠标次键,通常分配给右键。"
msgid "Middle mouse button."
msgstr "鼠标中键。"
msgid "Mouse wheel left button (only present on some mice)."
msgstr "鼠标滚轮左键(仅在某些鼠标上有实现)。"
msgid "Mouse wheel right button (only present on some mice)."
msgstr "鼠标滚轮右键(仅在某些鼠标上有实现)。"
msgid ""
"Extra mouse button 1. This is sometimes present, usually to the sides of the "
"mouse."
msgstr "鼠标额外键 1。有时会出现,通常位于鼠标的两侧。"
msgid ""
"Extra mouse button 2. This is sometimes present, usually to the sides of the "
"mouse."
msgstr "鼠标额外键 2。有时会出现,通常位于鼠标的两侧。"
msgid "Primary mouse button mask, usually for the left button."
msgstr "鼠标主键掩码,通常用于左键。"
msgid "Secondary mouse button mask, usually for the right button."
msgstr "鼠标次键掩码,通常用于右键。"
msgid "Middle mouse button mask."
msgstr "鼠标中键掩码。"
msgid "Extra mouse button 1 mask."
msgstr "鼠标额外键 1 掩码。"
msgid "Extra mouse button 2 mask."
msgstr "鼠标额外键 2 掩码。"
msgid "An invalid game controller button."
msgstr "无效的游戏控制器按钮。"
msgid ""
"Game controller SDL button A. Corresponds to the bottom action button: Sony "
"Cross, Xbox A, Nintendo B."
msgstr ""
"游戏控制器 SDL 按键 A。对应底部动作按钮:Sony Cross、Xbox A、Nintendo B。"
msgid ""
"Game controller SDL button B. Corresponds to the right action button: Sony "
"Circle, Xbox B, Nintendo A."
msgstr ""
"游戏控制器 SDL 按钮 B。对应右侧动作按钮:Sony Circle、Xbox B、Nintendo A。"
msgid ""
"Game controller SDL button X. Corresponds to the left action button: Sony "
"Square, Xbox X, Nintendo Y."
msgstr ""
"游戏控制器 SDL 按钮 X。对应左侧动作按钮:Sony Square、Xbox X、Nintendo Y。"
msgid ""
"Game controller SDL button Y. Corresponds to the top action button: Sony "
"Triangle, Xbox Y, Nintendo X."
msgstr ""
"游戏控制器 SDL 按钮 Y。对应顶部动作按钮:Sony Triangle、Xbox Y、Nintendo X。"
msgid ""
"Game controller SDL back button. Corresponds to the Sony Select, Xbox Back, "
"Nintendo - button."
msgstr ""
"游戏控制器 SDL back按钮。对应于 Sony Select、Xbox Back、Nintendo - 按钮。"
msgid ""
"Game controller SDL guide button. Corresponds to the Sony PS, Xbox Home "
"button."
msgstr "游戏控制器 SDL guide 按钮。对应于索尼 PS、Xbox 的 Home 键。"
msgid "Game controller SDL start button. Corresponds to the Nintendo + button."
msgstr "游戏控制器 SDL start 按钮。对应 Nintendo + 按钮。"
msgid ""
"Game controller SDL left stick button. Corresponds to the Sony L3, Xbox L/LS "
"button."
msgstr "游戏控制器 SDL 左摇杆按钮。对应于 Sony L3、Xbox L/LS 按钮。"
msgid ""
"Game controller SDL right stick button. Corresponds to the Sony R3, Xbox R/"
"RS button."
msgstr "游戏控制器 SDL 右摇杆按钮。对应于 Sony R3、Xbox R/RS 按钮。"
msgid ""
"Game controller SDL left shoulder button. Corresponds to the Sony L1, Xbox "
"LB button."
msgstr "游戏控制器 SDL 左肩按钮。对应于 Sony L1、Xbox LB 按钮。"
msgid ""
"Game controller SDL right shoulder button. Corresponds to the Sony R1, Xbox "
"RB button."
msgstr "游戏控制器 SDL 右肩按钮。对应于 Sony R1、Xbox RB 按钮。"
msgid "Game controller D-pad up button."
msgstr "游戏控制器方向键向上按钮。"
msgid "Game controller D-pad down button."
msgstr "游戏控制器方向键向下按钮。"
msgid "Game controller D-pad left button."
msgstr "游戏控制器方向键向左键。"
msgid "Game controller D-pad right button."
msgstr "游戏控制器方向键向右键。"
msgid ""
"Game controller SDL miscellaneous button. Corresponds to Xbox share button, "
"PS5 microphone button, Nintendo Switch capture button."
msgstr ""
"游戏控制器 SDL 杂项按钮。对应 Xbox 分享键、PS5 麦克风键、Nintendo Switch 捕捉"
"键。"
msgid "Game controller SDL paddle 1 button."
msgstr "游戏控制器 SDL 拨片 1 按钮。"
msgid "Game controller SDL paddle 2 button."
msgstr "游戏控制器 SDL 拨片 2 按钮。"
msgid "Game controller SDL paddle 3 button."
msgstr "游戏控制器 SDL 拨片 3 按钮。"
msgid "Game controller SDL paddle 4 button."
msgstr "游戏控制器 SDL 拨片 4 按钮。"
msgid "Game controller SDL touchpad button."
msgstr "游戏控制器 SDL 触摸板按钮。"
msgid "The number of SDL game controller buttons."
msgstr "SDL 游戏控制器按钮的数量。"
msgid ""
"The maximum number of game controller buttons supported by the engine. The "
"actual limit may be lower on specific platforms:\n"
"- [b]Android:[/b] Up to 36 buttons.\n"
"- [b]Linux:[/b] Up to 80 buttons.\n"
"- [b]Windows[/b] and [b]macOS:[/b] Up to 128 buttons."
msgstr ""
"引擎所支持的最大游戏控制器按钮数。特定平台上的实际界限可能更低:\n"
"- [b]Android:[/b]最多 36 个按钮。\n"
"- [b]Linux:[/b]最多 80 个按钮。\n"
"- [b]Windows[/b] 和 [b]macOS:[/b]最多 128 个按钮。"
msgid "An invalid game controller axis."
msgstr "无效的游戏控制器轴。"
msgid "Game controller left joystick x-axis."
msgstr "游戏控制器左操纵杆 x 轴。"
msgid "Game controller left joystick y-axis."
msgstr "游戏控制器左操纵杆 y 轴。"
msgid "Game controller right joystick x-axis."
msgstr "游戏控制器右操纵杆 x 轴。"
msgid "Game controller right joystick y-axis."
msgstr "游戏控制器右操纵杆 y 轴。"
msgid "Game controller left trigger axis."
msgstr "游戏控制器左扳机轴。"
msgid "Game controller right trigger axis."
msgstr "游戏控制器左扳机轴。"
msgid "The number of SDL game controller axes."
msgstr "SDL 游戏控制器轴的数量。"
msgid ""
"The maximum number of game controller axes: OpenVR supports up to 5 "
"Joysticks making a total of 10 axes."
msgstr "最大游戏控制器轴数:OpenVR 最多支持 5 个操纵杆,总共 10 个轴。"
msgid ""
"Enum value which doesn't correspond to any MIDI message. This is used to "
"initialize [enum MIDIMessage] properties with a generic state."
msgstr ""
"与任何 MIDI 消息都不对应的枚举值。这用于初始化具有通用状态的 [enum "
"MIDIMessage] 属性。"
msgid ""
"MIDI note OFF message. See the documentation of [InputEventMIDI] for "
"information of how to use MIDI inputs."
msgstr ""
"MIDI 音符 OFF 消息。如何使用 MIDI 输入的信息请参阅 [InputEventMIDI] 的文档。"
msgid ""
"MIDI note ON message. See the documentation of [InputEventMIDI] for "
"information of how to use MIDI inputs."
msgstr ""
"MIDI 音符 ON 消息。如何使用 MIDI 输入的信息请参阅 [InputEventMIDI] 的文档。"
msgid ""
"MIDI aftertouch message. This message is most often sent by pressing down on "
"the key after it \"bottoms out\"."
msgstr "MIDI 触后消息。这个消息经常都是在按键“结束”后继续施压时发送。"
msgid ""
"MIDI control change message. This message is sent when a controller value "
"changes. Controllers include devices such as pedals and levers."
msgstr ""
"MIDI 控制变化消息。这个消息会在控制器值发生变化时发送。控制器包括踏板、推杆等"
"设备。"
msgid ""
"MIDI program change message. This message sent when the program patch number "
"changes."
msgstr "MIDI 音色变化消息。这个消息会在音色 Patch 号变化时发送。"
msgid ""
"MIDI channel pressure message. This message is most often sent by pressing "
"down on the key after it \"bottoms out\". This message is different from "
"polyphonic after-touch as it indicates the highest pressure across all keys."
msgstr ""
"MIDI 通道压力消息。这个消息经常都是在按键“结束”后继续施压时发送。这个消息与复"
"音触后不同,因为它表示的是所有键中的最大压力。"
msgid ""
"MIDI pitch bend message. This message is sent to indicate a change in the "
"pitch bender (wheel or lever, typically)."
msgstr ""
"MIDI 弯音消息。发送这个消息表示弯音器(一般是弯音轮或推杆)产生了变化。"
msgid ""
"MIDI system exclusive message. This has behavior exclusive to the device "
"you're receiving input from. Getting this data is not implemented in Godot."
msgstr ""
"MIDI 系统专有消息。行为由你所用来获取输入的设备专有。Godot 未实现该数据的获"
"取。"
msgid ""
"MIDI quarter frame message. Contains timing information that is used to "
"synchronize MIDI devices. Getting this data is not implemented in Godot."
msgstr ""
"MIDI 四分帧消息。包含用于同步 MIDI 设备的时间信息。Godot 未实现该数据的获取。"
msgid ""
"MIDI song position pointer message. Gives the number of 16th notes since the "
"start of the song. Getting this data is not implemented in Godot."
msgstr ""
"MIDI 歌曲位置指针消息。提供自歌曲开始以来所经过的十六分音符数。Godot 未实现该"
"数据的获取。"
msgid ""
"MIDI song select message. Specifies which sequence or song is to be played. "
"Getting this data is not implemented in Godot."
msgstr "MIDI 歌曲选择消息。指定要播放的序列或歌曲。Godot 未实现该数据的获取。"
msgid ""
"MIDI tune request message. Upon receiving a tune request, all analog "
"synthesizers should tune their oscillators."
msgstr "MIDI 调谐请求消息。收到调谐请求后,所有模拟合成器都应调整其振荡器。"
msgid ""
"MIDI timing clock message. Sent 24 times per quarter note when "
"synchronization is required."
msgstr "MIDI 时钟消息。需要同步时,每四分音符会发送 24 次。"
msgid ""
"MIDI start message. Start the current sequence playing. This message will be "
"followed with Timing Clocks."
msgstr "MIDI 开始消息。开始当前序列的播放。这个消息后会跟随时钟消息。"
msgid "MIDI continue message. Continue at the point the sequence was stopped."
msgstr "MIDI 继续消息。从序列停止的位置继续。"
msgid "MIDI stop message. Stop the current sequence."
msgstr "MIDI 停止消息。停止当前序列。"
msgid ""
"MIDI active sensing message. This message is intended to be sent repeatedly "
"to tell the receiver that a connection is alive."
msgstr "MIDI 活跃感知消息。这个消息的目的是要重复发送,告知接收方连接仍存在。"
msgid ""
"MIDI system reset message. Reset all receivers in the system to power-up "
"status. It should not be sent on power-up itself."
msgstr ""
"MIDI 系统重置消息。将系统中的所有接收方重置为上电状态。本身不应在上电时发送。"
msgid ""
"Methods that return [enum Error] return [constant OK] when no error "
"occurred.\n"
"Since [constant OK] has value 0, and all other error constants are positive "
"integers, it can also be used in boolean checks.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"var error = method_that_returns_error()\n"
"if error != OK:\n"
" printerr(\"Failure!\")\n"
"\n"
"# Or, alternatively:\n"
"if error:\n"
" printerr(\"Still failing!\")\n"
"[/codeblock]\n"
"[b]Note:[/b] Many functions do not return an error code, but will print "
"error messages to standard output."
msgstr ""
"返回 [enum Error] 的方法会在没有错误发生时返回 [constant OK]。\n"
"由于 [constant OK] 的值为 0,并且所有其他错误常数都是正整数,因此返回值也可以"
"用于布尔检查。\n"
"[b]示例:[/b]\n"
"[codeblock]\n"
"var error = method_that_returns_error()\n"
"if error != OK:\n"
" printerr(\"Failure!\")\n"
"\n"
"# 或者,等价于:\n"
"if error:\n"
" printerr(\"Still failing!\")\n"
"[/codeblock]\n"
"[b]注意:[/b]许多函数不返回错误代码,但会将错误信息打印到标准输出。"
msgid "Generic error."
msgstr "一般性错误。"
msgid "Unavailable error."
msgstr "不可用的错误。"
msgid "Unconfigured error."
msgstr "未配置的错误。"
msgid "Unauthorized error."
msgstr "未经授权的错误。"
msgid "Parameter range error."
msgstr "参数范围错误。"
msgid "Out of memory (OOM) error."
msgstr "内存不足(OOM)错误。"
msgid "File: Not found error."
msgstr "文件:未找到错误。"
msgid "File: Bad drive error."
msgstr "文件:坏驱动器错误。"
msgid "File: Bad path error."
msgstr "文件:错误的路径错误。"
msgid "File: No permission error."
msgstr "文件:无权限错误。"
msgid "File: Already in use error."
msgstr "文件:已在使用错误。"
msgid "File: Can't open error."
msgstr "文件:无法打开错误。"
msgid "File: Can't write error."
msgstr "文件:无法写入错误。"
msgid "File: Can't read error."
msgstr "文件:无法读取错误。"
msgid "File: Unrecognized error."
msgstr "文件:未识别的错误。"
msgid "File: Corrupt error."
msgstr "文件:损坏错误。"
msgid "File: Missing dependencies error."
msgstr "文件:缺少依赖项错误。"
msgid "File: End of file (EOF) error."
msgstr "文件:文件结束(EOF)错误。"
msgid "Can't open error."
msgstr "无法打开错误。"
msgid "Can't create error."
msgstr "无法创建错误。"
msgid "Query failed error."
msgstr "查询失败错误。"
msgid "Already in use error."
msgstr "已在使用中错误。"
msgid "Locked error."
msgstr "锁定错误。"
msgid "Timeout error."
msgstr "超时错误。"
msgid "Can't connect error."
msgstr "无法连接错误。"
msgid "Can't resolve error."
msgstr "无法解决错误。"
msgid "Connection error."
msgstr "连接错误。"
msgid "Can't acquire resource error."
msgstr "无法获取资源错误。"
msgid "Can't fork process error."
msgstr "无法分叉进程错误。"
msgid "Invalid data error."
msgstr "无效数据错误。"
msgid "Invalid parameter error."
msgstr "无效参数错误。"
msgid "Already exists error."
msgstr "已存在的错误。"
msgid "Does not exist error."
msgstr "不存在的错误。"
msgid "Database: Read error."
msgstr "数据库:读取错误。"
msgid "Database: Write error."
msgstr "数据库:写入错误。"
msgid "Compilation failed error."
msgstr "编译失败错误。"
msgid "Method not found error."
msgstr "方法未找到错误。"
msgid "Linking failed error."
msgstr "链接失败错误。"
msgid "Script failed error."
msgstr "脚本失败错误。"
msgid "Cycling link (import cycle) error."
msgstr "循环链接(导入循环)错误。"
msgid "Invalid declaration error."
msgstr "无效声明错误。"
msgid "Duplicate symbol error."
msgstr "符号重复错误。"
msgid "Parse error."
msgstr "解析错误。"
msgid "Busy error."
msgstr "忙碌错误。"
msgid "Skip error."
msgstr "跳过错误。"
msgid ""
"Help error. Used internally when passing [code]--version[/code] or [code]--"
"help[/code] as executable options."
msgstr ""
"帮助错误。内部使用,用于将 [code]--version[/code] 或 [code]--help[/code] 作为"
"选项传递给可执行文件的情况。"
msgid ""
"Bug error, caused by an implementation issue in the method.\n"
"[b]Note:[/b] If a built-in method returns this code, please open an issue on "
"[url=https://github.com/godotengine/godot/issues]the GitHub Issue Tracker[/"
"url]."
msgstr ""
"Bug 错误,由方法中的实现问题引起。\n"
"[b]注意:[/b]如果内置方法返回此代码,请在 [url=https://github.com/"
"godotengine/godot/issues]GitHub 问题追踪器[/url] 上开一个问题。"
msgid ""
"Printer on fire error (This is an easter egg, no built-in methods return "
"this error code)."
msgstr "打印机起火错误(这是个彩蛋,引擎中没有内置方法会返回此错误码)。"
msgid "The property has no hint for the editor."
msgstr "该属性没有编辑器提示。"
msgid ""
"Hints that an [int] or [float] property should be within a range specified "
"via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/"
"code]. The hint string can optionally include [code]\"or_greater\"[/code] "
"and/or [code]\"or_less\"[/code] to allow manual input going respectively "
"above the max or below the min values.\n"
"[b]Example:[/b] [code]\"-360,360,1,or_greater,or_less\"[/code].\n"
"Additionally, other keywords can be included: [code]\"exp\"[/code] for "
"exponential range editing, [code]\"radians\"[/code] for editing radian "
"angles in degrees, [code]\"degrees\"[/code] to hint at an angle and "
"[code]\"hide_slider\"[/code] to hide the slider."
msgstr ""
"提示 [int] 或 [float] 属性应在提示字符串 [code]\"min,max\"[/code] 或 "
"[code]\"min,max,step\"[/code] 指定的范围内。提示字符串可以选择包含 "
"[code]\"or_greater\"[/code] 和/或 [code]\"or_less\"[/code] 以允许手动输入高于"
"最大值或低于最小值的值。\n"
"[b]示例:[/b][code]\"-360,360,1,or_greater,or_less\"[/code]。\n"
"此外,还可以包含其他关键字:[code]\"exp\"[/code] 用于指数范围编辑,"
"[code]\"radians\"[/code] 用于以度数编辑弧度角,[code]\"degrees\"[/code] 提示"
"一个角度,以及 [code]\"hide_slider\"[/code] 隐藏滑块。"
msgid ""
"Hints that an [int] or [String] property is an enumerated value to pick in a "
"list specified via a hint string.\n"
"The hint string is a comma separated list of names such as [code]\"Hello,"
"Something,Else\"[/code]. Whitespaces are [b]not[/b] removed from either end "
"of a name. For integer properties, the first name in the list has value 0, "
"the next 1, and so on. Explicit values can also be specified by appending "
"[code]:integer[/code] to the name, e.g. [code]\"Zero,One,Three:3,Four,"
"Six:6\"[/code]."
msgstr ""
"提示 [int] 或 [String] 属性是枚举值,可通过提示字符串在指定的列表中选取。\n"
"该提示字符串是逗号分隔的名称列表,例如 [code]\"Hello,Something,Else\"[/"
"code]。 [b]不会[/b]从名称的任何一端删除空格。对于整数属性,列表中的第一个名称"
"的值为 0,下一个名称的值为 1,依此类推。也可以通过将 [code]:integer[/code] 附"
"加到名称来显式指定值,例如 [code]\"Zero,One,Three:3,Four,Six:6\"[/code]。"
msgid ""
"Hints that a [String] property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM], a property with this hint still "
"accepts arbitrary values and can be empty. The list of values serves to "
"suggest possible values."
msgstr ""
"提示 [String] 属性为枚举值,可以通过提示字符串在指定的列表中选取,例如 "
"[code]\"Hello,Something,Else\"[/code]。\n"
"与 [constant PROPERTY_HINT_ENUM] 不同,具有该提示的属性仍然接受任意值并且可以"
"为空。值列表用于建议可能的值。"
msgid ""
"Hints that a [float] property should be edited via an exponential easing "
"function. The hint string can include [code]\"attenuation\"[/code] to flip "
"the curve horizontally and/or [code]\"positive_only\"[/code] to exclude in/"
"out easing and limit values to be greater than or equal to zero."
msgstr ""
"提示应通过指数缓动函数编辑 [float] 属性。提示字符串可以包括 "
"[code]\"attenuation\"[/code] 以水平翻转曲线,和/或 [code]\"positive_only\"[/"
"code] 以排除 in/out 缓动并限制值大于或等于零。"
msgid ""
"Hints that a vector property should allow its components to be linked. For "
"example, this allows [member Vector2.x] and [member Vector2.y] to be edited "
"together."
msgstr ""
"提示向量属性应该允许分量链接。例如,这能够让 [member Vector2.x] 和 [member "
"Vector2.y] 被一起编辑。"
msgid ""
"Hints that an [int] property is a bitmask with named bit flags.\n"
"The hint string is a comma separated list of names such as [code]\"Bit0,Bit1,"
"Bit2,Bit3\"[/code]. Whitespaces are [b]not[/b] removed from either end of a "
"name. The first name in the list has value 1, the next 2, then 4, 8, 16 and "
"so on. Explicit values can also be specified by appending [code]:integer[/"
"code] to the name, e.g. [code]\"A:4,B:8,C:16\"[/code]. You can also combine "
"several flags ([code]\"A:4,B:8,AB:12,C:16\"[/code]).\n"
"[b]Note:[/b] A flag value must be at least [code]1[/code] and at most "
"[code]2 ** 32 - 1[/code].\n"
"[b]Note:[/b] Unlike [constant PROPERTY_HINT_ENUM], the previous explicit "
"value is not taken into account. For the hint [code]\"A:16,B,C\"[/code], A "
"is 16, B is 2, C is 4."
msgstr ""
"提示 [int] 属性为位掩码,位标志拥有名称。\n"
"提示字符串为逗号分隔的名称列表,例如 [code]\"Bit0,Bit1,Bit2,Bit3\"[/code]。名"
"称两端的空白字符[b]不会[/b]被移除。列表中的第一个名称的值为 1、然后是 2、接下"
"来就是 4、8、16 等值。也可以通过在名称后加上 [code]:整数[/code] 来指定显式的"
"值,例如 [code]\"A:4,B:8,C:16\"[/code]。你还可以对标志进行组合([code]\"A:4,"
"B:8,AB:12,C:16\"[/code])。\n"
"[b]注意:[/b]标志值最多为 [code]1[/code],最多为 [code]2 ** 32 - 1[/code]。\n"
"[b]注意:[/b]与 [constant PROPERTY_HINT_ENUM] 不同,不会考虑前一个显式值。如"
"果提示为 [code]\"A:16,B,C\"[/code],则 A 为 16、B 为 2、C 为 4。"
msgid ""
"Hints that an [int] property is a bitmask using the optionally named 2D "
"render layers."
msgstr "提示 [int] 属性为位掩码,表示可命名的 2D 渲染层。"
msgid ""
"Hints that an [int] property is a bitmask using the optionally named 2D "
"physics layers."
msgstr "提示 [int] 属性为位掩码,表示可命名的 2D 物理层。"
msgid ""
"Hints that an [int] property is a bitmask using the optionally named 2D "
"navigation layers."
msgstr "提示 [int] 属性为位掩码,表示可命名的 2D 导航层。"
msgid ""
"Hints that an [int] property is a bitmask using the optionally named 3D "
"render layers."
msgstr "提示 [int] 属性为位掩码,表示可命名的 3D 渲染层。"
msgid ""
"Hints that an [int] property is a bitmask using the optionally named 3D "
"physics layers."
msgstr "提示 [int] 属性为位掩码,表示可命名的 3D 物理层。"
msgid ""
"Hints that an [int] property is a bitmask using the optionally named 3D "
"navigation layers."
msgstr "提示 [int] 属性为位掩码,表示可命名的 3D 导航层。"
msgid ""
"Hints that a [String] property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
msgstr ""
"提示 [String] 属性为文件的路径。编辑时会弹出选取路径的文件对话框。提示字符串"
"可以设为一组带有通配符的筛选器,例如 [code]\"*.png,*.jpg\"[/code]。"
msgid ""
"Hints that a [String] property is a path to a directory. Editing it will "
"show a file dialog for picking the path."
msgstr "提示 [String] 属性为目录的路径。编辑时会弹出选取路径的文件对话框。"
msgid ""
"Hints that a [String] property is an absolute path to a file outside the "
"project folder. Editing it will show a file dialog for picking the path. The "
"hint string can be a set of filters with wildcards, like [code]\"*.png,*."
"jpg\"[/code]."
msgstr ""
"提示 [String] 属性为文件的绝对路径,位于项目文件夹之外。编辑时会弹出选取路径"
"的文件对话框。提示字符串可以设为一组带有通配符的筛选器,例如 [code]\"*.png,*."
"jpg\"[/code]。"
msgid ""
"Hints that a [String] property is an absolute path to a directory outside "
"the project folder. Editing it will show a file dialog for picking the path."
msgstr ""
"提示 [String] 属性为目录的绝对路径,位于项目文件夹之外。编辑时会弹出选取路径"
"的文件对话框。"
msgid ""
"Hints that a property is an instance of a [Resource]-derived type, "
"optionally specified via the hint string (e.g. [code]\"Texture2D\"[/code]). "
"Editing it will show a popup menu of valid resource types to instantiate."
msgstr ""
"提示属性是 [Resource] 派生类型的实例,可通过提示字符串指定(例如 "
"[code]\"Texture2D\"[/code])。 编辑该属性会显示一个有效资源类型的弹出菜单用以"
"实例化。"
msgid ""
"Hints that a [String] property is text with line breaks. Editing it will "
"show a text input field where line breaks can be typed."
msgstr ""
"提示 [String] 属性为包含换行的文本。编辑是会显示文本输入字段,可以进行换行。"
msgid "Hints that a [String] property is an [Expression]."
msgstr "提示 [String] 属性为 [Expression]。"
msgid ""
"Hints that a [String] property should show a placeholder text on its input "
"field, if empty. The hint string is the placeholder text to use."
msgstr ""
"提示 [String] 属性在为空时应当显示占位文本。提示字符串为所使用的占位文本。"
msgid ""
"Hints that a [Color] property should be edited without affecting its "
"transparency ([member Color.a] is not editable)."
msgstr ""
"提示一个 [Color] 属性在编辑时不能影响其透明度([member Color.a] 不可编辑)。"
msgid ""
"Hint that a property represents a particular type. If a property is "
"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
"need to create an [Array] to contain elements of a specific type, the "
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
"[codeblock]\n"
"hint_string = \"%s:\" % [TYPE_INT] # Array of integers.\n"
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
"of floats.\n"
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
"resources.\n"
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
"# Two-dimensional array of resources.\n"
"[/codeblock]\n"
"[b]Note:[/b] The final colon is required for properly detecting built-in "
"types."
msgstr ""
"提示一个属性代表特定的类型。如果属性为 [constant TYPE_STRING],则可以通过创建"
"对话框设置其类型。如果你需要创建一个 [Array] 来放置特定类型的元素,则 "
"[code]hint_string[/code] 必须使用 [code]\":\"[/code] 来编码嵌套类型,使用 "
"[code]\"/\"[/code] 来指定 [Resource] 类型。例如:\n"
"[codeblock]\n"
"hint_string = \"%s:\" % [TYPE_INT] # 整数数组。\n"
"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # 浮点数二维数组。\n"
"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # 资源数组。\n"
"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
"# 资源二维数组。\n"
"[/codeblock]\n"
"[b]注意:[/b]最后的冒号是必须的,否则无法正确检测内置类型。"
msgid ""
"Hints that a string property is a locale code. Editing it will show a locale "
"dialog for picking language and country."
msgstr ""
"提示一个字符串属性是一个区域设置代码。编辑它将显示一个用于选择语言和地区的区"
"域设置对话框。"
msgid ""
"Hints that a dictionary property is string translation map. Dictionary keys "
"are locale codes and, values are translated strings."
msgstr ""
"提示一个字典属性是字符串翻译映射。字典的键是区域设置代码,值是翻译后的字符"
"串。"
msgid ""
"Hints that a quaternion property should disable the temporary euler editor."
msgstr "提示四元数属性应当禁用临时欧拉值编辑器。"
msgid ""
"Hints that a string property is a password, and every character is replaced "
"with the secret character."
msgstr "提示字符串属性为密码,每一个字符都会被替换为秘密字符。"
msgid ""
"The property is not stored, and does not display in the editor. This is the "
"default for non-exported properties."
msgstr "该属性不被存储,也不会显示在编辑器中。这是非导出属性的默认值。"
msgid "The property is serialized and saved in the scene file (default)."
msgstr "将属性序列化并保存到场景文件中(默认)。"
msgid "The property is shown in the [EditorInspector] (default)."
msgstr "该属性将被显示在 [EditorInspector](默认)中。"
msgid "The property can be checked in the [EditorInspector]."
msgstr "该属性可以在 [EditorInspector] 中被勾选。"
msgid "The property is checked in the [EditorInspector]."
msgstr "该属性在 [EditorInspector] 中已被勾选。"
msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "用于在编辑器中将属性编组在一起。请参阅 [EditorInspector]。"
msgid "Used to categorize properties together in the editor."
msgstr "在编辑器中用于为属性分类。"
msgid ""
"Used to group properties together in the editor in a subgroup (under a "
"group). See [EditorInspector]."
msgstr ""
"用于在子组(一个组下)中将编辑器中的属性编组在一起。请参阅 "
"[EditorInspector]。"
msgid "The property does not save its state in [PackedScene]."
msgstr "该属性不在 [PackedScene] 中保存其状态。"
msgid "Editing the property prompts the user for restarting the editor."
msgstr "编辑属性会提示用户重新启动编辑器。"
msgid ""
"The property is a script variable which should be serialized and saved in "
"the scene file."
msgstr "该属性是一个脚本变量,应该被序列化并保存在场景文件中。"
msgid "The property is an array."
msgstr "该属性为数组。"
msgid ""
"When duplicating a resource with [method Resource.duplicate], and this flag "
"is set on a property of that resource, the property should always be "
"duplicated, regardless of the [code]subresources[/code] bool parameter."
msgstr ""
"当创建一个带有 [method Resource.duplicate] 的 Resource,并且它的标志是在一个 "
"Resource 的属性上设置的副本时候,无论 [code]subresources[/code] 为多少,该属"
"性永远都会被创建为副本。"
msgid ""
"When duplicating a resource with [method Resource.duplicate], and this flag "
"is set on a property of that resource, the property should never be "
"duplicated, regardless of the [code]subresources[/code] bool parameter."
msgstr ""
"使用 [method Resource.duplicate] 复制资源时,如果该资源的某个属性上设有这个标"
"志,则不会对该属性进行复制,无视 [code]subresources[/code] 布尔型参数。"
msgid "The property is read-only in the [EditorInspector]."
msgstr "该属性在 [EditorInspector] 中只读。"
msgid "Default usage (storage, editor and network)."
msgstr "默认用法(存储、编辑器和网络)。"
msgid ""
"Default usage but without showing the property in the editor (storage, "
"network)."
msgstr "默认用法,但不在编辑器中显示属性(存储、网络)。"
msgid "Flag for a normal method."
msgstr "普通方法的标志。"
msgid "Flag for an editor method."
msgstr "编辑器方法的标志。"
msgid "Flag for a constant method."
msgstr "常量方法的标志。"
msgid "Flag for a virtual method."
msgstr "虚方法的标志。"
msgid "Flag for a method with a variable number of arguments."
msgstr "具有可变数量参数的方法的标志。"
msgid "Flag for a static method."
msgstr "静态方法的标志。"
msgid ""
"Used internally. Allows to not dump core virtual methods (such as [method "
"Object._notification]) to the JSON API."
msgstr ""
"内部使用。允许不将核心虚拟方法(例如 [method Object._notification])转储到 "
"JSON API。"
msgid "Default method flags (normal)."
msgstr "默认方法标志(正常)。"
msgid "Variable is [code]null[/code]."
msgstr "变量为 [code]null[/code]。"
msgid "Variable is of type [bool]."
msgstr "变量类型为 [bool]。"
msgid "Variable is of type [int]."
msgstr "变量类型为 [int]。"
msgid "Variable is of type [float]."
msgstr "变量的类型为 [float]。"
msgid "Variable is of type [String]."
msgstr "变量类型为 [String]。"
msgid "Variable is of type [Vector2]."
msgstr "变量类型为 [Vector2]。"
msgid "Variable is of type [Vector2i]."
msgstr "变量类型为 [Vector2i]。"
msgid "Variable is of type [Rect2]."
msgstr "变量类型为 [Rect2]。"
msgid "Variable is of type [Rect2i]."
msgstr "变量类型为 [Rect2i]。"
msgid "Variable is of type [Vector3]."
msgstr "变量类型为 [Vector3]。"
msgid "Variable is of type [Vector3i]."
msgstr "变量类型为 [Vector3i]。"
msgid "Variable is of type [Transform2D]."
msgstr "变量类型为 [Transform2D]。"
msgid "Variable is of type [Vector4]."
msgstr "变量类型为 [Vector4]。"
msgid "Variable is of type [Vector4i]."
msgstr "变量类型为 [Vector4i]。"
msgid "Variable is of type [Plane]."
msgstr "变量类型为 [Plane]。"
msgid "Variable is of type [Quaternion]."
msgstr "变量类型为 [Quaternion]。"
msgid "Variable is of type [AABB]."
msgstr "变量类型为 [AABB]。"
msgid "Variable is of type [Basis]."
msgstr "变量类型为 [Basis]。"
msgid "Variable is of type [Transform3D]."
msgstr "变量类型为 [Transform3D]。"
msgid "Variable is of type [Projection]."
msgstr "变量类型为 [Projection]。"
msgid "Variable is of type [Color]."
msgstr "变量类型为 [Color]。"
msgid "Variable is of type [StringName]."
msgstr "变量类型为 [StringName]。"
msgid "Variable is of type [NodePath]."
msgstr "变量类型为 [NodePath]。"
msgid "Variable is of type [RID]."
msgstr "变量类型为 [RID]。"
msgid "Variable is of type [Object]."
msgstr "变量类型为 [Object]。"
msgid "Variable is of type [Callable]."
msgstr "变量类型为 [Callable]。"
msgid "Variable is of type [Signal]."
msgstr "变量类型为 [Signal]。"
msgid "Variable is of type [Dictionary]."
msgstr "变量类型为 [Dictionary]。"
msgid "Variable is of type [Array]."
msgstr "变量类型为 [Array]。"
msgid "Variable is of type [PackedByteArray]."
msgstr "变量类型为 [PackedByteArray]。"
msgid "Variable is of type [PackedInt32Array]."
msgstr "变量类型为 [PackedInt32Array]。"
msgid "Variable is of type [PackedInt64Array]."
msgstr "变量类型为 [PackedInt64Array]。"
msgid "Variable is of type [PackedFloat32Array]."
msgstr "变量类型为 [PackedFloat32Array]。"
msgid "Variable is of type [PackedFloat64Array]."
msgstr "变量类型为 [PackedFloat64Array]。"
msgid "Variable is of type [PackedStringArray]."
msgstr "变量类型为 [PackedStringArray]。"
msgid "Variable is of type [PackedVector2Array]."
msgstr "变量类型为 [PackedVector2Array]。"
msgid "Variable is of type [PackedVector3Array]."
msgstr "变量类型为 [PackedVector3Array]。"
msgid "Variable is of type [PackedColorArray]."
msgstr "变量类型为 [PackedColorArray]。"
msgid "Represents the size of the [enum Variant.Type] enum."
msgstr "代表 [enum Variant.Type] 枚举的大小。"
msgid "Equality operator ([code]==[/code])."
msgstr "相等运算符([code]==[/code])。"
msgid "Inequality operator ([code]!=[/code])."
msgstr "不等运算符([code]!=[/code])。"
msgid "Less than operator ([code]<[/code])."
msgstr "小于运算符([code]<[/code])。"
msgid "Less than or equal operator ([code]<=[/code])."
msgstr "小于等于运算符([code]<=[/code])。"
msgid "Greater than operator ([code]>[/code])."
msgstr "大于运算符([code]>[/code])。"
msgid "Greater than or equal operator ([code]>=[/code])."
msgstr "大于等于运算符([code]>=[/code])。"
msgid "Addition operator ([code]+[/code])."
msgstr "加法运算符([code]+[/code])。"
msgid "Subtraction operator ([code]-[/code])."
msgstr "减法运算符([code]-[/code])。"
msgid "Multiplication operator ([code]*[/code])."
msgstr "乘法运算符([code]*[/code])。"
msgid "Division operator ([code]/[/code])."
msgstr "除法运算符([code]/[/code])。"
msgid "Unary negation operator ([code]-[/code])."
msgstr "一元减号运算符([code]-[/code])。"
msgid "Unary plus operator ([code]+[/code])."
msgstr "一元加号运算符([code]+[/code])。"
msgid "Remainder/modulo operator ([code]%[/code])."
msgstr "余数/取模运算符([code]%[/code])。"
msgid "Power operator ([code]**[/code])."
msgstr "幂运算符([code]**[/code])。"
msgid "Left shift operator ([code]<<[/code])."
msgstr "左移运算符([code]<<[/code])。"
msgid "Right shift operator ([code]>>[/code])."
msgstr "右移运算符([code]>>[/code])。"
msgid "Bitwise AND operator ([code]&[/code])."
msgstr "按位与运算符([code]&[/code])。"
msgid "Bitwise OR operator ([code]|[/code])."
msgstr "按位或运算符([code]|[/code])。"
msgid "Bitwise XOR operator ([code]^[/code])."
msgstr "按位异或运算符([code]^[/code])。"
msgid "Bitwise NOT operator ([code]~[/code])."
msgstr "按位非运算符([code]~[/code])。"
msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])."
msgstr "逻辑与运算符([code]and[/code] 或 [code]&&[/code])。"
msgid "Logical OR operator ([code]or[/code] or [code]||[/code])."
msgstr "逻辑或运算符([code]or[/code] 或 [code]||[/code])。"
msgid "Logical XOR operator (not implemented in GDScript)."
msgstr "逻辑异或运算符(未在 GDScript 中实现)。"
msgid "Logical NOT operator ([code]not[/code] or [code]![/code])."
msgstr "逻辑非运算符([code]not[/code] 或 [code]![/code])。"
msgid "Logical IN operator ([code]in[/code])."
msgstr "逻辑 IN 运算符([code]in[/code])。"
msgid "Represents the size of the [enum Variant.Operator] enum."
msgstr "代表 [enum Variant.Operator] 枚举的大小。"
msgid "Axis-Aligned Bounding Box."
msgstr "轴对齐包围盒。"
msgid ""
"[AABB] consists of a position, a size, and several utility functions. It is "
"typically used for fast overlap tests.\n"
"It uses floating-point coordinates. The 2D counterpart to [AABB] is "
"[Rect2].\n"
"Negative values for [member size] are not supported and will not work for "
"most methods. Use [method abs] to get an AABB with a positive size.\n"
"[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses "
"integer coordinates."
msgstr ""
"[AABB] 由一个位置、一个大小和若干实用函数组成。通常用于快速重叠测试。\n"
"它使用浮点坐标。[AABB] 的 2D 对应物为 [Rect2]。\n"
"不支持负的 [member size],并且不适用于大多数方法。使用 [method abs] 获得具有"
"正尺寸的 AABB。\n"
"[b]注意:[/b]与 [Rect2] 不同,[AABB] 没有使用整数坐标的变体。"
msgid "Math documentation index"
msgstr "数学文档索引"
msgid "Vector math"
msgstr "向量数学"
msgid "Advanced vector math"
msgstr "高等向量数学"
msgid ""
"Constructs a default-initialized [AABB] with default (zero) values of "
"[member position] and [member size]."
msgstr ""
"使用 [member position] 和 [member size] 的默认值(零)构造一个默认初始化的 "
"[AABB]。"
msgid "Constructs an [AABB] as a copy of the given [AABB]."
msgstr "构造给定 [AABB] 的副本。"
msgid "Constructs an [AABB] from a position and size."
msgstr "从一个位置和大小构造 [AABB] 。"
msgid ""
"Returns an AABB with equivalent position and size, modified so that the most-"
"negative corner is the origin and the size is positive."
msgstr "返回等价的 AABB,其原点被修正至最负数的角落,大小被修正为正数。"
msgid ""
"Returns [code]true[/code] if this [AABB] completely encloses another one."
msgstr "该 [AABB] 完全包含另一个时,返回 [code]true[/code]。"
msgid ""
"Returns a copy of this [AABB] expanded to include a given point.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# position (-3, 2, 0), size (1, 1, 1)\n"
"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n"
"# position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and "
"Vector3(0, -1, 2)\n"
"var box2 = box.expand(Vector3(0, -1, 2))\n"
"[/gdscript]\n"
"[csharp]\n"
"// position (-3, 2, 0), size (1, 1, 1)\n"
"var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n"
"// position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB "
"and Vector3(0, -1, 2)\n"
"var box2 = box.Expand(new Vector3(0, -1, 2));\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回该 [AABB] 的副本,该副本扩展至包含给出的点。\n"
"[b]例子:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 位置 (-3, 2, 0),大小 (1, 1, 1)\n"
"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n"
"# 位置 (-3, -1, 0),大小 (3, 4, 2),包含原来的 AABB 和 Vector3(0, -1, 2)\n"
"var box2 = box.expand(Vector3(0, -1, 2))\n"
"[/gdscript]\n"
"[csharp]\n"
"// 位置 (-3, 2, 0),大小 (1, 1, 1)\n"
"var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n"
"// 位置 (-3, -1, 0),大小 (3, 4, 2),包含原来的 AABB 和 Vector3(0, -1, 2)\n"
"var box2 = box.Expand(new Vector3(0, -1, 2));\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the center of the [AABB], which is equal to [member position] + "
"([member size] / 2)."
msgstr "返回该 [AABB] 的中心点,等于 [member position] + ([member size] / 2)。"
msgid "Gets the position of the 8 endpoints of the [AABB] in space."
msgstr "获取该 [AABB] 的 8 个端点的位置。"
msgid "Returns the normalized longest axis of the [AABB]."
msgstr "返回该 [AABB] 归一化后的最长轴。"
msgid ""
"Returns the index of the longest axis of the [AABB] (according to "
"[Vector3]'s [code]AXIS_*[/code] constants)."
msgstr ""
"返回该 [AABB] 最长轴的索引(根据 [Vector3] 的 [code]AXIS_*[/code] 常量)。"
msgid "Returns the scalar length of the longest axis of the [AABB]."
msgstr "返回该 [AABB] 最长轴的标量长度。"
msgid "Returns the normalized shortest axis of the [AABB]."
msgstr "返回该 [AABB] 归一化后的最短轴。"
msgid ""
"Returns the index of the shortest axis of the [AABB] (according to "
"[Vector3]::AXIS* enum)."
msgstr ""
"返回该 [AABB] 最短轴的索引(根据 [Vector3] 的 [code]AXIS_*[/code] 常量)。"
msgid "Returns the scalar length of the shortest axis of the [AABB]."
msgstr "返回该 [AABB] 最短轴的标量长度。"
msgid ""
"Returns the support point in a given direction. This is useful for collision "
"detection algorithms."
msgstr "返回指定方向上的支持点。常用于碰撞检测算法。"
msgid "Returns the volume of the [AABB]."
msgstr "返回该 [AABB] 的体积。"
msgid ""
"Returns a copy of the [AABB] grown a given number of units towards all the "
"sides."
msgstr "返回 [AABB] 的副本,该副本向所有方向增长了给定数量的单位。"
msgid ""
"Returns [code]true[/code] if the [AABB] contains a point. Points on the "
"faces of the AABB are considered included, though float-point precision "
"errors may impact the accuracy of such checks.\n"
"[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative size[/"
"i]. Use [method abs] to get a positive sized equivalent [AABB] to check for "
"contained points."
msgstr ""
"如果 [AABB] 包含点,则返回 [code]true[/code]。AABB 表面上的点被视为包括在内,"
"但浮点精度误差可能会影响此类检测的准确性。\n"
"[b]注意:[/b]这种方法对于具有[i]负尺寸[/i]的 [AABB] 是不可靠的。使用 [method "
"abs] 获得一个正尺寸的等效 [AABB] 在检查是否包含点。"
msgid ""
"Returns [code]true[/code] if the [AABB] has a surface or a length, and "
"[code]false[/code] if the [AABB] is empty (all components of [member size] "
"are zero or negative)."
msgstr ""
"如果 [AABB] 具有表面或长度,则返回 [code]true[/code];如果 [AABB] 为空"
"([member size] 的所有分量为零或负),则返回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if the [AABB] has a volume, and [code]false[/code] "
"if the [AABB] is flat, empty, or has a negative [member size]."
msgstr ""
"如果 [AABB] 有体积,则返回 [code]true[/code];如果 [AABB] 是扁平的、空的或具"
"有负的 [member size],则返回 [code]false[/code]。"
msgid ""
"Returns the intersection between two [AABB]. An empty AABB (size [code](0, "
"0, 0)[/code]) is returned on failure."
msgstr ""
"返回两个 [AABB] 的交叠区域。失败时返回空的 AABB(大小为 [code](0, 0, 0)[/"
"code])。"
msgid "Returns [code]true[/code] if the [AABB] overlaps with another."
msgstr "该 [AABB] 与另一个交叠时,返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane."
msgstr "该 [AABB] 同时位于指定平面的两边时,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the given ray intersects with this [AABB]. Ray "
"length is infinite."
msgstr ""
"如果给定的射线与此 [AABB] 相交,则返回 [code]true[/code]。射线长度是无限的。"
msgid ""
"Returns [code]true[/code] if the [AABB] intersects the line segment between "
"[param from] and [param to]."
msgstr ""
"如果该 [AABB] 与 [param from] 和 [param to] 之间的线段相交,则返回 "
"[code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this [AABB] and [param aabb] are approximately "
"equal, by calling [method @GlobalScope.is_equal_approx] on each component."
msgstr ""
"如果该 [AABB] 和 [param aabb] 近似相等,则返回 [code]true[/code],通过在每个"
"分量上调用 [method @GlobalScope.is_equal_approx]。"
msgid ""
"Returns [code]true[/code] if this [AABB] is finite, by calling [method "
"@GlobalScope.is_finite] on each component."
msgstr ""
"如果该 [AABB] 是有限的,则返回 [code]true[/code],方法是在每个分量上调用 "
"[method @GlobalScope.is_finite]。"
msgid ""
"Returns a larger [AABB] that contains both this [AABB] and [param with]."
msgstr "返回同时包含该 [AABB] 和 [param with] 的更大的 [AABB]。"
msgid ""
"Ending corner. This is calculated as [code]position + size[/code]. Setting "
"this value will change the size."
msgstr ""
"终点角。通过 [code]position + size[/code] 计算而来。设置该值会修改大小。"
msgid "Beginning corner. Typically has values lower than [member end]."
msgstr "起点角。通常比 [member end] 小。"
msgid ""
"Size from [member position] to [member end]. Typically, all components are "
"positive.\n"
"If the size is negative, you can use [method abs] to fix it."
msgstr ""
"从 [member position] 到 [member end] 的大小。通常所有分量都是正数。\n"
"如果大小为负,可以用 [method abs] 修正。"
msgid ""
"Returns [code]true[/code] if the vectors are not equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果向量不相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点精度误差,考虑改用更可靠的 [method is_equal_approx]。"
msgid ""
"Inversely transforms (multiplies) the [AABB] by the given [Transform3D] "
"transformation matrix."
msgstr "通过给定的 [Transform3D] 变换矩阵对该 [AABB] 进行逆变换(相乘)。"
msgid ""
"Returns [code]true[/code] if the AABBs are exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果 AABB 完全相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点精度误差,考虑改用更可靠的 [method is_equal_approx]。"
msgid "Base dialog for user notification."
msgstr "用户通知的基本对话框。"
msgid ""
"This dialog is useful for small notifications to the user about an event. It "
"can only be accepted or closed, with the same result."
msgstr ""
"该对话框对于向用户发送有关事件的小通知很有用。它只能被接受或关闭,并且结果相"
"同。"
msgid ""
"Adds a button with label [param text] and a custom [param action] to the "
"dialog and returns the created button. [param action] will be passed to the "
"[signal custom_action] signal when pressed.\n"
"If [code]true[/code], [param right] will place the button to the right of "
"any sibling buttons.\n"
"You can use [method remove_button] method to remove a button created with "
"this method from the dialog."
msgstr ""
"将带有标签 [param text] 和自定义 [param action] 的按钮添加到对话框,并返回该"
"创建的按钮。[param action] 将在按钮被按下时传递给 [signal custom_action] 信"
"号。\n"
"如果 [param right] 为 [code]true[/code],按钮会被放置在所有同级按钮的右侧。\n"
"您可以使用 [method remove_button] 方法从对话框中移除使用该方法创建的按钮。"
msgid ""
"Adds a button with label [param name] and a cancel action to the dialog and "
"returns the created button.\n"
"You can use [method remove_button] method to remove a button created with "
"this method from the dialog."
msgstr ""
"在对话框中添加一个带有标签 [param name] 和取消动作的按钮,并返回创建的按"
"钮。\n"
"你可以使用 [method remove_button] 方法从对话框中删除用此方法创建的按钮。"
msgid ""
"Returns the label used for built-in text.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回内置文本所使用的标签。\n"
"[b]警告:[/b]这是个必要的内部节点,移除并释放它有可能造成崩溃。如果你希望隐藏"
"它或它的任意一个子节点,请使用它们的 [member CanvasItem.visible] 属性。"
msgid ""
"Returns the OK [Button] instance.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回确定按钮 [Button] 实例。\n"
"[b]警告:[/b]这是个必要的内部节点,移除并释放它有可能造成崩溃。如果你希望隐藏"
"它或它的任意一个子节点,请使用它们的 [member CanvasItem.visible] 属性。"
msgid ""
"Registers a [LineEdit] in the dialog. When the enter key is pressed, the "
"dialog will be accepted."
msgstr "在对话框中注册 [LineEdit]。当按下回车键时,对话框将被接受。"
msgid ""
"Removes the [param button] from the dialog. Does NOT free the [param "
"button]. The [param button] must be a [Button] added with [method "
"add_button] or [method add_cancel_button] method. After removal, pressing "
"the [param button] will no longer emit this dialog's [signal custom_action] "
"or [signal canceled] signals."
msgstr ""
"从对话框中移除 [param button]。但不释放该 [param button] 对象。[param "
"button] 必须是用 [method add_button] 或 [method add_cancel] 方法添加的 "
"[Button]。移除后,按下该 [param button] 将不再发出该对话框的 [signal "
"custom_action] 或 [signal canceled] 信号。"
msgid "Sets autowrapping for the text in the dialog."
msgstr "为对话框中的文本设置自动换行。"
msgid ""
"If [code]true[/code], the dialog will be hidden when the escape key "
"([constant KEY_ESCAPE]) is pressed."
msgstr ""
"如果为 [code]true[/code],当按下退出键([constant KEY_ESCAPE])时,对话框将被"
"隐藏。"
msgid ""
"If [code]true[/code], the dialog is hidden when the OK button is pressed. "
"You can set it to [code]false[/code] if you want to do e.g. input validation "
"when receiving the [signal confirmed] signal, and handle hiding the dialog "
"in your own logic.\n"
"[b]Note:[/b] Some nodes derived from this class can have a different default "
"value, and potentially their own built-in logic overriding this setting. For "
"example [FileDialog] defaults to [code]false[/code], and has its own input "
"validation code that is called when you press OK, which eventually hides the "
"dialog if the input is valid. As such, this property can't be used in "
"[FileDialog] to disable hiding the dialog when pressing OK."
msgstr ""
"如果为 [code]true[/code],按下确定按钮时对话框将隐藏。如果要在收到 [signal "
"confirmed] 信号时执行类似输入验证的操作,则可以将其设置为 [code]false[/"
"code],然后在自己的逻辑中处理对话框的隐藏。\n"
"[b]注意:[/b]从此类派生的某些节点可以具有不同的默认值,并且可能有自己的内置逻"
"辑会覆盖此设置。例如 [FileDialog] 默认其为 [code]false[/code],并在按下确定时"
"实现了自己的输入验证代码,如果输入有效,最终将隐藏对话框。因此,不能在 "
"[FileDialog] 中使用此属性来禁止在按确定时隐藏对话框。"
msgid "The text displayed by the dialog."
msgstr "对话框显示的文本。"
msgid "The text displayed by the OK button (see [method get_ok_button])."
msgstr "确定按钮(参见 [method get_ok_button])显示的文本。"
msgid ""
"Emitted when the dialog is closed or the button created with [method "
"add_cancel_button] is pressed."
msgstr "当对话框关闭或按下 [method add_cancel_button] 创建的按钮时发出。"
msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed."
msgstr "接受对话框时,即按下确定按钮时发出。"
msgid "Emitted when a custom button is pressed. See [method add_button]."
msgstr "按下自定义按钮时发出。见 [method add_button]。"
msgid ""
"The size of the vertical space between the dialog's content and the button "
"row."
msgstr "对话框内容和按钮行之间的垂直空间的大小。"
msgid "The panel that fills the background of the window."
msgstr "填充窗口背景的面板。"
msgid "Interface to low level AES encryption features."
msgstr "底层 AES 加密功能接口。"
msgid ""
"This class provides access to AES encryption/decryption of raw data. Both "
"AES-ECB and AES-CBC mode are supported.\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"\n"
"var aes = AESContext.new()\n"
"\n"
"func _ready():\n"
" var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n"
" var data = \"My secret text!!\" # Data size must be multiple of 16 "
"bytes, apply padding if needed.\n"
" # Encrypt ECB\n"
" aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8())\n"
" var encrypted = aes.update(data.to_utf8())\n"
" aes.finish()\n"
" # Decrypt ECB\n"
" aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8())\n"
" var decrypted = aes.update(encrypted)\n"
" aes.finish()\n"
" # Check ECB\n"
" assert(decrypted == data.to_utf8())\n"
"\n"
" var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n"
" # Encrypt CBC\n"
" aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8())\n"
" encrypted = aes.update(data.to_utf8())\n"
" aes.finish()\n"
" # Decrypt CBC\n"
" aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8())\n"
" decrypted = aes.update(encrypted)\n"
" aes.finish()\n"
" # Check CBC\n"
" assert(decrypted == data.to_utf8())\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
"{\n"
" private AesContext _aes = new AesContext();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" string key = \"My secret key!!!\"; // Key must be either 16 or 32 "
"bytes.\n"
" string data = \"My secret text!!\"; // Data size must be multiple of "
"16 bytes, apply padding if needed.\n"
" // Encrypt ECB\n"
" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8());\n"
" byte[] encrypted = _aes.Update(data.ToUtf8());\n"
" _aes.Finish();\n"
" // Decrypt ECB\n"
" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8());\n"
" byte[] decrypted = _aes.Update(encrypted);\n"
" _aes.Finish();\n"
" // Check ECB\n"
" Debug.Assert(decrypted == data.ToUtf8());\n"
"\n"
" string iv = \"My secret iv!!!!\"; // IV must be of exactly 16 "
"bytes.\n"
" // Encrypt CBC\n"
" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8(), iv.ToUtf8());\n"
" encrypted = _aes.Update(data.ToUtf8());\n"
" _aes.Finish();\n"
" // Decrypt CBC\n"
" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8(), iv.ToUtf8());\n"
" decrypted = _aes.Update(encrypted);\n"
" _aes.Finish();\n"
" // Check CBC\n"
" Debug.Assert(decrypted == data.ToUtf8());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"此类提供了对原始数据的 AES 加密/解密的访问。同时支持 AES-ECB 和 AES-CBC 模"
"式。\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"\n"
"var aes = AESContext.new()\n"
"\n"
"func _ready():\n"
" var key = \"My secret key!!!\" # 密钥必须是 16 或 32 字节。\n"
" var data = \"My secret text!!\" # 数据大小必须是 16 字节的倍数,需要时添"
"加补白。\n"
" # ECB 加密\n"
" aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8())\n"
" var encrypted = aes.update(data.to_utf8())\n"
" aes.finish()\n"
" # ECB 解密\n"
" aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8())\n"
" var decrypted = aes.update(encrypted)\n"
" aes.finish()\n"
" # ECB 校验\n"
" assert(decrypted == data.to_utf8())\n"
"\n"
" var iv = \"My secret iv!!!!\" # IV 必须是 16 字节。\n"
" # CBC 加密\n"
" aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8())\n"
" encrypted = aes.update(data.to_utf8())\n"
" aes.finish()\n"
" # CBC 解密\n"
" aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8())\n"
" decrypted = aes.update(encrypted)\n"
" aes.finish()\n"
" # CBC 校验\n"
" assert(decrypted == data.to_utf8())\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
"{\n"
" private AesContext _aes = new AesContext();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" string key = \"My secret key!!!\"; // 密钥必须是 16 或 32 字节。\n"
" string data = \"My secret text!!\"; // 数据大小必须是 16 字节的倍数,"
"需要时添加补白。\n"
" // ECB 加密\n"
" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8());\n"
" byte[] encrypted = _aes.Update(data.ToUtf8());\n"
" _aes.Finish();\n"
" // ECB 解密\n"
" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8());\n"
" byte[] decrypted = _aes.Update(encrypted);\n"
" _aes.Finish();\n"
" // ECB 校验\n"
" Debug.Assert(decrypted == data.ToUtf8());\n"
"\n"
" string iv = \"My secret iv!!!!\"; // IV 必须是 16 字节。\n"
" // CBC 加密\n"
" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8(), iv.ToUtf8());\n"
" encrypted = _aes.Update(data.ToUtf8());\n"
" _aes.Finish();\n"
" // CBC 解密\n"
" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8(), iv.ToUtf8());\n"
" decrypted = _aes.Update(encrypted);\n"
" _aes.Finish();\n"
" // CBC 校验\n"
" Debug.Assert(decrypted == data.ToUtf8());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Close this AES context so it can be started again. See [method start]."
msgstr "关闭此 AES 上下文,以便可以再次启动它。见 [method start]。"
msgid ""
"Get the current IV state for this context (IV gets updated when calling "
"[method update]). You normally don't need this function.\n"
"[b]Note:[/b] This function only makes sense when the context is started with "
"[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]."
msgstr ""
"获取此上下文的当前 IV 状态(调用 [method update] 时会更新 IV)。通常不需要此"
"函数。\n"
"[b]注意:[/b]仅当上下文以 [constant MODE_CBC_ENCRYPT] 或 [constant "
"MODE_CBC_DECRYPT] 开头时,此函数才有意义。"
msgid ""
"Start the AES context in the given [param mode]. A [param key] of either 16 "
"or 32 bytes must always be provided, while an [param iv] (initialization "
"vector) of exactly 16 bytes, is only needed when [param mode] is either "
"[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]."
msgstr ""
"在给定的 [param mode] 中启动 AES 上下文。必须始终提供 16 或 32 字节的 [param "
"key],而仅当 [param mode] 为 [constant MODE_CBC_ENCRYPT] 或 [constant "
"MODE_CBC_DECRYPT] 时,才需要正好为 16 字节的 [param iv](初始化向量)。"
msgid ""
"Run the desired operation for this AES context. Will return a "
"[PackedByteArray] containing the result of encrypting (or decrypting) the "
"given [param src]. See [method start] for mode of operation.\n"
"[b]Note:[/b] The size of [param src] must be a multiple of 16. Apply some "
"padding if needed."
msgstr ""
"运行此 AES 上下文所需的操作。将返回包含加密(或解密)给定 [param src] 结果的 "
"[PackedByteArray] 。有关操作模式,请参阅 [method start]。\n"
"[b]注意:[/b][param src] 的大小必须是 16 倍的倍数。如果需要,应用一些填充。"
msgid "AES electronic codebook encryption mode."
msgstr "AES 电子密码簿加密模式。"
msgid "AES electronic codebook decryption mode."
msgstr "AES 电子密码簿解密模式。"
msgid "AES cipher blocker chaining encryption mode."
msgstr "AES 密码封锁器链式加密模式。"
msgid "AES cipher blocker chaining decryption mode."
msgstr "AES 密码封锁器链式解密模式。"
msgid "Maximum value for the mode enum."
msgstr "模式列举的最大值。"
msgid ""
"Physics body for 2D physics which moves only by script or animation. Useful "
"for moving platforms and doors."
msgstr "用于 2D 物理中仅通过脚本或动画移动的物理实体。适用于移动的平台和门。"
msgid ""
"Animatable body for 2D physics.\n"
"An animatable body can't be moved by external forces or contacts, but can be "
"moved by script or animation to affect other bodies in its path. It is ideal "
"for implementing moving objects in the environment, such as moving platforms "
"or doors.\n"
"When the body is moved manually, either from code or from an "
"[AnimationPlayer] (with [member AnimationPlayer.playback_process_mode] set "
"to [code]physics[/code]), the physics will automatically compute an estimate "
"of their linear and angular velocity. This makes them very useful for moving "
"platforms or other AnimationPlayer-controlled objects (like a door, a bridge "
"that opens, etc)."
msgstr ""
"用于 2D 物理的可动画化实体。\n"
"可动画化实体无法通过外力或接触移动,但可以通过脚本或动画移动以影响其路径中的"
"其他实体。它非常适合实现移动环境中的对象,例如移动的平台或门。\n"
"当实体通过代码或 [AnimationPlayer](将 [member AnimationPlayer."
"playback_process_mode] 设置为 [code]physics[/code])手动移动时,物理将自动计"
"算其线速度和角速度的估计值。这使得它们对于移动的平台或其他 AnimationPlayer 控"
"制的对象(如门、打开的桥等)非常有用。"
msgid ""
"If [code]true[/code], the body's movement will be synchronized to the "
"physics frame. This is useful when animating movement via [AnimationPlayer], "
"for example on moving platforms. Do [b]not[/b] use together with [method "
"PhysicsBody2D.move_and_collide]."
msgstr ""
"如果为 [code]true[/code],则物体的运动将与物理帧同步。当通过 "
"[AnimationPlayer] 为运动设置动画时,例如在移动的平台上,这个功能很有用。[b]不"
"要[/b]与[method PhysicsBody2D.move_and_collide]一起使用。"
msgid ""
"Physics body for 3D physics which moves only by script or animation. Useful "
"for moving platforms and doors."
msgstr "仅通过脚本或动画移动、用于3D 物理的物理体。适用于移动的平台和门。"
msgid ""
"Animatable body for 3D physics.\n"
"An animatable body can't be moved by external forces or contacts, but can be "
"moved by script or animation to affect other bodies in its path. It is ideal "
"for implementing moving objects in the environment, such as moving platforms "
"or doors.\n"
"When the body is moved manually, either from code or from an "
"[AnimationPlayer] (with [member AnimationPlayer.playback_process_mode] set "
"to [code]physics[/code]), the physics will automatically compute an estimate "
"of their linear and angular velocity. This makes them very useful for moving "
"platforms or other AnimationPlayer-controlled objects (like a door, a bridge "
"that opens, etc).\n"
"[b]Warning:[/b] With a non-uniform scale this node will probably not "
"function as expected. Please make sure to keep its scale uniform (i.e. the "
"same on all axes), and change the size(s) of its collision shape(s) instead."
msgstr ""
"用于 3D 物理的可动画实体。\n"
"可动画的实体不能被外力或接触移动,但可以被脚本或动画移动以影响其路径中的其他"
"实体。它非常适合在环境中实现移动的实体,例如移动的平台或门。\n"
"当通过代码或 [AnimationPlayer]([member AnimationPlayer."
"playback_process_mode] 被设置为 [code]physics[/code])手动移动实体时,物理将"
"自动计算其线速度和角速度的估计值。这使得它们对于移动的平台或其他 "
"AnimationPlayer 控制的对象(如门、打开的桥等)非常有用。\n"
"[b]警告:[/b]如果缩放比例不均匀,此节点可能无法按预期运行。请确保保持其比例统"
"一(即在所有轴上相同),并改为更改其碰撞形状的大小。"
msgid "3D Physics Tests Demo"
msgstr "3D 物理测试演示"
msgid "Third Person Shooter Demo"
msgstr "第三人称射击演示"
msgid "3D Voxel Demo"
msgstr "3D 体素演示"
msgid ""
"If [code]true[/code], the body's movement will be synchronized to the "
"physics frame. This is useful when animating movement via [AnimationPlayer], "
"for example on moving platforms. Do [b]not[/b] use together with [method "
"PhysicsBody3D.move_and_collide]."
msgstr ""
"如果为 [code]true[/code],则实体的运动将与物理帧同步。当通过 "
"[AnimationPlayer] 为运动设置动画时,例如在移动的平台上,这个功能很有用。请[b]"
"不要[/b]与 [method PhysicsBody3D.move_and_collide] 函数一起使用。"
msgid ""
"Sprite node that contains multiple textures as frames to play for animation."
msgstr "包含多个纹理作为动画播放帧的 Sprite 节点。"
msgid ""
"[AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries "
"multiple textures as animation frames. Animations are created using a "
"[SpriteFrames] resource, which allows you to import image files (or a folder "
"containing said files) to provide the animation frames for the sprite. The "
"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
"bottom panel."
msgstr ""
"[AnimatedSprite2D] 与 [Sprite2D] 节点类似,但是包含多张纹理,可用作动画帧。动"
"画使用 [SpriteFrames] 资源创建,可以导入图像文件(或包含此类文件的文件夹)为"
"该精灵提供动画帧。可以在编辑器的“动画帧”底部面板中配置 [SpriteFrames] 资源。"
msgid "2D Sprite animation"
msgstr "2D 精灵动画"
msgid "2D Dodge The Creeps Demo"
msgstr "2D Dodge The Creeps 演示"
msgid ""
"Returns the actual playing speed of current animation or [code]0[/code] if "
"not playing. This speed is the [member speed_scale] property multiplied by "
"[code]custom_speed[/code] argument specified when calling the [method play] "
"method.\n"
"Returns a negative value if the current animation is playing backwards."
msgstr ""
"返回当前动画的实际播放速度,未播放时则为 [code]0[/code]。这个速度是 [member "
"speed_scale] 属性乘以调用 [method play] 时指定的 [code]custom_speed[/code] 参"
"数。\n"
"如果当前动画是倒放的,则返回负值。"
msgid ""
"Returns [code]true[/code] if an animation is currently playing (even if "
"[member speed_scale] and/or [code]custom_speed[/code] are [code]0[/code])."
msgstr ""
"如果动画目前正在播放,则返回 [code]true[/code](即便 [member speed_scale] 和/"
"或 [code]custom_speed[/code] 为 [code]0[/code])。"
msgid ""
"Pauses the currently playing animation. The [member frame] and [member "
"frame_progress] will be kept and calling [method play] or [method "
"play_backwards] without arguments will resume the animation from the current "
"playback position.\n"
"See also [method stop]."
msgstr ""
"暂停当前正在播放的动画。会保留 [member frame] 和 [member frame_progress],不"
"带参数调用 [method play] 或 [method play_backwards] 会从当前播放位置恢复播放"
"该动画。\n"
"另见 [method stop]。"
msgid ""
"Plays the animation with key [param name]. If [param custom_speed] is "
"negative and [param from_end] is [code]true[/code], the animation will play "
"backwards (which is equivalent to calling [method play_backwards]).\n"
"If this method is called with that same animation [param name], or with no "
"[param name] parameter, the assigned animation will resume playing if it was "
"paused."
msgstr ""
"播放名称键为 [param name] 的动画。如果 [param custom_speed] 为负且 [param "
"from_end] 为 [code]true[/code],则该动画会倒放(等价于 [method "
"play_backwards])。\n"
"如果调用这个方法时使用了相同的动画名称 [param name] 或者没有使用 [param "
"name] 参数,则会继续播放已暂停的分配动画。"
msgid ""
"Plays the animation with key [param name] in reverse.\n"
"This method is a shorthand for [method play] with [code]custom_speed = -1.0[/"
"code] and [code]from_end = true[/code], so see its description for more "
"information."
msgstr ""
"倒放名称键为 [param name] 的动画。\n"
"这个方法是简写,等价于调用 [method play] 时使用 [code]custom_speed = -1.0[/"
"code] 和 [code]from_end = true[/code],所以更多信息请参阅其描述。"
msgid ""
"The setter of [member frame] resets the [member frame_progress] to "
"[code]0.0[/code] implicitly, but this method avoids that.\n"
"This is useful when you want to carry over the current [member "
"frame_progress] to another [member frame].\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Change the animation with keeping the frame index and progress.\n"
"var current_frame = animated_sprite.get_frame()\n"
"var current_progress = animated_sprite.get_frame_progress()\n"
"animated_sprite.play(\"walk_another_skin\")\n"
"animated_sprite.set_frame_and_progress(current_frame, current_progress)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"设置 [member frame] 时会隐式将 [member frame_progress] 重置为 [code]0.0[/"
"code],但这个方法可以避免。\n"
"如果你想要把当前的 [member frame_progress] 带到其他 [member frame] 中,就会非"
"常有用。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 更改动画的同时保留帧索引和进度。\n"
"var current_frame = animated_sprite.get_frame()\n"
"var current_progress = animated_sprite.get_frame_progress()\n"
"animated_sprite.play(\"walk_another_skin\")\n"
"animated_sprite.set_frame_and_progress(current_frame, current_progress)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Stops the currently playing animation. The animation position is reset to "
"[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/"
"code]. See also [method pause]."
msgstr ""
"停止当前正在播放的动画。会将动画的位置重置为 [code]0[/code],并将 "
"[code]custom_speed[/code] 重置为 [code]1.0[/code]。另见 [method pause]。"
msgid ""
"The current animation from the [member sprite_frames] resource. If this "
"value is changed, the [member frame] counter and the [member frame_progress] "
"are reset."
msgstr ""
"当前动画,来自 [member sprite_frames]。如果更改了这个值,会重置 [member "
"frame] 计数和 [member frame_progress]。"
msgid "The key of the animation to play when the scene loads."
msgstr "场景加载时要播放的动画名称。"
msgid "If [code]true[/code], texture will be centered."
msgstr "如果为 [code]true[/code],纹理将被居中。"
msgid "If [code]true[/code], texture is flipped horizontally."
msgstr "如果为 [code]true[/code],纹理将被水平翻转。"
msgid "If [code]true[/code], texture is flipped vertically."
msgstr "如果为 [code]true[/code],纹理将被垂直翻转。"
msgid ""
"The displayed animation frame's index. Setting this property also resets "
"[member frame_progress]. If this is not desired, use [method "
"set_frame_and_progress]."
msgstr ""
"所显示动画帧的索引。设置这个属性会重置 [member frame_progress]。如果不希望这"
"样,请使用 [method set_frame_and_progress]。"
msgid ""
"The progress value between [code]0.0[/code] and [code]1.0[/code] until the "
"current frame transitions to the next frame. If the animation is playing "
"backwards, the value transitions from [code]1.0[/code] to [code]0.0[/code]."
msgstr ""
"当前帧过渡到下一帧的进度值,在 [code]0.0[/code] 和 [code]1.0[/code] 之间。如"
"果动画是倒放的,则该值是从 [code]1.0[/code] 到 [code]0.0[/code]。"
msgid "The texture's drawing offset."
msgstr "纹理的绘图偏移量。"
msgid ""
"The speed scaling ratio. For example, if this value is [code]1[/code], then "
"the animation plays at normal speed. If it's [code]0.5[/code], then it plays "
"at half speed. If it's [code]2[/code], then it plays at double speed.\n"
"If set to a negative value, the animation is played in reverse. If set to "
"[code]0[/code], the animation will not advance."
msgstr ""
"速度缩放比。例如,如果该值为 [code]1[/code],则动画以正常速度播放。如果它是 "
"[code]0.5[/code],那么它会半速播放。如果是 [code]2[/code],则会以双倍速度播"
"放。\n"
"如果设置为负值,则动画反向播放。如果设置为[code]0[/code],则动画不会前进。"
msgid ""
"The [SpriteFrames] resource containing the animation(s). Allows you the "
"option to load, edit, clear, make unique and save the states of the "
"[SpriteFrames] resource."
msgstr ""
"包含动画的 [SpriteFrames] 资源。可以对 [SpriteFrames] 资源进行加载、编辑、清"
"空、唯一化、保存状态等操作。"
msgid "Emitted when [member animation] changes."
msgstr "当 [member animation] 更改时发出。"
msgid ""
"Emitted when the animation reaches the end, or the start if it is played in "
"reverse. When the animation finishes, it pauses the playback."
msgstr ""
"当动画到达结尾时,或者如果反向播放则到达起点时发出。当动画结束时,它会暂停播"
"放。"
msgid "Emitted when the animation loops."
msgstr "当动画循环播放时发出。"
msgid "Emitted when [member frame] changes."
msgstr "[member frame] 更改时发出。"
msgid "Emitted when [member sprite_frames] changes."
msgstr "当 [member sprite_frames] 更改时发出。"
msgid ""
"2D sprite node in 3D world, that can use multiple 2D textures for animation."
msgstr "3D 世界中的 2D 精灵节点,可以使用多个 2D 纹理进行动画处理。"
msgid ""
"[AnimatedSprite3D] is similar to the [Sprite3D] node, except it carries "
"multiple textures as animation [member sprite_frames]. Animations are "
"created using a [SpriteFrames] resource, which allows you to import image "
"files (or a folder containing said files) to provide the animation frames "
"for the sprite. The [SpriteFrames] resource can be configured in the editor "
"via the SpriteFrames bottom panel."
msgstr ""
"[AnimatedSprite3D] 与 [Sprite3D] 节点类似,但是包含多张纹理,可用作动画 "
"[member sprite_frames]。动画使用 [SpriteFrames] 资源创建,可以导入图像文件"
"(或包含此类文件的文件夹)为该精灵提供动画帧。可以在编辑器的“动画帧”底部面板"
"中配置 [SpriteFrames] 资源。"
msgid "2D Sprite animation (also applies to 3D)"
msgstr "2D 精灵动画(也适用于 3D)"
msgid "Proxy texture for simple frame-based animations."
msgstr "用于简单帧动画的代理纹理。"
msgid "Returns the given [param frame]'s duration, in seconds."
msgstr "返回给定的 [param frame] 的持续时间,以秒为单位。"
msgid "Returns the given frame's [Texture2D]."
msgstr "返回给定帧的 [Texture2D]。"
msgid ""
"Sets the duration of any given [param frame]. The final duration is affected "
"by the [member speed_scale]. If set to [code]0[/code], the frame is skipped "
"during playback."
msgstr ""
"设置任何给定 [param frame] 的持续时间。最终的持续时间受 [member speed_scale] "
"影响。如果设置为 [code]0[/code],则该帧在播放过程中被跳过。"
msgid ""
"Assigns a [Texture2D] to the given frame. Frame IDs start at 0, so the first "
"frame has ID 0, and the last frame of the animation has ID [member frames] - "
"1.\n"
"You can define any number of textures up to [constant MAX_FRAMES], but keep "
"in mind that only frames from 0 to [member frames] - 1 will be part of the "
"animation."
msgstr ""
"将 [Texture2D] 分配给给定的帧。帧 ID 从 0 开始,因此第一帧的 ID 为 0,动画的"
"最后一帧的 ID 为 [member frames] - 1。\n"
"您可以定义最多 [constant MAX_FRAMES] 个纹理,但要记住,只有 0 到 [member "
"frames] - 1 的帧会成为动画的一部分。"
msgid ""
"Number of frames to use in the animation. While you can create the frames "
"independently with [method set_frame_texture], you need to set this value "
"for the animation to take new frames into account. The maximum number of "
"frames is [constant MAX_FRAMES]."
msgstr ""
"动画中要使用的帧数。虽然您可以使用 [method set_frame_texture] 独立创建帧,但"
"是您需要为动画设置此值以考虑新帧。最大帧数为 [constant MAX_FRAMES]。"
msgid ""
"If [code]true[/code], the animation will only play once and will not loop "
"back to the first frame after reaching the end. Note that reaching the end "
"will not set [member pause] to [code]true[/code]."
msgstr ""
"如果为 [code]true[/code],则动画将只播放一次,并且在到达结尾后将不会循环回到"
"第一帧。请注意,到达终点不会将 [member pause] 设置为 [code]true[/code]。"
msgid ""
"If [code]true[/code], the animation will pause where it currently is (i.e. "
"at [member current_frame]). The animation will continue from where it was "
"paused when changing this property to [code]false[/code]."
msgstr ""
"如果为 [code]true[/code],则动画将暂停在当前位置(即 [member "
"current_frame])。将此属性更改为 [code]false[/code] 时,动画将从暂停处继续播"
"放。"
msgid ""
"The animation speed is multiplied by this value. If set to a negative value, "
"the animation is played in reverse."
msgstr "动画速度将乘以该值。如果设置为负值,则动画反向播放。"
msgid ""
"The maximum number of frames supported by [AnimatedTexture]. If you need "
"more frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D]."
msgstr ""
"[AnimatedTexture] 支持的最大帧数。如果动画需要更多帧,请使用 "
"[AnimationPlayer] 或 [AnimatedSprite2D]。"
msgid "Contains data used to animate everything in the engine."
msgstr "包含用于对引擎中所有内容进行动画处理的数据。"
msgid ""
"An Animation resource contains data used to animate everything in the "
"engine. Animations are divided into tracks, and each track must be linked to "
"a node. The state of that node can be changed through time, by adding timed "
"keys (events) to the track.\n"
"[codeblocks]\n"
"[gdscript]\n"
"# This creates an animation that makes the node \"Enemy\" move to the right "
"by\n"
"# 100 pixels in 0.5 seconds.\n"
"var animation = Animation.new()\n"
"var track_index = animation.add_track(Animation.TYPE_VALUE)\n"
"animation.track_set_path(track_index, \"Enemy:position:x\")\n"
"animation.track_insert_key(track_index, 0.0, 0)\n"
"animation.track_insert_key(track_index, 0.5, 100)\n"
"[/gdscript]\n"
"[csharp]\n"
"// This creates an animation that makes the node \"Enemy\" move to the right "
"by\n"
"// 100 pixels in 0.5 seconds.\n"
"var animation = new Animation();\n"
"int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n"
"animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n"
"animation.TrackInsertKey(trackIndex, 0.0f, 0);\n"
"animation.TrackInsertKey(trackIndex, 0.5f, 100);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Animations are just data containers, and must be added to nodes such as an "
"[AnimationPlayer] to be played back. Animation tracks have different types, "
"each with its own set of dedicated methods. Check [enum TrackType] to see "
"available types.\n"
"[b]Note:[/b] For 3D position/rotation/scale, using the dedicated [constant "
"TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] "
"track types instead of [constant TYPE_VALUE] is recommended for performance "
"reasons."
msgstr ""
"Animation(动画)资源包含用于对引擎中的一切进行动画处理的数据。动画分为轨道,"
"轨道必须与节点相连。向轨道添加定时关键帧(事件)后,节点的状态可以随时间变"
"化。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 创建动画,让“Enemy”节点在 0.5 秒内\n"
"# 向右移动 100 像素。\n"
"var animation = Animation.new()\n"
"var track_index = animation.add_track(Animation.TYPE_VALUE)\n"
"animation.track_set_path(track_index, \"Enemy:position:x\")\n"
"animation.track_insert_key(track_index, 0.0, 0)\n"
"animation.track_insert_key(track_index, 0.5, 100)\n"
"[/gdscript]\n"
"[csharp]\n"
"# 创建动画,让“Enemy”节点在 0.5 秒内\n"
"# 向右移动 100 像素。\n"
"var animation = new Animation();\n"
"int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n"
"animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n"
"animation.TrackInsertKey(trackIndex, 0.0f, 0);\n"
"animation.TrackInsertKey(trackIndex, 0.5f, 100);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"动画只是数据的容器,必须添加至 [AnimationPlayer] 等节点才能进行播放。动画轨道"
"分为不同的类型,不同的类型有各自不同的专属方法。可用的类型请查看 [enum "
"TrackType]。\n"
"[b]注意:[/b]对于 3D 的位置、旋转、缩放,推荐使用专门的 [constant "
"TYPE_POSITION_3D]、[constant TYPE_ROTATION_3D]、[constant TYPE_SCALE_3D] 轨道"
"类型,不要使用 [constant TYPE_VALUE],性能更高。"
msgid "Animation documentation index"
msgstr "动画教程索引"
msgid "Adds a track to the Animation."
msgstr "向动画添加轨道。"
msgid ""
"Returns the animation name at the key identified by [param key_idx]. The "
"[param track_idx] must be the index of an Animation Track."
msgstr ""
"返回由 [param key_idx] 标识的键处的动画名称。[param track_idx] 必须是动画轨道"
"的索引。"
msgid ""
"Inserts a key with value [param animation] at the given [param time] (in "
"seconds). The [param track_idx] must be the index of an Animation Track."
msgstr ""
"在给定的 [param time](以秒为单位)插入一个值为 [param animation] 的键。"
"[param track_idx] 必须是动画轨道的索引。"
msgid ""
"Sets the key identified by [param key_idx] to value [param animation]. The "
"[param track_idx] must be the index of an Animation Track."
msgstr ""
"将 [param key_idx] 标识的键设置为值 [param animation]。[param track_idx] 必须"
"是动画轨道的索引。"
msgid ""
"Returns the end offset of the key identified by [param key_idx]. The [param "
"track_idx] must be the index of an Audio Track.\n"
"End offset is the number of seconds cut off at the ending of the audio "
"stream."
msgstr ""
"返回由 [param key_idx] 标识的键的结束偏移量。[param track_idx] 必须是音频轨道"
"的索引。\n"
"结束偏移量是在音频流结束时截断的秒数。"
msgid ""
"Returns the start offset of the key identified by [param key_idx]. The "
"[param track_idx] must be the index of an Audio Track.\n"
"Start offset is the number of seconds cut off at the beginning of the audio "
"stream."
msgstr ""
"返回由 [param key_idx] 标识的键的起始偏移量。[param track_idx] 必须是音频轨道"
"的索引。\n"
"起始偏移量是在音频流开始时截断的秒数。"
msgid ""
"Returns the audio stream of the key identified by [param key_idx]. The "
"[param track_idx] must be the index of an Audio Track."
msgstr ""
"返回由 [param key_idx] 标识的键的音频流。[param track_idx] 必须是音频轨道的索"
"引。"
msgid ""
"Inserts an Audio Track key at the given [param time] in seconds. The [param "
"track_idx] must be the index of an Audio Track.\n"
"[param stream] is the [AudioStream] resource to play. [param start_offset] "
"is the number of seconds cut off at the beginning of the audio stream, while "
"[param end_offset] is at the ending."
msgstr ""
"在 [param time] 秒处插入音频轨道关键帧。[param track_idx] 必须是音频轨道的索"
"引。\n"
"[param stream] 是要播放的 [AudioStream] 资源。[param start_offset] 是音频流开"
"头截断的秒数,而 [param end_offset] 是在结尾处截断的秒数。"
msgid ""
"Sets the end offset of the key identified by [param key_idx] to value [param "
"offset]. The [param track_idx] must be the index of an Audio Track."
msgstr ""
"将由 [param key_idx] 标识的键的结束偏移量设置为值 [param offset]。[param "
"track_idx] 必须是音频轨道的索引。"
msgid ""
"Sets the start offset of the key identified by [param key_idx] to value "
"[param offset]. The [param track_idx] must be the index of an Audio Track."
msgstr ""
"将由 [param key_idx] 标识的键的起始偏移量设置为值 [param offset]。[param "
"track_idx] 必须是音频轨道的索引。"
msgid ""
"Sets the stream of the key identified by [param key_idx] to value [param "
"stream]. The [param track_idx] must be the index of an Audio Track."
msgstr ""
"将由 [param key_idx] 标识的键的流设置为值 [param stream]。[param track_idx] "
"必须是音频轨道的索引。"
msgid ""
"Sets whether the track will be blended with other animations. If [code]true[/"
"code], the audio playback volume changes depending on the blend value."
msgstr ""
"设置轨道是否将与其他动画混合。如果为 [code]true[/code],音频播放音量会根据混"
"合值而变化。"
msgid ""
"Returns the in handle of the key identified by [param key_idx]. The [param "
"track_idx] must be the index of a Bezier Track."
msgstr ""
"返回由 [param key_idx] 识别的键的入点手柄,[param track_idx] 必须是贝赛尔曲线"
"轨道的索引。"
msgid ""
"Returns the out handle of the key identified by [param key_idx]. The [param "
"track_idx] must be the index of a Bezier Track."
msgstr ""
"返回由 [param key_idx] 识别的键的出点手柄,[param track_idx] 必须是贝赛尔曲线"
"轨道的索引。"
msgid ""
"Returns the value of the key identified by [param key_idx]. The [param "
"track_idx] must be the index of a Bezier Track."
msgstr ""
"返回由 [param key_idx] 识别的键的值,[param track_idx] 必须是贝塞尔轨道的索"
"引。"
msgid ""
"Inserts a Bezier Track key at the given [param time] in seconds. The [param "
"track_idx] must be the index of a Bezier Track.\n"
"[param in_handle] is the left-side weight of the added Bezier curve point, "
"[param out_handle] is the right-side one, while [param value] is the actual "
"value at this point."
msgstr ""
"在给定的时间 [param time] 秒处插入贝塞尔轨道键。[param track_idx] 必须是贝塞"
"尔轨道的索引。\n"
"[param in_handle] 是添加的贝塞尔曲线点的左侧权重,[param out_handle] 是右侧权"
"重,而 [param value] 是这个点的实际值。"
msgid ""
"Returns the interpolated value at the given [param time] (in seconds). The "
"[param track_idx] must be the index of a Bezier Track."
msgstr ""
"返回给定 [param time] 处的插值(以秒为单位)。[param track_idx] 必须是贝塞尔"
"轨道的索引。"
msgid ""
"Sets the in handle of the key identified by [param key_idx] to value [param "
"in_handle]. The [param track_idx] must be the index of a Bezier Track."
msgstr ""
"将 [param key_idx] 所标识的键的入点手柄设置为 [param in_handle] 值。[param "
"track_idx] 必须是贝塞尔轨道的索引。"
msgid ""
"Sets the out handle of the key identified by [param key_idx] to value [param "
"out_handle]. The [param track_idx] must be the index of a Bezier Track."
msgstr ""
"将由 [param key_idx] 确定的关键帧的出点手柄设置为 [param out_handle]。参数 "
"[param track_idx] 必须是贝塞尔轨道的索引。"
msgid ""
"Sets the value of the key identified by [param key_idx] to the given value. "
"The [param track_idx] must be the index of a Bezier Track."
msgstr ""
"将 [param key_idx] 所标识的键值设置为给定值。[param track_idx] 必须是贝塞尔轨"
"道的索引。"
msgid "Inserts a key in a given blend shape track. Returns the key index."
msgstr "在给定的混合形状轨道中插入一个关键帧。返回键索引。"
msgid "Clear the animation (clear all tracks and reset all)."
msgstr "清除动画(清除所有轨道并重置所有)。"
msgid ""
"Compress the animation and all its tracks in-place. This will make [method "
"track_is_compressed] return [code]true[/code] once called on this "
"[Animation]. Compressed tracks require less memory to be played, and are "
"designed to be used for complex 3D animations (such as cutscenes) imported "
"from external 3D software. Compression is lossy, but the difference is "
"usually not noticeable in real world conditions.\n"
"[b]Note:[/b] Compressed tracks have various limitations (such as not being "
"editable from the editor), so only use compressed animations if you actually "
"need them."
msgstr ""
"就地压缩动画及其所有轨道。这将使 [method track_is_compressed] 一旦在这个 "
"[Animation] 上被调用就会返回 [code]true[/code]。压缩后的轨道在播放时需要更少"
"的内存,并且这被设计用于从外部3D软件导入的复杂的3D动画(比如过场动画)。压缩"
"是有损失的,但现实中通常不会注意到这种差异。\n"
"[b]注意:[/b]压缩轨道有各种限制(比如不能从编辑器中编辑),所以只有在你真正需"
"要时才使用压缩动画。"
msgid ""
"Adds a new track that is a copy of the given track from [param to_animation]."
msgstr "添加一个新的轨道,这个轨道是给定轨道 [param to_animation] 的副本。"
msgid ""
"Returns the index of the specified track. If the track is not found, return "
"-1."
msgstr "返回指定轨迹的索引。如果没有找到,返回 -1。"
msgid "Returns the amount of tracks in the animation."
msgstr "返回动画中的轨道数。"
msgid "Returns the method name of a method track."
msgstr "返回一个方法轨道的方法名。"
msgid ""
"Returns the arguments values to be called on a method track for a given key "
"in a given track."
msgstr "返回给定方法轨道中给定键的方法要调用的参数值。"
msgid "Inserts a key in a given 3D position track. Returns the key index."
msgstr "在给定的 3D 位置轨道中插入关键帧。返回该关键帧的索引。"
msgid "Removes a track by specifying the track index."
msgstr "通过指定轨道索引来移除一个轨道。"
msgid "Inserts a key in a given 3D rotation track. Returns the key index."
msgstr "在给定的 3D 旋转轨道中插入关键帧。返回该关键帧的索引。"
msgid "Inserts a key in a given 3D scale track. Returns the key index."
msgstr "在给定的 3D 缩放轨道中插入关键帧。返回该关键帧的索引。"
msgid ""
"Finds the key index by time in a given track. Optionally, only find it if "
"the approx/exact time is given."
msgstr ""
"按时间查找给定轨道中的关键帧索引。也可选择只在给定大约/准确时间的情况下查找。"
msgid ""
"Returns [code]true[/code] if the track at [param track_idx] wraps the "
"interpolation loop. New tracks wrap the interpolation loop by default."
msgstr ""
"如果 [param track_idx] 处的轨道环绕插值循环,则返回 [code]true[/code]。新建的"
"轨道默认都会环绕插值循环。"
msgid "Returns the interpolation type of a given track."
msgstr "返回给定轨道的插值类型。"
msgid "Returns the number of keys in a given track."
msgstr "返回给定轨道中关键帧的数量。"
msgid "Returns the time at which the key is located."
msgstr "返回关键帧所在的时间。"
msgid ""
"Returns the transition curve (easing) for a specific key (see the built-in "
"math function [method @GlobalScope.ease])."
msgstr ""
"返回给定关键帧的过渡曲线(缓动)(见内置数学函数 [method @GlobalScope."
"ease])。"
msgid "Returns the value of a given key in a given track."
msgstr "返回给定轨道中给定关键帧的值。"
msgid ""
"Gets the path of a track. For more information on the path format, see "
"[method track_set_path]."
msgstr ""
"获取轨道的路径。有关路径格式的详细信息,请参阅 [method track_set_path]。"
msgid "Gets the type of a track."
msgstr "获取轨道的类型。"
msgid "Inserts a generic key in a given track. Returns the key index."
msgstr "在给定的轨道中插入一个通用关键帧。返回关键帧索引。"
msgid ""
"Returns [code]true[/code] if the track is compressed, [code]false[/code] "
"otherwise. See also [method compress]."
msgstr ""
"如果轨道被压缩,则返回 [code]true[/code],否则返回 [code]false[/code]。另见 "
"[method compress]。"
msgid ""
"Returns [code]true[/code] if the track at index [param track_idx] is enabled."
msgstr "如果启用了索引 [param track_idx] 处的轨道,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the given track is imported. Else, return "
"[code]false[/code]."
msgstr ""
"如果给定的轨道是被导入的,返回 [code]true[/code]。否则返回 [code]false[/"
"code]。"
msgid "Moves a track down."
msgstr "将轨道下移。"
msgid ""
"Changes the index position of track [param track_idx] to the one defined in "
"[param to_idx]."
msgstr "将轨道 [param track_idx] 的索引位置改为 [param to_idx] 中定义的位置。"
msgid "Moves a track up."
msgstr "将轨道上移。"
msgid "Removes a key by index in a given track."
msgstr "在指定的轨道上按索引移除一个键。"
msgid "Removes a key at [param time] in a given track."
msgstr "在给定轨道中的 [param time] 移除一个键。"
msgid "Enables/disables the given track. Tracks are enabled by default."
msgstr "启用/禁用给定的轨道。轨道默认为启用。"
msgid "Sets the given track as imported or not."
msgstr "将指定的轨道设置为导入或不导入。"
msgid ""
"If [code]true[/code], the track at [param track_idx] wraps the interpolation "
"loop."
msgstr "如果为 [code]true[/code],则 [param track_idx] 处的轨道环绕插值循环。"
msgid "Sets the interpolation type of a given track."
msgstr "设置指定轨道的插值类型。"
msgid "Sets the time of an existing key."
msgstr "设置现有关键帧的时间。"
msgid ""
"Sets the transition curve (easing) for a specific key (see the built-in math "
"function [method @GlobalScope.ease])."
msgstr ""
"设置指定关键帧的过渡曲线(缓动)(参阅内置数学函数 [method @GlobalScope."
"ease])。"
msgid "Sets the value of an existing key."
msgstr "设置现有关键帧的值。"
msgid ""
"Sets the path of a track. Paths must be valid scene-tree paths to a node and "
"must be specified starting from the parent node of the node that will "
"reproduce the animation. Tracks that control properties or bones must append "
"their name after the path, separated by [code]\":\"[/code].\n"
"For example, [code]\"character/skeleton:ankle\"[/code] or [code]\"character/"
"mesh:transform/local\"[/code]."
msgstr ""
"设置轨道的路径。路径必须是指向场景树节点的有效路径,必须从将要实现动画的节点"
"的父节点开始指定。控制属性或骨骼的轨道必须在路径后面加上它们的名字,用 "
"[code]\":\"[/code] 分隔。\n"
"例如,[code]\"character/skeleton:ankle\"[/code] 或 [code]\"character/mesh:"
"transform/local\"[/code]。"
msgid ""
"Swaps the track [param track_idx]'s index position with the track [param "
"with_idx]."
msgstr ""
"将轨道 [param track_idx] 的索引位置与轨道 [param with_idx] 的索引位置互换。"
msgid "Returns the update mode of a value track."
msgstr "返回值轨道的更新模式。"
msgid ""
"Returns the interpolated value at the given time (in seconds). The [param "
"track_idx] must be the index of a value track."
msgstr ""
"返回位于给定时间(以秒为单位)的插值后的值。[param track_idx] 必须是值轨道的"
"索引。"
msgid "Sets the update mode (see [enum UpdateMode]) of a value track."
msgstr "设置值轨道的更新模式(请参阅 [enum UpdateMode])。"
msgid ""
"The total length of the animation (in seconds).\n"
"[b]Note:[/b] Length is not delimited by the last key, as this one may be "
"before or after the end to ensure correct interpolation and looping."
msgstr ""
"动画的总长度(单位为秒)。\n"
"[b]注意:[/b]长度不以最后一个关键帧为界,因为这个关键帧可能位于结束前或结束"
"后,以确保正确的插值和循环。"
msgid ""
"Determines the behavior of both ends of the animation timeline during "
"animation playback. This is used for correct interpolation of animation "
"cycles, and for hinting the player that it must restart the animation."
msgstr ""
"确定动画播放期间动画时间轴两端的行为。 这用于动画循环的正确插值,以及提示播放"
"器必须重新启动动画。"
msgid "The animation step value."
msgstr "动画步长值。"
msgid ""
"Value tracks set values in node properties, but only those which can be "
"interpolated. For 3D position/rotation/scale, using the dedicated [constant "
"TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] "
"track types instead of [constant TYPE_VALUE] is recommended for performance "
"reasons."
msgstr ""
"值轨道设置节点属性中的值,但仅限于那些可以被插值的属性。对于 3D 位置/旋转/缩"
"放,出于性能原因,建议使用专用的 [constant TYPE_POSITION_3D]、[constant "
"TYPE_ROTATION_3D] 和 [constant TYPE_SCALE_3D] 轨道类型而不是 [constant "
"TYPE_VALUE]。"
msgid "3D position track (values are stored in [Vector3]s)."
msgstr "3D 位置轨道(值存储在 [Vector3] 中)。"
msgid "3D rotation track (values are stored in [Quaternion]s)."
msgstr "3D 旋转轨道(值存储在 [Quaternion] 中)。"
msgid "3D scale track (values are stored in [Vector3]s)."
msgstr "3D 缩放轨道(值存储在 [Vector3] 中)。"
msgid "Blend shape track."
msgstr "混合形状轨道。"
msgid "Method tracks call functions with given arguments per key."
msgstr "方法轨道会在各个关键帧上使用给定参数的调用函数。"
msgid ""
"Bezier tracks are used to interpolate a value using custom curves. They can "
"also be used to animate sub-properties of vectors and colors (e.g. alpha "
"value of a [Color])."
msgstr ""
"贝塞尔轨道可以用来根据自定义曲线对数值进行插值。它们也可以用来对向量和颜色的"
"子属性进行动画处理(例如 [Color] 的 Alpha 值)。"
msgid ""
"Audio tracks are used to play an audio stream with either type of "
"[AudioStreamPlayer]. The stream can be trimmed and previewed in the "
"animation."
msgstr ""
"音频轨道可以用来通过任意类型的 [AudioStreamPlayer] 播放音频流。该流可以在动画"
"中进行修剪和预览。"
msgid "Animation tracks play animations in other [AnimationPlayer] nodes."
msgstr "动画轨道会在其他 [AnimationPlayer] 节点中播放动画。"
msgid "No interpolation (nearest value)."
msgstr "无插值(最邻近的值)。"
msgid "Linear interpolation."
msgstr "线性插值。"
msgid ""
"Cubic interpolation. This looks smoother than linear interpolation, but is "
"more expensive to interpolate. Stick to [constant INTERPOLATION_LINEAR] for "
"complex 3D animations imported from external software, even if it requires "
"using a higher animation framerate in return."
msgstr ""
"三次插值。这看起来比线性插值更平滑,但插值成本更高。对于从外部软件导入的复杂 "
"3D 动画,坚持使用 [constant INTERPOLATION_LINEAR],即使它需要使用更高的动画帧"
"率作为回报。"
msgid ""
"Linear interpolation with shortest path rotation.\n"
"[b]Note:[/b] The result value is always normalized and may not match the key "
"value."
msgstr ""
"具有最短路径旋转的线性插值。\n"
"[b]注意:[/b]结果值总是归一化的,可能与关键帧的值不匹配。"
msgid ""
"Cubic interpolation with shortest path rotation.\n"
"[b]Note:[/b] The result value is always normalized and may not match the key "
"value."
msgstr ""
"具有最短路径旋转的三次插值。\n"
"[b]注意:[/b]结果值总是归一化的,可能与关键帧的值不匹配。"
msgid "Update between keyframes and hold the value."
msgstr "在关键帧之间更新并保持值。"
msgid "Update at the keyframes."
msgstr "在关键帧更新。"
msgid ""
"Same as linear interpolation, but also interpolates from the current value "
"(i.e. dynamically at runtime) if the first key isn't at 0 seconds."
msgstr ""
"与线性插值相同,但如果第一个关键帧不在第 0 秒,则会从当前值进行插值(即在运行"
"时动态插值)。"
msgid "At both ends of the animation, the animation will stop playing."
msgstr "在动画的两端,动画将停止播放。"
msgid ""
"At both ends of the animation, the animation will be repeated without "
"changing the playback direction."
msgstr "在动画的两端,动画会在不改变播放方向的情况下重复播放。"
msgid "Repeats playback and reverse playback at both ends of the animation."
msgstr "在动画的两端重复进行播放和反向播放。"
msgid "This flag indicates that the animation proceeds without any looping."
msgstr "该标志指示动画在没有任何循环的情况下继续进行。"
msgid ""
"This flag indicates that the animation has reached the end of the animation "
"and just after loop processed."
msgstr "该标志表示动画已到达动画的末尾并且刚好在循环处理之后。"
msgid ""
"This flag indicates that the animation has reached the start of the "
"animation and just after loop processed."
msgstr "该标志表示动画已经到达动画的开始并且刚好在循环处理之后。"
msgid "Finds the nearest time key."
msgstr "查找最近的时间键。"
msgid "Finds only the key with approximating the time."
msgstr "仅查找与时间相近的键。"
msgid "Finds only the key with matching the time."
msgstr "仅查找与时间匹配的键。"
msgid "Container for [Animation] resources."
msgstr "[Animation] 资源的容器。"
msgid ""
"An animation library stores a set of animations accessible through "
"[StringName] keys, for use with [AnimationPlayer] nodes."
msgstr ""
"动画库存储一组可通过 [StringName] 键访问的动画,可用于 [AnimationPlayer] 节"
"点。"
msgid "Animation tutorial index"
msgstr "动画教程索引"
msgid ""
"Adds the [param animation] to the library, accessible by the key [param "
"name]."
msgstr "将 [param animation] 添加到库中,可通过键 [param name] 访问。"
msgid ""
"Returns the [Animation] with the key [param name]. If the animation does not "
"exist, [code]null[/code] is returned and an error is logged."
msgstr ""
"返回带有键 [param name] 的 [Animation]。如果动画不存在,则返回 [code]null[/"
"code] 并记录错误。"
msgid "Returns the keys for the [Animation]s stored in the library."
msgstr "返回库中存储的 [Animation] 的键。"
msgid ""
"Returns [code]true[/code] if the library stores an [Animation] with [param "
"name] as the key."
msgstr ""
"如果该库存储了以 [param name] 作为键的 [Animation],则返回 [code]true[/"
"code]。"
msgid "Removes the [Animation] with the key [param name]."
msgstr "使用键 [param name] 移除 [Animation]。"
msgid ""
"Changes the key of the [Animation] associated with the key [param name] to "
"[param newname]."
msgstr "将与键 [param name] 关联的 [Animation] 的键更改为 [param newname]。"
msgid "Emitted when an [Animation] is added, under the key [param name]."
msgstr "在键 [param name] 下添加 [Animation] 时发出。"
msgid ""
"Emitted when there's a change in one of the animations, e.g. tracks are "
"added, moved or have changed paths. [param name] is the key of the animation "
"that was changed.\n"
"See also [signal Resource.changed], which this acts as a relay for."
msgstr ""
"当其中一个动画发生变化时发出,例如轨道被添加、移动,或路径被更改。[param "
"name] 是被改变的动画的键。\n"
"另见 [signal Resource.changed],本信号充当该信号的中继。"
msgid ""
"Emitted when an [Animation] stored with the key [param name] is removed."
msgstr "当使用键 [param name] 存储的 [Animation] 被移除时发出。"
msgid ""
"Emitted when the key for an [Animation] is changed, from [param name] to "
"[param to_name]."
msgstr "当 [Animation] 的键从 [param name] 更改为 [param to_name] 时发出。"
msgid "Base resource for [AnimationTree] nodes."
msgstr "[AnimationTree] 节点的基础资源。"
msgid ""
"Base resource for [AnimationTree] nodes. In general, it's not used directly, "
"but you can create custom ones with custom blending formulas.\n"
"Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], "
"otherwise [AnimationRootNode] should be used instead."
msgstr ""
"[AnimationTree] 节点的基础资源。通常,它不是直接使用的,但是您可以使用自定义"
"混合公式创建自定义的。\n"
"在创建主要用于 [AnimationNodeBlendTree] 的节点时,继承该属性,否则应改用 "
"[AnimationRootNode]。"
msgid "AnimationTree"
msgstr "AnimationTree"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"override the text caption for this node."
msgstr ""
"继承 [AnimationRootNode] 时,实现这个虚方法可以覆盖这个节点的标题文本。"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return a child node by its [param name]."
msgstr ""
"继承 [AnimationRootNode] 时,实现这个虚方法可以根据名称 [param name] 来返回对"
"应的子节点。"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return all children nodes in order as a [code]name: node[/code] dictionary."
msgstr ""
"继承 [AnimationRootNode] 时,实现这个虚方法可以用 [code]名称:节点[/code] 字典"
"的形式按顺序返回所有子节点。"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return the default value of a [param parameter]. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple trees."
msgstr ""
"继承 [AnimationRootNode] 时,实现这个虚方法可以返回参数“[param parameter]”的"
"默认值。参数是节点的自定义本地存储,资源可以在多个树中重用。"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return a list of the properties on this node. Parameters are custom local "
"memory used for your nodes, given a resource can be reused in multiple "
"trees. Format is similar to [method Object.get_property_list]."
msgstr ""
"继承 [AnimationRootNode] 时,实现这个虚方法可以返回这个节点的属性列表。参数是"
"节点的自定义本地存储,资源可以在多个树中重用。格式与 [method Object."
"get_property_list] 类似。"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return whether the blend tree editor should display filter editing on this "
"node."
msgstr ""
"继承 [AnimationRootNode] 时,实现这个虚方法可以返回混合树编辑器是否应该在这个"
"节点上显示过滤器编辑。"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return whether the [param parameter] is read-only. Parameters are custom "
"local memory used for your nodes, given a resource can be reused in multiple "
"trees."
msgstr ""
"继承 [AnimationRootNode] 时,实现这个虚方法可以返回参数 [param parameter] 是"
"否只读。参数是节点的自定义本地存储,资源可以在多个树中重用。"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"run some code when this node is processed. The [param time] parameter is a "
"relative delta, unless [param seek] is [code]true[/code], in which case it "
"is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
"This function should return the time left for the current animation to "
"finish (if unsure, pass the value from the main blend being called)."
msgstr ""
"继承 [AnimationRootNode] 时,实现这个虚方法可以在这个节点进行处理时执行代码。"
"参数 [param time] 是相对增量,除非 [param seek] 为 [code]true[/code],此时为"
"绝对增量。\n"
"请在此处调用 [method blend_input]、[method blend_node] 或 [method "
"blend_animation] 函数。你也可以使用 [method get_parameter] 和 [method "
"set_parameter] 来修改本地存储。\n"
"这个函数应当返回当前动画还需多少时间完成(不确定的话,请传递调用主混合的"
"值)。"
msgid ""
"Adds an input to the node. This is only useful for nodes created for use in "
"an [AnimationNodeBlendTree]. If the addition fails, returns [code]false[/"
"code]."
msgstr ""
"为节点添加一个输入。这只对创建用于 [AnimationNodeBlendTree] 的节点有用。如果"
"添加失败,返回 [code]false[/code]。"
msgid ""
"Blend an animation by [param blend] amount (name must be valid in the linked "
"[AnimationPlayer]). A [param time] and [param delta] may be passed, as well "
"as whether [param seeked] happened.\n"
"A [param looped_flag] is used by internal processing immediately after the "
"loop. See also [enum Animation.LoopedFlag]."
msgstr ""
"按 [param blend] 量混合一个动画(名称必须在链接的 [AnimationPlayer] 中有"
"效)。可以传入时间 [param time] 和增量 [param delta],以及表示是否发生寻道的 "
"[param seeked]。\n"
"[param looped_flag] 在循环后立即由内部处理使用。另见 [enum Animation."
"LoopedFlag]。"
msgid ""
"Blend an input. This is only useful for nodes created for an "
"[AnimationNodeBlendTree]. The [param time] parameter is a relative delta, "
"unless [param seek] is [code]true[/code], in which case it is absolute. A "
"filter mode may be optionally passed (see [enum FilterAction] for options)."
msgstr ""
"混合一个输入。这只对为 [AnimationNodeBlendTree] 创建的节点有用。时间参数 "
"[param time] 是一个相对的增量,除非 [param seek] 是 [code]true[/code],此时它"
"是绝对的。可以选择传入过滤模式(选项请参阅 [enum FilterAction])。"
msgid ""
"Blend another animation node (in case this node contains children animation "
"nodes). This function is only useful if you inherit from [AnimationRootNode] "
"instead, else editors will not display your node for addition."
msgstr ""
"混合另一个动画节点(在这个节点包含子动画节点的情况下)。这个函数只有在你继承 "
"[AnimationRootNode] 时才有用,否则编辑器将不会显示你的节点以供添加。"
msgid ""
"Returns the input index which corresponds to [param name]. If not found, "
"returns [code]-1[/code]."
msgstr ""
"返回与名称 [param name] 相关的输入索引,如果不存在则返回 [code]-1[/code]。"
msgid ""
"Amount of inputs in this node, only useful for nodes that go into "
"[AnimationNodeBlendTree]."
msgstr "这个节点的输入数量,只对进入 [AnimationNodeBlendTree] 的节点有用。"
msgid "Gets the name of an input by index."
msgstr "通过索引获取输入的名称。"
msgid ""
"Gets the value of a parameter. Parameters are custom local memory used for "
"your nodes, given a resource can be reused in multiple trees."
msgstr ""
"获取一个参数的值。参数是你的节点使用的自定义本地内存,给定的资源可以在多个树"
"中重复使用。"
msgid "Returns whether the given path is filtered."
msgstr "返回给定路径是否被过滤。"
msgid "Removes an input, call this only when inactive."
msgstr "移除输入,仅在处于非活动状态时调用此输入。"
msgid "Adds or removes a path for the filter."
msgstr "添加或移除筛选器的路径。"
msgid ""
"Sets the name of the input at the given [param input] index. If the setting "
"fails, returns [code]false[/code]."
msgstr ""
"在给定的 [param input] 索引处设置输入的名称。如果设置失败,返回 [code]false[/"
"code]。"
msgid ""
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
"设置一个自定义参数。这些参数被用作本地内存,因为资源可以在树或场景中重复使"
"用。"
msgid "If [code]true[/code], filtering is enabled."
msgstr "如果为 [code]true[/code],则启用筛选功能。"
msgid ""
"Emitted by nodes that inherit from this class and that have an internal tree "
"when one of their nodes removes. The nodes that emit this signal are "
"[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
"[AnimationNodeStateMachine], and [AnimationNodeBlendTree]."
msgstr ""
"由继承自该类的节点发出,并且当其中一个节点移除时具有内部树。发出此信号的节点"
"可以是 [AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、"
"[AnimationNodeStateMachine] 和 [AnimationNodeBlendTree]。"
msgid ""
"Emitted by nodes that inherit from this class and that have an internal tree "
"when one of their node names changes. The nodes that emit this signal are "
"[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
"[AnimationNodeStateMachine], and [AnimationNodeBlendTree]."
msgstr ""
"由继承自该类的节点发出,并且当其中一个节点名称更改时具有内部树。发出此信号的"
"节点可以是 [AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、"
"[AnimationNodeStateMachine] 和 [AnimationNodeBlendTree]。"
msgid ""
"Emitted by nodes that inherit from this class and that have an internal tree "
"when one of their nodes changes. The nodes that emit this signal are "
"[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
"[AnimationNodeStateMachine], [AnimationNodeBlendTree] and "
"[AnimationNodeTransition]."
msgstr ""
"由继承自该类的节点发出,并且当其一个节点发生变化时具有内部树。发出此信号的节"
"点可以是 [AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、"
"[AnimationNodeStateMachine]、[AnimationNodeBlendTree] 和 "
"[AnimationNodeTransition]。"
msgid "Do not use filtering."
msgstr "不要使用筛选功能。"
msgid "Paths matching the filter will be allowed to pass."
msgstr "与筛选器匹配的路径将被允许通过。"
msgid "Paths matching the filter will be discarded."
msgstr "与筛选器匹配的路径将被丢弃。"
msgid "Paths matching the filter will be blended (by the blend value)."
msgstr "与筛选器匹配的路径将被混合(根据混合值)。"
msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]."
msgstr "在 [AnimationNodeBlendTree] 中加法地混合两个动画。"
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
"additively based on an amount value in the [code][0.0, 1.0][/code] range."
msgstr ""
"添加到 [AnimationNodeBlendTree] 的资源。根据 [code][0.0,1.0][/code] 范围内的"
"量值加法混合两个动画。"
msgid ""
"Blends two of three animations additively inside of an "
"[AnimationNodeBlendTree]."
msgstr "在 [AnimationNodeBlendTree] 中将三个动画中的两个动画相加。"
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
"together additively out of three based on a value in the [code][-1.0, 1.0][/"
"code] range.\n"
"This node has three inputs:\n"
"- The base animation to add to\n"
"- A -add animation to blend with when the blend amount is in the [code]"
"[-1.0, 0.0][/code] range.\n"
"- A +add animation to blend with when the blend amount is in the [code][0.0, "
"1.0][/code] range"
msgstr ""
"可添加到 [AnimationNodeBlendTree] 的资源。根据 [code][-1.0, 1.0][/code] 范围"
"内的值,将三个动画中的两个动画加法混合在一起。\n"
"这个节点有三个输入。\n"
"- 要添加到基础动画中的动画\n"
"- 当混合量在 [code][-1.0,0.0][/code] 范围内时,-add 进行混合。\n"
"- 当混合量在 [code][0.0,1.0][/code] 范围内时,+add 进行混合"
msgid "Input animation to use in an [AnimationNodeBlendTree]."
msgstr "要在 [AnimationNodeBlendTree] 中使用的输入动画。"
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Only features one output "
"set using the [member animation] property. Use it as an input for "
"[AnimationNode] that blend animations together."
msgstr ""
"一种添加到 [AnimationNodeBlendTree] 的资源。仅使用 [member animation] 属性设"
"置一个输出集。将其作为 [AnimationNode] 的输入,将动画混合在一起。"
msgid "3D Platformer Demo"
msgstr "3D 平台跳跃演示"
msgid ""
"Animation to use as an output. It is one of the animations provided by "
"[member AnimationTree.anim_player]."
msgstr ""
"作为输出使用的动画。它是 [member AnimationTree.anim_player] 提供的动画之一。"
msgid "Determines the playback direction of the animation."
msgstr "确定动画的播放方向。"
msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]."
msgstr "在 [AnimationNodeBlendTree] 中将两个动画进行线性混合。"
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
"linearly based on an amount value in the [code][0.0, 1.0][/code] range."
msgstr ""
"添加到 [AnimationNodeBlendTree] 的资源。根据 [code][0.0,1.0][/code] 范围内的"
"量值线性地混合两个动画。"
msgid ""
"Blends two of three animations linearly inside of an "
"[AnimationNodeBlendTree]."
msgstr "在 [AnimationNodeBlendTree] 中将三个动画中的两个进行线性混合。"
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
"together linearly out of three based on a value in the [code][-1.0, 1.0][/"
"code] range.\n"
"This node has three inputs:\n"
"- The base animation\n"
"- A -blend animation to blend with when the blend amount is in the [code]"
"[-1.0, 0.0][/code] range.\n"
"- A +blend animation to blend with when the blend amount is in the [code]"
"[0.0, 1.0][/code] range"
msgstr ""
"一种添加到 [AnimationNodeBlendTree] 的资源。根据范围在 [code][-1.0,1.0][/"
"code] 内的值,将三个动画中的两个动画,线性地混合在一起。\n"
"这个节点有三个输入:\n"
"- 基础动画\n"
"- 当混合量在 [code][-1.0,0.0][/code] 范围内时,使用 -blend 动画进行混合。\n"
"- 当混合量在 [code][0.0,1.0][/code] 范围内时,使用 +blend 动画进行混合"
msgid ""
"Blends linearly between two of any number of [AnimationNode] of any type "
"placed on a virtual axis."
msgstr ""
"在虚拟轴上放置的任意数量的 [AnimationNode] 的任意类型的两个 [AnimationNode] "
"之间线性混合。"
msgid ""
"A resource to add to an [AnimationNodeBlendTree].\n"
"This is a virtual axis on which you can add any type of [AnimationNode] "
"using [method add_blend_point].\n"
"Outputs the linear blend of the two [AnimationNode]s closest to the node's "
"current value.\n"
"You can set the extents of the axis using the [member min_space] and [member "
"max_space]."
msgstr ""
"可添加到 [AnimationNodeBlendTree] 的资源。\n"
"这是一个虚拟轴,您可以使用 [method add_blend_point] 在上面添加任何类型的 "
"[AnimationNode]。\n"
"输出最接近节点当前值的两个 [AnimationNode] 之间的线性混合。\n"
"您可以使用 [member min_space] 和 [member max_space] 来设置轴的范围。"
msgid ""
"Adds a new point that represents a [param node] on the virtual axis at a "
"given position set by [param pos]. You can insert it at a specific index "
"using the [param at_index] argument. If you use the default value for [param "
"at_index], the point is inserted at the end of the blend points array."
msgstr ""
"在虚拟轴上 [param pos] 设定的给定位置,添加一个新点代表 [param node]。您可以"
"使用 [param at_index] 参数在特定的索引处插入新点。如果您使用 [param "
"at_index] 的默认值,该点会被插入到混合点数组的末尾。"
msgid "Returns the number of points on the blend axis."
msgstr "返回混合轴上的点的数量。"
msgid ""
"Returns the [AnimationNode] referenced by the point at index [param point]."
msgstr "返回索引 [param point] 处的点所引用的 [AnimationNode]。"
msgid "Returns the position of the point at index [param point]."
msgstr "返回索引 [param point] 处的点的位置。"
msgid "Removes the point at index [param point] from the blend axis."
msgstr "从混合轴移除索引 [param point] 处的点。"
msgid ""
"Changes the [AnimationNode] referenced by the point at index [param point]."
msgstr "更改索引 [param point] 处的点所引用的 [AnimationNode]。"
msgid ""
"Updates the position of the point at index [param point] on the blend axis."
msgstr "更新混合轴上索引 [param point] 处的点的位置。"
msgid ""
"Controls the interpolation between animations. See [enum BlendMode] "
"constants."
msgstr "控制动画之间的插值。见 [enum BlendMode] 常量。"
msgid ""
"The blend space's axis's upper limit for the points' position. See [method "
"add_blend_point]."
msgstr "用于点位置的混合空间轴的上限。见 [method add_blend_point]。"
msgid ""
"The blend space's axis's lower limit for the points' position. See [method "
"add_blend_point]."
msgstr "用于点位置的混合空间轴的下限。见 [method add_blend_point]。"
msgid "Position increment to snap to when moving a point on the axis."
msgstr "当在轴上移动一个点时,要捕捉到的位置增量。"
msgid ""
"If [code]false[/code], the blended animations' frame are stopped when the "
"blend value is [code]0[/code].\n"
"If [code]true[/code], forcing the blended animations to advance frame."
msgstr ""
"如果为 [code]false[/code],则当混合值为 [code]0[/code] 时,停止混合动画的"
"帧。\n"
"如果为 [code]true[/code],则强制混合动画以前进帧。"
msgid "Label of the virtual axis of the blend space."
msgstr "混合空间虚拟轴的标签。"
msgid "The interpolation between animations is linear."
msgstr "动画之间的插值是线性的。"
msgid ""
"The blend space plays the animation of the node the blending position is "
"closest to. Useful for frame-by-frame 2D animations."
msgstr "混合空间播放混合位置最接近的节点的动画。对逐帧的2D动画很有用。"
msgid ""
"Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at "
"the last animation's playback position."
msgstr ""
"类似于 [constant BLEND_MODE_DISCRETE],但在最后一个动画的播放位置开始新的动"
"画。"
msgid ""
"Blends linearly between three [AnimationNode] of any type placed in a 2D "
"space."
msgstr "在 2D 空间中放置的三个任意类型的 [AnimationNode] 之间线性混合。"
msgid ""
"A resource to add to an [AnimationNodeBlendTree].\n"
"This node allows you to blend linearly between three animations using a "
"[Vector2] weight.\n"
"You can add vertices to the blend space with [method add_blend_point] and "
"automatically triangulate it by setting [member auto_triangles] to "
"[code]true[/code]. Otherwise, use [method add_triangle] and [method "
"remove_triangle] to create up the blend space by hand."
msgstr ""
"添加到 [AnimationNodeBlendTree] 的资源。\n"
"该节点允许您使用 [Vector2] 权重在三个动画之间进行线性混合。\n"
"您可以使用 [method add_blend_point] 向混合空间添加顶点,并通过将 [member "
"auto_triangles] 设置为 [code]true[/code] 来自动进行三角测量。否则,请使用 "
"[method add_triangle] 和 [method remove_triangle] 手工创建混合空间。"
msgid ""
"Adds a new point that represents a [param node] at the position set by "
"[param pos]. You can insert it at a specific index using the [param "
"at_index] argument. If you use the default value for [param at_index], the "
"point is inserted at the end of the blend points array."
msgstr ""
"在 [param pos] 设定的位置添加一个代表 [param node] 的新点。您可以使用 [param "
"at_index] 参数将它插入到特定的索引中。如果您使用 [param at_index] 的默认值,"
"这个点会被插入到混合点数组的末尾。"
msgid ""
"Creates a new triangle using three points [param x], [param y], and [param "
"z]. Triangles can overlap. You can insert the triangle at a specific index "
"using the [param at_index] argument. If you use the default value for [param "
"at_index], the point is inserted at the end of the blend points array."
msgstr ""
"使用三个点 [param x]、[param y] 和 [param z] 创建一个新三角形。三角形可以重"
"叠。可以使用 [param at_index] 参数在特定索引处插入三角形。如果使用 [param "
"at_index] 的默认值,该点将插入到混合点数组的末尾。"
msgid "Returns the number of points in the blend space."
msgstr "返回混合空间中的点的数量。"
msgid ""
"Returns the [AnimationRootNode] referenced by the point at index [param "
"point]."
msgstr "返回索引 [param point] 处的点所引用的 [AnimationRootNode]。"
msgid "Returns the number of triangles in the blend space."
msgstr "返回混合空间中三角形的数量。"
msgid ""
"Returns the position of the point at index [param point] in the triangle of "
"index [param triangle]."
msgstr ""
"返回索引 [param point] 处的点在索引 [param triangle] 的三角形中的位置。"
msgid "Removes the point at index [param point] from the blend space."
msgstr "从混合空间中移除索引 [param point] 处的点。"
msgid "Removes the triangle at index [param triangle] from the blend space."
msgstr "从混合空间中移除索引 [param triangle] 处的三角形。"
msgid ""
"If [code]true[/code], the blend space is triangulated automatically. The "
"mesh updates every time you add or remove points with [method "
"add_blend_point] and [method remove_blend_point]."
msgstr ""
"如果为 [code]true[/code],混合空间会自动进行三角测量。每次使用 [method "
"add_blend_point] 和 [method remove_blend_point] 添加或移除点时,网格都会更"
"新。"
msgid ""
"The blend space's X and Y axes' upper limit for the points' position. See "
"[method add_blend_point]."
msgstr ""
"用于点的位置的混合空间的 X 轴和 Y 轴的上限。请参阅 [method add_blend_point]。"
msgid ""
"The blend space's X and Y axes' lower limit for the points' position. See "
"[method add_blend_point]."
msgstr ""
"用于点的位置的混合空间的 X 轴和 Y 轴的下限。请参阅 [method add_blend_point]。"
msgid "Position increment to snap to when moving a point."
msgstr "移动点时要吸附到的位置增量。"
msgid "Name of the blend space's X axis."
msgstr "混合空间 X 轴的名称。"
msgid "Name of the blend space's Y axis."
msgstr "混合空间 Y 轴的名称。"
msgid ""
"Emitted every time the blend space's triangles are created, removed, or when "
"one of their vertices changes position."
msgstr "每当创建、移除混合空间的三角形,或当其中一个顶点改变位置时发出。"
msgid "[AnimationTree] node resource that contains many blend type nodes."
msgstr "[AnimationTree] 节点资源,其中包含许多混合类型节点。"
msgid ""
"This node may contain a sub-tree of any other blend type nodes, such as "
"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
"An [AnimationNodeOutput] node named [code]output[/code] is created by "
"default."
msgstr ""
"该节点可以包含任何其他混合类型节点的子树,例如 [AnimationNodeTransition]、"
"[AnimationNodeBlend2]、[AnimationNodeBlend3]、[AnimationNodeOneShot] 等。这是"
"最常用的根之一。\n"
"默认会创建一个名为 [code]output[/code] 的 [AnimationNodeOutput] 节点。"
msgid ""
"Adds an [AnimationNode] at the given [param position]. The [param name] is "
"used to identify the created sub-node later."
msgstr ""
"在给定的 [param position] 添加一个 [AnimationNode]。[param name] 用于稍后识别"
"该创建的子节点。"
msgid ""
"Connects the output of an [AnimationNode] as input for another "
"[AnimationNode], at the input port specified by [param input_index]."
msgstr ""
"连接一个 [AnimationNode] 的输出作为另一个 [AnimationNode] 的输入,连接在 "
"[param input_index] 指定的输入端口。"
msgid "Disconnects the node connected to the specified input."
msgstr "断开连接到指定输入端的节点。"
msgid "Returns the sub-node with the specified [param name]."
msgstr "返回名称为 [param name] 的子节点。"
msgid "Returns the position of the sub-node with the specified [param name]."
msgstr "返回名称为 [param name] 的子节点的位置。"
msgid ""
"Returns [code]true[/code] if a sub-node with specified [param name] exists."
msgstr "如果存在名称为 [param name] 的子节点,则返回 [code]true[/code]。"
msgid "Removes a sub-node."
msgstr "移除一个子节点。"
msgid "Changes the name of a sub-node."
msgstr "更改子节点的名称。"
msgid "Modifies the position of a sub-node."
msgstr "修改子节点的位置。"
msgid "The global offset of all sub-nodes."
msgstr "所有子节点的全局偏移量。"
msgid "Emitted when the input port information is changed."
msgstr "当输入端口信息发生更改时发出。"
msgid "The connection was successful."
msgstr "连接成功。"
msgid "The input node is [code]null[/code]."
msgstr "输入节点为 [code]null[/code]。"
msgid "The specified input port is out of range."
msgstr "指定的输入端口超出范围。"
msgid "The output node is [code]null[/code]."
msgstr "输出节点为 [code]null[/code]。"
msgid "Input and output nodes are the same."
msgstr "输入和输出节点相同。"
msgid "The specified connection already exists."
msgstr "指定的连接已经存在。"
msgid "Plays an animation once in [AnimationNodeBlendTree]."
msgstr "在 [AnimationNodeBlendTree] 中播放一次动画。"
msgid "The delay after which the automatic restart is triggered, in seconds."
msgstr "触发自动重启的延迟时间,以秒为单位。"
msgid ""
"If [member autorestart] is [code]true[/code], a random additional delay (in "
"seconds) between 0 and this value will be added to [member "
"autorestart_delay]."
msgstr ""
"如果 [member autorestart] 为 [code]true[/code],则介于0和此值之间的随机附加延"
"迟(以秒为单位)将添加到 [member autorestart_delay]。"
msgid "Generic output node to be added to [AnimationNodeBlendTree]."
msgstr "可添加到 [AnimationNodeBlendTree] 的通用输出节点。"
msgid "State machine for control of animations."
msgstr "用于控制动画的状态机。"
msgid ""
"Contains multiple nodes representing animation states, connected in a graph. "
"Node transitions can be configured to happen automatically or via code, "
"using a shortest-path algorithm. Retrieve the "
"[AnimationNodeStateMachinePlayback] object from the [AnimationTree] node to "
"control it programmatically.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
"state_machine.travel(\"some_state\")\n"
"[/gdscript]\n"
"[csharp]\n"
"var stateMachine = GetNode<AnimationTree>(\"AnimationTree\")."
"Get(\"parameters/playback\") as AnimationNodeStateMachinePlayback;\n"
"stateMachine.Travel(\"some_state\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"包含表示动画状态的多个节点,以图的形式连接。可以使用最短路径算法,将节点过渡"
"配置为自动发生或通过代码发生。从 [AnimationTree] 节点检索 "
"[AnimationNodeStateMachinePlayback] 对象,以编程方式控制它。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
"state_machine.travel(\"some_state\")\n"
"[/gdscript]\n"
"[csharp]\n"
"var stateMachine = GetNode<AnimationTree>(\"AnimationTree\")."
"Get(\"parameters/playback\") as AnimationNodeStateMachinePlayback;\n"
"stateMachine.Travel(\"some_state\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Adds a new node to the graph. The [param position] is used for display in "
"the editor."
msgstr "向图中添加一个新节点。[param position] 用于在编辑器中显示。"
msgid "Adds a transition between the given nodes."
msgstr "在给定节点之间添加一个过渡。"
msgid "Returns the draw offset of the graph. Used for display in the editor."
msgstr "返回图的绘制偏移。用于在编辑器中显示。"
msgid "Returns the animation node with the given name."
msgstr "返回指定名称的动画节点。"
msgid "Returns the given animation node's name."
msgstr "返回指定动画节点的名称。"
msgid "Returns the given node's coordinates. Used for display in the editor."
msgstr "返回给定节点的坐标。用于在编辑器中显示。"
msgid "Returns the given transition."
msgstr "返回给定的过渡。"
msgid "Returns the number of connections in the graph."
msgstr "返回图中的连接数。"
msgid "Returns the given transition's start node."
msgstr "返回给定过渡的开始节点。"
msgid "Returns the given transition's end node."
msgstr "返回给定过渡的末端节点。"
msgid "Returns [code]true[/code] if the graph contains the given node."
msgstr "如果图中包含给定的节点,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if there is a transition between the given nodes."
msgstr "如果在给定节点之间存在过渡,返回 [code]true[/code]。"
msgid "Deletes the given node from the graph."
msgstr "从图中删除指定的节点。"
msgid "Deletes the transition between the two specified nodes."
msgstr "删除两个指定节点之间的过渡。"
msgid "Deletes the given transition by index."
msgstr "按索引删除给定的过渡。"
msgid "Renames the given node."
msgstr "重命名给定的节点。"
msgid "Sets the draw offset of the graph. Used for display in the editor."
msgstr "设置图形的绘制偏移。用于在编辑器中显示。"
msgid "Sets the node's coordinates. Used for display in the editor."
msgstr "设置节点的坐标。用于在编辑器中显示。"
msgid ""
"If [code]true[/code], allows teleport to the self state with [method "
"AnimationNodeStateMachinePlayback.travel]. When the reset option is enabled "
"in [method AnimationNodeStateMachinePlayback.travel], the animation is "
"restarted. If [code]false[/code], nothing happens on the teleportation to "
"the self state."
msgstr ""
"如果为 [code]true[/code],允许使用 [method AnimationNodeStateMachinePlayback."
"travel] 传送到当前状态。当在 [method AnimationNodeStateMachinePlayback."
"travel] 中启用重置选项时,动画将重新启动。如果为 [code]false[/code],传送到当"
"前状态时不会发生任何事情。"
msgid "Playback control for [AnimationNodeStateMachine]."
msgstr "[AnimationNodeStateMachine] 的播放控件。"
msgid ""
"Allows control of [AnimationTree] state machines created with "
"[AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree."
"get(\"parameters/playback\")[/code].\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
"state_machine.travel(\"some_state\")\n"
"[/gdscript]\n"
"[csharp]\n"
"var stateMachine = GetNode<AnimationTree>(\"AnimationTree\")."
"Get(\"parameters/playback\") as AnimationNodeStateMachinePlayback;\n"
"stateMachine.Travel(\"some_state\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"允许控制使用 [AnimationNodeStateMachine] 创建的 [AnimationTree] 状态机。使用 "
"[code]$AnimationTree.get(\"parameters/playback\")[/code] 检索。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
"state_machine.travel(\"some_state\")\n"
"[/gdscript]\n"
"[csharp]\n"
"var stateMachine = GetNode<AnimationTree>(\"AnimationTree\")."
"Get(\"parameters/playback\") as AnimationNodeStateMachinePlayback;\n"
"stateMachine.Travel(\"some_state\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Returns the playback position within the current animation state."
msgstr "返回当前动画状态内的播放位置。"
msgid "Returns the starting state of currently fading animation."
msgstr "返回当前淡入淡出动画的开始状态。"
msgid ""
"Returns the current travel path as computed internally by the A* algorithm."
msgstr "返回 A* 算法内部计算的当前行进路径。"
msgid "Returns [code]true[/code] if an animation is playing."
msgstr "如果正在播放动画,返回 [code]true[/code]。"
msgid ""
"If there is a next path by travel or auto advance, immediately transitions "
"from the current state to the next state."
msgstr "如果通过行进或自动前进有下一条路径,则立即从当前状态过渡到下一个状态。"
msgid ""
"Starts playing the given animation.\n"
"If [param reset] is [code]true[/code], the animation is played from the "
"beginning."
msgstr ""
"开始播放给定的动画。\n"
"如果 [param reset] 为 [code]true[/code],则动画从头开始播放。"
msgid "Stops the currently playing animation."
msgstr "停止当前播放的动画。"
msgid ""
"Transitions from the current state to another one, following the shortest "
"path.\n"
"If the path does not connect from the current state, the animation will play "
"after the state teleports.\n"
"If [param reset_on_teleport] is [code]true[/code], the animation is played "
"from the beginning when the travel cause a teleportation."
msgstr ""
"按照最短的路径从当前状态过渡到另一个状态。\n"
"如果路径没有连接到当前状态,则动画将在状态传送后播放。\n"
"如果 [param reset_on_teleport] 为 [code]true[/code],当行进导致传送时,该动画"
"将从头开始播放。"
msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled "
"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
"html#controlling-from-code]Using AnimationTree[/url]). For example, if "
"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
"[member advance_condition] is set to [code]\"idle\"[/code]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"$animation_tree.set(\"parameters/conditions/idle\", is_on_floor and "
"(linear_velocity.x == 0))\n"
"[/gdscript]\n"
"[csharp]\n"
"GetNode<AnimationTree>(\"animation_tree\").Set(\"parameters/conditions/"
"idle\", IsOnFloor && (LinearVelocity.X == 0));\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"该条件被设置时打开自动前进。提供的名称将成为 [AnimationTree] 上的布尔参数,可"
"以通过代码进行控制(请参阅 [url=$DOCS_URL/tutorials/animation/animation_tree."
"html#controlling-from-code]使用 AnimationTree[/url])。例如,如果 [member "
"AnimationTree.tree_root] 是一个 [AnimationNodeStateMachine] 并且 [member "
"advance_condition] 被设置为 [code]\"idle\"[/code]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"$animation_tree.set(\"parameters/conditions/idle\", is_on_floor and "
"(linear_velocity.x == 0))\n"
"[/gdscript]\n"
"[csharp]\n"
"GetNode<AnimationTree>(\"animation_tree\").Set(\"parameters/conditions/"
"idle\", IsOnFloor && (LinearVelocity.X == 0));\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Use an expression as a condition for state machine transitions. It is "
"possible to create complex animation advance conditions for switching "
"between states and gives much greater flexibility for creating complex state "
"machines by directly interfacing with the script code."
msgstr ""
"将表达式用作状态机过渡的条件。可以为状态之间的切换创建复杂的动画推进条件,并"
"通过直接与脚本代码交互为创建复杂的状态机提供更大的灵活性。"
msgid ""
"Determines whether the transition should disabled, enabled when using "
"[method AnimationNodeStateMachinePlayback.travel], or traversed "
"automatically if the [member advance_condition] and [member "
"advance_expression] checks are true (if assigned)."
msgstr ""
"决定在使用 [method AnimationNodeStateMachinePlayback.travel] 时该过渡是否应该"
"被禁用/启用,或者如果 [member advance_condition] 和 [member "
"advance_expression] 检查为真则自动行进(如果已分配)。"
msgid ""
"Lower priority transitions are preferred when travelling through the tree "
"via [method AnimationNodeStateMachinePlayback.travel] or [member "
"advance_mode] is set to [constant ADVANCE_MODE_AUTO]."
msgstr ""
"当在树中通过 [method AnimationNodeStateMachinePlayback.travel] 或将 [member "
"advance_mode] 设置为 [constant ADVANCE_MODE_AUTO] 行进时,倾向于优先级较低的"
"过渡。"
msgid ""
"If [code]true[/code], the destination animation is played back from the "
"beginning when switched."
msgstr "如果为 [code]true[/code],切换时目标动画从头开始播放。"
msgid "The transition type."
msgstr "过渡类型。"
msgid ""
"Ease curve for better control over cross-fade between this state and the "
"next."
msgstr "缓动曲线可以更好地控制此状态和下一个状态之间的交叉淡入淡出。"
msgid "The time to cross-fade between this state and the next."
msgstr "这个状态和下一个状态之间的交叉渐变时间。"
msgid "Emitted when [member advance_condition] is changed."
msgstr "变更 [member advance_condition] 时发出。"
msgid ""
"Switch to the next state immediately. The current state will end and blend "
"into the beginning of the new one."
msgstr "立即切换到下一个状态。当前状态将结束,并混合到新状态的开始。"
msgid ""
"Switch to the next state immediately, but will seek the new state to the "
"playback position of the old state."
msgstr "立即切换到下一个状态,但会将新的状态定位到旧状态的播放位置。"
msgid ""
"Wait for the current state playback to end, then switch to the beginning of "
"the next state animation."
msgstr "等待当前状态播放结束,然后切换到下一个状态动画的开头。"
msgid "Don't use this transition."
msgstr "不要使用该过渡。"
msgid ""
"Only use this transition during [method AnimationNodeStateMachinePlayback."
"travel]."
msgstr "仅在 [method AnimationNodeStateMachinePlayback.travel] 时使用该过渡。"
msgid ""
"Automatically use this transition if the [member advance_condition] and "
"[member advance_expression] checks are true (if assigned)."
msgstr ""
"如果 [member advance_condition] 和 [member advance_expression] 检查为真,则自"
"动使用该过渡(如果已分配)。"
msgid "A time-scaling animation node to be used with [AnimationTree]."
msgstr "与 [AnimationTree] 一起使用的时间缩放动画节点。"
msgid ""
"Allows scaling the speed of the animation (or reversing it) in any children "
"nodes. Setting it to 0 will pause the animation."
msgstr "允许缩放任何子节点中动画的速度(或反转)。将其设置为 0 将暂停动画。"
msgid "A time-seeking animation node to be used with [AnimationTree]."
msgstr "与 [AnimationTree] 配合使用的寻时动画节点。"
msgid "A generic animation transition node for [AnimationTree]."
msgstr "[AnimationTree] 的通用动画过渡节点。"
msgid ""
"Returns whether the animation restarts when the animation transitions from "
"the other animation."
msgstr "返回当动画从另一个动画过渡时,该动画是否重新开始。"
msgid ""
"Returns [code]true[/code] if auto-advance is enabled for the given [param "
"input] index."
msgstr ""
"如果为给定的 [param input] 索引启用了自动前进,则返回 [code]true[/code]。"
msgid ""
"Enables or disables auto-advance for the given [param input] index. If "
"enabled, state changes to the next input after playing the animation once. "
"If enabled for the last input state, it loops to the first."
msgstr ""
"为给定的 [param input] 索引启用或禁用自动前进。如果启用,状态会在播放一次动画"
"后更改为下一个输入。如果为最后一个输入状态启用,它会循环到第一个。"
msgid ""
"If [code]true[/code], the destination animation is restarted when the "
"animation transitions."
msgstr "如果为 [code]true[/code],则目标动画在动画过渡时重新启动。"
msgid ""
"If [code]true[/code], allows transition to the self state. When the reset "
"option is enabled in input, the animation is restarted. If [code]false[/"
"code], nothing happens on the transition to the self state."
msgstr ""
"如果为 [code]true[/code],允许过渡到当前状态。当在输入中启用重置选项时,动画"
"将重新启动。如果为 [code]false[/code],则在过渡到 当前状态时不会发生任何事"
"情。"
msgid "The number of enabled input ports for this node."
msgstr "该节点已启用的输入端口数。"
msgid ""
"Determines how cross-fading between animations is eased. If empty, the "
"transition will be linear."
msgstr "确定如何缓动动画之间的淡入淡出。如果为空,过渡将是线性的。"
msgid ""
"Cross-fading time (in seconds) between each animation connected to the "
"inputs."
msgstr "连接到输入的每个动画之间的交叉渐变时间(秒)。"
msgid "Player of [Animation] resources."
msgstr "[Animation] 资源的播放器。"
msgid ""
"An animation player is used for general-purpose playback of [Animation] "
"resources. It contains a dictionary of [AnimationLibrary] resources and "
"custom blend times between animation transitions.\n"
"Some methods and properties use a single key to reference an animation "
"directly. These keys are formatted as the key for the library, followed by a "
"forward slash, then the key for the animation within the library, for "
"example [code]\"movement/run\"[/code]. If the library's key is an empty "
"string (known as the default library), the forward slash is omitted, being "
"the same key used by the library.\n"
"[AnimationPlayer] is more suited than [Tween] for animations where you know "
"the final values in advance. For example, fading a screen in and out is more "
"easily done with an [AnimationPlayer] node thanks to the animation tools "
"provided by the editor. That particular example can also be implemented with "
"a [Tween], but it requires doing everything by code.\n"
"Updating the target properties of animations occurs at process time."
msgstr ""
"动画播放器用于 [Animation] 资源的通用播放。它包含一个 [AnimationLibrary] 资源"
"的字典和动画过渡之间的自定义混合时间。\n"
"某些方法和属性使用单个键直接引用动画。这些键的格式为库的键,后跟正斜杠,然后"
"是库内动画的键,例如 [code]\"movement/run\"[/code]。如果库的键是空字符串(称"
"为默认库),则省略正斜杠,与库使用的键相同。\n"
"[AnimationPlayer] 比 [Tween] 更适合用于事先知道最终值的动画。例如,由于编辑器"
"提供的动画工具,使用 [AnimationPlayer] 节点可以更轻松地实现屏幕淡入淡出。该特"
"定示例也可以使用 [Tween] 实现,但它需要通过代码来完成一切。\n"
"更新动画的目标属性是在处理时进行的。"
msgid "A virtual function for processing after key getting during playback."
msgstr "一个用于播放期间键获取之后的处理的虚函数。"
msgid ""
"Adds [param library] to the animation player, under the key [param name]."
msgstr "将 [param library] 添加到该动画播放器的键 [param name] 下。"
msgid ""
"Shifts position in the animation timeline and immediately updates the "
"animation. [param delta] is the time in seconds to shift. Events between the "
"current frame and [param delta] are handled."
msgstr ""
"移动动画时间轴上的位置并立即更新动画。[param delta] 是要移动的时间,单位为"
"秒。会处理位于当前帧和 [param delta] 之间的事件。"
msgid ""
"Returns the key of the animation which is queued to play after the [param "
"anim_from] animation."
msgstr "返回在 [param anim_from] 动画之后排队播放的动画的键。"
msgid ""
"Triggers the [param anim_to] animation when the [param anim_from] animation "
"completes."
msgstr "当 [param anim_from] 动画完成时,触发 [param anim_to] 动画。"
msgid ""
"[AnimationPlayer] caches animated nodes. It may not notice if a node "
"disappears; [method clear_caches] forces it to update the cache again."
msgstr ""
"[AnimationPlayer] 缓存动画节点。如果一个节点消失,它可能不会注意到;[method "
"clear_caches] 强制它再次更新缓存。"
msgid "Clears all queued, unplayed animations."
msgstr "清除所有已排队、未播放的动画。"
msgid ""
"Returns the key of [param animation] or an empty [StringName] if not found."
msgstr "返回 [param animation] 的键;如果未找到,则返回一个空的 [StringName]。"
msgid ""
"Returns the key for the [AnimationLibrary] that contains [param animation] "
"or an empty [StringName] if not found."
msgstr ""
"返回包含 [param animation] 的 [AnimationLibrary] 的键;如果找不到,则返回一个"
"空的 [StringName]。"
msgid ""
"Returns the first [AnimationLibrary] with key [param name] or [code]null[/"
"code] if not found."
msgstr ""
"返回第一个 [AnimationLibrary] 键 [param name];如果没有找到则返回 "
"[code]null[/code]。"
msgid "Returns the list of stored library keys."
msgstr "返回存储的库的键的列表。"
msgid "Returns the list of stored animation keys."
msgstr "返回存储的动画键列表。"
msgid ""
"Returns the blend time (in seconds) between two animations, referenced by "
"their keys."
msgstr "返回两个动画之间的混合时间(以秒为单位),由它们的键引用。"
msgid "Returns a list of the animation keys that are currently queued to play."
msgstr "返回当前排队播放的动画键列表。"
msgid ""
"Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] "
"with key [param name]."
msgstr ""
"如果该 [AnimationPlayer] 使用键 [param name] 存储 [Animation],则返回 "
"[code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [AnimationPlayer] stores an "
"[AnimationLibrary] with key [param name]."
msgstr ""
"如果该 [AnimationPlayer] 使用键 [param name] 存储 [AnimationLibrary],则返回 "
"[code]true[/code]。"
msgid ""
"Pauses the currently playing animation. The [member "
"current_animation_position] will be kept and calling [method play] or "
"[method play_backwards] without arguments or with the same animation name as "
"[member assigned_animation] will resume the animation.\n"
"See also [method stop]."
msgstr ""
"暂停当前播放的动画。[member current_animation_position] 将被保留,调用 "
"[method play] 或 [method play_backwards] 时,不带参数或使用与 [member "
"assigned_animation] 相同的动画名称,将恢复动画。\n"
"另见 [method stop]。"
msgid ""
"Plays the animation with key [param name]. Custom blend times and speed can "
"be set. If [param custom_speed] is negative and [param from_end] is "
"[code]true[/code], the animation will play backwards (which is equivalent to "
"calling [method play_backwards]).\n"
"The [AnimationPlayer] keeps track of its current or last played animation "
"with [member assigned_animation]. If this method is called with that same "
"animation [param name], or with no [param name] parameter, the assigned "
"animation will resume playing if it was paused.\n"
"[b]Note:[/b] The animation will be updated the next time the "
"[AnimationPlayer] is processed. If other variables are updated at the same "
"time this is called, they may be updated too early. To perform the update "
"immediately, call [code]advance(0)[/code]."
msgstr ""
"播放键名为 [param name] 的动画。可以设置自定义混合时间和速度。如果 [param "
"custom_speed] 为负,且[param from_end] 为 [code]true[/code],则动画将向后播放"
"(相当于调用 [method play_backwards])。\n"
"[AnimationPlayer] 使用 [member assigned_animation] 跟踪其当前或上次播放的动"
"画。如果使用相同的动画 [param name] 或没有 [param name] 参数调用此方法,则分"
"配的动画将在暂停时恢复播放。\n"
"[b]注意:[/b]动画将在下次处理 [AnimationPlayer] 时更新。如果在调用该方法的同"
"时更新了其他变量,则它们可能更新得太早。要立即执行更新,请调用 "
"[code]advance(0)[/code]。"
msgid ""
"Queues an animation for playback once the current one is done.\n"
"[b]Note:[/b] If a looped animation is currently playing, the queued "
"animation will never play unless the looped animation is stopped somehow."
msgstr ""
"将动画加入队列,在当前动画播放完毕后播放。\n"
"[b]注意:[/b]如果当前正在播放循环动画,除非以某种方式停止循环动画,否则排队的"
"动画将永远不会播放。"
msgid "Removes the [AnimationLibrary] associated with the key [param name]."
msgstr "移除与键 [param name] 关联的 [AnimationLibrary]。"
msgid ""
"Moves the [AnimationLibrary] associated with the key [param name] to the key "
"[param newname]."
msgstr ""
"将与键 [param name] 关联的 [AnimationLibrary] 移动到键 [param newname]。"
msgid ""
"Seeks the animation to the [param seconds] point in time (in seconds). If "
"[param update] is [code]true[/code], the animation updates too, otherwise it "
"updates at process time. Events between the current frame and [param "
"seconds] are skipped.\n"
"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
"animation_finished]. If you want to skip animation and emit the signal, use "
"[method advance]."
msgstr ""
"将动画寻道到时间点 [param seconds](单位为秒)。[param update] 为 "
"[code]true[/code] 时会同时更新动画,否则会在处理时更新。当前帧和 [param "
"seconds] 之间的事件会被跳过。\n"
"[b]注意:[/b]寻道至动画的末尾不会触发 [signal animation_finished]。如果想要跳"
"过动画并触发该信号,请使用 [method advance]。"
msgid ""
"Specifies a blend time (in seconds) between two animations, referenced by "
"their keys."
msgstr "指定两个动画(由它们的键所引用)之间的混合时间(以秒为单位)。"
msgid ""
"Stops the currently playing animation. The animation position is reset to "
"[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/"
"code]. See also [method pause].\n"
"If [param keep_state] is [code]true[/code], the animation state is not "
"updated visually.\n"
"[b]Note:[/b] The method / audio / animation playback tracks will not be "
"processed by this method."
msgstr ""
"停止当前播放的动画。动画位置被重置为 [code]0[/code],[code]custom_speed[/"
"code] 被重置为 [code]1.0[/code]。另见 [method pause]。\n"
"如果 [param keep_state] 为 [code]true[/code],则动画状态不会在视觉上更新。\n"
"[b]注意:[/b]方法/音频/动画播放轨道不会被该方法处理。"
msgid ""
"If playing, the the current animation's key, otherwise, the animation last "
"played. When set, this changes the animation, but will not play it unless "
"already playing. See also [member current_animation]."
msgstr ""
"如果正在播放,则为当前动画的键,否则为上次播放的动画。设置后会改变动画,但除"
"非已经播放,否则不会播放。另见 [member current_animation]。"
msgid ""
"The number of possible simultaneous sounds for each of the assigned "
"AudioStreamPlayers.\n"
"For example, if this value is [code]32[/code] and the animation has two "
"audio tracks, the two [AudioStreamPlayer]s assigned can play simultaneously "
"up to [code]32[/code] voices each."
msgstr ""
"每个指定的 AudioStreamPlayer 可能同时发出的声音的数量。\n"
"例如,如果该值为 [code]32[/code] 并且动画有两个音轨,则分配的两个 "
"[AudioStreamPlayer] 可以同时播放最多 [code]32[/code] 个声音。"
msgid ""
"The key of the currently playing animation. If no animation is playing, the "
"property's value is an empty string. Changing this value does not restart "
"the animation. See [method play] for more information on playing "
"animations.\n"
"[b]Note:[/b] While this property appears in the Inspector, it's not meant to "
"be edited, and it's not saved in the scene. This property is mainly used to "
"get the currently playing animation, and internally for animation playback "
"tracks. For more information, see [Animation]."
msgstr ""
"当前播放的动画的名称。如果没有动画正在播放,该属性的值是一个空字符串。改变这"
"个值不会重新启动动画。关于播放动画的更多信息请参阅 [method play]。\n"
"[b]注意:[/b]虽然这个属性会出现在检查器中,但它不是用来编辑的,也不会保存在场"
"景中。该属性主要用于获取当前播放的动画,内部用于动画播放轨道。详情请参阅 "
"[Animation]。"
msgid "The length (in seconds) of the currently playing animation."
msgstr "当前正在播放的动画的长度(以秒为单位)。"
msgid "The position (in seconds) of the currently playing animation."
msgstr "当前播放的动画的位置(以秒为单位)。"
msgid "The call mode to use for Call Method tracks."
msgstr "方法调用轨道所使用的调用模式。"
msgid ""
"If [code]true[/code] and the engine is running in Movie Maker mode (see "
"[MovieWriter]), exits the engine with [method SceneTree.quit] as soon as an "
"animation is done playing in this [AnimationPlayer]. A message is printed "
"when the engine quits for this reason.\n"
"[b]Note:[/b] This obeys the same logic as the [signal animation_finished] "
"signal, so it will not quit the engine if the animation is set to be looping."
msgstr ""
"如果为 [code]true[/code],并且引擎在 Movie Maker 模式下运行(请参阅 "
"[MovieWriter]),则在此 [AnimationPlayer] 中播放完动画后,立即使用 [method "
"SceneTree.quit] 退出引擎。当引擎因此而退出时,会打印一条消息。\n"
"[b]注意:[/b]这与 [signal animation_finished] 信号遵循相同的逻辑,因此如果动"
"画被设置为循环,它不会退出引擎。"
msgid ""
"If [code]true[/code], updates animations in response to process-related "
"notifications."
msgstr "如果为 [code]true[/code],根据流程相关通知更新动画。"
msgid ""
"The default time in which to blend animations. Ranges from 0 to 4096 with "
"0.01 precision."
msgstr "混合动画的默认时间。范围从 0 到 4096,精度为 0.01。"
msgid "The process notification in which to update animations."
msgstr "更新动画的过程通知。"
msgid ""
"This is used by the editor. If set to [code]true[/code], the scene will be "
"saved with the effects of the reset animation (the animation with the key "
"[code]\"RESET\"[/code]) applied as if it had been seeked to time 0, with the "
"editor keeping the values that the scene had before saving.\n"
"This makes it more convenient to preview and edit animations in the editor, "
"as changes to the scene will not be saved as long as they are set in the "
"reset animation."
msgstr ""
"由编辑器使用。如果设置为 [code]true[/code],场景将被保存,并应用重置动画(带"
"有键 [code]\"RESET\"[/code] 的动画)的效果,就好像它已被定位到时间 0 一样,编"
"辑器保留场景在保存之前的值。\n"
"这使得在编辑器中预览和编辑动画更加方便,因为对场景的更改,只要在重置动画中被"
"设置,就不会被保存。"
msgid "The node from which node path references will travel."
msgstr "节点路径引用将从其运行的节点。"
msgid ""
"Emitted when a queued animation plays after the previous animation finished. "
"See [method queue].\n"
"[b]Note:[/b] The signal is not emitted when the animation is changed via "
"[method play] or by an [AnimationTree]."
msgstr ""
"在前一个动画完成后,播放队列中的动画时发出。请参阅 [method queue]。\n"
"[b]注意:[/b]通过 [method play] 或 [AnimationTree] 改变动画时,不会发出此信"
"号。"
msgid ""
"Notifies when an animation finished playing.\n"
"[b]Note:[/b] This signal is not emitted if an animation is looping."
msgstr ""
"动画播放结束时通知。\n"
"[b]注意:[/b]如果动画正在循环播放,则不会发出此信号。"
msgid "Notifies when the animation libraries have changed."
msgstr "当动画库发生更改时发出通知。"
msgid "Notifies when an animation list is changed."
msgstr "当动画列表发生更改时发出通知。"
msgid "Notifies when an animation starts playing."
msgstr "当动画开始播放时发出通知。"
msgid ""
"Notifies when the caches have been cleared, either automatically, or "
"manually via [method clear_caches]."
msgstr ""
"当缓存被清除时通知,可以是自动清除,也可以是通过 [method clear_caches] 手动清"
"除。"
msgid ""
"Process animation during the physics process. This is especially useful when "
"animating physics bodies."
msgstr "在物理过程中处理动画。在为物理物体设置动画时,这特别有用。"
msgid "Process animation during the idle process."
msgstr "在空闲过程中处理动画。"
msgid ""
"Do not process animation. Use [method advance] to process the animation "
"manually."
msgstr "不处理动画。使用[method advance]手动处理动画。"
msgid ""
"Batch method calls during the animation process, then do the calls after "
"events are processed. This avoids bugs involving deleting nodes or modifying "
"the AnimationPlayer while playing."
msgstr ""
"在动画过程中批量调用方法,然后在处理完事件后再进行调用。这样就避免了在播放过"
"程中涉及删除节点或修改AnimationPlayer的错误。"
msgid "Make method calls immediately when reached in the animation."
msgstr "在动画中达到时立即进行方法调用。"
msgid ""
"A node to be used for advanced animation transitions in an [AnimationPlayer]."
msgstr "用于 [AnimationPlayer] 中高级动画过渡的节点。"
msgid ""
"A node to be used for advanced animation transitions in an "
"[AnimationPlayer].\n"
"[b]Note:[/b] When linked with an [AnimationPlayer], several properties and "
"methods of the corresponding [AnimationPlayer] will not function as "
"expected. Playback and transitions should be handled using only the "
"[AnimationTree] and its constituent [AnimationNode](s). The "
"[AnimationPlayer] node should be used solely for adding, deleting, and "
"editing animations."
msgstr ""
"用于 [AnimationPlayer] 中高级动画过渡的节点。\n"
"[b]注意:[/b]与 [AnimationPlayer] 连接时,该 [AnimationPlayer] 的一些属性和方"
"法将不会像预期的那样发挥作用。播放和过渡应该只使用 [AnimationTree] 和组成它"
"的 [AnimationNode] 来处理。[AnimationPlayer] 节点应仅用于添加、删除和编辑动"
"画。"
msgid "Using AnimationTree"
msgstr "使用 AnimationTree"
msgid "Manually advance the animations by the specified time (in seconds)."
msgstr "手动将动画前进指定的时间(单位为秒)。"
msgid ""
"Retrieve the motion delta of position with the [member root_motion_track] as "
"a [Vector3] that can be used elsewhere.\n"
"If [member root_motion_track] is not a path to a track of type [constant "
"Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].\n"
"See also [member root_motion_track] and [RootMotionView].\n"
"The most basic example is applying position to [CharacterBody3D]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var current_rotation: Quaternion\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" current_rotation = get_quaternion()\n"
" state_machine.travel(\"Animate\")\n"
" var velocity: Vector3 = current_rotation * animation_tree."
"get_root_motion_position() / delta\n"
" set_velocity(velocity)\n"
" move_and_slide()\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"By using this in combination with [method "
"get_root_motion_position_accumulator], you can apply the root motion "
"position more correctly to account for the rotation of the node.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" set_quaternion(get_quaternion() * animation_tree."
"get_root_motion_rotation())\n"
" var velocity: Vector3 = (animation_tree."
"get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * "
"animation_tree.get_root_motion_position() / delta\n"
" set_velocity(velocity)\n"
" move_and_slide()\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"将具有 [member root_motion_track] 的位置的运动增量,检索为一个可以在其他地方"
"使用的 [Vector3]。\n"
"如果 [member root_motion_track] 不是 [constant Animation.TYPE_POSITION_3D] 类"
"型轨道的路径,则返回 [code]Vector3(0, 0, 0)[/code]。\n"
"另见 [member root_motion_track] 和 [RootMotionView]。\n"
"最基本的示例是将位置应用于 [CharacterBody3D]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var current_rotation: Quaternion\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" current_rotation = get_quaternion()\n"
" state_machine.travel(\"Animate\")\n"
" var velocity: Vector3 = current_rotation * animation_tree."
"get_root_motion_position() / delta\n"
" set_velocity(velocity)\n"
" move_and_slide()\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"通过将其与 [method get_root_motion_position_accumulator] 结合使用,您可以更正"
"确地应用根运动位置来考虑节点的旋转。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" set_quaternion(get_quaternion() * animation_tree."
"get_root_motion_rotation())\n"
" var velocity: Vector3 = (animation_tree."
"get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * "
"animation_tree.get_root_motion_position() / delta\n"
" set_velocity(velocity)\n"
" move_and_slide()\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Retrieve the motion delta of rotation with the [member root_motion_track] as "
"a [Quaternion] that can be used elsewhere.\n"
"If [member root_motion_track] is not a path to a track of type [constant "
"Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code].\n"
"See also [member root_motion_track] and [RootMotionView].\n"
"The most basic example is applying rotation to [CharacterBody3D]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" set_quaternion(get_quaternion() * animation_tree."
"get_root_motion_rotation())\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"检索带有 [member root_motion_track] 的旋转运动,作为一个 [Quaternion],可以在"
"其他地方使用。\n"
"如果 [member root_motion_track] 不是 [constant Animation.TYPE_ROTATION_3D] 类"
"型的轨迹的路径,返回 [code]Quaternion(0, 0, 0, 1)[/code] 。\n"
"另见 [member root_motion_track] 和 [RootMotionView]。\n"
"最基本的例子是对 [CharacterBody3D] 应用旋转。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" set_quaternion(get_quaternion() * animation_tree."
"get_root_motion_rotation() )\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Retrieve the blended value of the rotation tracks with the [member "
"root_motion_track] as a [Quaternion] that can be used elsewhere.\n"
"This is necessary to apply the root motion position correctly, taking "
"rotation into account. See also [method get_root_motion_position].\n"
"Also, this is useful in cases where you want to respect the initial key "
"values of the animation.\n"
"For example, if an animation with only one key [code]Quaternion(0, 0, 0, 1)[/"
"code] is played in the previous frame and then an animation with only one "
"key [code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, "
"the difference can be calculated as follows:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prev_root_motion_rotation_accumulator: Quaternion\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" var current_root_motion_rotation_accumulator: Quaternion = "
"animation_tree.get_root_motion_Quaternion_accumulator()\n"
" var difference: Quaternion = prev_root_motion_rotation_accumulator."
"inverse() * current_root_motion_rotation_accumulator\n"
" prev_root_motion_rotation_accumulator = "
"current_root_motion_rotation_accumulator\n"
" transform.basis *= difference\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"However, if the animation loops, an unintended discrete change may occur, so "
"this is only useful for some simple use cases."
msgstr ""
"检索带有 [member root_motion_track] 的旋转轨道的混合值,作为一个 "
"[Quaternion],可以在其他地方使用。\n"
"这里必须正确地结合根运动位置,并且要考虑到旋转。参考 [method "
"get_root_motion_position]。\n"
"并且,当你想重视动画的初始动画帧的值时,这会很有用。\n"
"比如说,如果一个动画在上一帧只播放一个 [code]Quaternion(0, 0, 0, 1)[/code] 动"
"画帧,并且一个动画在下一帧只播放了一个动画帧的 [code]Quaternion(0, 0.707, 0, "
"0.707)[/code] 时,它们相差的值可以这样求出:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prev_root_motion_rotation_accumulator: Quaternion\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" var current_root_motion_rotation_accumulator: Quaternion = "
"animation_tree.get_root_motion_Quaternion_accumulator()\n"
" var difference: Quaternion = prev_root_motion_rotation_accumulator."
"inverse() * current_root_motion_rotation_accumulator\n"
" prev_root_motion_rotation_accumulator = "
"current_root_motion_rotation_accumulator\n"
" transform.basis *= difference\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"然而,当一个动画循环时,可能会得到一个意料之外的变化,所以这个只在一些简单情"
"况下才有用。"
msgid ""
"Retrieve the motion delta of scale with the [member root_motion_track] as a "
"[Vector3] that can be used elsewhere.\n"
"If [member root_motion_track] is not a path to a track of type [constant "
"Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code].\n"
"See also [member root_motion_track] and [RootMotionView].\n"
"The most basic example is applying scale to [CharacterBody3D]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var current_scale: Vector3 = Vector3(1, 1, 1)\n"
"var scale_accum: Vector3 = Vector3(1, 1, 1)\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" current_scale = get_scale()\n"
" scale_accum = Vector3(1, 1, 1)\n"
" state_machine.travel(\"Animate\")\n"
" scale_accum += animation_tree.get_root_motion_scale()\n"
" set_scale(current_scale * scale_accum)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"检索具有[member root_motion_track]的scale的运动,作为一个[Vector3],可以在其"
"他地方使用。\n"
"如果[member root_motion_track]不是一个类型为[constant Animation."
"TYPE_SCALE_3D]的轨迹的路径,返回[code]Vector3(0, 0, 0)[/code] 。\n"
"另见[成员root_motion_track]和[RootMotionView]。\n"
"最基本的例子是对[CharacterBody3D]应用缩放。\n"
"[codeblocks]。\n"
"[gdscript]\n"
"var current_scale:Vector3 = Vector3(1, 1, 1)\n"
"var scale_accum: Vector3 = Vector3(1, 1, 1)\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" current_scale = get_scale()\n"
" scale_accum = Vector3(1, 1, 1)\n"
" state_machine.travel(\"Animate\")\n"
" scale_accum += animation_tree.get_root_motion_scale()\n"
" set_scale(current_scale * scale_accum)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Retrieve the blended value of the scale tracks with the [member "
"root_motion_track] as a [Vector3] that can be used elsewhere.\n"
"For example, if an animation with only one key [code]Vector3(1, 1, 1)[/code] "
"is played in the previous frame and then an animation with only one key "
"[code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference "
"can be calculated as follows:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prev_root_motion_scale_accumulator: Vector3\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" var current_root_motion_scale_accumulator: Vector3 = animation_tree."
"get_root_motion_scale_accumulator()\n"
" var difference: Vector3 = current_root_motion_scale_accumulator - "
"prev_root_motion_scale_accumulator\n"
" prev_root_motion_scale_accumulator = "
"current_root_motion_scale_accumulator\n"
" transform.basis = transform.basis.scaled(difference)\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"However, if the animation loops, an unintended discrete change may occur, so "
"this is only useful for some simple use cases."
msgstr ""
"检索带有 [member root_motion_track] 的缩放轨道的混合值,作为一个 [Vector3],"
"可以在其他地方使用。\n"
"例如,如果一个动画在前一帧只播放了一个动画帧 [code]Vector3(1, 1, 1)[/code],"
"并且一个动画在后一帧只播放了一个动画帧 [code]Vector3(2, 2, 2)[/code],他们之"
"间相差的值可以这样求出:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prev_root_motion_scale_accumulator: Vector3\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" var current_root_motion_scale_accumulator: Vector3 = animation_tree."
"get_root_motion_scale_accumulator()\n"
" var difference: Vector3 = current_root_motion_scale_accumulator - "
"prev_root_motion_scale_accumulator\n"
" prev_root_motion_scale_accumulator = "
"current_root_motion_scale_accumulator\n"
" transform.basis = transform.basis.scaled(difference)\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"然而,当一个动画循环时,可能会得到一个意料之外的变化,所以这个只在一些简单情"
"况下才有用。"
msgid "If [code]true[/code], the [AnimationTree] will be processing."
msgstr "如果 [code]true[/code] 时,[AnimationTree] 将执行逻辑处理。"
msgid "The path to the [AnimationPlayer] used for animating."
msgstr "用于动画的 [AnimationPlayer] 的路径。"
msgid ""
"The process mode of this [AnimationTree]. See [enum "
"AnimationProcessCallback] for available modes."
msgstr ""
"该 [AnimationTree] 的处理模式。可用的模式见 [enum AnimationProcessCallback]。"
msgid "The root animation node of this [AnimationTree]. See [AnimationNode]."
msgstr "该 [AnimationTree] 的根动画节点。见 [AnimationNode]。"
msgid ""
"Notifies when an animation finished playing.\n"
"[b]Note:[/b] This signal is not emitted if an animation is looping or "
"aborted. Also be aware of the possibility of unseen playback by sync and "
"xfade."
msgstr ""
"某个动画完成播放时发出通知。\n"
"[b]注意:[/b]如果动画需要循环或者是被中止的,则不会发出该信号。另外请意识到可"
"能存在同步和过渡所导致的不可见的播放。"
msgid ""
"Notifies when an animation starts playing.\n"
"[b]Note:[/b] This signal is not emitted if an animation is looping or "
"playbacked from the middle. Also be aware of the possibility of unseen "
"playback by sync and xfade."
msgstr ""
"某个动画完成播放时发出通知。\n"
"[b]注意:[/b]如果动画需要循环或者是被中止的,则不会发出该信号。另外请意识到可"
"能存在同步和过渡所导致的不可见的播放。"
msgid ""
"The animations will progress during the physics frame (i.e. [method Node."
"_physics_process])."
msgstr "在物理帧期间进行动画(即 [method Node._physics_process])。"
msgid ""
"The animations will progress during the idle frame (i.e. [method Node."
"_process])."
msgstr "在空闲帧期间进行动画(即 [method Node._process])。"
msgid "The animations will only progress manually (see [method advance])."
msgstr "只能手动行进动画(见 [method advance])。"
msgid "Using Area2D"
msgstr "使用 Area2D"
msgid "2D Pong Demo"
msgstr "2D Pong 演示"
msgid "2D Platformer Demo"
msgstr "2D 平台跳跃演示"
msgid ""
"Returns a list of intersecting [Area2D]s. The overlapping area's [member "
"CollisionObject2D.collision_layer] must be part of this area's [member "
"CollisionObject2D.collision_mask] in order to be detected.\n"
"For performance reasons (collisions are all processed at the same time) this "
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
"返回相交的 [Area2D] 的列表。重叠区域的 [member CollisionObject2D."
"collision_layer] 必须是这个区域 [member CollisionObject2D.collision_mask] 的"
"一部分,这样才能被检测到。\n"
"出于性能的考虑(所有碰撞都是一起处理的),这个列表会在物理步骤中进行一次修"
"改,而不是在物体被移动后立即修改。可考虑改用信号。"
msgid ""
"The rate at which objects stop spinning in this area. Represents the angular "
"velocity lost per second.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
"details about damping."
msgstr ""
"物体在此区域停止旋转的速度。代表每秒损失的角速度。\n"
"关于阻尼的更多细节见 [member ProjectSettings.physics/2d/"
"default_angular_damp]。"
msgid ""
"Override mode for angular damping calculations within this area. See [enum "
"SpaceOverride] for possible values."
msgstr ""
"此区域内的角阻尼计算的覆盖模式。有关可能的值,请参阅 [enum SpaceOverride]。"
msgid "The name of the area's audio bus."
msgstr "该区域音频总线的名称。"
msgid ""
"If [code]true[/code], the area's audio bus overrides the default audio bus."
msgstr "如果为 [code]true[/code],该区域的音频总线将覆盖默认的音频总线。"
msgid ""
"The area's gravity intensity (in pixels per second squared). This value "
"multiplies the gravity direction. This is useful to alter the force of "
"gravity without altering its direction."
msgstr ""
"该区域的重力强度(以像素每平方秒为单位)。这个值是重力向量的倍数。这对于改变"
"重力大小而不改变其方向很有用。"
msgid "The area's gravity vector (not normalized)."
msgstr "该区域的重力向量(未归一化)。"
msgid ""
"If [code]true[/code], gravity is calculated from a point (set via [member "
"gravity_point_center]). See also [member gravity_space_override]."
msgstr ""
"如果为 [code]true[/code],则从一个点(通过 [member gravity_point_center] 设"
"置)计算重力。参阅 [member gravity_space_override]。"
msgid ""
"If gravity is a point (see [member gravity_point]), this will be the point "
"of attraction."
msgstr "如果重力是一个点(参见 [member gravity_point]),这将是吸引力点。"
msgid ""
"Override mode for gravity calculations within this area. See [enum "
"SpaceOverride] for possible values."
msgstr ""
"该区域内重力计算的覆盖模式。有关可能的值,请参阅 [enum SpaceOverride]。"
msgid ""
"The rate at which objects stop moving in this area. Represents the linear "
"velocity lost per second.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
"物体在此区域停止运动的速度。代表每秒损失的线速度。\n"
"关于阻尼的更多细节见 [member ProjectSettings.physics/2d/"
"default_linear_damp]。"
msgid ""
"Override mode for linear damping calculations within this area. See [enum "
"SpaceOverride] for possible values."
msgstr "该区域内线性阻尼计算的覆盖模式。可取的值见 [enum SpaceOverride]。"
msgid "If [code]true[/code], other monitoring areas can detect this area."
msgstr "如果为 [code]true[/code],其他监测区域可以检测到这个区域。"
msgid ""
"If [code]true[/code], the area detects bodies or areas entering and exiting "
"it."
msgstr ""
"为 [code]true[/code] 时,该区域能够检测到进入和退出该区域的实体或区域。"
msgid "The area's priority. Higher priority areas are processed first."
msgstr "该区域的优先级。将优先处理优先级较高的区域。"
msgid ""
"Emitted when the received [param area] enters this area. Requires [member "
"monitoring] to be set to [code]true[/code]."
msgstr ""
"当接收的 [param area] 进入此区域时发出。需要 [member monitoring] 被设置为 "
"[code]true[/code]。"
msgid ""
"Emitted when the received [param area] exits this area. Requires [member "
"monitoring] to be set to [code]true[/code]."
msgstr ""
"当接收的 [param area] 退出此区域时发出。需要 [member monitoring] 被设置为 "
"[code]true[/code]。"
msgid ""
"Emitted when a [Shape2D] of the received [param area] enters a shape of this "
"area. Requires [member monitoring] to be set to [code]true[/code].\n"
"[param local_shape_index] and [param area_shape_index] contain indices of "
"the interacting shapes from this area and the other area, respectively. "
"[param area_rid] contains the [RID] of the other area. These values can be "
"used with the [PhysicsServer2D].\n"
"[b]Example of getting the[/b] [CollisionShape2D] [b]node from the shape "
"index:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var other_shape_owner = area.shape_find_owner(area_shape_index)\n"
"var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"当收到的 [param area] 的 [Shape2D] 进入这个区域的形状时发出。要求[成员监控]被"
"设置为 [code]true[/code] 。\n"
"[param local_shape_index] 和 [param area_shape_index] 分别包含来自这个区域和"
"另一个区域的交互形状的索引。[param area_rid] 包含另一个区域的 [RID]。这些值可"
"以与 [PhysicsServer2D] 一起使用。\n"
"[b]从形状索引中获取[/b] [CollisionShape2D][b]节点的例子。[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var other_shape_owner = area.shape_find_owner( area_shape_index)\n"
"var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Emitted when a [Shape2D] of the received [param area] exits a shape of this "
"area. Requires [member monitoring] to be set to [code]true[/code].\n"
"See also [signal area_shape_entered]."
msgstr ""
"当接收的 [param area] 的 [Shape2D] 退出此区域的形状时发出。需要 [member "
"monitoring] 被设置为 [code]true[/code]。\n"
"另见 [signal area_shape_entered]。"
msgid ""
"Emitted when the received [param body] enters this area. [param body] can be "
"a [PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] "
"has collision shapes configured. Requires [member monitoring] to be set to "
"[code]true[/code]."
msgstr ""
"当接收到的 [param body] 进入这个区域时发出的。[param body] 可以是一个 "
"[PhysicsBody2D] 或一个 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了碰撞形"
"状,就会被检测到。需要将 [member monitoring] 设置为 [code]true[/code] 。"
msgid ""
"Emitted when the received [param body] exits this area. [param body] can be "
"a [PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] "
"has collision shapes configured. Requires [member monitoring] to be set to "
"[code]true[/code]."
msgstr ""
"当接收到的 [param body] 离开这个区域时发出的。[param body] 可以是一个 "
"[PhysicsBody2D] 或一个 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了碰撞形"
"状,就会被检测到。要求 [member monitoring] 被设置为 [code]true[/code] 。"
msgid ""
"Emitted when a [Shape2D] of the received [param body] enters a shape of this "
"area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are "
"detected if their [TileSet] has collision shapes configured. Requires "
"[member monitoring] to be set to [code]true[/code].\n"
"[param local_shape_index] and [param body_shape_index] contain indices of "
"the interacting shapes from this area and the interacting body, "
"respectively. [param body_rid] contains the [RID] of the body. These values "
"can be used with the [PhysicsServer2D].\n"
"[b]Example of getting the[/b] [CollisionShape2D] [b]node from the shape "
"index:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var body_shape_owner = body.shape_find_owner(body_shape_index)\n"
"var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"当收到的 [param body] 的 [Shape2D] 进入这个区域的形状时发出。[param body] 可"
"以是一个 [PhysicsBody2D] 或一个 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了"
"碰撞形状,则会被检测到。要求 [member monitoring] 被设置为 [code]true[/"
"code] 。\n"
"[param local_shape_index] 和 [param body_shape_index] 分别包含来自这个区域和"
"交互体的交互形状的指数。[param body_rid] 包含体的 [RID]。这些值可以与 "
"[PhysicsServer2D] 一起使用。\n"
"[b]从形状索引中获取[/b] [CollisionShape2D] [b]节点的例子。[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var body_shape_owner = body.shape_find_owner(body_shape_index)\n"
"var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Emitted when a [Shape2D] of the received [param body] exits a shape of this "
"area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are "
"detected if their [TileSet] has collision shapes configured. Requires "
"[member monitoring] to be set to [code]true[/code].\n"
"See also [signal body_shape_entered]."
msgstr ""
"当收到的 [param body] 的 [Shape2D] 退出这个区域的形状时发出。[param body] 可"
"以是一个 [PhysicsBody2D] 或一个 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了"
"碰撞形状,则会被检测到。要求 [member monitoring] 被设置为 [code]true[/"
"code] 。\n"
"另请参阅 [signal body_shape_entered]。"
msgid "This area does not affect gravity/damping."
msgstr "这个区域不影响重力/阻尼。"
msgid ""
"This area adds its gravity/damping values to whatever has been calculated so "
"far (in [member priority] order)."
msgstr ""
"该区域将其重力/阻尼值加到迄今为止计算出的任何值上(按 [member priority] 排"
"序)。"
msgid ""
"This area adds its gravity/damping values to whatever has been calculated so "
"far (in [member priority] order), ignoring any lower priority areas."
msgstr ""
"该区域将其重力/阻尼值添加到到目前为止已计算的任何内容(按 [member priority] "
"顺序),而忽略任何较低优先级的区域。"
msgid ""
"This area replaces any gravity/damping, even the defaults, ignoring any "
"lower priority areas."
msgstr "该区域将替换所有重力/阻尼,甚至是默认值,而忽略任何较低优先级的区域。"
msgid ""
"This area replaces any gravity/damping calculated so far (in [member "
"priority] order), but keeps calculating the rest of the areas."
msgstr ""
"这个区域取代了到目前为止计算出的任何重力/阻尼(按 [member priority] 顺序),"
"但继续计算其余的区域。"
msgid ""
"3D area that detects [CollisionObject3D] nodes overlapping, entering, or "
"exiting. Can also alter or override local physics parameters (gravity, "
"damping) and route audio to custom audio buses.\n"
"To give the area its shape, add a [CollisionShape3D] or a "
"[CollisionPolygon3D] node as a [i]direct[/i] child (or add multiple such "
"nodes as direct children) of the area.\n"
"[b]Warning:[/b] See [ConcavePolygonShape3D] (also called \"trimesh\") for a "
"warning about possibly unexpected behavior when using that shape for an "
"area.\n"
"[b]Warning:[/b] With a non-uniform scale this node will probably not "
"function as expected. Please make sure to keep its scale uniform (i.e. the "
"same on all axes), and change the size(s) of its collision shape(s) instead."
msgstr ""
"3D 区域可以检测 [CollisionObject3D] 节点重叠、进入或退出 。还可以更改或覆盖局"
"部物理参数(重力、阻尼),以及将音频路由到自定义音频总线。\n"
"要为区域设置形状,请添加一个 [CollisionShape3D] 或 [CollisionPolygon3D] 节点"
"作为该区域的[i]直接[/i]子节点(或添加多个该类节点作为直接子节点)。\n"
"[b]警告:[/b]请参阅 [ConcavePolygonShape3D](也称为“三角形网格”)以获取有关在"
"区域中使用该形状时可能出现意外行为的警告。\n"
"[b]警告:[/b]如果缩放比例不一致,该节点可能无法按预期运行。请确保保持其比例统"
"一(即在所有轴上相同),并改为更改其碰撞形状的大小。"
msgid "GUI in 3D Demo"
msgstr "3D GUI 演示"
msgid ""
"Returns a list of intersecting [Area3D]s. The overlapping area's [member "
"CollisionObject3D.collision_layer] must be part of this area's [member "
"CollisionObject3D.collision_mask] in order to be detected.\n"
"For performance reasons (collisions are all processed at the same time) this "
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
"返回相交的 [Area3D] 的列表。重叠区域的 [member CollisionObject3D."
"collision_layer] 必须是该区域的 [member CollisionObject3D.collision_mask] 的"
"一部分才能被检测到。\n"
"出于性能原因(同时处理所有碰撞),此列表在物理步骤期间修改一次,而不是在实体"
"被移动后立即修改。可考虑改用信号。"
msgid ""
"Returns [code]true[/code] if the given [Area3D] intersects or overlaps this "
"[Area3D], [code]false[/code] otherwise.\n"
"[b]Note:[/b] The result of this test is not immediate after moving objects. "
"For performance, list of overlaps is updated once per frame and before the "
"physics step. Consider using signals instead."
msgstr ""
"如果给定的 [Area3D] 与此 [Area3D] 相交或重叠,则返回 [code]true[/code],否则"
"返回 [code]false[/code]。\n"
"[b]注意:[/b]此测试的结果不是在移动实体后立即产生的。为了提高性能,重叠列表每"
"帧仅更新一次,并且在物理步骤之前更新。可考虑改用信号。"
msgid ""
"The rate at which objects stop spinning in this area. Represents the angular "
"velocity lost per second.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
"物体在此区域停止旋转的速度。代表每秒损失的角速度.\n"
"关于阻尼的更多细节,见 [member ProjectSettings.physics/3d/"
"default_angular_damp]。"
msgid ""
"The area's gravity intensity (in meters per second squared). This value "
"multiplies the gravity direction. This is useful to alter the force of "
"gravity without altering its direction."
msgstr ""
"该区域的重力强度(以米每平方秒为单位)。这个值是重力向量的倍数。这对于改变重"
"力大小而不改变其方向很有用。"
msgid ""
"The rate at which objects stop moving in this area. Represents the linear "
"velocity lost per second.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
"实体在此区域减速的速率。代表每秒损失的线速度。\n"
"关于阻尼的更多细节,见[member ProjectSettings.physics/3d/"
"default_linear_damp]。"
msgid ""
"The degree to which this area applies reverb to its associated audio. Ranges "
"from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision."
msgstr ""
"该区域对其相关音频应用混响的程度。范围从 [code]0[/code] 到 [code]1[/code],精"
"度为 [code]0.1[/code]。"
msgid "If [code]true[/code], the area applies reverb to its associated audio."
msgstr "如果为 [code]true[/code],该区域会将混响应用于其关联音频。"
msgid "The name of the reverb bus to use for this area's associated audio."
msgstr "用于该区域关联音频的混响总线的名称。"
msgid ""
"The degree to which this area's reverb is a uniform effect. Ranges from "
"[code]0[/code] to [code]1[/code] with [code]0.1[/code] precision."
msgstr ""
"该区域的混响效果均匀的程度。范围从 [code]0[/code] 到 [code]1[/code],精度为 "
"[code]0.1[/code]。"
msgid ""
"The exponential rate at which wind force decreases with distance from its "
"origin."
msgstr "风力随着距其原点的距离而衰减的指数速率。"
msgid "The magnitude of area-specific wind force."
msgstr "特定区域风力的大小。"
msgid ""
"The [Node3D] which is used to specify the the direction and origin of an "
"area-specific wind force. The direction is opposite to the z-axis of the "
"[Node3D]'s local transform, and its origin is the origin of the [Node3D]'s "
"local transform."
msgstr ""
"[Node3D] 用于指定特定区域风力的方向和原点。方向与 [Node3D] 局部变换的 z 轴相"
"反,其原点为 [Node3D] 局部变换的原点。"
msgid ""
"Emitted when a [Shape3D] of the received [param area] enters a shape of this "
"area. Requires [member monitoring] to be set to [code]true[/code].\n"
"[param local_shape_index] and [param area_shape_index] contain indices of "
"the interacting shapes from this area and the other area, respectively. "
"[param area_rid] contains the [RID] of the other area. These values can be "
"used with the [PhysicsServer3D].\n"
"[b]Example of getting the[/b] [CollisionShape3D] [b]node from the shape "
"index:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var other_shape_owner = area.shape_find_owner(area_shape_index)\n"
"var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"当收到的 [param area] 的 [Shape3D] 进入这个区域的形状时发出。要求 [member "
"monitoring] 被设置为 [code]true[/code] 。\n"
"[param local_shape_index] 和 [param area_shape_index] 分别包含来自这个区域和"
"另一个区域的交互形状的索引。[param area_rid] 包含另一个区域的 [RID]。这些值可"
"以与 [PhysicsServer3D] 一起使用。\n"
"[b]从形状索引中获取[/b] [CollisionShape3D] [b]节点的例子。[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var other_shape_owner = area.shape_find_owner( area_shape_index)\n"
"var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Emitted when a [Shape3D] of the received [param area] exits a shape of this "
"area. Requires [member monitoring] to be set to [code]true[/code].\n"
"See also [signal area_shape_entered]."
msgstr ""
"当接收的 [param area] 的 [Shape3D] 退出此区域的形状时发出。需要 [member "
"monitoring] 被设置为 [code]true[/code]。\n"
"另见 [signal area_shape_entered]。"
msgid ""
"Emitted when the received [param body] enters this area. [param body] can be "
"a [PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their "
"[MeshLibrary] has collision shapes configured. Requires [member monitoring] "
"to be set to [code]true[/code]."
msgstr ""
"当接收到的 [param body] 进入这个区域时触发。[param body] 可以是一个 "
"[PhysicsBody3D] 或一个 [GridMap]。如果 [GridMap] 的 [MeshLibrary] 配置了碰撞"
"形状,就会被检测到。需要将 [member monitoring] 设置为 [code]true[/code] 。"
msgid ""
"Emitted when the received [param body] exits this area. [param body] can be "
"a [PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their "
"[MeshLibrary] has collision shapes configured. Requires [member monitoring] "
"to be set to [code]true[/code]."
msgstr ""
"当接收到的 [param body] 离开这个区域时发出的。[param body] 可以是一个 "
"[PhysicsBody3D] 或一个 [GridMap]。如果 [GridMap] 的 [MeshLibrary] 配置了碰撞"
"形状,就会被检测到。要求 [member monitoring] 被设置为 [code]true[/code] 。"
msgid "A generic array datatype."
msgstr "通用数组数据类型。"
msgid ""
"A generic array that can contain several elements of any type, accessible by "
"a numerical index starting at 0. Negative indices can be used to count from "
"the back, like in Python (-1 is the last element, -2 is the second to last, "
"etc.).\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array = [\"One\", 2, 3, \"Four\"]\n"
"print(array[0]) # One.\n"
"print(array[2]) # 3.\n"
"print(array[-1]) # Four.\n"
"array[2] = \"Three\"\n"
"print(array[-2]) # Three.\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new Godot.Collections.Array{\"One\", 2, 3, \"Four\"};\n"
"GD.Print(array[0]); // One.\n"
"GD.Print(array[2]); // 3.\n"
"GD.Print(array[array.Count - 1]); // Four.\n"
"array[2] = \"Three\";\n"
"GD.Print(array[array.Count - 2]); // Three.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Arrays can be concatenated using the [code]+[/code] operator:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array1 = [\"One\", 2]\n"
"var array2 = [3, \"Four\"]\n"
"print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"// Array concatenation is not possible with C# arrays, but is with Godot."
"Collections.Array.\n"
"var array1 = new Godot.Collections.Array{\"One\", 2};\n"
"var array2 = new Godot.Collections.Array{3, \"Four\"};\n"
"GD.Print(array1 + array2); // Prints [One, 2, 3, Four]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] Concatenating with the [code]+=[/code] operator will create a "
"new array, which has a cost. If you want to append another array to an "
"existing array, [method append_array] is more efficient.\n"
"[b]Note:[/b] Arrays are always passed by reference. To get a copy of an "
"array that can be modified independently of the original array, use [method "
"duplicate].\n"
"[b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] "
"supported and will result in unpredictable behavior.\n"
"[b]Note:[/b] When declaring an array with [code]const[/code], the array "
"itself can still be mutated by defining the values at individual indices or "
"pushing/removing elements. Using [code]const[/code] will only prevent "
"assigning the constant with another value after it was initialized."
msgstr ""
"通用数组,可以包含任意类型的多个元素,可以通过从 0 开始的数字索引进行访问。负"
"数索引可以用来从后面数起,就像在 Python 中一样(-1 是最后一个元素、-2 是倒数"
"第二,以此类推)。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array = [\"One\", 2, 3, \"Four\"]\n"
"print(array[0]) # One。\n"
"print(array[2]) # 3。\n"
"print(array[-1]) # Four。\n"
"array[2] = \"Three\"\n"
"print(array[-2]) # Three。\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new Godot.Collections.Array{\"One\", 2, 3, \"Four\"};\n"
"GD.Print(array[0]); // One。\n"
"GD.Print(array[2]); // 3。\n"
"GD.Print(array[array.Count - 1]); // Four。\n"
"array[2] = \"Three\";\n"
"GD.Print(array[array.Count - 2]); // Three。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"可以使用 [code]+[/code] 运算符连接数组:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array1 = [\"One\", 2]\n"
"var array2 = [3, \"Four\"]\n"
"print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"// C# 数组无法进行数组串联,但 Godot.Collections.Array 可以。\n"
"var array1 = new Godot.Collections.Array{\"One\", 2};\n"
"var array2 = new Godot.Collections.Array{3, \"Four\"};\n"
"GD.Print(array1 + array2); // Prints [One, 2, 3, Four]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]用 [code]+=[/code] 操作符串联将创建一个新的数组,这是有代价的。"
"如果要将另一个数组追加到现有的数组中,[method append_array] 会更有效。\n"
"[b]注意:[/b]数组总是通过引用来传递。要获得一个可以独立于原始数组而被修改的数"
"组的副本,请使用 [method duplicate]。\n"
"[b]注意:[/b][b]不[/b]支持在遍历数组时擦除元素,这将导致不可预知的行为。\n"
"[b]注意:[/b]当用 [code]const[/code] 声明数组时,数组本身仍然可以通过定义各个"
"索引上的值或追加/移除元素而被修改。使用 [code]const[/code] 只能防止该常量在初"
"始化后被赋值为另一个值。"
msgid "Constructs an empty [Array]."
msgstr "构造空的 [Array]。"
msgid "Creates a typed array from the [param base] array."
msgstr "从 [param base] 数组创建具有类型的数组。"
msgid ""
"Returns the same array as [param from]. If you need a copy of the array, use "
"[method duplicate]."
msgstr ""
"返回与 [param from] 相同的数组。如果你需要一个数组的副本,请使用 [method "
"duplicate]。"
msgid "Constructs an array from a [PackedByteArray]."
msgstr "从 [PackedByteArray] 构造一个数组。"
msgid "Constructs an array from a [PackedColorArray]."
msgstr "从 [PackedColorArray] 构造一个数组。"
msgid "Constructs an array from a [PackedFloat32Array]."
msgstr "从 [PackedFloat32Array] 构造一个数组。"
msgid "Constructs an array from a [PackedFloat64Array]."
msgstr "从 [PackedFloat64Array] 构造一个数组。"
msgid "Constructs an array from a [PackedInt32Array]."
msgstr "从 [PackedInt32Array] 构造一个数组。"
msgid "Constructs an array from a [PackedInt64Array]."
msgstr "从 [PackedInt64Array] 构造一个数组。"
msgid "Constructs an array from a [PackedStringArray]."
msgstr "从 [PackedStringArray] 构造一个数组。"
msgid "Constructs an array from a [PackedVector2Array]."
msgstr "从 [PackedVector2Array] 构造一个数组。"
msgid "Constructs an array from a [PackedVector3Array]."
msgstr "从 [PackedVector3Array] 构造一个数组。"
msgid ""
"Calls the provided [Callable] on each element in the array and returns "
"[code]true[/code] if the [Callable] returns [code]true[/code] for [i]all[/i] "
"elements in the array. If the [Callable] returns [code]false[/code] for one "
"array element or more, this method returns [code]false[/code].\n"
"The callable's method should take one [Variant] parameter (the current array "
"element) and return a boolean value.\n"
"[codeblock]\n"
"func _ready():\n"
" print([6, 10, 6].all(greater_than_5)) # Prints True (3/3 elements "
"evaluate to `true`).\n"
" print([4, 10, 4].all(greater_than_5)) # Prints False (1/3 elements "
"evaluate to `true`).\n"
" print([4, 4, 4].all(greater_than_5)) # Prints False (0/3 elements "
"evaluate to `true`).\n"
" print([].all(greater_than_5)) # Prints True (0/0 elements evaluate to "
"`true`).\n"
"\n"
" print([6, 10, 6].all(func(number): return number > 5)) # Prints True. "
"Same as the first line above, but using lambda function.\n"
"\n"
"func greater_than_5(number):\n"
" return number > 5\n"
"[/codeblock]\n"
"See also [method any], [method filter], [method map] and [method reduce].\n"
"[b]Note:[/b] Unlike relying on the size of an array returned by [method "
"filter], this method will return as early as possible to improve performance "
"(especially with large arrays).\n"
"[b]Note:[/b] For an empty array, this method [url=https://en.wikipedia.org/"
"wiki/Vacuous_truth]always[/url] returns [code]true[/code]."
msgstr ""
"对数组中的每个元素调用提供的 [Callable],如果 [Callable] 为数组中的 [i]所有[/"
"i] 元素返回 [code]true[/code],则返回 [code]true[/code]。如果 [Callable] 为一"
"个或多个数组元素返回 [code]false[/code],则此方法返回 [code]false[/code]。\n"
"该可调用的方法应采用一个 [Variant] 参数(当前数组元素)并返回一个布尔值。\n"
"[codeblock]\n"
"func _ready():\n"
" print([6, 10, 6].all(greater_than_5)) # 输出 True(3/3 元素评估为 "
"`true`)。\n"
" print([4, 10, 4].all(greater_than_5)) # 输出 False(1/3 元素评估为 "
"`true`)。\n"
" print([4, 4, 4].all(greater_than_5)) # 输出 False(0/3 元素评估为 "
"`true`)。\n"
" print([].all(greater_than_5)) # 输出 True(0/0 元素评估为 `true`)。\n"
"\n"
" print([6, 10, 6].all(func(number): return number > 5)) # 输出 True。与上"
"面的第一行相同,但使用 lambda 函数。\n"
"\n"
"func greater_than_5(number):\n"
" return number > 5\n"
"[/codeblock]\n"
"另请参见 [method any]、[method filter]、[method map] 和 [method reduce]。\n"
"[b]注意:[/b]与依赖 [method filter] 返回的数组大小不同,此方法会尽可能早地返"
"回以提高性能(尤其是对于大型数组)。\n"
"[b]注意:[/b]对于空数组,此方法 [url=https://en.wikipedia.org/wiki/"
"Vacuous_truth]总是[/url] 返回 [code]true[/code]。"
msgid ""
"Calls the provided [Callable] on each element in the array and returns "
"[code]true[/code] if the [Callable] returns [code]true[/code] for [i]one or "
"more[/i] elements in the array. If the [Callable] returns [code]false[/code] "
"for all elements in the array, this method returns [code]false[/code].\n"
"The callable's method should take one [Variant] parameter (the current array "
"element) and return a boolean value.\n"
"[codeblock]\n"
"func _ready():\n"
" print([6, 10, 6].any(greater_than_5)) # Prints True (3 elements "
"evaluate to `true`).\n"
" print([4, 10, 4].any(greater_than_5)) # Prints True (1 elements "
"evaluate to `true`).\n"
" print([4, 4, 4].any(greater_than_5)) # Prints False (0 elements "
"evaluate to `true`).\n"
" print([].any(greater_than_5)) # Prints False (0 elements evaluate to "
"`true`).\n"
"\n"
" print([6, 10, 6].any(func(number): return number > 5)) # Prints True. "
"Same as the first line above, but using lambda function.\n"
"\n"
"func greater_than_5(number):\n"
" return number > 5\n"
"[/codeblock]\n"
"See also [method all], [method filter], [method map] and [method reduce].\n"
"[b]Note:[/b] Unlike relying on the size of an array returned by [method "
"filter], this method will return as early as possible to improve performance "
"(especially with large arrays).\n"
"[b]Note:[/b] For an empty array, this method always returns [code]false[/"
"code]."
msgstr ""
"对数组中的每个元素调用提供的 [Callable],如果 [Callable] 为数组中的 [i] 一个"
"或多个 [/i] 元素返回 [code]true[/code],则返回 [code]true[/code]。如果 "
"[Callable] 为数组中的所有元素返回 [code]false[/code],则此方法返回 "
"[code]false[/code]。\n"
"可调用的方法应采用一个 [Variant] 参数(当前数组元素)并返回一个布尔值。\n"
"[codeblock]\n"
"func _ready():\n"
" print([6, 10, 6].any(greater_than_5)) # 输出 True(3 个元素评估为 "
"`true`)。\n"
" print([4, 10, 4].any(greater_than_5)) # 输出 True(1 个元素评估为 "
"`true`)。\n"
" print([4, 4, 4].any(greater_than_5)) # 输出 False(0 个元素评估为 "
"`true`)。\n"
" print([].any(greater_than_5)) # 输出 False(0 个元素评估为 `true`)。\n"
"\n"
" print([6, 10, 6].any(func(number): return number > 5)) # 输出 True。与上"
"面的第一行相同,但使用 lambda 函数。\n"
"\n"
"func greater_than_5(number):\n"
" return number > 5\n"
"[/codeblock]\n"
"另请参阅 [method all]、[method filter]、[method map] 和 [method reduce]。\n"
"[b]注意:[/b]与依赖 [method filter] 返回的数组大小不同,此方法会尽可能早地返"
"回以提高性能(尤其是对于大型数组)。\n"
"[b]注意:[/b]对于一个空数组,这个方法总是返回 [code]false[/code]。"
msgid ""
"Appends an element at the end of the array (alias of [method push_back])."
msgstr "向数组末尾追加一个元素([method push_back] 的别名)。"
msgid ""
"Appends another array at the end of this array.\n"
"[codeblock]\n"
"var array1 = [1, 2, 3]\n"
"var array2 = [4, 5, 6]\n"
"array1.append_array(array2)\n"
"print(array1) # Prints [1, 2, 3, 4, 5, 6].\n"
"[/codeblock]"
msgstr ""
"在该数组的末尾追加其他数组。\n"
"[codeblock]\n"
"var array1 = [1, 2, 3]\n"
"var array2 = [4, 5, 6]\n"
"array1.append_array(array2)\n"
"print(array1) # 输出 [1, 2, 3, 4, 5, 6].\n"
"[/codeblock]"
msgid ""
"Returns the last element of the array. Prints an error and returns "
"[code]null[/code] if the array is empty.\n"
"[b]Note:[/b] Calling this function is not the same as writing [code]array[-1]"
"[/code]. If the array is empty, accessing by index will pause project "
"execution when running from the editor."
msgstr ""
"返回数组的最后一个元素。如果数组为空,则打印一个错误并返回 [code]null[/"
"code]。\n"
"[b]注意:[/b]调用这个函数与写入 [code]array[-1][/code] 不一样,如果数组是空"
"的,当从编辑器运行时,按索引访问将暂停项目的执行。"
msgid ""
"Clears the array. This is equivalent to using [method resize] with a size of "
"[code]0[/code]."
msgstr "清空数组。相当于调用 [method resize] 时指定大小为 [code]0[/code]。"
msgid "Returns the number of times an element is in the array."
msgstr "返回元素在数组中出现的次数。"
msgid ""
"Removes the first occurrence of a value from the array. If the value does "
"not exist in the array, nothing happens. To remove an element by index, use "
"[method remove_at] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
"all elements placed after the removed element have to be reindexed.\n"
"[b]Note:[/b] Do not erase entries while iterating over the array."
msgstr ""
"从数组中移除第一个匹配的值。如果数组中不存在该值,则什么也不会发生。要通过索"
"引移除元素,请改用 [method remove_at]。\n"
"[b]注意:[/b]这个方法是就地操作的,不返回值。\n"
"[b]注意:[/b]在大型数组上,如果移除的元素靠近数组的开头(索引 0),则此方法会"
"较慢。这是因为所有放置在移除元素之后的元素都必须重新索引。\n"
"[b]注意:[/b]在遍历数组时不要移除条目。"
msgid ""
"Assigns the given value to all elements in the array. This can typically be "
"used together with [method resize] to create an array with a given size and "
"initialized elements:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new Godot.Collections.Array();\n"
"array.Resize(10);\n"
"array.Fill(0); // Initialize the 10 elements to 0.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] If [param value] is of a reference type ([Object]-derived, "
"[Array], [Dictionary], etc.) then the array is filled with the references to "
"the same object, i.e. no duplicates are created."
msgstr ""
"将该数组中的所有元素都设置为给定的值。通常与 [method resize] 一起使用,用于创"
"建给定大小的数组并对其元素进行初始化:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # 将 10 个元素都初始化为 0。\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new Godot.Collections.Array();\n"
"array.Resize(10);\n"
"array.Fill(0); // 将 10 个元素都初始化为 0。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果 [param value] 为引用类型(派生自 [Object]、[Array]、"
"[Dictionary] 等),那么会用同一个对象的引用填充该数组,即不会创建副本。"
msgid ""
"Calls the provided [Callable] on each element in the array and returns a new "
"array with the elements for which the method returned [code]true[/code].\n"
"The callable's method should take one [Variant] parameter (the current array "
"element) and return a boolean value.\n"
"[codeblock]\n"
"func _ready():\n"
" print([1, 2, 3].filter(remove_1)) # Prints [2, 3].\n"
" print([1, 2, 3].filter(func(number): return number != 1)) # Same as "
"above, but using lambda function.\n"
"\n"
"func remove_1(number):\n"
" return number != 1\n"
"[/codeblock]\n"
"See also [method any], [method all], [method map] and [method reduce]."
msgstr ""
"在数组中的每个元素上调用提供的 [Callable],并返回一个新数组,其中包含调用方法"
"后返回值为 [code]true[/code] 的元素。\n"
"可调用的方法应该采用一个 [Variant] 参数(当前数组元素)并返回一个布尔值。\n"
"[codeblock]\n"
"func _ready():\n"
" print([1, 2, 3].filter(remove_1)) # 打印 [2, 3]。\n"
" print([1, 2, 3].filter(func(number): return number != 1)) # 同上,但使用 "
"lambda 函数。\n"
"\n"
"func remove_1(number):\n"
" return number != 1\n"
"[/codeblock]\n"
"另请参见 [method any]、[method all]、[method map] 和 [method reduce]。"
msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
"not found. Optionally, the initial search index can be passed."
msgstr ""
"在数组中搜索值并返回其索引,如果未找到则返回 [code]-1[/code] 。可选地,可以传"
"递起始搜索索引。"
msgid ""
"Returns the first element of the array. Prints an error and returns "
"[code]null[/code] if the array is empty.\n"
"[b]Note:[/b] Calling this function is not the same as writing [code]array[0]"
"[/code]. If the array is empty, accessing by index will pause project "
"execution when running from the editor."
msgstr ""
"返回数组的第一个元素。如果数组为空,则打印错误并返回 [code]null[/code]。\n"
"[b]注意:[/b]调用这个函数和写 [code]array[0][/code] 是不一样的,如果数组为"
"空,从编辑器运行时按索引访问将暂停项目执行。"
msgid ""
"Returns a hashed 32-bit integer value representing the array and its "
"contents.\n"
"[b]Note:[/b] [Array]s with equal content will always produce identical hash "
"values. However, the reverse is not true. Returning identical hash values "
"does [i]not[/i] imply the arrays are equal, because different arrays can "
"have identical hash values due to hash collisions."
msgstr ""
"返回代表该数组及其内容的 32 位整数哈希值。\n"
"[b]注意:[/b]内容相同的 [Array] 会得到一致的哈希值。然而,反之不然。返回一致"
"的哈希值[i]并不[/i]意味着数组相等,因为不同的数组可能因为哈希碰撞而得到一致的"
"哈希值。"
msgid ""
"Inserts a new element at a given position in the array. The position must be "
"valid, or at the end of the array ([code]pos == size()[/code]).\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the inserted "
"element is close to the beginning of the array (index 0). This is because "
"all elements placed after the newly inserted element have to be reindexed."
msgstr ""
"在给定的数组位置插入一个新值。位置必须合法,或者是在数组末尾([code]pos == "
"size()[/code])。\n"
"[b]注意:[/b]该方法在原地执行,没有返回值。\n"
"[b]注意:[/b]在较大的数组中,如果插入值的位置在数组偏前的位置,这个方法的运行"
"速度会比较慢,因为在插入值后面所有的元素都要被重新索引。"
msgid "Returns [code]true[/code] if the array is empty."
msgstr "该数组为空时,返回 [code]true[/code]。"
msgid ""
"Calls the provided [Callable] for each element in the array and returns a "
"new array filled with values returned by the method.\n"
"The callable's method should take one [Variant] parameter (the current array "
"element) and can return any [Variant].\n"
"[codeblock]\n"
"func _ready():\n"
" print([1, 2, 3].map(negate)) # Prints [-1, -2, -3].\n"
" print([1, 2, 3].map(func(number): return -number)) # Same as above, but "
"using lambda function.\n"
"\n"
"func negate(number):\n"
" return -number\n"
"[/codeblock]\n"
"See also [method filter], [method reduce], [method any] and [method all]."
msgstr ""
"为数组中的每个元素调用提供的 [Callable] 并返回一个新数组,其中填充了该调用方"
"法返回的值。\n"
"可调用的方法应该采用一个 [Variant] 参数(当前数组元素)并且可以返回任意 "
"[Variant]。\n"
"[codeblock]\n"
"func _ready():\n"
" print([1, 2, 3].map(negate)) # 打印 [-1, -2, -3].\n"
" print([1, 2, 3].map(func(number): return -number)) # 同上,但使用 lambda "
"函数。\n"
"\n"
"func negate(number):\n"
" return -number\n"
"[/codeblock]\n"
"另请参见 [method filter]、[method reduce]、[method any] 和 [method all]。"
msgid ""
"Returns the maximum value contained in the array if all elements are of "
"comparable types. If the elements can't be compared, [code]null[/code] is "
"returned."
msgstr ""
"如果数组中的所有元素都是可比较的类型,返回其中的最大值。如果无法比较,返回 "
"[code]null[/code]。"
msgid ""
"Returns the minimum value contained in the array if all elements are of "
"comparable types. If the elements can't be compared, [code]null[/code] is "
"returned."
msgstr ""
"如果数组中的所有元素都是可比较的类型,返回其中的最小值。如果无法比较,返回 "
"[code]null[/code]。"
msgid ""
"Returns a random value from the target array.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array: Array[int] = [1, 2, 3, 4]\n"
"print(array.pick_random()) # Prints either of the four numbers.\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new Godot.Collections.Array { 1, 2, 3, 4 };\n"
"GD.Print(array.PickRandom()); // Prints either of the four numbers.\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"从目标数组中返回一个随机值。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array: Array[int] = [1, 2, 3, 4]\n"
"print(array.pick_random()) # 输出四个数字中的任何一个。\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new Godot.Collections.Array { 1, 2, 3, 4 };\n"
"GD.Print(array.PickRandom()); // 输出四个数字中的任何一个。\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Removes and returns the last element of the array. Returns [code]null[/code] "
"if the array is empty, without printing an error message. See also [method "
"pop_front]."
msgstr ""
"移除并返回数组中的末尾元素。如果数组为空,则返回 [code]null[/code],而不打印"
"错误消息。另见[method pop_front]。"
msgid ""
"Removes and returns the first element of the array. Returns [code]null[/"
"code] if the array is empty, without printing an error message. See also "
"[method pop_back].\n"
"[b]Note:[/b] On large arrays, this method is much slower than [method "
"pop_back] as it will reindex all the array's elements every time it's "
"called. The larger the array, the slower [method pop_front] will be."
msgstr ""
"移除并返回数组的第一个元素。如果数组是空的,将不会输出任何错误信息并返回 "
"[code]null[/code]。另请参阅 [method pop_back]。\n"
"[b]注意:[/b]当数组元素很多时,由于 [method pop_front] 每次调用时都要重新寻找"
"数组所有元素的索引,所以会比 [method pop_back] 慢很多。数组越大,[method "
"pop_front] 越慢。"
msgid ""
"Appends an element at the end of the array. See also [method push_front]."
msgstr "在数组的末端追加一个元素。另请参阅 [method push_front]。"
msgid ""
"Adds an element at the beginning of the array. See also [method push_back].\n"
"[b]Note:[/b] On large arrays, this method is much slower than [method "
"push_back] as it will reindex all the array's elements every time it's "
"called. The larger the array, the slower [method push_front] will be."
msgstr ""
"在数组的开头添加一个元素。另请参阅 [method push_back]。\n"
"[b]注意:[/b]在大数组中,这个方法比 [method push_back] 慢得多,因为每次调用它"
"都会重新索引所有数组的元素。数组越大,[method push_front] 的速度就越慢。"
msgid ""
"Removes an element from the array by index. If the index does not exist in "
"the array, nothing happens. To remove an element by searching for its value, "
"use [method erase] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because "
"all elements placed after the removed element have to be reindexed."
msgstr ""
"按索引从数组中移除一个元素。如果索引在数组中不存在,则什么也不会发生。要通过"
"搜索一个元素的值来移除它,请使用 [method erase] 来代替。\n"
"[b]注意:[/b]这个方法是就地操作,不返回值。\n"
"[b]注意:[/b]在大数组中,如果被删除的元素靠近数组的开头(索引 0),这个方法会"
"比较慢。这是因为所有放置在被移除元素之后的元素都要被重新索引。"
msgid ""
"Resizes the array to contain a different number of elements. If the array "
"size is smaller, elements are cleared, if bigger, new elements are "
"[code]null[/code]."
msgstr ""
"调整数组的大小,让包含的元素数量发生变化。如果数组变小则清除多余元素,变大则"
"新元素为 [code]null[/code]。"
msgid "Reverses the order of the elements in the array."
msgstr "将数组中的元素逆序排列。"
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of "
"the array."
msgstr ""
"逆序搜索数组。还可以传递起始搜索位置索引。如果为负,则起始索引被视为相对于数"
"组的结尾。"
msgid ""
"Shuffles the array such that the items will have a random order. This method "
"uses the global random number generator common to methods such as [method "
"@GlobalScope.randi]. Call [method @GlobalScope.randomize] to ensure that a "
"new seed will be used each time if you want non-reproducible shuffling."
msgstr ""
"将数组打乱,元素随机排列。该方法使用全局随机数生成器,与 [method "
"@GlobalScope.randi] 等方法一致。如果你想每次都使用新的种子,让打乱无法重现,"
"则可以调用 [method @GlobalScope.randomize]。"
msgid "Returns the number of elements in the array."
msgstr "返回数组中元素的个数。"
msgid ""
"Sorts the array.\n"
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n"
"strings.sort()\n"
"print(strings) # Prints [string1, string10, string11, string2]\n"
"[/gdscript]\n"
"[csharp]\n"
"var strings = new Godot.Collections.Array { \"string1\", \"string2\", "
"\"string10\", \"string11\" };\n"
"strings.Sort();\n"
"GD.Print(strings); // Prints [string1, string10, string11, string2]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"To perform natural order sorting, you can use [method sort_custom] with "
"[method String.naturalnocasecmp_to] as follows:\n"
"[codeblock]\n"
"var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n"
"strings.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0)\n"
"print(strings) # Prints [string1, string2, string10, string11]\n"
"[/codeblock]"
msgstr ""
"对数组进行排序。\n"
"[b]注意:[/b]排序所使用的算法并不[url=https://zh.wikipedia.org/wiki/"
"%E6%8E%92%E5%BA%8F%E7%AE%97%E6%B3%95#%E7%A9%A9%E5%AE%9A%E6%80%A7]稳定[/url]。"
"也就是说,使用 [method sort] 时相等的值之间的顺序可能会改变。\n"
"[b]注意:[/b]字符串按字母顺序排序(与自然顺序相反)。当对一个以数字序列结尾的"
"字符串数组进行排序时,这可能会导致意外的行为。请看下面的例子:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n"
"strings.sort()\n"
"print(strings) # 输出 [string1, string10, string11, string2]\n"
"[/gdscript]\n"
"[csharp]\n"
"var strings = new Godot.Collections.Array { \"string1\", \"string2\", "
"\"string10\", \"string11\" };\n"
"strings.Sort();\n"
"GD.Print(strings); // 输出 [string1, string10, string11, string2]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"要执行自然顺序排序,可以使用 [method sort_custom] 和 [method String."
"naturalnocasecmp_to],如下所示:\n"
"[codeblock]\n"
"var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n"
"strings.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0)\n"
"print(strings) # 输出 [string1, string2, string10, string11]\n"
"[/codeblock]"
msgid ""
"Sorts the array using a custom method. The custom method receives two "
"arguments (a pair of elements from the array) and must return either "
"[code]true[/code] or [code]false[/code]. For two elements [code]a[/code] and "
"[code]b[/code], if the given method returns [code]true[/code], element "
"[code]b[/code] will be after element [code]a[/code] in the array.\n"
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
"considered equal may have their order changed when using [method "
"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
"expects a deterministic result. Randomizing the return value will result in "
"unexpected behavior.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func sort_ascending(a, b):\n"
" if a[0] < b[0]:\n"
" return true\n"
" return false\n"
"\n"
"func _ready():\n"
" var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n"
" my_items.sort_custom(sort_ascending)\n"
" print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n"
"\n"
" # Descending, lambda version.\n"
" my_items.sort_custom(func(a, b): return a[0] > b[0])\n"
" print(my_items) # Prints [[9, Rice], [5, Potato], [4, Tomato]].\n"
"[/gdscript]\n"
"[csharp]\n"
"// There is no custom sort support for Godot.Collections.Array\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"使用自定义的方法对数组进行排序。自定义方法接受两个参数(数组中的一对元素),"
"并且必须返回 [code]true[/code] 或者 [code]false[/code]。对于两个元素 "
"[code]a[/code] 和 [code]b[/code],如果给定的方法返回 [code]true[/code],数组"
"中的元素 [code]b[/code] 将排在元素 [code]a[/code] 之后。\n"
"[b]注意:[/b]排序所使用的算法并不[url=https://zh.wikipedia.org/wiki/"
"%E6%8E%92%E5%BA%8F%E7%AE%97%E6%B3%95#%E7%A9%A9%E5%AE%9A%E6%80%A7]稳定[/url]。"
"也就是说,使用 [method sort_custom] 时相等的值之间的顺序可能会改变。\n"
"[b]注意:[/b]您不能随机化返回值,因为堆排序算法期望确定的结果。随机化返回值将"
"导致意外行为。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func sort_ascending(a, b):\n"
" if a[0] < b[0]:\n"
" return true\n"
" return false\n"
"\n"
"func _ready():\n"
" var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n"
" my_items.sort_custom(sort_ascending)\n"
" print(my_items) # 输出 [[4, Tomato], [5, Potato], [9, Rice]].\n"
"\n"
" # Descending, lambda version.\n"
" my_items.sort_custom(func(a, b): return a[0] > b[0])\n"
" print(my_items) # 输出 [[9, Rice], [5, Potato], [4, Tomato]].\n"
"[/gdscript]\n"
"[csharp]\n"
"// Godot.Collections.Array 不支持自定义排序\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Compares the left operand [Array] against the [param right] [Array]. Returns "
"[code]true[/code] if the sizes and contents of the arrays are equal, "
"[code]false[/code] otherwise."
msgstr ""
"将左操作数 [Array] 与 [param right] [Array] 进行比较。如果数组的大小和内容相"
"等,则返回 [code]true[/code],否则返回 [code]false[/code]。"
msgid ""
"[Mesh] type that provides utility for constructing a surface from arrays."
msgstr "[Mesh] 网格类型,提供了用于从数组构造表面的工具。"
msgid ""
"The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes "
"as arrays.\n"
"The most basic example is the creation of a single triangle:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var vertices = PackedVector3Array()\n"
"vertices.push_back(Vector3(0, 1, 0))\n"
"vertices.push_back(Vector3(1, 0, 0))\n"
"vertices.push_back(Vector3(0, 0, 1))\n"
"\n"
"# Initialize the ArrayMesh.\n"
"var arr_mesh = ArrayMesh.new()\n"
"var arrays = []\n"
"arrays.resize(Mesh.ARRAY_MAX)\n"
"arrays[Mesh.ARRAY_VERTEX] = vertices\n"
"\n"
"# Create the Mesh.\n"
"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n"
"var m = MeshInstance3D.new()\n"
"m.mesh = arr_mesh\n"
"[/gdscript]\n"
"[csharp]\n"
"var vertices = new Vector3[]\n"
"{\n"
" new Vector3(0, 1, 0),\n"
" new Vector3(1, 0, 0),\n"
" new Vector3(0, 0, 1),\n"
"};\n"
"\n"
"// Initialize the ArrayMesh.\n"
"var arrMesh = new ArrayMesh();\n"
"var arrays = new Godot.Collections.Array();\n"
"arrays.Resize((int)Mesh.ArrayType.Max);\n"
"arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n"
"\n"
"// Create the Mesh.\n"
"arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);\n"
"var m = new MeshInstance3D();\n"
"m.Mesh = arrMesh;\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown.\n"
"See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural "
"geometry generation.\n"
"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
"primitive modes."
msgstr ""
"[ArrayMesh] 是用来构造 [Mesh] 的,其属性指定为数组。\n"
"最基本的例子是创建单个三角形:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var vertices = PackedVector3Array()\n"
"vertices.push_back(Vector3(0, 1, 0))\n"
"vertices.push_back(Vector3(1, 0, 0))\n"
"vertices.push_back(Vector3(0, 0, 1))\n"
"\n"
"# 初始化 ArrayMesh。\n"
"var arr_mesh = ArrayMesh.new()\n"
"var arrays = []\n"
"arrays.resize(Mesh.ARRAY_MAX)\n"
"arrays[Mesh.ARRAY_VERTEX] = vertices\n"
"\n"
"# 创建 Mesh。\n"
"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n"
"var m = MeshInstance3D.new()\n"
"m.mesh = arr_mesh\n"
"[/gdscript]\n"
"[csharp]\n"
"var vertices = new Vector3[]\n"
"{\n"
" new Vector3(0, 1, 0),\n"
" new Vector3(1, 0, 0),\n"
" new Vector3(0, 0, 1),\n"
"};\n"
"\n"
"// 初始化 ArrayMesh。\n"
"var arrMesh = new ArrayMesh();\n"
"var arrays = new Godot.Collections.Array();\n"
"arrays.Resize((int)Mesh.ArrayType.Max);\n"
"arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n"
"\n"
"// 创建 Mesh。\n"
"arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);\n"
"var m = new MeshInstance3D();\n"
"m.Mesh = arrMesh;\n"
"[/csharp]\n"
"[/codeblocks]\n"
"这个 [MeshInstance3D] 就可以添加到要显示的 [SceneTree] 中了。\n"
"程序几何体生成请参阅 [ImmediateMesh]、[MeshDataTool]、[SurfaceTool]。\n"
"[b]注意:[/b]Godot 对三角形图元模式的正面使用顺时针[url=https://learnopengl-"
"cn.github.io/04%20Advanced%20OpenGL/04%20Face%20culling/]环绕顺序[/url]。"
msgid "Procedural geometry using the ArrayMesh"
msgstr "使用 ArrayMesh 的程序化几何体"
msgid ""
"Adds name for a blend shape that will be added with [method "
"add_surface_from_arrays]. Must be called before surface is added."
msgstr ""
"为混合形状添加名称,该形状将用 [method add_surface_from_arrays] 添加。必须在"
"添加面之前调用。"
msgid ""
"Creates a new surface. [method Mesh.get_surface_count] will become the "
"[code]surf_idx[/code] for this new surface.\n"
"Surfaces are created to be rendered using a [param primitive], which may be "
"any of the values defined in [enum Mesh.PrimitiveType].\n"
"The [param arrays] argument is an array of arrays. Each of the [constant "
"Mesh.ARRAY_MAX] elements contains an array with some of the mesh data for "
"this surface as described by the corresponding member of [enum Mesh."
"ArrayType] or [code]null[/code] if it is not used by the surface. For "
"example, [code]arrays[0][/code] is the array of vertices. That first vertex "
"sub-array is always required; the others are optional. Adding an index array "
"puts this surface into \"index mode\" where the vertex and other arrays "
"become the sources of data and the index array defines the vertex order. All "
"sub-arrays must have the same length as the vertex array (or be an exact "
"multiple of the vertex array's length, when multiple elements of a sub-array "
"correspond to a single vertex) or be empty, except for [constant Mesh."
"ARRAY_INDEX] if it is used.\n"
"The [param blend_shapes] argument is an array of vertex data for each blend "
"shape. Each element is an array of the same structure as [param arrays], but "
"[constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant "
"Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] "
"and all other entries are [code]null[/code].\n"
"The [param lods] argument is a dictionary with [float] keys and "
"[PackedInt32Array] values. Each entry in the dictionary represents a LOD "
"level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] "
"array to use for the LOD level and the key is roughly proportional to the "
"distance at which the LOD stats being used. I.e., increasing the key of a "
"LOD also increases the distance that the objects has to be from the camera "
"before the LOD is used.\n"
"The [param flags] argument is the bitwise or of, as required: One value of "
"[enum Mesh.ArrayCustomFormat] left shifted by "
"[code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, "
"[constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh."
"ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh."
"ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].\n"
"[b]Note:[/b] When using indices, it is recommended to only use points, "
"lines, or triangles."
msgstr ""
"创建一个新的表面。[method Mesh.get_surface_count] 将成为这个新表面的 "
"[code]surf_idx[/code]。\n"
"创建表面以使用 [param primitive] 进行渲染,它可以是 [enum Mesh."
"PrimitiveType] 中定义的任何值。\n"
"[param arrays] 参数是数组的数组。每个 [constant Mesh.ARRAY_MAX] 元素都包含一"
"个数组,其中包含此表面的一些网格数据,如 [enum Mesh.ArrayType] 的相应成员所描"
"述的一样;如果它未被使用,则为 [code]null[/code]。例如,[code]arrays[0][/"
"code] 是顶点数组。始终需要第一个顶点子数组;其他的是可选的。添加索引数组会将"
"此表面置于“索引模式”,其中顶点和其他数组成为数据源,索引数组定义顶点顺序。所"
"有子数组的长度必须与顶点数组的长度相同(或者是顶点数组长度的精确倍数,当子数"
"组的多个元素对应于单个顶点时);或者为空,如果使用了 [constant Mesh."
"ARRAY_INDEX ] 则除外。\n"
"[param blend_shapes] 参数是每个混合形状的顶点数据数组。 每个元素都是与 "
"[param arrays] 具有相同结构的数组,但是 [constant Mesh.ARRAY_VERTEX]、"
"[constant Mesh.ARRAY_NORMAL] 和 [constant Mesh.ARRAY_TANGENT] 这些条目,当且"
"仅当在 [param arrays] 被设置且所有其他条目都是 [code]null[/code] 时,会被设"
"置。\n"
"[param lods] 参数是一个带有 [float] 键和 [PackedInt32Array] 值的字典。字典中"
"的每个条目代表了表面的一个 LOD 级别,其中值是用于 LOD 级别的 [constant Mesh."
"ARRAY_INDEX] 数组,键大致与使用 LOD 统计信息的距离成正比。即,增加 LOD 的关键"
"点也会增加在使用 LOD 之前对象必须与相机的距离。\n"
"[param flags] 参数是根据需要按位或的:[enum Mesh.ArrayCustomFormat] 的一个值"
"左移 [code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code],用于每个正在使用的自定义通道,"
"[constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE]、[constant Mesh."
"ARRAY_FLAG_USE_8_BONE_WEIGHTS]、或 [constant Mesh."
"ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY]。\n"
"[b]注意:[/b]使用索引时,建议只使用点、线或三角形。"
msgid "Removes all blend shapes from this [ArrayMesh]."
msgstr "移除此 [ArrayMesh] 的所有混合形状。"
msgid "Removes all surfaces from this [ArrayMesh]."
msgstr "移除此 [ArrayMesh] 的所有表面。"
msgid "Returns the number of blend shapes that the [ArrayMesh] holds."
msgstr "返回 [ArrayMesh] 持有的混合形状的数量。"
msgid "Returns the name of the blend shape at this index."
msgstr "返回此索引处的混合形状的名称。"
msgid ""
"Performs a UV unwrap on the [ArrayMesh] to prepare the mesh for lightmapping."
msgstr "在 [ArrayMesh] 上执行 UV 展开,为光照贴图准备该网格。"
msgid "Regenerates tangents for each of the [ArrayMesh]'s surfaces."
msgstr "为每个 [ArrayMesh] 的表面重新生成切线。"
msgid "Sets the name of the blend shape at this index."
msgstr "在此索引处设置混合形状的名称。"
msgid ""
"Returns the index of the first surface with this name held within this "
"[ArrayMesh]. If none are found, -1 is returned."
msgstr ""
"返回此 [ArrayMesh] 中带有此名称的第一个曲面的索引。如果没有找到,则返回 -1。"
msgid ""
"Returns the length in indices of the index array in the requested surface "
"(see [method add_surface_from_arrays])."
msgstr ""
"返回所请求的面中索引数组的索引长度(参见 [method add_surface_from_arrays])。"
msgid ""
"Returns the length in vertices of the vertex array in the requested surface "
"(see [method add_surface_from_arrays])."
msgstr ""
"返回所请求曲面中顶点数组的顶点长度(见 [method add_surface_from_arrays])。"
msgid ""
"Returns the format mask of the requested surface (see [method "
"add_surface_from_arrays])."
msgstr "返回所请求表面的格式掩码(见 [method add_surface_from_arrays])。"
msgid "Gets the name assigned to this surface."
msgstr "获取分配给此表面的名称。"
msgid ""
"Returns the primitive type of the requested surface (see [method "
"add_surface_from_arrays])."
msgstr "返回所请求曲面的图元类型(见 [method add_surface_from_arrays])。"
msgid "Sets a name for a given surface."
msgstr "设置给定曲面的名称。"
msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]."
msgstr "将混合形状模式设置为 [enum Mesh.BlendShapeMode] 之一。"
msgid ""
"Overrides the [AABB] with one defined by user for use with frustum culling. "
"Especially useful to avoid unexpected culling when using a shader to offset "
"vertices."
msgstr ""
"用用户定义的用于使用视锥剔除的一种替代 [AABB]。在使用着色器偏移顶点时,避免非"
"预期的剔除特别有用。"
msgid ""
"An optional mesh which is used for rendering shadows and can be used for the "
"depth prepass. Can be used to increase performance of shadow rendering by "
"using a mesh that only contains vertex position data (without normals, UVs, "
"colors, etc.)."
msgstr ""
"用于渲染阴影并可用于深度预通道的可选网格。可用于通过使用仅包含顶点位置数据"
"(不含法线、UV、颜色等)的网格来提高阴影渲染的性能。"
msgid ""
"3D polygon shape for use with occlusion culling in [OccluderInstance3D]."
msgstr "用于与 [OccluderInstance3D] 中的遮挡剔除一起使用的 3D 多边形形状。"
msgid ""
"[ArrayOccluder3D] stores an arbitrary 3D polygon shape that can be used by "
"the engine's occlusion culling system. This is analogous to [ArrayMesh], but "
"for occluders.\n"
"See [OccluderInstance3D]'s documentation for instructions on setting up "
"occlusion culling."
msgstr ""
"[ArrayOccluder3D] 存储一个任意的 3D 多边形形状,可供引擎的遮挡剔除系统使用。"
"这类似于 [ArrayMesh],但适用于遮挡物。\n"
"有关设置遮挡剔除的说明,请参阅 [OccluderInstance3D] 的文档。"
msgid "Container that preserves its child controls' aspect ratio."
msgstr "保留其子控件长宽比的容器。"
msgid ""
"Arranges child controls in a way to preserve their aspect ratio "
"automatically whenever the container is resized. Solves the problem where "
"the container size is dynamic and the contents' size needs to adjust "
"accordingly without losing proportions."
msgstr ""
"以一种方式安排子控件,以便在容器调整大小时自动保留其长宽比。解决了容器大小是"
"动态的,而内容的大小需要相应调整而不失去比例的问题。"
msgid "GUI containers"
msgstr "GUI 容器"
msgid "Specifies the horizontal relative position of child controls."
msgstr "指定子控件的水平相对位置。"
msgid "Specifies the vertical relative position of child controls."
msgstr "指定子控件的垂直相对位置。"
msgid ""
"The aspect ratio to enforce on child controls. This is the width divided by "
"the height. The ratio depends on the [member stretch_mode]."
msgstr ""
"对子控件强制实施的长宽比。这是宽度除以高度。这个比例取决于 [member "
"stretch_mode]。"
msgid "The stretch mode used to align child controls."
msgstr "用来对齐子控件的拉伸模式。"
msgid ""
"The height of child controls is automatically adjusted based on the width of "
"the container."
msgstr "子控件的高度会根据容器的宽度自动调整。"
msgid ""
"The width of child controls is automatically adjusted based on the height of "
"the container."
msgstr "子控件的宽度会根据容器的高度自动调整。"
msgid ""
"The bounding rectangle of child controls is automatically adjusted to fit "
"inside the container while keeping the aspect ratio."
msgstr "子控件的边界矩形会自动调整以适应容器,同时保持长宽比。"
msgid ""
"The width and height of child controls is automatically adjusted to make "
"their bounding rectangle cover the entire area of the container while "
"keeping the aspect ratio.\n"
"When the bounding rectangle of child controls exceed the container's size "
"and [member Control.clip_contents] is enabled, this allows to show only the "
"container's area restricted by its own bounding rectangle."
msgstr ""
"子控件的宽度和高度被自动调整,以使其边框覆盖容器的整个区域,同时保持长宽"
"比。\n"
"当子控件的边界矩形超过容器的大小,并且 [member Control.clip_contents] 被启用"
"时,这允许仅显示受其自身边界矩形限制的容器区域。"
msgid ""
"Aligns child controls with the beginning (left or top) of the container."
msgstr "将子控件与容器的开头对齐(左侧或顶部)。"
msgid "Aligns child controls with the center of the container."
msgstr "使子控件与容器的中心对齐。"
msgid "Aligns child controls with the end (right or bottom) of the container."
msgstr "将子控件与容器的末端对齐(右侧或底部)。"
msgid "AStar class representation that uses 2D vectors as edges."
msgstr "使用 2D 向量作为边缘的 AStar 类表示。"
msgid ""
"This is a wrapper for the [AStar3D] class which uses 2D vectors instead of "
"3D vectors."
msgstr "这是 [AStar3D] 类的包装,它使用 2D 向量而不是 3D 向量。"
msgid ""
"Called when computing the cost between two connected points.\n"
"Note that this function is hidden in the default [code]AStar2D[/code] class."
msgstr ""
"计算两个连接点之间的成本时调用。\n"
"注意这个函数隐藏在默认的 [code]AStar2D[/code] 类中。"
msgid ""
"Called when estimating the cost between a point and the path's ending "
"point.\n"
"Note that this function is hidden in the default [code]AStar2D[/code] class."
msgstr ""
"当估计一个点和路径终点之间的成本时调用。\n"
"请注意,这个函数隐藏在默认的 [code]AStar2D[/code] 类中。"
msgid ""
"Adds a new point at the given position with the given identifier. The [param "
"id] must be 0 or larger, and the [param weight_scale] must be 0.0 or "
"greater.\n"
"The [param weight_scale] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
"the algorithm prefers points with lower [param weight_scale]s to form a "
"path.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with "
"weight_scale 4 and id 1\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(1, 0), 4); // Adds the point (1, 0) with "
"weight_scale 4 and id 1\n"
"[/csharp]\n"
"[/codeblocks]\n"
"If there already exists a point for the given [param id], its position and "
"weight scale are updated to the given values."
msgstr ""
"在具有给定标识符的给定位置添加一个新点。[param id] 必须为 0 或更大,[param "
"weight_scale] 必须为 0.0 或更大。\n"
"在确定从相邻点到此点的一段路程的总成本时,[param weight_scale] 要乘以 "
"[method _compute_cost] 的结果。因此,在其他条件相同的情况下,算法优先选择 "
"[param weight_scale] 较低的点来形成路径。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(1, 0), 4) # 添加点 (1, 0)、权重为 4、ID 为 1\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(1, 0), 4); // 添加点 (1, 0)、权重为 4、ID 为 "
"1\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果已经存在一个给定 [param id] 的点,则它的位置和权重缩放将被更新为给定值。"
msgid ""
"Returns whether there is a connection/segment between the given points. If "
"[param bidirectional] is [code]false[/code], returns whether movement from "
"[param id] to [param to_id] is possible through this segment."
msgstr ""
"返回两个给定点之间是否存在连接/线段。如果 [param bidirectional] 为 "
"[code]false[/code],则返回是否可以通过此段从 [param id] 移动到 [param "
"to_id]。"
msgid "Clears all the points and segments."
msgstr "清除所有点和线段。"
msgid ""
"Creates a segment between the given points. If [param bidirectional] is "
"[code]false[/code], only movement from [param id] to [param to_id] is "
"allowed, not the reverse direction.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(1, 1))\n"
"astar.add_point(2, Vector2(0, 5))\n"
"astar.connect_points(1, 2, false)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(1, 1));\n"
"astar.AddPoint(2, new Vector2(0, 5));\n"
"astar.ConnectPoints(1, 2, false);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"在给定的点之间创建一个线段。如果 [param bidirectional] 为 [code]false[/"
"code],则只允许从 [param id] 到 [param to_id] 的移动,而不允许反向移动。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(1, 1))\n"
"astar.add_point(2, Vector2(0, 5))\n"
"astar.connect_points(1, 2, false)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(1, 1));\n"
"astar.AddPoint(2, new Vector2(0, 5));\n"
"astar.ConnectPoints(1, 2, false);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Deletes the segment between the given points. If [param bidirectional] is "
"[code]false[/code], only movement from [param id] to [param to_id] is "
"prevented, and a unidirectional segment possibly remains."
msgstr ""
"删除给定点之间的线段。如果 [param bidirectional] 为 [code]false[/code],则仅"
"阻止从 [param id] 到 [param to_id] 的移动,并且可能会保留一个单向线段。"
msgid "Returns the next available point ID with no point associated to it."
msgstr "返回下一个没有关联点的可用点 ID。"
msgid ""
"Returns the ID of the closest point to [param to_position], optionally "
"taking disabled points into account. Returns [code]-1[/code] if there are no "
"points in the points pool.\n"
"[b]Note:[/b] If several points are the closest to [param to_position], the "
"one with the smallest ID will be returned, ensuring a deterministic result."
msgstr ""
"返回距离 [param to_position] 最近的点的 ID,可以选择将禁用的点考虑在内。如果"
"点池中没有点,则返回 [code]-1[/code]。\n"
"[b]注意:[/b]如果有多个点距离 [param to_position] 最近,则返回 ID 最小的那个"
"点,以保证结果的确定性。"
msgid ""
"Returns the closest position to [param to_position] that resides inside a "
"segment between two connected points.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 5))\n"
"astar.connect_points(1, 2)\n"
"var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Returns (0, "
"3)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(0, 0));\n"
"astar.AddPoint(2, new Vector2(0, 5));\n"
"astar.ConnectPoints(1, 2);\n"
"Vector2 res = astar.GetClosestPositionInSegment(new Vector2(3, 3)); // "
"Returns (0, 3)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The result is in the segment that goes from [code]y = 0[/code] to [code]y = "
"5[/code]. It's the closest position in the segment to the given point."
msgstr ""
"返回最接近 [param to_position] 的位置,该位置位于两个连接点之间的线段内。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 5))\n"
"astar.connect_points(1, 2)\n"
"var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # 返回 (0, "
"3)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(0, 0));\n"
"astar.AddPoint(2, new Vector2(0, 5));\n"
"astar.ConnectPoints(1, 2);\n"
"Vector2 res = astar.GetClosestPositionInSegment(new Vector2(3, 3)); // 返回 "
"(0, 3)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"结果位于从 [code]y = 0[/code] 到 [code]y = 5[/code] 的线段中。它是线段中距给"
"定点最近的位置。"
msgid ""
"Returns an array with the IDs of the points that form the path found by "
"AStar2D between the given points. The array is ordered from the starting "
"point to the ending point of the path.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n"
"astar.add_point(3, Vector2(1, 1))\n"
"astar.add_point(4, Vector2(2, 0))\n"
"\n"
"astar.connect_points(1, 2, false)\n"
"astar.connect_points(2, 3, false)\n"
"astar.connect_points(4, 3, false)\n"
"astar.connect_points(1, 4, false)\n"
"\n"
"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(0, 0));\n"
"astar.AddPoint(2, new Vector2(0, 1), 1); // Default weight is 1\n"
"astar.AddPoint(3, new Vector2(1, 1));\n"
"astar.AddPoint(4, new Vector2(2, 0));\n"
"\n"
"astar.ConnectPoints(1, 2, false);\n"
"astar.ConnectPoints(2, 3, false);\n"
"astar.ConnectPoints(4, 3, false);\n"
"astar.ConnectPoints(1, 4, false);\n"
"int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"If you change the 2nd point's weight to 3, then the result will be [code][1, "
"4, 3][/code] instead, because now even though the distance is longer, it's "
"\"easier\" to get through point 4 than through point 2."
msgstr ""
"返回一个数组,其中包含构成由 AStar2D 在给定点之间找到的路径的点的 ID。数组从"
"路径的起点到终点进行排序。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 1), 1) # 默认权重为 1\n"
"astar.add_point(3, Vector2(1, 1))\n"
"astar.add_point(4, Vector2(2, 0))\n"
"\n"
"astar.connect_points(1, 2, false)\n"
"astar.connect_points(2, 3, false)\n"
"astar.connect_points(4, 3, false)\n"
"astar.connect_points(1, 4, false)\n"
"\n"
"var res = astar.get_id_path(1, 3) # 返回 [1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(0, 0));\n"
"astar.AddPoint(2, new Vector2(0, 1), 1); // 默认权重为 1\n"
"astar.AddPoint(3, new Vector2(1, 1));\n"
"astar.AddPoint(4, new Vector2(2, 0));\n"
"\n"
"astar.ConnectPoints(1, 2, false);\n"
"astar.ConnectPoints(2, 3, false);\n"
"astar.ConnectPoints(4, 3, false);\n"
"astar.ConnectPoints(1, 4, false);\n"
"int[] res = astar.GetIdPath(1, 3); // 返回 [1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果将第2个点的权重更改为 3,则结果将改为 [code][1, 4, 3][/code],因为现在即"
"使距离更长,通过第 4 点也比通过第 2 点“更容易”。"
msgid ""
"Returns an array with the IDs of the points that form the connection with "
"the given point.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 1))\n"
"astar.add_point(3, Vector2(1, 1))\n"
"astar.add_point(4, Vector2(2, 0))\n"
"\n"
"astar.connect_points(1, 2, true)\n"
"astar.connect_points(1, 3, true)\n"
"\n"
"var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(0, 0));\n"
"astar.AddPoint(2, new Vector2(0, 1));\n"
"astar.AddPoint(3, new Vector2(1, 1));\n"
"astar.AddPoint(4, new Vector2(2, 0));\n"
"\n"
"astar.ConnectPoints(1, 2, true);\n"
"astar.ConnectPoints(1, 3, true);\n"
"\n"
"int[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回一个数组,其中包含与给定点形成连接的点的 ID。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 1))\n"
"astar.add_point(3, Vector2(1, 1))\n"
"astar.add_point(4, Vector2(2, 0))\n"
"\n"
"astar.connect_points(1, 2, true)\n"
"astar.connect_points(1, 3, true)\n"
"\n"
"var neighbors = astar.get_point_connections(1) # 返回 [2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(0, 0));\n"
"astar.AddPoint(2, new Vector2(0, 1));\n"
"astar.AddPoint(3, new Vector2(1, 1));\n"
"astar.AddPoint(4, new Vector2(2, 0));\n"
"\n"
"astar.ConnectPoints(1, 2, true);\n"
"astar.ConnectPoints(1, 3, true);\n"
"\n"
"int[] neighbors = astar.GetPointConnections(1); // 返回 [2, 3]\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Returns the number of points currently in the points pool."
msgstr "返回点池中当前的点数。"
msgid "Returns an array of all point IDs."
msgstr "返回所有点 ID 的数组。"
msgid ""
"Returns an array with the points that are in the path found by AStar2D "
"between the given points. The array is ordered from the starting point to "
"the ending point of the path.\n"
"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
"will return an empty [PackedVector2Array] and will print an error message."
msgstr ""
"返回一个数组,其中包含 AStar2D 在给定点之间找到的路径中的点。数组从路径的起点"
"到终点进行排序。\n"
"[b]注意:[/b] 该方法不是线程安全的。如果从 [Thread] 调用,它将返回一个空的 "
"[PackedVector2Array] 并打印一条错误消息。"
msgid "Returns the position of the point associated with the given [param id]."
msgstr "返回与给定 [param id] 相关联的点的位置。"
msgid ""
"Returns the weight scale of the point associated with the given [param id]."
msgstr "返回与给定 [param id] 关联的点的权重比例。"
msgid "Returns whether a point associated with the given [param id] exists."
msgstr "返回与给定 [param id] 相关联的点是否存在。"
msgid ""
"Returns whether a point is disabled or not for pathfinding. By default, all "
"points are enabled."
msgstr "返回用于寻路时点是否被禁用。默认情况下,所有点均被启用。"
msgid ""
"Removes the point associated with the given [param id] from the points pool."
msgstr "从点池中移除与给定 [param id] 关联的点。"
msgid ""
"Reserves space internally for [param num_nodes] points, useful if you're "
"adding a known large number of points at once, such as points on a grid. New "
"capacity must be greater or equals to old capacity."
msgstr ""
"在内部为 [param num_nodes] 个点保留空间,如果你想要一次性添加大量的点且数量已"
"知,例如网格,那么就会很有用。新容量必须大于或等于旧容量。"
msgid ""
"Disables or enables the specified point for pathfinding. Useful for making a "
"temporary obstacle."
msgstr "用于寻路时禁用或启用指定的点。适用于制作临时障碍物。"
msgid "Sets the [param position] for the point with the given [param id]."
msgstr "为具有给定 [param id] 的点设置位置 [param position]。"
msgid ""
"Sets the [param weight_scale] for the point with the given [param id]. The "
"[param weight_scale] is multiplied by the result of [method _compute_cost] "
"when determining the overall cost of traveling across a segment from a "
"neighboring point to this point."
msgstr ""
"为给定的 [param id] 的点设置 [param weight_scale]。在确定从邻接点到这个点的一"
"段路程的总成本时,[param weight_scale] 要乘以 [method _compute_cost] 的结果。"
msgid ""
"An implementation of A* to find the shortest paths among connected points in "
"space."
msgstr "A* 的一种实现,用于寻找空间中连接点之间的最短路径。"
msgid ""
"A* (A star) is a computer algorithm that is widely used in pathfinding and "
"graph traversal, the process of plotting short paths among vertices "
"(points), passing through a given set of edges (segments). It enjoys "
"widespread use due to its performance and accuracy. Godot's A* "
"implementation uses points in three-dimensional space and Euclidean "
"distances by default.\n"
"You must add points manually with [method add_point] and create segments "
"manually with [method connect_points]. Then you can test if there is a path "
"between two points with the [method are_points_connected] function, get a "
"path containing indices by [method get_id_path], or one containing actual "
"coordinates with [method get_point_path].\n"
"It is also possible to use non-Euclidean distances. To do so, create a class "
"that extends [code]AStar3D[/code] and override methods [method "
"_compute_cost] and [method _estimate_cost]. Both take two indices and return "
"a length, as is shown in the following example.\n"
"[codeblocks]\n"
"[gdscript]\n"
"class MyAStar:\n"
" extends AStar3D\n"
"\n"
" func _compute_cost(u, v):\n"
" return abs(u - v)\n"
"\n"
" func _estimate_cost(u, v):\n"
" return min(0, abs(u - v) - 1)\n"
"[/gdscript]\n"
"[csharp]\n"
"public partial class MyAStar : AStar3D\n"
"{\n"
" public override float _ComputeCost(long fromId, long toId)\n"
" {\n"
" return Mathf.Abs((int)(fromId - toId));\n"
" }\n"
"\n"
" public override float _EstimateCost(long fromId, long toId)\n"
" {\n"
" return Mathf.Min(0, Mathf.Abs((int)(fromId - toId)) - 1);\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[method _estimate_cost] should return a lower bound of the distance, i.e. "
"[code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. This serves as a "
"hint to the algorithm because the custom [code]_compute_cost[/code] might be "
"computation-heavy. If this is not the case, make [method _estimate_cost] "
"return the same value as [method _compute_cost] to provide the algorithm "
"with the most accurate information.\n"
"If the default [method _estimate_cost] and [method _compute_cost] methods "
"are used, or if the supplied [method _estimate_cost] method returns a lower "
"bound of the cost, then the paths returned by A* will be the lowest-cost "
"paths. Here, the cost of a path equals the sum of the [method _compute_cost] "
"results of all segments in the path multiplied by the [code]weight_scale[/"
"code]s of the endpoints of the respective segments. If the default methods "
"are used and the [code]weight_scale[/code]s of all points are set to "
"[code]1.0[/code], then this equals the sum of Euclidean distances of all "
"segments in the path."
msgstr ""
"A*(A 星)是一种计算机算法,广泛用于寻路和图遍历,是通过一组给定的边(线"
"段),在顶点(点)之间绘制短路径的过程。由于其性能和准确性,它被广泛使用。"
"Godot 的 A* 实现默认使用三维空间中的点和欧几里得距离。\n"
"您需要使用 [method add_point] 手动添加点,并使用 [method connect_points] 手动"
"创建线段。然后,可以使用 [method are_points_connected] 函数,测试两点之间是否"
"存在路径,通过 [method get_id_path] 获取包含索引的路径,或使用 [method "
"get_point_path] 获取包含实际坐标的路径。\n"
"也可以使用非欧几里得距离。为此,创建一个扩展 [code]AStar3D[/code] 的类,并重"
"写方法 [method _compute_cost] 和 [method _estimate_cost]。两者都接受两个索引"
"并返回一个长度,如以下示例所示。\n"
"[codeblocks]\n"
"[gdscript]\n"
"class MyAStar:\n"
" extends AStar3D\n"
"\n"
" func _compute_cost(u, v):\n"
" return abs(u - v)\n"
"\n"
" func _estimate_cost(u, v):\n"
" return min(0, abs(u - v) - 1)\n"
"[/gdscript]\n"
"[csharp]\n"
"public partial class MyAStar : AStar3D\n"
"{\n"
" public override float _ComputeCost(long fromId, long toId)\n"
" {\n"
" return Mathf.Abs((int)(fromId - toId));\n"
" }\n"
"\n"
" public override float _EstimateCost(long fromId, long toId)\n"
" {\n"
" return Mathf.Min(0, Mathf.Abs((int)(fromId - toId)) - 1);\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[method _estimate_cost] 应该返回距离的下限,即 [code]_estimate_cost(u, v) <= "
"_compute_cost(u, v)[/code]。这可以作为算法的提示,因为自定义 "
"[code]_compute_cost[/code] 可能计算量很大。如果不是这种情况,请使 [method "
"_estimate_cost] 返回与 [method _compute_cost] 相同的值,以便为算法提供最准确"
"的信息。\n"
"如果使用默认的 [method _estimate_cost] 和 [method _compute_cost] 方法,或者如"
"果提供的 [method _estimate_cost] 方法返回成本的下限,则 A* 返回的路径将是成本"
"最低的路径。这里,路径的代价等于路径中所有段的 [method _compute_cost] 结果乘"
"以各个段端点的权重 [code]weight_scale[/code] 之和。如果使用默认方法,并且所有"
"点的 [code]weight_scale[/code] 设置为 [code]1.0[/code],则这等于路径中所有段"
"的欧几里得距离之和。"
msgid ""
"Called when computing the cost between two connected points.\n"
"Note that this function is hidden in the default [code]AStar3D[/code] class."
msgstr ""
"在计算两个连接点之间的成本时调用。\n"
"请注意,此函数隐藏在默认的 [code]AStar3D[/code] 类中。"
msgid ""
"Called when estimating the cost between a point and the path's ending "
"point.\n"
"Note that this function is hidden in the default [code]AStar3D[/code] class."
msgstr ""
"在估算一个点和路径终点之间的成本时调用。\n"
"请注意,此函数隐藏在默认的 [code]AStar3D[/code] 类中。"
msgid ""
"Adds a new point at the given position with the given identifier. The [param "
"id] must be 0 or larger, and the [param weight_scale] must be 0.0 or "
"greater.\n"
"The [param weight_scale] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
"the algorithm prefers points with lower [param weight_scale]s to form a "
"path.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with "
"weight_scale 4 and id 1\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(1, 0, 0), 4); // Adds the point (1, 0, 0) with "
"weight_scale 4 and id 1\n"
"[/csharp]\n"
"[/codeblocks]\n"
"If there already exists a point for the given [param id], its position and "
"weight scale are updated to the given values."
msgstr ""
"在给定的位置添加一个新的点,并使用给定的标识符。[param id] 必须大于等于 0,"
"[param weight_scale] 必须大于等于 0.0。\n"
"在确定从邻点到此点的一段路程的总成本时,[param weight_scale] 要乘以 [method "
"_compute_cost] 的结果。因此,在其他条件相同的情况下,算法优先选择 [param "
"weight_scale] 较低的点来形成路径。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(1, 0, 0), 4) # 添加点 (1, 0, 0),其 weight_scale "
"为 4 且 id 为 1\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(1, 0, 0), 4); // 添加点 (1, 0, 0),其 "
"weight_scale 为 4 且 id 为 1\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果对于给定的 [param id] 已经存在一个点,它的位置和权重将被更新为给定的值。"
msgid ""
"Creates a segment between the given points. If [param bidirectional] is "
"[code]false[/code], only movement from [param id] to [param to_id] is "
"allowed, not the reverse direction.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(1, 1, 0))\n"
"astar.add_point(2, Vector3(0, 5, 0))\n"
"astar.connect_points(1, 2, false)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(1, 1, 0));\n"
"astar.AddPoint(2, new Vector3(0, 5, 0));\n"
"astar.ConnectPoints(1, 2, false);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"在给定的点之间创建一条线段。如果 [param bidirectional] 为 [code]false[/"
"code],则只允许从 [param id] 到 [param to_id] 的移动,而不允许反向移动。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(1, 1, 0))\n"
"astar.add_point(2, Vector3(0, 5, 0))\n"
"astar.connect_points(1, 2, false)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(1, 1, 0));\n"
"astar.AddPoint(2, new Vector3(0, 5, 0));\n"
"astar.ConnectPoints(1, 2, false);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the closest position to [param to_position] that resides inside a "
"segment between two connected points.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 5, 0))\n"
"astar.connect_points(1, 2)\n"
"var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns "
"(0, 3, 0)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(0, 0, 0));\n"
"astar.AddPoint(2, new Vector3(0, 5, 0));\n"
"astar.ConnectPoints(1, 2);\n"
"Vector3 res = astar.GetClosestPositionInSegment(new Vector3(3, 3, 0)); // "
"Returns (0, 3, 0)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The result is in the segment that goes from [code]y = 0[/code] to [code]y = "
"5[/code]. It's the closest position in the segment to the given point."
msgstr ""
"返回位于两个连接点之间的线段中离 [param to_position] 最近的位置。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 5, 0))\n"
"astar.connect_points(1, 2)\n"
"var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # 返回 (0, "
"3, 0)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(0, 0, 0));\n"
"astar.AddPoint(2, new Vector3(0, 5, 0));\n"
"astar.ConnectPoints(1, 2);\n"
"Vector3 res = astar.GetClosestPositionInSegment(new Vector3(3, 3, 0)); // 返"
"回 (0, 3, 0)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"结果是在从 [code]y = 0[/code] 到 [code]y = 5[/code] 的线段中。它是线段中距离"
"给定点最近的位置。"
msgid ""
"Returns an array with the IDs of the points that form the path found by "
"AStar3D between the given points. The array is ordered from the starting "
"point to the ending point of the path.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n"
"astar.add_point(3, Vector3(1, 1, 0))\n"
"astar.add_point(4, Vector3(2, 0, 0))\n"
"\n"
"astar.connect_points(1, 2, false)\n"
"astar.connect_points(2, 3, false)\n"
"astar.connect_points(4, 3, false)\n"
"astar.connect_points(1, 4, false)\n"
"\n"
"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(0, 0, 0));\n"
"astar.AddPoint(2, new Vector3(0, 1, 0), 1); // Default weight is 1\n"
"astar.AddPoint(3, new Vector3(1, 1, 0));\n"
"astar.AddPoint(4, new Vector3(2, 0, 0));\n"
"astar.ConnectPoints(1, 2, false);\n"
"astar.ConnectPoints(2, 3, false);\n"
"astar.ConnectPoints(4, 3, false);\n"
"astar.ConnectPoints(1, 4, false);\n"
"int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"If you change the 2nd point's weight to 3, then the result will be [code][1, "
"4, 3][/code] instead, because now even though the distance is longer, it's "
"\"easier\" to get through point 4 than through point 2."
msgstr ""
"返回一个数组,其中包含构成 AStar3D 在给定点之间找到的路径中的点的 ID。数组从"
"路径的起点到终点排序。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 1, 0), 1) # 默认权重为 1\n"
"astar.add_point(3, Vector3(1, 1, 0))\n"
"astar.add_point(4, Vector3(2, 0, 0))\n"
"\n"
"astar.connect_points(1, 2, false)\n"
"astar.connect_points(2, 3, false)\n"
"astar.connect_points(4, 3, false)\n"
"astar.connect_points(1, 4, false)\n"
"\n"
"var res = astar.get_id_path(1, 3) # 返回 [1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(0, 0, 0));\n"
"astar.AddPoint(2, new Vector3(0, 1, 0), 1); // 默认权重为 1\n"
"astar.AddPoint(3, new Vector3(1, 1, 0));\n"
"astar.AddPoint(4, new Vector3(2, 0, 0));\n"
"astar.ConnectPoints(1, 2, false);\n"
"astar.ConnectPoints(2, 3, false);\n"
"astar.ConnectPoints(4, 3, false);\n"
"astar.ConnectPoints(1, 4, false);\n"
"int[] res = astar.GetIdPath(1, 3); // 返回 [1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果将第2个点的权重更改为 3,则结果将改为 [code][1, 4, 3][/code],因为现在即"
"使距离更长,但通过第 4 点也比通过第 2 点“更容易”。"
msgid ""
"Returns the capacity of the structure backing the points, useful in "
"conjunction with [code]reserve_space[/code]."
msgstr "返回支持点的结构的容量,与 [code]reserve_space[/code] 配合使用。"
msgid ""
"Returns an array with the IDs of the points that form the connection with "
"the given point.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 1, 0))\n"
"astar.add_point(3, Vector3(1, 1, 0))\n"
"astar.add_point(4, Vector3(2, 0, 0))\n"
"\n"
"astar.connect_points(1, 2, true)\n"
"astar.connect_points(1, 3, true)\n"
"\n"
"var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(0, 0, 0));\n"
"astar.AddPoint(2, new Vector3(0, 1, 0));\n"
"astar.AddPoint(3, new Vector3(1, 1, 0));\n"
"astar.AddPoint(4, new Vector3(2, 0, 0));\n"
"astar.ConnectPoints(1, 2, true);\n"
"astar.ConnectPoints(1, 3, true);\n"
"\n"
"int[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回一个数组,其中包含与给定点形成连接的点的 ID。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 1, 0))\n"
"astar.add_point(3, Vector3(1, 1, 0))\n"
"astar.add_point(4, Vector3(2, 0, 0))\n"
"\n"
"astar.connect_points(1, 2, true)\n"
"astar.connect_points(1, 3, true)\n"
"\n"
"var neighbors = astar.get_point_connections(1) # 返回 [2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(0, 0, 0));\n"
"astar.AddPoint(2, new Vector3(0, 1, 0));\n"
"astar.AddPoint(3, new Vector3(1, 1, 0));\n"
"astar.AddPoint(4, new Vector3(2, 0, 0));\n"
"astar.ConnectPoints(1, 2, true);\n"
"astar.ConnectPoints(1, 3, true);\n"
"\n"
"int[] neighbors = astar.GetPointConnections(1); // 返回 [2, 3]\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns an array with the points that are in the path found by AStar3D "
"between the given points. The array is ordered from the starting point to "
"the ending point of the path.\n"
"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
"will return an empty [PackedVector3Array] and will print an error message."
msgstr ""
"返回一个数组,其中包含 AStar3D 在给定点之间找到的路径中的点。数组从路径的起点"
"到终点进行排序。\n"
"[b]注意:[/b]这种方法不是线程安全的。如果从 [Thread] 调用,它将返回一个空的 "
"[PackedVector3Array],并打印一条错误消息。"
msgid ""
"A* (or \"A-Star\") pathfinding tailored to find the shortest paths on 2D "
"grids."
msgstr "A*(或“A 星”)寻路,为寻找 2D 网格上的最短路径定制。"
msgid ""
"Returns an array with the IDs of the points that form the path found by "
"AStar2D between the given points. The array is ordered from the starting "
"point to the ending point of the path."
msgstr ""
"返回一个数组,其中包含形成 AStar2D 在给定点之间找到的路径的点的 ID。该数组从"
"路径的起点到终点排序。"
msgid ""
"Returns [code]true[/code] if the [param x] and [param y] is a valid grid "
"coordinate (id)."
msgstr ""
"如果 [param x] 和 [param y] 是有效的网格坐标(ID),则返回 [code]true[/"
"code]。"
msgid ""
"Returns [code]true[/code] if the [param id] vector is a valid grid "
"coordinate."
msgstr "如果 [param id] 向量是有效的网格坐标,则返回 [code]true[/code]。"
msgid ""
"Disables or enables the specified point for pathfinding. Useful for making "
"an obstacle. By default, all points are enabled.\n"
"[b]Note:[/b] Calling [method update] is not needed after the call of this "
"function."
msgstr ""
"禁用或启用指定的寻路点。用于制造障碍物。默认情况下,启用所有点。\n"
"[b]注意:[/b]调用该函数后不需要调用 [method update]。"
msgid ""
"Sets the [param weight_scale] for the point with the given [param id]. The "
"[param weight_scale] is multiplied by the result of [method _compute_cost] "
"when determining the overall cost of traveling across a segment from a "
"neighboring point to this point.\n"
"[b]Note:[/b] Calling [method update] is not needed after the call of this "
"function."
msgstr ""
"为具有给定 [param id] 的点设置 [param weight_scale]。在确定从相邻点到该点穿越"
"路段的总成本时,[param weight_scale] 要乘以 [method _compute_cost] 的结果。\n"
"[b]注意:[/b]调用该函数后不需要调用 [method update]。"
msgid "Represents the size of the [enum Heuristic] enum."
msgstr "代表 [enum Heuristic] 枚举的大小。"
msgid "Represents the size of the [enum DiagonalMode] enum."
msgstr "代表 [enum DiagonalMode] 枚举的大小。"
msgid "A texture that crops out part of another Texture2D."
msgstr "裁剪其他 Texture2D 的纹理。"
msgid ""
"The texture that contains the atlas. Can be any type inheriting from "
"[Texture2D], including another [AtlasTexture]."
msgstr ""
"包含该图集的纹理。可以是任何继承自 [Texture2D] 的类型,包括其他 "
"[AtlasTexture]。"
msgid "The region used to draw the [member atlas]."
msgstr "用于绘制 [member atlas] 的区域。"
msgid "Stores information about the audio buses."
msgstr "存储有关音频总线的信息。"
msgid ""
"Stores position, muting, solo, bypass, effects, effect position, volume, and "
"the connections between buses. See [AudioServer] for usage."
msgstr ""
"存储位置、静音、独奏、旁通、效果、效果位置、音量以及总线之间的连接。使用方法"
"见 [AudioServer] 。"
msgid "Audio effect for audio."
msgstr "用于音频的音频效果。"
msgid ""
"Base resource for audio bus. Applies an audio effect on the bus that the "
"resource is applied on."
msgstr "音频总线的基础资源。在该资源所应用的总线上应用音频效果。"
msgid "Audio Mic Record Demo"
msgstr "音频麦克风录音演示"
msgid "Adds an amplifying audio effect to an audio bus."
msgstr "向音频总线添加一个放大的音频效果。"
msgid "Increases or decreases the volume being routed through the audio bus."
msgstr "增加或减少通过音频总线传送的音量。"
msgid "Audio buses"
msgstr "音频总线"
msgid ""
"Amount of amplification in decibels. Positive values make the sound louder, "
"negative values make it quieter. Value can range from -80 to 24."
msgstr ""
"以分贝为单位的放大量。正值使声音更响亮,负值使声音更安静。数值范围从 -80 到 "
"24。"
msgid "Adds a band limit filter to the audio bus."
msgstr "为音频总线添加一个带限滤波器。"
msgid ""
"Limits the frequencies in a range around the [member AudioEffectFilter."
"cutoff_hz] and allows frequencies outside of this range to pass."
msgstr ""
"限制 [member AudioEffectFilter.cutoff_hz] 周围范围内的频率,允许这个范围外的"
"频率通过。"
msgid "Adds a band pass filter to the audio bus."
msgstr "为音频总线添加一个带通滤波器。"
msgid ""
"Attenuates the frequencies inside of a range around the [member "
"AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band."
msgstr ""
"衰减 [member AudioEffectFilter.cutoff_hz] 周围范围内的频率,并切断这个频段之"
"外的频率。"
msgid "Captures audio from an audio bus in real-time."
msgstr "从音频总线上实时捕捉音频。"
msgid "Clears the internal ring buffer."
msgstr "清除内部环形缓冲区。"
msgid "Returns the total size of the internal ring buffer in frames."
msgstr "返回内部环形缓冲区的总大小,以帧为单位。"
msgid ""
"Returns the number of audio frames discarded from the audio bus due to full "
"buffer."
msgstr "返回由于缓冲区满而从音频总线上丢弃的音频帧的数量。"
msgid ""
"Returns the number of frames available to read using [method get_buffer]."
msgstr "返回可使用 [method get_buffer] 读取的帧数。"
msgid "Returns the number of audio frames inserted from the audio bus."
msgstr "返回从音频总线插入的音频帧的数量。"
msgid ""
"Length of the internal ring buffer, in seconds. Setting the buffer length "
"will have no effect if already initialized."
msgstr ""
"内部环形缓冲区的长度,单位为秒。如果已经初始化,设置缓冲区长度将没有效果。"
msgid "Adds a chorus audio effect."
msgstr "添加合唱音频效果。"
msgid ""
"Adds a chorus audio effect. The effect applies a filter with voices to "
"duplicate the audio source and manipulate it through the filter."
msgstr "添加一个合唱音频效果。该效果复制音频源,并应用声音滤波器进行操作。"
msgid "The effect's raw signal."
msgstr "效果的原始信号。"
msgid "The voice's cutoff frequency."
msgstr "声音的截止频率。"
msgid "The voice's signal delay."
msgstr "声音的信号延迟。"
msgid "The voice filter's depth."
msgstr "声音过滤器的深度。"
msgid "The voice's volume."
msgstr "声音的音量。"
msgid "The voice's pan level."
msgstr "声音的声相电平。"
msgid "The voice's filter rate."
msgstr "声音过滤比率。"
msgid "The effect's processed signal."
msgstr "效果的处理信号。"
msgid ""
"Adds a compressor audio effect to an audio bus.\n"
"Reduces sounds that exceed a certain threshold level, smooths out the "
"dynamics and increases the overall volume."
msgstr ""
"为音频总线添加压缩音频效果。\n"
"减少超过一定阈值水平的声音,平滑动态,增加整体音量。"
msgid ""
"Dynamic range compressor reduces the level of the sound when the amplitude "
"goes over a certain threshold in Decibels. One of the main uses of a "
"compressor is to increase the dynamic range by clipping as little as "
"possible (when sound goes over 0dB).\n"
"Compressor has many uses in the mix:\n"
"- In the Master bus to compress the whole output (although an "
"[AudioEffectLimiter] is probably better).\n"
"- In voice channels to ensure they sound as balanced as possible.\n"
"- Sidechained. This can reduce the sound level sidechained with another "
"audio bus for threshold detection. This technique is common in video game "
"mixing to the level of music and SFX while voices are being heard.\n"
"- Accentuates transients by using a wider attack, making effects sound more "
"punchy."
msgstr ""
"动态范围压缩器在振幅超过一定的阈值(以分贝为单位)时,降低声音的电平。压缩器"
"的主要用途之一是通过尽可能少的削波(当声音超过 0dB 时)来增加动态范围。\n"
"压缩器在混音中的用途很多。\n"
"- 在主总线上压缩整个输出(虽然 [AudioEffectLimiter] 可能更好些)。\n"
"- 在声音通道中,以确保它们听起来尽可能的平衡。\n"
"- 侧链。这可以降低与另一条音频总线侧链的声音级别,以进行阈值检测。这种技术在"
"视频游戏混音中很常见,以音乐和SFX的级别,从而声音被听到。\n"
"- 通过使用更宽的冲攻来突出瞬态,使效果听起来更有冲击力。"
msgid ""
"Compressor's reaction time when the signal exceeds the threshold, in "
"microseconds. Value can range from 20 to 2000."
msgstr ""
"当信号超过阈值时,压缩器的反应时间,以微秒为单位。数值范围从 20 到 2000。"
msgid "Gain applied to the output signal."
msgstr "应用于输出信号的增益。"
msgid ""
"Balance between original signal and effect signal. Value can range from 0 "
"(totally dry) to 1 (totally wet)."
msgstr ""
"原始信号和效果信号之间的平衡。数值范围从 0(完全干燥)到 1(完全浸润)。"
msgid ""
"Amount of compression applied to the audio once it passes the threshold "
"level. The higher the ratio, the more the loud parts of the audio will be "
"compressed. Value can range from 1 to 48."
msgstr ""
"音频通过阈值级别后,应用于音频的压缩量。比率越高,音频的大声部分将被压缩。数"
"值范围从 1 到 48。"
msgid ""
"Compressor's delay time to stop reducing the signal after the signal level "
"falls below the threshold, in milliseconds. Value can range from 20 to 2000."
msgstr ""
"压缩器在信号电平低于阈值后,停止降低信号的延迟时间,以毫秒为单位。取值范围为 "
"20 到 2000。"
msgid "Reduce the sound level using another audio bus for threshold detection."
msgstr "使用另一条音频总线进行阈值检测,降低声音级别。"
msgid ""
"The level above which compression is applied to the audio. Value can range "
"from -60 to 0."
msgstr "超过该电平,压缩将应用于音频。值的范围可以从 -60 到 0。"
msgid ""
"Adds a delay audio effect to an audio bus. Plays input signal back after a "
"period of time.\n"
"Two tap delay and feedback options."
msgstr ""
"为音频总线添加延迟音频效果。在一段时间后回放输入信号。\n"
"两个节拍延迟和反馈选项。"
msgid ""
"Plays input signal back after a period of time. The delayed signal may be "
"played back multiple times to create the sound of a repeating, decaying "
"echo. Delay effects range from a subtle echo effect to a pronounced blending "
"of previous sounds with new sounds."
msgstr ""
"在一段时间后回放输入信号。延迟的信号可以多次回放,以产生重复、衰减的回声。延"
"迟效果的范围是从微弱回声效果到明显的以前声音和新声音的混合。"
msgid ""
"Output percent of original sound. At 0, only delayed sounds are output. "
"Value can range from 0 to 1."
msgstr "原始声音的输出百分比。为 0 时,只输出延迟的声音。取值范围为 0 到 1。"
msgid "If [code]true[/code], feedback is enabled."
msgstr "如果为 [code]true[/code],则启用反馈。"
msgid "Feedback delay time in milliseconds."
msgstr "反馈延迟时间,单位为毫秒。"
msgid "Sound level for [code]tap1[/code]."
msgstr "[code]tap1[/code] 的声音电平。"
msgid ""
"Low-pass filter for feedback, in Hz. Frequencies below this value are "
"filtered out of the source signal."
msgstr "反馈的低通滤波器,单位为 Hz。低于此值的频率会被源信号过滤掉。"
msgid "If [code]true[/code], [code]tap1[/code] will be enabled."
msgstr "如果为 [code]true[/code],将启用 [code]tap1[/code]。"
msgid "[code]tap1[/code] delay time in milliseconds."
msgstr "[code]tap1[/code] 延迟时间,单位为毫秒。"
msgid ""
"Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to "
"1 (fully right)."
msgstr ""
"[code]tap1[/code] 的平移位置。取值范围为 -1(完全向左)到 1(完全向右)。"
msgid "If [code]true[/code], [code]tap2[/code] will be enabled."
msgstr "如果为 [code]true[/code],将启用 [code]tap2[/code]。"
msgid "[b]Tap2[/b] delay time in milliseconds."
msgstr "[b]Tap2[/b] 延迟时间,单位为毫秒。"
msgid "Sound level for [code]tap2[/code]."
msgstr "[code]tap2[/code] 的声音电平。"
msgid ""
"Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to "
"1 (fully right)."
msgstr ""
"[code]tap2[/code] 的平移位置。取值范围为 -1(完全向左)到 1(完全向右)。"
msgid "Distortion power. Value can range from 0 to 1."
msgstr "失真度。值的范围可在 0 到 1 之间。"
msgid ""
"High-pass filter, in Hz. Frequencies higher than this value will not be "
"affected by the distortion. Value can range from 1 to 20000."
msgstr ""
"高通滤波器,单位为 Hz。高于此值的频率不会受到失真的影响。该值的范围为 1 至 "
"20000。"
msgid "Distortion type."
msgstr "失真类型。"
msgid ""
"Increases or decreases the volume after the effect, in decibels. Value can "
"range from -80 to 24."
msgstr "在效果后增加或减少的音量,单位为分贝。取值范围从 -80 到 24。"
msgid ""
"Increases or decreases the volume before the effect, in decibels. Value can "
"range from -60 to 60."
msgstr "在效果前增加或减少的音量,单位为分贝。取值范围从 -60 到 60。"
msgid ""
"Digital distortion effect which cuts off peaks at the top and bottom of the "
"waveform."
msgstr "数字失真效果,可以切断波形顶部和底部的峰值。"
msgid ""
"Waveshaper distortions are used mainly by electronic musicians to achieve an "
"extra-abrasive sound."
msgstr "波形变形失真主要是电子音乐人为了获得格外粗糙的声音而使用的。"
msgid ""
"Base class for audio equalizers. Gives you control over frequencies.\n"
"Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] "
"or [AudioEffectEQ21] don't fit your needs."
msgstr ""
"音频均衡器的基础类。让你可以控制频率。\n"
"如果 [AudioEffectEQ6]、[AudioEffectEQ10] 或 [AudioEffectEQ21] 不符合您的需"
"求,请使用它来创建一个自定义均衡器。"
msgid ""
"AudioEffectEQ gives you control over frequencies. Use it to compensate for "
"existing deficiencies in audio. AudioEffectEQs are useful on the Master bus "
"to completely master a mix and give it more character. They are also useful "
"when a game is run on a mobile device, to adjust the mix to that kind of "
"speakers (it can be added but disabled when headphones are plugged)."
msgstr ""
"AudioEffectEQ 可用于频率控制。用它来弥补音频中不足之处。AudioEffectEQ 在 "
"Master 总线上很有用,可以完全掌控一个混音,并赋予它更多的特性。当游戏在移动设"
"备上运行时,它们也很有用,可以根据那种扬声器来调整混音(可以被添加,但在插入"
"耳机时禁用)。"
msgid "Returns the number of bands of the equalizer."
msgstr "返回均衡器的频段数。"
msgid "Returns the band's gain at the specified index, in dB."
msgstr "返回指定索引处的波段增益,单位为 dB。"
msgid "Sets band's gain at the specified index, in dB."
msgstr "设置指定索引处的波段增益,单位为 dB。"
msgid ""
"Adds a 10-band equalizer audio effect to an Audio bus. Gives you control "
"over frequencies from 31 Hz to 16000 Hz.\n"
"Each frequency can be modulated between -60/+24 dB."
msgstr ""
"为音频总线添加 10 段均衡器音频效果。让你控制 31Hz 到 16000Hz 的频率。\n"
"每个频率可以在 -60/+24 dB 之间进行调制。"
msgid ""
"Frequency bands:\n"
"Band 1: 31 Hz\n"
"Band 2: 62 Hz\n"
"Band 3: 125 Hz\n"
"Band 4: 250 Hz\n"
"Band 5: 500 Hz\n"
"Band 6: 1000 Hz\n"
"Band 7: 2000 Hz\n"
"Band 8: 4000 Hz\n"
"Band 9: 8000 Hz\n"
"Band 10: 16000 Hz\n"
"See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]."
msgstr ""
"频段:\n"
"频段 1:31 Hz\n"
"频段 2:62 Hz\n"
"频段 3:125 Hz\n"
"频段 4:250 Hz\n"
"频段 5:500 Hz\n"
"频段 6:1000 Hz\n"
"频段 7:2000 Hz\n"
"频段 8:4000 Hz\n"
"频段 9:8000 Hz\n"
"频段 10:16000 Hz\n"
"另请参阅 [AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ21]。"
msgid ""
"Adds a 21-band equalizer audio effect to an Audio bus. Gives you control "
"over frequencies from 22 Hz to 22000 Hz.\n"
"Each frequency can be modulated between -60/+24 dB."
msgstr ""
"向音频总线添加一个 21 频段均衡器音频效果。使您可以控制从 22 Hz 到 22000 Hz 的"
"频率。\n"
"每个频率都可以在 -60/+24 dB 之间进行调制。"
msgid ""
"Frequency bands:\n"
"Band 1: 22 Hz\n"
"Band 2: 32 Hz\n"
"Band 3: 44 Hz\n"
"Band 4: 63 Hz\n"
"Band 5: 90 Hz\n"
"Band 6: 125 Hz\n"
"Band 7: 175 Hz\n"
"Band 8: 250 Hz\n"
"Band 9: 350 Hz\n"
"Band 10: 500 Hz\n"
"Band 11: 700 Hz\n"
"Band 12: 1000 Hz\n"
"Band 13: 1400 Hz\n"
"Band 14: 2000 Hz\n"
"Band 15: 2800 Hz\n"
"Band 16: 4000 Hz\n"
"Band 17: 5600 Hz\n"
"Band 18: 8000 Hz\n"
"Band 19: 11000 Hz\n"
"Band 20: 16000 Hz\n"
"Band 21: 22000 Hz\n"
"See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]."
msgstr ""
"频段:\n"
"频段 1:22 Hz\n"
"频段 2:32 Hz\n"
"频段 3:44 Hz\n"
"频段 4:63 Hz\n"
"频段 5:90 Hz\n"
"频段 6:125 Hz\n"
"频段 7:175 Hz\n"
"频段 8:250 Hz\n"
"频段 9:350 Hz\n"
"频段 10:500 Hz\n"
"频段 11:700 Hz\n"
"频段 12:1000 Hz\n"
"频段 13:1400 Hz\n"
"频段 14:2000 Hz\n"
"频段 15:2800 Hz\n"
"频段 16:4000 Hz\n"
"频段 17:5600 Hz\n"
"频段 18:8000 Hz\n"
"频段 19:11000 Hz\n"
"频段 20:16000 Hz\n"
"频段 21:22000 Hz\n"
"另请参阅 [AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ10]。"
msgid ""
"Adds a 6-band equalizer audio effect to an audio bus. Gives you control over "
"frequencies from 32 Hz to 10000 Hz.\n"
"Each frequency can be modulated between -60/+24 dB."
msgstr ""
"向音频总线添加一个 6 频段均衡器音频效果。使您可以控制从 32 Hz 到 10000 Hz 的"
"频率。\n"
"每个频率都可以在 -60/+24 dB 之间进行调制。"
msgid ""
"Frequency bands:\n"
"Band 1: 32 Hz\n"
"Band 2: 100 Hz\n"
"Band 3: 320 Hz\n"
"Band 4: 1000 Hz\n"
"Band 5: 3200 Hz\n"
"Band 6: 10000 Hz\n"
"See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]."
msgstr ""
"频段:\n"
"频段 1:32 Hz\n"
"频段 2:100 Hz\n"
"频段 3:320 Hz\n"
"频段 4:1000 Hz\n"
"频段 5:3200 Hz\n"
"频段 6:10000 Hz\n"
"另请参阅 [AudioEffectEQ]、[AudioEffectEQ10]、[AudioEffectEQ21]。"
msgid "Adds a filter to the audio bus."
msgstr "为音频总线添加一个滤波器。"
msgid "Allows frequencies other than the [member cutoff_hz] to pass."
msgstr "允许通过 [member cutoff_hz] 以外的频率。"
msgid "Threshold frequency for the filter, in Hz."
msgstr "滤波器的阈值频率,单位为 Hz。"
msgid "Gain amount of the frequencies after the filter."
msgstr "滤波后频率的增益量。"
msgid "Amount of boost in the frequency range near the cutoff frequency."
msgstr "在截断频率附近的频率范围内的提升量。"
msgid "Adds a high-pass filter to the audio bus."
msgstr "向音频总线添加一个高通滤波器。"
msgid ""
"Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and "
"allows higher frequencies to pass."
msgstr ""
"削减比 [member AudioEffectFilter.cutoff_hz] 更低的频率,允许更高的频率通过。"
msgid "Adds a high-shelf filter to the audio bus."
msgstr "向音频总线添加一个高架滤波器。"
msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]."
msgstr "降低所有高于 [member AudioEffectFilter.cutoff_hz] 的频率。"
msgid "Adds a soft-clip limiter audio effect to an Audio bus."
msgstr "为音频总线添加一个软剪辑限制器音频效果。"
msgid ""
"A limiter is similar to a compressor, but it's less flexible and designed to "
"disallow sound going over a given dB threshold. Adding one in the Master bus "
"is always recommended to reduce the effects of clipping.\n"
"Soft clipping starts to reduce the peaks a little below the threshold level "
"and progressively increases its effect as the input level increases such "
"that the threshold is never exceeded."
msgstr ""
"限制器类似于压缩器,但灵活性较差,并且设计为不允许声音超过给定的 dB 阈值。始"
"终建议在主总线中添加一个以减少削波的影响。\n"
"软削波开始将峰值降低到略低于阈值水平,并随着输入水平的增加而逐渐增强其效果,"
"从而永不超过阈值。"
msgid ""
"The waveform's maximum allowed value, in decibels. Value can range from -20 "
"to -0.1."
msgstr "波形的最大允许值,单位是分贝。数值范围从 -20 到 -0.1。"
msgid ""
"Applies a gain to the limited waves, in decibels. Value can range from 0 to "
"6."
msgstr "将增益应用于被限制的波,以分贝为单位。取值范围是 0 到 6。"
msgid ""
"Threshold from which the limiter begins to be active, in decibels. Value can "
"range from -30 to 0."
msgstr "限制器开始生效的阈值,以分贝为单位。值的范围可以从 -30 到 0。"
msgid "Adds a low-pass filter to the audio bus."
msgstr "向音频总线添加一个低通滤波器。"
msgid ""
"Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and "
"allows lower frequencies to pass."
msgstr ""
"削减比 [member AudioEffectFilter.cutoff_hz] 更低的频率,允许更高的频率通过。"
msgid "Adds a low-shelf filter to the audio bus."
msgstr "向音频总线添加一个低架滤波器。"
msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]."
msgstr "降低 [member AudioEffectFilter.cutoff_hz] 以下的所有频率。"
msgid "Adds a notch filter to the Audio bus."
msgstr "在音频总线上添加一个陷波滤波器。"
msgid ""
"Attenuates frequencies in a narrow band around the [member AudioEffectFilter."
"cutoff_hz] and cuts frequencies outside of this range."
msgstr ""
"衰减 [member AudioEffectFilter.cutoff_hz] 周围窄带的频率,并切断这个范围以外"
"的频率。"
msgid "Adds a panner audio effect to an audio bus. Pans sound left or right."
msgstr "向音频总线添加一个声相器音频效果。向左或向右平移声音。"
msgid ""
"Determines how much of an audio signal is sent to the left and right buses."
msgstr "决定向左右总线发送的音频信号量。"
msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)."
msgstr "平移位置。值的范围可以从 -1(完全左)到1(完全右)。"
msgid ""
"Adds a phaser audio effect to an audio bus.\n"
"Combines the original signal with a copy that is slightly out of phase with "
"the original."
msgstr ""
"向音频总线添加一个移相器音频效果。\n"
"将原始信号和与原始信号稍有相位偏差的副本组合在一起。"
msgid ""
"Combines phase-shifted signals with the original signal. The movement of the "
"phase-shifted signals is controlled using a low-frequency oscillator."
msgstr "将相移信号与原始信号相结合。使用低频振荡器控制相移信号的移动。"
msgid ""
"Governs how high the filter frequencies sweep. Low value will primarily "
"affect bass frequencies. High value can sweep high into the treble. Value "
"can range from 0.1 to 4."
msgstr ""
"控制滤波器频率扫描的高度。较低的值将主要影响低音频率。高值可以推高高音。值的"
"范围可以从 0.1 到 4。"
msgid "Output percent of modified sound. Value can range from 0.1 to 0.9."
msgstr "修改后声音的输出百分比。数值范围从 0.1 到 0.9。"
msgid ""
"Determines the maximum frequency affected by the LFO modulations, in Hz. "
"Value can range from 10 to 10000."
msgstr "决定受 LFO 调制影响的最大频率,单位为 Hz。数值范围为 10-10000。"
msgid ""
"Determines the minimum frequency affected by the LFO modulations, in Hz. "
"Value can range from 10 to 10000."
msgstr "决定受 LFO 调制影响的最小频率,单位为 Hz。数值范围为 10-10000。"
msgid ""
"Adjusts the rate in Hz at which the effect sweeps up and down across the "
"frequency range."
msgstr "以 Hz 为单位调整效果在整个频率范围内上下扫描的速度。"
msgid ""
"Adds a pitch-shifting audio effect to an audio bus.\n"
"Raises or lowers the pitch of original sound."
msgstr ""
"为音频总线添加音高变换的音频效果。\n"
"升高或降低原始声音的音高。"
msgid ""
"Allows modulation of pitch independently of tempo. All frequencies can be "
"increased/decreased with minimal effect on transients."
msgstr "允许独立于速度调制音高。所有频率都可以增加或减少,而对瞬态的影响最小。"
msgid ""
"The size of the [url=https://en.wikipedia.org/wiki/"
"Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values "
"smooth out the effect over time, but have greater latency. The effects of "
"this higher latency are especially noticeable on sounds that have sudden "
"amplitude changes."
msgstr ""
"[url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]快速傅里叶变换[/"
"url]缓冲区的大小。较高的数值可以使效果随时间平滑,但有较大的延迟。这种较高的"
"延迟对有突然幅度变化的声音的影响特别明显。"
msgid ""
"The oversampling factor to use. Higher values result in better quality, but "
"are more demanding on the CPU and may cause audio cracking if the CPU can't "
"keep up."
msgstr ""
"要使用的过采样系数。更高的值会带来更好的质量,但对 CPU 的要求更高,如果 CPU "
"跟不上,可能会导致音频破裂。"
msgid ""
"The pitch scale to use. [code]1.0[/code] is the default pitch and plays "
"sounds unaltered. [member pitch_scale] can range from [code]0.0[/code] "
"(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than "
"the initial pitch)."
msgstr ""
"要使用的音高缩放。[code]1.0[/code] 是默认的音高,声音会按原样播放。[member "
"pitch_scale] 的范围从 [code]0.0[/code](无限低的音高,听不见)到 [code]16[/"
"code](比初始音高要高 16 倍)。"
msgid ""
"Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, "
"but least stable over time."
msgstr ""
"使用 256 个样本的缓冲器进行快速傅里叶变换。最低延迟,但随着时间的推移最不稳"
"定。"
msgid ""
"Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but "
"less stable over time."
msgstr ""
"使用 512 个样本的缓冲器进行快速傅里叶变换。低延迟,但随着时间的推移不太稳定。"
msgid ""
"Use a buffer of 1024 samples for the Fast Fourier transform. This is a "
"compromise between latency and stability over time."
msgstr ""
"使用 1024 个样本的缓冲器进行快速傅里叶变换。这是延迟和随着时间的推移的稳定性"
"之间的折衷。"
msgid ""
"Use a buffer of 2048 samples for the Fast Fourier transform. High latency, "
"but stable over time."
msgstr ""
"使用 2048 个样本的缓冲器进行快速傅里叶变换。高延迟,但随着时间的推移稳定。"
msgid ""
"Use a buffer of 4096 samples for the Fast Fourier transform. Highest "
"latency, but most stable over time."
msgstr ""
"使用 4096 个样本的缓冲器进行快速傅里叶变换。延迟最高,但随着时间的推移最稳"
"定。"
msgid "Represents the size of the [enum FFTSize] enum."
msgstr "代表 [enum FFTSize] 枚举的大小。"
msgid "Audio effect used for recording the sound from an audio bus."
msgstr "用于录制来自音频总线的声音的音频效果。"
msgid ""
"Allows the user to record the sound from an audio bus. This can include all "
"audio output by Godot when used on the \"Master\" audio bus.\n"
"Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n"
"It sets and gets the format in which the audio file will be recorded (8-bit, "
"16-bit, or compressed). It checks whether or not the recording is active, "
"and if it is, records the sound. It then returns the recorded sample."
msgstr ""
"允许用户录制来自音频总线的声音。在“Master”音频总线上使用时会包含所有 Godot 输"
"出的音频。\n"
"可以用于录制麦克风(使用 [AudioStreamMicrophone])。\n"
"它设置和获取记录音频文件的格式(8位,16位或压缩)。它检查录音是否处于活动状"
"态,如果是,则记录声音。然后返回记录的样本。"
msgid "Recording with microphone"
msgstr "使用麦克风录音"
msgid "Returns the recorded sample."
msgstr "返回录音的样本。"
msgid "Returns whether the recording is active or not."
msgstr "返回录音是否处于激活状态。"
msgid ""
"If [code]true[/code], the sound will be recorded. Note that restarting the "
"recording will remove the previously recorded sample."
msgstr ""
"如果为 [code]true[/code],将录制声音。请注意,重新开始录音将移除先前录音的样"
"本。"
msgid ""
"Specifies the format in which the sample will be recorded. See [enum "
"AudioStreamWAV.Format] for available formats."
msgstr ""
"指定样本将被记录的格式。有关可用格式,请参阅 [enum AudioStreamWAV.Format]。"
msgid "Adds a reverberation audio effect to an Audio bus."
msgstr "向音频总线添加一个混响音频效果。"
msgid ""
"Simulates the sound of acoustic environments such as rooms, concert halls, "
"caverns, or an open spaces."
msgstr "模拟房间、音乐厅、洞穴或开放空间等声学环境的声音。"
msgid ""
"Defines how reflective the imaginary room's walls are. Value can range from "
"0 to 1."
msgstr "定义虚拟房间墙壁的反射程度。值的范围是 0 到 1。"
msgid ""
"Output percent of original sound. At 0, only modified sound is outputted. "
"Value can range from 0 to 1."
msgstr "原始声音的输出百分比。为 0 时,只输出修改后的声音。取值范围是 0 到 1。"
msgid ""
"High-pass filter passes signals with a frequency higher than a certain "
"cutoff frequency and attenuates signals with frequencies lower than the "
"cutoff frequency. Value can range from 0 to 1."
msgstr ""
"高通滤波器通过频率高于某一截止频率的信号,衰减频率低于截止频率的信号。数值范"
"围为 0 到 1。"
msgid "Output percent of predelay. Value can range from 0 to 1."
msgstr "预延迟的输出百分比。数值范围为 0 到 1。"
msgid ""
"Time between the original signal and the early reflections of the reverb "
"signal, in milliseconds."
msgstr "原始信号与混响信号早期反射之间的时间,以毫秒为单位。"
msgid ""
"Dimensions of simulated room. Bigger means more echoes. Value can range from "
"0 to 1."
msgstr "模拟房间的尺寸。越大表示回声越多。值的范围可以从 0 到 1。"
msgid ""
"Widens or narrows the stereo image of the reverb tail. 1 means fully widens. "
"Value can range from 0 to 1."
msgstr "扩大或缩小混响尾音的立体声图像。1 表示完全扩大。值的范围是 0 到 1。"
msgid ""
"Output percent of modified sound. At 0, only original sound is outputted. "
"Value can range from 0 to 1."
msgstr "修改后声音的输出百分比。为 0 时,只输出原始声音。取值范围是 0 到 1。"
msgid "Audio effect that can be used for real-time audio visualizations."
msgstr "可用于实时音频可视化的音频效果。"
msgid ""
"This audio effect does not affect sound output, but can be used for real-"
"time audio visualizations.\n"
"See also [AudioStreamGenerator] for procedurally generating sounds."
msgstr ""
"这种音频效果不影响声音输出,但可以用于实时音频可视化。\n"
"使用程序生成声音请参阅 [AudioStreamGenerator]。"
msgid "Audio Spectrum Demo"
msgstr "音频频谱演示"
msgid "Godot 3.2 will get new audio features"
msgstr "Godot 3.2 将获得新的音频功能"
msgid ""
"The length of the buffer to keep (in seconds). Higher values keep data "
"around for longer, but require more memory."
msgstr ""
"要保留的缓冲区长度(以秒为单位)。较高的值将数据保存的时间更长,但需要更多的"
"内存。"
msgid ""
"The size of the [url=https://en.wikipedia.org/wiki/"
"Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values "
"smooth out the spectrum analysis over time, but have greater latency. The "
"effects of this higher latency are especially noticeable with sudden "
"amplitude changes."
msgstr ""
"[url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]快速傅里叶变换[/"
"url]缓冲区的大小。较高的值可以使频谱分析随时间的推移而平滑,但有较大的延迟。"
"这种较高延迟的影响在突然的振幅变化中特别明显。"
msgid "Use the average value as magnitude."
msgstr "用平均值作为幅度。"
msgid "Use the maximum value as magnitude."
msgstr "用最大值作为幅度。"
msgid ""
"An audio effect that can be used to adjust the intensity of stereo panning."
msgstr "一种可用于调整立体声声相强度的音频效果。"
msgid "Overrides the location sounds are heard from."
msgstr "覆盖听到声音的位置。"
msgid ""
"Once added to the scene tree and enabled using [method make_current], this "
"node will override the location sounds are heard from. Only one "
"[AudioListener2D] can be current. Using [method make_current] will disable "
"the previous [AudioListener2D].\n"
"If there is no active [AudioListener2D] in the current [Viewport], center of "
"the screen will be used as a hearing point for the audio. [AudioListener2D] "
"needs to be inside [SceneTree] to function."
msgstr ""
"一旦被添加到场景树并使用 [method make_current] 启用,此节点将覆盖听到声音的位"
"置。只有一个 [AudioListener2D] 可以是当前的。使用 [method make_current] 将禁"
"用之前的 [AudioListener2D]。\n"
"如果当前 [Viewport] 中没有活动的 [AudioListener2D],则屏幕中心将用作音频的聆"
"听点。[AudioListener2D] 需要在 [SceneTree] 内才能起作用。"
msgid ""
"Disables the [AudioListener2D]. If it's not set as current, this method will "
"have no effect."
msgstr "禁用 [AudioListener2D]。如果未设置为当前,则此方法无效。"
msgid ""
"Returns [code]true[/code] if this [AudioListener2D] is currently active."
msgstr "如果该 [AudioListener2D] 当前处于激活状态,则返回 [code]true[/code]。"
msgid ""
"Makes the [AudioListener2D] active, setting it as the hearing point for the "
"sounds. If there is already another active [AudioListener2D], it will be "
"disabled.\n"
"This method will have no effect if the [AudioListener2D] is not added to "
"[SceneTree]."
msgstr ""
"激活该 [AudioListener2D],将其设置为声音的聆听点。如果已经有另一个激活的 "
"[AudioListener2D],它将被禁用。\n"
"如果 [AudioListener2D] 未添加到 [SceneTree],则该方法无效。"
msgid ""
"Once added to the scene tree and enabled using [method make_current], this "
"node will override the location sounds are heard from. This can be used to "
"listen from a location different from the [Camera3D]."
msgstr ""
"一旦添加到场景树并使用 [method make_current] 启用,该节点将覆盖听到声音的位"
"置。这可用于从与 [Camera3D] 不同的位置聆听。"
msgid "Disables the listener to use the current camera's listener instead."
msgstr "禁用该监听器,用当前相机的监听器代替。"
msgid "Returns the listener's global orthonormalized [Transform3D]."
msgstr "返回该监听器的全局正交归一化 [Transform3D]。"
msgid ""
"Returns [code]true[/code] if the listener was made current using [method "
"make_current], [code]false[/code] otherwise.\n"
"[b]Note:[/b] There may be more than one AudioListener3D marked as "
"\"current\" in the scene tree, but only the one that was made current last "
"will be used."
msgstr ""
"如果使用 [method make_current] 将监听器设为当前,则返回 [code]true[/code],否"
"则返回 [code]false[/code]。\n"
"[b]注意:[/b] 场景树中标记为“当前”的 AudioListener3D 可能不止一个,但只会使用"
"最后被设置为当前的那个。"
msgid "Enables the listener. This will override the current camera's listener."
msgstr "启用该监听器。将覆盖当前相机的监听器。"
msgid "Server interface for low-level audio access."
msgstr "低级音频访问的服务器接口。"
msgid ""
"[AudioServer] is a low-level server interface for audio access. It is in "
"charge of creating sample data (playable audio) as well as its playback via "
"a voice interface."
msgstr ""
"[AudioServer] 是用于音频访问的底层服务器接口。它负责创建样本数据(可播放的音"
"频)以及通过语音接口进行播放。"
msgid "Audio Device Changer Demo"
msgstr "音频设备切换演示"
msgid "Adds a bus at [param at_position]."
msgstr "在 [param at_position] 处添加一条总线。"
msgid ""
"Adds an [AudioEffect] effect to the bus [param bus_idx] at [param "
"at_position]."
msgstr ""
"为在 [param at_position] 处索引为 [param bus_idx] 的总线添加 [AudioEffect] 效"
"果。"
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr "使用可用的总线和效果来生成 [AudioBusLayout]。"
msgid "Returns the number of channels of the bus at index [param bus_idx]."
msgstr "返回索引为 [param bus_idx] 的总线的通道数。"
msgid ""
"Returns the [AudioEffect] at position [param effect_idx] in bus [param "
"bus_idx]."
msgstr ""
"返回索引为 [param bus_idx] 的总线中位于 [param effect_idx] 的 [AudioEffect]。"
msgid "Returns the number of effects on the bus at [param bus_idx]."
msgstr "返回索引为 [param bus_idx] 的总线上的效果数。"
msgid ""
"Returns the [AudioEffectInstance] assigned to the given bus and effect "
"indices (and optionally channel)."
msgstr ""
"返回分配给给定总线和效果索引(以及可选的通道)的[AudioEffectInstance]。"
msgid "Returns the index of the bus with the name [param bus_name]."
msgstr "返回名称为 [param bus_name] 的总线的索引。"
msgid "Returns the name of the bus with the index [param bus_idx]."
msgstr "返回索引为 [param bus_idx] 的总线的名称。"
msgid ""
"Returns the name of the bus that the bus at index [param bus_idx] sends to."
msgstr "返回索引为 [param bus_idx] 的总线的发送目标总线的名称。"
msgid "Returns the volume of the bus at index [param bus_idx] in dB."
msgstr "返回索引为 [param bus_idx] 的总线的音量,单位为 dB。"
msgid "Returns the sample rate at the output of the [AudioServer]."
msgstr "返回 [AudioServer] 输出的采样率。"
msgid "Returns the names of all audio output devices detected on the system."
msgstr "返回系统中检测到的所有音频输出设备的名称。"
msgid "Returns the audio driver's output latency."
msgstr "返回音频驱动器的输出延迟。"
msgid "Returns the speaker configuration."
msgstr "返回扬声器的配置。"
msgid "Returns the relative time since the last mix occurred."
msgstr "返回自上次混合以来的相对时间。"
msgid "Returns the relative time until the next mix occurs."
msgstr "返回下一次混合之前的相对时间。"
msgid ""
"If [code]true[/code], the bus at index [param bus_idx] is bypassing effects."
msgstr "如果为 [code]true[/code],则索引为 [param bus_idx] 的总线会绕过效果。"
msgid ""
"If [code]true[/code], the effect at index [param effect_idx] on the bus at "
"index [param bus_idx] is enabled."
msgstr ""
"如果为 [code]true[/code],则索引为 [param bus_idx] 的总线上启用了索引为 "
"[param effect_idx] 的效果。"
msgid "If [code]true[/code], the bus at index [param bus_idx] is muted."
msgstr "如果为 [code]true[/code],则索引为 [param bus_idx] 的总线已静音。"
msgid "If [code]true[/code], the bus at index [param bus_idx] is in solo mode."
msgstr ""
"如果为 [code]true[/code],则索引为 [param bus_idx] 的总线处于独奏模式。"
msgid ""
"Locks the audio driver's main loop.\n"
"[b]Note:[/b] Remember to unlock it afterwards."
msgstr ""
"锁定音频驱动程序的主循环。\n"
"[b]注意:[/b]之后记得解锁。"
msgid "Moves the bus from index [param index] to index [param to_index]."
msgstr "将总线从索引 [param index] 移动到索引 [param to_index]。"
msgid "Removes the bus at index [param index]."
msgstr "移除索引 [param index] 处的总线。"
msgid ""
"Removes the effect at index [param effect_idx] from the bus at index [param "
"bus_idx]."
msgstr "将索引 [param effect_idx] 的效果从索引 [param bus_idx] 的总线上移除。"
msgid "Overwrites the currently used [AudioBusLayout]."
msgstr "覆盖当前使用的 [AudioBusLayout]。"
msgid "Sets the name of the bus at index [param bus_idx] to [param name]."
msgstr "将索引为 [param bus_idx] 的总线的名称设为 [param name]。"
msgid ""
"Connects the output of the bus at [param bus_idx] to the bus named [param "
"send]."
msgstr "将索引为 [param bus_idx] 处的总线输出连接到名为 [param send] 的总线。"
msgid ""
"Sets the volume of the bus at index [param bus_idx] to [param volume_db]."
msgstr "将索引为 [param bus_idx] 的总线的音量设为 [param volume_db]。"
msgid "Swaps the position of two effects in bus [param bus_idx]."
msgstr "在索引为 [param bus_idx] 的总线中交换两个效果的位置。"
msgid ""
"Unlocks the audio driver's main loop. (After locking it, you should always "
"unlock it.)"
msgstr "解锁音频驱动程序的主循环。(锁定后,你始终需要手动解锁它。)"
msgid "Number of available audio buses."
msgstr "可用音频总线的数量。"
msgid "Emitted when the [AudioBusLayout] changes."
msgstr "当 [AudioBusLayout] 改变时发出。"
msgid "Two or fewer speakers were detected."
msgstr "检测到两个或更少的扬声器。"
msgid "A 3.1 channel surround setup was detected."
msgstr "检测到 3.1 声道环绕声设置。"
msgid "A 5.1 channel surround setup was detected."
msgstr "检测到 5.1 声道环绕声设置。"
msgid "A 7.1 channel surround setup was detected."
msgstr "检测到 7.1 声道环绕声设置。"
msgid "Base class for audio streams."
msgstr "音频流的基类。"
msgid ""
"Base class for audio streams. Audio streams are used for sound effects and "
"music playback, and support WAV (via [AudioStreamWAV]) and Ogg (via "
"[AudioStreamOggVorbis]) file formats."
msgstr ""
"音频流的基类。音频流用于播放音效和音乐,支持 WAV(通过 [AudioStreamWAV])和 "
"Ogg(通过 [AudioStreamOggVorbis])文件格式。"
msgid "Audio streams"
msgstr "音频流"
msgid "Audio Generator Demo"
msgstr "音频生成器演示"
msgid "Returns the length of the audio stream in seconds."
msgstr "返回音频流的长度,单位为秒。"
msgid "Audio stream that generates sounds procedurally."
msgstr "使用程序生成声音的音频流。"
msgid ""
"The length of the buffer to generate (in seconds). Lower values result in "
"less latency, but require the script to generate audio data faster, "
"resulting in increased CPU usage and more risk for audio cracking if the CPU "
"can't keep up."
msgstr ""
"要生成的缓冲区的长度,以秒为单位。较低的值会带来更少的延迟,但需要脚本更快地"
"生成音频数据,从而导致 CPU 使用率增加,如果 CPU 跟不上,则音频破裂的风险更"
"大。"
msgid ""
"The sample rate to use (in Hz). Higher values are more demanding for the CPU "
"to generate, but result in better quality.\n"
"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
"[code]48000[/code].\n"
"According to the [url=https://en.wikipedia.org/wiki/"
"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
"url], there is no quality difference to human hearing when going past 40,000 "
"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you "
"are generating lower-pitched sounds such as voices, lower sample rates such "
"as [code]32000[/code] or [code]22050[/code] may be usable with no loss in "
"quality."
msgstr ""
"使用的采样率(单位:Hz)。更高的值对 CPU 要求更高,但会带来更好的质量。\n"
"在游戏中,常用的采样率有 [code]11025[/code]、[code]16000[/code]、"
"[code]22050[/code]、[code]32000[/code]、[code]44100[/code]、[code]48000[/"
"code]。\n"
"根据[url=https://zh.wikipedia.org/wiki/%E9%87%87%E6%A0%B7%E5%AE%9A%E7%90%86]"
"奈奎斯特–香农采样定理[/url],当超过 40000 赫兹时,人类的听觉没有质量上的差别"
"(因为大多数人最多只能听到 ~20000 赫兹,往往更少)。如果你要生成语音等音高较"
"低的声音,则可以使用 [code]32000[/code] 或 [code]22050[/code] 等较低的采样"
"率,不会降低质量。"
msgid "Plays back audio generated using [AudioStreamGenerator]."
msgstr "播放使用 [AudioStreamGenerator] 生成的音频。"
msgid ""
"This class is meant to be used with [AudioStreamGenerator] to play back the "
"generated audio in real-time."
msgstr "此类旨在与 [AudioStreamGenerator] 一起使用以实时播放生成的音频。"
msgid "Clears the audio sample data buffer."
msgstr "清除音频样本数据缓冲区。"
msgid ""
"Returns the number of frames that can be pushed to the audio sample data "
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
"is full."
msgstr ""
"返回能够推送到音频采样数据缓冲区而不使其溢出的帧数。如果结果为 [code]0[/"
"code],则缓冲区已满。"
msgid "Plays real-time audio input data."
msgstr "播放实时音频输入数据。"
msgid "MP3 audio stream driver."
msgstr "MP3 音频流驱动程序。"
msgid ""
"MP3 audio stream driver. See [member data] if you want to load an MP3 file "
"at run-time."
msgstr ""
"MP3 音频流驱动程序。如果要在运行时加载 MP3 文件,请参阅 [member data]。"
msgid ""
"Contains the audio data in bytes.\n"
"You can load a file without having to import it beforehand using the code "
"snippet below. Keep in mind that this snippet loads the whole file into "
"memory and may not be ideal for huge files (hundreds of megabytes or more).\n"
"[codeblocks]\n"
"[gdscript]\n"
"func load_mp3(path):\n"
" var file = FileAccess.open(path, FileAccess.READ)\n"
" var sound = AudioStreamMP3.new()\n"
" sound.data = file.get_buffer(file.get_length())\n"
" return sound\n"
"[/gdscript]\n"
"[csharp]\n"
"public AudioStreamMP3 LoadMP3(string path)\n"
"{\n"
" using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n"
" var sound = new AudioStreamMP3();\n"
" sound.Data = file.GetBuffer(file.GetLength());\n"
" return sound;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"包含以字节为单位的音频数据。\n"
"您可以使用下面的代码片段,加载文件而无需事先导入它。请记住,此代码段将整个文"
"件加载到内存中,对于大文件(数百兆字节或更多)可能并不理想。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func load_mp3(path):\n"
" var file = FileAccess.open(path, FileAccess.READ)\n"
" var sound = AudioStreamMP3.new()\n"
" sound.data = file.get_buffer(file.get_length())\n"
" return sound\n"
"[/gdscript]\n"
"[csharp]\n"
"public AudioStreamMP3 LoadMP3(string path)\n"
"{\n"
" using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n"
" var sound = new AudioStreamMP3();\n"
" sound.Data = file.GetBuffer(file.GetLength());\n"
" return sound;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"If [code]true[/code], the stream will automatically loop when it reaches the "
"end."
msgstr "如果为 [code]true[/code],当流到达末尾时将自动循环。"
msgid "Time in seconds at which the stream starts after being looped."
msgstr "循环时,流开始的时间,单位为秒。"
msgid "Contains the raw Ogg data for this stream."
msgstr "包含用于这个流的原始 Ogg 数据。"
msgid "Meta class for playing back audio."
msgstr "播放音频的元类。"
msgid "Playback instance for [AudioStreamPolyphonic]."
msgstr "[AudioStreamPolyphonic] 的播放实例。"
msgid ""
"Playback instance for [AudioStreamPolyphonic]. After setting the "
"[code]stream[/code] property of [AudioStreamPlayer], [AudioStreamPlayer2D], "
"or [AudioStreamPlayer3D], the playback instance can be obtained by calling "
"[method AudioStreamPlayer.get_stream_playback], [method AudioStreamPlayer2D."
"get_stream_playback] or [method AudioStreamPlayer3D.get_stream_playback] "
"methods."
msgstr ""
"[AudioStreamPolyphonic] 的播放实例。设置 [AudioStreamPlayer]、"
"[AudioStreamPlayer2D] 或 [AudioStreamPlayer3D] 的 [code]stream[/code] 属性"
"后,可以通过调用 [method AudioStreamPlayer.get_stream_playback]、[method "
"AudioStreamPlayer2D.get_stream_playback] 或 [method AudioStreamPlayer3D."
"get_stream_playback] 方法获取播放实例。"
msgid ""
"Stop a stream. The [param stream] argument is an integer ID returned by "
"[method play_stream], which becomes invalid after calling this function."
msgstr ""
"停止某个流。[param stream] 参数是由 [method play_stream] 返回的整数 ID,在调"
"用这个函数后失效。"
msgid "Plays back audio non-positionally."
msgstr "播放音频,不考虑所处位置。"
msgid ""
"Plays an audio stream non-positionally.\n"
"To play audio positionally, use [AudioStreamPlayer2D] or "
"[AudioStreamPlayer3D] instead of [AudioStreamPlayer]."
msgstr ""
"以非位置方式支持播放音频流。\n"
"要在位置上播放音频,请使用 [AudioStreamPlayer2D] 或 [AudioStreamPlayer3D] 而"
"不是 [AudioStreamPlayer]。"
msgid "Returns the position in the [AudioStream] in seconds."
msgstr "返回 [AudioStream] 中的位置,单位为秒。"
msgid ""
"Returns the [AudioStreamPlayback] object associated with this "
"[AudioStreamPlayer]."
msgstr "返回与此 [AudioStreamPlayer] 关联的 [AudioStreamPlayback] 对象。"
msgid "Plays the audio from the given [param from_position], in seconds."
msgstr "从给定的位置 [param from_position] 播放音频,以秒为单位。"
msgid "Sets the position from which audio will be played, in seconds."
msgstr "设置音频的播放位置,以秒为单位。"
msgid "Stops the audio."
msgstr "停止音频。"
msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr "如果为 [code]true[/code],在添加到场景树时将播放音频。"
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
"这个音频在哪个总线上播放。\n"
"[b]注意:[/b]设置这个属性时,请记住它并不会对给定的名称是否与现有总线匹配进行"
"校验。这是因为音频总线布局可以在设置这个属性后再加载。如果这个给定的名称在运"
"行时无法解析,就会回退到 [code]\"Master\"[/code]。"
msgid ""
"If the audio configuration has more than two speakers, this sets the target "
"channels. See [enum MixTarget] constants."
msgstr ""
"如果音频配置有两个以上的扬声器,则设置目标通道。见 [enum MixTarget] 常量。"
msgid ""
"The pitch and the tempo of the audio, as a multiplier of the audio sample's "
"sample rate."
msgstr "音频的音高和节奏,作为音频样本的采样率的倍数。"
msgid "If [code]true[/code], audio is playing."
msgstr "如果为 [code]true[/code],则播放音频。"
msgid "The [AudioStream] object to be played."
msgstr "要播放的 [AudioStream] 对象。"
msgid ""
"If [code]true[/code], the playback is paused. You can resume it by setting "
"[code]stream_paused[/code] to [code]false[/code]."
msgstr ""
"如果为 [code]true[/code],则暂停播放。您可以通过将 [code]stream_paused[/"
"code] 设置为 [code]false[/code] 来恢复播放。"
msgid "Volume of sound, in dB."
msgstr "音量,单位为 dB。"
msgid "Emitted when the audio stops playing."
msgstr "当音频停止播放时发出。"
msgid "The audio will be played only on the first channel."
msgstr "音频将只在第一个声道中播放。"
msgid "The audio will be played on all surround channels."
msgstr "音频将在所有环绕声声道中播放。"
msgid ""
"The audio will be played on the second channel, which is usually the center."
msgstr "音频将在第二个声道中播放,通常位于中央。"
msgid "Plays positional sound in 2D space."
msgstr "在 2D 空间中播放与位置相关的声音。"
msgid "Returns the position in the [AudioStream]."
msgstr "返回 [AudioStream] 中的位置。"
msgid ""
"Returns the [AudioStreamPlayback] object associated with this "
"[AudioStreamPlayer2D]."
msgstr "返回与该 [AudioStreamPlayer2D] 相关联的 [AudioStreamPlayback] 对象。"
msgid ""
"Queues the audio to play on the next physics frame, from the given position "
"[param from_position], in seconds."
msgstr ""
"将要播放的音频入队,将在下一物理帧从给定的位置 [param from_position] 开始播"
"放,单位为秒。"
msgid ""
"Determines which [Area2D] layers affect the sound for reverb and audio bus "
"effects. Areas can be used to redirect [AudioStream]s so that they play in a "
"certain audio bus. An example of how you might use this is making a "
"\"water\" area so that sounds played in the water are redirected through an "
"audio bus to make them sound like they are being played underwater."
msgstr ""
"决定对混响及音频总线效果有影响的 [Area2D] 层。可使用区域对 [AudioStream] 进行"
"重定向,使其在特定的音频总线中播放。一个例子是可以用来制作“水域”,将水中播放"
"的声音重定向至单独的音频总线,让声音听起来像是在水下播放。"
msgid "Maximum distance from which audio is still hearable."
msgstr "音频仍可听到的最大距离。"
msgid ""
"If [code]true[/code], audio is playing or is queued to be played (see "
"[method play])."
msgstr ""
"如果为 [code]true[/code],则音频正在播放,或者已加入播放队列(见 [method "
"play])。"
msgid "Base volume before attenuation."
msgstr "衰减前的基础音量。"
msgid "Plays positional sound in 3D space."
msgstr "在 3D 空间中播放与位置相关的声音。"
msgid ""
"Returns the [AudioStreamPlayback] object associated with this "
"[AudioStreamPlayer3D]."
msgstr "返回与这个 [AudioStreamPlayer3D] 相关联的 [AudioStreamPlayback] 对象。"
msgid "Amount how much the filter affects the loudness, in decibels."
msgstr "滤波器对响度的影响程度,以分贝为单位。"
msgid ""
"Decides if audio should get quieter with distance linearly, quadratically, "
"logarithmically, or not be affected by distance, effectively disabling "
"attenuation."
msgstr ""
"决定音频是否应该得到更安静的距离线性,平方,对数,或不受影响的距离,有效地禁"
"用衰减。"
msgid ""
"If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added "
"to scene tree."
msgstr ""
"如果为 [code]true[/code],则在将 AudioStreamPlayer3D 节点添加到场景树时播放音"
"频。"
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
"播放音频的总线。\n"
"[b]注意:[/b]设置这个属性时,请记住它并不会对给定的名称是否与现有总线匹配进行"
"校验。这是因为音频总线布局可以在设置这个属性后再加载。如果这个给定的名称在运"
"行时无法解析,就会回退到 [code]\"Master\"[/code]。"
msgid "Sets the absolute maximum of the soundlevel, in decibels."
msgstr "设置声级的绝对最大值,以分贝为单位。"
msgid "The [AudioStream] resource to be played."
msgstr "要播放的 [AudioStream] 资源。"
msgid ""
"If [code]true[/code], the playback is paused. You can resume it by setting "
"[member stream_paused] to [code]false[/code]."
msgstr ""
"如果为 [code]true[/code],则播放会暂停。你可以通过将 [member stream_paused] "
"设置为 [code]false[/code]来恢复它。"
msgid ""
"The factor for the attenuation effect. Higher values make the sound audible "
"over a larger distance."
msgstr "衰减效果的系数。更高的值使声音在更远的距离可以听到。"
msgid "Attenuation of loudness according to linear distance."
msgstr "根据距离对响度进行线性衰减。"
msgid "Attenuation of loudness according to squared distance."
msgstr "根据距离对响度进行平方衰减。"
msgid "Attenuation of loudness according to logarithmic distance."
msgstr "根据距离对响度进行对数衰减。"
msgid ""
"No attenuation of loudness according to distance. The sound will still be "
"heard positionally, unlike an [AudioStreamPlayer]. [constant "
"ATTENUATION_DISABLED] can be combined with a [member max_distance] value "
"greater than [code]0.0[/code] to achieve linear attenuation clamped to a "
"sphere of a defined size."
msgstr ""
"不根据距离衰减响度。与 [AudioStreamPlayer] 不同,声音仍会在位置上被听到。"
"[constant ATTENUATION_DISABLED] 可以与大于 [code]0.0[/code] 的 [member "
"max_distance] 值结合使用,以实现线性衰减,限制在定义的球体大小。"
msgid "Disables doppler tracking."
msgstr "禁用多普勒跟踪。"
msgid "Executes doppler tracking in idle step."
msgstr "在空闲步骤中执行多普勒跟踪。"
msgid "Executes doppler tracking in physics step."
msgstr "在物理步骤中执行多普勒跟踪。"
msgid "Returns the stream at the specified index."
msgstr "返回指定索引处的流。"
msgid "Move a stream from one index to another."
msgstr "将流从一个索引移动到另一个索引。"
msgid "Remove the stream at the specified index."
msgstr "移除指定索引处的流。"
msgid "Set the AudioStream at the specified index."
msgstr "设置指定索引处的 AudioStream。"
msgid ""
"The intensity of random pitch variation. A value of 1 means no variation."
msgstr "随机音高变化的强度。值为 1 表示没有变化。"
msgid ""
"The intensity of random volume variation. A value of 0 means no variation."
msgstr "随机音量变化的强度。值为 0 表示没有变化。"
msgid "The number of streams in the stream pool."
msgstr "流池中流的数量。"
msgid "Stores audio data loaded from WAV files."
msgstr "存储从 WAV 文件加载的音频数据。"
msgid ""
"Contains the audio data in bytes.\n"
"[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned "
"PCM8 to signed PCM8, subtract 128 from each byte."
msgstr ""
"包含以字节为单位的音频数据。\n"
"[b]注意:[/b]此属性需要有符号的 PCM8 数据。要将无符号的 PCM8 转换为有符号的 "
"PCM8,需要从每个字节中减去 128。"
msgid "Audio format. See [enum Format] constants for values."
msgstr "音频格式。取值见 [enum Format] 常量。"
msgid ""
"The loop start point (in number of samples, relative to the beginning of the "
"sample). This information will be imported automatically from the WAV file "
"if present."
msgstr ""
"循环起始点(相对于样本开始的样本数)。如果 WAV 文件中存在此信息,则将自动导"
"入。"
msgid ""
"The loop end point (in number of samples, relative to the beginning of the "
"sample). This information will be imported automatically from the WAV file "
"if present."
msgstr ""
"循环结束点(相对于样本开始的样本数)。如果 WAV 文件中存在此信息,则将自动导"
"入。"
msgid ""
"The loop mode. This information will be imported automatically from the WAV "
"file if present. See [enum LoopMode] constants for values."
msgstr ""
"循环模式。如果 WAV 文件中存在此信息,则将自动导入。取值请参阅 [enum "
"LoopMode] 常量。"
msgid ""
"The sample rate for mixing this audio. Higher values require more storage "
"space, but result in better quality.\n"
"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
"[code]48000[/code].\n"
"According to the [url=https://en.wikipedia.org/wiki/"
"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
"url], there is no quality difference to human hearing when going past 40,000 "
"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you "
"are using lower-pitched sounds such as voices, lower sample rates such as "
"[code]32000[/code] or [code]22050[/code] may be usable with no loss in "
"quality."
msgstr ""
"混合这个音频的采样率。更高的数值需要更多的存储空间,但会带来更好的质量。\n"
"在游戏中,常用的采样率有 [code]11025[/code]、[code]16000[/code]、"
"[code]22050[/code]、[code]32000[/code]、[code]44100[/code]、[code]48000[/"
"code]。\n"
"根据[url=https://zh.wikipedia.org/wiki/%E9%87%87%E6%A0%B7%E5%AE%9A%E7%90%86]"
"奈奎斯特–香农采样定理[/url],当超过 40000 赫兹时,人类的听觉没有质量上的差别"
"(因为大多数人只能听到 ~20000 赫兹,往往更少)。如果你要使用语音等音高较低的"
"声音,则可以使用 [code]32000[/code] 或 [code]22050[/code] 等较低的采样率,不"
"会降低质量。"
msgid "If [code]true[/code], audio is stereo."
msgstr "如果为 [code]true[/code],则音频为立体声。"
msgid "8-bit audio codec."
msgstr "8 位音频编解码器。"
msgid "16-bit audio codec."
msgstr "16 位音频编解码器。"
msgid "Audio is compressed using IMA ADPCM."
msgstr "音频使用 IMA ADPCM 进行压缩。"
msgid "Audio does not loop."
msgstr "音频不循环。"
msgid ""
"Audio loops the data between [member loop_begin] and [member loop_end], "
"playing forward only."
msgstr ""
"音频在 [member loop_begin] 和 [member loop_end] 之间循环数据,仅向前播放。"
msgid ""
"Audio loops the data between [member loop_begin] and [member loop_end], "
"playing back and forth."
msgstr ""
"音频在 [member loop_begin] 和 [member loop_end] 之间循环数据,来回播放。"
msgid ""
"Audio loops the data between [member loop_begin] and [member loop_end], "
"playing backward only."
msgstr ""
"音频在 [member loop_begin] 和 [member loop_end] 之间循环数据,仅向后播放。"
msgid "Buffer mode. See [enum CopyMode] constants."
msgstr "缓冲区模式。见 [enum CopyMode] 常量。"
msgid ""
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
"该 [BackBufferCopy] 所覆盖的区域。只有当 [member copy_mode] 为 [constant "
"COPY_MODE_RECT] 时才使用。"
msgid ""
"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
"禁用缓冲模式。这意味着该 [BackBufferCopy] 节点将直接使用它所覆盖的屏幕部分。"
msgid "[BackBufferCopy] buffers a rectangular region."
msgstr "[BackBufferCopy] 缓冲一个矩形区域。"
msgid "[BackBufferCopy] buffers the entire screen."
msgstr "[BackBufferCopy] 缓冲整个屏幕。"
msgid "Base class for different kinds of buttons."
msgstr "不同类型按钮的基类。"
msgid ""
"BaseButton is the abstract base class for buttons, so it shouldn't be used "
"directly (it doesn't display anything). Other types of buttons inherit from "
"it."
msgstr ""
"BaseButton 是按钮的抽象基类,所以不应该直接使用它(它不显示任何东西)。其他类"
"型的按钮都继承自它。"
msgid ""
"Called when the button is pressed. If you need to know the button's pressed "
"state (and [member toggle_mode] is active), use [method _toggled] instead."
msgstr ""
"当按钮被按下时调用。如果你需要知道按钮被按下的状态(并且 [member toggle_mode] "
"is active]是活动状态),请使用[method _toggled]代替。"
msgid ""
"Called when the button is toggled (only if [member toggle_mode] is active)."
msgstr "当按钮被切换时调用(仅当 [member toggle_mode] 处于活动状态时)。"
msgid ""
"Returns the visual state used to draw the button. This is useful mainly when "
"implementing your own draw code by either overriding _draw() or connecting "
"to \"draw\" signal. The visual state of the button is defined by the [enum "
"DrawMode] enum."
msgstr ""
"返回用于绘制按钮的视觉状态。当您通过覆盖 _draw() 或连接到“draw”信号来实现您自"
"己的绘制代码时,这很有用。按钮的视觉状态由 [enum DrawMode] 枚举定义。"
msgid ""
"Returns [code]true[/code] if the mouse has entered the button and has not "
"left it yet."
msgstr "如果鼠标已进入按钮,且尚未离开,则返回 [code]true[/code]。"
msgid ""
"Determines when the button is considered clicked, one of the [enum "
"ActionMode] constants."
msgstr "确定按钮何时被认为被点击,是 [enum ActionMode] 常量之一。"
msgid ""
"If [code]true[/code], the button is in disabled state and can't be clicked "
"or toggled."
msgstr "如果为 [code]true[/code],则该按钮处于禁用状态,无法点击或切换。"
msgid ""
"If [code]true[/code], the button stays pressed when moving the cursor "
"outside the button while pressing it.\n"
"[b]Note:[/b] This property only affects the button's visual appearance. "
"Signals will be emitted at the same moment regardless of this property's "
"value."
msgstr ""
"如果为 [code]true[/code],当按下按钮时将光标移到按钮外时,按钮会保持按下状"
"态。\n"
"[b]注意:[/b]该属性只影响按钮的视觉表现。无论该属性的值是多少,信号都会在同一"
"时刻发出。"
msgid "[Shortcut] associated to the button."
msgstr "与该按钮关联的 [Shortcut]。"
msgid ""
"If [code]true[/code], the button will add information about its shortcut in "
"the tooltip."
msgstr "如果为 [code]true[/code],按钮将在工具提示中添加其快捷方式的信息。"
msgid ""
"If [code]true[/code], the button is in toggle mode. Makes the button flip "
"state between pressed and unpressed each time its area is clicked."
msgstr ""
"如果为 [code]true[/code],则按钮处于切换模式。使按钮在每次点击其区域时,在按"
"下和未按下之间转换状态。"
msgid "Emitted when the button starts being held down."
msgstr "当按钮开始被按下时发出。"
msgid "Emitted when the button stops being held down."
msgstr "当按钮停止按下时发出。"
msgid ""
"Emitted when the button is toggled or pressed. This is on [signal "
"button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] "
"and on [signal button_up] otherwise.\n"
"If you need to know the button's pressed state (and [member toggle_mode] is "
"active), use [signal toggled] instead."
msgstr ""
"当按钮被切换或按下时发出。如果 [member action_mode] 是 [constant "
"ACTION_MODE_BUTTON_PRESS],则在 [signal button_down] 上,否则在 [signal "
"button_up] 上。\n"
"如果您需要知道按钮的按压状态(并且 [member toggle_mode] 是活动的),请使用"
"[signal toggled]代替。"
msgid ""
"The normal state (i.e. not pressed, not hovered, not toggled and enabled) of "
"buttons."
msgstr "按钮的正常状态(即未按下、未悬停、未切换和启用)。"
msgid "The state of buttons are pressed."
msgstr "按钮被按下的状态。"
msgid "The state of buttons are hovered."
msgstr "按钮的状态为悬停。"
msgid "The state of buttons are disabled."
msgstr "按钮的状态为禁用。"
msgid "The state of buttons are both hovered and pressed."
msgstr "按钮的状态既是悬停的,也是按下的。"
msgid "Require just a press to consider the button clicked."
msgstr "只需要按一下就可以认为按钮被点击了。"
msgid ""
"Require a press and a subsequent release before considering the button "
"clicked."
msgstr "要求按下后再释放,才算点击了按钮。"
msgid "Default 3D rendering material."
msgstr "默认的 3D 渲染材质。"
msgid ""
"This provides a default material with a wide variety of rendering features "
"and properties without the need to write shader code. See the tutorial below "
"for details."
msgstr ""
"这提供了一个默认的材质,具有多种渲染功能和属性,无需编写着色器代码。详情请看"
"下面的教程。"
msgid "Standard Material 3D"
msgstr "标准 3D 材质"
msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled."
msgstr "如果指定的 [enum Feature] 被启用,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code], if the specified flag is enabled. See [enum "
"Flags] enumerator for options."
msgstr ""
"如果指定的标志被启用,返回 [code]true[/code]。选项见 [enum Flags] 枚举值。"
msgid ""
"If [code]true[/code], enables the specified flag. Flags are optional "
"behavior that can be turned on and off. Only one flag can be enabled at a "
"time with this function, the flag enumerators cannot be bit-masked together "
"to enable or disable multiple flags at once. Flags can also be enabled by "
"setting the corresponding member to [code]true[/code]. See [enum Flags] "
"enumerator for options."
msgstr ""
"如果为 [code]true[/code],则启用指定的标志。标志是可以打开和关闭的可选行为。"
"使用该函数一次只能启用一个标志,不能将标志枚举值像位掩码一样进行合并,一次启"
"用或禁用多个标志。也可以通过将相应成员设置为 [code]true[/code] 来启用标志。选"
"项见 [enum Flags] 枚举值。"
msgid "The type of alpha antialiasing to apply. See [enum AlphaAntiAliasing]."
msgstr "要应用的 Alpha 抗锯齿类型。见 [enum AlphaAntiAliasing]。"
msgid ""
"The hashing scale for Alpha Hash. Recommended values between [code]0[/code] "
"and [code]2[/code]."
msgstr ""
"Alpha Hash 的哈希比例。推荐 [code]0[/code] 和 [code]2[/code] 之间的值。"
msgid ""
"The strength of the anisotropy effect. This is multiplied by [member "
"anisotropy_flowmap]'s alpha channel if a texture is defined there and the "
"texture contains an alpha channel."
msgstr ""
"各向异性效果的强度。如果 [member anisotropy_flowmap] 是一张带有 Alpha 通道的"
"纹理,那么这个值会与其 Alpha 通道相乘。"
msgid ""
"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of "
"the specular blob and aligns it to tangent space. This is useful for brushed "
"aluminium and hair reflections.\n"
"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh "
"does not contain tangents, the anisotropy effect will appear broken.\n"
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering, which can be enabled by setting [member texture_filter] "
"to [constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC]."
msgstr ""
"如果为 [code]true[/code],则启用各向异性。各向异性会改变镜面反射斑点的形状并"
"将其与切线空间对齐。可用于拉丝铝材和毛发反射。\n"
"[b]注意:[/b]各向异性需要网格切线才能正常工作。如果网格中不包含切线,则各向异"
"性效果会显得破碎。\n"
"[b]注意:[/b]材质的各向异性不应与各向异性纹理过滤相混淆,后者可以通过将 "
"[member texture_filter] 设置为 [constant "
"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] 来启用。"
msgid ""
"Texture that offsets the tangent map for anisotropy calculations and "
"optionally controls the anisotropy effect (if an alpha channel is present). "
"The flowmap texture is expected to be a derivative map, with the red channel "
"representing distortion on the X axis and green channel representing "
"distortion on the Y axis. Values below 0.5 will result in negative "
"distortion, whereas values above 0.5 will result in positive distortion.\n"
"If present, the texture's alpha channel will be used to multiply the "
"strength of the [member anisotropy] effect. Fully opaque pixels will keep "
"the anisotropy effect's original strength while fully transparent pixels "
"will disable the anisotropy effect entirely. The flowmap texture's blue "
"channel is ignored."
msgstr ""
"用于对切线图进行偏移的纹理,用于各向异性的计算,(如果存在 Alpha 通道)还可以"
"控制各向异性的效果。Flowmap 方向图纹理应该是一张派生图,红色通道表示 X 轴上的"
"变形、绿色通道表示 Y 轴上的变形。小于 0.5 的值会朝负方向进行变形,而大于 0.5 "
"的值则朝正方向变形。\n"
"纹理的 Alpha 通道如果存在,则会用于与 [member anisotropy] 效果的强度相乘。完"
"全不透明的像素会保持原始强度,而完全透明的像素则会完全禁用各向异性效果。方向"
"图纹理的蓝色通道会被忽略。"
msgid ""
"If [code]true[/code], ambient occlusion is enabled. Ambient occlusion "
"darkens areas based on the [member ao_texture]."
msgstr ""
"如果为 [code]true[/code],启用环境遮挡。环境遮挡根据 [member ao_texture] 使区"
"域变暗。"
msgid ""
"Amount that ambient occlusion affects lighting from lights. If [code]0[/"
"code], ambient occlusion only affects ambient light. If [code]1[/code], "
"ambient occlusion affects lights just as much as it affects ambient light. "
"This can be used to impact the strength of the ambient occlusion effect, but "
"typically looks unrealistic."
msgstr ""
"环境遮挡对灯光照明的影响程度。如果 [code]0[/code],环境遮挡只影响环境光。如"
"果 [code]1[/code],环境遮挡对灯光的影响和对环境光的影响一样大。这可以用来影响"
"环境遮挡效果的强度,但通常看起来不真实。"
msgid ""
"If [code]true[/code], use [code]UV2[/code] coordinates to look up from the "
"[member ao_texture]."
msgstr ""
"如果为 [code]true[/code],请使用 [code]UV2[/code] 坐标从 [member ao_texture] "
"中查找。"
msgid ""
"Texture that defines the amount of ambient occlusion for a given point on "
"the object."
msgstr "定义物体上给定点的环境遮挡量的纹理。"
msgid ""
"Specifies the channel of the [member ao_texture] in which the ambient "
"occlusion information is stored. This is useful when you store the "
"information for multiple effects in a single texture. For example if you "
"stored metallic in the red channel, roughness in the blue, and ambient "
"occlusion in the green you could reduce the number of textures you use."
msgstr ""
"指定 [member ao_texture] 的通道,其中存储环境遮挡信息。当您在一个纹理中存储多"
"个效果的信息时,这很有用。例如,如果您将金属效果存储在R通道中,将粗糙度存储在"
"B通道中,将环境遮挡存储在G通道中,就可以减少您使用的纹理数量。"
msgid ""
"Controls how the object faces the camera. See [enum BillboardMode].\n"
"[b]Note:[/b] Billboard mode is not suitable for VR because the left-right "
"vector of the camera is not horizontal when the screen is attached to your "
"head instead of on the table. See [url=https://github.com/godotengine/godot/"
"issues/41567]GitHub issue #41567[/url] for details."
msgstr ""
"控制对象如何面向摄像机。见 [enum BillboardMode]。\n"
"[b]注意:[/b]广告牌模式不适合 VR,因为当屏幕贴在你的头部而不是在桌子上时,摄"
"像机的左右向量不是水平的。详见 [url=https://github.com/godotengine/godot/"
"issues/41567]GitHub issue #41567[/url]。"
msgid ""
"The material's blend mode.\n"
"[b]Note:[/b] Values other than [code]Mix[/code] force the object into the "
"transparent pipeline. See [enum BlendMode]."
msgstr ""
"材质的混合模式。\n"
"[b]注意:[/b]除 [code]Mix[/code] 以外的值会强制对象进入透明管道。见 [enum "
"BlendMode]。"
msgid ""
"Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks "
"the same as disabling the clearcoat effect."
msgstr "设置清漆效果的强度。设置为 [code]0[/code] 与禁用清漆效果相同。"
msgid ""
"Texture that defines the strength of the clearcoat effect and the glossiness "
"of the clearcoat. Strength is specified in the red channel while glossiness "
"is specified in the green channel."
msgstr ""
"定义清漆效果的强度和清漆的光泽度的纹理。强度在红色通道中指定,光泽度在绿色通"
"道中指定。"
msgid ""
"Specifies how the [member detail_albedo] should blend with the current "
"[code]ALBEDO[/code]. See [enum BlendMode] for options."
msgstr ""
"指定 [member detail_albedo] 应如何与当前 [code]ALBEDO[/code] 混合。参阅 "
"[enum BlendMode] 选项。"
msgid ""
"Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail "
"layer. See [enum DetailUV] for options."
msgstr ""
"指定细节层是使用 [code]UV[/code] 还是 [code]UV2[/code]。选项请参阅 [enum "
"DetailUV]。"
msgid ""
"The algorithm used for diffuse light scattering. See [enum DiffuseMode]."
msgstr "用于漫反射光散射的算法。见 [enum DiffuseMode]。"
msgid "If [code]true[/code], the object receives no ambient light."
msgstr "如果为 [code]true[/code],则对象不接收环境光。"
msgid ""
"If [code]true[/code], the object receives no shadow that would otherwise be "
"cast onto it."
msgstr "如果为 [code]true[/code],则对象不会收到投射到其上的阴影。"
msgid ""
"Distance at which the object appears fully opaque.\n"
"[b]Note:[/b] If [code]distance_fade_max_distance[/code] is less than "
"[code]distance_fade_min_distance[/code], the behavior will be reversed. The "
"object will start to fade away at [code]distance_fade_max_distance[/code] "
"and will fully disappear once it reaches [code]distance_fade_min_distance[/"
"code]."
msgstr ""
"物体看起来完全不透明的距离。\n"
"[b]注意:[/b]如果 [code]distance_fade_max_distance[/code] 小于 "
"[code]distance_fade_min_distance[/code],则行为相反。物体将在 "
"[code]distance_fade_max_distance[/code] 处开始逐渐消失,并在到达 "
"[code]distance_fade_min_distance[/code] 时完全消失。"
msgid ""
"Distance at which the object starts to become visible. If the object is less "
"than this distance away, it will be invisible.\n"
"[b]Note:[/b] If [code]distance_fade_min_distance[/code] is greater than "
"[code]distance_fade_max_distance[/code], the behavior will be reversed. The "
"object will start to fade away at [code]distance_fade_max_distance[/code] "
"and will fully disappear once it reaches [code]distance_fade_min_distance[/"
"code]."
msgstr ""
"物体开始变得可见的距离。如果物体的距离小于这个距离,它将是不可见的。\n"
"[b]注意:[/b]如果 [code]distance_fade_min_distance[/code] 大于 "
"[code]distance_fade_max_distance[/code],则行为将相反。物体将在 "
"[code]distance_fade_max_distance[/code] 处开始逐渐消失,并在到达 "
"[code]distance_fade_min_distance[/code] 时完全消失。"
msgid ""
"Specifies which type of fade to use. Can be any of the [enum "
"DistanceFadeMode]s."
msgstr "指定要使用的淡入淡出类型。可以是任何一个 [enum DistanceFadeMode]。"
msgid "The emitted light's color. See [member emission_enabled]."
msgstr "发出的光的颜色。见 [member emission_enabled]。"
msgid "Use [code]UV2[/code] to read from the [member emission_texture]."
msgstr "使用 [code]UV2[/code] 从 [member emission_texture] 中读取。"
msgid ""
"Sets how [member emission] interacts with [member emission_texture]. Can "
"either add or multiply. See [enum EmissionOperator] for options."
msgstr ""
"设置 [member emission] 与 [member emission_texture] 的交互方式。可以是加法或"
"乘法。可选值见 [enum EmissionOperator] 。"
msgid "Texture that specifies how much surface emits light at a given point."
msgstr "纹理,指定某点的表面发光的程度。"
msgid ""
"If [code]true[/code], the object is rendered at the same size regardless of "
"distance."
msgstr "如果为 [code]true[/code],则无论距离远近,对象都以相同的尺寸呈现。"
msgid ""
"A high value makes the material appear more like a metal. Non-metals use "
"their albedo as the diffuse color and add diffuse to the specular "
"reflection. With non-metals, the reflection appears on top of the albedo "
"color. Metals use their albedo as a multiplier to the specular reflection "
"and set the diffuse color to black resulting in a tinted reflection. "
"Materials work better when fully metal or fully non-metal, values between "
"[code]0[/code] and [code]1[/code] should only be used for blending between "
"metal and non-metal sections. To alter the amount of reflection use [member "
"roughness]."
msgstr ""
"高值使材质看起来更像金属。非金属使用其反射率作为漫射色,并在镜面反射上添加漫"
"射。对于非金属,反射出现在反照率颜色之上。金属使用其反射率作为镜面反射的倍"
"数,并将漫射色设置为黑色,从而产生有色反射。材质在全金属或全非金属时效果更"
"好,介于 [code]0[/code] 和 [code]1[/code] 之间的值只能用于金属和非金属部分之"
"间的混合。要改变反射量,请使用[member roughness]。"
msgid ""
"Texture used to specify metallic for an object. This is multiplied by "
"[member metallic]."
msgstr "用于指定对象的金属质感。这个值会与 [member metallic] 相乘。"
msgid ""
"Specifies the channel of the [member metallic_texture] in which the metallic "
"information is stored. This is useful when you store the information for "
"multiple effects in a single texture. For example if you stored metallic in "
"the red channel, roughness in the blue, and ambient occlusion in the green "
"you could reduce the number of textures you use."
msgstr ""
"指定存储金属信息的 [member metallic_texture] 的通道。当您在一个纹理中存储多个"
"效果的信息时,这很有用。例如,如果您将金属效果存储在红色通道中,将粗糙度存储"
"在蓝色通道中,将环境遮挡存储在绿色通道中,就可以减少您使用的纹理数量。"
msgid "The width of the shape outine."
msgstr "形状轮廓的宽度。"
msgid ""
"If [code]true[/code], depth testing is disabled and the object will be drawn "
"in render order."
msgstr "如果为 [code]true[/code],深度测试被禁用,对象将按渲染顺序绘制。"
msgid "The strength of the normal map's effect."
msgstr "法线贴图的效果强度。"
msgid ""
"Distance over which the fade effect takes place. The larger the distance the "
"longer it takes for an object to fade."
msgstr "渐变效果发生的距离。距离越大,物体褪色的时间越长。"
msgid ""
"If [code]true[/code], the proximity fade effect is enabled. The proximity "
"fade effect fades out each pixel based on its distance to another object."
msgstr ""
"如果为 [code]true[/code],则启用接近淡出效果。邻近淡出效果会根据每个像素与另"
"一个对象的距离淡出。"
msgid ""
"Texture that controls the strength of the refraction per-pixel. Multiplied "
"by [member refraction_scale]."
msgstr "控制每个像素折射强度的纹理。会与 [member refraction_scale] 相乘。"
msgid "Sets the strength of the rim lighting effect."
msgstr "设置边缘照明效果的强度。"
msgid ""
"Texture used to set the strength of the rim lighting effect per-pixel. "
"Multiplied by [member rim]."
msgstr "纹理用于设置每个像素的边缘光照效果的强度。会与 [member rim] 相乘。"
msgid ""
"The amount of to blend light and albedo color when rendering rim effect. If "
"[code]0[/code] the light color is used, while [code]1[/code] means albedo "
"color is used. An intermediate value generally works best."
msgstr ""
"渲染边缘效果时,混合光照色和反射色的数量。如果 [code]0[/code] 表示使用光色,"
"[code]1[/code] 表示使用反照色。一般来说,中间值的效果最好。"
msgid ""
"Surface reflection. A value of [code]0[/code] represents a perfect mirror "
"while a value of [code]1[/code] completely blurs the reflection. See also "
"[member metallic]."
msgstr ""
"表面反射。[code]0[/code] 值表示一面完美的镜像,而 [code]1[/code] 值则完全模糊"
"了反射。另请参阅 [member metallic]。"
msgid ""
"Texture used to control the roughness per-pixel. Multiplied by [member "
"roughness]."
msgstr "用于控制每个像素粗糙度的纹理。会与 [member roughness] 相乘。"
msgid ""
"If [code]true[/code], enables the \"shadow to opacity\" render mode where "
"lighting modifies the alpha so shadowed areas are opaque and non-shadowed "
"areas are transparent. Useful for overlaying shadows onto a camera feed in "
"AR."
msgstr ""
"如果为 [code]true[/code],启用“阴影到不透明度”的渲染模式,在该模式下,光照会"
"修改 Alpha,使阴影区域不透明,非阴影区域透明。对于在 AR 中把阴影叠加到相机画"
"面上很有用。"
msgid ""
"If [code]true[/code], subsurface scattering is enabled. Emulates light that "
"penetrates an object's surface, is scattered, and then emerges."
msgstr ""
"如果为 [code]true[/code],则启用次表面散射。模拟光线穿透物体表面,被散射,然"
"后出现。"
msgid "The strength of the subsurface scattering effect."
msgstr "地下散射效应的强度。"
msgid ""
"Texture used to control the subsurface scattering strength. Stored in the "
"red texture channel. Multiplied by [member subsurf_scatter_strength]."
msgstr ""
"用于控制次表面散射强度的纹理。存储在红色纹理通道中。会与 [member "
"subsurf_scatter_strength] 相乘。"
msgid ""
"Filter flags for the texture. See [enum TextureFilter] for options.\n"
"[b]Note:[/b] [member heightmap_texture] is always sampled with linear "
"filtering, even if nearest-neighbor filtering is selected here. This is to "
"ensure the heightmap effect looks as intended. If you need sharper height "
"transitions between pixels, resize the heightmap texture in an image editor "
"with nearest-neighbor filtering."
msgstr ""
"纹理的过滤标志。可选项见 [enum TextureFilter]。\n"
"[b]注意:[/b]即便这里选择了最近邻过滤,[member heightmap_texture] 也始终使用"
"线性过滤采样。这是为了确保高度图效果看起来符合预期。如果您需要像素之间的高度"
"过渡更加清晰,请在图像编辑器中使用最近邻过滤调整高度图纹理的大小。"
msgid "Repeat flags for the texture. See [enum TextureFilter] for options."
msgstr "纹理的重复标志。可选项见 [enum TextureFilter]。"
msgid ""
"If [code]true[/code], instead of using [code]UV[/code] textures will use a "
"triplanar texture lookup to determine how to apply textures. Triplanar uses "
"the orientation of the object's surface to blend between texture "
"coordinates. It reads from the source texture 3 times, once for each axis "
"and then blends between the results based on how closely the pixel aligns "
"with each axis. This is often used for natural features to get a realistic "
"blend of materials. Because triplanar texturing requires many more texture "
"reads per-pixel it is much slower than normal UV texturing. Additionally, "
"because it is blending the texture between the three axes, it is unsuitable "
"when you are trying to achieve crisp texturing."
msgstr ""
"如果为 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查"
"找来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源"
"纹理中读取3次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混合。"
"这通常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需要更"
"多的纹理读取,所以它比普通的UV纹理处理要慢得多。此外,由于它是在三个轴之间混"
"合纹理,所以当你试图实现清晰的纹理时,它是不合适的。"
msgid ""
"If [code]true[/code], instead of using [code]UV2[/code] textures will use a "
"triplanar texture lookup to determine how to apply textures. Triplanar uses "
"the orientation of the object's surface to blend between texture "
"coordinates. It reads from the source texture 3 times, once for each axis "
"and then blends between the results based on how closely the pixel aligns "
"with each axis. This is often used for natural features to get a realistic "
"blend of materials. Because triplanar texturing requires many more texture "
"reads per-pixel it is much slower than normal UV texturing. Additionally, "
"because it is blending the texture between the three axes, it is unsuitable "
"when you are trying to achieve crisp texturing."
msgstr ""
"如果为 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查"
"找来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源"
"纹理中读取 3 次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混"
"合。这通常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需"
"要更多的纹理读取,所以它比普通的 UV 纹理处理要慢得多。此外,由于它是在三个轴"
"之间混合纹理,所以当你试图实现清晰的纹理时,它是不合适的。"
msgid "If [code]true[/code], the vertex color is used as albedo color."
msgstr "如果为 [code]true[/code],则使用顶点颜色作为反射率颜色。"
msgid "Texture specifying per-pixel color."
msgstr "指定每个像素颜色的纹理。"
msgid "Texture specifying per-pixel metallic value."
msgstr "指定每个像素金属值的纹理。"
msgid "Texture specifying per-pixel roughness value."
msgstr "指定每个像素粗糙度值的纹理。"
msgid "Texture specifying per-pixel emission color."
msgstr "指定每个像素发射颜色的纹理。"
msgid "Texture specifying per-pixel normal vector."
msgstr "指定每个像素法向量的纹理。"
msgid "Texture specifying per-pixel rim value."
msgstr "指定每个像素边缘值的纹理。"
msgid "Texture specifying per-pixel clearcoat value."
msgstr "指定每个像素清漆值的纹理。"
msgid ""
"Texture specifying per-pixel flowmap direction for use with [member "
"anisotropy]."
msgstr "指定每个像素流图方向的纹理,用于 [member anisotropy]。"
msgid "Texture specifying per-pixel ambient occlusion value."
msgstr "指定每个像素环境光遮蔽的纹理。"
msgid "Texture specifying per-pixel height."
msgstr "指定每个像素高度的纹理。"
msgid "Texture specifying per-pixel subsurface scattering."
msgstr "指定每个像素次表面散射的纹理。"
msgid "Texture specifying per-pixel transmittance for subsurface scattering."
msgstr "指定每个像素用于次表面散射的透射率的纹理。"
msgid "Texture specifying per-pixel backlight color."
msgstr "指定每个像素背光颜色的纹理。"
msgid "Texture specifying per-pixel refraction strength."
msgstr "指定每个像素折射强度的纹理。"
msgid "Texture specifying per-pixel detail mask blending value."
msgstr "指定每个像素细节蒙版混合值的纹理。"
msgid "Texture specifying per-pixel detail color."
msgstr "指定每个像素细节颜色的纹理。"
msgid "Texture specifying per-pixel detail normal."
msgstr "指定每个像素细节法线的纹理。"
msgid "Texture holding ambient occlusion, roughness, and metallic."
msgstr "保存环境光遮蔽、粗糙度和金属度信息的纹理。"
msgid "Represents the size of the [enum TextureParam] enum."
msgstr "代表 [enum TextureParam] 枚举的大小。"
msgid ""
"The texture filter reads from the nearest pixel only. The simplest and "
"fastest method of filtering, but the texture will look pixelized."
msgstr ""
"纹理过滤器仅读取最邻近的像素。最简单快速的过滤方法,但纹理看起来会像素化。"
msgid ""
"The texture filter blends between the nearest 4 pixels. Use this when you "
"want to avoid a pixelated style, but do not want mipmaps."
msgstr ""
"纹理过滤器在最邻近的 4 个像素之间混合。如果你想要避免像素化风格,但又不想使"
"用 mipmap,那么请使用这个选项。"
msgid ""
"The texture filter reads from the nearest pixel in the nearest mipmap. The "
"fastest way to read from textures with mipmaps."
msgstr ""
"纹理过滤器读取最邻近的 mipmap 中的最邻近的像素。带有 mipmap 的纹理的最快读取"
"方法。"
msgid ""
"The texture filter blends between the nearest 4 pixels and between the "
"nearest 2 mipmaps. Use this for most cases as mipmaps are important to "
"smooth out pixels that are far from the camera."
msgstr ""
"纹理过滤器在最邻近的 4 个像素和最邻近的 2 个 mipmap 之间混合。请在大多数情况"
"下使用,因为 mipmap 对于平滑远离相机的像素很重要。"
msgid ""
"The texture filter reads from the nearest pixel, but selects a mipmap based "
"on the angle between the surface and the camera view. This reduces artifacts "
"on surfaces that are almost in line with the camera. The anisotropic "
"filtering level can be changed by adjusting [member ProjectSettings."
"rendering/textures/default_filters/anisotropic_filtering_level]."
msgstr ""
"纹理过滤器读取最邻近的像素,但会根据表面和相机视图之间的夹角选择 mipmap。可以"
"减少几乎与相机成一直线的表面的不自然情况。各向异性过滤级别可以通过调整 "
"[member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level] 来改变。"
msgid ""
"The texture filter blends between the nearest 4 pixels and selects a mipmap "
"based on the angle between the surface and the camera view. This reduces "
"artifacts on surfaces that are almost in line with the camera. This is the "
"slowest of the filtering options, but results in the highest quality "
"texturing. The anisotropic filtering level can be changed by adjusting "
"[member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level]."
msgstr ""
"纹理过滤器在最邻近的 4 个像素之间进行混合,并会根据表面和相机视图之间的夹角选"
"择 mipmap。可以减少几乎与相机成一直线的表面的不自然情况。这是过滤选项中最慢的"
"一个,但可以得到最高质量的纹理。各向异性过滤级别可以通过调整 [member "
"ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level] 来改变。"
msgid "Represents the size of the [enum TextureFilter] enum."
msgstr "代表 [enum TextureFilter] 枚举的大小。"
msgid "Use [code]UV[/code] with the detail texture."
msgstr "使用 [code]UV[/code] 与细节纹理。"
msgid "Use [code]UV2[/code] with the detail texture."
msgstr "使用 [code]UV2[/code] 与细节纹理。"
msgid "Represents the size of the [enum Transparency] enum."
msgstr "代表 [enum Transparency] 枚举的大小。"
msgid "Represents the size of the [enum ShadingMode] enum."
msgstr "代表 [enum ShadingMode] 枚举的大小。"
msgid "Constant for setting [member emission_enabled]."
msgstr "用于设置 [member emission_enabled] 的常量。"
msgid "Constant for setting [member normal_enabled]."
msgstr "用于设置 [member normal_enabled] 的常量。"
msgid "Constant for setting [member rim_enabled]."
msgstr "用于设置 [member rim_enabled] 的常量。"
msgid "Constant for setting [member clearcoat_enabled]."
msgstr "用于设置 [member clearcoat_enabled] 的常量。"
msgid "Constant for setting [member anisotropy_enabled]."
msgstr "用于设置 [member anisotropy_enabled] 的常量。"
msgid "Constant for setting [member ao_enabled]."
msgstr "用于设置 [member ao_enabled] 的常量。"
msgid "Constant for setting [member heightmap_enabled]."
msgstr "用于设置 [member heightmap_enabled] 的常量。"
msgid "Constant for setting [member subsurf_scatter_enabled]."
msgstr "用于设置 [member subsurf_scatter_enabled] 的常量。"
msgid "Constant for setting [member subsurf_scatter_transmittance_enabled]."
msgstr "用于设置 [member subsurf_scatter_transmittance_enabled] 的常量。"
msgid "Constant for setting [member backlight_enabled]."
msgstr "用于设置 [member backlight_enabled] 的常量。"
msgid "Constant for setting [member refraction_enabled]."
msgstr "用于设置 [member refraction_enabled] 的常量。"
msgid "Constant for setting [member detail_enabled]."
msgstr "用于设置 [member detail_enabled] 的常量。"
msgid "Represents the size of the [enum Feature] enum."
msgstr "代表 [enum Feature] 枚举的大小。"
msgid ""
"Default blend mode. The color of the object is blended over the background "
"based on the object's alpha value."
msgstr "默认的混合模式。根据对象的 Alpha 值,在背景上混合对象的颜色。"
msgid "The color of the object is added to the background."
msgstr "对象的颜色被添加到背景中。"
msgid "The color of the object is subtracted from the background."
msgstr "从背景中减去对象的颜色。"
msgid "The color of the object is multiplied by the background."
msgstr "对象的颜色与背景相乘。"
msgid "Disables Alpha AntiAliasing for the material."
msgstr "禁用该材质的 Alpha 抗锯齿。"
msgid ""
"Enables AlphaToCoverage. Alpha values in the material are passed to the "
"AntiAliasing sample mask."
msgstr ""
"启用 AlphaToCoverage。材质中的 Alpha 值会被传递到 AntiAliasing 采样遮罩。"
msgid ""
"Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/"
"code]. Alpha values in the material are passed to the AntiAliasing sample "
"mask."
msgstr ""
"启用 AlphaToCoverage 并将所有非零的 alpha 值强制设为 [code]1[/code]。材质中"
"的 Alpha 值会被传递到 AntiAliasing 采样遮罩。"
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr "将 [code]ALBEDO[/code] 设置为网格中指定的每顶点颜色。"
msgid ""
"Uses point size to alter the size of primitive points. Also changes the "
"albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/"
"code]."
msgstr ""
"使用点大小来改变图元点的大小。同时改变反射率纹理查找,使用 "
"[code]POINT_COORD[/code] 而不是 [code]UV[/code]。"
msgid ""
"Object is scaled by depth so that it always appears the same size on screen."
msgstr "按深度缩放对象,使其在屏幕上显示的大小始终相同。"
msgid ""
"Use triplanar texture lookup for all texture lookups that would normally use "
"[code]UV[/code]."
msgstr "对所有通常会使用 [code]UV[/code] 的纹理查找使用三平面纹理查找。"
msgid ""
"Use triplanar texture lookup for all texture lookups that would normally use "
"[code]UV2[/code]."
msgstr "对所有通常会使用 [code]UV2[/code] 的纹理查找使用三平面纹理查找。"
msgid ""
"Use [code]UV2[/code] coordinates to look up from the [member ao_texture]."
msgstr "使用 [code]UV2[/code] 坐标从 [member ao_texture] 中查找。"
msgid ""
"Use [code]UV2[/code] coordinates to look up from the [member "
"emission_texture]."
msgstr "使用 [code]UV2[/code] 坐标从 [member emission_texture] 中查找。"
msgid "Disables receiving shadows from other objects."
msgstr "禁用从其他对象接收阴影。"
msgid "Disables receiving ambient light."
msgstr "禁用接收环境光。"
msgid "Enables the shadow to opacity feature."
msgstr "启用阴影到不透明度功能。"
msgid "Represents the size of the [enum Flags] enum."
msgstr "代表 [enum Flags] 枚举的大小。"
msgid "Default diffuse scattering algorithm."
msgstr "默认的漫反射散射算法。"
msgid "Diffuse scattering ignores roughness."
msgstr "漫散射忽略了粗糙度。"
msgid "Extends Lambert to cover more than 90 degrees when roughness increases."
msgstr "当粗糙度增加时,将 Lambert 延伸到 90 度以上。"
msgid "Uses a hard cut for lighting, with smoothing affected by roughness."
msgstr "使用硬切口进行照明,平滑度受粗糙度影响。"
msgid "Default specular blob."
msgstr "默认镜面反射斑点。"
msgid "Toon blob which changes size based on roughness."
msgstr "基于粗糙度更改大小的 Toon 斑点。"
msgid "Billboard mode is disabled."
msgstr "广告牌模式被禁用。"
msgid "The object's Z axis will always face the camera."
msgstr "对象的 Z 轴将始终面向相机。"
msgid "The object's X axis will always face the camera."
msgstr "对象的 X 轴将始终面向相机。"
msgid "Used to read from the red channel of a texture."
msgstr "用来读取纹理的红色通道。"
msgid "Used to read from the green channel of a texture."
msgstr "用来读取纹理的绿色通道。"
msgid "Used to read from the blue channel of a texture."
msgstr "用来读取纹理的蓝色通道。"
msgid "Used to read from the alpha channel of a texture."
msgstr "用来读取纹理的 Alpha 通道。"
msgid "Adds the emission color to the color from the emission texture."
msgstr "将发射颜色添加到发射纹理的颜色上。"
msgid "Multiplies the emission color by the color from the emission texture."
msgstr "将发射颜色乘以发射纹理的颜色。"
msgid "Do not use distance fade."
msgstr "不要使用距离淡化。"
msgid ""
"Smoothly fades the object out based on each pixel's distance from the camera "
"using the alpha channel."
msgstr "根据每个像素与相机的距离,使用 Alpha 通道平滑地淡化对象。"
msgid "3×3 matrix datatype."
msgstr "3×3 矩阵数据类型。"
msgid ""
"3×3 matrix used for 3D rotation and scale. Almost always used as an "
"orthogonal basis for a [Transform3D].\n"
"Contains 3 vector fields X, Y and Z as its columns, which are typically "
"interpreted as the local basis vectors of a transformation. For such use, it "
"is composed of a scaling and a rotation matrix, in that order (M = R.S).\n"
"Can also be accessed as array of 3D vectors. These vectors are normally "
"orthogonal to each other, but are not necessarily normalized (due to "
"scaling).\n"
"For more information, read the \"Matrices and transforms\" documentation "
"article."
msgstr ""
"用于 3D 旋转和缩放的 3×3 矩阵。几乎总是用作 [Transform3D] 的正交基。\n"
"包含 3 个向量字段 X、Y 和 Z 作为其列,它们通常被解释为变换的局部基向量。对于"
"这种用途,它由缩放和旋转矩阵组成,顺序为 (M = R.S)。\n"
"也可以作为 3D 向量数组访问。这些向量通常彼此正交,但不一定是归一化的(由于缩"
"放)。\n"
"更多信息请阅读文档文章《矩阵与变换》。"
msgid "Matrices and transforms"
msgstr "矩阵与变换"
msgid "Using 3D transforms"
msgstr "使用 3D 变换"
msgid "Matrix Transform Demo"
msgstr "矩阵变换演示"
msgid "2.5D Demo"
msgstr "2.5D 演示"
msgid "Constructs a default-initialized [Basis] set to [constant IDENTITY]."
msgstr "构造默认初始化为 [constant IDENTITY] 的 [Basis] 。"
msgid "Constructs a [Basis] as a copy of the given [Basis]."
msgstr "构造给定 [Basis] 的副本。"
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given [param "
"axis] by [param angle] (in radians). The axis must be a normalized vector."
msgstr ""
"构造纯旋转的基矩阵,围绕给定的轴 [param axis] 旋转 [param angle](单位为弧"
"度)。该轴必须是归一化向量。"
msgid "Constructs a pure rotation basis matrix from the given quaternion."
msgstr "根据给定的四元数构造纯旋转的基矩阵。"
msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)."
msgstr "从 3 个轴向量(矩阵列)构造一个基矩阵。"
msgid ""
"Returns the determinant of the basis matrix. If the basis is uniformly "
"scaled, its determinant is the square of the scale.\n"
"A negative determinant means the basis has a negative scale. A zero "
"determinant means the basis isn't invertible, and is usually considered "
"invalid."
msgstr ""
"返回基矩阵的行列式。如果基是均匀缩放的,它的行列式是缩放的平方。\n"
"负的行列式意味着基的比例是负的。负的行列式意味着基不可逆,通常被认为无效。"
msgid ""
"Returns the basis's rotation in the form of a quaternion. See [method "
"get_euler] if you need Euler angles, but keep in mind quaternions should "
"generally be preferred to Euler angles."
msgstr ""
"以四元数的形式返回基的旋转。如果你需要欧拉角,请参阅 [method get_euler] 方"
"法,但通常首选四元数而不是欧拉角。"
msgid ""
"Assuming that the matrix is the combination of a rotation and scaling, "
"return the absolute value of scaling factors along each axis."
msgstr "假设矩阵是旋转和缩放的组合,返回沿各轴缩放系数的绝对值。"
msgid "Returns the inverse of the matrix."
msgstr "返回矩阵的逆值。"
msgid ""
"Creates a Basis with a rotation such that the forward axis (-Z) points "
"towards the [param target] position.\n"
"The up axis (+Y) points as close to the [param up] vector as possible while "
"staying perpendicular to the forward axis. The resulting Basis is "
"orthonormalized. The [param target] and [param up] vectors cannot be zero, "
"and cannot be parallel to each other."
msgstr ""
"创建一个旋转的 Basis,使前向轴 (-Z)指向 [param target] 位置。\n"
"向上轴(+Y)指向尽可能靠近 [param up] 向量,同时保持垂直于前向轴。生成的 "
"Basis 是正交归一化的。[param target] 和 [param up] 向量不能为零,也不能相互平"
"行。"
msgid ""
"Returns the orthonormalized version of the matrix (useful to call from time "
"to time to avoid rounding error for orthogonal matrices). This performs a "
"Gram-Schmidt orthonormalization on the basis of the matrix."
msgstr ""
"返回矩阵的正交归一化版本(对于正交矩阵来说,偶尔调用以避免四舍五入错误是有用"
"的)。这将在矩阵的基上执行 Gram-Schmidt 正交化。"
msgid ""
"Introduce an additional scaling specified by the given 3D scaling factor."
msgstr "引入一个由给定的 3D 缩放因子指定的附加缩放。"
msgid ""
"Assuming that the matrix is a proper rotation matrix, slerp performs a "
"spherical-linear interpolation with another rotation matrix."
msgstr ""
"假设该矩阵是一个合适的旋转矩阵,slerp 与另一个旋转矩阵进行球面直线插值。"
msgid "Transposed dot product with the X axis of the matrix."
msgstr "与矩阵 X 轴的转置点积。"
msgid "Transposed dot product with the Y axis of the matrix."
msgstr "与矩阵 Y 轴的转置点积。"
msgid "Transposed dot product with the Z axis of the matrix."
msgstr "与矩阵 Z 轴的转置点积。"
msgid "Returns the transposed version of the matrix."
msgstr "返回矩阵的转置版本。"
msgid ""
"The basis matrix's X vector (column 0). Equivalent to array index [code]0[/"
"code]."
msgstr "基矩阵的 X 向量(第 0 列)。相当于数组索引 [code]0[/code]。"
msgid ""
"The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/"
"code]."
msgstr "基矩阵的 Y 向量(第 1 列)。相当于数组索引 [code]1[/code]。"
msgid ""
"The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/"
"code]."
msgstr "基矩阵的 Z 向量(第 2 列)。相当于数组索引 [code]2[/code]。"
msgid ""
"The identity basis, with no rotation or scaling applied.\n"
"This is identical to calling [code]Basis()[/code] without any parameters. "
"This constant can be used to make your code clearer, and for consistency "
"with C#."
msgstr ""
"恒等基,未应用旋转或缩放。\n"
"这与不带任何参数调用 [code]Basis()[/code] 是一样的。这个常量可以用来让你的代"
"码更清晰,并与 C# 保持一致。"
msgid ""
"The basis that will flip something along the X axis when used in a "
"transformation."
msgstr "在变换中使用时,会沿 X 轴翻转某物的基。"
msgid ""
"The basis that will flip something along the Y axis when used in a "
"transformation."
msgstr "在变换中使用时,会沿 Y 轴翻转某物的基。"
msgid ""
"The basis that will flip something along the Z axis when used in a "
"transformation."
msgstr "在变换中使用时,会沿 Z 轴翻转某物的基。"
msgid "Transforms (multiplies) the [Vector3] by the given [Basis] matrix."
msgstr "使用给定的 [Basis] 矩阵变换(乘)该 [Vector3]。"
msgid "Boolean matrix."
msgstr "布尔矩阵。"
msgid ""
"A two-dimensional array of boolean values, can be used to efficiently store "
"a binary matrix (every matrix element takes only one bit) and query the "
"values using natural cartesian coordinates."
msgstr ""
"布尔值二维数组,可以用来高效存储二进制矩阵(每个矩阵元素只占一个比特位),并"
"使用自然的笛卡尔坐标查询数值。"
msgid ""
"Creates a bitmap with the specified size, filled with [code]false[/code]."
msgstr "创建一个指定尺寸的位图,用 [code]false[/code] 填充。"
msgid "Returns bitmap's value at the specified position."
msgstr "返回位图在指定位置的值。"
msgid "Returns bitmap's dimensions."
msgstr "返回位图的尺寸。"
msgid "Resizes the image to [param new_size]."
msgstr "将该图像的大小修改为 [param new_size]。"
msgid ""
"Sets the bitmap's element at the specified position, to the specified value."
msgstr "将位图中指定位置的元素设置为指定值。"
msgid "Sets a rectangular portion of the bitmap to the specified value."
msgstr "将位图的矩形部分设置为指定值。"
msgid "Joint used with [Skeleton2D] to control and animate other nodes."
msgstr "与 [Skeleton2D] 一起使用的关节,用于控制其他节点并使其具有动画效果。"
msgid ""
"Use a hierarchy of [code]Bone2D[/code] bound to a [Skeleton2D] to control, "
"and animate other [Node2D] nodes.\n"
"You can use [code]Bone2D[/code] and [code]Skeleton2D[/code] nodes to animate "
"2D meshes created with the Polygon 2D UV editor.\n"
"Each bone has a [member rest] transform that you can reset to with [method "
"apply_rest]. These rest poses are relative to the bone's parent.\n"
"If in the editor, you can set the rest pose of an entire skeleton using a "
"menu option, from the code, you need to iterate over the bones to set their "
"individual rest poses."
msgstr ""
"使用绑定到 [Skeleton2D] 的 [code]Bone2D[/code] 的层次结构来控制,并对其他 "
"[Node2D] 节点进行动画。\n"
"您可以使用 [code]Bone2D[/code] 和 [code]Skeleton2D[/code] 节点对使用 Polygon "
"2D UV 编辑器创建的 2D 网格进行动画制作。\n"
"每个骨骼都有一个 [member rest] 变换,你可以用 [method apply_rest] 来重置。这"
"些放松姿势是相对于骨的父节点而言的。\n"
"如果在编辑器中,你可以使用菜单选项设置整个骨架的放松姿势,从代码中,你需要遍"
"历骨骼来设置它们各自的放松姿势。"
msgid "Stores the node's current transforms in [member rest]."
msgstr "将节点当前的变换存储在 [member rest] 中。"
msgid ""
"Returns the node's index as part of the entire skeleton. See [Skeleton2D]."
msgstr "返回节点在整个骨架中的索引号。见 [Skeleton2D]。"
msgid ""
"Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have "
"a parent, or its rest pose relative to its parent."
msgstr ""
"如果节点没有父节点,返回节点的 [member rest] [code]Transform2D[/code],或者返"
"回它相对于父节点的放松姿势。"
msgid "Sets the length of the bone in the [code]Bone2D[/code] node."
msgstr "设置该 [code]Bone2D[/code] 节点中骨骼的长度。"
msgid ""
"Rest transform of the bone. You can reset the node's transforms to this "
"value using [method apply_rest]."
msgstr ""
"骨骼的放松变换。您可以使用 [method apply_rest] 将节点的变换重置为这个值。"
msgid "A node that will attach to a bone."
msgstr "会附着在骨骼上的节点。"
msgid "The index of the attached bone."
msgstr "所附着骨骼的索引。"
msgid "The name of the attached bone."
msgstr "所附着骨骼的名称。"
msgid "Bone map for retargeting."
msgstr "用于重定向的骨骼映射。"
msgid ""
"This class contains a hashmap that uses a list of bone names in "
"[SkeletonProfile] as key names.\n"
"By assigning the actual [Skeleton3D] bone name as the key value, it maps the "
"[Skeleton3D] to the [SkeletonProfile]."
msgstr ""
"这个类中有一个哈希表,使用 [SkeletonProfile] 中的骨骼名称作为键名。\n"
"将实际的 [Skeleton3D] 骨骼名赋为键值后,就会将 [Skeleton3D] 映射到 "
"[SkeletonProfile]。"
msgid "Retargeting 3D Skeletons"
msgstr "重定向 3D 骨架"
msgid ""
"Returns a skeleton bone name is mapped to [param profile_bone_name].\n"
"In the retargeting process, the returned bone name is the bone name of the "
"source skeleton."
msgstr ""
"返回与配置中的某个骨骼名称 [param profile_bone_name] 映射的骨架中的骨骼名"
"称。\n"
"在重定向过程中,设置的骨骼名称是源骨架中骨骼的名称。"
msgid ""
"Maps a skeleton bone name to [param profile_bone_name].\n"
"In the retargeting process, the setting bone name is the bone name of the "
"source skeleton."
msgstr ""
"将骨架中的某个骨骼名称映射到配置中的骨骼名称 [param profile_bone_name]。\n"
"在重定向过程中,设置的骨骼名称是源骨架中骨骼的名称。"
msgid ""
"A [SkeletonProfile] of the mapping target. Key names in the [BoneMap] are "
"synchronized with it."
msgstr "映射目标的 [SkeletonProfile]。[BoneMap] 中的键名与此同步。"
msgid "Boolean built-in type."
msgstr "布尔型内置型。"
msgid ""
"Boolean is a built-in type. There are two boolean values: [code]true[/code] "
"and [code]false[/code]. You can think of it as a switch with on or off (1 or "
"0) setting. Booleans are used in programming for logic in condition "
"statements, like [code]if[/code] statements.\n"
"Booleans can be directly used in [code]if[/code] statements. The code below "
"demonstrates this on the [code]if can_shoot:[/code] line. You don't need to "
"use [code]== true[/code], you only need [code]if can_shoot:[/code]. "
"Similarly, use [code]if not can_shoot:[/code] rather than [code]== false[/"
"code].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var _can_shoot = true\n"
"\n"
"func shoot():\n"
" if _can_shoot:\n"
" pass # Perform shooting actions here.\n"
"[/gdscript]\n"
"[csharp]\n"
"private bool _canShoot = true;\n"
"\n"
"public void Shoot()\n"
"{\n"
" if (_canShoot)\n"
" {\n"
" // Perform shooting actions here.\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The following code will only create a bullet if both conditions are met: "
"action \"shoot\" is pressed and if [code]can_shoot[/code] is [code]true[/"
"code].\n"
"[b]Note:[/b] [code]Input.is_action_pressed(\"shoot\")[/code] is also a "
"boolean that is [code]true[/code] when \"shoot\" is pressed and [code]false[/"
"code] when \"shoot\" isn't pressed.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var _can_shoot = true\n"
"\n"
"func shoot():\n"
" if _can_shoot and Input.is_action_pressed(\"shoot\"):\n"
" create_bullet()\n"
"[/gdscript]\n"
"[csharp]\n"
"private bool _canShoot = true;\n"
"\n"
"public void Shoot()\n"
"{\n"
" if (_canShoot && Input.IsActionPressed(\"shoot\"))\n"
" {\n"
" CreateBullet();\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The following code will set [code]can_shoot[/code] to [code]false[/code] and "
"start a timer. This will prevent player from shooting until the timer runs "
"out. Next [code]can_shoot[/code] will be set to [code]true[/code] again "
"allowing player to shoot once again.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var _can_shoot = true\n"
"@onready var _cool_down = $CoolDownTimer\n"
"\n"
"func shoot():\n"
" if _can_shoot and Input.is_action_pressed(\"shoot\"):\n"
" create_bullet()\n"
" _can_shoot = false\n"
" _cool_down.start()\n"
"\n"
"func _on_cool_down_timer_timeout():\n"
" _can_shoot = true\n"
"[/gdscript]\n"
"[csharp]\n"
"private bool _canShoot = true;\n"
"private Timer _coolDown;\n"
"\n"
"public override void _Ready()\n"
"{\n"
" _coolDown = GetNode<Timer>(\"CoolDownTimer\");\n"
"}\n"
"\n"
"public void Shoot()\n"
"{\n"
" if (_canShoot && Input.IsActionPressed(\"shoot\"))\n"
" {\n"
" CreateBullet();\n"
" _canShoot = false;\n"
" _coolDown.Start();\n"
" }\n"
"}\n"
"\n"
"public void OnCoolDownTimerTimeout()\n"
"{\n"
" _canShoot = true;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"布尔是内置类型。布尔值有两个:[code]true[/code] 和 [code]false[/code]。你可以"
"把它想象成开关,有开和关(1 和 0)两种状态。布尔型在编程中用于条件语句的逻"
"辑,如 [code]if[/code] 语句。\n"
"布尔型可以直接用于 [code]if[/code] 语句中。下面的代码在 [code]if can_shoot:[/"
"code] 那一行进行了演示。你不需要使用 [code]== true[/code],你只需要 [code]if "
"can_shoot:[/code]。同样的,请使用 [code]if not can_shoot:[/code] 而不是 "
"[code]== false[/code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var _can_shoot = true\n"
"\n"
"func shoot():\n"
" if _can_shoot:\n"
" pass # 在此执行射击。\n"
"[/gdscript]\n"
"[csharp]\n"
"private bool _canShoot = true;\n"
"\n"
"public void Shoot()\n"
"{\n"
" if (_canShoot)\n"
" {\n"
" // 在此执行射击。\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"下面的代码只有在两个条件都满足的情况下才会创建子弹:动作“shoot”被按下,并且 "
"[code]can_shoot[/code] 为 [code]true[/code]。\n"
"[b]注意:[/b][code]Input.is_action_pressed(\"shoot\")[/code] 也是布尔值,"
"当“shoot”被按下时为 [code]true[/code],当“shoot”没有被按下时为 [code]false[/"
"code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var _can_shoot = true\n"
"\n"
"func shoot():\n"
" if _can_shoot and Input.is_action_pressed(\"shoot\"):\n"
" create_bullet()\n"
"[/gdscript]\n"
"[csharp]\n"
"private bool _canShoot = true;\n"
"\n"
"public void Shoot()\n"
"{\n"
" if (_canShoot && Input.IsActionPressed(\"shoot\"))\n"
" {\n"
" CreateBullet();\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"下面的代码会将 [code]can_shoot[/code] 设置为 [code]false[/code] 并启动计时"
"器。这样就会在计时器结束前阻止玩家进行射击。然后 [code]can_shoot[/code] 就会"
"再次被设为 [code]true[/code],再次允许玩家进行射击。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var _can_shoot = true\n"
"@onready var _cool_down = $CoolDownTimer\n"
"\n"
"func shoot():\n"
" if _can_shoot and Input.is_action_pressed(\"shoot\"):\n"
" create_bullet()\n"
" _can_shoot = false\n"
" _cool_down.start()\n"
"\n"
"func _on_cool_down_timer_timeout():\n"
" _can_shoot = true\n"
"[/gdscript]\n"
"[csharp]\n"
"private bool _canShoot = true;\n"
"private Timer _coolDown;\n"
"\n"
"public override void _Ready()\n"
"{\n"
" _coolDown = GetNode<Timer>(\"CoolDownTimer\");\n"
"}\n"
"\n"
"public void Shoot()\n"
"{\n"
" if (_canShoot && Input.IsActionPressed(\"shoot\"))\n"
" {\n"
" CreateBullet();\n"
" _canShoot = false;\n"
" _coolDown.Start();\n"
" }\n"
"}\n"
"\n"
"public void OnCoolDownTimerTimeout()\n"
"{\n"
" _canShoot = true;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Constructs a [bool] as a copy of the given [bool]."
msgstr "构造给定 [bool] 的副本。"
msgid ""
"Cast a [float] value to a boolean value, this method will return "
"[code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] "
"for all other floats."
msgstr ""
"将 [float] 值转换为布尔值,如果传入 [code]0.0[/code],本方法将返回 "
"[code]false[/code],对于其他所有的浮点数,本方法将返回 [code]true[/code]。"
msgid ""
"Cast an [int] value to a boolean value, this method will return [code]false[/"
"code] if [code]0[/code] is passed in, and [code]true[/code] for all other "
"ints."
msgstr ""
"将 [int] 值转换为布尔值,传入 [code]0[/code] 时,本方法将返回 [code]false[/"
"code],对于所有其他整数,本方法将返回 [code]true[/code]。"
msgid "Base class for box containers."
msgstr "盒式容器的基类。"
msgid ""
"Arranges child [Control] nodes vertically or horizontally, and rearranges "
"them automatically when their minimum size changes."
msgstr ""
"将子级 [Control] 节点垂直或水平排列,在它们的最小尺寸发生变化时会自动重新排"
"列。"
msgid ""
"Adds a [Control] node to the box as a spacer. If [param begin] is "
"[code]true[/code], it will insert the [Control] node in front of all other "
"children."
msgstr ""
"添加 [Control] 节点作为间隔。如果 [param begin] 为 [code]true[/code],则会将"
"该 [Control] 节点添加到所有其他节点之前。"
msgid ""
"The alignment of the container's children (must be one of [constant "
"ALIGNMENT_BEGIN], [constant ALIGNMENT_CENTER], or [constant ALIGNMENT_END])."
msgstr ""
"该容器子节点的对齐方式(必须是 [constant ALIGNMENT_BEGIN]、[constant "
"ALIGNMENT_CENTER]、[constant ALIGNMENT_END] 之一)。"
msgid ""
"If [code]true[/code], the [BoxContainer] will arrange its children "
"vertically, rather than horizontally.\n"
"Can't be changed when using [HBoxContainer] and [VBoxContainer]."
msgstr ""
"如果为 [code]true[/code],则该 [BoxContainer] 会将子节点垂直排列,否则会水平"
"排列。\n"
"使用 [HBoxContainer] 和 [VBoxContainer] 时无法改变。"
msgid ""
"The child controls will be arranged at the beginning of the container, i.e. "
"top if orientation is vertical, left if orientation is horizontal (right for "
"RTL layout)."
msgstr ""
"子控件会被排列在该容器的开头,如果是垂直朝向则为顶部,如果是水平朝向则为左侧"
"(RTL 布局时为右侧)。"
msgid "The child controls will be centered in the container."
msgstr "子控件会在该容器里居中。"
msgid ""
"The child controls will be arranged at the end of the container, i.e. bottom "
"if orientation is vertical, right if orientation is horizontal (left for RTL "
"layout)."
msgstr ""
"子控件会被排列在该容器的末尾,如果是垂直朝向则为底部,如果是水平朝向则为右侧"
"(RTL 布局时为左侧)。"
msgid "The space between the [BoxContainer]'s elements, in pixels."
msgstr "[BoxContainer] 元素之间的距离,单位为像素。"
msgid "Generate an axis-aligned box [PrimitiveMesh]."
msgstr "生成轴对齐盒 [PrimitiveMesh]。"
msgid "Number of extra edge loops inserted along the Z axis."
msgstr "沿 Z 轴插入的额外边缘环的数量。"
msgid "Number of extra edge loops inserted along the Y axis."
msgstr "沿 Y 轴插入的额外边缘环的数量。"
msgid "Number of extra edge loops inserted along the X axis."
msgstr "沿 X 轴插入的额外边缘环的数量。"
msgid "3D Kinematic Character Demo"
msgstr "3D 动力学角色演示"
msgid "Standard themed Button."
msgstr "标准主题按钮。"
msgid ""
"Button is the standard themed button. It can contain text and an icon, and "
"will display them according to the current [Theme].\n"
"[b]Example of creating a button and assigning an action when pressed by code:"
"[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var button = Button.new()\n"
" button.text = \"Click me\"\n"
" button.pressed.connect(self._button_pressed)\n"
" add_child(button)\n"
"\n"
"func _button_pressed():\n"
" print(\"Hello world!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var button = new Button();\n"
" button.Text = \"Click me\";\n"
" button.Pressed += ButtonPressed;\n"
" AddChild(button);\n"
"}\n"
"\n"
"private void ButtonPressed()\n"
"{\n"
" GD.Print(\"Hello world!\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Buttons (like all Control nodes) can also be created in the editor, but some "
"situations may require creating them from code.\n"
"See also [BaseButton] which contains common properties and methods "
"associated with this node.\n"
"[b]Note:[/b] Buttons do not interpret touch input and therefore don't "
"support multitouch, since mouse emulation can only press one button at a "
"given time. Use [TouchScreenButton] for buttons that trigger gameplay "
"movement or actions, as [TouchScreenButton] supports multitouch."
msgstr ""
"Button 是标准的主题按钮。它可以包含文字和图标,并根据当前的 [Theme] 显示。\n"
"[b]通过代码创建一个按钮并指定一个在按下时的动作的例子:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var button = Button.new()\n"
" button.text = \"Click me\"\n"
" button.pressed.connect(self._button_pressed)\n"
" add_child(button)\n"
"\n"
"func _button_pressed():\n"
" print(\"Hello world!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var button = new Button();\n"
" button.Text = \"Click me\";\n"
" button.Pressed += ButtonPressed;\n"
" AddChild(button);\n"
"}\n"
"\n"
"private void ButtonPressed()\n"
"{\n"
" GD.Print(\"Hello world!\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"按钮(与所有控件节点一样)也可以在编辑器中创建,但某些情况下可能需要从代码中"
"创建它们。\n"
"另请参阅 [BaseButton],其中包含与此节点相关联的通用属性和方法。\n"
"[b]注意:[/b]按钮不处理触摸输入,因此不支持多点触控,因为模拟鼠标在给定时间只"
"能按下一个按钮。将 [TouchScreenButton] 用于触发游戏移动或动作的按钮,因为 "
"[TouchScreenButton] 支持多点触控。"
msgid "OS Test Demo"
msgstr "操作系统测试演示"
msgid ""
"When this property is enabled, text that is too large to fit the button is "
"clipped, when disabled the Button will always be wide enough to hold the "
"text."
msgstr ""
"当此属性被启用时,过大而无法容纳按钮的文本会被剪掉,当被禁用时,按钮将始终有"
"足够的宽度来容纳文本。"
msgid ""
"When enabled, the button's icon will expand/shrink to fit the button's size "
"while keeping its aspect."
msgstr "启用后,按钮的图标将展开/收缩以适应按钮的大小,同时保持其外观。"
msgid "Flat buttons don't display decoration."
msgstr "平面按钮不显示装饰。"
msgid ""
"Language code used for line-breaking and text shaping algorithms, if left "
"empty current locale is used instead."
msgstr "语言代码,用于断行和文本塑形算法,如果留空则使用当前区域设置。"
msgid "The button's text that will be displayed inside the button's area."
msgstr "该按钮的文本,将显示在按钮的区域内。"
msgid "Base text writing direction."
msgstr "基础文本书写方向。"
msgid "Default text [Color] of the [Button]."
msgstr "该 [Button] 的默认文本 [Color]。"
msgid "Text [Color] used when the [Button] is disabled."
msgstr "该 [Button] 处于禁用状态时,使用的文本 [Color]。"
msgid ""
"Text [Color] used when the [Button] is focused. Only replaces the normal "
"text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
"该 [Button] 处于聚焦状态时,使用的文本 [Color]。只替换该按钮的正常文本颜色。"
"禁用、悬停、按下状态优先于这个颜色。"
msgid "Text [Color] used when the [Button] is being hovered."
msgstr "该 [Button] 处于悬停状态时,使用的文本 [Color]。"
msgid "Text [Color] used when the [Button] is being hovered and pressed."
msgstr "该 [Button] 处于悬停并按下状态时,使用的文本 [Color]。"
msgid "The tint of text outline of the [Button]."
msgstr "该 [Button] 的文本轮廓的着色。"
msgid "Text [Color] used when the [Button] is being pressed."
msgstr "该 [Button] 处于按下状态时,使用的文本 [Color] 。"
msgid "Icon modulate [Color] used when the [Button] is disabled."
msgstr "该 [Button] 处于禁用状态时,使用的图标调制 [Color]。"
msgid ""
"Icon modulate [Color] used when the [Button] is focused. Only replaces the "
"normal modulate color of the button. Disabled, hovered, and pressed states "
"take precedence over this color."
msgstr ""
"该 [Button] 处于聚焦状态时,使用的图标调制 [Color]。仅替换该按钮的正常调制颜"
"色。禁用、悬停和按下状态优先于这个颜色。"
msgid "Icon modulate [Color] used when the [Button] is being hovered."
msgstr "该 [Button] 处于悬停状态时,使用的图标调制[Color]。"
msgid ""
"Icon modulate [Color] used when the [Button] is being hovered and pressed."
msgstr "该 [Button] 处于悬停并按下按下状态时,使用的图标调制 [Color]。"
msgid "Default icon modulate [Color] of the [Button]."
msgstr "该 [Button] 的默认图标调制 [Color]。"
msgid "Icon modulate [Color] used when the [Button] is being pressed."
msgstr "该 [Button] 处于按下状态时,使用的图标调制 [Color]。"
msgid ""
"The horizontal space between [Button]'s icon and text. Negative values will "
"be treated as [code]0[/code] when used."
msgstr ""
"[Button] 的图标和文本之间的水平间距。使用时会将负值当作 [code]0[/code]。"
msgid "[Font] of the [Button]'s text."
msgstr "该 [Button] 文本的 [Font]。"
msgid "Font size of the [Button]'s text."
msgstr "该 [Button] 文本的字体大小。"
msgid "[StyleBox] used when the [Button] is disabled."
msgstr "该 [Button] 处于禁用状态时使用的 [StyleBox]。"
msgid ""
"[StyleBox] used when the [Button] is focused. The [code]focus[/code] "
"[StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially "
"transparent [StyleBox] should be used to ensure the base [StyleBox] remains "
"visible. A [StyleBox] that represents an outline or an underline works well "
"for this purpose. To disable the focus visual effect, assign a "
"[StyleBoxEmpty] resource. Note that disabling the focus visual effect will "
"harm keyboard/controller navigation usability, so this is not recommended "
"for accessibility reasons."
msgstr ""
"该 [Button] 处于聚焦状态时使用的 [StyleBox]。[code]focus[/code] [StyleBox] 显"
"示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 [StyleBox],确保基础 "
"[StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很好地实现这个目的。要"
"禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意,禁用聚焦的视觉效果会"
"影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原因,不建议这样做。"
msgid "[StyleBox] used when the [Button] is being hovered."
msgstr "该 [Button] 处于悬停状态时使用的 [StyleBox]。"
msgid "Default [StyleBox] for the [Button]."
msgstr "该 [Button] 的默认 [StyleBox]。"
msgid "[StyleBox] used when the [Button] is being pressed."
msgstr "该 [Button] 处于按下状态时使用的 [StyleBox]。"
msgid "Group of Buttons."
msgstr "按钮组。"
msgid "Returns the current pressed button."
msgstr "返回当前按下的按钮。"
msgid "Emitted when one of the buttons of the group is pressed."
msgstr "当该组中的一个按钮被按下时触发。"
msgid ""
"Built-in type representing a method in an object instance or a standalone "
"function."
msgstr "内置类型,代表对象实例中的某个方法,或者某个独立函数。"
msgid ""
"[Callable] is a built-in [Variant] type that represents a function. It can "
"either be a method within an [Object] instance, or a standalone function not "
"related to any object, like a lambda function. Like all [Variant] types, it "
"can be stored in variables and passed to other functions. It is most "
"commonly used for signal callbacks.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func print_args(arg1, arg2, arg3 = \"\"):\n"
" prints(arg1, arg2, arg3)\n"
"\n"
"func test():\n"
" var callable = Callable(self, \"print_args\")\n"
" callable.call(\"hello\", \"world\") # Prints \"hello world \".\n"
" callable.call(Vector2.UP, 42, callable) # Prints \"(0, -1) 42 Node(node."
"gd)::print_args\".\n"
" callable.call(\"invalid\") # Invalid call, should have at least 2 "
"arguments.\n"
"[/gdscript]\n"
"[csharp]\n"
"// Default parameter values are not supported.\n"
"public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default)\n"
"{\n"
" GD.PrintS(arg1, arg2, arg3);\n"
"}\n"
"\n"
"public void Test()\n"
"{\n"
" // Invalid calls fail silently.\n"
" Callable callable = new Callable(this, MethodName.PrintArgs);\n"
" callable.Call(\"hello\", \"world\"); // Default parameter values are not "
"supported, should have 3 arguments.\n"
" callable.Call(Vector2.Up, 42, callable); // Prints \"(0, -1) 42 "
"Node(Node.cs)::PrintArgs\".\n"
" callable.Call(\"invalid\"); // Invalid call, should have 3 arguments.\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"In GDScript, it's possible to create lambda functions within a method. "
"Lambda functions are custom callables that are not associated with an "
"[Object] instance. Optionally, lambda functions can also be named. The name "
"will be displayed in the debugger, or when calling [method get_method].\n"
"[codeblock]\n"
"func _init():\n"
" var my_lambda = func (message):\n"
" print(message)\n"
"\n"
" # Prints Hello everyone!\n"
" my_lambda.call(\"Hello everyone!\")\n"
"\n"
" # Prints \"Attack!\", when the button_pressed signal is emitted.\n"
" button_pressed.connect(func(): print(\"Attack!\"))\n"
"[/codeblock]"
msgstr ""
"可调用体 [Callable] 是内置的 [Variant] 类型,代表某个函数。可以是 [Object] 实"
"例中的某个方法,也可以是与对象无关的独立函数,比如 lambda 函数。和所有 "
"[Variant] 类型一样可以保存在变量里,传递给其他函数。最常用于信号回调。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func print_args(arg1, arg2, arg3 = \"\"):\n"
" prints(arg1, arg2, arg3)\n"
"\n"
"func test():\n"
" var callable = Callable(self, \"print_args\")\n"
" callable.call(\"hello\", \"world\") # 输出 \"hello world \".\n"
" callable.call(Vector2.UP, 42, callable) # 输出 \"(0, -1) 42 Node(node."
"gd)::print_args\".\n"
" callable.call(\"invalid\") # 无效调用,应当至少有 2 个参数。\n"
"[/gdscript]\n"
"[csharp]\n"
"// 不支持参数默认值。\n"
"public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default)\n"
"{\n"
" GD.PrintS(arg1, arg2, arg3);\n"
"}\n"
"\n"
"public void Test()\n"
"{\n"
" // Invalid calls fail silently.\n"
" Callable callable = new Callable(this, MethodName.PrintArgs);\n"
" callable.Call(\"hello\", \"world\"); // 不支持参数默认值,应当有 3 个参"
"数。\n"
" callable.Call(Vector2.Up, 42, callable); // 输出 \"(0, -1) 42 Node(Node."
"cs)::PrintArgs\".\n"
" callable.Call(\"invalid\"); // 无效调用,应当有 3 个参数。\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"GDScript 中可以在方法里创建 lambda 函数。Lambda 函数是自定义的可调用体,不与 "
"[Object] 实例关联。也可以为 Lambda 函数命名。该名称会显示在调试器中,也会在 "
"[method get_method] 中使用。\n"
"[codeblock]\n"
"func _init():\n"
" var my_lambda = func (message):\n"
" print(message)\n"
"\n"
" # 输出 大家好呀!\n"
" my_lambda.call(\"大家好呀!\")\n"
"\n"
" # 发出 button_pressed 信号时输出 \"全军出击!\"。\n"
" button_pressed.connect(func(): print(\"全军出击!\"))\n"
"[/codeblock]"
msgid "Constructs an empty [Callable], with no object nor method bound."
msgstr "构造空的 [Callable],没有绑定对象和方法。"
msgid "Constructs a [Callable] as a copy of the given [Callable]."
msgstr "构造给定 [Callable] 的副本。"
msgid ""
"Creates a new [Callable] for the method named [param method] in the "
"specified [param object]."
msgstr ""
"创建新的 [Callable],使用指定对象 [param object] 中名为 [param method] 的方"
"法。"
msgid ""
"Returns a copy of this [Callable] with one or more arguments bound. When "
"called, the bound arguments are passed [i]after[/i] the arguments supplied "
"by [method call]."
msgstr ""
"返回该 [Callable] 的副本,绑定其中的一个或多个参数。调用时,被绑定的参数在提"
"供给 [method call] 的参数[i]之后[/i]传递。"
msgid ""
"Returns a copy of this [Callable] with one or more arguments bound, reading "
"them from an array. When called, the bound arguments are passed [i]after[/i] "
"the arguments supplied by [method call]."
msgstr ""
"返回该 [Callable] 的副本,绑定其中的一个或多个参数,参数从数组中读取。调用"
"时,被绑定的参数在提供给 [method call] 的参数[i]之后[/i]传递。"
msgid ""
"Calls the method represented by this [Callable]. Arguments can be passed and "
"should match the method's signature."
msgstr ""
"调用该 [Callable] 所代表的方法。可以传递参数,必须与该方法的签名相匹配。"
msgid ""
"Calls the method represented by this [Callable] in deferred mode, i.e. "
"during the idle frame. Arguments can be passed and should match the method's "
"signature.\n"
"[codeblock]\n"
"func _ready():\n"
" grab_focus.call_deferred()\n"
"[/codeblock]"
msgstr ""
"使用延迟模式调用该 [Callable] 所代表的方法,即在空闲帧中调用。可以传递参数,"
"必须与该方法的签名相匹配。\n"
"[codeblock]\n"
"func _ready():\n"
" grab_focus.call_deferred()\n"
"[/codeblock]"
msgid ""
"Calls the method represented by this [Callable]. Unlike [method call], this "
"method expects all arguments to be contained inside the [param arguments] "
"[Array]."
msgstr ""
"调用该 [Callable] 所代表的方法。与 [method call] 不同,这个方法需要所有参数都"
"放在 [param arguments] [Array] 之中。"
msgid ""
"Return the bound arguments (as long as [method get_bound_arguments_count] is "
"greater than zero), or empty (if [method get_bound_arguments_count] is less "
"than or equal to zero)."
msgstr ""
"返回绑定的参数(只要 [method get_bound_arguments_count] 大于零)或者空数组"
"(如果 [method get_bound_arguments_count] 小于等于零)。"
msgid ""
"Returns the total amount of arguments bound (or unbound) via successive "
"[method bind] or [method unbind] calls. If the amount of arguments unbound "
"is greater than the ones bound, this function returns a value less than zero."
msgstr ""
"返回通过成功调用 [method bind] 或 [method unbind] 绑定(或解绑)参数的总数。"
"如果解绑参数的总数比绑定参数大,则这个函数的返回值小于零。"
msgid ""
"Returns the name of the method represented by this [Callable]. If the "
"callable is a lambda function, returns the function's name."
msgstr ""
"返回该 [Callable] 所代表的方法的名称。如果该可调用体是 lambda 函数,则返回该"
"函数的名称。"
msgid "Returns the object on which this [Callable] is called."
msgstr "返回该 [Callable] 所调用的对象。"
msgid ""
"Returns the ID of this [Callable]'s object (see [method Object."
"get_instance_id])."
msgstr "返回该 [Callable] 中对象的 ID(见 [method Object.get_instance_id])。"
msgid ""
"Returns the 32-bit hash value of this [Callable]'s object.\n"
"[b]Note:[/b] [Callable]s with equal content will always produce identical "
"hash values. However, the reverse is not true. Returning identical hash "
"values does [i]not[/i] imply the callables are equal, because different "
"callables can have identical hash values due to hash collisions. The engine "
"uses a 32-bit hash algorithm for [method hash]."
msgstr ""
"返回该 [Callable] 对象的 32 位哈希值。\n"
"[b]注意:[/b]内容相同的 [Callable] 哈希值始终相同。反之则不然,返回的哈希值相"
"同[i]并不[/i]意味着可调用体相等,因为不同的可调用体可能由于哈希冲突而具有相同"
"的哈希值。引擎在 [method hash] 中使用 32 位哈希算法。"
msgid ""
"Returns [code]true[/code] if this [Callable] is a custom callable. Custom "
"callables are created from [method bind] or [method unbind]. In GDScript, "
"lambda functions are also custom callables."
msgstr ""
"如果该 [Callable] 为自定义可调用体,则返回 [code]true[/code]。自定义可调用体"
"是由 [method bind] 或 [method unbind] 创建的。在 GDScript 中,lambda 函数也是"
"自定义可调用体。"
msgid ""
"Returns [code]true[/code] if this [Callable] has no target to call the "
"method on."
msgstr "如果该 [Callable] 没有调用方法的目标,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this [Callable] is a standard callable. This "
"method is the opposite of [method is_custom]. Returns [code]false[/code] if "
"this callable is a lambda function."
msgstr ""
"如果该 [Callable] 为标准可调用体,则返回 [code]true[/code]。这个方法与 "
"[method is_custom] 相对。如果该可调用体为 lambda 函数,则返回 [code]false[/"
"code]。"
msgid ""
"Returns [code]true[/code] if the callable's object exists and has a valid "
"method name assigned, or is a custom callable."
msgstr ""
"如果该可调用体的对象存在,且分配了有效的方法名,或者为自定义可调用体,则返回 "
"[code]true[/code]。"
msgid ""
"Perform an RPC (Remote Procedure Call). This is used for multiplayer and is "
"normally not available, unless the function being called has been marked as "
"[i]RPC[/i]. Calling this method on unsupported functions will result in an "
"error. See [method Node.rpc]."
msgstr ""
"执行 RPC(Remote Procedure Call,远程过程调用)。用于多人游戏,一般不可用,除"
"非所调用的函数有 [i]RPC[/i] 标记。在不支持的方法上调用该方法会导致出错。见 "
"[method Node.rpc]。"
msgid ""
"Perform an RPC (Remote Procedure Call) on a specific peer ID (see "
"multiplayer documentation for reference). This is used for multiplayer and "
"is normally not available unless the function being called has been marked "
"as [i]RPC[/i]. Calling this method on unsupported functions will result in "
"an error. See [method Node.rpc_id]."
msgstr ""
"针对特定的对等体 ID(请参阅多人游戏文档)执行 RPC(Remote Procedure Call,远"
"程过程调用)。用于多人游戏,一般不可用,除非所调用的函数有 [i]RPC[/i] 标记。"
"在不支持的方法上调用该方法会导致出错。见 [method Node.rpc_id]。"
msgid ""
"Returns a copy of this [Callable] with the arguments unbound, as defined by "
"[param argcount]. Calling the returned [Callable] will call the method "
"without the extra arguments that are supplied in the [Callable] on which you "
"are calling this method."
msgstr ""
"返回该 [Callable] 的副本,解绑若干个参数,个数由 [param argcount] 定义。调用"
"返回的 [Callable] 时,会去除所提供参数中的额外参数,再对原 [Callable] 的方法"
"进行调用。"
msgid "Returns [code]true[/code] if both [Callable]s invoke different targets."
msgstr "如果两个 [Callable] 调用的目标不同,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if both [Callable]s invoke the same custom target."
msgstr "如果两个 [Callable] 调用的自定义目标相同,则返回 [code]true[/code]。"
msgid "Calls the specified method after optional delay."
msgstr "在可选的延迟之后调用指定的方法。"
msgid ""
"Makes the callback call delayed by given time in seconds.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
"after 2 seconds\n"
"[/codeblock]"
msgstr ""
"让该回调延迟给定的时间,单位为秒。\n"
"[b]示例:[/b]\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_callback(queue_free).set_delay(2) # 会在 2 秒后调用 "
"queue_free()\n"
"[/codeblock]"
msgid "Camera node for 2D scenes."
msgstr "2D 场景的相机节点。"
msgid ""
"Camera node for 2D scenes. It forces the screen (current layer) to scroll "
"following this node. This makes it easier (and faster) to program scrollable "
"scenes than manually changing the position of [CanvasItem]-based nodes.\n"
"Cameras register themselves in the nearest [Viewport] node (when ascending "
"the tree). Only one camera can be active per viewport. If no viewport is "
"available ascending the tree, the camera will register in the global "
"viewport.\n"
"This node is intended to be a simple helper to get things going quickly, but "
"more functionality may be desired to change how the camera works. To make "
"your own custom camera node, inherit it from [Node2D] and change the "
"transform of the canvas by setting [member Viewport.canvas_transform] in "
"[Viewport] (you can obtain the current [Viewport] by using [method Node."
"get_viewport]).\n"
"Note that the [Camera2D] node's [code]position[/code] doesn't represent the "
"actual position of the screen, which may differ due to applied smoothing or "
"limits. You can use [method get_screen_center_position] to get the real "
"position."
msgstr ""
"用于 2D 场景的相机节点。它强制屏幕(当前层)跟随该节点滚动。与手动改变基于 "
"[CanvasItem] 节点的坐标相比,这使得对可滚动场景进行编程更加容易和快捷。\n"
"相机会在最近的 [Viewport](在上层树时)节点中注册自己。每个视口只能激活一个相"
"机。如果树上没有可用的视口,相机将在全局视口中注册。\n"
"这个节点旨在成为简单的辅助工具,让事情便捷,但可能需要更多的功能来改变相机的"
"工作方式。要制作自定义相机节点,则从 [Node2D] 继承,并通过设置 [Viewport] 中"
"的 [member Viewport.canvas_transform] 来改变画布的变换(你可以通过使用 "
"[method Node.get_viewport] 获得当前的 [Viewport])。\n"
"请注意,[Camera2D] 节点的 [code]position[/code] 并不代表屏幕的实际位置,这可"
"能会因应用的平滑或限制而有所不同。可以使用 [method "
"get_screen_center_position] 获取真实位置。"
msgid "2D Isometric Demo"
msgstr "2D 等轴演示"
msgid "2D HDR Demo"
msgstr "2D HDR 演示"
msgid "Aligns the camera to the tracked node."
msgstr "将相机与跟踪的节点对齐。"
msgid "Forces the camera to update scroll immediately."
msgstr "强制相机立即更新滚动。"
msgid ""
"Returns the specified [enum Side]'s margin. See also [member "
"drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], "
"and [member drag_right_margin]."
msgstr ""
"返回指定边 [enum Side] 的边距。另见 [member drag_bottom_margin]、[member "
"drag_top_margin]、[member drag_left_margin] 和 [member drag_right_margin]。"
msgid ""
"Returns the camera limit for the specified [enum Side]. See also [member "
"limit_bottom], [member limit_top], [member limit_left], and [member "
"limit_right]."
msgstr ""
"返回指定边 [enum Side] 的相机极限。另见 [member limit_bottom]、[member "
"limit_top]、[member limit_left] 和 [member limit_right]。"
msgid "The Camera2D's anchor point. See [enum AnchorMode] constants."
msgstr "Camera2D 的锚点。见 [enum AnchorMode] 常量。"
msgid ""
"The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] "
"or not a [Viewport], uses the default viewport instead."
msgstr ""
"连接到 [Camera2D] 的自定义 [Viewport] 节点。如果为 [code]null[/code] 或者不"
"是 [Viewport],则使用默认的视口。"
msgid ""
"If [code]true[/code], draws the camera's drag margin rectangle in the editor."
msgstr "如果为 [code]true[/code],在编辑器中绘制相机的拖动边距矩形。"
msgid ""
"If [code]true[/code], draws the camera's limits rectangle in the editor."
msgstr "如果为 [code]true[/code],在编辑器中绘制相机的极限矩形。"
msgid ""
"If [code]true[/code], draws the camera's screen rectangle in the editor."
msgstr "如果为 [code]true[/code],在编辑器中绘制相机的画面矩形。"
msgid ""
"The camera's position is fixed so that the top-left corner is always at the "
"origin."
msgstr "相机的位置是固定的,所以左上角总是在原点。"
msgid ""
"The camera's position takes into account vertical/horizontal offsets and the "
"screen size."
msgstr "相机的位置要考虑垂直/水平偏移和屏幕尺寸。"
msgid "The camera updates with the [code]_physics_process[/code] callback."
msgstr "相机通过 [code]_physics_process[/code] 回调进行更新。"
msgid "The camera updates with the [code]_process[/code] callback."
msgstr "相机通过 [code]_process[/code] 回调进行更新。"
msgid "Camera node, displays from a point of view."
msgstr "相机节点,会从某个角度进行显示。"
msgid ""
"[Camera3D] is a special node that displays what is visible from its current "
"location. Cameras register themselves in the nearest [Viewport] node (when "
"ascending the tree). Only one camera can be active per viewport. If no "
"viewport is available ascending the tree, the camera will register in the "
"global viewport. In other words, a camera just provides 3D display "
"capabilities to a [Viewport], and, without one, a scene registered in that "
"[Viewport] (or higher viewports) can't be displayed."
msgstr ""
"[Camera3D] 是一个特殊节点,用于显示从其当前位置可见的内容。相机在最近的 "
"[Viewport] 节点中注册自己(当树上行)。每个视口中只能有一个激活的相机。如果在"
"树上没有可用的视口,相机将在全局视口中注册。换句话说,相机只是用来为 "
"[Viewport] 提供 3D 显示能力的,如果没有,则在该 [Viewport](或更高层视口)中"
"注册的场景无法显示。"
msgid ""
"Returns the camera's frustum planes in world space units as an array of "
"[Plane]s in the following order: near, far, left, top, right, bottom. Not to "
"be confused with [member frustum_offset]."
msgstr ""
"以世界空间单位将相机的视锥平面作为 [Plane] 数组按以下顺序返回:near、far、"
"left、top、right、bottom。不要与 [member frustum_offset] 混淆。"
msgid ""
"Makes this camera the current camera for the [Viewport] (see class "
"description). If the camera node is outside the scene tree, it will attempt "
"to become current once it's added."
msgstr ""
"使此相机成为 [Viewport] 的当前相机(见类的说明)。如果相机节点在场景树之外,"
"一旦添加,它将尝试成为当前相机。"
msgid ""
"Returns a normal vector from the screen point location directed along the "
"camera. Orthogonal cameras are normalized. Perspective cameras account for "
"perspective, screen width/height, etc."
msgstr ""
"返回从屏幕点位置沿相机方向的法向量。正交相机会被归一化。透视相机考虑到透视、"
"屏幕宽度/高度等因素。"
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
"point on the [Viewport] rectangle by the inverse camera projection. This is "
"useful for casting rays in the form of (origin, normal) for object "
"intersection or picking."
msgstr ""
"返回世界空间中的法线向量,即通过逆相机投影在 [Viewport] 矩形上投影一个点的结"
"果。这对于以原点、法线,投射光线形式用于对象相交或拾取很有用。"
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
"point on the [Viewport] rectangle by the inverse camera projection. This is "
"useful for casting rays in the form of (origin, normal) for object "
"intersection or picking."
msgstr ""
"返回世界空间中的 3D 坐标,即通过逆相机投影在 [Viewport] 矩形上投影一个点的结"
"果。这对于以原点、法线,投射光线形式用于对象相交或拾取很有用。"
msgid "The [CameraAttributes] to use for this camera."
msgstr "该相机所使用的 [CameraAttributes]。"
msgid ""
"The culling mask that describes which 3D render layers are rendered by this "
"camera."
msgstr "描述此相机渲染哪些 3D 渲染层的剔除掩码。"
msgid "The [Environment] to use for this camera."
msgstr "此相机要使用的 [Environment]。"
msgid ""
"The distance to the far culling boundary for this camera relative to its "
"local Z axis."
msgstr "该相机相对于其本地Z轴的远裁边界的距离。"
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
"shearing[/url].\n"
"[b]Note:[/b] Only effective if [member projection] is [constant "
"PROJECTION_FRUSTUM]."
msgstr ""
"相机的机身偏移。可以更改默认值,以创建“倾斜平截头体”效果,如 [url=https://"
"zdoom.org/wiki/Y-shearing]Y-shearing[/url]。\n"
"[b]注意:[/b]仅在 [member projection] 为 [constant PROJECTION_FRUSTUM] 时有"
"效。"
msgid "The horizontal (X) offset of the camera viewport."
msgstr "相机视口的水平(X)偏移量。"
msgid ""
"The axis to lock during [member fov]/[member size] adjustments. Can be "
"either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]."
msgstr ""
"在 [member fov]/[member size] 调整时要锁定的轴。可以是 [constant KEEP_WIDTH] "
"或 [constant KEEP_HEIGHT]。"
msgid ""
"The distance to the near culling boundary for this camera relative to its "
"local Z axis."
msgstr "该相机相对于其本地Z轴到近裁边界的距离。"
msgid ""
"The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, "
"objects' Z distance from the camera's local space scales their perceived "
"size."
msgstr ""
"相机的投影模式。在 [constant PROJECTION_PERSPECTIVE] 模式下,物体与相机局部空"
"间的Z距离会影响其感知的大小。"
msgid ""
"The camera's size in meters measured as the diameter of the width or height, "
"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
"modes."
msgstr ""
"该相机的大小,单位为米,描述的是完整的宽度或者高度,取决于 [member "
"keep_aspect]。仅适用于正交和平截头体模式。"
msgid "The vertical (Y) offset of the camera viewport."
msgstr "相机视口的垂直(Y)偏移量。"
msgid ""
"Perspective projection. Objects on the screen becomes smaller when they are "
"far away."
msgstr "透视投影。物体距离相机屏幕越远显示就越小。"
msgid ""
"Orthogonal projection, also known as orthographic projection. Objects remain "
"the same size on the screen no matter how far away they are."
msgstr "正交投影,又称正交投影。物体无论距离多远,在屏幕上都保持相同的大小。"
msgid ""
"Frustum projection. This mode allows adjusting [member frustum_offset] to "
"create \"tilted frustum\" effects."
msgstr ""
"Frustum 投影。通过该模式可以调整 [member frustum_offset] 来创建“tilted "
"frustum”效果。"
msgid ""
"Preserves the horizontal aspect ratio; also known as Vert- scaling. This is "
"usually the best option for projects running in portrait mode, as taller "
"aspect ratios will benefit from a wider vertical FOV."
msgstr ""
"保留水平长宽比,也称为 Vert- 缩放。这通常是在纵向模式下运行的项目的最佳选择,"
"因为较高的纵横比将从更宽的垂直视场中受益。"
msgid ""
"Preserves the vertical aspect ratio; also known as Hor+ scaling. This is "
"usually the best option for projects running in landscape mode, as wider "
"aspect ratios will automatically benefit from a wider horizontal FOV."
msgstr ""
"保留垂直长宽比,也称为 Hor+ 缩放。这通常是在横向模式下运行的项目的最佳选择,"
"因为较宽的纵横比会自动从较宽的水平视场中受益。"
msgid ""
"Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
"url] simulation (default)."
msgstr ""
"禁用[url=https://en.wikipedia.org/wiki/Doppler_effect]多普勒效应[/url]模拟"
"(默认)。"
msgid ""
"Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
"url] by tracking positions of objects that are changed in [code]_process[/"
"code]. Changes in the relative velocity of this camera compared to those "
"objects affect how audio is perceived (changing the audio's [member "
"AudioStreamPlayer3D.pitch_scale])."
msgstr ""
"通过跟踪在 [code]_process[/code] 中改变的物体位置来模拟[url=https://zh."
"wikipedia.org/wiki/%E5%A4%9A%E6%99%AE%E5%8B%92%E6%95%88%E5%BA%94]多普勒效应[/"
"url]。与这些物体相比,该相机的相对速度的变化会影响音频的感知方式(改变音频的 "
"[member AudioStreamPlayer3D.pitch_scale])。"
msgid ""
"Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
"url] by tracking positions of objects that are changed in "
"[code]_physics_process[/code]. Changes in the relative velocity of this "
"camera compared to those objects affect how audio is perceived (changing the "
"audio's [member AudioStreamPlayer3D.pitch_scale])."
msgstr ""
"通过跟踪在 [code]_process[/code] 中改变的物体位置来模拟[url=https://zh."
"wikipedia.org/wiki/%E5%A4%9A%E6%99%AE%E5%8B%92%E6%95%88%E5%BA%94]多普勒效应[/"
"url]。与这些物体相比,该相机的相对速度的变化会影响音频的感知方式(改变音频的 "
"[member AudioStreamPlayer3D.pitch_scale])。"
msgid "Parent class for camera settings."
msgstr "相机设置的父类。"
msgid ""
"If [code]true[/code], enables the tonemapping auto exposure mode of the "
"scene renderer. If [code]true[/code], the renderer will automatically "
"determine the exposure setting to adapt to the scene's illumination and the "
"observed light."
msgstr ""
"如果为 [code]true[/code],启用场景渲染器的色调映射自动曝光模式。如果为 "
"[code]true[/code],渲染器将自动确定曝光设置,以适应场景的照明和观察到的光线。"
msgid ""
"The scale of the auto exposure effect. Affects the intensity of auto "
"exposure."
msgstr "自动曝光效果的比例。影响自动曝光的强度。"
msgid ""
"The speed of the auto exposure effect. Affects the time needed for the "
"camera to perform auto exposure."
msgstr "自动曝光效果的速度。影响相机执行自动曝光所需的时间。"
msgid "Physically-based camera settings."
msgstr "基于物理的相机设置。"
msgid ""
"A camera feed gives you access to a single physical camera attached to your "
"device."
msgstr "通过相机源,您可以访问连接到设备的单个物理相机。"
msgid ""
"A camera feed gives you access to a single physical camera attached to your "
"device. When enabled, Godot will start capturing frames from the camera "
"which can then be used. See also [CameraServer].\n"
"[b]Note:[/b] Many cameras will return YCbCr images which are split into two "
"textures and need to be combined in a shader. Godot does this automatically "
"for you if you set the environment to show the camera image in the "
"background."
msgstr ""
"通过相机源,你可以访问连接到设备的单个物理相机。启用后,Godot 将开始从相机捕"
"获帧,然后使用。另请参阅 [CameraServer]。\n"
"[b]注意:[/b]很多相机会返回 YCbCr 图像,这些图像被分成两个纹理,需要在着色器"
"中组合。如果你将环境设置为在背景中显示相机图像,Godot 会自动为将执行此操作。"
msgid "Returns the unique ID for this feed."
msgstr "返回该源的唯一ID。"
msgid "Returns the camera's name."
msgstr "返回相机的名称。"
msgid "Returns the position of camera on the device."
msgstr "返回设备上的相机位置。"
msgid "If [code]true[/code], the feed is active."
msgstr "如果为 [code]true[/code],则源是激活的。"
msgid "The transform applied to the camera's image."
msgstr "应用于相机图像的变换。"
msgid "No image set for the feed."
msgstr "没有为该源设置图像。"
msgid "Feed supplies RGB images."
msgstr "源提供 RGB 图像。"
msgid "Feed supplies YCbCr images that need to be converted to RGB."
msgstr "源提供的 YCbCr 图像需要转换成 RGB 图像。"
msgid ""
"Feed supplies separate Y and CbCr images that need to be combined and "
"converted to RGB."
msgstr "源提供单独的 Y 和 CbCr 图像,需要合并并转换为 RGB。"
msgid "Unspecified position."
msgstr "未指定坐标。"
msgid "Camera is mounted at the front of the device."
msgstr "相机安装在了设备前部。"
msgid "Camera is mounted at the back of the device."
msgstr "相机安装在了设备后部。"
msgid "Server keeping track of different cameras accessible in Godot."
msgstr "跟踪 Godot 中可访问的不同摄像头的服务器。"
msgid ""
"The [CameraServer] keeps track of different cameras accessible in Godot. "
"These are external cameras such as webcams or the cameras on your phone.\n"
"It is notably used to provide AR modules with a video feed from the camera.\n"
"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On "
"other platforms, no [CameraFeed]s will be available."
msgstr ""
"[CameraServer] 记录了 Godot 中可访问的不同摄像机。这些是外部摄像机,如网络摄"
"像头或手机上的摄像机。\n"
"它主要用于为 AR 模块提供来自摄像机的视频源。\n"
"[b]注意:[/b]这个类目前只在 macOS 和 iOS 上实现。在其他平台上没有可用的 "
"[CameraFeed]。"
msgid "Returns an array of [CameraFeed]s."
msgstr "返回一个 [CameraFeed] 数组。"
msgid "Returns the number of [CameraFeed]s registered."
msgstr "返回注册的 [CameraFeed] 的数量。"
msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)."
msgstr "当添加 [CameraFeed] 时触发(例如插入网络摄像头时)。"
msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)."
msgstr "当移除 [CameraFeed] 时触发(例如拔掉网络摄像头时)。"
msgid "The RGBA camera image."
msgstr "RGBA 相机图像。"
msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image."
msgstr "[url=https://zh.wikipedia.org/zh-cn/YCbCr]YCbCr[/url] 摄像机图像。"
msgid "The Y component camera image."
msgstr "Y 分量相机图像。"
msgid "The CbCr component camera image."
msgstr "CbCr 分量相机图像。"
msgid "Texture provided by a [CameraFeed]."
msgstr "由 [CameraFeed] 提供的纹理。"
msgid ""
"This texture gives access to the camera texture provided by a [CameraFeed].\n"
"[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in "
"a shader."
msgstr ""
"该纹理可以访问 [CameraFeed] 提供的相机纹理。\n"
"[b]注意:[/b]许多相机提供的都是 YCbCr 图像,需要在着色器中进行转换。"
msgid "The ID of the [CameraFeed] for which we want to display the image."
msgstr "我们要显示图像的 [CameraFeed] 的 ID。"
msgid ""
"Convenience property that gives access to the active property of the "
"[CameraFeed]."
msgstr "给予访问 [CameraFeed] 的活动属性的便利属性。"
msgid ""
"Which image within the [CameraFeed] we want access to, important if the "
"camera image is split in a Y and CbCr component."
msgstr ""
"我们要访问 [CameraFeed] 中的哪个图像,如果相机图像被分割成 Y 和 CbCr 分量,这"
"一点很重要。"
msgid ""
"Child [CanvasItem] nodes of a [CanvasGroup] are drawn as a single object. It "
"allows to e.g. draw overlapping translucent 2D nodes without blending (set "
"[member CanvasItem.self_modulate] property of [CanvasGroup] to achieve this "
"effect).\n"
"[b]Note:[/b] The [CanvasGroup] uses a custom shader to read from the "
"backbuffer to draw its children. Assigning a [Material] to the [CanvasGroup] "
"overrides the builtin shader. To duplicate the behavior of the builtin "
"shader in a custom [Shader] use the following:\n"
"[codeblock]\n"
"shader_type canvas_item;\n"
"render_mode unshaded;\n"
"\n"
"uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, "
"filter_nearest;\n"
"\n"
"void fragment() {\n"
" vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);\n"
"\n"
" if (c.a > 0.0001) {\n"
" c.rgb /= c.a;\n"
" }\n"
"\n"
" COLOR *= c;\n"
"}\n"
"[/codeblock]\n"
"[b]Note:[/b] Since [CanvasGroup] and [member CanvasItem.clip_children] both "
"utilize the backbuffer, children of a [CanvasGroup] who have their [member "
"CanvasItem.clip_children] set to anything other than [constant CanvasItem."
"CLIP_CHILDREN_DISABLED] will not function correctly."
msgstr ""
"[CanvasGroup] 的所有子 [CanvasItem] 节点会作为一个单独的对象绘制。它允许在不"
"混合的情况下绘制重叠的半透明 2D 节点(设置 [CanvasGroup] 的 [member "
"CanvasItem.self_modulate] 属性来实现这一效果)。\n"
"[b]注意:[/b][CanvasGroup] 使用一个自定义着色器从后台缓冲区读取以绘制其子节"
"点。为 [CanvasGroup] 指定一个 [Material] 会覆盖内置着色器。要在自定义 "
"[Shader] 中复制内置着色器的行为,请使用以下方法:\n"
"[codeblock]\n"
"shader_type canvas_item;\n"
"render_mode unshaded;\n"
"\n"
"uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, "
"filter_nearest;\n"
"\n"
"void fragment() {\n"
" vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);\n"
"\n"
" if (c.a > 0.0001) {\n"
" c.rgb /= c.a;\n"
" }\n"
"\n"
" COLOR *= c;\n"
"}\n"
"[/codeblock]\n"
"[b]注意:[/b]由于 [CanvasGroup] 和 [member CanvasItem.clip_children] 都使用后"
"台缓冲区,因此 [CanvasGroup] 的子级如果将其 [member CanvasItem."
"clip_children] 设置为 [constant CanvasItem.CLIP_CHILDREN_DISABLED] 以外的其他"
"值将无法正常工作。"
msgid "Base class of anything 2D."
msgstr "任何 2D 对象的基类。"
msgid "Viewport and canvas transforms"
msgstr "Viewport 和画布变换"
msgid "Custom drawing in 2D"
msgstr "2D 中的自定义绘图"
msgid "Draws a string first character using a custom font."
msgstr "使用自定义字体绘制字符串的第一个字符。"
msgid "Draws a string first character outline using a custom font."
msgstr "使用自定义字体绘制字符串中第一个字符的轮廓。"
msgid ""
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon]."
msgstr ""
"绘制彩色的实心圆。另见 [method draw_arc]、[method draw_polyline] 和 [method "
"draw_polygon]。"
msgid ""
"Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for "
"related documentation."
msgstr ""
"使用所提供的纹理以 2D 方式绘制一个 [Mesh]。相关文档请参阅 [MeshInstance2D]。"
msgid ""
"Draws a [MultiMesh] in 2D with the provided texture. See "
"[MultiMeshInstance2D] for related documentation."
msgstr ""
"用所提供的纹理以 2D 方式绘制 [MultiMesh]。相关文档请参考"
"[MultiMeshInstance2D]。"
msgid ""
"Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points "
"for a triangle, and 4 points for a quad. If 0 points or more than 4 points "
"are specified, nothing will be drawn and an error message will be printed. "
"See also [method draw_line], [method draw_polyline], [method draw_polygon], "
"and [method draw_rect]."
msgstr ""
"绘制自定义图元。1 个点的是个点,2 个点的是线段,3 个点的是三角形,4 个点的是"
"四边形。如果没有指定点或者指定了超过 4 个点,则不会绘制任何东西,只会输出错误"
"消息。另请参阅 [method draw_line]、[method draw_polyline]、[method "
"draw_polygon]、[method draw_rect]。"
msgid ""
"Sets a custom transform for drawing via matrix. Anything drawn afterwards "
"will be transformed by this."
msgstr "设置通过矩阵绘制时的自定义变换。此后绘制的任何东西都将被它变换。"
msgid ""
"Draws [param text] using the specified [param font] at the [param pos] "
"(bottom-left corner using the baseline of the font). The text will have its "
"color multiplied by [param modulate]. If [param width] is greater than or "
"equal to 0, the text will be clipped if it exceeds the specified width.\n"
"[b]Example using the default project font:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# If using this method in a script that redraws constantly, move the\n"
"# `default_font` declaration to a member variable assigned in `_ready()`\n"
"# so the Control is only created once.\n"
"var default_font = ThemeDB.fallback_font\n"
"var default_font_size = ThemeDB.fallback_font_size\n"
"draw_string(default_font, Vector2(64, 64), \"Hello world\", "
"HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size)\n"
"[/gdscript]\n"
"[csharp]\n"
"// If using this method in a script that redraws constantly, move the\n"
"// `default_font` declaration to a member variable assigned in `_Ready()`\n"
"// so the Control is only created once.\n"
"Font defaultFont = ThemeDB.FallbackFont;\n"
"int defaultFontSize = ThemeDB.FallbackFontSize;\n"
"DrawString(defaultFont, new Vector2(64, 64), \"Hello world\", "
"HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"See also [method Font.draw_string]."
msgstr ""
"使用指定的 [param font] 在 [param pos](使用的字体的基线的左下角)处绘制 "
"[param text]。该文本的颜色将乘以 [param modulate]。如果 [param width] 大于等"
"于 0,则文本超过指定宽度将被裁剪。\n"
"[b]使用项目默认字体的例子:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 如果在不断重绘的脚本中使用此方法,\n"
"# 则将 `default_font` 声明移动到在 `_ready()` 中赋值的成员变量中\n"
"# 这样 Control 只创建一次。\n"
"var default_font = ThemeDB.fallback_font\n"
"var default_font_size = ThemeDB.fallback_font_size\n"
"draw_string(default_font, Vector2(64, 64), \"Hello world\", "
"HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size)\n"
"[/gdscript]\n"
"[csharp]\n"
"// 如果在不断重绘的脚本中使用此方法,\n"
"// 则将 `default_font` 声明移动到在 `_ready()` 中赋值的成员变量中\n"
"// 这样 Control 只创建一次。\n"
"Font defaultFont = ThemeDB.FallbackFont;\n"
"int defaultFontSize = ThemeDB.FallbackFontSize;\n"
"DrawString(defaultFont, new Vector2(64, 64), \"Hello world\", "
"HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"另请参阅 [method Font.draw_string]。"
msgid "Draws a styled rectangle."
msgstr "绘制一个样式矩形。"
msgid "Draws a texture at a given position."
msgstr "在给定的位置绘制纹理。"
msgid ""
"Forces the transform to update. Transform changes in physics are not instant "
"for performance reasons. Transforms are accumulated and then set. Use this "
"if you need an up-to-date transform when doing physics operations."
msgstr ""
"强制更新变换。由于性能原因,物理中的变换改变不是即时的。变换是在累积后再设"
"置。如果你在进行物理操作时需要最新的变换,请使用此功能。"
msgid "Returns the [RID] of the [World2D] canvas where this item is in."
msgstr "返回此项目所在的 [World2D] 画布的 [RID]。"
msgid ""
"Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is "
"in using the coordinate system of the [CanvasLayer]."
msgstr ""
"返回该 [CanvasItem] 所在的 [CanvasLayer] 中鼠标的位置,使用该 [CanvasLayer] "
"的坐标系。"
msgid ""
"Returns the mouse's position in this [CanvasItem] using the local coordinate "
"system of this [CanvasItem]."
msgstr "返回该 [CanvasItem] 中鼠标的位置,使用该 [CanvasItem] 的局部坐标系。"
msgid "Returns the transform matrix of this item."
msgstr "返回此项目的变换矩阵。"
msgid "Returns the viewport's boundaries as a [Rect2]."
msgstr "以 [Rect2] 形式返回视口的边界。"
msgid "Returns an individual bit on the rendering visibility layer."
msgstr "返回渲染可见层上的某个比特位。"
msgid "Returns the [World2D] where this item is in."
msgstr "返回此物品所在的 [World2D]。"
msgid ""
"Hide the [CanvasItem] if it's currently visible. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
"如果该 [CanvasItem] 目前是可见的,则将其隐藏。相当于将 [member visible] 设为 "
"[code]false[/code]。"
msgid ""
"Returns [code]true[/code] if local transform notifications are communicated "
"to children."
msgstr "如果将本地变换通知传达给子级,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if global transform notifications are communicated "
"to children."
msgstr "如果将全局变换通知传达给子级,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
"the scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
"如果该节点位于 [SceneTree] 中,并且其 [member visible] 属性为 [code]true[/"
"code],并且其所有上层节点也均可见,则返回 [code]true[/code]。如果任何上层节点"
"被隐藏,则该节点在场景树中将不可见,因此也不会进行绘制(见 [method _draw])。"
msgid ""
"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
"This only occurs [b]once[/b] per frame, even if this method has been called "
"multiple times."
msgstr ""
"将该 [CanvasItem] 加入重绘队列。空闲时,如果 [CanvasItem] 可见,则会发送 "
"[constant NOTIFICATION_DRAW] 并调用 [method _draw]。即便多次调用这个方法,每"
"帧也都只会发生[b]一次[/b]绘制。"
msgid ""
"Show the [CanvasItem] if it's currently hidden. This is equivalent to "
"setting [member visible] to [code]true[/code]. For controls that inherit "
"[Popup], the correct way to make them visible is to call one of the multiple "
"[code]popup*()[/code] functions instead."
msgstr ""
"如果该 [CanvasItem] 目前是隐藏的,则将其显示。相当于将 [member visible] 设为 "
"[code]true[/code]。对于继承自 [Popup] 的控件,让它们可见的正确做法是换成调用"
"各种 [code]popup*()[/code] 函数的其中之一。"
msgid ""
"Allows the current node to clip children nodes, essentially acting as a mask."
msgstr "允许当前节点裁剪子节点,本质上是充当遮罩。"
msgid ""
"The rendering layers in which this [CanvasItem] responds to [Light2D] nodes."
msgstr "该 [CanvasItem] 的渲染层,用于响应 [Light2D] 节点。"
msgid "The material applied to textures on this [CanvasItem]."
msgstr "材质,应用于该 [CanvasItem] 的纹理。"
msgid "The color applied to textures on this [CanvasItem]."
msgstr "颜色,应用于该 [CanvasItem] 的纹理。"
msgid ""
"The color applied to textures on this [CanvasItem]. This is not inherited by "
"children [CanvasItem]s."
msgstr "颜色,应用于该 [CanvasItem] 的纹理。不会被子级 [CanvasItem] 继承。"
msgid "If [code]true[/code], the object draws behind its parent."
msgstr "如果为 [code]true[/code],则对象在其父对象后面绘制。"
msgid "The texture filtering mode to use on this [CanvasItem]."
msgstr "在该 [CanvasItem] 上使用的纹理过滤模式。"
msgid "The texture repeating mode to use on this [CanvasItem]."
msgstr "在该 [CanvasItem] 上使用的纹理重复模式。"
msgid ""
"If [code]true[/code], this [CanvasItem] will [i]not[/i] inherit its "
"transform from parent [CanvasItem]s. Its draw order will also be changed to "
"make it draw on top of other [CanvasItem]s that do not have [member "
"top_level] set to [code]true[/code]. The [CanvasItem] will effectively act "
"as if it was placed as a child of a bare [Node]."
msgstr ""
"如果为 [code]true[/code],则该 [CanvasItem] [i]不会[/i]继承父级 [CanvasItem] "
"的变换。它的绘制顺序也会发生改变,会在其他没有将 [member top_level] 设置为 "
"[code]true[/code] 的 [CanvasItem] 之上绘制。效果和把该 [CanvasItem] 作为裸 "
"[Node] 的子级一样。"
msgid ""
"If [code]true[/code], the parent [CanvasItem]'s [member material] property "
"is used as this one's material."
msgstr ""
"如果为 [code]true[/code],则将父级 [CanvasItem] 的 [member material] 属性用作"
"此项的材质。"
msgid ""
"The rendering layer in which this [CanvasItem] is rendered by [Viewport] "
"nodes. A [Viewport] will render a [CanvasItem] if it and all its parents "
"share a layer with the [Viewport]'s canvas cull mask."
msgstr ""
"[Viewport] 节点渲染该 [CanvasItem] 时所使用的渲染层。只有 [CanvasItem] 及其所"
"有父级均与 [Viewport] 的画布剔除遮罩有交集,该 [Viewport] 才会渲染此 "
"[CanvasItem]。"
msgid ""
"If [code]true[/code], this [CanvasItem] is drawn. The node is only visible "
"if all of its antecedents are visible as well (in other words, [method "
"is_visible_in_tree] must return [code]true[/code]).\n"
"[b]Note:[/b] For controls that inherit [Popup], the correct way to make them "
"visible is to call one of the multiple [code]popup*()[/code] functions "
"instead."
msgstr ""
"如果为 [code]true[/code],这个 [CanvasItem] 被绘制。只有当它的所有父节点也可"
"见时,该节点才是可见的(换句话说,[method is_visible_in_tree] 必须返回 "
"[code]true[/code])。\n"
"[b]注意:[/b]对于继承了 [Popup] 的控件,使其可见的正确方法是调用多个 "
"[code]popup*()[/code] 函数之一。"
msgid ""
"If [code]true[/code], child nodes with the lowest Y position are drawn "
"before those with a higher Y position. If [code]false[/code], Y-sorting is "
"disabled. Y-sorting only affects children that inherit from [CanvasItem].\n"
"You can nest nodes with Y-sorting. Child Y-sorted nodes are sorted in the "
"same space as the parent Y-sort. This feature allows you to organize a scene "
"better or divide it into multiple ones without changing your scene tree."
msgstr ""
"如果为 [code]true[/code],则会在绘制 Y 位置最低的子节点之后再绘制 Y 位置较高"
"的子节点。如果为 [code]false[/code],则禁用 Y 排序。Y 排序仅影响继承自 "
"[CanvasItem] 的子节点。\n"
"可以将 Y 排序的节点进行嵌套。子级 Y 排序的节点,会与父级在同一空间中进行 Y 排"
"序。此功能可以让你在不更改场景树的情况下,更好地组织场景,或者将场景分为多个"
"场景。"
msgid ""
"If [code]true[/code], the node's Z index is relative to its parent's Z "
"index. If this node's Z index is 2 and its parent's effective Z index is 3, "
"then this node's effective Z index will be 2 + 3 = 5."
msgstr ""
"如果为 [code]true[/code],节点的 Z 索引是相对于它的父节点的 Z 索引而言的。如"
"果这个节点的 Z 索引是 2,它的父节点的实际 Z 索引是 3,那么这个节点的实际 Z 索"
"引将是 2 + 3 = 5。"
msgid ""
"Z index. Controls the order in which the nodes render. A node with a higher "
"Z index will display in front of others. Must be between [constant "
"RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer."
"CANVAS_ITEM_Z_MAX] (inclusive).\n"
"[b]Note:[/b] Changing the Z index of a [Control] only affects the drawing "
"order, not the order in which input events are handled. This can be useful "
"to implement certain UI animations, e.g. a menu where hovered items are "
"scaled and should overlap others."
msgstr ""
"Z 索引。控制节点的渲染顺序。具有较高 Z 索引的节点将显示在其他节点的前面。必须"
"在 [constant RenderingServer.CANVAS_ITEM_Z_MIN] 和 [constant RenderingServer."
"CANVAS_ITEM_Z_MAX]之间(包含)。\n"
"[b]注意:[/b]改变 [Control] 的 Z 索引只影响绘图顺序,不影响处理输入事件的顺"
"序。可用于实现某些 UI 动画,例如对处于悬停状态的菜单项进行缩放,此时会与其他"
"内容重叠。"
msgid ""
"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
"is called.\n"
"[b]Note:[/b] Deferred connections do not allow drawing through the "
"[code]draw_*[/code] methods."
msgstr ""
"当该 [CanvasItem] 必须重绘时发出,发生在相关的 [constant NOTIFICATION_DRAW] "
"通知[i]之后[/i],调用 [method _draw] [i]之前[/i]。\n"
"[b]注意:[/b]延迟连接无法使用 [code]draw_*[/code] 方法进行绘制。"
msgid "Emitted when becoming hidden."
msgstr "当隐藏时发出。"
msgid ""
"Emitted when the item's [Rect2] boundaries (position or size) have changed, "
"or when an action is taking place that may have impacted these boundaries (e."
"g. changing [member Sprite2D.texture])."
msgstr ""
"当 CanvasItem 的 [Rect2] 边界(位置或大小)发生变化时,或者当发生可能影响这些"
"边界的操作(例如,更改 [member Sprite2D.texture])时发出。"
msgid "Emitted when the visibility (hidden/visible) changes."
msgstr "当可见性(隐藏/可见)更改时发出。"
msgid ""
"The [CanvasItem]'s global transform has changed. This notification is only "
"received if enabled by [method set_notify_transform]."
msgstr ""
"该 [CanvasItem] 的全局变换已更改。只有在通过 [method set_notify_transform] 启"
"用时,才会收到这个通知。"
msgid ""
"The [CanvasItem]'s local transform has changed. This notification is only "
"received if enabled by [method set_notify_local_transform]."
msgstr ""
"该 [CanvasItem] 的局部变换已更改。只有在通过 [method "
"set_notify_local_transform] 启用时,才会收到这个通知。"
msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr "要求绘制该 [CanvasItem](见 [method _draw])。"
msgid "The [CanvasItem]'s visibility has changed."
msgstr "该 [CanvasItem] 的可见性已更改。"
msgid "The [CanvasItem] has entered the canvas."
msgstr "该 [CanvasItem] 已进入画布。"
msgid "The [CanvasItem] has exited the canvas."
msgstr "该 [CanvasItem] 已退出画布。"
msgid "The [CanvasItem] will inherit the filter from its parent."
msgstr "该 [CanvasItem] 将从其父级继承过滤器。"
msgid "Texture will not repeat."
msgstr "纹理不会重复。"
msgid "Texture will repeat normally."
msgstr "纹理将正常重复。"
msgid ""
"Texture will repeat in a 2x2 tiled mode, where elements at even positions "
"are mirrored."
msgstr "纹理将以 2x2 平铺模式重复,其中偶数位置的元素会被镜像。"
msgid "Represents the size of the [enum TextureRepeat] enum."
msgstr "代表 [enum TextureRepeat] 枚举的大小。"
msgid ""
"Parent is used for the purposes of clipping only. Child is clipped to the "
"parent's visible area, parent is not drawn."
msgstr "父级仅用于裁剪目的。子级被裁剪到父级的可见区域,不绘制父级。"
msgid ""
"Parent is used for clipping child, but parent is also drawn underneath child "
"as normal before clipping child to its visible area."
msgstr ""
"父级用于裁剪子级,但在将子级剪裁到其可见区域之前,父级也像往常一样绘制在子级"
"下方。"
msgid "Represents the size of the [enum ClipChildrenMode] enum."
msgstr "代表 [enum ClipChildrenMode] 枚举的大小。"
msgid "A material for [CanvasItem]s."
msgstr "[CanvasItem]的材质。"
msgid ""
"[CanvasItemMaterial]s provide a means of modifying the textures associated "
"with a CanvasItem. They specialize in describing blend and lighting "
"behaviors for textures. Use a [ShaderMaterial] to more fully customize a "
"material's interactions with a [CanvasItem]."
msgstr ""
"[CanvasItemMaterial]提供了一种修改与CanvasItem相关联的纹理的方法。他们专注于"
"描述纹理的混合和照明行为。使用[ShaderMaterial]可以更全面地自定义材质与"
"[CanvasItem]的交互。"
msgid ""
"The manner in which a material's rendering is applied to underlying textures."
msgstr "将材质的渲染应用于基础纹理的方式。"
msgid "The manner in which material reacts to lighting."
msgstr "材质对照明的反应方式。"
msgid ""
"The number of columns in the spritesheet assigned as [Texture2D] for a "
"[GPUParticles2D] or [CPUParticles2D].\n"
"[b]Note:[/b] This property is only used and visible in the editor if [member "
"particles_animation] is [code]true[/code]."
msgstr ""
"[GPUParticles2D] 或 [CPUParticles2D] 指定给 [Texture2D] 的精灵表中拥有的列"
"数。\n"
"[b]注意:[/b] 该属性只有在 [member particles_animation] 为 [code]true[/code] "
"时,才会在编辑器中被使用和可见。"
msgid ""
"If [code]true[/code], the particles animation will loop.\n"
"[b]Note:[/b] This property is only used and visible in the editor if [member "
"particles_animation] is [code]true[/code]."
msgstr ""
"如果为 [code]true[/code],粒子动画将循环播放。\n"
"[b]注意:[/b] 该属性只有在 [member particles_animation]为 [code]true[/code] "
"时,才会在编辑器中被使用和可见。"
msgid ""
"The number of rows in the spritesheet assigned as [Texture2D] for a "
"[GPUParticles2D] or [CPUParticles2D].\n"
"[b]Note:[/b] This property is only used and visible in the editor if [member "
"particles_animation] is [code]true[/code]."
msgstr ""
"[GPUParticles2D] 或 [CPUParticles2D] 指定给 [Texture2D] 的精灵表中拥有的行"
"数。\n"
"[b]注意:[/b] 该属性只有在 [member particles_animation] 为 [code]true[/code] "
"时,才会在编辑器中被使用和可见。"
msgid ""
"If [code]true[/code], enable spritesheet-based animation features when "
"assigned to [GPUParticles2D] and [CPUParticles2D] nodes. The [member "
"ParticleProcessMaterial.anim_speed_max] or [member CPUParticles2D."
"anim_speed_max] should also be set to a positive value for the animation to "
"play.\n"
"This property (and other [code]particles_anim_*[/code] properties that "
"depend on it) has no effect on other types of nodes."
msgstr ""
"如果 [code]true[/code] ,在分配给 [GPUParticles2D] 和 [CPUParticles2D] 节点"
"时,启用基于精灵表的动画功能。[member ParticleProcessMaterial."
"anim_speed_max] 或 [member CPUParticles2D.anim_speed_max] 也应该设置为正值,"
"才能播放动画。\n"
"这个属性(以及其他依赖它的 [code]particles_anim_*[/code] 属性)对其他类型的节"
"点没有影响。"
msgid ""
"Mix blending mode. Colors are assumed to be independent of the alpha "
"(opacity) value."
msgstr "混合混合模式。假设颜色与 Alpha 值(不透明度)无关。"
msgid "Additive blending mode."
msgstr "添加混合模式。"
msgid "Subtractive blending mode."
msgstr "减去混合模式。"
msgid "Multiplicative blending mode."
msgstr "正片叠底混合模式。"
msgid ""
"Mix blending mode. Colors are assumed to be premultiplied by the alpha "
"(opacity) value."
msgstr "混合混合模式。假定颜色已预先乘以 Alpha 值(不透明度)。"
msgid ""
"Render the material using both light and non-light sensitive material "
"properties."
msgstr "使用光敏和非光敏材料属性渲染材质。"
msgid "Render the material as if there were no light."
msgstr "将材质渲染成没有光的样子。"
msgid "Render the material as if there were only light."
msgstr "将材质渲染成只有光的样子。"
msgid "Canvas drawing layer."
msgstr "画布绘图层。"
msgid ""
"Canvas drawing layer. [CanvasItem] nodes that are direct or indirect "
"children of a [CanvasLayer] will be drawn in that layer. The layer is a "
"numeric index that defines the draw order. The default 2D scene renders with "
"index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with "
"index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or "
"above), or backgrounds (in layer -1 or below).\n"
"Embedded [Window]s are placed in layer 1024. CanvasItems in layer 1025 or "
"above appear in front of embedded windows, CanvasItems in layer 1023 or "
"below appear behind embedded windows."
msgstr ""
"画布绘图层。[CanvasLayer] 的直接或间接子级的 [CanvasItem] 节点将在该层中绘"
"制。层是一个决定绘制顺序的数字索引。默认 2D 场景的渲染索引为 0,因此索引为 "
"-1 的 [CanvasLayer] 会在其下方绘制,索引为 1 的则会在其上方绘制。这对于 HUD"
"(在 1+ 层或更高层中)或背景(在 -1 层或更低层中)非常有用。\n"
"内嵌 [Window] 位于 1024 层。位于 1024 层及更高层的 CanvasItem 会出现在内嵌窗"
"口之前,位于 1024 层及更低层的 CanvasItem 会出现在内嵌窗口之后。"
msgid "Canvas layers"
msgstr "画布层"
msgid "Returns the RID of the canvas used by this layer."
msgstr "返回此层使用的画布的 RID。"
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
"隐藏该 [CanvasLayer] 下的所有 [CanvasItem]。相当于将 [member visible] 设为 "
"[code]false[/code]。"
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
"显示该 [CanvasLayer] 下的所有 [CanvasItem]。相当于将 [member visible] 设为 "
"[code]true[/code]。"
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
"分配给该 [CanvasLayer] 的自定义 [Viewport] 节点。如果为 [code]null[/code],则"
"使用默认的视口。"
msgid ""
"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
"move when camera moves instead of being anchored in a fixed position on the "
"screen.\n"
"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
"启用时,该 [CanvasLayer] 会使用视口的变换,所以它会随相机移动,而不是保持在屏"
"幕上的某个固定位置。\n"
"与 [member follow_viewport_scale] 配合可以实现伪 3D 效果。"
msgid "The layer's base offset."
msgstr "图层的基本偏移量。"
msgid "The layer's rotation in radians."
msgstr "图层的旋转弧度。"
msgid "The layer's scale."
msgstr "图层的缩放。"
msgid "The layer's transform."
msgstr "图层的变换。"
msgid ""
"If [code]false[/code], any [CanvasItem] under this [CanvasLayer] will be "
"hidden.\n"
"Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't "
"propagated to underlying layers."
msgstr ""
"为 [code]false[/code] 时,该 [CanvasLayer] 下的所有 [CanvasItem] 都会被隐"
"藏。\n"
"与 [member CanvasItem.visible] 不同,[CanvasLayer] 的显示与否不会传播到其内部"
"的层。"
msgid "Emitted when visibility of the layer is changed. See [member visible]."
msgstr "当该层的可见性发生变化时触发。请参阅 [member visible]。"
msgid "Tint the entire canvas."
msgstr "给整个画布上色。"
msgid ""
"[CanvasModulate] tints the canvas elements using its assigned [member color]."
msgstr "[CanvasModulate]使用其分配的[member color]对画布元素进行着色。"
msgid "The tint color to apply."
msgstr "要应用的色调颜色。"
msgid "Class representing a capsule-shaped [PrimitiveMesh]."
msgstr "表示胶囊状 [PrimitiveMesh] 的类。"
msgid "Number of radial segments on the capsule mesh."
msgstr "胶囊网格上的径向线段数。"
msgid "Radius of the capsule mesh."
msgstr "胶囊网格的半径。"
msgid "Number of rings along the height of the capsule."
msgstr "沿胶囊高度的环数。"
msgid "The capsule's height."
msgstr "胶囊体的高度。"
msgid "The capsule's radius."
msgstr "胶囊体的半径。"
msgid "Keeps children controls centered."
msgstr "使子级控件居中。"
msgid ""
"CenterContainer keeps children controls centered. This container keeps all "
"children to their minimum size, in the center."
msgstr ""
"CenterContainer 会使子节点居中。该容器会将所有子节点保持在最小尺寸并居中。"
msgid ""
"If [code]true[/code], centers children relative to the [CenterContainer]'s "
"top left corner."
msgstr ""
"如果为 [code]true[/code],会将子节点相对于 [CenterContainer] 的左上角居中。"
msgid "Kinematic character (2D)"
msgstr "运动学角色(2D)"
msgid "Using CharacterBody2D"
msgstr "使用 CharacterBody2D"
msgid "2D Kinematic Character Demo"
msgstr "2D 运动学角色演示"
msgid ""
"Returns a [KinematicCollision2D], which contains information about the "
"latest collision that occurred during the last call to [method "
"move_and_slide]."
msgstr ""
"返回 [KinematicCollision2D],它包含在最后一次调用 [method move_and_slide] 时"
"发生的最新碰撞信息。"
msgid "Do nothing when leaving a platform."
msgstr "离开平台时什么也不做。"
msgid ""
"Controls how an individual character will be displayed in a [RichTextEffect]."
msgstr "控制单个字符在[RichTextEffect]中的显示方式。"
msgid ""
"By setting various properties on this object, you can control how individual "
"characters will be displayed in a [RichTextEffect]."
msgstr ""
"通过在此对象上设置各种属性,可以控制单个字符在[RichTextEffect]中的显示方式。"
msgid "BBCode in RichTextLabel"
msgstr "RichTextLabel 中的 BBCode"
msgid "RichTextEffect test project (third-party)"
msgstr "RichTextEffect 测试项目(第三方)"
msgid "The color the character will be drawn with."
msgstr "绘制字符所用的颜色。"
msgid ""
"Contains the arguments passed in the opening BBCode tag. By default, "
"arguments are strings; if their contents match a type such as [bool], [int] "
"or [float], they will be converted automatically. Color codes in the form "
"[code]#rrggbb[/code] or [code]#rgb[/code] will be converted to an opaque "
"[Color]. String arguments may not contain spaces, even if they're quoted. If "
"present, quotes will also be present in the final string.\n"
"For example, the opening BBCode tag [code][example foo=hello bar=true baz=42 "
"color=#ffffff][/code] will map to the following [Dictionary]:\n"
"[codeblock]\n"
"{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, "
"1)}\n"
"[/codeblock]"
msgstr ""
"包含在开头的 BBCode 标记中传递的参数。默认情况下,参数是字符串。如果它们的内"
"容与 [bool]、[int]、[float] 之类的类型匹配,它们将被自动转换。格式为 "
"[code]#rrggbb[/code] 或 [code]#rgb[/code] 的颜色代码将转换为不透明的 "
"[Color]。字符串参数即使使用引号也不能包含空格。如果存在,引号也将出现在最终字"
"符串中。\n"
"例如,开头的 BBCode 标签 [code][example foo = hello bar = true baz = 42 "
"color =#ffffff][/code] 将映射到以下 [Dictionary]:\n"
"[codeblock]\n"
"{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, "
"1)}\n"
"[/codeblock]"
msgid "Font resource used to render glyph."
msgstr "用于渲染字形的字体资源。"
msgid ""
"Number of glyphs in the grapheme cluster. This value is set in the first "
"glyph of a cluster. Setting this property won't affect drawing."
msgstr ""
"字素簇中的字形数量。该值在簇的第一个字形中设置。设置此属性不会影响绘制。"
msgid ""
"Glyph flags. See [enum TextServer.GraphemeFlag] for more info. Setting this "
"property won't affect drawing."
msgstr ""
"字形标志。详情见 [enum TextServer.GraphemeFlag]。设置此属性不会影响绘制。"
msgid "The position offset the character will be drawn with (in pixels)."
msgstr "绘制字符的位置偏移量(以像素为单位)。"
msgid ""
"If [code]true[/code], the character will be drawn. If [code]false[/code], "
"the character will be hidden. Characters around hidden characters will "
"reflow to take the space of hidden characters. If this is not desired, set "
"their [member color] to [code]Color(1, 1, 1, 0)[/code] instead."
msgstr ""
"如果为 [code]true[/code],将绘制字符。如果为 [code]false[/code],则隐藏字符。"
"隐藏字符周围的字符将回流以占用隐藏字符的空间。如果不希望这样做,可以将它们的"
"[member color]设置为[code]Color(1, 1, 1, 0)[/code]。"
msgid "Binary choice user interface widget. See also [CheckButton]."
msgstr "二项选择用户界面小部件。另请参阅 [CheckButton]。"
msgid "The [CheckBox] text's font color."
msgstr "该 [CheckBox] 的文本字体颜色。"
msgid "The [CheckBox] text's font color when it's disabled."
msgstr "该 [CheckBox] 被禁用时的文本字体颜色。"
msgid ""
"The [CheckBox] text's font color when it's focused. Only replaces the normal "
"text color of the checkbox. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
"该 [CheckBox] 被聚焦时的文本字体颜色。只取代复选框的正常文本颜色。禁用、悬停"
"和按下状态优先于这个颜色。"
msgid "The [CheckBox] text's font color when it's hovered."
msgstr "该 [CheckBox] 被悬停时的文本字体颜色。"
msgid "The [CheckBox] text's font color when it's hovered and pressed."
msgstr "该 [CheckBox] 被悬停且被按下时的文本字体颜色。"
msgid "The [CheckBox] text's font color when it's pressed."
msgstr "该 [CheckBox] 被按下时的文本字体颜色。"
msgid "The vertical offset used when rendering the check icons (in pixels)."
msgstr "渲染复选图标时使用的垂直偏移量(单位为像素)。"
msgid "The [Font] to use for the [CheckBox] text."
msgstr "该 [CheckBox] 的文本所使用的 [Font]。"
msgid "Font size of the [CheckBox]'s text."
msgstr "该 [CheckBox] 的文本字体大小。"
msgid "The check icon to display when the [CheckBox] is checked."
msgstr "选中图标,该 [CheckBox] 处于选中状态时使用。"
msgid ""
"The check icon to display when the [CheckBox] is checked and is disabled."
msgstr "选中图标,该 [CheckBox] 处于选中且禁用状态时使用。"
msgid ""
"The check icon to display when the [CheckBox] is configured as a radio "
"button and is checked."
msgstr "选中图标,该 [CheckBox] 被配置为单选按钮并处于选中状态时使用。"
msgid ""
"The check icon to display when the [CheckBox] is configured as a radio "
"button, is disabled, and is unchecked."
msgstr "选中图标,该 [CheckBox] 被配置为单选按钮并处于未选且禁用状态时使用。"
msgid ""
"The check icon to display when the [CheckBox] is configured as a radio "
"button and is unchecked."
msgstr "选中图标,该 [CheckBox] 被配置为单选按钮并处于未选状态时使用。"
msgid "The check icon to display when the [CheckBox] is unchecked."
msgstr "选中图标,该 [CheckBox] 处于未选状态时使用。"
msgid ""
"The check icon to display when the [CheckBox] is unchecked and is disabled."
msgstr "选中图标,该 [CheckBox] 处于未选状态时使用。"
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is disabled."
msgstr "作为背景显示的 [StyleBox],该 [CheckBox] 处于禁用状态时使用。"
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is focused. "
"The [code]focus[/code] [StyleBox] is displayed [i]over[/i] the base "
"[StyleBox], so a partially transparent [StyleBox] should be used to ensure "
"the base [StyleBox] remains visible. A [StyleBox] that represents an outline "
"or an underline works well for this purpose. To disable the focus visual "
"effect, assign a [StyleBoxEmpty] resource. Note that disabling the focus "
"visual effect will harm keyboard/controller navigation usability, so this is "
"not recommended for accessibility reasons."
msgstr ""
"作为背景显示的 [StyleBox],该 [CheckBox] 处于聚焦状态时使用。[code]focus[/"
"code] [StyleBox] 显示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 "
"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以"
"很好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注"
"意,禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的"
"原因,不建议这样做。"
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is hovered."
msgstr "作为背景显示的 [StyleBox],该 [CheckBox] 处于悬停状态时使用。"
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is hovered and "
"pressed."
msgstr "作为背景显示的 [StyleBox],该 [CheckBox] 处于悬停且按下状态时使用。"
msgid "The [StyleBox] to display as a background."
msgstr "作为背景显示的 [StyleBox]。"
msgid ""
"The [StyleBox] to display as a background when the [CheckBox] is pressed."
msgstr "作为背景显示的 [StyleBox],该 [CheckBox] 处于按下状态时使用。"
msgid "Checkable button. See also [CheckBox]."
msgstr "可复选的按钮。另请参阅 [CheckBox]。"
msgid "The [CheckButton] text's font color."
msgstr "该 [CheckButton] 的文本字体颜色。"
msgid "The [CheckButton] text's font color when it's disabled."
msgstr "该 [CheckButton] 被禁用时的文本字体颜色。"
msgid ""
"The [CheckButton] text's font color when it's focused. Only replaces the "
"normal text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
"该 [CheckButton] 被聚焦时的文本字体颜色。仅替换按钮的正常文本颜色。禁用、悬停"
"和按下状态优先于此颜色。"
msgid "The [CheckButton] text's font color when it's hovered."
msgstr "该 [CheckButton] 被悬停时的文本字体颜色。"
msgid "The [CheckButton] text's font color when it's hovered and pressed."
msgstr "该 [CheckButton] 被悬停且被按下时的文本字体颜色。"
msgid "The [CheckButton] text's font color when it's pressed."
msgstr "该 [CheckButton] 被按下时的文本字体颜色。"
msgid "The vertical offset used when rendering the toggle icons (in pixels)."
msgstr "渲染切换图标时使用的垂直偏移量(单位为像素)。"
msgid "The [Font] to use for the [CheckButton] text."
msgstr "该 [CheckButton] 文本所使用的 [Font]。"
msgid "Font size of the [CheckButton]'s text."
msgstr "该 [CheckButton] 文本的字体大小。"
msgid ""
"The icon to display when the [CheckButton] is checked (for left-to-right "
"layouts)."
msgstr "显示的图标,用于该 [CheckButton] 的勾选状态(从左至右布局)。"
msgid ""
"The icon to display when the [CheckButton] is checked and disabled (for left-"
"to-right layouts)."
msgstr ""
"显示的图标,用于该 [CheckButton] 的勾选且禁用状态(用于从左至右布局)。"
msgid ""
"The icon to display when the [CheckButton] is checked and disabled (for "
"right-to-left layouts)."
msgstr ""
"显示的图标,用于该 [CheckButton] 的勾选且禁用状态(用于从右至左布局)。"
msgid ""
"The icon to display when the [CheckButton] is checked (for right-to-left "
"layouts)."
msgstr "显示的图标,用于该 [CheckButton] 的勾选状态(用于从右至左布局)。"
msgid ""
"The icon to display when the [CheckButton] is unchecked (for left-to-right "
"layouts)."
msgstr "显示的图标,用于该 [CheckButton] 的未选状态(用于从左至右布局)。"
msgid ""
"The icon to display when the [CheckButton] is unchecked and disabled (for "
"left-to-right layouts)."
msgstr ""
"显示的图标,用于该 [CheckButton] 的未选且禁用状态(用于从左至右布局)。"
msgid ""
"The icon to display when the [CheckButton] is unchecked and disabled (for "
"right-to-left layouts)."
msgstr ""
"显示的图标,用于该 [CheckButton] 的未选且禁用状态(用于从右至左布局)。"
msgid ""
"The icon to display when the [CheckButton] is unchecked (for right-to-left "
"layouts)."
msgstr "显示的图标,用于该 [CheckButton] 的未选状态(用于从右至左布局)。"
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is disabled."
msgstr "作为背景显示的 [StyleBox],用于该 [CheckButton] 的禁用状态。"
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is focused. "
"The [code]focus[/code] [StyleBox] is displayed [i]over[/i] the base "
"[StyleBox], so a partially transparent [StyleBox] should be used to ensure "
"the base [StyleBox] remains visible. A [StyleBox] that represents an outline "
"or an underline works well for this purpose. To disable the focus visual "
"effect, assign a [StyleBoxEmpty] resource. Note that disabling the focus "
"visual effect will harm keyboard/controller navigation usability, so this is "
"not recommended for accessibility reasons."
msgstr ""
"作为背景显示的 [StyleBox],用于该 [CheckButton] 的聚焦状态。[code]focus[/"
"code] [StyleBox] 显示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 "
"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以"
"很好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注"
"意,禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的"
"原因,不建议这样做。"
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is hovered."
msgstr "作为背景显示的 [StyleBox],用于该 [CheckButton] 的悬停状态。"
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is hovered "
"and pressed."
msgstr "作为背景显示的 [StyleBox],用于该 [CheckButton] 的悬停且按下状态。"
msgid ""
"The [StyleBox] to display as a background when the [CheckButton] is pressed."
msgstr "作为背景显示的 [StyleBox],用于该 [CheckButton] 的按下状态。"
msgid "The circle's radius."
msgstr "圆的半径。"
msgid "Class information repository."
msgstr "类信息存储库。"
msgid "Provides access to metadata stored for every available class."
msgstr "提供对为每个可用类存储的元数据的访问。"
msgid "Returns the names of all the classes available."
msgstr "返回所有可用类的名称。"
msgid ""
"Returns the names of all the classes that directly or indirectly inherit "
"from [param class]."
msgstr "返回所有直接或间接继承自 [param class] 的类的名称。"
msgid "Returns the parent class of [param class]."
msgstr "返回 [param class] 的父类。"
msgid "Creates an instance of [param class]."
msgstr "创建 [param class] 的实例。"
msgid "Returns whether this [param class] is enabled or not."
msgstr "返回这个 [param class] 是否已启用。"
msgid ""
"Returns whether [param inherits] is an ancestor of [param class] or not."
msgstr "返回 [param inherits] 是否为 [param class] 的祖先。"
msgid ""
"Override this method to define what items in [param candidates] should be "
"displayed.\n"
"Both [param candidates] and the return is a [Array] of [Dictionary], see "
"[method get_code_completion_option] for [Dictionary] content."
msgstr ""
"覆盖此方法以确定应该显示 [param candidates] 中的哪些项。\n"
"参数 [param candidates] 和返回值都是一个 [Array] 的 [Dictionary],而 "
"[Dictionary] 的键值,详见 [method get_code_completion_option]。"
msgid ""
"Override this method to define what happens when the user requests code "
"completion. If [param force] is true, any checks should be bypassed."
msgstr ""
"覆盖此方法以定义当用户请求代码完成时发生的情况。如果 [param force] 为真,会绕"
"过任何检查。"
msgid ""
"Adds a brace pair.\n"
"Both the start and end keys must be symbols. Only the start key has to be "
"unique."
msgstr ""
"添加一对大括号。\n"
"开始和结束键都必须是符号。只有开始键必须是唯一的。"
msgid ""
"Submits an item to the queue of potential candidates for the autocomplete "
"menu. Call [method update_code_completion_options] to update the list.\n"
"[b]Note:[/b] This list will replace all current candidates."
msgstr ""
"将补全项提交到自动补全菜单的潜在候选队列。调用 [method "
"update_code_completion_options] 来更新列表。\n"
"[b]注意:[/b] 此列表将替换所有当前候选。"
msgid ""
"Returns if the given line is foldable, that is, it has indented lines right "
"below it or a comment / string block."
msgstr ""
"返回给定的行是否可折叠,也就是说,它的正下方有缩进的行或注释 / 字符串块。"
msgid "Cancels the autocomplete menu."
msgstr "取消自动补全菜单。"
msgid "Clears all bookmarked lines."
msgstr "清除所有书签行。"
msgid "Clears all breakpointed lines."
msgstr "清除所有断点行。"
msgid "Removes all comment delimiters."
msgstr "移除所有注释分隔符。"
msgid "Clears all executed lines."
msgstr "清除所有已执行的行。"
msgid "Removes all string delimiters."
msgstr "移除所有字符串分隔符。"
msgid ""
"Inserts the selected entry into the text. If [param replace] is true, any "
"existing text is replaced rather then merged."
msgstr ""
"将选定的条目插入文本中。如果 [param replace] 为真,任何现有的文本都会被替换,"
"而不是合并。"
msgid ""
"Perform an indent as if the user activated the \"ui_text_indent\" action."
msgstr "执行一个缩进,就像用户触发了“ui_text_indent”动作一样。"
msgid ""
"Folds all lines that are possible to be folded (see [method can_fold_line])."
msgstr "折叠所有可能被折叠的行(参见 [method can_fold_line])。"
msgid "Folds the given line, if possible (see [method can_fold_line])."
msgstr "如果可能,折叠给定的行(参见 [method can_fold_line])。"
msgid "Gets all bookmarked lines."
msgstr "获取所有书签行。"
msgid "Gets all breakpointed lines."
msgstr "获取所有断点行。"
msgid ""
"Gets the completion option at [param index]. The return [Dictionary] has the "
"following key-values:\n"
"[code]kind[/code]: [enum CodeCompletionKind]\n"
"[code]display_text[/code]: Text that is shown on the autocomplete menu.\n"
"[code]insert_text[/code]: Text that is to be inserted when this item is "
"selected.\n"
"[code]font_color[/code]: Color of the text on the autocomplete menu.\n"
"[code]icon[/code]: Icon to draw on the autocomplete menu.\n"
"[code]default_value[/code]: Value of the symbol."
msgstr ""
"获取在 [param index] 处的补全选项。返回的 [Dictionary] 有以下键值。\n"
"[code]kind[/code]:[enum CodeCompletionKind]\n"
"[code]display_text[/code] :在自动补全菜单上显示的文本。\n"
"[code]insert_text[/code] :当选中这个选项时要插入的文本。\n"
"[code]font_color[/code]:自动补全菜单上文本的颜色。\n"
"[code]icon[/code] :在自动补全菜单上绘制的图标。\n"
"[code]default_value[/code]:符号的值。"
msgid ""
"Gets all completion options, see [method get_code_completion_option] for "
"return content."
msgstr "获取所有补全选项,返回值见 [method get_code_completion_option]。"
msgid "Gets the index of the current selected completion option."
msgstr "获取当前已选定补全项的索引。"
msgid "Gets the end key for a string or comment region index."
msgstr "获取字符串或注释块索引的结束键。"
msgid "Gets the start key for a string or comment region index."
msgstr "获取字符串或注释块索引的开始键。"
msgid "Gets all executing lines."
msgstr "获取所有正在执行的行。"
msgid "Returns all lines that are current folded."
msgstr "返回当前折叠的所有行。"
msgid ""
"Returns the full text with char [code]0xFFFF[/code] at the caret location."
msgstr "返回在插入符号位置带有 [code]0xFFFF[/code] 字符的全文。"
msgid ""
"Returns the full text with char [code]0xFFFF[/code] at the cursor location."
msgstr "返回在光标位置处带有 [code]0xFFFF[/code] 字符的全文。"
msgid "Returns [code]true[/code] if comment [param start_key] exists."
msgstr "如果注释的 [param start_key] 存在,返回 [code]true[/code] 。"
msgid "Returns [code]true[/code] if string [param start_key] exists."
msgstr "如果字符串的 [param start_key] 存在,返回 [code]true[/code] 。"
msgid ""
"Indents selected lines, or in the case of no selection the caret line by one."
msgstr "缩进选定的行,或者在没有选择的情况下,将光标行缩进一个。"
msgid "Returns whether the line at the specified index is bookmarked or not."
msgstr "返回指定索引处的行是否添加了书签。"
msgid "Returns whether the line at the specified index is breakpointed or not."
msgstr "返回指定索引处的行是否有断点。"
msgid ""
"Returns whether the line at the specified index is marked as executing or "
"not."
msgstr "返回指定索引处的行是否标记为正在执行。"
msgid "Returns whether the line at the specified index is folded or not."
msgstr "返回指定索引处的行是否折叠。"
msgid "Removes the comment delimiter with [param start_key]."
msgstr "移除带有 [param start_key] 的注释分隔符。"
msgid "Removes the string delimiter with [param start_key]."
msgstr "移除带有 [param start_key] 的字符串分隔符。"
msgid ""
"Emits [signal code_completion_requested], if [param force] is true will "
"bypass all checks. Otherwise will check that the caret is in a word or in "
"front of a prefix. Will ignore the request if all current options are of "
"type file path, node path or signal."
msgstr ""
"发出 [signal code_completion_requested],如果 [param force] 为真将绕过所有检"
"查。否则,将检查光标是否在一个词中或在一个前缀的前面。如果当前所有选项都是文"
"件路径、节点路径或信号类型,将忽略该请求。"
msgid "Sets the current selected completion option."
msgstr "设置当前选定的补全选项。"
msgid "Sets the code hint text. Pass an empty string to clear."
msgstr "设置代码提示文本。传递一个空字符串来清除。"
msgid "Sets if the code hint should draw below the text."
msgstr "设置代码提示是否应绘制在文本下方。"
msgid "Sets the line as bookmarked."
msgstr "将该行设置为书签。"
msgid "Sets the line as breakpointed."
msgstr "将该行设置为断点。"
msgid "Sets the line as executing."
msgstr "将该行设置为正在执行。"
msgid "Toggle the folding of the code block at the given line."
msgstr "在给定行切换代码块的折叠。"
msgid "Unfolds all lines, folded or not."
msgstr "展开所有行,无论是否被折叠。"
msgid "Unfolds all lines that were previously folded."
msgstr "展开之前被折叠的所有行。"
msgid ""
"Unindents selected lines, or in the case of no selection the caret line by "
"one. Same as performing \"ui_text_unindent\" action."
msgstr ""
"解除所选行的缩进,或者在没有选择的情况下,将光标行缩进一个。与触"
"发“ui_text_unindent ”动作相同。"
msgid ""
"Submits all completion options added with [method "
"add_code_completion_option]. Will try to force the autoccomplete menu to "
"popup, if [param force] is [code]true[/code].\n"
"[b]Note:[/b] This will replace all current candidates."
msgstr ""
"提交所有用 [method add_code_completion_option] 添加的补全选项。如果 [param "
"force] 是 [code]true[/code],将尝试强制弹出自动补全菜单 。\n"
"[b]注意:[/b] 这将取代所有当前的候补选项。"
msgid "Sets the font [Color]."
msgstr "设置字体颜色 [Color]。"
msgid "Sets the highlight [Color] of text selections."
msgstr "设置文本选择的高亮 [Color] 颜色。"
msgid "Sets the spacing between the lines."
msgstr "设置行间距。"
msgid "Sets the default [Font]."
msgstr "设置默认的字体 [Font]。"
msgid "Sets default font size."
msgstr "设置默认的字体大小。"
msgid ""
"Sets a custom [Texture2D] to draw in the line folding gutter when a line is "
"folded and can be unfolded."
msgstr ""
"当行被折叠且可以展开时,设置要在行折叠装订线中绘制的一个自定义 [Texture2D]。"
msgid "Sets a custom [Texture2D] to draw at the end of a folded line."
msgstr "设置要绘制在折叠行末尾的一个自定义 [Texture2D]。"
msgid "Sets a custom [Texture2D] for space text characters."
msgstr "为空格文本字符,设置一个自定义 [Texture2D]。"
msgid "Sets a custom [Texture2D] for tab text characters."
msgstr "为制表符文本字符,设置一个自定义 [Texture2D]。"
msgid "[StyleBox] for the code completion popup."
msgstr "用于代码补全弹窗的 [StyleBox]。"
msgid ""
"Sets the [StyleBox] when in focus. The [code]focus[/code] [StyleBox] is "
"displayed [i]over[/i] the base [StyleBox], so a partially transparent "
"[StyleBox] should be used to ensure the base [StyleBox] remains visible. A "
"[StyleBox] that represents an outline or an underline works well for this "
"purpose. To disable the focus visual effect, assign a [StyleBoxEmpty] "
"resource. Note that disabling the focus visual effect will harm keyboard/"
"controller navigation usability, so this is not recommended for "
"accessibility reasons."
msgstr ""
"设置当获得焦点时的 [StyleBox]。该 [code]focus[/code] [StyleBox] 显示在基础 "
"[StyleBox] [i]之上[/i],因此应使用部分透明的 [StyleBox] 以确保基础 "
"[StyleBox] 保持可见。表示轮廓或下划线的 [StyleBox] 非常适合此目的。要禁用焦点"
"视觉效果,请指定一个 [StyleBoxEmpty] 资源。请注意,禁用焦点视觉效果会破坏键"
"盘 / 控制器导航的可用性,出于可访问性原因,不建议这样做。"
msgid "Sets the [StyleBox]."
msgstr "设置该 [StyleBox]。"
msgid "Base node for 2D collision objects."
msgstr "2D 碰撞对象的基础节点。"
msgid ""
"CollisionObject2D is the base class for 2D physics objects. It can hold any "
"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
"owners are not nodes and do not appear in the editor, but are accessible "
"through code using the [code]shape_owner_*[/code] methods.\n"
"[b]Note:[/b] Only collisions between objects within the same canvas "
"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
"collisions between objects in different canvases is undefined."
msgstr ""
"CollisionObject2D 是 2D 物理对象的基类,可以容纳任意数量的 2D 碰撞形状 "
"[Shape2D]。每个形状必须分配给一个[i]形状所有者[/i]。CollisionObject2D 可以拥"
"有任意数量的形状所有者。形状所有者不是节点,也不会出现在编辑器中,但可以通过"
"代码使用 [code]shape_owner_*[/code] 方法访问。\n"
"[b]注意:[/b]仅支持相同画布中不同对象的碰撞([Viewport] 画布或 "
"[CanvasLayer])。不同画布中的对象之间的碰撞行为是未定义的。"
msgid ""
"Accepts unhandled [InputEvent]s. [param shape_idx] is the child index of the "
"clicked [Shape2D]. Connect to the [code]input_event[/code] signal to easily "
"pick up these events.\n"
"[b]Note:[/b] [method _input_event] requires [member input_pickable] to be "
"[code]true[/code] and at least one [member collision_layer] bit to be set."
msgstr ""
"接收未处理的 [InputEvent]。[param shape_idx] 是被点击的 [Shape2D] 的子索引。"
"连接到 [code]input_event[/code] 信号即可轻松获取这些事件。\n"
"[b]注意:[/b][method _input_event] 要求 [member input_pickable] 为 "
"[code]true[/code],并且至少要设置一个 [member collision_layer] 位。"
msgid ""
"Creates a new shape owner for the given object. Returns [code]owner_id[/"
"code] of the new owner for future reference."
msgstr ""
"为给定对象创建一个新的形状所有者。返回 [code]owner_id[/code]的新所有者,供将"
"来引用。"
msgid "Returns the object's [RID]."
msgstr "返回对象的 [RID]。"
msgid ""
"Returns an [Array] of [code]owner_id[/code] identifiers. You can use these "
"ids in other methods that take [code]owner_id[/code] as an argument."
msgstr ""
"返回一个 [code]owner_id[/code] 标识符的 [Array]。你可以在其他使用 "
"[code]owner_id[/code] 作为参数的方法中使用这些 ID。"
msgid "If [code]true[/code], the shape owner and its shapes are disabled."
msgstr "如果为 [code]true[/code],则禁用形状所有者及其形状。"
msgid ""
"Returns [code]true[/code] if collisions for the shape owner originating from "
"this [CollisionObject2D] will not be reported to collided with "
"[CollisionObject2D]s."
msgstr ""
"返回 [code]true[/code],如果源于这个 [CollisionObject2D] 的形状所有者的碰撞不"
"会被报告给 [CollisionObject2D]。"
msgid "Removes the given shape owner."
msgstr "移除给定形状的所有者。"
msgid "Returns the [code]owner_id[/code] of the given shape."
msgstr "返回指定形状的 [code]owner_id[/code]。"
msgid "Adds a [Shape2D] to the shape owner."
msgstr "给形状所有者添加一个 [Shape2D]。"
msgid "Removes all shapes from the shape owner."
msgstr "移除形状所有者的所有形状。"
msgid "Returns the parent object of the given shape owner."
msgstr "返回给定形状所有者的父对象。"
msgid "Returns the number of shapes the given shape owner contains."
msgstr "返回给定形状所有者包含的形状数量。"
msgid "Returns the shape owner's [Transform2D]."
msgstr "返回形状所有者的 [Transform2D]。"
msgid "Removes a shape from the given shape owner."
msgstr "从给定的形状所有者中移除一个形状。"
msgid "If [code]true[/code], disables the given shape owner."
msgstr "如果为 [code]true[/code],则禁用给定的形状所有者。"
msgid "Sets the [Transform2D] of the given shape owner."
msgstr "设置给定形状所有者的 [Transform2D]。"
msgid ""
"If [code]true[/code], this object is pickable. A pickable object can detect "
"the mouse pointer entering/leaving, and if the mouse is inside it, report "
"input events. Requires at least one [member collision_layer] bit to be set."
msgstr ""
"如果为 [code]true[/code],则该对象是可拾取的。可拾取的对象可以检测鼠标指针的"
"进入/离开,鼠标位于其中时,就会报告输入事件。要求至少设置一个 [member "
"collision_layer] 位。"
msgid ""
"When [member Node.process_mode] is set to [constant Node."
"PROCESS_MODE_DISABLED], remove from the physics simulation to stop all "
"physics interactions with this [CollisionObject2D].\n"
"Automatically re-added to the physics simulation when the [Node] is "
"processed again."
msgstr ""
"当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] "
"时,从物理仿真中移除,停止与此 [CollisionObject2D] 的所有物理交互。\n"
"当该 [Node] 再次被处理时,会自动重新加入到物理仿真中。"
msgid ""
"When [member Node.process_mode] is set to [constant Node."
"PROCESS_MODE_DISABLED], do not affect the physics simulation."
msgstr ""
"当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] "
"时,不影响物理仿真。"
msgid "Base node for collision objects."
msgstr "碰撞对象的基础节点。"
msgid ""
"Receives unhandled [InputEvent]s. [param position] is the location in world "
"space of the mouse pointer on the surface of the shape with index [param "
"shape_idx] and [param normal] is the normal vector of the surface at that "
"point. Connect to the [signal input_event] signal to easily pick up these "
"events.\n"
"[b]Note:[/b] [method _input_event] requires [member input_ray_pickable] to "
"be [code]true[/code] and at least one [member collision_layer] bit to be set."
msgstr ""
"接收未处理的 [InputEvent]。[param position] 是鼠标指针在索引为 [param "
"shape_idx] 的形状表面上的世界空间位置,[param normal] 是该点表面的法向量。连"
"接到 [signal input_event] 信号即可轻松获取这些事件。\n"
"[b]注意:[/b][method _input_event] 要求 [member input_ray_pickable] 为 "
"[code]true[/code],并且至少要设置一个 [member collision_layer] 位。"
msgid ""
"When [member Node.process_mode] is set to [constant Node."
"PROCESS_MODE_DISABLED], remove from the physics simulation to stop all "
"physics interactions with this [CollisionObject3D].\n"
"Automatically re-added to the physics simulation when the [Node] is "
"processed again."
msgstr ""
"当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] "
"时,从物理仿真中移除,停止与此 [CollisionObject3D] 的所有物理交互。\n"
"当该 [Node] 再次被处理时,会自动重新加入到物理仿真中。"
msgid "Defines a 2D collision polygon."
msgstr "定义 2D 碰撞多边形。"
msgid "Collision build mode. Use one of the [enum BuildMode] constants."
msgstr "碰撞构建模式。使用 [enum BuildMode] 常量之一。"
msgid "If [code]true[/code], no collisions will be detected."
msgstr "如果为 [code]true[/code],则不会检测到碰撞。"
msgid ""
"If [code]true[/code], only edges that face up, relative to "
"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
"child of an [Area2D] node."
msgstr ""
"如果为 [code]true[/code],则只有面朝上的边缘才会与其他对象发生碰撞,方向是相"
"对于 [CollisionPolygon2D] 的旋转而言的。\n"
"[b]注意:[/b]如果这个 [CollisionPolygon2D] 是 [Area2D] 节点的子节点,则这个属"
"性无效。"
msgid ""
"The margin used for one-way collision (in pixels). Higher values will make "
"the shape thicker, and work better for colliders that enter the polygon at a "
"high velocity."
msgstr ""
"用于单向碰撞的边距(以像素为单位)。较高的值将使形状更厚,并且对于以高速进入"
"多边形的对撞机来说效果更好。"
msgid "Collisions will include the polygon and its contained area."
msgstr "碰撞将包括多边形及其包含的区域。"
msgid "Collisions will only include the polygon edges."
msgstr "碰撞将仅包括多边形边缘。"
msgid ""
"Allows editing a concave or convex collision polygon's vertices on a "
"selected plane. Can also set a depth perpendicular to that plane. This class "
"is only available in the editor. It will not appear in the scene tree at run-"
"time. Creates several [ConvexPolygonShape3D]s at run-time to represent the "
"original polygon using convex decomposition.\n"
"[b]Note:[/b] Since this is an editor-only helper, properties modified during "
"gameplay will have no effect.\n"
"[b]Warning:[/b] A non-uniformly scaled CollisionPolygon3D node will probably "
"not function as expected. Please make sure to keep its scale uniform (i.e. "
"the same on all axes), and change its [member polygon]'s vertices instead."
msgstr ""
"允许在选定平面上编辑凹形或凸形碰撞多边形的顶点。也可以设置垂直于该平面的深"
"度。该类仅在编辑器中可用。它不会在运行时出现在场景树中。在运行时创建多个 "
"[ConvexPolygonShape3D] 以使用凸分解表示原始多边形。\n"
"[b]注意:[/b]由于这是一个仅限编辑器的助手类,因此在游戏过程中修改的属性将无"
"效。\n"
"[b]警告:[/b]非均匀缩放的 CollisionPolygon3D 节点可能无法按预期运行。请确保保"
"持其比例统一(即在所有轴上相同),并改为更改其 [member polygon] 的顶点。"
msgid ""
"Length that the resulting collision extends in either direction "
"perpendicular to its polygon."
msgstr "产生的碰撞在垂直于其多边形的任一方向上延伸的长度。"
msgid "If [code]true[/code], no collision will be produced."
msgstr "如果为 [code]true[/code],将不会产生碰撞。"
msgid ""
"Array of vertices which define the polygon.\n"
"[b]Note:[/b] The returned value is a copy of the original. Methods which "
"mutate the size or properties of the return value will not impact the "
"original polygon. To change properties of the polygon, assign it to a "
"temporary variable and make changes before reassigning the [code]polygon[/"
"code] member."
msgstr ""
"定义多边形的顶点数组。\n"
"[b]注意:[/b]返回的值是原始值的副本。改变返回值的大小或属性的方法不会影响原始"
"多边形。要更改多边形的属性,请将其分配给临时变量并进行更改,然后再重新分配"
"[code]polygon[/code]成员。"
msgid "Node that represents collision shape data in 2D space."
msgstr "表示2D空间中的碰撞形状数据的节点。"
msgid ""
"Editor facility for creating and editing collision shapes in 2D space. Set "
"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
"is an Editor-only helper to create shapes, use [method CollisionObject2D."
"shape_owner_get_shape] to get the actual shape.\n"
"You can use this node to represent all sorts of collision shapes, for "
"example, add this to an [Area2D] to give it a detection shape, or add it to "
"a [PhysicsBody2D] to create a solid object."
msgstr ""
"用于在 2D 空间中创建和编辑碰撞形状的编辑工具。请使用 [member shape] 属性配置"
"形状。[b]重要[/b]:这是专为编辑器提供的形状创建工具,要获取实际形状,请使用 "
"[method CollisionObject2D.shape_owner_get_shape]。\n"
"你可以使用这个节点表示各种碰撞形状,例如,将其添加到 [Area2D] 以使其具有检测"
"形状,或将其添加到物理体 [PhysicsBody2D] 以创建实体对象。"
msgid "Physics introduction"
msgstr "物理介绍"
msgid ""
"A disabled collision shape has no effect in the world. This property should "
"be changed with [method Object.set_deferred]."
msgstr ""
"禁用的碰撞形状在世界中没有影响。这个属性应该用 [method Object.set_deferred] "
"改变。"
msgid ""
"Sets whether this collision shape should only detect collision on one side "
"(top or bottom).\n"
"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
"child of an [Area2D] node."
msgstr ""
"设置此碰撞形状是否仅应检测到一侧(顶部或底部)的碰撞。\n"
"[b]注意:[/b]如果这个 [CollisionShape2D] 是 [Area2D] 节点的子节点,则这个属性"
"无效。"
msgid ""
"The margin used for one-way collision (in pixels). Higher values will make "
"the shape thicker, and work better for colliders that enter the shape at a "
"high velocity."
msgstr ""
"用于单向碰撞的边距(以像素为单位)。较高的值将使形状更厚,并且对于高速进入形"
"状的对撞机来说效果更好。"
msgid "The actual shape owned by this collision shape."
msgstr "该碰撞形状拥有的实际形状。"
msgid "Node that represents collision shape data in 3D space."
msgstr "表示 3D 空间中的碰撞形状数据的节点。"
msgid ""
"Editor facility for creating and editing collision shapes in 3D space. Set "
"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
"is an Editor-only helper to create shapes, use [method CollisionObject3D."
"shape_owner_get_shape] to get the actual shape.\n"
"You can use this node to represent all sorts of collision shapes, for "
"example, add this to an [Area3D] to give it a detection shape, or add it to "
"a [PhysicsBody3D] to create a solid object.\n"
"[b]Warning:[/b] A non-uniformly scaled CollisionShape3D node will probably "
"not function as expected. Please make sure to keep its scale uniform (i.e. "
"the same on all axes), and change the size of its [member shape] resource "
"instead."
msgstr ""
"用于在 3D 空间中创建和编辑碰撞形状的编辑器工具。请设置 [member shape] 属性来"
"配置形状。[b]重要[/b]:这是一个仅供编辑器使用的用于创建形状的助手类,使用 "
"[method CollisionObject3D.shape_owner_get_shape] 来获取实际形状。\n"
"您可以使用此节点来表示各种碰撞形状,例如,将其添加到 [Area3D] 以为其提供检测"
"形状,或将其添加到 [PhysicsBody3D] 以创建实体对象。\n"
"[b]警告:[/b]非均匀缩放的 CollisionShape3D 节点可能无法按预期运行。请确保保持"
"其比例统一(即在所有轴上相同),并改为更改其 [member shape] 资源的大小。"
msgid ""
"If this method exists within a script it will be called whenever the shape "
"resource has been modified."
msgstr "如果脚本中存在此方法,则只要修改形状资源,就会调用该方法。"
msgid "A disabled collision shape has no effect in the world."
msgstr "禁用的碰撞形状对世界没有任何影响。"
msgid "Color built-in type, in RGBA format."
msgstr "颜色内置类型,格式为 RGBA。"
msgid ""
"A color represented in RGBA format by red ([member r]), green ([member g]), "
"blue ([member b]), and alpha ([member a]) components. Each component is a 16-"
"bit floating-point value, usually ranging from 0 to 1. Some properties (such "
"as [member CanvasItem.modulate]) may support values greater than 1, for "
"overbright or High Dynamic Range colors. If you want to supply values in a "
"range of 0 to 255, you should use [method @GDScript.Color8].\n"
"Colors can also be created by name from a set of standardized colors, "
"through the [String] constructor, [method from_string], or by directly "
"fetching the color constants documented here. The standardized color set is "
"based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color "
"names[/url], with the addition of [constant TRANSPARENT].\n"
"[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/"
"code] if it's equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). "
"Otherwise, a Color will always evaluate to [code]true[/code].\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"color_constants.png]Color constants cheatsheet[/url]"
msgstr ""
"由红([member r])、绿([member g])、蓝([member b])和 alpha([member a])"
"分量表示的 RGBA 格式的颜色。每个分量都是一个 16 位浮点值,通常介于 0 到 1 之"
"间。对于过亮或高动态范围颜色,某些属性(例如 [member CanvasItem.modulate])可"
"能支持大于 1 的值。使用 [method @GDScript.Color8] 提供 0 到 255 范围内的"
"值。\n"
"也可以通过 [String] 构造函数、[method from_string] 或通过直接获取此处记录的颜"
"色常量,从一组标准化颜色中按名称创建颜色。标准化颜色集基于 [url=https://en."
"wikipedia.org/wiki/X11_color_names]X11 颜色名称[/url],并添加了 [constant "
"TRANSPARENT]。\n"
"[b]注意:[/b]在布尔上下文中,等于 [code]Color(0, 0, 0, 1)[/code](不透明的黑"
"色)的 Color 将被评估为 [code]false[/code]。否则,Color 将始终被评估为 "
"[code]true[/code]。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"color_constants.png]Color 常量速查表[/url]"
msgid "2D GD Paint Demo"
msgstr "2D GD 画图演示"
msgid "Tween Demo"
msgstr "Tween 演示"
msgid "GUI Drag And Drop Demo"
msgstr "GUI 拖放演示"
msgid ""
"Constructs a default [Color] from opaque black. This is the same as "
"[constant BLACK].\n"
"[b]Note:[/b] in C#, constructs an empty color with all of its components set "
"to [code]0.0[/code] (transparent black)."
msgstr ""
"用不透明的黑色构造默认的 [Color],与 [constant BLACK] 相同。\n"
"[b]注意:[/b]在 C# 中构造的空颜色,其所有分量都为 [code]0.0[/code](透明"
"黑)。"
msgid "Constructs a [Color] as a copy of the given [Color]."
msgstr "构造给定 [Color] 的副本。"
msgid ""
"Constructs a [Color] from RGB values, typically between 0.0 and 1.0. [member "
"a] is set to 1.0.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(0.2, 1.0, 0.7) # Similar to `Color8(51, 255, 178, 255)`\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(0.2f, 1.0f, 0.7f); // Similar to `Color.Color8(51, "
"255, 178, 255)`\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"从通常介于 0.0 和 1.0 之间的 RGB 值构造一个 [Color]。[member a] 被设置为 "
"1.0。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(0.2, 1.0, 0.7) # 类似于 `Color8(51, 255, 178, 255)`\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(0.2f, 1.0f, 0.7f); // 类似于 `Color.Color8(51, 255, "
"178, 255)`\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Constructs a [Color] from RGBA values, typically between 0.0 and 1.0.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to `Color8(51, 255, 178, "
"204)`\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // Similar to `Color."
"Color8(51, 255, 178, 255, 204)`\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"从通常介于 0.0 和 1.0 之间的 RGBA 值构造一个 [Color]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(0.2, 1.0, 0.7, 0.8) # 类似于 `Color8(51, 255, 178, 204)`\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // 类似于 `Color.Color8(51, "
"255, 178, 255, 204)`\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a new color resulting from overlaying this color over the given "
"color. In a painting program, you can imagine it as the [param over] color "
"painted over this color (including alpha).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%\n"
"var fg = Color(1.0, 0.0, 0.0, 0.5) # Red with alpha of 50%\n"
"var blended_color = bg.blend(fg) # Brown with alpha of 75%\n"
"[/gdscript]\n"
"[csharp]\n"
"var bg = new Color(0.0f, 1.0f, 0.0f, 0.5f); // Green with alpha of 50%\n"
"var fg = new Color(1.0f, 0.0f, 0.0f, 0.5f); // Red with alpha of 50%\n"
"Color blendedColor = bg.Blend(fg); // Brown with alpha of 75%\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回将该颜色混合到给定颜色上所产生的新颜色。在绘画程序中,您可以将其想象为在"
"该颜色(包括 alpha)上绘制的 [param over] 颜色。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var bg = Color(0.0, 1.0, 0.0, 0.5) # 50% 不透明的绿色\n"
"var fg = Color(1.0, 0.0, 0.0, 0.5) # 50% 不透明的红色\n"
"var blended_color = bg.blend(fg) # 75% 不透明的棕色\n"
"[/gdscript]\n"
"[csharp]\n"
"var bg = new Color(0.0f, 1.0f, 0.0f, 0.5f); // 50% 不透明的绿色\n"
"var fg = new Color(1.0f, 0.0f, 0.0f, 0.5f); // 50% 不透明的红色\n"
"Color blendedColor = bg.Blend(fg); // 75% 不透明的棕色\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a new color resulting from making this color darker by the specified "
"[param amount] (ratio from 0.0 to 1.0). See also [method lightened].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var green = Color(0.0, 1.0, 0.0)\n"
"var darkgreen = green.darkened(0.2) # 20% darker than regular green\n"
"[/gdscript]\n"
"[csharp]\n"
"var green = new Color(0.0f, 1.0f, 0.0f);\n"
"Color darkgreen = green.Darkened(0.2f); // 20% darker than regular green\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回通过指定 [param amount](从 0.0 到 1.0 的比率)使该颜色变暗而产生的新颜"
"色。另见 [method lightened]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var green = Color(0.0, 1.0, 0.0)\n"
"var darkgreen = green.darkened(0.2) # 比普通的绿色深 20%\n"
"[/gdscript]\n"
"[csharp]\n"
"var green = new Color(0.0f, 1.0f, 0.0f);\n"
"Color darkgreen = green.Darkened(0.2f); // 比普通的绿色深 20%\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a new color from [param rgba], an HTML hexadecimal color string. "
"[param rgba] is not case-sensitive, and may be prefixed by a hash sign "
"([code]#[/code]).\n"
"[param rgba] must be a valid three-digit or six-digit hexadecimal color "
"string, and may contain an alpha channel value. If [param rgba] does not "
"contain an alpha channel value, an alpha channel value of 1.0 is applied. If "
"[param rgba] is invalid, returns an empty color.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var blue = Color.html(\"#0000ff\") # blue is Color(0.0, 0.0, 1.0, 1.0)\n"
"var green = Color.html(\"#0F0\") # green is Color(0.0, 1.0, 0.0, 1.0)\n"
"var col = Color.html(\"663399cc\") # col is Color(0.4, 0.2, 0.6, 0.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var blue = Color.FromHtml(\"#0000ff\"); // blue is Color(0.0, 0.0, 1.0, "
"1.0)\n"
"var green = Color.FromHtml(\"#0F0\"); // green is Color(0.0, 1.0, 0.0, "
"1.0)\n"
"var col = Color.FromHtml(\"663399cc\"); // col is Color(0.4, 0.2, 0.6, 0.8)\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"从 HTML 十六进制颜色字符串 [param rgba] 返回一个新颜色。[param rgba] 不区分大"
"小写,可以使用哈希符号([code]#[/code])作为前缀。\n"
"[param rgba] 必须是有效的三位或六位十六进制颜色字符串,并且可以包含 alpha 通"
"道值。如果 [param rgba] 不包含 alpha 通道值,则应用 alpha 通道值 1.0。如果 "
"[param rgba] 无效,则返回一个空颜色。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var blue = Color.html(\"#0000ff\") # blue 为 Color(0.0, 0.0, 1.0, 1.0)\n"
"var green = Color.html(\"#0F0\") # green 为 Color(0.0, 1.0, 0.0, 1.0)\n"
"var col = Color.html(\"663399cc\") # col 为 Color(0.4, 0.2, 0.6, 0.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var blue = Color.FromHtml(\"#0000ff\"); // blue 为 Color(0.0, 0.0, 1.0, "
"1.0)\n"
"var green = Color.FromHtml(\"#0F0\"); // green 为 Color(0.0, 1.0, 0.0, "
"1.0)\n"
"var col = Color.FromHtml(\"663399cc\"); // col 为 Color(0.4, 0.2, 0.6, 0.8)\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the linear interpolation between this color's components and [param "
"to]'s components. The interpolation factor [param weight] should be between "
"0.0 and 1.0 (inclusive). See also [method @GlobalScope.lerp].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var red = Color(1.0, 0.0, 0.0)\n"
"var aqua = Color(0.0, 1.0, 0.8)\n"
"\n"
"red.lerp(aqua, 0.2) # Returns Color(0.8, 0.2, 0.16)\n"
"red.lerp(aqua, 0.5) # Returns Color(0.5, 0.5, 0.4)\n"
"red.lerp(aqua, 1.0) # Returns Color(0.0, 1.0, 0.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var red = new Color(1.0f, 0.0f, 0.0f);\n"
"var aqua = new Color(0.0f, 1.0f, 0.8f);\n"
"\n"
"red.Lerp(aqua, 0.2f); // Returns Color(0.8f, 0.2f, 0.16f)\n"
"red.Lerp(aqua, 0.5f); // Returns Color(0.5f, 0.5f, 0.4f)\n"
"red.Lerp(aqua, 1.0f); // Returns Color(0.0f, 1.0f, 0.8f)\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回将该颜色的分量和 [param to] 的分量进行线性插值的结果。插值系数 [param "
"weight] 应该在 0.0 和 1.0 之间(闭区间)。另请参阅 [method @GlobalScope."
"lerp]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var red = Color(1.0, 0.0, 0.0)\n"
"var aqua = Color(0.0, 1.0, 0.8)\n"
"\n"
"red.lerp(aqua, 0.2) # 返回 Color(0.8, 0.2, 0.16)\n"
"red.lerp(aqua, 0.5) # 返回 Color(0.5, 0.5, 0.4)\n"
"red.lerp(aqua, 1.0) # 返回 Color(0.0, 1.0, 0.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var red = new Color(1.0f, 0.0f, 0.0f);\n"
"var aqua = new Color(0.0f, 1.0f, 0.8f);\n"
"\n"
"red.Lerp(aqua, 0.2f); // 返回 Color(0.8f, 0.2f, 0.16f)\n"
"red.Lerp(aqua, 0.5f); // 返回 Color(0.5f, 0.5f, 0.4f)\n"
"red.Lerp(aqua, 1.0f); // 返回 Color(0.0f, 1.0f, 0.8f)\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a new color resulting from making this color lighter by the "
"specified [param amount], which should be a ratio from 0.0 to 1.0. See also "
"[method darkened].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var green = Color(0.0, 1.0, 0.0)\n"
"var light_green = green.lightened(0.2) # 20% lighter than regular green\n"
"[/gdscript]\n"
"[csharp]\n"
"var green = new Color(0.0f, 1.0f, 0.0f);\n"
"Color lightGreen = green.Lightened(0.2f); // 20% lighter than regular green\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回通过指定 [param amount](从 0.0 到 1.0 的比率)使该颜色变亮而产生的新颜"
"色。另见 [method darkened]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var green = Color(0.0, 1.0, 0.0)\n"
"var light_green = green.lightened(0.2) # 比普通的绿色要淡 20%\n"
"[/gdscript]\n"
"[csharp]\n"
"var green = new Color(0.0f, 1.0f, 0.0f);\n"
"Color lightGreen = green.Lightened(0.2f); // 比普通的绿色要淡 20%\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color converted to a 32-bit integer in ABGR format (each "
"component is 8 bits). ABGR is the reversed version of the default RGBA "
"format.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_abgr32()) # Prints 4281565439\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToAbgr32()); // Prints 4281565439\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回转换为 ABGR 格式(每个分量为 8 位)的 32 位整数的颜色。ABGR 是默认 RGBA "
"格式的反转版本。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_abgr32()) # 输出 4281565439\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToAbgr32()); // 输出 4281565439\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color converted to a 64-bit integer in ABGR format (each "
"component is 16 bits). ABGR is the reversed version of the default RGBA "
"format.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_abgr64()) # Prints -225178692812801\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToAbgr64()); // Prints -225178692812801\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回转换为 ABGR 格式(每个分量为 16 位)的 64 位整数的颜色。ABGR 是默认 RGBA "
"格式的反转版本。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_abgr64()) # 输出 -225178692812801\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToAbgr64()); // 输出 -225178692812801\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color converted to a 32-bit integer in ARGB format (each "
"component is 8 bits). ARGB is more compatible with DirectX.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_argb32()) # Prints 4294934323\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToArgb32()); // Prints 4294934323\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回转换为 ARGB 格式(每个分量为 8 位)的 32 位整数的颜色。ARGB 与 DirectX 更"
"兼容。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_argb32()) # 输出 4294934323\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToArgb32()); // 输出 4294934323\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color converted to a 64-bit integer in ARGB format (each "
"component is 16 bits). ARGB is more compatible with DirectX.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_argb64()) # Prints -2147470541\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToArgb64()); // Prints -2147470541\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回转换为 ARGB 格式(每个分量为 16 位)的 64 位整数的颜色。ARGB 与 DirectX "
"更兼容。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_argb64()) # 输出 -2147470541\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToArgb64()); // 输出 -2147470541\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color converted to an HTML hexadecimal color [String] in RGBA "
"format, without the hash ([code]#[/code]) prefix.\n"
"Setting [param with_alpha] to [code]false[/code], excludes alpha from the "
"hexadecimal string, using RGB format instead of RGBA format.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var white = Color(1, 1, 1, 0.5)\n"
"var with_alpha = white.to_html() # Returns \"ffffff7f\"\n"
"var without_alpha = white.to_html(false) # Returns \"ffffff\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var white = new Color(1, 1, 1, 0.5f);\n"
"string withAlpha = white.ToHtml(); // Returns \"ffffff7f\"\n"
"string withoutAlpha = white.ToHtml(false); // Returns \"ffffff\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回将该颜色转换为 RGBA 格式的 HTML 十六进制颜色 [String],不带([code]#[/"
"code])前缀。\n"
"将 [param with_alpha] 设置为 [code]false[/code],会从十六进制字符串中排除 "
"alpha,使用 RGB 格式而不是 RGBA 格式。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var white = Color(1, 1, 1, 0.5)\n"
"var with_alpha = white.to_html() # 返回 \"ffffff7f\"\n"
"var without_alpha = white.to_html(false) # 返回 \"ffffff\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var white = new Color(1, 1, 1, 0.5f);\n"
"string withAlpha = white.ToHtml(); // 返回 \"ffffff7f\"\n"
"string withoutAlpha = white.ToHtml(false); // 返回 \"ffffff\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color converted to a 32-bit integer in RGBA format (each "
"component is 8 bits). RGBA is Godot's default format.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_rgba32()) # Prints 4286526463\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1, 0.5f, 0.2f);\n"
"GD.Print(color.ToRgba32()); // Prints 4286526463\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回转换为 RGBA 格式(每个分量为 8 位)的 32 位整数的颜色。RGBA 是 Godot 的默"
"认格式。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_rgba32()) # 输出 4286526463\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1, 0.5f, 0.2f);\n"
"GD.Print(color.ToRgba32()); // 输出 4286526463\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color converted to a 64-bit integer in RGBA format (each "
"component is 16 bits). RGBA is Godot's default format.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_rgba64()) # Prints -140736629309441\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1, 0.5f, 0.2f);\n"
"GD.Print(color.ToRgba64()); // Prints -140736629309441\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回转换为 RGBA 格式(每个分量为 16 位)的 64 位整数的颜色。RGBA 是 Godot 的"
"默认格式。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_rgba64()) # 输出 -140736629309441\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1, 0.5f, 0.2f);\n"
"GD.Print(color.ToRgba64()); // 输出 -140736629309441\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"The color's alpha component, typically on the range of 0 to 1. A value of 0 "
"means that the color is fully transparent. A value of 1 means that the color "
"is fully opaque."
msgstr ""
"颜色的 Alpha 分量,一般在 0 到 1 的范围内。0 表示该颜色完全透明。1 表示该颜色"
"完全不透明。"
msgid "The color's blue component, typically on the range of 0 to 1."
msgstr "颜色的蓝色分量,一般在 0 到 1 的范围内。"
msgid "The color's green component, typically on the range of 0 to 1."
msgstr "颜色的绿色分量,一般在 0 到 1 的范围内。"
msgid "The HSV hue of this color, on the range 0 to 1."
msgstr "这个颜色的 HSV 色相,范围是 0 到 1。"
msgid "The color's red component, typically on the range of 0 to 1."
msgstr "颜色的红色分量,通常在 0 到 1 的范围内。"
msgid "The HSV saturation of this color, on the range 0 to 1."
msgstr "这个颜色的 HSV 饱和度,范围为 0 到 1。"
msgid "The HSV value (brightness) of this color, on the range 0 to 1."
msgstr "这个颜色的 HSV 值(亮度),范围为 0 至 1。"
msgid "Alice blue color."
msgstr "爱丽丝蓝。"
msgid "Antique white color."
msgstr "古董白。"
msgid "Aqua color."
msgstr "水色。"
msgid "Aquamarine color."
msgstr "海蓝色。"
msgid "Azure color."
msgstr "天蓝色。"
msgid "Beige color."
msgstr "米黄色。"
msgid "Bisque color."
msgstr "橘黄色。"
msgid "Black color. In GDScript, this is the default value of any color."
msgstr "黑色。在 GDScript 中,这是所有颜色的默认值。"
msgid "Blue color."
msgstr "蓝色。"
msgid "Blue violet color."
msgstr "蓝紫色的颜色。"
msgid "Brown color."
msgstr "棕色。"
msgid "Cadet blue color."
msgstr "军服蓝。"
msgid "Chartreuse color."
msgstr "黄褐色。"
msgid "Chocolate color."
msgstr "巧克力色。"
msgid "Coral color."
msgstr "珊瑚色。"
msgid "Crimson color."
msgstr "绯红的颜色。"
msgid "Cyan color."
msgstr "青色。"
msgid "Dark blue color."
msgstr "深蓝色。"
msgid "Dark cyan color."
msgstr "深青色。"
msgid "Dark goldenrod color."
msgstr "深色菊科植物的颜色。"
msgid "Dark gray color."
msgstr "深灰色。"
msgid "Dark green color."
msgstr "深绿色。"
msgid "Dark khaki color."
msgstr "深卡其色。"
msgid "Dark magenta color."
msgstr "深洋红色。"
msgid "Dark olive green color."
msgstr "深橄榄绿色。"
msgid "Dark orange color."
msgstr "深橙色。"
msgid "Dark orchid color."
msgstr "深色的兰花色。"
msgid "Dark red color."
msgstr "深红色。"
msgid "Dark salmon color."
msgstr "深鲑鱼色。"
msgid "Dark sea green color."
msgstr "深海绿色。"
msgid "Dark slate blue color."
msgstr "深板蓝的颜色。"
msgid "Dark slate gray color."
msgstr "暗石板灰色。"
msgid "Dark turquoise color."
msgstr "深绿松石色。"
msgid "Dark violet color."
msgstr "深紫罗兰色。"
msgid "Deep pink color."
msgstr "深粉色。"
msgid "Deep sky blue color."
msgstr "深邃的天蓝色。"
msgid "Dim gray color."
msgstr "暗灰色。"
msgid "Dodger blue color."
msgstr "道奇蓝色。"
msgid "Firebrick color."
msgstr "耐火砖红色。"
msgid "Floral white color."
msgstr "花白色。"
msgid "Forest green color."
msgstr "森林绿色。"
msgid "Fuchsia color."
msgstr "洋红色。"
msgid "Gainsboro color."
msgstr "庚斯伯勒灰色。"
msgid "Ghost white color."
msgstr "幽灵白颜色。"
msgid "Gold color."
msgstr "金色。"
msgid "Goldenrod color."
msgstr "金菊色。"
msgid "Gray color."
msgstr "灰色。"
msgid "Green color."
msgstr "绿色。"
msgid "Green yellow color."
msgstr "绿黄色。"
msgid "Honeydew color."
msgstr "蜜露色。"
msgid "Hot pink color."
msgstr "亮粉色。"
msgid "Indian red color."
msgstr "印度红色。"
msgid "Indigo color."
msgstr "靛青色。"
msgid "Ivory color."
msgstr "象牙色。"
msgid "Khaki color."
msgstr "卡其色。"
msgid "Lavender color."
msgstr "薰衣草色。"
msgid "Lavender blush color."
msgstr "薰衣草紫红色。"
msgid "Lawn green color."
msgstr "草坪绿色。"
msgid "Lemon chiffon color."
msgstr "柠檬雪纺色。"
msgid "Light blue color."
msgstr "浅蓝色。"
msgid "Light coral color."
msgstr "浅珊瑚色。"
msgid "Light cyan color."
msgstr "淡青色。"
msgid "Light goldenrod color."
msgstr "亮金菊黄色。"
msgid "Light gray color."
msgstr "浅灰色。"
msgid "Light green color."
msgstr "浅绿色。"
msgid "Light pink color."
msgstr "浅粉色。"
msgid "Light salmon color."
msgstr "浅鲑鱼色。"
msgid "Light sea green color."
msgstr "浅海绿色。"
msgid "Light sky blue color."
msgstr "浅天蓝色。"
msgid "Light slate gray color."
msgstr "浅板岩灰色。"
msgid "Light steel blue color."
msgstr "浅钢蓝色。"
msgid "Light yellow color."
msgstr "浅黄色。"
msgid "Lime color."
msgstr "青柠色。"
msgid "Lime green color."
msgstr "石灰绿色。"
msgid "Linen color."
msgstr "亚麻色。"
msgid "Magenta color."
msgstr "洋红色。"
msgid "Maroon color."
msgstr "栗色。"
msgid "Medium aquamarine color."
msgstr "中等海蓝宝石色。"
msgid "Medium blue color."
msgstr "中蓝色。"
msgid "Medium orchid color."
msgstr "中等兰色。"
msgid "Medium purple color."
msgstr "中等紫色。"
msgid "Medium sea green color."
msgstr "中海绿色。"
msgid "Medium slate blue color."
msgstr "中等板岩蓝色。"
msgid "Medium spring green color."
msgstr "中等春天绿色。"
msgid "Medium turquoise color."
msgstr "中等绿松石色。"
msgid "Medium violet red color."
msgstr "中等紫红色。"
msgid "Midnight blue color."
msgstr "午夜蓝色。"
msgid "Mint cream color."
msgstr "薄荷奶油色。"
msgid "Misty rose color."
msgstr "朦胧的玫瑰色。"
msgid "Moccasin color."
msgstr "鹿皮鞋颜色。"
msgid "Navajo white color."
msgstr "纳瓦白。"
msgid "Navy blue color."
msgstr "藏青色。"
msgid "Old lace color."
msgstr "旧蕾丝色。"
msgid "Olive color."
msgstr "橄榄色。"
msgid "Olive drab color."
msgstr "暗淡橄榄色。"
msgid "Orange color."
msgstr "橙色。"
msgid "Orange red color."
msgstr "橘红色。"
msgid "Orchid color."
msgstr "兰花色。"
msgid "Pale goldenrod color."
msgstr "淡金色。"
msgid "Pale green color."
msgstr "淡绿色。"
msgid "Pale turquoise color."
msgstr "淡绿松石色。"
msgid "Pale violet red color."
msgstr "淡紫红色。"
msgid "Papaya whip color."
msgstr "木瓜鞭色。"
msgid "Peach puff color."
msgstr "桃花粉。"
msgid "Peru color."
msgstr "秘鲁色。"
msgid "Pink color."
msgstr "粉红色。"
msgid "Plum color."
msgstr "梅花色。"
msgid "Powder blue color."
msgstr "浅蓝色。"
msgid "Purple color."
msgstr "紫色。"
msgid "Rebecca purple color."
msgstr "丽贝卡紫色。"
msgid "Red color."
msgstr "红色。"
msgid "Rosy brown color."
msgstr "玫瑰棕。"
msgid "Royal blue color."
msgstr "宝蓝色。"
msgid "Saddle brown color."
msgstr "鞍棕色。"
msgid "Salmon color."
msgstr "鲑鱼色。"
msgid "Sandy brown color."
msgstr "沙褐色。"
msgid "Sea green color."
msgstr "海绿色。"
msgid "Seashell color."
msgstr "贝壳色。"
msgid "Sienna color."
msgstr "西恩娜色。"
msgid "Silver color."
msgstr "银色。"
msgid "Sky blue color."
msgstr "天蓝色。"
msgid "Slate blue color."
msgstr "石板蓝色。"
msgid "Slate gray color."
msgstr "石板灰。"
msgid "Snow color."
msgstr "雪白。"
msgid "Spring green color."
msgstr "春绿。"
msgid "Steel blue color."
msgstr "钢蓝色。"
msgid "Tan color."
msgstr "棕褐色。"
msgid "Teal color."
msgstr "青色。"
msgid "Thistle color."
msgstr "蓟色。"
msgid "Tomato color."
msgstr "番茄色。"
msgid "Transparent color (white with zero alpha)."
msgstr "透明色(Alpha 为零的白色)。"
msgid "Turquoise color."
msgstr "松石绿。"
msgid "Violet color."
msgstr "紫罗兰色。"
msgid "Web gray color."
msgstr "网格灰。"
msgid "Web green color."
msgstr "网络绿。"
msgid "Web maroon color."
msgstr "网络栗。"
msgid "Web purple color."
msgstr "网络紫。"
msgid "Wheat color."
msgstr "小麦色。"
msgid "White color."
msgstr "白色。"
msgid "White smoke color."
msgstr "白烟色。"
msgid "Yellow color."
msgstr "黄色。"
msgid "Yellow green color."
msgstr "黄绿色。"
msgid ""
"Returns [code]true[/code] if the colors are not exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果颜色不完全相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可"
"靠。"
msgid ""
"Multiplies each component of the [Color] by the components of the given "
"[Color]."
msgstr "将该 [Color] 的每个分量乘以给定 [Color] 的对应分量。"
msgid "Multiplies each component of the [Color] by the given [float]."
msgstr "将该 [Color] 的每个分量乘以给定的 [float]。"
msgid "Multiplies each component of the [Color] by the given [int]."
msgstr "将该 [Color] 的每个分量乘以给定的 [int]。"
msgid ""
"Adds each component of the [Color] with the components of the given [Color]."
msgstr "将该 [Color] 的每个分量加上给定 [Color] 的对应分量。"
msgid ""
"Subtracts each component of the [Color] by the components of the given "
"[Color]."
msgstr "将该 [Color] 的每个分量减去给定 [Color] 的对应分量。"
msgid ""
"Divides each component of the [Color] by the components of the given [Color]."
msgstr "将该 [Color] 的每个分量除以给定 [Color] 的每个分量。"
msgid "Divides each component of the [Color] by the given [float]."
msgstr "将该 [Color] 的每个分量除以给定的 [float]。"
msgid "Divides each component of the [Color] by the given [int]."
msgstr "将该 [Color] 的每个分量除以给定的 [int]。"
msgid "Color picker control."
msgstr "取色器控件。"
msgid ""
"Displays a color picker widget. Useful for selecting a color from an RGB/"
"RGBA colorspace.\n"
"[b]Note:[/b] This control is the color picker widget itself. You can use a "
"[ColorPickerButton] instead if you need a button that brings up a "
"[ColorPicker] in a pop-up."
msgstr ""
"显示一个取色器部件。可以从 RGB/RGBA 彩色空间内选取一个颜色。\n"
"[b]注意:[/b]这个控件就是取色器本身。如果你需要一个能够弹出一个 "
"[ColorPicker] 窗口的按钮,你可以使用一个 [ColorPickerButton] 来代替它。"
msgid ""
"Adds the given color to a list of color presets. The presets are displayed "
"in the color picker and the user will be able to select them.\n"
"[b]Note:[/b] The presets list is only for [i]this[/i] color picker."
msgstr ""
"将给定的颜色添加到颜色预设列表中。预设会显示在取色器中,可以被用户选择。\n"
"[b]注意:[/b]预设列表仅适用于[i]这个[/i]取色器。"
msgid ""
"Removes the given color from the list of color presets of this color picker."
msgstr "从这个取色器的颜色预设列表中移除给定的颜色。"
msgid "Returns the list of colors in the presets of the color picker."
msgstr "返回取色器的预设颜色列表。"
msgid "The currently selected color."
msgstr "当前选择的颜色。"
msgid ""
"If [code]true[/code], the color will apply only after the user releases the "
"mouse button, otherwise it will apply immediately even in mouse motion event "
"(which can cause performance issues)."
msgstr ""
"如果为 [code]true[/code],只有在用户松开鼠标按钮后才会应用颜色,否则即使在鼠"
"标移动事件中也会立即应用(会造成性能问题)。"
msgid "If [code]true[/code], shows an alpha channel slider (opacity)."
msgstr "如果为 [code]true[/code],则显示 Alpha 通道滑动条(不透明度)。"
msgid "Emitted when the color is changed."
msgstr "更改颜色时发出。"
msgid "Emitted when a preset is added."
msgstr "添加预设时发出。"
msgid "Emitted when a preset is removed."
msgstr "移除预设时发出。"
msgid "The width of the hue selection slider."
msgstr "色相选择滑块的宽度。"
msgid "The margin around the [ColorPicker]."
msgstr "[ColorPicker] 周围的边距。"
msgid "The height of the saturation-value selection box."
msgstr "饱和值选择框的高度。"
msgid "The width of the saturation-value selection box."
msgstr "饱和度选择框的宽度。"
msgid "The icon for the \"Add Preset\" button."
msgstr "“添加预设”按钮的图标。"
msgid "Custom texture for the hue selection slider on the right."
msgstr "右侧的色相选择滑块的自定义纹理。"
msgid ""
"The indicator used to signalize that the color value is outside the 0-1 "
"range."
msgstr "该指示器用于指示颜色值在 0-1 范围之外。"
msgid "The icon for the screen color picker button."
msgstr "屏幕取色器按钮的图标。"
msgid "Button that pops out a [ColorPicker]."
msgstr "弹出 [ColorPicker] 的按钮。"
msgid ""
"Returns the [ColorPicker] that this node toggles.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回此节点所切换的 [ColorPicker]。\n"
"[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你希望隐"
"藏它或其所有子项,请使用其 [member CanvasItem.visible] 属性。"
msgid ""
"If [code]true[/code], the alpha channel in the displayed [ColorPicker] will "
"be visible."
msgstr ""
"如果为 [code]true[/code],则显示的 [ColorPicker] 中的 Alpha 通道将可见。"
msgid "Emitted when the color changes."
msgstr "颜色改变时发出。"
msgid ""
"Emitted when the [ColorPicker] is created (the button is pressed for the "
"first time)."
msgstr "创建 [ColorPicker] 时(第一次按下按钮)发出。"
msgid "Emitted when the [ColorPicker] is closed."
msgstr "当 [ColorPicker] 关闭时发出。"
msgid "Default text [Color] of the [ColorPickerButton]."
msgstr "[ColorPickerButton] 的默认文本颜色 [Color]。"
msgid "Text [Color] used when the [ColorPickerButton] is disabled."
msgstr "禁用 [ColorPickerButton] 时使用的文本颜色 [Color]。"
msgid ""
"Text [Color] used when the [ColorPickerButton] is focused. Only replaces the "
"normal text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
"当 [ColorPickerButton] 获得焦点时使用的文本颜色 [Color]。只替换按钮的正常文本"
"颜色。禁用、悬停和按下状态优先于这个颜色。"
msgid "Text [Color] used when the [ColorPickerButton] is being hovered."
msgstr "悬停 [ColorPickerButton] 时使用的文本 [Color]。"
msgid "Text [Color] used when the [ColorPickerButton] is being pressed."
msgstr "按下 [ColorPickerButton] 时使用的文本颜色 [Color]。"
msgid "The horizontal space between [ColorPickerButton]'s icon and text."
msgstr "[ColorPickerButton] 的图标和文本之间的水平间距。"
msgid "[Font] of the [ColorPickerButton]'s text."
msgstr "[ColorPickerButton] 文本的 [Font]。"
msgid "Font size of the [ColorPickerButton]'s text."
msgstr "[ColorPickerButton] 文本的字体大小。"
msgid "The background of the color preview rect on the button."
msgstr "颜色预览的背景将在按钮上显示。"
msgid "[StyleBox] used when the [ColorPickerButton] is disabled."
msgstr "该 [ColorPickerButton] 处于禁用状态时使用的 [StyleBox]。"
msgid ""
"[StyleBox] used when the [ColorPickerButton] is focused. The [code]focus[/"
"code] [StyleBox] is displayed [i]over[/i] the base [StyleBox], so a "
"partially transparent [StyleBox] should be used to ensure the base "
"[StyleBox] remains visible. A [StyleBox] that represents an outline or an "
"underline works well for this purpose. To disable the focus visual effect, "
"assign a [StyleBoxEmpty] resource. Note that disabling the focus visual "
"effect will harm keyboard/controller navigation usability, so this is not "
"recommended for accessibility reasons."
msgstr ""
"该 [ColorPickerButton] 处于聚焦状态时使用的 [StyleBox]。[code]focus[/code] "
"[StyleBox] 显示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 "
"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以"
"很好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注"
"意,禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的"
"原因,不建议这样做。"
msgid "[StyleBox] used when the [ColorPickerButton] is being hovered."
msgstr "该 [ColorPickerButton] 处于悬停状态时使用的 [StyleBox]。"
msgid "Default [StyleBox] for the [ColorPickerButton]."
msgstr "该 [ColorPickerButton] 的默认 [StyleBox]。"
msgid "[StyleBox] used when the [ColorPickerButton] is being pressed."
msgstr "该 [ColorPickerButton] 处于按下状态时使用的 [StyleBox]。"
msgid "Colored rectangle."
msgstr "彩色矩形。"
msgid ""
"Displays a rectangle filled with a solid [member color]. If you need to "
"display the border alone, consider using [ReferenceRect] instead."
msgstr ""
"显示一个用纯色 [member color] 填充的矩形。如果你需要单独显示边框,请考虑使用 "
"[ReferenceRect] 代替。"
msgid ""
"The fill color.\n"
"[codeblocks]\n"
"[gdscript]\n"
"$ColorRect.color = Color(1, 0, 0, 1) # Set ColorRect's color to red.\n"
"[/gdscript]\n"
"[csharp]\n"
"GetNode<ColorRect>(\"ColorRect\").Color = new Color(1, 0, 0, 1); // Set "
"ColorRect's color to red.\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"填充色。\n"
"[codeblocks]\n"
"[gdscript]\n"
"$ColorRect.color = Color(1, 0, 0, 1) # 将 ColorRect 的颜色设置为红色。\n"
"[/gdscript]\n"
"[csharp]\n"
"GetNode<ColorRect>(\"ColorRect\").Color = new Color(1, 0, 0, 1); // 将 "
"ColorRect 的颜色设置为红色。\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "6-sided texture typically used in 3D rendering, optionally compressed."
msgstr "6 面纹理,通常用于 3D 渲染,可选择压缩。"
msgid ""
"Array of 6-sided textures typically used in 3D rendering, optionally "
"compressed."
msgstr "6 面纹理的数组,通常用于 3D 渲染,可选择压缩。"
msgid "Texture with 2 dimensions, optionally compressed."
msgstr "二维纹理,可选择压缩。"
msgid "Loads the texture from the specified [param path]."
msgstr "从指定的路径 [param path] 加载纹理。"
msgid "The [CompressedTexture2D]'s file path to a [code].ctex[/code] file."
msgstr "该 [CompressedTexture2D] 的文件路径,指向 [code].ctex[/code] 文件。"
msgid "Array of 2-dimensional textures, optionally compressed."
msgstr "二维纹理的数组,可选择压缩。"
msgid "Texture with 3 dimensions, optionally compressed."
msgstr "三维纹理,可选择压缩。"
msgid "The [CompressedTexture3D]'s file path to a [code].ctex3d[/code] file."
msgstr "该 [CompressedTexture3D] 的文件路径,指向 [code].ctex3d[/code] 文件。"
msgid "Base class for texture arrays that can optionally be compressed."
msgstr "可压缩纹理数组的基类。"
msgid "Loads the texture at [param path]."
msgstr "从路径 [param path] 加载纹理。"
msgid ""
"2D concave polygon shape to be added as a [i]direct[/i] child of a "
"[PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. It is made out "
"of segments and is optimal for complex polygonal concave collisions. "
"However, it is not advised to use for [RigidBody2D] nodes. A "
"CollisionPolygon2D in convex decomposition mode (solids) or several convex "
"objects are advised for that instead. Otherwise, a concave polygon 2D shape "
"is better for static collisions.\n"
"The main difference between a [ConvexPolygonShape2D] and a "
"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
"uses a more complex method of collision detection, and a convex one forces "
"itself to be convex to speed up collision detection.\n"
"[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape2D] is the "
"slowest collision shape to check collisions against. Its use should "
"generally be limited to level geometry. For convex geometry, using "
"[ConvexPolygonShape2D] will perform better. For dynamic physics bodies that "
"need concave collision, several [ConvexPolygonShape2D]s can be used to "
"represent its collision by using convex decomposition; see "
"[ConvexPolygonShape2D]'s documentation for instructions. However, consider "
"using primitive collision shapes such as [CircleShape2D] or "
"[RectangleShape2D] first.\n"
"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
"node) may give unexpected results: the area will only detect collisions with "
"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
"the shape, for example)."
msgstr ""
"使用 [CollisionShape2D] 节点作为 [PhysicsBody2D] 或 [Area2D] 的[i]直接[/i]子"
"节点添加的 2D 凹多边形形状。它由线段组成,最适合复杂的多边形凹面碰撞。但是,"
"不建议用于 [RigidBody2D] 节点。建议改用凸分解模式(实体)的 "
"CollisionPolygon2D 或多个凸对象。否则,凹多边形 2D 形状更适合静态碰撞。\n"
"[ConvexPolygonShape2D] 和 [ConcavePolygonShape2D] 之间的主要区别在于,凹多边"
"形假设它是凹的,并使用更复杂的碰撞检测方法,而凸多边形强制自身成为凸面以加速"
"碰撞检测。\n"
"[b]性能:[/b]由于其复杂性,[ConcavePolygonShape2D] 是检查碰撞时最慢的碰撞形"
"状。它的使用通常应限于关卡几何。对于凸几何,使用 [ConvexPolygonShape2D] 会表"
"现更好。对于需要凹碰撞的动态物理实体,可以用几个 [ConvexPolygonShape2D] 来表"
"示它的碰撞,使用凸分解;有关说明,请参阅 [ConvexPolygonShape2D] 的文档。但"
"是,请首先考虑使用原始碰撞形状,例如 [CircleShape2D] 或 "
"[RectangleShape2D]。\n"
"[b]警告:[/b]将该形状用于 [Area2D](通过 [CollisionShape2D] 节点)可能会产生"
"意想不到的结果:该区域将仅检测与 [ConcavePolygonShape2D] 中的线段的碰撞(而非"
"任何诸如形状的“内部”)。"
msgid ""
"The array of points that make up the [ConcavePolygonShape2D]'s line segments."
msgstr "组成 [ConcavePolygonShape2D] 线段的点的数组。"
msgid "Returns the faces (an array of triangles)."
msgstr "返回面(三角形数组)。"
msgid "Sets the faces (an array of triangles)."
msgstr "设置面(三角形数组)。"
msgid "A twist joint between two 3D PhysicsBodies."
msgstr "两个 3D PhysicsBody 之间的扭转关节。"
msgid ""
"The speed with which the swing or twist will take place.\n"
"The higher, the faster."
msgstr ""
"摆动或扭转的速度。\n"
"越高,速度越快。"
msgid ""
"Defines, how fast the swing- and twist-speed-difference on both sides gets "
"synced."
msgstr "定义两侧的摆动速度和扭转速度差异同步的速度。"
msgid ""
"The ease with which the joint starts to twist. If it's too low, it takes "
"more force to start twisting the joint."
msgstr "关节开始扭曲的难易程度。如果太低,则需要更多的力才能开始扭转关节。"
msgid ""
"Twist is the rotation around the twist axis, this value defined how far the "
"joint can twist.\n"
"Twist is locked if below 0.05."
msgstr ""
"扭曲是绕扭曲轴的旋转,此值定义了关节可以扭曲多远。\n"
"如果低于 0.05,则扭曲被锁定。"
msgid "Represents the size of the [enum Param] enum."
msgstr "代表 [enum Param] 枚举的大小。"
msgid "Helper class to handle INI-style files."
msgstr "用于处理 INI 样式文件的辅助类。"
msgid "Removes the entire contents of the config."
msgstr "移除配置的全部内容。"
msgid ""
"Deletes the specified section along with all the key-value pairs inside. "
"Raises an error if the section does not exist."
msgstr "删除指定的部分以及内部的所有键值对。如果该节不存在,则会引发错误。"
msgid ""
"Deletes the specified key in a section. Raises an error if either the "
"section or the key do not exist."
msgstr "删除部分中的指定键。如果该部分或键不存在,则会引发错误。"
msgid ""
"Returns an array of all defined key identifiers in the specified section. "
"Raises an error and returns an empty array if the section does not exist."
msgstr ""
"返回指定部分中所有已定义键标识符的数组。如果该部分不存在,则会引发错误并返回"
"一个空数组。"
msgid "Returns an array of all defined section identifiers."
msgstr "返回所有已定义节标识符的数组。"
msgid "Returns [code]true[/code] if the specified section exists."
msgstr "如果指定的部分存在,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the specified section-key pair exists."
msgstr "如果指定的段键对存在,则返回 [code]true[/code]。"
msgid ""
"Assigns a value to the specified key of the specified section. If either the "
"section or the key do not exist, they are created. Passing a [code]null[/"
"code] value deletes the specified key if it exists, and deletes the section "
"if it ends up empty once the key has been removed."
msgstr ""
"为指定章节的指定键赋值。如果节或键不存在,则创建它们。如果指定的键存在,传递 "
"[code]null[/code] 值就会移除指定的键,如果键被移除后,键最终是空的,就会移除"
"节。"
msgid "Dialog for confirmation of actions."
msgstr "确认动作的对话框。"
msgid ""
"Dialog for confirmation of actions. This dialog inherits from "
"[AcceptDialog], but has by default an OK and Cancel button (in host OS "
"order).\n"
"To get cancel action, you can use:\n"
"[codeblocks]\n"
"[gdscript]\n"
"get_cancel_button().pressed.connect(self.canceled)\n"
"[/gdscript]\n"
"[csharp]\n"
"GetCancelButton().Pressed += Canceled;\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"用于确认操作的对话框。这个对话框继承自 [AcceptDialog],但默认有一个确定和取消"
"按钮(按主机操作系统顺序)。\n"
"要获得取消操作,你可以使用\n"
"[codeblocks]\n"
"[gdscript]\n"
"get_cancel_button().pressed.connect(self.canceled)\n"
"[/gdscript]\n"
"[csharp]\n"
"GetCancelButton().Pressed += Canceled;\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the cancel button.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回取消按钮。\n"
"[b]警告:[/b]这是一个必需的内部节点,移除并释放它可能会导致崩溃。如果你希望隐"
"藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。"
msgid "Base node for containers."
msgstr "容器的基础节点。"
msgid ""
"Base node for containers. A [Container] contains other controls and "
"automatically arranges them in a certain way.\n"
"A Control can inherit this to create custom container classes."
msgstr ""
"容器的基础节点。[Container] 包含其他控件,并自动以某种方式排列它们。\n"
"Control 可以继承该类来创建自定义的容器类。"
msgid ""
"Fit a child control in a given rect. This is mainly a helper for creating "
"custom container classes."
msgstr "在给定的矩形中适配子控件。这主要是用于创建自定义容器类的辅助工具。"
msgid ""
"Queue resort of the contained children. This is called automatically anyway, "
"but can be called upon request."
msgstr "将子节点的重排加入队列。虽然会被自动调用,但也可以在需要时手动调用。"
msgid "Emitted when sorting the children is needed."
msgstr "需要对子节点进行排序时发出。"
msgid ""
"Notification for when sorting the children, it must be obeyed immediately."
msgstr "对子节点进行排序时的通知,必须立即服从。"
msgid ""
"All user interface nodes inherit from Control. A control's anchors and "
"offsets adapt its position and size relative to its parent."
msgstr ""
"所有用户界面节点都继承自 Control(控件)。控件使用锚点和偏移来调整相对于父级"
"的位置和大小。"
msgid ""
"Base class for all UI-related nodes. [Control] features a bounding rectangle "
"that defines its extents, an anchor position relative to its parent control "
"or the current viewport, and offsets relative to the anchor. The offsets "
"update automatically when the node, any of its parents, or the screen size "
"change.\n"
"For more information on Godot's UI system, anchors, offsets, and containers, "
"see the related tutorials in the manual. To build flexible UIs, you'll need "
"a mix of UI elements that inherit from [Control] and [Container] nodes.\n"
"[b]User Interface nodes and input[/b]\n"
"Godot propagates input events via viewports. Each [Viewport] is responsible "
"for propagating [InputEvent]s to their child nodes. As the [member SceneTree."
"root] is a [Window], this already happens automatically for all UI elements "
"in your game.\n"
"Input events are propagated through the [SceneTree] from the root node to "
"all child nodes by calling [method Node._input]. For UI elements "
"specifically, it makes more sense to override the virtual method [method "
"_gui_input], which filters out unrelated input events, such as by checking z-"
"order, [member mouse_filter], focus, or if the event was inside of the "
"control's bounding box.\n"
"Call [method accept_event] so no other node receives the event. Once you "
"accept an input, it becomes handled so [method Node._unhandled_input] will "
"not process it.\n"
"Only one [Control] node can be in focus. Only the node in focus will receive "
"events. To get the focus, call [method grab_focus]. [Control] nodes lose "
"focus when another node grabs it, or if you hide the node in focus.\n"
"Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a "
"[Control] node to ignore mouse or touch events. You'll need it if you place "
"an icon on top of a button.\n"
"[Theme] resources change the Control's appearance. If you change the [Theme] "
"on a [Control] node, it affects all of its children. To override some of the "
"theme's parameters, call one of the [code]add_theme_*_override[/code] "
"methods, like [method add_theme_font_override]. You can override the theme "
"with the Inspector.\n"
"[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you "
"can't access their values using [method Object.get] and [method Object.set]. "
"Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/"
"code] methods provided by this class."
msgstr ""
"所有 UI 相关节点的基类。[Control] 具有定义其范围的边界矩形,相对于父控件或当"
"前视口的锚点位置,以及相对于锚点的偏移。当节点、任何父节点或屏幕尺寸发生变化"
"时,偏移就会自动更新。\n"
"更多关于 Godot 的 UI 系统、锚点、偏移和容器的信息,请参阅手册中的相关教程。要"
"构建灵活的 UI,你需要混合使用从 [Control] 和 [Container] 节点继承的 UI 元"
"素。\n"
"[b]用户界面节点与输入[/b]\n"
"Godot 使用视口来传播输入事件。视口负责将 [InputEvent] 传播给它的子节点。因为 "
"[member SceneTree.root] 是 [Window],所以游戏中的所有 UI 元素都会自动进行传"
"播。\n"
"输入事件通过调用 [method Node._input] 在 [SceneTree] 中传播,从根节点传播到所"
"有子节点。对 UI 元素而言,覆盖的最好是 [method _gui_input],可以过滤掉无关的"
"输入事件,例如它会对 Z 顺序、[member mouse_filter]、焦点、事件是否在该控件的"
"边界框内等条件进行检查。\n"
"请调用 [method accept_event],这样其他节点就不会收到该事件。输入被接受后,就"
"会被标记为已处理,[method Node._unhandled_input] 不会对它进行处理。\n"
"只能有一个 [Control] 节点处于焦点。只有处于焦点的节点才会接收到事件。要获得焦"
"点,请调用 [method grab_focus]。导致 [Control] 节点失去焦点的情况有:其他节点"
"获得了焦点、隐藏了聚焦节点。\n"
"将 [member mouse_filter] 设置为 [constant MOUSE_FILTER_IGNORE] 可以让 "
"[Control] 节点忽略鼠标或触摸事件。如果你在按钮上放了一个图标,就会需要用"
"到。\n"
"[Theme] 资源会更改控件的外观。如果你更改了 [Control] 节点上的 [Theme],则会影"
"响其所有子节点。要覆盖某些主题的参数,请调用 [code]add_theme_*_override[/"
"code] 方法,例如 [method add_theme_font_override]。你可以使用检查器覆盖主"
"题。\n"
"[b]注意:[/b]主题项[i]不是[/i] [Object] 的属性。这意味着你无法使用 [method "
"Object.get] 和 [method Object.set] 访问它们的值。请改用这个类的 "
"[code]get_theme_*[/code] 和 [code]add_theme_*_override[/code] 方法。"
msgid "GUI documentation index"
msgstr "GUI 文档索引"
msgid "Control node gallery"
msgstr "控件节点一览"
msgid "All GUI Demos"
msgstr "所有 GUI 演示"
msgid ""
"Godot calls this method to test if [param data] from a control's [method "
"_get_drag_data] can be dropped at [param at_position]. [param at_position] "
"is local to this control.\n"
"This method should only be used to test the data. Process the data in "
"[method _drop_data].\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _can_drop_data(position, data):\n"
" # Check position if it is relevant to you\n"
" # Otherwise, just check data\n"
" return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override bool _CanDropData(Vector2 atPosition, Variant data)\n"
"{\n"
" // Check position if it is relevant to you\n"
" // Otherwise, just check data\n"
" return data.VariantType == Variant.Type.Dictionary && data."
"AsGodotDictionary().Contains(\"expected\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"Godot 调用该方法来测试是否可以将控件的 [method _get_drag_data] 中的 [param "
"data] 放在 [param at_position] 处。[param at_position] 是该控件的局部位置。\n"
"此方法应仅用于测试数据。处理 [method _drop_data] 中的数据。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _can_drop_data(position, data):\n"
" # 如果 position 与您相关则检查它\n"
" # 否则,只检查 data\n"
" return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override bool _CanDropData(Vector2 atPosition, Variant data)\n"
"{\n"
" // 如果 position 与您相关则检查它\n"
" // 否则,只检查 data\n"
" return data.VariantType == Variant.Type.Dictionary && data."
"AsGodotDictionary().Contains(\"expected\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Godot calls this method to pass you the [param data] from a control's "
"[method _get_drag_data] result. Godot first calls [method _can_drop_data] to "
"test if [param data] is allowed to drop at [param at_position] where [param "
"at_position] is local to this control.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _can_drop_data(position, data):\n"
" return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n"
"\n"
"func _drop_data(position, data):\n"
" var color = data[\"color\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"public override bool _CanDropData(Vector2 atPosition, Variant data)\n"
"{\n"
" return data.VariantType == Variant.Type.Dictionary && dict."
"AsGodotDictionary().Contains(\"color\");\n"
"}\n"
"\n"
"public override void _DropData(Vector2 atPosition, Variant data)\n"
"{\n"
" Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"Godot 调用该方法从控件的 [method _get_drag_data] 结果中向您传递 [param "
"data]。Godot 首先调用 [method _can_drop_data] 来测试是否允许 [param data] 在 "
"[param at_position] 处放置,其中 [param at_position] 是该控件的局部位置。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _can_drop_data(position, data):\n"
" return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n"
"\n"
"func _drop_data(position, data):\n"
" var color = data[\"color\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"public override bool _CanDropData(Vector2 atPosition, Variant data)\n"
"{\n"
" return data.VariantType == Variant.Type.Dictionary && dict."
"AsGodotDictionary().Contains(\"color\");\n"
"}\n"
"\n"
"public override void _DropData(Vector2 atPosition, Variant data)\n"
"{\n"
" Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Godot calls this method to get data that can be dragged and dropped onto "
"controls that expect drop data. Returns [code]null[/code] if there is no "
"data to drag. Controls that want to receive drop data should implement "
"[method _can_drop_data] and [method _drop_data]. [param at_position] is "
"local to this control. Drag may be forced with [method force_drag].\n"
"A preview that will follow the mouse that should represent the data can be "
"set with [method set_drag_preview]. A good time to set the preview is in "
"this method.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _get_drag_data(position):\n"
" var mydata = make_data() # This is your custom method generating the "
"drag data.\n"
" set_drag_preview(make_preview(mydata)) # This is your custom method "
"generating the preview of the drag data.\n"
" return mydata\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Variant _GetDragData(Vector2 atPosition)\n"
"{\n"
" var myData = MakeData(); // This is your custom method generating the "
"drag data.\n"
" SetDragPreview(MakePreview(myData)); // This is your custom method "
"generating the preview of the drag data.\n"
" return myData;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"Godot 调用该方法来获取可以拖放到期望放置数据的控件上的数据。如果没有要拖动的"
"数据,则返回 [code]null[/code]。想要接收拖放数据的控件应该实现 [method "
"_can_drop_data] 和 [method _drop_data]。[param at_position] 是该控件的局部位"
"置。可以使用 [method force_drag] 强制拖动。\n"
"可以使用 [method set_drag_preview] 设置跟随鼠标显示数据的预览。设置预览的好时"
"机就是在这个方法中。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _get_drag_data(position):\n"
" var mydata = make_data() # This is your custom method generating the "
"drag data.\n"
" set_drag_preview(make_preview(mydata)) # 这是您生成拖动数据预览的自定义方"
"法。\n"
" return mydata\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Variant _GetDragData(Vector2 atPosition)\n"
"{\n"
" var myData = MakeData(); // This is your custom method generating the "
"drag data.\n"
" SetDragPreview(MakePreview(myData)); // 这是您生成拖动数据预览的自定义方"
"法。\n"
" return myData;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Virtual method to be implemented by the user. Use this method to process and "
"accept inputs on UI elements. See [method accept_event].\n"
"[b]Example usage for clicking a control:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _gui_input(event):\n"
" if event is InputEventMouseButton:\n"
" if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:\n"
" print(\"I've been clicked D:\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _GuiInput(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseButton mb)\n"
" {\n"
" if (mb.ButtonIndex == MouseButton.Left && mb.Pressed)\n"
" {\n"
" GD.Print(\"I've been clicked D:\");\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The event won't trigger if:\n"
"* clicking outside the control (see [method _has_point]);\n"
"* control has [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n"
"* control is obstructed by another [Control] on top of it, which doesn't "
"have [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n"
"* control's parent has [member mouse_filter] set to [constant "
"MOUSE_FILTER_STOP] or has accepted the event;\n"
"* it happens outside the parent's rectangle and the parent has either "
"[member clip_contents] enabled.\n"
"[b]Note:[/b] Event position is relative to the control origin."
msgstr ""
"由用户实现的虚方法。使用此方法处理和接受 UI 元素上的输入。请参阅 [method "
"accept_event]。\n"
"[b]点击控件的用法示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _gui_input(event):\n"
" if event is InputEventMouseButton:\n"
" if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:\n"
" print(\"我已被点击 D:\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _GuiInput(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseButton mb)\n"
" {\n"
" if (mb.ButtonIndex == MouseButton.Left && mb.Pressed)\n"
" {\n"
" GD.Print(\"我已被点击 D:\");\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果出现以下情况,则不会触发该事件:\n"
"* 在控件外点击(参阅[method _has_point]);\n"
"* 控件将 [member mouse_filter] 设置为 [constant MOUSE_FILTER_IGNORE];\n"
"* 控件被其上的另一个 [Control] 阻挡,该控件没有将 [member mouse_filter] 设置"
"为 [constant MOUSE_FILTER_IGNORE];\n"
"* 控件的父级已将 [member mouse_filter] 设置为 [constant MOUSE_FILTER_STOP] 或"
"已接受该事件;\n"
"* 它发生在父级的矩形之外,并且父级已启用 [member clip_contents]。\n"
"[b]注意:[/b]事件位置相对于该控件原点。"
msgid ""
"Virtual method to be implemented by the user. Returns a [Control] node that "
"should be used as a tooltip instead of the default one. The [param for_text] "
"includes the contents of the [member tooltip_text] property.\n"
"The returned node must be of type [Control] or Control-derived. It can have "
"child nodes of any type. It is freed when the tooltip disappears, so make "
"sure you always provide a new instance (if you want to use a pre-existing "
"node from your scene tree, you can duplicate it and pass the duplicated "
"instance). When [code]null[/code] or a non-Control node is returned, the "
"default tooltip will be used instead.\n"
"The returned node will be added as child to a [PopupPanel], so you should "
"only provide the contents of that panel. That [PopupPanel] can be themed "
"using [method Theme.set_stylebox] for the type [code]\"TooltipPanel\"[/code] "
"(see [member tooltip_text] for an example).\n"
"[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure "
"it's fully visible, you might want to set its [member custom_minimum_size] "
"to some non-zero value.\n"
"[b]Note:[/b] The node (and any relevant children) should be [member "
"CanvasItem.visible] when returned, otherwise, the viewport that instantiates "
"it will not be able to calculate its minimum size reliably.\n"
"[b]Example of usage with a custom-constructed node:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _make_custom_tooltip(for_text):\n"
" var label = Label.new()\n"
" label.text = for_text\n"
" return label\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Control _MakeCustomTooltip(string forText)\n"
"{\n"
" var label = new Label();\n"
" label.Text = forText;\n"
" return label;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Example of usage with a custom scene instance:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _make_custom_tooltip(for_text):\n"
" var tooltip = preload(\"res://some_tooltip_scene.tscn\").instantiate()\n"
" tooltip.get_node(\"Label\").text = for_text\n"
" return tooltip\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Control _MakeCustomTooltip(string forText)\n"
"{\n"
" Node tooltip = ResourceLoader.Load<PackedScene>(\"res://"
"some_tooltip_scene.tscn\").Instantiate();\n"
" tooltip.GetNode<Label>(\"Label\").Text = forText;\n"
" return tooltip;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"由用户实现的虚方法。返回一个 [Control] 节点,该节点取代默认节点以用作工具提"
"示。[param for_text] 包含 [member tooltip_text] 属性的内容。\n"
"返回的节点必须是 [Control] 类型或 Control 派生类型。它可以有任何类型的子节"
"点。当工具提示消失时它会被释放,因此请确保您始终提供一个新实例(如果您想使用"
"场景树中预先存在的节点,您可以复制它并传递复制的实例)。当返回 [code]null[/"
"code] 或非控制节点时,将使用默认的工具提示。\n"
"返回的节点将作为子节点添加到 [PopupPanel],因此您应该只提供该面板的内容。该 "
"[PopupPanel] 可以使用 [method Theme.set_stylebox] 为类型 "
"[code]\"TooltipPanel\"[/code] 设置主题(参见 [member tooltip_text] 示例)。\n"
"[b]注意:[/b]工具提示会被缩小到最小大小。如果您想确保它完全可见,您可能需要将"
"其 [member custom_minimum_size] 设置为非零值。\n"
"[b]注意:[/b]返回时节点(和任何相关的子节点)应该是 [member CanvasItem."
"visible],否则,实例化它的视口将无法可靠地计算它的最小大小。\n"
"[b]自定义构造节点的用法示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _make_custom_tooltip(for_text):\n"
" var label = Label.new()\n"
" label.text = for_text\n"
" return label\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Control _MakeCustomTooltip(string forText)\n"
"{\n"
" var label = new Label();\n"
" label.Text = forText;\n"
" return label;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]自定义场景实例的使用示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _make_custom_tooltip(for_text):\n"
" var tooltip = preload(\"res://some_tooltip_scene.tscn\").instantiate()\n"
" tooltip.get_node(\"Label\").text = for_text\n"
" return tooltip\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Control _MakeCustomTooltip(string forText)\n"
"{\n"
" Node tooltip = ResourceLoader.Load<PackedScene>(\"res://"
"some_tooltip_scene.tscn\").Instantiate();\n"
" tooltip.GetNode<Label>(\"Label\").Text = forText;\n"
" return tooltip;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Marks an input event as handled. Once you accept an input event, it stops "
"propagating, even to nodes listening to [method Node._unhandled_input] or "
"[method Node._unhandled_key_input]."
msgstr ""
"将输入事件标记为已处理。一旦接受输入事件,传播就会停止,不会再传播到正在侦听 "
"[method Node._unhandled_input] 和 [method Node._unhandled_key_input] 的节点。"
msgid ""
"Creates a local override for a theme [Font] with the specified [param name]. "
"Local overrides always take precedence when fetching theme items for the "
"control. An override can be removed with [method "
"remove_theme_font_override].\n"
"See also [method get_theme_font]."
msgstr ""
"为具有指定 [param name] 的主题 [Font] 创建本地覆盖。在获取控件的主题项时,本"
"地覆盖始终优先。覆盖可以使用 [method remove_theme_font_override] 移除。\n"
"另见 [method get_theme_font]。"
msgid ""
"Creates a local override for a theme [StyleBox] with the specified [param "
"name]. Local overrides always take precedence when fetching theme items for "
"the control. An override can be removed with [method "
"remove_theme_stylebox_override].\n"
"See also [method get_theme_stylebox].\n"
"[b]Example of modifying a property in a StyleBox by duplicating it:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# The snippet below assumes the child node MyButton has a StyleBoxFlat "
"assigned.\n"
"# Resources are shared across instances, so we need to duplicate it\n"
"# to avoid modifying the appearance of all other buttons.\n"
"var new_stylebox_normal = $MyButton.get_theme_stylebox(\"normal\")."
"duplicate()\n"
"new_stylebox_normal.border_width_top = 3\n"
"new_stylebox_normal.border_color = Color(0, 1, 0.5)\n"
"$MyButton.add_theme_stylebox_override(\"normal\", new_stylebox_normal)\n"
"# Remove the stylebox override.\n"
"$MyButton.remove_theme_stylebox_override(\"normal\")\n"
"[/gdscript]\n"
"[csharp]\n"
"// The snippet below assumes the child node MyButton has a StyleBoxFlat "
"assigned.\n"
"// Resources are shared across instances, so we need to duplicate it\n"
"// to avoid modifying the appearance of all other buttons.\n"
"StyleBoxFlat newStyleboxNormal = GetNode<Button>(\"MyButton\")."
"GetThemeStylebox(\"normal\").Duplicate() as StyleBoxFlat;\n"
"newStyleboxNormal.BorderWidthTop = 3;\n"
"newStyleboxNormal.BorderColor = new Color(0, 1, 0.5f);\n"
"GetNode<Button>(\"MyButton\").AddThemeStyleboxOverride(\"normal\", "
"newStyleboxNormal);\n"
"// Remove the stylebox override.\n"
"GetNode<Button>(\"MyButton\").RemoveThemeStyleboxOverride(\"normal\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"使用指定的 [param name] 为主题 [StyleBox] 创建本地覆盖。在获取控件的主题项"
"时,本地覆盖始终优先。覆盖可以使用 [method remove_theme_stylebox_override] 移"
"除。\n"
"另见 [method get_theme_stylebox]。\n"
"[b]通过复制来修改 StyleBox 中的属性的示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 下面的代码片段假设子节点 MyButton 分配了一个 StyleBoxFlat。\n"
"# 资源是跨实例共享的,所以我们需要复制它\n"
"# 以避免修改所有其他按钮的外观。\n"
"var new_stylebox_normal = $MyButton.get_theme_stylebox(\"normal\")."
"duplicate()\n"
"new_stylebox_normal.border_width_top = 3\n"
"new_stylebox_normal.border_color = Color(0, 1, 0.5)\n"
"$MyButton.add_theme_stylebox_override(\"normal\", new_stylebox_normal)\n"
"# 移除样式盒覆盖。\n"
"$MyButton.remove_theme_stylebox_override(\"normal\")\n"
"[/gdscript]\n"
"[csharp]\n"
"// 下面的代码片段假设子节点 MyButton 分配了一个 StyleBoxFlat。\n"
"// 资源是跨实例共享的,所以我们需要复制它\n"
"// 以避免修改所有其他按钮的外观。\n"
"StyleBoxFlat newStyleboxNormal = GetNode<Button>(\"MyButton\")."
"GetThemeStylebox(\"normal\").Duplicate() as StyleBoxFlat;\n"
"newStyleboxNormal.BorderWidthTop = 3;\n"
"newStyleboxNormal.BorderColor = new Color(0, 1, 0.5f);\n"
"GetNode<Button>(\"MyButton\").AddThemeStyleboxOverride(\"normal\", "
"newStyleboxNormal);\n"
"// 移除样式盒覆盖。\n"
"GetNode<Button>(\"MyButton\").RemoveThemeStyleboxOverride(\"normal\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Finds the next (below in the tree) [Control] that can receive the focus."
msgstr "找到下一个可以接受焦点的 [Control],在树的下方。"
msgid ""
"Finds the previous (above in the tree) [Control] that can receive the focus."
msgstr "找到上一个可以接受焦点的 [Control],在树的上方。"
msgid ""
"Returns the mouse cursor shape the control displays on mouse hover. See "
"[enum CursorShape]."
msgstr "返回控件在鼠标悬停时显示的鼠标指针形状。参阅[enum CursorShape]。"
msgid "Returns the width/height occupied in the parent control."
msgstr "返回父控件中占用的宽度/高度。"
msgid "Returns the parent control node."
msgstr "返回父控制节点。"
msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that "
"[Theme] has a color item with the specified [param name] and [param "
"theme_type]. If [param theme_type] is omitted the class name of the current "
"control is used as the type, or [member theme_type_variation] if it is "
"defined. If the type is a class name its parent classes are also checked, in "
"order of inheritance. If the type is a variation its base types are checked, "
"in order of dependency, then the control's class name and its parent classes "
"are checked.\n"
"For the current control its local overrides are considered first (see "
"[method add_theme_color_override]), then its assigned [member theme]. After "
"the current control, each parent control and its assigned [member theme] are "
"considered; controls without a [member theme] assigned are skipped. If no "
"matching [Theme] is found in the tree, the custom project [Theme] (see "
"[member ProjectSettings.gui/theme/custom]) and the default [Theme] are used "
"(see [ThemeDB]).\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" # Get the font color defined for the current Control's class, if it "
"exists.\n"
" modulate = get_theme_color(\"font_color\")\n"
" # Get the font color defined for the Button class.\n"
" modulate = get_theme_color(\"font_color\", \"Button\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" // Get the font color defined for the current Control's class, if it "
"exists.\n"
" Modulate = GetThemeColor(\"font_color\");\n"
" // Get the font color defined for the Button class.\n"
" Modulate = GetThemeColor(\"font_color\", \"Button\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"从树中第一个匹配的 [Theme] 返回 [Color],该 [Theme] 中应存在指定名称 [param "
"name] 和主题类型 [param theme_type] 的颜色项。如果省略 [param theme_type] 则"
"会使用当前控件的类名,如果定义了 [member theme_type_variation] 则会优先使用。"
"如果该类型为类名,则还会按照继承顺序检查父类。如果该类型为变种,则还会按照依"
"赖顺序检查基础类型,然后再检查该控件的类名及其父类。\n"
"会首先考虑当前控件的本地覆盖项(见 [method add_theme_color_override]),然后"
"才是其 [member theme]。各个父控件及其 [member theme] 在当前控件之后考虑;会跳"
"过没有 [member theme] 的控件。如果树中没有匹配的 [Theme],则会使用自定义项目 "
"[Theme](见 [member ProjectSettings.gui/theme/custom])和默认 [Theme](见 "
"[ThemeDB])。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" # 获取当前 Control 类中定义的字体颜色,前提是存在。\n"
" modulate = get_theme_color(\"font_color\")\n"
" # 获取 Button 类中定义的字体颜色。\n"
" modulate = get_theme_color(\"font_color\", \"Button\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" // 获取当前 Control 类中定义的字体颜色,前提是存在。\n"
" Modulate = GetThemeColor(\"font_color\");\n"
" // 获取 Button 类中定义的字体颜色。\n"
" Modulate = GetThemeColor(\"font_color\", \"Button\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a constant from the first matching [Theme] in the tree if that "
"[Theme] has a constant item with the specified [param name] and [param "
"theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 返回常量,该 [Theme] 中应存在指定名称 [param "
"name] 和主题类型 [param theme_type] 的常量项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns the default base scale value from the first matching [Theme] in the "
"tree if that [Theme] has a valid [member Theme.default_base_scale] value.\n"
"See [method get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 返回默认基础缩放值,该 [Theme] 中应存在有效的 "
"[member Theme.default_base_scale] 值。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns the default font from the first matching [Theme] in the tree if that "
"[Theme] has a valid [member Theme.default_font] value.\n"
"See [method get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 返回默认字体,该 [Theme] 中应存在有效的 [member "
"Theme.default_font] 值。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns the default font size value from the first matching [Theme] in the "
"tree if that [Theme] has a valid [member Theme.default_font_size] value.\n"
"See [method get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 返回默认字体大小,该 [Theme] 中应存在有效的 "
"[member Theme.default_font_size] 值。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns a [Font] from the first matching [Theme] in the tree if that [Theme] "
"has a font item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 返回 [Font],该 [Theme] 中应存在指定名称 [param "
"name] 和主题类型 [param theme_type] 的字体项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns a font size from the first matching [Theme] in the tree if that "
"[Theme] has a font size item with the specified [param name] and [param "
"theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 返回字体大小,该 [Theme] 中应存在指定名称 [param "
"name] 和主题类型 [param theme_type] 的字体大小项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns an icon from the first matching [Theme] in the tree if that [Theme] "
"has an icon item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 返回图标,该 [Theme] 中应存在指定名称 [param "
"name] 和主题类型 [param theme_type] 的图标项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns a [StyleBox] from the first matching [Theme] in the tree if that "
"[Theme] has a stylebox item with the specified [param name] and [param "
"theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 返回 [StyleBox],该 [Theme] 中应存在指定名称 "
"[param name] 和主题类型 [param theme_type] 的样式盒项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns [code]true[/code] if this is the current focused control. See "
"[member focus_mode]."
msgstr ""
"如果这是当前的焦点控件,则返回 [code]true[/code]。见 [member focus_mode]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
"has a color item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定"
"名称 [param name] 和主题类型 [param theme_type] 的颜色项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a local override for a theme [Color] "
"with the specified [param name] in this [Control] node.\n"
"See [method add_theme_color_override]."
msgstr ""
"如果该 [Control] 节点中存在名为指定 [param name] 的主题 [Color] 本地覆盖项,"
"则返回 [code]true[/code]。\n"
"详情请参阅 [method add_theme_color_override]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
"has a constant item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定"
"名称 [param name] 和主题类型 [param theme_type] 的常量项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a local override for a theme constant "
"with the specified [param name] in this [Control] node.\n"
"See [method add_theme_constant_override]."
msgstr ""
"如果该 [Control] 节点中存在名为指定 [param name] 的主题常量本地覆盖项,则返"
"回 [code]true[/code]。\n"
"详情请参阅 [method add_theme_constant_override]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
"has a font item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定"
"名称 [param name] 和主题类型 [param theme_type] 的字体项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a local override for a theme [Font] "
"with the specified [param name] in this [Control] node.\n"
"See [method add_theme_font_override]."
msgstr ""
"如果该 [Control] 节点中存在名为指定 [param name] 的主题 [Font] 本地覆盖项,则"
"返回 [code]true[/code]。\n"
"详情请参阅 [method add_theme_font_override]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
"has a font size item with the specified [param name] and [param "
"theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定"
"名称 [param name] 和主题类型 [param theme_type] 的字体大小项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a local override for a theme font size "
"with the specified [param name] in this [Control] node.\n"
"See [method add_theme_font_size_override]."
msgstr ""
"如果该 [Control] 节点中存在名为指定 [param name] 的主题字体大小本地覆盖项,则"
"返回 [code]true[/code]。\n"
"详情请参阅 [method add_theme_font_size_override]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
"has an icon item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定"
"名称 [param name] 和主题类型 [param theme_type] 的图标项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a local override for a theme icon with "
"the specified [param name] in this [Control] node.\n"
"See [method add_theme_icon_override]."
msgstr ""
"如果该 [Control] 节点中存在名为指定 [param name] 的主题图标本地覆盖项,则返"
"回 [code]true[/code]。\n"
"详情请参阅 [method add_theme_icon_override]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
"has a stylebox item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定"
"名称 [param name] 和主题类型 [param theme_type] 的样式盒项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a local override for a theme "
"[StyleBox] with the specified [param name] in this [Control] node.\n"
"See [method add_theme_stylebox_override]."
msgstr ""
"如果该 [Control] 节点中存在名为指定 [param name] 的主题 [StyleBox] 本地覆盖"
"项,则返回 [code]true[/code]。\n"
"详情请参阅 [method add_theme_stylebox_override]。"
msgid ""
"Returns [code]true[/code] if a drag operation is successful. Alternative to "
"[method Viewport.gui_is_drag_successful].\n"
"Best used with [constant Node.NOTIFICATION_DRAG_END]."
msgstr ""
"如果拖放操作成功则返回 [code]true[/code],是 [method Viewport."
"gui_is_drag_successful] 的替代方案。\n"
"建议与 [constant Node.NOTIFICATION_DRAG_END] 配合使用。"
msgid "Returns [code]true[/code] if layout is right-to-left."
msgstr "如果布局是从右至左的,则返回 [code]true[/code]。"
msgid "Give up the focus. No other control will be able to receive input."
msgstr "放弃焦点。不会让其他控件能够接收键盘输入。"
msgid ""
"Removes a local override for a theme [Color] with the specified [param name] "
"previously added by [method add_theme_color_override] or via the Inspector "
"dock."
msgstr ""
"移除名为指定 [param name] 的主题 [Color] 本地覆盖项,该覆盖项由 [method "
"add_theme_color_override] 或检查器面板添加的。"
msgid ""
"Removes a local override for a theme constant with the specified [param "
"name] previously added by [method add_theme_constant_override] or via the "
"Inspector dock."
msgstr ""
"移除名为指定 [param name] 的主题常量本地覆盖项,该覆盖项由 [method "
"add_theme_constant_override] 或检查器面板添加的。"
msgid ""
"Removes a local override for a theme [Font] with the specified [param name] "
"previously added by [method add_theme_font_override] or via the Inspector "
"dock."
msgstr ""
"移除名为指定 [param name] 的主题 [Font] 本地覆盖项,该覆盖项由 [method "
"add_theme_font_override] 或检查器面板添加的。"
msgid ""
"Removes a local override for a theme font size with the specified [param "
"name] previously added by [method add_theme_font_size_override] or via the "
"Inspector dock."
msgstr ""
"移除名为指定 [param name] 的主题字体大小本地覆盖项,该覆盖项由 [method "
"add_theme_font_size_override] 或检查器面板添加的。"
msgid ""
"Removes a local override for a theme icon with the specified [param name] "
"previously added by [method add_theme_icon_override] or via the Inspector "
"dock."
msgstr ""
"移除名为指定 [param name] 的主题图标本地覆盖项,该覆盖项由 [method "
"add_theme_icon_override] 或检查器面板添加的。"
msgid ""
"Removes a local override for a theme [StyleBox] with the specified [param "
"name] previously added by [method add_theme_stylebox_override] or via the "
"Inspector dock."
msgstr ""
"移除名为指定 [param name] 的主题 [StyleBox] 本地覆盖项,该覆盖项由 [method "
"add_theme_stylebox_override] 或检查器面板添加的。"
msgid ""
"Moves the mouse cursor to [param position], relative to [member position] of "
"this [Control].\n"
"[b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and "
"Linux. It has no effect on Android, iOS and Web."
msgstr ""
"将鼠标光标移动到 [param position],相对于该 [Control] 的 [member "
"position]。\n"
"[b]注意:[/b][method warp_mouse] 仅在 Windows、macOS 和 Linux 上受支持。它在 "
"Android、iOS 和 Web 上没有效果。"
msgid ""
"Toggles if any text should automatically change to its translated version "
"depending on the current locale. Note that this will not affect any internal "
"nodes (e.g. the popup of a [MenuButton]).\n"
"Also decides if the node's strings should be parsed for POT generation."
msgstr ""
"切换是否所有文本都应该根据当前区域设置自动变为翻译后的版本。请注意,内部节点"
"不受影响(例如 [MenuButton] 的弹出内容)。\n"
"还会决定生成 POT 时是否应解析该节点中的字符串。"
msgid ""
"Enables whether rendering of [CanvasItem] based children should be clipped "
"to this control's rectangle. If [code]true[/code], parts of a child which "
"would be visibly outside of this control's rectangle will not be rendered "
"and won't receive input."
msgstr ""
"渲染基于 [CanvasItem] 的子节点时,是否应剪裁到该控件的矩形中。如果为 "
"[code]true[/code],则子节点显示在该控件的矩形范围之外的部分,不会渲染,也不会"
"接收输入。"
msgid ""
"The minimum size of the node's bounding rectangle. If you set it to a value "
"greater than (0, 0), the node's bounding rectangle will always have at least "
"this size, even if its content is smaller. If it's set to (0, 0), the node "
"sizes automatically to fit its content, be it a texture or child nodes."
msgstr ""
"节点的边界矩形的最小尺寸。如果你将它设置为大于 (0,0) 的值,节点的边界矩形将"
"始终至少有这个大小,即使它的内容更小。如果设置为 (0,0),节点的大小会自动适应"
"其内容,无论是纹理还是子节点。"
msgid ""
"Tells Godot which node it should give focus to if the user presses the down "
"arrow on the keyboard or down on a gamepad by default. You can change the "
"key by editing the [member ProjectSettings.input/ui_down] input action. The "
"node must be a [Control]. If this property is not set, Godot will give focus "
"to the closest [Control] to the bottom of this one."
msgstr ""
"告诉 Godot 在默认情况下,当用户按下键盘上的向下箭头或游戏手柄上的向下键时,应"
"将焦点交给哪个节点。你可以通过编辑 [member ProjectSettings.input/ui_down] 的"
"输入动作来更改按键。该节点必须为 [Control]。如果未设置此属性,则 Godot 会将焦"
"点交给与该控件底部最接近的 [Control]。"
msgid ""
"Tells Godot which node it should give focus to if the user presses the left "
"arrow on the keyboard or left on a gamepad by default. You can change the "
"key by editing the [member ProjectSettings.input/ui_left] input action. The "
"node must be a [Control]. If this property is not set, Godot will give focus "
"to the closest [Control] to the left of this one."
msgstr ""
"告诉 Godot 在默认情况下,当用户按下键盘上的向左箭头或游戏手柄上的向左键时,应"
"将焦点交给哪个节点。你可以通过编辑 [member ProjectSettings.input/ui_left] 的"
"输入动作来更改按键。该节点必须为 [Control]。如果未设置此属性,则 Godot 会将焦"
"点交给与该控件左侧最接近的 [Control]。"
msgid ""
"Tells Godot which node it should give focus to if the user presses the right "
"arrow on the keyboard or right on a gamepad by default. You can change the "
"key by editing the [member ProjectSettings.input/ui_right] input action. The "
"node must be a [Control]. If this property is not set, Godot will give focus "
"to the closest [Control] to the bottom of this one."
msgstr ""
"告诉 Godot 在默认情况下,当用户按下键盘上的向右箭头或游戏手柄上的向右键时,应"
"将焦点交给哪个节点。你可以通过编辑 [member ProjectSettings.input/ui_right] 的"
"输入动作来更改按键。该节点必须为 [Control]。如果未设置此属性,则 Godot 会将焦"
"点交给与该控件右侧最接近的 [Control]。"
msgid ""
"Tells Godot which node it should give focus to if the user presses the top "
"arrow on the keyboard or top on a gamepad by default. You can change the key "
"by editing the [member ProjectSettings.input/ui_up] input action. The node "
"must be a [Control]. If this property is not set, Godot will give focus to "
"the closest [Control] to the bottom of this one."
msgstr ""
"告诉 Godot 在默认情况下,当用户按下键盘上的向上箭头或游戏手柄上的向上键时,应"
"将焦点交给哪个节点。你可以通过编辑 [member ProjectSettings.input/ui_up] 的输"
"入动作来更改按键。该节点必须为 [Control]。如果未设置此属性,则 Godot 会将焦点"
"交给与该控件顶部最接近的 [Control]。"
msgid ""
"Tells Godot which node it should give focus to if the user presses [kbd]Tab[/"
"kbd] on a keyboard by default. You can change the key by editing the [member "
"ProjectSettings.input/ui_focus_next] input action.\n"
"If this property is not set, Godot will select a \"best guess\" based on "
"surrounding nodes in the scene tree."
msgstr ""
"告诉 Godot 在默认情况下,当用户按下键盘上的 [kbd]Tab[/kbd] 时,应将焦点交给哪"
"个节点。你可以通过编辑 [member ProjectSettings.input/ui_focus_next] 的输入动"
"作来更改按键。\n"
"如果未设置此属性,则 Godot 会将根据场景树中的附近节点选择一个“最佳猜测”。"
msgid ""
"Tells Godot which node it should give focus to if the user presses "
"[kbd]Shift + Tab[/kbd] on a keyboard by default. You can change the key by "
"editing the [member ProjectSettings.input/ui_focus_prev] input action.\n"
"If this property is not set, Godot will select a \"best guess\" based on "
"surrounding nodes in the scene tree."
msgstr ""
"告诉 Godot 在默认情况下,当用户按下键盘上的 [kbd]Shift + Tab[/kbd] 时,应将焦"
"点交给哪个节点。你可以通过编辑 [member ProjectSettings.input/ui_focus_prev] "
"的输入动作来更改按键。\n"
"如果未设置此属性,则 Godot 会将根据场景树中的附近节点选择一个“最佳猜测”。"
msgid ""
"The node's global position, relative to the world (usually to the "
"[CanvasLayer])."
msgstr "该节点的全局位置,相对于世界(通常为 [CanvasLayer])。"
msgid ""
"Controls the direction on the horizontal axis in which the control should "
"grow if its horizontal minimum size is changed to be greater than its "
"current size, as the control always has to be at least the minimum size."
msgstr ""
"控制水平轴的方向,如果控件的水平最小尺寸更改为大于其当前尺寸,则控件应沿水平"
"轴增长,因为控件始终必须至少为最小尺寸。"
msgid ""
"Controls the direction on the vertical axis in which the control should grow "
"if its vertical minimum size is changed to be greater than its current size, "
"as the control always has to be at least the minimum size."
msgstr ""
"控制控件在垂直轴上的方向,如果控件的垂直最小尺寸更改为大于当前尺寸,则控件应"
"沿该方向增大,因为控件始终必须至少为最小尺寸。"
msgid ""
"Controls layout direction and text writing direction. Right-to-left layouts "
"are necessary for certain languages (e.g. Arabic and Hebrew)."
msgstr ""
"控制布局方向和文本书写方向。某些语言需要从右至左的布局(例如阿拉伯语和希伯来"
"语)。"
msgid ""
"If [code]true[/code], automatically converts code line numbers, list "
"indices, [SpinBox] and [ProgressBar] values from the Western Arabic (0..9) "
"to the numeral systems used in current locale.\n"
"[b]Note:[/b] Numbers within the text are not automatically converted, it can "
"be done manually, using [method TextServer.format_number]."
msgstr ""
"如果为 [code]true[/code],则会自动将代码行号、列表索引号、[SpinBox] 和 "
"[ProgressBar] 的值,从阿拉伯数字(0..9)转换为当前区域设置所使用的记数系"
"统。\n"
"[b]注意:[/b]不会自动转换文本中的数字,可以使用 [method TextServer."
"format_number] 手动转换。"
msgid ""
"The default cursor shape for this control. Useful for Godot plugins and "
"applications or games that use the system's mouse cursors.\n"
"[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the "
"system."
msgstr ""
"此控件的默认光标形状。对于 Godot 插件和使用系统鼠标光标的应用程序或游戏很有"
"用。\n"
"[b]注意:[/b]在 Linux 上,形状可能会有所不同,具体取决于系统的光标主题。"
msgid ""
"Controls whether the control will be able to receive mouse button input "
"events through [method _gui_input] and how these events should be handled. "
"Also controls whether the control can receive the [signal mouse_entered], "
"and [signal mouse_exited] signals. See the constants to learn what each does."
msgstr ""
"控制控件是否能够通过 [method _gui_input] 接收鼠标按钮输入事件,以及如何处理这"
"些事件。还控制控件是否能接收 [signal mouse_entered] 和 [signal mouse_exited] "
"信号。参阅常量来了解每个常量的作用。"
msgid ""
"Distance between the node's bottom edge and its parent control, based on "
"[member anchor_bottom].\n"
"Offsets are often controlled by one or multiple parent [Container] nodes, so "
"you should not modify them manually if your node is a direct child of a "
"[Container]. Offsets update automatically when you move or resize the node."
msgstr ""
"该节点底部边缘与其父控件之间的距离,基于 [member anchor_bottom]。\n"
"偏移量通常由一个或多个父 [Container] 节点控制,因此如果你的节点是 "
"[Container] 的直接子节点,则不应进行手动修改。移动节点或调整节点大小时,偏移"
"量会自动更新。"
msgid ""
"Distance between the node's left edge and its parent control, based on "
"[member anchor_left].\n"
"Offsets are often controlled by one or multiple parent [Container] nodes, so "
"you should not modify them manually if your node is a direct child of a "
"[Container]. Offsets update automatically when you move or resize the node."
msgstr ""
"该节点左侧边缘与其父控件之间的距离,基于 [member anchor_left]。\n"
"偏移量通常由一个或多个父 [Container] 节点控制,因此如果你的节点是 "
"[Container] 的直接子节点,则不应进行手动修改。移动节点或调整节点大小时,偏移"
"量会自动更新。"
msgid ""
"Distance between the node's right edge and its parent control, based on "
"[member anchor_right].\n"
"Offsets are often controlled by one or multiple parent [Container] nodes, so "
"you should not modify them manually if your node is a direct child of a "
"[Container]. Offsets update automatically when you move or resize the node."
msgstr ""
"该节点右侧边缘与其父控件之间的距离,基于 [member anchor_right]。\n"
"偏移量通常由一个或多个父 [Container] 节点控制,因此如果你的节点是 "
"[Container] 的直接子节点,则不应进行手动修改。移动节点或调整节点大小时,偏移"
"量会自动更新。"
msgid ""
"Distance between the node's top edge and its parent control, based on "
"[member anchor_top].\n"
"Offsets are often controlled by one or multiple parent [Container] nodes, so "
"you should not modify them manually if your node is a direct child of a "
"[Container]. Offsets update automatically when you move or resize the node."
msgstr ""
"该节点顶部边缘与其父控件之间的距离,基于 [member anchor_top]。\n"
"偏移量通常由一个或多个父 [Container] 节点控制,因此如果你的节点是 "
"[Container] 的直接子节点,则不应进行手动修改。移动节点或调整节点大小时,偏移"
"量会自动更新。"
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
"[member rotation] or [member scale], it will rotate or scale around this "
"pivot. Set this property to [member size] / 2 to pivot around the Control's "
"center."
msgstr ""
"默认情况下,该节点的轴心位于左上角。更改 [member rotation] 或 [member scale] "
"时,将围绕该轴心进行旋转或缩放。如果将该属性设置为 [member size] / 2,则围绕"
"的是该控件的中心点。"
msgid ""
"The node's position, relative to its containing node. It corresponds to the "
"rectangle's top-left corner. The property is not affected by [member "
"pivot_offset]."
msgstr ""
"该节点的位置,相对于父节点。对应的是矩形的左上角。该属性不受 [member "
"pivot_offset] 的影响。"
msgid ""
"The node's rotation around its pivot, in radians. See [member pivot_offset] "
"to change the pivot's position."
msgstr ""
"该节点围绕其轴心的旋转,单位为弧度。更改轴心的位置请参阅 [member "
"pivot_offset]。"
msgid ""
"Helper property to access [member rotation] in degrees instead of radians."
msgstr "辅助属性,用于按度数访问 [member rotation] 而不是弧度数。"
msgid ""
"The size of the node's bounding rectangle, in the node's coordinate system. "
"[Container] nodes update this property automatically."
msgstr ""
"该节点的边界矩形的大小,使用该节点的坐标系。[Container] 节点会自动更新此属"
"性。"
msgid ""
"Tells the parent [Container] nodes how they should resize and place the node "
"on the X axis. Use one of the [enum SizeFlags] constants to change the "
"flags. See the constants to learn what each does."
msgstr ""
"告诉父 [Container] 节点应如何调整尺寸并将其放置在 X 轴上。使用 [enum "
"SizeFlags] 常量之一更改标志。查看常量以了解每个常量的作用。"
msgid ""
"Tells the parent [Container] nodes how they should resize and place the node "
"on the Y axis. Use one of the [enum SizeFlags] constants to change the "
"flags. See the constants to learn what each does."
msgstr ""
"告诉父 [Container] 节点应如何调整尺寸并将其放置在 X 轴上。使用 [enum "
"SizeFlags] 常量之一更改标志。查看常量以了解每个常量的作用。"
msgid ""
"The [Theme] resource this node and all its [Control] and [Window] children "
"use. If a child node has its own [Theme] resource set, theme items are "
"merged with child's definitions having higher priority.\n"
"[b]Note:[/b] [Window] styles will have no effect unless the window is "
"embedded."
msgstr ""
"该节点及其子 [Control] 和 [Window] 所使用的 [Theme] 资源。如果子节点也设置了 "
"[Theme] 资源,则会合并主题项,子节点的定义优先级更高。\n"
"[b]注意:[/b]除非 [Window] 为嵌入式,否则窗口样式无效。"
msgid ""
"The default tooltip text. The tooltip appears when the user's mouse cursor "
"stays idle over this control for a few moments, provided that the [member "
"mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. The time "
"required for the tooltip to appear can be changed with the [member "
"ProjectSettings.gui/timers/tooltip_delay_sec] option. See also [method "
"get_tooltip].\n"
"The tooltip popup will use either a default implementation, or a custom one "
"that you can provide by overriding [method _make_custom_tooltip]. The "
"default tooltip includes a [PopupPanel] and [Label] whose theme properties "
"can be customized using [Theme] methods with the [code]\"TooltipPanel\"[/"
"code] and [code]\"TooltipLabel\"[/code] respectively. For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var style_box = StyleBoxFlat.new()\n"
"style_box.set_bg_color(Color(1, 1, 0))\n"
"style_box.set_border_width_all(2)\n"
"# We assume here that the `theme` property has been assigned a custom Theme "
"beforehand.\n"
"theme.set_stylebox(\"panel\", \"TooltipPanel\", style_box)\n"
"theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n"
"[/gdscript]\n"
"[csharp]\n"
"var styleBox = new StyleBoxFlat();\n"
"styleBox.SetBgColor(new Color(1, 1, 0));\n"
"styleBox.SetBorderWidthAll(2);\n"
"// We assume here that the `Theme` property has been assigned a custom Theme "
"beforehand.\n"
"Theme.SetStyleBox(\"panel\", \"TooltipPanel\", styleBox);\n"
"Theme.SetColor(\"font_color\", \"TooltipLabel\", new Color(0, 1, 1));\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"默认工具提示文本。如果 [member mouse_filter] 属性不是 [constant "
"MOUSE_FILTER_IGNORE],则当用户的鼠标光标在此控件上停留片刻时,将出现工具提"
"示。可以使用 [member ProjectSettings.gui/timers/tooltip_delay_sec] 选项更改工"
"具提示出现所需的时间。另见 [method get_tooltip]。\n"
"工具提示弹出窗口将使用默认实现,或者使用通过覆盖 [method "
"_make_custom_tooltip] 提供的自定义实现。默认工具提示包括一个 [PopupPanel] 和 "
"[Label],其主题属性可以使用 [Theme] 方法分别对 [code]\"TooltipPanel\"[/code] "
"和 [code]\"TooltipLabel\"[/code] 进行自定义。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var style_box = StyleBoxFlat.new()\n"
"style_box.set_bg_color(Color(1, 1, 0))\n"
"style_box.set_border_width_all(2)\n"
"# 我们在这里假设`Theme`属性已经被事先分配了一个自定义的主题。\n"
"theme.set_stylebox(\"panel\", \"TooltipPanel\", style_box)\n"
"theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n"
"[/gdscript]\n"
"[csharp]\n"
"var styleBox = new StyleBoxFlat();\n"
"styleBox.SetBgColor(new Color(1, 1, 0));\n"
"styleBox.SetBorderWidthAll(2);\n"
"// 我们在这里假设`Theme`属性已经被事先分配了一个自定义的主题。\n"
"Theme.SetStyleBox(\"panel\", \"TooltipPanel\", styleBox);\n"
"Theme.SetColor(\"font_color\", \"TooltipLabel\", new Color(0, 1, 1));\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Emitted when the node gains focus."
msgstr "当该节点获得焦点时发出。"
msgid "Emitted when the node loses focus."
msgstr "当该节点失去焦点时发出。"
msgid "Emitted when the node receives an [InputEvent]."
msgstr "当节点收到 [InputEvent] 时发出。"
msgid "Emitted when the node's minimum size changes."
msgstr "当节点的最小大小更改时发出。"
msgid ""
"Emitted when the mouse enters the control's [code]Rect[/code] area, provided "
"its [member mouse_filter] lets the event reach it.\n"
"[b]Note:[/b] [signal mouse_entered] will not be emitted if the mouse enters "
"a child [Control] node before entering the parent's [code]Rect[/code] area, "
"at least until the mouse is moved to reach the parent's [code]Rect[/code] "
"area."
msgstr ""
"当鼠标进入控件的[code]Rect[/code]区域时触发,只要其[member mouse_filter]允许"
"事件到达。\n"
"[b]注意:[/b]如果鼠标在进入父控件的[code]Rect[/code]区域之前进入子[Control]节"
"点,在鼠标移动到父控件的[code]Rect[/code]区域之前,不会发出[signal "
"mouse_entered]。"
msgid "Emitted when the control changes size."
msgstr "当控件更改大小时发出。"
msgid ""
"Emitted when one of the size flags changes. See [member "
"size_flags_horizontal] and [member size_flags_vertical]."
msgstr ""
"当大小标志之一更改时发出。见 [member size_flags_horizontal] 和 [member "
"size_flags_vertical]。"
msgid "The node cannot grab focus. Use with [member focus_mode]."
msgstr "该节点无法获取焦点。在 [member focus_mode] 中使用。"
msgid ""
"The node can only grab focus on mouse clicks. Use with [member focus_mode]."
msgstr "该节点只能通过鼠标点击获取焦点。在 [member focus_mode] 中使用。"
msgid "Sent when the mouse pointer enters the node."
msgstr "当鼠标指针进入该节点时发送。"
msgid "Sent when the mouse pointer exits the node."
msgstr "当鼠标指针退出该节点时发送。"
msgid "Sent when the node grabs focus."
msgstr "当节点获得焦点时发送。"
msgid "Sent when the node loses focus."
msgstr "当节点失去焦点时发送。"
msgid ""
"Sent when this node is inside a [ScrollContainer] which has begun being "
"scrolled."
msgstr "当此节点在已开始滚动的 [ScrollContainer] 内部时发送。"
msgid ""
"Sent when this node is inside a [ScrollContainer] which has stopped being "
"scrolled."
msgstr "当此节点在已停止滚动的 [ScrollContainer] 内部时发送。"
msgid "Sent when control layout direction is changed."
msgstr "当控件的布局方向改变时发送。"
msgid ""
"Show the system's arrow mouse cursor when the user hovers the node. Use with "
"[member mouse_default_cursor_shape]."
msgstr ""
"当用户将节点悬停时,显示系统的箭头鼠标光标。与 [member "
"mouse_default_cursor_shape] 成员一起使用。"
msgid ""
"Show the system's I-beam mouse cursor when the user hovers the node. The I-"
"beam pointer has a shape similar to \"I\". It tells the user they can "
"highlight or insert text."
msgstr ""
"当用户将节点悬停时,显示系统的 I 型光束鼠标光标。工字梁指针的形状类似于“I”。"
"它告诉用户他们可以突出显示或插入文本。"
msgid ""
"Show the system's pointing hand mouse cursor when the user hovers the node."
msgstr "当用户将节点悬停时,显示系统的手形鼠标光标。"
msgid "Show the system's cross mouse cursor when the user hovers the node."
msgstr "当用户将鼠标悬停在节点上时,显示系统的交叉鼠标光标。"
msgid ""
"Show the system's wait mouse cursor when the user hovers the node. Often an "
"hourglass."
msgstr "当用户悬停节点时,显示系统等待的鼠标光标。通常是一个沙漏。"
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
"arrow with a small hourglass."
msgstr "当用户悬停节点时,显示系统繁忙的鼠标光标。通常是箭头加一个小沙漏。"
msgid ""
"Show the system's drag mouse cursor, often a closed fist or a cross symbol, "
"when the user hovers the node. It tells the user they're currently dragging "
"an item, like a node in the Scene dock."
msgstr ""
"当用户悬停在节点上时,显示系统的拖动鼠标光标,通常是一个闭合的拳头或十字符"
"号。它告诉用户他们当前正在拖动一个项目,例如场景面板中的节点。"
msgid ""
"Show the system's drop mouse cursor when the user hovers the node. It can be "
"an open hand. It tells the user they can drop an item they're currently "
"grabbing, like a node in the Scene dock."
msgstr ""
"当用户悬停节点时,显示系统的落地鼠标光标。它可以是一个张开的手。它告诉用户可"
"以放下一个他们当前正在抓取的物品,比如场景面板中的一个节点。"
msgid ""
"Show the system's forbidden mouse cursor when the user hovers the node. "
"Often a crossed circle."
msgstr "当用户悬停节点时,显示系统禁止的鼠标光标。通常是一个交叉的圆圈。"
msgid ""
"Show the system's vertical resize mouse cursor when the user hovers the "
"node. A double-headed vertical arrow. It tells the user they can resize the "
"window or the panel vertically."
msgstr ""
"当用户悬停节点时,显示系统的垂直调整鼠标光标。一个双头的垂直箭头。它告诉用户"
"可以垂直调整窗口或面板的大小。"
msgid ""
"Show the system's horizontal resize mouse cursor when the user hovers the "
"node. A double-headed horizontal arrow. It tells the user they can resize "
"the window or the panel horizontally."
msgstr ""
"当用户悬停节点时,显示系统的水平调整鼠标光标。一个双头的水平箭头。它告诉用户"
"可以水平调整窗口或面板的大小。"
msgid ""
"Show the system's window resize mouse cursor when the user hovers the node. "
"The cursor is a double-headed arrow that goes from the bottom left to the "
"top right. It tells the user they can resize the window or the panel both "
"horizontally and vertically."
msgstr ""
"当用户将节点悬停时,显示系统窗口调整大小的鼠标光标。光标是从左下角到右上角的"
"双向箭头。它告诉用户可以水平和垂直调整窗口或面板的大小。"
msgid ""
"Show the system's window resize mouse cursor when the user hovers the node. "
"The cursor is a double-headed arrow that goes from the top left to the "
"bottom right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user "
"they can resize the window or the panel both horizontally and vertically."
msgstr ""
"当用户将节点悬停时,显示系统窗口调整大小的鼠标光标。光标是一个双向箭头,从左"
"上角到右下角,与 [constant CURSOR_BDIAGSIZE] 相反。它告诉用户可以水平和垂直调"
"整窗口或面板的大小。"
msgid ""
"Show the system's move mouse cursor when the user hovers the node. It shows "
"2 double-headed arrows at a 90 degree angle. It tells the user they can move "
"a UI element freely."
msgstr ""
"当用户将节点悬停时,显示系统的移动鼠标光标。它以 90 度角显示 2 个双向箭头。它"
"告诉用户他们可以自由移动 UI 元素。"
msgid ""
"Show the system's vertical split mouse cursor when the user hovers the node. "
"On Windows, it's the same as [constant CURSOR_VSIZE]."
msgstr ""
"当用户将节点悬停时,显示系统的垂直拆分鼠标光标。在 Windows 上与 [constant "
"CURSOR_VSIZE] 相同。"
msgid ""
"Show the system's horizontal split mouse cursor when the user hovers the "
"node. On Windows, it's the same as [constant CURSOR_HSIZE]."
msgstr ""
"当用户将节点悬停时,显示系统的水平拆分鼠标光标。在 Windows 上与 [constant "
"CURSOR_HSIZE] 相同。"
msgid ""
"Show the system's help mouse cursor when the user hovers the node, a "
"question mark."
msgstr "当用户将节点悬停在一个节点上时,显示系统的帮助鼠标光标,一个问号。"
msgid ""
"Snap all 4 anchors to the top-left of the parent control's bounds. Use with "
"[method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件边界的左上角。与 [method set_anchors_preset] 一起"
"使用。"
msgid ""
"Snap all 4 anchors to the top-right of the parent control's bounds. Use with "
"[method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件边界的右上角。与 [method set_anchors_preset] 一起"
"使用。"
msgid ""
"Snap all 4 anchors to the bottom-left of the parent control's bounds. Use "
"with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件边界的左下角。与 [method set_anchors_preset] 一起"
"使用。"
msgid ""
"Snap all 4 anchors to the bottom-right of the parent control's bounds. Use "
"with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件边界的右下角。与 [method set_anchors_preset] 一起"
"使用。"
msgid ""
"Snap all 4 anchors to the center of the left edge of the parent control's "
"bounds. Use with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件边界的左边缘的中心。与 [method "
"set_anchors_preset] 一起使用。"
msgid ""
"Snap all 4 anchors to the center of the top edge of the parent control's "
"bounds. Use with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件边界的顶边缘的中心。与 [method "
"set_anchors_preset] 一起使用。"
msgid ""
"Snap all 4 anchors to the center of the right edge of the parent control's "
"bounds. Use with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件边界的右边缘的中心。与 [method "
"set_anchors_preset] 一起使用。"
msgid ""
"Snap all 4 anchors to the center of the bottom edge of the parent control's "
"bounds. Use with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件边界的底边缘的中心。与 [method "
"set_anchors_preset] 一起使用。"
msgid ""
"Snap all 4 anchors to the center of the parent control's bounds. Use with "
"[method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件边界的中心。与 [method set_anchors_preset] 一起使"
"用。"
msgid ""
"Snap all 4 anchors to a vertical line that cuts the parent control in half. "
"Use with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到一条垂直线,该垂直线将父控件切成两半。与 [method "
"set_anchors_preset] 一起使用。"
msgid ""
"Snap all 4 anchors to a horizontal line that cuts the parent control in "
"half. Use with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到一条水平线,该水平线将父控件切成两半。与 [method "
"set_anchors_preset] 一起使用。"
msgid "The control will be resized to its minimum size."
msgstr "控件将被调整为最小尺寸。"
msgid "The control's width will not change."
msgstr "控件的宽度不会改变。"
msgid "The control's height will not change."
msgstr "控件的高度不会改变。"
msgid "The control's size will not change."
msgstr "控件的大小不会改变。"
msgid ""
"Tells the parent [Container] to let this node take all the available space "
"on the axis you flag. If multiple neighboring nodes are set to expand, "
"they'll share the space based on their stretch ratio. See [member "
"size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and "
"[member size_flags_vertical]."
msgstr ""
"告诉父级 [Container] 让该节点占用您标记的轴上的所有可用空间。如果将多个相邻节"
"点设置为扩展,它们将根据其拉伸比共享空间。见 [member "
"size_flags_stretch_ratio]。用于 [member size_flags_horizontal] 和 [member "
"size_flags_vertical]。"
msgid ""
"The control will receive mouse button input events through [method "
"_gui_input] if clicked on. And the control will receive the [signal "
"mouse_entered] and [signal mouse_exited] signals. These events are "
"automatically marked as handled, and they will not propagate further to "
"other controls. This also results in blocking signals in other controls."
msgstr ""
"被点击时,控件将通过 [method _gui_input] 收到鼠标按钮输入事件。控件能够接收"
"到 [signal mouse_entered] 和 [signal mouse_exited] 信号。这些事件将自动被标记"
"为已处理,不会进一步传播到其他控件,因此相关的信号也不会在其他控件中触发。"
msgid ""
"The control will not receive mouse button input events through [method "
"_gui_input]. The control will also not receive the [signal mouse_entered] "
"nor [signal mouse_exited] signals. This will not block other controls from "
"receiving these events or firing the signals. Ignored events will not be "
"handled automatically."
msgstr ""
"该控件不会通过 [method _gui_input] 收到鼠标按钮输入事件,也不会接收到 "
"[signal mouse_entered] 和 [signal mouse_exited] 信号。这不会阻止其他控件接收"
"这些事件或触发信号。被忽略的事件将不会被自动处理。"
msgid ""
"The control will grow to the left or top to make up if its minimum size is "
"changed to be greater than its current size on the respective axis."
msgstr ""
"如果控件的最小尺寸更改为大于其相应轴上的当前尺寸,则控件将向左或顶部增大以进"
"行组合。"
msgid ""
"The control will grow to the right or bottom to make up if its minimum size "
"is changed to be greater than its current size on the respective axis."
msgstr ""
"如果控件的最小尺寸更改为大于其相应轴上的当前尺寸,则控件将向右或向下增大以进"
"行补偿。"
msgid ""
"The control will grow in both directions equally to make up if its minimum "
"size is changed to be greater than its current size."
msgstr ""
"如果控件的最小大小更改为大于其当前大小,则控件将在两个方向上均等地增长以组成"
"该控件。"
msgid ""
"Snaps one of the 4 anchor's sides to the origin of the node's [code]Rect[/"
"code], in the top left. Use it with one of the [code]anchor_*[/code] member "
"variables, like [member anchor_left]. To change all 4 anchors at once, use "
"[method set_anchors_preset]."
msgstr ""
"将 4 个锚点的某一侧吸附到节点的 [code]Rect[/code] 的左上角。在 "
"[code]anchor_*[/code] 成员变量中使用,例如 [member anchor_left]。要一次更改全"
"部 4 个锚点,请使用 [method set_anchors_preset]。"
msgid ""
"Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/"
"code], in the bottom right. Use it with one of the [code]anchor_*[/code] "
"member variables, like [member anchor_left]. To change all 4 anchors at "
"once, use [method set_anchors_preset]."
msgstr ""
"将 4 个锚点的某一侧吸附到节点的 [code]Rect[/code] 的右下角。在 "
"[code]anchor_*[/code] 成员变量中使用,例如 [member anchor_left]。要一次更改全"
"部 4 个锚点,请使用 [method set_anchors_preset]。"
msgid "Left-to-right layout direction."
msgstr "从左至右的布局方向。"
msgid "Right-to-left layout direction."
msgstr "从右至左的布局方向。"
msgid "Text writing direction is the same as layout direction."
msgstr "文字书写方向与布局方向相同。"
msgid ""
"Automatic text writing direction, determined from the current locale and "
"text content."
msgstr "自动文本书写方向,根据当前区域设置和文本内容确定。"
msgid "Left-to-right text writing direction."
msgstr "从左至右的文本书写方向。"
msgid "Right-to-left text writing direction."
msgstr "从右至左的文本书写方向。"
msgid "Convex polygon shape resource for 2D physics."
msgstr "凸多边形形状资源,用于 2D 物理。"
msgid ""
"The polygon's list of vertices. Can be in either clockwise or "
"counterclockwise order. Only set this property with convex hull points, use "
"[method set_point_cloud] to generate a convex hull shape from concave shape "
"points."
msgstr ""
"该多边形的顶点列表。顺时针顺序或逆时针顺序都有可能。请用凸包点设置该属性,可"
"以用 [method set_point_cloud] 从凹形状点设成凸包形状。"
msgid "The list of 3D points forming the convex polygon shape."
msgstr "形成凸多边形的 3D 点列表。"
msgid "CPU-based 2D particle emitter."
msgstr "基于 CPU 的 2D 粒子发射器。"
msgid "Particle systems (2D)"
msgstr "粒子系统(2D)"
msgid "Returns the [Curve] of the parameter specified by [enum Parameter]."
msgstr "返回由 [enum Parameter] 指定的参数的 [Curve]。"
msgid "Returns the maximum value range for the given parameter."
msgstr "返回给定参数的最大值范围。"
msgid "Returns the minimum value range for the given parameter."
msgstr "返回给定参数的最小值范围。"
msgid "Restarts the particle emitter."
msgstr "重新启动粒子发射器。"
msgid "Sets the [Curve] of the parameter specified by [enum Parameter]."
msgstr "设置 [enum Parameter] 指定的参数的 [Curve]。"
msgid "Sets the maximum value for the given parameter."
msgstr "设置给定参数的最大值。"
msgid "Sets the minimum value for the given parameter."
msgstr "设置给定参数的最小值。"
msgid ""
"Enables or disables the given flag (see [enum ParticleFlags] for options)."
msgstr "启用或禁用给定的标志(选项见 [enum ParticleFlags])。"
msgid "Number of particles emitted in one emission cycle."
msgstr "一个发射周期中发射的粒子数。"
msgid "Each particle's rotation will be animated along this [Curve]."
msgstr "每个粒子的旋转将沿此 [Curve] 进行动画处理。"
msgid "Maximum initial rotation applied to each particle, in degrees."
msgstr "应用于每个粒子的最大初始旋转(单位为度)。"
msgid "Minimum equivalent of [member angle_max]."
msgstr "[member angle_max] 的对应最小值。"
msgid "Each particle's angular velocity will vary along this [Curve]."
msgstr "每个粒子的角速度将沿此 [Curve] 变化。"
msgid ""
"Maximum initial angular velocity (rotation speed) applied to each particle "
"in [i]degrees[/i] per second."
msgstr "应用于每个粒子的最大初始角速度(旋转速度),单位为[i]度[/i]每秒。"
msgid "Minimum equivalent of [member angular_velocity_max]."
msgstr "[member angular_velocity_max] 的对应最小值。"
msgid "Each particle's animation offset will vary along this [Curve]."
msgstr "每个粒子的动画偏移将沿此 [Curve] 变化。"
msgid "Minimum equivalent of [member anim_offset_max]."
msgstr "[member anim_offset_max] 的对应最小值。"
msgid "Each particle's animation speed will vary along this [Curve]."
msgstr "每个粒子的动画速度将沿此 [Curve] 变化。"
msgid "Minimum equivalent of [member anim_speed_max]."
msgstr "[member anim_speed_max] 的对应最小值。"
msgid ""
"Each particle's initial color. If [member texture] is defined, it will be "
"multiplied by this color."
msgstr "每个粒子的初始颜色。如果定义了 [member texture],它将乘以该颜色。"
msgid ""
"Each particle's color will vary along this [Gradient] (multiplied with "
"[member color])."
msgstr "每个粒子的颜色将随着这个 [Gradient] 变化(与 [member color] 相乘)。"
msgid "Damping will vary along this [Curve]."
msgstr "阻尼将沿着这条 [Gradient] 变化。"
msgid "Minimum equivalent of [member damping_max]."
msgstr "[member damping_max] 的对应最小值。"
msgid "Unit vector specifying the particles' emission direction."
msgstr "指定粒子发射方向的单位向量。"
msgid "Particle draw order. Uses [enum DrawOrder] values."
msgstr "粒子绘制顺序。使用 [enum DrawOrder] 的值。"
msgid ""
"Sets the [Color]s to modulate particles by when using [constant "
"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr ""
"设置 [Color] 以使用 [constant EMISSION_SHAPE_POINTS] 或 [constant "
"EMISSION_SHAPE_DIRECTED_POINTS] 来调制粒子。"
msgid ""
"Sets the direction the particles will be emitted in when using [constant "
"EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr "设置使用 [constant EMISSION_SHAPE_DIRECTED_POINTS] 时粒子发射的方向。"
msgid ""
"Sets the initial positions to spawn particles when using [constant "
"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr ""
"设置使用 [constant EMISSION_SHAPE_POINTS] 或 [constant "
"EMISSION_SHAPE_DIRECTED_POINTS] 时产生粒子的初始位置。"
msgid ""
"The rectangle's extents if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_RECTANGLE]."
msgstr ""
"[member emission_shape] 设置为 [constant EMISSION_SHAPE_RECTANGLE] 时,该矩形"
"的范围。"
msgid ""
"Particles will be emitted inside this region. See [enum EmissionShape] for "
"possible values."
msgstr "粒子将在此区域内发射。可能的取值见 [enum EmissionShape]。"
msgid ""
"The sphere's radius if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_SPHERE]."
msgstr ""
"[member emission_shape] 设置为 [constant EMISSION_SHAPE_SPHERE] 时,该球体的"
"半径。"
msgid "If [code]true[/code], particles are being emitted."
msgstr "如果为 [code]true[/code],则正在发射粒子。"
msgid ""
"How rapidly particles in an emission cycle are emitted. If greater than "
"[code]0[/code], there will be a gap in emissions before the next cycle "
"begins."
msgstr ""
"粒子在一个发射周期中的发射速度有多快。如果大于[code]0[/code],则在下一个循环"
"开始之前会有排放量缺口。"
msgid ""
"If [code]true[/code], results in fractional delta calculation which has a "
"smoother particles display effect."
msgstr ""
"如果为 [code]true[/code],将导致分数增量计算,该显示具有更平滑的粒子显示效"
"果。"
msgid "Gravity applied to every particle."
msgstr "重力作用于每个粒子。"
msgid "Each particle's hue will vary along this [Curve]."
msgstr "每个粒子的色相都将随之变化。"
msgid "Minimum equivalent of [member hue_variation_max]."
msgstr "[member hue_variation_max] 对应的最小值。"
msgid "Minimum equivalent of [member initial_velocity_max]."
msgstr "[member initial_velocity_max] 的对应最小值。"
msgid "Amount of time each particle will exist."
msgstr "每个粒子存在的时间。"
msgid "Particle lifetime randomness ratio."
msgstr "粒子寿命随机率。"
msgid "Each particle's linear acceleration will vary along this [Curve]."
msgstr "每个粒子的线性加速度将沿此 [Curve] 变化。"
msgid "Minimum equivalent of [member linear_accel_max]."
msgstr "[member linear_accel_max] 的对应最小值。"
msgid ""
"If [code]true[/code], only one emission cycle occurs. If set [code]true[/"
"code] during a cycle, emission will stop at the cycle's end."
msgstr ""
"如果为 [code]true[/code],则只发生一个排放周期。如果在周期内设置 [code]true[/"
"code],则排放将在周期结束时停止。"
msgid "Each particle's orbital velocity will vary along this [Curve]."
msgstr "每个粒子的轨道速度将跟随这个 [Curve] 变化。"
msgid "Minimum equivalent of [member orbit_velocity_max]."
msgstr "[member orbit_velocity_max] 的对应最小值。"
msgid "Align Y axis of particle with the direction of its velocity."
msgstr "将粒子的 Y 轴与其速度方向对齐。"
msgid "Particle system starts as if it had already run for this many seconds."
msgstr "粒子系统启动时就好像已经运行了这么多秒一样。"
msgid "Each particle's radial acceleration will vary along this [Curve]."
msgstr "每个粒子的径向加速度将跟随这个 [Curve] 变化。"
msgid "Minimum equivalent of [member radial_accel_max]."
msgstr "[member radial_accel_max] 的对应最小值。"
msgid "Emission lifetime randomness ratio."
msgstr "发射寿命随机率。"
msgid "Each particle's scale will vary along this [Curve]."
msgstr "每个粒子的缩放将跟随这个 [Curve] 变化。"
msgid "Maximum initial scale applied to each particle."
msgstr "应用于每个粒子的最大初始缩放。"
msgid "Minimum equivalent of [member scale_amount_max]."
msgstr "[member scale_amount_max] 的对应最小值。"
msgid ""
"Each particle's horizontal scale will vary along this [Curve].\n"
"[member split_scale] must be enabled."
msgstr ""
"每个粒子的水平比例都会沿着这条 [Curve] 变化。\n"
"必须启用 [member split_scale]。"
msgid ""
"Each particle's vertical scale will vary along this [Curve].\n"
"[member split_scale] must be enabled."
msgstr ""
"每个粒子的垂直比例都会沿着这条 [Curve] 变化。\n"
"必须启用 [member split_scale]。"
msgid ""
"Particle system's running speed scaling ratio. A value of [code]0[/code] can "
"be used to pause the particles."
msgstr "粒子系统的运行速度缩放比例。[code]0[/code]值可用于暂停粒子。"
msgid ""
"Each particle's initial direction range from [code]+spread[/code] to [code]-"
"spread[/code] degrees."
msgstr ""
"每个粒子的初始方向范围为 [code]+spread[/code] 到 [code]-spread[/code] 度。"
msgid "Each particle's tangential acceleration will vary along this [Curve]."
msgstr "每个粒子的切向加速度将跟随这个 [Curve] 变化。"
msgid "Minimum equivalent of [member tangential_accel_max]."
msgstr "[member tangential_accel_max] 的对应最小值。"
msgid "Particle texture. If [code]null[/code], particles will be squares."
msgstr "粒子纹理。如果为 [code]null[/code],则粒子将为正方形。"
msgid "Particles are drawn in the order emitted."
msgstr "粒子按发射顺序绘制。"
msgid "Particles are drawn in order of remaining lifetime."
msgstr "按照剩余寿命的顺序绘制粒子。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set initial velocity properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] "
"一起使用,设置初始速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set angular velocity properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] "
"一起使用,设置角速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set orbital velocity properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] "
"一起使用,设置轨道速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set linear acceleration properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] "
"一起使用,设置线性加速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set radial acceleration properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] "
"一起使用,设置径向加速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set tangential acceleration properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] "
"一起使用,设置切向加速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set damping properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] "
"一起使用,设置阻尼属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set angle properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] "
"一起使用,设置角度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set scale properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] "
"一起使用,设置缩放属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set hue variation properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] "
"一起使用,设置色相变化属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set animation speed properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] "
"一起使用,设置动画速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set animation offset properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] "
"一起使用,设置动画偏移属性。"
msgid "Represents the size of the [enum Parameter] enum."
msgstr "代表 [enum Parameter] 枚举的大小。"
msgid ""
"Use with [method set_particle_flag] to set [member particle_flag_align_y]."
msgstr ""
"与 [method set_particle_flag] 一起使用,设置 [member particle_flag_align_y]。"
msgid "Present for consistency with 3D particle nodes, not used in 2D."
msgstr "为了与 3D 粒子节点保持一致而存在,在 2D 中不使用。"
msgid "Represents the size of the [enum ParticleFlags] enum."
msgstr "代表 [enum ParticleFlags] 枚举的大小。"
msgid "All particles will be emitted from a single point."
msgstr "所有粒子将从一个点发射。"
msgid ""
"Particles will be emitted on the surface of a sphere flattened to two "
"dimensions."
msgstr "粒子将在展平为二维的球体表面上发射。"
msgid "Particles will be emitted in the area of a rectangle."
msgstr "粒子将在矩形区域内发射。"
msgid ""
"Particles will be emitted at a position chosen randomly among [member "
"emission_points]. Particle color will be modulated by [member "
"emission_colors]."
msgstr ""
"粒子将在 [member emission_points] 中随机选择的位置发射。粒子颜色将通过 "
"[member emission_colors] 进行调制。"
msgid ""
"Particles will be emitted at a position chosen randomly among [member "
"emission_points]. Particle velocity and rotation will be set based on "
"[member emission_normals]. Particle color will be modulated by [member "
"emission_colors]."
msgstr ""
"粒子将在 [member emission_points] 中随机选择的位置发射。粒子的速度和旋转将基"
"于 [member emission_normals] 进行设置。粒子颜色将通过 [member "
"emission_colors] 进行调制。"
msgid "Represents the size of the [enum EmissionShape] enum."
msgstr "代表 [enum EmissionShape] 枚举的大小。"
msgid "CPU-based 3D particle emitter."
msgstr "基于 CPU 的 3D 粒子发射器。"
msgid "Maximum angle."
msgstr "最大角度。"
msgid "Minimum angle."
msgstr "最小角度。"
msgid "Maximum animation offset."
msgstr "最大动画偏移。"
msgid "Minimum animation offset."
msgstr "最小动画偏移。"
msgid "Maximum particle animation speed."
msgstr "最大粒子动画速度。"
msgid "Minimum particle animation speed."
msgstr "最小粒子动画速度。"
msgid "Maximum damping."
msgstr "最大阻尼。"
msgid ""
"The rectangle's extents if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_BOX]."
msgstr ""
"如果 [member emission_shape] 设置为 [constant EMISSION_SHAPE_BOX],则矩形的范"
"围。"
msgid ""
"The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
msgstr "使用发射器时的环轴 [constant EMISSION_SHAPE_RING]。"
msgid ""
"The height of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
msgstr "使用发射器时环的高度 [constant EMISSION_SHAPE_RING]。"
msgid ""
"The inner radius of the ring when using the emitter [constant "
"EMISSION_SHAPE_RING]."
msgstr "使用发射器时环的内半径 [constant EMISSION_SHAPE_RING]。"
msgid ""
"The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
msgstr "使用发射器时的圆环半径 [constant EMISSION_SHAPE_RING]。"
msgid ""
"The sphere's radius if [enum EmissionShape] is set to [constant "
"EMISSION_SHAPE_SPHERE]."
msgstr ""
"如果 [enum EmissionShape] 设置为 [constant EMISSION_SHAPE_SPHERE],则球体的半"
"径。"
msgid ""
"Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts "
"particles to X/Z plane."
msgstr ""
"Y/Z 平面中的 [member spread] 数量。值 [code]1[/code] 将粒子限制在 X/Z 平面"
"上。"
msgid "Maximum hue variation."
msgstr "最大色相变化。"
msgid "Minimum hue variation."
msgstr "最小色相变化。"
msgid "Maximum value of the initial velocity."
msgstr "初始速度的最大值。"
msgid "Minimum value of the initial velocity."
msgstr "初始速度的最小值。"
msgid "Maximum linear acceleration."
msgstr "最大线性加速度。"
msgid "Minimum linear acceleration."
msgstr "最小线性加速度。"
msgid ""
"The [Mesh] used for each particle. If [code]null[/code], particles will be "
"spheres."
msgstr "每个粒子使用的 [Mesh]。如果为 [code]null[/code],则粒子将为球形。"
msgid "Maximum orbit velocity."
msgstr "最大轨道速度。"
msgid "Minimum orbit velocity."
msgstr "最小轨道速度。"
msgid "Maximum radial acceleration."
msgstr "最大径向加速度。"
msgid "Minimum radial acceleration."
msgstr "最小径向加速度。"
msgid "Maximum scale."
msgstr "最大缩放。"
msgid "Minimum scale."
msgstr "最小缩放。"
msgid "Curve for the scale over life, along the x axis."
msgstr "生命周期内,沿 X 轴的缩放曲线。"
msgid "Curve for the scale over life, along the y axis."
msgstr "生命周期内,沿 Y 轴的缩放曲线。"
msgid "Curve for the scale over life, along the z axis."
msgstr "生命周期内,沿 Z 轴的缩放曲线。"
msgid ""
"Each particle's initial direction range from [code]+spread[/code] to [code]-"
"spread[/code] degrees. Applied to X/Z plane and Y/Z planes."
msgstr ""
"每个粒子的初始方向范围为 [code]+spread[/code] 至 [code]-spread[/code] 度。适"
"用于 X/Z 平面和 Y/Z 平面。"
msgid "Maximum tangent acceleration."
msgstr "最大切向加速度。"
msgid "Minimum tangent acceleration."
msgstr "最小切向加速度。"
msgid "Particles are drawn in order of depth."
msgstr "粒子按深度顺序绘制。"
msgid ""
"Use with [method set_particle_flag] to set [member particle_flag_rotate_y]."
msgstr ""
"与 [method set_particle_flag] 一起使用,设置 [member "
"particle_flag_rotate_y]。"
msgid ""
"Use with [method set_particle_flag] to set [member particle_flag_disable_z]."
msgstr ""
"与 [method set_particle_flag] 一起使用,设置[member "
"particle_flag_disable_z]。"
msgid "Particles will be emitted in the volume of a sphere."
msgstr "粒子将在球体的体积中发射。"
msgid "Particles will be emitted on the surface of a sphere."
msgstr "粒子将在球体表面发射。"
msgid "Particles will be emitted in the volume of a box."
msgstr "粒子将在盒子的体积中发射。"
msgid "Particles will be emitted in a ring or cylinder."
msgstr "粒子将以环形或圆柱的形式发射出来。"
msgid "Access to advanced cryptographic functionalities."
msgstr "访问高级加密功能。"
msgid ""
"The Crypto class allows you to access some more advanced cryptographic "
"functionalities in Godot.\n"
"For now, this includes generating cryptographically secure random bytes, RSA "
"keys and self-signed X509 certificates generation, asymmetric key encryption/"
"decryption, and signing/verification.\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"\n"
"var crypto = Crypto.new()\n"
"var key = CryptoKey.new()\n"
"var cert = X509Certificate.new()\n"
"\n"
"func _ready():\n"
" # Generate new RSA key.\n"
" key = crypto.generate_rsa(4096)\n"
" # Generate new self-signed certificate with the given key.\n"
" cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com,"
"O=My Game Company,C=IT\")\n"
" # Save key and certificate in the user folder.\n"
" key.save(\"user://generated.key\")\n"
" cert.save(\"user://generated.crt\")\n"
" # Encryption\n"
" var data = \"Some data\"\n"
" var encrypted = crypto.encrypt(key, data.to_utf8())\n"
" # Decryption\n"
" var decrypted = crypto.decrypt(key, encrypted)\n"
" # Signing\n"
" var signature = crypto.sign(HashingContext.HASH_SHA256, data."
"sha256_buffer(), key)\n"
" # Verifying\n"
" var verified = crypto.verify(HashingContext.HASH_SHA256, data."
"sha256_buffer(), signature, key)\n"
" # Checks\n"
" assert(verified)\n"
" assert(data.to_utf8() == decrypted)\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
"{\n"
" private Crypto _crypto = new Crypto();\n"
" private CryptoKey _key = new CryptoKey();\n"
" private X509Certificate _cert = new X509Certificate();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" // Generate new RSA key.\n"
" _key = _crypto.GenerateRsa(4096);\n"
" // Generate new self-signed certificate with the given key.\n"
" _cert = _crypto.GenerateSelfSignedCertificate(_key, \"CN=mydomain."
"com,O=My Game Company,C=IT\");\n"
" // Save key and certificate in the user folder.\n"
" _key.Save(\"user://generated.key\");\n"
" _cert.Save(\"user://generated.crt\");\n"
" // Encryption\n"
" string data = \"Some data\";\n"
" byte[] encrypted = _crypto.Encrypt(_key, data.ToUtf8());\n"
" // Decryption\n"
" byte[] decrypted = _crypto.Decrypt(_key, encrypted);\n"
" // Signing\n"
" byte[] signature = _crypto.Sign(HashingContext.HashType.Sha256, Data."
"Sha256Buffer(), _key);\n"
" // Verifying\n"
" bool verified = _crypto.Verify(HashingContext.HashType.Sha256, Data."
"Sha256Buffer(), signature, _key);\n"
" // Checks\n"
" Debug.Assert(verified);\n"
" Debug.Assert(data.ToUtf8() == decrypted);\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"Crypto 类允许您访问 Godot 中一些更高级的加密功能。\n"
"目前,这包括生成加密安全随机字节、RSA 密钥和自签名 X509 证书生成、非对称密钥"
"加密/解密、以及签名/验证。\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"\n"
"var crypto = Crypto.new()\n"
"var key = CryptoKey.new()\n"
"var cert = X509Certificate.new()\n"
"\n"
"func _ready():\n"
" # 生成新的 RSA 密钥。\n"
" key = crypto.generate_rsa(4096)\n"
" # 使用给定的密钥生成新的自签名证书。\n"
" cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com,"
"O=My Game Company,C=IT\")\n"
" # 将密钥和证书保存在用户文件夹中。\n"
" key.save(\"user://generated.key\")\n"
" cert.save(\"user://generated.crt\")\n"
" # 加密\n"
" var data = \"Some data\"\n"
" var encrypted = crypto.encrypt(key, data.to_utf8())\n"
" # 解密\n"
" var decrypted = crypto.decrypt(key, encrypted)\n"
" # 签名\n"
" var signature = crypto.sign(HashingContext.HASH_SHA256, data."
"sha256_buffer(), key)\n"
" # 验证\n"
" var verified = crypto.verify(HashingContext.HASH_SHA256, data."
"sha256_buffer(), signature, key)\n"
" # 校验\n"
" assert(verified)\n"
" assert(data.to_utf8() == decrypted)\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
"{\n"
" private Crypto _crypto = new Crypto();\n"
" private CryptoKey _key = new CryptoKey();\n"
" private X509Certificate _cert = new X509Certificate();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" // 生成新的 RSA 密钥。\n"
" _key = _crypto.GenerateRsa(4096);\n"
" // 使用给定的密钥生成新的自签名证书。\n"
" _cert = _crypto.GenerateSelfSignedCertificate(_key, \"CN=mydomain."
"com,O=My Game Company,C=IT\");\n"
" // 将密钥和证书保存在用户文件夹中。\n"
" _key.Save(\"user://generated.key\");\n"
" _cert.Save(\"user://generated.crt\");\n"
" // 加密\n"
" string data = \"Some data\";\n"
" byte[] encrypted = _crypto.Encrypt(_key, data.ToUtf8());\n"
" // 解密\n"
" byte[] decrypted = _crypto.Decrypt(_key, encrypted);\n"
" // 签名\n"
" byte[] signature = _crypto.Sign(HashingContext.HashType.Sha256, Data."
"Sha256Buffer(), _key);\n"
" // 验证\n"
" bool verified = _crypto.Verify(HashingContext.HashType.Sha256, Data."
"Sha256Buffer(), signature, _key);\n"
" // 校验\n"
" Debug.Assert(verified);\n"
" Debug.Assert(data.ToUtf8() == decrypted);\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Generates a self-signed [X509Certificate] from the given [CryptoKey] and "
"[param issuer_name]. The certificate validity will be defined by [param "
"not_before] and [param not_after] (first valid date and last valid date). "
"The [param issuer_name] must contain at least \"CN=\" (common name, i.e. the "
"domain name), \"O=\" (organization, i.e. your company name), "
"\"C=\" (country, i.e. 2 lettered ISO-3166 code of the country the "
"organization is based in).\n"
"A small example to generate an RSA key and a X509 self-signed certificate.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var crypto = Crypto.new()\n"
"# Generate 4096 bits RSA key.\n"
"var key = crypto.generate_rsa(4096)\n"
"# Generate self-signed certificate using the given key.\n"
"var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,O=A "
"Game Company,C=IT\")\n"
"[/gdscript]\n"
"[csharp]\n"
"var crypto = new Crypto();\n"
"// Generate 4096 bits RSA key.\n"
"CryptoKey key = crypto.GenerateRsa(4096);\n"
"// Generate self-signed certificate using the given key.\n"
"X509Certificate cert = crypto.GenerateSelfSignedCertificate(key, "
"\"CN=mydomain.com,O=My Game Company,C=IT\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"根据给定的 [CryptoKey] 和 [param issuer_name] 生成自签名的 "
"[X509Certificate]。证书有效性将由 [param not_before] 和 [param not_after](第"
"一个有效日期和最后一个有效日期)定义。[param issuer_name] 必须至少包"
"含“CN=”(通用名称,即域名)、“O=”(组织,即您的公司名称)、“C=”(国家,即 2 "
"个字母的该组织所在的国家/地区的 ISO-3166 代码)。\n"
"生成 RSA 密钥和 X509 自签名证书的小示例。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var crypto = Crypto.new()\n"
"# 生成 4096 比特 RSA 密钥。\n"
"var key = crypto.generate_rsa(4096)\n"
"# 使用给定的密钥生成自签名证书。\n"
"var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,O=A "
"Game Company,C=IT\")\n"
"[/gdscript]\n"
"[csharp]\n"
"var crypto = new Crypto();\n"
"// 生成 4096 比特 RSA 密钥。\n"
"CryptoKey key = crypto.GenerateRsa(4096);\n"
"// 使用给定的密钥生成自签名证书。\n"
"X509Certificate cert = crypto.GenerateSelfSignedCertificate(key, "
"\"CN=mydomain.com,O=My Game Company,C=IT\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "A cryptographic key (RSA)."
msgstr "加密密钥(RSA)。"
msgid ""
"The CryptoKey class represents a cryptographic key. Keys can be loaded and "
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
"StreamPeerTLS.accept_stream] along with the appropriate certificate."
msgstr ""
"CryptoKey 类表示加密密钥。密钥可以像其他任何 [Resource] 一样进行加载和保"
"存。\n"
"密钥可以通过 [method Crypto.generate_self_signed_certificate] 生成自签名的 "
"[X509Certificate],并可作为 [method StreamPeerTLS.accept_stream] 中相应的证书"
"的私钥。"
msgid ""
"Returns [code]true[/code] if this CryptoKey only has the public part, and "
"not the private one."
msgstr ""
"如果该 CryptoKey 仅具有公钥部分,没有私钥部分,则返回 [code]true[/code]。"
msgid "A CSG Box shape."
msgstr "CSG 盒子形状。"
msgid "Prototyping levels with CSG"
msgstr "使用 CSG 设计关卡原型"
msgid "The material used to render the box."
msgstr "用于渲染盒子的材质。"
msgid "A CSG node that allows you to combine other CSG modifiers."
msgstr "允许您组合其他 CSG 修改器的 CSG 节点。"
msgid "A CSG Cylinder shape."
msgstr "CSG 圆柱形状。"
msgid ""
"If [code]true[/code] a cone is created, the [member radius] will only apply "
"to one side."
msgstr "如果为 [code]true[/code],则创建圆锥,仅在一侧应用 [member radius]。"
msgid "The height of the cylinder."
msgstr "圆柱体的高度。"
msgid "The material used to render the cylinder."
msgstr "用于渲染圆柱体的材质。"
msgid "The radius of the cylinder."
msgstr "圆柱体的半径。"
msgid ""
"The number of sides of the cylinder, the higher this number the more detail "
"there will be in the cylinder."
msgstr "圆柱体的边数越多,圆柱体的细节越多。"
msgid ""
"If [code]true[/code] the normals of the cylinder are set to give a smooth "
"effect making the cylinder seem rounded. If [code]false[/code] the cylinder "
"will have a flat shaded look."
msgstr ""
"如果为 [code]true[/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来"
"是圆形的。如果为 [code]false[/code],则圆柱体将具有平坦的阴影表现。"
msgid "A CSG Mesh shape that uses a mesh resource."
msgstr "使用网格资源的 CSG 网格形状。"
msgid "The [Material] used in drawing the CSG shape."
msgstr "用于绘制 CSG 形状的 [Material]。"
msgid ""
"The [Mesh] resource to use as a CSG shape.\n"
"[b]Note:[/b] When using an [ArrayMesh], avoid meshes with vertex normals "
"unless a flat shader is required. By default, CSGMesh will ignore the mesh's "
"vertex normals and use a smooth shader calculated using the faces' normals. "
"If a flat shader is required, ensure that all faces' vertex normals are "
"parallel."
msgstr ""
"用来作为 CSG 形状的 [Mesh] 资源。\n"
"[b]注意:[/b]当使用 [ArrayMesh] 时,除非需要一个平面着色器,否则要避免使用顶"
"点法线的网格。默认情况下,CSGMesh 会忽略网格的顶点法线,并使用面的法线计算平"
"整的着色器。如果需要使用平面着色器,请确保所有面的顶点法线是平行的。"
msgid "Extrudes a 2D polygon shape to create a 3D mesh."
msgstr "拉伸 2D 多边形形状以创建 3D 网格。"
msgid ""
"When [member mode] is [constant MODE_DEPTH], the depth of the extrusion."
msgstr "当 [member mode] 为 [constant MODE_DEPTH] 时,挤出的深度。"
msgid "The [member mode] used to extrude the [member polygon]."
msgstr "用于挤出 [member polygon] 的 [member mode] 。"
msgid ""
"When [member mode] is [constant MODE_PATH], by default, the top half of the "
"[member material] is stretched along the entire length of the extruded "
"shape. If [code]false[/code] the top half of the material is repeated every "
"step of the extrusion."
msgstr ""
"当 [member mode] 为[constant MODE_PATH] 时,默认情况下,[member material] 的"
"上半部分会沿着挤出形状的整个长度被拉伸。如果为 [code]false[/code],挤出的每一"
"步都会重复材质的上半部分。"
msgid ""
"When [member mode] is [constant MODE_PATH], the path interval or ratio of "
"path points to extrusions."
msgstr ""
"当 [member mode] 为 [constant MODE_PATH] 时,路径间隔或路径点比例挤出。"
msgid ""
"When [member mode] is [constant MODE_PATH], this will determine if the "
"interval should be by distance ([constant PATH_INTERVAL_DISTANCE]) or "
"subdivision fractions ([constant PATH_INTERVAL_SUBDIVIDE])."
msgstr ""
"当 [member mode] 为 [constant MODE_PATH] 时,这将确定间隔是按距离([constant "
"PATH_INTERVAL_DISTANCE])还是细分分数([constant PATH_INTERVAL_SUBDIVIDE])。"
msgid ""
"When [member mode] is [constant MODE_PATH], if [code]true[/code] the ends of "
"the path are joined, by adding an extrusion between the last and first "
"points of the path."
msgstr ""
"当 [member mode] 为 [constant MODE_PATH] 时,如果 [code]true[/code] 路径的两"
"端会被连接起来,在路径的最后一个点和第一个点之间添加挤出。"
msgid ""
"When [member mode] is [constant MODE_PATH], the [enum PathRotation] method "
"used to rotate the [member polygon] as it is extruded."
msgstr ""
"当 [member mode] 为 [constant MODE_PATH] 时,[enum PathRotation] 方法用于在挤"
"出时旋转[member polygon]。"
msgid ""
"When [member mode] is [constant MODE_PATH], extrusions that are less than "
"this angle, will be merged together to reduce polygon count."
msgstr ""
"当 [member mode] 为 [constant MODE_PATH] 时,小于此角度的挤出将合并在一起以减"
"少多边形数量。"
msgid ""
"When [member mode] is [constant MODE_PATH], this is the distance along the "
"path, in meters, the texture coordinates will tile. When set to 0, texture "
"coordinates will match geometry exactly with no tiling."
msgstr ""
"当 [member mode] 为 [constant MODE_PATH] 时,这是纹理坐标沿着路径的距离,以米"
"为单位,将进行平铺。当设置为 0 时,纹理坐标将与几何图形完全匹配,没有平铺。"
msgid ""
"The point array that defines the 2D polygon that is extruded. This can be a "
"convex or concave polygon with 3 or more points. The polygon must [i]not[/i] "
"have any intersecting edges. Otherwise, triangulation will fail and no mesh "
"will be generated.\n"
"[b]Note:[/b] If only 1 or 2 points are defined in [member polygon], no mesh "
"will be generated."
msgstr ""
"顶点数组,用于定义要挤出的 2D 多边形。需要包含 3 个或更多顶点,可以是凸多边形"
"也可以是凹多边形。该多边形中[i]不能[/i]存在相交的边。否则,三角形化会失败,不"
"会生成任何网格。\n"
"[b]注意:[/b]如果 [member polygon] 中只定义了 1 个或 2 个顶点,则不会生成网"
"格。"
msgid "If [code]true[/code], applies smooth shading to the extrusions."
msgstr "如果为 [code]true[/code],则对挤出应用平滑着色。"
msgid ""
"When [member mode] is [constant MODE_SPIN], the total number of degrees the "
"[member polygon] is rotated when extruding."
msgstr ""
"当 [member mode] 为 [constant MODE_SPIN],[member polygon] 在挤出时旋转的总度"
"数。"
msgid ""
"When [member mode] is [constant MODE_SPIN], the number of extrusions made."
msgstr "[member mode] 为 [constant MODE_SPIN] 时,挤出的次数。"
msgid "The [member polygon] shape is extruded along the negative Z axis."
msgstr "[member polygon] 形状沿负 Z 轴挤出。"
msgid ""
"The [member polygon] shape is extruded by rotating it around the Y axis."
msgstr "[member polygon] 形状通过围绕 Y 轴旋转来挤出。"
msgid ""
"The [member polygon] shape follows the path and its rotations around the "
"path axis."
msgstr "[member polygon] 多边形的形状跟随路径及其围绕路径轴的旋转。"
msgid ""
"When [member mode] is set to [constant MODE_PATH], [member path_interval] "
"will determine the distance, in meters, each interval of the path will "
"extrude."
msgstr ""
"当 [member mode] 被设置为 [constant MODE_PATH] 时,[member path_interval] 将"
"决定路径的每个间隔将被挤出的距离,单位为米。"
msgid ""
"When [member mode] is set to [constant MODE_PATH], [member path_interval] "
"will subdivide the polygons along the path."
msgstr ""
"当 [member mode] 被设置为 [constant MODE_PATH]时,[member path_interval] 将沿"
"着路径细分多边形。"
msgid "Base class for CSG primitives."
msgstr "CSG 图元的基类。"
msgid "The CSG base class."
msgstr "CSG 基类。"
msgid ""
"Returns [code]true[/code] if this is a root shape and is thus the object "
"that is rendered."
msgstr "如果这是根形状,因此是渲染的对象,则返回 [code]true[/code]。"
msgid ""
"Calculate tangents for the CSG shape which allows the use of normal maps. "
"This is only applied on the root shape, this setting is ignored on any child."
msgstr ""
"计算允许使用法线贴图的 CSG 形状的切线。这仅适用于根部形状,此设置将在所有子级"
"上均被忽略。"
msgid ""
"The physics layers this area is in.\n"
"Collidable objects can exist in any of 32 different layers. These layers "
"work like a tagging system, and are not visual. A collidable can use these "
"layers to select with which objects it can collide, using the collision_mask "
"property.\n"
"A contact is detected if object A is in any of the layers that object B "
"scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/"
"tutorials/physics/physics_introduction.html#collision-layers-and-"
"masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
"这个区域所处的物理层。\n"
"可碰撞的物体可以存在于 32 个不同层中的任何一个。这些层的工作就像一个标签系"
"统,而不是可视化的。一个可碰撞物体可以使用这些层来选择它可以与哪些物体碰撞,"
"使用 collision_mask 属性。\n"
"如果对象 A 在对象 B 所扫描的任何层中,或者对象 B 在对象 A 所扫描的任何层中,"
"就会检测到接触。详情请参阅文档中的[url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》[/url]。"
msgid ""
"The operation that is performed on this shape. This is ignored for the first "
"CSG child node as the operation is between this node and the previous child "
"of this nodes parent."
msgstr ""
"在此形状上执行的操作。对于第一个 CSG 子节点,将忽略此操作,因为操作是在此节点"
"与该节点父级的上一个子级之间进行的。"
msgid ""
"Snap makes the mesh snap to a given distance so that the faces of two meshes "
"can be perfectly aligned. A lower value results in greater precision but may "
"be harder to adjust."
msgstr ""
"捕捉使网格捕捉到给定的距离,以便两个网格的面可以完美对齐。较低的值会导致较高"
"的精度,但可能难以调整。"
msgid ""
"Geometry of both primitives is merged, intersecting geometry is removed."
msgstr "合并两个图元的几何体,移除相交的几何体。"
msgid "Only intersecting geometry remains, the rest is removed."
msgstr "仅保留相交的几何,其余的将被移除。"
msgid ""
"The second shape is subtracted from the first, leaving a dent with its shape."
msgstr "从第一个形状减去第二个形状,留下一个带有其形状的凹痕。"
msgid "A CSG Sphere shape."
msgstr "CSG 球形形状。"
msgid "The material used to render the sphere."
msgstr "用于渲染球体的材质。"
msgid "Number of vertical slices for the sphere."
msgstr "球体的垂直切片数。"
msgid "Radius of the sphere."
msgstr "球体的半径。"
msgid "Number of horizontal slices for the sphere."
msgstr "球体的水平切片数。"
msgid ""
"If [code]true[/code] the normals of the sphere are set to give a smooth "
"effect making the sphere seem rounded. If [code]false[/code] the sphere will "
"have a flat shaded look."
msgstr ""
"如果为 [code]true[/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来"
"是圆形的。如果为 [code]false[/code],则圆柱体将具有平坦的阴影表现。"
msgid "A CSG Torus shape."
msgstr "CSG 圆环形状。"
msgid "The inner radius of the torus."
msgstr "圆环的内半径。"
msgid "The material used to render the torus."
msgstr "用于渲染圆环的材质。"
msgid "The outer radius of the torus."
msgstr "圆环的外半径。"
msgid "The number of edges each ring of the torus is constructed of."
msgstr "构造每个圆环的边缘的数量。"
msgid "The number of slices the torus is constructed of."
msgstr "构成圆环的切片数。"
msgid ""
"If [code]true[/code] the normals of the torus are set to give a smooth "
"effect making the torus seem rounded. If [code]false[/code] the torus will "
"have a flat shaded look."
msgstr ""
"如果 [code]true[/code] 设置圆环的法线以提供平滑效果,则使圆环看起来是圆形的。"
"如果为 [code]false[/code],则圆环将具有平坦的阴影表现。"
msgid ""
"A script implemented in the C# programming language (Mono-enabled builds "
"only)."
msgstr "用 C# 编程语言实现的脚本(仅 Mono 版本中存在)。"
msgid ""
"This class represents a C# script. It is the C# equivalent of the [GDScript] "
"class and is only available in Mono-enabled Godot builds.\n"
"See also [GodotSharp]."
msgstr ""
"这个类表示 C# 脚本,是 [GDScript] 类在 C# 中的对等体,仅在启用了 Mono 的 "
"Godot 版本中可用。\n"
"另请参阅 [GodotSharp]。"
msgid "C# documentation index"
msgstr "C# 文档索引"
msgid "Returns a new instance of the script."
msgstr "返回该脚本的新实例。"
msgid "A mathematic curve."
msgstr "数学曲线。"
msgid ""
"A curve that can be saved and re-used for other objects. By default, it "
"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
"points relative to the [code]0.5[/code] Y position.\n"
"See also [Gradient] which is designed for color interpolation. See also "
"[Curve2D] and [Curve3D]."
msgstr ""
"可以保存并重新用于其他对象的曲线。默认情况下,它在 Y 轴上的范围在 [code]0[/"
"code] 到 [code]1[/code] 之间,并且位置点相对于 [code]0.5[/code] Y 位置。\n"
"另请参阅为颜色插值设计的 [Gradient]。另请参阅 [Curve2D] 和 [Curve3D]。"
msgid ""
"Adds a point to the curve. For each side, if the [code]*_mode[/code] is "
"[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) "
"uses the slope of the curve halfway to the adjacent point. Allows custom "
"assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is "
"set to [constant TANGENT_FREE]."
msgstr ""
"在曲线上添加一个点。对于每一侧,如果 [code]*_mode[/code] 为 [constant "
"TANGENT_LINEAR],则 [code]*_tangent[/code] 角度(以度为单位)将使用曲线到邻近"
"点的一半的斜率。如果 [code]*_mode[/code] 设置为 [constant TANGENT_FREE],则允"
"许自定义分配给 [code]*_tangent[/code] 的角度。"
msgid "Recomputes the baked cache of points for the curve."
msgstr "重新计算曲线的烘焙点缓存。"
msgid "Removes all points from the curve."
msgstr "从曲线中移除所有点。"
msgid "Removes the point at [code]index[/code] from the curve."
msgstr "从曲线中移除 [code]index[/code] 处的点。"
msgid "Sets the offset from [code]0.5[/code]."
msgstr "设置相对于 [code]0.5[/code] 的偏移量。"
msgid "The number of points to include in the baked (i.e. cached) curve data."
msgstr "烘焙(即缓存)曲线数据中包含的点的数量。"
msgid "The maximum value the curve can reach."
msgstr "曲线能达到的最大值。"
msgid "The minimum value the curve can reach."
msgstr "曲线能达到的最小值。"
msgid "Emitted when [member max_value] or [member min_value] is changed."
msgstr "更改 [member max_value] 或 [member min_value] 时发出。"
msgid "The tangent on this side of the point is user-defined."
msgstr "点这边的切线是用户自定义的。"
msgid ""
"The curve calculates the tangent on this side of the point as the slope "
"halfway towards the adjacent point."
msgstr "曲线计算点的这一侧的切线,作为向相邻点的一半的斜率。"
msgid "The total number of available tangent modes."
msgstr "可用切线模式的总数。"
msgid "Describes a Bézier curve in 2D space."
msgstr "描述 2D 空间的贝塞尔曲线。"
msgid ""
"This class describes a Bézier curve in 2D space. It is mainly used to give a "
"shape to a [Path2D], but can be manually sampled for other purposes.\n"
"It keeps a cache of precalculated points along the curve, to speed up "
"further calculations."
msgstr ""
"该类描述了 2D 空间中的贝塞尔曲线。它主要用于给 [Path2D] 一个形状,但也可以手"
"动采样用于其他目的。\n"
"它保留了沿曲线的预计算点的缓存,以加快进一步的计算。"
msgid ""
"Returns the total length of the curve, based on the cached points. Given "
"enough density (see [member bake_interval]), it should be approximate enough."
msgstr ""
"根据缓存的点,返回曲线的总长度。给予足够的密度(见 [member bake_interval]),"
"它应该是足够近似的。"
msgid ""
"Deletes the point [code]idx[/code] from the curve. Sends an error to the "
"console if [code]idx[/code] is out of bounds."
msgstr ""
"从曲线上删除点 [code]idx[/code] 。如果 [code]idx[/code] 越界,会向控制台发送"
"错误信息。"
msgid ""
"Returns a list of points along the curve, with almost uniform density. "
"[param max_stages] controls how many subdivisions a curve segment may face "
"before it is considered approximate enough. Each subdivision splits the "
"segment in half, so the default 5 stages may mean up to 32 subdivisions per "
"curve segment. Increase with care!\n"
"[param tolerance_length] controls the maximal distance between two "
"neighboring points, before the segment has to be subdivided."
msgstr ""
"返回沿曲线的点列表,具有几乎均匀的密度。[param max_stages] 控制曲线段在被认为"
"足够近似之前可能面临多少次细分。每次细分将段分成两半,因此默认的 5 个阶段可能"
"意味着每个曲线段最多 32 个细分。请谨慎增加!\n"
"[param tolerance_length] 控制在必须细分线段之前两个相邻点之间的最大距离。"
msgid ""
"The distance in pixels between two adjacent cached points. Changing it "
"forces the cache to be recomputed the next time the [method "
"get_baked_points] or [method get_baked_length] function is called. The "
"smaller the distance, the more points in the cache and the more memory it "
"will consume, so use with care."
msgstr ""
"相邻两个缓存点之间的距离,以像素为单位。改变它将迫使缓存在下次调用 [method "
"get_baked_points] 或 [method get_baked_length] 函数时重新计算。距离越小,缓存"
"中的点越多,占用的内存也越多,所以使用时要注意。"
msgid "Describes a Bézier curve in 3D space."
msgstr "描述 3D 空间的贝兹尔曲线。"
msgid "Returns the cache of points as a [PackedVector3Array]."
msgstr "返回缓存的点,类型为 [PackedVector3Array]。"
msgid ""
"The distance in meters between two adjacent cached points. Changing it "
"forces the cache to be recomputed the next time the [method "
"get_baked_points] or [method get_baked_length] function is called. The "
"smaller the distance, the more points in the cache and the more memory it "
"will consume, so use with care."
msgstr ""
"相邻两个缓存点之间的距离,单位为米。改变它将迫使缓存在下次调用 [method "
"get_baked_points] 或 [method get_baked_length] 函数时重新计算。距离越小,缓存"
"中的点越多,占用的内存也越多,所以使用时要注意。"
msgid "A texture that shows a curve."
msgstr "显示曲线的纹理。"
msgid "The [Curve] that is rendered onto the texture."
msgstr "渲染到纹理上的 [Curve]。"
msgid ""
"The width of the texture (in pixels). Higher values make it possible to "
"represent high-frequency data better (such as sudden direction changes), at "
"the cost of increased generation time and memory usage."
msgstr ""
"纹理宽度(单位为像素)。较大的值能够更好地表示高频数据(例如方向的突变),但"
"会增加生成时间和内存占用。"
msgid "The [Curve] that is rendered onto the texture's red channel."
msgstr "渲染到该纹理红色通道上的 [Curve]。"
msgid "The [Curve] that is rendered onto the texture's green channel."
msgstr "渲染到该纹理绿色通道上的 [Curve]。"
msgid "The [Curve] that is rendered onto the texture's blue channel."
msgstr "渲染到该纹理蓝色通道上的 [Curve]。"
msgid "Class representing a cylindrical [PrimitiveMesh]."
msgstr "表示圆柱形 [PrimitiveMesh] 的类。"
msgid ""
"Class representing a cylindrical [PrimitiveMesh]. This class can be used to "
"create cones by setting either the [member top_radius] or [member "
"bottom_radius] properties to [code]0.0[/code]."
msgstr ""
"表示圆柱形 [PrimitiveMesh] 的类。通过将 [member top_radius] 或 [member "
"bottom_radius] 属性设置为 [code]0.0[/code],这个类可以用来创建圆锥体。"
msgid "Full height of the cylinder."
msgstr "圆柱体的全高。"
msgid ""
"Number of radial segments on the cylinder. Higher values result in a more "
"detailed cylinder/cone at the cost of performance."
msgstr ""
"圆柱体上的径向段数。更高的值会生成更细致的圆柱体或圆锥体,但以性能为代价。"
msgid ""
"Number of edge rings along the height of the cylinder. Changing [member "
"rings] does not have any visual impact unless a shader or procedural mesh "
"tool is used to alter the vertex data. Higher values result in more "
"subdivisions, which can be used to create smoother-looking effects with "
"shaders or procedural mesh tools (at the cost of performance). When not "
"altering the vertex data using a shader or procedural mesh tool, [member "
"rings] should be kept to its default value."
msgstr ""
"沿圆柱体的高度的边缘环的数量。除非使用着色器或程序网格工具来更改顶点数据,否"
"则更改 [member rings] 不会影响显示,[member rings] 应保持其默认值。较高的值会"
"产生更多的细分,这可用于使用着色器或程序式网格工具创建更平滑的显示效果,但以"
"性能为代价。"
msgid "Cylinder shape for 3D collisions."
msgstr "圆柱体形状,用于 3D 碰撞。"
msgid "The cylinder's height."
msgstr "圆柱体的高度。"
msgid "The cylinder's radius."
msgstr "圆柱体的半径。"
msgid "Damped spring constraint for 2D physics."
msgstr "2D 物理的阻尼弹簧约束。"
msgid ""
"Damped spring constraint for 2D physics. This resembles a spring joint that "
"always wants to go back to a given length."
msgstr "2D 物理的阻尼弹簧约束。这类似于总是想回到给定长度的弹簧关节。"
msgid ""
"The spring joint's damping ratio. A value between [code]0[/code] and "
"[code]1[/code]. When the two bodies move into different directions the "
"system tries to align them to the spring axis again. A high [code]damping[/"
"code] value forces the attached bodies to align faster."
msgstr ""
"弹簧关节的阻尼比。值在 [code]0[/code] 和 [code]1[/code] 之间。当两个机构移动"
"到不同的方向时,系统会尝试将它们再次对准弹簧轴。高的 [code]damping[/code] 值"
"迫使连接的机构更快地对齐。"
msgid ""
"The spring joint's maximum length. The two attached bodies cannot stretch it "
"past this value."
msgstr "弹簧关节的最大长度。两个连接体不能超过这个值。"
msgid ""
"When the bodies attached to the spring joint move they stretch or squash it. "
"The joint always tries to resize towards this length."
msgstr ""
"当连接到弹簧关节的机构移动时,它们会拉伸或挤压它。关节总是尝试向这个长度调"
"整。"
msgid ""
"The higher the value, the less the bodies attached to the joint will deform "
"it. The joint applies an opposing force to the bodies, the product of the "
"stiffness multiplied by the size difference from its resting length."
msgstr ""
"该值越大,连接在关节上的机构变形越小。关节对各机构施加一个相反的力,即刚度乘"
"以与其静止长度的大小差的乘积。"
msgid "Node that projects a texture onto a [MeshInstance3D]."
msgstr "将纹理投影到 [MeshInstance3D] 上的节点。"
msgid ""
"Returns the [Texture2D] associated with the specified [enum DecalTexture]. "
"This is a convenience method, in most cases you should access the texture "
"directly.\n"
"For example, instead of [code]albedo_tex = $Decal.get_texture(Decal."
"TEXTURE_ALBEDO)[/code], use [code]albedo_tex = $Decal.texture_albedo[/"
"code].\n"
"One case where this is better than accessing the texture directly is when "
"you want to copy one Decal's textures to another. For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"for i in Decal.TEXTURE_MAX:\n"
" $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n"
"[/gdscript]\n"
"[csharp]\n"
"for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)\n"
"{\n"
" GetNode<Decal>(\"NewDecal\").SetTexture(i, GetNode<Decal>(\"OldDecal\")."
"GetTexture(i));\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回与指定的 [enum DecalTexture] 关联的 [Texture2D]。这是一个便捷方法,在大多"
"数情况下,你应该直接访问纹理。\n"
"例如,相比于 [code]albedo_tex = $Decal.get_texture(Decal.TEXTURE_ALBEDO)[/"
"code],请使用 [code]albedo_tex = $Decal.texture_albedo[/code]。\n"
"有一种情况下这种写法比直接访问纹理更好,那就是当想要将贴花的纹理复制到另一个"
"贴花是。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"for i in Decal.TEXTURE_MAX:\n"
" $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n"
"[/gdscript]\n"
"[csharp]\n"
"for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)\n"
"{\n"
" GetNode<Decal>(\"NewDecal\").SetTexture(i, GetNode<Decal>(\"OldDecal\")."
"GetTexture(i));\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Sets the [Texture2D] associated with the specified [enum DecalTexture]. This "
"is a convenience method, in most cases you should access the texture "
"directly.\n"
"For example, instead of [code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, "
"albedo_tex)[/code], use [code]$Decal.texture_albedo = albedo_tex[/code].\n"
"One case where this is better than accessing the texture directly is when "
"you want to copy one Decal's textures to another. For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"for i in Decal.TEXTURE_MAX:\n"
" $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n"
"[/gdscript]\n"
"[csharp]\n"
"for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)\n"
"{\n"
" GetNode<Decal>(\"NewDecal\").SetTexture(i, GetNode<Decal>(\"OldDecal\")."
"GetTexture(i));\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"设置与指定的 [enum DecalTexture] 关联的 [Texture2D]。这是一个便捷方法,在大多"
"数情况下,你应该直接访问纹理。\n"
"例如,相比于 [code]albedo_tex = $Decal.set_texture(Decal.TEXTURE_ALBEDO, "
"albedo_tex)[/code],请使用 [code]$Decal.texture_albedo = albedo_tex[/"
"code]。\n"
"有一种情况下这种写法比直接访问纹理更好,那就是当想要将贴花的纹理复制到另一个"
"贴花是。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"for i in Decal.TEXTURE_MAX:\n"
" $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n"
"[/gdscript]\n"
"[csharp]\n"
"for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)\n"
"{\n"
" GetNode<Decal>(\"NewDecal\").SetTexture(i, GetNode<Decal>(\"OldDecal\")."
"GetTexture(i));\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Blends the albedo [Color] of the decal with albedo [Color] of the underlying "
"mesh. This can be set to [code]0.0[/code] to create a decal that only "
"affects normal or ORM. In this case, an albedo texture is still required as "
"its alpha channel will determine where the normal and ORM will be "
"overridden. See also [member modulate]."
msgstr ""
"将该贴花的反照率 [Color] 与底层网格的反照率 [Color] 混合。可以将其设置为 "
"[code]0.0[/code],从而创建仅影响法线或 ORM 的贴花。这种情况下仍然需要反照率纹"
"理,因为它的 Alpha 通道将决定覆盖法线和 ORM 的位置。另见 [member modulate]。"
msgid ""
"Specifies which [member VisualInstance3D.layers] this decal will project on. "
"By default, Decals affect all layers. This is used so you can specify which "
"types of objects receive the Decal and which do not. This is especially "
"useful so you can ensure that dynamic objects don't accidentally receive a "
"Decal intended for the terrain under them."
msgstr ""
"指定此贴花将投射到哪些 [member VisualInstance3D.layers] 上。默认情况下,贴花"
"会影响所有图层。可用于指定哪些类型的对象接收该贴花、哪些不接收。这一点特别有"
"用,你可以确保动态对象不会意外收到用于其下方地形的贴花。"
msgid ""
"The distance from the camera at which the Decal begins to fade away (in 3D "
"units)."
msgstr "与相机的距离,贴花从该处开始淡出(以 3D 单位表示)。"
msgid ""
"If [code]true[/code], decals will smoothly fade away when far from the "
"active [Camera3D] starting at [member distance_fade_begin]. The Decal will "
"fade out over [member distance_fade_begin] + [member distance_fade_length], "
"after which it will be culled and not sent to the shader at all. Use this to "
"reduce the number of active Decals in a scene and thus improve performance."
msgstr ""
"如果为 [code]true[/code],贴花会在远离活动的 [Camera3D] 时平滑地淡出,从 "
"[member distance_fade_begin] 开始。该贴花将在 [member distance_fade_begin] + "
"[member distance_fade_length] 处消失,之后就会被剔除,根本不会发送到着色器。"
"请使用这个选项来减少场景中激活贴花的数量,从而提高性能。"
msgid ""
"The distance over which the Decal fades (in 3D units). The Decal becomes "
"slowly more transparent over this distance and is completely invisible at "
"the end. Higher values result in a smoother fade-out transition, which is "
"more suited when the camera moves fast."
msgstr ""
"该贴花淡出的距离(以 3D 单位表示)。这段距离内,该贴花会慢慢变得透明,直至完"
"全不可见。值越大,淡出过渡更平滑,更适合于相机快速移动的情况。"
msgid ""
"Energy multiplier for the emission texture. This will make the decal emit "
"light at a higher or lower intensity, independently of the albedo color. See "
"also [member modulate]."
msgstr ""
"自发光纹理的能量倍数。会使贴花以更高或更低的强度发光,与反照率颜色无关。另见 "
"[member modulate]。"
msgid ""
"Sets the curve over which the decal will fade as the surface gets further "
"from the center of the [AABB]. Only positive values are valid (negative "
"values will be clamped to [code]0.0[/code]). See also [member upper_fade]."
msgstr ""
"设置该贴花的淡出曲线,表示随着表面远离 [AABB] 中心而逐渐淡出。仅正值有效(负"
"值将被限制到 [code]0.0[/code])。另见 [member upper_fade]。"
msgid ""
"Changes the [Color] of the Decal by multiplying the albedo and emission "
"colors with this value. The alpha component is only taken into account when "
"multiplying the albedo color, not the emission color. See also [member "
"emission_energy] and [member albedo_mix] to change the emission and albedo "
"intensity independently of each other."
msgstr ""
"更改贴花的 [Color],将其反照率和自发光颜色乘以这个值。仅在与反照率颜色相乘时"
"才会考虑 Alpha 分量,与自发光颜色相乘时则不会。如果要独立更改自发光和反照率强"
"度,请参阅 [member emit_energy] 和 [member albedo_mix]。"
msgid ""
"Fades the Decal if the angle between the Decal's [AABB] and the target "
"surface becomes too large. A value of [code]0[/code] projects the Decal "
"regardless of angle, a value of [code]1[/code] limits the Decal to surfaces "
"that are nearly perpendicular.\n"
"[b]Note:[/b] Setting [member normal_fade] to a value greater than [code]0.0[/"
"code] has a small performance cost due to the added normal angle "
"computations."
msgstr ""
"如果贴花的 [AABB] 与目标表面之间的角度变得过大,则淡出贴花。值为 [code]0[/"
"code] 时在投影贴花会忽略角度,值为 [code]1[/code] 时会将贴花限制到几乎垂直的"
"表面。\n"
"[b]注意:[/b]将 [member normal_fade] 设置为大于 [code]0.0[/code] 的值会有较小"
"的性能成本,因为增加了法线角度计算。"
msgid ""
"[Texture2D] with the base [Color] of the Decal. Either this or the [member "
"texture_emission] must be set for the Decal to be visible. Use the alpha "
"channel like a mask to smoothly blend the edges of the decal with the "
"underlying object.\n"
"[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a "
"per-material basis, the filter mode for [Decal] textures is set globally "
"with [member ProjectSettings.rendering/textures/decals/filter]."
msgstr ""
"带有贴花的基础 [Color] 的 [Texture2D]。必须设置这个属性或者 [member "
"texture_emission] 贴花才可见。要将贴花的边缘与底层对象平滑地混合,请像遮罩一"
"样使用 Alpha 通道。\n"
"[b]注意:[/b][BaseMaterial3D] 的过滤模式可以对每个材质进行调整,而 [Decal] 纹"
"理的过滤模式是通过 [member ProjectSettings.rendering/textures/decals/filter] "
"全局设置的。"
msgid ""
"[Texture2D] with the per-pixel normal map for the decal. Use this to add "
"extra detail to decals.\n"
"[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a "
"per-material basis, the filter mode for [Decal] textures is set globally "
"with [member ProjectSettings.rendering/textures/decals/filter].\n"
"[b]Note:[/b] Setting this texture alone will not result in a visible decal, "
"as [member texture_albedo] must also be set. To create a normal-only decal, "
"load an albedo texture into [member texture_albedo] and set [member "
"albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be "
"used to determine where the underlying surface's normal map should be "
"overridden (and its intensity)."
msgstr ""
"带有贴花的逐像素法线贴图的 [Texture2D]。可用于为贴花添加额外的细节。\n"
"[b]注意:[/b][BaseMaterial3D] 的过滤模式可以对每个材质进行调整,而 [Decal] 纹"
"理的过滤模式是通过 [member ProjectSettings.rendering/textures/decals/filter] "
"全局设置的。\n"
"[b]注意:[/b]单独设置此纹理时贴花不可见,因为还必须设置 [member "
"texture_albedo]。要创建仅包含法线的贴花,请将反照率纹理加载到 [member "
"texture_albedo],并将 [member albedo_mix] 设置为 [code]0.0[/code]。反照率纹理"
"的 Alpha 通道将用于确定应在何处覆盖底层表面的法线贴图(及其强度)。"
msgid ""
"[Texture2D] storing ambient occlusion, roughness, and metallic for the "
"decal. Use this to add extra detail to decals.\n"
"[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a "
"per-material basis, the filter mode for [Decal] textures is set globally "
"with [member ProjectSettings.rendering/textures/decals/filter].\n"
"[b]Note:[/b] Setting this texture alone will not result in a visible decal, "
"as [member texture_albedo] must also be set. To create a ORM-only decal, "
"load an albedo texture into [member texture_albedo] and set [member "
"albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be "
"used to determine where the underlying surface's ORM map should be "
"overridden (and its intensity)."
msgstr ""
"存有贴花的环境光遮蔽、粗糙度、金属性的 [Texture2D]。可用于为贴花添加额外的细"
"节。\n"
"[b]注意:[/b][BaseMaterial3D] 的过滤模式可以对每个材质进行调整,而 [Decal] 纹"
"理的过滤模式是通过 [member ProjectSettings.rendering/textures/decals/filter] "
"全局设置的。\n"
"[b]注意:[/b]单独设置此纹理时贴花不可见,因为还必须设置 [member "
"texture_albedo]。要创建仅包含 ORM 的贴花,请将反照率纹理加载到 [member "
"texture_albedo],并将 [member albedo_mix] 设置为 [code]0.0[/code]。反照率纹理"
"的 Alpha 通道将用于确定应在何处覆盖底层表面的 ORM 贴图(及其强度)。"
msgid ""
"Sets the curve over which the decal will fade as the surface gets further "
"from the center of the [AABB]. Only positive values are valid (negative "
"values will be clamped to [code]0.0[/code]). See also [member lower_fade]."
msgstr ""
"设置该贴花的淡出曲线,表示随着表面远离 [AABB] 中心而逐渐淡出。仅正值有效(负"
"值将被限制到 [code]0.0[/code])。另见 [member upper_fade]。"
msgid "[Texture2D] corresponding to [member texture_albedo]."
msgstr "与 [member texture_albedo] 对应的 [Texture2D]。"
msgid "[Texture2D] corresponding to [member texture_normal]."
msgstr "与 [member texture_normal] 对应的 [Texture2D]。"
msgid "[Texture2D] corresponding to [member texture_orm]."
msgstr "与 [member texture_orm] 对应的 [Texture2D]。"
msgid "[Texture2D] corresponding to [member texture_emission]."
msgstr "与 [member texture_emission] 对应的 [Texture2D]。"
msgid "Max size of [enum DecalTexture] enum."
msgstr "[enum DecalTexture] 枚举的最大大小。"
msgid "Dictionary type."
msgstr "字典类型。"
msgid ""
"Dictionary type. Associative container, which contains values referenced by "
"unique keys. Dictionaries are composed of pairs of keys (which must be "
"unique) and values. Dictionaries will preserve the insertion order when "
"adding new entries. In other programming languages, this data structure is "
"sometimes referred to as a hash map or associative array.\n"
"You can define a dictionary by placing a comma-separated list of [code]key: "
"value[/code] pairs in curly braces [code]{}[/code].\n"
"[b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a "
"dictionary which can be modified independently of the original dictionary, "
"use [method duplicate].\n"
"Creating a dictionary:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_dict = {} # Creates an empty dictionary.\n"
"\n"
"var dict_variable_key = \"Another key name\"\n"
"var dict_variable_value = \"value2\"\n"
"var another_dict = {\n"
" \"Some key name\": \"value1\",\n"
" dict_variable_key: dict_variable_value,\n"
"}\n"
"\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"\n"
"# Alternative Lua-style syntax.\n"
"# Doesn't require quotes around keys, but only string constants can be used "
"as key names.\n"
"# Additionally, key names must start with a letter or an underscore.\n"
"# Here, `some_key` is a string literal, not a variable!\n"
"another_dict = {\n"
" some_key = 42,\n"
"}\n"
"[/gdscript]\n"
"[csharp]\n"
"var myDict = new Godot.Collections.Dictionary(); // Creates an empty "
"dictionary.\n"
"var pointsDict = new Godot.Collections.Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
" {\"Orange\", 100}\n"
"};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"You can access a dictionary's value by referencing its corresponding key. In "
"the above example, [code]points_dict[\"White\"][/code] will return [code]50[/"
"code]. You can also write [code]points_dict.White[/code], which is "
"equivalent. However, you'll have to use the bracket syntax if the key you're "
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblocks]\n"
"[gdscript]\n"
"@export_enum(\"White\", \"Yellow\", \"Orange\") var my_color: String\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
" var points = points_dict[my_color]\n"
"[/gdscript]\n"
"[csharp]\n"
"[Export(PropertyHint.Enum, \"White,Yellow,Orange\")]\n"
"public string MyColor { get; set; }\n"
"private Godot.Collections.Dictionary _pointsDict = new Godot.Collections."
"Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
" {\"Orange\", 100}\n"
"};\n"
"\n"
"public override void _Ready()\n"
"{\n"
" int points = (int)_pointsDict[MyColor];\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"In the above code, [code]points[/code] will be assigned the value that is "
"paired with the appropriate color selected in [code]my_color[/code].\n"
"Dictionaries can contain more complex data:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_dict = {\n"
" \"First Array\": [1, 2, 3, 4] # Assigns an Array to a String key.\n"
"}\n"
"[/gdscript]\n"
"[csharp]\n"
"var myDict = new Godot.Collections.Dictionary\n"
"{\n"
" {\"First Array\", new Godot.Collections.Array{1, 2, 3, 4}}\n"
"};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"To add a key to an existing dictionary, access it like an existing key and "
"assign to it:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"points_dict[\"Blue\"] = 150 # Add \"Blue\" as a key and assign 150 as its "
"value.\n"
"[/gdscript]\n"
"[csharp]\n"
"var pointsDict = new Godot.Collections.Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
" {\"Orange\", 100}\n"
"};\n"
"pointsDict[\"Blue\"] = 150; // Add \"Blue\" as a key and assign 150 as its "
"value.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Finally, dictionaries can contain different types of keys and values in the "
"same dictionary:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# This is a valid dictionary.\n"
"# To access the string \"Nested value\" below, use `my_dict.sub_dict."
"sub_key` or `my_dict[\"sub_dict\"][\"sub_key\"]`.\n"
"# Indexing styles can be mixed and matched depending on your needs.\n"
"var my_dict = {\n"
" \"String Key\": 5,\n"
" 4: [1, 2, 3],\n"
" 7: \"Hello\",\n"
" \"sub_dict\": {\"sub_key\": \"Nested value\"},\n"
"}\n"
"[/gdscript]\n"
"[csharp]\n"
"// This is a valid dictionary.\n"
"// To access the string \"Nested value\" below, use `((Godot.Collections."
"Dictionary)myDict[\"sub_dict\"])[\"sub_key\"]`.\n"
"var myDict = new Godot.Collections.Dictionary {\n"
" {\"String Key\", 5},\n"
" {4, new Godot.Collections.Array{1,2,3}},\n"
" {7, \"Hello\"},\n"
" {\"sub_dict\", new Godot.Collections.Dictionary{{\"sub_key\", \"Nested "
"value\"}}}\n"
"};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The keys of a dictionary can be iterated with the [code]for[/code] keyword:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var groceries = {\"Orange\": 20, \"Apple\": 2, \"Banana\": 4}\n"
"for fruit in groceries:\n"
" var amount = groceries[fruit]\n"
"[/gdscript]\n"
"[csharp]\n"
"var groceries = new Godot.Collections.Dictionary{{\"Orange\", 20}, "
"{\"Apple\", 2}, {\"Banana\", 4}};\n"
"foreach (var (fruit, amount) in groceries)\n"
"{\n"
" // `fruit` is the key, `amount` is the value.\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] Erasing elements while iterating over dictionaries is [b]not[/"
"b] supported and will result in unpredictable behavior.\n"
"[b]Note:[/b] When declaring a dictionary with [code]const[/code], the "
"dictionary becomes read-only. A read-only Dictionary's entries cannot be "
"overridden at run-time. This does [i]not[/i] affect nested [Array] and "
"[Dictionary] values."
msgstr ""
"字典类型。关联型容器,容器中的值(Value)由唯一的键(Key)引用。字典由若干键"
"值对组成(键必须唯一,不能重复)。添加新条目时,字典会保持插入顺序。在其他编"
"程语言中,这样的数据结构有时也称为哈希表或关联数组。\n"
"你可以使用大括号 [code]{}[/code] 中放置用逗号分隔的一对对 [code]键:值[/code] "
"列表来定义字典。\n"
"[b]注意:[/b]字典始终按引用传递。要获取字典的副本,能独立于原字典进行修改,请"
"使用 [method duplicate]。\n"
"字典的创建:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_dict = {} # 创建空字典。\n"
"\n"
"var dict_variable_key = \"Another key name\"\n"
"var dict_variable_value = \"value2\"\n"
"var another_dict = {\n"
" \"Some key name\": \"value1\",\n"
" dict_variable_key: dict_variable_value,\n"
"}\n"
"\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"\n"
"# 备选 Lua 分隔语法。\n"
"# 不需要在键周围加引号,但键名只能为字符串常量。\n"
"# 另外,键名必须以字母或下划线开头。\n"
"# 此处的 `some_key` 是字符串字面量,不是变量!\n"
"another_dict = {\n"
" some_key = 42,\n"
"}\n"
"[/gdscript]\n"
"[csharp]\n"
"var myDict = new Godot.Collections.Dictionary(); // 创建空字典。\n"
"var pointsDict = new Godot.Collections.Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
" {\"Orange\", 100}\n"
"};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"你可以通过键来访问字典中对应的值。上面的例子中,[code]points_dict[\"White\"]"
"[/code] 会返回 [code]50[/code]。你也可以写 [code]points_dict.White[/code],和"
"前面的写法是等价的。不过如果用来访问字典的键不是固定字符串的话(例如数字或者"
"变量),那么就只能使用方括号语法。\n"
"[codeblocks]\n"
"[gdscript]\n"
"@export_enum(\"White\", \"Yellow\", \"Orange\") var my_color: String\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # 不能使用点语法,因为 `my_color` 是变量。\n"
" var points = points_dict[my_color]\n"
"[/gdscript]\n"
"[csharp]\n"
"[Export(PropertyHint.Enum, \"White,Yellow,Orange\")]\n"
"public string MyColor { get; set; }\n"
"private Godot.Collections.Dictionary _pointsDict = new Godot.Collections."
"Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
" {\"Orange\", 100}\n"
"};\n"
"\n"
"public override void _Ready()\n"
"{\n"
" int points = (int)_pointsDict[MyColor];\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"在上面的代码中,[code]points[/code] 会被赋值为与 [code]my_color[/code] 中选中"
"的颜色相对应的值。\n"
"字典可以包含更复杂的数据:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_dict = {\n"
" \"First Array\": [1, 2, 3, 4] # 将 Array 赋给 String 键。\n"
"}\n"
"[/gdscript]\n"
"[csharp]\n"
"var myDict = new Godot.Collections.Dictionary\n"
"{\n"
" {\"First Array\", new Godot.Collections.Array{1, 2, 3, 4}}\n"
"};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"要往已有字典中添加键,请像已有键一样进行访问并赋值:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"points_dict[\"Blue\"] = 150 # 将 \"Blue\" 添加为键,并将 150 赋为它的值。\n"
"[/gdscript]\n"
"[csharp]\n"
"var pointsDict = new Godot.Collections.Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
" {\"Orange\", 100}\n"
"};\n"
"pointsDict[\"Blue\"] = 150; // 将 \"Blue\" 添加为键,并将 150 赋为它的值。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"最后,同一个字典里可以包含不同类型的键和值:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 这是有效的字典。\n"
"# 要访问下面的 \"Nested value\",请使用 `my_dict.sub_dict.sub_key` 或 "
"`my_dict[\"sub_dict\"][\"sub_key\"]`。\n"
"# 索引风格可以按需混合使用。\n"
"var my_dict = {\n"
" \"String Key\": 5,\n"
" 4: [1, 2, 3],\n"
" 7: \"Hello\",\n"
" \"sub_dict\": {\"sub_key\": \"Nested value\"},\n"
"}\n"
"[/gdscript]\n"
"[csharp]\n"
"// 这是有效的字典。\n"
"// 要访问下面的 \"Nested value\",请使用 `((Godot.Collections."
"Dictionary)myDict[\"sub_dict\"])[\"sub_key\"]`。\n"
"var myDict = new Godot.Collections.Dictionary {\n"
" {\"String Key\", 5},\n"
" {4, new Godot.Collections.Array{1,2,3}},\n"
" {7, \"Hello\"},\n"
" {\"sub_dict\", new Godot.Collections.Dictionary{{\"sub_key\", \"Nested "
"value\"}}}\n"
"};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"字典中的键可以用 [code]for[/code] 关键字进行遍历:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var groceries = {\"Orange\": 20, \"Apple\": 2, \"Banana\": 4}\n"
"for fruit in groceries:\n"
" var amount = groceries[fruit]\n"
"[/gdscript]\n"
"[csharp]\n"
"var groceries = new Godot.Collections.Dictionary{{\"Orange\", 20}, "
"{\"Apple\", 2}, {\"Banana\", 4}};\n"
"foreach (var (fruit, amount) in groceries)\n"
"{\n"
" // `fruit` 为键,`amount` 为值。\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b][b]不支持[/b]在遍历字典时清除元素,可能造成无法预知的行为。\n"
"[b]注意:[/b]使用 [code]const[/code] 声明字典时,字典会变为只读。只读字典中的"
"条目无法在运行时覆盖。嵌套的 [Array] 和 [Dictionary] 值[i]不受影响[/i]。"
msgid "GDScript basics: Dictionary"
msgstr "GDScript 基础:字典"
msgid "Constructs an empty [Dictionary]."
msgstr "构造空的 [Dictionary]。"
msgid ""
"Returns the same dictionary as [param from]. If you need a copy of the "
"dictionary, use [method duplicate]."
msgstr ""
"返回与 [param from] 相同的字典。如果你需要该字典的副本,请使用 [method "
"duplicate]。"
msgid "Clears the dictionary, removing all entries from it."
msgstr "清空该字典,移除其中的所有条目。"
msgid ""
"Creates and returns a new copy of the dictionary. If [param deep] is "
"[code]true[/code], inner [Dictionary] and [Array] keys and values are also "
"copied, recursively."
msgstr ""
"创建并返回该字典的副本。如果 [param deep] 为 [code]true[/code],内部的 "
"[Dictionary] 和 [Array] 键和值也会被递归复制。"
msgid ""
"Removes the dictionary entry by key, if it exists. Returns [code]true[/code] "
"if the given [param key] existed in the dictionary, otherwise [code]false[/"
"code].\n"
"[b]Note:[/b] Do not erase entries while iterating over the dictionary. You "
"can iterate over the [method keys] array instead."
msgstr ""
"如果字典中存在与键对应的条目,则将其移除。如果给定的键 [param key] 在字典中存"
"在,则返回 [code]true[/code] ,否则返回 [code]false[/code] 。\n"
"[b]注意:[/b]请勿在遍历字典时擦除条目。你可以改为遍历 [method keys] 数组。"
msgid ""
"Finds and returns the first key whose associated value is equal to [param "
"value], or [code]null[/code] if it is not found.\n"
"[b]Note:[/b] [code]null[/code] is also a valid key. If inside the "
"dictionary, [method find_key] may give misleading results."
msgstr ""
"找到并返回关联值等于 [param value] 的第一个键,如果没有找到,则返回 "
"[code]null[/code]。\n"
"[b]注意:[/b][code]null[/code] 也是有效的键。如果字典中包含这个键,则 "
"[method find_key] 可能会给出误导性的结果。"
msgid ""
"Returns the corresponding value for the given [param key] in the dictionary. "
"If the [param key] does not exist, returns [param default], or [code]null[/"
"code] if the parameter is omitted."
msgstr ""
"返回该字典中与给定的键 [parma key] 对应的值。如果 [param key] 不存在,则返回 "
"[param default],如果省略了该参数则返回 [code]null[/code]。"
msgid ""
"Returns [code]true[/code] if the dictionary contains an entry with the given "
"[param key].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_dict = {\n"
" \"Godot\" : 4,\n"
" 210 : null,\n"
"}\n"
"\n"
"print(my_dict.has(\"Godot\")) # Prints true\n"
"print(my_dict.has(210)) # Prints true\n"
"print(my_dict.has(4)) # Prints false\n"
"[/gdscript]\n"
"[csharp]\n"
"var myDict = new Godot.Collections.Dictionary\n"
"{\n"
" { \"Godot\", 4 },\n"
" { 210, default },\n"
"};\n"
"\n"
"GD.Print(myDict.Contains(\"Godot\")); // Prints true\n"
"GD.Print(myDict.Contains(210)); // Prints true\n"
"GD.Print(myDict.Contains(4)); // Prints false\n"
"[/csharp]\n"
"[/codeblocks]\n"
"In GDScript, this is equivalent to the [code]in[/code] operator:\n"
"[codeblock]\n"
"if \"Godot\" in {\"Godot\": 4}:\n"
" print(\"The key is here!\") # Will be printed.\n"
"[/codeblock]\n"
"[b]Note:[/b] This method returns [code]true[/code] as long as the [param "
"key] exists, even if its corresponding value is [code]null[/code]."
msgstr ""
"如果该字典包含给定的键 [param key],则返回 [code]true[/code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_dict = {\n"
" \"Godot\" : 4,\n"
" 210 : null,\n"
"}\n"
"\n"
"print(my_dict.has(\"Godot\")) # 输出 true\n"
"print(my_dict.has(210)) # 输出 true\n"
"print(my_dict.has(4)) # 输出 false\n"
"[/gdscript]\n"
"[csharp]\n"
"var myDict = new Godot.Collections.Dictionary\n"
"{\n"
" { \"Godot\", 4 },\n"
" { 210, default },\n"
"};\n"
"\n"
"GD.Print(myDict.Contains(\"Godot\")); // 输出 true\n"
"GD.Print(myDict.Contains(210)); // 输出 true\n"
"GD.Print(myDict.Contains(4)); // 输出 false\n"
"[/csharp]\n"
"[/codeblocks]\n"
"在 GDScript 中等价于 [code]in[/code] 运算符:\n"
"[codeblock]\n"
"if \"Godot\" in {\"Godot\": 4}:\n"
" print(\"这个键存在!\") # 会进行输出。\n"
"[/codeblock]\n"
"[b]注意:[/b]只要键 [param key] 存在,该方法就会返回 [code]true[/code],即便"
"这个键对应的值为 [code]null[/code]。"
msgid ""
"Returns [code]true[/code] if the dictionary contains all keys in the given "
"[param keys] array.\n"
"[codeblock]\n"
"var data = {\"width\" : 10, \"height\" : 20}\n"
"data.has_all([\"height\", \"width\"]) # Returns true\n"
"[/codeblock]"
msgstr ""
"如果该字典包含给定数组 [param keys] 中的所有键,则返回 [code]true[/code]。\n"
"[codeblock]\n"
"var data = {\"width\" : 10, \"height\" : 20}\n"
"data.has_all([\"height\", \"width\"]) # 返回 true\n"
"[/codeblock]"
msgid ""
"Returns a hashed 32-bit integer value representing the dictionary contents.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var dict1 = {\"A\": 10, \"B\": 2}\n"
"var dict2 = {\"A\": 10, \"B\": 2}\n"
"\n"
"print(dict1.hash() == dict2.hash()) # Prints true\n"
"[/gdscript]\n"
"[csharp]\n"
"var dict1 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n"
"var dict2 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n"
"\n"
"// Godot.Collections.Dictionary has no Hash() method. Use GD.Hash() "
"instead.\n"
"GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Prints true\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] Dictionaries with the same entries but in a different order "
"will not have the same hash.\n"
"[b]Note:[/b] Dictionaries with equal hash values are [i]not[/i] guaranteed "
"to be the same, because of hash collisions. On the countrary, dictionaries "
"with different hash values are guaranteed to be different."
msgstr ""
"返回代表该字典内容的 32 位整数哈希值。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var dict1 = {\"A\": 10, \"B\": 2}\n"
"var dict2 = {\"A\": 10, \"B\": 2}\n"
"\n"
"print(dict1.hash() == dict2.hash()) # 输出 true\n"
"[/gdscript]\n"
"[csharp]\n"
"var dict1 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n"
"var dict2 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n"
"\n"
"// Godot.Collections.Dictionary 没有 Hash() 方法。请改用 GD.Hash()。\n"
"GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // 输出 true\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果两个字典条目相同,但顺序不同,则哈希值也不同。\n"
"[b]注意:[/b]哈希值相同的字典[i]不保证[/i]相同,因为可能存在哈希碰撞。相对"
"地,哈希值不同的字典保证不同。"
msgid ""
"Returns [code]true[/code] if the dictionary is empty (its size is [code]0[/"
"code]). See also [method size]."
msgstr ""
"如果该字典为空(大小为 [code]0[/code]),则返回 [code]true[/code]。另见 "
"[method size]。"
msgid ""
"Returns [code]true[/code] if the dictionary is read-only. See [method "
"make_read_only]. Dictionaries are automatically read-only if declared with "
"[code]const[/code] keyword."
msgstr ""
"如果该字典是只读的,则返回 [code]true[/code] 。见 [method set_read_only]。用 "
"[code]const[/code] 关键字声明的字典自动只读。"
msgid "Returns the list of keys in the dictionary."
msgstr "返回该字典中的键列表。"
msgid ""
"Makes the dictionary read-only, i.e. disables modification of the "
"dictionary's contents. Does not apply to nested content, e.g. content of "
"nested dictionaries."
msgstr ""
"使该字典只读,即禁用字典内容的修改。不适用于嵌套内容,例如内嵌字典的内容。"
msgid ""
"Adds entries from [param dictionary] to this dictionary. By default, "
"duplicate keys are not copied over, unless [param overwrite] is [code]true[/"
"code]."
msgstr ""
"将 [param dictionary] 中的条目添加到该字典中。默认不复制重复的键,除非 "
"[param overwrite] 为 [code]true[/code]。"
msgid ""
"Returns the number of entries in the dictionary. Empty dictionaries ([code]"
"{ }[/code]) always return [code]0[/code]. See also [method is_empty]."
msgstr ""
"返回该字典中条目的数量。空字典([code]{ }[/code])始终返回 [code]0[/code]。另"
"见 [method is_empty]。"
msgid "Returns the list of values in this dictionary."
msgstr "返回该字典中的值列表。"
msgid ""
"Returns [code]true[/code] if the two dictionaries do not contain the same "
"keys and values."
msgstr "如果两个字典包含的键、值不同,则返回 [code]true[/code] 。"
msgid ""
"Returns [code]true[/code] if the two dictionaries contain the same keys and "
"values. The order of the entries does not matter.\n"
"[b]Note:[/b] In C#, by convention, this operator compares by [b]reference[/"
"b]. If you need to compare by value, iterate over both dictionaries."
msgstr ""
"如果两个字典包含的键、值心相同,则返回 [code]true[/code] 。条目顺序并不重"
"要。\n"
"[b]注意:[/b]在 C# 中,按照惯例,这个操作符进行的是按[b]引用[/b]比较。如果你"
"需要按值比较,请遍历这两个字典。"
msgid ""
"Returns the corresponding value for the given [param key] in the dictionary. "
"If the entry does not exist, fails and returns [code]null[/code]. For safe "
"access, use [method get] or [method has]."
msgstr ""
"返回该字典中与给定的键 [parma key] 对应的值。如果条目不存在或者失败,则返回 "
"[code]null[/code]。为了更安全的访问,请使用 [method get] 或 [method has]。"
msgid "Type used to handle the filesystem."
msgstr "用于处理文件系统的类型。"
msgid "File system"
msgstr "文件系统"
msgid ""
"Copies the [param from] file to the [param to] destination. Both arguments "
"should be paths to files, either relative or absolute. If the destination "
"file exists and is not access-protected, it will be overwritten.\n"
"If [param chmod_flags] is different than [code]-1[/code], the Unix "
"permissions for the destination path will be set to the provided value, if "
"available on the current operating system.\n"
"Returns one of the [enum Error] code constants ([constant OK] on success)."
msgstr ""
"将 [param from] 文件复制到 [param to] 目标位置。两个参数都应该是文件的路径,"
"可以是相对路径,也可以是绝对路径。如果目标文件存在并且没有访问保护,则它将被"
"覆盖。\n"
"如果 [param chmod_flags] 不同于 [code]-1[/code],且如果在当前操作系统上可用,"
"目标路径的 Unix 权限将设置为提供的值。\n"
"返回 [enum Error] 错误码常量之一(成功时为 [constant OK])。"
msgid "Static version of [method copy]. Supports only absolute paths."
msgstr "静态版本的 [method copy]。仅支持绝对路径。"
msgid ""
"Returns whether the current item processed with the last [method get_next] "
"call is a directory ([code].[/code] and [code]..[/code] are considered "
"directories)."
msgstr ""
"返回上一次 [method get_next] 调用处理的当前项目是否为目录([code].[/code] 和 "
"[code].[/code] 属于目录)。"
msgid ""
"Returns whether the target directory exists. The argument can be relative to "
"the current directory, or an absolute path."
msgstr ""
"返回目标目录是否存在。参数可以是相对于当前目录的路径,也可以是绝对路径。"
msgid "Static version of [method dir_exists]. Supports only absolute paths."
msgstr "静态版本的 [method dir_exists]。仅支持绝对路径。"
msgid ""
"Returns whether the target file exists. The argument can be relative to the "
"current directory, or an absolute path.\n"
"For a static equivalent, use [method FileAccess.file_exists]."
msgstr ""
"返回目标文件是否存在。参数可以是相对于当前目录的路径,也可以是绝对路径。\n"
"对于静态等效项,请使用 [method FileAccess.file_exists]。"
msgid ""
"Returns the absolute path to the currently opened directory (e.g. "
"[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])."
msgstr ""
"返回当前打开目录的绝对路径(例如 [code]res://文件夹[/code] 或 [code]C:"
"\\tmp\\文件夹[/code])。"
msgid ""
"On Windows, returns the number of drives (partitions) mounted on the current "
"filesystem.\n"
"On macOS, returns the number of mounted volumes.\n"
"On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n"
"On other platforms, the method returns 0."
msgstr ""
"在 Windows 上,返回挂载在当前文件系统上的驱动器(分区)数量。\n"
"在 macOS 上,返回挂载卷的数量。\n"
"在 Linux 上,返回挂载卷与 GTK 3 书签的数量。\n"
"在其他平台上,该方法返回 0。"
msgid ""
"On Windows, returns the name of the drive (partition) passed as an argument "
"(e.g. [code]C:[/code]).\n"
"On macOS, returns the path to the mounted volume passed as an argument.\n"
"On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as "
"an argument.\n"
"On other platforms, or if the requested drive does not exist, the method "
"returns an empty String."
msgstr ""
"在 Windows 上,返回作为参数传递的驱动器(分区)的名称(例如 [code]C:[/"
"code])。\n"
"在 macOS 上,返回作为参数传递的挂载卷的路径。\n"
"在 Linux 上,返回作为参数传递的挂载卷或 GTK 3 书签的路径。\n"
"在其他平台上,或者当请求的驱动器不存在时,该方法会返回空的 String。"
msgid ""
"Returns the result of the last [method open] call in the current thread."
msgstr "返回当前线程中最后一次 [method open] 调用的结果。"
msgid ""
"Closes the current stream opened with [method list_dir_begin] (whether it "
"has been fully processed with [method get_next] does not matter)."
msgstr ""
"关闭用 [method list_dir_begin] 打开的当前流(并不关注是否已经用 [method "
"get_next] 完成处理)。"
msgid "Static version of [method make_dir]. Supports only absolute paths."
msgstr "静态版本的 [method make_dir]。仅支持绝对路径。"
msgid ""
"Static version of [method make_dir_recursive]. Supports only absolute paths."
msgstr "静态版本的 [method make_dir_recursive]。仅支持绝对路径。"
msgid "Static version of [method remove]. Supports only absolute paths."
msgstr "静态版本的 [method remove]。仅支持绝对路径。"
msgid "Static version of [method rename]. Supports only absolute paths."
msgstr "静态版本的 [method rename]。仅支持绝对路径。"
msgid "Directional 2D light from a distance."
msgstr "来自远处的 2D 平行光。"
msgid "2D lights and shadows"
msgstr "2D 灯光和阴影"
msgid "Directional light from a distance, as from the Sun."
msgstr "来自远处的平行光,如太阳光。"
msgid "Lights and shadows"
msgstr "灯光与阴影"
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
"如果为 [code]true[/code],会牺牲阴影的细节,换取分割区域之间更平滑的过渡。启"
"用阴影混合分割同时也会带来一些性能消耗。当 [member directional_shadow_mode] "
"为 [constant SHADOW_ORTHOGONAL] 时会被忽略。"
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
"阴影分割的最大距离。将这个值增大会让方向阴影在更远处可见,代价是整体的阴影细"
"节降低和性能(因为渲染方向阴影时需要包含更多的对象)。"
msgid "The light's shadow rendering algorithm. See [enum ShadowMode]."
msgstr "灯光的阴影渲染算法。见 [enum ShadowMode]。"
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
"相机到阴影分割 1 的距离。相对于 [member directional_shadow_max_distance]。只"
"有当 [member directional_shadow_mode] 为 [constant SHADOW_PARALLEL_2_SPLITS] "
"或 [constant SHADOW_PARALLEL_4_SPLITS] 时才使用。"
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
"从阴影分割 2 到分割 3 的距离。相对于 [member "
"directional_shadow_max_distance]。只有当 [member directional_shadow_mode] 为 "
"[constant SHADOW_PARALLEL_4_SPLITS] 时才使用。"
msgid ""
"Renders the entire scene's shadow map from an orthogonal point of view. This "
"is the fastest directional shadow mode. May result in blurrier shadows on "
"close objects."
msgstr ""
"从正交的角度渲染整个场景的阴影图。这是最快的方向性阴影模式。可能会导致近距离"
"物体的阴影更模糊。"
msgid ""
"Splits the view frustum in 2 areas, each with its own shadow map. This "
"shadow mode is a compromise between [constant SHADOW_ORTHOGONAL] and "
"[constant SHADOW_PARALLEL_4_SPLITS] in terms of performance."
msgstr ""
"将视图分割成2个区域,每个区域都有自己的阴影图。这个阴影模式是[constant "
"SHADOW_ORTHOGONAL]和[constant SHADOW_PARALLEL_4_SPLITS]在性能上的折中。"
msgid ""
"Splits the view frustum in 4 areas, each with its own shadow map. This is "
"the slowest directional shadow mode."
msgstr ""
"将视图frustum分成4个区域,每个区域都有自己的阴影图。这是最慢的方向性阴影模"
"式。"
msgid "Singleton for window management functions."
msgstr "单例,用于窗口管理等功能。"
msgid ""
"[DisplayServer] handles everything related to window management. This is "
"separated from [OS] as a single operating system may support multiple "
"display servers.\n"
"[b]Headless mode:[/b] Starting the engine with the [code]--headless[/code] "
"[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line "
"argument[/url] disables all rendering and window management functions. Most "
"functions from [DisplayServer] will return dummy values in this case."
msgstr ""
"所有与窗口管理相关的内容都由 [DisplayServer](显示服务器)处理。因为一个操作"
"系统可能支持多个显示服务器,所以与 [OS] 是分开的。\n"
"[b]无头模式:[/b]如果使用 [code]--headless[/code] [url=$DOCS_URL/tutorials/"
"editor/command_line_tutorial.html]命令行参数[/url]启动引擎,就会禁用所有渲染"
"和窗口管理功能。此时 [DisplayServer] 的大多数函数都会返回虚拟值。"
msgid "Returns the user's clipboard as a string if possible."
msgstr "如果可能,将用户的剪贴板作为字符串返回。"
msgid "Returns [code]true[/code] if there is content on the user's clipboard."
msgstr "如果用户的剪贴板中有内容,则返回 [code]true[/code]。"
msgid "Sets the user's clipboard content to the given string."
msgstr "将用户的剪贴板内容设置为给定的字符串。"
msgid ""
"Returns the default mouse cursor shape set by [method cursor_set_shape]."
msgstr "返回默认鼠标光标形状,由 [method cursor_set_shape] 设置。"
msgid "Returns index of the primary screen."
msgstr "返回主屏幕的索引。"
msgid "Returns the number of displays available."
msgstr "返回可用的显示器数量。"
msgid "Returns index of the screen which contains specified rectangle."
msgstr "返回包含指定矩形的屏幕的索引。"
msgid ""
"Returns the accelerator of the item at index [param idx]. Accelerators are "
"special combinations of keys that activate the item, no matter which control "
"is focused.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
"返回索引 [param idx] 处项目的加速器。加速器是无论哪个控件获得焦点时激活项目的"
"特殊键组合。\n"
"[b]注意:[/b]该方法在 macOS 上实现。"
msgid ""
"Returns the index of the item with the specified [param tag]. Index is "
"automatically assigned to each item by the engine. Index can not be set "
"manually.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
"返回具有指定 [param tag] 的项的索引。索引由引擎自动分配给每个项。索引不能被手"
"动设置。\n"
"[b]注意:[/b]该方法在 macOS 上实现。"
msgid ""
"Returns the index of the item with the specified [param text]. Index is "
"automatically assigned to each item by the engine. Index can not be set "
"manually.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
"返回具有指定 [param text] 的项的索引。索引由引擎自动分配给每个项。索引不能被"
"手动设置。\n"
"[b]注意:[/b]该方法在 macOS 上实现。"
msgid ""
"Returns the submenu ID of the item at index [param idx]. See [method "
"global_menu_add_submenu_item] for more info on how to add a submenu.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
"返回索引 [param idx] 处项的子菜单 ID。有关如何添加子菜单的更多信息,请参阅 "
"[method global_menu_add_submenu_item]。\n"
"[b]注意:[/b]该方法在 macOS 上实现。"
msgid ""
"Returns [code]true[/code] if the item at index [param idx] is disabled. When "
"it is disabled it can't be selected, or its action invoked.\n"
"See [method global_menu_set_item_disabled] for more info on how to disable "
"an item.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
"如果索引 [param idx] 处的项被禁用,则返回 [code]true[/code]。当它被禁用时,它"
"不能被选择,或者它的动作被调用。\n"
"有关如何禁用项的更多信息,请参阅 [method global_menu_set_item_disabled]。\n"
"[b]注意:[/b]该方法在 macOS 上实现。"
msgid ""
"Returns [code]true[/code] if the item at index [param idx] has radio button-"
"style checkability.\n"
"[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/"
"unchecking items in radio groups.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
"如果索引 [param idx] 处的项具有单选按钮样式的可勾选性,则返回 [code]true[/"
"code]。\n"
"[b]注意:[/b]这纯粹是装饰性的; 您必须添加用于勾选/取消勾选单选组中项的逻"
"辑。\n"
"[b]注意:[/b]该方法在 macOS 上实现。"
msgid ""
"Removes the item at index [param idx] from the global menu [param "
"menu_root].\n"
"[b]Note:[/b] The indices of items after the removed item will be shifted by "
"one.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
"从全局菜单 [param menu_root] 中移除索引 [param idx] 处的项。\n"
"[b]注意:[/b]被移除的项之后的项的索引将移动一位。\n"
"[b]注意:[/b]该方法在 macOS 上实现。"
msgid ""
"Sets the callback of the item at index [param idx]. Callback is emitted when "
"an item is pressed.\n"
"[b]Note:[/b] The [param callback] Callable needs to accept exactly one "
"Variant parameter, the parameter passed to the Callable will be the value "
"passed to the tag parameter when the menu item was created.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
"设置索引 [param idx] 处项的回调。按下项时发出回调。\n"
"[b]注意:[/b][param callback] Callable 需要恰好接受一个 Variant 参数,传递给 "
"Callable 的参数将是创建菜单项时传递给 tag 参数的值。\n"
"[b]注意:[/b]该方法在 macOS 上实现。"
msgid ""
"Enables/disables the item at index [param idx]. When it is disabled, it "
"can't be selected and its action can't be invoked.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
"启用/禁用索引 [param idx] 处的项。当它被禁用时,它不能被选择并且它的动作不能"
"被调用。\n"
"[b]注意:[/b]该方法在 macOS 上实现。"
msgid ""
"Sets the submenu of the item at index [param idx]. The submenu is the ID of "
"a global menu root that would be shown when the item is clicked.\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
"设置索引 [param idx] 处项目的子菜单。子菜单是全局菜单根的 ID,单击该项目时将"
"显示该菜单根。\n"
"[b]注意:[/b]该方法在 macOS 上实现。"
msgid ""
"Sets the [String] tooltip of the item at the specified index [param idx].\n"
"[b]Note:[/b] This method is implemented on macOS."
msgstr ""
"设置指定索引 [param idx] 处项的 [String] 工具提示。\n"
"[b]注意:[/b]该方法在 macOS 上实现。"
msgid ""
"Returns [code]true[/code] if OS is using dark mode.\n"
"[b]Note:[/b] This method is implemented on macOS, Windows and Linux (X11)."
msgstr ""
"如果操作系统正在使用暗黑模式,则返回 [code]true[/code]。\n"
"[b]注意:[/b]这个方法在 macOS、Windows 和 Linux(X11)上实现。"
msgid ""
"Returns [code]true[/code] if OS supports dark mode.\n"
"[b]Note:[/b] This method is implemented on macOS, Windows and Linux (X11)."
msgstr ""
"如果操作系统支持暗黑模式,则返回 [code]true[/code]。\n"
"[b]注意:[/b]这个方法在 macOS、Windows 和 Linux(X11)上实现。"
msgid ""
"Returns active keyboard layout index.\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"返回激活的键盘布局的索引。\n"
"[b]注意:[/b]本方法在 Linux(X11)、macOS 和 Windows 上实现。"
msgid ""
"Converts a physical (US QWERTY) [param keycode] to one in the active "
"keyboard layout.\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"将物理(美式 QWERTY)键码 [param keycode] 转换为激活键盘布局中的键码。\n"
"[b]注意:[/b]本方法在 Linux(X11)、macOS 和 Windows 上实现。"
msgid ""
"Returns the number of keyboard layouts.\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"返回键盘布局的数量。\n"
"[b]注意:[/b]本方法在 Linux(X11)、macOS 和 Windows 上实现。"
msgid ""
"Returns the ISO-639/BCP-47 language code of the keyboard layout at position "
"[param index].\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"返回位于 [param index] 位置的键盘布局的 ISO-639/BCP-47 语言代码。\n"
"[b]注意:[/b]本方法在 Linux(X11)、macOS 和 Windows 上实现。"
msgid ""
"Returns the localized name of the keyboard layout at position [param "
"index].\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"返回位于 [param index] 位置的键盘布局的本地化名称。\n"
"[b]注意:[/b]本方法在 Linux(X11)、macOS 和 Windows 上实现。"
msgid ""
"Sets the active keyboard layout.\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"设置激活的键盘布局。\n"
"[b]注意:[/b]本方法在 Linux(X11)、macOS 和 Windows 上实现。"
msgid "Returns the current mouse mode. See also [method mouse_set_mode]."
msgstr "返回当前的鼠标模式。另见 [method mouse_set_mode]。"
msgid "Returns the mouse cursor's current position."
msgstr "返回鼠标光标当前位置。"
msgid "Sets the current mouse mode. See also [method mouse_get_mode]."
msgstr "设置当前的鼠标模式。另见 [method mouse_get_mode]。"
msgid ""
"Returns the total number of available tablet drivers.\n"
"[b]Note:[/b] This method is implemented on Windows."
msgstr ""
"返回可用的数位板驱动程序的总数。\n"
"[b]注意:[/b]该方法在 Windows 上实现。"
msgid ""
"Returns the tablet driver name for the given index.\n"
"[b]Note:[/b] This method is implemented on Windows."
msgstr ""
"返回给定索引的数位板驱动程序名称。\n"
"[b]注意:[/b]该方法在 Windows 上实现。"
msgid ""
"Returns the on-screen keyboard's height in pixels. Returns 0 if there is no "
"keyboard or if it is currently hidden."
msgstr ""
"返回键盘在屏幕上的高度,单位为像素。如果没有键盘或当前键盘被隐藏,则返回0。"
msgid "Hides the virtual keyboard if it is shown, does nothing otherwise."
msgstr "如果虚拟键盘为显示状态则隐藏虚拟键盘,否则不做任何操作。"
msgid ""
"Shows the virtual keyboard if the platform has one.\n"
"[param existing_text] parameter is useful for implementing your own "
"[LineEdit] or [TextEdit], as it tells the virtual keyboard what text has "
"already been typed (the virtual keyboard uses it for auto-correct and "
"predictions).\n"
"[param position] parameter is the screen space [Rect2] of the edited text.\n"
"[param type] parameter allows configuring which type of virtual keyboard to "
"show.\n"
"[param max_length] limits the number of characters that can be entered if "
"different from [code]-1[/code].\n"
"[param cursor_start] can optionally define the current text cursor position "
"if [param cursor_end] is not set.\n"
"[param cursor_start] and [param cursor_end] can optionally define the "
"current text selection.\n"
"[b]Note:[/b] This method is implemented on Android, iOS and Web."
msgstr ""
"如果该平台有虚拟键盘,则显示虚拟键盘。\n"
"[param existing_text] 参数对于实现您自己的 [LineEdit] 或 [TextEdit] 很有用,"
"因为它告诉虚拟键盘已经输入了哪些文本(虚拟键盘使用它进行自动更正和预测)。\n"
"[param position] 参数为编辑文本的屏幕空间 [Rect2]。\n"
"[param type] 参数允许配置要显示的虚拟键盘类型。\n"
"[param max_length] 在当与 [code]-1[/code] 不同时,限制可输入的字符数。\n"
"如果未设置 [param cursor_end],则可选参数 [param cursor_start] 可以定义当前文"
"本光标位置。\n"
"可选参数 [param cursor_start] 和 [param cursor_end],可以定义当前文本选区。\n"
"[b]注意:[/b]该方法在 Android、iOS 和 Web 上实现。"
msgid ""
"Sets the mouse cursor position to the given [param position] relative to an "
"origin at the upper left corner of the currently focused game Window Manager "
"window.\n"
"[b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and "
"Linux. It has no effect on Android, iOS and Web."
msgstr ""
"将鼠标光标位置设置为相对于当前聚焦的游戏窗口管理器窗口左上角的原点的给定 "
"[param position]。\n"
"[b]注意:[/b][method warp_mouse] 仅在 Windows、macOS 和 Linux 上受支持。它在 "
"Android、iOS 和 Web 上无效。"
msgid ""
"Returns the window's maximum size (in pixels). See also [method "
"window_set_max_size]."
msgstr "返回该窗口的最大尺寸,单位为像素。另见 [member window_set_max_size]。"
msgid ""
"Returns the window's minimum size (in pixels). See also [method "
"window_set_min_size]."
msgstr "返回该窗口的最小尺寸,单位为像素。另见 [member window_set_min_size]。"
msgid "Returns the mode of the given window."
msgstr "返回给定窗口的模式。"
msgid ""
"Returns the position of the client area of the given window on the screen."
msgstr "返回屏幕上给定窗口的客户端区域位置。"
msgid "Returns the V-Sync mode of the given window."
msgstr "返回给定窗口的垂直同步模式。"
msgid ""
"Returns [code]true[/code] if the given window can be maximized (the maximize "
"button is enabled)."
msgstr ""
"如果给定的窗口能够最大化(最大化按钮已启用),则返回 [code]true[/code]。"
msgid ""
"Sets the maximum size of the window specified by [param window_id] in "
"pixels. Normally, the user will not be able to drag the window to make it "
"smaller than the specified size. See also [method window_get_max_size].\n"
"[b]Note:[/b] It's recommended to change this value using [member Window."
"max_size] instead.\n"
"[b]Note:[/b] Using third-party tools, it is possible for users to disable "
"window geometry restrictions and therefore bypass this limit."
msgstr ""
"设置由 [param window_id] 指定的窗口的最大大小(单位为像素)。通常,用户将无法"
"拖动窗口使其小于指定大小。另见 [method window_get_max_size]。\n"
"[b]注意:[/b]建议改用 [member Window.max_size] 更改此值。\n"
"[b]注意:[/b]使用第三方工具,用户可以禁用窗口几何限制,从而绕过此限制。"
msgid ""
"Sets the minimum size for the given window to [param min_size] (in pixels). "
"Normally, the user will not be able to drag the window to make it larger "
"than the specified size. See also [method window_get_min_size].\n"
"[b]Note:[/b] It's recommended to change this value using [member Window."
"min_size] instead.\n"
"[b]Note:[/b] By default, the main window has a minimum size of "
"[code]Vector2i(64, 64)[/code]. This prevents issues that can arise when the "
"window is resized to a near-zero size.\n"
"[b]Note:[/b] Using third-party tools, it is possible for users to disable "
"window geometry restrictions and therefore bypass this limit."
msgstr ""
"将给定窗口的最小大小设置为 [param min_size](单位为像素)。通常,用户将无法拖"
"动窗口使其大于指定大小。另见 [method window_get_min_size]。\n"
"[b]注意:[/b]建议改用 [member Window.min_size] 来更改此值。\n"
"[b]注意:[/b]默认情况下,主窗口的最小大小为 [code]Vector2i(64, 64)[/code]。这"
"可以防止将窗口调整为接近零的大小时可能出现的问题。\n"
"[b]注意:[/b]使用第三方工具,用户可以禁用窗口几何限制,从而绕过此限制。"
msgid ""
"Sets a polygonal region of the window which accepts mouse events. Mouse "
"events outside the region will be passed through.\n"
"Passing an empty array will disable passthrough support (all mouse events "
"will be intercepted by the window, which is the default behavior).\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Set region, using Path2D node.\n"
"DisplayServer.window_set_mouse_passthrough($Path2D.curve."
"get_baked_points())\n"
"\n"
"# Set region, using Polygon2D node.\n"
"DisplayServer.window_set_mouse_passthrough($Polygon2D.polygon)\n"
"\n"
"# Reset region to default.\n"
"DisplayServer.window_set_mouse_passthrough([])\n"
"[/gdscript]\n"
"[csharp]\n"
"// Set region, using Path2D node.\n"
"DisplayServer.WindowSetMousePassthrough(GetNode<Path2D>(\"Path2D\").Curve."
"GetBakedPoints());\n"
"\n"
"// Set region, using Polygon2D node.\n"
"DisplayServer.WindowSetMousePassthrough(GetNode<Polygon2D>(\"Polygon2D\")."
"Polygon);\n"
"\n"
"// Reset region to default.\n"
"DisplayServer.WindowSetMousePassthrough(new Vector2[] {});\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] On Windows, the portion of a window that lies outside the "
"region is not drawn, while on Linux (X11) and macOS it is.\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"设置一个接受鼠标事件的窗口的多边形区域。该区域外的鼠标事件将被传递出去。\n"
"传递一个空数组将禁用穿透支持(所有鼠标事件将被窗口拦截,这是默认行为)。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 设置区域,使用 Path2D 节点。\n"
"DisplayServer.window_set_mouse_passthrough($Path2D.curve."
"get_baked_points())\n"
"\n"
"# 设置区域,使用 Polygon2D 节点。\n"
"DisplayServer.window_set_mouse_passthrough($Polygon2D.polygon)\n"
"\n"
"# 重置区域为默认值。\n"
"DisplayServer.window_set_mouse_passthrough([])\n"
"[/gdscript]\n"
"[csharp]\n"
"// 设置区域,使用 Path2D 节点。\n"
"DisplayServer.WindowSetMousePassthrough(GetNode<Path2D>(\"Path2D\").Curve."
"GetBakedPoints());\n"
"\n"
"// 设置区域,使用 Polygon2D 节点。\n"
"DisplayServer.WindowSetMousePassthrough(GetNode<Polygon2D>(\"Polygon2D\")."
"Polygon);\n"
"\n"
"// 重置区域为默认值。\n"
"DisplayServer.WindowSetMousePassthrough(new Vector2[] {});\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]在 Windows 上,不会绘制位于区域之外的窗口部分,而在 Linux(X11)"
"和 macOS 上则会绘制。\n"
"[b]注意:[/b]该方法在 Linux(X11)、macOS 和 Windows 上实现。"
msgid ""
"Sets the position of the given window to [param position]. On multi-monitor "
"setups, the screen position is relative to the virtual desktop area. On "
"multi-monitor setups with different screen resolutions or orientations, the "
"origin may be located outside any display like this:\n"
"[codeblock]\n"
"* (0, 0) +-------+\n"
" | |\n"
"+-------------+ | |\n"
"| | | |\n"
"| | | |\n"
"+-------------+ +-------+\n"
"[/codeblock]\n"
"See also [method window_get_position] and [method window_set_size].\n"
"[b]Note:[/b] It's recommended to change this value using [member Window."
"position] instead."
msgstr ""
"将给定窗口的位置设置为 [param position]。在多显示器设置中,屏幕位置是相对于虚"
"拟桌面区域的。在具有不同屏幕分辨率或方向的多显示器设置中,原点可能位于任何显"
"示器之外,如下所示:\n"
"[codeblock]\n"
"* (0, 0) +-------+\n"
" | |\n"
"+-------------+ | |\n"
"| | | |\n"
"| | | |\n"
"+-------------+ +-------+\n"
"[/codeblock]\n"
"另见 [method window_get_position] 和 [method window_set_size]。\n"
"[b]注意:[/b]建议改用 [member Window.position] 更改此值。"
msgid ""
"Sets the size of the given window to [param size] (in pixels). See also "
"[method window_get_size] and [method window_get_position].\n"
"[b]Note:[/b] It's recommended to change this value using [member Window."
"size] instead."
msgstr ""
"将给定窗口的大小设置为 [param size](单位为像素)。另见 [method "
"window_get_size] 和 [method window_get_position]。\n"
"[b]注意:[/b]建议改用 [member Window.size] 更改此值。"
msgid ""
"Sets the title of the given window to [param title].\n"
"[b]Note:[/b] It's recommended to change this value using [member Window."
"title] instead.\n"
"[b]Note:[/b] Avoid changing the window title every frame, as this can cause "
"performance issues on certain window managers. Try to change the window "
"title only a few times per second at most."
msgstr ""
"将给定窗口的标题设置为 [param title]。\n"
"[b]注意:[/b]建议改用 [member Window.title] 更改此值。\n"
"[b]注意:[/b]避免每一帧都更改窗口标题,因为这会导致某些窗口管理器出现性能问"
"题。尝试每秒最多更改几次窗口标题。"
msgid ""
"Sets window transient parent. Transient window is will be destroyed with its "
"transient parent and will return focus to their parent when closed. The "
"transient window is displayed on top of a non-exclusive full-screen parent "
"window. Transient windows can't enter full-screen mode.\n"
"[b]Note:[/b] It's recommended to change this value using [member Window."
"transient] instead.\n"
"[b]Note:[/b] The behavior might be different depending on the platform."
msgstr ""
"设置窗口瞬态父级。瞬态窗口将与其瞬态父级一起销毁,并在关闭时将焦点返回到它们"
"的父级。瞬态窗口显示在非排他性全屏父窗口的顶部。瞬态窗口无法进入全屏模式。\n"
"[b]注意:[/b]建议改用 [member Window.transient] 更改此值。\n"
"[b]注意:[/b]行为可能因平台而异。"
msgid ""
"Display server supports global menu. This allows the application to display "
"its menu items in the operating system's top bar. [b]macOS[/b]"
msgstr ""
"显示服务器支持全局菜单。能够让应用程序在操作系统的顶部栏显示其菜单项。"
"[b]macOS[/b]"
msgid ""
"Display server supports multiple windows that can be moved outside of the "
"main window. [b]Windows, macOS, Linux (X11)[/b]"
msgstr ""
"显示服务器支持多窗口,可以移动到主窗口之外。[b]Windows、macOS、Linux(X11)[/"
"b]"
msgid ""
"Display server supports touchscreen input. [b]Windows, Linux (X11), Android, "
"iOS, Web[/b]"
msgstr ""
"显示服务器支持触屏输入。[b]Windows、Linux(X11)、Android、iOS、Web[/b]"
msgid ""
"Display server supports mouse input. [b]Windows, macOS, Linux (X11), "
"Android, Web[/b]"
msgstr ""
"显示服务器支持鼠标输入。[b]Windows、macOS、Linux(X11)、Android、Web[/b]"
msgid ""
"Display server supports setting and getting clipboard data. See also "
"[constant FEATURE_CLIPBOARD_PRIMARY]. [b]Windows, macOS, Linux (X11), "
"Android, iOS, Web[/b]"
msgstr ""
"显示服务器支持剪贴板数据的设置和获取。另见 [constant "
"FEATURE_CLIPBOARD_PRIMARY]。[b]Windows、macOS、Linux(X11)、Android、iOS、"
"Web[/b]"
msgid ""
"Display server supports popping up a virtual keyboard when requested to "
"input text without a physical keyboard. [b]Android, iOS, Web[/b]"
msgstr ""
"显示服务器支持在请求输入文本但没有物理键盘时弹出虚拟键盘。[b]Android、iOS、"
"Web[/b]"
msgid ""
"Display server supports setting the mouse cursor shape to be different from "
"the default. [b]Windows, macOS, Linux (X11), Android, Web[/b]"
msgstr ""
"显示服务器支持将鼠标光标形状设置为与默认不同。[b]Windows、macOS、Linux"
"(X11)、Android、Web[/b]"
msgid ""
"Display server supports setting the mouse cursor shape to a custom image. "
"[b]Windows, macOS, Linux (X11), Web[/b]"
msgstr ""
"显示服务器支持将鼠标光标形状设置为自定义图像。[b]Windows、macOS、Linux"
"(X11)、Web[/b]"
msgid ""
"Display server supports changing the window icon (usually displayed in the "
"top-left corner). [b]Windows, macOS, Linux (X11)[/b]"
msgstr ""
"显示服务器支持改变窗口图标(通常显示在左上角)。[b]Windows、macOS、Linux"
"(X11)[/b]"
msgid ""
"Display server supports changing the window icon (usually displayed in the "
"top-left corner). [b]Windows, macOS[/b]"
msgstr "显示服务器支持改变窗口图标(通常显示在左上角)。[b]Windows、macOS[/b]"
msgid ""
"Display server supports changing the screen orientation. [b]Android, iOS[/b]"
msgstr "显示服务器支持改变屏幕朝向。[b]Android、iOS[/b]"
msgid "Makes the mouse cursor visible if it is hidden."
msgstr "如果鼠标光标处于隐藏状态,则使其可见。"
msgid "Makes the mouse cursor hidden if it is visible."
msgstr "如果鼠标光标是可见的,则使其隐藏。"
msgid ""
"Captures the mouse. The mouse will be hidden and its position locked at the "
"center of the window manager's window.\n"
"[b]Note:[/b] If you want to process the mouse's movement in this mode, you "
"need to use [member InputEventMouseMotion.relative]."
msgstr ""
"捕获鼠标。鼠标将被隐藏,其位置被锁定在窗口管理器窗口的中心。\n"
"[b]注意:[/b]如果你想在这种模式下处理鼠标的移动,则需要使用 [member "
"InputEventMouseMotion.relative]。"
msgid "Confines the mouse cursor to the game window, and make it visible."
msgstr "将鼠标光标限制在游戏窗口内,并使其可见。"
msgid "Confines the mouse cursor to the game window, and make it hidden."
msgstr "将鼠标光标限制在游戏窗口内,并使其隐藏。"
msgid "Represents the primary screen."
msgstr "代表主屏幕。"
msgid ""
"Represents the screen where the main window is located. This is usually the "
"default value in functions that allow specifying one of several screens."
msgstr "代表主窗口所在的屏幕。如果函数允许指定不同的屏幕,这个值通常是默认值。"
msgid "Default landscape orientation."
msgstr "默认横屏朝向。"
msgid "Default portrait orienstation."
msgstr "默认竖屏朝向。"
msgid "Reverse landscape orientation (upside down)."
msgstr "倒横屏朝向(上下颠倒)。"
msgid "Reverse portrait orientation (upside down)."
msgstr "倒竖屏朝向(上下颠倒)。"
msgid ""
"Automatic landscape orientation (default or reverse depending on sensor)."
msgstr "自动横屏朝向(传感器决定默认或倒向)。"
msgid ""
"Automatic portrait orientation (default or reverse depending on sensor)."
msgstr "自动竖屏朝向(传感器决定默认或倒向)。"
msgid ""
"Automatic landscape or portrait orientation (default or reverse depending on "
"sensor)."
msgstr "自动横屏或竖屏朝向(传感器决定默认或倒向)。"
msgid "Default text virtual keyboard."
msgstr "默认文本虚拟键盘。"
msgid "Multiline virtual keyboard."
msgstr "多行虚拟键盘。"
msgid "Virtual number keypad, useful for PIN entry."
msgstr "虚拟数字键盘,可用于 PIN 输入。"
msgid "Virtual number keypad, useful for entering fractional numbers."
msgstr "虚拟数字键盘,可用于输入小数。"
msgid "Virtual phone number keypad."
msgstr "虚拟手机号码键盘。"
msgid ""
"Virtual keyboard with additional keys to assist with typing email addresses."
msgstr "带有附加键的虚拟键盘,可帮助输入电子邮件地址。"
msgid ""
"Virtual keyboard for entering a password. On most platforms, this should "
"disable autocomplete and autocapitalization.\n"
"[b]Note:[/b] This is not supported on Web. Instead, this behaves identically "
"to [constant KEYBOARD_TYPE_DEFAULT]."
msgstr ""
"用于输入密码的虚拟键盘。在大多数平台上,这应该会禁用自动完成和自动首字母大写"
"功能。\n"
"[b]注意:[/b]Web 平台不支持。与 [constant KEYBOARD_TYPE_DEFAULT] 的行为相同。"
msgid "Virtual keyboard with additional keys to assist with typing URLs."
msgstr "带有附加键的虚拟键盘,可帮助输入 URL。"
msgid "Represents the size of the [enum CursorShape] enum."
msgstr "代表 [enum CursorShape] 枚举的大小。"
msgid ""
"Windowed mode, i.e. [Window] doesn't occupy the whole screen (unless set to "
"the size of the screen)."
msgstr "窗口模式,即 [Window] 不占据整个屏幕(除非设置为屏幕的大小)。"
msgid ""
"Minimized window mode, i.e. [Window] is not visible and available on window "
"manager's window list. Normally happens when the minimize button is pressed."
msgstr ""
"最小化窗口模式,即 [Window] 在窗口管理器的窗口列表中既不可见也不可用。通常发"
"生在按下最小化按钮时。"
msgid "Max value of the [enum WindowFlags]."
msgstr "[enum WindowFlags] 的最大值。"
msgid ""
"Sent when the mouse pointer enters the window, see [method "
"window_set_window_event_callback]."
msgstr ""
"当鼠标指针进入该窗口时发送,见 [method window_set_window_event_callback]。"
msgid ""
"Sent when the mouse pointer exits the window, see [method "
"window_set_window_event_callback]."
msgstr ""
"当鼠标指针退出该窗口时发送,见 [method window_set_window_event_callback]。"
msgid ""
"Sent when the window grabs focus, see [method "
"window_set_window_event_callback]."
msgstr "当该窗口获得焦点时发送,见 [method window_set_window_event_callback]。"
msgid ""
"Sent when the window loses focus, see [method "
"window_set_window_event_callback]."
msgstr "当该窗口失去焦点时发送,见 [method window_set_window_event_callback]。"
msgid "Helper class to implement a DTLS server."
msgstr "实现 DTLS 服务器的辅助类。"
msgid ""
"This class is used to store the state of a DTLS server. Upon [method setup] "
"it converts connected [PacketPeerUDP] to [PacketPeerDTLS] accepting them via "
"[method take_connection] as DTLS clients. Under the hood, this class is used "
"to store the DTLS state and cookies of the server. The reason of why the "
"state and cookies are needed is outside of the scope of this documentation.\n"
"Below a small example of how to use it:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# server_node.gd\n"
"extends Node\n"
"\n"
"var dtls := DTLSServer.new()\n"
"var server := UDPServer.new()\n"
"var peers = []\n"
"\n"
"func _ready():\n"
" server.listen(4242)\n"
" var key = load(\"key.key\") # Your private key.\n"
" var cert = load(\"cert.crt\") # Your X509 certificate.\n"
" dtls.setup(key, cert)\n"
"\n"
"func _process(delta):\n"
" while server.is_connection_available():\n"
" var peer : PacketPeerUDP = server.take_connection()\n"
" var dtls_peer : PacketPeerDTLS = dtls.take_connection(peer)\n"
" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n"
" continue # It is normal that 50% of the connections fails due to "
"cookie exchange.\n"
" print(\"Peer connected!\")\n"
" peers.append(dtls_peer)\n"
"\n"
" for p in peers:\n"
" p.poll() # Must poll to update the state.\n"
" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
" while p.get_available_packet_count() > 0:\n"
" print(\"Received message from client: %s\" % p.get_packet()."
"get_string_from_utf8())\n"
" p.put_packet(\"Hello DTLS client\".to_utf8())\n"
"[/gdscript]\n"
"[csharp]\n"
"// ServerNode.cs\n"
"using Godot;\n"
"\n"
"public partial class ServerNode : Node\n"
"{\n"
" private DtlsServer _dtls = new DtlsServer();\n"
" private UdpServer _server = new UdpServer();\n"
" private Godot.Collections.Array<PacketPeerDTLS> _peers = new Godot."
"Collections.Array<PacketPeerDTLS>();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _server.Listen(4242);\n"
" var key = GD.Load<CryptoKey>(\"key.key\"); // Your private key.\n"
" var cert = GD.Load<X509Certificate>(\"cert.crt\"); // Your X509 "
"certificate.\n"
" _dtls.Setup(key, cert);\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" while (Server.IsConnectionAvailable())\n"
" {\n"
" PacketPeerUDP peer = _server.TakeConnection();\n"
" PacketPeerDTLS dtlsPeer = _dtls.TakeConnection(peer);\n"
" if (dtlsPeer.GetStatus() != PacketPeerDtls.Status.Handshaking)\n"
" {\n"
" continue; // It is normal that 50% of the connections fails "
"due to cookie exchange.\n"
" }\n"
" GD.Print(\"Peer connected!\");\n"
" _peers.Add(dtlsPeer);\n"
" }\n"
"\n"
" foreach (var p in _peers)\n"
" {\n"
" p.Poll(); // Must poll to update the state.\n"
" if (p.GetStatus() == PacketPeerDtls.Status.Connected)\n"
" {\n"
" while (p.GetAvailablePacketCount() > 0)\n"
" {\n"
" GD.Print($\"Received Message From Client: {p.GetPacket()."
"GetStringFromUtf8()}\");\n"
" p.PutPacket(\"Hello DTLS Client\".ToUtf8());\n"
" }\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# client_node.gd\n"
"extends Node\n"
"\n"
"var dtls := PacketPeerDTLS.new()\n"
"var udp := PacketPeerUDP.new()\n"
"var connected = false\n"
"\n"
"func _ready():\n"
" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
" dtls.connect_to_peer(udp, false) # Use true in production for "
"certificate validation!\n"
"\n"
"func _process(delta):\n"
" dtls.poll()\n"
" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
" if !connected:\n"
" # Try to contact server\n"
" dtls.put_packet(\"The answer is... 42!\".to_utf8())\n"
" while dtls.get_available_packet_count() > 0:\n"
" print(\"Connected: %s\" % dtls.get_packet()."
"get_string_from_utf8())\n"
" connected = true\n"
"[/gdscript]\n"
"[csharp]\n"
"// ClientNode.cs\n"
"using Godot;\n"
"using System.Text;\n"
"\n"
"public partial class ClientNode : Node\n"
"{\n"
" private PacketPeerDtls _dtls = new PacketPeerDtls();\n"
" private PacketPeerUdp _udp = new PacketPeerUdp();\n"
" private bool _connected = false;\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n"
" _dtls.ConnectToPeer(_udp, validateCerts: false); // Use true in "
"production for certificate validation!\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" _dtls.Poll();\n"
" if (_dtls.GetStatus() == PacketPeerDtls.Status.Connected)\n"
" {\n"
" if (!_connected)\n"
" {\n"
" // Try to contact server\n"
" _dtls.PutPacket(\"The Answer Is..42!\".ToUtf8());\n"
" }\n"
" while (_dtls.GetAvailablePacketCount() > 0)\n"
" {\n"
" GD.Print($\"Connected: {_dtls.GetPacket()."
"GetStringFromUtf8()}\");\n"
" _connected = true;\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"该类用于存储 DTLS 服务器的状态。在 [method setup] 之后,它将连接的 "
"[PacketPeerUDP] 转换为 [PacketPeerDTLS],通过 [method take_connection] 接受它"
"们作为 DTLS 客户端。在底层,这个类用于存储服务器的 DTLS 状态和 cookie。为什么"
"需要状态和 cookie 的原因不在本文档的范围内。\n"
"下面是一个如何使用它的小例子:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# server_node.gd\n"
"extends Node\n"
"\n"
"var dtls := DTLSServer.new()\n"
"var server := UDPServer.new()\n"
"var peers = []\n"
"\n"
"func _ready():\n"
" server.listen(4242)\n"
" var key = load(\"key.key\") # 你的私钥。\n"
" var cert = load(\"cert.crt\") # 你的 X509 证书。\n"
" dtls.setup(key, cert)\n"
"\n"
"func _process(delta):\n"
" while server.is_connection_available():\n"
" var peer : PacketPeerUDP = server.take_connection()\n"
" var dtls_peer : PacketPeerDTLS = dtls.take_connection(peer)\n"
" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n"
" continue # 由于 cookie 交换,50% 的连接会失败,这是正常现象。\n"
" print(\"对等体已连接!\")\n"
" peers.append(dtls_peer)\n"
"\n"
" for p in peers:\n"
" p.poll() # Must poll to update the state.\n"
" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
" while p.get_available_packet_count() > 0:\n"
" print(\"从客户端收到消息:%s\" % p.get_packet()."
"get_string_from_utf8())\n"
" p.put_packet(\"你好 DTLS 客户端\".to_utf8())\n"
"[/gdscript]\n"
"[csharp]\n"
"// ServerNode.cs\n"
"using Godot;\n"
"\n"
"public partial class ServerNode : Node\n"
"{\n"
" private DtlsServer _dtls = new DtlsServer();\n"
" private UdpServer _server = new UdpServer();\n"
" private Godot.Collections.Array<PacketPeerDTLS> _peers = new Godot."
"Collections.Array<PacketPeerDTLS>();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _server.Listen(4242);\n"
" var key = GD.Load<CryptoKey>(\"key.key\"); // 你的私钥。\n"
" var cert = GD.Load<X509Certificate>(\"cert.crt\"); // 你的 X509 证"
"书。\n"
" _dtls.Setup(key, cert);\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" while (Server.IsConnectionAvailable())\n"
" {\n"
" PacketPeerUDP peer = _server.TakeConnection();\n"
" PacketPeerDTLS dtlsPeer = _dtls.TakeConnection(peer);\n"
" if (dtlsPeer.GetStatus() != PacketPeerDtls.Status.Handshaking)\n"
" {\n"
" continue; // 由于 cookie 交换,50% 的连接会失败,这是正常现"
"象。\n"
" }\n"
" GD.Print(\"对等体已连接!\");\n"
" _peers.Add(dtlsPeer);\n"
" }\n"
"\n"
" foreach (var p in _peers)\n"
" {\n"
" p.Poll(); // Must poll to update the state.\n"
" if (p.GetStatus() == PacketPeerDtls.Status.Connected)\n"
" {\n"
" while (p.GetAvailablePacketCount() > 0)\n"
" {\n"
" GD.Print($\"从客户端收到消息: {p.GetPacket()."
"GetStringFromUtf8()}\");\n"
" p.PutPacket(\"你好 DTLS 客户端\".ToUtf8());\n"
" }\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# client_node.gd\n"
"extends Node\n"
"\n"
"var dtls := PacketPeerDTLS.new()\n"
"var udp := PacketPeerUDP.new()\n"
"var connected = false\n"
"\n"
"func _ready():\n"
" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
" dtls.connect_to_peer(udp, false) # 生产环境中请使用 true 进行证书校验!\n"
"\n"
"func _process(delta):\n"
" dtls.poll()\n"
" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
" if !connected:\n"
" # 尝试联系服务器\n"
" dtls.put_packet(\"回应是… 42!\".to_utf8())\n"
" while dtls.get_available_packet_count() > 0:\n"
" print(\"已连接:%s\" % dtls.get_packet()."
"get_string_from_utf8())\n"
" connected = true\n"
"[/gdscript]\n"
"[csharp]\n"
"// ClientNode.cs\n"
"using Godot;\n"
"using System.Text;\n"
"\n"
"public partial class ClientNode : Node\n"
"{\n"
" private PacketPeerDtls _dtls = new PacketPeerDtls();\n"
" private PacketPeerUdp _udp = new PacketPeerUdp();\n"
" private bool _connected = false;\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n"
" _dtls.ConnectToPeer(_udp, validateCerts: false); // 生产环境中请使用 "
"true 进行证书校验!\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" _dtls.Poll();\n"
" if (_dtls.GetStatus() == PacketPeerDtls.Status.Connected)\n"
" {\n"
" if (!_connected)\n"
" {\n"
" // 尝试联系服务器\n"
" _dtls.PutPacket(\"回应是… 42!\".ToUtf8());\n"
" }\n"
" while (_dtls.GetAvailablePacketCount() > 0)\n"
" {\n"
" GD.Print($\"已连接:{_dtls.GetPacket()."
"GetStringFromUtf8()}\");\n"
" _connected = true;\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Godot editor's command palette."
msgstr "Godot 编辑器的命令面板。"
msgid ""
"Adds a custom command to EditorCommandPalette.\n"
"- [param command_name]: [String] (Name of the [b]Command[/b]. This is "
"displayed to the user.)\n"
"- [param key_name]: [String] (Name of the key for a particular [b]Command[/"
"b]. This is used to uniquely identify the [b]Command[/b].)\n"
"- [param binded_callable]: [Callable] (Callable of the [b]Command[/b]. This "
"will be executed when the [b]Command[/b] is selected.)\n"
"- [param shortcut_text]: [String] (Shortcut text of the [b]Command[/b] if "
"available.)"
msgstr ""
"向 EditorCommandPalette 添加自定义命令。\n"
"- [param command_name]:[String]([b]Command[/b] 的名称。这会显示给用户。)\n"
"- [param key_name]:[String](特定 [b]Command[/b] 的密钥名称。这用于唯一标识 "
"[b]Command[/b]。)\n"
"- [param binded_callable]:[Callable]([b]Command[/b] 的 Callable。这将在选"
"择 [b]Command[/b] 时执行。)\n"
"- [param shortcut_text]:[String]([b]Command[/b] 的快捷键文本,如果可用。)"
msgid ""
"Returns an array of [EditorDebuggerSession] currently available to this "
"debugger plugin.\n"
"Note: Not sessions in the array may be inactive, check their state via "
"[method EditorDebuggerSession.is_active]"
msgstr ""
"返回该调试器插件当前可用的 [EditorDebuggerSession] 数组。\n"
"注意:不是数组中的会话可能处于非活动状态,通过 [method EditorDebuggerSession."
"is_active] 检查它们的状态"
msgid "A class to interact with the editor debugger."
msgstr "与编辑器调试器交互的类。"
msgid "A script that is executed when exporting the project."
msgstr "在导出项目时执行的脚本。"
msgid ""
"[EditorExportPlugin]s are automatically invoked whenever the user exports "
"the project. Their most common use is to determine what files are being "
"included in the exported project. For each plugin, [method _export_begin] is "
"called at the beginning of the export process and then [method _export_file] "
"is called for each exported file.\n"
"To use [EditorExportPlugin], register it using the [method EditorPlugin."
"add_export_plugin] method first."
msgstr ""
"[EditorExportPlugin] 会在用户导出项目时自动调用。它们最常见的用途是确定哪些文"
"件应该包含在导出的项目中。对于每个插件,导出过程开始时都会调用 [method "
"_export_begin],然后会为每一个导出的文件调用 [method _export_file]。\n"
"要使用 [EditorExportPlugin],请先用 [method EditorPlugin.add_export_plugin] "
"注册。"
msgid ""
"Virtual method to be overridden by the user. Called when the export is "
"finished."
msgstr "可以被用户重写的虚方法。在导出完成后被调用。"
msgid ""
"Adds a C++ code to the iOS export. The final code is created from the code "
"appended by each active export plugin."
msgstr ""
"将 C++ 代码添加到 iOS 导出中。最终的代码是由每个激活的导出插件附加的代码创建"
"的。"
msgid ""
"Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to "
"Linking Phase in iOS's Xcode project."
msgstr ""
"在 iOS 的 Xcode 项目中链接阶段添加静态库(*.a)或动态库(*.dylib、*."
"framework)。"
msgid "Adds linker flags for the iOS export."
msgstr "为 iOS 导出添加链接器标志。"
msgid "Adds content for iOS Property List files."
msgstr "为 iOS 属性列表文件添加内容。"
msgid ""
"To be called inside [method _export_file]. Skips the current file, so it's "
"not included in the export."
msgstr "在 [method _export_file] 中调用。跳过当前文件,因此它不包括在导出中。"
msgid ""
"An editor feature profile which can be used to disable specific features."
msgstr "编辑器功能配置,可用于禁用特定功能。"
msgid ""
"An editor feature profile can be used to disable specific features of the "
"Godot editor. When disabled, the features won't appear in the editor, which "
"makes the editor less cluttered. This is useful in education settings to "
"reduce confusion or when working in a team. For example, artists and level "
"designers could use a feature profile that disables the script editor to "
"avoid accidentally making changes to files they aren't supposed to edit.\n"
"To manage editor feature profiles visually, use [b]Editor > Manage Feature "
"Profiles...[/b] at the top of the editor window."
msgstr ""
"编辑器功能配置可以用来禁用 Godot 编辑器的特定功能。当禁用时,这些功能将不会出"
"现在编辑器中,从而使编辑器不那么混乱。这个设置使编辑器更简洁,在团队中工作"
"时。例如,游戏美术和关卡设计师可以使用禁用脚本编辑器的功能配置,以避免意外地"
"对他们不应该编辑的文件进行更改。\n"
"要可视化地管理编辑器功能配置,请使用编辑器窗口顶部的[b]编辑器 >管理功能配"
"置...[/b]。"
msgid "Returns the specified [param feature]'s human-readable name."
msgstr "返回指定特性 [param feature] 的人类可读名称。"
msgid ""
"Loads an editor feature profile from a file. The file must follow the JSON "
"format obtained by using the feature profile manager's [b]Export[/b] button "
"or the [method save_to_file] method."
msgstr ""
"从文件中加载一个编辑器功能配置。该文件必须遵循 JSON 格式,通过使用功能配置管"
"理器的[b]导出[/b]按钮或 [method save_to_file] 方法获得。"
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
"[method load_from_file] method."
msgstr ""
"将编辑器的功能配置保存到 JSON 格式的文件中。然后可以使用功能配置管理器的[b]导"
"入[/b]按钮或 [method load_from_file] 方法导入它。"
msgid ""
"The 3D editor. If this feature is disabled, the 3D editor won't display but "
"3D nodes will still display in the Create New Node dialog."
msgstr ""
"3D 编辑器。如果禁用此功能,3D 编辑器将不显示,但 3D 节点仍将显示在“创建新 "
"Node”对话框中。"
msgid ""
"The Script tab, which contains the script editor and class reference "
"browser. If this feature is disabled, the Script tab won't display."
msgstr ""
"脚本选项卡,它包含脚本编辑器和类引用浏览器。如果该功能被禁用,脚本选项卡将不"
"会显示。"
msgid ""
"The AssetLib tab. If this feature is disabled, the AssetLib tab won't "
"display."
msgstr "AssetLib 选项卡。如果禁用此功能,则不会显示 AssetLib 选项卡。"
msgid ""
"Scene tree editing. If this feature is disabled, the Scene tree dock will "
"still be visible but will be read-only."
msgstr "场景树编辑。如果禁用此功能,场景树面板仍将可见,但将是只读的。"
msgid ""
"The Node dock. If this feature is disabled, signals and groups won't be "
"visible and modifiable from the editor."
msgstr "节点面板。如果此功能被禁用,信号和组将不可见,也不能从编辑器中修改。"
msgid ""
"The FileSystem dock. If this feature is disabled, the FileSystem dock won't "
"be visible."
msgstr "文件系统面板。如果禁用此功能,则文件系统面板将不可见。"
msgid ""
"The Import dock. If this feature is disabled, the Import dock won't be "
"visible."
msgstr "导入面板。如果禁用此功能,则导入面板将不可见。"
msgid ""
"The History dock. If this feature is disabled, the History dock won't be "
"visible."
msgstr "历史面板。如果禁用此功能,则历史面板将不可见。"
msgid "A modified version of [FileDialog] used by the editor."
msgstr "编辑器使用的 [FileDialog] 的修改版。"
msgid ""
"[EditorFileDialog] is an enhanced version of [FileDialog] available only to "
"editor plugins. Additional features include list of favorited/recent files "
"and ability to see files as thumbnails grid instead of list."
msgstr ""
"[EditorFileDialog] 是 [FileDialog] 的增强版,只对编辑器插件可用。额外的功能包"
"括收藏/最近文件列表和以缩略图网格而不是列表的形式查看文件的能力。"
msgid "Removes all filters except for \"All Files (*)\"."
msgstr "移除“All Files(*)”筛选器之外的所有筛选器。"
msgid ""
"Returns the [code]VBoxContainer[/code] used to display the file system.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回用于显示文件系统的 [code]VBoxContainer[/code]。\n"
"[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你想隐藏"
"它或它的任何子节点,请使用 [member CanvasItem.visible] 属性。"
msgid ""
"Notify the [EditorFileDialog] that its view of the data is no longer "
"accurate. Updates the view contents on next view update."
msgstr ""
"通知 [EditorFileDialog] 它的数据视图不再准确。在下次视图更新时更新视图内容。"
msgid ""
"The location from which the user may select a file, including [code]res://[/"
"code], [code]user://[/code], and the local file system."
msgstr ""
"用户可以选择文件的位置,包括 [code]res://[/code]、[code]user://[/code] 和本地"
"文件系统。"
msgid "The currently occupied directory."
msgstr "当前占用的目录。"
msgid "The currently selected file."
msgstr "当前选择的文件。"
msgid "The file system path in the address bar."
msgstr "地址栏中的文件系统路径。"
msgid ""
"If [code]true[/code], the [EditorFileDialog] will not warn the user before "
"overwriting files."
msgstr ""
"如果为 [code]true[/code],[EditorFileDialog] 将不会在覆盖文件之前警告用户。"
msgid ""
"The view format in which the [EditorFileDialog] displays resources to the "
"user."
msgstr "[EditorFileDialog] 向用户显示资源的视图格式。"
msgid "Emitted when a directory is selected."
msgstr "选择目录时触发。"
msgid "Emitted when a file is selected."
msgstr "选择文件时触发。"
msgid "Emitted when multiple files are selected."
msgstr "选择多个文件时触发。"
msgid ""
"The [EditorFileDialog] can select only one file. Accepting the window will "
"open the file."
msgstr "[EditorFileDialog] 仅可以选择一个文件,选择同意窗口将会打开这个文件。"
msgid ""
"The [EditorFileDialog] can select multiple files. Accepting the window will "
"open all files."
msgstr ""
"[EditorFileDialog] 可以选择多个文件,选择同意窗口将会打开所有选择的文件。"
msgid ""
"The [EditorFileDialog] can select only one directory. Accepting the window "
"will open the directory."
msgstr "[EditorFileDialog] 可以选择一个目录,选择同意窗口将会打开这个目录。"
msgid ""
"The [EditorFileDialog] can select a file or directory. Accepting the window "
"will open it."
msgstr ""
"[EditorFileDialog] 可以选择一个文件或者目录,选择同意窗口将会打开这个文件或目"
"录。"
msgid ""
"The [EditorFileDialog] can select only one file. Accepting the window will "
"save the file."
msgstr "[EditorFileDialog] 可以选择一个文件,选择同意窗口将会保存这个文件。"
msgid ""
"The [EditorFileDialog] can only view [code]res://[/code] directory contents."
msgstr "[EditorFileDialog] 只能查看 [code]res://[/code] 目录里的内容。"
msgid ""
"The [EditorFileDialog] can only view [code]user://[/code] directory contents."
msgstr "[EditorFileDialog] 只能查看[code]user://[/code] 目录里的内容。"
msgid "The [EditorFileDialog] can view the entire local file system."
msgstr "[EditorFileDialog] 可以查看整个本地文件系统。"
msgid "The [EditorFileDialog] displays resources as thumbnails."
msgstr "[EditorFileDialog] 以图标的形式显示资源。"
msgid "The [EditorFileDialog] displays resources as a list of filenames."
msgstr "[EditorFileDialog] 以文件名列表的形式显示资源。"
msgid "Resource filesystem, as the editor sees it."
msgstr "编辑器可以浏览的资源文件系统。"
msgid ""
"This object holds information of all resources in the filesystem, their "
"types, etc.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_resource_filesystem]."
msgstr ""
"这个对象储存着文件系统里所有的资源的信息,类型和其他。\n"
"[b]注意:[/b]这个类不应该被直接实例化。应该使用下列方法 [method "
"EditorInterface.get_resource_filesystem] 来读取单例。"
msgid ""
"Returns the resource type of the file, given the full path. This returns a "
"string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], "
"[i]not[/i] a file extension such as [code]\".gd\"[/code]."
msgstr ""
"返回文件的资源类型,给定完整路径。这将返回字符串,如 [code]\"Resource\"[/"
"code] 或 [code]\"GDScript\"[/code],[i]不是[/i]文件扩展名,如 [code]\".gd\"[/"
"code]。"
msgid "Gets the root directory object."
msgstr "获取根目录对象。"
msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr "如果文件系统正在被扫描,返回扫描的进度,值为 0-1。"
msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr "如果文件系统正在进行扫描,则返回 [code]true[/code]。"
msgid "Scan the filesystem for changes."
msgstr "扫描文件系统的改动。"
msgid "Check if the source of any imported resource changed."
msgstr "检查是否更改了已导入资源的来源。"
msgid ""
"Add a file in an existing directory, or schedule file information to be "
"updated on editor restart. Can be used to update text files saved by an "
"external program.\n"
"This will not import the file. To reimport, call [method reimport_files] or "
"[method scan] methods."
msgstr ""
"在现有目录中添加文件,或计划在编辑器重新启动时更新文件信息。可用于更新由外部"
"程序保存的文本文件。\n"
"这不会导入文件。要重新导入,请调用 [method reimport_files] 或 [method scan] "
"方法。"
msgid "Emitted if the filesystem changed."
msgstr "在文件系统更改的时候触发。"
msgid "Emitted if a resource is reimported."
msgstr "重新导入资源时触发。"
msgid ""
"Emitted if at least one resource is reloaded when the filesystem is scanned."
msgstr "如果在扫描文件系统的时候,至少有一个资源被重新加载,则触发该信号。"
msgid "Emitted when the list of global script classes gets updated."
msgstr "更新全局脚本类列表时触发。"
msgid "Emitted if the source of any imported file changed."
msgstr "如果导入文件的来源发生变化,则触发。"
msgid "A directory for the resource filesystem."
msgstr "资源文件系统的目录。"
msgid "A more generalized, low-level variation of the directory concept."
msgstr "目录概念的一个更概括的、低级的概念。"
msgid ""
"Returns the index of the directory with name [param name] or [code]-1[/code] "
"if not found."
msgstr "返回名为 [param name] 的目录索引,如果未找到返回 [code]-1[/code]。"
msgid ""
"Returns the index of the file with name [param name] or [code]-1[/code] if "
"not found."
msgstr "返回名为 [param name] 的文件索引,如果未找到返回 [code]-1[/code]。"
msgid "Returns the name of the file at index [param idx]."
msgstr "返回索引 [param idx] 处的文件名。"
msgid "Returns the number of files in this directory."
msgstr "返回目录里文件的数量。"
msgid ""
"Returns [code]true[/code] if the file at index [param idx] imported properly."
msgstr "如果索引 [param idx] 处的文件正确导入,则返回 [code]true[/code]。"
msgid "Returns the path to the file at index [param idx]."
msgstr "返回索引 [param idx] 处的文件所在路径。"
msgid ""
"Returns the resource type of the file at index [param idx]. This returns a "
"string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], "
"[i]not[/i] a file extension such as [code]\".gd\"[/code]."
msgstr ""
"返回在索引 [code]idx[/code] 处文件的资源类型。这将返回字符串,如 "
"[code]\"Resource\"[/code] 或 [code]\"GDScript\"[/code],[i]而不是[/i] 文件扩"
"展名,如 [code]\".gd\"[/code]。"
msgid "Returns the name of this directory."
msgstr "返回这个目录的名字。"
msgid ""
"Returns the parent directory for this directory or [code]null[/code] if "
"called on a directory at [code]res://[/code] or [code]user://[/code]."
msgstr ""
"返回这个目录的上层目录,如果在 [code]res://[/code] 或 [code]user://[/code] 调"
"用这个方法,将会返回 [code]null[/code]。"
msgid "Returns the path to this directory."
msgstr "返回这个目录的路径。"
msgid "Returns the subdirectory at index [param idx]."
msgstr "返回在索引 [param idx] 处的子目录。"
msgid "Returns the number of subdirectories in this directory."
msgstr "返回这个目录的子目录的数量。"
msgid ""
"This class is used to query and configure a certain import format. It is "
"used in conjunction with asset format import plugins."
msgstr "该类用于查询和配置某种导入格式。它与资产格式导入插件配合使用。"
msgid "Return the file extensions supported."
msgstr "返回支持的文件扩展名。"
msgid "Return whether this importer is active."
msgstr "返回此导入器是否处于活动状态。"
msgid ""
"Registers a custom resource importer in the editor. Use the class to parse "
"any file and import it as a new resource type."
msgstr ""
"在编辑器中注册一个自定义资源导入器。使用该类来解析任何文件,并将其作为新的资"
"源类型导入。"
msgid ""
"[EditorImportPlugin]s provide a way to extend the editor's resource import "
"functionality. Use them to import resources from custom files or to provide "
"alternatives to the editor's existing importers.\n"
"EditorImportPlugins work by associating with specific file extensions and a "
"resource type. See [method _get_recognized_extensions] and [method "
"_get_resource_type]. They may optionally specify some import presets that "
"affect the import process. EditorImportPlugins are responsible for creating "
"the resources and saving them in the [code].godot/imported[/code] directory "
"(see [member ProjectSettings.application/config/"
"use_hidden_project_data_directory]).\n"
"Below is an example EditorImportPlugin that imports a [Mesh] from a file "
"with the extension \".special\" or \".spec\":\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends EditorImportPlugin\n"
"\n"
"func _get_importer_name():\n"
" return \"my.special.plugin\"\n"
"\n"
"func _get_visible_name():\n"
" return \"Special Mesh\"\n"
"\n"
"func _get_recognized_extensions():\n"
" return [\"special\", \"spec\"]\n"
"\n"
"func _get_save_extension():\n"
" return \"mesh\"\n"
"\n"
"func _get_resource_type():\n"
" return \"Mesh\"\n"
"\n"
"func _get_preset_count():\n"
" return 1\n"
"\n"
"func _get_preset_name(i):\n"
" return \"Default\"\n"
"\n"
"func _get_import_options(i):\n"
" return [{\"name\": \"my_option\", \"default_value\": false}]\n"
"\n"
"func _import(source_file, save_path, options, platform_variants, "
"gen_files):\n"
" var file = FileAccess.open(source_file, FileAccess.READ)\n"
" if file == null:\n"
" return FAILED\n"
" var mesh = ArrayMesh.new()\n"
" # Fill the Mesh with data read in \"file\", left as an exercise to the "
"reader.\n"
"\n"
" var filename = save_path + \".\" + _get_save_extension()\n"
" return ResourceSaver.save(mesh, filename)\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"public partial class MySpecialPlugin : EditorImportPlugin\n"
"{\n"
" public override string _GetImporterName()\n"
" {\n"
" return \"my.special.plugin\";\n"
" }\n"
"\n"
" public override string _GetVisibleName()\n"
" {\n"
" return \"Special Mesh\";\n"
" }\n"
"\n"
" public override string[] _GetRecognizedExtensions()\n"
" {\n"
" return new string[] { \"special\", \"spec\" };\n"
" }\n"
"\n"
" public override string _GetSaveExtension()\n"
" {\n"
" return \"mesh\";\n"
" }\n"
"\n"
" public override string _GetResourceType()\n"
" {\n"
" return \"Mesh\";\n"
" }\n"
"\n"
" public override int _GetPresetCount()\n"
" {\n"
" return 1;\n"
" }\n"
"\n"
" public override string _GetPresetName(int presetIndex)\n"
" {\n"
" return \"Default\";\n"
" }\n"
"\n"
" public override Godot.Collections.Array<Godot.Collections.Dictionary> "
"_GetImportOptions(string path, int presetIndex)\n"
" {\n"
" return new Godot.Collections.Array<Godot.Collections.Dictionary>\n"
" {\n"
" new Godot.Collections.Dictionary\n"
" {\n"
" { \"name\", \"myOption\" },\n"
" { \"defaultValue\", false },\n"
" }\n"
" };\n"
" }\n"
"\n"
" public override int _Import(string sourceFile, string savePath, Godot."
"Collections.Dictionary options, Godot.Collections.Array<string> "
"platformVariants, Godot.Collections.Array<string> genFiles)\n"
" {\n"
" using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags."
"Read);\n"
" if (file.GetError() != Error.Ok)\n"
" {\n"
" return (int)Error.Failed;\n"
" }\n"
"\n"
" var mesh = new ArrayMesh();\n"
" // Fill the Mesh with data read in \"file\", left as an exercise to "
"the reader.\n"
" string filename = $\"{savePath}.{_GetSaveExtension()}\";\n"
" return (int)ResourceSaver.Save(mesh, filename);\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"To use [EditorImportPlugin], register it using the [method EditorPlugin."
"add_import_plugin] method first."
msgstr ""
"[EditorImportPlugin] 提供了一种方法来扩展编辑器的资源导入功能。使用它们从自定"
"义文件中导入资源,或为编辑器的现有导入器提供替代方案。\n"
"EditorImportPlugin 通过与特定的文件扩展名和资源类型相关联来工作。请参见 "
"[method _get_recognized_extensions] 和 [method _get_resource_type]。它们可以"
"选择性地指定一些影响导入过程的导入预设。EditorImportPlugin 负责创建资源并将它"
"们保存在 [code].godot/imported[/code] 目录中(参见 [member ProjectSettings."
"application/config/use_hidden_project_data_directory])。\n"
"下面是一个 EditorImportPlugin 的示例,它从扩展名为“.special”或“.spec”的文件中"
"导入 [Mesh]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends EditorImportPlugin\n"
"\n"
"func _get_importer_name():\n"
" return \"my.special.plugin\"\n"
"\n"
"func _get_visible_name():\n"
" return \"Special Mesh\"\n"
"\n"
"func _get_recognized_extensions():\n"
" return [\"special\", \"spec\"]\n"
"\n"
"func _get_save_extension():\n"
" return \"mesh\"\n"
"\n"
"func _get_resource_type():\n"
" return \"Mesh\"\n"
"\n"
"func _get_preset_count():\n"
" return 1\n"
"\n"
"func _get_preset_name(i):\n"
" return \"Default\"\n"
"\n"
"func _get_import_options(i):\n"
" return [{\"name\": \"my_option\", \"default_value\": false}]\n"
"\n"
"func _import(source_file, save_path, options, platform_variants, "
"gen_files):\n"
" var file = FileAccess.open(source_file, FileAccess.READ)\n"
" if file == null:\n"
" return FAILED\n"
" var mesh = ArrayMesh.new()\n"
" # 使用从“file”中读取的数据填充 Mesh,留作读者的练习。\n"
"\n"
" var filename = save_path + \".\" + _get_save_extension()\n"
" return ResourceSaver.save(mesh, filename)\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"public partial class MySpecialPlugin : EditorImportPlugin\n"
"{\n"
" public override string _GetImporterName()\n"
" {\n"
" return \"my.special.plugin\";\n"
" }\n"
"\n"
" public override string _GetVisibleName()\n"
" {\n"
" return \"Special Mesh\";\n"
" }\n"
"\n"
" public override string[] _GetRecognizedExtensions()\n"
" {\n"
" return new string[] { \"special\", \"spec\" };\n"
" }\n"
"\n"
" public override string _GetSaveExtension()\n"
" {\n"
" return \"mesh\";\n"
" }\n"
"\n"
" public override string _GetResourceType()\n"
" {\n"
" return \"Mesh\";\n"
" }\n"
"\n"
" public override int _GetPresetCount()\n"
" {\n"
" return 1;\n"
" }\n"
"\n"
" public override string _GetPresetName(int presetIndex)\n"
" {\n"
" return \"Default\";\n"
" }\n"
"\n"
" public override Godot.Collections.Array<Godot.Collections.Dictionary> "
"_GetImportOptions(string path, int presetIndex)\n"
" {\n"
" return new Godot.Collections.Array<Godot.Collections.Dictionary>\n"
" {\n"
" new Godot.Collections.Dictionary\n"
" {\n"
" { \"name\", \"myOption\" },\n"
" { \"defaultValue\", false },\n"
" }\n"
" };\n"
" }\n"
"\n"
" public override int _Import(string sourceFile, string savePath, Godot."
"Collections.Dictionary options, Godot.Collections.Array<string> "
"platformVariants, Godot.Collections.Array<string> genFiles)\n"
" {\n"
" using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags."
"Read);\n"
" if (file.GetError() != Error.Ok)\n"
" {\n"
" return (int)Error.Failed;\n"
" }\n"
"\n"
" var mesh = new ArrayMesh();\n"
" // 使用从“file”中读取的数据填充 Mesh,留作读者的练习\n"
" string filename = $\"{savePath}.{_GetSaveExtension()}\";\n"
" return (int)ResourceSaver.Save(mesh, filename);\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"要使用 [EditorImportPlugin],请先使用 [method EditorPlugin."
"add_import_plugin] 方法注册它。"
msgid "Import plugins"
msgstr "导入插件"
msgid ""
"Gets the options and default values for the preset at this index. Returns an "
"Array of Dictionaries with the following keys: [code]name[/code], "
"[code]default_value[/code], [code]property_hint[/code] (optional), "
"[code]hint_string[/code] (optional), [code]usage[/code] (optional)."
msgstr ""
"获取该索引下预设的选项和默认值。返回一个字典数组,包含以下键名:[code]name[/"
"code]、[code]default_value[/code]、[code]property_hint[/code](可选)、"
"[code]hint_string[/code](可选)、[code]usage[/code](可选)。"
msgid ""
"Gets the order of this importer to be run when importing resources. "
"Importers with [i]lower[/i] import orders will be called first, and higher "
"values will be called later. Use this to ensure the importer runs after the "
"dependencies are already imported. The default import order is [code]0[/"
"code] unless overridden by a specific importer. See [enum ResourceImporter."
"ImportOrder] for some predefined values."
msgstr ""
"获取该导入器在导入资源时的运行顺序。具有[i]较低[/i]导入顺序的导入器将被首先调"
"用,较高值的将被其后调用。使用这个来确保导入器在依赖项已经被导入后执行。默认"
"的导入顺序是 [code]0[/code],除非被指定的导入器重写。参阅 [enum "
"ResourceImporter.ImportOrder] 了解相关预定义的值。"
msgid "Gets the unique name of the importer."
msgstr "获取导入者的唯一名称。"
msgid ""
"Gets the number of initial presets defined by the plugin. Use [method "
"_get_import_options] to get the default options for the preset and [method "
"_get_preset_name] to get the name of the preset."
msgstr ""
"获取插件定义的初始预设的数量。使用 [method _get_import_options] 获取预设的默"
"认选项,使用 [method _get_preset_name] 获取预设的名称。"
msgid "Gets the name of the options preset at this index."
msgstr "获取该索引处预设的选项名称。"
msgid ""
"Gets the priority of this plugin for the recognized extension. Higher "
"priority plugins will be preferred. The default priority is [code]1.0[/code]."
msgstr ""
"获取该插件对识别的扩展的优先级。优先级越高的插件会被优先选择。默认的优先级是 "
"[code]1.0[/code]。"
msgid ""
"Gets the list of file extensions to associate with this loader (case-"
"insensitive). e.g. [code][\"obj\"][/code]."
msgstr ""
"获取与该加载器相关联的文件扩展名列表(不区分大小写),例如 [code][\"obj\"][/"
"code]。"
msgid ""
"Gets the Godot resource type associated with this loader. e.g. "
"[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]."
msgstr ""
"获取与此加载程序关联的 Godot 资源类型,例如 [code]\"Mesh\"[/code] 或 "
"[code]\"Animation\"[/code]。"
msgid ""
"Gets the extension used to save this resource in the [code].godot/imported[/"
"code] directory (see [member ProjectSettings.application/config/"
"use_hidden_project_data_directory])."
msgstr ""
"获取用于在 [code].godot/imported[/code] 目录中保存此资源的扩展名(请参阅 "
"[member ProjectSettings.application/config/"
"use_hidden_project_data_directory])。"
msgid ""
"Gets the name to display in the import window. You should choose this name "
"as a continuation to \"Import as\", e.g. \"Import as Special Mesh\"."
msgstr ""
"获取在导入窗口中显示的名称。你应该选择这个名字作为“导入为”的延续,例如“导入"
"为 Special Mesh”。"
msgid ""
"Imports [param source_file] into [param save_path] with the import [param "
"options] specified. The [param platform_variants] and [param gen_files] "
"arrays will be modified by this function.\n"
"This method must be overridden to do the actual importing work. See this "
"class' description for an example of overriding this method."
msgstr ""
"使用指定的导入选项 [code]options[/code] 将 [code]source_file[/code] 导入到 "
"[code]save_path[/code] 中。此函数将修改[code]platform_variants[/code] 和 "
"[code]gen_files[/code] 数组。\n"
"必须重写这个方法才能完成实际的导入工作。参阅本类的描述以了解如何重写该方法。"
msgid "A control used to edit properties of an object."
msgstr "用于编辑对象属性的控件。"
msgid ""
"This is the control that implements property editing in the editor's "
"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"[EditorInspector] will show properties in the same order as the array "
"returned by [method Object.get_property_list].\n"
"If a property's name is path-like (i.e. if it contains forward slashes), "
"[EditorInspector] will create nested sections for \"directories\" along the "
"path. For example, if a property is named [code]highlighting/gdscript/"
"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
"If a property has [constant PROPERTY_USAGE_GROUP] usage, it will group "
"subsequent properties whose name starts with the property's hint string. The "
"group ends when a property does not start with that hint string or when a "
"new group starts. An empty group name effectively ends the current group. "
"[EditorInspector] will create a top-level section for each group. For "
"example, if a property with group usage is named [code]Collide With[/code] "
"and its hint string is [code]collide_with_[/code], a subsequent "
"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
"\"Collide With\" section. There is also a special case: when the hint string "
"contains the name of a property, that property is grouped too. This is "
"mainly to help grouping properties like [code]font[/code], [code]font_color[/"
"code] and [code]font_size[/code] (using the hint string [code]font_[/"
"code]).\n"
"If a property has [constant PROPERTY_USAGE_SUBGROUP] usage, a subgroup will "
"be created in the same way as a group, and a second-level section will be "
"created for each subgroup.\n"
"[b]Note:[/b] Unlike sections created from path-like property names, "
"[EditorInspector] won't capitalize the name for sections created from "
"groups. So properties with group usage usually use capitalized names instead "
"of snake_cased names."
msgstr ""
"这是在编辑器的设置对话框、检查器停靠面板等中实现属性编辑的控件。要获取在编辑"
"器的检查器停靠面板中使用的 [EditorInspector],请使用 [method EditorInterface."
"get_inspector]。\n"
"[EditorInspector] 将按照与 [method Object.get_property_list] 返回的数组相同的"
"顺序显示属性。\n"
"如果属性的名称类似于路径(即如果它包含正斜杠),[EditorInspector] 将沿路径为"
"各个“目录”创建嵌套的部分。例如,如果属性名为 [code]highlighting/gdscript/"
"node_path_color[/code],则它将在嵌套在“Highlighting”部分内的“GDScript”部分中"
"显示为“Node Path Color”。\n"
"如果某个属性具有 [constant PROPERTY_USAGE_GROUP] 用法,它将对名称以该属性的提"
"示字符串开头的后续属性进行分组。当属性不以该提示字符串开头或新组开始时,该组"
"结束。空组名有效地结束了当前组。[EditorInspector] 将为每个组创建一个顶级部"
"分。例如,如果具有组用法的属性名为 [code]Collide With[/code],其提示字符串为 "
"[code]collide_with_[/code],则后续的 [code]collide_with_area[/code] 属性将显"
"示为 “Collide With” 部分内的 “Area”。还有一种特殊情况:当提示字符串包含属性名"
"称时,该属性也被分组。这主要是为了帮助分组属性,如 [code]font[/code]、"
"[code]font_color[/code] 和 [code]font_size[/code](使用提示字符串 "
"[code]font_[/code])。\n"
"如果属性具有 [constant PROPERTY_USAGE_SUBGROUP] 用法,则将以与组相同的方式创"
"建子组,并为每个子组创建一个二级部分。\n"
"[b]注意:[/b]与从类似路径的属性名称创建的部分不同,[EditorInspector] 不会将从"
"组创建的部分的名称的首字母大写。因此,具有组用法的属性通常使用首字母大写的名"
"称而不是蛇形名称。"
msgid "Gets the path of the currently selected property."
msgstr "获取当前选定属性的路径。"
msgid "Emitted when the object being edited by the inspector has changed."
msgstr "当检查器正在编辑的对象发生更改时触发。"
msgid ""
"Emitted when the Edit button of an [Object] has been pressed in the "
"inspector. This is mainly used in the remote scene tree Inspector."
msgstr ""
"在检查器中按下 [Object] 的“编辑”按钮时发出。这主要用于远程场景树检查器。"
msgid "Emitted when a property is removed from the inspector."
msgstr "当从检查器中移除属性时触发。"
msgid "Emitted when a property is edited in the inspector."
msgstr "在检查器中编辑属性时触发。"
msgid ""
"Emitted when a property is keyed in the inspector. Properties can be keyed "
"by clicking the \"key\" icon next to a property when the Animation panel is "
"toggled."
msgstr ""
"当属性在检查器中被键入时触发。当动画面板打开时,可通过点击属性旁边的“钥匙”图"
"标为属性添加关键帧。"
msgid "Emitted when a property is selected in the inspector."
msgstr "在检查器中选择属性时触发。"
msgid ""
"Emitted when a boolean property is toggled in the inspector.\n"
"[b]Note:[/b] This signal is never emitted if the internal [code]autoclear[/"
"code] property enabled. Since this property is always enabled in the editor "
"inspector, this signal is never emitted by the editor itself."
msgstr ""
"在检查器中切换布尔属性时发出。\n"
"[b]注意:[/b]如果启用了内部 [code]autoclear[/code] 属性,则该信号永远不会触"
"发。由于该属性在编辑器检查器中始终处于启用状态,因此编辑器本身绝不会发出该信"
"号。"
msgid "Emitted when a resource is selected in the inspector."
msgstr "在检查器中选择资源时触发。"
msgid ""
"Emitted when a property that requires a restart to be applied is edited in "
"the inspector. This is only used in the Project Settings and Editor Settings."
msgstr ""
"在检查器中编辑需要重启应用的属性时触发。仅在项目设置和编辑器设置中使用。"
msgid "Plugin for adding custom property editors on the inspector."
msgstr "插件,用于在检查器上添加自定义属性编辑器。"
msgid ""
"[EditorInspectorPlugin] allows adding custom property editors to "
"[EditorInspector].\n"
"When an object is edited, the [method _can_handle] function is called and "
"must return [code]true[/code] if the object type is supported.\n"
"If supported, the function [method _parse_begin] will be called, allowing to "
"place custom controls at the beginning of the class.\n"
"Subsequently, the [method _parse_category] and [method _parse_property] are "
"called for every category and property. They offer the ability to add custom "
"controls to the inspector too.\n"
"Finally, [method _parse_end] will be called.\n"
"On each of these calls, the \"add\" functions can be called.\n"
"To use [EditorInspectorPlugin], register it using the [method EditorPlugin."
"add_inspector_plugin] method first."
msgstr ""
"[EditorInspectorPlugin] 允许将自定义属性编辑器添加到 [EditorInspector]。\n"
"当编辑对象时,会调用 [method _can_handle] 函数,如果支持该对象类型,则必须返"
"回 [code]true[/code]。\n"
"如果支持,函数 [method _parse_begin] 将被调用,允许在类的开头放置自定义控"
"件。\n"
"随后,为每个类别和属性调用 [method _parse_category] 和 [method "
"_parse_property]。它们也提供了向检查器添加自定义控件的能力。\n"
"最后,将调用 [method _parse_end]。\n"
"在这些调用中的每一个,都可以调用“add”函数。\n"
"要使用 [EditorInspectorPlugin],首先使用 [method EditorPlugin."
"add_inspector_plugin] 方法注册它。"
msgid "Inspector plugins"
msgstr "检查器插件"
msgid "Returns [code]true[/code] if this object can be handled by this plugin."
msgstr "如果此插件可以处理此对象返回 [code]true[/code]。"
msgid "Adds a custom control, which is not necessarily a property editor."
msgstr "添加自定义控件,它不一定是属性编辑器。"
msgid "Godot editor's interface."
msgstr "Godot 编辑器的界面。"
msgid ""
"EditorInterface gives you control over Godot editor's window. It allows "
"customizing the window, saving and (re-)loading scenes, rendering mesh "
"previews, inspecting and editing resources and objects, and provides access "
"to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], "
"[ScriptEditor], the editor viewport, and information about scenes.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorPlugin.get_editor_interface]."
msgstr ""
"EditorInterface 让您可以控制 Godot 编辑器的窗口,它允许自定义窗口,保存和(重"
"新)加载场景,渲染网格预览,检查和编辑资源和对象。它允许自定义窗口,保存和"
"(重新)加载场景,渲染网格预览,检查和编辑资源和对象,并提供对 "
"[EditorSettings]、[EditorFileSystem]、[EditorResourcePreview]、"
"[ScriptEditor]、编辑器视口和场景信息的访问。\n"
"[b]注意:[/b]这个类不应该直接实例化。相反,使用 [method EditorPlugin."
"get_editor_interface] 访问单例。"
msgid ""
"Edits the given [Node]. The node will be also selected if it's inside the "
"scene tree."
msgstr "编辑给定的 [Node]。如果该节点在场景树内,将被选中。"
msgid ""
"Edits the given [Resource]. If the resource is a [Script] you can also edit "
"it with [method edit_script] to specify the line and column position."
msgstr ""
"编辑给定的 [Resource]。如果该资源是 [Script],你还可以使用 [method "
"edit_script] 编辑,指定行列位置。"
msgid ""
"Edits the given [Script]. The line and column on which to open the script "
"can also be specified. The script will be open with the user-configured "
"editor for the script's language which may be an external editor."
msgstr ""
"编辑给定的 [Script]。还可以指定所打开脚本的行和列。打开脚本所使用的编辑器是由"
"用户为该脚本的语言所配置,可能是外部编辑器。"
msgid ""
"Returns the main container of Godot editor's window. For example, you can "
"use it to retrieve the size of the container and place your controls "
"accordingly.\n"
"[b]Warning:[/b] Removing and freeing this node will render the editor "
"useless and may cause a crash."
msgstr ""
"返回 Godot 编辑器窗口的主容器。例如,你可以用它来检索容器的大小并相应地放置你"
"的控件。\n"
"[b]警告:[/b]删除和释放这个节点将使编辑器失效,并可能导致崩溃。"
msgid "Returns the current path being viewed in the [FileSystemDock]."
msgstr "返回在 [FileSystemDock] 中查看的当前路径。"
msgid "Returns the edited (current) scene's root [Node]."
msgstr "返回正在编辑的(当前)场景的根 [Node]。"
msgid "Returns the [EditorPaths] singleton."
msgstr "返回 [EditorPaths] 单例。"
msgid ""
"Returns the actual scale of the editor UI ([code]1.0[/code] being 100% "
"scale). This can be used to adjust position and dimensions of the UI added "
"by plugins.\n"
"[b]Note:[/b] This value is set via the [code]interface/editor/display_scale[/"
"code] and [code]interface/editor/custom_display_scale[/code] editor "
"settings. Editor must be restarted for changes to be properly applied."
msgstr ""
"返回编辑器用户 UI 的实际比例([code]1.0[/code] 表示比例为 100%)。这可以用来"
"调整由插件添加的用户 UI 的位置和尺寸。\n"
"[b]注意:[/b]这个值是通过 [code]interface/editor/display_scale[/code] 和 "
"[code]interface/editor/custom_display_scale[/code] 编辑器设置项来设置。编辑器"
"必须重新启动才能正确应用这些变化。"
msgid "Returns the editor's [EditorSettings] instance."
msgstr "返回编辑器的 [EditorSettings] 实例。"
msgid ""
"Returns the editor's [FileSystemDock] instance.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
"返回编辑器的文件系统面板 [FileSystemDock] 实例。\n"
"[b]警告:[/b]移除和释放此节点将使编辑器的一部分失去作用,并可能导致崩溃。"
msgid ""
"Returns the editor's [EditorInspector] instance.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
"返回编辑器的属性检查器 [EditorInspector]实例。\n"
"[b]警告:[/b]删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。"
msgid "Returns an [Array] with the file paths of the currently opened scenes."
msgstr "返回包含当前打开的场景的文件路径的数组 [Array]。"
msgid ""
"Returns the name of the scene that is being played. If no scene is currently "
"being played, returns an empty string."
msgstr "返回正在播放的场景名称。如果当前没有场景正在播放,返回一个空字符串。"
msgid "Returns the editor's [EditorFileSystem] instance."
msgstr "返回编辑器的 [EditorFileSystem] 实例。"
msgid "Returns the editor's [EditorResourcePreview] instance."
msgstr "返回编辑器的 [EditorResourcePreview] 实例。"
msgid ""
"Returns the editor's [ScriptEditor] instance.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
"返回编辑器的脚本编辑器 [ScriptEditor] 实例。\n"
"[b]警告:[/b]删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。"
msgid "Returns the editor's [EditorSelection] instance."
msgstr "返回编辑器的 [EditorSelection] 实例。"
msgid ""
"Returns [code]true[/code] if a scene is currently being played, [code]false[/"
"code] otherwise. Paused scenes are considered as being played."
msgstr ""
"如果场景正在播放,返回 [code]true[/code],否则返回 [code]false[/code]。暂停的"
"场景将被视为正在播放。"
msgid "Opens the scene at the given path."
msgstr "打开给定路径中的场景。"
msgid "Plays the currently active scene."
msgstr "播放当前活动的场景。"
msgid "Plays the scene specified by its filepath."
msgstr "播放文件路径所指定的场景。"
msgid "Plays the main scene."
msgstr "播放主场景。"
msgid "Reloads the scene at the given path."
msgstr "重新加载给定路径的场景。"
msgid ""
"Restarts the editor. This closes the editor and then opens the same project. "
"If [param save] is [code]true[/code], the project will be saved before "
"restarting."
msgstr ""
"重启编辑器。编辑器会关闭,然后再打开相同项目。如果 [param save] 为 "
"[code]true[/code],则重启前会保存项目。"
msgid ""
"Saves the scene. Returns either [constant OK] or [constant ERR_CANT_CREATE]."
msgstr "保存场景。返回 [constant OK] 或 [constant ERR_CANT_CREATE]。"
msgid "Saves the scene as a file at [param path]."
msgstr "将场景保存为 [param path] 处的文件。"
msgid ""
"Sets the enabled status of a plugin. The plugin name is the same as its "
"directory name."
msgstr "设置插件的启用状态。插件名称与其目录名称相同。"
msgid "Stops the scene that is currently playing."
msgstr "停止当前正在播放的场景。"
msgid ""
"If [code]true[/code], enables distraction-free mode which hides side docks "
"to increase the space available for the main view."
msgstr ""
"如果为 [code]true[/code],将启用专注模式,该模式会隐藏侧边面板,增加主视图的"
"可用空间。"
msgid "Gizmo for editing Node3D objects."
msgstr "用于编辑 Node3D 对象的小工具。"
msgid ""
"Gizmo that is used for providing custom visualization and editing (handles "
"and subgizmos) for Node3D objects. Can be overridden to create custom "
"gizmos, but for simple gizmos creating a [EditorNode3DGizmoPlugin] is "
"usually recommended."
msgstr ""
"小工具可用于为 Node3D 对象提供自定义可视化和编辑功能(手柄和子工具)。覆盖后"
"可以创建自定义小工具,但对于简单的小工具而言,通常建议创建 "
"[EditorNode3DGizmoPlugin]。"
msgid ""
"Removes everything in the gizmo including meshes, collisions and handles."
msgstr "移除小工具中的一切,包括网格、碰撞和手柄。"
msgid "Returns the [Node3D] node associated with this gizmo."
msgstr "返回与这个小工具关联的 [Node3D] 节点。"
msgid ""
"Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be "
"hidden. If [code]false[/code], it will be shown."
msgstr ""
"设置该小工具的隐藏状态。如果为 [code]true[/code],则该小工具将被隐藏。如果为 "
"[code]false[/code] 则会显示。"
msgid "Used by the editor to define Node3D gizmo types."
msgstr "被编辑器用来定义 Node3D 小工具类型。"
msgid "Node3D gizmo plugins"
msgstr "Node3D 小工具插件"
msgid ""
"Override this method to provide the name that will appear in the gizmo "
"visibility menu."
msgstr "重写此方法以提供将出现在小工具可见性菜单中的名称。"
msgid ""
"Adds a new material to the internal material list for the plugin. It can "
"then be accessed with [method get_material]. Should not be overridden."
msgstr ""
"将新材质添加到插件的内部插件列表中。然后可以使用[method get_material]访问它。"
"不会该被覆盖。"
msgid ""
"Editor-only singleton that returns paths to various OS-specific data folders "
"and files."
msgstr "编辑器专用单例,返回特定于操作系统的各种数据文件夹和文件的路径。"
msgid "Used by the editor to extend its functionality."
msgstr "由编辑器使用,用于扩展其功能。"
msgid ""
"Plugins are used by the editor to extend functionality. The most common "
"types of plugins are those which edit a given node or resource type, import "
"plugins and export plugins. See also [EditorScript] to add functions to the "
"editor."
msgstr ""
"编辑器使用插件来扩展功能。最常见的插件类型是编辑给定的节点或资源类型、导入插"
"件和导出插件。另请参阅 [EditorScript] 向编辑器添加函数。"
msgid "Editor plugins documentation index"
msgstr "编辑器插件文档索引"
msgid ""
"This method is called when the editor is about to save the project, switch "
"to another tab, etc. It asks the plugin to apply any pending state changes "
"to ensure consistency.\n"
"This is used, for example, in shader editors to let the plugin know that it "
"must apply the shader code being written by the user to the object."
msgstr ""
"当编辑器将进行要保存项目、切换选项卡等操作时,将调用此方法。它要求插件应用任"
"何暂挂状态更改以确保一致性。\n"
"例如,在着色器编辑器中使用它来使插件将用户编写的着色代码应用于对象。"
msgid ""
"Clear all the state and reset the object being edited to zero. This ensures "
"your plugin does not keep editing a currently existing node, or a node from "
"the wrong scene."
msgstr ""
"清除所有状态,并将正在编辑的对象重置为零。这可以确保你的插件不会一直编辑一个"
"当前存在的节点,或者一个来自错误场景节点。"
msgid ""
"Called by the engine when the user disables the [EditorPlugin] in the Plugin "
"tab of the project settings window."
msgstr "当用户在项目设置窗口的插件选项卡中禁用 [EditorPlugin] 时,由引擎调用。"
msgid ""
"Called by the engine when the user enables the [EditorPlugin] in the Plugin "
"tab of the project settings window."
msgstr "当用户在项目设置窗口的插件选项卡中启用[EditorPlugin]时,由引擎调用。"
msgid ""
"Called by the engine when the 3D editor's viewport is updated. Use the "
"[code]overlay[/code] [Control] for drawing. You can update the viewport "
"manually by calling [method update_overlays].\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _forward_3d_draw_over_viewport(overlay):\n"
" # Draw a circle at cursor position.\n"
" overlay.draw_circle(overlay.get_local_mouse_position(), 64)\n"
"\n"
"func _forward_3d_gui_input(camera, event):\n"
" if event is InputEventMouseMotion:\n"
" # Redraw viewport when cursor is moved.\n"
" update_overlays()\n"
" return EditorPlugin.AFTER_GUI_INPUT_STOP\n"
" return EditorPlugin.AFTER_GUI_INPUT_PASS\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Forward3DDrawOverViewport(Control viewportControl)\n"
"{\n"
" // Draw a circle at cursor position.\n"
" viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, "
"Colors.White);\n"
"}\n"
"\n"
"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D "
"viewportCamera, InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseMotion)\n"
" {\n"
" // Redraw viewport when cursor is moved.\n"
" UpdateOverlays();\n"
" return EditorPlugin.AfterGuiInput.Stop;\n"
" }\n"
" return EditorPlugin.AfterGuiInput.Pass;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"当 3D 编辑器的视口更新时由引擎调用。使用 [code]overlay[/code] [Control] 进行"
"绘制。您可以通过调用 [method update_overlays] 手动更新视口。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _forward_3d_draw_over_viewport(overlay):\n"
" # 在光标位置画一个圆。\n"
" overlay.draw_circle(overlay.get_local_mouse_position(), 64)\n"
"\n"
"func _forward_3d_gui_input(camera, event):\n"
" if event is InputEventMouseMotion:\n"
" # 当光标被移动时,重绘视口。\n"
" update_overlays()\n"
" return EditorPlugin.AFTER_GUI_INPUT_STOP\n"
" return EditorPlugin.AFTER_GUI_INPUT_PASS\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Forward3DDrawOverViewport(Control viewportControl)\n"
"{\n"
" // 在光标位置画一个圆。\n"
" viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, "
"Colors.White);\n"
"}\n"
"\n"
"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D "
"viewportCamera, InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseMotion)\n"
" {\n"
" // 当光标被移动时,重绘视口。\n"
" UpdateOverlays();\n"
" return EditorPlugin.AfterGuiInput.Stop;\n"
" }\n"
" return EditorPlugin.AfterGuiInput.Pass;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Called when there is a root node in the current edited scene, [method "
"_handles] is implemented, and an [InputEvent] happens in the 3D viewport. "
"The return value decides whether the [InputEvent] is consumed or forwarded "
"to other [EditorPlugin]s. See [enum AfterGUIInput] for options.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Prevents the InputEvent from reaching other Editor classes.\n"
"func _forward_3d_gui_input(camera, event):\n"
" return EditorPlugin.AFTER_GUI_INPUT_STOP\n"
"[/gdscript]\n"
"[csharp]\n"
"// Prevents the InputEvent from reaching other Editor classes.\n"
"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D "
"camera, InputEvent @event)\n"
"{\n"
" return EditorPlugin.AfterGuiInput.Stop;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Must [code]return EditorPlugin.AFTER_GUI_INPUT_PASS[/code] in order to "
"forward the [InputEvent] to other Editor classes.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Consumes InputEventMouseMotion and forwards other InputEvent types.\n"
"func _forward_3d_gui_input(camera, event):\n"
" return EditorPlugin.AFTER_GUI_INPUT_STOP if event is "
"InputEventMouseMotion else EditorPlugin.AFTER_GUI_INPUT_PASS\n"
"[/gdscript]\n"
"[csharp]\n"
"// Consumes InputEventMouseMotion and forwards other InputEvent types.\n"
"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D "
"camera, InputEvent @event)\n"
"{\n"
" return @event is InputEventMouseMotion ? EditorPlugin.AfterGuiInput."
"Stop : EditorPlugin.AfterGuiInput.Pass;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"在当前编辑的场景中有根节点时调用,实现 [method _handles] 并在3D视口中产生 "
"[InputEvent]。返回值决定 [InputEvent] 是被消费还是转发给其他 [EditorPlugin]。"
"有关选项,请参阅 [enum AfterGUIInput]。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 阻止 InputEvent 到达其他编辑类。\n"
"func _forward_3d_gui_input(camera, event):\n"
" return EditorPlugin.AFTER_GUI_INPUT_STOP\n"
"[/gdscript]\n"
"[csharp]\n"
"// 阻止 InputEvent 到达其他编辑类。\n"
"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D "
"camera, InputEvent @event)\n"
"{\n"
" return EditorPlugin.AfterGuiInput.Stop;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"必须为 [code]return EditorPlugin.AFTER_GUI_INPUT_PASS[/code] 以便将 "
"[InputEvent] 转发给其他编辑器类。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 消耗 InputEventMouseMotion 并转发其他 InputEvent 类型。\n"
"func _forward_3d_gui_input(camera, event):\n"
" return EditorPlugin.AFTER_GUI_INPUT_STOP if event is "
"InputEventMouseMotion else EditorPlugin.AFTER_GUI_INPUT_PASS\n"
"[/gdscript]\n"
"[csharp]\n"
"// 消耗 InputEventMouseMotion 并转发其他 InputEvent 类型。\n"
"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D "
"camera, InputEvent @event)\n"
"{\n"
" return @event is InputEventMouseMotion ? EditorPlugin.AfterGuiInput."
"Stop : EditorPlugin.AfterGuiInput.Pass;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Called by the engine when the 2D editor's viewport is updated. Use the "
"[code]overlay[/code] [Control] for drawing. You can update the viewport "
"manually by calling [method update_overlays].\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _forward_canvas_draw_over_viewport(overlay):\n"
" # Draw a circle at cursor position.\n"
" overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color."
"WHITE)\n"
"\n"
"func _forward_canvas_gui_input(event):\n"
" if event is InputEventMouseMotion:\n"
" # Redraw viewport when cursor is moved.\n"
" update_overlays()\n"
" return true\n"
" return false\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _ForwardCanvasDrawOverViewport(Control "
"viewportControl)\n"
"{\n"
" // Draw a circle at cursor position.\n"
" viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, "
"Colors.White);\n"
"}\n"
"\n"
"public override bool _ForwardCanvasGuiInput(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseMotion)\n"
" {\n"
" // Redraw viewport when cursor is moved.\n"
" UpdateOverlays();\n"
" return true;\n"
" }\n"
" return false;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"当 2D 编辑器的视口更新时由引擎调用。使用 [code]overlay[/code] [Control] 进行"
"绘制。您可以通过调用 [method update_overlays] 手动更新视口。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _forward_canvas_draw_over_viewport(overlay):\n"
" # 在光标位置画一个圆。\n"
" overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color."
"WHITE)\n"
"\n"
"func _forward_canvas_gui_input(event):\n"
" if event is InputEventMouseMotion:\n"
" # 当光标被移动时,重绘视口。\n"
" update_overlays()\n"
" return true\n"
" return false\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _ForwardCanvasDrawOverViewport(Control "
"viewportControl)\n"
"{\n"
" // 在光标位置画一个圆。\n"
" viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, "
"Colors.White);\n"
"}\n"
"\n"
"public override bool _ForwardCanvasGuiInput(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseMotion)\n"
" {\n"
" // 当光标被移动时,重绘视口。\n"
" UpdateOverlays();\n"
" return true;\n"
" }\n"
" return false;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Called when there is a root node in the current edited scene, [method "
"_handles] is implemented and an [InputEvent] happens in the 2D viewport. "
"Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] "
"consumes the [param event], otherwise forwards [param event] to other Editor "
"classes.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Prevents the InputEvent from reaching other Editor classes.\n"
"func _forward_canvas_gui_input(event):\n"
" return true\n"
"[/gdscript]\n"
"[csharp]\n"
"// Prevents the InputEvent from reaching other Editor classes.\n"
"public override bool ForwardCanvasGuiInput(InputEvent @event)\n"
"{\n"
" return true;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Must [code]return false[/code] in order to forward the [InputEvent] to other "
"Editor classes.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Consumes InputEventMouseMotion and forwards other InputEvent types.\n"
"func _forward_canvas_gui_input(event):\n"
" if (event is InputEventMouseMotion):\n"
" return true\n"
" return false\n"
"[/gdscript]\n"
"[csharp]\n"
"// Consumes InputEventMouseMotion and forwards other InputEvent types.\n"
"public override bool _ForwardCanvasGuiInput(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseMotion)\n"
" {\n"
" return true;\n"
" }\n"
" return false;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"在当前编辑的场景中有根节点时调用,实现 [method _handles] 并在2D视口中产生 "
"[InputEvent]。拦截 [InputEvent],如果 [code]return true[/code] "
"[EditorPlugin] 消耗 [param event],否则将 [param event] 转发给其他编辑器"
"类。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 阻止 InputEvent 到达其他编辑类。\n"
"func _forward_canvas_gui_input(event):\n"
" return true\n"
"[/gdscript]\n"
"[csharp]\n"
"// 阻止 InputEvent 到达其他编辑类。\n"
"public override bool ForwardCanvasGuiInput(InputEvent @event)\n"
"{\n"
" return true;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"必须 [code]return false[/code] 才能将 [InputEvent] 转发到其他编辑器类。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 消耗 InputEventMouseMotion 并转发其他 InputEvent 类型。\n"
"func _forward_canvas_gui_input(event):\n"
" if (event is InputEventMouseMotion):\n"
" return true\n"
" return false\n"
"[/gdscript]\n"
"[csharp]\n"
"// 消耗 InputEventMouseMotion 并转发其他 InputEvent 类型。\n"
"public override bool _ForwardCanvasGuiInput(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseMotion)\n"
" {\n"
" return true;\n"
" }\n"
" return false;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"This is for editors that edit script-based objects. You can return a list of "
"breakpoints in the format ([code]script:line[/code]), for example: "
"[code]res://path_to_script.gd:25[/code]."
msgstr ""
"这是为编辑基于脚本的对象的编辑器。您可以返回格式中的断点列表([code]script:"
"line[/code]),例如:[code]res://path_to_script.gd:25[/code]。"
msgid ""
"Override this method in your plugin to return a [Texture2D] in order to give "
"it an icon.\n"
"For main screen plugins, this appears at the top of the screen, to the right "
"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n"
"Ideally, the plugin icon should be white with a transparent background and "
"16x16 pixels in size.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _get_plugin_icon():\n"
" # You can use a custom icon:\n"
" return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n"
" # Or use a built-in icon:\n"
" return get_editor_interface().get_base_control()."
"get_theme_icon(\"Node\", \"EditorIcons\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Texture2D _GetPluginIcon()\n"
"{\n"
" // You can use a custom icon:\n"
" return ResourceLoader.Load<Texture2D>(\"res://addons/my_plugin/"
"my_plugin_icon.svg\");\n"
" // Or use a built-in icon:\n"
" return GetEditorInterface().GetBaseControl().GetThemeIcon(\"Node\", "
"\"EditorIcons\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"在您的插件中覆盖该方法以返回一个 [Texture2D] 以便为插件提供一个图标。\n"
"对于主界面插件,它出现在屏幕顶部,“2D”、“3D”、“脚本”和 “AssetLib” 按钮的右"
"侧。\n"
"理想情况下,插件图标应为透明背景的白色,大小为 16x16 像素。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _get_plugin_icon():\n"
" # 你可以使用一个自定义的图标:\n"
" return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n"
" # 或者使用一个内置的图标:\n"
" return get_editor_interface().get_base_control()."
"get_theme_icon(\"Node\", \"EditorIcons\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Texture2D _GetPluginIcon()\n"
"{\n"
" // 你可以使用一个自定义的图标:\n"
" return ResourceLoader.Load<Texture2D>(\"res://addons/my_plugin/"
"my_plugin_icon.svg\");\n"
" // 或者使用一个内置的图标:\n"
" return GetEditorInterface().GetBaseControl().GetThemeIcon(\"Node\", "
"\"EditorIcons\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Override this method in your plugin to provide the name of the plugin when "
"displayed in the Godot editor.\n"
"For main screen plugins, this appears at the top of the screen, to the right "
"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons."
msgstr ""
"在 Godot 编辑器中显示时,请在插件中覆盖此方法以提供插件的名称。\n"
"对于主屏幕插件,它显示在屏幕顶部,在“2D”“3D”“脚本”“AssetLib”按钮的右侧。"
msgid ""
"This function will be called when the editor is requested to become visible. "
"It is used for plugins that edit a specific object type.\n"
"Remember that you have to manage the visibility of all your editor controls "
"manually."
msgstr ""
"当编辑器被要求变为可见时,该函数将被调用。它用于编辑特定对象类型的插件。\n"
"记住,你必须手动管理所有编辑器控件的可见性。"
msgid ""
"This method is called after the editor saves the project or when it's "
"closed. It asks the plugin to save edited external scenes/resources."
msgstr ""
"这个方法在编辑器保存项目后或关闭项目时被调用,它要求插件保存编辑的外部场景/资"
"源。"
msgid ""
"Adds a control to the bottom panel (together with Output, Debug, Animation, "
"etc). Returns a reference to the button added. It's up to you to hide/show "
"the button when needed. When your plugin is deactivated, make sure to remove "
"your custom control with [method remove_control_from_bottom_panel] and free "
"it with [method Node.queue_free]."
msgstr ""
"将控件添加到底部面板(包含“输出”“调试”“动画”等)。返回对添加的按钮的引用。您"
"可以根据需要隐藏/显示按钮。停用插件后,请确保使用 [method "
"remove_control_from_bottom_panel] 移除自定义控件,并使用 [method Node."
"queue_free] 将其释放。"
msgid ""
"Adds a custom control to a container (see [enum CustomControlContainer]). "
"There are many locations where custom controls can be added in the editor "
"UI.\n"
"Please remember that you have to manage the visibility of your custom "
"controls yourself (and likely hide it after adding it).\n"
"When your plugin is deactivated, make sure to remove your custom control "
"with [method remove_control_from_container] and free it with [method Node."
"queue_free]."
msgstr ""
"将自定义控件添加到容器中(见 [enum CustomControlContainer])。在编辑器用户界"
"面中,有许多位置可以添加自定义控件。\n"
"请记住,您必须自己管理您的自定义控件的可见性(并且很可能在添加后隐藏它)。\n"
"当你的插件被停用时,请确保使用 [method remove_control_from_container] 删除你"
"的自定义控件,并使用 [method Node.queue_free] 将其释放。"
msgid ""
"Adds the control to a specific dock slot (see [enum DockSlot] for options).\n"
"If the dock is repositioned and as long as the plugin is active, the editor "
"will save the dock position on further sessions.\n"
"When your plugin is deactivated, make sure to remove your custom control "
"with [method remove_control_from_docks] and free it with [method Node."
"queue_free]."
msgstr ""
"将控件添加到特定的停靠面板(有关选项,请参阅[enum DockSlot])。\n"
"如果重新放置了停靠面板,并且只要插件处于活动状态,编辑器就会在以后的会话中保"
"存停靠面板的位置。\n"
"停用插件后,请确保使用[method remove_control_from_docks]删除自定义控件,并使"
"用[method Node.queue_free]释放它。"
msgid ""
"Adds a custom type, which will appear in the list of nodes or resources. An "
"icon can be optionally passed.\n"
"When a given node or resource is selected, the base type will be "
"instantiated (e.g. \"Node3D\", \"Control\", \"Resource\"), then the script "
"will be loaded and set to this object.\n"
"[b]Note:[/b] The base type is the base engine class which this type's class "
"hierarchy inherits, not any custom type parent classes.\n"
"You can use the virtual method [method _handles] to check if your custom "
"object is being edited by checking the script or using the [code]is[/code] "
"keyword.\n"
"During run-time, this will be a simple object with a script so this function "
"does not need to be called then.\n"
"[b]Note:[/b] Custom types added this way are not true classes. They are just "
"a helper to create a node with specific script."
msgstr ""
"添加一个自定义类型,它将出现在节点或资源的列表中。可以选择传递一个图标。\n"
"选择给定的节点或资源时,将实例化基本类型(例"
"如“Node3D”、“Control”、“Resource”),然后脚本将被加载并将其设置为该对象。\n"
"[b]注意:[/b]基本类型是该类型的类层次继承的基本引擎类,而不是任何自定义类型的"
"父类。\n"
"您可以使用虚拟方法 [method _handles] 通过检查脚本或使用 [code]is[/code] 关键"
"字来检查您的自定义对象是否正在被编辑。\n"
"在运行时,这将是一个带有脚本的简单对象,因此不需要调用该函数。\n"
"[b]注意:[/b]以这种方式添加的自定义类型不是真正的类。它们只是使用特定脚本创建"
"节点的助手。"
msgid ""
"Registers a new [EditorExportPlugin]. Export plugins are used to perform "
"tasks when the project is being exported.\n"
"See [method add_inspector_plugin] for an example of how to register a plugin."
msgstr ""
"注册一个新的编辑器导出插件 [EditorExportPlugin]。导出插件是用来在项目被导出时"
"执行任务的。\n"
"参见 [method add_inspector_plugin],了解如何注册一个插件的例子。"
msgid ""
"Registers a new [EditorImportPlugin]. Import plugins are used to import "
"custom and unsupported assets as a custom [Resource] type.\n"
"If [param first_priority] is [code]true[/code], the new import plugin is "
"inserted first in the list and takes precedence over pre-existing plugins.\n"
"[b]Note:[/b] If you want to import custom 3D asset formats use [method "
"add_scene_format_importer_plugin] instead.\n"
"See [method add_inspector_plugin] for an example of how to register a plugin."
msgstr ""
"注册一个新的 [EditorImportPlugin]。导入插件用于将自定义的和不受支持的资产,作"
"为一种自定义 [Resource] 类型导入。\n"
"如果 [param first_priority] 是 [code]true[/code],则该新的导入插件被首先插入"
"列表中,并优先于预先存在的插件。\n"
"[b]注意:[/b]如果要导入自定义 3D 资产格式,请改用 [method "
"add_scene_format_importer_plugin]。\n"
"有关如何注册插件的示例,请参见 [method add_inspector_plugin]。"
msgid ""
"Returns the [EditorInterface] object that gives you control over Godot "
"editor's window and its functionalities."
msgstr ""
"返回 [EditorInterface] 对象,该对象使您可以控制 Godot 编辑器的窗口及其功能。"
msgid "Returns the [PopupMenu] under [b]Scene > Export As...[/b]."
msgstr "返回[b]场景 > 另存为...[/b] 下的 [PopupMenu]。"
msgid ""
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
"获取用于创建脚本的编辑器对话框。\n"
"[b]注意:[/b]用户可以在使用前对其进行配置。\n"
"[b]警告:[/b]移除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。"
msgid ""
"Gets the undo/redo object. Most actions in the editor can be undoable, so "
"use this object to make sure this happens when it's worth it."
msgstr ""
"获取撤消/重做对象。编辑器中的大多数操作都是可以撤消的,因此请使用此对象来确保"
"在需要时执行此操作。"
msgid "Minimizes the bottom panel."
msgstr "最小化底部面板。"
msgid "Makes a specific item in the bottom panel visible."
msgstr "使底部面板中的一个特定项目可见。"
msgid "Queue save the project's editor layout."
msgstr "排队保存项目的编辑器布局。"
msgid "Removes an Autoload [param name] from the list."
msgstr "从列表中删除自动加载 [param name]。"
msgid ""
"Removes the control from the bottom panel. You have to manually [method Node."
"queue_free] the control."
msgstr "从底部面板上删除控件。您必须手动 [method Node.queue_free] 释放控件。"
msgid ""
"Removes the control from the specified container. You have to manually "
"[method Node.queue_free] the control."
msgstr "从指定的容器中删除控件。您必须手动 [method Node.queue_free] 释放控件。"
msgid ""
"Removes the control from the dock. You have to manually [method Node."
"queue_free] the control."
msgstr "从扩展面板中删除控件。您必须手动 [method Node.queue_free] 释放控件。"
msgid "Removes a custom type added by [method add_custom_type]."
msgstr "删除由 [method add_custom_type] 添加的自定义类型。"
msgid "Removes an export plugin registered by [method add_export_plugin]."
msgstr "删除由 [method add_export_plugin] 注册的导出插件。"
msgid "Removes an import plugin registered by [method add_import_plugin]."
msgstr "删除由 [method add_import_plugin] 注册的导入插件。"
msgid "Removes an inspector plugin registered by [method add_import_plugin]"
msgstr "删除由 [method add_import_plugin] 注册的检查器插件"
msgid "Removes a gizmo plugin registered by [method add_node_3d_gizmo_plugin]."
msgstr "删除由 [method add_node_3d_gizmo_plugin] 注册的小工具插件。"
msgid "Removes a menu [param name] from [b]Project > Tools[/b]."
msgstr "从[b]项目 > 工具[/b]中移除菜单 [param name]。"
msgid ""
"Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/"
"b], [b]AssetLib[/b]). Also works with custom screens defined by plugins."
msgstr ""
"当用户改变工作空间([b]2D[/b]、[b]3D[/b]、[b]Script[/b]、[b]AssetLib[/b])时"
"触发。也适用于由插件定义的自定义屏幕。"
msgid ""
"Emitted when the scene is changed in the editor. The argument will return "
"the root node of the scene that has just become active. If this scene is new "
"and empty, the argument will be [code]null[/code]."
msgstr ""
"在编辑器中更改场景时触发。该参数将返回刚刚变为活动状态的场景的根节点。如果此"
"场景是新场景且为空,则参数将为[code]null[/code]。"
msgid ""
"Emitted when user closes a scene. The argument is file path to a closed "
"scene."
msgstr "当用户关闭场景时触发。参数是关闭场景的文件路径。"
msgid "Main editor toolbar, next to play buttons."
msgstr "主编辑器的工具栏,旁边是运行按钮。"
msgid "The toolbar that appears when 3D editor is active."
msgstr "3D 编辑器处于活动状态时出现的工具栏。"
msgid "Left sidebar of the 3D editor."
msgstr "3D 编辑器的左侧边栏。"
msgid "Right sidebar of the 3D editor."
msgstr "3D 编辑器的右侧边栏。"
msgid "Bottom panel of the 3D editor."
msgstr "3D 编辑器的底部面板。"
msgid "The toolbar that appears when 2D editor is active."
msgstr "2D 编辑器处于活动状态时出现的工具条。"
msgid "Left sidebar of the 2D editor."
msgstr "2D 编辑器的左侧边栏。"
msgid "Right sidebar of the 2D editor."
msgstr "2D 编辑器的右侧边栏。"
msgid "Bottom panel of the 2D editor."
msgstr "2D 编辑器的底部面板。"
msgid "Bottom section of the inspector."
msgstr "检查器的底部。"
msgid "Tab of Project Settings dialog, to the left of other tabs."
msgstr "项目设置对话框中的选项卡,在其他选项卡的左侧。"
msgid "Tab of Project Settings dialog, to the right of other tabs."
msgstr "项目设置对话框中的选项卡,在其他选项卡的右侧。"
msgid "Dock slot, left side, upper-left (empty in default layout)."
msgstr "左侧停靠槽的左上(默认布局中为空)。"
msgid "Dock slot, left side, bottom-left (empty in default layout)."
msgstr "左侧停靠槽的左下(默认布局中为空)。"
msgid ""
"Dock slot, left side, upper-right (in default layout includes Scene and "
"Import docks)."
msgstr "左侧停靠槽的右上(默认布局中为“场景”和“导入”面板)。"
msgid ""
"Dock slot, left side, bottom-right (in default layout includes FileSystem "
"dock)."
msgstr "左侧停靠槽的右下(默认布局中为“文件系统”面板)。"
msgid "Dock slot, right side, upper-left (empty in default layout)."
msgstr "右侧停靠槽的左上(默认布局中为空)。"
msgid "Dock slot, right side, bottom-left (empty in default layout)."
msgstr "右侧停靠槽的左下(默认布局中为空)。"
msgid ""
"Dock slot, right side, upper-right (in default layout includes Inspector, "
"Node and History docks)."
msgstr "右侧停靠槽的右上(默认布局中为“检查器”“节点”以及“历史”面板)。"
msgid "Dock slot, right side, bottom-right (empty in default layout)."
msgstr "右侧停靠槽的右下(默认布局中为空)。"
msgid "Represents the size of the [enum DockSlot] enum."
msgstr "代表 [enum DockSlot] 枚举的大小。"
msgid "Custom control to edit properties for adding into the inspector."
msgstr "自定义控件属性添加到检查器中。"
msgid ""
"This control allows property editing for one or multiple properties into "
"[EditorInspector]. It is added via [EditorInspectorPlugin]."
msgstr ""
"该控件可以将一个或多个属性编辑到 [EditorInspector] 中。通过 "
"[EditorInspectorPlugin] 添加。"
msgid "When this virtual function is called, you must update your editor."
msgstr "当这个虚函数被调用时,你必须更新你的编辑器。"
msgid ""
"If any of the controls added can gain keyboard focus, add it here. This "
"ensures that focus will be restored if the inspector is refreshed."
msgstr ""
"如果添加的任何控件可以获得键盘焦点,将其添加到此处。这样可以确保在检查器被刷"
"新时恢复焦点。"
msgid "Gets the edited object."
msgstr "获取编辑后的对象。"
msgid ""
"Used by the inspector, set to [code]true[/code] when the property is "
"checkable."
msgstr "检查器会使用,当属性可勾选时,请设置为 [code]true[/code]。"
msgid ""
"Used by the inspector, set to [code]true[/code] when the property is checked."
msgstr "检查器会使用,当属性已勾选时,请设置为 [code]true[/code]。"
msgid ""
"Used by the inspector, set to [code]true[/code] when the property is drawn "
"with the editor theme's warning color. This is used for editable children's "
"properties."
msgstr ""
"检查器会使用,当属性用编辑器主题的警告颜色着色时,请设置为 [code]true[/"
"code]。这用于可编辑的子节点的属性。"
msgid ""
"Used by the inspector, set to [code]true[/code] when the property can add "
"keys for animation."
msgstr "检查器会使用,当属性可以为添加为动画键时,请设置为 [code]true[/code]。"
msgid "Set this property to change the label (if you want to show one)."
msgstr "设置此属性可改变标签(如果你想显示标签)。"
msgid ""
"Used by the inspector, set to [code]true[/code] when the property is read-"
"only."
msgstr "检查器会使用,当属性为只读时,请设置为 [code]true[/code]。"
msgid "Used by sub-inspectors. Emit it if what was selected was an Object ID."
msgstr "子检查器会使用。如果选择的是对象 ID,则触发。"
msgid ""
"Do not emit this manually, use the [method emit_changed] method instead."
msgstr "不要手动触发,使用 [method emit_changed] 方法代替。"
msgid "Emitted when a property was checked. Used internally."
msgstr "检查属性时触发。在内部使用。"
msgid ""
"Emit it if you want to add this value as an animation key (check for keying "
"being enabled first)."
msgstr "如果您想将此值添加这个值为动画键,请触发它(首先检查是否启用了键控)。"
msgid "Emit it if you want to key a property with a single value."
msgstr "如果你想用一个单一的值来键入一个属性,请触发它。"
msgid ""
"If you want a sub-resource to be edited, emit this signal with the resource."
msgstr "如果你想编辑一个子资源,请将此信号与资源一起发出。"
msgid "Emitted when selected. Used internally."
msgstr "选择时触发。内部使用。"
msgid "Godot editor's control for selecting [Resource] type properties."
msgstr "Godot 编辑器用于选择 [Resource] 类型属性的控件。"
msgid ""
"This [Control] node is used in the editor's Inspector dock to allow editing "
"of [Resource] type properties. It provides options for creating, loading, "
"saving and converting resources. Can be used with [EditorInspectorPlugin] to "
"recreate the same behavior.\n"
"[b]Note:[/b] This [Control] does not include any editor for the resource, as "
"editing is controlled by the Inspector dock itself or sub-Inspectors."
msgstr ""
"此 [Control] 节点用于编辑器的属性检查器以允许编辑 [Resource] 类型属性。它提供"
"了创建、加载、保存和转换资源的选项。可以与 [EditorInspectorPlugin] 检查器插件"
"一起使用以重新创建相同的行为。\n"
"[b]注意:[/b]这个 [Control] 不包括资源的任何编辑器,因为编辑是由属性检查器本"
"身或子检查器控制的。"
msgid ""
"Returns a list of all allowed types and subtypes corresponding to the "
"[member base_type]. If the [member base_type] is empty, an empty list is "
"returned."
msgstr ""
"返回一个与 [member base_type] 对应的所有允许的类型和子类型的列表。如果 "
"[member base_type] 是空,将返回一个空的列表。"
msgid ""
"Sets the toggle mode state for the main button. Works only if [member "
"toggle_mode] is set to [code]true[/code]."
msgstr ""
"设置主按钮的切换模式状态。只有当 [member toggle_mode] 被设置为 [code]true[/"
"code] 时才起作用。"
msgid ""
"The base type of allowed resource types. Can be a comma-separated list of "
"several options."
msgstr "允许资源类型的基本类型。可以是几个选项的逗号分离列表。"
msgid "If [code]true[/code], the value can be selected and edited."
msgstr "如果为 [code]true[/code],则可以选择和编辑该值。"
msgid "The edited resource value."
msgstr "已编辑的资源值。"
msgid ""
"If [code]true[/code], the main button with the resource preview works in the "
"toggle mode. Use [method set_toggle_pressed] to manually set the state."
msgstr ""
"如果为 [code]true[/code],带有资源预览的主按钮在切换模式下工作。使用 [method "
"set_toggle_pressed] 来手动设置状态。"
msgid "Emitted when the value of the edited resource was changed."
msgstr "当正在编辑的资源改变值时发出。"
msgid "Helper to generate previews of resources or files."
msgstr "帮助生成资源或文件的预览。"
msgid ""
"This object is used to generate previews for resources of files.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_resource_previewer]."
msgstr ""
"该对象用于生成文件资源的预览。\n"
"[b]注意:[/b]不应该直接实例化这个类,而是使用[method EditorInterface."
"get_resource_previewer]访问单例。而是,使用[method EditorInterface."
"get_resource_previewer]访问单例。"
msgid "Create an own, custom preview generator."
msgstr "创建一个自定义的预览生成器。"
msgid ""
"Check if the resource changed, if so, it will be invalidated and the "
"corresponding signal emitted."
msgstr "检查资源是否发生变化,如果发生变化,则无效,并发出相应的信号。"
msgid "Removes a custom preview generator."
msgstr "移除自定义预览生成器。"
msgid "Custom generator of previews."
msgstr "自定义的预览生成器。"
msgid ""
"Custom code to generate previews. Please check [code]file_dialog/"
"thumbnail_size[/code] in [EditorSettings] to find out the right size to do "
"previews at."
msgstr ""
"自定义代码来生成预览。请查看 [EditorSettings] 中的 [code]file_dialog/"
"thumbnail_size[/code],找出适合做预览的尺寸。"
msgid ""
"Generate a preview from a given resource with the specified size. This must "
"always be implemented.\n"
"Returning an empty texture is an OK way to fail and let another generator "
"take care.\n"
"Care must be taken because this function is always called from a thread (not "
"the main thread)."
msgstr ""
"从指定大小的给定资源生成预览。这必须始终执行。\n"
"返回空纹理是失败的好方法,并让另一个生成器负责。\n"
"注意!,因为始终从线程(而不是主线程)调用此函数。"
msgid "Imports scenes from third-parties' 3D files."
msgstr "从第三方的 3D 文件中导入场景。"
msgid "Post-processes scenes after import."
msgstr "导入后对场景进行后处理。"
msgid ""
"Imported scenes can be automatically modified right after import by setting "
"their [b]Custom Script[/b] Import property to a [code]tool[/code] script "
"that inherits from this class.\n"
"The [method _post_import] callback receives the imported scene's root node "
"and returns the modified version of the scene. Usage example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool # Needed so it runs in editor.\n"
"extends EditorScenePostImport\n"
"\n"
"# This sample changes all node names.\n"
"# Called right after the scene is imported and gets the root node.\n"
"func _post_import(scene):\n"
" # Change all node names to \"modified_[oldnodename]\"\n"
" iterate(scene)\n"
" return scene # Remember to return the imported scene\n"
"\n"
"func iterate(node):\n"
" if node != null:\n"
" node.name = \"modified_\" + node.name\n"
" for child in node.get_children():\n"
" iterate(child)\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"// This sample changes all node names.\n"
"// Called right after the scene is imported and gets the root node.\n"
"[Tool]\n"
"public partial class NodeRenamer : EditorScenePostImport\n"
"{\n"
" public override GodotObject _PostImport(Node scene)\n"
" {\n"
" // Change all node names to \"modified_[oldnodename]\"\n"
" Iterate(scene);\n"
" return scene; // Remember to return the imported scene\n"
" }\n"
"\n"
" public void Iterate(Node node)\n"
" {\n"
" if (node != null)\n"
" {\n"
" node.Name = $\"modified_{node.Name}\";\n"
" foreach (Node child in node.GetChildren())\n"
" {\n"
" Iterate(child);\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"通过将[b]自定义脚本[/b]导入属性设置为从此类继承的 [code]tool[/code] 脚本,可"
"以在导入后立即自动修改导入的场景。\n"
"[method _post_import] 回调接收导入场景的根节点,并返回场景的修改版本。使用示"
"例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool # 需要它才能在编辑器中运行。\n"
"extends EditorScenePostImport\n"
"\n"
"# 该示例更改所有节点名称。\n"
"# 在导入场景并获取根节点后立即调用。\n"
"func _post_import(scene):\n"
" # 将所有节点名称更改为 “modified_[oldnodename]”\n"
" iterate(scene)\n"
" return scene # 记得返回导入的场景\n"
"\n"
"func iterate(node):\n"
" if node != null:\n"
" node.name = \"modified_\" + node.name\n"
" for child in node.get_children():\n"
" iterate(child)\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"// 该示例更改所有节点名称。\n"
"// 在导入场景并获取根节点后立即调用。\n"
"[Tool]\n"
"public partial class NodeRenamer : EditorScenePostImport\n"
"{\n"
" public override GodotObject _PostImport(Node scene)\n"
" {\n"
" // 将所有节点名称更改为 “modified_[oldnodename]”\n"
" Iterate(scene);\n"
" return scene; // 记得返回导入的场景\n"
" }\n"
"\n"
" public void Iterate(Node node)\n"
" {\n"
" if (node != null)\n"
" {\n"
" node.Name = $\"modified_{node.Name}\";\n"
" foreach (Node child in node.GetChildren())\n"
" {\n"
" Iterate(child);\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Importing 3D scenes: Custom script"
msgstr "导入 3D 场景:自定义脚本"
msgid ""
"Called after the scene was imported. This method must return the modified "
"version of the scene."
msgstr "在场景被导入后触发。本方法必须返回场景的修改版本。"
msgid ""
"Returns the source file path which got imported (e.g. [code]res://scene.dae[/"
"code])."
msgstr "返回导入的源文件路径(如[code]res://scene.dae[/code])。"
msgid "Base script that can be used to add extension functions to the editor."
msgstr "可用于为编辑器添加扩展功能的基础脚本。"
msgid ""
"Scripts extending this class and implementing its [method _run] method can "
"be executed from the Script Editor's [b]File > Run[/b] menu option (or by "
"pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is "
"useful for adding custom in-editor functionality to Godot. For more complex "
"additions, consider using [EditorPlugin]s instead.\n"
"[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.\n"
"[b]Example script:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends EditorScript\n"
"\n"
"func _run():\n"
" print(\"Hello from the Godot Editor!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"[Tool]\n"
"public partial class HelloEditor : EditorScript\n"
"{\n"
" public override void _Run()\n"
" {\n"
" GD.Print(\"Hello from the Godot Editor!\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
"the usual Godot [b]Output[/b] dock.\n"
"[b]Note:[/b] EditorScript is [RefCounted], meaning it is destroyed when "
"nothing references it. This can cause errors during asynchronous operations "
"if there are no references to the script."
msgstr ""
"扩展该类并实现其 [method _run] 方法的脚本可以在编辑器运行时通过脚本编辑器的"
"[b]文件 > 运行[/b]菜单选项(或按 [kbd]Ctrl + Shift + X[/kbd])执行。这对于向 "
"Godot 添加自定义的编辑内功能很有用。对于更复杂的添加,请考虑改用 "
"[EditorPlugin]。\n"
"[b]注意:[/b]扩展脚本需要启用 [code]tool[/code] 工具模式。\n"
"[b]示例脚本:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends EditorScript\n"
"\n"
"func _run():\n"
" print(\"Hello from the Godot Editor!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"[Tool]\n"
"public partial class HelloEditor : EditorScript\n"
"{\n"
" public override void _Run()\n"
" {\n"
" GD.Print(\"Hello from the Godot Editor!\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]脚本在编辑器上下文中运行,这意味着输出在使用编辑器(stdout)启动"
"的控制台窗口中可见,而不是通常的 Godot [b]输出[/b]停靠面板。\n"
"[b]注意:[/b]EditorScript 是 [RefCounted],这意味着它不再被引用时会被销毁。如"
"果没有对脚本的引用,这可能会在异步操作期间导致错误。"
msgid "This method is executed by the Editor when [b]File > Run[/b] is used."
msgstr "当使用[b]文件 > 运行[/b]时,此方法由编辑器执行。"
msgid "Returns the [EditorInterface] singleton instance."
msgstr "返回 [EditorInterface] 单例的实例。"
msgid "Returns the Editor's currently active scene."
msgstr "返回编辑器的当前活动场景。"
msgid ""
"Godot editor's control for selecting the [code]script[/code] property of a "
"[Node]."
msgstr ""
"Godot 编辑器的控件,用于选择节点 [Node] 的脚本 [code]script[/code] 属性。"
msgid ""
"Similar to [EditorResourcePicker] this [Control] node is used in the "
"editor's Inspector dock, but only to edit the [code]script[/code] property "
"of a [Node]. Default options for creating new resources of all possible "
"subtypes are replaced with dedicated buttons that open the \"Attach Node "
"Script\" dialog. Can be used with [EditorInspectorPlugin] to recreate the "
"same behavior.\n"
"[b]Note:[/b] You must set the [member script_owner] for the custom context "
"menu items to work."
msgstr ""
"与 [EditorResourcePicker] 类似,这个 [Control] 节点在编辑器的检查器面板中使"
"用,但只用于编辑 [Node] 的 [code]script[/code] 属性。创建包含所有可能子类型的"
"新资源的默认选项 被替换为打开“附加节点脚本”对话框的专用按钮。可以与 "
"[EditorInspectorPlugin] 一起使用以重新创建相同的行为。\n"
"[b]注意:[/b]你必须设置 [member script_owner] 才能让自定义的上下文菜单项发挥"
"作用。"
msgid "The owner [Node] of the script property that holds the edited resource."
msgstr "持有被编辑资源的脚本属性的所有者 [Node]。"
msgid "Manages the SceneTree selection in the editor."
msgstr "管理编辑器中的 SceneTree 选择。"
msgid ""
"This object manages the SceneTree selection in the editor.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_selection]."
msgstr ""
"这个对象管理编辑器中的 SceneTree 选择。\n"
"[b]注意:[/b]这个类不应该直接实例化。相反,使用[method EditorInterface."
"get_selection]访问单例。"
msgid ""
"Adds a node to the selection.\n"
"[b]Note:[/b] The newly selected node will not be automatically edited in the "
"inspector. If you want to edit a node, use [method EditorInterface."
"edit_node]."
msgstr ""
"将一个节点添加到选择中。\n"
"[b]注意:[/b]新选择的节点不会在检查器中自动被编辑。如果你想编辑一个节点,请使"
"用 [method EditorInterface.edit_node]。"
msgid "Clear the selection."
msgstr "清除选中项。"
msgid "Gets the list of selected nodes."
msgstr "获取所选节点的列表。"
msgid ""
"Gets the list of selected nodes, optimized for transform operations (i.e. "
"moving them, rotating, etc). This list avoids situations where a node is "
"selected and also child/grandchild."
msgstr ""
"获取所选节点的列表,针对变换操作(如移动、旋转等)进行优化。这个列表避免了节"
"点被选中的情况,也避免了子/孙节点被选中的情况。"
msgid "Removes a node from the selection."
msgstr "从选择中删除一个节点。"
msgid "Emitted when the selection changes."
msgstr "更改选择时发出。"
msgid "Object that holds the project-independent editor settings."
msgstr "保存与项目无关的编辑器设置的对象。"
msgid "Returns the list of favorite files and directories for this project."
msgstr "返回本项目最收藏的文件和目录列表。"
msgid ""
"Returns the list of recently visited folders in the file dialog for this "
"project."
msgstr "返回此项目文件对话框中最近访问的文件夹列表。"
msgid "Sets the list of favorite files and directories for this project."
msgstr "设置此项目为收藏的文件和目录列表。"
msgid ""
"Sets the list of recently visited folders in the file dialog for this "
"project."
msgstr "在文件对话框中设置本项目最近访问过的文件夹列表。"
msgid ""
"The tint intensity to use for the subresources background in the Inspector "
"dock. The tint is used to distinguish between different subresources in the "
"inspector. Higher values result in a more noticeable background color "
"difference."
msgstr ""
"检查器面板中,子资源背景的着色强度。着色用于区分检查器中不同的子资源。值越"
"高,背景色差越容易区分。"
msgid ""
"The \"start\" stop of the color gradient to use for bones in the 2D skeleton "
"editor."
msgstr "2D 骨架编辑器中,骨骼颜色渐变的“开始”点。"
msgid ""
"The \"end\" stop of the color gradient to use for bones in the 2D skeleton "
"editor."
msgstr "2D 骨架编辑器中,骨骼颜色渐变的“结束”点。"
msgid ""
"The color to use for inverse kinematics-enabled bones in the 2D skeleton "
"editor."
msgstr "2D 骨架编辑器中,用于启用了反向运动学的骨骼的颜色。"
msgid ""
"The outline color to use for non-selected bones in the 2D skeleton editor. "
"See also [member editors/2d/bone_selected_color]."
msgstr ""
"2D 骨架编辑器中,用于未选中骨骼的轮廓颜色。另见 [member editors/2d/"
"bone_selected_color]。"
msgid ""
"The font to use for the script editor. Must be a resource of a [Font] type "
"such as a [code].ttf[/code] or [code].otf[/code] font file."
msgstr ""
"脚本编辑器所使用的字体。必须是 [Font] 类型的资源,例如 [code].ttf[/code] 或 "
"[code].otf[/code] 字体文件。"
msgid ""
"The font ligatures to enable for the currently configured code font. Not all "
"fonts include support for ligatures.\n"
"[b]Note:[/b] The default editor code font ([url=https://www.jetbrains.com/lp/"
"mono/]JetBrains Mono[/url]) has contextual ligatures in its font file."
msgstr ""
"要启用的字体连字,用于当前配置的代码字体。不是所有字体都支持连字。\n"
"[b]注意:[/b]默认的编辑器代码字体([url=https://www.jetbrains.com/lp/"
"mono/]JetBrains Mono[/url])的字体文件中有上下文连字。"
msgid ""
"List of custom OpenType features to use, if supported by the currently "
"configured code font. Not all fonts include support for custom OpenType "
"features. The string should follow the OpenType specification.\n"
"[b]Note:[/b] The default editor code font ([url=https://www.jetbrains.com/lp/"
"mono/]JetBrains Mono[/url]) has custom OpenType features in its font file, "
"but there is no documented list yet."
msgstr ""
"要使用的自定义 OpenType 特性列表,需要当前配置的代码字体支持。不是所有字体都"
"支持自定义 OpenType 特定。该字符串应遵循 OpenType 规范。\n"
"[b]注意:[/b]默认的编辑器代码字体([url=https://www.jetbrains.com/lp/"
"mono/]JetBrains Mono[/url])的字体文件中有自定义 OpenType 特性,但还没有文档"
"进行列举。"
msgid ""
"List of alternative characters to use, if supported by the currently "
"configured code font. Not all fonts include support for custom variations. "
"The string should follow the OpenType specification.\n"
"[b]Note:[/b] The default editor code font ([url=https://www.jetbrains.com/lp/"
"mono/]JetBrains Mono[/url]) has alternate characters in its font file, but "
"there is no documented list yet."
msgstr ""
"要使用的备选字符列表,需要当前配置的代码字体支持。不是所有字体都支持自定义变"
"体。该字符串应遵循 OpenType 规范。\n"
"[b]注意:[/b]默认的编辑器代码字体([url=https://www.jetbrains.com/lp/"
"mono/]JetBrains Mono[/url])的字体文件中有备选字符,但还没有文档进行列举。"
msgid ""
"The language to use for the editor interface.\n"
"Translations are provided by the community. If you spot a mistake, "
"[url=$DOCS_URL/contributing/documentation/editor_and_docs_localization."
"html]contribute to editor translations on Weblate![/url]"
msgstr ""
"用于编辑器界面的语言。\n"
"翻译由社区提供。如果您发现错误,[url=$DOCS_URL/contributing/documentation/"
"editor_and_docs_localization.html]请在 Weblate 上为编辑器翻译作出贡献![/url]"
msgid ""
"Expanding main editor window content to the title, if supported by "
"[DisplayServer]. See [constant DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE].\n"
"Specific to the macOS platform."
msgstr ""
"将主编辑窗口内容扩展到标题区域,需要 [DisplayServer] 支持。见 [constant "
"DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE]。\n"
"专用于 macOS 平台。"
msgid ""
"FreeType's font anti-aliasing mode used to render the editor fonts. Most "
"fonts are not designed to look good with anti-aliasing disabled, so it's "
"recommended to leave this enabled unless you're using a pixel art font."
msgstr ""
"FreeType 的字体抗锯齿模式,用于渲染编辑器字体。大多数字体在禁用抗锯齿的情况下"
"并不好看,所以建议保持启用,除非你使用的是像素风字体。"
msgid ""
"If [code]true[/code], editor main menu is using embedded [MenuBar] instead "
"of system global menu.\n"
"Specific to the macOS platform."
msgstr ""
"如果为 [code]true[/code],则编辑器的主菜单使用嵌入式 [MenuBar],不使用系统全"
"局菜单。\n"
"专用于 macOS 平台。"
msgid ""
"The TLS certificate bundle to use for HTTP requests made within the editor "
"(e.g. from the AssetLib tab). If left empty, the [url=https://github.com/"
"godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]included "
"Mozilla certificate bundle[/url] will be used."
msgstr ""
"用于在编辑器中发出的 HTTP 请求的 TLS 证书包(例如来自 AssetLib 选项卡)。如果"
"留空,将使用 [url=https://github.com/godotengine/godot/blob/master/"
"thirdparty/certs/ca-certificates.crt]包含的 Mozilla 证书包[/url]。"
msgid ""
"If [code]true[/code], displays line length guidelines to help you keep line "
"lengths in check. See also [member text_editor/appearance/guidelines/"
"line_length_guideline_soft_column] and [member text_editor/appearance/"
"guidelines/line_length_guideline_hard_column]."
msgstr ""
"如果为 [code]true[/code],则显示行长度参考线,帮助你控制行长度。另请参阅 "
"[member text_editor/appearance/guidelines/line_length_guideline_soft_column] "
"和 [member text_editor/appearance/guidelines/"
"line_length_guideline_hard_column]。"
msgid "The width of the minimap in the script editor (in pixels)."
msgstr "脚本编辑器中小地图的宽度(单位为像素)。"
msgid "If [code]true[/code], allows scrolling past the end of the file."
msgstr "如果为 [code]true[/code],则允许滚动越过文件的末尾。"
msgid ""
"If [code]true[/code], prevents automatically switching between the Script "
"and 2D/3D screens when selecting a node in the Scene tree dock."
msgstr ""
"如果为 [code]true[/code],可防止在场景树面板中选择节点时,自动在脚本和 2D/3D "
"屏幕之间切换。"
msgid "The script editor's bookmark icon color (displayed in the gutter)."
msgstr "脚本编辑器的书签图标颜色(在边栏中显示)。"
msgid "The script editor's breakpoint icon color (displayed in the gutter)."
msgstr "脚本编辑器的断点图标颜色(在边栏中显示)。"
msgid ""
"The script editor's caret background color.\n"
"[b]Note:[/b] This setting has no effect as it's currently unused."
msgstr ""
"脚本编辑器的光标背景色。\n"
"[b]注意:[/b]此设置无效,因为当前未使用。"
msgid "The script editor's caret color."
msgstr "脚本编辑器的光标颜色。"
msgid ""
"The script editor's color for the code folding icon (displayed in the "
"gutter)."
msgstr "脚本编辑器的代码折叠图标颜色(在边栏中显示)。"
msgid "Emitted after any editor setting has changed."
msgstr "在编辑器设置改变后触发。"
msgid ""
"Emitted after any editor setting has changed. It's used by various editor "
"plugins to update their visuals on theme changes or logic on configuration "
"changes."
msgstr ""
"在编辑器设置改变后触发。它被各种编辑器插件用于在主题变化时更新其视觉效果或在"
"配置变化时更新逻辑。"
msgid "Godot editor's control for editing numeric values."
msgstr "Godot 编辑器用于编辑数值的控件。"
msgid ""
"This [Control] node is used in the editor's Inspector dock to allow editing "
"of numeric values. Can be used with [EditorInspectorPlugin] to recreate the "
"same behavior."
msgstr ""
"这个 [Control] 节点在编辑器的检查器面板中使用,允许编辑数值。可以与 "
"[EditorInspectorPlugin] 一起使用,以重新创建相同的行为。"
msgid "If [code]true[/code], the slider is hidden."
msgstr "如果为 [code]true[/code],则隐藏滑动条。"
msgid ""
"Register a reference for \"do\" that will be erased if the \"do\" history is "
"lost. This is useful mostly for new nodes created for the \"do\" call. Do "
"not use for resources."
msgstr ""
"为“do”注册一个引用,该引用会在“do”的历史丢失时删除。主要针对的是在“do”调用中"
"创建的新节点。请不要用于资源。"
msgid ""
"Register a reference for \"undo\" that will be erased if the \"undo\" "
"history is lost. This is useful mostly for nodes removed with the \"do\" "
"call (not the \"undo\" call!)."
msgstr ""
"为“undo”注册一个引用,该引用会在“undo”的历史丢失时删除。主要针对的是在“do”调"
"用删除的节点(而非“undo”调用!)。"
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
"VCS in use."
msgstr ""
"版本控制系统(Version Control System,VCS)接口,可对正在使用的本地 VCS 进行"
"读写。"
msgid "Checks out a [code]branch_name[/code] in the VCS."
msgstr "检出 VCS 中的 [code]branch_name[/code] 分支。"
msgid ""
"Commits the currently staged changes and applies the commit [code]msg[/code] "
"to the resulting commit."
msgstr "提交当前暂存的修改,并对提交应用提交信息 [code]msg[/code]。"
msgid "Creates a new branch named [code]branch_name[/code] in the VCS."
msgstr "在 VCS 中新建名为 [code]branch_name[/code] 的分支。"
msgid ""
"Fetches new changes from the remote, but doesn't write changes to the "
"current working directory. Equivalent to [code]git fetch[/code]."
msgstr ""
"从远程仓库中抓取新修改,但不将修改写入当前工作目录。相当于 [code]git fetch[/"
"code]。"
msgid ""
"Gets an instance of an [Array] of [String]s containing available branch "
"names in the VCS."
msgstr "获取 [String] 字符串的 [Array] 数组实例,包含在 VCS 中可用的分支名称。"
msgid "Gets the current branch name defined in the VCS."
msgstr "获取 VCS 中定义的当前分支名称。"
msgid ""
"Returns an [Array] of [Dictionary] items (see [method create_diff_hunk]), "
"each containing a line diff between a file at [code]file_path[/code] and the "
"[code]text[/code] which is passed in."
msgstr ""
"返回 [Dictionary] 字典项的 [Array] 数组(见 [method create_diff_hunk]),每一"
"项都包含位于 [code]file_path[/code] 的文件与传入的 [code]text[/code] 之间的单"
"行差异。"
msgid ""
"Returns an [Array] of [Dictionary] items (see [method create_status_file]), "
"each containing the status data of every modified file in the project folder."
msgstr ""
"返回 [Dictionary] 字典项的 [Array] 数组(见 [method create_status_file]),每"
"一项都包含项目文件夹中每个已修改的文件的状态数据。"
msgid ""
"Returns an [Array] of [Dictionary] items (see [method create_commit]), each "
"containing the data for a past commit."
msgstr ""
"返回 [Dictionary] 字典项的 [Array] 数组(见 [method create_commit]),每一项"
"都包含一个过去提交的数据。"
msgid ""
"Returns an [Array] of [String]s, each containing the name of a remote "
"configured in the VCS."
msgstr ""
"返回 [String] 字符串的 [Array] 数组,每一个都包含 VCS 中配置的一个远程仓库的"
"名称。"
msgid "Returns the name of the underlying VCS provider."
msgstr "返回底层 VCS 提供方的名称。"
msgid ""
"Initializes the VCS plugin when called from the editor. Returns whether or "
"not the plugin was successfully initialized. A VCS project is initialized at "
"[code]project_path[/code]."
msgstr ""
"从编辑器中调用时初始化该 VCS 插件。返回该插件是否成功初始化。会在 "
"[code]project_path[/code] 初始化 VCS 项目。"
msgid "Pulls changes from the remote. This can give rise to merge conflicts."
msgstr "从远程仓库拉取修改。可能带来合并冲突。"
msgid ""
"Pushes changes to the [code]remote[/code]. Optionally, if [code]force[/code] "
"is set to true, a force push will override the change history already "
"present on the remote."
msgstr ""
"将修改推送至远程仓库 [code]remote[/code]。另外可以将 [code]force[/code] 设为"
"真,会进行强制推送,覆盖远程仓库中现有的修改历史。"
msgid "Remove a branch from the local VCS."
msgstr "从本地 VCS 中移除一个分支。"
msgid "Remove a remote from the local VCS."
msgstr "从本地 VCS 中移除一个远程仓库。"
msgid ""
"Set user credentials in the underlying VCS. [code]username[/code] and "
"[code]password[/code] are used only during HTTPS authentication unless not "
"already mentioned in the remote URL. [code]ssh_public_key_path[/code], "
"[code]ssh_private_key_path[/code], and [code]ssh_passphrase[/code] are only "
"used during SSH authentication."
msgstr ""
"在底层 VCS 中设置用户认证信息。用户名 [code]username[/code] 和密码 "
"[code]password[/code] 只会在进行 HTTPS 认证且没有在远程仓库 URL 中给出时使"
"用。SSH 公钥路径 [code]ssh_public_key_path[/code]、SSH 私钥路径 "
"[code]ssh_private_key_path[/code]、SSH 密码 [code]ssh_passphrase[/code] 只会"
"在进行 SSH 认证时使用。"
msgid ""
"Shuts down VCS plugin instance. Called when the user either closes the "
"editor or shuts down the VCS plugin through the editor UI."
msgstr ""
"关闭 VCS 插件实例。会在用户关闭编辑器或通过编辑器 UI 关闭该 VCS 插件时调用。"
msgid "Stages the file present at [code]file_path[/code] to the staged area."
msgstr "将位于 [code]file_path[/code] 的文件暂存到暂存区。"
msgid ""
"Unstages the file present at [code]file_path[/code] from the staged area to "
"the unstaged area."
msgstr "将位于 [code]file_path[/code] 的文件从暂存区撤销到未暂存区。"
msgid ""
"Helper function to add an array of [code]diff_hunks[/code] into a "
"[code]diff_file[/code]."
msgstr ""
"将差异块数组 [code]diff_hunks[/code] 加入差异文件 [code]diff_file[/code] 的辅"
"助函数。"
msgid ""
"Helper function to add an array of [code]line_diffs[/code] into a "
"[code]diff_hunk[/code]."
msgstr ""
"将行差异数组 [code]diff_hunks[/code] 加入差异块 [code]diff_hunk[/code] 的辅助"
"函数。"
msgid ""
"Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
"the commit message of the commit. [code]author[/code] is a single human-"
"readable string containing all the author's details, e.g. the email and name "
"configured in the VCS. [code]id[/code] is the identifier of the commit, in "
"whichever format your VCS may provide an identifier to commits. "
"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
"created. [code]offset_minutes[/code] is the timezone offset in minutes, "
"recorded from the system timezone where the commit was created."
msgstr ""
"创建提交 [Dictionary] 项目的辅助函数。[code]msg[/code] 为该提交的提交消息。"
"[code]author[/code] 为包含所有作者详情的人类可读的字符串,例如 VCS 中配置的邮"
"箱和名称。[code]id[/code] 为该提交的标识符,使用你的 VCS 为提交所提供的标识符"
"的格式。[code]unix_timestamp[/code] 为该提交创建时的 UTC Unix 时间戳。"
"[code]offset_minutes[/code] 为该提交创建时,当前系统时区的偏移量,单位为分"
"钟。"
msgid ""
"Helper function to create a [code]Dictionary[/code] for storing old and new "
"diff file paths."
msgstr "创建用于保存新旧文件路径差异的 [code]Dictionary[/code] 的辅助函数。"
msgid ""
"Helper function to create a [code]Dictionary[/code] for storing diff hunk "
"data. [code]old_start[/code] is the starting line number in old file. "
"[code]new_start[/code] is the starting line number in new file. "
"[code]old_lines[/code] is the number of lines in the old file. "
"[code]new_lines[/code] is the number of lines in the new file."
msgstr ""
"创建用于保存差异块数据的 [code]Dictionary[/code] 的辅助函数。"
"[code]old_start[/code] 是旧文件中的起始行号。[code]new_start[/code] 是新文件"
"中的起始行号。[code]old_lines[/code] 是旧文件中的行数。[code]new_lines[/"
"code] 是新文件中的行数。"
msgid ""
"Helper function to create a [code]Dictionary[/code] for storing a line diff. "
"[code]new_line_no[/code] is the line number in the new file (can be "
"[code]-1[/code] if the line is deleted). [code]old_line_no[/code] is the "
"line number in the old file (can be [code]-1[/code] if the line is added). "
"[code]content[/code] is the diff text. [code]status[/code] is a single "
"character string which stores the line origin."
msgstr ""
"创建用于保存行差异的 [code]Dictionary[/code] 的辅助函数。[code]new_line_no[/"
"code] 是新文件中的行号(该行被删除时可为 [code]-1[/code])。"
"[code]old_line_no[/code] 是旧文件中的行号(该行为新增时可为 [code]-1[/"
"code])。[code]content[/code] 为差异文本。[code]status[/code] 为保存该行原点"
"的单字符字符串。"
msgid ""
"Helper function to create a [code]Dictionary[/code] used by editor to read "
"the status of a file."
msgstr "创建编辑器用于读取文件状态的 [code]Dictionary[/code] 的辅助函数。"
msgid "A new file has been added."
msgstr "加入了新文件。"
msgid "An earlier added file has been modified."
msgstr "先前加入的文件被修改。"
msgid "An earlier added file has been renamed."
msgstr "先前加入的文件被改名。"
msgid "An earlier added file has been deleted."
msgstr "先前加入的文件被删除。"
msgid "An earlier added file has been typechanged."
msgstr "先前加入的文件被修改类型。"
msgid "A file is left unmerged."
msgstr "文件未合并。"
msgid "A commit is encountered from the commit area."
msgstr "在提交区域遇到了提交。"
msgid "A file is encountered from the staged area."
msgstr "在暂存区域遇到了文件。"
msgid "A file is encountered from the unstaged area."
msgstr "在未暂存区域遇到了文件。"
msgid "Holds a reference to an [Object]'s instance ID."
msgstr "保存对 [Object] 实例 ID 的引用。"
msgid "API documentation on the ENet website"
msgstr "ENet 网站上的 API 文档"
msgid "Adjusts the bandwidth limits of a host."
msgstr "调整主机的带宽限制。"
msgid "Destroys the host and all resources associated with it."
msgstr "销毁主机和与其关联的所有资源。"
msgid ""
"No compression. This uses the most bandwidth, but has the upside of "
"requiring the fewest CPU resources. This option may also be used to make "
"network debugging using tools like Wireshark easier."
msgstr ""
"无压缩。这使用最多的带宽,但具有占用最少 CPU 资源的好处。这个选项可以用于 "
"Wireshark 等工具使用,更容易进行网络调试。"
msgid ""
"ENet's built-in range encoding. Works well on small packets, but is not the "
"most efficient algorithm on packets larger than 4 KB."
msgstr ""
"ENet 的内置范围编码。适用于小数据包,但对于大于 4 KB 的数据包不是最有效的算"
"法。"
msgid ""
"[url=https://facebook.github.io/zstd/]Zstandard[/url] compression. Note that "
"this algorithm is not very efficient on packets smaller than 4 KB. "
"Therefore, it's recommended to use other compression algorithms in most "
"cases."
msgstr ""
"[url=https://facebook.github.io/zstd/]Zstandard[/url]压缩。请注意,此算法对小"
"于 4 KB 的数据包效率不高。因此,建议在大多数情况下使用其他压缩算法。"
msgid "Total data sent."
msgstr "发送数据的总数。"
msgid "Total UDP packets sent."
msgstr "发送 UDP 数据包的总数。"
msgid "Total data received."
msgstr "接收数据的总数。"
msgid "Total UDP packets received."
msgstr "接收 UDP 数据包的总数。"
msgid "High-level multiplayer"
msgstr "高级多人游戏"
msgid ""
"The IP used when creating a server. This is set to the wildcard [code]\"*\"[/"
"code] by default, which binds to all available interfaces. The given IP "
"needs to be in IPv4 or IPv6 address format, for example: "
"[code]\"192.168.1.1\"[/code]."
msgstr ""
"创建服务器时使用的 IP。默认情况下,这被设置为通配符 [code]\"*\"[/code],它绑"
"定到所有可用的接口。给定的 IP 地址格式需要是 IPv4 或 IPv6,例如:"
"[code]\"192.168.1.1\"[/code]。"
msgid "Access to engine properties."
msgstr "访问引擎属性。"
msgid ""
"The [Engine] singleton allows you to query and modify the project's run-time "
"parameters, such as frames per second, time scale, and others."
msgstr ""
"[Engine] 单例使您可以查询和修改项目的运行时参数,例如每秒帧数,时间范围等。"
msgid ""
"Returns engine author information in a Dictionary.\n"
"[code]lead_developers[/code] - Array of Strings, lead developer names\n"
"[code]founders[/code] - Array of Strings, founder names\n"
"[code]project_managers[/code] - Array of Strings, project manager names\n"
"[code]developers[/code] - Array of Strings, developer names"
msgstr ""
"返回一个字典中的引擎作者信息。\n"
"[code]lead_developers[/code] - 字符串的数组,主要开发者的名字\n"
"[code]founders[/code] - 创始人姓名的字符串数组\n"
"[code]project_managers[/code] - 项目经理姓名的字符串数组\n"
"[code]developers[/code] - 开发者名称的字符串数组"
msgid ""
"Returns an Array of copyright information Dictionaries.\n"
"[code]name[/code] - String, component name\n"
"[code]parts[/code] - Array of Dictionaries {[code]files[/code], "
"[code]copyright[/code], [code]license[/code]} describing subsections of the "
"component"
msgstr ""
"返回一个版权信息字典数组。\n"
"[code]name[/code] - 字符串,组件名称。\n"
"[code]partic[/code] - 描述组件子部分的字典数组 {[code]files[/code], "
"[code]copyright[/code], [code]license[/code]}"
msgid ""
"Returns a Dictionary of Arrays of donor names.\n"
"{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], "
"[code]silver_sponsors[/code], [code]bronze_sponsors[/code], "
"[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/"
"code], [code]bronze_donors[/code]}"
msgstr ""
"返回捐赠者姓名数组的字典。\n"
"{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], "
"[code]silver_sponsors[/code], [code]bronze_sponsors[/code], "
"[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/"
"code], [code]bronze_donors[/code]}"
msgid "Returns the frames per second of the running game."
msgstr "返回运行游戏的每秒帧数。"
msgid ""
"Returns Dictionary of licenses used by Godot and included third party "
"components."
msgstr "返回 Godot 所使用的许可证的 Dictionary 字典列表,其中包括第三方组件。"
msgid "Returns Godot license text."
msgstr "返回Godot许可证文本。"
msgid "Returns the main loop object (see [MainLoop] and [SceneTree])."
msgstr "返回主循环对象(请参阅[MainLoop]和[SceneTree])。"
msgid ""
"Returns the fraction through the current physics tick we are at the time of "
"rendering the frame. This can be used to implement fixed timestep "
"interpolation."
msgstr "返回渲染帧时当前物理周期中的分数。可用于实现固定的时间步插值。"
msgid ""
"Returns [code]true[/code] if the game is inside the fixed process and "
"physics phase of the game loop."
msgstr "如果游戏在游戏循环的固定过程和物理阶段内,返回 [code]true[/code]。"
msgid ""
"Controls the maximum number of physics steps that can be simulated each "
"rendered frame. The default value is tuned to avoid \"spiral of death\" "
"situations where expensive physics simulations trigger more expensive "
"simulations indefinitely. However, the game will appear to slow down if the "
"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of "
"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is "
"consistently used in physics calculations. To avoid this, increase [member "
"max_physics_steps_per_frame] if you have increased [member "
"physics_ticks_per_second] significantly above its default value."
msgstr ""
"控制每个渲染帧所能模拟的最大物理步骤数。默认值经过调试,可以避免“死亡螺旋”,"
"防止开销较大的物理仿真无限触发开销更大的仿真。不过如果渲染 FPS 小于 [member "
"physics_ticks_per_second] 的 [code]1 / max_physics_steps_per_frame[/code],游"
"戏看上去会是降速的。即便在物理计算中始终使用 [code]delta[/code] 也一样会发"
"生。要避免这种情况,如果增大了 [member physics_ticks_per_second],而且远大于"
"默认值,那么建议将 [member max_physics_steps_per_frame] 也调大。"
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
"deviation of the in-game clock and real clock but smooth out framerate "
"jitters. The default value of 0.5 should be fine for most; values above 2 "
"could cause the game to react to dropped frames with a noticeable delay and "
"are not recommended.\n"
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics_jitter_fix] to [code]0[/code]."
msgstr ""
"控制物理周期与实际时间的同步程度。如果小于等于 0,则周期是同步的。这样的值建"
"议用于网络游戏,因为时钟的同步性很重要。较高的值会导致游戏中的时钟和真实时钟"
"之间的偏差较大,但可以平滑帧速率的抖动。默认值0.5对大多数人来说应该是良好的;"
"超过2的值可能导致游戏对掉帧的反应有明显的延迟,因此不推荐使用。\n"
"[b]注意:[/b]为了获得最佳效果,当使用自定义物理插值这种解决方案时,应通过将 "
"[member physics_jitter_fix] 设置为 [code]0[/code] 来禁用物理抖动修复。"
msgid ""
"The number of fixed iterations per second. This controls how often physics "
"simulation and [method Node._physics_process] methods are run. This value "
"should generally always be set to [code]60[/code] or above, as Godot doesn't "
"interpolate the physics step. As a result, values lower than [code]60[/code] "
"will look stuttery. This value can be increased to make input more reactive "
"or work around collision tunneling issues, but keep in mind doing so will "
"increase CPU usage. See also [member max_fps] and [member ProjectSettings."
"physics/common/physics_ticks_per_second].\n"
"[b]Note:[/b] Only [member max_physics_steps_per_frame] physics ticks may be "
"simulated per rendered frame at most. If more physics ticks have to be "
"simulated per rendered frame to keep up with rendering, the project will "
"appear to slow down (even if [code]delta[/code] is used consistently in "
"physics calculations). Therefore, it is recommended to also increase [member "
"max_physics_steps_per_frame] if increasing [member physics_ticks_per_second] "
"significantly above its default value."
msgstr ""
"每秒执行的固定迭代次数。用于控制物理仿真和 [method Node._physics_process] 的"
"执行频率。因为 Godot 不会进行物理步骤的插值,所以通常应该总是将其设成大于等"
"于 [code]60[/code] 的值。因此,如果值小于 [code]60[/code] 就会看起来卡顿。提"
"高该值可以让输入变得更加灵敏、也可以绕过碰撞隧道问题,但请记得这么做也会提升 "
"CPU 的占用率。另请参阅 [member max_fps] 和 [member ProjectSettings.physics/"
"common/physics_ticks_per_second]。\n"
"[b]注意:[/b]每个渲染帧最多只能模拟 [member max_physics_steps_per_frame] 个物"
"理周期。如果为了追赶渲染,需要在每个渲染帧中模拟更多物理周期,游戏看上去会是"
"降速的(即便在物理计算中始终使用 [code]delta[/code])。因此,如果增大了 "
"[member physics_ticks_per_second],而且远大于默认值,那么建议将 [member "
"max_physics_steps_per_frame] 也调大。"
msgid ""
"Controls how fast or slow the in-game clock ticks versus the real life one. "
"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as "
"real life, whilst a value of 0.5 means the game moves at half the regular "
"speed."
msgstr ""
"控制游戏中的时钟与现实生活中的时钟的快慢。默认值为 1.0。值为 2.0 意味着游戏的"
"移动速度是现实生活的两倍,而值为 0.5 意味着游戏的移动速度是常规速度的一半。"
msgid ""
"Resource for environment nodes (like [WorldEnvironment]) that define "
"multiple rendering options."
msgstr "用于定义多个渲染选项的环境节点(如 [WorldEnvironment])的资源。"
msgid "Environment and post-processing"
msgstr "环境和后期处理"
msgid "Light transport in game engines"
msgstr "游戏引擎中的光传递"
msgid "3D Material Testers Demo"
msgstr "3D 材质测试演示"
msgid ""
"The global brightness value of the rendered scene. Effective only if "
"[code]adjustment_enabled[/code] is [code]true[/code]."
msgstr ""
"渲染场景的全局亮度值。只有当 [code]adjust_enabled[/code] 为 [code]true[/"
"code] 时才有效。"
msgid ""
"The global contrast value of the rendered scene (default value is 1). "
"Effective only if [code]adjustment_enabled[/code] is [code]true[/code]."
msgstr ""
"渲染场景的全局对比度值(默认值为1)。只有当[code]adjust_enabled[/code]为 "
"[code]true[/code] 时才有效。"
msgid ""
"The global color saturation value of the rendered scene (default value is "
"1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]."
msgstr ""
"渲染场景的全局色彩饱和度值(默认值为 1)。只有在 [code]adjustment_enabled[/"
"code] 为 [code]true[/code] 时才有效。"
msgid ""
"Defines the amount of light that the sky brings on the scene. A value of "
"[code]0.0[/code] means that the sky's light emission has no effect on the "
"scene illumination, thus all ambient illumination is provided by the ambient "
"light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] "
"the light that affects the scene is provided by the sky, thus the ambient "
"light parameter has no effect on the scene.\n"
"[b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive)."
msgstr ""
"定义天空给场景带来的光照量。值为 [code]0.0[/code] 表示天空的发光对场景照明没"
"有影响,因此所有的环境照明都由环境光提供。相反,值为 [code]1.0[/code] 表示[i]"
"所有[/i]影响场景的光线都由天空提供,因此环境光参数对场景没有影响。\n"
"[b]注意:[/b]内部会将 [member ambient_light_sky_contribution] 限制在 "
"[code]0.0[/code] 到 [code]1.0[/code] 之间(闭区间)。"
msgid "The ID of the camera feed to show in the background."
msgstr "在背景中显示的相机源的 ID。"
msgid ""
"The maximum layer ID to display. Only effective when using the [constant "
"BG_CANVAS] background mode."
msgstr "要显示的最大图层 ID。只有在使用 [constant BG_CANVAS] 背景模式时有效。"
msgid "The background mode. See [enum BGMode] for possible values."
msgstr "背景模式。可能的取值见 [enum BGMode]。"
msgid ""
"If set above [code]0.0[/code] (exclusive), blends between the fog's color "
"and the color of the background [Sky]. This has a small performance cost "
"when set above [code]0.0[/code]. Must have [member background_mode] set to "
"[constant BG_SKY].\n"
"This is useful to simulate [url=https://en.wikipedia.org/wiki/"
"Aerial_perspective]aerial perspective[/url] in large scenes with low density "
"fog. However, it is not very useful for high-density fog, as the sky will "
"shine through. When set to [code]1.0[/code], the fog color comes completely "
"from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled."
msgstr ""
"如果设置大于 [code]0.0[/code](不含),会在雾的颜色和背景 [Sky] 的颜色之间进"
"行混合。设置大于 [code]0.0[/code] 时有较小的性能代价。必须将 [member "
"background_mode] 设置为 [constant BG_SKY]。\n"
"对于模拟雾密度较低的大场景中的[https://zh.wikipedia.org/wiki/"
"%E7%A9%BA%E6%B0%94%E9%80%8F%E8%A7%86]空气透视[/url]很有用。但对于高密度的雾来"
"说不是很有用,因为天空会被照亮。设置为 [code]1.0[/code] 时,雾的颜色完全来自 "
"[Sky]。设置为 [code]0.0[/code] 时,会禁用空气透视。"
msgid "The fog's color."
msgstr "雾的颜色。"
msgid "The fog's brightness. Higher values result in brighter fog."
msgstr "雾的亮度。值越高,雾越亮。"
msgid ""
"The factor to use when affecting the sky with non-volumetric fog. [code]1.0[/"
"code] means that fog can fully obscure the sky. Lower values reduce the "
"impact of fog on sky rendering, with [code]0.0[/code] not affecting sky "
"rendering at all.\n"
"[b]Note:[/b] [member fog_sky_affect] has no visual effect if [member "
"fog_aerial_perspective] is [code]1.0[/code]."
msgstr ""
"非体积雾影响天空时使用的系数。[code]1.0[/code] 表示雾可以完全遮蔽天空。较低的"
"值会减少雾对天空渲染的影响,[code]0.0[/code] 完全不影响天空的渲染。\n"
"[b]注意:[/b]如果 [member fog_aerial_perspective] 为 [code]1.0[/code],"
"[member fog_sky_affect] 不会有视觉效果。"
msgid "The glow blending mode."
msgstr "辉光混合模式。"
msgid ""
"The bloom's intensity. If set to a value higher than [code]0[/code], this "
"will make glow visible in areas darker than the [member glow_hdr_threshold]."
msgstr ""
"泛光的强度。如果设置为大于 [code]0[/code] 的值,则将在比 [member "
"glow_hdr_threshold] 成员更暗的区域中显示辉光。"
msgid ""
"The higher threshold of the HDR glow. Areas brighter than this threshold "
"will be clamped for the purposes of the glow effect."
msgstr ""
"HDR 辉光的较高阈值。比这个阈值更亮的区域将被限制,以达到辉光效果的目的。"
msgid "The bleed scale of the HDR glow."
msgstr "HDR 辉光的逸出缩放。"
msgid ""
"The intensity of the 1st level of glow. This is the most \"local\" level "
"(least blurry)."
msgstr "第 1 级辉光的强度。这是最“局部”的级别(最不模糊)。"
msgid "The intensity of the 2nd level of glow."
msgstr "第 2 级辉光的强度。"
msgid "The intensity of the 3rd level of glow."
msgstr "第 3 级辉光的强度。"
msgid "The intensity of the 4th level of glow."
msgstr "第 4 级辉光的强度。"
msgid "The intensity of the 5th level of glow."
msgstr "第 5 级辉光的强度。"
msgid "The intensity of the 6th level of glow."
msgstr "第 6 级辉光的强度。"
msgid ""
"The intensity of the 7th level of glow. This is the most \"global\" level "
"(blurriest)."
msgstr "第 7 级辉光的强度。这是最“全局”的级别(最模糊)。"
msgid ""
"The screen-space ambient occlusion intensity on materials that have an AO "
"texture defined. Values higher than [code]0[/code] will make the SSAO effect "
"visible in areas darkened by AO textures."
msgstr ""
"定义了AO纹理的材质的屏幕空间环境遮挡强度。高于[code]0[/code]的值将使SSAO效果"
"在AO纹理变暗的区域可见。"
msgid ""
"The threshold for considering whether a given point on a surface is occluded "
"or not represented as an angle from the horizon mapped into the "
"[code]0.0-1.0[/code] range. A value of [code]1.0[/code] results in no "
"occlusion."
msgstr ""
"用于考虑表面上给定点是否被遮挡的阈值,表示为与地平线的角度,映射到 "
"[code]0.0-1.0[/code] 范围。[code]1.0[/code] 的值不会导致遮蔽。"
msgid ""
"The screen-space ambient occlusion intensity in direct light. In real life, "
"ambient occlusion only applies to indirect light, which means its effects "
"can't be seen in direct light. Values higher than [code]0[/code] will make "
"the SSAO effect visible in direct light."
msgstr ""
"直射光下的屏幕空间环境光遮蔽强度。在现实生活中,环境遮挡只适用于间接光,也就"
"是说在直射光下无法看到其效果。高于[code]0[/code]的数值将使SSAO效果在直射光下"
"可见。"
msgid "The depth tolerance for screen-space reflections."
msgstr "屏幕空间反射的深度公差。"
msgid ""
"The maximum number of steps for screen-space reflections. Higher values are "
"slower."
msgstr "屏幕空间反射的最大步数。数值越高,速度越慢。"
msgid "Clears the background using a custom clear color."
msgstr "使用自定义的底色清除背景。"
msgid "Displays a user-defined sky in the background."
msgstr "在背景中显示用户自定义的天空。"
msgid "Displays a [CanvasLayer] in the background."
msgstr "在背景中显示 [CanvasLayer]。"
msgid "Displays a camera feed in the background."
msgstr "在背景中显示相机源。"
msgid "Represents the size of the [enum BGMode] enum."
msgstr "代表 [enum BGMode] 枚举的大小。"
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
"unmodified. This can cause bright lighting to look blown out, with "
"noticeable clipping in the output colors."
msgstr ""
"线性色调映射运算子。读取线性数据并将其原样传递。较亮的光照会导致过曝、输出的"
"颜色中会有可见的截断。"
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
"colors by this formula: [code]color = color / (1 + color)[/code]. This "
"avoids clipping bright highlights, but the resulting image can look a bit "
"dull."
msgstr ""
"Reinhardt 色调映射运算子。对渲染后的像素颜色进行调整,使用的是这个公式:"
"[code]color = color / (1 + color)[/code]。可以避免对高光的截断,但最终的图像"
"可能看上去有些寡淡。"
msgid ""
"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
"resulting image that usually looks more vivid than [constant "
"TONE_MAPPER_REINHARDT]."
msgstr ""
"电影级色调映射器运算子。可以避免对高光处的截断,最终图像通常比 [constant "
"TONE_MAPPER_REINHARDT] 更鲜艳。"
msgid ""
"Additive glow blending mode. Mostly used for particles, glows (bloom), lens "
"flare, bright sources."
msgstr "添加辉光混合模式。主要用于粒子、辉光(泛光)、镜头眩光、亮源。"
msgid ""
"Screen glow blending mode. Increases brightness, used frequently with bloom."
msgstr "滤色辉光混合模式。增加亮度,经常与泛光一起使用。"
msgid ""
"Soft light glow blending mode. Modifies contrast, exposes shadows and "
"highlights (vivid bloom)."
msgstr "柔光辉光混合模式。修改对比度,曝光阴影和高光(高质量泛光)。"
msgid ""
"Replace glow blending mode. Replaces all pixels' color by the glow value. "
"This can be used to simulate a full-screen blur effect by tweaking the glow "
"parameters to match the original image's brightness."
msgstr ""
"替换辉光混合模式。用辉光值替换所有像素的颜色。这可以通过调整辉光参数来模拟全"
"屏模糊效果,使其与原始图像的亮度相匹配。"
msgid "A class that stores an expression you can execute."
msgstr "存储你可以执行的表达式的类。"
msgid ""
"Executes the expression that was previously parsed by [method parse] and "
"returns the result. Before you use the returned object, you should check if "
"the method failed by calling [method has_execute_failed].\n"
"If you defined input variables in [method parse], you can specify their "
"values in the inputs array, in the same order."
msgstr ""
"执行之前由 [method parse] 解析的表达式,并返回结果。在使用返回的对象之前,应"
"该通过调用 [method has_execute_failed] 来检查方法是否失败。\n"
"如果你在 [method parse] 中定义了输入变量,你可以在输入数组中以同样的顺序指定"
"它们的值。"
msgid "Returns the error text if [method parse] has failed."
msgstr "如果 [method parse] 失败了,返回错误文本。"
msgid "Returns [code]true[/code] if [method execute] has failed."
msgstr "如果 [method execute] 失败,返回 [code]true[/code]。"
msgid "Type to handle file reading and writing operations."
msgstr "用于处理文件读写操作的类型。"
msgid ""
"Returns the next 16 bits from the file as an integer. See [method store_16] "
"for details on what values can be stored and retrieved this way."
msgstr ""
"以整数形式返回文件中接下来的 16 位。请参阅 [method store_16],以获取有关可以"
"通过这种方式存储和检索哪些值的详细信息。"
msgid ""
"Returns the next 32 bits from the file as an integer. See [method store_32] "
"for details on what values can be stored and retrieved this way."
msgstr ""
"以整数形式返回文件中接下来的 32 位。请参阅[method store_32],以获取有关可以通"
"过这种方式存储和检索哪些值的详细信息。"
msgid ""
"Returns the next 64 bits from the file as an integer. See [method store_64] "
"for details on what values can be stored and retrieved this way."
msgstr ""
"以整数形式返回文件中接下来的 64 位。请参阅 [method store_64],以获取有关可以"
"通过这种方式存储和检索哪些值的详细信息。"
msgid ""
"Returns the next 8 bits from the file as an integer. See [method store_8] "
"for details on what values can be stored and retrieved this way."
msgstr ""
"以整数形式返回文件中接下来的 8 位。请参阅 [method store_8],详细了解哪些值可"
"以通过这种方式存储和检索。"
msgid "Returns the next 64 bits from the file as a floating-point number."
msgstr "将文件中接下来的 64 位作为浮点数返回。"
msgid ""
"Returns the last error that happened when trying to perform operations. "
"Compare with the [code]ERR_FILE_*[/code] constants from [enum Error]."
msgstr ""
"返回试图执行操作时发生的最后一个错误。请与 [enum Error] 中的 "
"[code]ERR_FILE_*[/code] 常量比较。"
msgid "Returns the next 32 bits from the file as a floating-point number."
msgstr "将文件中接下来的 32 位作为浮点数返回。"
msgid "Returns the size of the file in bytes."
msgstr "返回该文件的大小,单位为字节。"
msgid ""
"Returns the next line of the file as a [String].\n"
"Text is interpreted as being UTF-8 encoded."
msgstr ""
"将文件中的下一行作为 [String] 字符串返回。\n"
"将按照 UTF-8 编码解析文本。"
msgid ""
"Returns an MD5 String representing the file at the given path or an empty "
"[String] on failure."
msgstr "返回一个给定路径文件的 MD5 字符串,如果失败则返回一个空的 [String]。"
msgid ""
"Returns a [String] saved in Pascal format from the file.\n"
"Text is interpreted as being UTF-8 encoded."
msgstr ""
"返回文件中按照 Pascal 格式保存的 [String] 字符串。\n"
"将按照 UTF-8 编码解析文本。"
msgid "Returns the path as a [String] for the current open file."
msgstr "返回当前打开的文件的路径为[String]。"
msgid "Returns the absolute path as a [String] for the current open file."
msgstr "返回当前打开的文件的绝对路径为[String]。"
msgid "Returns the file cursor's position."
msgstr "返回文件光标的位置。"
msgid "Returns the next bits from the file as a floating-point number."
msgstr "将文件中接下来的若干位以浮点数形式返回。"
msgid ""
"Returns a SHA-256 [String] representing the file at the given path or an "
"empty [String] on failure."
msgstr ""
"返回一个给定路径的文件的 SHA-256 字符串,如果失败则返回一个空的 [String]。"
msgid "Returns [code]true[/code] if the file is currently opened."
msgstr "如果文件当前被打开,返回 [code]true[/code]。"
msgid ""
"Changes the file reading/writing cursor to the specified position (in bytes "
"from the beginning of the file)."
msgstr "将文件的读/写光标改变到指定的位置(从文件开始的字节数)。"
msgid ""
"Changes the file reading/writing cursor to the specified position (in bytes "
"from the end of the file).\n"
"[b]Note:[/b] This is an offset, so you should use negative numbers or the "
"cursor will be at the end of the file."
msgstr ""
"将文件的读/写光标改变到指定的位置(从文件的末端算起,以字节为单位)。\n"
"[b]注意:[/b]这是一个偏移量,所以你应该使用负数,否则光标会在文件的末端。"
msgid "Stores the given array of bytes in the file."
msgstr "在文件中存储给定的字节数组。"
msgid "Stores a floating-point number as 64 bits in the file."
msgstr "将一个浮点数以 64 位形式存储在文件中。"
msgid "Stores a floating-point number as 32 bits in the file."
msgstr "将一个浮点数以 32 位形式存储在文件中。"
msgid ""
"Stores the given [String] as a line in the file in Pascal format (i.e. also "
"store the length of the string).\n"
"Text will be encoded as UTF-8."
msgstr ""
"将给定的 [String] 以 Pascal 格式存储在文件中(即同时存储字符串的长度)。\n"
"将使用 UTF-8 编码文本。"
msgid "Stores a floating-point number in the file."
msgstr "将浮点数存储在文件中。"
msgid ""
"Opens the file for read operations. The cursor is positioned at the "
"beginning of the file."
msgstr "打开文件进行读取操作。光标位于文件的开头。"
msgid ""
"Opens the file for write operations. The file is created if it does not "
"exist, and truncated if it does."
msgstr "打开文件进行写操作。如果文件不存在,则创建该文件,如果存在则截断。"
msgid ""
"Opens the file for read and write operations. Does not truncate the file. "
"The cursor is positioned at the beginning of the file."
msgstr "打开文件用于读写操作。不截断文件。光标位于文件的开头。"
msgid ""
"Opens the file for read and write operations. The file is created if it does "
"not exist, and truncated if it does. The cursor is positioned at the "
"beginning of the file."
msgstr ""
"打开文件进行读写操作。如果文件不存在,则创建该文件,如果存在则截断。光标位于"
"文件的开头。"
msgid "Uses the [url=https://fastlz.org/]FastLZ[/url] compression method."
msgstr "使用 [url=https://fastlz.org/]FastLZ[/url] 压缩方法。"
msgid ""
"Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] "
"compression method."
msgstr ""
"使用 [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] 压缩方法。"
msgid ""
"Uses the [url=https://facebook.github.io/zstd/]Zstandard[/url] compression "
"method."
msgstr "使用 [url=https://facebook.github.io/zstd/]Zstandard[/url] 压缩方法。"
msgid "Uses the [url=https://www.gzip.org/]gzip[/url] compression method."
msgstr "使用 [url=https://www.gzip.org/]gzip[/url] 压缩方法。"
msgid "Dialog for selecting files or directories in the filesystem."
msgstr "用于选择文件系统中的文件或目录的对话框。"
msgid "Clear all the added filters in the dialog."
msgstr "清除对话框中所有添加的过滤器。"
msgid "Clear all currently selected items in the dialog."
msgstr "清除对话框中所有当前选定的项目。"
msgid ""
"Returns the LineEdit for the selected file.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回所选文件的 LineEdit。\n"
"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望隐"
"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
msgid ""
"Returns the vertical box container of the dialog, custom controls can be "
"added to it.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回对话框的垂直框容器,可以向其中添加自定义控件。\n"
"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望隐"
"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
msgid "Invalidate and update the current dialog content list."
msgstr "使当前对话框内容列表无效并更新。"
msgid "The current working directory of the file dialog."
msgstr "文件对话框的当前工作目录。"
msgid "The currently selected file of the file dialog."
msgstr "文件对话框的当前选定的文件。"
msgid "The currently selected file path of the file dialog."
msgstr "当前选择的文件对话框的文件路径。"
msgid "If [code]true[/code], the dialog will show hidden files."
msgstr "如果为 [code]true[/code],对话框将显示出隐藏文件。"
msgid "Emitted when the user selects a directory."
msgstr "当用户选择一个目录时触发的。"
msgid ""
"Emitted when the user selects a file by double-clicking it or pressing the "
"[b]OK[/b] button."
msgstr "当用户通过双击文件或按[b]确定[/b]按钮选择一个文件时触发。"
msgid "Emitted when the user selects multiple files."
msgstr "当用户选择多个文件时触发。"
msgid "The dialog allows selecting one, and only one file."
msgstr "该对话框只允许选择一个文件。"
msgid "The dialog allows selecting multiple files."
msgstr "该对话框允许选择多个文件。"
msgid ""
"The dialog only allows selecting a directory, disallowing the selection of "
"any file."
msgstr "该对话框只允许选择一个目录,不允许选择任何文件。"
msgid "The dialog allows selecting one file or directory."
msgstr "该对话框允许选择一个文件或目录。"
msgid "The dialog will warn when a file exists."
msgstr "当文件存在时,对话框会发出警告。"
msgid ""
"The dialog only allows accessing files under the [Resource] path "
"([code]res://[/code])."
msgstr "该对话框只允许访问 [Resource] 路径下的文件([code]res://[/code])。"
msgid ""
"The dialog only allows accessing files under user data path ([code]user://[/"
"code])."
msgstr "该对话框只允许访问用户数据路径([code]user://[/code])下的文件。"
msgid "The dialog allows accessing files on the whole file system."
msgstr "该对话框允许访问文件系统上的文件。"
msgid ""
"The color tint for disabled files (when the [FileDialog] is used in open "
"folder mode)."
msgstr "禁用文件的色调(当 [FileDialog] 在打开文件夹模式下使用时)。"
msgid "The color modulation applied to the file icon."
msgstr "应用于文件图标的颜色调制。"
msgid "The color modulation applied to the folder icon."
msgstr "应用于文件夹图标的颜色调制。"
msgid "Custom icon for the back arrow."
msgstr "向后箭头的自定义图标。"
msgid "Custom icon for files."
msgstr "文件的自定义图标。"
msgid "Custom icon for folders."
msgstr "文件夹的自定义图标。"
msgid "Custom icon for the forward arrow."
msgstr "向前箭头的自定义图标。"
msgid "Custom icon for the parent folder arrow."
msgstr "父文件夹箭头的自定义图标。"
msgid "Custom icon for the reload button."
msgstr "重新加载按钮的自定义图标。"
msgid "Custom icon for the toggle hidden button."
msgstr "切换隐藏按钮的自定义图标。"
msgid "Float built-in type."
msgstr "浮点数内置类型。"
msgid ""
"The [float] built-in type is a 64-bit double-precision floating-point "
"number, equivalent to [code]double[/code] in C++. This type has 14 reliable "
"decimal digits of precision. The [float] type can be stored in [Variant], "
"which is the generic type used by the engine. The maximum value of [float] "
"is approximately [code]1.79769e308[/code], and the minimum is approximately "
"[code]-1.79769e308[/code].\n"
"Many methods and properties in the engine use 32-bit single-precision "
"floating-point numbers instead, equivalent to [code]float[/code] in C++, "
"which have 6 reliable decimal digits of precision. For data structures such "
"as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by "
"default, but it can be changed to use 64-bit doubles if Godot is compiled "
"with the [code]precision=double[/code] option.\n"
"Math done using the [float] type is not guaranteed to be exact or "
"deterministic, and will often result in small errors. You should usually use "
"the [method @GlobalScope.is_equal_approx] and [method @GlobalScope."
"is_zero_approx] methods instead of [code]==[/code] to compare [float] values "
"for equality."
msgstr ""
"[float] 内置类型是 64 位双精度浮点数,相当于 C++ 中的 [code]double[/code]。这"
"个类型有 14 个可靠的十进制小数位精度。可以在引擎所使用的通用类型 [Variant] 中"
"存储 [float] 类型。[float] 的最大值约为 [code]1.79769e308[/code],最小值约为 "
"[code]-1.79769e308[/code]。\n"
"不过引擎中的大多数方法和属性使用的都是 32 位单精度浮点数,相当于 C++ 中的 "
"[code]float[/code],有 6 位可靠的十进制小数位精度。Godot 在 [Vector2] 和 "
"[Vector3] 等数据结构中默认使用 32 位浮点数,但如果 Godot 编译时使用了 "
"[code]precision=double[/code] 选项,就会改为 64 位 double。\n"
"使用 [float] 类型进行的数学运算无法保证精确与稳定,经常会产生较小的误差。你通"
"常应该使用 [method @GlobalScope.is_equal_approx] 和 [method @GlobalScope."
"is_zero_approx] 方法来比较 [float] 值是否相等,不应该用 [code]==[/code]。"
msgid "Wikipedia: Double-precision floating-point format"
msgstr "维基百科:双精度浮点数格式"
msgid "Wikipedia: Single-precision floating-point format"
msgstr "维基百科:单精度浮点数格式"
msgid "Constructs a default-initialized [float] set to [code]0.0[/code]."
msgstr "构造默认初始化的 [float],会被设为 [code]0.0[/code]。"
msgid "Constructs a [float] as a copy of the given [float]."
msgstr "构造给定 [float] 的副本。"
msgid ""
"Converts a [String] to a [float], following the same rules as [method String."
"to_float]."
msgstr ""
"将 [String] 转换为 [float],遵循与 [method String.to_float] 相同的规则。"
msgid ""
"Cast a [bool] value to a floating-point value, [code]float(true)[/code] will "
"be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0."
msgstr ""
"将 [bool] 值转换为浮点值,[code]float(true)[/code] 将等于 1.0,"
"[code]float(false)[/code] 将等于 0.0。"
msgid ""
"Cast an [int] value to a floating-point value, [code]float(1)[/code] will be "
"equal to [code]1.0[/code]."
msgstr ""
"将 [int] 值转换为浮点值,[code]float(1)[/code] 将等于 [code]1.0[/code]。"
msgid "Returns [code]true[/code] if two floats are different from each other."
msgstr "如果两个浮点数彼此不同,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the integer has different value than the float."
msgstr "如果整数的值与浮点数不同,则返回 [code]true[/code]。"
msgid ""
"Multiplies each component of the [Color] by the given [float].\n"
"[codeblock]\n"
"print(1.5 * Color(0.5, 0.5, 0.5)) # Color(0.75, 0.75, 0.75)\n"
"[/codeblock]"
msgstr ""
"将该 [Color] 的每个分量乘以给定的 [float]。\n"
"[codeblock]\n"
"print(1.5 * Color(0.5, 0.5, 0.5)) # Color(0.75, 0.75, 0.75)\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Quaternion] by the given [float]. This "
"operation is not meaningful on its own, but it can be used as a part of a "
"larger expression."
msgstr ""
"将该 [Quaternion] 的每个分量乘以给定的 [float]。此操作本身没有意义,但可以用"
"作更大表达式的一部分。"
msgid ""
"Multiplies each component of the [Vector2] by the given [float].\n"
"[codeblock]\n"
"print(2.5 * Vector2(1, 3)) # Prints \"(2.5, 7.5)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2] 的每个分量乘以给定的 [float]。\n"
"[codeblock]\n"
"print(2.5 * Vector2(1, 3)) # 输出 \"(2.5, 7.5)\"\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Vector2i] by the given [float]. Returns a "
"[Vector2].\n"
"[codeblock]\n"
"print(0.9 * Vector2i(10, 15)) # Prints \"(9, 13.5)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2i] 的每个分量乘以给定的 [float]。返回的是 [Vector2]。\n"
"[codeblock]\n"
"print(0.9 * Vector2i(10, 15)) # 输出 \"(9, 13.5)\"\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector3] by the given [float]."
msgstr "将该 [Vector3] 的每个分量乘以给定的 [float]。"
msgid ""
"Multiplies each component of the [Vector3i] by the given [float]. Returns a "
"[Vector3].\n"
"[codeblock]\n"
"print(0.9 * Vector3i(10, 15, 20)) # Prints \"(9, 13.5, 18)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3i] 的每个分量乘以给定的 [float]。返回的是 [Vector3]。\n"
"[codeblock]\n"
"print(0.9 * Vector3i(10, 15, 20)) # 输出 \"(9, 13.5, 18)\"\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector4] by the given [float]."
msgstr "将该 [Vector4] 的每个分量乘以给定的 [float]。"
msgid ""
"Multiplies each component of the [Vector4i] by the given [float]. Returns a "
"[Vector4].\n"
"[codeblock]\n"
"print(0.9 * Vector4i(10, 15, 20, -10)) # Prints \"(9, 13.5, 18, -9)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4i] 的每个分量乘以给定的 [float]。返回的是 [Vector4]。\n"
"[codeblock]\n"
"print(0.9 * Vector4i(10, 15, 20, -10))# 输出 \"(9, 13.5, 18, -9)\"\n"
"[/codeblock]"
msgid "Multiplies two [float]s."
msgstr "将两个 [float] 相乘。"
msgid "Multiplies a [float] and an [int]. The result is a [float]."
msgstr "将 [float] 和 [int] 相乘。结果是 [float]。"
msgid ""
"Raises a [float] to a power of a [float].\n"
"[codeblock]\n"
"print(39.0625**0.25) # 2.5\n"
"[/codeblock]"
msgstr ""
"将 [float] 提升到 [float] 次幂。\n"
"[codeblock]\n"
"print(39.0625**0.25) # 2.5\n"
"[/codeblock]"
msgid ""
"Raises a [float] to a power of an [int]. The result is a [float].\n"
"[codeblock]\n"
"print(0.9**3) # 0.729\n"
"[/codeblock]"
msgstr ""
"将 [float] 提升到 [int] 次幂。结果为 [float]。\n"
"[codeblock]\n"
"print(0.9**3) # 0.729\n"
"[/codeblock]"
msgid "Adds two floats."
msgstr "将两个浮点数相加。"
msgid "Adds a [float] and an [int]. The result is a [float]."
msgstr "将 [float] 加上 [int]。结果为 [float]。"
msgid "Subtracts a float from a float."
msgstr "将一个浮点数减去另一个浮点数。"
msgid "Subtracts an [int] from a [float]. The result is a [float]."
msgstr "将 [float] 减去 [int]。结果为 [float]。"
msgid "Divides two floats."
msgstr "将两个浮点数相除。"
msgid "Divides a [float] by an [int]. The result is a [float]."
msgstr "将 [float] 除以 [int]。结果是 [float]。"
msgid "Returns [code]true[/code] if the left float is less than the right one."
msgstr "如果左侧的浮点数小于右侧,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if this [float] is less than the given [int]."
msgstr "如果该 [float] 小于给定的 [int],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left float is less than or equal to the "
"right one."
msgstr "如果左侧的浮点数小于等于右侧,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this [float] is less than or equal to the given "
"[int]."
msgstr "如果该 [float] 小于等于给定的 [int],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if both floats are exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"@GlobalScope.is_equal_approx] or [method @GlobalScope.is_zero_approx] "
"instead, which are more reliable."
msgstr ""
"如果两个浮点数完全相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点精度误差,考虑改用更可靠的 [method @GlobalScope."
"is_equal_approx] 或 [method @GlobalScope.is_zero_approx]。"
msgid "Returns [code]true[/code] if the [float] and the given [int] are equal."
msgstr "如果该 [float] 等于给定的 [int],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left float is greater than the right one."
msgstr "如果左侧的浮点数大于右侧,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this [float] is greater than the given [int]."
msgstr "如果该 [float] 大于给定的 [int],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left float is greater than or equal to the "
"right one."
msgstr "如果左侧的浮点数大于等于右侧,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this [float] is greater than or equal to the "
"given [int]."
msgstr "如果该 [float] 大于等于给定的 [int],则返回 [code]true[/code]。"
msgid ""
"Returns the negative value of the [float]. If positive, turns the number "
"negative. If negative, turns the number positive. With floats, the number "
"zero can be either positive or negative."
msgstr ""
"返回该 [float] 的相反数。如果为正数,则将该数变为负数。如果为负数,则将该数变"
"为正数。对于浮点数,数字零既可以是正数,也可以是负数。"
msgid "Base class for flow containers."
msgstr "流式容器的基类。"
msgid ""
"Arranges child [Control] nodes vertically or horizontally in a left-to-right "
"or top-to-bottom flow.\n"
"A line is filled with [Control] nodes until no more fit on the same line, "
"similar to text in an autowrapped label."
msgstr ""
"将子 [Control] 节点垂直或水平排列,按照从左到右或从上到下的顺序换行。\n"
"同一行中无法再容纳更多 [Control] 节点时会另起一行,与自动换行标签中的文本类"
"似。"
msgid "Returns the current line count."
msgstr "返回当前的行数。"
msgid ""
"If [code]true[/code], the [FlowContainer] will arrange its children "
"vertically, rather than horizontally.\n"
"Can't be changed when using [HFlowContainer] and [VFlowContainer]."
msgstr ""
"如果为 [code]true[/code],则 [FlowContainer] 将垂直排列子节点,而不是水平排"
"列。\n"
"使用 [HFlowContainer] 和 [VFlowContainer] 时不能改变。"
msgid "The horizontal separation of children nodes."
msgstr "子节点的水平分隔量。"
msgid "The vertical separation of children nodes."
msgstr "子节点的垂直分隔量。"
msgid "Returns the font ascent (number of pixels above the baseline)."
msgstr "返回字体的上升幅度(超出基线的像素数)。"
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr "返回字体的减少量(低于基线的像素数)。"
msgid "Returns glyph size."
msgstr "返回字形大小。"
msgid "Sets glyph offset from the baseline."
msgstr "设置字形相对于基线的偏移量。"
msgid "Sets glyph size."
msgstr "设置字形大小。"
msgid "Sets index of the cache texture containing the glyph."
msgstr "设置包含该字形的缓存纹理的索引。"
msgid "Sets rectangle in the cache texture containing the glyph."
msgstr "设置包含该字形的缓存纹理中,该字形的矩形区域。"
msgid "Font OpenType feature set override."
msgstr "字体 OpenType 特性集覆盖。"
msgid "Extra spacing at the bottom of the line in pixels."
msgstr "行底部的额外间距,单位为像素。"
msgid "Extra width of the space glyphs."
msgstr "空格字形的额外宽度。"
msgid "Extra spacing at the top of the line in pixels."
msgstr "行顶部的额外间距,单位为像素。"
msgid "A script implemented in the GDScript programming language."
msgstr "用 GDScript 编程语言实现的脚本。"
msgid "GDScript documentation index"
msgstr "GDScript 文档索引"
msgid ""
"Returns a new instance of the script.\n"
"For example:\n"
"[codeblock]\n"
"var MyClass = load(\"myclass.gd\")\n"
"var instance = MyClass.new()\n"
"assert(instance.get_script() == MyClass)\n"
"[/codeblock]"
msgstr ""
"返回该脚本的一个新实例化对象。\n"
"举例:\n"
"[codeblock]\n"
"var MyClass = load(\"myclass.gd\")\n"
"var instance = MyClass.new()\n"
"assert(instance.get_script() == MyClass)\n"
"[/codeblock]"
msgid ""
"The generic 6-degrees-of-freedom joint can implement a variety of joint "
"types by locking certain axes' rotation or translation."
msgstr ""
"通用的 6 度自由度关节可以通过锁定某些轴的旋转或平移来实现各种关节类型。"
msgid ""
"The first 3 DOF axes are linear axes, which represent translation of Bodies, "
"and the latter 3 DOF axes represent the angular motion. Each axis can be "
"either locked, or limited."
msgstr ""
"前 3 个 DOF 轴是线性轴,代表物体的平移,后 3 个 DOF 轴代表角运动。每个轴可以"
"被锁定,也可以被限制。"
msgid ""
"The amount of rotational damping across the X axis.\n"
"The lower, the longer an impulse from one side takes to travel to the other "
"side."
msgstr ""
"X 轴上的旋转阻尼量。\n"
"越低,来自一侧的冲力到达另一侧的时间越长。"
msgid "If [code]true[/code], rotation across the X axis is limited."
msgstr "如果为 [code]true[/code],则跨越 X 轴的旋转将受到限制。"
msgid ""
"When rotating across the X axis, this error tolerance factor defines how "
"much the correction gets slowed down. The lower, the slower."
msgstr ""
"当在X轴上旋转时,这个误差容限系数定义了修正的速度被减慢的程度。值越低,旋转越"
"慢。"
msgid ""
"The maximum amount of force that can occur, when rotating around the X axis."
msgstr "绕 X 轴旋转时所能产生的最大力。"
msgid ""
"The minimum rotation in negative direction to break loose and rotate around "
"the X axis."
msgstr "负方向的最小旋转,以挣脱并围绕 X 轴旋转。"
msgid ""
"The amount of rotational restitution across the X axis. The lower, the more "
"restitution occurs."
msgstr "X 轴上的旋转恢复量。值越低,恢复量越大。"
msgid "The speed of all rotations across the X axis."
msgstr "跨越 X 轴的所有旋转的速度。"
msgid ""
"The minimum rotation in positive direction to break loose and rotate around "
"the X axis."
msgstr "正方向的最小旋转,以挣脱并绕 X 轴旋转。"
msgid "If [code]true[/code], rotation across the Y axis is limited."
msgstr "如果为 [code]true[/code],则跨越 Y 轴的旋转将受到限制。"
msgid ""
"When rotating across the Y axis, this error tolerance factor defines how "
"much the correction gets slowed down. The lower, the slower."
msgstr ""
"当在 Y 轴上旋转时,这个误差容限系数定义了修正的速度被减慢的程度。值越低,旋转"
"越慢。"
msgid ""
"The maximum amount of force that can occur, when rotating around the Y axis."
msgstr "围绕 Y 轴旋转时,可能发生的最大力。"
msgid ""
"The minimum rotation in negative direction to break loose and rotate around "
"the Y axis."
msgstr "负方向的最小旋转,以挣脱并围绕 Y 轴旋转。"
msgid ""
"The amount of rotational restitution across the Y axis. The lower, the more "
"restitution occurs."
msgstr "跨越 Y 轴的旋转恢复量。越低,发生的恢复量越大。"
msgid "The speed of all rotations across the Y axis."
msgstr "跨越 Y 轴的所有旋转的速度。"
msgid ""
"The minimum rotation in positive direction to break loose and rotate around "
"the Y axis."
msgstr "正方向的最小旋转,以挣脱并绕 Y 轴旋转。"
msgid "If [code]true[/code], rotation across the Z axis is limited."
msgstr "如果为 [code]true[/code],则跨越 Z 轴的旋转将受到限制。"
msgid ""
"When rotating across the Z axis, this error tolerance factor defines how "
"much the correction gets slowed down. The lower, the slower."
msgstr ""
"当在 Z 轴上旋转时,这个误差容限系数定义了修正的速度被减慢的程度。值越低,旋转"
"越慢。"
msgid ""
"The maximum amount of force that can occur, when rotating around the Z axis."
msgstr "围绕 Z 轴旋转时,可能发生的最角度。"
msgid ""
"The minimum rotation in negative direction to break loose and rotate around "
"the Z axis."
msgstr "负方向的最小旋转,以挣脱并围绕 Z 轴旋转。"
msgid ""
"The amount of rotational restitution across the Z axis. The lower, the more "
"restitution occurs."
msgstr "跨越 Z 轴的旋转恢复量。越低,发生的恢复量越大。"
msgid "The speed of all rotations across the Z axis."
msgstr "跨越 Z 轴的所有旋转的速度。"
msgid ""
"The minimum rotation in positive direction to break loose and rotate around "
"the Z axis."
msgstr "正方向的最小旋转,并绕 Z 轴旋转。"
msgid "If [code]true[/code], a rotating motor at the X axis is enabled."
msgstr "如果为 [code]true[/code],则启用 X 轴的旋转马达。"
msgid "Maximum acceleration for the motor at the X axis."
msgstr "在 X 轴旋转的最大加速度。"
msgid "Target speed for the motor at the X axis."
msgstr "X 轴上电机的目标速度。"
msgid "If [code]true[/code], a rotating motor at the Y axis is enabled."
msgstr "如果为 [code]true[/code],则启用 Y 轴的旋转马达。"
msgid "Maximum acceleration for the motor at the Y axis."
msgstr "电机在 X 轴的最大加速度。"
msgid "Target speed for the motor at the Y axis."
msgstr "电机在 Y 轴的目标速度。"
msgid "If [code]true[/code], a rotating motor at the Z axis is enabled."
msgstr "如果为 [code]true[/code],则启用 Z 轴的旋转马达。"
msgid "Maximum acceleration for the motor at the Z axis."
msgstr "电机在 Z 轴的最大加速度。"
msgid "Target speed for the motor at the Z axis."
msgstr "Z 轴上电机的目标速度。"
msgid "The amount of damping that happens at the X motion."
msgstr "发生在 X 运动的阻尼量。"
msgid "If [code]true[/code], the linear motion across the X axis is limited."
msgstr "如果为 [code]true[/code],则跨越 X 轴的线性运动将受到限制。"
msgid "The minimum difference between the pivot points' X axis."
msgstr "轴心点的 X 轴之间的最小差异。"
msgid ""
"The amount of restitution on the X axis movement. The lower, the more "
"momentum gets lost."
msgstr "X 轴运动的恢复量。越低,动量损失越大。"
msgid ""
"A factor applied to the movement across the X axis. The lower, the slower "
"the movement."
msgstr "应用于 X 轴上移动的一个系数。值越低,移动的就越慢。"
msgid "The maximum difference between the pivot points' X axis."
msgstr "轴心点的 X 轴之间的最大差异。"
msgid "The amount of damping that happens at the Y motion."
msgstr "发生在 Y 运动的阻尼量。"
msgid "If [code]true[/code], the linear motion across the Y axis is limited."
msgstr "如果为 [code]true[/code],则跨越 Y 轴的线性运动将受到限制。"
msgid "The minimum difference between the pivot points' Y axis."
msgstr "轴心点的 Y 轴之间的最小差异。"
msgid ""
"The amount of restitution on the Y axis movement. The lower, the more "
"momentum gets lost."
msgstr "Y 轴运动的恢复量。值越低,动量损失越大。"
msgid ""
"A factor applied to the movement across the Y axis. The lower, the slower "
"the movement."
msgstr "应用于 Y 轴上移动的一个系数。值越低,移动的就越慢。"
msgid "The maximum difference between the pivot points' Y axis."
msgstr "轴心点的 Y 轴之间的最大差异。"
msgid "The amount of damping that happens at the Z motion."
msgstr "发生在 Z 运动的阻尼量。"
msgid "If [code]true[/code], the linear motion across the Z axis is limited."
msgstr "如果为 [code]true[/code],则跨越 Z 轴的线性运动将受到限制。"
msgid "The minimum difference between the pivot points' Z axis."
msgstr "轴心点的 Z 轴之间的最小差异。"
msgid ""
"The amount of restitution on the Z axis movement. The lower, the more "
"momentum gets lost."
msgstr "Y 轴运动的恢复量。越低,动量损失越大。"
msgid ""
"A factor applied to the movement across the Z axis. The lower, the slower "
"the movement."
msgstr "适用于跨 Z 轴移动的一个系数。值越低,移动的就越慢。"
msgid "The maximum difference between the pivot points' Z axis."
msgstr "轴心点的 Z 轴之间的最大差异。"
msgid ""
"If [code]true[/code], then there is a linear motor on the X axis. It will "
"attempt to reach the target velocity while staying within the force limits."
msgstr ""
"如果为 [code]true[/code],则 X 轴上存在线性马达。它将试图达到目标速度,同时保"
"持在力的限度内。"
msgid ""
"The maximum force the linear motor can apply on the X axis while trying to "
"reach the target velocity."
msgstr "当尝试达到目标速度时,线性马达可以在 X 轴上应用的最大力。"
msgid "The speed that the linear motor will attempt to reach on the X axis."
msgstr "线性马达在 X 轴上尝试达到的速度。"
msgid ""
"If [code]true[/code], then there is a linear motor on the Y axis. It will "
"attempt to reach the target velocity while staying within the force limits."
msgstr ""
"如果为 [code]true[/code],则 Y 轴上存在线性马达。它将试图达到目标速度,同时保"
"持在力的限度内。"
msgid ""
"The maximum force the linear motor can apply on the Y axis while trying to "
"reach the target velocity."
msgstr "直线电机在试图达到目标速度时可施加在 Y 轴上的最大力。"
msgid "The speed that the linear motor will attempt to reach on the Y axis."
msgstr "线性马达在 Y 轴上将会达到的速度。"
msgid ""
"If [code]true[/code], then there is a linear motor on the Z axis. It will "
"attempt to reach the target velocity while staying within the force limits."
msgstr ""
"如果为 [code]true[/code],则 Z 轴上存在线性马达。它将试图达到目标速度,同时保"
"持在力的限度内。"
msgid ""
"The maximum force the linear motor can apply on the Z axis while trying to "
"reach the target velocity."
msgstr "当试图达到目标速度时,线性马达可以在 X 轴上应用的最大力。"
msgid "The speed that the linear motor will attempt to reach on the Z axis."
msgstr "线性马达在 Z 轴上试图达到的速度。"
msgid "The minimum difference between the pivot points' axes."
msgstr "轴心点的轴之间的最小差异。"
msgid "The maximum difference between the pivot points' axes."
msgstr "轴心点的轴之间的最大差异。"
msgid ""
"A factor applied to the movement across the axes. The lower, the slower the "
"movement."
msgstr "适用于跨轴移动的一个系数。值越低,移动的就越慢。"
msgid ""
"The amount of restitution on the axes' movement. The lower, the more "
"momentum gets lost."
msgstr "轴的运动的恢复量。值越低,动量损失越大。"
msgid ""
"The amount of damping that happens at the linear motion across the axes."
msgstr "发生在跨轴线性运动的阻尼量。"
msgid "The velocity the linear motor will try to reach."
msgstr "线性马达将尝试达到的速度。"
msgid ""
"The maximum force the linear motor will apply while trying to reach the "
"velocity target."
msgstr "线性马达在试图达到速度目标时将施加的最大力。"
msgid ""
"The minimum rotation in negative direction to break loose and rotate around "
"the axes."
msgstr "负方向的最小旋转,以脱离和绕轴旋转。"
msgid ""
"The minimum rotation in positive direction to break loose and rotate around "
"the axes."
msgstr "正方向的最小旋转,以挣脱和绕轴旋转。"
msgid "The speed of all rotations across the axes."
msgstr "所有跨轴旋转的速度。"
msgid ""
"The amount of rotational restitution across the axes. The lower, the more "
"restitution occurs."
msgstr "在各轴上的旋转恢复量。值越低,发生的恢复量越大。"
msgid ""
"The maximum amount of force that can occur, when rotating around the axes."
msgstr "围绕 Z 轴旋转时,可能发生的最大力。"
msgid ""
"When rotating across the axes, this error tolerance factor defines how much "
"the correction gets slowed down. The lower, the slower."
msgstr ""
"当跨轴旋转时,这个误差容限系数定义了修正的速度被减慢的程度。值越低,旋转越"
"慢。"
msgid "Target speed for the motor at the axes."
msgstr "轴上电机的目标速度。"
msgid "Maximum acceleration for the motor at the axes."
msgstr "马达在轴上的最大加速度。"
msgid "If enabled, linear motion is possible within the given limits."
msgstr "如果启用,在给定范围内可以进行线性运动。"
msgid "If enabled, rotational motion is possible within the given limits."
msgstr "如果启用,在给定的限度内可以进行旋转运动。"
msgid "If enabled, there is a rotational motor across these axes."
msgstr "如果启用,则存在跨这些轴的旋转马达。"
msgid "If enabled, there is a linear motor across these axes."
msgstr "如果启用,则存在跨这些轴的线性马达。"
msgid "Represents the size of the [enum Flag] enum."
msgstr "代表 [enum Flag] 枚举的大小。"
msgid ""
"Given an array of [Vector2]s, returns the convex hull as a list of points in "
"counterclockwise order. The last point is the same as the first one."
msgstr ""
"给出一个 [Vector2] 的数组,以逆时针的顺序返回凸面的点的列表。最后一个点与第一"
"个点相同。"
msgid ""
"Create regions where either subject or clip polygons (or both) are filled."
msgstr "创建区域,其中主体或剪辑多边形(或两者)被填充。"
msgid ""
"Create regions where subject polygons are filled except where clip polygons "
"are filled."
msgstr "创建主体多边形被填充的区域,但剪辑多边形被填充的区域除外。"
msgid "Create regions where both subject and clip polygons are filled."
msgstr "创建主体和剪辑多边形都被填充的区域。"
msgid ""
"Create regions where either subject or clip polygons are filled but not "
"where both are filled."
msgstr "创建主体或剪辑多边形被填充的区域,但不是两者都被填充的区域。"
msgid ""
"Squaring is applied uniformally at all convex edge joins at [code]1 * delta[/"
"code]."
msgstr "在 [code]1 * delta[/code] 的所有凸边连接处均匀地应用平方。"
msgid ""
"While flattened paths can never perfectly trace an arc, they are "
"approximated by a series of arc chords."
msgstr ""
"虽然扁平化路径不可能完美地追踪一个弧线,但它们可以通过一系列弧弦来近似。"
msgid ""
"There's a necessary limit to mitered joins since offsetting edges that join "
"at very acute angles will produce excessively long and narrow \"spikes\". "
"For any given edge join, when miter offsetting would exceed that maximum "
"distance, \"square\" joining is applied."
msgstr ""
"对斜接有一个必要的限制,因为以非常尖锐的角度连接的边缘偏移会产生过长和过窄的 "
"\"尖刺\"。对于任何给定的边缘连接,当斜接偏移会超过最大距离时,就采用 \"方形 "
"\"连接。"
msgid ""
"Endpoints are joined using the [enum PolyJoinType] value and the path filled "
"as a polygon."
msgstr "端点使用 [enum PolyJoinType] 值连接,路径被填充为多边形。"
msgid ""
"Endpoints are joined using the [enum PolyJoinType] value and the path filled "
"as a polyline."
msgstr "端点使用 [enum PolyJoinType] 值连接,路径被填充为多边形线。"
msgid "Endpoints are squared off with no extension."
msgstr "端点是方形的,没有延伸。"
msgid "Endpoints are squared off and extended by [code]delta[/code] units."
msgstr "端点被平方化并扩展了 [code]delta[/code] 单位。"
msgid "Endpoints are rounded off and extended by [code]delta[/code] units."
msgstr "端点被四舍五入,并以 [code]delta[/code] 为单位进行扩展。"
msgid "Base node for geometry-based visual instances."
msgstr "基于几何图形的视觉实例的基础节点。"
msgid ""
"Base node for geometry-based visual instances. Shares some common "
"functionality like visibility and custom materials."
msgstr ""
"基于几何图形的视觉实例的基础节点。分享一些共同的机制,如可见性和自定义材质。"
msgid ""
"The selected shadow casting flag. See [enum ShadowCastingSetting] for "
"possible values."
msgstr "选择的阴影投射标志。可能的取值见 [enum ShadowCastingSetting]。"
msgid ""
"The material overlay for the whole geometry.\n"
"If a material is assigned to this property, it will be rendered on top of "
"any other active material for all the surfaces."
msgstr ""
"整个几何体的材质覆盖层。\n"
"如果一个材质被分配给这个属性,它将会被渲染在所有表面的任何其他活动材质之上。"
msgid ""
"The material override for the whole geometry.\n"
"If a material is assigned to this property, it will be used instead of any "
"material set in any material slot of the mesh."
msgstr ""
"整个几何体的材质覆盖。\n"
"如果一个材质被分配给这个属性,它将会被用来代替在网格的任何材质槽中设置的任何"
"材质。"
msgid ""
"Will only show the shadows casted from this object.\n"
"In other words, the actual mesh will not be visible, only the shadows casted "
"from the mesh will be."
msgstr ""
"只显示从这个物体投射出来的阴影。\n"
"换句话说,实际的网格将不可见,只有网格投影可见。"
msgid "Represents the size of the [enum LightmapScale] enum."
msgstr "代表 [enum LightmapScale] 枚举的大小。"
msgid "Represents a GLTF camera."
msgstr "代表 GLTF 相机。"
msgid "[GLTFDocument] extension class."
msgstr "[GLTFDocument] 扩展类。"
msgid "Represents a GLTF light."
msgstr "代表 GLTF 灯。"
msgid "KHR_lights_punctual GLTF extension spec"
msgstr "KHR_lights_punctual GLTF 扩展规格"
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
"to have no effect."
msgstr "灯的 [Color]。默认为白色。黑色会导致灯光无效。"
msgid ""
"The intensity of the light. This is expressed in candelas (lumens per "
"steradian) for point and spot lights, and lux (lumens per m²) for "
"directional lights. When creating a Godot light, this value is converted to "
"a unitless multiplier."
msgstr ""
"光的强度。对于点光和聚光,用烛光(流明/立体光)表示;对于平行光,用勒克斯(流"
"明/平方米)表示。在创建 Godot 灯光时,这个值会被转换为无单位的乘数。"
msgid ""
"The range of the light, beyond which the light has no effect. GLTF lights "
"with no range defined behave like physical lights (which have infinite "
"range). When creating a Godot light, the range is clamped to 4096."
msgstr ""
"灯光的范围,超过这个范围灯光无效。没有定义范围的 GLTF 灯光的行为与无限范围的"
"物理灯光一样。当创建 Godot 灯光时,范围限制在 4096。"
msgid "GLTF node class."
msgstr "GLTF 节点类。"
msgid "Represents a GLTF texture sampler"
msgstr "代表 GLTF 纹理采样器"
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "Godot 和 Mono 运行时之间的桥梁(仅支持 Mono 的构建)。"
msgid ""
"This class is a bridge between Godot and the Mono runtime. It exposes "
"several low-level operations and is only available in Mono-enabled Godot "
"builds.\n"
"See also [CSharpScript]."
msgstr ""
"该类是连接 Godot 和 Mono 运行时的桥梁。它暴露了一些低级别的操作,只在支持 "
"Mono 的 Godot 构建中可用。\n"
"参阅 [CSharpScript] 。"
msgid "2D particle emitter."
msgstr "2D 粒子发射器。"
msgid "2D Particles Demo"
msgstr "2D 粒子演示"
msgid ""
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
"player)"
msgstr "2D Dodge The Creeps 演示(玩家身后的拖尾使用的是 GPUParticles2D)"
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr "返回一个包含所有现存粒子位置的矩形。"
msgid "Restarts all the existing particles."
msgstr "重新启动所有现有的粒子。"
msgid ""
"The [Rect2] that determines the node's region which needs to be visible on "
"screen for the particle system to be active.\n"
"Grow the rect if particles suddenly appear/disappear when the node enters/"
"exits the screen. The [Rect2] can be grown via code or with the [b]Particles "
"→ Generate Visibility Rect[/b] editor tool."
msgstr ""
"[Rect2] 确定节点的区域,该区域需要在屏幕上可见才能使粒子系统处于活动状态。\n"
"如果当节点进入/退出屏幕时粒子突然出现/消失,则增长矩形。[Rect2] 可以通过代码"
"或使用 [b]Particles → Generate Visibility Rect[/b] 编辑器工具生成。"
msgid "3D particle emitter."
msgstr "3D 粒子发射器。"
msgid "Controlling thousands of fish with Particles"
msgstr "用粒子控制数千条鱼"
msgid ""
"Returns the axis-aligned bounding box that contains all the particles that "
"are active in the current frame."
msgstr "返回包含当前帧中所有活动粒子的轴对齐包围盒。"
msgid "Restarts the particle emission, clearing existing particles."
msgstr "重新发射粒子,清除现有的粒子。"
msgid "Number of particles to emit."
msgstr "要发射的粒子数。"
msgid "[Mesh] that is drawn for the first draw pass."
msgstr "第一绘制阶段所绘制的 [Mesh]。"
msgid "[Mesh] that is drawn for the second draw pass."
msgstr "第二绘制阶段所绘制的 [Mesh]。"
msgid "[Mesh] that is drawn for the third draw pass."
msgstr "第三绘制阶段所绘制的 [Mesh]。"
msgid "[Mesh] that is drawn for the fourth draw pass."
msgstr "第四绘制阶段所绘制的 [Mesh]。"
msgid "The number of draw passes when rendering particles."
msgstr "渲染粒子时的绘制阶段数。"
msgid ""
"Time ratio between each emission. If [code]0[/code], particles are emitted "
"continuously. If [code]1[/code], all particles are emitted simultaneously."
msgstr ""
"每次发射之间的时间比。如果为 [code]0[/code],则粒子是连续发射的。如果为 "
"[code]1[/code],则所有的粒子都同时发射。"
msgid ""
"If [code]true[/code], only [code]amount[/code] particles will be emitted."
msgstr "如果为 [code]true[/code],将只发出 [code]amount[/code] 数量的粒子。"
msgid ""
"Amount of time to preprocess the particles before animation starts. Lets you "
"start the animation some time after particles have started emitting."
msgstr ""
"动画开始前对粒子进行预处理的时间。让你在粒子开始发射后的一段时间内开始动画。"
msgid "Emission randomness ratio."
msgstr "发出随机率。"
msgid ""
"Speed scaling ratio. A value of [code]0[/code] can be used to pause the "
"particles."
msgstr "速度缩放比例。[code]0[/code] 的值可被用于暂停粒子。"
msgid "Maximum number of draw passes supported."
msgstr "支持的最大绘制阶段数。"
msgid ""
"Generate a 256×256 heightmap. Intended for small-scale scenes, or larger "
"scenes with no distant particles."
msgstr "生成 256×256 的高度图。适用于小规模场景,或没有远景粒子的较大场景。"
msgid ""
"Generate a 512×512 heightmap. Intended for medium-scale scenes, or larger "
"scenes with no distant particles."
msgstr ""
"生成 512×512 的高度图。适用于中等规模的场景,或没有远景粒子的较大场景。"
msgid ""
"Generate a 1024×1024 heightmap. Intended for large scenes with distant "
"particles."
msgstr "生成 1024×1024 的高度图。适用于具有远景粒子的大型场景。"
msgid ""
"Generate a 2048×2048 heightmap. Intended for very large scenes with distant "
"particles."
msgstr "生成 2048×2048 的高度图。适用于具有远景粒子的非常大的场景。"
msgid ""
"Generate a 4096×4096 heightmap. Intended for huge scenes with distant "
"particles."
msgstr "生成 4096×4096 的高度图。适用于具有远景粒子的巨大场景。"
msgid ""
"Generate a 8192×8192 heightmap. Intended for gigantic scenes with distant "
"particles."
msgstr "生成 8192×8192 的高度图。适用于具有远景粒子的巨大场景。"
msgid "Represents the size of the [enum Resolution] enum."
msgstr "代表 [enum Resolution] 枚举的大小。"
msgid ""
"Bake a 16×16×16 signed distance field. This is the fastest option, but also "
"the least precise."
msgstr "烘焙 16×16×16 的有符号距离场。这是最快的选项,但也是最不精确的。"
msgid "Bake a 32×32×32 signed distance field."
msgstr "烘焙 32×32×32 的有符号距离场。"
msgid "Bake a 64×64×64 signed distance field."
msgstr "烘焙 64×64×64 的有符号距离场。"
msgid "Bake a 128×128×128 signed distance field."
msgstr "烘焙 128×128×128 的有符号距离场。"
msgid "Bake a 256×256×256 signed distance field."
msgstr "烘焙 256×256×256 的有符号距离场。"
msgid ""
"Bake a 512×512×512 signed distance field. This is the slowest option, but "
"also the most precise."
msgstr "烘焙 512×512×512 的有符号距离场。这是最慢的选项,但也是最精确的。"
msgid "The collision sphere's radius in 3D units."
msgstr "碰撞球的半径,以 3D 单位表示。"
msgid ""
"A color interpolator resource which can be used to generate colors between "
"user-defined color points."
msgstr "颜色插值器资源,可用于在用户定义的颜色点之间生成颜色。"
msgid ""
"Given a set of colors, this resource will interpolate them in order. This "
"means that if you have color 1, color 2 and color 3, the gradient will "
"interpolate from color 1 to color 2 and from color 2 to color 3. The "
"gradient will initially have 2 colors (black and white), one (black) at "
"gradient lower offset 0 and the other (white) at the gradient higher offset "
"1.\n"
"See also [Curve] which supports more complex easing methods, but does not "
"support colors."
msgstr ""
"给定一组颜色,这个资源将依次两两插值。这意味着,如果你有颜色 1、颜色 2和颜色 "
"3,渐变将从颜色 1 插值到颜色2、从颜色 2 插值到颜色 3。渐变最初有两种颜色(黑"
"色和白色),一种(黑色)位于渐变较低的偏移量 0 处,另一种(白色)位于渐变较高"
"的偏移量 1 处。\n"
"另请参阅 [Curve],支持更多复杂的缓动函数,但不支持颜色。"
msgid "Returns the interpolated color specified by [code]offset[/code]."
msgstr "返回由偏移 [code]offset[/code] 指定的插值颜色。"
msgid ""
"Defines how the colors between points of the gradient are interpolated. See "
"[enum InterpolationMode] for available modes."
msgstr ""
"定义如何在渐变点之间对颜色进行插值。可用的模式见 [enum InterpolationMode]。"
msgid ""
"Constant interpolation, color changes abruptly at each point and stays "
"uniform between. This might cause visible aliasing when used for a gradient "
"texture in some cases."
msgstr ""
"常量插值,颜色会在每个点上突变,在点和点之间保持一致。在某些情况下用于渐变纹"
"理时,可能会造成明显的锯齿。"
msgid "Cubic interpolation."
msgstr "三次插值。"
msgid "Gradient-filled texture."
msgstr "渐变填充纹理。"
msgid "The [Gradient] that will be used to fill the texture."
msgstr "将用于填充纹理的 [Gradient]。"
msgid ""
"If [code]true[/code], the generated texture will support high dynamic range "
"([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work "
"if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/"
"code], the generated texture will use low dynamic range; overbright colors "
"will be clamped ([constant Image.FORMAT_RGBA8] format)."
msgstr ""
"如果为 [code]true[/code],则生成的纹理会支持高动态范围([constant Image."
"FORMAT_RGBAF] 格式)。可以在 [member Environment.glow_enabled] 为 "
"[code]true[/code] 时实现辉光效果。如果为 [code]false[/code],则生成的纹理会使"
"用低动态范围;过亮的颜色会被钳制([constant Image.FORMAT_RGBA8] 格式)。"
msgid "The number of color samples that will be obtained from the [Gradient]."
msgstr "将从 [Gradient] 中获得的颜色样本的数量。"
msgid "Gradient-filled 2D texture."
msgstr "使用渐变填充的 2D 纹理。"
msgid ""
"The gradient fill type, one of the [enum Fill] values. The texture is filled "
"by interpolating colors starting from [member fill_from] to [member fill_to] "
"offsets."
msgstr ""
"渐变填充类型,是 [enum Fill] 中的某个值。该纹理使用的是位于 [member "
"fill_from] 到 [member fill_to] 偏移量的颜色,对它们进行插值填充。"
msgid ""
"The initial offset used to fill the texture specified in UV coordinates."
msgstr "用于填充纹理的初始偏移量,使用 UV 坐标。"
msgid "The final offset used to fill the texture specified in UV coordinates."
msgstr "用于填充纹理的结束偏移量,使用 UV 坐标。"
msgid "The [Gradient] used to fill the texture."
msgstr "用于填充纹理的 [Gradient]。"
msgid ""
"The number of vertical color samples that will be obtained from the "
"[Gradient], which also represents the texture's height."
msgstr "从 [Gradient] 上获取的垂直颜色采样数,也表示纹理的高度。"
msgid ""
"The gradient repeat type, one of the [enum Repeat] values. The texture is "
"filled starting from [member fill_from] to [member fill_to] offsets by "
"default, but the gradient fill can be repeated to cover the entire texture."
msgstr ""
"渐变重复类型,是 [enum Repeat] 中的某个值。该纹理默认从偏移量 [member "
"fill_from] 到 [member fill_to] 填充,但渐变填充可以重复,从而覆盖整个纹理。"
msgid ""
"The number of horizontal color samples that will be obtained from the "
"[Gradient], which also represents the texture's width."
msgstr "从 [Gradient] 上获取的水平颜色采样数,也表示纹理的宽度。"
msgid "The colors are linearly interpolated in a straight line."
msgstr "颜色按照直线进行线性插值。"
msgid "The colors are linearly interpolated in a circular pattern."
msgstr "颜色按照圆形模式进行线性插值。"
msgid ""
"The gradient fill is restricted to the range defined by [member fill_from] "
"to [member fill_to] offsets."
msgstr ""
"渐变填充限制在由 [member fill_from] 到 [member fill_to] 的偏移量范围内。"
msgid ""
"The texture is filled starting from [member fill_from] to [member fill_to] "
"offsets, repeating the same pattern in both directions."
msgstr ""
"纹理的填充从偏移量 [member fill_from] 开始到 [member fill_to],两个方向都按照"
"相同的模式重复。"
msgid ""
"The texture is filled starting from [member fill_from] to [member fill_to] "
"offsets, mirroring the pattern in both directions."
msgstr ""
"纹理的填充从偏移量 [member fill_from] 开始到 [member fill_to],两个方向都按照"
"相同的模式镜像重复。"
msgid "Removes all connections between nodes."
msgstr "移除节点之间的所有连接。"
msgid ""
"Returns an Array containing the list of connections. A connection consists "
"in a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", "
"to_port: 1, to: \"GraphNode name 1\" }[/code]."
msgstr ""
"返回一个包含连接列表的数组。一个连接包括一个结构,其形式为 [code]"
"{ from_port:0, from: \"GraphNode name 0\", to_port:1, to:\"GraphNode name "
"1\" }[/code]。"
msgid ""
"Gets the [HBoxContainer] that contains the zooming and grid snap controls in "
"the top left of the graph. You can use this method to reposition the toolbar "
"or to add your own custom controls to it.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"获取包含图形左上角的缩放和网格捕捉控件的 [HBoxContainer]。你可以使用此方法重"
"新定位工具栏或向其添加自定义控件。\n"
"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望隐"
"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
msgid "If [code]true[/code], the minimap is visible."
msgstr "如果为 [code]true[/code],小图是可见的。"
msgid "The opacity of the minimap rectangle."
msgstr "小图矩形的不透明度。"
msgid ""
"The size of the minimap rectangle. The map itself is based on the size of "
"the grid area and is scaled to fit this rectangle."
msgstr "小图矩形的大小。地图自身基于网格区域的大小,并被缩放以适应这个矩形。"
msgid ""
"If [code]true[/code], enables disconnection of existing connections in the "
"GraphEdit by dragging the right end."
msgstr ""
"如果为 [code]true[/code],通过拖动右端,可以断开 GraphEdit 中现有的连接。"
msgid "The scroll offset."
msgstr "滚动偏移量。"
msgid ""
"If [code]true[/code], makes a label with the current zoom level visible. The "
"zoom value is displayed in percents."
msgstr ""
"如果为 [code]true[/code],则使当前缩放级别的标签可见。缩放值以百分比显示。"
msgid "The snapping distance in pixels."
msgstr "吸附距离,单位为像素。"
msgid "If [code]true[/code], enables snapping."
msgstr "如果为 [code]true[/code],启用自动吸附。"
msgid "The current zoom value."
msgstr "当前缩放值。"
msgid "The upper zoom limit."
msgstr "缩放上限。"
msgid "The lower zoom limit."
msgstr "缩放下限。"
msgid "The step of each zoom level."
msgstr "每个缩放级别的步长。"
msgid "Emitted at the beginning of a GraphNode movement."
msgstr "在 GraphNode 移动开始时发出。"
msgid ""
"Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
"Provides a list of node names to be removed (all selected nodes, excluding "
"nodes without closing button)."
msgstr ""
"当有 GraphNode 尝试从该 GraphEdit 中移除时触发。提供要移除的节点名称列表(所"
"有选中的节点,除去不包含关闭按钮的节点)。"
msgid ""
"Emitted when a GraphNode is attempted to be duplicated in the GraphEdit."
msgstr "当 GraphNode 试图在 GraphEdit 中被复制时发出的。"
msgid "Emitted at the end of a GraphNode movement."
msgstr "在 GraphNode 移动结束时发出。"
msgid "Emitted when a GraphNode is selected."
msgstr "当 GraphNode 被选择时发出。"
msgid ""
"Emitted when the scroll offset is changed by the user. It will not be "
"emitted when changed in code."
msgstr "当用户改变滚动偏移量时发出。在代码中改变滚动偏移量时,它不会被触发。"
msgid "Color of major grid lines."
msgstr "主要栅格线的颜色。"
msgid "Color of minor grid lines."
msgstr "次要栅格线的颜色。"
msgid "The fill color of the selection rectangle."
msgstr "选定的矩形的填充颜色。"
msgid "The outline color of the selection rectangle."
msgstr "选择的矩形的轮廓颜色。"
msgid "The icon for the zoom out button."
msgstr "缩小按钮的图标。"
msgid "The icon for the zoom in button."
msgstr "放大按钮的图标。"
msgid "The icon for the zoom reset button."
msgstr "缩放重置按钮的图标。"
msgid "The icon for the snap toggle button."
msgstr "吸附动按钮的图标。"
msgid "The background drawn under the grid."
msgstr "绘制在栅格下方的背景。"
msgid "Disables all input and output slots of the GraphNode."
msgstr "禁用 GraphNode 的所有输入和输出槽。"
msgid ""
"Returns the number of enabled input slots (connections) to the GraphNode."
msgstr "返回 GraphNode 的启用输入槽(连接)的数量。"
msgid ""
"Returns the number of enabled output slots (connections) of the GraphNode."
msgstr "返回 GraphNode 的启用输出槽(连接)的数量。"
msgid "If [code]true[/code], the GraphNode is a comment node."
msgstr "如果为 [code]true[/code],则该 GraphNode 是注释节点。"
msgid "Sets the overlay shown above the GraphNode. See [enum Overlay]."
msgstr "设置在 GraphNode 上方显示的叠加层。见 [enum Overlay]。"
msgid ""
"If [code]true[/code], the user can resize the GraphNode.\n"
"[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] "
"signal, the GraphNode needs to be resized manually."
msgstr ""
"如果为 [code]true[/code],用户可以调整 GraphNode 的大小。\n"
"[b]注意:[/b]拖动手柄只会发出 [signal resize_request] 信号,GraphNode 需要手"
"动调整大小。"
msgid "If [code]true[/code], the GraphNode is selected."
msgstr "如果为 [code]true[/code],则该 GraphNode 被选中。"
msgid ""
"If [code]true[/code], the close button will be visible.\n"
"[b]Note:[/b] Pressing it will only emit the [signal close_request] signal, "
"the GraphNode needs to be removed manually."
msgstr ""
"如果为 [code]true[/code],则关闭按钮将可见。\n"
"[b]注意:[/b]按下它只会发出 [signal close_request] 信号,需要手动删除 "
"GraphNode。"
msgid "The text displayed in the GraphNode's title bar."
msgstr "显示在 GraphNode 标题栏中的文本。"
msgid ""
"Emitted when the GraphNode is requested to be closed. Happens on clicking "
"the close button (see [member show_close])."
msgstr ""
"当 GraphNode 被请求关闭时发出。在点击关闭按钮时发生(见 [member "
"show_close])。"
msgid "Emitted when the GraphNode is dragged."
msgstr "当 GraphNode 被拖动时发出。"
msgid "Emitted when the GraphNode is moved."
msgstr "当 GraphNode 被移动时触发。"
msgid ""
"Emitted when the GraphNode is requested to be displayed over other ones. "
"Happens on focusing (clicking into) the GraphNode."
msgstr ""
"当 GraphNode 被要求显示在其他节点之上时触发。在 GraphNode 获得焦点时触发,即"
"鼠标点击进入。"
msgid ""
"Emitted when the GraphNode is requested to be resized. Happens on dragging "
"the resizer handle (see [member resizable])."
msgstr ""
"当 GraphNode 被要求调整大小时发出。在拖动调整器手柄时发生(见 [member "
"resizable])。"
msgid "Emitted when any GraphNode's slot is updated."
msgstr "当任何图形节点的插槽更新时发出。"
msgid "No overlay is shown."
msgstr "没有显示覆盖层。"
msgid "The color modulation applied to the close button icon."
msgstr "应用于关闭按钮图标的颜色调制。"
msgid "The color modulation applied to the resizer icon."
msgstr "应用于调整尺寸大小图标的颜色调制。"
msgid "Color of the title text."
msgstr "标题文字的颜色。"
msgid "The vertical offset of the close button."
msgstr "关闭按钮的垂直偏移量。"
msgid "Horizontal offset for the ports."
msgstr "端口的水平偏移量。"
msgid "The vertical distance between ports."
msgstr "端口之间的垂直距离。"
msgid "Vertical offset of the title text."
msgstr "标题文本的垂直偏移量。"
msgid "Font used for the title text."
msgstr "对标题文本应用的字体。"
msgid ""
"The icon for the close button, visible when [member show_close] is enabled."
msgstr "关闭按钮的图标会在启用 [member show_close] 时可见。"
msgid "The icon used for representing ports."
msgstr "该图标用于表示端口。"
msgid "The icon used for resizer, visible when [member resizable] is enabled."
msgstr "用于调整大小的图标,在 [member resizable] 被启用时可见。"
msgid ""
"The background used when [member overlay] is set to [constant "
"OVERLAY_BREAKPOINT]."
msgstr ""
"当 [member overlay] 被设置为 [constant OVERLAY_BREAKPOINT] 时使用的背景。"
msgid "The [StyleBox] used when [member comment] is enabled."
msgstr "当启用 [member comment] 时使用的 [StyleBox]。"
msgid ""
"The [StyleBox] used when [member comment] is enabled and the [GraphNode] is "
"focused."
msgstr ""
"当 [member comment] 被启用,且 [GraphNode] 获得焦点时使用的 [StyleBox]。"
msgid "The default background for [GraphNode]."
msgstr "[GraphNode] 的默认背景。"
msgid ""
"The background used when [member overlay] is set to [constant "
"OVERLAY_POSITION]."
msgstr "当 [member overlay] 设置为 [constant OVERLAY_POSITION] 时使用的背景。"
msgid "The background used when the [GraphNode] is selected."
msgstr "[GraphNode] 被选中时使用的背景。"
msgid ""
"Grid container used to arrange Control-derived children in a grid like "
"layout."
msgstr "栅格容器,用于将派生自 Control 的子节点按照类似栅格的形式排列。"
msgid ""
"GridContainer will arrange its Control-derived children in a grid like "
"structure, the grid columns are specified using the [member columns] "
"property and the number of rows will be equal to the number of children in "
"the container divided by the number of columns. For example, if the "
"container has 5 children, and 2 columns, there will be 3 rows in the "
"container.\n"
"Notice that grid layout will preserve the columns and rows for every size of "
"the container, and that empty columns will be expanded automatically.\n"
"[b]Note:[/b] GridContainer only works with child nodes inheriting from "
"Control. It won't rearrange child nodes inheriting from Node2D."
msgstr ""
"GridContainer 将把它的 Control 派生的子节点排布在一个类似栅格的结构中,栅格的"
"列数由 [member columns] 属性指定,行数等于容器中子节点的数量除以列数。例如,"
"如果容器有 5 个子节点、2 列,那么容器中就会有 3 行。\n"
"请注意,栅格布局将保留每个大小的容器的列和行,并且空列将自动扩展。\n"
"[b]注意:[/b]GridContainer 只对继承自 Control 的子节点生效。它不会重新排列继"
"承自 Node2D 的子节点。"
msgid ""
"The number of columns in the [GridContainer]. If modified, [GridContainer] "
"reorders its Control-derived children to accommodate the new layout."
msgstr ""
"[GridContainer] 中的列数。修改后,[GridContainer] 会重新排列其派生自 Control "
"的子节点,以适应新的布局。"
msgid "Node for 3D tile-based maps."
msgstr "基于 3D 图块地图的节点。"
msgid "Using gridmaps"
msgstr "使用网格地图"
msgid "Clear all cells."
msgstr "清除所有单元格。"
msgid ""
"Returns an array of [Vector3] with the non-empty cell coordinates in the "
"grid map."
msgstr "返回一个包含网格中非空单元格坐标的 [Vector3] 数组。"
msgid ""
"Returns an array of all cells with the given item index specified in "
"[code]item[/code]."
msgstr "返回所有具有 [code]item[/code] 中指定的项目索引的单元格的数组。"
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr "如果为 [code]true[/code],则网格项以 X 轴为中心。"
msgid "If [code]true[/code], grid items are centered on the Y axis."
msgstr "如果为 [code]true[/code],则网格项以 Y 轴为中心。"
msgid "If [code]true[/code], grid items are centered on the Z axis."
msgstr "如果为 [code]true[/code],则网格项以 Z 轴为中心。"
msgid ""
"The size of each octant measured in number of cells. This applies to all "
"three axis."
msgstr "每个八分圆的大小以单元格的数量衡量。适用于全部三个轴。"
msgid ""
"The scale of the cell items.\n"
"This does not affect the size of the grid cells themselves, only the items "
"in them. This can be used to make cell items overlap their neighbors."
msgstr ""
"单元格项目的比例。\n"
"这不会影响网格单元本身的大小,只会影响其中的项目。这可用于使单元格项目与其邻"
"居重叠。"
msgid ""
"The dimensions of the grid's cells.\n"
"This does not affect the size of the meshes. See [member cell_scale]."
msgstr ""
"网格单元的尺寸。\n"
"这并不影响网格的尺寸大小。见 [member cell_scale]。"
msgid ""
"The physics layers this GridMap is in.\n"
"GridMaps act as static bodies, meaning they aren't affected by gravity or "
"other forces. They only affect other physics bodies that collide with them."
msgstr ""
"这个 GridMap 所处的物理层。\n"
"GridMap 作为静态体,意味着它们不会受到重力或是其他力的影响。它们只会受到其他"
"与它们碰撞的物理体的影响。"
msgid ""
"The physics layers this GridMap detects collisions in. See [url=$DOCS_URL/"
"tutorials/physics/physics_introduction.html#collision-layers-and-"
"masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
"此 GridMap 检测碰撞的物理层。更多信息请参阅文档[url=$DOCS_URL/tutorials/"
"physics/physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》"
"[/url]。"
msgid "The assigned [MeshLibrary]."
msgstr "指定的 [MeshLibrary]。"
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
msgstr "覆盖整个 [GridMap] 的默认摩擦力和反弹物理属性。"
msgid "Emitted when [member cell_size] changes."
msgstr "当 [member cell_size] 改变时触发。"
msgid ""
"Invalid cell item that can be used in [method set_cell_item] to clear cells "
"(or represent an empty cell in [method get_cell_item])."
msgstr ""
"可以在 [method set_cell_item] 中清除单元格(或在 [method get_cell_item] 中重"
"新代表一个空的单元格)的无效单元格。"
msgid "Groove constraint for 2D physics."
msgstr "2D 物理的沟槽约束。"
msgid ""
"Groove constraint for 2D physics. This is useful for making a body \"slide\" "
"through a segment placed in another."
msgstr ""
"2D 物理的沟槽约束。这对于使一个物体“滑过”放置在另一个物体上的区段很有用。"
msgid ""
"The body B's initial anchor position defined by the joint's origin and a "
"local offset [member initial_offset] along the joint's Y axis (along the "
"groove)."
msgstr ""
"这个物体B的初始锚点位置,由关键的原点和沿关节Y轴(沿着沟槽)的局部偏移 "
"[member initial_offset] 定义。"
msgid ""
"The groove's length. The groove is from the joint's origin towards [member "
"length] along the joint's local Y axis."
msgstr "沟槽的长度。沟槽是从关键原点沿着关节局部 Y 轴朝向 [member length] 。"
msgid "Context to compute cryptographic hashes over multiple iterations."
msgstr "在多次迭代中计算加密哈希的上下文。"
msgid "Closes the current context, and return the computed hash."
msgstr "关闭当前上下文,并返回计算出的哈希值。"
msgid "Hashing algorithm: MD5."
msgstr "哈希算法:MD5。"
msgid "Hashing algorithm: SHA-1."
msgstr "哈希算法:SHA-1。"
msgid "Hashing algorithm: SHA-256."
msgstr "哈希算法:SHA-256。"
msgid "Horizontal box container."
msgstr "水平盒式容器。"
msgid "Horizontal box container. See [BoxContainer]."
msgstr "水平盒式容器。见 [BoxContainer]。"
msgid "The horizontal space between the [HBoxContainer]'s elements."
msgstr "[HBoxContainer] 的元素之间的水平间隙。"
msgid "Height map shape resource for 3D physics."
msgstr "高度图形状资源,用于 3D 物理。"
msgid ""
"Height map data, pool array must be of [member map_width] * [member "
"map_depth] size."
msgstr ""
"高度图数据,池数组的大小必须是 [member map_width] * [member map_depth]。"
msgid "Horizontal flow container."
msgstr "水平流式容器。"
msgid "Horizontal version of [FlowContainer]."
msgstr "[FlowContainer] 的水平版本。"
msgid "A hinge between two 3D PhysicsBodies."
msgstr "两个 3D PhysicsBody 之间的铰链。"
msgid "Returns the value of the specified flag."
msgstr "返回指定标志的值。"
msgid "Returns the value of the specified parameter."
msgstr "返回指定参数的值。"
msgid "If [code]true[/code], enables the specified flag."
msgstr "如果为 [code]true[/code],启用指定的标志。"
msgid "Sets the value of the specified parameter."
msgstr "设置指定参数的值。"
msgid ""
"The speed with which the rotation across the axis perpendicular to the hinge "
"gets corrected."
msgstr "垂直于铰链的轴线上的旋转得到纠正的速度。"
msgid ""
"If [code]true[/code], the hinges maximum and minimum rotation, defined by "
"[member angular_limit/lower] and [member angular_limit/upper] has effects."
msgstr ""
"如果为 [code]true[/code],则会对由[member angular_limit/lower]和[member "
"angular_limit/upper]定义的铰链最大和最小旋转量产生影响。"
msgid ""
"The minimum rotation. Only active if [member angular_limit/enable] is "
"[code]true[/code]."
msgstr ""
"最小的旋转量。只有在[member angular_limit/enable]为 [code]true[/code] 时才有"
"效。"
msgid "The lower this value, the more the rotation gets slowed down."
msgstr "该值越低,旋转速度越慢。"
msgid ""
"The maximum rotation. Only active if [member angular_limit/enable] is "
"[code]true[/code]."
msgstr ""
"最大的旋转量。只有在[member angular_limit/enable]为 [code]true[/code] 时才有"
"效。"
msgid "When activated, a motor turns the hinge."
msgstr "激活后,电机会使铰链转动。"
msgid "Maximum acceleration for the motor."
msgstr "马达的最大加速度。"
msgid "Target speed for the motor."
msgstr "目标马达的目标速度。"
msgid ""
"The speed with which the two bodies get pulled together when they move in "
"different directions."
msgstr "两个物体向不同方向移动时被拉回到一起的速度。"
msgid "Used to create an HMAC for a message using a key."
msgstr "用来为一个使用密钥的信息创建 HMAC。"
msgid ""
"The HMACContext class is useful for advanced HMAC use cases, such as "
"streaming the message as it supports creating the message over time rather "
"than providing it all at once.\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"var ctx = HMACContext.new()\n"
"\n"
"func _ready():\n"
" var key = \"supersecret\".to_utf8()\n"
" var err = ctx.start(HashingContext.HASH_SHA256, key)\n"
" assert(err == OK)\n"
" var msg1 = \"this is \".to_utf8()\n"
" var msg2 = \"super duper secret\".to_utf8()\n"
" err = ctx.update(msg1)\n"
" assert(err == OK)\n"
" err = ctx.update(msg2)\n"
" assert(err == OK)\n"
" var hmac = ctx.finish()\n"
" print(hmac.hex_encode())\n"
"\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
"{\n"
" private HmacContext _ctx = new HmacContext();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" byte[] key = \"supersecret\".ToUtf8();\n"
" Error err = _ctx.Start(HashingContext.HashType.Sha256, key);\n"
" Debug.Assert(err == Error.Ok);\n"
" byte[] msg1 = \"this is \".ToUtf8();\n"
" byte[] msg2 = \"super duper secret\".ToUtf8();\n"
" err = _ctx.Update(msg1);\n"
" Debug.Assert(err == Error.Ok);\n"
" err = _ctx.Update(msg2);\n"
" Debug.Assert(err == Error.Ok);\n"
" byte[] hmac = _ctx.Finish();\n"
" GD.Print(hmac.HexEncode());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"HMACContext 类对于高级的 HMAC 用例非常有用,例如流式消息,因为它支持在一段时"
"间内创建消息,而非一次性提供。\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"var ctx = HMACContext.new()\n"
"\n"
"func _ready():\n"
" var key = \"supersecret\".to_utf8()\n"
" var err = ctx.start(HashingContext.HASH_SHA256, key)\n"
" assert(err == OK)\n"
" var msg1 = \"this is \".to_utf8()\n"
" var msg2 = \"super duper secret\".to_utf8()\n"
" err = ctx.update(msg1)\n"
" assert(err == OK)\n"
" err = ctx.update(msg2)\n"
" assert(err == OK)\n"
" var hmac = ctx.finish()\n"
" print(hmac.hex_encode())\n"
"\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
"{\n"
" private HmacContext _ctx = new HmacContext();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" byte[] key = \"supersecret\".ToUtf8();\n"
" Error err = _ctx.Start(HashingContext.HashType.Sha256, key);\n"
" Debug.Assert(err == Error.Ok);\n"
" byte[] msg1 = \"this is \".ToUtf8();\n"
" byte[] msg2 = \"super duper secret\".ToUtf8();\n"
" err = _ctx.Update(msg1);\n"
" Debug.Assert(err == Error.Ok);\n"
" err = _ctx.Update(msg2);\n"
" Debug.Assert(err == Error.Ok);\n"
" byte[] hmac = _ctx.Finish();\n"
" GD.Print(hmac.HexEncode());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Initializes the HMACContext. This method cannot be called again on the same "
"HMACContext until [method finish] has been called."
msgstr ""
"初始化 HMACContext。在 [method finish] 被调用之前,不能在同一个 HMACContext "
"上再次调用此方法。"
msgid "Horizontal scroll bar."
msgstr "水平滚动条。"
msgid ""
"Horizontal version of [ScrollBar], which goes from left (min) to right (max)."
msgstr "[ScrollBar] 的水平版本,滚动条从左(最小)到右(最大)。"
msgid ""
"Icon used as a button to scroll the [ScrollBar] left. Supports custom step "
"using the [member ScrollBar.custom_step] property."
msgstr ""
"作为按钮使用的图标,它用于使 [ScrollBar] 向左滚动。滚动步长由 [member "
"ScrollBar.custom_step] 属性值自定义。"
msgid "Displayed when the mouse cursor hovers over the decrement button."
msgstr "当鼠标指针悬停在递减按钮上时显示。"
msgid "Displayed when the decrement button is being pressed."
msgstr "在按下递减按钮时显示。"
msgid ""
"Icon used as a button to scroll the [ScrollBar] right. Supports custom step "
"using the [member ScrollBar.custom_step] property."
msgstr ""
"作为按钮使用的图标,它用于使 [ScrollBar] 向右滚动。滚动步长由 [member "
"ScrollBar.custom_step] 属性值自定义。"
msgid "Displayed when the mouse cursor hovers over the increment button."
msgstr "当鼠标指针悬停在增量按钮上时显示。"
msgid "Displayed when the increment button is being pressed."
msgstr "在按下增量按钮时显示。"
msgid ""
"Used as texture for the grabber, the draggable element representing current "
"scroll."
msgstr "用作拖动条的纹理,表示当前的可拖动元素。"
msgid "Used when the mouse hovers over the grabber."
msgstr "当鼠标悬停在拖动条上时使用。"
msgid "Used when the grabber is being dragged."
msgstr "在拖动条被拖动时使用。"
msgid "Used as background of this [ScrollBar]."
msgstr "用作此 [ScrollBar] 的背景。"
msgid "Used as background when the [ScrollBar] has the GUI focus."
msgstr "当 [ScrollBar] 具有 GUI 焦点时用作背景。"
msgid "Horizontal separator."
msgstr "水平分隔器。"
msgid ""
"Horizontal separator. See [Separator]. Even though it looks horizontal, it "
"is used to separate objects vertically."
msgstr "水平分隔器。见 [Separator]。尽管外观是水平的,但作用是垂直分隔对象。"
msgid ""
"The height of the area covered by the separator. Effectively works like a "
"minimum height."
msgstr "分隔器覆盖区域的高度。效果上和最小高度一致。"
msgid "The style for the separator line. Works best with [StyleBoxLine]."
msgstr "分隔器的线条样式。与 [StyleBoxLine] 配合使用效果更佳。"
msgid "Horizontal slider."
msgstr "水平滑动条。"
msgid ""
"Horizontal slider. See [Slider]. This one goes from left (min) to right "
"(max).\n"
"[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] "
"signals are part of the [Range] class which this class inherits from."
msgstr ""
"水平滑动条。请参阅 [Slider]。这个控件是从左(最小)滑到右(最大)的。\n"
"[b]注意:[/b][signal Range.changed] 和 [signal Range.value_changed] 信号是 "
"[Range] 类的一部分,该类继承自它。"
msgid "The texture for the grabber (the draggable element)."
msgstr "用作拖动条的纹理(可拖动的元素)。"
msgid "The texture for the grabber when it's disabled."
msgstr "抓取器禁用时的材质。"
msgid "The texture for the grabber when it's focused."
msgstr "抓取器获得焦点时的材质。"
msgid ""
"The texture for the ticks, visible when [member Slider.tick_count] is "
"greater than 0."
msgstr "刻度的纹理。当 [member Slider.tick_count] 大于 0 时可见。"
msgid "The background of the area to the left of the grabber."
msgstr "抓取器左侧区域的背景。"
msgid ""
"The background for the whole slider. Determines the height of the "
"[code]grabber_area[/code]."
msgstr "整个滑动条的背景。受 [code]grabber_area[/code] 高度的影响。"
msgid "Horizontal split container."
msgstr "水平拆分容器。"
msgid ""
"Horizontal split container. See [SplitContainer]. This goes from left to "
"right."
msgstr "水平拆分容器。参阅[SplitContainer]。从左到右。"
msgid ""
"Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically "
"when it isn't under the cursor. If 0 ([code]false[/code]), it's always "
"visible."
msgstr ""
"布尔值。如果1 ([code]true[/code]),抓取器将在不在光标下时自动隐藏。如果0 "
"([code]false[/code]),抓取器总是可见。"
msgid "The space between sides of the container."
msgstr "容器两侧之间的空间。"
msgid "The icon used for the grabber drawn in the middle area."
msgstr "在中间区域绘制的抓取图标。"
msgid "Low-level hyper-text transfer protocol client."
msgstr "低级别的超文本传输协议客户端。"
msgid "HTTP client class"
msgstr "HTTP 客户端类"
msgid "TLS certificates"
msgstr "TLS 证书"
msgid "Closes the current connection, allowing reuse of this [HTTPClient]."
msgstr "关闭当前连接,允许重用此[HTTPClient]。"
msgid ""
"Returns the response's body length.\n"
"[b]Note:[/b] Some Web servers may not send a body length. In this case, the "
"value returned will be [code]-1[/code]. If using chunked transfer encoding, "
"the body length will also be [code]-1[/code]."
msgstr ""
"返回响应体长度。\n"
"[b]注意:[/b]部分 Web 服务器可能不发送响应体长度,此时返回值将为 [code]-1[/"
"code]。如果使用分块传输编码,响应体的长度也将为 [code]-1[/code]。"
msgid "Returns the response's HTTP status code."
msgstr "返回响应的 HTTP 状态码。"
msgid "Returns the response headers."
msgstr "返回响应报头。"
msgid ""
"Returns all response headers as a Dictionary of structure [code]{ \"key\": "
"\"value1; value2\" }[/code] where the case-sensitivity of the keys and "
"values is kept like the server delivers it. A value is a simple String, this "
"string can have more than one value where \"; \" is used as separator.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"{\n"
" \"content-length\": 12,\n"
" \"Content-Type\": \"application/json; charset=UTF-8\",\n"
"}\n"
"[/codeblock]"
msgstr ""
"返回所有响应报头,是 [code]{ \"报头字段名称\": \"字段取值1; 字段取值2\" }[/"
"code] 格式的字典,字典的键和值均保持服务器所发送的大小写。字段取值为简单的 "
"String,该字符串可能包含多个值,使用“; ”分隔。\n"
"[b]示例:[/b]\n"
"[codeblock]\n"
"{\n"
" \"content-length\": 12,\n"
" \"Content-Type\": \"application/json; charset=UTF-8\",\n"
"}\n"
"[/codeblock]"
msgid ""
"Returns a [enum Status] constant. Need to call [method poll] in order to get "
"status updates."
msgstr "返回 [enum Status] 常量。需要调用 [method poll]]才能更新状态。"
msgid "If [code]true[/code], this [HTTPClient] has a response available."
msgstr "为 [code]true[/code] 时,则该 [HTTPClient] 有可用的响应。"
msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked."
msgstr "为 [code]true[/code] 时,则该 [HTTPClient] 有分块的响应。"
msgid ""
"This needs to be called in order to have any request processed. Check "
"results with [method get_status]."
msgstr "调用此方法才能对请求进行处理。使用 [method get_status] 获取检查。"
msgid "Reads one chunk from the response."
msgstr "从响应中读取一块数据。"
msgid ""
"If [code]true[/code], execution will block until all data is read from the "
"response."
msgstr "为 [code]true[/code] 时,执行会阻塞至从响应中读取所有数据为止。"
msgid "The connection to use for this client."
msgstr "该客户端所使用的连接。"
msgid ""
"The size of the buffer used and maximum bytes to read per iteration. See "
"[method read_response_body_chunk]."
msgstr ""
"使用的缓冲区大小,即每次迭代读取的最大字节数。见 [method "
"read_response_body_chunk]。"
msgid ""
"HTTP GET method. The GET method requests a representation of the specified "
"resource. Requests using GET should only retrieve data."
msgstr ""
"HTTP GET 方法。GET 方法用于请求指定资源的某种表示。使用 GET 的请求应该只进行"
"数据的获取。"
msgid ""
"HTTP HEAD method. The HEAD method asks for a response identical to that of a "
"GET request, but without the response body. This is useful to request "
"metadata like HTTP headers or to check if a resource exists."
msgstr ""
"HTTP HEAD 方法。HEAD 方法请求的是和 GET 请求一样的相应,但不包含响应体。用来"
"请求元数据很方便,比如可以通过请求 HTTP 报头来判断资源是否存在。"
msgid ""
"HTTP POST method. The POST method is used to submit an entity to the "
"specified resource, often causing a change in state or side effects on the "
"server. This is often used for forms and submitting data or uploading files."
msgstr ""
"HTTP POST 方法。POST 方法用于将实体提交给指定的资源,经常会造成服务器端状态的"
"更改或者其他副作用。常用于提交表单和其他数据,或者上传文件。"
msgid ""
"HTTP PUT method. The PUT method asks to replace all current representations "
"of the target resource with the request payload. (You can think of POST as "
"\"create or update\" and PUT as \"update\", although many services tend to "
"not make a clear distinction or change their meaning)."
msgstr ""
"HTTP PUT 方法。PUT 方法的目的是使用请求负载替换目标资源的所有当前表示。(可以"
"把 POST 理解为“创建或更新”,把 PUT 理解为“更小”,不过很多服务在这两者的含义之"
"间并不作明显的区别)。"
msgid ""
"HTTP DELETE method. The DELETE method requests to delete the specified "
"resource."
msgstr "HTTP DELETE 方法。DELETE 方法请求删除指定的资源。"
msgid ""
"HTTP OPTIONS method. The OPTIONS method asks for a description of the "
"communication options for the target resource. Rarely used."
msgstr ""
"HTTP OPTIONS 方法。OPTIONS 方法的目的是获取目标资源的通讯选项。很少使用。"
msgid ""
"HTTP TRACE method. The TRACE method performs a message loop-back test along "
"the path to the target resource. Returns the entire HTTP request received in "
"the response body. Rarely used."
msgstr ""
"HTTP TRACE 方法。TRACE 方法会沿目标资源的路径做消息回环测试。返回的响应体中会"
"包含完整的 HTTP 请求。很少使用。"
msgid ""
"HTTP CONNECT method. The CONNECT method establishes a tunnel to the server "
"identified by the target resource. Rarely used."
msgstr ""
"HTTP CONNECT 方法。CONNECT 方法会与目标资源所表示的服务器建立隧道。很少使用。"
msgid ""
"HTTP PATCH method. The PATCH method is used to apply partial modifications "
"to a resource."
msgstr "HTTP PATCH 方法。PATCH 方法用于对资源进行部分修改。"
msgid "Represents the size of the [enum Method] enum."
msgstr "代表 [enum Method] 枚举的大小。"
msgid "Status: Disconnected from the server."
msgstr "状态:与服务器断开连接。"
msgid "Status: Currently resolving the hostname for the given URL into an IP."
msgstr "状态:正在根据 URL 的主机名解析 IP。"
msgid "Status: DNS failure: Can't resolve the hostname for the given URL."
msgstr "状态:DNS 失败:无法解析指定 URL 的主机名。"
msgid "Status: Currently connecting to server."
msgstr "状态:正在连接到服务器。"
msgid "Status: Can't connect to the server."
msgstr "状态:无法连接到服务器。"
msgid "Status: Connection established."
msgstr "状态:连接已建立。"
msgid "Status: Currently sending request."
msgstr "状态:正在发送请求。"
msgid "Status: HTTP body received."
msgstr "状态:已获取 HTTP 响应体。"
msgid "Status: Error in HTTP connection."
msgstr "状态:HTTP 连接出错。"
msgid "Status: Error in TLS handshake."
msgstr "状态:TLS 握手出错。"
msgid ""
"HTTP status code [code]100 Continue[/code]. Interim response that indicates "
"everything so far is OK and that the client should continue with the request "
"(or ignore this status if already finished)."
msgstr ""
"HTTP 状态码 [code]100 Continue[/code]。是表示目前为止一切正常的中间响应,客户"
"端应该继续请求(如果已经请求完就可以直接忽略这个状态)。"
msgid ""
"HTTP status code [code]101 Switching Protocol[/code]. Sent in response to an "
"[code]Upgrade[/code] request header by the client. Indicates the protocol "
"the server is switching to."
msgstr ""
"HTTP 状态码 [code]101 Switching Protocol[/code]。针对客户 [code]Upgrade[/"
"code] 请求的响应,表示服务器所转换到的协议。"
msgid ""
"HTTP status code [code]102 Processing[/code] (WebDAV). Indicates that the "
"server has received and is processing the request, but no response is "
"available yet."
msgstr ""
"HTTP 状态码 [code]102 Processing[/code](WebDAV)。表示服务器已收到请求并且正"
"在处理,尚未生成响应。"
msgid ""
"HTTP status code [code]200 OK[/code]. The request has succeeded. Default "
"response for successful requests. Meaning varies depending on the request. "
"GET: The resource has been fetched and is transmitted in the message body. "
"HEAD: The entity headers are in the message body. POST: The resource "
"describing the result of the action is transmitted in the message body. "
"TRACE: The message body contains the request message as received by the "
"server."
msgstr ""
"HTTP 状态码 [code]200 OK[/code]。请求已成功,是成功请求的默认响应,根据请求的"
"不同表示的含义也不同。GET:已获取资源并通过消息体发送。HEAD:实体报头在消息体"
"中。POST:描述操作结果的资源已通过消息体发送。TRACE:消息体包含服务器所收到的"
"请求消息。"
msgid ""
"HTTP status code [code]201 Created[/code]. The request has succeeded and a "
"new resource has been created as a result of it. This is typically the "
"response sent after a PUT request."
msgstr ""
"HTTP 状态码 [code]201 Created[/code]。请求成功,并且创建了新资源。通常是针对 "
"PUT 请求的响应."
msgid ""
"HTTP status code [code]202 Accepted[/code]. The request has been received "
"but not yet acted upon. It is non-committal, meaning that there is no way in "
"HTTP to later send an asynchronous response indicating the outcome of "
"processing the request. It is intended for cases where another process or "
"server handles the request, or for batch processing."
msgstr ""
"HTTP 状态码 [code]202 Accepted[/code]。请求已收到,但尚未处理。HTTP 协议中无"
"法实现在完成对请求的处理后异步地把请求发回来。这个响应的使用场景应该是会有其"
"他进程或者服务器去处理这个请求,或者会进行批量处理。"
msgid ""
"HTTP status code [code]203 Non-Authoritative Information[/code]. This "
"response code means returned meta-information set is not exact set as "
"available from the origin server, but collected from a local or a third "
"party copy. Except this condition, 200 OK response should be preferred "
"instead of this response."
msgstr ""
"HTTP 状态码 [code]203 Non-Authoritative Information[/code]。该响应状态码表示"
"返回的元消息与原始服务器所返回的不一致,而是从本地或者第三方副本中收集而来。"
"除了特殊情况,应该优先选用 200 OK 响应所返回的内容。"
msgid ""
"HTTP status code [code]204 No Content[/code]. There is no content to send "
"for this request, but the headers may be useful. The user-agent may update "
"its cached headers for this resource with the new ones."
msgstr ""
"HTTP 状态码 [code]204 No Content[/code]。本请求无响应内容,但报头可能有用。用"
"户代理可能会根据该资源更新缓存报头。"
msgid ""
"HTTP status code [code]205 Reset Content[/code]. The server has fulfilled "
"the request and desires that the client resets the \"document view\" that "
"caused the request to be sent to its original state as received from the "
"origin server."
msgstr ""
"HTTP 状态码 [code]205 Reset Content[/code]。服务器已完成对请求的处理,并要求"
"客户端将导致该请求的“文档视图”重置回原始状态。"
msgid ""
"HTTP status code [code]206 Partial Content[/code]. This response code is "
"used because of a range header sent by the client to separate download into "
"multiple streams."
msgstr ""
"HTTP 状态码 [code]206 Partial Content[/code]。客户端如果发送范围(Range)报头"
"就会收到该响应码,用于将下载拆分成多个数据流。"
msgid ""
"HTTP status code [code]207 Multi-Status[/code] (WebDAV). A Multi-Status "
"response conveys information about multiple resources in situations where "
"multiple status codes might be appropriate."
msgstr ""
"HTTP 状态码 [code]207 Multi-Status[/code](WebDAV)。关于多个资源的多状态响"
"应,适用于需要返回多个状态码的情况。"
msgid ""
"HTTP status code [code]208 Already Reported[/code] (WebDAV). Used inside a "
"DAV: propstat response element to avoid enumerating the internal members of "
"multiple bindings to the same collection repeatedly."
msgstr ""
"HTTP 状态码 [code]208 Already Reported[/code](WebDAV)。在 DAV: propstat 相"
"应元素内部使用,可以防止重复遍历同一合集中不同绑定的内部成员。"
msgid ""
"HTTP status code [code]226 IM Used[/code] (WebDAV). The server has fulfilled "
"a GET request for the resource, and the response is a representation of the "
"result of one or more instance-manipulations applied to the current instance."
msgstr ""
"HTTP 状态码 [code]226 IM Used[/code](WebDAV)。服务器完成了对该资源的 GET 请"
"求,所响应的资源表示,是针对当前实例进行若干共同修改的结果。"
msgid ""
"HTTP status code [code]300 Multiple Choice[/code]. The request has more than "
"one possible responses and there is no standardized way to choose one of the "
"responses. User-agent or user should choose one of them."
msgstr ""
"HTTP 状态码 [code]300 Multiple Choice[/code]。请求有多个可能的响应,并且没有"
"从中挑选其一的标准方法。用户代理或者用户应该自行挑选。"
msgid ""
"HTTP status code [code]301 Moved Permanently[/code]. Redirection. This "
"response code means the URI of requested resource has been changed. The new "
"URI is usually included in the response."
msgstr ""
"HTTP 状态码 [code]301 Moved Permanently[/code]。重定向。该响应码表示所请求资"
"源的 URI 已改变。新的 URI 通常包含在响应中。"
msgid ""
"HTTP status code [code]302 Found[/code]. Temporary redirection. This "
"response code means the URI of requested resource has been changed "
"temporarily. New changes in the URI might be made in the future. Therefore, "
"this same URI should be used by the client in future requests."
msgstr ""
"HTTP 状态码 [code]302 Found[/code]。临时重定向。该响应码表示所请求资源的 URI "
"已临时改变。该 URI 将来还可能发生变,因此后续的请求应该仍然使用相同的 URI。"
msgid ""
"HTTP status code [code]303 See Other[/code]. The server is redirecting the "
"user agent to a different resource, as indicated by a URI in the Location "
"header field, which is intended to provide an indirect response to the "
"original request."
msgstr ""
"HTTP 状态码 [code]303 See Other[/code]。服务器将用户代理重定向到另一个资源,"
"资源由 Location 报头中的 URI 指定。用于提供针对原始请求的间接响应。"
msgid ""
"HTTP status code [code]304 Not Modified[/code]. A conditional GET or HEAD "
"request has been received and would have resulted in a 200 OK response if it "
"were not for the fact that the condition evaluated to [code]false[/code]."
msgstr ""
"HTTP 状态码 [code]304 Not Modified[/code]。收到了条件 GET 或者 HEAD,并且要不"
"是因为该条件为 [code]false[/code] 就会返回 200 OK 响应。"
msgid ""
"HTTP status code [code]305 Use Proxy[/code]. [i]Deprecated. Do not use.[/i]"
msgstr "HTTP 状态码 [code]305 Use Proxy[/code]。[i]已废弃,勿用。[/i]"
msgid ""
"HTTP status code [code]306 Switch Proxy[/code]. [i]Deprecated. Do not use.[/"
"i]"
msgstr "HTTP 状态码[code]306 Switch Proxy[/code]。[i]已废弃,勿用。[/i]"
msgid ""
"HTTP status code [code]307 Temporary Redirect[/code]. The target resource "
"resides temporarily under a different URI and the user agent MUST NOT change "
"the request method if it performs an automatic redirection to that URI."
msgstr ""
"HTTP 状态码 [code]307 Temporary Redirect[/code]。目标资源暂时位于不同的 URI,"
"用户代理如果要自动重定向到该 URI,就一定不能更改所使用的请求方法。"
msgid ""
"HTTP status code [code]308 Permanent Redirect[/code]. The target resource "
"has been assigned a new permanent URI and any future references to this "
"resource ought to use one of the enclosed URIs."
msgstr ""
"HTTP 状态码 [code]308 Permanent Redirect[/code]。目标资源已被赋予全新的永久 "
"URI,后续针对该资源的请求应当使用所提供的 URI。"
msgid ""
"HTTP status code [code]400 Bad Request[/code]. The request was invalid. The "
"server cannot or will not process the request due to something that is "
"perceived to be a client error (e.g., malformed request syntax, invalid "
"request message framing, invalid request contents, or deceptive request "
"routing)."
msgstr ""
"HTTP 状态码 [code]400 Bad Request[/code]。请求无效。服务器认为客户端出错,所"
"以无法或者拒绝处理该请求(例如:请求语法错误、请求消息帧无效、请求内容无效、"
"请求路由可疑)。"
msgid ""
"HTTP status code [code]401 Unauthorized[/code]. Credentials required. The "
"request has not been applied because it lacks valid authentication "
"credentials for the target resource."
msgstr ""
"HTTP 状态码 [code]401 Unauthorized[/code]。需要提供认证信息。未执行请求,原因"
"是缺少针对目标资源的授权认证信息。"
msgid ""
"HTTP status code [code]402 Payment Required[/code]. This response code is "
"reserved for future use. Initial aim for creating this code was using it for "
"digital payment systems, however this is not currently used."
msgstr ""
"HTTP 状态码 [code]402 Payment Required[/code]。该响应码是为将来使用保留的,本"
"意是供数字支付系统使用,但目前尚未有所使用。"
msgid ""
"HTTP status code [code]403 Forbidden[/code]. The client does not have access "
"rights to the content, i.e. they are unauthorized, so server is rejecting to "
"give proper response. Unlike [code]401[/code], the client's identity is "
"known to the server."
msgstr ""
"HTTP 状态码 [code]403 Forbidden[/code]。客户端没有该内容的访问权限,即未授"
"权,服务器拒绝给出正确响应。与 [code]401[/code] 不同,服务器已收到客户端的身"
"份信息。"
msgid ""
"HTTP status code [code]404 Not Found[/code]. The server can not find "
"requested resource. Either the URL is not recognized or the endpoint is "
"valid but the resource itself does not exist. May also be sent instead of "
"403 to hide existence of a resource if the client is not authorized."
msgstr ""
"HTTP 状态码 [code]404 Not Found[/code]。服务器无法找到所请求的资源。可能是无"
"法识别 URL,也可能是 URL 有效但资源本身不存在。也有可能在客户端未提供认证信息"
"时代替 403 返回,从而达到隐藏资源存在性的目的。"
msgid ""
"HTTP status code [code]405 Method Not Allowed[/code]. The request's HTTP "
"method is known by the server but has been disabled and cannot be used. For "
"example, an API may forbid DELETE-ing a resource. The two mandatory methods, "
"GET and HEAD, must never be disabled and should not return this error code."
msgstr ""
"HTTP 状态码 [code]405 Method Not Allowed[/code]。服务器理解请求所使用的 HTTP "
"方法,但该方法已被禁止使用。例如:API 可能禁止 DELETE 资源。GET 和 HEAD 这两"
"个方法是必须的,所以不能被禁用,也不应该返回该错误码。"
msgid ""
"HTTP status code [code]406 Not Acceptable[/code]. The target resource does "
"not have a current representation that would be acceptable to the user "
"agent, according to the proactive negotiation header fields received in the "
"request. Used when negotiation content."
msgstr ""
"HTTP 状态码 [code]406 Not Acceptable[/code]。根据请求中主动注明的交涉报头字"
"段,目标资源没有用户代理所能接受的表示。用于内容交涉过程。"
msgid ""
"HTTP status code [code]407 Proxy Authentication Required[/code]. Similar to "
"401 Unauthorized, but it indicates that the client needs to authenticate "
"itself in order to use a proxy."
msgstr ""
"HTTP 状态码 [code]407 Proxy Authentication Required[/code]。类似于 401 "
"Unauthorized,表示客户端需要在提供认证信息后使用代理。"
msgid ""
"HTTP status code [code]408 Request Timeout[/code]. The server did not "
"receive a complete request message within the time that it was prepared to "
"wait."
msgstr ""
"HTTP 状态码 [code]408 Request Timeout[/code]。服务器在其准备等待的时间段内未"
"获取完整的请求信息。"
msgid ""
"HTTP status code [code]409 Conflict[/code]. The request could not be "
"completed due to a conflict with the current state of the target resource. "
"This code is used in situations where the user might be able to resolve the "
"conflict and resubmit the request."
msgstr ""
"HTTP 状态码 [code]409 Conflict[/code]。请求无法完成,原因与是目标资源的当前状"
"态存在冲突。该代码的使用场景应该是用户也许能够解决冲突并重新提交请求。"
msgid ""
"HTTP status code [code]410 Gone[/code]. The target resource is no longer "
"available at the origin server and this condition is likely permanent."
msgstr ""
"HTTP 状态码 [code]410 Gone[/code]。目标资源在原始服务器上已不复存在,并且可能"
"永远如此。"
msgid ""
"HTTP status code [code]411 Length Required[/code]. The server refuses to "
"accept the request without a defined Content-Length header."
msgstr ""
"HTTP 状态码 [code]411 Length Required[/code]。服务器拒绝接受没有定义 Content-"
"Length 报头的请求。"
msgid ""
"HTTP status code [code]412 Precondition Failed[/code]. One or more "
"conditions given in the request header fields evaluated to [code]false[/"
"code] when tested on the server."
msgstr ""
"HTTP 状态码 [code]412 Percondition Failed[/code]。请求报头中给出的若干条件在"
"服务器上检查为 [code]false[/code]。"
msgid ""
"HTTP status code [code]413 Entity Too Large[/code]. The server is refusing "
"to process a request because the request payload is larger than the server "
"is willing or able to process."
msgstr ""
"HTTP 状态码 [code]413 Entity Too Large[/code]。服务器拒绝处理请求,因为请求的"
"负载超过了服务器所允许或者所能够处理的上限。"
msgid ""
"HTTP status code [code]414 Request-URI Too Long[/code]. The server is "
"refusing to service the request because the request-target is longer than "
"the server is willing to interpret."
msgstr ""
"HTTP 状态码 [code]414 Request-URI Too Long[/code]。服务器拒绝为请求提供服务,"
"因为请求目标的长度超过了服务器所愿意解析的上限。"
msgid ""
"HTTP status code [code]415 Unsupported Media Type[/code]. The origin server "
"is refusing to service the request because the payload is in a format not "
"supported by this method on the target resource."
msgstr ""
"HTTP 状态码 [code]415 Unsupported Media Type[/code]。原始服务器拒绝为请求提供"
"服务,因为负载所使用的格式目标资源的该方法不支持。"
msgid ""
"HTTP status code [code]416 Requested Range Not Satisfiable[/code]. None of "
"the ranges in the request's Range header field overlap the current extent of "
"the selected resource or the set of ranges requested has been rejected due "
"to invalid ranges or an excessive request of small or overlapping ranges."
msgstr ""
"HTTP 状态码 [code]416 Requested Range Not Satisfiable[/code]。请求的 Range 报"
"头中指定的所有范围都与所选资源的有效范围不重合,或者拒绝处理该范围的集合。拒"
"绝的可能原因是存在无效的范围,或者存在过多细小或者重叠的范围。"
msgid ""
"HTTP status code [code]417 Expectation Failed[/code]. The expectation given "
"in the request's Expect header field could not be met by at least one of the "
"inbound servers."
msgstr ""
"HTTP 状态码 [code]417 Expectation Failed[/code]。请求的 Expect 报头中给出的预"
"期无法被任何内部服务器满足。"
msgid ""
"HTTP status code [code]418 I'm A Teapot[/code]. Any attempt to brew coffee "
"with a teapot should result in the error code \"418 I'm a teapot\". The "
"resulting entity body MAY be short and stout."
msgstr ""
"HTTP 状态码 [code]418 I'm A Teapot[/code]。想要尝试用茶壶煮咖啡就会得到错误"
"码“418 因为我是个茶壶”,得到的实体大概又矮又胖。这个错误是对1998年愚人节玩笑"
"的超文本咖啡壶控制协议的引用。"
msgid ""
"HTTP status code [code]421 Misdirected Request[/code]. The request was "
"directed at a server that is not able to produce a response. This can be "
"sent by a server that is not configured to produce responses for the "
"combination of scheme and authority that are included in the request URI."
msgstr ""
"HTTP 状态码 [code]421 Misdirected Request[/code]。请求被重定向到了一台无法生"
"成响应的服务器。如果一台服务器没有针对请求 URI 的协议类型和主机身份配置响应,"
"就有可能返回这个代码。"
msgid ""
"HTTP status code [code]422 Unprocessable Entity[/code] (WebDAV). The server "
"understands the content type of the request entity (hence a 415 Unsupported "
"Media Type status code is inappropriate), and the syntax of the request "
"entity is correct (thus a 400 Bad Request status code is inappropriate) but "
"was unable to process the contained instructions."
msgstr ""
"HTTP 状态码 [code]422 Unprocessable Entity[/code](WebDAV)。服务器能够理解请"
"求实体的内容类型(所以不适用 415 Unsupported Media Type 状态码),请求实体的"
"语法也是正确的(所以不适用 400 Bad Request 状态码),但仍然无法执行请求中所包"
"含的指令。"
msgid ""
"HTTP status code [code]423 Locked[/code] (WebDAV). The source or destination "
"resource of a method is locked."
msgstr ""
"HTTP 状态码 [code]423 Locked[/code](WebDAV)。方法的来源资源或目标资源被锁"
"定。"
msgid ""
"HTTP status code [code]424 Failed Dependency[/code] (WebDAV). The method "
"could not be performed on the resource because the requested action depended "
"on another action and that action failed."
msgstr ""
"HTTP 状态码 [code]424 Failed Dependency[/code](WebDAV)。无法在该资源上执行"
"该方法,因为请求的操作依赖于另一个操作,而那个操作失败了。"
msgid ""
"HTTP status code [code]426 Upgrade Required[/code]. The server refuses to "
"perform the request using the current protocol but might be willing to do so "
"after the client upgrades to a different protocol."
msgstr ""
"HTTP 状态码 [code]426 Upgrade Required[/code]。服务器拒绝以当前协议执行请求,"
"但客户端升级到另一个协议之后可能会愿意执行。"
msgid ""
"HTTP status code [code]428 Precondition Required[/code]. The origin server "
"requires the request to be conditional."
msgstr ""
"HTTP 状态码 [code]428 Precondition Required[/code]。原始服务器要求进行条件请"
"求。"
msgid ""
"HTTP status code [code]429 Too Many Requests[/code]. The user has sent too "
"many requests in a given amount of time (see \"rate limiting\"). Back off "
"and increase time between requests or try again later."
msgstr ""
"HTTP 状态码 [code]429 Too Many Requests[/code]。用户在指定时间段中(见“限"
"流”)发送了过多的请求。静默一段时间后增加请求之间的时间间隔,稍后再试。"
msgid ""
"HTTP status code [code]431 Request Header Fields Too Large[/code]. The "
"server is unwilling to process the request because its header fields are too "
"large. The request MAY be resubmitted after reducing the size of the request "
"header fields."
msgstr ""
"HTTP 状态码 [code]431 Request Header Fields Too Large[/code]。服务器拒绝处理"
"请求,因为报头字段过大。请求可以在减小报头字段后重新提交。"
msgid ""
"HTTP status code [code]451 Response Unavailable For Legal Reasons[/code]. "
"The server is denying access to the resource as a consequence of a legal "
"demand."
msgstr ""
"HTTP 状态码 [code]451 Response Unavailable For Legal Reasons[/code]。服务器因"
"法律要求而拒绝访问该资源。"
msgid ""
"HTTP status code [code]500 Internal Server Error[/code]. The server "
"encountered an unexpected condition that prevented it from fulfilling the "
"request."
msgstr ""
"HTTP 状态码 [code]500 Internal Server Error[/code]。服务器遭遇预料之外的情"
"况,无法完成请求。"
msgid ""
"HTTP status code [code]501 Not Implemented[/code]. The server does not "
"support the functionality required to fulfill the request."
msgstr ""
"HTTP 状态码 [code]501 Not Implemented[/code]。服务器不支持完成请求所需的功"
"能。"
msgid ""
"HTTP status code [code]502 Bad Gateway[/code]. The server, while acting as a "
"gateway or proxy, received an invalid response from an inbound server it "
"accessed while attempting to fulfill the request. Usually returned by load "
"balancers or proxies."
msgstr ""
"HTTP 状态码 [code]502 Bad Gateway[/code]。网关或代理服务器尝试使用内部服务器"
"处理请求,但从该服务器收到了无效的响应。通常由负载均衡器或者代理服务器返回。"
msgid ""
"HTTP status code [code]503 Service Unavailable[/code]. The server is "
"currently unable to handle the request due to a temporary overload or "
"scheduled maintenance, which will likely be alleviated after some delay. Try "
"again later."
msgstr ""
"HTTP 状态码 [code]503 Service Unavailable[/code]。服务器目前无法处理请求,原"
"因是暂时过载或者处于定期维护状态,可能在一段延迟后就能恢复,请稍后再试。"
msgid ""
"HTTP status code [code]504 Gateway Timeout[/code]. The server, while acting "
"as a gateway or proxy, did not receive a timely response from an upstream "
"server it needed to access in order to complete the request. Usually "
"returned by load balancers or proxies."
msgstr ""
"HTTP 状态码 [code]504 Gateway Timeout[/code]。网关或代理服务器尝试使用上游服"
"务器处理请求,但无法在指定时间内从该服务器收到响应。通常由负载均衡器或者代理"
"服务器返回。"
msgid ""
"HTTP status code [code]505 HTTP Version Not Supported[/code]. The server "
"does not support, or refuses to support, the major version of HTTP that was "
"used in the request message."
msgstr ""
"HTTP 状态码 [code]505 HTTP Version Not Supported[/code]。服务器不支持或者拒绝"
"支持请求消息所使用的 HTTP 主版本。"
msgid ""
"HTTP status code [code]506 Variant Also Negotiates[/code]. The server has an "
"internal configuration error: the chosen variant resource is configured to "
"engage in transparent content negotiation itself, and is therefore not a "
"proper end point in the negotiation process."
msgstr ""
"HTTP 状态码 [code]506 Variant Also Negotiates[/code]。服务器存在内部配置错"
"误:所选的可变资源被配置为参与自身的透明内容交涉,因此不是交涉过程中的正确端"
"点。"
msgid ""
"HTTP status code [code]507 Insufficient Storage[/code]. The method could not "
"be performed on the resource because the server is unable to store the "
"representation needed to successfully complete the request."
msgstr ""
"HTTP 状态码 [code]507 Insufficient Storage[/code]。无法在该资源上执行该方法,"
"因为服务器无法保存成功完成请求所需的表示。"
msgid ""
"HTTP status code [code]508 Loop Detected[/code]. The server terminated an "
"operation because it encountered an infinite loop while processing a request "
"with \"Depth: infinity\". This status indicates that the entire operation "
"failed."
msgstr ""
"HTTP 状态码 [code]508 Loop Detected[/code]。服务器在处理“Depth: infinity”请求"
"时遇到了死循环并终止了操作。该状态表示该操作整体失败。"
msgid ""
"HTTP status code [code]510 Not Extended[/code]. The policy for accessing the "
"resource has not been met in the request. The server should send back all "
"the information necessary for the client to issue an extended request."
msgstr ""
"HTTP 状态码 [code]510 Not Extended[/code]。请求未满足访问该资源的策略。服务器"
"应当将所需信息返回给客户端,以便其提交后续请求。"
msgid ""
"HTTP status code [code]511 Network Authentication Required[/code]. The "
"client needs to authenticate to gain network access."
msgstr ""
"HTTP 状态码 [code]511 Network Authentication Required[/code]。客户端需要身份"
"认证才能访问网络。"
msgid "A node with the ability to send HTTP(S) requests."
msgstr "具有发送 HTTP(S) 请求能力的节点。"
msgid "Making HTTP requests"
msgstr "发出 HTTP 请求"
msgid "Cancels the current request."
msgstr "取消当前请求。"
msgid ""
"Returns the response body length.\n"
"[b]Note:[/b] Some Web servers may not send a body length. In this case, the "
"value returned will be [code]-1[/code]. If using chunked transfer encoding, "
"the body length will also be [code]-1[/code]."
msgstr ""
"返回响应体长度。\n"
"[b]注意:[/b]部分 Web 服务器可能不发送响应体长度,此时返回值将为 [code]-1[/"
"code]。如果使用分块传输编码,响应体的长度也将为 [code]-1[/code]。"
msgid ""
"Returns the current status of the underlying [HTTPClient]. See [enum "
"HTTPClient.Status]."
msgstr "返回内部 [HTTPClient] 的当前状态。见 [enum HTTPClient.Status]。"
msgid ""
"Creates request on the underlying [HTTPClient] using a raw array of bytes "
"for the request body. If there is no configuration errors, it tries to "
"connect using [method HTTPClient.connect_to_host] and passes parameters onto "
"[method HTTPClient.request].\n"
"Returns [constant OK] if request is successfully created. (Does not imply "
"that the server has responded), [constant ERR_UNCONFIGURED] if not in the "
"tree, [constant ERR_BUSY] if still processing previous request, [constant "
"ERR_INVALID_PARAMETER] if given string is not a valid URL format, or "
"[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot "
"connect to host."
msgstr ""
"在底层的[HTTPClient]上创建请求,使用一个原始字节数组作为请求主体。如果没有配"
"置错误,它会尝试使用 [method HTTPClient.connect_to_host] 连接并将参数传递给 "
"[method HTTPClient.request]。\n"
"如果请求创建成功,则返回 [constant OK]。(并不意味着服务器已响应),"
"[constant ERR_UNCONFIGURED] 如果不在树中,[constant ERR_BUSY] 如果仍在处理先"
"前的请求,[constant ERR_INVALID_PARAMETER] 如果给定的字符串不是有效的 URL 格"
"式,或 [constant ERR_CANT_CONNECT]如果不使用线程并且 [HTTPClient] 无法连接到"
"主机。"
msgid ""
"The size of the buffer used and maximum bytes to read per iteration. See "
"[member HTTPClient.read_chunk_size].\n"
"Set this to a lower value (e.g. 4096 for 4 KiB) when downloading small files "
"to decrease memory usage at the cost of download speeds."
msgstr ""
"使用的缓冲区大小和每次迭代读取的最大字节数。参阅 [member HTTPClient."
"read_chunk_size]。\n"
"下载小文件时将其设置为较低的值,以降低内存使用量,但会降低下载速度,例如 "
"4096 表示 4 KiB。"
msgid "Maximum number of allowed redirects."
msgstr "允许的最大重定向数。"
msgid ""
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
"如果在请求开始前设为大于 [code]0.0[/code] 的值,在经过 [code]timeout[/code] "
"秒仍未[i]完成[/i]请求时,该 HTTP 请求就会超时。对于 REST API 等较小的 HTTP 请"
"求,将 [member timeout] 设为 [code]10.0[/code] 到 [code]30.0[/code] 之间的值"
"可以定时防止应用程序在失败时陷入长时间的无响应状态。下载文件时请保持 "
"[code]0.0[/code],防止在需要花费较长时间下载时导致下载失败。"
msgid "If [code]true[/code], multithreading is used to improve performance."
msgstr "为 [code]true[/code] 时,将启用多线程提高性能。"
msgid "Emitted when a request is completed."
msgstr "请求完成时触发。"
msgid "Request successful."
msgstr "请求成功。"
msgid "Request failed while connecting."
msgstr "连接时请求失败。"
msgid "Request failed while resolving."
msgstr "解析时请求失败。"
msgid "Request failed due to connection (read/write) error."
msgstr "因连接(读写)错误而失败。"
msgid "Request failed on TLS handshake."
msgstr "TLS 握手时请求失败。"
msgid "Request does not have a response (yet)."
msgstr "请求(目前还)没有获得相应。"
msgid "Request exceeded its maximum size limit, see [member body_size_limit]."
msgstr "请求超出了大小上限,见 [member body_size_limit]。"
msgid "Request failed (currently unused)."
msgstr "请求失败(目前未使用)。"
msgid "HTTPRequest couldn't open the download file."
msgstr "HTTPRequest 无法打开下载文件。"
msgid "HTTPRequest couldn't write to the download file."
msgstr "HTTPRequest 无法写入下载文件。"
msgid "Request reached its maximum redirect limit, see [member max_redirects]."
msgstr "请求超出了重定向次数上限,见 [member max_redirects]。"
msgid "Image datatype."
msgstr "图像数据类型。"
msgid "Importing images"
msgstr "导入图像"
msgid ""
"Converts a bump map to a normal map. A bump map provides a height offset per-"
"pixel, while a normal map provides a normal direction per pixel."
msgstr ""
"将凹凸贴图转换为法线贴图。凹凸贴图提供每个像素的高度偏移,而法线贴图提供每个"
"像素的法线方向。"
msgid "Removes the image's mipmaps."
msgstr "删除图像的多级渐远纹理。"
msgid "Converts the image's format. See [enum Format] constants."
msgstr "转换图像的格式。请参阅 [enum Format] 常量。"
msgid ""
"Returns [constant ALPHA_BLEND] if the image has data for alpha values. "
"Returns [constant ALPHA_BIT] if all the alpha values are stored in a single "
"bit. Returns [constant ALPHA_NONE] if no data for alpha values is found."
msgstr ""
"如果图像有 Alpha 值的数据,则返回 [constant ALPHA_BLEND]。如果所有的 Alpha 值"
"都存储在一个位上,则返回 [constant ALPHA_BIT]。如果没有找到 Alpha 值的数据,"
"则返回 [constant ALPHA_NONE]。"
msgid "Fills the image with [param color]."
msgstr "使用颜色 [param color] 填充图像。"
msgid "Fills [param rect] with [param color]."
msgstr "使用颜色 [param color] 填充矩形 [param rect]。"
msgid "Blends low-alpha pixels with nearby pixels."
msgstr "将 Alpha 较低的像素与附近像素混合。"
msgid "Flips the image horizontally."
msgstr "水平翻转图像。"
msgid "Flips the image vertically."
msgstr "垂直翻转图像。"
msgid "Returns a copy of the image's raw data."
msgstr "返回图像原始数据的副本。"
msgid "Returns the image's format. See [enum Format] constants."
msgstr "返回图像的格式。参阅 [enum Format] 常量。"
msgid "Returns the image's height."
msgstr "返回图像的高度。"
msgid "Returns the image's size (width and height)."
msgstr "返回图像的大小(宽度和高度)。"
msgid "Returns the image's width."
msgstr "返回图像的宽度。"
msgid "Returns [code]true[/code] if the image has generated mipmaps."
msgstr "如果图像已经生成多级渐远纹理,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the image is compressed."
msgstr "如果图像被压缩,返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the image has no data."
msgstr "如果图像没有数据,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if all the image's pixels have an alpha value of "
"0. Returns [code]false[/code] if any pixel has an alpha value higher than 0."
msgstr ""
"如果图像中所有像素的 Alpha 都是 0,则返回 [code]true[/code]。如果有任何像素"
"的 Alpha 高于 0,则返回 [code]false[/code]。"
msgid ""
"Loads an image from the binary contents of a BMP file.\n"
"[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. "
"Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported."
msgstr ""
"从 BMP 文件的二进制内容中加载图像。\n"
"[b]注意:[/b]Godot 的 BMP 模块不支持 16 位像素的图像。只支持 1 位、4 位、8 "
"位、24 位和 32 位像素的图像。"
msgid "Loads an image from the binary contents of a JPEG file."
msgstr "从 JPEG 文件的二进制内容加载图像。"
msgid "Loads an image from the binary contents of a PNG file."
msgstr "从 PNG 文件的二进制内容加载图像。"
msgid "Loads an image from the binary contents of a TGA file."
msgstr "从 TGA 文件的二进制内容加载图像。"
msgid "Loads an image from the binary contents of a WebP file."
msgstr "从 WebP 文件的二进制内容加载图像。"
msgid ""
"Multiplies color values with alpha values. Resulting color values for a "
"pixel are [code](color * alpha)/256[/code]."
msgstr ""
"将颜色值与 Alpha 值相乘。一个像素的结果颜色值是 [code](color * alpha)/256[/"
"code]。"
msgid ""
"Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image."
msgstr "将标准 RGBE(红绿蓝指数)图像转换为 sRGB 图像。"
msgid "Shrinks the image by a factor of 2."
msgstr "将图像缩小 2 倍。"
msgid "Converts the raw data from the sRGB colorspace to a linear scale."
msgstr "将原始数据从 sRGB 色彩空间转换为线性比例。"
msgid ""
"Holds all the image's color data in a given format. See [enum Format] "
"constants."
msgstr "以给定的格式保存图像的所有颜色数据。参阅 [enum Format] 常量。"
msgid "The maximal width allowed for [Image] resources."
msgstr "[Image] 资源允许的最大宽度。"
msgid "The maximal height allowed for [Image] resources."
msgstr "[Image] 资源允许的最大高度。"
msgid "Texture format with a single 8-bit depth representing luminance."
msgstr "纹理格式,具有代表亮度的单一 8 位深度。"
msgid ""
"OpenGL texture format with two values, luminance and alpha each stored with "
"8 bits."
msgstr "OpenGL 纹理格式,具有两个值,亮度和 Alpha,都以 8 位存储。"
msgid ""
"OpenGL texture format [code]RED[/code] with a single component and a "
"bitdepth of 8."
msgstr "OpenGL 纹理格式 [code]RED[/code],具有单个分量和 8 位深度。"
msgid ""
"OpenGL texture format [code]RG[/code] with two components and a bitdepth of "
"8 for each."
msgstr "OpenGL 纹理格式 [code]RG[/code],具有两个部分,每个部分的位深度为 8。"
msgid ""
"OpenGL texture format [code]RGB[/code] with three components, each with a "
"bitdepth of 8.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"OpenGL 纹理格式 [code]RGB[/code] 具有三个部分,每个分量部分的位深度为 8。\n"
"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。"
msgid ""
"OpenGL texture format [code]RGBA[/code] with four components, each with a "
"bitdepth of 8.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"OpenGL 纹理格式 [code]RGBA[/code] 有四个部分,每个分量部分的位深度为 8。\n"
"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。"
msgid ""
"OpenGL texture format [code]RGBA[/code] with four components, each with a "
"bitdepth of 4."
msgstr ""
"OpenGL 纹理格式 [code]RGBA[/code] 有四个部分,每个分量部分的位深度为 4。"
msgid ""
"OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-"
"bit floating-point value."
msgstr "OpenGL 纹理格式 [code]GL_R32F[/code],其中有一个分量,是32 位浮点值。"
msgid ""
"OpenGL texture format [code]GL_RG32F[/code] where there are two components, "
"each a 32-bit floating-point values."
msgstr ""
"OpenGL 纹理格式 [code]GL_RG32F[/code] 这里有两个部分,每个部分是一个 32 位浮"
"点值。"
msgid ""
"OpenGL texture format [code]GL_RGB32F[/code] where there are three "
"components, each a 32-bit floating-point values."
msgstr ""
"OpenGL 纹理格式 [code]GL_RGB32F[/code],其中有三个部分,每个部分都是 32 位浮"
"点值。"
msgid ""
"OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
"components, each a 32-bit floating-point values."
msgstr ""
"OpenGL 纹理格式 [code]GL_RGBA32F[/code],其中有四个部分,每个部分都是 32 位浮"
"点值。"
msgid ""
"OpenGL texture format [code]GL_R32F[/code] where there's one component, a 16-"
"bit \"half-precision\" floating-point value."
msgstr ""
"OpenGL 纹理格式 [code]GL_R32F[/code],其中有一个分量,即 16 位“半精度”浮点"
"值。"
msgid ""
"OpenGL texture format [code]GL_RG32F[/code] where there are two components, "
"each a 16-bit \"half-precision\" floating-point value."
msgstr ""
"OpenGL 纹理格式 [code]GL_RG32F[/code],其中有两个部分,每个部分都是 16 位“半"
"精度”浮点值。"
msgid ""
"OpenGL texture format [code]GL_RGB32F[/code] where there are three "
"components, each a 16-bit \"half-precision\" floating-point value."
msgstr ""
"OpenGL 纹理格式 [code]GL_RGB32F[/code],其中有三个部分,每个部分都是 16 位“半"
"精度”浮点值。"
msgid ""
"OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
"components, each a 16-bit \"half-precision\" floating-point value."
msgstr ""
"OpenGL 纹理格式 [code]GL_RGBA32F[/code],其中有四个部分,每个都是 16 位“半精"
"度”浮点值。"
msgid ""
"A special OpenGL texture format where the three color components have 9 bits "
"of precision and all three share a single 5-bit exponent."
msgstr ""
"一种特殊的 OpenGL 纹理格式,其中三个颜色成分的精度为 9 位,所有三个成分共享一"
"个 5 比特位的指数。"
msgid ""
"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
"texture format that uses Block Compression 1, and is the smallest variation "
"of S3TC, only providing 1 bit of alpha and color data being premultiplied "
"with alpha.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"[url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] 纹理格式"
"使用块压缩 1,并且是 S3TC 的最小变化,仅提供 1 位的 Alpha 和颜色数据 预乘以 "
"Alpha。\n"
"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。"
msgid ""
"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
"texture format that uses Block Compression 2, and color data is interpreted "
"as not having been premultiplied by alpha. Well suited for images with sharp "
"alpha transitions between translucent and opaque areas.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"使用块压缩 2 的 [url=https://en.wikipedia.org/wiki/"
"S3_Texture_Compression]S3TC[/url] 贴图格式,并且颜色数据被解析为没有与 Alpha "
"预先相乘。非常适用于具有 半透明和不透明区域之间的清晰的 Alpha 过渡。\n"
"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。"
msgid ""
"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
"texture format also known as Block Compression 3 or BC3 that contains 64 "
"bits of alpha channel data followed by 64 bits of DXT1-encoded color data. "
"Color data is not premultiplied by alpha, same as DXT3. DXT5 generally "
"produces superior results for transparent gradients compared to DXT3.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"[url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] 纹理格式"
"也称为块压缩 3 或 BC3,其中包含 64 位的 Alpha 通道数据,后跟 64 位的 DXT1 编"
"码颜色数据。颜色数据不会与 DXT3 预先乘以 Alpha。与 DXT3 相比,DXT5 对于透明渐"
"变通常会产生更好的结果。\n"
"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。"
msgid ""
"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
"Red_Green_Texture_Compression]Red Green Texture Compression[/url], "
"normalizing the red channel data using the same compression algorithm that "
"DXT5 uses for the alpha channel."
msgstr ""
"使用[url=https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression]红"
"绿贴图压缩[/url]的贴图格式,使用与 DXT5 用于 Alpha 通道相同的压缩算法对红色通"
"道数据进行归一化。"
msgid ""
"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
"Red_Green_Texture_Compression]Red Green Texture Compression[/url], "
"normalizing the red and green channel data using the same compression "
"algorithm that DXT5 uses for the alpha channel."
msgstr ""
"使用[url=https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression]红"
"绿贴图压缩[/url]的贴图格式,使用与 DXT5 用于 Alpha 的压缩算法相同的红绿数据通"
"道。"
msgid ""
"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
"BPTC_Texture_Compression]BPTC[/url] compression with unsigned normalized "
"RGBA components.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"使用 [url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC压"
"缩[/url] 和无符号归一化RGBA分量的贴图格式.\n"
"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。"
msgid ""
"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
"BPTC_Texture_Compression]BPTC[/url] compression with signed floating-point "
"RGB components."
msgstr ""
"使用 [url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC[/"
"url] 压缩和有符号浮点RGB分量的贴图格式."
msgid ""
"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
"BPTC_Texture_Compression]BPTC[/url] compression with unsigned floating-point "
"RGB components."
msgstr ""
"使用[url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC[/"
"url] 压缩和无符号浮点RGB分量的贴图格式."
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC1]Ericsson Texture Compression format 1[/"
"url], also referred to as \"ETC1\", and is part of the OpenGL ES graphics "
"standard. This format cannot store an alpha channel."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#ETC1]爱立信纹"
"理压缩格式 1[/url],又称“ETC1”,是 OpenGL ES 图形标准的一部分。这种格式无法存"
"储 Alpha 通道。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
"format 2[/url] ([code]R11_EAC[/code] variant), which provides one channel of "
"unsigned data."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]"
"爱立信纹理压缩格式 2[/url]([code]R11_EAC[/code] 变体),它提供一个无符号数据"
"通道。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
"format 2[/url] ([code]SIGNED_R11_EAC[/code] variant), which provides one "
"channel of signed data."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]"
"爱立信纹理压缩格式 2[/url]([code]SIGNED_R11_EAC[/code] 变体),它提供一个有"
"符号数据通道。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
"format 2[/url] ([code]RG11_EAC[/code] variant), which provides two channels "
"of unsigned data."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]"
"爱立信纹理压缩格式 2[/url]([code]RG11_EAC[/code] 变体),它提供一个无符号数"
"据通道。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
"format 2[/url] ([code]SIGNED_RG11_EAC[/code] variant), which provides two "
"channels of signed data."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]"
"爱立信纹理压缩格式 2[/url]([code]SIGNED_RG11_EAC[/code] 变体),它提供两个有"
"符号数据通道。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
"format 2[/url] ([code]RGB8[/code] variant), which is a follow-up of ETC1 and "
"compresses RGB888 data.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]"
"爱立信纹理压缩格式 2[/url]([code]RGB8[/code] 变体),它是 ETC1 的后续版本,"
"可压缩 RGB888 数据。\n"
"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
"format 2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data "
"with full alpha support.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]"
"爱立信纹理压缩格式 2[/url]([code]RGBA8[/code] 变体),它可以压缩 RGBA8888 数"
"据,完全支持 Alpha。\n"
"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
"format 2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), which "
"compresses RGBA data to make alpha either fully transparent or fully "
"opaque.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]"
"爱立信纹理压缩格式 2[/url]([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] 变体),它"
"可以压缩 RGBA 数据,使 Alpha 完全透明或完全不透明。\n"
"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。"
msgid "Represents the size of the [enum Format] enum."
msgstr "代表 [enum Format] 枚举的大小。"
msgid ""
"Performs nearest-neighbor interpolation. If the image is resized, it will be "
"pixelated."
msgstr "执行最近邻插值。如果调整图像大小,它将被像素化。"
msgid ""
"Performs bilinear interpolation. If the image is resized, it will be blurry. "
"This mode is faster than [constant INTERPOLATE_CUBIC], but it results in "
"lower quality."
msgstr ""
"执行双线性插值。如果调整图像大小,则图像将模糊。此模式比 [constant "
"INTERPOLATE_CUBIC] 更快,但质量较低。"
msgid ""
"Performs cubic interpolation. If the image is resized, it will be blurry. "
"This mode often gives better results compared to [constant "
"INTERPOLATE_BILINEAR], at the cost of being slower."
msgstr ""
"执行三次插值。如果调整图像大小,则图像将模糊。与 [constant "
"INTERPOLATE_BILINEAR] 相比,此模式通常会产生更好的结果,但代价是速度较慢。"
msgid ""
"Performs bilinear separately on the two most-suited mipmap levels, then "
"linearly interpolates between them.\n"
"It's slower than [constant INTERPOLATE_BILINEAR], but produces higher-"
"quality results with far fewer aliasing artifacts.\n"
"If the image does not have mipmaps, they will be generated and used "
"internally, but no mipmaps will be generated on the resulting image.\n"
"[b]Note:[/b] If you intend to scale multiple copies of the original image, "
"it's better to call [method generate_mipmaps]] on it in advance, to avoid "
"wasting processing power in generating them again and again.\n"
"On the other hand, if the image already has mipmaps, they will be used, and "
"a new set will be generated for the resulting image."
msgstr ""
"在两个最适合的多级渐远纹理级别上分别执行双线性采样,然后在采样结果之间进行线"
"性插值。\n"
"它比 [constant INTERPOLATE_BILINEAR] 慢,但能产生更高质量的效果,减少锯齿伪"
"影。\n"
"如果图像没有多级渐远纹理,它们将被生成并在内部使用,但不会在生成的图像之上生"
"成多级渐远纹理。\n"
"[b]注意:[/b]如果你打算缩放原始图像的多个副本,最好事先对其调用 [method "
"generate_mipmaps],以避免在生成它们时反复浪费处理能力。\n"
"另一方面,如果图像已经有了多级渐远纹理,其将被使用,并为生成的图像生成新的一"
"组。"
msgid ""
"Performs Lanczos interpolation. This is the slowest image resizing mode, but "
"it typically gives the best results, especially when downscalng images."
msgstr ""
"执行 Lanczos 插值。这是最慢的图像调整大小模式,但通常可以提供最佳效果,尤其是"
"在缩小图像时。"
msgid "Image does not have alpha."
msgstr "图片没有 Alpha 通道。"
msgid "Image stores alpha in a single bit."
msgstr "图像将 Alpha 存储在单个 bit 中。"
msgid "Image uses alpha."
msgstr "图像使用 Alpha。"
msgid "Use S3TC compression."
msgstr "使用 S3TC 压缩。"
msgid "Use ETC compression."
msgstr "使用 ETC 压缩。"
msgid "Use ETC2 compression."
msgstr "使用 ETC2 压缩。"
msgid ""
"Source texture (before compression) is a regular texture. Default for all "
"textures."
msgstr "原始纹理(在压缩前)是常规纹理。所有纹理的默认值。"
msgid "Source texture (before compression) is in sRGB space."
msgstr "原始纹理(在压缩前)使用 sRGB 空间。"
msgid ""
"Source texture (before compression) is a normal texture (e.g. it can be "
"compressed into two channels)."
msgstr "原始纹理(在压缩前)是法线纹理(例如可以压缩为两个通道)。"
msgid "A [Texture2D] based on an [Image]."
msgstr "基于 [Image] 的 [Texture2D]。"
msgid "Returns the format of the texture, one of [enum Image.Format]."
msgstr "返回纹理的格式,[enum Image.Format] 之一。"
msgid "Resizes the texture to the specified dimensions."
msgstr "将纹理的大小调整为指定的尺寸。"
msgid "Texture with 3 dimensions."
msgstr "具有 3 个维度的纹理。"
msgid "Clear all surfaces."
msgstr "清除所有表面。"
msgid ""
"Returns a [Material] in a given surface. Surface is rendered using this "
"material."
msgstr "返回给定面的 [Material] 材质。面将由该材质来渲染。"
msgid ""
"Sets a [Material] for a given surface. Surface will be rendered using this "
"material."
msgstr "设置给定面的 [Material] 材质。该面将会使用此材质渲染。"
msgid "A singleton that deals with inputs."
msgstr "处理输入的单例。"
msgid ""
"A singleton that deals with inputs. This includes key presses, mouse buttons "
"and movement, joypads, and input actions. Actions and their events can be "
"set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or "
"with the [InputMap] class."
msgstr ""
"处理输入的单例。这包括按键、鼠标点击和移动、游戏手柄和输入动作。可以在[b]项"
"目 > 项目设置[/b]的[b]输入映射[/b]选项卡中或使用 [InputMap] 类设置操作及其事"
"件。"
msgid "Inputs documentation index"
msgstr "输入文档索引"
msgid ""
"This will simulate pressing the specified action.\n"
"The strength can be used for non-boolean actions, it's ranged between 0 and "
"1 representing the intensity of the given action.\n"
"[b]Note:[/b] This method will not cause any [method Node._input] calls. It "
"is intended to be used with [method is_action_pressed] and [method "
"is_action_just_pressed]. If you want to simulate [code]_input[/code], use "
"[method parse_input_event] instead."
msgstr ""
"这将模拟按下指定的按键动作。\n"
"强度可以用于非布尔运算的动作,它的范围在 0 到 1 之间,代表给定动作的力度。\n"
"[b]注意:[/b]这个方法不会引起任何 [method Node._input] 调用。它旨在与 "
"[method is_action_pressed] 和 [method is_action_just_pressed] 一起使用。如果"
"你想模拟 [code]_input[/code],请使用 [method parse_input_event] 代替。"
msgid "If the specified action is already pressed, this will release it."
msgstr "如果已按下指定操作,那么将释放它。"
msgid ""
"Adds a new mapping entry (in SDL2 format) to the mapping database. "
"Optionally update already connected devices."
msgstr "在映射数据库中添加新的映射条目(SDL2 格式)。可选更新已连接的设备。"
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input "
"([member use_accumulated_input]) or agile input flushing ([member "
"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least "
"once per frame). However, this can be useful in advanced cases where you "
"want precise control over the timing of event handling."
msgstr ""
"将当前缓冲区内的所有输入事件发送给游戏循环。这些事件可能是由于累积输入"
"([member use_accumulated_input])或敏捷输入刷新([member ProjectSettings."
"input_devices/buffering/agile_event_flushing])而被缓冲的结果。\n"
"引擎已经会在关键的执行点执行此操作,至少每帧一次。然而,在你想要精确控制事件"
"处理时间的高级情况下,这可能是有用的。"
msgid ""
"Get axis input by specifying two actions, one negative and one positive.\n"
"This is a shorthand for writing [code]Input."
"get_action_strength(\"positive_action\") - Input."
"get_action_strength(\"negative_action\")[/code]."
msgstr ""
"通过指定两个动作来获取轴的输入,一个是负的,一个是正的。\n"
"这是 [code]Input.get_action_strength(\"positive_action\")-Input."
"get_action_strength(\"negative_action\")[/code] 的简写。"
msgid ""
"Returns an [Array] containing the device IDs of all currently connected "
"joypads."
msgstr "返回一个 [Array],包含当前所有连接手柄的设备 ID。"
msgid "Returns the currently assigned cursor shape (see [enum CursorShape])."
msgstr "返回当前指定的光标形状(见 [enum CursorShape])。"
msgid ""
"Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the "
"gyroscope sensor, if the device has one. Otherwise, the method returns "
"[constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"如果设备有陀螺仪传感器,则返回围绕设备 X、Y、Z 轴的旋转速率,单位为 rad/s。否"
"则,该方法返回 [constant Vector3.ZERO]。\n"
"[b]注意:[/b]这个方法只在 Android 和 iOS 上工作。在其他平台上,总是返回 "
"[constant Vector3.ZERO]。"
msgid ""
"Returns a SDL2-compatible device GUID on platforms that use gamepad "
"remapping. Returns [code]\"Default Gamepad\"[/code] otherwise."
msgstr ""
"在使用游戏手柄重映射的平台上返回一个 SDL2 兼容的设备 GUID。否则返回 "
"[code]\"Default Gamepad\"[/code] 默认游戏手柄。"
msgid "Returns the name of the joypad at the specified device index."
msgstr "返回指定设备索引处的手柄名称。"
msgid "Returns the duration of the current vibration effect in seconds."
msgstr "以秒为单位返回当前振动效果的持续时间。"
msgid ""
"Returns the strength of the joypad vibration: x is the strength of the weak "
"motor, and y is the strength of the strong motor."
msgstr "返回手柄振动的强度:x 是弱马达的强度,y 是强马达的强度。"
msgid ""
"Returns the magnetic field strength in micro-Tesla for all axes of the "
"device's magnetometer sensor, if the device has one. Otherwise, the method "
"returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android, iOS and UWP. On other "
"platforms, it always returns [constant Vector3.ZERO]."
msgstr ""
"如果设备有磁力传感器,则返回设备所有轴的磁场强度,单位为微特斯拉。否则,该方"
"法返回 [constant Vector3.ZERO]。\n"
"[b]注意:[/b]这个方法只在 Android、iOS 和 UWP 上有效。在其他平台上,总是返回 "
"[constant Vector3.ZERO]。"
msgid ""
"Gets an input vector by specifying four actions for the positive and "
"negative X and Y axes.\n"
"This method is useful when getting vector input, such as from a joystick, "
"directional pad, arrows, or WASD. The vector has its length limited to 1 and "
"has a circular deadzone, which is useful for using vector input as "
"movement.\n"
"By default, the deadzone is automatically calculated from the average of the "
"action deadzones. However, you can override the deadzone to be whatever you "
"want (on the range of 0 to 1)."
msgstr ""
"通过指定正负 X 和 Y 轴的四个动作来获取输入向量。\n"
"这个方法在获取向量输入时很有用,比如从操纵杆、方向盘、箭头或 WASD。向量的长度"
"被限制为 1,并且有一个圆形的死区,这对于使用向量输入进行运动很有用。\n"
"默认情况下,死区根据动作死区的平均值自动计算。然而,你可以把死区覆盖为任何你"
"想要的值(在 0 到 1 的范围内)。"
msgid ""
"Removes all mappings from the internal database that match the given GUID."
msgstr "从内部数据库中删除与给定 GUID 匹配的所有映射。"
msgid ""
"Sets the acceleration value of the accelerometer sensor. Can be used for "
"debugging on devices without a hardware sensor, for example in an editor on "
"a PC.\n"
"[b]Note:[/b] This value can be immediately overwritten by the hardware "
"sensor value on Android and iOS."
msgstr ""
"设置加速度传感器的加速度值。可以用于在没有硬件传感器的设备上进行调试,例如在 "
"PC 上的编辑器中。\n"
"[b]注意:[/b]这个值在 Android 和 iOS 上可立即被硬件传感器的值所覆盖。"
msgid ""
"Sets the default cursor shape to be used in the viewport instead of "
"[constant CURSOR_ARROW].\n"
"[b]Note:[/b] If you want to change the default cursor shape for [Control]'s "
"nodes, use [member Control.mouse_default_cursor_shape] instead.\n"
"[b]Note:[/b] This method generates an [InputEventMouseMotion] to update "
"cursor immediately."
msgstr ""
"设置该视口中使用的默认光标形状,而不是 [constant CURSOR_ARROW]。\n"
"[b]注意:[/b]如果要更改 [Control] 节点的默认光标形状,请改用 [member Control."
"mouse_default_cursor_shape]。\n"
"[b]注意:[/b]这个方法会生成一个 [InputEventMouseMotion] 以立即更新光标。"
msgid ""
"Sets the gravity value of the accelerometer sensor. Can be used for "
"debugging on devices without a hardware sensor, for example in an editor on "
"a PC.\n"
"[b]Note:[/b] This value can be immediately overwritten by the hardware "
"sensor value on Android and iOS."
msgstr ""
"设置加速度传感器的重力值。可用于在没有硬件传感器的设备上进行调试,例如在 PC "
"上的编辑器中。\n"
"[b]注意:[/b]这个值在 Android 和 iOS 上可立即被硬件传感器的值覆盖。"
msgid ""
"Sets the value of the rotation rate of the gyroscope sensor. Can be used for "
"debugging on devices without a hardware sensor, for example in an editor on "
"a PC.\n"
"[b]Note:[/b] This value can be immediately overwritten by the hardware "
"sensor value on Android and iOS."
msgstr ""
"设置陀螺仪传感器的旋转速率值。可用于在没有硬件传感器的设备上进行调试,例如在 "
"PC 上的编辑器中。\n"
"[b]注意:[/b]在 Android 和 iOS 上,这个值可立即被硬件传感器的值所覆盖。"
msgid ""
"Sets the value of the magnetic field of the magnetometer sensor. Can be used "
"for debugging on devices without a hardware sensor, for example in an editor "
"on a PC.\n"
"[b]Note:[/b] This value can be immediately overwritten by the hardware "
"sensor value on Android and iOS."
msgstr ""
"设置磁力传感器的磁场值。可用于在没有硬件传感器的设备上进行调试,例如在 PC 上"
"的编辑器中。\n"
"[b]注意:[/b]在 Android 和 iOS 上,这个值可立即被硬件传感器的值所覆盖。"
msgid "Controls the mouse mode. See [enum MouseMode] for more information."
msgstr "控制鼠标模式。详情请参阅 [enum MouseMode]。"
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr "连接或断开游戏手柄设备时触发。"
msgid "Arrow cursor. Standard, default pointing cursor."
msgstr "箭头光标。标准,默认指向光标。"
msgid ""
"I-beam cursor. Usually used to show where the text cursor will appear when "
"the mouse is clicked."
msgstr "I 形光标。通常用于指示点击鼠标后文本光标的位置。"
msgid ""
"Pointing hand cursor. Usually used to indicate the pointer is over a link or "
"other interactable item."
msgstr "指向手形光标。通常用在指示链接或其他可交互项上。"
msgid ""
"Cross cursor. Typically appears over regions in which a drawing operation "
"can be performed or for selections."
msgstr "十字光标。通常出现在可以执行绘制操作或进行选择的区域上方。"
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
"This cursor shape denotes that the application isn't usable during the "
"operation (e.g. something is blocking its main thread)."
msgstr ""
"等待光标。表示应用程序正忙于执行操作。此光标形状表示应用程序在操作过程中不可"
"用(例如,有东西阻塞了主线程)。"
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
"This cursor shape denotes that the application is still usable during the "
"operation."
msgstr ""
"忙碌光标。表示应用程序正忙于执行一项操作。这种光标形状表示应用程序在操作过程"
"中仍然可以使用。"
msgid ""
"Can drop cursor. Usually displayed when dragging something to indicate that "
"it can be dropped at the current position."
msgstr "可以放下的光标。通常在拖动东西时显示,表示可以在当前位置放下。"
msgid ""
"Forbidden cursor. Indicates that the current action is forbidden (for "
"example, when dragging something) or that the control at a position is "
"disabled."
msgstr ""
"禁止的光标。表示当前操作是被禁止的(例如,拖动东西时)或某个位置的控件被禁"
"用。"
msgid ""
"Vertical resize mouse cursor. A double-headed vertical arrow. It tells the "
"user they can resize the window or the panel vertically."
msgstr ""
"垂直调整大小的光标。一个双头的垂直箭头。它告诉用户他们可以垂直地调整窗口或面"
"板的大小。"
msgid ""
"Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells "
"the user they can resize the window or the panel horizontally."
msgstr ""
"水平调整尺寸的光标。一个双头的水平箭头。它告诉用户他们可以水平调整窗口或面板"
"的大小。"
msgid ""
"Window resize mouse cursor. The cursor is a double-headed arrow that goes "
"from the bottom left to the top right. It tells the user they can resize the "
"window or the panel both horizontally and vertically."
msgstr ""
"窗口调整大小的光标。该光标是一个双头箭头,从左下方到右上方。它告诉用户他们可"
"以在水平和垂直方向上调整窗口或面板的大小。"
msgid ""
"Window resize mouse cursor. The cursor is a double-headed arrow that goes "
"from the top left to the bottom right, the opposite of [constant "
"CURSOR_BDIAGSIZE]. It tells the user they can resize the window or the panel "
"both horizontally and vertically."
msgstr ""
"窗口调整大小的光标。是一个双头的箭头,从左上角到右下角,与 [constant "
"CURSOR_BDIAGSIZE] 相反。它告诉用户他们可以在水平和垂直方向上调整窗口或面板的"
"大小。"
msgid "Move cursor. Indicates that something can be moved."
msgstr "移动光标。表示那些东西可以移动。"
msgid ""
"Vertical split mouse cursor. On Windows, it's the same as [constant "
"CURSOR_VSIZE]."
msgstr "垂直拆分鼠标光标。在 Windows 上与 [constant CURSOR_VSIZE] 相同。"
msgid ""
"Horizontal split mouse cursor. On Windows, it's the same as [constant "
"CURSOR_HSIZE]."
msgstr "水平分割的鼠标光标。在 Windows 上与 [constant CURSOR_HSIZE] 相同。"
msgid "Help cursor. Usually a question mark."
msgstr "帮助光标。通常是一个问号。"
msgid "Generic input event."
msgstr "通用输入事件。"
msgid "Base class of all sort of input event. See [method Node._input]."
msgstr "各种输入事件的基类。见 [method Node._input]。"
msgid "InputEvent"
msgstr "InputEvent"
msgid ""
"Returns [code]true[/code] if the given input event and this input event can "
"be added together (only for events of type [InputEventMouseMotion]).\n"
"The given input event's position, global position and speed will be copied. "
"The resulting [code]relative[/code] is a sum of both events. Both events' "
"modifiers have to be identical."
msgstr ""
"如果给定的输入事件和这个输入事件可以相加,则返回 [code]true[/code](只针对 "
"[InputEventMouseMotion] 类型的事件)。\n"
"给定输入事件的位置、全局位置和速度将被复制。产生的 [code]relative[/code] 是两"
"个事件的总和。两个事件的修饰符必须是相同的。"
msgid "Returns a [String] representation of the event."
msgstr "返回事件的 [String] 字符串表示。"
msgid ""
"Returns [code]true[/code] if this input event's type is one that can be "
"assigned to an input action."
msgstr ""
"如果这个输入事件的类型是可以分配给输入动作的类型,则返回 [code]true[/code]。"
msgid ""
"The event's device ID.\n"
"[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated "
"mouse input from a touchscreen. This can be used to distinguish emulated "
"mouse input from physical mouse input."
msgstr ""
"该事件的设备 ID。\n"
"[b]注意:[/b]对于来自触摸屏的模拟鼠标输入,该设备 ID 将总是 [code]-1[/code]。"
"可用于区分模拟鼠标输入和物理鼠标输入。"
msgid "Input event type for actions."
msgstr "动作的输入事件类型。"
msgid "InputEvent: Actions"
msgstr "InputEvent:动作"
msgid "The action's name. Actions are accessed via this [String]."
msgstr "动作的名称。动作可以通过此 [String] 访问。"
msgid ""
"If [code]true[/code], the action's state is pressed. If [code]false[/code], "
"the action's state is released."
msgstr ""
"为 [code]true[/code] 时该动作处于被按下的状态。为 [code]false[/code] 时该动作"
"处于被释放状态。"
msgid ""
"The action's strength between 0 and 1. This value is considered as equal to "
"0 if pressed is [code]false[/code]. The event strength allows faking analog "
"joypad motion events, by specifying how strongly the joypad axis is bent or "
"pressed."
msgstr ""
"动作的强度,介于 0 和 1 之间。当 pressed 为 [code]false[/code] 时,该值被视为"
"等于 0。通过将事件强度设置为手柄轴的弯曲或按压强度,可以仿造模拟手柄的移动事"
"件。"
msgid "Base class for touch control gestures."
msgstr "触摸控制手势的基类。"
msgid ""
"The local gesture position relative to the [Viewport]. If used in [method "
"Control._gui_input], the position is relative to the current [Control] that "
"received this gesture."
msgstr ""
"相对于[Viewport]的本地手势位置。如果在[method Control._gui_input]中使用,位置"
"是相对于当前接收该手势的控件[Control]而言的。"
msgid "Input event for gamepad buttons."
msgstr "游戏手柄按钮的输入事件。"
msgid ""
"Input event type for gamepad buttons. For gamepad analog sticks and "
"joysticks, see [InputEventJoypadMotion]."
msgstr ""
"游戏手柄按钮的输入事件类型。对于游戏手柄模拟摇杆和操纵杆,请参阅 "
"[InputEventJoypadMotion]。"
msgid ""
"If [code]true[/code], the button's state is pressed. If [code]false[/code], "
"the button's state is released."
msgstr ""
"如果为 [code]true[/code],按钮的状态被按下。如果为 [code]false[/code],按钮的"
"状态被释放。"
msgid ""
"Represents the pressure the user puts on the button with their finger, if "
"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
"如果控制器支持,则表示用户用手指在按钮上施加的压力。范围从 [code]0[/code] 到 "
"[code]1[/code]。"
msgid ""
"Input event type for gamepad joysticks and other motions. For buttons, see "
"[code]InputEventJoypadButton[/code]."
msgstr ""
"用于游戏板操纵杆和其他动作的输入事件类型。对于按钮,见 "
"[code]InputEventJoypadButton[/code]。"
msgid ""
"Stores information about joystick motions. One [InputEventJoypadMotion] "
"represents one axis at a time."
msgstr ""
"存储关于操纵杆运动的信息。一个 [InputEventJoypadMotion] 一次代表一个轴。"
msgid "Axis identifier. Use one of the [enum JoyAxis] axis constants."
msgstr "轴标识符。使用 [enum JoyAxis] 轴常量。"
msgid ""
"Current position of the joystick on the given axis. The value ranges from "
"[code]-1.0[/code] to [code]1.0[/code]. A value of [code]0[/code] means the "
"axis is in its resting position."
msgstr ""
"操纵杆在给定轴上的当前位置。该值范围从 [code]-1.0[/code] 到 [code]1.0[/"
"code]。值为 [code]0[/code] 意味着轴处于静止位置。"
msgid "Input event type for keyboard events."
msgstr "键盘事件的输入事件类型。"
msgid ""
"Returns a [String] representation of the event's [member key_label] and "
"modifiers."
msgstr "返回该事件 [member key_label] 及修饰键的 [String] 字符串表示。"
msgid ""
"Returns a [String] representation of the event's [member keycode] and "
"modifiers."
msgstr "返回该事件 [member key_keycode] 及修饰键的 [String] 字符串表示。"
msgid ""
"Returns a [String] representation of the event's [member physical_keycode] "
"and modifiers."
msgstr "返回该事件 [member physical_keycode] 及修饰键的 [String] 字符串表示。"
msgid ""
"If [code]true[/code], the key was already pressed before this event. It "
"means the user is holding the key down."
msgstr ""
"如果为 [code]true[/code],则该键在此事件之前已被按下。这意味着用户正在按住该"
"键。"
msgid ""
"Latin label printed on the key in the current keyboard layout, which "
"corresponds to one of the [enum Key] constants.\n"
"To get a human-readable representation of the [InputEventKey], use [code]OS."
"get_keycode_string(event.keycode)[/code] where [code]event[/code] is the "
"[InputEventKey].\n"
"[codeblock]\n"
" +-----+ +-----+\n"
" | Q | | Q | - \"Q\" - keycode\n"
" | Й | | ض | - \"Й\" and \"ض\" - key_label\n"
" +-----+ +-----+\n"
"[/codeblock]"
msgstr ""
"当前键盘布局中键上打印的拉丁标签,对应于 [enum Key] 常量之一。\n"
"要获得 [InputEventKey] 的人类可读表示,请使用 [code]OS."
"get_keycode_string(event.keycode)[/code],其中 [code]event[/code] 是 "
"[InputEventKey]。\n"
"[codeblock]\n"
" +-----+ +-----+\n"
" | Q | | Q | - \"Q\" - 键码\n"
" | Й | | ض | - \"Й\" 和 \"ض\" - key_label\n"
" +-----+ +-----+\n"
"[/codeblock]"
msgid ""
"If [code]true[/code], the key's state is pressed. If [code]false[/code], the "
"key's state is released."
msgstr ""
"如果为 [code]true[/code],按键的状态是被按下。如果为 [code]false[/code],该键"
"的状态被释放。"
msgid "Input event for MIDI inputs."
msgstr "MIDI 输入的输入事件。"
msgid "MIDI Message Status Byte List"
msgstr "MIDI 消息状态字节列表"
msgid "Wikipedia General MIDI Instrument List"
msgstr "维基百科通用 MIDI 乐器列表"
msgid "Wikipedia Piano Key Frequencies List"
msgstr "维基百科钢琴琴键频率列表"
msgid ""
"The MIDI channel of this input event. There are 16 channels, so this value "
"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion "
"instruments, the rest of the channels are for non-percussion instruments."
msgstr ""
"这个输入事件的 MIDI 通道。总共有 16 个通道,所以这个值的范围是 0 到 15。MIDI "
"通道 9 是为打击乐器保留的,其余通道供非打击乐器使用。"
msgid ""
"The instrument of this input event. This value ranges from 0 to 127. Refer "
"to the instrument list on the General MIDI wikipedia article to see a list "
"of instruments, except that this value is 0-index, so subtract one from "
"every number on that chart. A standard piano will have an instrument number "
"of 0."
msgstr ""
"这个输入事件的乐器。这个值的范围是 0 到 127。乐器列表请参考维基百科的 "
"General MIDI 文中的乐器列表,不过这个值是从 0 开始的,所以请把那张表中的数字"
"都减一。标准钢琴的乐器号为 0。"
msgid ""
"The pitch index number of this MIDI signal. This value ranges from 0 to 127. "
"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of "
"the piano key frequency chart on Wikipedia for more information."
msgstr ""
"这个 MIDI 信号的音高索引号。这个值的范围为 0 到 127。在钢琴上,中央 C 是 60,"
"而 A440 是 69,更多信息请参阅维基百科钢琴琴键频率表的“MIDI 音符”列。"
msgid ""
"The pressure of the MIDI signal. This value ranges from 0 to 127. For many "
"devices, this value is always zero."
msgstr "MIDI 信号的压力。这个值在 0 到 127 之间。对于很多设备,这个值总是 0。"
msgid "Base input event type for mouse events."
msgstr "鼠标事件的基本输入事件类型。"
msgid "Stores general mouse events information."
msgstr "存储一般的鼠标事件信息。"
msgid ""
"When received in [method Node._input] or [method Node._unhandled_input], "
"returns the mouse's position in the root [Viewport] using the coordinate "
"system of the root [Viewport].\n"
"When received in [method Control._gui_input], returns the mouse's position "
"in the [CanvasLayer] that the [Control] is in using the coordinate system of "
"the [CanvasLayer]."
msgstr ""
"在 [method Node._input] 或 [method Node._unhandled_input] 中获取时,返回根 "
"[Viewport] 中鼠标的位置,使用根 [Viewport] 的坐标系。\n"
"在 [method Control._gui_input] 中获取时,返回该 [Control] 所在的 "
"[CanvasLayer] 中鼠标的位置,使用该 [CanvasLayer] 的坐标系。"
msgid ""
"When received in [method Node._input] or [method Node._unhandled_input], "
"returns the mouse's position in the [Viewport] this [Node] is in using the "
"coordinate system of this [Viewport].\n"
"When received in [method Control._gui_input], returns the mouse's position "
"in the [Control] using the local coordinate system of the [Control]."
msgstr ""
"在 [method Node._input] 或 [method Node._unhandled_input] 中获取时,返回该 "
"[Node] 所在 [Viewport] 中鼠标的位置,使用该 [Viewport] 的坐标系。\n"
"在 [method Control._gui_input] 中获取时,返回该 [Control] 中鼠标的位置,使用"
"该 [Control] 的坐标系。"
msgid "Input event type for mouse button events."
msgstr "鼠标按钮事件的输入事件类型。"
msgid "Contains mouse click information. See [method Node._input]."
msgstr "包含鼠标点击信息。见 [method Node._input]。"
msgid "Mouse and input coordinates"
msgstr "鼠标和输入坐标"
msgid "If [code]true[/code], the mouse button's state is a double-click."
msgstr "如果为 [code]true[/code],鼠标按钮的状态是双击。"
msgid ""
"The amount (or delta) of the event. When used for high-precision scroll "
"events, this indicates the scroll amount (vertical or horizontal). This is "
"only supported on some platforms; the reported sensitivity varies depending "
"on the platform. May be [code]0[/code] if not supported."
msgstr ""
"事件的数量(或 delta)。当用于高精度滚动事件时,这表示滚动量(垂直或水平)。"
"这只在一些平台上被支持;报告的灵敏度因平台不同而不同。如果不支持,可能是"
"[code]0[/code]。"
msgid ""
"If [code]true[/code], the mouse button's state is pressed. If [code]false[/"
"code], the mouse button's state is released."
msgstr ""
"如果为 [code]true[/code],鼠标按键的状态为按下。如果为 [code]false[/code],鼠"
"标按钮的状态被释放。"
msgid "Input event type for mouse motion events."
msgstr "鼠标移动事件的输入事件类型。"
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
"使用手写笔的橡皮端时,返回 [code]true[/code]。\n"
"[b]注意:[/b]这个属性在 Linux、macOS 和 Windows 上实现。"
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr "表示用户对笔施加的压力。范围从 [code]0.0[/code] 到 [code]1.0[/code] 。"
msgid ""
"The mouse position relative to the previous position (position at the last "
"frame).\n"
"[b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse "
"moves, the last event won't have a relative position of [code]Vector2(0, 0)[/"
"code] when the user stops moving the mouse."
msgstr ""
"鼠标相对于前一个位置的位置(上一帧的位置)。\n"
"[b]注意:[/b]因为 [InputEventMouseMotion] 只在鼠标移动时发出,当用户停止移动"
"鼠标时,最后一个事件的相对位置不会是 [code]Vector2(0, 0)[/code]。"
msgid ""
"Represents the angles of tilt of the pen. Positive X-coordinate value "
"indicates a tilt to the right. Positive Y-coordinate value indicates a tilt "
"toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both "
"axes."
msgstr ""
"代表笔的倾斜角度。正的 X 坐标值表示向右倾斜。正的Y坐标值表示向用户自身倾斜。"
"两个轴的范围是 [code]-1.0[/code] 到 [code]1.0[/code]。"
msgid "The mouse velocity in pixels per second."
msgstr "鼠标速度,以像素每秒为单位。"
msgid ""
"Input event type for screen drag events. Only available on mobile devices."
msgstr "屏幕拖动事件的输入事件类型。仅适用于移动设备。"
msgid "Contains screen drag information. See [method Node._input]."
msgstr "包含屏幕拖动信息。见 [method Node._input]。"
msgid "The drag event index in the case of a multi-drag event."
msgstr "多次拖动事件中的拖动事件索引。"
msgid "The drag position."
msgstr "拖拽的位置。"
msgid ""
"The drag position relative to the previous position (position at the last "
"frame)."
msgstr "相对于之前位置(上一帧时的位置)的拖拽位置。"
msgid "The drag velocity."
msgstr "拖拽的速度。"
msgid ""
"Input event type for screen touch events.\n"
"(only available on mobile devices)"
msgstr ""
"用于屏幕触摸事件的输入事件类型。\n"
"(仅适用于移动设备)"
msgid ""
"Stores multi-touch press/release information. Supports touch press, touch "
"release and [member index] for multi-touch count and order."
msgstr ""
"存储多点触摸的按压/释放信息。支持触摸按压、触摸释放和 [member index] 的多点触"
"摸计数和顺序。"
msgid "If [code]true[/code], the touch's state is a double tap."
msgstr "如果为 [code]true[/code],则触摸状态为双击。"
msgid ""
"The touch index in the case of a multi-touch event. One index = one finger."
msgstr "在多点触摸事件中的触摸指数。一个索引 = 一个手指。"
msgid "The touch position, in screen (global) coordinates."
msgstr "触摸位置,使用屏幕(全局)坐标。"
msgid ""
"If [code]true[/code], the touch's state is pressed. If [code]false[/code], "
"the touch's state is released."
msgstr ""
"如果为 [code]true[/code],触摸的状态为按下。如果为 [code]false[/code],触摸的"
"状态被释放。"
msgid "Base class for keys events with modifiers."
msgstr "带有修饰符的键事件的基类。"
msgid ""
"Contains keys events information with modifiers support like [kbd]Shift[/"
"kbd] or [kbd]Alt[/kbd]. See [method Node._input]."
msgstr ""
"包含带有修饰键支持的按键事件信息,如 [kbd]Shift[/kbd] 或 [kbd]Alt[/kbd]。见 "
"[method Node._input]。"
msgid "Returns the keycode combination of modifier keys."
msgstr "返回修饰键的键码组合。"
msgid ""
"On macOS, returns [code]true[/code] if [kbd]Meta[/kbd] ([kbd]Command[/kbd]) "
"is pressed.\n"
"On other platforms, returns [code]true[/code] if [kbd]Ctrl[/kbd] is pressed."
msgstr ""
"在 macOS 上,如果 [kbd]Meta[/kbd]([kbd]Command[/kbd])是按下状态,则返回 "
"[code]true[/code] 。\n"
"在其他平台上,如果 [kbd]Ctrl[/kbd] 是按下状态,则返回 [code]true[/code] 。"
msgid "State of the [kbd]Alt[/kbd] modifier."
msgstr "[kbd]Alt[/kbd] 修饰键的状态。"
msgid ""
"Automatically use [kbd]Meta[/kbd] ([kbd]Command[/kbd]) on macOS and "
"[kbd]Ctrl[/kbd] on other platforms. If [code]true[/code], [member "
"ctrl_pressed] and [member meta_pressed] cannot be set."
msgstr ""
"自动在 macOS 上使用 [kbd]Meta[/kbd]([kbd]Command[/kbd]),在其他平台上使用 "
"[kbd]Ctrl[/kbd]。如果为 [code]true[/code],则无法设置 [member ctrl_pressed] "
"和 [member meta_pressed]。"
msgid "State of the [kbd]Ctrl[/kbd] modifier."
msgstr "[kbd]Ctrl[/kbd] 修饰键的状态。"
msgid ""
"State of the [kbd]Meta[/kbd] modifier. On Windows and Linux, this represents "
"the Windows key (sometimes called \"meta\" or \"super\" on Linux). On macOS, "
"this represents the Command key."
msgstr ""
"[kbd]Meta[/kbd] 修饰键的状态。在 Windows 和 Linux 上代表 Windows 键(有时在 "
"Linux 上称为“meta”或“super”键)。在 macOS 上代表 Command 键。"
msgid "State of the [kbd]Shift[/kbd] modifier."
msgstr "[kbd]Shift[/kbd] 修饰键的状态。"
msgid "Singleton that manages [InputEventAction]."
msgstr "管理 [InputEventAction] 的单例。"
msgid ""
"Manages all [InputEventAction] which can be created/modified from the "
"project settings menu [b]Project > Project Settings > Input Map[/b] or in "
"code with [method add_action] and [method action_add_event]. See [method "
"Node._input]."
msgstr ""
"管理所有的 [InputEventAction],可以通过项目设置菜单[b]项目 > 项目设置 > 输入"
"映射[/b]或在代码中用 [method add_action] 和 [method action_add_event] 创建/修"
"改。请参阅 [method Node._input]。"
msgid "InputEvent: InputMap"
msgstr "InputEvent:InputMap"
msgid ""
"Adds an [InputEvent] to an action. This [InputEvent] will trigger the action."
msgstr "给某个动作添加一个 [InputEvent]。这个 [InputEvent] 将触发这个动作。"
msgid "Removes an [InputEvent] from an action."
msgstr "从某个动作中删除一个 [InputEvent]。"
msgid "Removes all events from an action."
msgstr "从某个动作中删除所有事件。"
msgid "Returns a deadzone value for the action."
msgstr "返回该操作的死区值。"
msgid ""
"Returns an array of [InputEvent]s associated with a given action.\n"
"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
"this method will return events for the editor action. If you want to access "
"your project's input binds from the editor, read the [code]input/*[/code] "
"settings from [ProjectSettings]."
msgstr ""
"返回与给定动作关联的 [InputEvent] 的数组。\n"
"[b]注意:[/b]在编辑器中使用时(例如在工具脚本或 [EditorPlugin] 中使用),这个"
"方法返回的是编辑器动作对应的事件。如果你想要在编辑器中访问你的项目的输入绑"
"定,请读取 [ProjectSettings] 的 [code]input/*[/code] 设置。"
msgid ""
"Returns [code]true[/code] if the action has the given [InputEvent] "
"associated with it."
msgstr "如果该动作有给定的 [InputEvent] 与之相关,则返回 [code]true[/code]。"
msgid "Sets a deadzone value for the action."
msgstr "为该动作设置死区值。"
msgid "Removes an action from the [InputMap]."
msgstr "从 [InputMap] 中删除一个动作。"
msgid "Returns an array of all actions in the [InputMap]."
msgstr "返回 [InputMap] 中所有动作的数组。"
msgid ""
"Returns [code]true[/code] if the [InputMap] has a registered action with the "
"given name."
msgstr "如果 [InputMap] 有一个给定名称的注册动作,返回 [code]true[/code]。"
msgid ""
"Clears all [InputEventAction] in the [InputMap] and load it anew from "
"[ProjectSettings]."
msgstr ""
"清除 [InputMap] 中的所有 [InputEventAction],并从 [ProjectSettings] 项目设置"
"中重新加载它。"
msgid "Placeholder for the root [Node] of a [PackedScene]."
msgstr "[PackedScene] 根 [Node] 的占位符。"
msgid ""
"Call this method to actually load in the node. The created node will be "
"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
"tree. The [Node]'s reference is also returned for convenience.\n"
"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
"call_deferred] if calling from a thread."
msgstr ""
"调用这个方法会实际载入节点。创建的节点会被放置在场景树中该 "
"[InstancePlaceholder] 的[i]上方[/i]。出于方便的考虑,还会返回该 [Node] 的引"
"用。\n"
"[b]注意:[/b][method create_instance] 不是线程安全的。从线程中调用时请使用 "
"[method Object.call_deferred]。"
msgid "Integer built-in type."
msgstr "整数内置类型。"
msgid ""
"Signed 64-bit integer type.\n"
"It can take values in the interval [code][-2^63, 2^63 - 1][/code], i.e. "
"[code][-9223372036854775808, 9223372036854775807][/code]. Exceeding those "
"bounds will wrap around.\n"
"[int] is a [Variant] type, and will thus be used when assigning an integer "
"value to a [Variant]. It can also be enforced with the [code]: int[/code] "
"type hint.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_variant = 0 # int, value 0.\n"
"my_variant += 4.2 # float, value 4.2.\n"
"var my_int: int = 1 # int, value 1.\n"
"my_int = 4.2 # int, value 4, the right value is implicitly cast to int.\n"
"my_int = int(\"6.7\") # int, value 6, the String is explicitly cast with "
"int.\n"
"var max_int = 9223372036854775807\n"
"print(max_int) # 9223372036854775807, OK.\n"
"max_int += 1\n"
"print(max_int) # -9223372036854775808, we overflowed and wrapped around.\n"
"[/gdscript]\n"
"[csharp]\n"
"int myInt = (int)\"6.7\".ToFloat(); // int, value 6, the String is "
"explicitly cast with int.\n"
"// We have to use `long` here, because GDSript's `int`\n"
"// is 64 bits long while C#'s `int` is only 32 bits.\n"
"long maxInt = 9223372036854775807;\n"
"GD.Print(maxInt); // 9223372036854775807, OK.\n"
"maxInt++;\n"
"GD.Print(maxInt); // -9223372036854775808, we overflowed and wrapped "
"around.\n"
"\n"
"// Alternatively, if we used C#'s 32-bit `int` type, the maximum value is "
"much smaller:\n"
"int halfInt = 2147483647;\n"
"GD.Print(halfInt); // 2147483647, OK.\n"
"halfInt++;\n"
"GD.Print(halfInt); // -2147483648, we overflowed and wrapped around.\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"有符号 64 位整数类型。\n"
"可以接受 [code][-2^63, 2^63 - 1][/code] 范围内的值,即 [code]"
"[-9223372036854775808, 9223372036854775807][/code]。超出这个界限后会环绕至另"
"一端。\n"
"[int] 是 [Variant] 类型,因此会在将整数值赋给 [Variant] 时使用。也可以用类型"
"提示 [code]: int[/code] 强制。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_variant = 0 # int,值为 0。\n"
"my_variant += 4.2 # float,值为 4.2。\n"
"var my_int: int = 1 # int,值为 1。\n"
"my_int = 4.2 # int,值为 4,右侧的值隐式转换为了 int。\n"
"my_int = int(\"6.7\") # int,值为 6,该 String 显式转换为了 int。\n"
"var max_int = 9223372036854775807\n"
"print(max_int) # 9223372036854775807,正确。\n"
"max_int += 1\n"
"print(max_int) # -9223372036854775808,溢出,环绕至另一端。\n"
"[/gdscript]\n"
"[csharp]\n"
"int myInt = (int)\"6.7\".ToFloat(); // int,值为 6,该 String 显式转换为了 "
"int。\n"
"// 这里我们需要用 `long`,因为 GDSript 的 `int`\n"
"// 为 64 位,而 C# 的 `int` 只有 32 位。\n"
"long maxInt = 9223372036854775807;\n"
"GD.Print(maxInt); // 9223372036854775807,正确。\n"
"maxInt++;\n"
"GD.Print(maxInt); // -9223372036854775808,溢出,环绕至另一端。\n"
"\n"
"// 或者,如果我们使用 C# 的 32 位 `int` 类型,则最大值相对要小很多:\n"
"int halfInt = 2147483647;\n"
"GD.Print(halfInt); // 2147483647,正确。\n"
"halfInt++;\n"
"GD.Print(halfInt); // -2147483648,溢出,环绕至另一端。\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Constructs a default-initialized [int] set to [code]0[/code]."
msgstr "构造默认初始化为 [code]0[/code] 的 [int]。"
msgid "Constructs an [int] as a copy of the given [int]."
msgstr "构造给定 [int] 的副本。"
msgid ""
"Converts a [String] to an [int], following the same rules as [method String."
"to_int]."
msgstr "将 [String] 转换为 [int],遵循与 [method String.to_int] 相同的规则。"
msgid ""
"Cast a [bool] value to an integer value, [code]int(true)[/code] will be "
"equals to 1 and [code]int(false)[/code] will be equals to 0."
msgstr ""
"将 [bool] 值转换为整数值,[code]int(true)[/code] 将等于 1,[code]int(false)[/"
"code] 将等于 0。"
msgid ""
"Cast a float value to an integer value, this method simply removes the "
"number fractions (i.e. rounds [param from] towards zero), so for example "
"[code]int(2.7)[/code] will be equals to 2, [code]int(0.1)[/code] will be "
"equals to 0 and [code]int(-2.7)[/code] will be equals to -2. This operation "
"is also called truncation."
msgstr ""
"将浮点值转换为整数值,该方法只是删除数字的小数部分(即,将 [param from] 向零"
"舍入),因此例如 [code]int(2.7)[/code] 将等于 2,[code]int(0.1)[/code] 将等"
"于 0,而 [code]int(-2.7)[/code] 将等于 -2。这个操作也称为截断。"
msgid ""
"Returns [code]true[/code] if this [int] is not equivalent to the given "
"[float]."
msgstr "如果该 [int] 与给定的 [float] 不等价,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the integers are not equal."
msgstr "如果两个整数不相等,则返回 [code]true[/code]。"
msgid ""
"Returns the remainder after dividing two integers. This operation uses "
"truncated division, which is often not desired as it does not work well with "
"negative numbers. Consider using [method @GlobalScope.posmod] instead if you "
"want to handle negative numbers.\n"
"[codeblock]\n"
"print(5 % 2) # 1\n"
"print(12 % 4) # 0\n"
"print(-5 % 3) # -2\n"
"[/codeblock]"
msgstr ""
"返回两个整数相除后的余数。该操作使用截断除法,通常并不希望如此,因为它不适用"
"于负数。如果要处理负数,请考虑改用 [method @GlobalScope.posmod]。\n"
"[codeblock]\n"
"print(5 % 2) # 1\n"
"print(12 % 4) # 0\n"
"print(-5 % 3) # -2\n"
"[/codeblock]"
msgid ""
"Returns the result of bitwise [code]AND[/code] operation for two integers.\n"
"[codeblock]\n"
"print(3 & 1) # 1\n"
"print(11 & 3) # 3\n"
"[/codeblock]\n"
"It's useful to retrieve binary flags from a variable.\n"
"[codeblock]\n"
"var flags = 5\n"
"# Do something if the first bit is enabled.\n"
"if flags & 1:\n"
" do_stuff()\n"
"[/codeblock]"
msgstr ""
"返回两个整数按位 [code]AND[/code] 运算的结果。\n"
"[codeblock]\n"
"print(3 & 1) # 1\n"
"print(11 & 3) # 3\n"
"[/codeblock]\n"
"从变量中检索二进制标志很有用。\n"
"[codeblock]\n"
"var flags = 5\n"
"# 如果启用了第一位,请执行某些操作。\n"
"if flags & 1:\n"
" do_stuff()\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Quaternion] by the given [int]. This "
"operation is not meaningful on its own, but it can be used as a part of a "
"larger expression."
msgstr ""
"将该 [Quaternion] 的每个分量乘以给定的 [float]。此操作本身没有意义,但可以用"
"作更大表达式的一部分。"
msgid ""
"Multiplies each component of the [Vector2] by the given [int].\n"
"[codeblock]\n"
"print(2 * Vector2(1, 1)) # Vector2(2, 2)\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2] 的每个分量乘以给定的 [int]。\n"
"[codeblock]\n"
"print(2 * Vector2(1, 1)) # Vector2(2, 2)\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector2i] by the given [int]."
msgstr "将该 [Vector2i] 的每个分量乘以给定的 [int]。"
msgid "Multiplies each component of the [Vector3] by the given [int]."
msgstr "将该 [Vector3] 的每个分量乘以给定的 [int]。"
msgid "Multiplies each component of the [Vector3i] by the given [int]."
msgstr "将该 [Vector3i] 的每个分量乘以给定的 [int]。"
msgid "Multiplies each component of the [Vector4] by the given [int]."
msgstr "将该 [Vector4] 的每个分量乘以给定的 [int]。"
msgid "Multiplies each component of the [Vector4i] by the given [int]."
msgstr "将该 [Vector4i] 的每个分量乘以给定的 [int]。"
msgid "Multiplies an [int] and a [float]. The result is a [float]."
msgstr "将 [int] 乘以 [float]。结果为 [float]。"
msgid "Multiplies two [int]s."
msgstr "将两个 [int] 相乘。"
msgid ""
"Raises an [int] to a power of a [float]. The result is a [float].\n"
"[codeblock]\n"
"print(8**0.25) # 1.68179283050743\n"
"[/codeblock]"
msgstr ""
"将 [int] 提升到 [float] 次幂。结果为 [float]。\n"
"[codeblock]\n"
"print(8**0.25) # 1.68179283050743\n"
"[/codeblock]"
msgid ""
"Raises an [int] to a power of a [int].\n"
"[codeblock]\n"
"print(5**5) # 3125\n"
"[/codeblock]"
msgstr ""
"将 [int] 提升到 [int] 次幂。\n"
"[codeblock]\n"
"print(5**5) # 3125\n"
"[/codeblock]"
msgid "Adds an [int] and a [float]. The result is a [float]."
msgstr "将 [int] 加上 [float]。结果为 [float]。"
msgid "Adds two integers."
msgstr "将两个整数相加。"
msgid "Subtracts a [float] from an [int]. The result is a [float]."
msgstr "将 [int] 减去 [float]。结果为 [float]。"
msgid "Subtracts two integers."
msgstr "将两个整数相减。"
msgid ""
"Divides an [int] by a [float]. The result is a [float].\n"
"[codeblock]\n"
"print(10 / 3.0) # 3.333...\n"
"[/codeblock]"
msgstr ""
"将 [int] 除以 [float]。结果为 [float]。\n"
"[codeblock]\n"
"print(10 / 3.0) # 3.333...\n"
"[/codeblock]"
msgid ""
"Divides two integers. The decimal part of the result is discarded "
"(truncated).\n"
"[codeblock]\n"
"print(10 / 2) # 5\n"
"print(10 / 3) # 3\n"
"[/codeblock]"
msgstr ""
"将两个整数相除。结果的小数部分被(截断)。\n"
"[codeblock]\n"
"print(10 / 2) # 5\n"
"print(10 / 3) # 3\n"
"[/codeblock]"
msgid "Returns [code]true[/code] if this [int] is less than the given [float]."
msgstr "如果该 [int] 小于给定的 [float],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left integer is less than the right one."
msgstr "如果左侧的整数小于右侧,则返回 [code]true[/code]。"
msgid ""
"Performs bitwise shift left operation on the integer. Effectively the same "
"as multiplying by a power of 2.\n"
"[codeblock]\n"
"print(10 << 1) # 20\n"
"print(10 << 4) # 160\n"
"[/codeblock]"
msgstr ""
"对该整数执行按位左移操作。效果上与乘以 2 的幂相同。\n"
"[codeblock]\n"
"print(10 << 1) # 20\n"
"print(10 << 4) # 160\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if this [int] is less than or equal to the given "
"[float]."
msgstr "如果该 [int] 小于等于给定的 [float],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left integer is less than or equal to the "
"right one."
msgstr "如果左侧的整数小于等于右侧,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the integer is equal to the given [float]."
msgstr "如果该整数等于给定的 [float],则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if both integers are equal."
msgstr "如果两个整数相等,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this [int] is greater than the given [float]."
msgstr "如果该 [int] 大于给定的 [float],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left integer is greater than the right one."
msgstr "如果左侧的整数大于右侧,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this [int] is greater than or equal to the "
"given [float]."
msgstr "如果该 [int] 大于等于给定的 [float],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left integer is greater than or equal to "
"the right one."
msgstr "如果左侧的整数大于等于右侧,则返回 [code]true[/code]。"
msgid ""
"Performs bitwise shift right operation on the integer. Effectively the same "
"as dividing by a power of 2.\n"
"[codeblock]\n"
"print(10 >> 1) # 5\n"
"print(10 >> 2) # 2\n"
"[/codeblock]"
msgstr ""
"对该整数执行按位右移操作。效果上与除以 2 的幂相同。\n"
"[codeblock]\n"
"print(10 >> 1) # 5\n"
"print(10 >> 2) # 2\n"
"[/codeblock]"
msgid ""
"Returns the result of bitwise [code]XOR[/code] operation for two integers.\n"
"[codeblock]\n"
"print(5 ^ 1) # 4\n"
"print(4 ^ 7) # 3\n"
"[/codeblock]"
msgstr ""
"返回两个整数按位 [code]XOR[/code](异或)运算的结果。\n"
"[codeblock]\n"
"print(5 ^ 1) # 4\n"
"print(4 ^ 7) # 3\n"
"[/codeblock]"
msgid ""
"Returns the negated value of the [int]. If positive, turns the number "
"negative. If negative, turns the number positive. If zero, does nothing."
msgstr ""
"返回该 [int] 的相反值。如果为正数,则该将数变为负数。如果为负数,则将该数变为"
"正数。如果为零,则不执行任何操作。"
msgid ""
"Returns the result of bitwise [code]OR[/code] operation for two integers.\n"
"[codeblock]\n"
"print(2 | 4) # 6\n"
"print(1 | 3) # 3\n"
"[/codeblock]\n"
"It's useful to store binary flags in a variable.\n"
"[codeblock]\n"
"var flags = 0\n"
"# Turn first and third bit on.\n"
"flags |= 1\n"
"flags |= 4\n"
"[/codeblock]"
msgstr ""
"返回两个整数按位 [code]OR[/code](或)运算的结果。\n"
"[codeblock]\n"
"print(2 | 4) # 6\n"
"print(1 | 3) # 3\n"
"[/codeblock]\n"
"可用于在变量中存储二进制标记。\n"
"[codeblock]\n"
"var flags = 0\n"
"# 置第一和第三位。\n"
"flags |= 1\n"
"flags |= 4\n"
"[/codeblock]"
msgid ""
"Returns the result of bitwise [code]NOT[/code] operation for the integer. "
"It's effectively equal to [code]-int + 1[/code].\n"
"[codeblock]\n"
"print(~4) # -3\n"
"print(~7) # -6\n"
"[/codeblock]"
msgstr ""
"返回两个整数按位 [code]NOT[/code](反)运算的结果。效果上与 [code]-int + 1[/"
"code] 相同。\n"
"[codeblock]\n"
"print(~4) # -3\n"
"print(~7) # -6\n"
"[/codeblock]"
msgid "Creates an idle interval in a [Tween] animation."
msgstr "在 [Tween] 动画中创建空闲间隔。"
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr "网际协议(IP)支持函数,如 DNS 解析。"
msgid "Returns all the user's current IPv4 and IPv6 addresses as an array."
msgstr "以数组形式返回所有用户的当前 IPv4 和 IPv6 地址。"
msgid ""
"Returns all network adapters as an array.\n"
"Each adapter is a dictionary of the form:\n"
"[codeblock]\n"
"{\n"
" \"index\": \"1\", # Interface index.\n"
" \"name\": \"eth0\", # Interface name.\n"
" \"friendly\": \"Ethernet One\", # A friendly name (might be empty).\n"
" \"addresses\": [\"192.168.1.101\"], # An array of IP addresses "
"associated to this interface.\n"
"}\n"
"[/codeblock]"
msgstr ""
"以数组形式返回所有网络适配器。\n"
"每个适配器都是一个以下形式的字典:\n"
"[codeblock]\n"
"{\n"
" \"index\":\"1\", # 接口索引。\n"
" \"name\":\"eth0\", # 接口名称。\n"
" \"friendly\":\"Ethernet One\", # 友好的名字(可能是空的)。\n"
" \"address\":[\"192.168.1.101\"], # 与此接口相关的 IP 地址数组。\n"
"}\n"
"[/codeblock]"
msgid ""
"Returns resolved addresses, or an empty array if an error happened or "
"resolution didn't happen yet (see [method get_resolve_item_status])."
msgstr ""
"如果发生错误或尚未发生解析,则返回已解析的地址或空数组(请参阅 [method "
"get_resolve_item_status])。"
msgid "DNS hostname resolver status: No status."
msgstr "DNS 主机名解析器状态:无状态。"
msgid "DNS hostname resolver status: Waiting."
msgstr "DNS 主机名解析器状态:正在等待。"
msgid "DNS hostname resolver status: Done."
msgstr "DNS 主机名解析器状态:完成。"
msgid "DNS hostname resolver status: Error."
msgstr "DNS 主机名解析器状态:错误。"
msgid ""
"Maximum number of concurrent DNS resolver queries allowed, [constant "
"RESOLVER_INVALID_ID] is returned if exceeded."
msgstr ""
"允许的最大并发 DNS 解析器查询数量,如果超过,则返回 [constant "
"RESOLVER_INVALID_ID]。"
msgid ""
"Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded."
msgstr "无效的 ID 常量。在超过 [constant RESOLVER_MAX_QUERIES] 时返回。"
msgid "Address type: None."
msgstr "地址类型:无。"
msgid "Address type: Internet protocol version 4 (IPv4)."
msgstr "地址类型:网际协议版本 4(IPv4)。"
msgid "Address type: Internet protocol version 6 (IPv6)."
msgstr "地址类型:网际协议版本 6(IPv6)。"
msgid "Address type: Any."
msgstr "地址类型:任意。"
msgid ""
"Control that provides a list of selectable items (and/or icons) in a single "
"column, or optionally in multiple columns."
msgstr "提供可选中项目(和/或图标)列表的控件,既可以是单列,也可以是多列。"
msgid "Removes all items from the list."
msgstr "移除列表中的所有项目。"
msgid "Ensures the item associated with the specified index is not selected."
msgstr "确保与指定索引相关的项目不被选中。"
msgid "Ensures there are no items selected."
msgstr "确保没有选择任何项目。"
msgid ""
"Ensure current selection is visible, adjusting the scroll position as "
"necessary."
msgstr "确保当前选择可见,根据需要调整滚动位置。"
msgid ""
"Returns the custom background color of the item specified by [param idx] "
"index."
msgstr "返回项目的自定义背景色,项目由索引 [param idx] 指定。"
msgid ""
"Returns the custom foreground color of the item specified by [param idx] "
"index."
msgstr "返回项目的自定义前景色,项目由索引 [param idx] 指定。"
msgid "Returns the icon associated with the specified index."
msgstr "返回与指定索引相关的图标。"
msgid "Returns a [Color] modulating item's icon at the specified index."
msgstr "返回指定索引处的 [Color] 颜色调制项的图标。"
msgid ""
"Returns the region of item's icon used. The whole icon will be used if the "
"region has no area."
msgstr "返回项目图标的使用区域。如果该区域大小为 0,整个图标将被使用。"
msgid "Returns item's text language code."
msgstr "返回项目文本的语言代码。"
msgid "Returns the metadata value of the specified index."
msgstr "返回指定索引的元数据值。"
msgid "Returns the text associated with the specified index."
msgstr "返回与指定索引关联的文本。"
msgid "Returns item's text base writing direction."
msgstr "返回项目文本的基础书写方向。"
msgid "Returns the tooltip hint associated with the specified index."
msgstr "返回与指定索引关联的工具提示。"
msgid "Returns an array with the indexes of the selected items."
msgstr "返回一个包含所选项目索引的数组。"
msgid ""
"Returns the vertical scrollbar.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回垂直滚动条。\n"
"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望隐"
"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
msgid "Returns [code]true[/code] if one or more items are selected."
msgstr "选中了一个或多个项目时,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the item at the specified index is disabled."
msgstr "索引所对应的项目被禁用时,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the item icon will be drawn transposed, i.e. "
"the X and Y axes are swapped."
msgstr "项目图标被转置绘制,即 X 和 Y 轴互换时,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the item at the specified index is selectable."
msgstr "索引所对应的项目可以被选中时,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the tooltip is enabled for specified item index."
msgstr "索引所对应的项目已启用工具提示时,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the item at the specified index is currently "
"selected."
msgstr "索引所对应的项目被选中时,返回 [code]true[/code]。"
msgid "Moves item from index [param from_idx] to [param to_idx]."
msgstr "将项目从索引 [param from_idx] 移到 [param to_idx]。"
msgid "Removes the item specified by [param idx] index from the list."
msgstr "从列表中删除索引 [param idx] 指定的项目。"
msgid ""
"Select the item at the specified index.\n"
"[b]Note:[/b] This method does not trigger the item selection signal."
msgstr ""
"选择指定索引处的项目。\n"
"[b]注意:[/b]此方法不触发项目选择信号。"
msgid ""
"Sets the background color of the item specified by [param idx] index to the "
"specified [Color]."
msgstr "将索引 [param idx] 指定的项目的背景色设置为指定的 [Color]。"
msgid ""
"Sets the foreground color of the item specified by [param idx] index to the "
"specified [Color]."
msgstr "将索引 [param idx] 指定的项目的前景色设置为指定的 [Color]。"
msgid ""
"Sets a modulating [Color] of the item associated with the specified index."
msgstr "设置与指定索引相关的项目的调制颜色 [Color]。"
msgid ""
"Sets the region of item's icon used. The whole icon will be used if the "
"region has no area."
msgstr "设置项目图标的使用区域。如果该区域大小为 0,将使用整个图标。"
msgid "Sets whether the item icon will be drawn transposed."
msgstr "设置项目图标是否将被转置绘制。"
msgid ""
"Sets language code of item's text used for line-breaking and text shaping "
"algorithms, if left empty current locale is used instead."
msgstr ""
"设置项目文本的语言代码,用于断行和文本塑形算法,如果留空则使用当前区域设置。"
msgid ""
"Sets a value (of any type) to be stored with the item associated with the "
"specified index."
msgstr "设置与指定索引相关的项目存储的值(任何类型的值)。"
msgid ""
"Allows or disallows selection of the item associated with the specified "
"index."
msgstr "允许或禁止选择与指定索引关联的项目。"
msgid "Sets text of the item associated with the specified index."
msgstr "设置与指定索引相关的项目的文本。"
msgid "Sets item's text base writing direction."
msgstr "设置项目文本的基础书写方向。"
msgid "Sets the tooltip hint for the item associated with the specified index."
msgstr "设置与指定索引相关的项目的工具提示。"
msgid "Sets whether the tooltip hint is enabled for specified item index."
msgstr "设置是否为指定的项目索引启用工具提示。"
msgid "Sorts items in the list by their text."
msgstr "按文本对列表中的项目进行排序。"
msgid ""
"If [code]true[/code], the currently selected item can be selected again."
msgstr "如果为 [code]true[/code],则可以再次选择当前选中的项目。"
msgid "If [code]true[/code], right mouse button click can select items."
msgstr "如果为 [code]true[/code],点击鼠标右键可以选中项目。"
msgid ""
"If [code]true[/code], the control will automatically resize the height to "
"fit its content."
msgstr "如果为 [code]true[/code],控件将自动调整高度以适合其内容。"
msgid ""
"The width all columns will be adjusted to.\n"
"A value of zero disables the adjustment, each item will have a width equal "
"to the width of its content and the columns will have an uneven width."
msgstr ""
"所有列的宽度将调整为。\n"
"零值禁用调整,每个项目的宽度将等于其内容的宽度,列的宽度将不均匀。"
msgid ""
"The size all icons will be adjusted to.\n"
"If either X or Y component is not greater than zero, icon size won't be "
"affected."
msgstr ""
"所有图标将被调整到的尺寸。\n"
"如果 X 或 Y 分量不大于 0,图标的大小将不会受到影响。"
msgid ""
"The icon position, whether above or to the left of the text. See the [enum "
"IconMode] constants."
msgstr ""
"图标的位置,是在文本的上方还是在文本的左边。参阅 [enum IconMode] 常量。"
msgid ""
"The scale of icon applied after [member fixed_icon_size] and transposing "
"takes effect."
msgstr "在 [member fixed_icon_size] 和转置生效后应用的图标比例。"
msgid "The number of items currently in the list."
msgstr "当前列表中的项目数。"
msgid ""
"Maximum columns the list will have.\n"
"If greater than zero, the content will be split among the specified "
"columns.\n"
"A value of zero means unlimited columns, i.e. all items will be put in the "
"same row."
msgstr ""
"列表将具有的最大列。\n"
"如果大于零,内容将被拆分为指定列。\n"
"零值意味着无限列,即所有项目将放在同一行中。"
msgid ""
"Maximum lines of text allowed in each item. Space will be reserved even when "
"there is not enough lines of text to display.\n"
"[b]Note:[/b] This property takes effect only when [member icon_mode] is "
"[constant ICON_MODE_TOP]. To make the text wrap, [member fixed_column_width] "
"should be greater than zero."
msgstr ""
"每个子项中允许的最大文本行数。即使没有足够的文本行数来显示,也会保留空间。\n"
"[b]注意:[/b]这个属性只有在 [member icon_mode] 是 [constant ICON_MODE_TOP] 时"
"才会生效。要使文本自动换行,[member fixed_column_width]应大于零。"
msgid ""
"Whether all columns will have the same width.\n"
"If [code]true[/code], the width is equal to the largest column width of all "
"columns."
msgstr ""
"是否所有列的宽度相同。\n"
"如果为 [code]true[/code],则宽度等于所有列的最大列宽度。"
msgid ""
"Allows single or multiple item selection. See the [enum SelectMode] "
"constants."
msgstr "允许单选或多选。参阅[enum SelectMode]常量。"
msgid ""
"Triggered when specified item has been selected.\n"
"[member allow_reselect] must be enabled to reselect an item."
msgstr ""
"选择指定项目时触发。\n"
"[member allow_reselect] 必须启用才能重新选择项目。"
msgid ""
"Triggered when a multiple selection is altered on a list allowing multiple "
"selection."
msgstr "在允许多选的列表上更改多选时触发。"
msgid "Icon is drawn above the text."
msgstr "图标绘制在文本上方。"
msgid "Icon is drawn to the left of the text."
msgstr "图标绘制在文本的左侧。"
msgid "Only allow selecting a single item."
msgstr "仅允许选择单个项目。"
msgid "Default text [Color] of the item."
msgstr "项目的默认文本颜色 [Color]。"
msgid "Text [Color] used when the item is selected."
msgstr "选择项目时使用的文本颜色 [Color]。"
msgid ""
"[Color] of the guideline. The guideline is a line drawn between each row of "
"items."
msgstr "指导线的颜色[Color]。指导线是在每行项目之间画的一条线。"
msgid "The horizontal spacing between items."
msgstr "项目之间的水平间距。"
msgid "The spacing between item's icon and text."
msgstr "项目的图标和文本之间的间距。"
msgid "The vertical spacing between each line of text."
msgstr "每行文字之间的行距。"
msgid "The vertical spacing between items."
msgstr "项目菜单之间的垂直间距。"
msgid "[Font] of the item's text."
msgstr "项目文本的字体 [Font] 。"
msgid "Font size of the item's text."
msgstr "项目文本的字体大小。"
msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused."
msgstr "当该 [ItemList] 获得焦点时,用作光标的样式盒 [StyleBox]。"
msgid ""
"[StyleBox] used for the cursor, when the [ItemList] is not being focused."
msgstr "当该 [ItemList] 未获得焦点时,用作光标的样式盒 [StyleBox]。"
msgid ""
"The focused style for the [ItemList], drawn on top of the background, but "
"below everything else."
msgstr "该 [ItemList]的焦点样式,绘制在背景之上,但低于其他东西。"
msgid "The background style for the [ItemList]."
msgstr "该 [ItemList] 的默认背景。"
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is not being "
"focused."
msgstr "所选项的样式盒 [StyleBox],当该 [ItemList] 未获得焦点时使用。"
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is being focused."
msgstr "所选项的样式盒 [StyleBox],当该 [ItemList] 获得焦点时使用。"
msgid "Exporting for the Web: Calling JavaScript from script"
msgstr "为 Web 导出:从脚本调用 JavaScript"
msgid ""
"Returns [code]true[/code] if a new version of the progressive web app is "
"waiting to be activated.\n"
"[b]Note:[/b] Only relevant when exported as a Progressive Web App."
msgstr ""
"如果该渐进式网络应用程序有新版本等待激活,则返回 [code]true[/code]。\n"
"[b]注意:[/b]只在导出为渐进式网络应用程序(Progressive Web App)时相关。"
msgid ""
"Performs the live update of the progressive web app. Forcing the new version "
"to be installed and the page to be reloaded.\n"
"[b]Note:[/b] Your application will be [b]reloaded in all browser tabs[/b].\n"
"[b]Note:[/b] Only relevant when exported as a Progressive Web App and "
"[method pwa_needs_update] returns [code]true[/code]."
msgstr ""
"执行该渐进式网络应用程序的在线更新。强制安装新版本并重新载入该页面。\n"
"[b]注意:[/b]你的应用程序将[b]在所有浏览器标签页中重新载入[/b]。\n"
"[b]注意:[/b]只在导出为渐进式网络应用程序(Progressive Web App)且 [method "
"pwa_needs_update] 返回 [code]true[/code] 时相关。"
msgid ""
"Emitted when an update for this progressive web app has been detected but is "
"waiting to be activated because a previous version is active. See [method "
"pwa_update] to force the update to take place immediately."
msgstr ""
"在检测到该渐进式网络应用程序的更新,但因为存在活动的较早版本而等待激活时触"
"发。要强制立即执行更新,请参阅 [method pwa_update]。"
msgid "A wrapper class for web native JavaScript objects."
msgstr "Web 原生 JavaScript 对象的封装类。"
msgid ""
"Singleton that connects the engine with Android plugins to interface with "
"native Android code."
msgstr "将引擎与 Android 插件连接起来以与原生 Android 代码交互的单例。"
msgid ""
"The JNISingleton is implemented only in the Android export. It's used to "
"call methods and connect signals from an Android plugin written in Java or "
"Kotlin. Methods and signals can be called and connected to the JNISingleton "
"as if it is a Node. See [url=https://en.wikipedia.org/wiki/"
"Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more "
"information."
msgstr ""
"JNISingleton 仅在 Android 导出中实现。它用于从用 Java 或 Kotlin 编写的 "
"Android 插件调用方法、连接信号。方法和信号可以被调用并连接到 JNISingleton,就"
"好像它是一个 Node 一样。有关更多信息,请参阅 [url=https://zh.wikipedia.org/"
"zh-cn/Java%E6%9C%AC%E5%9C%B0%E6%8E%A5%E5%8F%A3]Java 本地接口 - 维基百科[/"
"url]。"
msgid "Creating Android plugins"
msgstr "创建 Android 插件"
msgid "Base node for all joint constraints in 2D physics."
msgstr "2D 物理中所有关节约束的基础节点。"
msgid ""
"Base node for all joint constraints in 2D physics. Joints take 2 bodies and "
"apply a custom constraint."
msgstr "2D 物理中所有关节约束的基础节点。关节采用 2 个实体并应用自定义约束。"
msgid ""
"If [code]true[/code], [member node_a] and [member node_b] can not collide."
msgstr ""
"如果为 [code]true[/code],则 [member node_a] 和 [member node_b] 无法碰撞。"
msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]."
msgstr "连接到关节的第一个实体。必须继承自 [PhysicsBody2D] 。"
msgid ""
"The second body attached to the joint. Must derive from [PhysicsBody2D]."
msgstr "连接到关节的第二个实体。必须继承自 [PhysicsBody2D]。"
msgid "Base class for all 3D joints."
msgstr "所有 3D 关节的基类。"
msgid "3D Truck Town Demo"
msgstr "3D 货车镇演示"
msgid ""
"If [code]true[/code], the two bodies of the nodes are not able to collide "
"with each other."
msgstr "如果为 [code]true[/code],则节点的两个主体无法相互碰撞。"
msgid "The node attached to the first side (A) of the joint."
msgstr "连接到关节第一侧(A)的节点。"
msgid "The node attached to the second side (B) of the joint."
msgstr "连接到关节第二侧(B)的节点。"
msgid ""
"The priority used to define which solver is executed first for multiple "
"joints. The lower the value, the higher the priority."
msgstr ""
"用于定义哪个解算器在多个关节中被首先执行的优先级。数值越低,优先级越高。"
msgid "Helper class for creating and parsing JSON data."
msgstr "用于创建和解析 JSON 数据的辅助类。"
msgid ""
"The [JSON] enables all data types to be converted to and from a JSON string. "
"This useful for serializing data to save to a file or send over the "
"network.\n"
"[method stringify] is used to convert any data type into a JSON string.\n"
"[method parse] is used to convert any existing JSON data into a [Variant] "
"that can be used within Godot. If successfully parsed, use [member data] to "
"retrieve the [Variant], and use [code]typeof[/code] to check if the "
"Variant's type is what you expect. JSON Objects are converted into a "
"[Dictionary], but JSON data can be used to store [Array]s, numbers, "
"[String]s and even just a boolean.\n"
"[b]Example[/b]\n"
"[codeblock]\n"
"var data_to_send = [\"a\", \"b\", \"c\"]\n"
"var json_string = JSON.stringify(data_to_send)\n"
"# Save data\n"
"# ...\n"
"# Retrieve data\n"
"var error = json.parse(json_string)\n"
"if error == OK:\n"
" var data_received = json.data\n"
" if typeof(data_received) == TYPE_ARRAY:\n"
" print(data_received) # Prints array\n"
" else:\n"
" print(\"Unexpected data\")\n"
"else:\n"
" print(\"JSON Parse Error: \", json.get_error_message(), \" in \", "
"json_string, \" at line \", json.get_error_line())\n"
"[/codeblock]\n"
"Alternatively, you can parse string using the static [method parse_string] "
"method, but it doesn't allow to handle errors.\n"
"[codeblock]\n"
"var data = JSON.parse_string(json_string) # Returns null if parsing failed.\n"
"[/codeblock]\n"
"[b]Note:[/b] Both parse methods do not fully comply with the JSON "
"specification:\n"
"- Trailing commas in arrays or objects are ignored, instead of causing a "
"parser error.\n"
"- New line and tab characters are accepted in string literals, and are "
"treated like their corresponding escape sequences [code]\\n[/code] and "
"[code]\\t[/code].\n"
"- Numbers are parsed using [method String.to_float] which is generally more "
"lax than the JSON specification.\n"
"- Certain errors, such as invalid Unicode sequences, do not cause a parser "
"error. Instead, the string is cleansed and an error is logged to the console."
msgstr ""
"[JSON] 允许所有数据类型与 JSON 字符串相互转换。 这对于序列化数据以保存到文件"
"或通过网络发送很有用。\n"
"[method stringify] 用于将任何数据类型转换为 JSON 字符串。\n"
"[method parse] 用于将任何现有的 JSON 数据转换为可以在 Godot 中使用的 "
"[Variant]。如果解析成功,使用 [member data] 检索 [Variant],并使用 "
"[code]typeof[/code] 检查 Variant 的类型是否符合您的预期。JSON 对象被转换为 "
"[Dictionary],但 JSON 数据可用于存储 [Array]、数字、[String],甚至只是一个布"
"尔值。\n"
"[b]示例[/b]\n"
"[codeblock]\n"
"var data_to_send = [\"a\", \"b\", \"c\"]\n"
"var json_string = JSON.stringify(data_to_send)\n"
"# 保存数据\n"
"# ...\n"
"# 检索数据\n"
"var error = json.parse(json_string)\n"
"if error == OK:\n"
" var data_received = json.data\n"
" if typeof(data_received) == TYPE_ARRAY:\n"
" print(data_received) # 输出 array\n"
" else:\n"
" print(\"Unexpected data\")\n"
"else:\n"
" print(\"JSON Parse Error: \", json.get_error_message(), \" in \", "
"json_string, \" at line \", json.get_error_line())\n"
"[/codeblock]\n"
"或者,您可以使用静态 [method parse_string] 方法解析字符串,但它不允许处理错"
"误。\n"
"[codeblock]\n"
"var data = JSON.parse_string(json_string) # 如果解析失败则返回 null。\n"
"[/codeblock]\n"
"[b]注意:[/b]两种解析方式都不完全符合 JSON 规范:\n"
"- 数组或对象中的尾随逗号将被忽略,而不是引起解析器错误。\n"
"- 换行符和制表符在字符串文字中被接受,并被视为它们相应的转义序列 [code]\\n[/"
"code] 和 [code]\\t[/code]。\n"
"- 使用 [method String.to_float] 解析数字,这通常比 JSON 规范更宽松。\n"
"- 某些错误,例如无效的 Unicode 序列,不会导致解析器错误。相反,该字符串会被清"
"理并将错误记录到控制台。"
msgid ""
"Returns [code]0[/code] if the last call to [method parse] was successful, or "
"the line number where the parse failed."
msgstr ""
"如果上一次调用 [method parse] 成功,则返回 [code]0[/code],否则返回解析失败的"
"行号。"
msgid ""
"Returns an empty string if the last call to [method parse] was successful, "
"or the error message if it failed."
msgstr ""
"如果上一次调用 [method parse] 成功,则返回空字符串,否则返回失败时的错误消"
"息。"
msgid "Contains the parsed JSON data in [Variant] form."
msgstr "包含解析到的 JSON 数据,类型为 [Variant]。"
msgid "A helper to handle dictionaries which look like JSONRPC documents."
msgstr "用于处理看起来像 JSONRPC 文档的字典的辅助类。"
msgid ""
"[url=https://www.jsonrpc.org/]JSON-RPC[/url] is a standard which wraps a "
"method call in a [JSON] object. The object has a particular structure and "
"identifies which method is called, the parameters to that function, and "
"carries an ID to keep track of responses. This class implements that "
"standard on top of [Dictionary]; you will have to convert between a "
"[Dictionary] and [JSON] with other functions."
msgstr ""
"[url=https://www.jsonrpc.org/]JSON-RPC[/url] 是一项标准,它将方法调用包装在一"
"个 [JSON] 对象中。该对象有一个特定的结构,并标识出哪个方法被调用,该函数的参"
"数,并携带一个 ID 来跟踪响应。这个类在 [Dictionary] 之上实现了该标准;你必须"
"用其他函数在 [Dictionary] 和 [JSON] 之间进行转换。"
msgid ""
"A method call was requested but no function of that name existed in the "
"JSONRPC subclass."
msgstr "请求了方法调用,但 JSONRPC 子类中不存在该名称的函数。"
msgid "Collision data for [method PhysicsBody2D.move_and_collide] collisions."
msgstr "[method PhysicsBody2D.move_and_collide] 碰撞的碰撞数据。"
msgid "Returns the colliding body's attached [Object]."
msgstr "返回该碰撞物体所附加的 [Object]。"
msgid "Returns the colliding body's shape."
msgstr "返回该碰撞物体的形状。"
msgid "Returns the colliding body's shape index. See [CollisionObject2D]."
msgstr "返回该碰撞物体形状的索引。见 [CollisionObject2D]。"
msgid "Returns the colliding body's velocity."
msgstr "返回该碰撞物体的速度。"
msgid "Returns the point of collision in global coordinates."
msgstr "返回碰撞点,使用全局坐标。"
msgid ""
"Displays plain text in a line or wrapped inside a rectangle. For formatted "
"text, use [RichTextLabel]."
msgstr ""
"在一行中显示纯文本,或在一个矩形内包裹。对于格式化的文本,使用 "
"[RichTextLabel]。"
msgid "Returns the number of lines of text the Label has."
msgstr "返回该 Label 的文本行数。"
msgid ""
"Returns the total number of printable characters in the text (excluding "
"spaces and newlines)."
msgstr "返回文本中可打印的字符总数,不包括空格和换行符。"
msgid ""
"Returns the number of lines shown. Useful if the [Label]'s height cannot "
"currently display all lines."
msgstr "返回显示的行数。如果 [Label] 的高度目前无法显示所有的行数,将会有用。"
msgid ""
"If [code]true[/code], the Label only shows the text that fits inside its "
"bounding rectangle and will clip text horizontally."
msgstr ""
"如果为 [code]true[/code],Label 将仅显示位于其边界矩形内部的文本,并将水平裁"
"剪文本。"
msgid ""
"The node ignores the first [code]lines_skipped[/code] lines before it starts "
"to display text."
msgstr "该节点在开始显示文本之前会忽略前 [code]lines_skipped[/code] 行。"
msgid "Limits the lines of text the node shows on screen."
msgstr "限制节点在屏幕上显示的文本行数。"
msgid "Set BiDi algorithm override for the structured text."
msgstr "为结构化文本设置 BiDi 算法覆盖。"
msgid "Set additional options for BiDi override."
msgstr "设置 BiDi 覆盖的附加选项。"
msgid "The text to display on screen."
msgstr "要在屏幕上显示的文本。"
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr "如果为 [code]true[/code],所有文本都将显示为大写。"
msgid "Default text [Color] of the [Label]."
msgstr "[Label] 标签的默认文本颜色 [Color]。"
msgid "The color of text outline."
msgstr "文本轮廓的颜色。"
msgid "[Color] of the text's shadow effect."
msgstr "文本阴影效果的颜色 [Color]。"
msgid "Vertical space between lines in multiline [Label]."
msgstr "多行 [Label] 中,行与行之间的垂直间距。"
msgid "The horizontal offset of the text's shadow."
msgstr "文本阴影的水平偏移。"
msgid "The vertical offset of the text's shadow."
msgstr "文本阴影的垂直偏移。"
msgid "The size of the shadow outline."
msgstr "阴影轮廓的大小。"
msgid "[Font] used for the [Label]'s text."
msgstr "用于标签 [Label] 文本的字体 [Font]。"
msgid "Font size of the [Label]'s text."
msgstr "该 [Label] 文本的字体大小。"
msgid "Background [StyleBox] for the [Label]."
msgstr "为 [Label] 设置背景样式盒 [StyleBox]。"
msgid "Displays plain text in a 3D world."
msgstr "在 3D 世界中显示普通文本。"
msgid ""
"Label3D displays plain text in a 3D world. It gives you control over the "
"horizontal and vertical alignment."
msgstr "Label3D 在 3D 世界中显示普通文本。你可以控制水平和垂直对齐方式。"
msgid ""
"Returns a [TriangleMesh] with the label's vertices following its current "
"configuration (such as its [member pixel_size])."
msgstr ""
"返回使用该标签的顶点组成的 [TriangleMesh],遵循当前的配置(例如 [member "
"pixel_size])。"
msgid ""
"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
"DrawFlags] for a list of flags."
msgstr ""
"如果为 [code]true[/code],会启用指定的标志。标志列表请参阅 [enum Label3D."
"DrawFlags]。"
msgid ""
"The type of alpha antialiasing to apply. See [enum BaseMaterial3D."
"AlphaAntiAliasing]."
msgstr ""
"要应用的 Alpha 抗锯齿类型。见 [enum BaseMaterial3D.AlphaAntiAliasing]。"
msgid ""
"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
"possible values."
msgstr "该精灵的 Alpha 裁剪模式。可能的取值见 [enum AlphaCutMode]。"
msgid "Threshold at which the alpha scissor will discard values."
msgstr "Alpha 裁剪丢弃数值的阈值。"
msgid ""
"If [code]true[/code], text can be seen from the back as well, if "
"[code]false[/code], it is invisible when looking at it from behind."
msgstr ""
"如果为 [code]true[/code],则从后面也可以看到文本,如果为 [code]false[/code],"
"则从后面看它是不可见的。"
msgid ""
"If [code]true[/code], the label is rendered at the same size regardless of "
"distance."
msgstr "如果为 [code]true[/code],则无论距离远近,标签都以相同的尺寸呈现。"
msgid "Font configuration used to display text."
msgstr "用于显示文本的字体配置。"
msgid "Vertical space between lines in multiline [Label3D]."
msgstr "多行 [Label3D] 中,行与行之间的垂直间距。"
msgid "Text [Color] of the [Label3D]."
msgstr "该 [Label3D] 的文本颜色 [Color]。"
msgid "The text drawing offset (in pixels)."
msgstr "文本绘制偏移(单位为像素)。"
msgid ""
"Sets the render priority for the text outline. Higher priority objects will "
"be sorted in front of lower priority objects.\n"
"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
"ALPHA_CUT_DISABLED] (default value).\n"
"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
"not impact how transparent objects are sorted relative to opaque objects. "
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
"设置文本轮廓的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认"
"值)时适用。\n"
"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
msgid "Text outline size."
msgstr "文本轮廓大小。"
msgid ""
"Sets the render priority for the text. Higher priority objects will be "
"sorted in front of lower priority objects.\n"
"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
"ALPHA_CUT_DISABLED] (default value).\n"
"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
"not impact how transparent objects are sorted relative to opaque objects. "
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
"设置文本的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认"
"值)时适用。\n"
"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
msgid "Text width (in pixels), used for autowrap and fill alignment."
msgstr "文本宽度(单位为像素),用于自动换行和填充对齐。"
msgid "If set, lights in the environment affect the label."
msgstr "如果打开,环境中的灯光会影响该标签。"
msgid ""
"If set, text can be seen from the back as well. If not, the text is "
"invisible when looking at it from behind."
msgstr "如果打开,从后面也可以看到文本。如果不打开,从后面看该文本是不可见的。"
msgid ""
"Disables the depth test, so this object is drawn on top of all others. "
"However, objects drawn after it in the draw order may cover it."
msgstr ""
"禁用深度测试,所以这个对象被画在所有其他对象的上面。但是,在绘制顺序中,在它"
"之后绘制的对象可能会覆盖它。"
msgid ""
"Label is scaled by depth so that it always appears the same size on screen."
msgstr "标签会根据深度进行缩放,从而在屏幕上始终以相同的大小显示。"
msgid "Represents the size of the [enum DrawFlags] enum."
msgstr "代表 [enum DrawFlags] 枚举的大小。"
msgid ""
"This mode draws fully opaque pixels in the depth prepass. This is slower "
"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
"allows displaying translucent areas and smooth edges while using proper "
"sorting.\n"
"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
"scripts), this mode might have transparency sorting issues between the main "
"text and the outline."
msgstr ""
"这个模式会在深度预处理时绘制完全不透明的像素。比 [constant "
"ALPHA_CUT_DISABLED] 或 [constant ALPHA_CUT_DISCARD] 要慢,但能够对半透明区域"
"和平滑边缘进行正确的排序。\n"
"[b]注意:[/b]文本中存在重叠的字形时(例如手写体),这个模式可能会造成主文本和"
"轮廓的透明度排序问题。"
msgid "Collection of common settings to customize label text."
msgstr "用于自定义标签文本的常见设置合集。"
msgid "[Font] used for the text."
msgstr "文本使用的字体。"
msgid "Color of the text."
msgstr "文本的颜色。"
msgid "Size of the text."
msgstr "文本的大小。"
msgid "Vertical space between lines when the text is multiline."
msgstr "文本为多行时,行与行之间的垂直间距。"
msgid "The color of the outline."
msgstr "轮廓的颜色。"
msgid ""
"Color of the shadow effect. If alpha is [code]0[/code], no shadow will be "
"drawn."
msgstr "阴影效果的颜色。如果 Alpha 为 [code]0[/code] ,则不会绘制阴影。"
msgid "Offset of the shadow effect, in pixels."
msgstr "阴影效果的偏移,单位为像素。"
msgid "Size of the shadow effect."
msgstr "阴影效果的大小。"
msgid "Casts light in a 2D environment."
msgstr "在 2D 环境中投射光线。"
msgid ""
"Casts light in a 2D environment. A light is defined as a color, an energy "
"value, a mode (see constants), and various other parameters (range and "
"shadows-related)."
msgstr ""
"在 2D 环境中投射光线。光线由颜色、能量值、模式(见常量)以及其他各种参数(与"
"范围和阴影有关)来定义。"
msgid "The Light2D's blend mode. See [enum BlendMode] constants for values."
msgstr "该 Light2D 的混合模式。取值见 [enum BlendMode] 常量。"
msgid "The Light2D's [Color]."
msgstr "该 Light2D 的颜色 [Color]。"
msgid "If [code]true[/code], Light2D will only appear when editing the scene."
msgstr "如果为 [code]true[/code],Light2D 将只在编辑场景时出现。"
msgid "If [code]true[/code], Light2D will emit light."
msgstr "如果为 [code]true[/code],Light2D 会发光。"
msgid ""
"The Light2D's energy value. The larger the value, the stronger the light."
msgstr "Light2D 的能量值。该值越大,光线就越强。"
msgid "Maximum layer value of objects that are affected by the Light2D."
msgstr "受 Light2D 影响的对象的最大层数值。"
msgid "Minimum layer value of objects that are affected by the Light2D."
msgstr "受 Light2D 影响的对象的最小层数值。"
msgid ""
"Maximum [code]z[/code] value of objects that are affected by the Light2D."
msgstr "受 Light2D 影响的物体的最大 [code]z[/code] 值。"
msgid ""
"Minimum [code]z[/code] value of objects that are affected by the Light2D."
msgstr "受 Light2D 影响的物体的最小 [code]z[/code] 值。"
msgid "[Color] of shadows cast by the Light2D."
msgstr "该 Light2D 投下的影子的颜色 [Color]。"
msgid "If [code]true[/code], the Light2D will cast shadows."
msgstr "如果为 [code]true[/code],则该 Light2D 将投下阴影。"
msgid "Shadow filter type. See [enum ShadowFilter] for possible values."
msgstr "阴影过滤器类型。可能的取值见 [enum ShadowFilter]。"
msgid ""
"No filter applies to the shadow map. This provides hard shadow edges and is "
"the fastest to render. See [member shadow_filter]."
msgstr ""
"不对阴影贴图应用过滤。提供较硬的阴影边缘,渲染速度最快。见 [member "
"shadow_filter]。"
msgid ""
"Percentage closer filtering (5 samples) applies to the shadow map. This is "
"slower compared to hard shadow rendering. See [member shadow_filter]."
msgstr ""
"对阴影贴图使用百分比接近过滤(5 个样本)。与硬阴影渲染相比较慢。见 [member "
"shadow_filter]。"
msgid ""
"Adds the value of pixels corresponding to the Light2D to the values of "
"pixels under it. This is the common behavior of a light."
msgstr "将 Light2D 对应的像素值与其下方的像素值相加。这是灯的常见行为。"
msgid ""
"Subtracts the value of pixels corresponding to the Light2D to the values of "
"pixels under it, resulting in inversed light effect."
msgstr "将 Light2D 对应的像素值减去其下方的像素值,产生反光效果。"
msgid ""
"Mix the value of pixels corresponding to the Light2D to the values of pixels "
"under it by linear interpolation."
msgstr "通过线性插值将 Light2D 对应的像素值与其下方的像素值混合。"
msgid "Provides a base class for different kinds of light nodes."
msgstr "为不同类型的光节点提供基类。"
msgid ""
"Light3D is the [i]abstract[/i] base class for light nodes. As it can't be "
"instantiated, it shouldn't be used directly. Other types of light nodes "
"inherit from it. Light3D contains the common variables and parameters used "
"for lighting."
msgstr ""
"Light3D 是灯光节点的[i]抽象[/i]基类。由于无法实例化,所以不应直接使用。其他类"
"型的灯光节点继承自它。Light3D 包含用于照明的常见变量和参数。"
msgid "3D lights and shadows"
msgstr "3D 灯光与阴影"
msgid "Returns the value of the specified [enum Light3D.Param] parameter."
msgstr "返回指定的 [enum Light3D.Param] 参数的值。"
msgid "Sets the value of the specified [enum Light3D.Param] parameter."
msgstr "设置指定的 [enum Light3D.Param] 参数的值。"
msgid ""
"If [code]true[/code], the light only appears in the editor and will not be "
"visible at runtime."
msgstr "如果为 [code]true[/code],灯光只在编辑器中出现,在运行时将不可见。"
msgid ""
"The light's color. An [i]overbright[/i] color can be used to achieve a "
"result equivalent to increasing the light's [member light_energy]."
msgstr ""
"光的颜色。[i]过亮[/i]的颜色可用于实现与增加光的 [member light_energy] 相等价"
"的结果。"
msgid "The light will affect objects in the selected layers."
msgstr "灯光将影响所选图层中的对象。"
msgid ""
"If [code]true[/code], the light's effect is reversed, darkening areas and "
"casting bright shadows."
msgstr ""
"如果为 [code]true[/code],则光线的效果会逆转,使区域变暗并投射明亮的阴影。"
msgid ""
"The intensity of the specular blob in objects affected by the light. At "
"[code]0[/code], the light becomes a pure diffuse light. When not baking "
"emission, this can be used to avoid unrealistic reflections when placing "
"lights above an emissive surface."
msgstr ""
"受灯光影响的对象中镜面反射斑点的强度。在 [code]0[/code] 处,灯光变成纯漫反射"
"灯光。当不烘焙发射时,这可用于在发光表面上方放置灯光时避免不真实的反射。"
msgid ""
"Used to adjust shadow appearance. Too small a value results in self-"
"shadowing (\"shadow acne\"), while too large a value causes shadows to "
"separate from casters (\"peter-panning\"). Adjust as needed."
msgstr ""
"用于调整阴影表现。值太小会导致自阴影(“阴影失真”),而值太大会导致阴影与之分"
"离(“阴影悬浮”)。根据需要进行调整。"
msgid "Constant for accessing [member light_energy]."
msgstr "用于访问 [member light_energy] 的常量。"
msgid "Constant for accessing [member light_indirect_energy]."
msgstr "用于访问 [member light_indirect_energy] 的常量。"
msgid "Constant for accessing [member light_volumetric_fog_energy]."
msgstr "用于访问 [member light_volumetric_fog_energy] 的常量。"
msgid "Constant for accessing [member light_specular]."
msgstr "用于访问 [member light_specular] 的常量。"
msgid ""
"Constant for accessing [member OmniLight3D.omni_range] or [member "
"SpotLight3D.spot_range]."
msgstr ""
"用于访问 [member OmniLight3D.omni_range] 或 [member SpotLight3D.spot_range] "
"的常量。"
msgid "Constant for accessing [member light_size]."
msgstr "用于访问 [member light_size] 的常量。"
msgid ""
"Constant for accessing [member OmniLight3D.omni_attenuation] or [member "
"SpotLight3D.spot_attenuation]."
msgstr ""
"用于访问 [member OmniLight3D.omni_attenuation] 或 [member SpotLight3D."
"spot_attenuation] 的常量。"
msgid "Constant for accessing [member SpotLight3D.spot_angle]."
msgstr "用于访问 [member SpotLight3D.spot_angle] 的常量。"
msgid "Constant for accessing [member SpotLight3D.spot_angle_attenuation]."
msgstr "用于访问 [member SpotLight3D.spot_angle_attenuation] 的常量。"
msgid ""
"Constant for accessing [member DirectionalLight3D."
"directional_shadow_max_distance]."
msgstr ""
"用于访问 [member DirectionalLight3D.directional_shadow_max_distance] 的常量。"
msgid ""
"Constant for accessing [member DirectionalLight3D."
"directional_shadow_split_1]."
msgstr ""
"用于访问 [member DirectionalLight3D.directional_shadow_split_1] 的常量。"
msgid ""
"Constant for accessing [member DirectionalLight3D."
"directional_shadow_split_2]."
msgstr ""
"用于访问 [member DirectionalLight3D.directional_shadow_split_2] 的常量。"
msgid ""
"Constant for accessing [member DirectionalLight3D."
"directional_shadow_split_3]."
msgstr ""
"用于访问 [member DirectionalLight3D.directional_shadow_split_3] 的常量。"
msgid ""
"Constant for accessing [member DirectionalLight3D."
"directional_shadow_fade_start]."
msgstr ""
"用于访问 [member DirectionalLight3D.directional_shadow_fade_start] 的常量。"
msgid "Constant for accessing [member shadow_normal_bias]."
msgstr "用于访问 [member shadow_normal_bias] 的常量。"
msgid "Constant for accessing [member shadow_bias]."
msgstr "用于访问 [member shadow_bias] 的常量。"
msgid ""
"Constant for accessing [member DirectionalLight3D."
"directional_shadow_pancake_size]."
msgstr ""
"用于访问 [member DirectionalLight3D.directional_shadow_pancake_size] 的常量。"
msgid "Constant for accessing [member shadow_opacity]."
msgstr "用于访问 [member shadow_opacity] 的常量。"
msgid "Constant for accessing [member shadow_blur]."
msgstr "用于访问 [member shadow_blur] 的常量。"
msgid "Constant for accessing [member shadow_transmittance_bias]."
msgstr "用于访问 [member shadow_transmittance_bias] 的常量。"
msgid ""
"Constant for accessing [member light_intensity_lumens] and [member "
"light_intensity_lux]. Only used when [member ProjectSettings.rendering/"
"lights_and_shadows/use_physical_light_units] is [code]true[/code]."
msgstr ""
"用于访问 [member light_intensity_lumens] 和 [member light_intensity_lux] 的常"
"量。只在 [member ProjectSettings.rendering/lights_and_shadows/"
"use_physical_light_units] 为 [code]true[/code] 时使用。"
msgid ""
"The color to use for environment lighting. Only effective if [member "
"environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_COLOR]."
msgstr ""
"用于环境照明的颜色。仅在 [member environment_mode] 为 [constant "
"ENVIRONMENT_MODE_CUSTOM_COLOR] 时有效。"
msgid ""
"The color multiplier to use for environment lighting. Only effective if "
"[member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_COLOR]."
msgstr ""
"用于环境照明的颜色倍数。仅在 [member environment_mode] 为 [constant "
"ENVIRONMENT_MODE_CUSTOM_COLOR] 时有效。"
msgid ""
"The sky to use as a source of environment lighting. Only effective if "
"[member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_SKY]."
msgstr ""
"用作环境照明光源的天空。仅在 [member environment_mode] 为 [constant "
"ENVIRONMENT_MODE_CUSTOM_SKY] 时有效。"
msgid "The environment mode to use when baking lightmaps."
msgstr "烘焙光照贴图时使用的环境模式。"
msgid ""
"If [code]true[/code], ignore environment lighting when baking lightmaps."
msgstr "如果为 [code]true[/code],则会在烘焙光照贴图时忽略环境光照。"
msgid "Lowest level of subdivision (fastest bake times, smallest file sizes)."
msgstr "最低级别的细分(烘焙时间最快,文件大小最小)。"
msgid "Low level of subdivision (fast bake times, small file sizes)."
msgstr "较低级别的细分(烘焙时间较快,文件大小较小)。"
msgid "High level of subdivision (slow bake times, large file sizes)."
msgstr "较高级别的细分(烘焙时间较慢,文件大小较大)。"
msgid "Highest level of subdivision (slowest bake times, largest file sizes)."
msgstr "最高级别的细分(烘焙时间最慢,文件大小最大)。"
msgid "Lightmap baking was successful."
msgstr "光照贴图烘焙成功。"
msgid ""
"Lightmap baking failed because the root node for the edited scene could not "
"be accessed."
msgstr "光照贴图烘焙失败,原因是无法访问所编辑场景的根节点。"
msgid ""
"Lightmap baking failed as the lightmap data resource is embedded in a "
"foreign resource."
msgstr "光照贴图烘焙失败,原因是光照贴图数据嵌入在外部资源之中。"
msgid ""
"Lightmap baking failed as there is no lightmapper available in this Godot "
"build."
msgstr "光照贴图烘焙失败,原因是这个 Godot 构建中没有可用的光照贴图器。"
msgid ""
"Lightmap baking failed as the [LightmapGIData] save path isn't configured in "
"the resource."
msgstr "光照贴图烘焙失败,原因是资源中没有配置 [LightmapGIData] 保存路径。"
msgid ""
"Lightmap baking failed as the resulting image couldn't be saved or imported "
"by Godot after it was saved."
msgstr ""
"光照贴图烘焙失败,原因是最终的图像无法保存,或保存后无法被 Godot 导入。"
msgid "Ignore environment lighting when baking lightmaps."
msgstr "烘焙光照贴图时忽略环境光照。"
msgid ""
"Use [member environment_custom_sky] as a source of environment lighting when "
"baking lightmaps."
msgstr ""
"烘焙光照贴图时,使用 [member environment_custom_sky] 作为环境光照来源。"
msgid ""
"Use [member environment_custom_color] multiplied by [member "
"environment_custom_energy] as a constant source of environment lighting when "
"baking lightmaps."
msgstr ""
"烘焙光照贴图时,使用 [member environment_custom_color] 和 [member "
"environment_custom_energy] 相乘的结果作为环境光照的恒定来源。"
msgid "Occludes light cast by a Light2D, casting shadows."
msgstr "遮挡由 Light2D 投射的光线,投射阴影。"
msgid ""
"Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must "
"be provided with an [OccluderPolygon2D] in order for the shadow to be "
"computed."
msgstr ""
"遮挡 Light2D 投射的灯光,投射阴影。为了计算阴影,必须为 LightOccluder2D 提供 "
"[OccluderPolygon2D]。"
msgid "The [OccluderPolygon2D] used to compute the shadow."
msgstr "用于计算阴影的 [OccluderPolygon2D]。"
msgid "A 2D line."
msgstr "一条 2D 线。"
msgid "Removes all points from the line."
msgstr "移除直线上的所有点。"
msgid ""
"Controls the style of the line's first point. Use [enum LineCapMode] "
"constants."
msgstr "控制直线的第一个点的样式。使用 [enum LineCapMode] 常量。"
msgid "The line's color. Will not be used if a gradient is set."
msgstr "线条的颜色。如果设置了渐变,则不会生效。"
msgid ""
"Controls the style of the line's last point. Use [enum LineCapMode] "
"constants."
msgstr "控制线条最后一点的样式。使用 [enum LineCapMode] 常量。"
msgid ""
"The gradient is drawn through the whole line from start to finish. The "
"default color will not be used if a gradient is set."
msgstr "从头到尾贯穿整条线的渐变色。如果设置了渐变,则不会使用默认颜色。"
msgid "The style for the points between the start and the end."
msgstr "起点和终点之间点的样式。"
msgid ""
"The points that form the lines. The line is drawn between every point set in "
"this array. Points are interpreted as local vectors."
msgstr "构成线条的点。在此数组中设置的每个点之间绘制线。点被解释为局部向量。"
msgid ""
"The smoothness of the rounded joints and caps. Higher values result in "
"smoother corners, but are more demanding to render and update. This is only "
"used if a cap or joint is set as round.\n"
"[b]Note:[/b] The default value is tuned for lines with the default [member "
"width]. For thin lines, this value should be reduced to a number between "
"[code]2[/code] and [code]4[/code] to improve performance."
msgstr ""
"连接点及端点的圆角平滑度。取值越高,边角越平滑,不过渲染和更新的消耗也越大。"
"只会在端点或连接点被设为圆角时使用。\n"
"[b]注意:[/b]默认值针对的是使用默认 [member width] 的线条。针对更细的线条,应"
"该将这个值减小到 [code]2[/code] 和 [code]4[/code] 之间,提升性能。"
msgid ""
"The direction difference in radians between vector points. This value is "
"only used if [member joint_mode] is set to [constant LINE_JOINT_SHARP]."
msgstr ""
"向量点之间的方向差,单位为弧度。仅当 [member joint_mode] 设置为 [constant "
"LINE_JOINT_SHARP] 时,才使用此值。"
msgid ""
"The texture used for the line's texture. Uses [code]texture_mode[/code] for "
"drawing style."
msgstr "用于线条纹理的纹理。使用 [code]texture_mode[/code] 作为绘图样式。"
msgid ""
"The style to render the [code]texture[/code] on the line. Use [enum "
"LineTextureMode] constants."
msgstr ""
"在线条上渲染 [code]texture[/code] 的样式。使用 [enum LineTextureMode] 常量。"
msgid "The line's width."
msgstr "该线条的宽度。"
msgid ""
"The line's width varies with the curve. The original width is simply "
"multiply by the value of the Curve."
msgstr "该线条的宽度随曲线变化。原始宽度只需乘以曲线的值即可。"
msgid ""
"The line's joints will be pointy. If [code]sharp_limit[/code] is greater "
"than the rotation of a joint, it becomes a bevel joint instead."
msgstr ""
"该线条的交点将是尖头。如果 [code]sharp_limit[/code] 大于交点的旋转,它将变为"
"倒角交点。"
msgid "The line's joints will be bevelled/chamfered."
msgstr "该线条的交点将为倒角/切角。"
msgid "The line's joints will be rounded."
msgstr "该线条的交点将为圆角。"
msgid "Don't draw a line cap."
msgstr "不绘制线条的端点。"
msgid "Draws the line cap as a box."
msgstr "将线条端点绘制为矩形。"
msgid "Draws the line cap as a circle."
msgstr "将线条端点绘制为圆形。"
msgid ""
"Takes the left pixels of the texture and renders it over the whole line."
msgstr "获取纹理的左侧像素并在整个线条上渲染它。"
msgid "Control that provides single-line string editing."
msgstr "提供单行字符串编辑功能的控件。"
msgid "Erases the [LineEdit]'s [member text]."
msgstr "擦除 [LineEdit] 的 [member text]。"
msgid "Clears the current selection."
msgstr "清除当前选择。"
msgid "Returns the selection begin column."
msgstr "返回选择的开始列。"
msgid "Returns the selection end column."
msgstr "返回选择结束列。"
msgid "Returns [code]true[/code] if the user has selected text."
msgstr "如果用户选中了文本,则返回 [code]true[/code]。"
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "执行 [enum MenuItems] 枚举中定义的给定操作。"
msgid "Selects the whole [String]."
msgstr "选中整个 [String]。"
msgid "If [code]true[/code], the caret (text cursor) blinks."
msgstr "如果为 [code]true[/code],则插入符号(文本光标)会闪烁。"
msgid "Duration (in seconds) of a caret's blinking cycle."
msgstr "插入符号闪烁周期的持续时间(秒)。"
msgid ""
"If [code]true[/code], the [LineEdit] will show a clear button if [code]text[/"
"code] is not empty, which can be used to clear the text quickly."
msgstr ""
"如果为 [code]true[/code],[LineEdit] 将在 [code]text[/code] 非空时显示一个按"
"钮,可以用来快速清除文本。"
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr "如果为 [code]true[/code],右键单击将出现上下文菜单。"
msgid ""
"If [code]true[/code], the selected text will be deselected when focus is "
"lost."
msgstr "如果为 [code]true[/code],则在丢失焦点时会取消选中文本。"
msgid "If [code]true[/code], control characters are displayed."
msgstr "如果为 [code]true[/code],则会显示控制字符。"
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
"be added."
msgstr "如果为 [code]false[/code],则不能修改现在的文本,也不能添加新文本。"
msgid ""
"If [code]true[/code], the [LineEdit] width will increase to stay longer than "
"the [member text]. It will [b]not[/b] compress if the [member text] is "
"shortened."
msgstr ""
"如果为 [code]true[/code],则 [LineEdit] 宽度将增加到比 [member text] 长。如"
"果 [member text] 被缩短,它将[b]不[/b]压缩。"
msgid "If [code]true[/code], the [LineEdit] don't display decoration."
msgstr "如果为 [code]true[/code],则 [LineEdit] 不显示装饰。"
msgid ""
"If [code]false[/code], using middle mouse button to paste clipboard will be "
"disabled.\n"
"[b]Note:[/b] This method is only implemented on Linux."
msgstr ""
"如果为 [code]false[/code],将禁用鼠标中键粘贴剪贴板。\n"
"[b]注意:[/b]这个方法只在 Linux 上实现。"
msgid ""
"Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s "
"default value (see [member text])."
msgstr ""
"当 [LineEdit] 为空时显示的文本。它[b]不是[/b] [LineEdit] 的默认值(见 "
"[member text])。"
msgid ""
"Sets the icon that will appear in the right end of the [LineEdit] if there's "
"no [member text], or always, if [member clear_button_enabled] is set to "
"[code]false[/code]."
msgstr ""
"设置 [LineEdit] 右端的图标,这个图标会在没有 [member text] 时出现,如果 "
"[member clear_button_enabled] 为 [code]false[/code] 则始终可见。"
msgid ""
"If [code]true[/code], every character is replaced with the secret character "
"(see [member secret_character])."
msgstr ""
"如果为 [code]true[/code],则每个字符都会被替换成密码字符(见 [member "
"secret_character])。"
msgid ""
"If [code]false[/code], it's impossible to select the text using mouse nor "
"keyboard."
msgstr "如果为 [code]false[/code],则无法用鼠标或键盘选择文本。"
msgid "If [code]false[/code], using shortcuts will be disabled."
msgstr "如果为 [code]false[/code],快捷键将被禁用。"
msgid ""
"String value of the [LineEdit].\n"
"[b]Note:[/b] Changing text using this property won't emit the [signal "
"text_changed] signal."
msgstr ""
"[LineEdit] 的字符串值。\n"
"[b]注意:[/b]使用这个属性更改文本不会触发 [signal text_changed] 信号。"
msgid ""
"If [code]true[/code], the native virtual keyboard is shown when focused on "
"platforms that support it."
msgstr ""
"如果为 [code]true[/code],则在获得焦点时会在支持的平台上显示原生虚拟键盘。"
msgid "Specifies the type of virtual keyboard to show."
msgstr "指定要显示的虚拟键盘的类型。"
msgid ""
"Emitted when appending text that overflows the [member max_length]. The "
"appended text is truncated to fit [member max_length], and the part that "
"couldn't fit is passed as the [code]rejected_substring[/code] argument."
msgstr ""
"当追加的文本超过了 [member max_length] 时触发。追加后的文本会被截断以适应 "
"[member max_length],超出的部分会被作为 [code]rejected_substring[/code] 参数"
"传递。"
msgid "Emitted when the text changes."
msgstr "当文本更改时触发。"
msgid "Emitted when the user presses [constant KEY_ENTER] on the [LineEdit]."
msgstr "当用户在 [LineEdit] 上按 [constant KEY_ENTER] 时触发。"
msgid "Cuts (copies and clears) the selected text."
msgstr "剪切(复制并删除)选中的文本。"
msgid "Copies the selected text."
msgstr "复制选中的文本。"
msgid "Erases the whole [LineEdit] text."
msgstr "删除 [LineEdit] 中的全部文本。"
msgid "Selects the whole [LineEdit] text."
msgstr "选中 [LineEdit] 中的全部文本。"
msgid "Undoes the previous action."
msgstr "撤销之前的操作。"
msgid "Reverse the last undo action."
msgstr "反转最后一个撤销动作。"
msgid "ID of \"Text Writing Direction\" submenu."
msgstr "“文本书写方向”子菜单的 ID。"
msgid "Sets text direction to inherited."
msgstr "将文本方向设置为继承。"
msgid "Sets text direction to automatic."
msgstr "将文本方向设置为自动。"
msgid "Sets text direction to left-to-right."
msgstr "将文本方向设置为从左至右。"
msgid "Sets text direction to right-to-left."
msgstr "将文本方向设置为从右至左。"
msgid "Toggles control character display."
msgstr "切换控制字符的显示。"
msgid "ID of \"Insert Control Character\" submenu."
msgstr "“插入控制字符”子菜单的 ID。"
msgid "Inserts left-to-right mark (LRM) character."
msgstr "插入从左至右标志(LRM)字符。"
msgid "Inserts right-to-left mark (RLM) character."
msgstr "插入从右至左标志(LRM)字符。"
msgid "Inserts start of left-to-right embedding (LRE) character."
msgstr "插入开始从左至右嵌入(LRE)字符。"
msgid "Inserts start of right-to-left embedding (RLE) character."
msgstr "插入开始从右至左嵌入(RLE)字符。"
msgid "Inserts start of left-to-right override (LRO) character."
msgstr "插入开始从左至右强制(LRO)字符。"
msgid "Inserts start of right-to-left override (RLO) character."
msgstr "插入开始从右至左嵌入(RLE)字符。"
msgid "Inserts pop direction formatting (PDF) character."
msgstr "插入退出方向格式化(PDF)字符。"
msgid "Inserts Arabic letter mark (ALM) character."
msgstr "插入阿拉伯字母标记(ALM)字符。"
msgid "Inserts left-to-right isolate (LRI) character."
msgstr "插入从左至右隔离(LRI)字符。"
msgid "Inserts right-to-left isolate (RLI) character."
msgstr "插入从右至左隔离(RLI)字符。"
msgid "Inserts first strong isolate (FSI) character."
msgstr "插入第一个强隔离(FSI)字符。"
msgid "Inserts pop direction isolate (PDI) character."
msgstr "插入退出方向隔离(PDI)字符。"
msgid "Inserts zero width joiner (ZWJ) character."
msgstr "插入零宽连接符(ZWJ)字符。"
msgid "Inserts zero width non-joiner (ZWNJ) character."
msgstr "插入零宽非连接符(ZWNJ)字符。"
msgid "Inserts word joiner (WJ) character."
msgstr "插入文字连接符(WJ)字符。"
msgid "Inserts soft hyphen (SHY) character."
msgstr "插入软连字符(SHY)字符。"
msgid "Represents the size of the [enum MenuItems] enum."
msgstr "代表 [enum MenuItems] 枚举的大小。"
msgid "Color used as default tint for the clear button."
msgstr "用作清除按钮默认色调的颜色。"
msgid "Color used for the clear button when it's pressed."
msgstr "按下清除按钮时使用的颜色。"
msgid "Default font color."
msgstr "默认字体颜色。"
msgid "Font color for [member placeholder_text]."
msgstr "[member placeholder_text] 的字体颜色。"
msgid "Font color for selected text (inside the selection rectangle)."
msgstr "选定文本的字体颜色(在选择矩形内)。"
msgid "Font color when editing is disabled."
msgstr "禁用编辑时的字体颜色。"
msgid "Color of the selection rectangle."
msgstr "选择矩形的颜色。"
msgid "Font used for the text."
msgstr "文本使用的字体。"
msgid "Font size of the [LineEdit]'s text."
msgstr "该 [LineEdit] 文本的字体大小。"
msgid "Texture for the clear button. See [member clear_button_enabled]."
msgstr "“清除”按钮的纹理。见 [member clear_button_enabled]。"
msgid ""
"Background used when [LineEdit] has GUI focus. The [code]focus[/code] "
"[StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially "
"transparent [StyleBox] should be used to ensure the base [StyleBox] remains "
"visible. A [StyleBox] that represents an outline or an underline works well "
"for this purpose. To disable the focus visual effect, assign a "
"[StyleBoxEmpty] resource. Note that disabling the focus visual effect will "
"harm keyboard/controller navigation usability, so this is not recommended "
"for accessibility reasons."
msgstr ""
"该 [LineEdit] 处于聚焦状态时使用的背景。[code]focus[/code] [StyleBox] 显示在"
"基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 [StyleBox],确保基础 "
"[StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很好地实现这个目的。要"
"禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意,禁用聚焦的视觉效果会"
"影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原因,不建议这样做。"
msgid "Default background for the [LineEdit]."
msgstr "该 [LineEdit] 的默认背景。"
msgid ""
"Background used when [LineEdit] is in read-only mode ([member editable] is "
"set to [code]false[/code])."
msgstr ""
"该 [LineEdit] 处于只读模式时使用的背景([member editable] 为 [code]false[/"
"code])。"
msgid "Simple button used to represent a link to some resource."
msgstr "简单的按钮,用于表示对某些资源的链接。"
msgid ""
"This kind of button is primarily used when the interaction with the button "
"causes a context change (like linking to a web page).\n"
"See also [BaseButton] which contains common properties and methods "
"associated with this node."
msgstr ""
"这种按钮主要用于与按钮的交互引起上下文变化时(如链接到网页)。\n"
"参阅 [BaseButton],它包含了该节点相关的常用属性和方法。"
msgid "The LinkButton will always show an underline at the bottom of its text."
msgstr "LinkButton 将始终在其文本底部显示下划线。"
msgid ""
"The LinkButton will show an underline at the bottom of its text when the "
"mouse cursor is over it."
msgstr "LinkButton 将在鼠标光标悬停时,在文本底部显示下划线。"
msgid "The LinkButton will never show an underline at the bottom of its text."
msgstr "LinkButton 永远不会在其文本底部显示下划线。"
msgid "Default text [Color] of the [LinkButton]."
msgstr "[LinkButton] 默认的字体颜色 [Color]。"
msgid ""
"Text [Color] used when the [LinkButton] is focused. Only replaces the normal "
"text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
"当 [LinkButton] 获得焦点时使用的文本 [Color]。只替换按钮的正常文本颜色。禁"
"用、悬停和按下状态优先于这个颜色。"
msgid "Text [Color] used when the [LinkButton] is being hovered."
msgstr "当 [LinkButton] 被悬停时使用的文本颜色 [Color]。"
msgid "Text [Color] used when the [LinkButton] is being pressed."
msgstr "当 [LinkButton] 被按下时使用的文本颜色 [Color]。"
msgid "The vertical space between the baseline of text and the underline."
msgstr "文本基线和下划线之间的垂直空间。"
msgid "[Font] of the [LinkButton]'s text."
msgstr "该 [LinkButton] 文本的字体 [Font]。"
msgid "Font size of the [LinkButton]'s text."
msgstr "该 [LinkButton] 文本的字体大小。"
msgid ""
"[StyleBox] used when the [LinkButton] is focused. The [code]focus[/code] "
"[StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially "
"transparent [StyleBox] should be used to ensure the base [StyleBox] remains "
"visible. A [StyleBox] that represents an outline or an underline works well "
"for this purpose. To disable the focus visual effect, assign a "
"[StyleBoxEmpty] resource. Note that disabling the focus visual effect will "
"harm keyboard/controller navigation usability, so this is not recommended "
"for accessibility reasons."
msgstr ""
"该 [LinkButton] 处于聚焦状态时使用的 [StyleBox]。[code]focus[/code] "
"[StyleBox] 显示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 "
"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以"
"很好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注"
"意,禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的"
"原因,不建议这样做。"
msgid "Abstract base class for the game's main loop."
msgstr "游戏主循环的抽象基类。"
msgid "Called before the program exits."
msgstr "在程序退出前调用。"
msgid "Called once during initialization."
msgstr "在初始化时调用一次。"
msgid "Emitted when a user responds to a permission request."
msgstr "当用户对权限请求作出反应时发出。"
msgid ""
"Notification received from the OS when the application is exceeding its "
"allocated memory.\n"
"Specific to the iOS platform."
msgstr ""
"当应用程序超过其分配的内存时,从操作系统收到的通知。\n"
"仅限 iOS 平台。"
msgid ""
"Notification received when translations may have changed. Can be triggered "
"by the user changing the locale. Can be used to respond to language changes, "
"for example to change the UI strings on the fly. Useful when working with "
"the built-in translation support, like [method Object.tr]."
msgstr ""
"当翻译可能发生变化时收到的通知。会在用户改变区域设置时触发。可以用来响应语言"
"的变化,例如实时改变 UI 字符串。可配合内置的翻译支持使用,比如 [method "
"Object.tr]。"
msgid ""
"Notification received from the OS when a request for \"About\" information "
"is sent.\n"
"Specific to the macOS platform."
msgstr ""
"当发出“关于”信息请求时,从操作系统收到的通知。\n"
"仅限 macOS 平台。"
msgid ""
"Notification received from Godot's crash handler when the engine is about to "
"crash.\n"
"Implemented on desktop platforms if the crash handler is enabled."
msgstr ""
"当引擎即将崩溃时,从Godot的崩溃处理程序收到的通知。\n"
"如果崩溃处理程序被启用,这只会在桌面平台上实现。"
msgid ""
"Notification received from the OS when an update of the Input Method Engine "
"occurs (e.g. change of IME cursor position or composition string).\n"
"Specific to the macOS platform."
msgstr ""
"当输入法引擎发生更新时,从操作系统收到的通知(例如,IME 光标位置或组成字符串"
"的变化)。\n"
"仅限 macOS 平台。"
msgid ""
"Notification received from the OS when the application is resumed.\n"
"Specific to the Android platform."
msgstr ""
"当应用程序恢复时,从操作系统收到的通知。\n"
"仅限 Android 平台。"
msgid ""
"Notification received from the OS when the application is paused.\n"
"Specific to the Android platform."
msgstr ""
"当应用程序暂停时,从操作系统收到的通知。\n"
"仅限 Android 平台。"
msgid "Notification received when text server is changed."
msgstr "文本服务器被更改时,收到的通知。"
msgid "Simple margin container."
msgstr "简单的边距容器。"
msgid ""
"All direct children of [MarginContainer] will have a bottom margin of "
"[code]margin_bottom[/code] pixels."
msgstr ""
"所有 [MarginContainer] 的直接子节点将有 [code]margin_bottom[/code] 像素的底边"
"距。"
msgid ""
"All direct children of [MarginContainer] will have a left margin of "
"[code]margin_left[/code] pixels."
msgstr ""
"所有 [MarginContainer] 的直接子节点将有 [code]margin_left[/code] 像素的左边"
"距。"
msgid ""
"All direct children of [MarginContainer] will have a right margin of "
"[code]margin_right[/code] pixels."
msgstr ""
"所有 [MarginContainer] 的直接子节点将有 [code]margin_right[/code] 像素的右边"
"距。"
msgid ""
"All direct children of [MarginContainer] will have a top margin of "
"[code]margin_top[/code] pixels."
msgstr ""
"所有 [MarginContainer] 的直接子节点将有 [code]margin_top[/code] 像素的顶边"
"距。"
msgid "Generic 2D position hint for editing."
msgstr "通用 2D 位置提示,用于编辑。"
msgid ""
"Generic 2D position hint for editing. It's just like a plain [Node2D], but "
"it displays as a cross in the 2D editor at all times. You can set cross' "
"visual size by using the gizmo in the 2D editor while the node is selected."
msgstr ""
"用于编辑的通用 2D 位置提示。类似于普通的 [Node2D],但它始终在 2D 编辑器中显示"
"十字。该节点处于选中状态时,可以使用 2D 编辑器中的小工具来设置十字的视觉大"
"小。"
msgid "Size of the gizmo cross that appears in the editor."
msgstr "出现在编辑器中的小工具十字的大小。"
msgid "Generic 3D position hint for editing."
msgstr "通用 3D 位置提示,用于编辑。"
msgid ""
"Generic 3D position hint for editing. It's just like a plain [Node3D], but "
"it displays as a cross in the 3D editor at all times."
msgstr ""
"用于编辑的通用 3D 位置提示。类似于普通的 [Node3D],但它始终在 3D 编辑器中显示"
"十字。"
msgid "Provides data transformation and encoding utility functions."
msgstr "提供进行数据转换和编码的实用函数。"
msgid "Returns a Base64-encoded string of a given [PackedByteArray]."
msgstr "返回将给定 [PackedByteArray] 按照 Base64 编码的字符串。"
msgid "Returns a Base64-encoded string of the UTF-8 string [param utf8_str]."
msgstr "返回将给定 UTF-8 字符串 [param utf8_str] 按照 Base64 编码的字符串。"
msgid "Abstract base [Resource] for coloring and shading geometry."
msgstr "用于为几何体上色(Coloring)和着色(Shading)的 [Resource] 抽象基类。"
msgid "Creates a placeholder version of this resource ([PlaceholderMaterial])."
msgstr "创建该资源的占位符版本([PlaceholderMaterial])。"
msgid "Maximum value for the [member render_priority] parameter."
msgstr "[member render_priority] 参数的最大值。"
msgid "Minimum value for the [member render_priority] parameter."
msgstr "[member render_priority] 参数的最小值。"
msgid ""
"A horizontal menu bar, which displays [PopupMenu]s or system global menu."
msgstr "水平菜单栏,显示 [PopupMenu] 或系统全局菜单。"
msgid "Returns number of menu items."
msgstr "返回菜单项的数量。"
msgid "Returns [PopupMenu] associated with menu item."
msgstr "返回与菜单项关联的 [PopupMenu]。"
msgid "Returns menu item title."
msgstr "返回菜单项的标题。"
msgid "Returns menu item tooltip."
msgstr "返回菜单项的工具提示。"
msgid "Returns [code]true[/code], if menu item is disabled."
msgstr "如果菜单项为禁用状态,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code], if menu item is hidden."
msgstr "如果菜单项为隐藏状态,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code], if system global menu is supported and used by "
"this [MenuBar]."
msgstr ""
"如果支持系统全局菜单,而且该 [MenuBar] 使用全局菜单,则返回 [code]true[/"
"code]。"
msgid ""
"If [code]true[/code], shortcuts are disabled and cannot be used to trigger "
"the button."
msgstr "如果为 [code]true[/code],快捷方式将被禁用,无法用于触发按钮。"
msgid "If [code]true[/code], menu item is disabled."
msgstr "为 [code]true[/code] 时,菜单项为禁用状态。"
msgid "If [code]true[/code], menu item is hidden."
msgstr "为 [code]true[/code] 时,菜单项为隐藏状态。"
msgid "Sets menu item title."
msgstr "设置菜单项的标题。"
msgid "Sets menu item tooltip."
msgstr "设置菜单项的工具提示。"
msgid "Flat [MenuBar] don't display item decoration."
msgstr "扁平的 [MenuBar],不显示项目装饰。"
msgid ""
"If [code]true[/code], [MenuBar] will use system global menu when supported."
msgstr ""
"如果为 [code]true[/code],则 [MenuBar] 会在支持系统全局菜单时使用系统全局菜"
"单。"
msgid "Default text [Color] of the menu item."
msgstr "菜单项的默认文字 [Color]。"
msgid "Text [Color] used when the menu item is disabled."
msgstr "菜单项处于禁用状态时使用的文字 [Color]。"
msgid ""
"Text [Color] used when the menu item is focused. Only replaces the normal "
"text color of the menu item. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
"菜单项处于聚焦状态时使用的文字 [Color]。只替换按钮的正常文本颜色。禁用、悬停"
"和按下状态优先于这个颜色。"
msgid "Text [Color] used when the menu item is being hovered."
msgstr "菜单项处于悬停状态时使用的文字 [Color]。"
msgid "Text [Color] used when the menu item is being hovered and pressed."
msgstr "菜单项处于悬停且按下状态时使用的文字 [Color]。"
msgid "Text [Color] used when the menu item is being pressed."
msgstr "菜单项处于按下状态时使用的文字 [Color]。"
msgid "The horizontal space between menu items."
msgstr "菜单项之间的水平距离。"
msgid "[Font] of the menu item's text."
msgstr "菜单项文本的字体 [Font]。"
msgid "Font size of the menu item's text."
msgstr "菜单项文本的字体大小。"
msgid "[StyleBox] used when the menu item is disabled."
msgstr "菜单项处于禁用状态时使用的 [StyleBox]。"
msgid ""
"[StyleBox] used when the menu item is focused. The [code]focus[/code] "
"[StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially "
"transparent [StyleBox] should be used to ensure the base [StyleBox] remains "
"visible. A [StyleBox] that represents an outline or an underline works well "
"for this purpose. To disable the focus visual effect, assign a "
"[StyleBoxEmpty] resource. Note that disabling the focus visual effect will "
"harm keyboard/controller navigation usability, so this is not recommended "
"for accessibility reasons."
msgstr ""
"菜单项处于聚焦状态时使用的 [StyleBox]。[code]focus[/code] [StyleBox] 显示在基"
"础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 [StyleBox],确保基础 "
"[StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很好地实现这个目的。要"
"禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意,禁用聚焦的视觉效果会"
"影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原因,不建议这样做。"
msgid "[StyleBox] used when the menu item is being hovered."
msgstr "菜单项处于悬停状态时使用的 [StyleBox]。"
msgid "Default [StyleBox] for the menu item."
msgstr "菜单项的默认 [StyleBox]。"
msgid "[StyleBox] used when the menu item is being pressed."
msgstr "菜单项处于按下状态时使用的 [StyleBox]。"
msgid "Special button that brings up a [PopupMenu] when clicked."
msgstr "点击后会弹出 [PopupMenu] 的特殊按钮。"
msgid ""
"Special button that brings up a [PopupMenu] when clicked.\n"
"New items can be created inside this [PopupMenu] using [code]get_popup()."
"add_item(\"My Item Name\")[/code]. You can also create them directly from "
"the editor. To do so, select the [MenuButton] node, then in the toolbar at "
"the top of the 2D editor, click [b]Items[/b] then click [b]Add[/b] in the "
"popup. You will be able to give each item new properties.\n"
"See also [BaseButton] which contains common properties and methods "
"associated with this node."
msgstr ""
"点击后会弹出 [PopupMenu] 的特殊按钮。\n"
"可以使用 [code]get_popup().add_item(\"菜单项目名称\")[/code] 在这个 "
"[PopupMenu] 中创建新项目。你也可以直接从编辑器中创建它们。要做到这点,选择 "
"[MenuButton] 节点,然后在 2D 编辑器顶部的工具栏中,点击[b]列表项[/b],然后点"
"击弹出窗口中的[b]添加[/b]。你将能够赋予每个项目新的属性。\n"
"与该节点相关的常用属性和方法请参阅 [BaseButton]。"
msgid ""
"If [code]true[/code], when the cursor hovers above another [MenuButton] "
"within the same parent which also has [code]switch_on_hover[/code] enabled, "
"it will close the current [MenuButton] and open the other one."
msgstr ""
"如果为 [code]true[/code],当光标悬停在同一父级中也启用了 "
"[code]switch_on_hover[/code] 的另一个 [MenuButton] 上方时,它将关闭当前的 "
"[MenuButton] 并打开另一个。"
msgid "Default text [Color] of the [MenuButton]."
msgstr "[MenuButton] 默认的字体 [Color] 颜色。"
msgid "Text [Color] used when the [MenuButton] is disabled."
msgstr "[MenuButton] 被禁用时的字体 [Color] 颜色。"
msgid ""
"Text [Color] used when the [MenuButton] is focused. Only replaces the normal "
"text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
"当 [MenuButton] 获得焦点时使用的文本 [Color]。只替换按钮的正常文本颜色。禁"
"用、悬停和按下状态优先于这个颜色。"
msgid "Text [Color] used when the [MenuButton] is being hovered."
msgstr "当鼠标在 [MenuButton] 上悬停时使用的字体 [Color] 颜色。"
msgid "Text [Color] used when the [MenuButton] is being pressed."
msgstr "当 [MenuButton] 被按下时使用的字体 [Color] 颜色。"
msgid "[Font] of the [MenuButton]'s text."
msgstr "[MenuButton] 文本的 [Font]。"
msgid "Font size of the [MenuButton]'s text."
msgstr "该 [MenuButton] 文本的字体大小。"
msgid "[StyleBox] used when the [MenuButton] is disabled."
msgstr "该 [MenuButton] 处于禁用状态时使用的 [StyleBox]。"
msgid ""
"[StyleBox] used when the [MenuButton] is focused. The [code]focus[/code] "
"[StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially "
"transparent [StyleBox] should be used to ensure the base [StyleBox] remains "
"visible. A [StyleBox] that represents an outline or an underline works well "
"for this purpose. To disable the focus visual effect, assign a "
"[StyleBoxEmpty] resource. Note that disabling the focus visual effect will "
"harm keyboard/controller navigation usability, so this is not recommended "
"for accessibility reasons."
msgstr ""
"该 [MenuButton] 处于聚焦状态时使用的 [StyleBox]。[code]focus[/code] "
"[StyleBox] 显示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 "
"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以"
"很好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注"
"意,禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的"
"原因,不建议这样做。"
msgid "[StyleBox] used when the [MenuButton] is being hovered."
msgstr "该 [MenuButton] 处于悬停状态时使用的 [StyleBox]。"
msgid "Default [StyleBox] for the [MenuButton]."
msgstr "该 [MenuButton] 的默认 [StyleBox]。"
msgid "[StyleBox] used when the [MenuButton] is being pressed."
msgstr "该 [MenuButton] 处于按下状态时使用的 [StyleBox]。"
msgid "A [Resource] that contains vertex array-based geometry."
msgstr "一种包含基于顶点数组的几何资源。"
msgid ""
"Mesh is a type of [Resource] that contains vertex array-based geometry, "
"divided in [i]surfaces[/i]. Each surface contains a completely separate "
"array and a material used to draw it. Design wise, a mesh with multiple "
"surfaces is preferred to a single surface, because objects created in 3D "
"editing software commonly contain multiple materials."
msgstr ""
"网格是一种包含了基于顶点数组的几何资源。网格被分为各种[i]平面[/i],每一个平面"
"包含了一个完整的、单独的顶点数组和材质用来绘制它。通过明智的设计,一个由多个"
"面组成的网格胜过单个面的,这是因为在3D编辑软件中,一个物体通常包含多种材质。"
msgid ""
"Calculate an outline mesh at a defined offset (margin) from the original "
"mesh.\n"
"[b]Note:[/b] This method typically returns the vertices in reverse order (e."
"g. clockwise to counterclockwise)."
msgstr ""
"以一定的偏移量(边距),计算出该网格的外轮廓。\n"
"[b]注意:[/b]这个方法实际上反序返回顶点(例如输入顺时针,返回逆时针)。"
msgid ""
"Returns all the vertices that make up the faces of the mesh. Each three "
"vertices represent one triangle."
msgstr "返回网格中所有构成面的顶点。每三个顶点代表一个三角形。"
msgid ""
"Returns the arrays for the vertices, normals, uvs, etc. that make up the "
"requested surface (see [method ArrayMesh.add_surface_from_arrays])."
msgstr ""
"返回构成请求表面的顶点、法线、UV 等数组。(见 [method ArrayMesh."
"add_surface_from_arrays])。"
msgid "Returns the blend shape arrays for the requested surface."
msgstr "返回请求表面的混合形状数组。"
msgid "Render array as points (one vertex equals one point)."
msgstr "将数组渲染为点(一个顶点对应一个点)。"
msgid "Render array as lines (every two vertices a line is created)."
msgstr "将数组渲染为线(每两个顶点创建一条连线)。"
msgid "Render array as line strip."
msgstr "将数组渲染为线条。"
msgid "Render array as triangles (every three vertices a triangle is created)."
msgstr "将数组渲染为三角形(每三个顶点创建一个三角形)。"
msgid "Render array as triangle strips."
msgstr "将数组渲染为三角形条。"
msgid "Represents the size of the [enum ArrayType] enum."
msgstr "代表 [enum ArrayType] 枚举的大小。"
msgid "Represents the size of the [enum ArrayCustomFormat] enum."
msgstr "代表 [enum ArrayCustomFormat] 枚举的大小。"
msgid ""
"Mesh array contains vertices. All meshes require a vertex array so this "
"should always be present."
msgstr "网格数组包含顶点。所有网格都需要有顶点数组,所以这应该始终存在。"
msgid "Mesh array contains normals."
msgstr "网格数组包含法线。"
msgid "Mesh array contains tangents."
msgstr "网格数组包含切线。"
msgid "Mesh array contains colors."
msgstr "网格数组包含颜色。"
msgid "Mesh array contains UVs."
msgstr "网格数组包含 UV。"
msgid "Mesh array contains second UV."
msgstr "网格数组包含第二套 UV。"
msgid "Mesh array contains bones."
msgstr "网格数组包含骨骼。"
msgid "Mesh array contains bone weights."
msgstr "网格数组包含骨骼权重。"
msgid "Mesh array uses indices."
msgstr "网格数组使用索引。"
msgid "Flag used to mark that the array contains 2D vertices."
msgstr "用于标记包含 2D 顶点的数组的标志。"
msgid "Blend shapes are normalized."
msgstr "混合形状是被归一化了的。"
msgid "Blend shapes are relative to base weight."
msgstr "混合形状是相对于基础的权重。"
msgid "Helper tool to access and edit [Mesh] data."
msgstr "用于访问和编辑 [Mesh] 数据的辅助工具。"
msgid "Clears all data currently in MeshDataTool."
msgstr "将当前 MeshDataTool 中所有的数据全部清除。"
msgid "Adds a new surface to specified [Mesh] with edited data."
msgstr "使用编辑后的数据,向指定的 [Mesh] 中添加一个新的表面。"
msgid ""
"Uses specified surface of given [Mesh] to populate data for MeshDataTool.\n"
"Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES]."
msgstr ""
"使用给定 [Mesh] 的指定表面来填充 MeshDataTool 的数据。\n"
"要求 [Mesh] 的图元类型为 [constant Mesh.PRIMITIVE_TRIANGLES]。"
msgid "Returns the number of edges in this [Mesh]."
msgstr "返回这个 [Mesh] 的边数。"
msgid "Returns array of faces that touch given edge."
msgstr "返回与给定边相邻的面数组。"
msgid "Returns meta information assigned to given edge."
msgstr "返回给定边的元数据。"
msgid ""
"Returns index of specified vertex connected to given edge.\n"
"Vertex argument can only be 0 or 1 because edges are comprised of two "
"vertices."
msgstr ""
"返回连接到给定边的指定顶点的索引。\n"
"顶点参数只能是 0 或 1,因为边是由两个顶点组成的。"
msgid "Returns the number of faces in this [Mesh]."
msgstr "返回这个 [Mesh] 中的面数。"
msgid ""
"Returns specified edge associated with given face.\n"
"Edge argument must be either 0, 1, or 2 because a face only has three edges."
msgstr ""
"返回与给定面关联的指定边。\n"
"边参数必须是 0、1、2 之一,因为面只有 3 条边。"
msgid "Returns the metadata associated with the given face."
msgstr "返回与给定面关联的元数据。"
msgid "Calculates and returns the face normal of the given face."
msgstr "计算并返回给定面的面法线。"
msgid ""
"Returns the specified vertex of the given face.\n"
"Vertex argument must be either 0, 1, or 2 because faces contain three "
"vertices."
msgstr ""
"返回给定面的指定顶点。\n"
"顶点参数必须是 0、1、2 之一,因为面包含 3 个顶点。"
msgid "Returns the material assigned to the [Mesh]."
msgstr "返回分配给该 [Mesh] 的材质。"
msgid "Returns the vertex at given index."
msgstr "返回给定索引处的顶点。"
msgid "Returns the bones of the given vertex."
msgstr "返回给定顶点的骨骼。"
msgid "Returns the color of the given vertex."
msgstr "返回给定顶点的颜色。"
msgid "Returns the total number of vertices in [Mesh]."
msgstr "返回 [Mesh] 中顶点的总数。"
msgid "Returns an array of edges that share the given vertex."
msgstr "返回共享给定顶点的边的数组。"
msgid "Returns an array of faces that share the given vertex."
msgstr "返回共享给定顶点的面数组。"
msgid "Returns the metadata associated with the given vertex."
msgstr "返回与给定顶点关联的元数据。"
msgid "Returns the normal of the given vertex."
msgstr "返回给定顶点的法线。"
msgid "Returns the tangent of the given vertex."
msgstr "返回给定顶点的切线。"
msgid "Returns the UV of the given vertex."
msgstr "返回给定顶点的 UV。"
msgid "Returns the UV2 of the given vertex."
msgstr "返回给定顶点的 UV2。"
msgid "Returns bone weights of the given vertex."
msgstr "返回给定顶点的骨骼权重。"
msgid "Sets the metadata of the given edge."
msgstr "设置给定边的元数据。"
msgid "Sets the metadata of the given face."
msgstr "设置给定面的元数据。"
msgid "Sets the material to be used by newly-constructed [Mesh]."
msgstr "设置新构建的 [Mesh] 使用的材质。"
msgid "Sets the position of the given vertex."
msgstr "设置给定顶点的位置。"
msgid "Sets the bones of the given vertex."
msgstr "设置给定顶点的骨骼。"
msgid "Sets the color of the given vertex."
msgstr "设置给定顶点的颜色。"
msgid "Sets the metadata associated with the given vertex."
msgstr "设置与给定顶点关联的元数据。"
msgid "Sets the normal of the given vertex."
msgstr "设置给定顶点的法线。"
msgid "Sets the tangent of the given vertex."
msgstr "设置给定顶点的切线。"
msgid "Sets the UV of the given vertex."
msgstr "设置给定顶点的 UV。"
msgid "Sets the UV2 of the given vertex."
msgstr "设置给定顶点的 UV2。"
msgid "Sets the bone weights of the given vertex."
msgstr "设置给定顶点的骨骼权重。"
msgid "Node used for displaying a [Mesh] in 2D."
msgstr "用于在 2D 中显示 [Mesh] 的节点。"
msgid "2D meshes"
msgstr "2D 网格"
msgid "The [Mesh] that will be drawn by the [MeshInstance2D]."
msgstr "该 [MeshInstance2D] 绘制的 [Mesh]。"
msgid "Emitted when the [member texture] is changed."
msgstr "当 [member texture] 被改变时触发。"
msgid "Node that instances meshes into a scenario."
msgstr "网格实例与场景相结合的节点。"
msgid "The [Mesh] resource for the instance."
msgstr "该实例的 [Mesh] 资源。"
msgid "Sets the skin to be used by this instance."
msgstr "设置此实例要使用的蒙皮。"
msgid "Library of meshes."
msgstr "网格库。"
msgid ""
"A library of meshes. Contains a list of [Mesh] resources, each with a name "
"and ID. Each item can also include collision and navigation shapes. This "
"resource is used in [GridMap]."
msgstr ""
"网格库包含一个 [Mesh] 资源列表,每个资源都有一个名称和 ID。每个项目还可以包括"
"碰撞和导航形状。这个资源在 [GridMap] 中使用。"
msgid "Clears the library."
msgstr "清除库。"
msgid ""
"Creates a new item in the library with the given ID.\n"
"You can get an unused ID from [method get_last_unused_item_id]."
msgstr ""
"使用给定的 ID 在库中创建一个新项。\n"
"你可以从 [method get_last_unused_item_id] 获取一个未使用的 ID。"
msgid "Returns the first item with the given name."
msgstr "返回第一个具有指定名称的项。"
msgid "Returns the list of item IDs in use."
msgstr "返回正在使用的项目 ID 列表。"
msgid "Returns the item's mesh."
msgstr "返回该项目的网格。"
msgid "Returns the transform applied to the item's mesh."
msgstr "返回应用到项目网格的变换。"
msgid "Returns the item's name."
msgstr "返回该项的名称。"
msgid "Returns the item's navigation mesh."
msgstr "返回该项的导航网格。"
msgid "Returns the transform applied to the item's navigation mesh."
msgstr "返回应用于该项导航网格的变换。"
msgid ""
"When running in the editor, returns a generated item preview (a 3D rendering "
"in isometric perspective). When used in a running project, returns the "
"manually-defined item preview which can be set using [method "
"set_item_preview]. Returns an empty [Texture2D] if no preview was manually "
"set in a running project."
msgstr ""
"在编辑器中运行时,返回生成的项目预览(等轴透视中的 3D 渲染)。在一个运行的项"
"目中使用时,返回手动定义的项目预览,该项目预览可以使用 [method "
"set_item_preview] 设置。如果在一个运行的项目中,没有手动设置预览,则返回一个"
"空的 [Texture2D]。"
msgid "Gets an unused ID for a new item."
msgstr "获取新项未使用的 ID。"
msgid "Removes the item."
msgstr "删除项目。"
msgid "Sets the item's mesh."
msgstr "设置该项的网格。"
msgid "Sets the transform to apply to the item's mesh."
msgstr "设置要应用到项目网格的变换。"
msgid ""
"Sets the item's name.\n"
"This name is shown in the editor. It can also be used to look up the item "
"later using [method find_item_by_name]."
msgstr ""
"设置该项的名称。\n"
"这个名称会显示在编辑器中。稍后还可以使用 [method find_item_by_name] 来查找该"
"项。"
msgid "Sets the item's navigation layers bitmask."
msgstr "设置该项的导航层位掩码。"
msgid "Sets the item's navigation mesh."
msgstr "设置该项的导航网格。"
msgid "Sets the transform to apply to the item's navigation mesh."
msgstr "设置应用于该项的导航网格的变换。"
msgid "Sets a texture to use as the item's preview icon in the editor."
msgstr "在编辑器中设置要用作该项预览图标的纹理。"
msgid "Simple texture that uses a mesh to draw itself."
msgstr "简单的纹理,使用一个网格来绘制自己。"
msgid ""
"Simple texture that uses a mesh to draw itself. It's limited because flags "
"can't be changed and region drawing is not supported."
msgstr ""
"简单的纹理,使用一个网格来绘制自己。它的应用场景有限,因为 Flag 不能更改,而"
"且不支持区域绘制。"
msgid "Sets the base texture that the Mesh will use to draw."
msgstr "设置该 Mesh 用来绘制的基础纹理。"
msgid "Sets the size of the image, needed for reference."
msgstr "设置图像的大小,需要参考。"
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr "设置用于绘制的网格,该网格必须使用 2D 顶点。"
msgid ""
"Interpolates an abstract value and supplies it to a method called over time."
msgstr "对抽象值进行插值,并将其提供给一个持续调用的方法。"
msgid ""
"Sets the time in seconds after which the [MethodTweener] will start "
"interpolating. By default there's no delay."
msgstr "设置该 [MethodTweener] 开始插值的时间,单位为秒。默认无延迟。"
msgid ""
"This is an internal editor class intended for keeping data of nodes of "
"unknown type."
msgstr "这是编辑器内部类,用于保存未知类型节点的数据。"
msgid ""
"This is an internal editor class intended for keeping data of nodes of "
"unknown type (most likely this type was supplied by an extension that is no "
"longer loaded). It can't be manually instantiated or placed in the scene. "
"Ignore it if you don't know what it is."
msgstr ""
"这是编辑器内部类,用于保存未知类型节点的数据(该类型很有可能是由扩展提供的,"
"而该扩展未加载)。无法手动实例化或放置在场景中。如果你不知道这是什么,请忽略"
"它。"
msgid ""
"This is an internal editor class intended for keeping data of resources of "
"unknown type."
msgstr "这是编辑器内部类,用于保存未知类型资源的数据。"
msgid ""
"This is an internal editor class intended for keeping data of resources of "
"unknown type (most likely this type was supplied by an extension that is no "
"longer loaded). It can't be manually instantiated or placed in the scene. "
"Ignore it if you don't know what it is."
msgstr ""
"这是编辑器内部类,用于保存未知类型资源的数据(该类型很有可能是由扩展提供的,"
"而该扩展未加载)。无法手动实例化或放置在场景中。如果你不知道这是什么,请忽略"
"它。"
msgid "Generic mobile VR implementation."
msgstr "通用移动 VR 实现。"
msgid ""
"The distance between the display and the lenses inside of the device in "
"centimeters."
msgstr "显示器与设备内部镜片之间的距离,单位为厘米。"
msgid "The width of the display in centimeters."
msgstr "显示器的宽度,单位为厘米。"
msgid ""
"The interocular distance, also known as the interpupillary distance. The "
"distance between the pupils of the left and right eye."
msgstr "眼间距离,也称为瞳孔间距离。左眼和右眼瞳孔之间的距离。"
msgid ""
"The k1 lens factor is one of the two constants that define the strength of "
"the lens used and directly influences the lens distortion effect."
msgstr ""
"k1 镜头因子是定义所使用镜头强度的两个常量之一,并直接影响镜头失真效果。"
msgid "The k2 lens factor, see k1."
msgstr "k2 镜头因子,见 k1。"
msgid ""
"The oversample setting. Because of the lens distortion we have to render our "
"buffers at a higher resolution then the screen can natively handle. A value "
"between 1.5 and 2.0 often provides good results but at the cost of "
"performance."
msgstr ""
"过采样设置。由于镜头失真,我们必须以比屏幕自然分辨率更高的质量渲染我们的缓冲"
"区。介于 1.5 和 2.0 之间的值通常可以提供良好的结果,但会牺牲性能。"
msgid "Animating thousands of fish with MultiMeshInstance"
msgstr "使用 MultiMeshInstance 动画化数千条鱼"
msgid "Optimization using MultiMeshes"
msgstr "使用 MultiMesh 进行优化"
msgid "Gets a specific instance's color multiplier."
msgstr "获取特定实例的颜色倍数。"
msgid "Returns the custom data that has been set for a specific instance."
msgstr "返回已经为特定实例设置的自定义数据。"
msgid "Returns the [Transform3D] of a specific instance."
msgstr "返回指定实例的 [Transform3D]。"
msgid "Returns the [Transform2D] of a specific instance."
msgstr "返回指定实例的 [Transform2D]。"
msgid "Sets the [Transform3D] for a specific instance."
msgstr "为指定实例设置 [Transform3D]。"
msgid "Sets the [Transform2D] for a specific instance."
msgstr "为指定实例设置 [Transform2D]。"
msgid "See [method set_instance_color]."
msgstr "见 [method set_instance_color]。"
msgid "See [method set_instance_custom_data]."
msgstr "见 [method set_instance_custom_data]。"
msgid "See [method set_instance_transform_2d]."
msgstr "见 [method set_instance_transform_2d]。"
msgid "See [method set_instance_transform]."
msgstr "见 [method set_instance_transform]。"
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr "用于变换网格的变换格式,可以是 2D 或 3D。"
msgid ""
"Limits the number of instances drawn, -1 draws all instances. Changing this "
"does not change the sizes of the buffers."
msgstr ""
"限制绘制的实例数量,-1 会绘制所有的实例。改变这一点并不改变缓冲区的大小。"
msgid "Use this when using 2D transforms."
msgstr "使用 2D 变换时使用此选项。"
msgid "Use this when using 3D transforms."
msgstr "使用 3D 变换时使用此选项。"
msgid "Node that instances a [MultiMesh] in 2D."
msgstr "在 2D 中实例化 [MultiMesh] 的节点。"
msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]."
msgstr "将由 [MultiMeshInstance2D] 绘制的 [MultiMesh]。"
msgid "Node that instances a [MultiMesh]."
msgstr "实例化 [MultiMesh] 的节点。"
msgid "Using MultiMeshInstance"
msgstr "使用 MultiMeshInstance"
msgid ""
"Returns the sender's peer ID for the RPC currently being executed.\n"
"[b]Note:[/b] If not inside an RPC this method will return 0."
msgstr ""
"返回当前正在执行的 RPC 的发送方的对等体 ID。\n"
"[b]注意:[/b]如果不在 RPC 内,这个方法将返回 0。"
msgid "Base class used for extending the [MultiplayerAPI]."
msgstr "用于扩展 [MultiplayerAPI] 的基类。"
msgid "Callback for [method MultiplayerAPI.get_peers]."
msgstr "[method MultiplayerAPI.get_peers] 的回调。"
msgid "Callback for [method MultiplayerAPI.get_remote_sender_id]."
msgstr "[method MultiplayerAPI.get_remote_sender_id] 的回调。"
msgid "Callback for [method MultiplayerAPI.get_unique_id]."
msgstr "[method MultiplayerAPI.get_unique_id] 的回调。"
msgid "Callback for [method MultiplayerAPI.object_configuration_add]."
msgstr "[method MultiplayerAPI.object_configuration_add] 的回调。"
msgid "Callback for [method MultiplayerAPI.object_configuration_remove]."
msgstr "[method MultiplayerAPI.object_configuration_remove] 的回调。"
msgid "Callback for [method MultiplayerAPI.poll]."
msgstr "[method MultiplayerAPI.poll] 的回调。"
msgid "Callback for [method MultiplayerAPI.rpc]."
msgstr "[method MultiplayerAPI.rpc] 的回调。"
msgid ""
"Abstract class for specialized [PacketPeer]s used by the [MultiplayerAPI]."
msgstr "特化 [PacketPeer] 的抽象类,[MultiplayerAPI] 会用到。"
msgid "WebRTC Signaling Demo"
msgstr "WebRTC 信号演示"
msgid ""
"Returns the current state of the connection. See [enum ConnectionStatus]."
msgstr "返回连接的当前状态。见 [enum ConnectionStatus]。"
msgid "Returns the ID of this [MultiplayerPeer]."
msgstr "返回该 [MultiplayerPeer] 的 ID。"
msgid "Waits up to 1 second to receive a new network event."
msgstr "等待最多 1 秒以接收一个新的网络事件。"
msgid "The MultiplayerPeer is disconnected."
msgstr "该 MultiplayerPeer 已断开连接。"
msgid "The MultiplayerPeer is currently connecting to a server."
msgstr "该 MultiplayerPeer 正在连接到服务器。"
msgid "This MultiplayerPeer is connected."
msgstr "该 MultiplayerPeer 已连接。"
msgid ""
"Packets are not acknowledged, no resend attempts are made for lost packets. "
"Packets may arrive in any order. Potentially faster than [constant "
"TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always "
"consider whether the order matters."
msgstr ""
"数据包不被确认,对丢失的数据包不进行重发尝试。数据包可以以任何顺序到达。可能"
"比 [constant TRANSFER_MODE_UNRELIABLE_ORDERED] 快。用于非关键数据,并注意考虑"
"顺序是否重要。"
msgid ""
"Packets are not acknowledged, no resend attempts are made for lost packets. "
"Packets are received in the order they were sent in. Potentially faster than "
"[constant TRANSFER_MODE_RELIABLE]. Use for non-critical data or data that "
"would be outdated if received late due to resend attempt(s) anyway, for "
"example movement and positional data."
msgstr ""
"数据包不被确认,对丢失的数据包不进行重发尝试。数据包按其发送顺序接收。有可能"
"比 [constant TRANSFER_MODE_RELIABLE] 快。用于非关键数据或由于重发尝试而迟迟不"
"能收到的数据,例如运动和位置数据。"
msgid ""
"Packets must be received and resend attempts should be made until the "
"packets are acknowledged. Packets must be received in the order they were "
"sent in. Most reliable transfer mode, but potentially the slowest due to the "
"overhead. Use for critical data that must be transmitted and arrive in "
"order, for example an ability being triggered or a chat message. Consider "
"carefully if the information really is critical, and use sparingly."
msgstr ""
"数据包必须被接收,并应进行重发尝试,直到数据包被确认。数据包必须按照其发送的"
"顺序接收。最可靠的传输模式,但由于开销很大,可能是最慢的。用于必须按顺序传输"
"和到达的关键数据,例如触发的能力或聊天信息。仔细考虑信息是否真的是关键的,并"
"尽量少用。"
msgid "A synchronization mutex (mutual exclusion)."
msgstr "同步互斥锁(相互排斥)。"
msgid ""
"A synchronization mutex (mutual exclusion). This is used to synchronize "
"multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees "
"that only one thread can ever acquire the lock at a time. A mutex can be "
"used to protect a critical section; however, be careful to avoid deadlocks."
msgstr ""
"同步互斥锁(相互排斥)。它用于同步多个 [Thread],相当于二元 [Semaphore]。它保"
"证每次只有一个线程可以获得锁。互斥锁可以用来保护临界区;但是,要注意避免死"
"锁。"
msgid "Using multiple threads"
msgstr "使用多线程"
msgid ""
"Locks this [Mutex], blocks until it is unlocked by the current owner.\n"
"[b]Note:[/b] This function returns without blocking if the thread already "
"has ownership of the mutex."
msgstr ""
"锁定此 [Mutex],直到被当前所有者解锁为止。\n"
"[b]注意:[/b]如果线程已经拥有互斥锁的所有权,该函数将无阻塞地返回。"
msgid ""
"Unlocks this [Mutex], leaving it to other threads.\n"
"[b]Note:[/b] If a thread called [method lock] or [method try_lock] multiple "
"times while already having ownership of the mutex, it must also call [method "
"unlock] the same number of times in order to unlock it correctly."
msgstr ""
"解锁这个 [Mutex],把它留给其他线程。\n"
"[b]注意:[/b]如果一个线程在已经拥有互斥锁的情况下多次调用 [method lock] 或 "
"[method try_lock],它也必须调用相同次数的 [method unlock] 才能正确解锁."
msgid "2D Agent used in navigation for collision avoidance."
msgstr "在导航中用来避免碰撞的 2D 代理。"
msgid ""
"2D Agent that is used in navigation to reach a position while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"collision avoidance. The agent needs navigation data to work correctly. "
"[NavigationAgent2D] is physics safe.\n"
"[b]Note:[/b] After setting [member target_position] it is required to use "
"the [method get_next_path_position] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
"the agent's parent Node."
msgstr ""
"导航中使用的 2D 代理,可以在前往某个位置时躲避静态和动态障碍物。躲避动态障碍"
"物使用的是 RVO(Reciprocal Velocity Obstacles,相对速度障碍物)防撞算法。代理"
"需要导航数据才能正确工作。[NavigationAgent2D] 是物理安全的。\n"
"[b]注意:[/b]设置 [member target_position] 之后,必须在每个物理帧使用一次 "
"[method get_next_location] 函数来更新 NavigationAgent 的内部路径逻辑。这个函"
"数返回的向量位置应该用作该代理的父节点的下一次移动位置。"
msgid "Using NavigationAgents"
msgstr "使用 NavigationAgent"
msgid ""
"Returns the [RID] of the navigation map for this NavigationAgent node. This "
"function returns always the map set on the NavigationAgent node and not the "
"map of the abstract agent on the NavigationServer. If the agent map is "
"changed directly with the NavigationServer API the NavigationAgent node will "
"not be aware of the map change. Use [method set_navigation_map] to change "
"the navigation map for the NavigationAgent and also update the agent on the "
"NavigationServer."
msgstr ""
"返回这个 NavigationAgent 节点的导航地图的 [RID]。这个函数返回的始终是在 "
"NavigationAgent 上设置的地图,不是 NavigationServer 上的抽象代理所使用的地"
"图。如果通过 NavigationServer API 修改了代理的地图,该 NavigationAgent 节点是"
"不会感知到地图的变化的。请使用 [method set_navigation_map] 修改该 "
"NavigationAgent 的导航地图,能够同时在 NavigationServer 上的代理。"
msgid ""
"Sets the [RID] of the navigation map this NavigationAgent node should use "
"and also updates the [code]agent[/code] on the NavigationServer."
msgstr ""
"设置这个 NavigationAgent 节点所应使用的导航地图的 [RID],同时还会更新 "
"NavigationServer 上的代理 [code]agent[/code]。"
msgid ""
"Sends the passed in velocity to the collision avoidance algorithm. It will "
"adjust the velocity to avoid collisions. Once the adjustment to the velocity "
"is complete, it will emit the [signal velocity_computed] signal."
msgstr ""
"将传入的速度发送给防撞算法。算法会为了防止撞击而调整速度。速度的调整完成后,"
"会触发 [signal velocity_computed] 信号。"
msgid "The maximum number of neighbors for the agent to consider."
msgstr "该代理所需考虑的最大邻居数。"
msgid "The maximum speed that an agent can move."
msgstr "代理所能达到的最大移动速度。"
msgid "The distance to search for other agents."
msgstr "搜索其他代理的距离。"
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"will allow an agent to not have to hit a path point on the path exactly, but "
"in the area. If this value is set to high the NavigationAgent will skip "
"points on the path which can lead to leaving the navigation mesh. If this "
"value is set to low the NavigationAgent will be stuck in a repath loop cause "
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
"距离阈值,用于确定是否已到达某个路径点。使用这个值,代理就不必精确地到达某个"
"路径点,到达某个区域内即可。如果这个值设得太大,该 NavigationAgent 将跳过路径"
"上的点,可能导致其离开该导航网格。如果这个值设得太小,该 NavigationAgent 将陷"
"入重新寻路的死循环,因为它在每次物理帧更新后都会超过或者到不了下一个点。"
msgid ""
"The distance threshold before the final target point is considered to be "
"reached. This will allow an agent to not have to hit the point of the final "
"target exactly, but only the area. If this value is set to low the "
"NavigationAgent will be stuck in a repath loop cause it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
"距离阈值,用于确定是否已到达最终的目标点。使用这个值,代理就不必精确地到达最"
"终的目标,到达该区域内即可。如果这个值设得太小,该 NavigationAgent 将陷入重新"
"寻路的死循环,因为它在每次物理帧更新后都会超过或者到不了最终的目标点。"
msgid "3D Agent used in navigation for collision avoidance."
msgstr "在导航中用来避免碰撞的 3D 代理。"
msgid ""
"3D Agent that is used in navigation to reach a position while avoiding "
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
"collision avoidance. The agent needs navigation data to work correctly. "
"[NavigationAgent3D] is physics safe.\n"
"[b]Note:[/b] After setting [member target_position] it is required to use "
"the [method get_next_path_position] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
"the agent's parent Node."
msgstr ""
"导航中使用的 3D 代理,可以在前往某个位置时躲避静态和动态障碍物。躲避动态障碍"
"物使用的是 RVO(Reciprocal Velocity Obstacles,相对速度障碍物)防撞算法。代理"
"需要导航数据才能正确工作。[NavigationAgent3D] 是物理安全的。\n"
"[b]注意:[/b]设置 [member target_position] 之后,必须在每个物理帧使用一次 "
"[method get_next_location] 函数来更新 NavigationAgent 的内部路径逻辑。这个函"
"数返回的向量位置应该用作该代理的父节点的下一次移动位置。"
msgid ""
"The NavigationAgent height offset is subtracted from the y-axis value of any "
"vector path position for this NavigationAgent. The NavigationAgent height "
"offset does not change or influence the navigation mesh or pathfinding query "
"result. Additional navigation maps that use regions with navigation meshes "
"that the developer baked with appropriate agent radius or height values are "
"required to support different-sized agents."
msgstr ""
"这个 NavigationAgent 的任何向量位置的 Y 坐标值都会减去 NavigationAgent 的高度"
"偏移量。NavigationAgent 的高度偏移量不会发生改变,也不会影响导航网格和寻路结"
"果。如果其他导航地图使用了带有导航网格的地区,开发者使用合适的代理半径或高度"
"对其进行了烘焙,那么就必须支持不同大小的代理。"
msgid "Using NavigationLinks"
msgstr "使用 NavigationLink"
msgid "A mesh to approximate the walkable areas and obstacles."
msgstr "用于模拟可步行区域和障碍物的网格。"
msgid ""
"A navigation mesh is a collection of polygons that define which areas of an "
"environment are traversable to aid agents in pathfinding through complicated "
"spaces."
msgstr ""
"导航网格是多边形的集合,用于定义环境中的哪些区域是可以穿越的,帮助代理在复杂"
"的空间中寻路。"
msgid "3D Navmesh Demo"
msgstr "3D 导航网格演示"
msgid "Using NavigationMeshes"
msgstr "使用 NavigationMesh"
msgid ""
"Adds a polygon using the indices of the vertices you get when calling "
"[method get_vertices]."
msgstr "使用调用 [method get_vertices] 得到的顶点的索引添加一个多边形。"
msgid ""
"Clears the array of polygons, but it doesn't clear the array of vertices."
msgstr "清除多边形数组,但不清除顶点数组。"
msgid "Returns the number of polygons in the navigation mesh."
msgstr "返回导航网格中的多边形数量。"
msgid ""
"Sets the vertices that can be then indexed to create polygons with the "
"[method add_polygon] method."
msgstr "设置顶点,可以使用 [method add_polygon] 方法对其进行索引,创建多边形。"
msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
"multiple of [member cell_height]."
msgstr ""
"地板到天花板的最小高度,仍然允许被认为是可行走的地板。\n"
"[b]注意:[/b]烘焙时,这个值会向上取整到最接近的 [member cell_height] 的倍数。"
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
"multiple of [member cell_height]."
msgstr ""
"被认为仍可穿越的最小墙壁高度。\n"
"[b]注意:[/b]烘焙时,该值将向下舍入到最接近的 [member cell_height] 的倍数。"
msgid "The maximum slope that is considered walkable, in degrees."
msgstr "认为可行走的最大坡度,单位是度。"
msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
"multiple of [member cell_size]."
msgstr ""
"侵蚀/缩小远离障碍物的高度场的可行走区域距离。\n"
"[b]注意:[/b]烘焙时,这个值会向上取整到最接近的 [member cell_size] 的倍数。"
msgid "The Y axis cell size to use for fields."
msgstr "用于字段 Y 轴单元的尺寸。"
msgid "The XZ plane cell size to use for fields."
msgstr "用于字段的 XZ 平面单元尺寸。"
msgid ""
"The sampling distance to use when generating the detail mesh, in cell unit."
msgstr "生成细分网格时使用的采样距离,以单元格为单位。"
msgid ""
"The maximum distance the detail mesh surface should deviate from "
"heightfield, in cell unit."
msgstr "细节网格表面应偏离高度场的最大距离,以单元格为单位。"
msgid ""
"The maximum distance a simplfied contour's border edges should deviate the "
"original raw contour."
msgstr "简化轮廓的边界边缘应偏离原始原始轮廓的最大距离。"
msgid ""
"The maximum allowed length for contour edges along the border of the mesh.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
"multiple of [member cell_size]."
msgstr ""
"沿网格边界的轮廓的最大允许长度。\n"
"[b]注意:[/b]烘焙时,这个值会向上取整到最接近的 [member cell_size] 的倍数。"
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr "如果烘焙 [AABB] 存在体积,对该导航网格的烘焙会被限制在其内部区域中。"
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr "应用于 [member filter_baking_aabb] [AABB] 的位置偏移量。"
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr "如果为 [code]true[/code],则标记边缘间的跨度为不可行走。"
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
"is within [member agent_max_climb] of a walkable neighbor."
msgstr ""
"如果为 [code]true[/code],如果它们的最大值在可行走邻域的 [member "
"agent_max_climb] 内,则将不可行走范围标记为可行走。"
msgid ""
"If [code]true[/code], marks walkable spans as not walkable if the clearance "
"above the span is less than [member agent_height]."
msgstr ""
"如果为 [code]true[/code],如果跨度上方的间隙小于 [member agent_height],则将"
"可行走范围标记为不可行走。"
msgid ""
"The physics layers to scan for static colliders.\n"
"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
"用于扫描静态碰撞的物理层。\n"
"仅在 [member geometry_parsed_geometry_type] 是 [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] 或 [constant PARSED_GEOMETRY_BOTH] 时才使"
"用。"
msgid ""
"Determines which type of nodes will be parsed as geometry. See [enum "
"ParsedGeometryType] for possible values."
msgstr ""
"决定哪种类型的节点可解析为几何图形。可能的取值见 [enum ParsedGeometryType]。"
msgid ""
"The source of the geometry used when baking. See [enum SourceGeometryMode] "
"for possible values."
msgstr "烘焙时使用的几何体的来源。可能的取值见 [enum SourceGeometryMode]。"
msgid ""
"The name of the group to scan for geometry.\n"
"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
"分组的名称,会在该分组中扫描几何体。\n"
"只有当 [member geometry_source_geometry_mode] 是 [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] 或 [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT] 时才使用。"
msgid ""
"Any regions with a size smaller than this will be merged with larger regions "
"if possible.\n"
"[b]Note:[/b] This value will be squared to calculate the number of cells. "
"For example, a value of 20 will set the number of cells to 400."
msgstr ""
"如果可能的话,任何小于这个尺寸的区域将与较大的区域合并。\n"
"[b]注意:[/b]这个值将被平方来计算单元格的数量。例如,值为 20 时将把单元格的数"
"量设为 400。"
msgid ""
"The minimum size of a region for it to be created.\n"
"[b]Note:[/b] This value will be squared to calculate the minimum number of "
"cells allowed to form isolated island areas. For example, a value of 8 will "
"set the number of cells to 64."
msgstr ""
"区域被创建所需的最小尺寸。\n"
"[b]注意:[/b]该值将被平方,以计算出允许形成孤岛区域的最小单元数。例如,值为 "
"8 时将把单元格的数量设为 64。"
msgid ""
"Partitioning algorithm for creating the navigation mesh polys. See [enum "
"SamplePartitionType] for possible values."
msgstr ""
"创建导航网格多边形单元的分割算法。可能的取值见 [enum SamplePartitionType]。"
msgid ""
"The maximum number of vertices allowed for polygons generated during the "
"contour to polygon conversion process."
msgstr "在轮廓到多边形转换过程中生成的多边形允许的最大顶点数。"
msgid ""
"Watershed partitioning. Generally the best choice if you precompute the "
"navigation mesh, use this if you have large open areas."
msgstr ""
"分水岭分区。如果您预先计算导航网格,通常是最佳选择,如果您有大的开放区域,请"
"使用它。"
msgid ""
"Monotone partitioning. Use this if you want fast navigation mesh generation."
msgstr "单调分区。如果您想要快速生成导航网格,请使用此选项。"
msgid ""
"Layer partitioning. Good choice to use for tiled navigation mesh with medium "
"and small sized tiles."
msgstr "层分区。用于具有中小型图块的平铺导航网格的不错选择。"
msgid "Represents the size of the [enum SamplePartitionType] enum."
msgstr "代表 [enum SamplePartitionType] 枚举的大小。"
msgid ""
"Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS]."
msgstr ""
"[constant PARSED_GEOMETRY_MESH_INSTANCES] 和 [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS]."
msgid "Represents the size of the [enum ParsedGeometryType] enum."
msgstr "代表 [enum ParsedGeometryType] 枚举的大小。"
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
"group is specified by [member geometry_source_group_name]."
msgstr ""
"以递归方式扫描组中的节点及其子节点以获取几何图形。该组由 [member "
"geometry_source_group_name] 指定。"
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
"geometry_source_group_name]."
msgstr ""
"使用一个组中的节点进行几何运算。该组由 [member geometry_source_group_name] 指"
"定。"
msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr "代表 [enum SourceGeometryMode] 枚举的大小。"
msgid "Helper class for creating and clearing navigation meshes."
msgstr "对导航网格进行创建和清理的辅助类。"
msgid "2D Obstacle used in navigation for collision avoidance."
msgstr "在导航中用来避免碰撞的 2D 障碍物。"
msgid ""
"2D Obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. [NavigationObstacle2D] is physics safe.\n"
"Obstacles [b]don't[/b] change the resulting path from the pathfinding, they "
"only affect the navigation agent movement in a radius. Therefore, using "
"obstacles for the static walls in your level won't work because those walls "
"don't exist in the pathfinding. The navigation agent will be pushed in a "
"semi-random direction away while moving inside that radius. Obstacles are "
"intended as a last resort option for constantly moving objects that cannot "
"be (re)baked to a navigation mesh efficiently."
msgstr ""
"在导航中用来避免碰撞的 2D 障碍物。障碍物需要导航数据才能正确工作。"
"[NavigationObstacle2D] 是物理安全的。\n"
"障碍物[b]不会[/b]改变寻路的结果,只会影响半径范围内导航代理的移动。因此,如果"
"将障碍物用于关卡中的墙体是无法正常工作的,因为这些墙体在寻路时不存在。导航代"
"理在半径范围内移动时,会被推向半随机的方向。持续移动的物体如果无法进行高效的"
"(重新)烘焙,障碍物应作为不得已的手段。"
msgid "Using NavigationObstacles"
msgstr "使用 NavigationObstacle"
msgid ""
"Enables radius estimation algorithm which uses parent's collision shapes to "
"determine the obstacle radius."
msgstr "启用半径估算算法,使用父项的碰撞形状确定障碍物的半径。"
msgid ""
"The radius of the agent. Used only if [member estimate_radius] is set to "
"false."
msgstr "代理的半径。仅在 [member estimate_radius] 被设置为 false 时使用。"
msgid "3D Obstacle used in navigation for collision avoidance."
msgstr "在导航中用来避免碰撞的 3D 障碍物。"
msgid ""
"3D Obstacle used in navigation for collision avoidance. The obstacle needs "
"navigation data to work correctly. [NavigationObstacle3D] is physics safe.\n"
"Obstacles [b]don't[/b] change the resulting path from the pathfinding, they "
"only affect the navigation agent movement in a radius. Therefore, using "
"obstacles for the static walls in your level won't work because those walls "
"don't exist in the pathfinding. The navigation agent will be pushed in a "
"semi-random direction away while moving inside that radius. Obstacles are "
"intended as a last resort option for constantly moving objects that cannot "
"be (re)baked to a navigation mesh efficiently."
msgstr ""
"在导航中用来避免碰撞的 3D 障碍物。障碍物需要导航数据才能正确工作。"
"[NavigationObstacle3D] 是物理安全的。\n"
"障碍物[b]不会[/b]改变寻路的结果,只会影响半径范围内导航代理的移动。因此,如果"
"将障碍物用于关卡中的墙体是无法正常工作的,因为这些墙体在寻路时不存在。导航代"
"理在半径范围内移动时,会被推向半随机的方向。持续移动的物体如果无法进行高效的"
"(重新)烘焙,障碍物应作为不得已的手段。"
msgid "Using NavigationPathQueryObjects"
msgstr "使用 NavigationPathQueryObject"
msgid "The navigation layers the query will use (as a bitmask)."
msgstr "查询所使用的导航层(形式为位掩码)。"
msgid "The pathfinding algorithm used in the path query."
msgstr "路径查询中使用的寻路算法。"
msgid "The pathfinding start position in global coordinates."
msgstr "寻路起始点,使用全局坐标。"
msgid "The pathfinding target position in global coordinates."
msgstr "寻路目标点,使用全局坐标。"
msgid ""
"A node that has methods to draw outlines or use indices of vertices to "
"create navigation polygons."
msgstr "具有绘制轮廓或使用顶点索引来创建导航多边形的方法的节点。"
msgid "2D Navigation Demo"
msgstr "2D 导航演示"
msgid ""
"Clears the array of the outlines, but it doesn't clear the vertices and the "
"polygons that were created by them."
msgstr "清除轮廓数组,但不清除顶点和由顶点创建的多边形。"
msgid ""
"Clears the array of polygons, but it doesn't clear the array of outlines and "
"vertices."
msgstr "清除多边形数组,但不清除轮廓和顶点数组。"
msgid ""
"Returns the number of outlines that were created in the editor or by script."
msgstr "返回在编辑器或脚本中创建的轮廓的数量。"
msgid "Returns the count of all polygons."
msgstr "返回多边形的数量。"
msgid "Creates polygons from the outlines added in the editor or by script."
msgstr "从编辑器或脚本中添加的轮廓创建多边形。"
msgid ""
"Removes an outline created in the editor or by script. You have to call "
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
"删除在编辑器或脚本中创建的轮廓。你必须调用 [method "
"make_polygons_from_outlines] 来更新多边形。"
msgid ""
"Changes an outline created in the editor or by script. You have to call "
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
"更改在编辑器或脚本中创建的轮廓。你必须调用 [method "
"make_polygons_from_outlines] 来更新多边形。"
msgid "A region of the 2D navigation map."
msgstr "2D 导航地图上的一个地区。"
msgid "Using NavigationRegions"
msgstr "使用 NavigationRegion"
msgid "The [NavigationPolygon] resource to use."
msgstr "使用的 [NavigationPolygon] 资源。"
msgid "A region of the navigation map."
msgstr "导航地图上的地区。"
msgid "The [NavigationMesh] resource to use."
msgstr "使用的 [NavigationMesh] 资源。"
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr "导航网格烘焙操作完成时发出通知。"
msgid "Notifies when the [NavigationMesh] has changed."
msgstr "[NavigationMesh] 发生变化时发出通知。"
msgid "Using NavigationServer"
msgstr "使用 NavigationServer"
msgid "Creates the agent."
msgstr "创建代理。"
msgid "Puts the agent in the map."
msgstr "将代理放入地图中。"
msgid ""
"Sets the maximum number of other agents the agent takes into account in the "
"navigation. The larger this number, the longer the running time of the "
"simulation. If the number is too low, the simulation will not be safe."
msgstr ""
"设置在导航中,该代理所考虑的其他代理的最大数量。这个数越大,模拟的运行时间越"
"长。如果这个数太小,则模拟会不安全。"
msgid "Sets the maximum speed of the agent. Must be positive."
msgstr "设置该代理的最大速度。必须为正数。"
msgid ""
"Sets the maximum distance to other agents this agent takes into account in "
"the navigation. The larger this number, the longer the running time of the "
"simulation. If the number is too low, the simulation will not be safe."
msgstr ""
"设置在导航中,该代理所考虑的其他代理的最大距离。这个数越大,模拟的运行时间越"
"长。如果这个数太小,则模拟会不安全。"
msgid "Sets the position of the agent in world space."
msgstr "设置该代理在世界空间中的位置。"
msgid "Sets the radius of the agent."
msgstr "设置该代理的半径。"
msgid "Sets the new target velocity."
msgstr "设置新的目标速度。"
msgid ""
"The minimal amount of time for which the agent's velocities that are "
"computed by the simulation are safe with respect to other agents. The larger "
"this number, the sooner this agent will respond to the presence of other "
"agents, but the less freedom this agent has in choosing its velocities. Must "
"be positive."
msgstr ""
"考虑其他代理的前提下,该代理的速度的最短安全时间,这个速度是通过模拟得到的。"
"这个数越大,该代理响应其他代理的速度越快,但该代理选择速度的自由度也越小。必"
"须为正数。"
msgid "Sets the current velocity of the agent."
msgstr "设置该代理的当前速度。"
msgid "Destroys the given RID."
msgstr "销毁给定的 RID。"
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
"返回该 NavigationServer 上所有已创建的导航地图的 [RID]。会同时返回已创建的 "
"2D 和 3D 导航地图,因为理论上它们之间是没有区别的。"
msgid "Create a new link between two positions on a map."
msgstr "在地图上新建两个地点之间的链接。"
msgid "Returns the ending position of this [code]link[/code]."
msgstr "返回该 [code]link[/code] 的结束位置。"
msgid "Returns the starting position of this [code]link[/code]."
msgstr "返回该 [code]link[/code] 的起始位置。"
msgid "Sets the exit position for the [code]link[/code]."
msgstr "设置 [code]link[/code] 的出口位置。"
msgid "Sets the navigation map [RID] for the link."
msgstr "设置该链接的导航地图 [RID]。"
msgid "Sets the entry position for this [code]link[/code]."
msgstr "设置 [code]link[/code] 的入口位置。"
msgid "Create a new map."
msgstr "创建一张新地图。"
msgid "Returns the map cell size."
msgstr "返回地图的单元格大小。"
msgid ""
"Returns the owner region RID for the point returned by [method "
"map_get_closest_point]."
msgstr "返回由 [method map_get_closest_point] 返回的点的所有者地区的 RID。"
msgid ""
"Returns the edge connection margin of the map. The edge connection margin is "
"a distance used to connect two regions."
msgstr "返回地图的边界连接边距。边界连接边距是用于连接两个地区的距离。"
msgid "Sets the map active."
msgstr "设置地图的激活态。"
msgid "Set the map cell size used to weld the navigation mesh polygons."
msgstr "设置用于焊接导航网格多边形的地图单元格大小。"
msgid ""
"Set the map edge connection margin used to weld the compatible region edges."
msgstr "设置用于焊接兼容地区边界的地图边界连接边距。"
msgid "Creates a new region."
msgstr "创建一个新的地区。"
msgid "Returns the region's navigation layers."
msgstr "返回该地区的导航层。"
msgid "Sets the map for the region."
msgstr "设置该地区的地图。"
msgid ""
"Set the region's navigation layers. This allows selecting regions from a "
"path request (when using [method NavigationServer2D.map_get_path])."
msgstr ""
"设置地区的导航层。能够在路径请求中选择地区(使用 [method NavigationServer2D."
"map_get_path] 时)。"
msgid "Sets the [param navigation_polygon] for the region."
msgstr "设置该地区的导航多边形 [param navigation_polygon]。"
msgid "Sets the global transformation for the region."
msgstr "设置该地区的全局变换。"
msgid ""
"Emitted when a navigation map is updated, when a region moves or is modified."
msgstr "当导航地图更新时、地区移动或被修改时发出。"
msgid ""
"Returns the normal for the point returned by [method map_get_closest_point]."
msgstr "返回 [method map_get_closest_point] 所返回的点的法线。"
msgid ""
"Returns the closest point between the navigation surface and the segment."
msgstr "返回导航表面与该线段之间最接近的点。"
msgid ""
"Returns the edge connection margin of the map. This distance is the minimum "
"vertex distance needed to connect two edges from different regions."
msgstr ""
"返回地图的边界连接边距。这是让两个不同地区的边界相连所需的最小顶点距离。"
msgid "Returns the map's up direction."
msgstr "返回地图的上方向。"
msgid "Sets the map up direction."
msgstr "设置地图的上方向。"
msgid ""
"Set the region's navigation layers. This allows selecting regions from a "
"path request (when using [method NavigationServer3D.map_get_path])."
msgstr ""
"设置地区的导航层。能够在路径请求中选择地区(使用 [method NavigationServer3D."
"map_get_path])。"
msgid "Sets the navigation mesh for the region."
msgstr "设置该地图的导航网格。"
msgid "Control activation of this server."
msgstr "控制这个服务器是否激活。"
msgid "Constant to get the number of active navigation maps."
msgstr "常量,用于获取活动导航地图的数量。"
msgid "Constant to get the number of active navigation regions."
msgstr "常量,用于获取活动导航地区的数量。"
msgid ""
"Constant to get the number of active navigation agents processing avoidance."
msgstr "常量,用于获取正在进行避障的活动导航代理的数量。"
msgid "Constant to get the number of active navigation links."
msgstr "常量,用于获取活动导航链接的数量。"
msgid "Constant to get the number of navigation mesh polygons."
msgstr "常量,用于获取导航网格多边形的数量。"
msgid "Constant to get the number of navigation mesh polygon edges."
msgstr "常量,用于获取导航网格多边形边的数量。"
msgid ""
"Scalable texture-based frame that tiles the texture's centers and sides, but "
"keeps the corners' original size. Perfect for panels and dialog boxes."
msgstr ""
"可扩展的基于纹理的框架,对纹理的中心和侧面进行拼接,但保持角落的原始尺寸。非"
"常适用于面板和对话框。"
msgid ""
"Also known as 9-slice panels, NinePatchRect produces clean panels of any "
"size, based on a small texture. To do so, it splits the texture in a 3×3 "
"grid. When you scale the node, it tiles the texture's sides horizontally or "
"vertically, the center on both axes but it doesn't scale or tile the corners."
msgstr ""
"NinePatchRect 也被称为 9 片式面板,它基于一个小的纹理,产生任何尺寸的干净面"
"板。为了做到这一点,它将纹理分割成 3×3 的网格。当你缩放节点时,它在水平或垂直"
"方向上平铺纹理的两侧,在两个轴上平铺中心,但它不会缩放或平铺角部。"
msgid ""
"The stretch mode to use for horizontal stretching/tiling. See [enum "
"NinePatchRect.AxisStretchMode] for possible values."
msgstr ""
"水平拉伸/平铺时使用的拉伸模式。可能的取值见 [enum NinePatchRect."
"AxisStretchMode]。"
msgid ""
"The stretch mode to use for vertical stretching/tiling. See [enum "
"NinePatchRect.AxisStretchMode] for possible values."
msgstr ""
"用于垂直拉伸/平铺的拉伸模式。可能的取值见 [enum NinePatchRect."
"AxisStretchMode]。"
msgid ""
"If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's "
"borders."
msgstr "如果为 [code]true[/code],则绘制面板的中心。否则,只画9-slice的边框。"
msgid ""
"The height of the 9-slice's bottom row. A margin of 16 means the 9-slice's "
"bottom corners and side will have a height of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
"9-切片底行的高度。边距为 16 意味着 9-切片的底角和侧面将有 16 像素的高度。你可"
"以单独设置所有 4 个边距值,来创建有非统一边框的面板。"
msgid ""
"The width of the 9-slice's left column. A margin of 16 means the 9-slice's "
"left corners and side will have a width of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
"9-切片左列的宽度。边距为 16 意味着 9-切片的左角和侧面将有 16 像素的宽度。你可"
"以单独设置所有 4 个边距值,来创建有非统一边框的面板。"
msgid ""
"The width of the 9-slice's right column. A margin of 16 means the 9-slice's "
"right corners and side will have a width of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
"9-切片右列的宽度。边距为 16 意味着 9-切片的右角和侧面将有 16 像素的宽度。你可"
"以单独设置所有 4 个边距值,来创建有非统一边框的面板。"
msgid ""
"The height of the 9-slice's top row. A margin of 16 means the 9-slice's top "
"corners and side will have a height of 16 pixels. You can set all 4 margin "
"values individually to create panels with non-uniform borders."
msgstr ""
"9-切片顶行的高度。边距为 16 意味着 9-切片的顶角和侧面将有 16 像素的高度。你可"
"以单独设置所有 4 个边距值,来创建有非统一边框的面板。"
msgid ""
"Rectangular region of the texture to sample from. If you're working with an "
"atlas, use this property to define the area the 9-slice should use. All "
"other properties are relative to this one. If the rect is empty, "
"NinePatchRect will use the whole texture."
msgstr ""
"要取样的纹理的矩形区域。如果你正在使用一个图集,使用这个属性来定义 9-切片应该"
"使用的区域。所有其他属性都是相对于这个属性而言的。如果矩形为空,"
"NinePatchRect 将使用整个纹理。"
msgid "The node's texture resource."
msgstr "节点的纹理资源。"
msgid "Emitted when the node's texture changes."
msgstr "当节点的纹理发生变化时触发。"
msgid ""
"Stretches the center texture across the NinePatchRect. This may cause the "
"texture to be distorted."
msgstr "在 NinePatchRect 上拉伸中心纹理。这可能会导致纹理失真。"
msgid "Base class for all [i]scene[/i] objects."
msgstr "所有[i]场景[/i]对象的基类。"
msgid ""
"Nodes are Godot's building blocks. They can be assigned as the child of "
"another node, resulting in a tree arrangement. A given node can contain any "
"number of nodes as children with the requirement that all siblings (direct "
"children of a node) should have unique names.\n"
"A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk "
"and then instantiated into other scenes. This allows for very high "
"flexibility in the architecture and data model of Godot projects.\n"
"[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a "
"node is added to the scene tree, it receives the [constant "
"NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback "
"is triggered. Child nodes are always added [i]after[/i] their parent node, i."
"e. the [method _enter_tree] callback of a parent node will be triggered "
"before its child's.\n"
"Once all nodes have been added in the scene tree, they receive the [constant "
"NOTIFICATION_READY] notification and their respective [method _ready] "
"callbacks are triggered. For groups of nodes, the [method _ready] callback "
"is called in reverse order, starting with the children and moving up to the "
"parent nodes.\n"
"This means that when adding a node to the scene tree, the following order "
"will be used for the callbacks: [method _enter_tree] of the parent, [method "
"_enter_tree] of the children, [method _ready] of the children and finally "
"[method _ready] of the parent (recursively for the entire scene tree).\n"
"[b]Processing:[/b] Nodes can override the \"process\" state, so that they "
"receive a callback on each frame requesting them to process (do something). "
"Normal processing (callback [method _process], toggled with [method "
"set_process]) happens as fast as possible and is dependent on the frame "
"rate, so the processing time [i]delta[/i] (in seconds) is passed as an "
"argument. Physics processing (callback [method _physics_process], toggled "
"with [method set_physics_process]) happens a fixed number of times per "
"second (60 by default) and is useful for code related to the physics "
"engine.\n"
"Nodes can also process input events. When present, the [method _input] "
"function will be called for each input that the program receives. In many "
"cases, this can be overkill (unless used for simple projects), and the "
"[method _unhandled_input] function might be preferred; it is called when the "
"input event was not handled by anyone else (typically, GUI [Control] nodes), "
"ensuring that the node only receives the events that were meant for it.\n"
"To keep track of the scene hierarchy (especially when instancing scenes into "
"other scenes), an \"owner\" can be set for the node with the [member owner] "
"property. This keeps track of who instantiated what. This is mostly useful "
"when writing editors and tools, though.\n"
"Finally, when a node is freed with [method Object.free] or [method "
"queue_free], it will also free all its children.\n"
"[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy "
"to manage, you could create groups like \"enemies\" or \"collectables\" for "
"example, depending on your game. See [method add_to_group], [method "
"is_in_group] and [method remove_from_group]. You can then retrieve all nodes "
"in these groups, iterate them and even call methods on groups via the "
"methods on [SceneTree].\n"
"[b]Networking with nodes:[/b] After connecting to a server (or making one, "
"see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote "
"procedure call) system to communicate over the network. By calling [method "
"rpc] with a method name, it will be called locally and in all connected "
"peers (peers = clients and the server that accepts connections). To identify "
"which node receives the RPC call, Godot will use its [NodePath] (make sure "
"node names are the same on all peers). Also, take a look at the high-level "
"networking tutorial and corresponding demos.\n"
"[b]Note:[/b] The [code]script[/code] property is part of the [Object] class, "
"not [Node]. It isn't exposed like most properties but does have a setter and "
"getter ([code]set_script()[/code] and [code]get_script()[/code])."
msgstr ""
"节点是 Godot 的构建模块。它们可以被指定为另一个节点的子节点,从而形成树状排"
"列。一个给定的节点可以包含任意数量的节点作为子节点,要求所有的兄弟节点(即该"
"节点的直接子节点)的名字唯一。\n"
"节点树被称为[i]场景[/i]。场景可以被保存到磁盘上,然后被实例化到其他场景中。这"
"使得 Godot 项目的架构和数据模型具有非常高的灵活性。\n"
"[b]场景树:[/b][SceneTree] 包含活动的节点树。当一个节点被添加到场景树中时,它"
"将收到 [constant NOTIFICATION_ENTER_TREE] 通知,并触发其 [method "
"_enter_tree] 回调。子节点总是在其父节点[i]之后[/i]被添加,即父节点的 [method "
"_enter_tree] 回调将在其子节点的之前被触发。\n"
"一旦所有的节点被添加到场景树中,它们就会收到 [constant NOTIFICATION_READY] 通"
"知,其各自的 [method _ready] 回调被触发。对于一组节点,[method _ready] 回调是"
"按相反的顺序调用的,从子节点开始,向上移动到父节点。\n"
"这意味着,当把一个节点添加到场景树中时,将使用下面的顺序进行回调:父节点的 "
"[method _enter_tree]、子节点的 [method _enter_tree]、子节点的 [method "
"_ready],最后是父节点的 [method _ready](对整个场景树进行递归)。\n"
"[b]处理:[/b]节点可以覆盖“处理”状态,以便它们在每一帧上都收到回调,要求它们进"
"行处理(做一些事情)。普通处理(回调 [method _process],可以使用 [method "
"set_process] 开关)会尽可能快地发生,并且取决于帧率,所以处理时间 [i]delta[/"
"i](单位为秒)会作为参数传入。物理处理(回调 [method _physics_process],可以"
"使用 [method set_physics_process] 开关)每秒发生固定次数(默认为 60),对物理"
"引擎相关的代码很有用。\n"
"节点也可以处理输入事件。存在 [method _input] 函数时,程序每收到一次输入都会去"
"调用它。在许多情况下,这么做是大材小用了(除非是用于简单的项目),用 [method "
"_unhandled_input] 函数可能更合适;当输入事件没有被其他节点(通常是 GUI "
"[Control] 节点)处理时,才会调用这个函数,可以确保节点只接收到它该收到的事"
"件。\n"
"为了记录场景的层次结构(尤其是在将场景实例化到其他场景时)可以用 [member "
"owner] 属性为节点设置一个“所有者”。它记录的是谁实例化了什么。这在编写编辑器和"
"工具时非常有用。\n"
"最后,当一个节点被 [method Object.free] 或 [method queue_free] 释放时,它也将"
"释放它的所有子节点。\n"
"[b]分组:[/b]节点可以被添加到很多的组中,以方便管理,你可以根据自己游戏的需要"
"来创建类似“敌人”或“收集品”这样的组。见 [method add_to_group]、[method "
"is_in_group] 和 [method remove_from_group]。加入组后,你可以检索这些组中的所"
"有节点,对它们进行迭代,甚至通过 [SceneTree] 中的方法调用组内方法。\n"
"[b]节点的网络编程:[/b]在连接到服务器(或制作服务器,见 "
"[ENetMultiplayerPeer])之后,可以使用内置的 RPC(远程过程调用)系统在网络上进"
"行通信。在调用 [method rpc] 时传入方法名,将在本地和所有已连接的对等体中调用"
"对应的方法(对等体=客户端和接受连接的服务器)。为了识别哪个节点收到 RPC 调"
"用,Godot 将使用它的 [NodePath](请确保所有对等体上的节点名称相同)。另外,请"
"参阅高级网络教程和相应的演示。\n"
"[b]注意:[/b][code]script[/code] 属性是 [Object] 类的一部分,不属于 [Node]。"
"这个属性暴露的方式和其他属性不同,但提供了 setter 和 getter"
"([code]set_script()[/code] 和 [code]get_script()[/code])。"
msgid "Nodes and scenes"
msgstr "节点与场景"
msgid "All Demos"
msgstr "所有演示"
msgid ""
"Called when the node enters the [SceneTree] (e.g. upon instancing, scene "
"changing, or after calling [method add_child] in a script). If the node has "
"children, its [method _enter_tree] callback will be called first, and then "
"that of the children.\n"
"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in "
"[method Object._notification]."
msgstr ""
"当节点进入 [SceneTree] 时调用(例如实例化时,场景改变时,或者在脚本中调用 "
"[method add_child] 后)。如果节点有子节点,则首先调用它的 [method "
"_enter_tree] 回调函数,然后再调用子节点的回调函数。\n"
"对应于 [method Object._notification] 中的 [constant NOTIFICATION_ENTER_TREE] "
"通知。"
msgid ""
"Called when the node is about to leave the [SceneTree] (e.g. upon freeing, "
"scene changing, or after calling [method remove_child] in a script). If the "
"node has children, its [method _exit_tree] callback will be called last, "
"after all its children have left the tree.\n"
"Corresponds to the [constant NOTIFICATION_EXIT_TREE] notification in [method "
"Object._notification] and signal [signal tree_exiting]. To get notified when "
"the node has already left the active tree, connect to the [signal "
"tree_exited]."
msgstr ""
"当节点即将离开 [SceneTree] 时被调用(例如,在释放、场景改变或在脚本中调用 "
"[method remove_child] 后)。如果该节点有子节点,它的 [method _exit_tree] 回调"
"将在所有子节点离开树后被最后调用。\n"
"对应于 [method Object._notification] 中的 [constant NOTIFICATION_EXIT_TREE] "
"通知和 [signal tree_exiting] 信号。要在节点已经离开活动树时得到通知,请连接"
"到 [signal tree_exited]。"
msgid ""
"Called when there is an input event. The input event propagates up through "
"the node tree until a node consumes it.\n"
"It is only called if input processing is enabled, which is done "
"automatically if this method is overridden, and can be toggled with [method "
"set_process_input].\n"
"To consume the input event and stop it propagating further to other nodes, "
"[method Viewport.set_input_as_handled] can be called.\n"
"For gameplay input, [method _unhandled_input] and [method "
"_unhandled_key_input] are usually a better fit as they allow the GUI to "
"intercept the events first.\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not an orphan)."
msgstr ""
"有输入事件时会被调用。输入事件会沿节点树向上传播,直到有节点将其消耗。\n"
"只有在启用输入处理时才会被调用,如果该方法被重写则会自动启用,可以使用 "
"[method set_process_input] 进行切换。\n"
"要消耗输入事件,阻止它进一步传播到其他节点,可以调用 [method Viewport."
"set_input_as_handled]。\n"
"对于游戏输入,[method _unhandled_input] 和 [method _unhandled_key_input] 通常"
"更适合,因为它们允许 GUI 首先拦截事件。\n"
"[b]注意:[/b]仅当该节点存在于场景树中时(即不是孤立节点),此方法才会被调用。"
msgid ""
"Creates a new [Tween] and binds it to this node. This is equivalent of "
"doing:\n"
"[codeblocks]\n"
"[gdscript]\n"
"get_tree().create_tween().bind_node(self)\n"
"[/gdscript]\n"
"[csharp]\n"
"GetTree().CreateTween().BindNode(this);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"新建 [Tween] 并将其绑定到这个节点。与如下操作等价:\n"
"[codeblocks]\n"
"[gdscript]\n"
"get_tree().create_tween().bind_node(self)\n"
"[/gdscript]\n"
"[csharp]\n"
"GetTree().CreateTween().BindNode(this);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the number of child nodes.\n"
"If [param include_internal] is [code]false[/code], internal children aren't "
"counted (see [code]internal[/code] parameter in [method add_child])."
msgstr ""
"返回子节点的数量。\n"
"如果 [param include_internal] 为 [code]false[/code] ,则不计算内部子节点(见 "
"[method add_child] 的 [code]internal[/code] 参数)。"
msgid ""
"Similar to [method get_node], but does not log an error if [param path] does "
"not point to a valid [Node]."
msgstr ""
"类似于 [method get_node],但在 [code]path[/code] 没有指向有效的 [Node] 时不会"
"记录错误。"
msgid ""
"Returns the parent node of the current node, or [code]null[/code] if the "
"node lacks a parent."
msgstr "返回当前节点的父节点,如果节点缺少父节点,则返回 [code]null[/code]。"
msgid ""
"Returns the absolute path of the current node. This only works if the "
"current node is inside the scene tree (see [method is_inside_tree])."
msgstr ""
"返回当前节点的绝对路径。这只在当前节点在场景树中起作用(请参阅 [method "
"is_inside_tree])。"
msgid ""
"Returns the time elapsed (in seconds) since the last process callback. This "
"value may vary from frame to frame."
msgstr "返回自上次处理回调以来经过的时间(单位为秒)。这个值可能因帧而异。"
msgid ""
"Returns [code]true[/code] if this is an instance load placeholder. See "
"[InstancePlaceholder]."
msgstr ""
"如果这是一个实例加载占位符,则返回 [code]true[/code]。见 "
"[InstancePlaceholder]。"
msgid "Returns the [SceneTree] that contains this node."
msgstr "返回包含该节点的 [SceneTree]。"
msgid "Returns the node's [Viewport]."
msgstr "返回节点的 [Viewport]。"
msgid ""
"Returns the [Window] that contains this node. If the node is in the main "
"window, this is equivalent to getting the root node ([code]get_tree()."
"get_root()[/code])."
msgstr ""
"返回包含该节点的 [Window]。如果该节点在主窗口中,则相当于获取根节点"
"([code]get_tree().get_root()[/code])。"
msgid ""
"Returns [code]true[/code] if the node that the [NodePath] points to exists."
msgstr "如果 [NodePath] 指向的节点存在,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [NodePath] points to a valid node and its "
"subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:"
"shape[/code]. Properties with a non-[Resource] type (e.g. nodes or primitive "
"math types) are not considered resources."
msgstr ""
"如果 [NodePath] 指向一个有效的节点,并且它的子名称指向一个有效的资源,例如 "
"[code]Area2D/CollisionShape2D:shape[/code],则返回 [code]true[/code]。具有非 "
"[Resource] 类型的属性(例如节点或基本数学类型)不被认为是资源。"
msgid ""
"Returns [code]true[/code] if the given node is a direct or indirect child of "
"the current node."
msgstr "如果给定节点是当前节点的直接或间接子节点,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the given node occurs later in the scene "
"hierarchy than the current node."
msgstr ""
"如果给定节点在场景层次结构中出现的时间晚于当前节点,则返回 [code]true[/"
"code]。"
msgid ""
"Returns [code]true[/code] if this node is in the specified group. See notes "
"in the description, and the group methods in [SceneTree]."
msgstr ""
"如果该节点在指定的组中,则返回 [code]true[/code]。参阅描述中的注释和 "
"[SceneTree] 中的组方法。"
msgid ""
"Returns [code]true[/code] if this node is currently inside a [SceneTree]."
msgstr "如果该节点当前在 [SceneTree] 中,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
"如果启用了物理处理,返回 [code]true[/code](见 [method "
"set_physics_process])。"
msgid ""
"Returns [code]true[/code] if internal physics processing is enabled (see "
"[method set_physics_process_internal])."
msgstr ""
"如果内部物理处理被启用,返回 [code]true[/code](见 [method "
"set_physics_process_internal])。"
msgid ""
"Returns [code]true[/code] if processing is enabled (see [method "
"set_process])."
msgstr "如果开启了处理,返回 [code]true[/code](见 [method set_process])。"
msgid ""
"Returns [code]true[/code] if the node is processing input (see [method "
"set_process_input])."
msgstr ""
"如果节点正在处理输入,则返回 [code]true[/code](见 [method "
"set_process_input])。"
msgid ""
"Returns [code]true[/code] if internal processing is enabled (see [method "
"set_process_internal])."
msgstr ""
"如果启用了内部处理,则返回 [code]true[/code](见 [method "
"set_process_internal])。"
msgid ""
"Returns [code]true[/code] if the node is processing unhandled input (see "
"[method set_process_unhandled_input])."
msgstr ""
"如果节点正在处理未被处理的输入,则返回 [code]true[/code](见 [method "
"set_process_unhandled_input])。"
msgid ""
"Returns [code]true[/code] if the node is processing unhandled key input (see "
"[method set_process_unhandled_key_input])."
msgstr ""
"如果节点正在处理未被处理的键输入,则返回 [code]true[/code](见 [method "
"set_process_unhandled_key_input])。"
msgid ""
"Prints the tree to stdout. Used mainly for debugging purposes. This version "
"displays the path relative to the current node, and is good for copy/pasting "
"into the [method get_node] function.\n"
"[b]Example output:[/b]\n"
"[codeblock]\n"
"TheGame\n"
"TheGame/Menu\n"
"TheGame/Menu/Label\n"
"TheGame/Menu/Camera2D\n"
"TheGame/SplashScreen\n"
"TheGame/SplashScreen/Camera2D\n"
"[/codeblock]"
msgstr ""
"将树打印到标准输出。主要用于调试。这个版本显示相对于当前节点的路径,适合复制/"
"粘贴到 [method get_node] 函数中。\n"
"[b]示例输出:[/b]\n"
"[codeblock]\n"
"TheGame\n"
"TheGame/Menu\n"
"TheGame/Menu/Label\n"
"TheGame/Menu/Camera2D\n"
"TheGame/SplashScreen\n"
"TheGame/SplashScreen/Camera2D\n"
"[/codeblock]"
msgid ""
"Notifies the current node and all its children recursively by calling "
"[method Object.notification] on all of them."
msgstr ""
"通过对所有节点调用 [method Object.notification],递归地通知当前节点和它的所有"
"子节点。"
msgid ""
"Removes a child node. The node is NOT deleted and must be deleted manually.\n"
"[b]Note:[/b] This function may set the [member owner] of the removed Node "
"(or its descendants) to be [code]null[/code], if that [member owner] is no "
"longer a parent or ancestor."
msgstr ""
"删除一个子节点。该节点不会被删除,必须手动删除。\n"
"[b]注意:[/b]如果该 [member owner] 不再是父节点或祖先,则该函数可以将被移除节"
"点(或其后代)的 [member owner] 设置为 [code]null[/code]。"
msgid ""
"Requests that [code]_ready[/code] be called again. Note that the method "
"won't be called immediately, but is scheduled for when the node is added to "
"the scene tree again (see [method _ready]). [code]_ready[/code] is called "
"only for the node which requested it, which means that you need to request "
"ready for each child if you want them to call [code]_ready[/code] too (in "
"which case, [code]_ready[/code] will be called in the same order as it would "
"normally)."
msgstr ""
"请求再次调用 [code]_ready[/code]。注意,该方法不会被立即调用,而是被安排在该"
"节点再次被添加到场景树时(见 [method _ready])。[code]_ready[/code] 只为请求"
"它的节点调用,这意味着如果你想让每个子节点也调用 [code]_ready[/code],你需要"
"为它们请求 ready(在这种情况下,[code]_ready[/code] 的调用顺序与正常情况下相"
"同)。"
msgid ""
"Enables or disables internal physics for this node. Internal physics "
"processing happens in isolation from the normal [method _physics_process] "
"calls and is used by some nodes internally to guarantee proper functioning "
"even if the node is paused or physics processing is disabled for scripting "
"([method set_physics_process]). Only useful for advanced uses to manipulate "
"built-in nodes' behavior.\n"
"[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own "
"logic, so changing this value from your code may lead to unexpected "
"behavior. Script access to this internal logic is provided for specific "
"advanced uses, but is unsafe and not supported."
msgstr ""
"启用或禁用该节点的内部物理。内部物理处理与正常的 [method _physics_process] 调"
"用隔离进行,并且由某些节点内部使用,以确保正常工作,即使节点暂停或物理处理因"
"脚本而禁用([method set_physics_process])。仅适用于用于操纵内置节点行为的高"
"级用途。\n"
"[b]警告:[/b]内置节点依靠内部处理来实现自己的逻辑,所以从你的代码中改变这个值"
"可能会导致意外的行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全"
"且不支持。"
msgid ""
"Enables or disables processing. When a node is being processed, it will "
"receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the "
"[method _process] callback will be called if exists). Enabled automatically "
"if [method _process] is overridden. Any calls to this before [method _ready] "
"will be ignored."
msgstr ""
"启用或禁用帧处理。当一个节点被处理时,它将在每个绘制的帧上收到一个[constant "
"NOTIFICATION_PROCESS](如果存在,[method _process]回调将被调用)。如果"
"[method _process]被重写,则自动启用。在 [method _ready] 之前对它的任何调用都"
"将被忽略。"
msgid ""
"Enables or disables input processing. This is not required for GUI controls! "
"Enabled automatically if [method _input] is overridden. Any calls to this "
"before [method _ready] will be ignored."
msgstr ""
"启用或禁用输入处理。对于 GUI 控件来说不是必需的。如果 [method _input] 被覆"
"盖,则自动启用。任何在 [method _ready] 之前对它的调用都将被忽略。"
msgid ""
"Enables or disabled internal processing for this node. Internal processing "
"happens in isolation from the normal [method _process] calls and is used by "
"some nodes internally to guarantee proper functioning even if the node is "
"paused or processing is disabled for scripting ([method set_process]). Only "
"useful for advanced uses to manipulate built-in nodes' behavior.\n"
"[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own "
"logic, so changing this value from your code may lead to unexpected "
"behavior. Script access to this internal logic is provided for specific "
"advanced uses, but is unsafe and not supported."
msgstr ""
"启用或禁用此节点的内部处理。内部处理与正常的 [method _process] 调用隔离进行,"
"并且由某些节点内部使用,以确保正常工作,即使节点已暂停或处理因脚本而禁用"
"([method set_process])。仅适用于操纵内置节点行为的高级用途。\n"
"[b]警告:[/b]内置节点依赖于内部处理来实现自己的逻辑,因此更改代码中的这个值可"
"能会导致意外行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全且不"
"支持。"
msgid ""
"Enables unhandled input processing. This is not required for GUI controls! "
"It enables the node to receive all input that was not previously handled "
"(usually by a [Control]). Enabled automatically if [method _unhandled_input] "
"is overridden. Any calls to this before [method _ready] will be ignored."
msgstr ""
"启用未处理的输入处理。这对 GUI 控件来说是不需要的!它使节点能够接收所有以前没"
"有处理的输入(通常是由 [Control] 处理的)。如果 [method _unhandled_input] 被"
"覆盖,则自动启用。在 [method _ready] 之前对它的任何调用都将被忽略。"
msgid ""
"Enables unhandled key input processing. Enabled automatically if [method "
"_unhandled_key_input] is overridden. Any calls to this before [method "
"_ready] will be ignored."
msgstr ""
"启用未处理的按键输入处理。如果 [method _unhandled_key_input] 被重写,则自动启"
"用。任何在 [method _ready] 之前对它的调用都将被忽略。"
msgid ""
"Sets whether this is an instance load placeholder. See [InstancePlaceholder]."
msgstr "设置这是否是实例加载占位符。见 [InstancePlaceholder]。"
msgid ""
"Add a custom description to a node. It will be displayed in a tooltip when "
"hovered in editor's scene tree."
msgstr ""
"为该节点添加自定义描述。该节点在编辑器的场景树中处于悬停状态时,该描述将显示"
"在工具提示中。"
msgid ""
"The name of the node. This name is unique among the siblings (other child "
"nodes from the same parent). When set to an existing name, the node will be "
"automatically renamed.\n"
"[b]Note:[/b] Auto-generated names might include the [code]@[/code] "
"character, which is reserved for unique names when using [method add_child]. "
"When setting the name manually, any [code]@[/code] will be removed."
msgstr ""
"该节点的名称。这个名称在兄弟节点(来自同一父节点的其他子节点)中是唯一的。当"
"设置为现有名称时,节点将自动重命名。\n"
"[b]注意:[/b]自动生成的名称可能包含 [code]@[/code] 字符,在使用 [method "
"add_child] 时保留该字符用于唯一名称。手动设置名称时,将删除任何 [code]@[/"
"code]。"
msgid ""
"The node owner. A node can have any other node as owner (as long as it is a "
"valid parent, grandparent, etc. ascending in the tree). When saving a node "
"(using [PackedScene]), all the nodes it owns will be saved with it. This "
"allows for the creation of complex [SceneTree]s, with instancing and "
"subinstancing.\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
"must set [member owner] in addition to calling [method add_child]. This is "
"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
"add_child] is called without setting [member owner], the newly added [Node] "
"will not be visible in the scene tree, though it will be visible in the "
"2D/3D view."
msgstr ""
"该节点的所有者。节点的所有者可以是任何其他节点(需要是沿场景树向上的有效节"
"点,如父节点、祖父节点等)。(通过 [PackedScene])保存节点时,它拥有的所有节"
"点也会随之保存。这样就可以创建复杂的 [SceneTree],能够进行实例化与次实例"
"化。\n"
"[b]注意:[/b]如果想要将子节点持久化进 [PackedScene],除了调用 [method "
"add_child] 之外你还必须设置 [member owner]。通常在[url=$DOCS_URL/tutorials/"
"plugins/running_code_in_the_editor.html]工具脚本[/url]和[url=$DOCS_URL/"
"tutorials/plugins/editor/index.html]编辑器插件[/url]中会用到。如果调用了 "
"[method add_child] 但没有设置 [member owner],那么新建的这个 [Node] 在场景树"
"中不可见,但在 2D/3D 视图中可见。"
msgid ""
"Can be used to pause or unpause the node, or make the node paused based on "
"the [SceneTree], or make it inherit the process mode from its parent "
"(default)."
msgstr ""
"可用于暂停或取消暂停该节点,也可以让该节点根据 [SceneTree] 来暂停,还可以让它"
"继承父级的处理模式(默认)。"
msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
"process priority value is [i]lower[/i] will have their processing callbacks "
"executed first."
msgstr ""
"该节点在已启用的处理回调(即 [constant NOTIFICATION_PROCESS]、[constant "
"NOTIFICATION_PHYSICS_PROCESS] 及其内部对应物)的执行顺序中的优先级。进程优先"
"级值[i]较低[/i]的节点将首先执行其处理回调。"
msgid ""
"Sets this node's name as a unique name in its [member owner]. This allows "
"the node to be accessed as [code]%Name[/code] instead of the full path, from "
"any node within that scene.\n"
"If another node with the same owner already had that name declared as "
"unique, that other node's name will no longer be set as having a unique name."
msgstr ""
"将这个节点的名称设置为其 [member owner] 中的唯一名称。这样就可以从该场景中的"
"任意节点处使用 [code]%名称[/code] 来访问这个节点,无需使用完整路径。\n"
"如果所有者相同的另一个节点已经将该名称声明为唯一,那么其他节点就无法再将此名"
"称设置为唯一名称。"
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
"在子节点进入场景树时触发,可以是因为该子节点自行进入,也可以是因为本节点带着"
"该子节点一起进入。\n"
"这个信号会在该子节点自身的 [constant NOTIFICATION_ENTER_TREE] 和 [signal "
"tree_entered] [i]之后[/i]触发。"
msgid "Emitted when the node is renamed."
msgstr "当该节点被重命名时触发。"
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
"当该节点进入树时触发。\n"
"这个信号会在相关的 [constant NOTIFICATION_ENTER_TREE] 通知[i]之后[/i]触发。"
msgid "Emitted after the node exits the tree and is no longer active."
msgstr "当该节点退出树之后触发,并且不再处于活动状态。"
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
"当该节点仍处于活动状态但即将退出树时发出。这是反初始化的正确位置(如果愿意,"
"也可以称之为“析构函数”)。\n"
"这个信号会在相关的 [constant NOTIFICATION_EXIT_TREE] 通知[i]之前[/i]触发。"
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
"当该节点进入 [SceneTree] 时收到的通知。\n"
"这个通知会在相关的 [signal tree_entered] [i]之前[/i]发出。"
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
"当该节点即将退出 [SceneTree] 时收到的通知。\n"
"这个通知会在相关的 [signal tree_exiting] [i]之后[/i]发出。"
msgid "Notification received when the node is moved in the parent."
msgstr "当该节点在其父节点中移动时收到的通知。"
msgid "Notification received when the node is ready. See [method _ready]."
msgstr "当该节点就绪时接收到通知。见 [method _ready]。"
msgid "Notification received when the node is paused."
msgstr "当该节点被暂停时接收到的通知。"
msgid "Notification received when the node is unpaused."
msgstr "当该节点被取消暂停时收到的通知。"
msgid ""
"Notification received every frame when the physics process flag is set (see "
"[method set_physics_process])."
msgstr ""
"当设置了 physics process 标志时,每一帧都会收到的通知(见 [method "
"set_physics_process])。"
msgid ""
"Notification received every frame when the process flag is set (see [method "
"set_process])."
msgstr ""
"当设置了 process 标志时,每一帧都会收到的通知(见 [method set_process])。"
msgid ""
"Notification received when a node is set as a child of another node.\n"
"[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]."
msgstr ""
"当一个节点被设置为另一个节点的子节点时收到该通知。\n"
"[b]注意:[/b]这并不意味着一个节点进入了 [SceneTree]。"
msgid ""
"Notification received when a node is unparented (parent removed it from the "
"list of children)."
msgstr "当节点失去父节点时收到的通知(父节点将其从子节点列表中删除)。"
msgid ""
"Notification received when a drag operation ends.\n"
"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
"当拖拽操作结束时收到的通知。\n"
"请使用 [method Viewport.gui_is_drag_successful] 检查拖放是否成功。"
msgid ""
"Notification received every frame when the internal process flag is set (see "
"[method set_process_internal])."
msgstr ""
"当设置了 internal process 标志时,每一帧都会收到的通知(见 [method "
"set_process_internal])。"
msgid ""
"Notification received every frame when the internal physics process flag is "
"set (see [method set_physics_process_internal])."
msgstr ""
"当设置了 internal physics process flag 标志时,每一帧都会收到的通知(见 "
"[method set_physics_process_internal])。"
msgid ""
"Notification received when the node is ready, just before [constant "
"NOTIFICATION_READY] is received. Unlike the latter, it's sent every time the "
"node enters tree, instead of only once."
msgstr ""
"当该节点就绪,在收到 [constant NOTIFICATION_READY] 之前收到的通知。与后者不"
"同,该节点每次进入树时都会发送,而不是只发送一次。"
msgid ""
"Notification received from the OS when the mouse enters the game window.\n"
"Implemented on desktop and web platforms."
msgstr ""
"当鼠标进入游戏窗口时,从操作系统收到的通知。\n"
"在桌面和 Web 平台上实现。"
msgid ""
"Notification received from the OS when the mouse leaves the game window.\n"
"Implemented on desktop and web platforms."
msgstr ""
"当鼠标离开游戏窗口时,从操作系统收到的通知。\n"
"在桌面和 Web 平台上实现。"
msgid ""
"Notification received from the OS when a go back request is sent (e.g. "
"pressing the \"Back\" button on Android).\n"
"Specific to the Android platform."
msgstr ""
"当发出返回请求时,从操作系统收到的通知(例如在 Android 系统上按下“返回”按"
"钮)。\n"
"仅限 Android 平台。"
msgid "Duplicate the node's signals."
msgstr "复制该节点的信号。"
msgid "Duplicate the node's groups."
msgstr "复制节点的组。"
msgid "Duplicate the node's scripts."
msgstr "复制该节点的脚本。"
msgid ""
"Duplicate using instancing.\n"
"An instance stays linked to the original so when the original changes, the "
"instance changes too."
msgstr ""
"使用实例化进行复制。\n"
"实例与原件保持链接,因此当原件发生变化时,实例也会发生变化。"
msgid ""
"A 2D game object, inherited by all 2D-related nodes. Has a position, "
"rotation, scale, and Z index."
msgstr "2D 游戏对象,被所有 2D 相关的节点继承。具有位置、旋转、缩放和 Z 索引。"
msgid ""
"A 2D game object, with a transform (position, rotation, and scale). All 2D "
"nodes, including physics objects and sprites, inherit from Node2D. Use "
"Node2D as a parent node to move, scale and rotate children in a 2D project. "
"Also gives control of the node's render order."
msgstr ""
"2D 游戏对象,具有变换(位置、旋转、缩放)。所有的 2D 节点,包括物理对象和精"
"灵,都继承自 Node2D。使用 Node2D 作为父节点来移动、缩放和旋转 2D 项目中的子节"
"点。还可以控制节点的渲染顺序。"
msgid "All 2D Demos"
msgstr "所有 2D 演示"
msgid "Multiplies the current scale by the [param ratio] vector."
msgstr "将当前缩放乘以比例向量 [param ratio]。"
msgid ""
"Returns the angle between the node and the [param point] in radians.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"node2d_get_angle_to.png]Illustration of the returned angle.[/url]"
msgstr ""
"返回该节点和 [param point] 之间的夹角,单位为弧度。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"node2d_get_angle_to.png]返回夹角的示意图。[/url]"
msgid "Returns the [Transform2D] relative to this node's parent."
msgstr "返回相对于此节点的父节点的 [Transform2D]。"
msgid "Adds the [param offset] vector to the node's global position."
msgstr "将偏移向量 [param offset] 添加到该节点的全局位置。"
msgid ""
"Rotates the node so it points towards the [param point], which is expected "
"to use global coordinates."
msgstr "旋转该节点,使其指向 [param point],该点应使用全局坐标。"
msgid ""
"Applies a rotation to the node, in radians, starting from its current "
"rotation."
msgstr "从节点的当前旋转开始,以弧度为单位,对节点进行旋转。"
msgid ""
"Transforms the provided local position into a position in global coordinate "
"space. The input is expected to be local relative to the [Node2D] it is "
"called on. e.g. Applying this method to the positions of child nodes will "
"correctly transform their positions into the global coordinate space, but "
"applying it to a node's own position will give an incorrect result, as it "
"will incorporate the node's own transformation into its global position."
msgstr ""
"将提供的本地位置转换为全局坐标空间的位置。例如,对子节点的位置应用这个方法将"
"正确地把它们的位置转换到全局坐标空间,但对节点自己的位置应用这个方法将得到一"
"个不正确的结果,因为它将把节点自己的变换纳入它的全局位置。"
msgid ""
"Transforms the provided global position into a position in local coordinate "
"space. The output will be local relative to the [Node2D] it is called on. e."
"g. It is appropriate for determining the positions of child nodes, but it is "
"not appropriate for determining its own position relative to its parent."
msgstr ""
"将提供的全局位置转换为本地坐标空间的位置。例如,它适合于确定子节点的位置,但"
"不适合于确定其自身相对于父节点的位置。"
msgid "Translates the node by the given [param offset] in local coordinates."
msgstr "在局部坐标系中,将该节点按给定的偏移量 [param offset] 进行平移。"
msgid "Global position."
msgstr "全局位置。"
msgid "Global rotation in radians."
msgstr "全局旋转,单位为弧度。"
msgid ""
"Helper property to access [member global_rotation] in degrees instead of "
"radians."
msgstr "辅助属性,用于按度数访问 [member global_rotation] 而不是弧度数。"
msgid "Global scale."
msgstr "全局缩放。"
msgid "Global skew in radians."
msgstr "全局偏斜,单位为弧度。"
msgid "Global [Transform2D]."
msgstr "全局 [Transform2D]。"
msgid "Position, relative to the node's parent."
msgstr "位置,相对于父节点。"
msgid "Rotation in radians, relative to the node's parent."
msgstr "旋转弧度,相对于父节点。"
msgid ""
"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, negative scales on the X axis will be "
"changed to negative scales on the Y axis and a rotation of 180 degrees when "
"decomposed."
msgstr ""
"该节点的缩放。未缩放值:[code](1, 1)[/code]。\n"
"[b]注意:[/b]2D 中,变换矩阵是无法分解出负数的 X 缩放的。由于 Godot 中使用变"
"换矩阵来表示缩放,X 轴上的负数缩放在分解后会变为 Y 轴的负数缩放和一次 180 度"
"的旋转。"
msgid ""
"Slants the node.\n"
"[b]Note:[/b] Skew is X axis only."
msgstr ""
"使该节点发生倾斜。\n"
"[b]注意:[/b]偏斜仅适用于 X 轴。"
msgid "Local [Transform2D]."
msgstr "局部 [Transform2D]。"
msgid "Most basic 3D game object, parent of all 3D-related nodes."
msgstr "最基本的 3D 游戏对象,所有 3D 相关节点的父类。"
msgid "Introduction to 3D"
msgstr "3D 简介"
msgid "All 3D Demos"
msgstr "所有 3D 演示"
msgid "Attach a gizmo to this [code]Node3D[/code]."
msgstr "将小工具附加到该 [code]Node3D[/code] 上。"
msgid "Clear all gizmos attached to this [code]Node3D[/code]."
msgstr "清除附加于该 [code]Node3D[/code] 的所有小工具。"
msgid ""
"Rotates the global (world) transformation around axis, a unit [Vector3], by "
"specified angle in radians. The rotation axis is in global coordinate system."
msgstr ""
"将全局(世界)变换围绕某个轴(单位 [Vector3])旋转指定的弧度。旋转轴使用全局"
"坐标系。"
msgid ""
"Scales the global (world) transformation by the given [Vector3] scale "
"factors."
msgstr "将全局(世界)变换按照给定的 [Vector3] 缩放因子进行缩放。"
msgid ""
"Moves the global (world) transformation by [Vector3] offset. The offset is "
"in global coordinate system."
msgstr ""
"将全局(世界)变换按照 [Vector3] 偏移量进行移动。偏移量使用全局坐标系。"
msgid ""
"Disables rendering of this node. Changes [member visible] to [code]false[/"
"code]."
msgstr "禁用该节点的渲染。会将 [member visible] 改为 [code]false[/code]。"
msgid ""
"Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its "
"local transformation scale."
msgstr "返回该节点是否使用 [code](1, 1, 1)[/code] 的比例或其本地变换比例。"
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its antecedents are "
"also visible. If any antecedent is hidden, this node will not be visible in "
"the scene tree."
msgstr ""
"如果该节点位于 [SceneTree] 中,并且其 [member visible] 属性为 [code]true[/"
"code],并且其所有上层节点也均可见,则返回 [code]true[/code]。如果任何上层节点"
"被隐藏,则该节点在场景树中将不可见。"
msgid ""
"Rotates the local transformation around axis, a unit [Vector3], by specified "
"angle in radians."
msgstr "围绕轴(单位 [Vector3])旋转局部变换,指定角度(弧度)。"
msgid ""
"Rotates the local transformation around axis, a unit [Vector3], by specified "
"angle in radians. The rotation axis is in object-local coordinate system."
msgstr ""
"围绕轴(单位 [Vector3])旋转局部变换,指定角度(弧度)。旋转轴是在物体的本地"
"坐标系中。"
msgid "Rotates the local transformation around the X axis by angle in radians."
msgstr "围绕 X 轴旋转局部变换,旋转角度为弧度。"
msgid "Rotates the local transformation around the Y axis by angle in radians."
msgstr "围绕 Y 轴旋转局部变换,旋转角度为弧度。"
msgid "Rotates the local transformation around the Z axis by angle in radians."
msgstr "围绕 Z 轴旋转局部变换,旋转角度为弧度。"
msgid ""
"Scales the local transformation by given 3D scale factors in object-local "
"coordinate system."
msgstr "在物体局部坐标系中,通过给定的 3D 比例因子来缩放局部变换。"
msgid ""
"Sets whether the node uses a scale of [code](1, 1, 1)[/code] or its local "
"transformation scale. Changes to the local transformation scale are "
"preserved."
msgstr ""
"设置节点是否使用 [code](1, 1, 1)[/code] 的比例或其本地变换比例。对本地变换比"
"例的改变会被保留下来。"
msgid ""
"Sets whether the node ignores notification that its transformation (global "
"or local) changed."
msgstr "设置节点是否忽略其转换(全局或局部)改变的通知。"
msgid ""
"Enables rendering of this node. Changes [member visible] to [code]true[/"
"code]."
msgstr "启用此节点的呈现。将 [member visible] 更改为 [code]true[/code]。"
msgid ""
"Changes the node's position by the given offset [Vector3] in local space."
msgstr "通过给定的局部空间偏移量 [Vector3] 改变该节点的位置。"
msgid "Updates all the [Node3DGizmo]s attached to this node."
msgstr "更新附加于该节点的所有 [Node3DGizmo]。"
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr "这个节点的全局位置。与 [code]global_transform.origin[/code] 等价。"
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
"全局变换的旋转部分,单位为弧度,以 YXZ 欧拉角的形式表示(X 角、Y 角、Z "
"角)。\n"
"[b]注意:[/b]在数学意义上,旋转是一个矩阵而不是一个向量。这三个欧拉角是旋转矩"
"阵欧拉角参数化的三个独立参数,存储在 [Vector3] 数据结构中并不是因为旋转是一个"
"矢量,而是因为 [Vector3] 是一种方便存储 3 个浮点数的数据结构。因此,对旋转“向"
"量”应用仿射操作是没有意义的。"
msgid "World3D space (global) [Transform3D] of this node."
msgstr "该节点在 World3D 空间的(全局)[Transform3D]。"
msgid ""
"If [code]true[/code], this node is drawn. The node is only visible if all of "
"its antecedents are visible as well (in other words, [method "
"is_visible_in_tree] must return [code]true[/code])."
msgstr ""
"如果为 [code]true[/code],这个节点就会被画出来。只有当它的所有前项也是可见的"
"时候,这个节点才是可见的(换句话说,[method is_visible_in_tree] 必须返回 "
"[code]true[/code])。"
msgid "Emitted when node visibility changes."
msgstr "当节点可见性更改时触发。"
msgid "Pre-parsed scene tree path."
msgstr "预先解析的场景树路径。"
msgid "2D Role Playing Game Demo"
msgstr "2D 角色扮演游戏演示"
msgid "Constructs an empty [NodePath]."
msgstr "构造空的 [NodePath]。"
msgid ""
"Constructs a [NodePath] as a copy of the given [NodePath]. "
"[code]NodePath(\"example\")[/code] is equivalent to [code]^\"example\"[/"
"code]."
msgstr ""
"构造给定 [NodePath] 的副本。[code]NodePath(\"example\")[/code] 等价于 "
"[code]^\"example\"[/code]。"
msgid ""
"Returns [code]true[/code] if the node path is absolute (as opposed to "
"relative), which means that it starts with a slash character ([code]/[/"
"code]). Absolute node paths can be used to access the root node ([code]\"/"
"root\"[/code]) or autoloads (e.g. [code]\"/global\"[/code] if a \"global\" "
"autoload was registered)."
msgstr ""
"如果节点路径是绝对的(而不是相对的),即以斜线字符([code]/[/code])开始,返"
"回 [code]true[/code]。绝对节点路径可以用来访问根节点([code]\"/root\"[/"
"code])或自动加载(例如[code]\"/global\"[/code] 如果注册了一个叫“global”的自"
"动加载项)。"
msgid "Returns [code]true[/code] if the node path is empty."
msgstr "如果节点路径为空,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if two node paths are not equal."
msgstr "如果两个节点路径不相等,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if two node paths are equal, i.e. all node names "
"in the path are the same and in the same order."
msgstr ""
"如果两个节点路径相等,即路径中的所有节点名称都相同且顺序一致,则返回 "
"[code]true[/code]。"
msgid "Abstract base class for noise generators."
msgstr "噪声生成器的抽象基类。"
msgid "Returns the 1D noise value at the given (x) coordinate."
msgstr "返回给定 (x) 坐标处的 1D 噪声值。"
msgid "Returns the 2D noise value at the given position."
msgstr "返回给定位置处的 2D 噪声值。"
msgid "Returns the 3D noise value at the given position."
msgstr "返回给定位置处的 3D 噪声值。"
msgid ""
"If [code]true[/code], the resulting texture contains a normal map created "
"from the original noise interpreted as a bump map."
msgstr ""
"如果为 [code]true[/code],产生的纹理包含一个由原始噪声创建的法线贴图,解释为"
"凹凸贴图。"
msgid ""
"Strength of the bump maps used in this texture. A higher value will make the "
"bump maps appear larger while a lower value will make them appear softer."
msgstr ""
"此纹理中使用的凹凸贴图的强度。较高的值会使凹凸贴图看起来更大,而较低的值会使"
"它们看起来更柔和。"
msgid "Height of the generated texture."
msgstr "生成的纹理的高度。"
msgid "Width of the generated texture."
msgstr "生成的纹理的宽度。"
msgid "Base class for all other classes in the engine."
msgstr "引擎中所有其他类的基类。"
msgid "Object class introduction"
msgstr "Object 类介绍"
msgid "When and how to avoid using nodes for everything"
msgstr "何时以及如何避免为任何事情使用节点"
msgid "Object notifications"
msgstr "对象通知"
msgid ""
"Returns [code]true[/code] if the [method Node.queue_free] method was called "
"for the object."
msgstr ""
"如果为该对象调用了 [method Node.queue_free] 方法,则返回 [code]true[/code]。"
msgid "One-shot connections disconnect themselves after emission."
msgstr "一次性连接,会在触发后自行断开。"
msgid "Defines a 2D polygon for LightOccluder2D."
msgstr "为 LightOccluder2D 定义一个 2D 多边形。"
msgid ""
"Editor facility that helps you draw a 2D polygon used as resource for "
"[LightOccluder2D]."
msgstr "编辑工具,帮助你绘制一个 2D 多边形用作资源 [LightOccluder2D]。"
msgid ""
"If [code]true[/code], closes the polygon. A closed OccluderPolygon2D "
"occludes the light coming from any direction. An opened OccluderPolygon2D "
"occludes the light only at its outline's direction."
msgstr ""
"如果为 [code]true[/code],封闭该多边形。一个封闭的polygon2d封闭来自任何方向的"
"光。一个开放的OccluderPolygon2D只在其轮廓方向上遮挡光。"
msgid "The culling mode to use."
msgstr "要使用的剔除模式。"
msgid ""
"A [Vector2] array with the index for polygon's vertices positions.\n"
"[b]Note:[/b] The returned value is a copy of the underlying array, rather "
"than a reference."
msgstr ""
"带有多边形顶点位置索引的 [Vector2] 数组。\n"
"[b]注意:[/b]返回值是基础数组的副本,而不是引用。"
msgid "Culling is disabled. See [member cull_mode]."
msgstr "禁用剔除。见 [member cull_mode]。"
msgid ""
"Culling is performed in the clockwise direction. See [member cull_mode]."
msgstr "按顺时针方向进行剔除。见 [member cull_mode]。"
msgid ""
"Culling is performed in the counterclockwise direction. See [member "
"cull_mode]."
msgstr "按逆时针方向进行剔除。见 [member cull_mode]。"
msgid "A sequence of Ogg packets."
msgstr "Ogg 数据包序列。"
msgid "The length of this stream, in seconds."
msgstr "该流的长度,以秒为单位。"
msgid "Omnidirectional light, such as a light bulb or a candle."
msgstr "全向光,如灯泡或蜡烛。"
msgid ""
"Shadows are rendered to a dual-paraboloid texture. Faster than [constant "
"SHADOW_CUBE], but lower-quality."
msgstr ""
"阴影被渲染到一个双抛物面纹理。比 [constant SHADOW_CUBE] 更快,但质量较差。"
msgid "An OpenXR action."
msgstr "OpenXR 动作。"
msgid "The type of action."
msgstr "动作的类型。"
msgid "Add an action set."
msgstr "添加动作集。"
msgid "Add an interaction profile."
msgstr "添加交互配置。"
msgid "Retrieve the action set at this index."
msgstr "获取位于该索引的动作集。"
msgid "Retrieve the number of actions sets in our action map."
msgstr "获取动作映射中动作集的数量。"
msgid "Get the interaction profile at this index."
msgstr "获取位于该索引的交互配置。"
msgid "Retrieve the number of interaction profiles in our action map."
msgstr "获取动作映射中交互配置的数量。"
msgid "Remove an action set."
msgstr "移除动作集。"
msgid "Remove an interaction profile."
msgstr "移除交互配置。"
msgid "Add an action to this action set."
msgstr "向该动作集中添加某个动作。"
msgid "Retrieve the number of actions in our action set."
msgstr "获取该动作集中动作的数量。"
msgid "Remove an action from this action set."
msgstr "从该动作集中移除某个动作。"
msgid "Collection of actions for this action set."
msgstr "该动作集中动作的合集。"
msgid "The localized name of this action set."
msgstr "该动作集的本地化名称。"
msgid "The priority for this action set."
msgstr "该动作集的优先级。"
msgid "Optimized translation."
msgstr "优化的翻译。"
msgid ""
"Optimized translation. Uses real-time compressed translations, which results "
"in very small dictionaries."
msgstr "优化的翻译。使用实时压缩翻译,从而生成非常小的词典。"
msgid ""
"Generates and sets an optimized translation from the given [Translation] "
"resource."
msgstr "从给定的 [Translation] 资源生成并设置优化的翻译。"
msgid "Button control that provides selectable options when pressed."
msgstr "按下时提供可选选项的按钮控件。"
msgid "Clears all the items in the [OptionButton]."
msgstr "清除[OptionButton]中的所有项目。"
msgid ""
"Retrieves the metadata of an item. Metadata may be any type and can be used "
"to store extra information about an item, such as an external string ID."
msgstr ""
"检索项的元数据。元数据可以是任何类型,并可用于存储关于项的额外信息,如外部字"
"符串ID。"
msgid ""
"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr "返回所选项目的 ID,如果没有选择项目,则返回 [code]-1[/code]。"
msgid ""
"Gets the metadata of the selected item. Metadata for items can be set using "
"[method set_item_metadata]."
msgstr ""
"获取选定项的元数据。可以使用 [method set_item_metadata] 设置项的元数据。"
msgid ""
"Selects an item by index and makes it the current item. This will work even "
"if the item is disabled.\n"
"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
"按索引选择项并使其为当前选中项。即使该项是禁用的,这也将起作用。\n"
"将 [code]-1[/code] 作为索引传入会取消选中任何当前选中的项目。"
msgid ""
"Sets the metadata of an item. Metadata may be of any type and can be used to "
"store extra information about an item, such as an external string ID."
msgstr ""
"设置项的元数据。元数据可以是任何类型,可以用来存储关于项目的额外信息,比如外"
"部字符串ID。"
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
msgstr "当前选定项的索引,如果没有选定项,则为[code]-1[/code]。"
msgid ""
"Emitted when the current item has been changed by the user. The index of the "
"item selected is passed as argument."
msgstr "当用户更改当前项时触发。所选项目的索引作为参数传递。"
msgid "Default text [Color] of the [OptionButton]."
msgstr "该 [OptionButton] 的默认文本 [Color]。"
msgid "Text [Color] used when the [OptionButton] is disabled."
msgstr "当 [OptionButton] 被禁用时使用的文本 [Color]。"
msgid ""
"Text [Color] used when the [OptionButton] is focused. Only replaces the "
"normal text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
"当 [OptionButton] 获得焦点时使用的文本 [Color]。只替换按钮的正常文本颜色。禁"
"用、悬停和按下状态优先于这个颜色。"
msgid "Text [Color] used when the [OptionButton] is being hovered."
msgstr "当鼠标悬停 [OptionButton] 时使用的文本 [Color]。"
msgid "Text [Color] used when the [OptionButton] is being pressed."
msgstr "当 [OptionButton] 被按下时使用的文本 [Color]。"
msgid ""
"The horizontal space between the arrow icon and the right edge of the button."
msgstr "箭头图标和按钮的右边缘之间的水平空间。"
msgid "[Font] of the [OptionButton]'s text."
msgstr "该 [OptionButton] 文本的 [Font]。"
msgid "Font size of the [OptionButton]'s text."
msgstr "该 [OptionButton] 文本的字体大小。"
msgid "The arrow icon to be drawn on the right end of the button."
msgstr "要绘制在按钮右侧的箭头图标。"
msgid ""
"[StyleBox] used when the [OptionButton] is disabled (for left-to-right "
"layouts)."
msgstr ""
"该 [OptionButton] 处于禁用状态时使用的 [StyleBox](用于从左至右布局)。"
msgid ""
"[StyleBox] used when the [OptionButton] is disabled (for right-to-left "
"layouts)."
msgstr ""
"该 [OptionButton] 处于禁用状态时使用的 [StyleBox](用于从右至左布局)。"
msgid ""
"[StyleBox] used when the [OptionButton] is focused. The [code]focus[/code] "
"[StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially "
"transparent [StyleBox] should be used to ensure the base [StyleBox] remains "
"visible. A [StyleBox] that represents an outline or an underline works well "
"for this purpose. To disable the focus visual effect, assign a "
"[StyleBoxEmpty] resource. Note that disabling the focus visual effect will "
"harm keyboard/controller navigation usability, so this is not recommended "
"for accessibility reasons."
msgstr ""
"该 [OptionButton] 处于聚焦状态时使用的 [StyleBox]。[code]focus[/code] "
"[StyleBox] 显示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 "
"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以"
"很好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注"
"意,禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的"
"原因,不建议这样做。"
msgid ""
"[StyleBox] used when the [OptionButton] is being hovered (for left-to-right "
"layouts)."
msgstr ""
"该 [OptionButton] 处于悬停状态时使用的 [StyleBox](用于从左至右布局)。"
msgid ""
"[StyleBox] used when the [OptionButton] is being hovered (for right-to-left "
"layouts)."
msgstr ""
"该 [OptionButton] 处于悬停状态时使用的 [StyleBox](用于从右至左布局)。"
msgid "Default [StyleBox] for the [OptionButton] (for left-to-right layouts)."
msgstr "该 [OptionButton] 的默认 [StyleBox](用于从左至右布局)。"
msgid "Default [StyleBox] for the [OptionButton] (for right-to-left layouts)."
msgstr "该 [OptionButton] 的默认 [StyleBox](用于从右至左布局)。"
msgid ""
"[StyleBox] used when the [OptionButton] is being pressed (for left-to-right "
"layouts)."
msgstr ""
"该 [OptionButton] 处于按下状态时使用的 [StyleBox](用于从左至右布局)。"
msgid ""
"[StyleBox] used when the [OptionButton] is being pressed (for right-to-left "
"layouts)."
msgstr ""
"该 [OptionButton] 处于按下状态时使用的 [StyleBox](用于从右至左布局)。"
msgid "Standard Material 3D and ORM Material 3D"
msgstr "标准 3D 材质与 ORM 3D 材质"
msgid "Operating System functions."
msgstr "操作系统功能。"
msgid ""
"Displays a modal dialog box using the host OS' facilities. Execution is "
"blocked until the dialog is closed."
msgstr ""
"使用主机操作系统显示一个模式化的对话框。执行将被阻塞,直到该对话框被关闭。"
msgid ""
"Shuts down system MIDI driver.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
"关闭系统 MIDI 驱动程序。\n"
"[b]注意:[/b]该方法只在 Linux、macOS 和 Windows 上实现。"
msgid ""
"With this function, you can get the list of dangerous permissions that have "
"been granted to the Android application.\n"
"[b]Note:[/b] This method is implemented on Android."
msgstr ""
"通过这个函数,你可以获得已经授予 Android 应用程序的危险权限列表。\n"
"[b]注意:[/b]这个方法在 Android 上实现。"
msgid ""
"Returns the host OS locale as a string of the form "
"[code]language_Script_COUNTRY_VARIANT@extra[/code]. If you want only the "
"language code and not the fully specified locale from the OS, you can use "
"[method get_locale_language].\n"
"[code]language[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/"
"List_of_ISO_639-1_codes]language code[/url], in lower case.\n"
"[code]Script[/code] - optional, 4-letter [url=https://en.wikipedia.org/wiki/"
"ISO_15924]script code[/url], in title case.\n"
"[code]COUNTRY[/code] - optional, 2 or 3-letter [url=https://en.wikipedia.org/"
"wiki/ISO_3166-1]country code[/url], in upper case.\n"
"[code]VARIANT[/code] - optional, language variant, region and sort order. "
"Variant can have any number of underscored keywords.\n"
"[code]extra[/code] - optional, semicolon separated list of additional key "
"words. Currency, calendar, sort order and numbering system information."
msgstr ""
"将主机操作系统区域设置为 [code]language_Script_COUNTRY_VARIANT@extra[/code] "
"形式的字符串。如果您只想要语言代码而不是操作系统中完全指定的语言环境,您可以"
"使用 [method get_locale_language]。\n"
"[code]language[/code] - 2 个或 3 个字母的[url=https://en.wikipedia.org/wiki/"
"List_of_ISO_639-1_codes]语言代码[/url],小写。\n"
"[code]Script[/code] - 可选,4 个字母的[url=https://en.wikipedia.org/wiki/"
"ISO_15924]文字代码 [/url],首字母大写。\n"
"[code]COUNTRY[/code] - 可选,2 个或 3 个字母 [url=https://en.wikipedia.org/"
"wiki/ISO_3166-1]国家地区代码[/url],大写。\n"
"[code]VARIANT[/code] - 可选,语言变体,地区和排序顺序。变体可以有任意数量的带"
"下划线的关键字。\n"
"[code]extra[/code] - 可选,分号分隔的附加关键字列表。货币、日历、排序顺序和编"
"号系统信息。"
msgid ""
"Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/"
"wiki/List_of_ISO_639-1_codes]language code[/url] as a string which should be "
"consistent on all platforms. This is equivalent to extracting the "
"[code]language[/code] part of the [method get_locale] string.\n"
"This can be used to narrow down fully specified locale strings to only the "
"\"common\" language code, when you don't need the additional information "
"about country code or variants. For example, for a French Canadian user with "
"[code]fr_CA[/code] locale, this would return [code]fr[/code]."
msgstr ""
"将主机操作系统区域设置的 2 或 3 个字母的[url=https://en.wikipedia.org/wiki/"
"List_of_ISO_639-1_codes]语言代码[/url]作为字符串返回,该字符串应在所有平台上"
"保持一致。这相当于提取 [method get_locale] 字符串的 [code]language[/code] 部"
"分。\n"
"当您不需要有关国家/地区代码或变体的附加信息时,这可用于将完全指定的区域设置字"
"符串缩小为“通用”语言代码。例如,对于使用 [code]fr_CA[/code] 语言环境的加拿大"
"法语用户,这将返回 [code]fr[/code]。"
msgid ""
"Returns the ID of the main thread. See [method get_thread_caller_id].\n"
"[b]Note:[/b] Thread IDs are not deterministic and may be reused across "
"application restarts."
msgstr ""
"返回主线程的 ID。请参阅 [method get_thread_caller_id]。\n"
"[b]注意:[/b]线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。"
msgid ""
"Returns the model name of the current device.\n"
"[b]Note:[/b] This method is implemented on Android and iOS. Returns "
"[code]\"GenericDevice\"[/code] on unsupported platforms."
msgstr ""
"返回当前设备的模型名称。\n"
"[b]注意:[/b]此方法仅在Android和iOS上实现。在不支持的平台上返回 "
"[code]\"GenericDevice\"[/code]。"
msgid ""
"Returns the project's process ID.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
"返回项目的进程 ID。\n"
"[b]注意:[/b]这个方法在 Android、iOS、Linux、macOS 和 Windows 上实现。"
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host "
"machine. On CPUs with HyperThreading enabled, this number will be greater "
"than the number of [i]physical[/i] CPU cores."
msgstr ""
"返回主机的[i]逻辑[/i] CPU 核心数。对于启用了超线程的 CPU,这个数会比[i]物理[/"
"i] CPU 核心数大。"
msgid "Returns the maximum amount of static memory used (only works in debug)."
msgstr "返回使用的静态内存的最大数量(仅在调试时有效)。"
msgid ""
"Returns the amount of static memory being used by the program in bytes (only "
"works in debug)."
msgstr "返回程序所使用的静态内存量,以字节为单位(仅在调试时有效)。"
msgid ""
"Returns the actual path to commonly used folders across different platforms. "
"Available locations are specified in [enum SystemDir].\n"
"[b]Note:[/b] This method is implemented on Android, Linux, macOS and "
"Windows.\n"
"[b]Note:[/b] Shared storage is implemented on Android and allows to "
"differentiate between app specific and shared directories. Shared "
"directories have additional restrictions on Android."
msgstr ""
"返回不同平台上常用文件夹的实际路径。可用的位置在 [enum SystemDir] 中指定。\n"
"[b]注意:[/b]这个方法在 Android、Linux、macOS 和 Windows 上实现。\n"
"[b]注意:[/b]共享存储在 Android 上实现,并允许区分应用程序特定目录和共享目"
"录。共享目录在 Android 上有额外的限制。"
msgid ""
"Returns the ID of the current thread. This can be used in logs to ease "
"debugging of multi-threaded applications.\n"
"[b]Note:[/b] Thread IDs are not deterministic and may be reused across "
"application restarts."
msgstr ""
"返回当前线程的 ID。这可用于日志,以简化多线程应用程序的调试。\n"
"[b]注意:[/b] 线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。"
msgid ""
"At the moment this function is only used by [code]AudioDriverOpenSL[/code] "
"to request permission for [code]RECORD_AUDIO[/code] on Android."
msgstr ""
"目前,这个函数只被 [code]AudioDriverOpenSL[/code] 用来请求 Android 上 "
"[code]RECORD_AUDIO[/code] 的权限。"
msgid ""
"With this function, you can request dangerous permissions since normal "
"permissions are automatically granted at install time in Android "
"applications.\n"
"[b]Note:[/b] This method is implemented on Android."
msgstr ""
"你可以通过这个函数申请危险的权限,因为在 Android 应用程序中,正常的权限会在安"
"装时自动授予。\n"
"[b]注意:[/b]这个方法在 Android 上实现。"
msgid "Sets the name of the current thread."
msgstr "设置当前线程的名称。"
msgid ""
"If [code]true[/code], the engine optimizes for low processor usage by only "
"refreshing the screen if needed. Can improve battery consumption on mobile."
msgstr ""
"如果为 [code]true[/code],则引擎会通过只在需要时刷新屏幕来优化处理器的使用。"
"可以改善移动设备上的电池消耗。"
msgid ""
"The amount of sleeping between frames when the low-processor usage mode is "
"enabled (in microseconds). Higher values will result in lower CPU usage."
msgstr ""
"启用低处理器使用模式时,帧之间的休眠量(单位为微秒)。较高的值将导致较低的 "
"CPU 使用率。"
msgid "Desktop directory path."
msgstr "桌面目录路径。"
msgid "DCIM (Digital Camera Images) directory path."
msgstr "DCIM(数码相机图像)目录路径。"
msgid "Documents directory path."
msgstr "文档目录路径。"
msgid "Downloads directory path."
msgstr "下载目录路径。"
msgid "Movies directory path."
msgstr "影片目录路径。"
msgid "Music directory path."
msgstr "音乐目录路径。"
msgid "Pictures directory path."
msgstr "图片目录路径。"
msgid "Ringtones directory path."
msgstr "铃声目录路径。"
msgid "A packed array of bytes."
msgstr "字节紧缩数组。"
msgid "Constructs an empty [PackedByteArray]."
msgstr "构造空的 [PackedByteArray]。"
msgid ""
"Constructs a [PackedByteArray] as a copy of the given [PackedByteArray]."
msgstr "构造给定 [PackedByteArray] 的副本。"
msgid ""
"Constructs a new [PackedByteArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr "构造新 [PackedByteArray]。你还可以传入通用 [Array] 进行转换。"
msgid "Appends a [PackedByteArray] at the end of this array."
msgstr "在该数组的末尾追加一个 [PackedByteArray]。"
msgid ""
"Returns a new [PackedByteArray] with the data compressed. Set the "
"compression mode using one of [enum FileAccess.CompressionMode]'s constants."
msgstr ""
"返回新的 [PackedByteArray],其中的数据已压缩。请将压缩模式设置为 [enum "
"FileAccess.CompressionMode] 常量。"
msgid ""
"Decodes a 64-bit floating point number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/"
"code] if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 64 位浮点数,起始位置字节偏移量为 [param byte_offset]。字节"
"数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a 32-bit floating point number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/"
"code] if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 32 位浮点数,起始位置字节偏移量为 [param byte_offset]。字节"
"数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a 16-bit floating point number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/"
"code] if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 16 位浮点数,起始位置字节偏移量为 [param byte_offset]。字节"
"数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a 16-bit signed integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/"
"code] if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 16 位有符号整数,起始位置字节偏移量为 [param byte_offset]。"
"字节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a 32-bit signed integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/"
"code] if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 32 位有符号整数,起始位置字节偏移量为 [param byte_offset]。"
"字节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a 64-bit signed integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/"
"code] if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 64 位有符号整数,起始位置字节偏移量为 [param byte_offset]。"
"字节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a 8-bit signed integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/"
"code] if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 8 位有符号整数,起始位置字节偏移量为 [param byte_offset]。字"
"节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a 16-bit unsigned integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/"
"code] if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 16 位无符号整数,起始位置字节偏移量为 [param byte_offset]。"
"字节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a 32-bit unsigned integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/"
"code] if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 32 位无符号整数,起始位置字节偏移量为 [param byte_offset]。"
"字节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a 64-bit unsigned integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/"
"code] if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 64 位无符号整数,起始位置字节偏移量为 [param byte_offset]。"
"字节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a 8-bit unsigned integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/"
"code] if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 8 位无符号整数,起始位置字节偏移量为 [param byte_offset]。字"
"节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a [Variant] from the bytes starting at [param byte_offset]. Returns "
"[code]null[/code] if a valid variant can't be decoded or the value is "
"[Object]-derived and [param allow_objects] is [code]false[/code]."
msgstr ""
"将字节序列解码为 [Variant],起始位置字节偏移量为 [param byte_offset]。如果无"
"法解码有效的变体,或者其值派生自 [Object] 而 [param allow_objects] 为 "
"[code]false[/code],则返回 [code]null[/code]。"
msgid ""
"Decodes a size of a [Variant] from the bytes starting at [param "
"byte_offset]. Requires at least 4 bytes of data starting at the offset, "
"otherwise fails."
msgstr ""
"将字节序列解码为 [Variant] 的大小,起始位置字节偏移量为 [param byte_offset]。"
"要求起始位置后至少有 4 个字节的数据,否则返回 [code]null[/code]。"
msgid ""
"Returns a new [PackedByteArray] with the data decompressed. Set [param "
"buffer_size] to the size of the uncompressed data. Set the compression mode "
"using one of [enum FileAccess.CompressionMode]'s constants."
msgstr ""
"返回新的 [PackedByteArray],其中的数据已解压。请将 [param buffer_size] 设置为"
"数据解压后的大小。请将压缩模式设置为 [enum FileAccess.CompressionMode] 常量。"
msgid ""
"Returns a new [PackedByteArray] with the data decompressed. Set the "
"compression mode using one of [enum FileAccess.CompressionMode]'s constants. "
"[b]This method only accepts gzip and deflate compression modes.[/b]\n"
"This method is potentially slower than [code]decompress[/code], as it may "
"have to re-allocate its output buffer multiple times while decompressing, "
"whereas [code]decompress[/code] knows it's output buffer size from the "
"beginning.\n"
"GZIP has a maximal compression ratio of 1032:1, meaning it's very possible "
"for a small compressed payload to decompress to a potentially very large "
"output. To guard against this, you may provide a maximum size this function "
"is allowed to allocate in bytes via [param max_output_size]. Passing -1 will "
"allow for unbounded output. If any positive value is passed, and the "
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
"返回新的 [PackedByteArray],其中的数据已解压。请将压缩模式设置为 [enum "
"FileAccess.CompressionMode] 常量。[b]这个方法只接受 gzip 和 deflate 压缩模"
"式。[/b]\n"
"这个方法可能比 [code]decompress[/code] 慢,因为在解压时可能需要多次重新分配输"
"出缓冲区,而 [code]decompress[/code] 则在一开始就知道输出缓冲区的大小。\n"
"GZIP 的最大压缩率为 1032:1,这意味着较小的压缩后负载很有可能解压出非常巨大的"
"输出。为了防止这种情况,你可以通过 [param max_output_size] 提供允许这个函数分"
"配的最大字节数。传入 -1 则不限制输出。传入正数且解压超过该字节数时,会返回错"
"误。"
msgid "Creates a copy of the array, and returns it."
msgstr "创建该数组的副本,并将该副本返回。"
msgid ""
"Encodes a 64-bit floating point number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 8 bytes of allocated space, "
"starting at the offset."
msgstr ""
"将 64 位浮点数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从偏"
"移量位置开始,该数组必须还分配有至少 8 个字节的空间。"
msgid ""
"Encodes a 32-bit floating point number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 4 bytes of space, starting "
"at the offset."
msgstr ""
"将 32 位浮点数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从偏"
"移量位置开始,该数组必须还分配有至少 4 个字节的空间。"
msgid ""
"Encodes a 16-bit floating point number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 2 bytes of space, starting "
"at the offset."
msgstr ""
"将 16 位浮点数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从偏"
"移量位置开始,该数组必须还分配有至少 2 个字节的空间。"
msgid ""
"Encodes a 16-bit signed integer number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 2 bytes of space, starting "
"at the offset."
msgstr ""
"将 16 位有符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。"
"从偏移量位置开始,该数组必须还分配有至少 2 个字节的空间。"
msgid ""
"Encodes a 8-bit signed integer number (signed byte) at the index of [param "
"byte_offset] bytes. The array must have at least 1 byte of space, starting "
"at the offset."
msgstr ""
"将 8 位有符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从"
"偏移量位置开始,该数组必须还分配有至少 1 个字节的空间。"
msgid ""
"Encodes a 16-bit unsigned integer number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 2 bytes of space, starting "
"at the offset."
msgstr ""
"将 16 位无符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。"
"从偏移量位置开始,该数组必须还分配有至少 2 个字节的空间。"
msgid ""
"Encodes a 32-bit unsigned integer number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 4 bytes of space, starting "
"at the offset."
msgstr ""
"将 32 位无符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。"
"从偏移量位置开始,该数组必须还分配有至少 4 个字节的空间。"
msgid ""
"Encodes a 64-bit unsigned integer number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 8 bytes of space, starting "
"at the offset."
msgstr ""
"将 64 位无符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。"
"从偏移量位置开始,该数组必须还分配有至少 8 个字节的空间。"
msgid ""
"Encodes a 8-bit unsigned integer number (byte) at the index of [param "
"byte_offset] bytes. The array must have at least 1 byte of space, starting "
"at the offset."
msgstr ""
"将 8 位无符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从"
"偏移量位置开始,该数组必须还分配有至少 1 个字节的空间。"
msgid ""
"Encodes a [Variant] at the index of [param byte_offset] bytes. A sufficient "
"space must be allocated, depending on the encoded variant's size. If [param "
"allow_objects] is [code]false[/code], [Object]-derived values are not "
"permitted and will instead be serialized as ID-only."
msgstr ""
"将 [Variant] 编码为字节序列,起始位置字节偏移量为 [param byte_offset]。必须分"
"配有足够的空间,空间大小取决于编码后变体的大小。如果 [param allow_objects] "
"为 [code]false[/code],则不允许派生自 [Object] 的值,只会将其 ID 进行序列化。"
msgid ""
"Assigns the given value to all elements in the array. This can typically be "
"used together with [method resize] to create an array with a given size and "
"initialized elements."
msgstr ""
"将数组中的所有元素都设为给定的值。通常与 [method resize] 一起使用,创建给定大"
"小的数组并初始化元素。"
msgid ""
"Converts ASCII/Latin-1 encoded array to [String]. Fast alternative to "
"[method get_string_from_utf8] if the content is ASCII/Latin-1 only. Unlike "
"the UTF-8 function this function maps every byte to a character in the "
"array. Multibyte sequences will not be interpreted correctly. For parsing "
"user input always use [method get_string_from_utf8]."
msgstr ""
"将 ASCII/Latin-1 编码的数组转换为 [String]。如果内容仅为 ASCII/Latin-1,则是"
"比 [method get_string_from_utf8] 更快的选择。与 UTF-8 函数不同,这个函数会将"
"数组中的每个字节都映射到一个字符。多字节序列无法正确解析。要解析用户的输入内"
"容,请始终使用 [method get_string_from_utf8]。"
msgid ""
"Converts UTF-16 encoded array to [String]. If the BOM is missing, system "
"endianness is assumed. Returns empty string if source array is not valid "
"UTF-16 string."
msgstr ""
"将 UTF-16 编码的数组转换为 [String]。如果缺少 BOM,则假定为系统字节序。如果源"
"数组不是有效的 UTF-16 字符串,则返回空字符串。"
msgid ""
"Converts UTF-32 encoded array to [String]. System endianness is assumed. "
"Returns empty string if source array is not valid UTF-32 string."
msgstr ""
"将 UTF-32 编码的数组转换为 [String]。假定为系统字节序。如果源数组不是有效的 "
"UTF-32 字符串,则返回空字符串。"
msgid ""
"Converts UTF-8 encoded array to [String]. Slower than [method "
"get_string_from_ascii] but supports UTF-8 encoded data. Use this function if "
"you are unsure about the source of the data. For user input this function "
"should always be preferred. Returns empty string if source array is not "
"valid UTF-8 string."
msgstr ""
"将 UTF-8 编码的数组转换为 [String]。比 [method get_string_from_ascii] 慢,但"
"支持 UTF-8 编码的数据。不确定数据来源时请使用此函数。对于用户的输入内容,应始"
"终首选此函数。如果源数组不是有效的 UTF-8 字符串,则返回空字符串。"
msgid "Returns [code]true[/code] if the array contains [param value]."
msgstr "如果该数组包含 [param value],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if a valid [Variant] value can be decoded at the "
"[param byte_offset]. Returns [code]false[/code] othewrise or when the value "
"is [Object]-derived and [param allow_objects] is [code]false[/code]."
msgstr ""
"如果可以从字节偏移量 [param byte_offset] 处解码出有效的 [Variant],则返回 "
"[code]true[/code]。其他情况,或者当该值派生自 [Object] 而 [param "
"allow_objects] 为 [code]false[/code] 时,则返回 [code]false[/code]。"
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array = PackedByteArray([11, 46, 255])\n"
"print(array.hex_encode()) # Prints: 0b2eff\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new byte[] {11, 46, 255};\n"
"GD.Print(array.HexEncode()); // Prints: 0b2eff\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回该数组的十六进制表示,类型为 [String]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array = PackedByteArray([11, 46, 255])\n"
"print(array.hex_encode()) # 输出:0b2eff\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new byte[] {11, 46, 255};\n"
"GD.Print(array.HexEncode()); // 输出:0b2eff\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Inserts a new element at a given position in the array. The position must be "
"valid, or at the end of the array ([code]idx == size()[/code])."
msgstr ""
"在数组中给定的位置插入一个新元素。这个位置必须是有效的,或者是在数组的末端"
"([code]idx == size()[/code])。"
msgid "Appends an element at the end of the array."
msgstr "在数组的末尾追加一个元素。"
msgid "Removes an element from the array by index."
msgstr "从数组中删除位于索引的元素。"
msgid ""
"Sets the size of the array. If the array is grown, reserves elements at the "
"end of the array. If the array is shrunk, truncates the array to the new "
"size."
msgstr ""
"设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数"
"组截断到新的大小。"
msgid "Changes the byte at the given index."
msgstr "改变给定索引处的字节。"
msgid "Sorts the elements of the array in ascending order."
msgstr "将该数组中的元素按升序排列。"
msgid "Returns [code]true[/code] if contents of the arrays differ."
msgstr "如果数组内容不同,则返回 [code]true[/code]。"
msgid "A packed array of [Color]s."
msgstr "[Color] 紧缩数组。"
msgid "Constructs an empty [PackedColorArray]."
msgstr "构造空的 [PackedColorArray]。"
msgid ""
"Constructs a [PackedColorArray] as a copy of the given [PackedColorArray]."
msgstr "构造给定 [PackedColorArray] 的副本。"
msgid ""
"Constructs a new [PackedColorArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr "构造新 [PackedColorArray]。你还可以传入通用 [Array] 进行转换。"
msgid "Appends a [PackedColorArray] at the end of this array."
msgstr "在该数组的末尾追加一个 [PackedColorArray]。"
msgid "Appends a value to the array."
msgstr "将一个值添加到数组中。"
msgid "Changes the [Color] at the given index."
msgstr "更改给定索引处的 [Color]。"
msgid "Reference-counted version of [PackedDataContainer]."
msgstr "[PackedDataContainer] 的引用计数版本。"
msgid "A packed array of 32-bit floating-point values."
msgstr "32 位浮点数紧缩数组。"
msgid "Constructs an empty [PackedFloat32Array]."
msgstr "构造空的 [PackedFloat32Array]。"
msgid ""
"Constructs a [PackedFloat32Array] as a copy of the given "
"[PackedFloat32Array]."
msgstr "构造给定 [PackedFloat32Array] 的副本。"
msgid ""
"Constructs a new [PackedFloat32Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr "构造新 [PackedFloat32Array]。你还可以传入通用 [Array] 进行转换。"
msgid "Appends a [PackedFloat32Array] at the end of this array."
msgstr "在该数组的末尾追加一个 [PackedFloat32Array]。"
msgid "Changes the float at the given index."
msgstr "更改给定索引处的浮点数。"
msgid "A packed array of 64-bit floating-point values."
msgstr "64 位浮点数紧缩数组。"
msgid "Constructs an empty [PackedFloat64Array]."
msgstr "构造空的 [PackedFloat64Array]。"
msgid ""
"Constructs a [PackedFloat64Array] as a copy of the given "
"[PackedFloat64Array]."
msgstr "构造给定 [PackedFloat64Array] 的副本。"
msgid ""
"Constructs a new [PackedFloat64Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr "构造新 [PackedFloat64Array]。你还可以传入通用 [Array] 进行转换。"
msgid "Appends a [PackedFloat64Array] at the end of this array."
msgstr "在该数组的末尾追加一个 [PackedFloat64Array]。"
msgid "A packed array of 32-bit integers."
msgstr "32 位整数紧缩数组。"
msgid "Constructs an empty [PackedInt32Array]."
msgstr "构造空的 [PackedInt32Array]。"
msgid ""
"Constructs a [PackedInt32Array] as a copy of the given [PackedInt32Array]."
msgstr "构造给定 [PackedInt32Array] 的副本。"
msgid ""
"Constructs a new [PackedInt32Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr "构造新 [PackedInt32Array]。你还可以传入通用 [Array] 进行转换。"
msgid "Appends a [PackedInt32Array] at the end of this array."
msgstr "在该数组的末尾追加一个 [PackedInt32Array]。"
msgid "A packed array of 64-bit integers."
msgstr "64 位整数紧缩数组。"
msgid "Constructs an empty [PackedInt64Array]."
msgstr "构造空的 [PackedInt64Array]。"
msgid ""
"Constructs a [PackedInt64Array] as a copy of the given [PackedInt64Array]."
msgstr "构造给定 [PackedInt64Array] 的副本。"
msgid ""
"Constructs a new [PackedInt64Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr "构造新 [PackedInt64Array]。你还可以传入通用 [Array] 进行转换。"
msgid "Appends a [PackedInt64Array] at the end of this array."
msgstr "在该数组的末尾追加一个 [PackedInt64Array]。"
msgid "An abstraction of a serialized scene."
msgstr "对序列化场景的抽象。"
msgid "Returns [code]true[/code] if the scene file has nodes."
msgstr "如果场景文件有节点,返回 [code]true[/code]。"
msgid ""
"Returns the [code]SceneState[/code] representing the scene file contents."
msgstr "返回代表场景文件内容的 [code]SceneState[/code]。"
msgid ""
"Pack will ignore any sub-nodes not owned by given node. See [member Node."
"owner]."
msgstr "包将忽略不属于给定节点的任何子节点。请参阅 [member Node.owner]。"
msgid ""
"A dictionary representation of the scene contents.\n"
"Available keys include \"rnames\" and \"variants\" for resources, "
"\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" "
"for base scene children overrides, \"conn_count\" and \"conns\" for signal "
"connections, and \"version\" for the format style of the PackedScene."
msgstr ""
"场景内容的字典表示。\n"
"可用的字段包括资源的“rnames”和“variants”,节点"
"的“node_count”、“nodes”、“node_paths”,基本场景子级覆盖"
"的“editable_instances”,信号连接的“conn_count”和“conns”,以及 PackedScene 格"
"式样式的版本“version”。"
msgid ""
"It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the "
"scene is being instantiated to be the base of another one.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
"与 [constant GEN_EDIT_STATE_MAIN] 类似,但适用于场景作为另一个场景的基类实例"
"化的情况。\n"
"[b]注意:[/b]仅在编辑器构建中可用。"
msgid "A packed array of [String]s."
msgstr "[String] 紧缩数组。"
msgid "Constructs an empty [PackedStringArray]."
msgstr "构造空的 [PackedStringArray]。"
msgid ""
"Constructs a [PackedStringArray] as a copy of the given [PackedStringArray]."
msgstr "构造给定 [PackedStringArray] 的副本。"
msgid ""
"Constructs a new [PackedStringArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr "构造新 [PackedStringArray]。你还可以传入通用 [Array] 进行转换。"
msgid "Appends a [PackedStringArray] at the end of this array."
msgstr "在该数组的末尾追加一个 [PackedStringArray]。"
msgid "Appends a string element at end of the array."
msgstr "在数组的末尾追加字符串元素。"
msgid "Changes the [String] at the given index."
msgstr "更改给定索引处的 [String]。"
msgid "A packed array of [Vector2]s."
msgstr "[Vector2] 紧缩数组。"
msgid "2D Navigation Astar Demo"
msgstr "2D 导航 Astar 演示"
msgid "Constructs an empty [PackedVector2Array]."
msgstr "构造空的 [PackedVector2Array]。"
msgid ""
"Constructs a [PackedVector2Array] as a copy of the given "
"[PackedVector2Array]."
msgstr "构造给定 [PackedVector2Array] 的副本。"
msgid ""
"Constructs a new [PackedVector2Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr "构造新 [PackedVector2Array]。你还可以传入通用 [Array] 进行转换。"
msgid "Appends a [PackedVector2Array] at the end of this array."
msgstr "在该数组的末尾追加一个 [PackedVector2Array]。"
msgid "Inserts a [Vector2] at the end."
msgstr "在末尾插入一个 [Vector2]。"
msgid "Changes the [Vector2] at the given index."
msgstr "更改给定索引处的 [Vector2]。"
msgid "A packed array of [Vector3]s."
msgstr "[Vector3] 紧缩数组。"
msgid "Constructs an empty [PackedVector3Array]."
msgstr "构造空的 [PackedVector3Array]。"
msgid ""
"Constructs a [PackedVector3Array] as a copy of the given "
"[PackedVector3Array]."
msgstr "构造给定 [PackedVector3Array] 的副本。"
msgid ""
"Constructs a new [PackedVector3Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr "构造新 [PackedVector3Array]。你还可以传入通用 [Array] 进行转换。"
msgid "Appends a [PackedVector3Array] at the end of this array."
msgstr "在该数组的末尾追加一个 [PackedVector3Array]。"
msgid "Inserts a [Vector3] at the end."
msgstr "在末尾插入一个 [Vector3]。"
msgid "Changes the [Vector3] at the given index."
msgstr "更改给定索引处的 [Vector3]。"
msgid "Abstraction and base class for packet-based protocols."
msgstr "基于包的协议的抽象和基类。"
msgid "Returns the number of packets currently available in the ring-buffer."
msgstr "返回环形缓冲区中当前可用的数据包数。"
msgid "Gets a raw packet."
msgstr "获取原始数据包。"
msgid ""
"Returns the error state of the last packet received (via [method get_packet] "
"and [method get_var])."
msgstr ""
"返回最后接收的数据包的错误状态(通过 [method get_packet] 和 [method "
"get_var])。"
msgid "Sends a raw packet."
msgstr "发送一个原始数据包。"
msgid ""
"Maximum buffer size allowed when encoding [Variant]s. Raise this value to "
"support heavier memory allocations.\n"
"The [method put_var] method allocates memory on the stack, and the buffer "
"used will grow automatically to the closest power of two to match the size "
"of the [Variant]. If the [Variant] is bigger than "
"[code]encode_buffer_max_size[/code], the method will error out with "
"[constant ERR_OUT_OF_MEMORY]."
msgstr ""
"编码 [Variant] 时允许的最大缓冲区大小。提高此值以支持更大的内存分配。\n"
"[method put_var] 方法在栈上分配内存,使用的缓冲区将自动增长到最接近的二次方,"
"以匹配 [Variant] 的大小。如果 [Variant] 大于 [code]encode_buffer_max_size[/"
"code],则该方法将以 [constant ERR_OUT_OF_MEMORY] 出错。"
msgid "DTLS packet peer."
msgstr "DTLS 数据包客户端。"
msgid "Disconnects this peer, terminating the DTLS session."
msgstr "断开此对等体的连接,终止 DTLS 会话。"
msgid "Returns the status of the connection. See [enum Status] for values."
msgstr "返回连接的状态。取值见 [enum Status]。"
msgid ""
"Poll the connection to check for incoming packets. Call this frequently to "
"update the status and keep the connection working."
msgstr ""
"轮询连接以检查传入的数据包。经常调用此选项以更新状态并保持连接正常工作。"
msgid "A status representing a [PacketPeerDTLS] that is disconnected."
msgstr "表示已断开连接的 [PacketPeerDTLS] 的状态。"
msgid ""
"A status representing a [PacketPeerDTLS] that is currently performing the "
"handshake with a remote peer."
msgstr "表示当前正在与远程对等方进行握手的 [PacketPeerDTLS] 的状态。"
msgid ""
"A status representing a [PacketPeerDTLS] that is connected to a remote peer."
msgstr "表示连接到远程对等方的 [PacketPeerDTLS] 的状态。"
msgid "A status representing a [PacketPeerDTLS] in a generic error state."
msgstr "表示处于一般错误状态的 [PacketPeerDTLS] 的状态。"
msgid ""
"An error status that shows a mismatch in the DTLS certificate domain "
"presented by the host and the domain requested for validation."
msgstr "显示主机提供的 DTLS 证书域与请求验证的域不匹配的错误状态。"
msgid "Wrapper to use a PacketPeer over a StreamPeer."
msgstr "在 StreamPeer 上使用 PacketPeer 的包装器。"
msgid "The wrapped [StreamPeer] object."
msgstr "被包装的 [StreamPeer] 对象。"
msgid "UDP packet peer."
msgstr "UDP 数据包客户端。"
msgid ""
"Returns the IP of the remote peer that sent the last packet(that was "
"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
msgstr ""
"返回发送最后一个数据包(通过 [method PacketPeer.get_packet] 或 [method "
"PacketPeer.get_var] 接收)的远程对等体的 IP。"
msgid ""
"Returns the port of the remote peer that sent the last packet(that was "
"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
msgstr ""
"返回发送最后一个数据包(通过 [method PacketPeer.get_packet] 或 [method "
"PacketPeer.get_var] 接收)的远程对等方的端口。"
msgid ""
"Returns [code]true[/code] if the UDP socket is open and has been connected "
"to a remote address. See [method connect_to_host]."
msgstr ""
"如果 UDP 套接字已打开并已连接到远程地址,则返回 [code]true[/code]。见 "
"[method connect_to_host]。"
msgid ""
"Enable or disable sending of broadcast packets (e.g. "
"[code]set_dest_address(\"255.255.255.255\", 4343)[/code]. This option is "
"disabled by default.\n"
"[b]Note:[/b] Some Android devices might require the "
"[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission and this option to be "
"enabled to receive broadcast packets too."
msgstr ""
"启用或禁用广播数据包的发送(例如:"
"[code]set_dest_address(\"255.255.255.255\", 4343)[/code]。这个选项在默认情况"
"下是禁用的。\n"
"[b]注意:[/b]一些 Android 设备可能需要 [code]CHANGE_WIFI_MULTICAST_STATE[/"
"code] 权限和本选项被启用来接收广播包。"
msgid ""
"Sets the destination address and port for sending packets and variables. A "
"hostname will be resolved using DNS if needed.\n"
"[b]Note:[/b] [method set_broadcast_enabled] must be enabled before sending "
"packets to a broadcast address (e.g. [code]255.255.255.255[/code])."
msgstr ""
"设置发送数据包和变量的目标地址和端口。如果需要,将使用 DNS 解析主机名。\n"
"[b]注意:[/b]在向广播地址(例如:[code]255.255.255.255[/code])发送数据包之"
"前,必须启用 [method set_broadcast_enabled]。"
msgid "Provides an opaque background for [Control] children."
msgstr "为 [Control] 子控件提供不透明的背景。"
msgid ""
"Panel is a [Control] that displays an opaque background. It's commonly used "
"as a parent and container for other types of [Control] nodes."
msgstr ""
"面板是一个显示不透明背景的 [Control]。它通常用作其他类型的 [Control] 节点的父"
"节点和容器。"
msgid "2D Finite State Machine Demo"
msgstr "2D 有限状态机演示"
msgid "3D Inverse Kinematics Demo"
msgstr "3D 逆运动学演示"
msgid "The style of this [Panel]."
msgstr "这个 [Panel] 的样式。"
msgid "Panel container type."
msgstr "面板容器类型。"
msgid ""
"Panel container type. This container fits controls inside of the delimited "
"area of a stylebox. It's useful for giving controls an outline."
msgstr ""
"面板容器类型。此容器会将控件放入样式盒所框定的区域内,方便为控件提供轮廓。"
msgid "The style of [PanelContainer]'s background."
msgstr "[PanelContainer] 的背景样式。"
msgid "A node used to create a parallax scrolling background."
msgstr "用于创建视差滚动背景的节点。"
msgid ""
"A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create "
"a parallax effect. Each [ParallaxLayer] can move at a different speed using "
"[member ParallaxLayer.motion_offset]. This creates an illusion of depth in a "
"2D game. If not used with a [Camera2D], you must manually calculate the "
"[member scroll_offset]."
msgstr ""
"ParallaxBackground 使用一个或多个 [ParallaxLayer] 子节点来创建视差效果。每个 "
"[ParallaxLayer] 可以使用 [member ParallaxLayer.motion_offset] 以不同的速度移"
"动。这在 2D 游戏中可以创造一种深度错觉。如果没有与 [Camera2D] 一起使用,你必"
"须手动计算 [member scroll_offset]。"
msgid "The base position offset for all [ParallaxLayer] children."
msgstr "所有 [ParallaxLayer] 子元素的基本位置偏移。"
msgid "The base motion scale for all [ParallaxLayer] children."
msgstr "所有 [ParallaxLayer] 子元素的基本移动比例。"
msgid ""
"If [code]true[/code], elements in [ParallaxLayer] child aren't affected by "
"the zoom level of the camera."
msgstr ""
"为 [code]true[/code] 时,[ParallaxLayer] 子元素将不受相机缩放级别的影响。"
msgid ""
"Top-left limits for scrolling to begin. If the camera is outside of this "
"limit, the background will stop scrolling. Must be lower than [member "
"scroll_limit_end] to work."
msgstr ""
"开始滚动的左上角限制。如果相机超出这个限制,背景将停止滚动。必须低于 [member "
"scroll_limit_end] 才能工作。"
msgid ""
"Bottom-right limits for scrolling to end. If the camera is outside of this "
"limit, the background will stop scrolling. Must be higher than [member "
"scroll_limit_begin] to work."
msgstr ""
"右下角限制滚动结束。如果相机超出这个限制,背景将停止滚动。必须高于 [member "
"scroll_limit_begin] 才能工作。"
msgid ""
"The ParallaxBackground's scroll value. Calculated automatically when using a "
"[Camera2D], but can be used to manually manage scrolling when no camera is "
"present."
msgstr ""
"视差背景的滚动值。使用 [Camera2D] 时会自动计算,但也可用于手动管理无摄像机时"
"的滚动。"
msgid "A parallax scrolling layer to be used with [ParallaxBackground]."
msgstr "使用 [ParallaxBackground] 的视差滚动层。"
msgid ""
"A ParallaxLayer must be the child of a [ParallaxBackground] node. Each "
"ParallaxLayer can be set to move at different speeds relative to the camera "
"movement or the [member ParallaxBackground.scroll_offset] value.\n"
"This node's children will be affected by its scroll offset.\n"
"[b]Note:[/b] Any changes to this node's position and scale made after it "
"enters the scene will be ignored."
msgstr ""
"ParallaxLayer 必须是 [ParallaxBackground] 节点的子节点。每个 ParallaxLayer 都"
"可以设置为相对于相机移动或 [member ParallaxBackground.scroll_offset] 值。\n"
"该节点的子节点将受其滚动偏移量的影响。\n"
"[b]注意:[/b]当该节点进入场景后,对其位置和比例的任何改变都将被忽略。"
msgid ""
"The ParallaxLayer's offset relative to the parent ParallaxBackground's "
"[member ParallaxBackground.scroll_offset]."
msgstr ""
"该 ParallaxLayer 的偏移量,相对于父 ParallaxBackground 的 [member "
"ParallaxBackground.scroll_offset]。"
msgid ""
"Multiplies the ParallaxLayer's motion. If an axis is set to [code]0[/code], "
"it will not scroll."
msgstr "复制视差图层的运动。如果一个轴被设置为 [code]0[/code],它将不会滚动。"
msgid "Sets the maximum value range for the given parameter."
msgstr "设置给定参数的最大值范围。"
msgid "Sets the minimum value range for the given parameter."
msgstr "设置给定参数的最小值范围。"
msgid "Each particle's rotation will be animated along this [CurveTexture]."
msgstr "每个粒子的旋转将沿着这个 [CurveTexture] 动画。"
msgid "Each particle's animation offset will vary along this [CurveTexture]."
msgstr "每个粒子的动画偏移将沿着这个 [CurveTexture] 变化。"
msgid "Each particle's animation speed will vary along this [CurveTexture]."
msgstr "每个粒子的动画速度将沿着这个 [CurveTexture] 变化。"
msgid "Should collision take scale into account."
msgstr "碰撞是否应该考虑缩放。"
msgid "Damping will vary along this [CurveTexture]."
msgstr "阻尼将沿着这个 [CurveTexture] 变化。"
msgid ""
"The box's extents if [code]emission_shape[/code] is set to [constant "
"EMISSION_SHAPE_BOX]."
msgstr ""
"[code]emission_shape[/code] 设置为 [constant EMISSION_SHAPE_BOX] 时,该 Box "
"的范围。"
msgid ""
"Particle velocity and rotation will be set by sampling this texture at the "
"same point as the [member emission_point_texture]. Used only in [constant "
"EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or "
"node by selecting \"Create Emission Points from Mesh/Node\" under the "
"\"Particles\" tool in the toolbar."
msgstr ""
"粒子的速度和旋转将通过在与[member emission_point_texture]相同的点上对该纹理进"
"行采样来设置。仅在[constant EMISSION_SHAPE_DIRECTED_POINTS]中使用。可以通过选"
"择工具栏中 \"粒子 \"工具下的 \"从网格/节点创建发射点\",从网格或节点自动创"
"建。"
msgid ""
"The number of emission points if [code]emission_shape[/code] is set to "
"[constant EMISSION_SHAPE_POINTS] or [constant "
"EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr ""
"[code]emission_shape[/code] 设置为 [constant EMISSION_SHAPE_POINTS] 或 "
"[constant EMISSION_SHAPE_DIRECTED_POINTS] 时,发射点的数量。"
msgid ""
"Particles will be emitted at positions determined by sampling this texture "
"at a random position. Used with [constant EMISSION_SHAPE_POINTS] and "
"[constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from "
"mesh or node by selecting \"Create Emission Points from Mesh/Node\" under "
"the \"Particles\" tool in the toolbar."
msgstr ""
"粒子将被发射到由随机采样纹理所决定的位置。与[constant EMISSION_SHAPE_POINTS]"
"和[constant EMISSION_SHAPE_DIRECTED_POINTS]一起使用。可以通过选择工具栏中"
"的“粒子”工具下的“从网格/节点中创建发射点”自动创建网格或节点。"
msgid ""
"Particles will be emitted inside this region. Use [enum EmissionShape] "
"constants for values."
msgstr "粒子将在这个区域内发射。使用[enum EmissionShape]常量作为值。"
msgid ""
"The sphere's radius if [code]emission_shape[/code] is set to [constant "
"EMISSION_SHAPE_SPHERE]."
msgstr ""
"当[code]emission_shape[/code]设置为[constant EMISSION_SHAPE_SPHERE]时,球体的"
"半径。"
msgid "Amount of [member spread] along the Y axis."
msgstr "沿 Y 轴的 [member spread] 量。"
msgid "Each particle's hue will vary along this [CurveTexture]."
msgstr "每个粒子的色调将沿着这个 [CurveTexture] 变化。"
msgid ""
"Each particle's linear acceleration will vary along this [CurveTexture]."
msgstr "每个粒子的线性加速度将沿着这个 [CurveTexture] 变化。"
msgid "Each particle's orbital velocity will vary along this [CurveTexture]."
msgstr "每个粒子的轨道速度将沿着这个 [CurveTexture] 变化。"
msgid "If [code]true[/code], particles will not move on the z axis."
msgstr "如果为 [code]true[/code],则粒子将不会在 z 轴上移动。"
msgid ""
"Each particle's radial acceleration will vary along this [CurveTexture]."
msgstr "每个粒子的径向加速度将沿着这个 [CurveTexture] 变化。"
msgid ""
"Each particle's tangential acceleration will vary along this [CurveTexture]."
msgstr "每个粒子的切向加速度将沿着这个 [CurveTexture] 变化。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set initial velocity properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置初始速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set angular velocity properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置角速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set orbital velocity properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置轨道速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set linear acceleration properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置线速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set radial acceleration properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置径向加速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set tangential acceleration properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置切向加速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set damping properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置阻尼属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set angle properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置角度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set scale properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置缩放属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set hue variation properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置色相变化属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set animation speed properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置动画速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set animation offset properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置动画偏移属性。"
msgid ""
"Particles will be emitted at a position determined by sampling a random "
"point on the [member emission_point_texture]. Particle color will be "
"modulated by [member emission_color_texture]."
msgstr ""
"粒子将在 [member emission_point_texture] 上随机采样点所决定的位置发射。粒子颜"
"色将由 [member emission_color_texture] 调节。"
msgid ""
"Particles will be emitted at a position determined by sampling a random "
"point on the [member emission_point_texture]. Particle velocity and rotation "
"will be set based on [member emission_normal_texture]. Particle color will "
"be modulated by [member emission_color_texture]."
msgstr ""
"粒子将在 [member emission_point_texture] 上随机采样点所决定的位置发射。粒子速"
"度和旋转将基于 [member emission_normal_texture] 进行设置。粒子颜色将由 "
"[member emission_color_texture] 调节。"
msgid "Represents the size of the [enum SubEmitterMode] enum."
msgstr "代表 [enum SubEmitterMode] 枚举的大小。"
msgid ""
"No collision for particles. Particles will go through "
"[GPUParticlesCollision3D] nodes."
msgstr "粒子没有碰撞。粒子会穿过 [GPUParticlesCollision3D] 节点。"
msgid "Represents the size of the [enum CollisionMode] enum."
msgstr "代表 [enum CollisionMode] 枚举的大小。"
msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow."
msgstr "包含一个 [Curve2D] 路径,供 [PathFollow2D] 节点遵循。"
msgid ""
"Can have [PathFollow2D] child nodes moving along the [Curve2D]. See "
"[PathFollow2D] for more information on usage.\n"
"[b]Note:[/b] The path is considered as relative to the moved nodes (children "
"of [PathFollow2D]). As such, the curve should usually start with a zero "
"vector ([code](0, 0)[/code])."
msgstr ""
"可以让 [PathFollow2D] 子节点沿着 [Curve2D] 移动。有关用法的更多信息,请参阅 "
"[PathFollow2D]。\n"
"[b]注意:[/b]该路径被认为是相对于移动的节点([PathFollow2D] 的子节点)。因"
"此,曲线通常以零向量([code](0,0)[/code])开始。"
msgid "A [Curve2D] describing the path."
msgstr "描述路径的 [Curve2D]。"
msgid "A [Curve3D] describing the path."
msgstr "描述路径的 [Curve3D]。"
msgid "Emitted when the [member curve] changes."
msgstr "当 [member curve] 改变时触发。"
msgid "Point sampler for a [Path2D]."
msgstr "对 [Path2D] 的点取样的取样器。"
msgid ""
"If [code]true[/code], the position between two cached points is interpolated "
"cubically, and linearly otherwise.\n"
"The points along the [Curve2D] of the [Path2D] are precomputed before use, "
"for faster calculations. The point at the requested offset is then "
"calculated interpolating between two adjacent cached points. This may "
"present a problem if the curve makes sharp turns, as the cached points may "
"not follow the curve closely enough.\n"
"There are two answers to this problem: either increase the number of cached "
"points and increase memory consumption, or make a cubic interpolation "
"between two points at the cost of (slightly) slower calculations."
msgstr ""
"如果为 [code]true[/code],则两个缓存点之间的位置将进行三次插值,否则将线性插"
"值。\n"
"沿着 [Path2D] 的 [Curve2D] 的点在使用前被预先计算,以更快的计算速度。然后在两"
"个相邻的缓存点之间计算请求偏移量的点。这可能会出现一个问题,如果曲线做急转"
"弯,因为缓存点可能不跟随曲线足够近。\n"
"有两种方法可以解决这个问题:要么增加缓存点的数量,增加内存消耗,要么在两个点"
"之间进行三次插值,但代价是(稍微)降低计算速度。"
msgid "The node's offset along the curve."
msgstr "节点沿曲线的偏移量。"
msgid ""
"How far to look ahead of the curve to calculate the tangent if the node is "
"rotating. E.g. shorter lookaheads will lead to faster rotations."
msgstr ""
"如果节点是旋转的,那么在计算切线时,要提前多长时间看曲线。例如,较短的提前量"
"会导致更快的旋转。"
msgid ""
"If [code]true[/code], any offset outside the path's length will wrap around, "
"instead of stopping at the ends. Use it for cyclic paths."
msgstr ""
"如果为 [code]true[/code],路径长度以外的任何偏移都将环绕,而不是在结束时停"
"止。对于循环路径使用它。"
msgid "The node's offset perpendicular to the curve."
msgstr "节点垂直于曲线的偏移量。"
msgid "Point sampler for a [Path3D]."
msgstr "[Path3D] 的点采样器。"
msgid ""
"Allows or forbids rotation on one or more axes, depending on the [enum "
"RotationMode] constants being used."
msgstr ""
"允许或禁止在一个或多个轴上旋转,这取决于使用的 [enum RotationMode] 常量。"
msgid "Forbids the PathFollow3D to rotate."
msgstr "禁止该 PathFollow3D 旋转。"
msgid "Allows the PathFollow3D to rotate in the Y axis only."
msgstr "允许该 PathFollow3D 仅在 Y 轴上旋转。"
msgid "Allows the PathFollow3D to rotate in both the X, and Y axes."
msgstr "允许该 PathFollow3D 同时在 X 和 Y 轴上旋转。"
msgid "Allows the PathFollow3D to rotate in any axis."
msgstr "允许该 PathFollow3D 在任意轴上旋转。"
msgid "Creates packages that can be loaded into a running project."
msgstr "创建可以加载到正在运行的项目中的包。"
msgid "Exposes performance-related data."
msgstr "公开与性能相关的数据。"
msgid ""
"The number of frames rendered in the last second. This metric is only "
"updated once per second, even if queried more often. [i]Higher is better.[/i]"
msgstr ""
"上一秒渲染的帧数。该指标每秒仅更新一次,与查询频率无关。[i]越高越好。[/i]"
msgid "Time it took to complete one frame, in seconds. [i]Lower is better.[/i]"
msgstr "完成一帧所需的时间,单位为秒。[i]越低越好。[/i]"
msgid ""
"Time it took to complete one physics frame, in seconds. [i]Lower is better.[/"
"i]"
msgstr "完成一个物理帧所需的时间,单位为秒。[i]越低越好。[/i]"
msgid ""
"Time it took to complete one navigation step, in seconds. This includes "
"navigation map updates as well as agent avoidance calculations. [i]Lower is "
"better.[/i]"
msgstr ""
"完成一个导航步骤的时间,单位为秒。包括导航地图的更新以及代理避障的计算。[i]越"
"低越好。[/i]"
msgid ""
"Static memory currently used, in bytes. Not available in release builds. "
"[i]Lower is better.[/i]"
msgstr "当前使用的静态内存,单位为字节。在发布版本中不可用。[i]越低越好。[/i]"
msgid ""
"Available static memory. Not available in release builds. [i]Lower is better."
"[/i]"
msgstr "可用的静态内存。在发布版本中不可用。[i]越低越好。[/i]"
msgid ""
"Largest amount of memory the message queue buffer has used, in bytes. The "
"message queue is used for deferred functions calls and notifications. "
"[i]Lower is better.[/i]"
msgstr ""
"消息队列缓冲区已使用的最大内存量,单位为字节。消息队列用于延迟函数调用和通"
"知。[i]越低越好。[/i]"
msgid ""
"Number of objects currently instantiated (including nodes). [i]Lower is "
"better.[/i]"
msgstr "当前实例化的对象数(包括节点)。[i]越低越好。[/i]"
msgid "Number of resources currently used. [i]Lower is better.[/i]"
msgstr "当前使用的资源数。[i]越低越好。[/i]"
msgid ""
"Number of nodes currently instantiated in the scene tree. This also includes "
"the root node. [i]Lower is better.[/i]"
msgstr "当前在场景树中实例化的节点数。也包括根节点。[i]越低越好。[/i]"
msgid ""
"Number of orphan nodes, i.e. nodes which are not parented to a node of the "
"scene tree. [i]Lower is better.[/i]"
msgstr "孤立节点的数量,即父节点不是场景树节点的节点。[i]越低越好。[/i]"
msgid ""
"The amount of video memory used (texture and vertex memory combined, in "
"bytes). Since this metric also includes miscellaneous allocations, this "
"value is always greater than the sum of [constant RENDER_TEXTURE_MEM_USED] "
"and [constant RENDER_BUFFER_MEM_USED]. [i]Lower is better.[/i]"
msgstr ""
"显存的使用量(纹理和顶点内存之和,单位为字节)。由于该指标还包括其他杂项分"
"配,因此该值始终大于 [constant RENDER_TEXTURE_MEM_USED] 和 [constant "
"RENDER_BUFFER_MEM_USED] 的总和。[i]越低越好。[/i]"
msgid "The amount of texture memory used (in bytes). [i]Lower is better.[/i]"
msgstr "纹理内存的使用量(单位为字节)。[i]越低越好。[/i]"
msgid ""
"The amount of render buffer memory used (in bytes). [i]Lower is better.[/i]"
msgstr "渲染缓冲区内存的使用量(单位为字节)。[i]越低越好。[/i]"
msgid ""
"Number of active [RigidBody2D] nodes in the game. [i]Lower is better.[/i]"
msgstr "游戏中活跃的 [RigidBody2D] 节点数。[i]越低越好。[/i]"
msgid ""
"Number of collision pairs in the 2D physics engine. [i]Lower is better.[/i]"
msgstr "2D 物理引擎中碰撞对的数量。[i]越低越好。[/i]"
msgid "Number of islands in the 2D physics engine. [i]Lower is better.[/i]"
msgstr "2D 物理引擎中孤岛的数量。[i]越低越好。[/i]"
msgid ""
"Number of active [RigidBody3D] and [VehicleBody3D] nodes in the game. "
"[i]Lower is better.[/i]"
msgstr ""
"游戏中活跃的 [RigidBody3D] 和 [VehicleBody3D] 节点数。[i]越低越好。[/i]"
msgid ""
"Number of collision pairs in the 3D physics engine. [i]Lower is better.[/i]"
msgstr "3D 物理引擎中碰撞对的数量。[i]越低越好。[/i]"
msgid "Number of islands in the 3D physics engine. [i]Lower is better.[/i]"
msgstr "3D 物理引擎中孤岛的数量。[i]越低越好。[/i]"
msgid "Output latency of the [AudioServer]. [i]Lower is better.[/i]"
msgstr "[AudioServer] 的输出延迟。[i]越低越好。[/i]"
msgid "Number of navigation mesh polygons in the [NavigationServer3D]."
msgstr "[NavigationServer3D] 中导航网格多边形的数量。"
msgid "Number of navigation mesh polygon edges in the [NavigationServer3D]."
msgstr "[NavigationServer3D] 中导航网格多边形边缘的数量。"
msgid "Represents the size of the [enum Monitor] enum."
msgstr "代表 [enum Monitor] 枚举的大小。"
msgid ""
"Called during physics processing, allowing you to read and safely modify the "
"simulation state for the object. By default, it works in addition to the "
"usual physics behavior, but the [member custom_integrator] property allows "
"you to disable the default behavior and do fully custom force integration "
"for a body."
msgstr ""
"在物理处理过程中被调用,允许你读取并安全地修改对象的模拟状态。默认情况下,它"
"会和通常的物理行为一起生效,但是你可以通过 [member custom_integrator] 属性禁"
"用默认行为,为物体施加完全自定义的合力。"
msgid "Sets the body's transform."
msgstr "设置该物体的变换。"
msgid ""
"The body's bounciness. Values range from [code]0[/code] (no bounce) to "
"[code]1[/code] (full bounciness)."
msgstr ""
"实体的弹性。值的范围从 [code]0[/code](无反弹)到 [code]1[/code](完全反"
"弹)。"
msgid ""
"If [code]true[/code], internal force integration will be disabled (like "
"gravity or air friction) for this body. Other than collision response, the "
"body will only move as determined by the [method _integrate_forces] "
"function, if defined."
msgstr ""
"如果为 [code]true[/code],则该物体的内力积分将被禁用(如重力或空气摩擦)。除"
"了碰撞响应之外,物体将仅根据 [method _integrate_forces] 函数确定的方式移动"
"(如果已定义)。"
msgid "Sets the joint's transform."
msgstr "设置该关节的变换。"
msgid "Sets the joint's rotation in radians."
msgstr "设置该关节的旋转,单位为弧度。"
msgid "Sets the joint type. See [enum JointType] for possible values."
msgstr "设置关节的类型。可能的值见 [enum JointType]。"
msgid ""
"The body's linear velocity in units per second. Can be used sporadically, "
"but [b]don't set this every frame[/b], because physics may run in another "
"thread and runs at a different granularity. Use [method _integrate_forces] "
"as your process loop for precise control of the body state."
msgstr ""
"物体的线速度,单位为单位每秒。可以偶尔使用,但是[b]不要每一帧都设置它[/b],因"
"为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method "
"_integrate_forces] 作为你的进程循环,以精确控制物体状态。"
msgid "The body's mass."
msgstr "实体的质量。"
msgid ""
"The sky's overall brightness multiplier. Higher values result in a brighter "
"sky."
msgstr "天空整体亮度的乘数。数值越高,天空就越亮。"
msgid ""
"Modulates the [Color] on the bottom half of the sky to represent the ground."
msgstr "调制天空下半部分的 [Color],这部分代表地面。"
msgid ""
"Controls the strength of [url=https://en.wikipedia.org/wiki/"
"Mie_scattering]Mie scattering[/url] for the sky. Mie scattering results from "
"light colliding with larger particles (like water). On earth, Mie scattering "
"results in a whitish color around the sun and horizon."
msgstr ""
"控制天空中[url=https://zh.wikipedia.org/wiki/"
"%E7%B1%B3%E6%B0%8F%E6%95%A3%E5%B0%84]米氏散射[/url]的强度。米氏散射是光与较大"
"的粒子(例如水)碰撞的结果。在地球上,米氏散射的结果是太阳和地平线周围的颜色"
"发白。"
msgid ""
"Controls the [Color] of the [url=https://en.wikipedia.org/wiki/"
"Mie_scattering]Mie scattering[/url] effect. While not physically accurate, "
"this allows for the creation of alien-looking planets."
msgstr ""
"控制天空中[url=https://zh.wikipedia.org/wiki/"
"%E7%B1%B3%E6%B0%8F%E6%95%A3%E5%B0%84]米氏散射[/url]效果的 [Color]。虽然在物理"
"上并不准确,但可以创造出看上去像的外星球的天空。"
msgid ""
"Controls the direction of the [url=https://en.wikipedia.org/wiki/"
"Mie_scattering]Mie scattering[/url]. A value of [code]1[/code] means that "
"when light hits a particle it's passing through straight forward. A value of "
"[code]-1[/code] means that all light is scatter backwards."
msgstr ""
"控制[url=https://zh.wikipedia.org/wiki/%E7%B1%B3%E6%B0%8F%E6%95%A3%E5%B0%84]"
"米氏散射[/url]的方向。值为 [code]1[/code] 表示当光照到粒子时会直接穿过。值为"
"[code]-1[/code] 表示所有的光都是向后散射的。"
msgid ""
"Controls the strength of the [url=https://en.wikipedia.org/wiki/"
"Rayleigh_scattering]Rayleigh scattering[/url]. Rayleigh scattering results "
"from light colliding with small particles. It is responsible for the blue "
"color of the sky."
msgstr ""
"控制[url=https://zh.wikipedia.org/zh/%E7%91%9E%E5%88%A9%E6%95%A3%E5%B0%84]瑞"
"利散射[/url]的强度。瑞利散射是光与较小粒子碰撞的结果,是天空呈蓝色的原因。"
msgid ""
"Controls the [Color] of the [url=https://en.wikipedia.org/wiki/"
"Rayleigh_scattering]Rayleigh scattering[/url]. While not physically "
"accurate, this allows for the creation of alien-looking planets. For "
"example, setting this to a red [Color] results in a Mars-looking atmosphere "
"with a corresponding blue sunset."
msgstr ""
"控制[url=https://zh.wikipedia.org/zh/%E7%91%9E%E5%88%A9%E6%95%A3%E5%B0%84]瑞"
"利散射[/url]的 [Color]。虽然在物理上并不准确,但可以创造出看上去像的外星球的"
"天空。例如,将其设为红色 [Color],可以得到火星大气的外观,日落时为蓝色。"
msgid "Base class for all objects affected by physics in 2D space."
msgstr "2D空间中所有受物理影响的对象的基类。"
msgid ""
"PhysicsBody2D is an abstract base class for implementing a physics body. All "
"*Body2D types inherit from it."
msgstr ""
"PhysicsBody2D 是一个用于实现物理实体的抽象基类。所有 *Body2D 类型都继承自它。"
msgid "Adds a body to the list of bodies that this body can't collide with."
msgstr "将一个物体添加到这个物体不能碰撞的物体列表中。"
msgid ""
"Returns an array of nodes that were added as collision exceptions for this "
"body."
msgstr "返回该物体的碰撞例外节点数组。"
msgid ""
"Removes a body from the list of bodies that this body can't collide with."
msgstr "将一个物体从该物体不能碰撞的物体列表中移除。"
msgid "Base class for all objects affected by physics in 3D space."
msgstr "在 3D 空间中受物理影响的所有对象的基类。"
msgid "Lock the body's rotation in the X axis."
msgstr "锁定物体在 X 轴上的旋转。"
msgid "Lock the body's rotation in the Y axis."
msgstr "锁定物体在 Y 轴上的旋转。"
msgid "Lock the body's rotation in the Z axis."
msgstr "锁定物体在 Z 轴上的旋转。"
msgid "Lock the body's linear movement in the X axis."
msgstr "锁定物体在 X 轴上的线性运动。"
msgid "Lock the body's linear movement in the Y axis."
msgstr "锁定物体在 Y 轴上的线性运动。"
msgid "Lock the body's linear movement in the Z axis."
msgstr "锁定物体在 Z 轴上的线性运动。"
msgid "Ray-casting"
msgstr "发射射线"
msgid "Returns the collider's [RID]."
msgstr "返回该碰撞体的 [RID]。"
msgid "Returns the collider's object id."
msgstr "返回该碰撞体的对象 id。"
msgid ""
"Returns the collider object. This depends on how it was created (will return "
"a scene node if such was used to create it)."
msgstr ""
"返回该碰撞体对象。这取决于它是如何创建的(如果是被作为场景节点创建的,那么将"
"返回场景节点)。"
msgid "Returns the contact position in the collider."
msgstr "返回该碰撞体中的接触位置。"
msgid "Returns the collider's shape index."
msgstr "返回该碰撞体的形状索引。"
msgid "Returns the linear velocity vector at the collider's contact point."
msgstr "返回该碰撞体接触点处的线速度向量。"
msgid ""
"Returns the number of contacts this body has with other bodies.\n"
"[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
"monitor contacts. See [member RigidBody2D.contact_monitor]."
msgstr ""
"返回这个物体与其他物体的接触次数。\n"
"[b]注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回 0。见 [member "
"RigidBody2D.contact_monitor]。"
msgid "Returns the local normal at the contact point."
msgstr "返回接触点处的局部法线。"
msgid "Returns the local position of the contact point."
msgstr "返回接触点的局部坐标系下的位置。"
msgid "Returns the local shape index of the collision."
msgstr "返回碰撞的局部坐标系下的形状索引。"
msgid "Returns the current state of the space, useful for queries."
msgstr "返回空间的当前状态,这对查询很有用。"
msgid ""
"Returns the body's velocity at the given relative position, including both "
"translation and rotation."
msgstr "返回给定相对位置的物体速度,包括平移和旋转。"
msgid "Calls the built-in force integration code."
msgstr "调用内置的力集成代码。"
msgid "The body's rotational velocity in [i]radians[/i] per second."
msgstr "物体的旋转速度,单位为[i]弧度[/i]每秒。"
msgid "The inverse of the inertia of the body."
msgstr "物体惯性的倒数。"
msgid "The inverse of the mass of the body."
msgstr "物体质量的倒数。"
msgid "The body's linear velocity in pixels per second."
msgstr "物体的线性速度,单位为像素每秒。"
msgid "If [code]true[/code], this body is currently sleeping (not active)."
msgstr "如果为 [code]true[/code],则该物体当前处于睡眠状态(不活动)。"
msgid "The timestep (delta) used for the simulation."
msgstr "用于模拟的时间步长(delta)。"
msgid ""
"The rate at which the body stops rotating, if there are not any other forces "
"moving it."
msgstr "物体停止转动的速度,如果没有任何其他力使它运动。"
msgid "The total gravity vector being currently applied to this body."
msgstr "这个物体上的总重力向量。"
msgid ""
"The rate at which the body stops moving, if there are not any other forces "
"moving it."
msgstr "物体停止运动的速率,如果没有任何其他力使它运动。"
msgid "The body's transformation matrix."
msgstr "物体的变换矩阵。"
msgid "Returns the collider object."
msgstr "返回碰撞对象。"
msgid "The body's linear velocity in units per second."
msgstr "物体的线速度,单位为单位每秒。"
msgid "A material for physics properties."
msgstr "具有物理属性的材质。"
msgid ""
"If [code]true[/code], subtracts the bounciness from the colliding object's "
"bounciness instead of adding it."
msgstr ""
"如果为 [code]true[/code],则从碰撞对象的弹跳性中减去弹性,而不是添加它。"
msgid ""
"The body's friction. Values range from [code]0[/code] (frictionless) to "
"[code]1[/code] (maximum friction)."
msgstr ""
"物体的摩擦。取值范围从 [code]0[/code](无摩擦)到 [code]1[/code](最大摩"
"擦)。"
msgid ""
"If [code]true[/code], the physics engine will use the friction of the object "
"marked as \"rough\" when two objects collide. If [code]false[/code], the "
"physics engine will use the lowest friction of all colliding objects "
"instead. If [code]true[/code] for both colliding objects, the physics engine "
"will use the highest friction."
msgstr ""
"如果为 [code]true[/code],当两个物体碰撞时,物理引擎将使用标记为“粗糙”的物体"
"的摩擦。如果 [code]false[/code],物理引擎将使用所有碰撞物体的最低摩擦力来代"
"替。如果两个碰撞的对象都为 [code]true[/code],物理引擎将使用最高的摩擦力。"
msgid "If [code]true[/code], the query will take [Area2D]s into account."
msgstr "如果为 [code]true[/code],查询将考虑 [Area2D]。"
msgid ""
"If [code]true[/code], the query will take [PhysicsBody2D]s into account."
msgstr "如果为 [code]true[/code],查询将考虑 [PhysicsBody2D]。"
msgid ""
"If [code]true[/code], the query will detect a hit when starting inside "
"shapes. In this case the collision normal will be [code]Vector2(0, 0)[/"
"code]. Does not affect concave polygon shapes."
msgstr ""
"如果为 [code]true[/code],查询会在从形状内部开始时检测到命中。在此情况下,碰"
"撞法线将为 [code]Vector2(0, 0)[/code]。不会影响凹多边形形状。"
msgid ""
"If [code]true[/code], the query will detect a hit when starting inside "
"shapes. In this case the collision normal will be [code]Vector3(0, 0, 0)[/"
"code]. Does not affect concave polygon shapes or heightmap shapes."
msgstr ""
"如果为 [code]true[/code],查询会在从形状内部开始时检测到命中。在此情况下,碰"
"撞法线将为 [code]Vector3(0, 0, 0)[/code]。不会影响凹多边形形状和高度图形状。"
msgid "Server interface for low-level 2D physics access."
msgstr "用于底层 2D 物理访问服务的接口。"
msgid ""
"This is the constant for creating circle shapes. A circle shape only has a "
"radius. It can be used for intersections and inside/outside checks."
msgstr ""
"这是创建圆形的常量。一个圆的形状只有一个半径。它可以用于交点和内/外侧检查。"
msgid ""
"This is the constant for creating rectangle shapes. A rectangle shape is "
"defined by a width and a height. It can be used for intersections and inside/"
"outside checks."
msgstr ""
"这是用于创建矩形形状的常量。矩形形状是由宽度和高度定义的。它可以用于交点和内/"
"外侧检查。"
msgid ""
"This is the constant for creating capsule shapes. A capsule shape is defined "
"by a radius and a length. It can be used for intersections and inside/"
"outside checks."
msgstr ""
"这是创建胶囊形状的常量。一个胶囊形状由一个半径和一个长度定义。它可以用于交点"
"和内/外侧检查。"
msgid ""
"This is the constant for creating concave polygon shapes. A polygon is "
"defined by a list of points. It can be used for intersections checks, but "
"not for inside/outside checks."
msgstr ""
"这是创建凹形多边形的常量。一个多边形是由一个点的列表定义的。它可以用于交叉点"
"检查,但不能用于内/外侧检查。"
msgid ""
"This constant is used internally by the engine. Any attempt to create this "
"kind of shape results in an error."
msgstr "引擎内部会使用这个常量。任何试图创建这种形状的行为都会导致错误。"
msgid ""
"This area does not affect gravity/damp. These are generally areas that exist "
"only to detect collisions, and objects entering or exiting them."
msgstr ""
"这个区域不影响重力/阻尼。这些一般都是只存在于检测碰撞的区域,以及进入或离开它"
"们的物体。"
msgid ""
"This area adds its gravity/damp values to whatever has been calculated so "
"far. This way, many overlapping areas can combine their physics to make "
"interesting effects."
msgstr ""
"此区域把它的重力/阻尼加到目前已经计算过的对象上。这样一来,许多重叠的区域可以"
"结合它们的物理运算来产生有趣的效果。"
msgid ""
"This area adds its gravity/damp values to whatever has been calculated so "
"far. Then stops taking into account the rest of the areas, even the default "
"one."
msgstr ""
"这个区域把它的重力/阻尼加到迄今为止已经计算出来的任何东西上。然后停止考虑其余"
"的区域,甚至默认的区域。"
msgid ""
"This area replaces any gravity/damp, even the default one, and stops taking "
"into account the rest of the areas."
msgstr "这个区域取代了任何重力/阻尼,甚至是默认的,并停止考虑其余的区域。"
msgid ""
"This area replaces any gravity/damp calculated so far, but keeps calculating "
"the rest of the areas, down to the default one."
msgstr ""
"这个区域取代了到目前为止计算的任何重力/阻尼,但继续计算其余的区域,直到默认的"
"区域。"
msgid "Represents the size of the [enum BodyParameter] enum."
msgstr "代表 [enum BodyParameter] 枚举的大小。"
msgid "Constant to set/get the current transform matrix of the body."
msgstr "常量,用于设置/获取物体的当前变换矩阵。"
msgid "Constant to set/get the current linear velocity of the body."
msgstr "常量,用于设置/获取物体的当前线速度。"
msgid "Constant to set/get the current angular velocity of the body."
msgstr "常量,用于设置/获取物体的当前角速度。"
msgid "Constant to sleep/wake up a body, or to get whether it is sleeping."
msgstr "常量,用于使物体沉睡/唤醒,或得到它是否在沉睡。"
msgid "Constant to set/get whether the body can sleep."
msgstr "常量,用于设置/获取物体是否可以休眠。"
msgid "Constant to create pin joints."
msgstr "常量,用于创造钉关节。"
msgid "Constant to create groove joints."
msgstr "常量,用于创造槽关节。"
msgid "Constant to create damped spring joints."
msgstr "常量,用于创造有阻尼的弹簧关节。"
msgid "Represents the size of the [enum JointType] enum."
msgstr "代表 [enum JointType] 枚举的大小。"
msgid ""
"Enables continuous collision detection by raycasting. It is faster than "
"shapecasting, but less precise."
msgstr "通过射线投射实现连续的碰撞检测。它比形状投射更快,但不够精确。"
msgid ""
"Enables continuous collision detection by shapecasting. It is the slowest "
"CCD method, and the most precise."
msgstr "通过形变实现连续的碰撞检测。它是最慢的 CCD 方法,也是最精确的。"
msgid ""
"The value of the first parameter and area callback function receives, when "
"an object enters one of its shapes."
msgstr "当对象进入其形状之一时,第一个参数和区域回调函数接收的值。"
msgid ""
"The value of the first parameter and area callback function receives, when "
"an object exits one of its shapes."
msgstr "当对象退出其形状之一时,第一个参数和区域回调函数接收的值。"
msgid "Constant to get the number of objects that are not sleeping."
msgstr "常量,用以获取未处于睡眠状态的对象的数量。"
msgid "Constant to get the number of possible collisions."
msgstr "常量,用以获取可能的碰撞数。"
msgid ""
"Constant to get the number of space regions where a collision could occur."
msgstr "常量,用以获取可能发生碰撞的空间区域数。"
msgid "Server interface for low-level physics access."
msgstr "用于低级物理访问的服务器接口。"
msgid ""
"Adds a shape to the area, along with a transform matrix. Shapes are usually "
"referenced by their index, so you should track which shape has a given index."
msgstr ""
"向区域添加一个形状,以及一个变换矩阵。形状通常通过它们的索引来引用,因此您应"
"该跟踪哪个形状具有给定的索引。"
msgid ""
"Assigns the area to a descendant of [Object], so it can exist in the node "
"tree."
msgstr "将区域分配给[Object]的子类,因此它可以存在于节点树中。"
msgid ""
"Removes all shapes from an area. It does not delete the shapes, so they can "
"be reassigned later."
msgstr "从一个区域移除所有形状。它不会删除形状,因此它们可以稍后重新分配。"
msgid "Creates an [Area3D]."
msgstr "创建 [Area3D]。"
msgid "Gets the instance ID of the object the area is assigned to."
msgstr "获取区域分配给的对象的实例 ID。"
msgid ""
"Returns an area parameter value. A list of available parameters is on the "
"[enum AreaParameter] constants."
msgstr "返回区域参数值。可用参数列表位于 [enum AreaParameter] 常量上。"
msgid "Returns the [RID] of the nth shape of an area."
msgstr "返回区域的第 n 个形状的 [RID]。"
msgid "Returns the number of shapes assigned to an area."
msgstr "返回分配给区域的形状数量。"
msgid "Returns the transform matrix of a shape within an area."
msgstr "返回区域内形状的变换矩阵。"
msgid "Returns the space assigned to the area."
msgstr "返回分配给该区域的空间。"
msgid "Returns the transform matrix for an area."
msgstr "返回区域的变换矩阵。"
msgid ""
"Removes a shape from an area. It does not delete the shape, so it can be "
"reassigned later."
msgstr "从区域中移除一个形状。它不会删除形状,因此可以稍后重新分配。"
msgid "Assigns the area to one or many physics layers."
msgstr "将区域分配给一个或多个物理层。"
msgid "Sets which physics layers the area will monitor."
msgstr "设置区域将监控的物理层。"
msgid ""
"Sets the function to call when any body/area enters or exits the area. This "
"callback will be called for any object interacting with the area, and takes "
"five parameters:\n"
"1: [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED], depending on "
"whether the object entered or exited the area.\n"
"2: [RID] of the object that entered/exited the area.\n"
"3: Instance ID of the object that entered/exited the area.\n"
"4: The shape index of the object that entered/exited the area.\n"
"5: The shape index of the area where the object entered/exited."
msgstr ""
"设置当任何主体/区域进入或退出该区域时调用的函数。这个回调函数将被任何与区域交"
"互的对象调用,并接受 5 个参数:\n"
"1:[constant AREA_BODY_ADDED] 或 [constant AREA_BODY_REMOVED],取决于对象是否"
"进入或退出该区域。\n"
"2:进入/退出该区域对象的 [RID]。\n"
"3:进入/退出该区域对象的实例 ID。\n"
"4:进入/离开该区域的物体的形状指数。\n"
"5:物体进入/离开区域的形状指数。"
msgid ""
"Sets the value for an area parameter. A list of available parameters is on "
"the [enum AreaParameter] constants."
msgstr "设置面积参数的值。可用参数列表位于 [enum AreaParameter] 常量上。"
msgid "Sets object pickable with rays."
msgstr "设置可使用光线拾取的对象。"
msgid ""
"Substitutes a given area shape by another. The old shape is selected by its "
"index, the new one by its [RID]."
msgstr ""
"用另一种形状代替一种形状。旧的形状由它的索引选择,新的形状由它的[RID]选择。"
msgid "Sets the transform matrix for an area shape."
msgstr "设置区域形状的变换矩阵。"
msgid "Assigns a space to the area."
msgstr "为该区域指定一个空间。"
msgid "Sets the transform matrix for an area."
msgstr "设置区域的变换矩阵。"
msgid "Adds a body to the list of bodies exempt from collisions."
msgstr "将一个物体添加到免于碰撞的物体列表中。"
msgid ""
"Adds a shape to the body, along with a transform matrix. Shapes are usually "
"referenced by their index, so you should track which shape has a given index."
msgstr ""
"添加一个形状到物体,以及一个变换矩阵。形状通常通过它们的索引来引用,因此您应"
"该跟踪哪个形状具有给定的索引。"
msgid "Removes all shapes from a body."
msgstr "从物体上移除所有碰撞形状。"
msgid "Returns the physics layer or layers a body belongs to."
msgstr "返回物体所属的物理层或层。"
msgid "Returns the physics layer or layers a body can collide with."
msgstr "返回物体可以碰撞的物理层或层。"
msgid "Returns the body's collision priority."
msgstr "返回该物体的碰撞优先级。"
msgid ""
"Returns the maximum contacts that can be reported. See [method "
"body_set_max_contacts_reported]."
msgstr "返回可报告的最大接触数。见 [method body_set_max_contacts_reported]。"
msgid "Returns the body mode."
msgstr "返回物体模式。"
msgid ""
"Returns the value of a body parameter. A list of available parameters is on "
"the [enum BodyParameter] constants."
msgstr "返回物体参数的值。可用参数列表位于 [enum BodyParameter] 常量上。"
msgid "Returns the [RID] of the nth shape of a body."
msgstr "返回物体的第 n 个碰撞形状的 [RID]。"
msgid "Returns the number of shapes assigned to a body."
msgstr "返回分配给物体的碰撞形状数量。"
msgid "Returns the transform matrix of a body shape."
msgstr "返回物体碰撞形状的变换矩阵。"
msgid "Returns the [RID] of the space assigned to a body."
msgstr "返回分配给物体的空间的 [RID]。"
msgid "Returns a body state."
msgstr "返回物体的状态。"
msgid ""
"If [code]true[/code], the continuous collision detection mode is enabled."
msgstr "如果为 [code]true[/code],则启用连续碰撞检测模式。"
msgid ""
"Returns whether a body uses a callback function to calculate its own physics "
"(see [method body_set_force_integration_callback])."
msgstr ""
"返回一个物体是否使用回调函数来计算它自己的物理值(见 [method "
"body_set_force_integration_callback])。"
msgid ""
"Removes a body from the list of bodies exempt from collisions.\n"
"Continuous collision detection tries to predict where a moving body will "
"collide, instead of moving it and correcting its movement if it collided."
msgstr ""
"从免于碰撞的实体列表中删除实体。\n"
"连续碰撞检测尝试预测运动物体碰撞的位置,而不是在碰撞时移动物体并纠正其运动。"
msgid ""
"Removes a shape from a body. The shape is not deleted, so it can be reused "
"afterwards."
msgstr ""
"从物体上移除一个碰撞形状。碰撞形状不会被从内存中删除,所以它可以在之后被重复"
"使用。"
msgid ""
"Sets an axis velocity. The velocity in the given vector axis will be set as "
"the given vector length. This is useful for jumping behavior."
msgstr ""
"设置轴速度。给定向量轴上的速度将被设置为给定向量长度。这对跳跃行为很有用。"
msgid "Sets the physics layer or layers a body belongs to."
msgstr "设置物体所属的物理层或层。"
msgid "Sets the physics layer or layers a body can collide with."
msgstr "设置物理层或身体可以碰撞的层。"
msgid "Sets the body's collision priority."
msgstr "设置该物体的碰撞优先级。"
msgid ""
"If [code]true[/code], the continuous collision detection mode is enabled.\n"
"Continuous collision detection tries to predict where a moving body will "
"collide, instead of moving it and correcting its movement if it collided."
msgstr ""
"如果为 [code]true[/code],则启用连续碰撞检测模式。\n"
"连续碰撞检测尝试预测运动物体碰撞的位置,而不是在碰撞时移动物体并纠正其运动。"
msgid "Sets the body mode, from one of the [enum BodyMode] constants."
msgstr "从 [enum BodyMode] 常量之一设置主体模式。"
msgid ""
"Sets whether a body uses a callback function to calculate its own physics "
"(see [method body_set_force_integration_callback])."
msgstr ""
"设置一个物体是否使用回调函数来计算它自己的物理(见 [method "
"body_set_force_integration_callback])。"
msgid ""
"Sets a body parameter. A list of available parameters is on the [enum "
"BodyParameter] constants."
msgstr "设置物体参数。可用参数列表位于 [enum BodyParameter] 常量上。"
msgid ""
"Substitutes a given body shape by another. The old shape is selected by its "
"index, the new one by its [RID]."
msgstr ""
"用一个给定的物体形状代替另一个。旧的形状是通过其索引选择的,新的是通过其 "
"[RID] 选择的。"
msgid "Sets the transform matrix for a body shape."
msgstr "设置物体形状的变换矩阵。"
msgid "Assigns a space to the body (see [method space_create])."
msgstr "给物体分配一个空间(见 [method space_create])。"
msgid "Sets a body state (see [enum BodyState] constants)."
msgstr "设置主体状态(见 [enum BodyState] 常量)。"
msgid ""
"Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
msgstr "获取圆锥体扭曲关节参数(见 [enum ConeTwistJointParam] 常量)。"
msgid ""
"Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
msgstr "设置圆锥体扭曲关节参数(见 [enum ConeTwistJointParam] 常量)。"
msgid ""
"Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)."
msgstr "获取 generic_6_DOF_joit 标志(见 [enum G6DOFJointAxisFlag] 常量)。"
msgid ""
"Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] "
"constants)."
msgstr "获取 generic_6_DOF_joint 参数(见 [enum G6DOFJointAxisParam] 常量)。"
msgid ""
"Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)."
msgstr "设置 generic_6_DOF_joint 标志(见 [enum G6DOFJointAxisFlag] 常量)。"
msgid ""
"Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] "
"constants)."
msgstr "设置 generic_6_DOF_joint 参数(见 [enum G6DOFJointAxisParam] 常量)。"
msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)."
msgstr "获取 hinge_joint 标志(见 [enum HingeJointFlag] 常量)。"
msgid "Gets a hinge_joint parameter (see [enum HingeJointParam])."
msgstr "获取 hinge_joint 参数(见 [enum HingeJointParam])。"
msgid "Sets a hinge_joint flag (see [enum HingeJointFlag] constants)."
msgstr "设置 hinge_joint 标志(见 [enum HingeJointFlag] 常量)。"
msgid "Sets a hinge_joint parameter (see [enum HingeJointParam] constants)."
msgstr "设置 hinge_joint 参数(见 [enum HingeJointParam] 常量)。"
msgid ""
"Sets whether the bodies attached to the [Joint3D] will collide with each "
"other."
msgstr "设置附加至该 [Joint3D] 的物体能否互相碰撞。"
msgid "Gets the priority value of the Joint3D."
msgstr "获取该 Joint3D 的优先级。"
msgid "Returns the type of the Joint3D."
msgstr "返回该 Joint3D 的类型。"
msgid ""
"Returns whether the bodies attached to the [Joint3D] will collide with each "
"other."
msgstr "返回附加至该 [Joint3D] 的物体能否互相碰撞。"
msgid "Sets the priority value of the Joint3D."
msgstr "设置该 Joint3D 的优先级。"
msgid ""
"Returns position of the joint in the local space of body a of the joint."
msgstr "返回关节在关节物体 A 的局部空间中的位置。"
msgid ""
"Returns position of the joint in the local space of body b of the joint."
msgstr "返回关节在关节物体 B 的局部空间中的位置。"
msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)."
msgstr "获取 pin_joint 参数(见 [enum PinJointParam] 常量)。"
msgid "Sets position of the joint in the local space of body a of the joint."
msgstr "设置关节在关节物体 A 的局部空间中的位置。"
msgid "Sets position of the joint in the local space of body b of the joint."
msgstr "设置关节在关节物体 B 的局部空间中的位置。"
msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)."
msgstr "设置 pin_joint 参数(见 [enum PinJointParam] 常量)。"
msgid "Activates or deactivates the 3D physics engine."
msgstr "激活或停用 3D 物理引擎。"
msgid "Returns the shape data."
msgstr "返回形状数据。"
msgid "Returns the type of shape (see [enum ShapeType] constants)."
msgstr "返回形状的类型(见 [enum ShapeType] 常量)。"
msgid ""
"Sets the shape data that defines its shape and size. The data to be passed "
"depends on the kind of shape created [method shape_get_type]."
msgstr ""
"设置定义形状和大小的形状数据。要传递的数据取决于创建的形状的类型 [method "
"shape_get_type]。"
msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)."
msgstr "获取 slider_joint 参数(见 [enum SliderJointParam] 常量)。"
msgid ""
"Creates a space. A space is a collection of parameters for the physics "
"engine that can be assigned to an area or a body. It can be assigned to an "
"area with [method area_set_space], or to a body with [method body_set_space]."
msgstr ""
"创建一个空间。空间是物理引擎的参数集合,可以分配给区域或主体。它可以通过 "
"[method area_set_space] 分配给一个区域,或者通过 [method body_set_space] 分配"
"给一个主体。"
msgid "Returns the value of a space parameter."
msgstr "返回空间参数的值。"
msgid "Returns whether the space is active."
msgstr "返回该空间是否是活动的。"
msgid ""
"Marks a space as active. It will not have an effect, unless it is assigned "
"to an area or body."
msgstr "将空间标记为活动空间。它不会有效果,除非它被分配到一个区域或物体。"
msgid ""
"Sets the value for a space parameter. A list of available parameters is on "
"the [enum SpaceParameter] constants."
msgstr "设置空间参数的值。可用参数列表位于 [enum SpaceParameter] 常量上。"
msgid "The [Joint3D] is a [PinJoint3D]."
msgstr "该 [Joint3D] 为 [PinJoint3D]。"
msgid "The [Joint3D] is a [HingeJoint3D]."
msgstr "该 [Joint3D] 为 [HingeJoint3D]。"
msgid "The [Joint3D] is a [SliderJoint3D]."
msgstr "该 [Joint3D] 为 [SliderJoint3D]。"
msgid "The [Joint3D] is a [ConeTwistJoint3D]."
msgstr "该 [Joint3D] 为 [ConeTwistJoint3D]。"
msgid "The [Joint3D] is a [Generic6DOFJoint3D]."
msgstr "该 [Joint3D] 为 [Generic6DOFJoint3D]。"
msgid ""
"The strength with which the pinned objects try to stay in positional "
"relation to each other.\n"
"The higher, the stronger."
msgstr ""
"固定对象试图保持彼此位置关系的力度。\n"
"越高越强。"
msgid ""
"The strength with which the pinned objects try to stay in velocity relation "
"to each other.\n"
"The higher, the stronger."
msgstr ""
"被固定的物体试图保持彼此速度关系的力度。\n"
"越高越强。"
msgid "The maximum rotation across the Hinge."
msgstr "铰链上的最大旋转。"
msgid "The minimum rotation across the Hinge."
msgstr "铰链上的最小旋转。"
msgid "If [code]true[/code], the Hinge has a maximum and a minimum rotation."
msgstr "如果为 [code]true[/code],铰链具有最大和最小旋转。"
msgid "If [code]true[/code], a motor turns the Hinge."
msgstr "如果为 [code]true[/code],则马达将转动铰链。"
msgid ""
"The maximum difference between the pivot points on their X axis before "
"damping happens."
msgstr "阻尼发生前轴心点之间在 X 轴上的最大差异。"
msgid ""
"The minimum difference between the pivot points on their X axis before "
"damping happens."
msgstr "阻尼发生前轴心点之间在 X 轴上的最小差异。"
msgid ""
"A factor applied to the movement across the slider axis once the limits get "
"surpassed. The lower, the slower the movement."
msgstr "一旦超过极限,应用于滑块轴上移动的系数。越低,运动越慢。"
msgid ""
"The amount of restitution once the limits are surpassed. The lower, the more "
"velocityenergy gets lost."
msgstr "超过极限后的补偿。越低,动能损失越多。"
msgid "The amount of damping once the slider limits are surpassed."
msgstr "一旦超过滑块的极限,阻尼的数量。"
msgid ""
"A factor applied to the movement across the slider axis as long as the "
"slider is in the limits. The lower, the slower the movement."
msgstr "只要滑块在限制范围内,就应用于滑块轴上移动的系数。越低,运动越慢。"
msgid "The amount of restitution inside the slider limits."
msgstr "滑块限制内的恢复量。"
msgid "The amount of damping inside the slider limits."
msgstr "滑块内部的阻尼量受到限制。"
msgid "A factor applied to the movement across axes orthogonal to the slider."
msgstr "应用于在垂直于滑块的轴上移动的系数。"
msgid ""
"The amount of restitution when movement is across axes orthogonal to the "
"slider."
msgstr "当移动穿过垂直于滑块的轴时的恢复量。"
msgid ""
"The amount of damping when movement is across axes orthogonal to the slider."
msgstr "当移动穿过垂直于滑块的轴时的阻尼量。"
msgid "The upper limit of rotation in the slider."
msgstr "滑块旋转的上限。"
msgid "The lower limit of rotation in the slider."
msgstr "滑块旋转的下限。"
msgid "A factor applied to the all rotation once the limit is surpassed."
msgstr "一旦超过极限,应用于所有旋转的系数。"
msgid "The amount of restitution of the rotation when the limit is surpassed."
msgstr "超过限制时旋转的恢复量。"
msgid "The amount of damping of the rotation when the limit is surpassed."
msgstr "超过极限时旋转的阻尼量。"
msgid "A factor that gets applied to the all rotation in the limits."
msgstr "应用于所有极限旋转的因子。"
msgid "The amount of restitution of the rotation in the limits."
msgstr "极限内旋转的恢复量。"
msgid "The amount of damping of the rotation in the limits."
msgstr "极限内旋转的阻尼量。"
msgid ""
"A factor that gets applied to the all rotation across axes orthogonal to the "
"slider."
msgstr "应用于垂直于滑块的轴上的所有旋转的因子。"
msgid ""
"The amount of restitution of the rotation across axes orthogonal to the "
"slider."
msgstr "垂直于滑块的轴上的旋转恢复量。"
msgid ""
"The amount of damping of the rotation across axes orthogonal to the slider."
msgstr "垂直于滑块的轴上的旋转阻尼量。"
msgid "Represents the size of the [enum SliderJointParam] enum."
msgstr "代表 [enum SliderJointParam] 枚举的大小。"
msgid ""
"A factor that gets applied to the movement across the axes. The lower, the "
"slower the movement."
msgstr "应用于跨轴移动的因子。越低,运动越慢。"
msgid ""
"The amount of restitution on the axes movement. The lower, the more velocity-"
"energy gets lost."
msgstr "轴运动的恢复量。速度越低,能量损失越多。"
msgid "The velocity that the joint's linear motor will attempt to reach."
msgstr "关节的线性马达试图达到的速度。"
msgid ""
"The maximum force that the linear motor can apply while trying to reach the "
"target velocity."
msgstr "线性马达在试图达到目标速度时可以施加的最大力。"
msgid "A factor that gets multiplied onto all rotations across the axes."
msgstr "乘以所有轴旋转的因子。"
msgid ""
"When correcting the crossing of limits in rotation across the axes, this "
"error tolerance factor defines how much the correction gets slowed down. The "
"lower, the slower."
msgstr ""
"当校正轴旋转中的极限交叉时,该误差容限因子定义了校正的减慢程度。越低越慢。"
msgid "If set, linear motion is possible within the given limits."
msgstr "设置时,可以在给定的范围内做线性运动。"
msgid "If set, rotational motion is possible."
msgstr "设置时,可以做旋转运动。"
msgid "If set, there is a rotational motor across these axes."
msgstr "设置时,存在跨这些轴的旋转马达。"
msgid ""
"If set, there is a linear motor on this axis that targets a specific "
"velocity."
msgstr "设置时,存在跨这些轴的线性马达,以指定的速度为目标。"
msgid "The [Shape3D] is a [WorldBoundaryShape3D]."
msgstr "该 [Shape3D] 为 [WorldBoundaryShape3D]。"
msgid "The [Shape3D] is a [SeparationRayShape3D]."
msgstr "该 [Shape3D] 为 [SeparationRayShape3D]。"
msgid "The [Shape3D] is a [SphereShape3D]."
msgstr "该 [Shape3D] 为 [SphereShape3D]。"
msgid "The [Shape3D] is a [BoxShape3D]."
msgstr "该 [Shape3D] 为 [BoxShape3D]。"
msgid "The [Shape3D] is a [CapsuleShape3D]."
msgstr "该 [Shape3D] 为 [CapsuleShape3D]。"
msgid "The [Shape3D] is a [CylinderShape3D]."
msgstr "该 [Shape3D] 为 [CylinderShape3D]。"
msgid "The [Shape3D] is a [ConvexPolygonShape3D]."
msgstr "该 [Shape3D] 为 [ConvexPolygonShape3D]。"
msgid "The [Shape3D] is a [ConcavePolygonShape3D]."
msgstr "该 [Shape3D] 为 [ConcavePolygonShape3D]。"
msgid "The [Shape3D] is a [HeightMapShape3D]."
msgstr "该 [Shape3D] 为 [HeightMapShape3D]。"
msgid "Constant to set/get gravity strength in an area."
msgstr "常量,用于设置/获取区域中的重力强度。"
msgid "Constant to set/get gravity vector/center in an area."
msgstr "常量,用于设置/获取区域中的重力向量/中心。"
msgid ""
"Constant to set/get whether the gravity vector of an area is a direction, or "
"a center point."
msgstr "常量,用于设置/获取区域中的重力向量是方向,还是中心点。"
msgid "Constant to set/get the linear damping factor of an area."
msgstr "常数,用于设置/获取区域的线性阻尼系数。"
msgid "Constant to set/get the angular damping factor of an area."
msgstr "常数,用于设置/获取区域的角度阻尼系数。"
msgid "Constant to set/get the priority (order of processing) of an area."
msgstr "常量,用于设置/获取区域的优先级(处理顺序)。"
msgid "Constant to set/get a body's bounce factor."
msgstr "常量,用于设置/获取物体的反弹系数。"
msgid "Constant to set/get a body's friction."
msgstr "常量,用于设置/获取物体的摩擦力。"
msgid "Constant to set/get a body's mass."
msgstr "常量,用于设置/获取物体的质量。"
msgid "Constant to set/get a body's inertia."
msgstr "常量,用于设置/获取物体的惯性。"
msgid "Constant to set/get a body's gravity multiplier."
msgstr "常量,用于设置/获取物体的重力倍数。"
msgid "Constant to set/get a body's linear damping factor."
msgstr "常数,用于设置/获取物体的线性阻尼系数。"
msgid "Constant to set/get a body's angular damping factor."
msgstr "常数,用于设置/获取物体的角度阻尼系数。"
msgid ""
"Constant to set/get the maximum distance a pair of bodies has to move before "
"their collision status has to be recalculated."
msgstr "常量,用于设置/获取一对物体在其碰撞状态被重新计算之前的最大移动距离。"
msgid ""
"Constant to set/get the maximum distance a shape can be from another before "
"they are considered separated and the contact is discarded."
msgstr ""
"常量,用于设置/获取两个形状间的最大距离,超过该距离后它们将被视为分离,接触将"
"被弃置。"
msgid ""
"Constant to set/get the maximum distance a shape can penetrate another shape "
"before it is considered a collision."
msgstr ""
"常量,用于设置/获取两个形状互相穿透的最大距离,超过该距离后将视为碰撞。"
msgid ""
"Constant to set/get the threshold linear velocity of activity. A body marked "
"as potentially inactive for both linear and angular velocity will be put to "
"sleep after the time given."
msgstr ""
"常量,用于设置/获取活跃的阈值线速度。一个被标记为线性速度和角速度都可能不活跃"
"的物体将在给定的时间后进入睡眠状态。"
msgid ""
"Constant to set/get the threshold angular velocity of activity. A body "
"marked as potentially inactive for both linear and angular velocity will be "
"put to sleep after the time given."
msgstr ""
"常量,用于设置/获取活动的阈值角速度。一个被标记为线性和角速度都可能不活跃的物"
"体,在给定的时间后将会进入睡眠状态。"
msgid ""
"Constant to set/get the maximum time of activity. A body marked as "
"potentially inactive for both linear and angular velocity will be put to "
"sleep after this time."
msgstr ""
"常量,用于设置/获得最大的活动时间。一个被标记为线速度和角速度都可能不活动的物"
"体,在这个时间之后将被置入睡眠状态。"
msgid "Parameters to be sent to a 2D shape physics query."
msgstr "要发送到 2D 形状物理查询的参数。"
msgid "The collision margin for the shape."
msgstr "形状的碰撞边距。"
msgid "The motion of the shape being queried for."
msgstr "正在查询的形状的运动。"
msgid "The queried shape's transform matrix."
msgstr "被查询形状的变换矩阵。"
msgid "Parameters to be sent to a 3D shape physics query."
msgstr "要发送到 3D 形状物理查询的参数。"
msgid "Returns the colliding body's velocity, if a collision occurred."
msgstr "如果发生碰撞,则返回碰撞到的物体的速度。"
msgid ""
"The higher this value, the more the bond to the pinned partner can flex."
msgstr "这个值越高,与被牵制的两个物体之间的的联系就越灵活。"
msgid "Pin joint for 3D PhysicsBodies."
msgstr "用于 3D 物理体的钉关节。"
msgid ""
"The force with which the pinned objects stay in positional relation to each "
"other. The higher, the stronger."
msgstr "被钉在一起的物体之间保持位置关系的力,越高越强。"
msgid ""
"The force with which the pinned objects stay in velocity relation to each "
"other. The higher, the stronger."
msgstr "被钉在一起的物体之间保持共速的力。越高,力越大。"
msgid "Plane in hessian form."
msgstr "麻状平面。"
msgid ""
"Plane represents a normalized plane equation. Basically, \"normal\" is the "
"normal of the plane (a,b,c normalized), and \"d\" is the distance from the "
"origin to the plane (in the direction of \"normal\"). \"Over\" or \"Above\" "
"the plane is considered the side of the plane towards where the normal is "
"pointing."
msgstr ""
"平面表示标准化的平面方程。基本上,“法线”是平面的法线(归一化的 a、b、c),"
"而“d”是原点到平面的距离(在“法线”方向)。“上方”或“上方”平面被认为是法线指向的"
"平面一侧。"
msgid "Constructs a [Plane] as a copy of the given [Plane]."
msgstr "构造给定 [Plane] 的副本。"
msgid "Creates a plane from the three points, given in clockwise order."
msgstr "根据顺时针顺序给出的三个点创建一个平面。"
msgid "Returns the center of the plane."
msgstr "返回平面的中心。"
msgid "Returns a copy of the plane, normalized."
msgstr "返回平面的一个标准化副本。"
msgid ""
"The distance from the origin to the plane, in the direction of [member "
"normal]. This value is typically non-negative.\n"
"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is "
"[code]d[/code], while the [code](a, b, c)[/code] coordinates are represented "
"by the [member normal] property."
msgstr ""
"从原点到平面的距离,沿 [member normal] 方向。这个值通常是非负的。\n"
"在平面 [code]ax + by + cz = d[/code] 的标量方程中,这是 [code]d[/code],而 "
"[code](a, b, c)[/code] 坐标由 [member normal] 属性表示。"
msgid "The X component of the plane's [member normal] vector."
msgstr "平面法向量 [member normal] 的 X 分量。"
msgid "The Y component of the plane's [member normal] vector."
msgstr "平面法向量 [member normal] 的 Y 分量。"
msgid "The Z component of the plane's [member normal] vector."
msgstr "平面法向量 [member normal] 的 Z 分量。"
msgid "A plane that extends in the Y and Z axes (normal vector points +X)."
msgstr "在 Y 轴和 Z 轴上延伸的平面(法向量指向 +X)。"
msgid "A plane that extends in the X and Z axes (normal vector points +Y)."
msgstr "在 X 轴和 Z 轴上延伸的平面(法向量朝向 +Y)。"
msgid "A plane that extends in the X and Y axes (normal vector points +Z)."
msgstr "在 X 轴和 Y 轴上延伸的平面(法向量朝向 +Z)。"
msgid "Class representing a planar [PrimitiveMesh]."
msgstr "表示平面 [PrimitiveMesh] 的类。"
msgid "Size of the generated plane."
msgstr "生成平面的大小。"
msgid "Number of subdivision along the Z axis."
msgstr "沿 Z 轴细分的次数。"
msgid "Number of subdivision along the X axis."
msgstr "沿 X 轴细分的次数。"
msgid "[PlaneMesh] will face the positive X-axis."
msgstr "[PlaneMesh] 将面向 X 轴正方向。"
msgid ""
"[PlaneMesh] will face the positive Y-axis. This matches the behavior of the "
"[PlaneMesh] in Godot 3.x."
msgstr ""
"[PlaneMesh] 将面向 Y 轴正方向。与 Godot 3.x 中 [PlaneMesh] 的行为一致。"
msgid ""
"[PlaneMesh] will face the positive Z-axis. This matches the behavior of the "
"QuadMesh in Godot 3.x."
msgstr "[PlaneMesh] 将面向 Z 轴正方向。与 Godot 3.x 中 QuadMesh 的行为一致。"
msgid "[Texture2D] used for the light's appearance."
msgstr "用于该灯光外观的 [Texture2D]。"
msgid "The [member texture]'s scale factor."
msgstr "[member texture] 的缩放系数。"
msgid "Mesh with a single Point primitive."
msgstr "使用单个点图元的网格。"
msgid "A 2D polygon."
msgstr "2D 多边形。"
msgid "Removes all bones from this [Polygon2D]."
msgstr "删除这个 [Polygon2D] 的所有骨骼。"
msgid "Removes the specified bone from this [Polygon2D]."
msgstr "从这个 [Polygon2D] 中删除指定的骨骼。"
msgid "Returns the number of bones in this [Polygon2D]."
msgstr "返回这个 [Polygon2D] 中骨骼的数量。"
msgid "Returns the path to the node associated with the specified bone."
msgstr "返回与指定骨骼相关联的节点的路径。"
msgid "Returns the height values of the specified bone."
msgstr "返回指定骨骼的高度值。"
msgid "Sets the path to the node associated with the specified bone."
msgstr "设置与指定骨骼相关联的节点的路径。"
msgid "Sets the weight values for the specified bone."
msgstr "设置指定骨骼的权重值。"
msgid ""
"The polygon's fill color. If [code]texture[/code] is defined, it will be "
"multiplied by this color. It will also be the default color for vertices not "
"set in [code]vertex_colors[/code]."
msgstr ""
"多边形的填充颜色.如果定义了[code]texture[/code](贴图),它将乘以该颜色.对于"
"[code]vertex_colors[/code]中未设置的顶点,它也将是默认颜色."
msgid "The offset applied to each vertex."
msgstr "应用于每个顶点的位置偏移量。"
msgid ""
"The polygon's fill texture. Use [code]uv[/code] to set texture coordinates."
msgstr "多边形的填充纹理。使用 [code]uv[/code] 设置纹理坐标。"
msgid ""
"Amount to offset the polygon's [code]texture[/code]. If [code](0, 0)[/code] "
"the texture's origin (its top-left corner) will be placed at the polygon's "
"[code]position[/code]."
msgstr ""
"多边形 [code]texture[/code] 纹理的偏移量。如果为 [code](0, 0)[/code],则纹理"
"的原点(其左上角)将放置在多边形的 [code]position[/code] 处。"
msgid "The texture's rotation in radians."
msgstr "纹理的旋转弧度。"
msgid ""
"Amount to multiply the [code]uv[/code] coordinates when using a "
"[code]texture[/code]. Larger values make the texture smaller, and vice versa."
msgstr ""
"使用 [code]texture[/code] 纹理时乘以 [code]uv[/code] 坐标的值。值越大,纹理越"
"小,反之亦然。"
msgid ""
"Texture coordinates for each vertex of the polygon. There should be one "
"[code]uv[/code] per polygon vertex. If there are fewer, undefined vertices "
"will use [code](0, 0)[/code]."
msgstr ""
"多边形每个顶点的纹理坐标。每个多边形顶点应该有一个 [code]uv[/code]。如果数量"
"少,则未定义的顶点将使用 [code](0, 0)[/code]。"
msgid ""
"Color for each vertex. Colors are interpolated between vertices, resulting "
"in smooth gradients. There should be one per polygon vertex. If there are "
"fewer, undefined vertices will use [code]color[/code]."
msgstr ""
"每个顶点的颜色.颜色在顶点之间插值,从而获得平滑的渐变.每个多边形顶点应有一个."
"如果数量少,则未定义的顶点将使用[code]color[/code]."
msgid "PopupMenu displays a list of options."
msgstr "PopupMenu 会显示一个选项列表。"
msgid "Same as [method add_icon_check_item], but uses a radio check button."
msgstr "与 [method add_icon_check_item] 相同,但使用单选按钮。"
msgid ""
"Same as [method add_icon_check_shortcut], but uses a radio check button."
msgstr "与 [method add_icon_check_shortcut] 相同,但使用一个单选按钮。"
msgid "Removes all items from the [PopupMenu]."
msgstr "从该 [PopupMenu] 中移除所有项目。"
msgid ""
"Returns the index of the currently focused item. Returns [code]-1[/code] if "
"no item is focused."
msgstr "返回当前焦点项目的索引。如果没有焦点,则返回 [code]-1[/code]。"
msgid ""
"Returns the metadata of the specified item, which might be of any type. You "
"can set it with [method set_item_metadata], which provides a simple way of "
"assigning context data to items."
msgstr ""
"返回指定项的元数据,该项可以是任何类型。您可以使用 [method "
"set_item_metadata] 来设置它,它提供了一种将上下文数据分配给项的简单方法。"
msgid ""
"Returns [code]true[/code] if the item is a separator. If it is, it will be "
"displayed as a line. See [method add_separator] for more info on how to add "
"a separator."
msgstr ""
"如果项目是分隔符,则返回 [code]true[/code]。如果是,它将显示为一行。有关如何"
"添加分隔符的更多信息,请参阅[method add_separator]。"
msgid "Returns [code]true[/code] if the specified item's shortcut is disabled."
msgstr "如果指定项的快捷方式被禁用,则返回 [code]true[/code]。"
msgid ""
"Sets the metadata of an item, which may be of any type. You can later get it "
"with [method get_item_metadata], which provides a simple way of assigning "
"context data to items."
msgstr ""
"设置项的元数据,该项可以是任何类型。稍后您可以使用[method get_item_metadata]"
"获取它,它提供了一种将上下文数据分配给项的简单方法。"
msgid ""
"Sets the state of a multistate item. See [method add_multistate_item] for "
"details."
msgstr "设置一个多态项目的状态。详情请参阅 [method add_multistate_item]。"
msgid ""
"Cycle to the next state of a multistate item. See [method "
"add_multistate_item] for details."
msgstr ""
"循环到一个多态项目的下一个状态。详情请参阅 [method add_multistate_item]。"
msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys."
msgstr "如果为 [code]true[/code],允许用字母键导航 [PopupMenu]。"
msgid ""
"If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button "
"is selected."
msgstr "如果为 [code]true[/code],则在选中复选框或单选按钮时隐藏 [PopupMenu]。"
msgid "If [code]true[/code], hides the [PopupMenu] when an item is selected."
msgstr "如果为 [code]true[/code],当一个项目被选中时隐藏 [PopupMenu]。"
msgid ""
"If [code]true[/code], hides the [PopupMenu] when a state item is selected."
msgstr "如果为 [code]true[/code],则在选中状态项时隐藏 [PopupMenu]。"
msgid ""
"Sets the delay time in seconds for the submenu item to popup on mouse "
"hovering. If the popup menu is added as a child of another (acting as a "
"submenu), it will inherit the delay time of the parent menu item."
msgstr ""
"设置鼠标悬停时子菜单项弹出的延迟时间,以秒为单位。如果弹出菜单被添加为另一个"
"菜单的子菜单(作为子菜单),它将继承父菜单项的延迟时间。"
msgid ""
"The text [Color] used for shortcuts and accelerators that show next to the "
"menu item name when defined. See [method get_item_accelerator] for more info "
"on accelerators."
msgstr ""
"文本 [Color] 用于快捷键和加速器,当定义时显示在菜单项名称旁边。有关加速器的更"
"多信息,请参阅 [method get_item_accelerator]。"
msgid "The default text [Color] for menu items' names."
msgstr "菜单项名称的默认文本 [Color]。"
msgid "[Color] used for disabled menu items' text."
msgstr "用于禁用菜单项的文本 [Color]。"
msgid "[Color] used for the hovered text."
msgstr "用于悬停文本的 [Color]。"
msgid "[Color] used for labeled separators' text. See [method add_separator]."
msgstr "用于标注分隔符文本的颜色 [Color]。见 [method add_separator]。"
msgid "The vertical space between each menu item."
msgstr "每个菜单项之间的垂直间距。"
msgid "[Font] used for the menu items."
msgstr "用于菜单项的 [Font] 字体。"
msgid "[Font] used for the labeled separator."
msgstr "用于带文字分隔线的 [Font] 字体。"
msgid "Font size of the menu items."
msgstr "菜单项的字体大小。"
msgid "[Texture2D] icon for the checked checkbox items."
msgstr "[Texture2D] 图标,用于处于选中状态的复选项。"
msgid "[Texture2D] icon for the checked checkbox items when they are disabled."
msgstr "[Texture2D] 图标,用于处于选中状态的已禁用复选项。"
msgid "[Texture2D] icon for the checked radio button items."
msgstr "[Texture2D] 图标,用于处于选中状态的单选项。"
msgid ""
"[Texture2D] icon for the checked radio button items when they are disabled."
msgstr "[Texture2D] 图标,用于处于选中状态的已禁用单选项。"
msgid "[Texture2D] icon for the unchecked radio button items."
msgstr "[Texture2D] 图标,用于处于未选状态的单选项。"
msgid ""
"[Texture2D] icon for the unchecked radio button items when they are disabled."
msgstr "[Texture2D] 图标,用于处于未选状态的已禁用单选项。"
msgid "[Texture2D] icon for the submenu arrow (for left-to-right layouts)."
msgstr "[Texture2D] 图标,用于子菜单箭头(用于从左至右布局)。"
msgid "[Texture2D] icon for the submenu arrow (for right-to-left layouts)."
msgstr "[Texture2D] 图标,用于子菜单箭头(用于从右至左布局)。"
msgid "[Texture2D] icon for the unchecked checkbox items."
msgstr "[Texture2D] 图标,用于处于未选状态的复选项。"
msgid ""
"[Texture2D] icon for the unchecked checkbox items when they are disabled."
msgstr "[Texture2D] 图标,用于处于未选状态的已禁用复选项。"
msgid "[StyleBox] displayed when the [PopupMenu] item is hovered."
msgstr "当 [PopupMenu] 菜单项被悬停时显示的 [StyleBox]。"
msgid ""
"[StyleBox] for the left side of labeled separator. See [method "
"add_separator]."
msgstr "用于标签分隔器的左侧 [StyleBox]。请参阅 [method add_separator]。"
msgid ""
"[StyleBox] for the right side of labeled separator. See [method "
"add_separator]."
msgstr "用于标签分隔器的右侧 [StyleBox]。请参阅 [method add_separator]。"
msgid "Default [StyleBox] of the [PopupMenu] items."
msgstr "[PopupMenu] 菜单项的默认 [StyleBox]。"
msgid "[StyleBox] used when the [PopupMenu] item is disabled."
msgstr "[PopupMenu] 菜单项被禁用时使用的 [StyleBox]。"
msgid "[StyleBox] used for the separators. See [method add_separator]."
msgstr "用于分隔符的 [StyleBox]。请参阅 [method add_separator]。"
msgid "Class for displaying popups with a panel background."
msgstr "用于显示带有面板背景的弹出窗口的类。"
msgid "The background panel style of this [PopupPanel]."
msgstr "这个 [PopupPanel] 的背景面板样式。"
msgid ""
"Base class for all primitive meshes. Handles applying a [Material] to a "
"primitive mesh."
msgstr "所有图元网格的基类。处理将 [Material] 应用到图元网格的问题。"
msgid "The current [Material] of the primitive mesh."
msgstr "该图元网格的当前 [Material]。"
msgid "Class representing a prism-shaped [PrimitiveMesh]."
msgstr "表示棱柱形 [PrimitiveMesh] 的类。"
msgid ""
"Displacement of the upper edge along the X axis. 0.0 positions edge straight "
"above the bottom-left edge."
msgstr "上边缘沿 X 轴的位移。0.0 将边缘定位在左下边缘的正上方。"
msgid "Size of the prism."
msgstr "棱镜的大小。"
msgid "Number of added edge loops along the Z axis."
msgstr "沿 Z 轴添加的边循环数。"
msgid "Number of added edge loops along the Y axis."
msgstr "沿 Y 轴添加的边循环数。"
msgid "Number of added edge loops along the X axis."
msgstr "沿 X 轴添加的边循环数。"
msgid ""
"How quickly the [member ground_horizon_color] fades into the [member "
"ground_bottom_color]."
msgstr ""
"从 [member ground_horizon_color] 渐变到 [member ground_bottom_color] 的速度。"
msgid ""
"How quickly the [member sky_horizon_color] fades into the [member "
"sky_top_color]."
msgstr "从 [member sky_horizon_color] 渐变到 [member sky_top_color] 的速度。"
msgid "Multiplier for sky color. A higher value will make the sky brighter."
msgstr "天空颜色的倍数。值越高天空越亮。"
msgid "Color of the sky at the horizon. Blends with [member sky_top_color]."
msgstr "天空在地平线处的颜色。会与 [member sky_top_color] 混合。"
msgid "Color of the sky at the top. Blends with [member sky_horizon_color]."
msgstr "天空在顶部的颜色。会与 [member sky_horizon_color] 混合。"
msgid "Distance from center of sun where it fades out completely."
msgstr "太阳完全淡出消失的位置与太阳中心的距离。"
msgid "General-purpose progress bar."
msgstr "通用进度条。"
msgid "General-purpose progress bar. Shows fill percentage from right to left."
msgstr "通用进度条。从右向左显示百分比。"
msgid "The fill direction. See [enum FillMode] for possible values."
msgstr "填充方向。可能的取值见 [enum FillMode]。"
msgid "If [code]true[/code], the fill percentage is displayed on the bar."
msgstr "为 [code]true[/code] 时,将在进度条上显示百分比。"
msgid "The progress fills from top to bottom."
msgstr "进度从上到下填充。"
msgid "The progress fills from bottom to top."
msgstr "进度从下到上填充。"
msgid "The color of the text."
msgstr "文本的颜色。"
msgid "The color of the text's shadow."
msgstr "文本阴影的颜色。"
msgid "The style of the background."
msgstr "背景的样式。"
msgid "The style of the progress (i.e. the part that fills the bar)."
msgstr "进度的样式(即填充进度条的部分)。"
msgid "3D projection (4x4 matrix)."
msgstr "3D 投影(4×4 矩阵)。"
msgid ""
"Constructs a default-initialized [Projection] set to [constant IDENTITY]."
msgstr "构造默认初始化为 [constant IDENTITY] 的 [Projection]。"
msgid "Constructs a [Projection] as a copy of the given [Projection]."
msgstr "构造给定 [Projection] 的副本。"
msgid ""
"The projection matrix's W vector (column 3). Equivalent to array index "
"[code]3[/code]."
msgstr "投影矩阵的 W 向量(第 3 列)。相当于数组索引 [code]3[/code]。"
msgid ""
"The projection matrix's X vector (column 0). Equivalent to array index "
"[code]0[/code]."
msgstr "投影矩阵的 X 向量(第 0 列)。相当于数组索引 [code]0[/code]。"
msgid ""
"The projection matrix's Y vector (column 1). Equivalent to array index "
"[code]1[/code]."
msgstr "投影矩阵的 Y 向量(第 1 列)。相当于数组索引 [code]1[/code]。"
msgid ""
"The projection matrix's Z vector (column 2). Equivalent to array index "
"[code]2[/code]."
msgstr "投影矩阵的 Z 向量(第 2 列)。相当于数组索引 [code]2[/code]。"
msgid "The index value of the projection's near clipping plane."
msgstr "该投影的近裁剪平面的索引值。"
msgid "The index value of the projection's far clipping plane."
msgstr "该投影的远裁剪平面的索引值。"
msgid "The index value of the projection's left clipping plane."
msgstr "该投影的左裁剪平面的索引值。"
msgid "The index value of the projection's top clipping plane."
msgstr "该投影的上裁剪平面的索引值。"
msgid "The index value of the projection's right clipping plane."
msgstr "该投影的右裁剪平面的索引值。"
msgid "The index value of the projection bottom clipping plane."
msgstr "该投影的下裁剪平面的索引值。"
msgid "Contains global variables accessible from everywhere."
msgstr "包含全局变量,可以从任何地方访问。"
msgid ""
"Contains global variables accessible from everywhere. Use [method "
"get_setting], [method set_setting] or [method has_setting] to access them. "
"Variables stored in [code]project.godot[/code] are also loaded into "
"ProjectSettings, making this object very useful for reading custom game "
"configuration options.\n"
"When naming a Project Settings property, use the full path to the setting "
"including the category. For example, [code]\"application/config/name\"[/"
"code] for the project name. Category and property names can be viewed in the "
"Project Settings dialog.\n"
"[b]Feature tags:[/b] Project settings can be overridden for specific "
"platforms and configurations (debug, release, ...) using [url=$DOCS_URL/"
"tutorials/export/feature_tags.html]feature tags[/url].\n"
"[b]Overriding:[/b] Any project setting can be overridden by creating a file "
"named [code]override.cfg[/code] in the project's root directory. This can "
"also be used in exported projects by placing this file in the same directory "
"as the project binary. Overriding will still take the base project "
"settings' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/"
"url] in account. Therefore, make sure to [i]also[/i] override the setting "
"with the desired feature tags if you want them to override base project "
"settings on all platforms and configurations."
msgstr ""
"包含全局变量,可以从任何地方访问。使用 [method get_setting]、[method "
"set_setting]、[method has_setting] 访问。存储在 [code]project.godot[/code] 中"
"的变量也会被加载到 ProjectSettings 中,因此这个对象在读取自定义游戏配置选项时"
"非常有用。\n"
"指定“项目设置”的属性时,请使用设置的完整路径,包括类别。例如项目名称应使用 "
"[code]\"application/config/name\"[/code]。类别和属性名称可以在“项目设置”对话"
"框中查看。\n"
"[b]特性标签:[/b]可以使用[url=$DOCS_URL/tutorials/export/feature_tags.html]特"
"性标签[/url]来针对特定的平台和配置(调试、发布……)做项目设置的覆盖。\n"
"[b]覆盖:[/b]在项目的根目录下创建名为 [code]override.cfg[/code] 的文件,就可"
"以对任意项目设置进行覆盖。对于已导出的项目,把这个文件放在与项目二进制文件相"
"同的目录下,也可以达到覆盖的目的。覆盖时仍会考虑基础项目设置的[url=$DOCS_URL/"
"tutorials/export/feature_tags.html]特性标签[/url]。因此,如果你想让它们在所有"
"平台和配置上覆盖基础项目设置,请确保[i]也用[/i]所需的特性标签覆盖该设置。"
msgid "Clears the whole configuration (not recommended, may break things)."
msgstr "清除整个配置(不推荐,可能会弄坏东西)。"
msgid ""
"Returns the order of a configuration value (influences when saved to the "
"config file)."
msgstr "返回配置值的顺序(保存到配置文件时会产生影响)。"
msgid "Returns [code]true[/code] if a configuration value is present."
msgstr "配置值存在时返回 [code]true[/code]。"
msgid ""
"Saves the configuration to the [code]project.godot[/code] file.\n"
"[b]Note:[/b] This method is intended to be used by editor plugins, as "
"modified [ProjectSettings] can't be loaded back in the running app. If you "
"want to change project settings in exported projects, use [method "
"save_custom] to save [code]override.cfg[/code] file."
msgstr ""
"将配置保存到 [code]project.godot[/code] 文件中。\n"
"[b]注意:[/b]此方法是为编辑器插件使用的,因为修改后的 [ProjectSettings] 无法"
"在运行的应用程序中加载回来。如果要更改导出项目中的项目设置,请使用 [method "
"save_custom] 保存 [code]override.cfg[/code] 文件。"
msgid ""
"Saves the configuration to a custom file. The file extension must be [code]."
"godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/"
"code] (to save in binary format). You can also save [code]override.cfg[/"
"code] file, which is also text, but can be used in exported projects unlike "
"other formats."
msgstr ""
"将配置保存到自定义文件。文件扩展名必须是 [code].godot[/code](以基于文本的 "
"[ConfigFile] 格式保存)或 [code].binary[/code](以二进制格式保存)。你也可以"
"保存为 [code]override.cfg[/code] 文件,它也是文本,但与其他格式不同,可以在导"
"出的项目中使用。"
msgid ""
"Sets the specified property's initial value. This is the value the property "
"reverts to."
msgstr "设置指定属性的初始值。这是属性恢复到的值。"
msgid ""
"Sets the order of a configuration value (influences when saved to the config "
"file)."
msgstr "设置配置值的顺序(保存到配置文件时会产生影响)。"
msgid "Background color for the boot splash."
msgstr "启动界面的背景色。"
msgid ""
"If [code]true[/code], scale the boot splash image to the full window size "
"(preserving the aspect ratio) when the engine starts. If [code]false[/code], "
"the engine will leave it at the default pixel size."
msgstr ""
"如果为 [code]true[/code],引擎启动时会将启动界面图像缩放到整个窗口的大小(保"
"持长宽比)。如果为 [code]false[/code],引擎将保持其默认像素大小。"
msgid ""
"Path to an image used as the boot splash. If left empty, the default Godot "
"Engine splash will be displayed instead.\n"
"[b]Note:[/b] Only effective if [member application/boot_splash/show_image] "
"is [code]true[/code]."
msgstr ""
"图像的路径,会作为启动画面使用。留空时将使用默认的 Godot 引擎启动画面。\n"
"[b]注意:[/b]仅在 [member application/boot_splash/show_image] 为 [code]true[/"
"code] 时有效。"
msgid ""
"Minimum boot splash display time (in milliseconds). It is not recommended to "
"set too high values for this setting."
msgstr "启动画面的最小显示时间(单位为毫秒)。不建议设置为过高的值。"
msgid ""
"If [code]true[/code], displays the image specified in [member application/"
"boot_splash/image] when the engine starts. If [code]false[/code], only "
"displays the plain color specified in [member application/boot_splash/"
"bg_color]."
msgstr ""
"如果为 [code]true[/code],将在引擎启动时显示 [member application/boot_splash/"
"image] 所指定的图像。为 [code]false[/code] 时,仅显示 [member application/"
"boot_splash/bg_color] 所指定的纯色。"
msgid ""
"If [code]true[/code], applies linear filtering when scaling the image "
"(recommended for high-resolution artwork). If [code]false[/code], uses "
"nearest-neighbor interpolation (recommended for pixel art)."
msgstr ""
"如果为 [code]true[/code],则在缩放图像时会应用线性过滤(推荐用于高分辨率图"
"稿)。如果为 [code]false[/code],则使用最近邻插值(推荐用于像素画)。"
msgid ""
"The project's description, displayed as a tooltip in the Project Manager "
"when hovering the project."
msgstr "项目的描述,在项目管理器中悬停时显示为工具提示。"
msgid ""
"Icon used for the project, set when project loads. Exporters will also use "
"this icon when possible."
msgstr "项目所使用的图标,在项目加载时设置。导出时也将尽可能使用此图标。"
msgid ""
"Icon set in [code].icns[/code] format used on macOS to set the game's icon. "
"This is done automatically on start by calling [method DisplayServer."
"set_native_icon]."
msgstr ""
"设置 macOS 上游戏的图标,使用 [code].icns[/code] 图标集格式。启动时会通过调"
"用 [method DisplayServer.set_native_icon] 自动完成。"
msgid ""
"The project's name. It is used both by the Project Manager and by exporters. "
"The project name can be translated by translating its value in localization "
"files. The window title will be set to match the project name automatically "
"on startup.\n"
"[b]Note:[/b] Changing this value will also change the user data folder's "
"path if [member application/config/use_custom_user_dir] is [code]false[/"
"code]. After renaming the project, you will no longer be able to access "
"existing data in [code]user://[/code] unless you rename the old folder to "
"match the new project name. See [url=$DOCS_URL/tutorials/io/data_paths."
"html]Data paths[/url] in the documentation for more information."
msgstr ""
"项目名称。会在项目管理器和导出器中使用。可以通过翻译本地化文件中的值来翻译项"
"目名称。窗口标题将设置为在启动时自动匹配项目名称。\n"
"[b]注意:[/b]如果 [member application/config/use_custom_user_dir] 为 "
"[code]false[/code],更改此值也会更改用户数据文件夹的路径。重命名项目后,您将"
"无法再访问 [code]user://[/code] 中的现有数据,除非您重命名旧文件夹以匹配新项"
"目名称。有关更多信息,请参阅文档中的 [url=$DOCS_URL/tutorials/io/data_paths."
"html]《数据路径》[/url]。"
msgid ""
"Translations of the project's name. This setting is used by OS tools to "
"translate application name on Android, iOS and macOS."
msgstr ""
"项目名称的翻译。操作系统工具会使用此设置来翻译 Android、iOS 和 macOS 上的应用"
"程序名称。"
msgid ""
"Specifies a file to override project settings. For example: [code]user://"
"custom_settings.cfg[/code]. See \"Overriding\" in the [ProjectSettings] "
"class description at the top for more information.\n"
"[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/"
"code] will still be read to override the project settings."
msgstr ""
"指定一个文件来覆盖项目设置。例如:[code]user://custom_settings.cfg[/code]。参"
"见 [ProjectSettings] 顶部类描述中的“Overriding”以获取更多信息。\n"
"[b]注意:[/b]不管这个设置的值如何,[code]res://override.cfg[/code] 仍然会被读"
"取来覆盖项目设置。"
msgid ""
"Icon set in [code].ico[/code] format used on Windows to set the game's icon. "
"This is done automatically on start by calling [method DisplayServer."
"set_native_icon]."
msgstr ""
"设置 Windows 上游戏的图标,使用 [code].ico[/code] 图标集格式。启动时会通过调"
"用 [method DisplayServer.set_native_icon] 自动完成。"
msgid ""
"If [code]true[/code], flushes the standard output stream every time a line "
"is printed. This affects both terminal logging and file logging.\n"
"When running a project, this setting must be enabled if you want logs to be "
"collected by service managers such as systemd/journalctl. This setting is "
"disabled by default on release builds, since flushing on every printed line "
"will negatively affect performance if lots of lines are printed in a rapid "
"succession. Also, if this setting is enabled, logged files will still be "
"written successfully if the application crashes or is otherwise killed by "
"the user (without being closed \"normally\").\n"
"[b]Note:[/b] Regardless of this setting, the standard error stream "
"([code]stderr[/code]) is always flushed when a line is printed to it.\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
"如果为 [code]true[/code],则每次打印一行时刷新标准输出流。这会影响终端日志记"
"录和文件日志记录。\n"
"运行项目时,如果希望由 systemd/journalctl 等服务管理器收集日志,则必须启用此"
"设置。默认情况下,在发布版本中禁用此设置,因为如果快速连续打印大量行,则在每"
"个打印行上刷新都会对性能产生负面影响。此外,如果启用此设置,如果应用程序崩溃"
"或以其他方式被用户杀死(不会“正常”关闭),则仍会成功写入日志文件。\n"
"[b]注意:[/b]无论此设置如何,标准错误流 ([code]stderr[/code]) 在打印一行时总"
"是被刷新。\n"
"对此设置的更改只会在重新启动应用程序时应用。"
msgid ""
"Debug build override for [member application/run/flush_stdout_on_print], as "
"performance is less important during debugging.\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
"调试构建覆盖[member application/run/flush_stdout_on_print],因为在调试过程中"
"性能不那么重要。\n"
"仅在重新启动应用程序时才会应用此设置的更改。"
msgid ""
"Forces a delay between frames in the main loop (in milliseconds). This may "
"be useful if you plan to disable vertical synchronization."
msgstr ""
"强制主循环中帧之间的延迟(以毫秒为单位)。如果您计划禁用垂直同步,这可能很有"
"用。"
msgid ""
"If [code]true[/code], enables low-processor usage mode. This setting only "
"works on desktop platforms. The screen is not redrawn if nothing changes "
"visually. This is meant for writing applications and editors, but is pretty "
"useless (and can hurt performance) in most games."
msgstr ""
"如果为 [code]true[/code],则启用低处理器使用模式。此设置仅适用于桌面平台。如"
"果视觉上没有任何变化,屏幕不会被重绘。这是为了编写应用程序和编辑器,但在大多"
"数游戏中这是非常无用的(并可能损害性能)。"
msgid ""
"Amount of sleeping between frames when the low-processor usage mode is "
"enabled (in microseconds). Higher values will result in lower CPU usage."
msgstr ""
"启用低处理器使用模式时帧间的睡眠量(以微秒计)。值越高,CPU占用率越低。"
msgid "Path to the main scene file that will be loaded when the project runs."
msgstr "项目运行时将加载的主场景文件的路径。"
msgid ""
"Audio buses will disable automatically when sound goes below a given dB "
"threshold for a given time. This saves CPU as effects assigned to that bus "
"will no longer do any processing."
msgstr ""
"当声音在给定的时间内低于给定的 dB 阈值时,音频总线将自动关闭。这可以节省 "
"CPU,因为分配给该总线的效果将不再做任何处理。"
msgid ""
"Default [AudioBusLayout] resource file to use in the project, unless "
"overridden by the scene."
msgstr "项目中使用的默认 [AudioBusLayout] 资源文件,除非被场景覆盖。"
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
"appropriate permissions to be set when exporting to Android or iOS.\n"
"[b]Note:[/b] If the operating system blocks access to audio input devices "
"(due to the user's privacy settings), audio capture will only return "
"silence. On Windows 10 and later, make sure that apps are allowed to access "
"the microphone in the OS' privacy settings."
msgstr ""
"如果为 [code]true[/code],会允许麦克风输入。导出到 Android 和 iOS 时需要设置"
"合适的权限。\n"
"[b]注意:[/b]如果操作系统(根据该用户的隐私设置)阻止了对音频输入设备的访问,"
"那么音频捕获只会返回静音。自 Windows 10 起,请确保在操作系统的隐私设置中允许"
"应用对麦克风的访问。"
msgid ""
"The mixing rate used for audio (in Hz). In general, it's better to not touch "
"this and leave it to the host operating system."
msgstr ""
"用于音频的混合率(单位:Hz)。一般来说,最好不要碰这个,把它留给主机操作系"
"统。"
msgid ""
"Setting to hardcode audio delay when playing video. Best to leave this "
"untouched unless you know what you are doing."
msgstr ""
"播放视频时设置为硬编码音频延迟。除非你知道自己在做什么,否则最好不要动它。"
msgid ""
"The default compression level for gzip. Affects compressed scenes and "
"resources. Higher levels result in smaller files at the cost of compression "
"speed. Decompression speed is mostly unaffected by the compression level. "
"[code]-1[/code] uses the default gzip compression level, which is identical "
"to [code]6[/code] but could change in the future due to underlying zlib "
"updates."
msgstr ""
"gzip 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导致文"
"件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code] 使用默认的 gzip 压"
"缩级别,该级别与 [code]6[/code] 相同,但由于底层 zlib 更新,未来可能会发生变"
"化。"
msgid ""
"The default compression level for Zlib. Affects compressed scenes and "
"resources. Higher levels result in smaller files at the cost of compression "
"speed. Decompression speed is mostly unaffected by the compression level. "
"[code]-1[/code] uses the default gzip compression level, which is identical "
"to [code]6[/code] but could change in the future due to underlying zlib "
"updates."
msgstr ""
"Zlib 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导致文"
"件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code] 使用默认的 gzip 压"
"缩级别,该级别与 [code]6[/code] 相同,但由于底层 zlib 更新,未来可能会发生变"
"化。"
msgid ""
"The default compression level for Zstandard. Affects compressed scenes and "
"resources. Higher levels result in smaller files at the cost of compression "
"speed. Decompression speed is mostly unaffected by the compression level."
msgstr ""
"Zstandard 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价"
"导致文件变小。解压缩速度大多不受压缩级别的影响。"
msgid ""
"Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-"
"distance matching[/url] in Zstandard."
msgstr ""
"启用 Zstandard 的[url=https://github.com/facebook/zstd/releases/tag/v1.3.2]长"
"距离匹配[/url]。"
msgid ""
"Largest size limit (in power of 2) allowed when compressing using long-"
"distance matching with Zstandard. Higher values can result in better "
"compression, but will require more memory when compressing and decompressing."
msgstr ""
"使用 Zstandard 的长距离匹配进行压缩时,允许的最大大小限制(2 的幂)。更高的值"
"可以产生更好的压缩,但是在压缩和解压缩时需要更多的内存。"
msgid "If [code]true[/code], logs all output to files."
msgstr "如果为 [code]true[/code],将所有输出记录到文件中。"
msgid ""
"Desktop override for [member debug/file_logging/enable_file_logging], as log "
"files are not readily accessible on mobile/Web platforms."
msgstr ""
"[member debug/file_logging/enable_file_logging] 在桌面平台的覆盖项,因为在移"
"动/Web 平台上不容易访问日志文件。"
msgid ""
"Path at which to store log files for the project. Using a path under "
"[code]user://[/code] is recommended."
msgstr "项目日志的存储路径。建议使用 [code]user://[/code] 下的路径。"
msgid "Specifies the maximum number of log files allowed (used for rotation)."
msgstr "指定允许的最大日志文件数量(用于轮换)。"
msgid ""
"If [code]true[/code], enables specific GDScript warnings (see [code]debug/"
"gdscript/warnings/*[/code] settings). If [code]false[/code], disables all "
"GDScript warnings."
msgstr ""
"如果为 [code]true[/code],则启用特定的 GDScript 警告(请参阅 [code]debug/"
"gdscript/warnings/*[/code] 设置)。如果为 [code]false[/code],则禁用所有 "
"GDScript 警告。"
msgid ""
"If [code]true[/code], scripts in the [code]res://addons[/code] folder will "
"not generate warnings."
msgstr ""
"如果为 [code]true[/code],则 [code]res://addons[/code] 文件夹中的脚本不会生成"
"警告。"
msgid ""
"Message to be displayed before the backtrace when the engine crashes. By "
"default, this message is only used in exported projects due to the editor-"
"only override applied to this setting."
msgstr ""
"引擎崩溃时,在调用站回溯前显示的消息。默认情况下,这个消息只会在导出后的项目"
"中使用,因为编辑器会对这个设置进行覆盖。"
msgid ""
"Editor-only override for [member debug/settings/crash_handler/message]. Does "
"not affect exported projects in debug or release mode."
msgstr ""
"仅用于编辑器的 [member debug/settings/crash_handler/message] 覆盖项。不会影响"
"用调试或发布模式导出的项目。"
msgid "Maximum call stack allowed for debugging GDScript."
msgstr "调试 GDScript 时允许的最大调用堆栈。"
msgid "Print frames per second to standard output every second."
msgstr "每秒钟打印帧到标准输出。"
msgid ""
"Color of the contact points between collision shapes, visible when \"Visible "
"Collision Shapes\" is enabled in the Debug menu."
msgstr "碰撞形状之间接触点的颜色,在调试菜单中启用“显示碰撞形状”时可见。"
msgid ""
"Sets whether 2D physics will display collision outlines in game when "
"\"Visible Collision Shapes\" is enabled in the Debug menu."
msgstr ""
"设置当调试菜单中的启用“显示碰撞形状”时,2D 物理是否会在游戏中显示碰撞轮廓。"
msgid ""
"Maximum number of contact points between collision shapes to display when "
"\"Visible Collision Shapes\" is enabled in the Debug menu."
msgstr "当在调试菜单中启用“显示碰撞形状”时,碰撞形状之间显示的最大接触点数。"
msgid ""
"Color of the collision shapes, visible when \"Visible Collision Shapes\" is "
"enabled in the Debug menu."
msgstr "碰撞形状的颜色,当在调试菜单中启用“显示碰撞形状”时可见。"
msgid ""
"Rasterized size (pixel) used to render navigation agent path points when an "
"agent has debug enabled."
msgstr "栅格大小(像素),如果导航代理启用了调试,则会用于渲染该代理的路径点。"
msgid ""
"Color to display enabled navigation mesh polygon edges, visible when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"用于显示已启用导航网格多边形边缘的颜色,在“调试”菜单中启用“显示导航”时可见。"
msgid ""
"Color to display disabled navigation mesh polygon edges, visible when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"用于显示已禁用导航网格多边形边缘的颜色,在“调试”菜单中启用“显示导航”时可见。"
msgid ""
"Color to display enabled navigation mesh polygon faces, visible when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"用于显示已启用导航网格多边形面的颜色,在“调试”菜单中启用“显示导航”时可见。"
msgid ""
"Color to display disabled navigation mesh polygon faces, visible when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"用于显示已禁用导航网格多边形面的颜色,在“调试”菜单中启用“显示导航”时可见。"
msgid ""
"Color to use to display navigation link connections, visible when \"Visible "
"Navigation\" is enabled in the Debug menu."
msgstr "导航链接连接的颜色,在调试菜单中启用“显示导航”时可见。"
msgid ""
"Color to use to display disabled navigation link connections, visible when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr "被禁用的导航链接连接的颜色,在调试菜单中启用“显示导航”时可见。"
msgid "Custom image for the mouse cursor (limited to 256×256)."
msgstr "鼠标光标的自定义图像(最大 256×256)。"
msgid "Hotspot for the custom mouse cursor image."
msgstr "自定义鼠标光标图像的热点。"
msgid "Position offset for tooltips, relative to the mouse cursor's hotspot."
msgstr "工具提示相对于鼠标光标热点的位置偏移量。"
msgid ""
"If [code]true[/code], allows HiDPI display on Windows, macOS, Android, iOS "
"and Web. If [code]false[/code], the platform's low-DPI fallback will be used "
"on HiDPI displays, which causes the window to be displayed in a blurry or "
"pixelated manner (and can cause various window management bugs). Therefore, "
"it is recommended to make your project scale to [url=$DOCS_URL/tutorials/"
"rendering/multiple_resolutions.html]multiple resolutions[/url] instead of "
"disabling this setting.\n"
"[b]Note:[/b] This setting has no effect on Linux as DPI-awareness fallbacks "
"are not supported there."
msgstr ""
"如果为 [code]true[/code] ,则允许在 Windows、macOS、Android、iOS 和 Web 上使"
"用 HiDPI 显示器。如果为 [code]false[/code] ,则在 HiDPI 显示器上将使用该平台"
"的低 DPI 回退,这样会导致窗口模糊或像素化的方式显示(并且可能导致各种窗口管理"
"问题)。因此,建议你让项目支持[url=$DOCS_URL/tutorials/rendering/"
"multiple_resolutions.html]多个分辨率[/url],而不是禁用此设置。\n"
"[b]注意:[/b]这个设置在 Linux 上无效,因为 Linux 不支持 DPI 感知回退。"
msgid ""
"If [code]true[/code], keeps the screen on (even in case of inactivity), so "
"the screensaver does not take over. Works on desktop and mobile platforms."
msgstr ""
"如果为 [code]true[/code],则保持屏幕打开(即使在不活动的情况下),因此屏幕保"
"护程序不会接管。适用于桌面和移动平台。"
msgid ""
"The default screen orientation to use on mobile devices. See [enum "
"DisplayServer.ScreenOrientation] for possible values.\n"
"[b]Note:[/b] When set to a portrait orientation, this project setting does "
"not flip the project resolution's width and height automatically. Instead, "
"you have to set [member display/window/size/viewport_width] and [member "
"display/window/size/viewport_height] accordingly."
msgstr ""
"在移动设备上使用的默认屏幕朝向。可能的取值见 [enum DisplayServer."
"ScreenOrientation]。\n"
"[b]注意:[/b]设为竖屏时,该项目设置不会自动翻转项目分辨率的宽度和高度。你必须"
"设置与之相对应的 [member display/window/size/viewport_width] 和 [member "
"display/window/size/viewport_height]。"
msgid ""
"If [code]true[/code], the home indicator is hidden automatically. This only "
"affects iOS devices without a physical home button."
msgstr ""
"如果为 [code]true[/code],主指示器将自动隐藏。这只会影响没有物理 home 键的 "
"iOS 设备。"
msgid ""
"If [code]true[/code], allows per-pixel transparency for the window "
"background. This affects performance, so leave it on [code]false[/code] "
"unless you need it. See also [member display/window/size/transparent] and "
"[member rendering/viewport/transparent_background]."
msgstr ""
"如果为 [code]true[/code],则允许窗口背景的逐像素透明度。这样会影响性能,因此"
"除非需要,否则请将其保留为 [code]false[/code]。另见 [member display/window/"
"size/transparent] 和 [member rendering/viewport/transparent_background]。"
msgid ""
"Forces the main window to be always on top.\n"
"[b]Note:[/b] This setting is ignored on iOS, Android, and Web."
msgstr ""
"强制主窗口始终置顶。\n"
"[b]注意:[/b]该设置在 iOS、Android 和 Web 上被忽略。"
msgid ""
"Forces the main window to be borderless.\n"
"[b]Note:[/b] This setting is ignored on iOS, Android, and Web."
msgstr ""
"强制主窗口无边框。\n"
"[b]注意:[/b]该设置在 iOS、Android 和 Web 上被忽略。"
msgid ""
"Main window content is expanded to the full size of the window. Unlike a "
"borderless window, the frame is left intact and can be used to resize the "
"window, and the title bar is transparent, but has minimize/maximize/close "
"buttons.\n"
"[b]Note:[/b] This setting is implemented only on macOS."
msgstr ""
"主窗口的内容会扩展到整个窗口的大小。与无边框窗口不同的是,窗口的框架仍是完整"
"的,可以用来调整窗口的大小,标题栏是透明的,但有最小/最大/关闭按钮。\n"
"[b]注意:[/b]该设置只在 macOS 上实现。"
msgid ""
"Main window initial position (in virtual desktop coordinates), this settings "
"is used only if [member display/window/size/initial_position_type] is set to "
"\"Absolute\" ([code]0[/code])."
msgstr ""
"主窗口的初始位置(使用虚拟桌面坐标),该设置仅在 [member display/window/size/"
"initial_position_type] 设置为“Absolute”([code]2[/code] )时使用。"
msgid ""
"Main window initial screen, this settings is used only if [member display/"
"window/size/initial_position_type] is set to \"Other Screen "
"Center\" ([code]2[/code])."
msgstr ""
"主窗口的初始屏幕,该设置仅在 [member display/window/size/"
"initial_position_type] 设置为“Other Screen Center”([code]2[/code] )时使用。"
msgid ""
"Main window mode. See [enum DisplayServer.WindowMode] for possible values "
"and how each mode behaves."
msgstr ""
"主窗口的模式。可能的取值以及各个模式的行为请参阅 [enum DisplayServer."
"WindowMode]。"
msgid ""
"Main window can't be focused. No-focus window will ignore all input, except "
"mouse clicks."
msgstr "主窗口无法成为焦点。无焦点的窗口将忽略除鼠标点击之外的所有输入。"
msgid ""
"Allows the window to be resizable by default.\n"
"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
"允许窗口默认可调整大小。\n"
"[b]注意:[/b]这个设置在 iOS 上将忽略。"
msgid ""
"Sets the game's main viewport height. On desktop platforms, this is also the "
"initial window height, represented by an indigo-colored rectangle in the 2D "
"editor. Stretch mode settings also use this as a reference when using the "
"[code]canvas_items[/code] or [code]viewport[/code] stretch modes. See also "
"[member display/window/size/viewport_width], [member display/window/size/"
"window_width_override] and [member display/window/size/"
"window_height_override]."
msgstr ""
"设置游戏的主视口高度。在桌面平台上,这也是初始窗口高度,在 2D 编辑器中使用靛"
"蓝色的矩形表示。使用 [code]canvas_items[/code] 和 [code]viewport[/code] 拉伸"
"模式时也会以此作为参考。另见 [member display/window/size/viewport_width]、"
"[member display/window/size/window_width_override] 和 [member display/window/"
"size/window_height_override]。"
msgid ""
"Sets the game's main viewport width. On desktop platforms, this is also the "
"initial window width, represented by an indigo-colored rectangle in the 2D "
"editor. Stretch mode settings also use this as a reference when using the "
"[code]canvas_items[/code] or [code]viewport[/code] stretch modes. See also "
"[member display/window/size/viewport_height], [member display/window/size/"
"window_width_override] and [member display/window/size/"
"window_height_override]."
msgstr ""
"设置游戏的主视口宽度。在桌面平台上,这也是初始窗口宽度,在 2D 编辑器中使用靛"
"蓝色的矩形表示。使用 [code]canvas_items[/code] 和 [code]viewport[/code] 拉伸"
"模式时也会以此作为参考。另见 [member display/window/size/viewport_height]、"
"[member display/window/size/window_width_override] 和 [member display/window/"
"size/window_height_override]。"
msgid ""
"On desktop platforms, overrides the game's initial window height. See also "
"[member display/window/size/window_width_override], [member display/window/"
"size/viewport_width] and [member display/window/size/viewport_height].\n"
"[b]Note:[/b] By default, or when set to [code]0[/code], the initial window "
"height is the [member display/window/size/viewport_height]. This setting is "
"ignored on iOS, Android, and Web."
msgstr ""
"在桌面平台上,覆盖游戏的初始窗口高度。另见 [member display/window/size/"
"window_width_override]、[member display/window/size/viewport_width] 和 "
"[member display/window/size/viewport_height]。\n"
"[b]注意:[/b]默认情况下,或者当设置为[code]0[/code] 时,初始窗口高度为 "
"[member display/window/size/viewport_height]。在 iOS、Android 和 Web 上会忽略"
"这个设置。"
msgid ""
"On desktop platforms, overrides the game's initial window width. See also "
"[member display/window/size/window_height_override], [member display/window/"
"size/viewport_width] and [member display/window/size/viewport_height].\n"
"[b]Note:[/b] By default, or when set to [code]0[/code], the initial window "
"width is the viewport [member display/window/size/viewport_width]. This "
"setting is ignored on iOS, Android, and Web."
msgstr ""
"在桌面平台上,覆盖游戏的初始窗口宽度。另见 [member display/window/size/"
"window_height_override]、[member display/window/size/viewport_width] 和 "
"[member display/window/size/viewport_height]。\n"
"[b]注意:[/b]默认情况下,或者当设置为[code]0[/code] 时,初始窗口宽度为 "
"[member display/window/size/viewport_width]。在 iOS、Android 和 Web 上会忽略"
"这个设置。"
msgid ""
"If [code]true[/code], requests V-Sync to be disabled when writing a movie "
"(similar to setting [member display/window/vsync/vsync_mode] to [b]Disabled[/"
"b]). This can speed up video writing if the hardware is fast enough to "
"render, encode and save the video at a framerate higher than the monitor's "
"refresh rate.\n"
"[b]Note:[/b] [member editor/movie_writer/disable_vsync] has no effect if the "
"operating system or graphics driver forces V-Sync with no way for "
"applications to disable it."
msgstr ""
"如果为 [code]true[/code],则在写入电影时会请求禁用垂直同步(类似于将 [member "
"display/window/vsync/vsync_mode] 设置为 [b]Disabled[/b])。如果硬件的渲染速度"
"足够快,那么就可以加速视频的写入,以高于显示器刷新率的帧速率渲染、编码和保存"
"视频。\n"
"[b]注意:[/b]如果操作系统或图形驱动程序强制垂直同步,则应用程序无法禁用,"
"[member editor/movie_writer/disable_vsync] 无效。"
msgid ""
"The number of frames per second to record in the video when writing a movie. "
"Simulation speed will adjust to always match the specified framerate, which "
"means the engine will appear to run slower at higher [member editor/"
"movie_writer/fps] values. Certain FPS values will require you to adjust "
"[member editor/movie_writer/mix_rate] to prevent audio from desynchronizing "
"over time.\n"
"This can be specified manually on the command line using the [code]--fixed-"
"fps <fps>[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]command line argument[/url]."
msgstr ""
"输出电影时,在视频中每秒记录的帧数。仿真速度将调整为始终与指定的帧数相匹配,"
"这意味着引擎在较高的 [member editor/movie_writer/fps] 值下会显得运行较慢。部"
"分 FPS 值将需要你调整 [member editor/movie_writer/mix_rate],防止音频随着时间"
"的推移而出现不同步。\n"
"可以在命令行中使用 [code]--fixed-fps <fps>[/code] [url=$DOCS_URL/tutorials/"
"editor/command_line_tutorial.html]命令行参数[/url]手动指定。"
msgid ""
"The JPEG quality to use when writing a video to an AVI file, between "
"[code]0.01[/code] and [code]1.0[/code] (inclusive). Higher [code]quality[/"
"code] values result in better-looking output at the cost of larger file "
"sizes. Recommended [code]quality[/code] values are between [code]0.75[/code] "
"and [code]0.9[/code]. Even at quality [code]1.0[/code], JPEG compression "
"remains lossy.\n"
"[b]Note:[/b] This does not affect the audio quality or writing PNG image "
"sequences."
msgstr ""
"JPEG 质量,将视频写入 AVI 文件时使用,介于 [code]0.01[/code] 和 [code]1.0[/"
"code](含)之间。[code]quality[/code] 值越高,输出效果越好看,但文件大小也越"
"大。[code]quality[/code] 的推荐值为 [code]0.75[/code] 和 [code]0.9[/code] 之"
"间。即使质量为 [code]1.0[/code],JPEG 压缩仍然有损。\n"
"[b]注意:[/b]这不会影响音频质量和 PNG 图像序列的写入。"
msgid ""
"The speaker mode to use in the recorded audio when writing a movie. See "
"[enum AudioServer.SpeakerMode] for possible values."
msgstr ""
"保存电影时,录制的音频中所使用的扬声器模式。可能的值见 [enum AudioServer."
"SpeakerMode]。"
msgid ""
"The format of the default signal callback name (in the Signal Connection "
"Dialog). The following substitutions are available: [code]{NodeName}[/code], "
"[code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/"
"code], [code]{signalName}[/code], and [code]{signal_name}[/code]."
msgstr ""
"信号回调名称的默认格式(在信号连接对话框中使用)。可以使用以下替换:[code]"
"{NodeName}[/code]、[code]{nodeName}[/code]、[code]{node_name}[/code]、[code]"
"{SignalName}[/code]、[code]{signalName}[/code]、[code]{signal_name}[/code]。"
msgid ""
"The format of the default signal callback name when a signal connects to the "
"same node that emits it (in the Signal Connection Dialog). The following "
"substitutions are available: [code]{NodeName}[/code], [code]{nodeName}[/"
"code], [code]{node_name}[/code], [code]{SignalName}[/code], [code]"
"{signalName}[/code], and [code]{signal_name}[/code]."
msgstr ""
"信号回调名称的默认格式,用于连接到与发出信号相同节点的情况(在信号连接对话框"
"中使用)。可以使用以下替换:[code]{NodeName}[/code]、[code]{nodeName}[/"
"code]、[code]{node_name}[/code]、[code]{SignalName}[/code]、[code]"
"{signalName}[/code]、[code]{signal_name}[/code]。"
msgid ""
"When creating node names automatically, set the type of casing in this "
"project. This is mostly an editor setting."
msgstr ""
"当自动创建节点名称时,在这个项目中设置大小写的类型。这主要是编辑器设置。"
msgid ""
"What to use to separate node name from number. This is mostly an editor "
"setting."
msgstr "用什么来分隔节点名称和编号。这主要是一个编辑器的设置。"
msgid ""
"The command-line arguments to append to Godot's own command line when "
"running the project. This doesn't affect the editor itself.\n"
"It is possible to make another executable run Godot by using the "
"[code]%command%[/code] placeholder. The placeholder will be replaced with "
"Godot's own command line. Program-specific arguments should be placed "
"[i]before[/i] the placeholder, whereas Godot-specific arguments should be "
"placed [i]after[/i] the placeholder.\n"
"For example, this can be used to force the project to run on the dedicated "
"GPU in a NVIDIA Optimus system on Linux:\n"
"[codeblock]\n"
"prime-run %command%\n"
"[/codeblock]"
msgstr ""
"运行项目时附加到 Godot 自己的命令行的命令行参数。这不会影响编辑器本身。\n"
"可以使用 [code]%command%[/code] 占位符使另一个可执行文件运行 Godot。占位符将"
"替换为 Godot 自己的命令行。程序特定的参数应该放在[i]占位符之前[/i],而 Godot "
"特定参数应该放在[i]占位符之后[/i]。\n"
"例如,这可用于强制项目在 Linux 上的 NVIDIA Optimus 系统中的专用 GPU 上运"
"行:\n"
"[codeblock]\n"
"prime-run %command%\n"
"[/codeblock]"
msgid ""
"Text-based file extensions to include in the script editor's \"Find in "
"Files\" feature. You can add e.g. [code]tscn[/code] if you wish to also "
"parse your scene files, especially if you use built-in scripts which are "
"serialized in the scene files."
msgstr ""
"脚本编辑器的“在文件中查找”特性中包含的基于文本的文件扩展名。你可以添加例如 "
"[code]tscn[/code],如果你也想解析你的场景文件,特别是如果你使用的是在场景文件"
"中序列化的内置脚本。"
msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
msgstr ""
"对于项目特定的脚本模板的搜索路径。Godot 将在编辑器的特定路径和此项目的路径中"
"搜索。"
msgid ""
"If [code]true[/code], Blender 3D scene files with the [code].blend[/code] "
"extension will be imported by converting them to glTF 2.0.\n"
"This requires configuring a path to a Blender executable in the editor "
"settings at [code]filesystem/import/blender/blender3_path[/code]. Blender "
"3.0 or later is required."
msgstr ""
"如果为 [code]true[/code],扩展名为 [code].blend[/code] 的 Blender 3D 场景文件"
"会通过转换为 glTF 2.0 来导入。\n"
"需要在编辑器设置 [code]filesystem/import/blender/blender3_path[/code] 中,配"
"置 Blender 可执行文件的路径。需要 Blender 3.0 或更高版本。"
msgid ""
"If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] "
"extension will be imported by converting them to glTF 2.0.\n"
"This requires configuring a path to a FBX2glTF executable in the editor "
"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]."
msgstr ""
"如果为 [code]true[/code],扩展名为 [code].fbx[/code] 的 Autodesk FBX 3D 场景"
"文件会通过转换为 glTF 2.0 来导入。\n"
"需要在编辑器设置 [code]filesystem/import/blender/fbx2gltf_path[/code] 中,配"
"置 FBX2glTF 可执行文件的路径。"
msgid ""
"Default value for [member ScrollContainer.scroll_deadzone], which will be "
"used for all [ScrollContainer]s unless overridden."
msgstr ""
"[member ScrollContainer.scroll_deadzone],它将用于所有 [ScrollContainer],除"
"非fug。"
msgid ""
"Path to a custom [Theme] resource file to use for the project ([code].theme[/"
"code] or generic [code].tres[/code]/[code].res[/code] extension)."
msgstr ""
"[Theme] 资源文件的路径,用于自定义项目主题(扩展名为 [code].theme[/code] 或通"
"用的 [code].tres[/code]/[code].res[/code])。"
msgid ""
"Path to a custom [Font] resource to use as default for all GUI elements of "
"the project."
msgstr "自定义 [Font] 资源的路径,用作项目中所有 GUI 元素的默认字体。"
msgid "Default font hinting mode. See [member FontFile.hinting]."
msgstr "默认字体微调模式。见 [member FontFile.hinting]。"
msgid ""
"The default scale factor for [Control]s, when not overridden by a [Theme].\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the default scale at runtime, set [member ThemeDB.fallback_base_scale] "
"instead."
msgstr ""
"[Theme] 中没有覆盖缩放系数时,[Control] 的默认缩放系数。\n"
"[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变默认缩放,请改为设置 "
"[member ThemeDB.fallback_base_scale]。"
msgid ""
"When [member BaseButton.shortcut_feedback] is enabled, this is the time the "
"[BaseButton] will remain highlighted after a shortcut."
msgstr ""
"启用 [member BaseButton.shortcut_feedback] 时,按下快捷键后 [BaseButton] 保持"
"高亮的时间。"
msgid ""
"Timer setting for incremental search in [Tree], [ItemList], etc. controls "
"(in milliseconds)."
msgstr "在 [Tree]、[ItemList] 等控件中为增量搜索设置计时器(单位为毫秒)。"
msgid "Timer for detecting idle in [TextEdit] (in seconds)."
msgstr "检测 [TextEdit] 空闲的计时器(单位为秒)。"
msgid "Default delay for tooltips (in seconds)."
msgstr "工具提示的默认延迟(单位为秒)。"
msgid ""
"Default [InputEventAction] to confirm a focused button, menu or list item, "
"or validate input.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认用于确认焦点按钮、菜单或列表项,或验证输入的 [InputEventAction]。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to discard a modal or pending input.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认用于放弃模态或挂起的输入的 [InputEventAction]。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to move down in the UI.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认在 UI 中向下移动的 [InputEventAction]。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to go to the end position of a [Control] (e.g. "
"last item in an [ItemList] or a [Tree]), matching the behavior of [constant "
"KEY_END] on typical desktop UI systems.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认[InputEventAction]去[Control]的结束位置(例如[ItemList]或[Tree]中的最后一"
"项),匹配典型桌面UI系统中[constant KEY_END]的行为。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to focus the next [Control] in the scene. The "
"focus behavior can be configured via [member Control.focus_next].\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认聚焦场景中的下一个[Control]的[InputEventAction]。焦点行为可以通过[member "
"Control.focus_next]配置。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to focus the previous [Control] in the scene. The "
"focus behavior can be configured via [member Control.focus_previous].\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认聚焦场景中的前一个[Control]的[InputEventAction]。焦点行为可以通过[member "
"Control.focus_previous]配置。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to go to the start position of a [Control] (e.g. "
"first item in an [ItemList] or a [Tree]), matching the behavior of [constant "
"KEY_HOME] on typical desktop UI systems.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认的将进入[Control]的起始位置(例如[ItemList]或[Tree]中的第一个项目)时的"
"[InputEventAction],与典型的桌面UI系统中[constant KEY_HOME]的行为相匹配。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作不能被删除,因为它们是几个 "
"[Control] 的内部逻辑所必需的。然而,分配给动作的事件可以被修改。"
msgid ""
"Default [InputEventAction] to move left in the UI.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认在 UI 中向左移动的[InputEventAction]。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to go down a page in a [Control] (e.g. in an "
"[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on "
"typical desktop UI systems.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认的在 [Control](例如 [ItemList] 或 [Tree])中向下翻页的 "
"[InputEventAction],与典型桌面 UI 系统中 [constant KEY_PAGEDOWN] 的行为相匹"
"配。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to go up a page in a [Control] (e.g. in an "
"[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEUP] on "
"typical desktop UI systems.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认的在 [Control](例如 [ItemList] 或 [Tree])中向上翻页的 "
"[InputEventAction],与典型桌面 UI 系统中 [constant KEY_PAGEUP] 的行为相匹"
"配。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to move right in the UI.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认在 UI 中右移的[InputEventAction]。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to select an item in a [Control] (e.g. in an "
"[ItemList] or a [Tree]).\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认选择[Control](例如[ItemList]或[Tree])中的一个项目[InputEventAction]。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to move up in the UI.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认在 UI 中向上移动[InputEventAction]。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"If [code]true[/code], sends mouse input events when tapping or swiping on "
"the touchscreen."
msgstr "如果为 [code]true[/code],则在点击或滑动触摸屏时发送鼠标输入事件。"
msgid ""
"If [code]true[/code], sends touch input events when clicking or dragging the "
"mouse."
msgstr "如果为 [code]true[/code],则在点击或拖动鼠标时发送触摸输入事件。"
msgid ""
"The locale to fall back to if a translation isn't available in a given "
"language. If left empty, [code]en[/code] (English) will be used."
msgstr ""
"如果给定语言的翻译不可用,则使用默认区域设置。如果留空,将使用 [code]en[/"
"code],即英文。"
msgid ""
"If non-empty, this locale will be used when running the project from the "
"editor."
msgstr "如果不为空,那么当从编辑器中运行项目时,将使用该区域设置。"
msgid "Prefix that will be prepended to the pseudolocalized string."
msgstr "将被前置到伪本地化字符串的前缀。"
msgid "Suffix that will be appended to the pseudolocalized string."
msgstr "将被追加到伪本地化字符串的后缀。"
msgid ""
"Optional name for the 2D navigation layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr "2D 导航层 1 的可选名称。留空则会显示为“层 1”。"
msgid ""
"Optional name for the 2D navigation layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr "2D 导航层 10 的可选名称。留空则会显示为“层 10”。"
msgid ""
"Optional name for the 2D navigation layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr "2D 导航层 11 的可选名称。留空则会显示为“层 11”。"
msgid ""
"Optional name for the 2D navigation layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr "2D 导航层 12 的可选名称。留空则会显示为“层 12”。"
msgid ""
"Optional name for the 2D navigation layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr "2D 导航层 13 的可选名称。留空则会显示为“层 13”。"
msgid ""
"Optional name for the 2D navigation layer 14. If left empty, the layer will "
"display as \"Layer 14\"."
msgstr "2D 导航层 14 的可选名称。留空则会显示为“层 14”。"
msgid ""
"Optional name for the 2D navigation layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr "2D 导航层 15 的可选名称。留空则会显示为“层 15”。"
msgid ""
"Optional name for the 2D navigation layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr "2D 导航层 16 的可选名称。留空则会显示为“层 16”。"
msgid ""
"Optional name for the 2D navigation layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr "2D 导航层 17 的可选名称。留空则会显示为“层 17”。"
msgid ""
"Optional name for the 2D navigation layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr "2D 导航层 18 的可选名称。留空则会显示为“层 18”。"
msgid ""
"Optional name for the 2D navigation layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr "2D 导航层 19 的可选名称。留空则会显示为“层 19”。"
msgid ""
"Optional name for the 2D navigation layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr "2D 导航层 2 的可选名称。留空则会显示为“层 2”。"
msgid ""
"Optional name for the 2D navigation layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr "2D 导航层 20 的可选名称。留空则会显示为“层 20”。"
msgid ""
"Optional name for the 2D navigation layer 21. If left empty, the layer will "
"display as \"Layer 21\"."
msgstr "2D 导航层 21 的可选名称。留空则会显示为“层 21”。"
msgid ""
"Optional name for the 2D navigation layer 22. If left empty, the layer will "
"display as \"Layer 22\"."
msgstr "2D 导航层 22 的可选名称。留空则会显示为“层 22”。"
msgid ""
"Optional name for the 2D navigation layer 23. If left empty, the layer will "
"display as \"Layer 23\"."
msgstr "2D 导航层 23 的可选名称。留空则会显示为“层 23”。"
msgid ""
"Optional name for the 2D navigation layer 24. If left empty, the layer will "
"display as \"Layer 24\"."
msgstr "2D 导航层 24 的可选名称。留空则会显示为“层 24”。"
msgid ""
"Optional name for the 2D navigation layer 25. If left empty, the layer will "
"display as \"Layer 25\"."
msgstr "2D 导航层 25 的可选名称。留空则会显示为“层 25”。"
msgid ""
"Optional name for the 2D navigation layer 26. If left empty, the layer will "
"display as \"Layer 26\"."
msgstr "2D 导航层 26 的可选名称。留空则会显示为“层 26”。"
msgid ""
"Optional name for the 2D navigation layer 27. If left empty, the layer will "
"display as \"Layer 27\"."
msgstr "2D 导航层 27 的可选名称。留空则会显示为“层 27”。"
msgid ""
"Optional name for the 2D navigation layer 28. If left empty, the layer will "
"display as \"Layer 28\"."
msgstr "2D 导航层 28 的可选名称。留空则会显示为“层 28”。"
msgid ""
"Optional name for the 2D navigation layer 29. If left empty, the layer will "
"display as \"Layer 29\"."
msgstr "2D 导航层 29 的可选名称。留空则会显示为“层 29”。"
msgid ""
"Optional name for the 2D navigation layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr "2D 导航层 3 的可选名称。留空则会显示为“层 3”。"
msgid ""
"Optional name for the 2D navigation layer 30. If left empty, the layer will "
"display as \"Layer 30\"."
msgstr "2D 导航层 30 的可选名称。留空则会显示为“层 30”。"
msgid ""
"Optional name for the 2D navigation layer 31. If left empty, the layer will "
"display as \"Layer 31\"."
msgstr "2D 导航层 31 的可选名称。留空则会显示为“层 31”。"
msgid ""
"Optional name for the 2D navigation layer 32. If left empty, the layer will "
"display as \"Layer 32\"."
msgstr "2D 导航层 32 的可选名称。留空则会显示为“层 32”。"
msgid ""
"Optional name for the 2D navigation layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr "2D 导航层 4 的可选名称。留空则会显示为“层 4”。"
msgid ""
"Optional name for the 2D navigation layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr "2D 导航层 5 的可选名称。留空则会显示为“层 5”。"
msgid ""
"Optional name for the 2D navigation layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr "2D 导航层 6 的可选名称。留空则会显示为“层 6”。"
msgid ""
"Optional name for the 2D navigation layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr "2D 导航层 7 的可选名称。留空则会显示为“层 7”。"
msgid ""
"Optional name for the 2D navigation layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr "2D 导航层 8 的可选名称。留空则会显示为“层 8”。"
msgid ""
"Optional name for the 2D navigation layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr "2D 导航层 9 的可选名称。留空则会显示为“层 9”。"
msgid ""
"Optional name for the 2D physics layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr "2D 物理层 1 的可选名称。留空则会显示为“层 1”。"
msgid ""
"Optional name for the 2D physics layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr "2D 物理层 10 的可选名称。留空则会显示为“层 10”。"
msgid ""
"Optional name for the 2D physics layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr "2D 物理层 11 的可选名称。留空则会显示为“层 11”。"
msgid ""
"Optional name for the 2D physics layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr "2D 物理层 12 的可选名称。留空则会显示为“层 12”。"
msgid ""
"Optional name for the 2D physics layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr "2D 物理层 13 的可选名称。留空则会显示为“层 13”。"
msgid ""
"Optional name for the 2D physics layer 14. If left empty, the layer will "
"display as \"Layer 14\"."
msgstr "2D 物理层 14 的可选名称。留空则会显示为“层 14”。"
msgid ""
"Optional name for the 2D physics layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr "2D 物理层 15 的可选名称。留空则会显示为“层 15”。"
msgid ""
"Optional name for the 2D physics layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr "2D 物理层 16 的可选名称。留空则会显示为“层 16”。"
msgid ""
"Optional name for the 2D physics layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr "2D 物理层 17 的可选名称。留空则会显示为“层 17”。"
msgid ""
"Optional name for the 2D physics layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr "2D 物理层 18 的可选名称。留空则会显示为“层 18”。"
msgid ""
"Optional name for the 2D physics layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr "2D 物理层 19 的可选名称。留空则会显示为“层 19”。"
msgid ""
"Optional name for the 2D physics layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr "2D 物理层 2 的可选名称。留空则会显示为“层 2”。"
msgid ""
"Optional name for the 2D physics layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr "2D 物理层 20 的可选名称。留空则会显示为“层 20”。"
msgid ""
"Optional name for the 2D physics layer 21. If left empty, the layer will "
"display as \"Layer 21\"."
msgstr "2D 物理层 21 的可选名称。留空则会显示为“层 21”。"
msgid ""
"Optional name for the 2D physics layer 22. If left empty, the layer will "
"display as \"Layer 22\"."
msgstr "2D 物理层 22 的可选名称。留空则会显示为“层 22”。"
msgid ""
"Optional name for the 2D physics layer 23. If left empty, the layer will "
"display as \"Layer 23\"."
msgstr "2D 物理层 23 的可选名称。留空则会显示为“层 23”。"
msgid ""
"Optional name for the 2D physics layer 24. If left empty, the layer will "
"display as \"Layer 24\"."
msgstr "2D 物理层 24 的可选名称。留空则会显示为“层 24”。"
msgid ""
"Optional name for the 2D physics layer 25. If left empty, the layer will "
"display as \"Layer 25\"."
msgstr "2D 物理层 25 的可选名称。留空则会显示为“层 25”。"
msgid ""
"Optional name for the 2D physics layer 26. If left empty, the layer will "
"display as \"Layer 26\"."
msgstr "2D 物理层 26 的可选名称。留空则会显示为“层 26”。"
msgid ""
"Optional name for the 2D physics layer 27. If left empty, the layer will "
"display as \"Layer 27\"."
msgstr "2D 物理层 27 的可选名称。留空则会显示为“层 27”。"
msgid ""
"Optional name for the 2D physics layer 28. If left empty, the layer will "
"display as \"Layer 28\"."
msgstr "2D 物理层 28 的可选名称。留空则会显示为“层 28”。"
msgid ""
"Optional name for the 2D physics layer 29. If left empty, the layer will "
"display as \"Layer 29\"."
msgstr "2D 物理层 29 的可选名称。留空则会显示为“层 29”。"
msgid ""
"Optional name for the 2D physics layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr "2D 物理层 3 的可选名称。留空则会显示为“层 3”。"
msgid ""
"Optional name for the 2D physics layer 30. If left empty, the layer will "
"display as \"Layer 30\"."
msgstr "2D 物理层 30 的可选名称。留空则会显示为“层 30”。"
msgid ""
"Optional name for the 2D physics layer 31. If left empty, the layer will "
"display as \"Layer 31\"."
msgstr "2D 物理层 31 的可选名称。留空则会显示为“层 31”。"
msgid ""
"Optional name for the 2D physics layer 32. If left empty, the layer will "
"display as \"Layer 32\"."
msgstr "2D 物理层 32 的可选名称。留空则会显示为“层 32”。"
msgid ""
"Optional name for the 2D physics layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr "2D 物理层 4 的可选名称。留空则会显示为“层 4”。"
msgid ""
"Optional name for the 2D physics layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr "2D 物理层 5 的可选名称。留空则会显示为“层 5”。"
msgid ""
"Optional name for the 2D physics layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr "2D 物理层 6 的可选名称。留空则会显示为“层 6”。"
msgid ""
"Optional name for the 2D physics layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr "2D 物理层 7 的可选名称。留空则会显示为“层 7”。"
msgid ""
"Optional name for the 2D physics layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr "2D 物理层 8 的可选名称。留空则会显示为“层 8”。"
msgid ""
"Optional name for the 2D physics layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr "2D 物理层 9 的可选名称。留空则会显示为“层 9”。"
msgid ""
"Optional name for the 2D render layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr "2D 渲染层 1 的可选名称。留空则会显示为“层 1”。"
msgid ""
"Optional name for the 2D render layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr "2D 渲染层 10 的可选名称。留空则会显示为“层 10”。"
msgid ""
"Optional name for the 2D render layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr "2D 渲染层 11 的可选名称。留空则会显示为“层 11”。"
msgid ""
"Optional name for the 2D render layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr "2D 渲染层 12 的可选名称。留空则会显示为“层 12”。"
msgid ""
"Optional name for the 2D render layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr "2D 渲染层 13 的可选名称。留空则会显示为“层 13”。"
msgid ""
"Optional name for the 2D render layer 14. If left empty, the layer will "
"display as \"Layer 14\"."
msgstr "2D 渲染层 14 的可选名称。留空则会显示为“层 14”。"
msgid ""
"Optional name for the 2D render layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr "2D 渲染层 15 的可选名称。留空则会显示为“层 15”。"
msgid ""
"Optional name for the 2D render layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr "2D 渲染层 16 的可选名称。留空则会显示为“层 16”。"
msgid ""
"Optional name for the 2D render layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr "2D 渲染层 17 的可选名称。留空则会显示为“层 17”。"
msgid ""
"Optional name for the 2D render layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr "2D 渲染层 18 的可选名称。留空则会显示为“层 18”。"
msgid ""
"Optional name for the 2D render layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr "2D 渲染层 19 的可选名称。留空则会显示为“层 19”。"
msgid ""
"Optional name for the 2D render layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr "2D 渲染层 2 的可选名称。留空则会显示为“层 2”。"
msgid ""
"Optional name for the 2D render layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr "2D 渲染层 20 的可选名称。留空则会显示为“层 20”。"
msgid ""
"Optional name for the 2D render layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr "2D 渲染层 3 的可选名称。留空则会显示为“层 3”。"
msgid ""
"Optional name for the 2D render layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr "2D 渲染层 4 的可选名称。留空则会显示为“层 4”。"
msgid ""
"Optional name for the 2D render layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr "2D 渲染层 5 的可选名称。留空则会显示为“层 5”。"
msgid ""
"Optional name for the 2D render layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr "2D 渲染层 6 的可选名称。留空则会显示为“层 6”。"
msgid ""
"Optional name for the 2D render layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr "2D 渲染层 7 的可选名称。留空则会显示为“层 7”。"
msgid ""
"Optional name for the 2D render layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr "2D 渲染层 8 的可选名称。留空则会显示为“层 8”。"
msgid ""
"Optional name for the 2D render layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr "2D 渲染层 9 的可选名称。留空则会显示为“层 9”。"
msgid ""
"Optional name for the 3D navigation layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr "3D 导航层 1 的可选名称。留空则会显示为“层 1”。"
msgid ""
"Optional name for the 3D navigation layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr "3D 导航层 10 的可选名称。留空则会显示为“层 10”。"
msgid ""
"Optional name for the 3D navigation layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr "3D 导航层 11 的可选名称。留空则会显示为“层 11”。"
msgid ""
"Optional name for the 3D navigation layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr "3D 导航层 12 的可选名称。留空则会显示为“层 12”。"
msgid ""
"Optional name for the 3D navigation layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr "3D 导航层 13 的可选名称。留空则会显示为“层 13”。"
msgid ""
"Optional name for the 3D navigation layer 14. If left empty, the layer will "
"display as \"Layer 14\"."
msgstr "3D 导航层 14 的可选名称。留空则会显示为“层 14”。"
msgid ""
"Optional name for the 3D navigation layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr "3D 导航层 15 的可选名称。留空则会显示为“层 15”。"
msgid ""
"Optional name for the 3D navigation layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr "3D 导航层 16 的可选名称。留空则会显示为“层 16”。"
msgid ""
"Optional name for the 3D navigation layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr "3D 导航层 17 的可选名称。留空则会显示为“层 17”。"
msgid ""
"Optional name for the 3D navigation layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr "3D 导航层 18 的可选名称。留空则会显示为“层 18”。"
msgid ""
"Optional name for the 3D navigation layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr "3D 导航层 19 的可选名称。留空则会显示为“层 19”。"
msgid ""
"Optional name for the 3D navigation layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr "3D 导航层 2 的可选名称。留空则会显示为“层 2”。"
msgid ""
"Optional name for the 3D navigation layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr "3D 导航层 20 的可选名称。留空则会显示为“层 20”。"
msgid ""
"Optional name for the 3D navigation layer 21. If left empty, the layer will "
"display as \"Layer 21\"."
msgstr "3D 导航层 21 的可选名称。留空则会显示为“层 21”。"
msgid ""
"Optional name for the 3D navigation layer 22. If left empty, the layer will "
"display as \"Layer 22\"."
msgstr "3D 导航层 22 的可选名称。留空则会显示为“层 22”。"
msgid ""
"Optional name for the 3D navigation layer 23. If left empty, the layer will "
"display as \"Layer 23\"."
msgstr "3D 导航层 23 的可选名称。留空则会显示为“层 23”。"
msgid ""
"Optional name for the 3D navigation layer 24. If left empty, the layer will "
"display as \"Layer 24\"."
msgstr "3D 导航层 24 的可选名称。留空则会显示为“层 24”。"
msgid ""
"Optional name for the 3D navigation layer 25. If left empty, the layer will "
"display as \"Layer 25\"."
msgstr "3D 导航层 25 的可选名称。留空则会显示为“层 25”。"
msgid ""
"Optional name for the 3D navigation layer 26. If left empty, the layer will "
"display as \"Layer 26\"."
msgstr "3D 导航层 26 的可选名称。留空则会显示为“层 26”。"
msgid ""
"Optional name for the 3D navigation layer 27. If left empty, the layer will "
"display as \"Layer 27\"."
msgstr "3D 导航层 27 的可选名称。留空则会显示为“层 27”。"
msgid ""
"Optional name for the 3D navigation layer 28. If left empty, the layer will "
"display as \"Layer 28\"."
msgstr "3D 导航层 28 的可选名称。留空则会显示为“层 28”。"
msgid ""
"Optional name for the 3D navigation layer 29. If left empty, the layer will "
"display as \"Layer 29\"."
msgstr "3D 导航层 29 的可选名称。留空则会显示为“层 29”。"
msgid ""
"Optional name for the 3D navigation layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr "3D 导航层 3 的可选名称。留空则会显示为“层 3”。"
msgid ""
"Optional name for the 3D navigation layer 30. If left empty, the layer will "
"display as \"Layer 30\"."
msgstr "3D 导航层 30 的可选名称。留空则会显示为“层 30”。"
msgid ""
"Optional name for the 3D navigation layer 31. If left empty, the layer will "
"display as \"Layer 31\"."
msgstr "3D 导航层 31 的可选名称。留空则会显示为“层 31”。"
msgid ""
"Optional name for the 3D navigation layer 32. If left empty, the layer will "
"display as \"Layer 32\"."
msgstr "3D 导航层 32 的可选名称。留空则会显示为“层 32”。"
msgid ""
"Optional name for the 3D navigation layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr "3D 导航层 4 的可选名称。留空则会显示为“层 4”。"
msgid ""
"Optional name for the 3D navigation layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr "3D 导航层 5 的可选名称。留空则会显示为“层 5”。"
msgid ""
"Optional name for the 3D navigation layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr "3D 导航层 6 的可选名称。留空则会显示为“层 6”。"
msgid ""
"Optional name for the 3D navigation layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr "3D 导航层 7 的可选名称。留空则会显示为“层 7”。"
msgid ""
"Optional name for the 3D navigation layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr "3D 导航层 8 的可选名称。留空则会显示为“层 8”。"
msgid ""
"Optional name for the 3D navigation layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr "3D 导航层 9 的可选名称。留空则会显示为“层 9”。"
msgid ""
"Optional name for the 3D physics layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr "3D 物理层 1 的可选名称。留空则会显示为“层 1”。"
msgid ""
"Optional name for the 3D physics layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr "3D 物理层 10 的可选名称。留空则会显示为“层 10”。"
msgid ""
"Optional name for the 3D physics layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr "3D 物理层 11 的可选名称。留空则会显示为“层 11”。"
msgid ""
"Optional name for the 3D physics layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr "3D 物理层 12 的可选名称。留空则会显示为“层 12”。"
msgid ""
"Optional name for the 3D physics layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr "3D 物理层 13 的可选名称。留空则会显示为“层 13”。"
msgid ""
"Optional name for the 3D physics layer 14. If left empty, the layer will "
"display as \"Layer 14\"."
msgstr "3D 物理层 14 的可选名称。留空则会显示为“层 14”。"
msgid ""
"Optional name for the 3D physics layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr "3D 物理层 15 的可选名称。留空则会显示为“层 15”。"
msgid ""
"Optional name for the 3D physics layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr "3D 物理层 16 的可选名称。留空则会显示为“层 16”。"
msgid ""
"Optional name for the 3D physics layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr "3D 物理层 17 的可选名称。留空则会显示为“层 17”。"
msgid ""
"Optional name for the 3D physics layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr "3D 物理层 18 的可选名称。留空则会显示为“层 18”。"
msgid ""
"Optional name for the 3D physics layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr "3D 物理层 19 的可选名称。留空则会显示为“层 19”。"
msgid ""
"Optional name for the 3D physics layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr "3D 物理层 2 的可选名称。留空则会显示为“层 2”。"
msgid ""
"Optional name for the 3D physics layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr "3D 物理层 20 的可选名称。留空则会显示为“层 20”。"
msgid ""
"Optional name for the 3D physics layer 21. If left empty, the layer will "
"display as \"Layer 21\"."
msgstr "3D 物理层 21 的可选名称。留空则会显示为“层 21”。"
msgid ""
"Optional name for the 3D physics layer 22. If left empty, the layer will "
"display as \"Layer 22\"."
msgstr "3D 物理层 22 的可选名称。留空则会显示为“层 22”。"
msgid ""
"Optional name for the 3D physics layer 23. If left empty, the layer will "
"display as \"Layer 23\"."
msgstr "3D 物理层 23 的可选名称。留空则会显示为“层 23”。"
msgid ""
"Optional name for the 3D physics layer 24. If left empty, the layer will "
"display as \"Layer 24\"."
msgstr "3D 物理层 24 的可选名称。留空则会显示为“层 24”。"
msgid ""
"Optional name for the 3D physics layer 25. If left empty, the layer will "
"display as \"Layer 25\"."
msgstr "3D 物理层 25 的可选名称。留空则会显示为“层 25”。"
msgid ""
"Optional name for the 3D physics layer 26. If left empty, the layer will "
"display as \"Layer 26\"."
msgstr "3D 物理层 26 的可选名称。留空则会显示为“层 26”。"
msgid ""
"Optional name for the 3D physics layer 27. If left empty, the layer will "
"display as \"Layer 27\"."
msgstr "3D 物理层 27 的可选名称。留空则会显示为“层 27”。"
msgid ""
"Optional name for the 3D physics layer 28. If left empty, the layer will "
"display as \"Layer 28\"."
msgstr "3D 物理层 28 的可选名称。留空则会显示为“层 28”。"
msgid ""
"Optional name for the 3D physics layer 29. If left empty, the layer will "
"display as \"Layer 29\"."
msgstr "3D 物理层 29 的可选名称。留空则会显示为“层 29”。"
msgid ""
"Optional name for the 3D physics layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr "3D 物理层 3 的可选名称。留空则会显示为“层 3”。"
msgid ""
"Optional name for the 3D physics layer 30. If left empty, the layer will "
"display as \"Layer 30\"."
msgstr "3D 物理层 30 的可选名称。留空则会显示为“层 30”。"
msgid ""
"Optional name for the 3D physics layer 31. If left empty, the layer will "
"display as \"Layer 31\"."
msgstr "3D 物理层 31 的可选名称。留空则会显示为“层 31”。"
msgid ""
"Optional name for the 3D physics layer 32. If left empty, the layer will "
"display as \"Layer 32\"."
msgstr "3D 物理层 32 的可选名称。留空则会显示为“层 32”。"
msgid ""
"Optional name for the 3D physics layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr "3D 物理层 4 的可选名称。留空则会显示为“层 4”。"
msgid ""
"Optional name for the 3D physics layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr "3D 物理层 5 的可选名称。留空则会显示为“层 5”。"
msgid ""
"Optional name for the 3D physics layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr "3D 物理层 6 的可选名称。留空则会显示为“层 6”。"
msgid ""
"Optional name for the 3D physics layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr "3D 物理层 7 的可选名称。留空则会显示为“层 7”。"
msgid ""
"Optional name for the 3D physics layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr "3D 物理层 8 的可选名称。留空则会显示为“层 8”。"
msgid ""
"Optional name for the 3D physics layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr "3D 物理层 9 的可选名称。留空则会显示为“层 9”。"
msgid ""
"Optional name for the 3D render layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr "3D 渲染层 1 的可选名称。留空则会显示为“层 1”。"
msgid ""
"Optional name for the 3D render layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr "3D 渲染层 10 的可选名称。留空则会显示为“层 10”。"
msgid ""
"Optional name for the 3D render layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr "3D 渲染层 11 的可选名称。留空则会显示为“层 11”。"
msgid ""
"Optional name for the 3D render layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr "3D 渲染层 12 的可选名称。留空则会显示为“层 12”。"
msgid ""
"Optional name for the 3D render layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr "3D 渲染层 13 的可选名称。留空则会显示为“层 13”。"
msgid ""
"Optional name for the 3D render layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr "3D 渲染层 15 的可选名称。留空则会显示为“层 15”。"
msgid ""
"Optional name for the 3D render layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr "3D 渲染层 16 的可选名称。留空则会显示为“层 16”。"
msgid ""
"Optional name for the 3D render layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr "3D 渲染层 17 的可选名称。留空则会显示为“层 17”。"
msgid ""
"Optional name for the 3D render layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr "3D 渲染层 18 的可选名称。留空则会显示为“层 18”。"
msgid ""
"Optional name for the 3D render layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr "3D 渲染层 19 的可选名称。留空则会显示为“层 19”。"
msgid ""
"Optional name for the 3D render layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr "3D 渲染层 2 的可选名称。留空则会显示为“层 2”。"
msgid ""
"Optional name for the 3D render layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr "3D 渲染层 20 的可选名称。留空则会显示为“层 20”。"
msgid ""
"Optional name for the 3D render layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr "3D 渲染层 3 的可选名称。留空则会显示为“层 3”。"
msgid ""
"Optional name for the 3D render layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr "3D 渲染层 4 的可选名称。留空则会显示为“层 4”。"
msgid ""
"Optional name for the 3D render layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr "3D 渲染层 5 的可选名称。留空则会显示为“层 5”。"
msgid ""
"Optional name for the 3D render layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr "3D 渲染层 6 的可选名称。留空则会显示为“层 6”。"
msgid ""
"Optional name for the 3D render layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr "3D 渲染层 7 的可选名称。留空则会显示为“层 7”。"
msgid ""
"Optional name for the 3D render layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr "3D 渲染层 8 的可选名称。留空则会显示为“层 8”。"
msgid ""
"Optional name for the 3D render layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr "3D 渲染层 9 的可选名称。留空则会显示为“层 9”。"
msgid ""
"Godot uses a message queue to defer some function calls. If you run out of "
"space on it (you will see an error), you can increase the size here."
msgstr ""
"Godot 使用一个消息队列来延迟一些函数调用。如果你的空间用完了(你会看到一个错"
"误),你可以在这里增加大小。"
msgid ""
"This is used by servers when used in multi-threading mode (servers and "
"visual). RIDs are preallocated to avoid stalling the server requesting them "
"on threads. If servers get stalled too often when loading resources in a "
"thread, increase this number."
msgstr ""
"在多线程模式下使用时,服务器会使用它(服务器和可视化端)。RID 是预先分配的,"
"以避免在线程上停止请求它们的服务器。如果在线程中加载资源时服务器经常卡顿,请"
"增加此数字。"
msgid ""
"Default cell size for 2D navigation maps. See [method NavigationServer2D."
"map_set_cell_size]."
msgstr ""
"2D 导航地图的默认单元格大小。见 [method NavigationServer2D."
"map_set_cell_size]。"
msgid ""
"Default edge connection margin for 2D navigation maps. See [method "
"NavigationServer2D.map_set_edge_connection_margin]."
msgstr ""
"2D 导航地图的默认边界链接边距。见 [method NavigationServer2D."
"map_set_edge_connection_margin]。"
msgid ""
"Default link connection radius for 2D navigation maps. See [method "
"NavigationServer2D.map_set_link_connection_radius]."
msgstr ""
"2D 导航地图的默认链接连接半径。见 [method NavigationServer2D."
"map_set_link_connection_radius]。"
msgid ""
"Default cell size for 3D navigation maps. See [method NavigationServer3D."
"map_set_cell_size]."
msgstr ""
"3D 导航地图的默认单元格大小。见 [method NavigationServer3D."
"map_set_cell_size]。"
msgid ""
"Default edge connection margin for 3D navigation maps. See [method "
"NavigationServer3D.map_set_edge_connection_margin]."
msgstr ""
"3D 导航地图的默认边界链接边距。见 [method NavigationServer3D."
"map_set_edge_connection_margin]。"
msgid ""
"Default link connection radius for 3D navigation maps. See [method "
"NavigationServer3D.map_set_link_connection_radius]."
msgstr ""
"3D 导航地图的默认链接连接半径。见 [method NavigationServer3D."
"map_set_link_connection_radius]。"
msgid ""
"Default size of packet peer stream for deserializing Godot data (in bytes, "
"specified as a power of two). The default value [code]16[/code] is equal to "
"65,536 bytes. Over this size, data is dropped."
msgstr ""
"用于反序列化 Godot 数据的数据包对等流 (stream) 的默认大小(以字节为单位,指定"
"为 2 的幂)。默认值 [code]16[/code] 等于 65,536 字节。超过此大小,数据将被丢"
"弃。"
msgid "Timeout (in seconds) for connection attempts using TCP."
msgstr "使用TCP的连接尝试的超时(以秒为单位)。"
msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer."
msgstr "[WebRTCDataChannel] 输入缓冲区的最大尺寸(单位为 kiB)。"
msgid ""
"Amount of read ahead used by remote filesystem. Higher values decrease the "
"effects of latency at the cost of higher bandwidth usage."
msgstr ""
"对远程文件系统的预读取量。更高的值可以减少延迟的影响,但代价是更高的带宽消"
"耗。"
msgid "Page size used by remote filesystem (in bytes)."
msgstr "远程文件系统使用的页面大小(字节)。"
msgid ""
"The default gravity strength in 2D (in pixels per second squared).\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the default gravity at runtime, use the following code sample:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Set the default gravity strength to 980.\n"
"PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, "
"PhysicsServer2D.AREA_PARAM_GRAVITY, 980)\n"
"[/gdscript]\n"
"[csharp]\n"
"// Set the default gravity strength to 980.\n"
"PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, "
"PhysicsServer2D.AreaParameter.Gravity, 980);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"2D 默认重力强度(单位为像素每平方秒)。\n"
"[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变默认重力,请使用以下代"
"码示例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 将默认重力强度设置为 980。\n"
"PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, "
"PhysicsServer2D.AREA_PARAM_GRAVITY, 980)\n"
"[/gdscript]\n"
"[csharp]\n"
"// 将默认重力强度设置为 980。\n"
"PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, "
"PhysicsServer2D.AreaParameter.Gravity, 980);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"The default gravity direction in 2D.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the default gravity vector at runtime, use the following code sample:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Set the default gravity direction to `Vector2(0, 1)`.\n"
"PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, "
"PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2.DOWN)\n"
"[/gdscript]\n"
"[csharp]\n"
"// Set the default gravity direction to `Vector2(0, 1)`.\n"
"PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, "
"PhysicsServer2D.AreaParameter.GravityVector, Vector2.Down)\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"2D 默认重力方向。\n"
"[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变默认重力向量,请使用以"
"下代码示例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 将默认整理方向设置为 `Vector2(0, 1)`。\n"
"PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, "
"PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2.DOWN)\n"
"[/gdscript]\n"
"[csharp]\n"
"// 将默认整理方向设置为 `Vector2(0, 1)`。\n"
"PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, "
"PhysicsServer2D.AreaParameter.GravityVector, Vector2.Down)\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Sets which physics engine to use for 2D physics.\n"
"\"DEFAULT\" and \"GodotPhysics2D\" are the same, as there is currently no "
"alternative 2D physics server implemented."
msgstr ""
"设置 2D 物理使用哪个物理引擎。\n"
"“DEFAULT”和“GodotPhysics2D”是相同的,因为目前尚未实现备选 2D 物理服务器。"
msgid ""
"If [code]true[/code], the 2D physics server runs on a separate thread, "
"making better use of multi-core CPUs. If [code]false[/code], the 2D physics "
"server runs on the main thread. Running the physics server on a separate "
"thread can increase performance, but restricts API access to only physics "
"process."
msgstr ""
"如果为 [code]true[/code],则 2D 物理服务器会在单独的线程上运行,能够更好地利"
"用多核 CPU。如果为 [code]false[/code],则 2D 物理服务器会在主线程上运行。在单"
"独的线程上运行物理服务器能够提高性能,但会把对 API 的访问限制在物理处理中。"
msgid ""
"Threshold angular velocity under which a 2D physics body will be considered "
"inactive. See [constant PhysicsServer2D."
"SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]."
msgstr ""
"角速度的阈值,在该阈值以下的 2D 物理体将被视为不活动。见 [constant "
"PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]。"
msgid ""
"Threshold linear velocity under which a 2D physics body will be considered "
"inactive. See [constant PhysicsServer2D."
"SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]."
msgstr ""
"线速度的阈值,在该阈值以下的 2D 物理体将被视为不活动。见 [constant "
"PhysicsServer2D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]。"
msgid ""
"Maximum distance a shape can penetrate another shape before it is considered "
"a collision. See [constant PhysicsServer2D."
"SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]."
msgstr ""
"两个形状互相穿透的最大距离,超过该距离后将视为碰撞。见 [constant "
"PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]。"
msgid ""
"Maximum distance a shape can be from another before they are considered "
"separated and the contact is discarded. See [constant PhysicsServer2D."
"SPACE_PARAM_CONTACT_MAX_SEPARATION]."
msgstr ""
"两个形状间的最大距离,超过该距离后它们将被视为分离,接触将被弃置。见 "
"[constant PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_SEPARATION]。"
msgid ""
"Maximum distance a pair of bodies has to move before their collision status "
"has to be recalculated. See [constant PhysicsServer2D."
"SPACE_PARAM_CONTACT_RECYCLE_RADIUS]."
msgstr ""
"一对物体在其碰撞状态被重新计算之前的最大移动距离。见 [constant "
"PhysicsServer2D.SPACE_PARAM_CONTACT_RECYCLE_RADIUS]。"
msgid ""
"Time (in seconds) of inactivity before which a 2D physics body will put to "
"sleep. See [constant PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP]."
msgstr ""
"2D 物理物体进入睡眠状态之前,所需的不活动时间(以秒为单位)。请参阅 "
"[constant PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP]。"
msgid ""
"The default gravity strength in 3D (in meters per second squared).\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the default gravity at runtime, use the following code sample:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Set the default gravity strength to 9.8.\n"
"PhysicsServer3D.area_set_param(get_viewport().find_world().space, "
"PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"// Set the default gravity strength to 9.8.\n"
"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, "
"PhysicsServer3D.AreaParameter.Gravity, 9.8);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"3D 默认重力强度(单位为米每平方秒)。\n"
"[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变默认重力,请使用以下代"
"码示例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 将默认重力强度设置为 980。\n"
"PhysicsServer3D.area_set_param(get_viewport().find_world().space, "
"PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"// 将默认重力强度设置为 980。\n"
"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, "
"PhysicsServer3D.AreaParameter.Gravity, 9.8);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"The default gravity direction in 3D.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the default gravity vector at runtime, use the following code sample:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Set the default gravity direction to `Vector3(0, -1, 0)`.\n"
"PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), "
"PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3.DOWN)\n"
"[/gdscript]\n"
"[csharp]\n"
"// Set the default gravity direction to `Vector3(0, -1, 0)`.\n"
"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, "
"PhysicsServer3D.AreaParameter.GravityVector, Vector3.Down)\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"3D 默认重力方向。\n"
"[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变默认重力向量,请使用以"
"下代码示例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 将默认整理方向设置为 `Vector3(0, -1, 0)`。\n"
"PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), "
"PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3.DOWN)\n"
"[/gdscript]\n"
"[csharp]\n"
"// 将默认整理方向设置为 `Vector3(0, -1, 0)`。\n"
"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, "
"PhysicsServer3D.AreaParameter.GravityVector, Vector3.Down)\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Sets which physics engine to use for 3D physics.\n"
"\"DEFAULT\" and \"GodotPhysics3D\" are the same, as there is currently no "
"alternative 3D physics server implemented."
msgstr ""
"设置 3D 物理使用哪个物理引擎。\n"
"“DEFAULT”和“GodotPhysics3D”是相同的,因为目前尚未实现备选 3D 物理服务器。"
msgid ""
"If [code]true[/code], the 3D physics server runs on a separate thread, "
"making better use of multi-core CPUs. If [code]false[/code], the 3D physics "
"server runs on the main thread. Running the physics server on a separate "
"thread can increase performance, but restricts API access to only physics "
"process."
msgstr ""
"如果为 [code]true[/code],则 3D 物理服务器会在单独的线程上运行,能够更好地利"
"用多核 CPU。如果为 [code]false[/code],则 3D 物理服务器会在主线程上运行。在单"
"独的线程上运行物理服务器能够提高性能,但会把对 API 的访问限制在物理处理中。"
msgid ""
"Threshold angular velocity under which a 3D physics body will be considered "
"inactive. See [constant PhysicsServer3D."
"SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]."
msgstr ""
"角速度的阈值,在该阈值以下的 3D 物理体将被视为不活动。见 [constant "
"PhysicsServer3D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]。"
msgid ""
"Threshold linear velocity under which a 3D physics body will be considered "
"inactive. See [constant PhysicsServer3D."
"SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]."
msgstr ""
"线速度的阈值,在该阈值以下的 3D 物理体将被视为不活动。见 [constant "
"PhysicsServer3D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]。"
msgid ""
"Maximum distance a shape can penetrate another shape before it is considered "
"a collision. See [constant PhysicsServer3D."
"SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]."
msgstr ""
"两个形状互相穿透的最大距离,超过该距离后将视为碰撞。见 [constant "
"PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]。 [constant "
"PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]。"
msgid ""
"Maximum distance a shape can be from another before they are considered "
"separated and the contact is discarded. See [constant PhysicsServer3D."
"SPACE_PARAM_CONTACT_MAX_SEPARATION]."
msgstr ""
"两个形状间的最大距离,超过该距离后它们将被视为分离,接触将被弃置。见 "
"[constant PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_SEPARATION]。"
msgid ""
"Maximum distance a pair of bodies has to move before their collision status "
"has to be recalculated. See [constant PhysicsServer3D."
"SPACE_PARAM_CONTACT_RECYCLE_RADIUS]."
msgstr ""
"一对物体在其碰撞状态被重新计算之前的最大移动距离。见 [constant "
"PhysicsServer3D.SPACE_PARAM_CONTACT_RECYCLE_RADIUS]。"
msgid ""
"Number of solver iterations for all contacts and constraints. The greater "
"the number of iterations, the more accurate the collisions will be. However, "
"a greater number of iterations requires more CPU power, which can decrease "
"performance. See [constant PhysicsServer3D.SPACE_PARAM_SOLVER_ITERATIONS]."
msgstr ""
"所有接触与约束的求解器迭代数。迭代次数越多,碰撞越准确。但是,大量的迭代会需"
"要更多的 CPU 能力,会降低性能。见 [constant PhysicsServer3D."
"SPACE_PARAM_SOLVER_ITERATIONS]。"
msgid ""
"Time (in seconds) of inactivity before which a 3D physics body will put to "
"sleep. See [constant PhysicsServer3D.SPACE_PARAM_BODY_TIME_TO_SLEEP]."
msgstr ""
"3D 物理物体进入睡眠状态之前,所需的不活动时间(以秒为单位)。请参阅 "
"[constant PhysicsServer3D.SPACE_PARAM_BODY_TIME_TO_SLEEP]。"
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr "在根视图上启用 [member Viewport.physics_object_picking]。"
msgid ""
"Controls the maximum number of physics steps that can be simulated each "
"rendered frame. The default value is tuned to avoid \"spiral of death\" "
"situations where expensive physics simulations trigger more expensive "
"simulations indefinitely. However, the game will appear to slow down if the "
"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of "
"[member physics/common/physics_ticks_per_second]. This occurs even if "
"[code]delta[/code] is consistently used in physics calculations. To avoid "
"this, increase [member physics/common/max_physics_steps_per_frame] if you "
"have increased [member physics/common/physics_ticks_per_second] "
"significantly above its default value.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the maximum number of simulated physics steps per frame at runtime, set "
"[member Engine.max_physics_steps_per_frame] instead."
msgstr ""
"控制每个渲染帧所能模拟的最大物理步骤数。默认值经过调试,可以避免“死亡螺旋”,"
"防止开销较大的物理仿真无限触发开销更大的仿真。不过如果渲染 FPS 小于 [member "
"physics/common/physics_ticks_per_second] 的 [code]1 / "
"max_physics_steps_per_frame[/code],游戏看上去会是降速的。即便在物理计算中始"
"终使用 [code]delta[/code] 也一样会发生。要避免这种情况,如果增大了 [member "
"physics/common/physics_ticks_per_second],而且远大于默认值,那么建议将 "
"[member physics/common/max_physics_steps_per_frame] 也调大。\n"
"[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变每帧模拟的最大物理步骤"
"数,请改为设置 [member Engine.max_physics_steps_per_frame]。"
msgid ""
"The number of fixed iterations per second. This controls how often physics "
"simulation and [method Node._physics_process] methods are run. See also "
"[member application/run/max_fps].\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_ticks_per_second] "
"instead.\n"
"[b]Note:[/b] Only [member physics/common/max_physics_steps_per_frame] "
"physics ticks may be simulated per rendered frame at most. If more physics "
"ticks have to be simulated per rendered frame to keep up with rendering, the "
"project will appear to slow down (even if [code]delta[/code] is used "
"consistently in physics calculations). Therefore, it is recommended to also "
"increase [member physics/common/max_physics_steps_per_frame] if increasing "
"[member physics/common/physics_ticks_per_second] significantly above its "
"default value."
msgstr ""
"每秒执行的固定迭代次数。用于控制物理仿真和 [method Node._physics_process] 的"
"执行频率。另见 [member application/run/max_fps]。\n"
"[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变物理 FPS,请改为设置 "
"[member Engine.iterations_per_second]。\n"
"[b]注意:[/b]每个渲染帧最多只能模拟 [member max_physics_steps_per_frame] 个物"
"理周期。如果为了追赶渲染,需要在每个渲染帧中模拟更多物理周期,游戏看上去会是"
"降速的(即便在物理计算中始终使用 [code]delta[/code])。因此,如果增大了 "
"[member physics/common/physics_ticks_per_second],而且远大于默认值,那么建议"
"将 [member physics/common/max_physics_steps_per_frame] 也调大。"
msgid ""
"Thread model for rendering. Rendering on a thread can vastly improve "
"performance, but synchronizing to the main thread can cause a bit more "
"jitter."
msgstr ""
"渲染的线程模型。在线程上进行渲染可以极大地提高性能,但同步到主线程上会导致更"
"多的抖动。"
msgid ""
"Default background clear color. Overridable per [Viewport] using its "
"[Environment]. See [member Environment.background_mode] and [member "
"Environment.background_color] in particular. To change this default color "
"programmatically, use [method RenderingServer.set_default_clear_color]."
msgstr ""
"默认清屏颜色。[Viewport] 可使用其 [Environment] 进行覆盖。具体见 [member "
"Environment.background_mode] 和 [member Environment.background_color]。要通过"
"代码更改此默认颜色,请使用 [method RenderingServer.set_default_clear_color]。"
msgid ""
"Quality target to use when [member rendering/environment/ssao/quality] is "
"set to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality "
"and speed similar to [code]Medium[/code] while a value of [code]1.0[/code] "
"provides much higher quality than any of the other settings at the cost of "
"performance."
msgstr ""
"当 [member rendering/environment/ssao/quality] 被设置为 [code]Ultra[/code] 时"
"所使用的质量目标。值为 [code]0.0[/code] 时的质量和速度与 [code]Medium[/code] "
"相似,而值为 [code]1.0[/code] 时的质量比其他任何设置都要高得多,代价是牺牲性"
"能。"
msgid ""
"Number of blur passes to use when computing screen-space ambient occlusion. "
"A higher number will result in a smoother look, but will be slower to "
"compute and will have less high-frequency detail."
msgstr ""
"模糊通道数,在计算屏幕空间环境光遮蔽时使用。数值越大,外观越平滑,但计算速度"
"会变慢,高频细节也会变少。"
msgid ""
"Distance at which the screen-space ambient occlusion effect starts to fade "
"out. Use this hide ambient occlusion at great distances."
msgstr ""
"屏幕空间环境光遮蔽效果开始淡出的距离。使用该属性可以在远距离处隐藏环境光遮"
"蔽。"
msgid ""
"Distance at which the screen-space ambient occlusion is fully faded out. Use "
"this hide ambient occlusion at great distances."
msgstr ""
"屏幕空间环境光遮蔽效果完全淡出的距离。使用该属性可以在远距离处隐藏环境光遮"
"蔽。"
msgid ""
"If [code]true[/code], screen-space ambient occlusion will be rendered at "
"half size and then upscaled before being added to the scene. This is "
"significantly faster but may miss small details. If [code]false[/code], "
"screen-space ambient occlusion will be rendered at full size."
msgstr ""
"如果为 [code]true[/code],屏幕空间环境光遮蔽将以一半大小渲染,然后在被添加到"
"场景之前放大。这明显更快,但可能会遗漏一些小细节。如果为 [code]false[/code],"
"屏幕空间环境光遮蔽将以全尺寸渲染。"
msgid ""
"Quality target to use when [member rendering/environment/ssil/quality] is "
"set to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality "
"and speed similar to [code]Medium[/code] while a value of [code]1.0[/code] "
"provides much higher quality than any of the other settings at the cost of "
"performance. When using the adaptive target, the performance cost scales "
"with the complexity of the scene."
msgstr ""
"当 [member rendering/environment/ssil/quality] 被设置为 [code]Ultra[/code] 时"
"所使用的质量目标。值为 [code]0.0[/code] 时的质量和速度与 [code]Medium[/code] "
"相似,而值为 [code]1.0[/code] 时的质量比其他任何设置都要高得多,代价是牺牲性"
"能。使用适应目标时,性能损耗与场景复杂度成正比。"
msgid ""
"Number of blur passes to use when computing screen-space indirect lighting. "
"A higher number will result in a smoother look, but will be slower to "
"compute and will have less high-frequency detail."
msgstr ""
"模糊通道数,在计算屏幕空间间接光照时使用。数值越大,外观越平滑,但计算速度会"
"变慢,高频细节也会变少。"
msgid ""
"Distance at which the screen-space indirect lighting effect starts to fade "
"out. Use this hide screen-space indirect lighting at great distances."
msgstr ""
"屏幕空间间接光照效果开始淡出的距离。使用该属性可以在远距离处隐藏屏幕空间间接"
"光照。"
msgid ""
"Distance at which the screen-space indirect lighting is fully faded out. Use "
"this hide screen-space indirect lighting at great distances."
msgstr ""
"屏幕空间间接光照效果完全淡出的距离。使用该属性可以在远距离处隐藏屏幕空间间接"
"光照。"
msgid ""
"If [code]true[/code], screen-space indirect lighting will be rendered at "
"half size and then upscaled before being added to the scene. This is "
"significantly faster but may miss small details and may result in some "
"objects appearing to glow at their edges."
msgstr ""
"如果为 [code]true[/code],屏幕空间间接光照将以一半大小渲染,然后在被添加到场"
"景之前放大。这明显更快,但可能会遗漏一些小细节,部分对象的边缘也会出现发光的"
"情况。"
msgid ""
"Sets the driver to be used by the renderer when using the Compatibility "
"renderer. This property can not be edited directly, instead, set the driver "
"using the platform-specific overrides."
msgstr ""
"设置渲染器驱动程序,在使用 Compatibility(兼容性)渲染器时使用。这个属性不能"
"直接编辑,请改用特定平台的覆盖项来设置驱动程序。"
msgid "Android override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 Android 的覆盖项。"
msgid "iOS override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 iOS 的覆盖项。"
msgid "LinuxBSD override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 LinuxBSD 的覆盖项。"
msgid "macOS override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 macOS 的覆盖项。"
msgid "Web override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 Web 的覆盖项。"
msgid "Windows override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 Windows 的覆盖项。"
msgid ""
"Maximum number of canvas items commands that can be drawn in a single "
"viewport update. If more render commands are issued they will be ignored. "
"Decreasing this limit may improve performance on bandwidth limited devices. "
"Increase this limit if you find that not all objects are being drawn in a "
"frame."
msgstr ""
"单次视口更新中能够绘制的画布项目命令的最大数量。如果发出了更多的渲染命令,就"
"会被忽略。降低这个限制可以在带宽有限的设备上提高性能。如果你发现不是所有的对"
"象都在同一帧中被绘制,请提高这个限制。"
msgid ""
"Subdivision quadrant size for shadow mapping. See shadow mapping "
"documentation."
msgstr "阴影贴图的细分象限大小。请参阅阴影映射文档。"
msgid ""
"Sets the renderer that will be used by the project. Options are:\n"
"[b]Forward Plus[/b]: High-end renderer designed for Desktop devices. Has a "
"higher base overhead, but scales well with complex scenes. Not suitable for "
"older devices or mobile.\n"
"[b]Mobile[/b]: Modern renderer designed for mobile devices. Has a lower base "
"overhead than Forward Plus, but does not scale as well to large scenes with "
"many elements.\n"
"[b]GL Compatibility[/b]: Low-end renderer designed for older devices. Based "
"on the limitations of the OpenGL 3.3/ OpenGL ES 3.0 / WebGL 2 APIs."
msgstr ""
"设置项目将使用的渲染器。选项有:\n"
"[b]Forward Plus[/b]:为桌面设备设计的高端渲染器。有较高的基础开销,但能够很好"
"地扩展到复杂的场景。不适合老旧设备和移动设备。\n"
"[b]Mobile[/b]:为移动设备设计的现代渲染器。基础开销比 Forward Plus 低,但在处"
"理有许多元素的大型场景时,扩展性并不理想。\n"
"[b]GL Compatibility[/b]:为老旧设备设计的低端渲染器。基于 OpenGL 3.3/ OpenGL "
"ES 3.0 / WebGL 2 API 的限制。"
msgid ""
"Override for [member rendering/renderer/rendering_method] on mobile devices."
msgstr "移动设备的 [member rendering/renderer/rendering_method] 覆盖项。"
msgid "Override for [member rendering/renderer/rendering_method] on web."
msgstr "Web 平台的 [member rendering/renderer/rendering_method] 覆盖项。"
msgid ""
"Sets the driver to be used by the renderer when using a RenderingDevice-"
"based renderer like the clustered renderer or the mobile renderer. This "
"property can not be edited directly, instead, set the driver using the "
"platform-specific overrides."
msgstr ""
"设置渲染器驱动程序,在使用集群渲染器、移动渲染器等基于 RenderingDevice 的渲染"
"器时使用。这个属性不能直接编辑,请改用特定平台的覆盖项来设置驱动程序。"
msgid "Android override for [member rendering/rendering_device/driver]."
msgstr "[member rendering/rendering_device/driver] 在 Android 的覆盖项。"
msgid "iOS override for [member rendering/rendering_device/driver]."
msgstr "[member rendering/rendering_device/driver] 在 iOS 的覆盖项。"
msgid "LinuxBSD override for [member rendering/rendering_device/driver]."
msgstr "[member rendering/rendering_device/driver] 在 LinuxBSD 的覆盖项。"
msgid "macOS override for [member rendering/rendering_device/driver]."
msgstr "[member rendering/rendering_device/driver] 在 macOS 的覆盖项。"
msgid "Windows override for [member rendering/rendering_device/driver]."
msgstr "[member rendering/rendering_device/driver] 在 Windows 的覆盖项。"
msgid ""
"If [code]true[/code], uses faster but lower-quality Lambert material "
"lighting model instead of Burley."
msgstr ""
"如果为 [code]true[/code],则使用速度更快但质量较低的 Lambert 材质照明模型,不"
"使用 Burley 模型。"
msgid ""
"The filtering quality to use for [Decal] nodes. When using one of the "
"anisotropic filtering modes, the anisotropic filtering level is controlled "
"by [member rendering/textures/default_filters/anisotropic_filtering_level]."
msgstr ""
"[Decal] 节点的过滤质量。使用 Anisotropic(各向异性)过滤模式时,各向异性过滤"
"级别由 [member rendering/textures/default_filters/"
"anisotropic_filtering_level] 控制。"
msgid ""
"The filtering quality to use for [OmniLight3D] and [SpotLight3D] projectors. "
"When using one of the anisotropic filtering modes, the anisotropic filtering "
"level is controlled by [member rendering/textures/default_filters/"
"anisotropic_filtering_level]."
msgstr ""
"[OmniLight3D] 和 [SpotLight3D] 投影器的过滤质量。使用 Anisotropic(各向异性)"
"过滤模式时,各向异性过滤级别由 [member rendering/textures/default_filters/"
"anisotropic_filtering_level] 控制。"
msgid ""
"If [code]true[/code], the texture importer will import lossless textures "
"using the PNG format. Otherwise, it will default to using WebP."
msgstr ""
"如果为 [code]true[/code],纹理导入器将使用 PNG 格式导入无损纹理。否则默认使"
"用 WebP。"
msgid "Action map configuration to load by default."
msgstr "默认加载的动作映射配置。"
msgid "If [code]true[/code] Godot will setup and initialize OpenXR on startup."
msgstr "如果为 [code]true[/code],Godot 将在启动时初始化 OpenXR。"
msgid ""
"Specify whether OpenXR should be configured for an HMD or a hand held device."
msgstr "指定是否应为 HMD 或手持设备配置 OpenXR。"
msgid "Specify the default reference space."
msgstr "指定默认参照空间。"
msgid ""
"If [code]true[/code], OpenXR will manage the depth buffer and use the depth "
"buffer for advanced reprojection provided this is supported by the XR "
"runtime. Note that some rendering features in Godot can't be used with this "
"feature."
msgstr ""
"如果为 [code]true[/code],则 OpenXR 会管理深度缓冲区,使用深度缓冲区进行高级"
"再投影,前提是 XR 运行时支持。请注意,Godot 中的部分渲染特性无法与该特性一同"
"使用。"
msgid ""
"Specify the view configuration with which to configure OpenXR setting up "
"either Mono or Stereo rendering."
msgstr "指定视图配置,用于配置 OpenXR 设置单视场或立体渲染。"
msgid "If [code]true[/code], Godot will compile shaders required for XR."
msgstr "如果为 [code]true[/code],Godot 将编译 XR 所需的着色器。"
msgid "Interpolates an [Object]'s property over time."
msgstr "随时间对 [Object] 的属性进行插值。"
msgid ""
"Makes the [PropertyTweener] use the current property value (i.e. at the time "
"of creating this [PropertyTweener]) as a starting point. This is equivalent "
"of using [method from] with the current value. These two calls will do the "
"same:\n"
"[codeblock]\n"
"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
"from(position)\n"
"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
"from_current()\n"
"[/codeblock]"
msgstr ""
"让该 [PropertyTweener] 使用当前属性值作为起点(即创建这个 [PropertyTweener] "
"时的值)。与使用当前值调用 [method from] 等价。以下两种调用方法效果相同:\n"
"[codeblock]\n"
"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
"from(position)\n"
"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
"from_current()\n"
"[/codeblock]"
msgid ""
"Sets the time in seconds after which the [PropertyTweener] will start "
"interpolating. By default there's no delay."
msgstr "设置该 [PropertyTweener] 开始插值的时间,单位为秒。默认无延迟。"
msgid "Class representing a square mesh facing the camera."
msgstr "表示面向相机的正方形网格的类。"
msgid "2D in 3D Demo"
msgstr "3D 中的 2D 演示"
msgid "The quad's size in 3D units."
msgstr "该四边形的大小,使用 3D 单位。"
msgid "Quaternion."
msgstr "四元数."
msgid ""
"Constructs a default-initialized quaternion with all components set to "
"[code]0[/code]."
msgstr "构造默认初始化的四元数,所有分量都被设置为 [code]0[/code]。"
msgid "Constructs a [Quaternion] as a copy of the given [Quaternion]."
msgstr "构造给定 [Quaternion] 的副本。"
msgid ""
"Constructs a quaternion that will rotate around the given axis by the "
"specified angle. The axis must be a normalized vector."
msgstr ""
"构造一个四元数,它将围绕给定的轴旋转指定的角度。轴必须是一个归一化的向量。"
msgid "Constructs a quaternion from the given [Basis]."
msgstr "从给定的 [Basis] 构造一个四元数。"
msgid "Constructs a quaternion defined by the given values."
msgstr "构建一个由给定值定义的四元数。"
msgid "Returns the dot product of two quaternions."
msgstr "返回两个四元数的点积。"
msgid "Returns the inverse of the quaternion."
msgstr "返回四元数的取逆。"
msgid "Returns whether the quaternion is normalized or not."
msgstr "返回四元数是否被归一化。"
msgid "Returns the length of the quaternion."
msgstr "返回四元数的长度。"
msgid "Returns the length of the quaternion, squared."
msgstr "返回四元数的长度的平方。"
msgid "Returns a copy of the quaternion, normalized to unit length."
msgstr "返回四元数的副本,归一化为单位长度。"
msgid ""
"W component of the quaternion (real part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
"四元数的W分量(实数部分)。\n"
"四元数分量通常不应该被直接操作。"
msgid ""
"X component of the quaternion (imaginary [code]i[/code] axis part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
"四元数的X分量(虚轴[code]i[/code]部分)。\n"
"四元数分量通常不应直接操作。"
msgid ""
"Y component of the quaternion (imaginary [code]j[/code] axis part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
"四元数的Y分量(虚轴[code]j[/code]部分)。\n"
"四元数分量通常不应直接操作。"
msgid ""
"Z component of the quaternion (imaginary [code]k[/code] axis part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
"四元数的Z分量(虚轴[code]k[/code]部分)。\n"
"四元数分量通常不应该被直接操作。"
msgid ""
"The identity quaternion, representing no rotation. Equivalent to an identity "
"[Basis] matrix. If a vector is transformed by an identity quaternion, it "
"will not change."
msgstr ""
"单位四元数,代表无旋转。相当于单位 [Basis] 矩阵。如果一个向量被一个单位四元数"
"变换,它不会改变。"
msgid ""
"Multiplies each component of the [Quaternion] by the given value. This "
"operation is not meaningful on its own, but it can be used as a part of a "
"larger expression."
msgstr ""
"将该 [Quaternion] 的每个分量乘以给定的值。此操作本身没有意义,但可以用作更大"
"表达式的一部分。"
msgid ""
"Divides each component of the [Quaternion] by the given value. This "
"operation is not meaningful on its own, but it can be used as a part of a "
"larger expression."
msgstr ""
"将该 [Quaternion] 的每个分量除以给定的值。此操作本身没有意义,但可以用作更大"
"表达式的一部分。"
msgid "A class for generating pseudo-random numbers."
msgstr "用于生成伪随机数的类。"
msgid ""
"The current state of the random number generator. Save and restore this "
"property to restore the generator to a previous state:\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"print(rng.randf())\n"
"var saved_state = rng.state # Store current state.\n"
"print(rng.randf()) # Advance internal state.\n"
"rng.state = saved_state # Restore the state.\n"
"print(rng.randf()) # Prints the same value as in previous.\n"
"[/codeblock]\n"
"[b]Note:[/b] Do not set state to arbitrary values, since the random number "
"generator requires the state to have certain qualities to behave properly. "
"It should only be set to values that came from the state property itself. To "
"initialize the random number generator with arbitrary input, use [member "
"seed] instead."
msgstr ""
"随机数生成器的当前状态。保存并恢复此属性,以将生成器恢复到之前的状态:\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"print(rng.randf())\n"
"var saved_state = rng.state # 保存当前状态。\n"
"print(rng.randf()) # 让内部状态发生步进。\n"
"rng.state = saved_state # 恢复状态。\n"
"print(rng.randf()) # 输出和之前一样的值。\n"
"[/codeblock]\n"
"[b]注意:[/b]不要将状态设置为任意值,因为随机数生成器要求状态具有某些特性才能"
"正常运行。它应该只设置为来自状态属性本身的值。要使用任意输入初始化随机数生成"
"器,请改用 [member seed]。"
msgid "Abstract base class for range-based controls."
msgstr "基于范围的控件的抽象基类。"
msgid ""
"Range is a base class for [Control] nodes that change a floating-point "
"[member value] between a [member min_value] and [member max_value], using a "
"configured [member step] and [member page] size. See e.g. [ScrollBar] and "
"[Slider] for examples of higher level nodes using Range."
msgstr ""
"Range 是一些 [Control] 节点的基类,这些节点能够将浮点值 [member value] 在最小"
"值 [member min_value] 和最大值 [member max_value] 之间进行调整,并且能够对步"
"长 [member step] 和分页大小 [member page] 进行设置。使用 Range 的更高级节点示"
"例请参考 [ScrollBar] 和 [Slider]。"
msgid ""
"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
"将两个 [Range] 绑定,之前已与两者之中的任何一个组合的 Range 也会被绑定在一"
"起。其中任何一个 Range 的成员变量改变时,它将与它的组中的所有其他 Range 共享"
"新值。"
msgid "Stops the [Range] from sharing its member variables with any other."
msgstr "使该 [Range] 停止与任何其他 Range 共享其成员变量。"
msgid ""
"If [code]true[/code], [member value] may be greater than [member max_value]."
msgstr "如果为 [code]true[/code],[member value] 可能大于 [member max_value]。"
msgid ""
"If [code]true[/code], [member value] may be less than [member min_value]."
msgstr "如果为 [code]true[/code],[member value] 可能小于 [member min_value]。"
msgid ""
"If [code]true[/code], and [code]min_value[/code] is greater than 0, "
"[code]value[/code] will be represented exponentially rather than linearly."
msgstr ""
"如果为 [code]true[/code],并且 [code]min_value[/code] 大于 0,[code]value[/"
"code] 将以指数方式而不是线性方式表示。"
msgid ""
"Maximum value. Range is clamped if [code]value[/code] is greater than "
"[code]max_value[/code]."
msgstr ""
"最大值。如果 [code]value[/code] 大于 [code]max_value[/code],则会被范围限制。"
msgid ""
"Minimum value. Range is clamped if [code]value[/code] is less than "
"[code]min_value[/code]."
msgstr ""
"最小值。如果 [code]value[/code] 小于 [code]min_value[/code],则会被范围限制。"
msgid ""
"Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size "
"multiplied by [code]page[/code] over the difference between [code]min_value[/"
"code] and [code]max_value[/code]."
msgstr ""
"页面大小。主要用于 [ScrollBar]。ScrollBar 的长度是它的尺寸乘以 [code]page[/"
"code] 超过 [code]min_value[/code] 和 [code]max_value[/code] 之间的差值。"
msgid "The value mapped between 0 and 1."
msgstr "该值在 0 和 1 之间进行映射。"
msgid ""
"If [code]true[/code], [code]value[/code] will always be rounded to the "
"nearest integer."
msgstr ""
"如果为 [code]true[/code],[code]value[/code] 将始终四舍五入到最接近的整数。"
msgid ""
"If greater than 0, [code]value[/code] will always be rounded to a multiple "
"of [code]step[/code]. If [code]rounded[/code] is also [code]true[/code], "
"[code]value[/code] will first be rounded to a multiple of [code]step[/code] "
"then rounded to the nearest integer."
msgstr ""
"如果大于 0,[code]value[/code] 将总是被四舍五入为 [code]step[/code] 的倍数。"
"如果 [code]rounded[/code] 也是 [code]true[/code],[code]value[/code] 将首先被"
"四舍五入为 [code]step[/code] 的倍数,然后舍入为最近的整数。"
msgid ""
"Emitted when [member min_value], [member max_value], [member page], or "
"[member step] change."
msgstr ""
"在 [member min_value]、[member max_value]、[member page]、[member step] 改变"
"时释放信号。"
msgid "Query the closest object intersecting a ray."
msgstr "查询与射线相交的最近物体。"
msgid ""
"Adds a collision exception so the ray does not report collisions with the "
"specified [RID]."
msgstr "添加碰撞例外,这样射线就不会报告与指定 [RID] 的碰撞。"
msgid "Removes all collision exceptions for this ray."
msgstr "删除此射线的所有碰撞例外。"
msgid ""
"Returns the first object that the ray intersects, or [code]null[/code] if no "
"object is intersecting the ray (i.e. [method is_colliding] returns "
"[code]false[/code])."
msgstr ""
"返回射线相交的第一个对象,如果没有对象与射线相交,则返回 [code]null[/code]"
"(即 [method is_colliding] 返回 [code]false[/code])。"
msgid ""
"Returns the shape ID of the first object that the ray intersects, or "
"[code]0[/code] if no object is intersecting the ray (i.e. [method "
"is_colliding] returns [code]false[/code])."
msgstr ""
"返回射线相交的第一个对象的形状 ID,如果没有对象与射线相交,则返回 [code]0[/"
"code](即 [method is_colliding] 返回 [code]false[/code])。"
msgid ""
"Returns the collision point at which the ray intersects the closest object.\n"
"[b]Note:[/b] This point is in the [b]global[/b] coordinate system."
msgstr ""
"返回射线与最近的物体相交的碰撞点。\n"
"[b]注意:[/b]这个点是在[b]全局[/b]坐标系中。"
msgid ""
"Returns whether any object is intersecting with the ray's vector "
"(considering the vector length)."
msgstr "返回是否有任何对象与射线的向量相交(考虑向量长度)。"
msgid ""
"Removes a collision exception so the ray does report collisions with the "
"specified [RID]."
msgstr "移除碰撞例外,这样射线就会报告与指定的 [RID] 的碰撞。"
msgid "If [code]true[/code], collision with [Area2D]s will be reported."
msgstr "如果为 [code]true[/code],则会报告与 [Area2D] 的碰撞。"
msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported."
msgstr "如果为 [code]true[/code],则会报告与 [PhysicsBody2D] 的碰撞。"
msgid ""
"The ray's collision mask. Only objects in at least one collision layer "
"enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]Collision layers and "
"masks[/url] in the documentation for more information."
msgstr ""
"光线的碰撞遮罩。只有在遮罩中启用至少一个碰撞层中物体,才会被检测到。有关更多"
"信息,请参阅文档中的 [url=$DOCS_URL/tutorials/physics/physics_introduction."
"html#collision-layers-and-masks]《碰撞层与掩码》[/url]。"
msgid "If [code]true[/code], collisions will be reported."
msgstr "如果为 [code]true[/code],将报告碰撞。"
msgid ""
"If [code]true[/code], the parent node will be excluded from collision "
"detection."
msgstr "如果为 [code]true[/code],父节点将被排除在碰撞检测之外。"
msgid ""
"If [code]true[/code], the ray will detect a hit when starting inside shapes. "
"In this case the collision normal will be [code]Vector2(0, 0)[/code]. Does "
"not affect concave polygon shapes."
msgstr ""
"如果为 [code]true[/code],射线会在从形状内部开始时检测到命中。在此情况下,碰"
"撞法线将为 [code]Vector2(0, 0)[/code]。不会影响凹多边形形状。"
msgid ""
"The ray's destination point, relative to the RayCast's [code]position[/code]."
msgstr "光线的目标点,相对于该 RayCast 的 [code]position[/code]。"
msgid "If [code]true[/code], collision with [Area3D]s will be reported."
msgstr "如果为 [code]true[/code],则会报告与 [Area3D] 的碰撞。"
msgid "If [code]true[/code], collision with [PhysicsBody3D]s will be reported."
msgstr "如果为 [code]true[/code],则会报告与 [PhysicsBody3D] 的碰撞。"
msgid ""
"If [code]true[/code], the ray will detect a hit when starting inside shapes. "
"In this case the collision normal will be [code]Vector3(0, 0, 0)[/code]. "
"Does not affect shapes with no volume like concave polygon or heightmap."
msgstr ""
"如果为 [code]true[/code],射线会在从形状内部开始时检测到命中。在此情况下,碰"
"撞法线将为 [code]Vector3(0, 0, 0)[/code]。不会影响无体积的形状,如凹多边形和"
"高度图。"
msgid "Constructs a [Rect2] as a copy of the given [Rect2]."
msgstr "构造给定 [Rect2] 的副本。"
msgid "Constructs a [Rect2] from a [Rect2i]."
msgstr "从 [Rect2i] 构造 [Rect2]。"
msgid "Constructs a [Rect2] by position and size."
msgstr "按位置和大小构造 [Rect2]。"
msgid "Constructs a [Rect2] by x, y, width, and height."
msgstr "按 x、y、宽度和高度构造 [Rect2]。"
msgid ""
"Returns a [Rect2] with equivalent position and area, modified so that the "
"top-left corner is the origin and [code]width[/code] and [code]height[/code] "
"are positive."
msgstr ""
"返回具有相同位置和面积的 [Rect2],经过修改,使左上角为原点,[code]width[/"
"code] 和 [code]height[/code] 为正数。"
msgid ""
"Returns [code]true[/code] if this [Rect2] completely encloses another one."
msgstr "如果此 [Rect2] 完全包含另一个,则返回 [code]true[/code]。"
msgid "Returns the area of the [Rect2]. See also [method has_area]."
msgstr "返回该 [Rect2] 的面积。另请参阅 [method has_area]。"
msgid ""
"Returns the center of the [Rect2], which is equal to [member position] + "
"([member size] / 2)."
msgstr "返回该 [Rect2] 的中心,等于 [member position] + ([member size] / 2)。"
msgid ""
"Returns [code]true[/code] if the [Rect2] has area, and [code]false[/code] if "
"the [Rect2] is linear, empty, or has a negative [member size]. See also "
"[method get_area]."
msgstr ""
"如果该 [Rect2] 有面积,则返回 [code]true[/code] ;如果该 [Rect2] 是线性的、空"
"的或有负的 [member size],则返回 [code]false[/code] 。另请参阅 [member "
"get_area]。"
msgid ""
"Returns [code]true[/code] if the [Rect2] contains a point. By convention, "
"the right and bottom edges of the [Rect2] are considered exclusive, so "
"points on these edges are [b]not[/b] included.\n"
"[b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative "
"size[/i]. Use [method abs] to get a positive sized equivalent rectangle to "
"check for contained points."
msgstr ""
"返回 [code]true[/code] 时,该 [Rect2] 包含此点。依照惯例,[Rect2] 的右边缘和"
"下边缘是被排除在外的,因此[b]不[/b]包含位于这两条边上的点。\n"
"[b]注意:[/b]对于[i]大小为负[/i]的 [Rect2],该方法并不可靠。请使用 [method "
"abs] 获取等价的正数大小矩形再检查是否包含某个点。"
msgid "Constructs a [Rect2i] as a copy of the given [Rect2i]."
msgstr "构造给定 [Rect2i] 的副本。"
msgid ""
"Constructs a new [Rect2i] from [Rect2]. The floating point coordinates will "
"be truncated."
msgstr "从 [Rect2] 构造新的 [Rect2i]。浮点数坐标将被截断。"
msgid "Constructs a [Rect2i] by position and size."
msgstr "按位置和大小构造 [Rect2i]。"
msgid "Constructs a [Rect2i] by x, y, width, and height."
msgstr "按 x、y、宽度和高度构造 [Rect2i]。"
msgid "Returns the area of the [Rect2i]. See also [method has_area]."
msgstr "返回该 [Rect2i] 的面积。另请参阅 [method has_area]。"
msgid ""
"Returns [code]true[/code] if the [Rect2i] has area, and [code]false[/code] "
"if the [Rect2i] is linear, empty, or has a negative [member size]. See also "
"[method get_area]."
msgstr ""
"如果该 [Rect2i] 有面积,则返回 [code]true[/code] ;如果该 [Rect2i] 是线性的、"
"空的或有负的 [member size],则返回 [code]false[/code] 。另请参阅 [member "
"get_area]。"
msgid "Returns [code]true[/code] if the rectangles are not equal."
msgstr "如果矩形不相等,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the rectangles are equal."
msgstr "如果矩形相等,则返回 [code]true[/code]。"
msgid "Rectangle shape resource for 2D physics."
msgstr "矩形形状资源,用于 2D 物理。"
msgid "The rectangle's width and height."
msgstr "该矩形的宽度和高度。"
msgid "Base class for reference-counted objects."
msgstr "引用计数对象的基类。"
msgid "Returns the current reference count."
msgstr "返回当前的引用计数。"
msgid ""
"Initializes the internal reference counter. Use this only if you really know "
"what you are doing.\n"
"Returns whether the initialization was successful."
msgstr ""
"初始化内部引用计数器。只有在你真的知道你在做什么的时候才使用这个。\n"
"返回初始化是否成功。"
msgid ""
"Increments the internal reference counter. Use this only if you really know "
"what you are doing.\n"
"Returns [code]true[/code] if the increment was successful, [code]false[/"
"code] otherwise."
msgstr ""
"内部引用增量计数器。只有在你真的知道你在做什么的时候才使用这个。\n"
"如果增量成功,返回 [code]true[/code],否则返回 [code]false[/code]。"
msgid ""
"Decrements the internal reference counter. Use this only if you really know "
"what you are doing.\n"
"Returns [code]true[/code] if the decrement was successful, [code]false[/"
"code] otherwise."
msgstr ""
"内部引用减量计数器。只有在你真的知道你在做什么的时候才使用这个。\n"
"如果减量成功,返回 [code]true[/code],否则返回 [code]false[/code]。"
msgid "Reference frame for GUI."
msgstr "GUI 的参考框。"
msgid ""
"A rectangle box that displays only a [member border_color] border color "
"around its rectangle. [ReferenceRect] has no fill [Color]. If you need to "
"display a rectangle filled with a solid color, consider using [ColorRect] "
"instead."
msgstr ""
"矩形框,仅在其矩形周围显示 [member border_color] 边框颜色。[ReferenceRect] 没"
"有填充 [Color]。如果你需要显示填充纯色的矩形,请考虑使用 [ColorRect] 。"
msgid "Sets the border [Color] of the [ReferenceRect]."
msgstr "设置该 [ReferenceRect] 的边框 [Color]。"
msgid ""
"Sets the border width of the [ReferenceRect]. The border grows both inwards "
"and outwards with respect to the rectangle box."
msgstr "设置该 [ReferenceRect] 的边框宽度。边界相对于矩形框同时向内向外伸长。"
msgid ""
"Captures its surroundings to create fast, accurate reflections from a given "
"point."
msgstr "捕捉某个位置周围的环境,用于快速创建准确的反射。"
msgid ""
"If [code]true[/code], enables box projection. This makes reflections look "
"more correct in rectangle-shaped rooms by offsetting the reflection center "
"depending on the camera's location.\n"
"[b]Note:[/b] To better fit rectangle-shaped rooms that are not aligned to "
"the grid, you can rotate the [ReflectionProbe] node."
msgstr ""
"为 [code]true[/code] 时将启用箱体投影。通过根据相机的位置偏移反射中心,这使得"
"在矩形房间中的反射看起来更正确。\n"
"[b]注意:[/b]为了更好地适应未与网格对齐的区域,你可以旋转 [ReflectionProbe] "
"节点。"
msgid ""
"If [code]true[/code], computes shadows in the reflection probe. This makes "
"the reflection probe slower to render; you may want to disable this if using "
"the [constant UPDATE_ALWAYS] [member update_mode]."
msgstr ""
"如果为 [code]true[/code],则在反射探测中计算阴影。这使得反射探针渲染更慢;如果"
"想禁用它,可以使用 [constant UPDATE_ALWAYS] [member update_mode]。"
msgid ""
"Defines the reflection intensity. Intensity modulates the strength of the "
"reflection."
msgstr "定义反射强度。"
msgid ""
"Sets how frequently the [ReflectionProbe] is updated. Can be [constant "
"UPDATE_ONCE] or [constant UPDATE_ALWAYS]."
msgstr ""
"设置该 [ReflectionProbe] 的更新频率。可以是 [constant UPDATE_ONCE] 或 "
"[constant UPDATE_ALWAYS]。"
msgid ""
"Update the probe once on the next frame (recommended for most objects). The "
"corresponding radiance map will be generated over the following six frames. "
"This takes more time to update than [constant UPDATE_ALWAYS], but it has a "
"lower performance cost and can result in higher-quality reflections. The "
"ReflectionProbe is updated when its transform changes, but not when nearby "
"geometry changes. You can force a [ReflectionProbe] update by moving the "
"[ReflectionProbe] slightly in any direction."
msgstr ""
"在下一帧更新一次探针(建议大多数对象使用)。对应的辐照度贴图会在后续六帧中陆"
"续生成。更新所花费的时间比 [constant UPDATE_ALWAYS] 多,但消耗的性能比它少、"
"产生的反射质量也更高。ReflectionProbe 的变换发生变化时也会进行更新,但不会在"
"周围几何体变化时更新。你可以通过将该 [ReflectionProbe] 在任意方向上进行小幅度"
"移动来强制更新 [ReflectionProbe]。"
msgid ""
"Update the probe every frame. This provides better results for fast-moving "
"dynamic objects (such as cars). However, it has a significant performance "
"cost. Due to the cost, it's recommended to only use one ReflectionProbe with "
"[constant UPDATE_ALWAYS] at most per scene. For all other use cases, use "
"[constant UPDATE_ONCE]."
msgstr ""
"每一帧都更新该探针。可以为快速移动的对象(如汽车)提供更好的结果。然而,带来"
"的性能消耗也是显著的。因此,建议同一个场景中最多只使用一个 [constant "
"UPDATE_ALWAYS] 的 ReflectionProbe。其他用途请使用 [constant UPDATE_ONCE]。"
msgid "Class for searching text for patterns using regular expressions."
msgstr "使用正则表达式搜索文本的类。"
msgid ""
"This method resets the state of the object, as if it was freshly created. "
"Namely, it unassigns the regular expression of this object."
msgstr ""
"这个方法重置了对象的状态,就像它是新创建的一样。也就是说,它取消了这个对象的"
"正则表达式的赋值。"
msgid ""
"Compiles and assign the search pattern to use. Returns [constant OK] if the "
"compilation is successful. If an error is encountered, details are printed "
"to standard output and an error is returned."
msgstr ""
"编译并指定要使用的搜索模式。如果编译成功,返回 [constant OK]。如果遇到错误,"
"细节将被打印到标准输出,并返回一个错误。"
msgid "Creates and compiles a new [RegEx] object."
msgstr "创建并编译新 [RegEx] 对象。"
msgid "Returns the number of capturing groups in compiled pattern."
msgstr "返回编译模式中捕获组的数量。"
msgid ""
"Returns an array of names of named capturing groups in the compiled pattern. "
"They are ordered by appearance."
msgstr ""
"返回一个数组,该数组是编译模式中命名的捕获组的名称。它们是按外观排序的。"
msgid "Returns the original search pattern that was compiled."
msgstr "返回被编译的原始搜索模式。"
msgid "Returns whether this object has a valid search pattern assigned."
msgstr "返回此对象是否分配了有效的搜索模式。"
msgid "Contains the results of a [RegEx] search."
msgstr "包含 [RegEx] 搜索的结果。"
msgid ""
"Contains the results of a single [RegEx] match returned by [method RegEx."
"search] and [method RegEx.search_all]. It can be used to find the position "
"and range of the match and its capturing groups, and it can extract its "
"substring for you."
msgstr ""
"包含由 [method RegEx.search] 和 [method RegEx.search_all] 返回的单个 [RegEx] "
"匹配结果。它可以用来查找匹配的位置和范围以及它的捕获组,并且可以提取其子字符"
"串。"
msgid ""
"Returns the end position of the match within the source string. The end "
"position of capturing groups can be retrieved by providing its group number "
"as an integer or its string name (if it's a named group). The default value "
"of 0 refers to the whole pattern.\n"
"Returns -1 if the group did not match or doesn't exist."
msgstr ""
"返回源字符串中匹配的结束位置。捕获组的结束位置可以通过提供其组号的整数或其字"
"符串名称(如果它是一个命名组)来检索。默认值为 0,指的是整个表达式。\n"
"如果该组没有匹配或不存在,则返回 -1。"
msgid "Returns the number of capturing groups."
msgstr "返回捕获组的数量。"
msgid ""
"Returns the starting position of the match within the source string. The "
"starting position of capturing groups can be retrieved by providing its "
"group number as an integer or its string name (if it's a named group). The "
"default value of 0 refers to the whole pattern.\n"
"Returns -1 if the group did not match or doesn't exist."
msgstr ""
"返回源字符串中匹配的起始位置。捕获组的起始位置可以通过提供它的组号作为一个整"
"数或它的字符串名称(如果它是一个命名组)来检索。默认值为 0,指的是整个表达"
"式。\n"
"如果组没有匹配或不存在,返回 -1。"
msgid ""
"Returns the substring of the match from the source string. Capturing groups "
"can be retrieved by providing its group number as an integer or its string "
"name (if it's a named group). The default value of 0 refers to the whole "
"pattern.\n"
"Returns an empty string if the group did not match or doesn't exist."
msgstr ""
"返回源字符串中匹配的子串。捕获组可以通过提供它的组号作为整数或它的字符串名称"
"(如果它是一个命名组)来检索。默认值为 0,指的是整个表达式。\n"
"如果组没有匹配或不存在,则返回一个空字符串。"
msgid ""
"A dictionary of named groups and its corresponding group number. Only groups "
"that were matched are included. If multiple groups have the same name, that "
"name would refer to the first matching one."
msgstr ""
"命名组的字典和它相应的组号。只有被匹配的组才被包括在内。如果多个组有相同的名"
"称,该名称将指第一个匹配的组。"
msgid "An [Array] of the match and its capturing groups."
msgstr "匹配项及其捕获组的 [Array]。"
msgid ""
"The source string used with the search pattern to find this matching result."
msgstr "与搜索模式一起使用的源字符串,以找到这个匹配结果。"
msgid ""
"[RemoteTransform2D] caches the remote node. It may not notice if the remote "
"node disappears; [method force_update_cache] forces it to update the cache "
"again."
msgstr ""
"[RemoteTransform2D] 缓存了远程节点。如果远程节点消失了,它可能不会通知;"
"[method force_update_cache] 强制它再次更新缓存。"
msgid ""
"The [NodePath] to the remote node, relative to the RemoteTransform2D's "
"position in the scene."
msgstr "到远程节点的 [NodePath],相对于 RemoteTransform2D 在场景中的位置。"
msgid "If [code]true[/code], the remote node's position is updated."
msgstr "如果为 [code]true[/code],则更新远程节点的位置。"
msgid "If [code]true[/code], the remote node's rotation is updated."
msgstr "如果为 [code]true[/code],则更新远程节点的旋转。"
msgid "If [code]true[/code], the remote node's scale is updated."
msgstr "如果为 [code]true[/code],则更新远程节点的比例。"
msgid ""
"If [code]true[/code], global coordinates are used. If [code]false[/code], "
"local coordinates are used."
msgstr ""
"如果为 [code]true[/code],则使用全局坐标。如果 [code]false[/code],则使用本地"
"坐标。"
msgid "Abstraction for working with modern low-level graphics APIs."
msgstr "用于处理现代低阶图形 API 的抽象。"
msgid "Represents the size of the [enum DeviceType] enum."
msgstr "代表 [enum DeviceType] 枚举的大小。"
msgid "1-dimensional texture."
msgstr "一维纹理。"
msgid "2-dimensional texture."
msgstr "二维纹理。"
msgid "3-dimensional texture."
msgstr "三维纹理。"
msgid "[Cubemap] texture."
msgstr "[Cubemap] 纹理。"
msgid "Array of 1-dimensional textures."
msgstr "一维纹理数组。"
msgid "Array of 2-dimensional textures."
msgstr "二维纹理数组。"
msgid "Array of [Cubemap] textures."
msgstr "[Cubemap] 纹理数组。"
msgid "Represents the size of the [enum TextureType] enum."
msgstr "代表 [enum TextureType] 枚举的大小。"
msgid "Represents the size of the [enum TextureSamples] enum."
msgstr "代表 [enum TextureSamples] 枚举的大小。"
msgid ""
"Nearest-neighbor sampler filtering. Sampling at higher resolutions than the "
"source will result in a pixelated look."
msgstr "最近邻采样器过滤。按照比源更高分辨率采样时,会产生像素化的效果。"
msgid ""
"Bilinear sampler filtering. Sampling at higher resolutions than the source "
"will result in a blurry look."
msgstr "双线性采样器过滤。按照比源更高分辨率采样时,会产生模糊的效果。"
msgid ""
"Point rendering primitive (with constant size, regardless of distance from "
"camera)."
msgstr "渲染点的图元(大小为常量,和与相机之间的距离无关)。"
msgid "Line rendering primitive."
msgstr "绘制直线的图元。"
msgid "Exclusive or (XOR) logic operation."
msgstr "逻辑异或(XOR)运算。"
msgid "Minimum blending operation (keep the lowest value of the two)."
msgstr "最小混合运算(保留两者之间的较小值)。"
msgid "Maximum blending operation (keep the highest value of the two)."
msgstr "最大混合运算(保留两者之间的较大值)。"
msgid "Represents the size of the [enum BlendOperation] enum."
msgstr "代表 [enum BlendOperation] 枚举的大小。"
msgid ""
"Maximum supported 1-dimensional texture size (in pixels on a single axis)."
msgstr "支持的一维纹理的最大尺寸(单轴像素数)。"
msgid ""
"Maximum supported 2-dimensional texture size (in pixels on a single axis)."
msgstr "支持的二维纹理的最大尺寸(单轴像素数)。"
msgid ""
"Maximum supported 3-dimensional texture size (in pixels on a single axis)."
msgstr "支持的三维纹理的最大尺寸(单轴像素数)。"
msgid ""
"Maximum supported cubemap texture size (in pixels on a single axis of a "
"single face)."
msgstr "支持的立方体贴图纹理的最大尺寸(单轴像素数)。"
msgid "Memory taken by textures."
msgstr "纹理占用的内存。"
msgid "Memory taken by buffers."
msgstr "缓冲区占用的内存。"
msgid ""
"Total memory taken. This is greater than the sum of [constant "
"MEMORY_TEXTURES] and [constant MEMORY_BUFFERS], as it also includes "
"miscellaneous memory usage."
msgstr ""
"内存中占用。比 [constant MEMORY_TEXTURES] 和 [constant MEMORY_BUFFERS] 的总和"
"要大,因为还会包含其他杂项内存占用。"
msgid "Returned by functions that return an ID if a value is invalid."
msgstr "返回 ID 的函数会在值无效时返回此值。"
msgid "Returned by functions that return a format ID if a value is invalid."
msgstr "返回格式 ID 的函数会在值无效时返回此值。"
msgid "Server for anything visible."
msgstr "任何可见的东西的服务器。"
msgid "Optimization using Servers"
msgstr "使用服务器进行优化"
msgid ""
"Sets camera to use orthogonal projection, also known as orthographic "
"projection. Objects remain the same size on the screen no matter how far "
"away they are."
msgstr ""
"将相机设置为使用正交投影,也称为正射投影。物体在屏幕上保持相同的尺寸,无论它"
"们有多远。"
msgid ""
"Sets camera to use perspective projection. Objects on the screen becomes "
"smaller when they are far away."
msgstr "将相机设置为使用透视投影。屏幕上的物体在远处时变得更小。"
msgid "Sets [Transform3D] of camera."
msgstr "设置相机的 [Transform3D]。"
msgid "See also [method CanvasItem.draw_lcd_texture_rect_region]."
msgstr "另见 [method CanvasItem.draw_lcd_texture_rect_region]。"
msgid "Clears the [CanvasItem] and removes all commands in it."
msgstr "清除[CanvasItem]并删除其中的所有命令。"
msgid "Creates a new [CanvasItem] instance and returns its [RID]."
msgstr "新建 [CanvasItem] 实例并返回其 [RID]。"
msgid "Sets the [CanvasItem] to copy a rect to the backbuffer."
msgstr "设置 [CanvasItem] 以将矩形复制到后台缓冲区。"
msgid "Sets the index for the [CanvasItem]."
msgstr "设置 [CanvasItem] 的索引。"
msgid "Sets a new material to the [CanvasItem]."
msgstr "为 [CanvasItem] 设置新材质。"
msgid "Sets if the [CanvasItem] uses its parent's material."
msgstr "设置 [CanvasItem] 是否使用其父级的材质。"
msgid ""
"If this is enabled, the Z index of the parent will be added to the "
"children's Z index."
msgstr "如果启用此选项,则父项的 Z 索引将添加到子项的 Z 索引中。"
msgid ""
"Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are "
"drawn first)."
msgstr ""
"设置 [CanvasItem] 的 Z 索引,即它的绘制顺序(首先绘制数值较低的索引)。"
msgid ""
"Attaches the canvas light to the canvas. Removes it from its previous canvas."
msgstr "将画布灯连接到画布上,并将其从以前的画布中取出。"
msgid ""
"Attaches a light occluder to the canvas. Removes it from its previous canvas."
msgstr "将光遮挡物添加到画布上,并将其从之前的画布中移除。"
msgid "Enables or disables light occluder."
msgstr "启用或禁用遮光器。"
msgid ""
"The light mask. See [LightOccluder2D] for more information on light masks."
msgstr "光线遮罩。详情请参阅 [LightOccluder2D]。"
msgid "Sets a light occluder's polygon."
msgstr "设置光遮挡物的多边形。"
msgid "Sets a light occluder's [Transform2D]."
msgstr "设置光遮挡物的 [Transform2D]。"
msgid "Sets the color for a light."
msgstr "设置灯光的颜色。"
msgid "Enables or disables a canvas light."
msgstr "启用或禁用画布灯。"
msgid "Sets a canvas light's energy."
msgstr "设置画布灯的能量。"
msgid "Sets a canvas light's height."
msgstr "设置画布灯的高度。"
msgid ""
"The binary mask used to determine which layers this canvas light's shadows "
"affects. See [LightOccluder2D] for more information on light masks."
msgstr ""
"用于确定此画布灯光阴影影响哪些图层的二进制蒙版。有关光遮罩的更多信息,请参阅 "
"[LightOccluder2D]。"
msgid "The layer range that gets rendered with this light."
msgstr "使用此灯光渲染的图层范围。"
msgid "The mode of the light, see [enum CanvasLightMode] constants."
msgstr "光的模式,详见[enum CanvasLightMode]。"
msgid "Sets the color of the canvas light's shadow."
msgstr "设置画布灯的阴影颜色。"
msgid "Enables or disables the canvas light's shadow."
msgstr "启用或禁用画布灯的阴影。"
msgid ""
"Sets the canvas light's shadow's filter, see [enum CanvasLightShadowFilter] "
"constants."
msgstr "设置画布灯的阴影过滤器,详见 [enum CanvasLightShadowFilter] 。"
msgid "Smoothens the shadow. The lower, the smoother."
msgstr "使阴影变得平滑。数值越低越光滑。"
msgid ""
"Sets the texture to be used by a [PointLight2D]. Equivalent to [member "
"PointLight2D.texture]."
msgstr ""
"设置 [PointLight2D] 所使用的纹理。相当于 [member PointLight2D.texture]。"
msgid ""
"Sets the offset of a [PointLight2D]'s texture. Equivalent to [member "
"PointLight2D.offset]."
msgstr ""
"设置 [PointLight2D] 纹理的偏移量。相当于 [member PointLight2D.offset]。"
msgid ""
"Sets the scale factor of a [PointLight2D]'s texture. Equivalent to [member "
"PointLight2D.texture_scale]."
msgstr ""
"设置 [PointLight2D] 纹理的缩放系数。相当于 [member PointLight2D."
"texture_scale]。"
msgid "Sets the canvas light's [Transform2D]."
msgstr "设置画布灯的 [Transform2D]。"
msgid ""
"Sets the Z range of objects that will be affected by this light. Equivalent "
"to [member Light2D.range_z_min] and [member Light2D.range_z_max]."
msgstr ""
"设置将受此光影响的对象的 Z 范围。相当于 [member Light2D.range_z_min] 和 "
"[member Light2D.range_z_max]。"
msgid ""
"Sets an occluder polygons cull mode. See [enum "
"CanvasOccluderPolygonCullMode] constants."
msgstr "设置遮挡多边形剔除模式。详见 [enum CanvasOccluderPolygonCullMode] 。"
msgid "Sets the shape of the occluder polygon."
msgstr "设置遮挡多边形的形状。"
msgid ""
"A copy of the canvas item will be drawn with a local offset of the mirroring "
"[Vector2]."
msgstr "画布项目的副本将以镜像的局部偏移量[Vector2]被绘制。"
msgid "Modulates all colors in the given canvas."
msgstr "调制给定画布中的所有颜色。"
msgid ""
"Sets the values to be used with the \"Adjustment\" post-process effect. See "
"[Environment] for more details."
msgstr "设置用于 \"调整 \"后处理效果的数值。参阅[Environment]以了解更多细节。"
msgid ""
"Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment."
"background_mode]."
msgstr ""
"设置环境的 [i]BGMode[/i]。相当于 [member Environment.background_mode]。"
msgid ""
"Color displayed for clear areas of the scene (if using Custom color or "
"Color+Sky background modes)."
msgstr "场景中空白区域的颜色显示(如果使用自定义颜色或颜色+天空背景模式)。"
msgid "Sets the intensity of the background color."
msgstr "设置背景颜色的强度。"
msgid "Sets the maximum layer to use if using Canvas background mode."
msgstr "如果使用画布背景模式,设置要使用的最大层数。"
msgid ""
"Sets the variables to be used with the \"screen space reflections\" post-"
"process effect. See [Environment] for more details."
msgstr "设置用于“屏幕空间反射”后处理效果的变量。详情请参阅 [Environment]。"
msgid ""
"Sets the variables to be used with the \"tonemap\" post-process effect. See "
"[Environment] for more details."
msgstr "设置用于“色调映射”后处理效果的变量。详情请参阅 [Environment]。"
msgid "Returns the parameters of a shader."
msgstr "返回着色器的参数。"
msgid "Returns the ID of the test cube. Creates one if none exists."
msgstr "返回测试立方体的 ID。如果不存在,则会创建一个。"
msgid "Returns the ID of the test texture. Creates one if none exists."
msgstr "返回测试纹理的 ID。如果不存在,则会创建一个。"
msgid ""
"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/"
"SSE2\").\n"
"[b]Note:[/b] When running a headless or server binary, this function returns "
"an empty string."
msgstr ""
"返回视频适配器的名称(例如 \"GeForce GTX 1080/PCIe/SSE2\")。\n"
"[b]注意:[/b]当运行一个精简或服务器可执行文件时,这个函数返回一个空字符串。"
msgid ""
"Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\").\n"
"[b]Note:[/b] When running a headless or server binary, this function returns "
"an empty string."
msgstr ""
"返回视频适配器的供应商(例如 \"NVIDIA Corporation\")。\n"
"[b]注意:[/b]当运行精简或服务器可执行文件时,该函数返回一个空字符串。"
msgid "Returns the ID of a white texture. Creates one if none exists."
msgstr "返回白色纹理的 ID。如果不存在,则创建一个。"
msgid "Not yet implemented. Always returns [code]false[/code]."
msgstr "还没有实现。总是返回 [code]false[/code]。"
msgid ""
"Attaches a unique Object ID to instance. Object ID must be attached to "
"instance for proper culling with [method instances_cull_aabb], [method "
"instances_cull_convex], and [method instances_cull_ray]."
msgstr ""
"将唯一的对象 ID 附加到实例上。必须将对象 ID 附加到实例上,以便通过 [method "
"instances_cull_aabb]、[method instances_cull_convex] 和 [method "
"instances_cull_ray] 进行正确的筛除。"
msgid ""
"Attaches a skeleton to an instance. Removes the previous skeleton from the "
"instance."
msgstr "将骨架附加到实例。并从实例中移除之前骨架。"
msgid ""
"Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for "
"more details."
msgstr ""
"设置给定的 [enum InstanceFlags] 标志。更多细节请参阅 [enum InstanceFlags]。"
msgid "Sets the weight for a given blend shape associated with this instance."
msgstr "设置与该实例相关的特定混合形状的权重。"
msgid ""
"Sets the scenario that the instance is in. The scenario is the 3D world that "
"the objects will be displayed in."
msgstr "设置实例所在的场景。场景是对象将在其中显示的 3D 世界。"
msgid ""
"Sets whether an instance is drawn or not. Equivalent to [member Node3D."
"visible]."
msgstr "设置是否绘制实例。相当于 [member Node3D.visible]。"
msgid ""
"Sets the color of the light. Equivalent to [member Light3D.light_color]."
msgstr "设置灯光的颜色。相当于 [member Light3D.light_color]。"
msgid "Not implemented in Godot 3.x."
msgstr "在 Godot 3.x 中没有实现。"
msgid "Creates a new [LightmapGI] instance."
msgstr "创建新的 [LightmapGI] 实例。"
msgid "Returns the value of a certain material's parameter."
msgstr "返回特定材质的参数值。"
msgid "Sets an object's next material."
msgstr "设置对象的下一个材质。"
msgid "Sets a material's parameter."
msgstr "设置材质的参数。"
msgid "Sets a material's render priority."
msgstr "设置材质的渲染优先级。"
msgid "Sets a shader material's shader."
msgstr "设置着色器材质的着色器。"
msgid "Removes all surfaces from a mesh."
msgstr "移除网格中的所有表面。"
msgid "Returns a mesh's blend shape count."
msgstr "返回一个网格的混合形状数量。"
msgid "Returns a mesh's blend shape mode."
msgstr "返回网格的混合形状模式。"
msgid "Returns a mesh's custom aabb."
msgstr "返回网格的自定义 AABB。"
msgid "Returns a mesh's number of surfaces."
msgstr "返回网格的面数。"
msgid "Sets a mesh's blend shape mode."
msgstr "设置网格的混合形状模式。"
msgid "Sets a mesh's custom aabb."
msgstr "设置网格的自定义 AABB。"
msgid "Returns a mesh's surface's buffer arrays."
msgstr "返回网格表面的缓冲区数组。"
msgid "Returns a mesh's surface's arrays for blend shapes."
msgstr "返回网格表面的混合形状数组。"
msgid "Returns a mesh's surface's material."
msgstr "返回网格表面的材质。"
msgid "Sets a mesh's surface's material."
msgstr "设置网格表面的材质。"
msgid ""
"Calculates and returns the axis-aligned bounding box that encloses all "
"instances within the multimesh."
msgstr "计算并返回轴对齐的包围盒,该包围盒将所有的实例都包含在 multimesh 中。"
msgid "Returns the number of instances allocated for this multimesh."
msgstr "返回分配给这个 multimesh 的实例的数量。"
msgid ""
"Returns the RID of the mesh that will be used in drawing this multimesh."
msgstr "返回用于绘制此 multimesh 的 RID。"
msgid "Returns the number of visible instances for this multimesh."
msgstr "返回此 multimesh 的可见实例数。"
msgid "Returns the color by which the specified instance will be modulated."
msgstr "返回指定实例将被调制的颜色。"
msgid "Returns the custom data associated with the specified instance."
msgstr "返回与指定实例相关的自定义数据。"
msgid "Returns the [Transform3D] of the specified instance."
msgstr "返回指定实例的 [Transform3D]。"
msgid ""
"Returns the [Transform2D] of the specified instance. For use when the "
"multimesh is set to use 2D transforms."
msgstr ""
"返回指定实例的 [Transform2D]。只在 multimesh 设置为使用 2D 变换时使用。"
msgid ""
"Sets the color by which this instance will be modulated. Equivalent to "
"[method MultiMesh.set_instance_color]."
msgstr "设置这个实例的调制颜色。相当于 [method MultiMesh.set_instance_color]。"
msgid ""
"Sets the custom data for this instance. Custom data is passed as a [Color], "
"but is interpreted as a [code]vec4[/code] in the shader. Equivalent to "
"[method MultiMesh.set_instance_custom_data]."
msgstr ""
"为这个实例设置自定义数据。自定义数据以 [Color] 的形式传递,但在着色器中会被解"
"释为 [code]vec4[/code]。相当于 [method MultiMesh.set_instance_custom_data]。"
msgid ""
"Sets the [Transform3D] for this instance. Equivalent to [method MultiMesh."
"set_instance_transform]."
msgstr ""
"为此实例设置 [Transform3D]。相当于 [method MultiMesh."
"set_instance_transform]。"
msgid ""
"Sets the [Transform2D] for this instance. For use when multimesh is used in "
"2D. Equivalent to [method MultiMesh.set_instance_transform_2d]."
msgstr ""
"为此实例设置 [Transform2D]。用于在 2D 中使用 multimesh 时。相当于 [method "
"MultiMesh.set_instance_transform_2d]。"
msgid ""
"Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh."
"mesh]."
msgstr "设置 Multimesh 所要绘制的网格。相当于 [member MultiMesh.mesh]。"
msgid ""
"Sets the number of instances visible at a given time. If -1, all instances "
"that have been allocated are drawn. Equivalent to [member MultiMesh."
"visible_instance_count]."
msgstr ""
"设置在给定时间内可见的实例的数量。如果是 -1,所有被分配的实例都会被画出来。相"
"当于 [member MultiMesh.visible_instance_count]。"
msgid "Returns [code]true[/code] if particles are currently set to emitting."
msgstr "如果当前粒子被设置发射,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if particles are not emitting and particles are "
"set to inactive."
msgstr "如果粒子没有发射并且粒子设置为非活动状态,则返回 [code]true[/code]。"
msgid ""
"Add particle system to list of particle systems that need to be updated. "
"Update will take place on the next frame, or on the next call to [method "
"instances_cull_aabb], [method instances_cull_convex], or [method "
"instances_cull_ray]."
msgstr ""
"将粒子系统添加到需要更新的粒子系统列表中。更新将在下一帧或下一次调用 [method "
"instances_cull_aabb]、[method instances_cull_convex] 或 [method "
"instances_cull_ray] 时进行。"
msgid ""
"Sets the render cull mask for this reflection probe. Only instances with a "
"matching cull mask will be rendered by this probe. Equivalent to [member "
"ReflectionProbe.cull_mask]."
msgstr ""
"为这个反射探针设置渲染遮蔽。只有具有匹配的遮蔽罩的实例才会被这个探针渲染。相"
"当于 [member ReflectionProbe.cull_mask]。"
msgid ""
"If [code]true[/code], uses box projection. This can make reflections look "
"more correct in certain situations. Equivalent to [member ReflectionProbe."
"box_projection]."
msgstr ""
"如果为 [code]true[/code],则使用箱体投影。这可以使反射在某些情况下看起来更正"
"确。相当于 [member ReflectionProbe.box_projection]。"
msgid ""
"If [code]true[/code], computes shadows in the reflection probe. This makes "
"the reflection much slower to compute. Equivalent to [member ReflectionProbe."
"enable_shadows]."
msgstr ""
"如果为 [code]true[/code],计算反射探针中的阴影。这会使得反射的计算速度慢得"
"多。相当于 [member ReflectionProbe.enable_shadows]。"
msgid ""
"Sets the intensity of the reflection probe. Intensity modulates the strength "
"of the reflection. Equivalent to [member ReflectionProbe.intensity]."
msgstr ""
"设置反射探针的强度。强度调节反射的强度。相当于 [member ReflectionProbe."
"intensity]。"
msgid ""
"Sets the max distance away from the probe an object can be before it is "
"culled. Equivalent to [member ReflectionProbe.max_distance]."
msgstr ""
"设置物体在被删除前与探针的最大距离。相当于 [member ReflectionProbe."
"max_distance]。"
msgid ""
"Sets the origin offset to be used when this reflection probe is in box "
"project mode. Equivalent to [member ReflectionProbe.origin_offset]."
msgstr ""
"设置当此反射探针处于框项目模式时要使用的源偏移。相当于 [member "
"ReflectionProbe.origin_offset]。"
msgid ""
"Sets how often the reflection probe updates. Can either be once or every "
"frame. See [enum ReflectionProbeUpdateMode] for options."
msgstr ""
"设置反射探针的更新频率。可以是一次,也可以是每一帧。参阅 [enum "
"ReflectionProbeUpdateMode] 选项。"
msgid "Sets the environment that will be used with this scenario."
msgstr "设置将用于此场景的环境。"
msgid ""
"Sets the fallback environment to be used by this scenario. The fallback "
"environment is used if no environment is set. Internally, this is used by "
"the editor to provide a default environment."
msgstr ""
"设置此方案所使用的后备环境。如果没有设置环境,则使用后备环境。这被编辑器用来"
"提供一个默认环境。"
msgid ""
"If [code]true[/code], the engine will generate wireframes for use with the "
"wireframe debug mode."
msgstr "如果为 [code]true[/code],引擎将生成用于线框调试模式的线框。"
msgid ""
"Sets the default clear color which is used when a specific clear color has "
"not been selected."
msgstr "设置未选择特定透明色时使用的默认透明色。"
msgid "Returns a shader's code."
msgstr "返回着色器的代码。"
msgid "Returns the [Transform3D] set for a specific bone of this skeleton."
msgstr "返回该骨架中指定骨骼的 [Transform3D]。"
msgid "Returns the [Transform2D] set for a specific bone of this skeleton."
msgstr "返回该骨架中指定骨骼的 [Transform2D]。"
msgid "Sets the [Transform3D] for a specific bone of this skeleton."
msgstr "设置该骨架中指定骨骼的 [Transform3D]。"
msgid "Sets the [Transform2D] for a specific bone of this skeleton."
msgstr "设置该骨架中指定骨骼的 [Transform2D]。"
msgid "Returns the number of bones allocated for this skeleton."
msgstr "返回分配给这个骨架的骨骼数量。"
msgid "Sets a viewport's camera."
msgstr "设置视图的相机。"
msgid "Sets a viewport's canvas."
msgstr "设置视口的画布。"
msgid "Returns the viewport's last rendered frame."
msgstr "返回视口的最后渲染帧。"
msgid "Detaches a viewport from a canvas and vice versa."
msgstr "从画布分离视口,反之亦然。"
msgid "If [code]true[/code], sets the viewport active, else sets it inactive."
msgstr ""
"如果为 [code]true[/code],则将视口设置为活动状态,否则将其设置为非活动状态。"
msgid "Sets the transformation of a viewport's canvas."
msgstr "设置视口画布的变换。"
msgid ""
"Sets the clear mode of a viewport. See [enum ViewportClearMode] for options."
msgstr "设置视口的清除模式。可选项见 [enum ViewportClearMode]。"
msgid ""
"Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for "
"options."
msgstr "设置视口的调试绘图模式。可选项见 [enum ViewportDebugDraw]。"
msgid "If [code]true[/code], the viewport's canvas is not rendered."
msgstr "如果为 [code]true[/code],则不渲染视口的画布。"
msgid "Sets the viewport's global transformation matrix."
msgstr "设置视口的全局变换矩阵。"
msgid "Sets the viewport's parent to another viewport."
msgstr "设置视口的父视口到另一个视口。"
msgid "Sets the shadow atlas quadrant's subdivision."
msgstr "设置阴影图集象限的细分。"
msgid "Sets the viewport's width and height."
msgstr "设置视口的宽度和高度。"
msgid ""
"If [code]true[/code], the viewport renders its background as transparent."
msgstr "如果为 [code]true[/code],视口将其背景渲染为透明。"
msgid ""
"Sets when the viewport should be updated. See [enum ViewportUpdateMode] "
"constants for options."
msgstr "设置应更新视口的时间。可选项请参阅 [enum ViewportUpdateMode] 。"
msgid ""
"If [code]false[/code], disables rendering completely, but the engine logic "
"is still being processed. You can call [method force_draw] to draw a frame "
"even with rendering disabled."
msgstr ""
"如果为 [code]false[/code],则完全禁用渲染,但引擎逻辑仍在处理中。即使禁用渲"
"染,您也可以调用 [method force_draw] 来绘制帧。"
msgid "Marks an error that shows that the index array is empty."
msgstr "标记一个错误,表明索引数组为空。"
msgid "Number of weights/bones per vertex."
msgstr "每个顶点的权重/骨骼数。"
msgid "The minimum Z-layer for canvas items."
msgstr "画布项目的最小 Z 层。"
msgid "The maximum Z-layer for canvas items."
msgstr "帆布项目的最大 Z 层。"
msgid ""
"Max number of glow levels that can be used with glow post-process effect."
msgstr "可用于辉光后处理效果的最大辉光级别数。"
msgid "Unused enum in Godot 3.x."
msgstr "在 Godot 3.x 中未使用的枚举。"
msgid "Shader is a 3D shader."
msgstr "着色器是 3D 着色器。"
msgid "Shader is a 2D shader."
msgstr "着色器是 2D 着色器。"
msgid "Shader is a particle shader."
msgstr "着色器是粒子着色器。"
msgid "Shader is a sky shader."
msgstr "着色器是天空着色器。"
msgid "Shader is a fog shader."
msgstr "着色器是雾着色器。"
msgid "Represents the size of the [enum ShaderMode] enum."
msgstr "代表 [enum ShaderMode] 枚举的大小。"
msgid "The minimum renderpriority of all materials."
msgstr "所有材质的最小渲染优先级。"
msgid "The maximum renderpriority of all materials."
msgstr "所有材质的最大渲染优先级。"
msgid "Array is a vertex array."
msgstr "数组是顶点数组。"
msgid "Array is a normal array."
msgstr "数组是法线数组。"
msgid "Array is a tangent array."
msgstr "数组是切线数组。"
msgid "Array is a color array."
msgstr "数组是颜色数组。"
msgid "Array is an UV coordinates array."
msgstr "数组是 UV 坐标数组。"
msgid "Array is an UV coordinates array for the second UV coordinates."
msgstr "数组是第二个 UV 坐标的 UV 坐标数组。"
msgid "Array contains bone information."
msgstr "数组包含骨骼信息。"
msgid "Array is weight information."
msgstr "数组是重量信息。"
msgid "Array is index array."
msgstr "数组是索引数组。"
msgid "Flag used to mark a vertex array."
msgstr "用于标记顶点数组的标志。"
msgid "Flag used to mark a normal array."
msgstr "用于标记法线数组的标志。"
msgid "Flag used to mark a tangent array."
msgstr "用于标记切线数组的标志。"
msgid "Flag used to mark a color array."
msgstr "用于标记颜色数组的标记。"
msgid "Flag used to mark an UV coordinates array."
msgstr "用于标记 UV 坐标数组的标志。"
msgid ""
"Flag used to mark an UV coordinates array for the second UV coordinates."
msgstr "用于标记第二个UV坐标的UV坐标数组的标志。"
msgid "Flag used to mark a bone information array."
msgstr "用来标记骨骼信息数组的标志。"
msgid "Flag used to mark a weights array."
msgstr "用于标记重量数组的标记。"
msgid "Flag used to mark an index array."
msgstr "用于标记索引数组的标志。"
msgid "Primitive to draw consists of points."
msgstr "绘制的图元由点组成。"
msgid "Primitive to draw consists of lines."
msgstr "绘制的图元由线组成。"
msgid "Primitive to draw consists of a line strip from start to end."
msgstr "绘制的图元由单条线带组成。"
msgid "Primitive to draw consists of triangles."
msgstr "绘制的图元由三角形组成。"
msgid ""
"Primitive to draw consists of a triangle strip (the last 3 vertices are "
"always combined to make a triangle)."
msgstr "绘制的图元由单条三角形带组成(最后 3 个顶点总是会构成三角形)。"
msgid "Represents the size of the [enum PrimitiveType] enum."
msgstr "代表 [enum PrimitiveType] 枚举的大小。"
msgid "Use [Transform2D] to store MultiMesh transform."
msgstr "使用 [Transform2D] 存储 MultiMesh 变换。"
msgid "Use [Transform3D] to store MultiMesh transform."
msgstr "使用 [Transform3D] 存储 MultiMesh 变换。"
msgid "Is a directional (sun) light."
msgstr "是平行光(日光)。"
msgid "Is an omni light."
msgstr "是全向光。"
msgid "Is a spot light."
msgstr "是聚光。"
msgid "The light's energy multiplier."
msgstr "该灯光的能量倍数。"
msgid ""
"The light's indirect energy multiplier (final indirect energy is [constant "
"LIGHT_PARAM_ENERGY] * [constant LIGHT_PARAM_INDIRECT_ENERGY])."
msgstr ""
"该灯光的间接能量倍数(最终的间接能量为 [constant LIGHT_PARAM_ENERGY] * "
"[constant LIGHT_PARAM_INDIRECT_ENERGY])。"
msgid ""
"The light's volumetric fog energy multiplier (final volumetric fog energy is "
"[constant LIGHT_PARAM_ENERGY] * [constant "
"LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY])."
msgstr ""
"该灯光的体积雾能量倍数(最终的体积雾能量为 [constant LIGHT_PARAM_ENERGY] * "
"[constant LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY])。"
msgid "The light's influence on specularity."
msgstr "灯光对镜面反射的影响。"
msgid "The light's range."
msgstr "灯光的范围。"
msgid "The light's attenuation."
msgstr "光线的衰减。"
msgid "The spotlight's angle."
msgstr "聚光灯的角度。"
msgid "The spotlight's attenuation."
msgstr "聚光灯的衰减。"
msgid "Max distance that shadows will be rendered."
msgstr "阴影被渲染的最大距离。"
msgid "Proportion of shadow atlas occupied by the first split."
msgstr "第一次拆分所占据的阴影图集的比例。"
msgid "Proportion of shadow atlas occupied by the second split."
msgstr "第二次拆分所占用的阴影图集的比例。"
msgid ""
"Proportion of shadow atlas occupied by the third split. The fourth split "
"occupies the rest."
msgstr "第三次拆分所占用的阴影图集的比例。第四个拆分占据了其余部分。"
msgid ""
"Normal bias used to offset shadow lookup by object normal. Can be used to "
"fix self-shadowing artifacts."
msgstr "法线偏置,用于抵消物体法线的阴影查找。可以用来修复自阴影的伪影。"
msgid "Bias the shadow lookup to fix self-shadowing artifacts."
msgstr "对阴影查找进行偏置,以修复自我阴影的假象。"
msgid "Represents the size of the [enum LightParam] enum."
msgstr "代表 [enum LightParam] 枚举的大小。"
msgid "Use a dual paraboloid shadow map for omni lights."
msgstr "对全向光使用双抛物面阴影贴图。"
msgid ""
"Use a cubemap shadow map for omni lights. Slower but better quality than "
"dual paraboloid."
msgstr "对全向光使用立方体贴图阴影贴图。比双抛物面更慢但质量更好。"
msgid "Use orthogonal shadow projection for directional light."
msgstr "对平行光使用正交阴影投影。"
msgid "Use 2 splits for shadow projection when using directional light."
msgstr "使用平行光时,使用 2 个分割进行阴影投影。"
msgid "Use 4 splits for shadow projection when using directional light."
msgstr "使用平行光时,使用 4 个分割进行阴影投影。"
msgid "Use DirectionalLight3D in both sky rendering and scene lighting."
msgstr "在天空渲染和场景照明中都使用 DirectionalLight3D。"
msgid "Only use DirectionalLight3D in scene lighting."
msgstr "仅在场景照明中使用 DirectionalLight3D。"
msgid "Only use DirectionalLight3D in sky rendering."
msgstr "仅在天空渲染中使用 DirectionalLight3D。"
msgid "Reflection probe will update reflections once and then stop."
msgstr "反射探针将更新一次反射,然后停止。"
msgid ""
"Reflection probe will update each frame. This mode is necessary to capture "
"moving objects."
msgstr "反射探针将每帧更新。这种模式对于捕捉移动物体是必要的。"
msgid "Draw particles in the order that they appear in the particles array."
msgstr "按照粒子数组中出现的顺序绘制粒子。"
msgid "Sort particles based on their lifetime."
msgstr "根据粒子的寿命对其进行分类。"
msgid "Sort particles based on their distance to the camera."
msgstr "根据粒子与相机的距离对其进行排序。"
msgid "Do not update the viewport."
msgstr "不要更新视口。"
msgid "Update the viewport once then set to disabled."
msgstr "更新一次视口,然后设置为禁用。"
msgid "Update the viewport whenever it is visible."
msgstr "只要视口是可见的,就更新视口。"
msgid "Always update the viewport."
msgstr "始终更新视口。"
msgid "The viewport is always cleared before drawing."
msgstr "在绘图之前,视口总是被清空。"
msgid "The viewport is never cleared before drawing."
msgstr "在绘图之前,视口永远不会被清空。"
msgid ""
"The viewport is cleared once, then the clear mode is set to [constant "
"VIEWPORT_CLEAR_NEVER]."
msgstr "视口被清除一次,然后清除模式设置为 [constant VIEWPORT_CLEAR_NEVER]。"
msgid "Disable rendering of 3D environment over 2D canvas."
msgstr "禁用在 2D 画布上渲染 3D 环境。"
msgid "Enable rendering of 3D environment over 2D canvas."
msgstr "启用在 2D 画布上渲染 3D 环境。"
msgid "Max value of [enum ViewportEnvironmentMode] enum."
msgstr "[enum ViewportEnvironmentMode] 枚举的最大值。"
msgid "Number of objects drawn in a single frame."
msgstr "在单帧中绘制的对象的数量。"
msgid "Number of vertices drawn in a single frame."
msgstr "在单个帧中绘制的顶点数。"
msgid "Number of draw calls during this frame."
msgstr "此帧期间的绘制调用数。"
msgid "Represents the size of the [enum ViewportRenderInfo] enum."
msgstr "代表 [enum ViewportRenderInfo] 枚举的大小。"
msgid "Debug draw is disabled. Default setting."
msgstr "调试绘制被禁用。默认设置。"
msgid "Objects are displayed without light information."
msgstr "显示的对象没有光照信息。"
msgid "Debug draw draws objects in wireframe."
msgstr "调试绘制,将对象用线框形式绘制。"
msgid "Represents the size of the [enum ViewportVRSMode] enum."
msgstr "代表 [enum ViewportVRSMode] 枚举的大小。"
msgid "Use the clear color as background."
msgstr "用透明的颜色作为背景。"
msgid "Use a specified color as the background."
msgstr "使用指定的颜色作为背景。"
msgid "Use a sky resource for the background."
msgstr "使用天空资源作为背景。"
msgid ""
"Use a specified canvas layer as the background. This can be useful for "
"instantiating a 2D scene in a 3D world."
msgstr ""
"使用一个指定的画布层作为背景。这对在 3D 世界中实例化一个 2D 场景很有用。"
msgid ""
"Do not clear the background, use whatever was rendered last frame as the "
"background."
msgstr "不要清除背景,使用上一帧渲染的东西作为背景。"
msgid "Represents the size of the [enum EnvironmentBG] enum."
msgstr "代表 [enum EnvironmentBG] 枚举的大小。"
msgid "Disable ambient light."
msgstr "禁用环境光。"
msgid "Specify a specific [Color] for ambient light."
msgstr "为环境光指定特定的 [Color]。"
msgid "Disable reflections."
msgstr "禁用反射。"
msgid ""
"Output color as they came in. This can cause bright lighting to look blown "
"out, with noticeable clipping in the output colors."
msgstr ""
"按照输入原样输出颜色。较亮的光照会导致过曝、输出的颜色中会有可见的截断。"
msgid ""
"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
"使用 Reinhard 色调映射器。对渲染后的像素颜色进行调整,使用的是这个公式:"
"[code]color = color / (1 + color)[/code]。可以避免对高光的截断,但最终的图像"
"可能看上去有些寡淡。"
msgid ""
"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
"resulting image that usually looks more vivid than [constant "
"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
"使用电影级色调映射器。可以避免对高光的截断,最终的图像一般比 [constant "
"ENV_TONE_MAPPER_REINHARD] 看上去更鲜艳。"
msgid "Lowest quality of screen-space ambient occlusion."
msgstr "最低质量的屏幕空间环境光遮蔽。"
msgid "Low quality screen-space ambient occlusion."
msgstr "低质量的屏幕空间环境光遮蔽。"
msgid "Medium quality screen-space ambient occlusion."
msgstr "中等质量的屏幕空间环境光遮蔽。"
msgid "High quality screen-space ambient occlusion."
msgstr "高质量的屏幕空间环境光遮蔽。"
msgid ""
"Highest quality screen-space ambient occlusion. Uses the adaptive target "
"setting which can be dynamically adjusted to smoothly balance performance "
"and visual quality."
msgstr ""
"最高质量的屏幕空间环境光遮蔽。使用可动态调整的自适应目标设置,以平滑地平衡性"
"能和视觉质量。"
msgid "Lowest quality of screen-space indirect lighting."
msgstr "最低质量的屏幕空间间接光照。"
msgid "Low quality screen-space indirect lighting."
msgstr "较低质量的屏幕空间间接光照。"
msgid "High quality screen-space indirect lighting."
msgstr "较高质量的屏幕空间间接光照。"
msgid ""
"Highest quality screen-space indirect lighting. Uses the adaptive target "
"setting which can be dynamically adjusted to smoothly balance performance "
"and visual quality."
msgstr ""
"最高质量的屏幕空间间接光照。使用可动态调整的自适应目标设置,以平滑地平衡性能"
"和视觉质量。"
msgid ""
"Lowest quality DOF blur. This is the fastest setting, but you may be able to "
"see filtering artifacts."
msgstr "最低质量的 DOF 模糊。这是最快的设置,但你可能会看到不自然的过滤。"
msgid "Low quality DOF blur."
msgstr "较低质量的 DOF 模糊。"
msgid "Medium quality DOF blur."
msgstr "中等质量的 DOF 模糊。"
msgid ""
"Highest quality DOF blur. Results in the smoothest looking blur by taking "
"the most samples, but is also significantly slower."
msgstr ""
"最高质量的 DOF 模糊。通过采集最多的样本,产生最平滑的模糊效果,但速度也明显变"
"慢。"
msgid "The instance does not have a type."
msgstr "实例没有类型。"
msgid "The instance is a mesh."
msgstr "该实例是网格。"
msgid "The instance is a multimesh."
msgstr "该实例是一个 multimesh。"
msgid "The instance is a particle emitter."
msgstr "该实例是粒子发射器。"
msgid "The instance is a light."
msgstr "该实例是灯。"
msgid "The instance is a reflection probe."
msgstr "该实例是反射探针。"
msgid "The instance is a decal."
msgstr "该实例是贴花。"
msgid "The instance is a VoxelGI."
msgstr "该实例是 VoxelGI。"
msgid "The instance is a lightmap."
msgstr "该实例是光照贴图。"
msgid "Represents the size of the [enum InstanceType] enum."
msgstr "代表 [enum InstanceType] 枚举的大小。"
msgid ""
"A combination of the flags of geometry instances (mesh, multimesh, immediate "
"and particles)."
msgstr "几何体实例(网格、多网格、即时和粒子)的标志的组合。"
msgid "Allows the instance to be used in baked lighting."
msgstr "允许在烘焙照明中使用实例。"
msgid "Allows the instance to be used with dynamic global illumination."
msgstr "允许在动态全局光照中使用该实例。"
msgid "When set, manually requests to draw geometry on next frame."
msgstr "当设置时,手动请求在下一帧绘制几何图形。"
msgid "Represents the size of the [enum InstanceFlags] enum."
msgstr "代表 [enum InstanceFlags] 枚举的大小。"
msgid "Disable shadows from this instance."
msgstr "禁用这个实例的阴影。"
msgid "Cast shadows from this instance."
msgstr "从此实例投下阴影。"
msgid ""
"Disable backface culling when rendering the shadow of the object. This is "
"slightly slower but may result in more correct shadows."
msgstr ""
"在渲染对象的阴影时禁用背面剔除。这会稍微慢一些,但可能会产生更正确的阴影。"
msgid ""
"Only render the shadows from the object. The object itself will not be drawn."
msgstr "仅渲染对象的阴影。对象本身不会被绘制。"
msgid "The nine patch gets stretched where needed."
msgstr "九宫格在需要的地方被拉伸。"
msgid "The nine patch gets filled with tiles where needed."
msgstr "九宫格在需要的地方填充图块。"
msgid ""
"The nine patch gets filled with tiles where needed and stretches them a bit "
"if needed."
msgstr "九宫格在需要的地方填充图块,并在需要时将它们拉伸一点。"
msgid "Uses the default filter mode for this [Viewport]."
msgstr "为 [Viewport] 使用默认过滤模式。"
msgid "Max value for [enum CanvasItemTextureFilter] enum."
msgstr "[enum CanvasItemTextureFilter] 枚举的最大值。"
msgid "Uses the default repeat mode for this [Viewport]."
msgstr "为 [Viewport] 使用默认重复模式。"
msgid "Max value for [enum CanvasItemTextureRepeat] enum."
msgstr "[enum CanvasItemTextureRepeat] 枚举的最大值。"
msgid "Adds light color additive to the canvas."
msgstr "向画布添加浅色。"
msgid "Adds light color subtractive to the canvas."
msgstr "从画布中减去浅色。"
msgid "The light adds color depending on transparency."
msgstr "灯光根据透明度增加颜色。"
msgid "Do not apply a filter to canvas light shadows."
msgstr "不要对画布上的光影应用滤镜。"
msgid "Use PCF5 filtering to filter canvas light shadows."
msgstr "使用 PCF5 过滤法来过滤画布的光影。"
msgid "Use PCF13 filtering to filter canvas light shadows."
msgstr "使用 PCF13 过滤法来过滤画布的光影。"
msgid "Max value of the [enum CanvasLightShadowFilter] enum."
msgstr "[enum CanvasLightShadowFilter] 枚举的最大值。"
msgid "Culling of the canvas occluder is disabled."
msgstr "禁用画布遮挡物的剔除。"
msgid "Culling of the canvas occluder is clockwise."
msgstr "画布遮挡器的剔除是顺时针的。"
msgid "Culling of the canvas occluder is counterclockwise."
msgstr "画布遮挡物的剔除是逆时针的。"
msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x."
msgstr "硬件支持着色器。这个枚举目前在 Godot 3.x 中没有使用。"
msgid ""
"Hardware supports multithreading. This enum is currently unused in Godot 3.x."
msgstr "硬件支持多线程。这个枚举目前在 Godot 3.x 中没有使用。"
msgid "Base class for all resources."
msgstr "所有资源的基类。"
msgid "Resources"
msgstr "资源"
msgid "Loads a specific resource type from a file."
msgstr "从文件中加载特定资源类型。"
msgid "Gets the list of extensions for files this loader is able to read."
msgstr "获取该加载器能够读取的文件的扩展名列表。"
msgid ""
"Gets the class name of the resource associated with the given path. If the "
"loader cannot handle it, it should return [code]\"\"[/code].\n"
"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
"[ClassDB], so you might just return [code]\"Resource\"[/code] for them."
msgstr ""
"获取与给定路径相关的资源的类名。如果加载器不能处理它,它应该返回 [code]\"\"[/"
"code]。\n"
"[b]注意:[/b][ClassDB] 不知道脚本定义的自定义资源类型,因此您可能只为它们返"
"回 [code]\"Resource\"[/code]。"
msgid ""
"Tells which resource class this loader can load.\n"
"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
"[ClassDB], so you might just handle [code]\"Resource\"[/code] for them."
msgstr ""
"说明这个加载器可以加载哪个资源类。\n"
"[b]注意:[/b][ClassDB] 不知道脚本定义的自定义资源类型,因此您可以只为它们处"
"理 [code]\"Resource\"[/code]。"
msgid "Saves a specific resource type to a file."
msgstr "将特定资源类型保存到文件。"
msgid ""
"The engine can save resources when you do it from the editor, or when you "
"use the [ResourceSaver] singleton. This is accomplished thanks to multiple "
"[ResourceFormatSaver]s, each handling its own format and called "
"automatically by the engine.\n"
"By default, Godot saves resources as [code].tres[/code] (text-based), [code]."
"res[/code] (binary) or another built-in format, but you can choose to create "
"your own format by extending this class. Be sure to respect the documented "
"return types and values. You should give it a global class name with "
"[code]class_name[/code] for it to be registered. Like built-in "
"ResourceFormatSavers, it will be called automatically when saving resources "
"of its recognized type(s). You may also implement a [ResourceFormatLoader]."
msgstr ""
"当您从编辑器执行此操作或使用 [ResourceSaver] 单例时,引擎可以节省资源。这要归"
"功于多个 [ResourceFormatSaver],每个都处理自己的格式并由引擎自动调用。\n"
"默认情况下,Godot 将资源保存为 [code].tres[/code](基于文本)、[code].res[/"
"code](二进制)或其他内置格式,但您可以选择通过扩展这个类来创建自己的格式。请"
"务必遵守记录的返回类型和值。你应该给它一个全局类名 [code]class_name[/code] 以"
"便它被注册。与内置的 ResourceFormatSaver 一样,它会在保存其识别类型的资源时自"
"动调用。你也可以实现一个 [ResourceFormatLoader]。"
msgid "Returns whether the given resource object can be saved by this saver."
msgstr "返回此保存程序能否保存给定的资源对象。"
msgid "Base class for the implementation of core resource importers."
msgstr "用于实现核心资源导入器的基类。"
msgid ""
"This is the base class for the resource importers implemented in core. To "
"implement your own resource importers using editor plugins, see "
"[EditorImportPlugin]."
msgstr ""
"这是在核心部分实现的资源导入器的基类。要使用编辑器插件实现你自己的资源导入"
"器,见 [EditorImportPlugin]。"
msgid "The default import order."
msgstr "默认导入顺序。"
msgid ""
"The import order for scenes, which ensures scenes are imported [i]after[/i] "
"all other core resources such as textures. Custom importers should generally "
"have an import order lower than [code]100[/code] to avoid issues when "
"importing scenes that rely on custom resources."
msgstr ""
"场景的导入顺序,确保场景被导入在所有其他核心资源(如纹理)[i]之后[/i]。自定义"
"导入器的导入顺序一般应低于[code]100[/code],以避免导入依赖自定义资源的场景时"
"出现问题。"
msgid "Singleton used to load resource files."
msgstr "用于加载资源文件的单例。"
msgid "Returns the list of recognized extensions for a resource type."
msgstr "返回资源类型的已识别扩展名列表。"
msgid "Unregisters the given [ResourceFormatLoader]."
msgstr "取消注册给定的 [ResourceFormatLoader]。"
msgid ""
"Changes the behavior on missing sub-resources. The default behavior is to "
"abort loading."
msgstr "更改缺少子资源时的行为。默认行为是中止加载。"
msgid "Returns the list of resources inside the preloader."
msgstr "返回预加载器内的资源列表。"
msgid "Singleton for saving Godot-specific resource types."
msgstr "用于保存 Godot 特定资源类型的单例。"
msgid ""
"Singleton for saving Godot-specific resource types to the filesystem.\n"
"It uses the many [ResourceFormatSaver] classes registered in the engine "
"(either built-in or from a plugin) to save engine-specific resource data to "
"text-based (e.g. [code].tres[/code] or [code].tscn[/code]) or binary files "
"(e.g. [code].res[/code] or [code].scn[/code])."
msgstr ""
"用于将 Godot 特定的资源类型保存到文件系统的单例。\n"
"它使用在引擎中注册的许多 [ResourceFormatSaver] 类(无论是内置的还是来自插件"
"的),将引擎特定的资源数据保存到基于文本(如 [code].res[/code] 或 [code]."
"tscn[/code])或二进制文件(如 [code].res[/code] 或 [code].scn[/code])。"
msgid ""
"Returns the list of extensions available for saving a resource of a given "
"type."
msgstr "返回可用于保存给定类型的资源的扩展列表。"
msgid "Save the resource with a path relative to the scene which uses it."
msgstr "用相对于使用该资源的场景的路径来保存该资源。"
msgid "Bundles external resources."
msgstr "捆绑外部资源。"
msgid ""
"Changes the [member Resource.resource_path] of the saved resource to match "
"its new location."
msgstr "更改已保存资源的 [member Resource.resource_path] 以匹配其新位置。"
msgid ""
"Do not save editor-specific metadata (identified by their [code]__editor[/"
"code] prefix)."
msgstr "不要保存编辑器特定的元数据(由其 [code]__editor[/code] 前缀标识)。"
msgid ""
"Take over the paths of the saved subresources (see [method Resource."
"take_over_path])."
msgstr "接管保存的子资源的路径(见 [method Resource.take_over_path])。"
msgid "A custom effect for use with [RichTextLabel]."
msgstr "与 [RichTextLabel] 一起使用的自定义效果。"
msgid "Label that displays rich text."
msgstr "显示富文本的标签。"
msgid "GUI Rich Text/BBcode Demo"
msgstr "GUI 富文本/BBcode 演示"
msgid "Adds raw non-BBCode-parsed text to the tag stack."
msgstr "将非 BBCode 解析的原始文本添加到标签栈中。"
msgid "Clears the tag stack and sets [member text] to an empty string."
msgstr "清空标签堆栈,并将 [member text] 设置为空字符串。"
msgid ""
"Returns the [PopupMenu] of this [RichTextLabel]. By default, this menu is "
"displayed when right-clicking on the [RichTextLabel].\n"
"You can add custom menu items or remove standard ones. Make sure your IDs "
"don't conflict with the standard ones (see [enum MenuItems]). For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var menu = get_menu()\n"
" # Remove \"Select All\" item.\n"
" menu.remove_item(MENU_SELECT_ALL)\n"
" # Add custom items.\n"
" menu.add_separator()\n"
" menu.add_item(\"Duplicate Text\", MENU_MAX + 1)\n"
" # Connect callback.\n"
" menu.id_pressed.connect(_on_item_pressed)\n"
"\n"
"func _on_item_pressed(id):\n"
" if id == MENU_MAX + 1:\n"
" add_text(\"\\n\" + get_parsed_text())\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var menu = GetMenu();\n"
" // Remove \"Select All\" item.\n"
" menu.RemoveItem(RichTextLabel.MenuItems.SelectAll);\n"
" // Add custom items.\n"
" menu.AddSeparator();\n"
" menu.AddItem(\"Duplicate Text\", RichTextLabel.MenuItems.Max + 1);\n"
" // Add event handler.\n"
" menu.IdPressed += OnItemPressed;\n"
"}\n"
"\n"
"public void OnItemPressed(int id)\n"
"{\n"
" if (id == TextEdit.MenuItems.Max + 1)\n"
" {\n"
" AddText(\"\\n\" + GetParsedText());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member Window.visible] property."
msgstr ""
"返回该 [RichTextLabel] 的 [PopupMenu]。默认情况下,这个菜单会在右键单击 "
"[RichTextLabel] 时显示。\n"
"你可以加入自定义的菜单项,或者移除标准菜单项。请确保你的 ID 与标准 ID 不冲突"
"(见 [enum MenuItems])。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var menu = get_menu()\n"
" # 移除“全选”菜单项。\n"
" menu.remove_item(MENU_SELECT_ALL)\n"
" # 添加自定义菜单项。\n"
" menu.add_separator()\n"
" menu.add_item(\"制作文本副本\", MENU_MAX + 1)\n"
" # 连接回调。\n"
" menu.id_pressed.connect(_on_item_pressed)\n"
"\n"
"func _on_item_pressed(id):\n"
" if id == MENU_MAX + 1:\n"
" add_text(\"\\n\" + get_parsed_text())\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var menu = GetMenu();\n"
" // 移除“全选”菜单项。\n"
" menu.RemoveItem(RichTextLabel.MenuItems.SelectAll);\n"
" // 添加自定义菜单项。\n"
" menu.AddSeparator();\n"
" menu.AddItem(\"制作文本副本\", RichTextLabel.MenuItems.Max + 1);\n"
" // 添加事件处理器。\n"
" menu.IdPressed += OnItemPressed;\n"
"}\n"
"\n"
"public void OnItemPressed(int id)\n"
"{\n"
" if (id == TextEdit.MenuItems.Max + 1)\n"
" {\n"
" AddText(\"\\n\" + GetParsedText());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]警告:[/b]这是必要的内部节点,将其移除或释放可能导致崩溃。如果你想要将其隐"
"藏,或者隐藏其子节点,请使用其 [member Window.visible] 属性。"
msgid "Returns the text without BBCode mark-up."
msgstr "返回没有 BBCode 标记的文本。"
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "返回当前选中的文本。不包括 BBCode。"
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
msgstr "返回文本标签的总字符数。不包括 BBCode。"
msgid "Adds a newline tag to the tag stack."
msgstr "在标签栈中添加一个换行标签。"
msgid ""
"Terminates the current tag. Use after [code]push_*[/code] methods to close "
"BBCodes manually. Does not need to follow [code]add_*[/code] methods."
msgstr ""
"终止当前标签。使用 [code]push_*[/code] 方法之后手动关闭 BBCodes。不需要遵循 "
"[code]add_*[/code] 方法。"
msgid "Adds a [code][bgcolor][/code] tag to the tag stack."
msgstr "向标签栈中添加 [code][bgcolor][/code] 标签。"
msgid ""
"Adds a [code][font][/code] tag with a bold font to the tag stack. This is "
"the same as adding a [code][b][/code] tag if not currently in a [code][i][/"
"code] tag."
msgstr ""
"在标签栈中添加一个 [code][font][/code] 标签,字体为黑体。如果当前没有 [code]"
"[i][/code] 标签,这与添加一个 [code][b][/code] 标签相同。"
msgid ""
"Adds a [code][font][/code] tag with a bold italics font to the tag stack."
msgstr "在标签栈中添加一个 [code][font][/code] 标签,字体为粗斜体。"
msgid ""
"Adds a [code][cell][/code] tag to the tag stack. Must be inside a [code]"
"[table][/code] tag. See [method push_table] for details."
msgstr ""
"在标签栈中添加一个 [code][cell][/code] 标签。必须位于 [code][table][/code] 标"
"签内。详见 [method push_table]。"
msgid "Adds a [code][color][/code] tag to the tag stack."
msgstr "在标签栈中添加一个 [code][color][/code] 标签。"
msgid "Adds a [code][fgcolor][/code] tag to the tag stack."
msgstr "向标签栈中添加 [code][fgcolor][/code] 标签。"
msgid ""
"Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for "
"its duration."
msgstr ""
"在标签栈中添加一个 [code][font][/code] 标签。在其有效期内覆盖默认字体。"
msgid ""
"Adds a [code][font][/code] tag with a italics font to the tag stack. This is "
"the same as adding a [code][i][/code] tag if not currently in a [code][b][/"
"code] tag."
msgstr ""
"在标签栈中添加一个 [code][font][/code] 标签,字体为斜体。如果当前没有 [code]"
"[b][/code] 标签,这与添加 [code][i][/code] 标签相同。"
msgid "Adds a [code][font][/code] tag with a monospace font to the tag stack."
msgstr "在标签栈中添加一个 [code][font][/code] 标签,该标签为等宽字体。"
msgid "Adds a [code][font][/code] tag with a normal font to the tag stack."
msgstr "在标签栈中添加一个具有正常字体的 [code][font][/code] 标签。"
msgid "Adds a [code][p][/code] tag to the tag stack."
msgstr "向标签栈中添加 [code][p][/code] 标签。"
msgid "Adds a [code][s][/code] tag to the tag stack."
msgstr "向标签栈中添加 [code][s][/code] 标签。"
msgid "Adds a [code][table=columns,inline_align][/code] tag to the tag stack."
msgstr "向标签栈中添加 [code][table=columns,inline_align][/code] 标签。"
msgid "Adds a [code][u][/code] tag to the tag stack."
msgstr "向标签栈中添加 [code][u][/code] 标签。"
msgid "Scrolls the window's top line to match [param line]."
msgstr "滚动窗口,让第一行与 [param line] 匹配。"
msgid ""
"Scrolls the window's top line to match first line of the [param paragraph]."
msgstr "滚动窗口,让第一行与 [param paragraph] 的第一行匹配。"
msgid "Scrolls to the beginning of the current selection."
msgstr "滚动到当前选区的开头。"
msgid ""
"Select all the text.\n"
"If [member selection_enabled] is [code]false[/code], no selection will occur."
msgstr ""
"全选文本。\n"
"如果 [member selection_enabled] 为 [code]false[/code],则不会进行选择。"
msgid "Sets color of a table cell border."
msgstr "设置表格的单元格边框颜色。"
msgid "Sets inner padding of a table cell."
msgstr "设置表格的单元格内边距。"
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr "为 [code]true[/code] 时右键单击会显示上下文菜单。"
msgid ""
"The currently installed custom effects. This is an array of "
"[RichTextEffect]s.\n"
"To add a custom effect, it's more convenient to use [method install_effect]."
msgstr ""
"当前配置的自定义效果。这是一个[RichTextEffect]的数组。\n"
"要添加一个自定义效果,使用[method install_effect]会更方便。"
msgid ""
"If [code]true[/code], the label underlines meta tags such as [code][url]"
"{text}[/url][/code]."
msgstr ""
"如果为 [code]true[/code],则会在元标签下划线,例如 [code][url]{text}[/url][/"
"code]。"
msgid ""
"If [code]true[/code], the scrollbar is visible. Setting this to [code]false[/"
"code] does not block scrolling completely. See [method scroll_to_line]."
msgstr ""
"如果为 [code]true[/code],则滚动条可见。将此设置为 [code]false[/code] 不会完"
"全阻止滚动。见[method scroll_to_line]。"
msgid ""
"If [code]true[/code], the window scrolls down to display new content "
"automatically."
msgstr "如果为 [code]true[/code],则窗口向下滚动以自动显示新内容。"
msgid "If [code]true[/code], the label allows text selection."
msgstr "如果为 [code]true[/code],标签允许文本选择。"
msgid ""
"If [code]true[/code], shortcut keys for context menu items are enabled, even "
"if the context menu is disabled."
msgstr ""
"为 [code]true[/code] 时,即使上下文菜单已被禁用,也会启用该上下文菜单的快捷"
"键。"
msgid ""
"The number of spaces associated with a single tab length. Does not affect "
"[code]\\t[/code] in text tags, only indent tags."
msgstr ""
"与单个制表符长度关联的空格数。不影响文本标签中的 [code]\\t[/code],只影响缩进"
"标签。"
msgid "If [code]true[/code], text processing is done in a background thread."
msgstr "如果为 [code]true[/code],则文本处理在后台线程中完成。"
msgid "Triggered when the document is fully loaded."
msgstr "当文档完全加载时触发。"
msgid ""
"Triggered when the user clicks on content between meta tags. If the meta is "
"defined in text, e.g. [code][url={\"data\"=\"hi\"}]hi[/url][/code], then the "
"parameter for this signal will be a [String] type. If a particular type or "
"an object is desired, the [method push_meta] method must be used to manually "
"insert the data into the tag stack."
msgstr ""
"当用户点击元标记之间的内容时触发。如果元是在文本中定义的,例如[code]"
"[url={\"data\"=\"hi\"}]hi[/url][/code],则该信号的参数为[String]类型。如果需"
"要特定类型或对象,则必须使用 [method push_meta] 方法将数据手动插入标签栈。"
msgid "Triggers when the mouse exits a meta tag."
msgstr "当鼠标退出元标签时触发。"
msgid "Triggers when the mouse enters a meta tag."
msgstr "当鼠标进入元标签时触发。"
msgid "Each list item has a number marker."
msgstr "每个列表项都有数字标记。"
msgid "Each list item has a letter marker."
msgstr "每个列表项都有字母标记。"
msgid "Each list item has a roman number marker."
msgstr "每个列表项都有罗马数字标记。"
msgid "Each list item has a filled circle marker."
msgstr "每个列表项都有实心圆标记。"
msgid "The default text color."
msgstr "默认文本颜色。"
msgid "The color of the font's shadow."
msgstr "字体阴影的颜色。"
msgid "The color of the selection box."
msgstr "选择框的颜色。"
msgid "The default cell border color."
msgstr "默认单元格边框颜色。"
msgid "The default background color for even rows."
msgstr "偶数行的默认背景色。"
msgid "The default background color for odd rows."
msgstr "奇数行的默认背景色。"
msgid "The vertical space between lines."
msgstr "行之间的垂直空间。"
msgid "The horizontal offset of the font's shadow."
msgstr "字体阴影的水平偏移量。"
msgid "The vertical offset of the font's shadow."
msgstr "字体阴影的垂直偏移。"
msgid "The horizontal separation of elements in a table."
msgstr "表中元素的水平间距。"
msgid "The vertical separation of elements in a table."
msgstr "表中元素的垂直间距。"
msgid "The font used for bold text."
msgstr "用于粗体字的字体。"
msgid "The font used for bold italics text."
msgstr "用于粗斜体文字的字体。"
msgid "The font used for italics text."
msgstr "用于斜体字的字体。"
msgid "The font used for monospace text."
msgstr "用于等宽文本的字体。"
msgid "The default text font."
msgstr "默认的文本字体。"
msgid "The font size used for bold text."
msgstr "用于粗体文本的字体大小。"
msgid "The font size used for bold italics text."
msgstr "用于粗斜体文本的字体大小。"
msgid "The font size used for italics text."
msgstr "用于斜体文本的字体大小。"
msgid "The font size used for monospace text."
msgstr "用于等宽文本的字体大小。"
msgid "The default text font size."
msgstr "默认文本字体大小。"
msgid ""
"The background used when the [RichTextLabel] is focused. The [code]focus[/"
"code] [StyleBox] is displayed [i]over[/i] the base [StyleBox], so a "
"partially transparent [StyleBox] should be used to ensure the base "
"[StyleBox] remains visible. A [StyleBox] that represents an outline or an "
"underline works well for this purpose. To disable the focus visual effect, "
"assign a [StyleBoxEmpty] resource. Note that disabling the focus visual "
"effect will harm keyboard/controller navigation usability, so this is not "
"recommended for accessibility reasons."
msgstr ""
"该 [RichTextLabel] 处于聚焦状态时使用的背景。[code]focus[/code] [StyleBox] 显"
"示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 [StyleBox],确保基础 "
"[StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很好地实现这个目的。要"
"禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意,禁用聚焦的视觉效果会"
"影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原因,不建议这样做。"
msgid "The normal background for the [RichTextLabel]."
msgstr "[RichTextLabel] 的正常背景。"
msgid "Handle for a [Resource]'s unique ID."
msgstr "[Resource] 的唯一 ID 的句柄。"
msgid "Constructs an empty [RID] with the invalid ID [code]0[/code]."
msgstr "构造空的 [RID],内容为无效的 ID [code]0[/code]。"
msgid "Constructs a [RID] as a copy of the given [RID]."
msgstr "构造给定 [RID] 的副本。"
msgid "Returns the ID of the referenced low-level resource."
msgstr "返回引用的底层资源的 ID。"
msgid "Returns [code]true[/code] if the [RID] is not [code]0[/code]."
msgstr "如果该 [RID] 非 [code]0[/code],则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the [RID]s are not equal."
msgstr "如果 [RID] 不相等,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [RID]'s ID is less than [param right]'s ID."
msgstr ""
"如果该 [RID] 的 ID 小于右侧 [param right] 的 ID,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [RID]'s ID is less than or equal to [param "
"right]'s ID."
msgstr ""
"如果该 [RID] 的 ID 小于等于右侧 [param right] 的 ID,则返回 [code]true[/"
"code]。"
msgid ""
"Returns [code]true[/code] if both [RID]s are equal, which means they both "
"refer to the same low-level resource."
msgstr ""
"如果 [RID] 相等,则返回 [code]true[/code],表示它们引用的是同一个底层资源。"
msgid ""
"Returns [code]true[/code] if the [RID]'s ID is greater than [param right]'s "
"ID."
msgstr ""
"如果该 [RID] 的 ID 大于右侧 [param right] 的 ID,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [RID]'s ID is greater than or equal to "
"[param right]'s ID."
msgstr ""
"如果该 [RID] 的 ID 大于等于右侧 [param right] 的 ID,则返回 [code]true[/"
"code]。"
msgid ""
"Physics Body which is moved by 2D physics simulation. Useful for objects "
"that have gravity and can be pushed by other objects."
msgstr "能够被 2D 物理仿真移动的物理物体。可用于具有重力并且可以被推动的对象。"
msgid "2D Physics Platformer Demo"
msgstr "2D 物理平台跳跃演示"
msgid "Instancing Demo"
msgstr "实例化演示"
msgid ""
"Allows you to read and safely modify the simulation state for the object. "
"Use this instead of [method Node._physics_process] if you need to directly "
"change the body's [code]position[/code] or other physics properties. By "
"default, it works in addition to the usual physics behavior, but [member "
"custom_integrator] allows you to disable the default behavior and write "
"custom force integration for a body."
msgstr ""
"允许你读取并安全地修改对象的模拟状态。如果你需要直接改变物体的 "
"[code]position[/code] 或其他物理属性,请使用它代替 [method Node."
"_physics_process]。默认情况下,它是在通常的物理行为之外工作的,但是 [member "
"custom_integrator] 允许你禁用默认行为并为一个物体编写自定义的合力。"
msgid ""
"Sets the body's velocity on the given axis. The velocity in the given vector "
"axis will be set as the given vector length. This is useful for jumping "
"behavior."
msgstr ""
"设置物体在给定轴上的速度。给定矢量轴上的速度将设置为给定向量长度。这对于跳跃"
"行为很有用。"
msgid ""
"Continuous collision detection mode.\n"
"Continuous collision detection tries to predict where a moving body will "
"collide instead of moving it and correcting its movement after collision. "
"Continuous collision detection is slower, but more precise and misses fewer "
"collisions with small, fast-moving objects. Raycasting and shapecasting "
"methods are available. See [enum CCDMode] for details."
msgstr ""
"连续碰撞检测模式。\n"
"连续碰撞检测尝试预测一个移动的物体会在哪里碰撞,而不是移动它并在碰撞后纠正它"
"的运动。连续碰撞检测速度较慢,但更精确,并且与快速移动的小物体发生碰撞时遗漏"
"更少。可以使用光线投射和形状投射方法。有关详细信息,请参阅 [enum CCDMode]。"
msgid ""
"If [code]true[/code], internal force integration is disabled for this body. "
"Aside from collision response, the body will only move as determined by the "
"[method _integrate_forces] function."
msgstr ""
"如果为 [code]true[/code],则禁用该物体的内力积分。除了碰撞响应,物体只会按照 "
"[method _integrate_forces] 函数确定的方式移动。"
msgid ""
"Multiplies the gravity applied to the body. The body's gravity is calculated "
"from the [b]Default Gravity[/b] value in [b]Project > Project Settings > "
"Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s."
msgstr ""
"乘以施加在物体上的重力。物体的重力是由[b]项目 > 项目设置 > 物理 > 2D[/b] 中的"
"[b]默认重力[/b]值和/或任何由 [Area2D] 应用的额外重力向量计算出来的。"
msgid ""
"The body's linear velocity in pixels per second. Can be used sporadically, "
"but [b]don't set this every frame[/b], because physics may run in another "
"thread and runs at a different granularity. Use [method _integrate_forces] "
"as your process loop for precise control of the body state."
msgstr ""
"该实体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都去设置[/b],"
"因为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method "
"_integrate_forces] 作为你的进程循环,以精确控制物体状态。"
msgid ""
"The physics material override for the body.\n"
"If a material is assigned to this property, it will be used instead of any "
"other physics material, such as an inherited one."
msgstr ""
"物体的物理材质。\n"
"如果为该属性指定了一种材质,则将使用该材质代替任何其他物理材质,例如继承的材"
"质。"
msgid ""
"Emitted when the physics engine changes the body's sleeping state.\n"
"[b]Note:[/b] Changing the value [member sleeping] will not trigger this "
"signal. It is only emitted if the sleeping state is changed by the physics "
"engine or [code]emit_signal(\"sleeping_state_changed\")[/code] is used."
msgstr ""
"当物理引擎改变物体的睡眠状态时发出。\n"
"[b]注意:[/b]改变 [member sleeping] 的值不会触发这个信号。只有当物理引擎改变"
"了睡眠状态或者使用了 [code]emit_signal(\"sleeping_state_changed\")[/code] "
"时,它才会被发出。"
msgid ""
"Continuous collision detection disabled. This is the fastest way to detect "
"body collisions, but can miss small, fast-moving objects."
msgstr ""
"禁用连续碰撞检测。这是检测物体碰撞的最快方法,但可能会错过小型、快速移动的物"
"体。"
msgid ""
"Continuous collision detection enabled using raycasting. This is faster than "
"shapecasting but less precise."
msgstr "使用射线投射启用连续碰撞检测。这比形状投射快,但精度较低。"
msgid ""
"Continuous collision detection enabled using shapecasting. This is the "
"slowest CCD method and the most precise."
msgstr "使用形状投射启用连续碰撞检测。这是最慢的 CCD 方法,也是最精确的。"
msgid ""
"Physics Body which is moved by 3D physics simulation. Useful for objects "
"that have gravity and can be pushed by other objects."
msgstr "能够被 3D 物理仿真移动的物理物体。可用于具有重力并且可以被推动的对象。"
msgid "The RigidBody3D's rotational velocity in [i]radians[/i] per second."
msgstr "该 RigidBody3D 的旋转速度,单位为[i]弧度[/i]每秒。"
msgid ""
"If [code]true[/code], continuous collision detection is used.\n"
"Continuous collision detection tries to predict where a moving body will "
"collide, instead of moving it and correcting its movement if it collided. "
"Continuous collision detection is more precise, and misses fewer impacts by "
"small, fast-moving objects. Not using continuous collision detection is "
"faster to compute, but can miss small, fast-moving objects."
msgstr ""
"如果为 [code]true[/code],则使用连续碰撞检测。\n"
"连续碰撞检测尝试预测一个移动的物体会在哪里碰撞,而不是移动它并在它发生碰撞时"
"纠正它的运动。连续碰撞检测更精确,并且错过了较小的、快速移动的物体的撞击。不"
"使用连续碰撞检测的计算速度更快,但可能会错过小的、快速移动的物体。"
msgid "Editor-only helper for setting up root motion in [AnimationTree]."
msgstr "在 [AnimationTree] 中设置根运动的仅编辑器可用的辅助工具。"
msgid "Using AnimationTree - Root motion"
msgstr "使用 AnimationTree - 根运动"
msgid "Path to an [AnimationTree] node to use as a basis for root motion."
msgstr "用作根运动的基的 [AnimationTree] 节点的路径。"
msgid "The grid's cell size in 3D units."
msgstr "以 3D 单位表示的网格单元大小。"
msgid "The grid's color."
msgstr "网格的颜色。"
msgid ""
"The grid's radius in 3D units. The grid's opacity will fade gradually as the "
"distance from the origin increases until this [member radius] is reached."
msgstr ""
"以 3D 单位表示的网格半径。随着与原点的距离增加,网格的不透明度将逐渐消失,直"
"到达到此半径 [member radius]。"
msgid ""
"If [code]true[/code], the grid's points will all be on the same Y coordinate "
"([i]local[/i] Y = 0). If [code]false[/code], the points' original Y "
"coordinate is preserved."
msgstr ""
"如果为 [code]true[/code],则网格的点都将位于相同的 Y 坐标上([i]local[/i] Y "
"= 0)。如果 [code]false[/code],则保留点的原始 Y 坐标。"
msgid "A script interface to a scene file's data."
msgstr "场景文件数据的脚本接口。"
msgid ""
"Maintains a list of resources, nodes, exported, and overridden properties, "
"and built-in scripts associated with a scene.\n"
"This class cannot be instantiated directly, it is retrieved for a given "
"scene as the result of [method PackedScene.get_state]."
msgstr ""
"维护一个与场景相关的资源、节点、导出的和重写的属性以及内置脚本的列表。\n"
"这个类不能直接实例化,它是作为 [method PackedScene.get_state] 的结果为一个给"
"定的场景检索的。"
msgid ""
"Returns the number of signal connections in the scene.\n"
"The [code]idx[/code] argument used to query connection metadata in other "
"[code]get_connection_*[/code] methods in the interval [code][0, "
"get_connection_count() - 1][/code]."
msgstr ""
"返回场景中的信号连接数。\n"
"用于查询其他 [code]get_connection_*[/code] 方法中的连接元数据的 [code]idx[/"
"code] 参数,范围是 [code][0, get_connection_count() - 1][/code]。"
msgid "Returns the name of the signal at [param idx]."
msgstr "返回索引为 [param idx] 的信号的名称。"
msgid ""
"Returns the number of nodes in the scene.\n"
"The [code]idx[/code] argument used to query node data in other "
"[code]get_node_*[/code] methods in the interval [code][0, get_node_count() - "
"1][/code]."
msgstr ""
"返回场景中节点的数量。\n"
"[code]idx[/code] 参数用于在其他 [code]get_node_*[/code] 方法中查询节点数据,"
"范围为 [code][0, get_node_count() - 1][/code]。"
msgid "Returns the name of the node at [param idx]."
msgstr "返回索引为 [param idx] 的节点的名称。"
msgid ""
"Returns the name of the property at [param prop_idx] for the node at [param "
"idx]."
msgstr ""
"返回索引为 [param idx] 的节点中,索引为 [param prop_idx] 的属性的名称。"
msgid ""
"Returns the value of the property at [param prop_idx] for the node at [param "
"idx]."
msgstr "返回索引为 [param idx] 的节点中,索引为 [param prop_idx] 的属性的值。"
msgid "Returns the type of the node at [param idx]."
msgstr "返回索引为 [param idx] 的节点的类型。"
msgid "Manages the game loop via a hierarchy of nodes."
msgstr "通过节点层次结构管理游戏循环。"
msgid ""
"As one of the most important classes, the [SceneTree] manages the hierarchy "
"of nodes in a scene as well as scenes themselves. Nodes can be added, "
"retrieved and removed. The whole scene tree (and thus the current scene) can "
"be paused. Scenes can be loaded, switched and reloaded.\n"
"You can also use the [SceneTree] to organize your nodes into groups: every "
"node can be assigned as many groups as you want to create, e.g. an \"enemy\" "
"group. You can then iterate these groups or even call methods and set "
"properties on all the group's members at once.\n"
"[SceneTree] is the default [MainLoop] implementation used by scenes, and is "
"thus in charge of the game loop."
msgstr ""
"作为最重要的类之一,[SceneTree] 管理着场景中节点的层次结构以及场景本身。节点"
"可以被添加、检索和删除。整个场景树可以被暂停,包括当前场景。场景可以被加载、"
"切换和重新加载。\n"
"你也可以使用 [SceneTree] 将你的节点组织成组,每个节点都可以被分配到你想要创建"
"的组,例如“敌人”组。然后你可以遍历这些组,甚至可以统一对所有组成员调用方法并"
"设置属性。\n"
"[SceneTree] 是场景所使用的默认 [MainLoop] 实现,因此掌控着游戏循环。"
msgid "SceneTree"
msgstr "SceneTree"
msgid "Multiple resolutions"
msgstr "多分辨率"
msgid "Creates and returns a new [Tween]."
msgstr "创建并返回一个新的 [Tween]。"
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
msgstr "返回当前的帧数,即自应用程序启动以来的总帧数。"
msgid "Returns the number of nodes in this [SceneTree]."
msgstr "返回此 [SceneTree] 中的节点数。"
msgid "Returns a list of all nodes assigned to the given group."
msgstr "返回一个分配给给定组的所有节点的列表。"
msgid "Returns [code]true[/code] if the given group exists."
msgstr "如果给定的组存在,返回 [code]true[/code]。"
msgid ""
"Queues the given object for deletion, delaying the call to [method Object."
"free] to after the current frame."
msgstr "将给定的对象排队准备删除,即在当前帧之后调用 [method Object.free] 。"
msgid ""
"Reloads the currently active scene.\n"
"Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member "
"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member "
"current_scene] cannot be loaded into a [PackedScene], or [constant "
"ERR_CANT_CREATE] if the scene cannot be instantiated."
msgstr ""
"重新加载当前活动的场景。\n"
"成功时返回 [constant OK],如果尚未定义 [member current_scene],则返回 "
"[constant ERR_UNCONFIGURED],如果 [member current_scene] 无法加载到 "
"[PackedScene] 中,则返回 [constant ERR_CANT_OPEN],如果场景无法加载,则返回 "
"[constant ERR_CANT_CREATE]。"
msgid ""
"If [code]true[/code], the application automatically accepts quitting.\n"
"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
"为 [code]true[/code] 时应用程序将自动接受退出。\n"
"对于移动平台,请参阅 [member quit_on_go_back]。"
msgid "The current scene."
msgstr "当前场景。"
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
"from the editor for debugging purposes.\n"
"[b]Note:[/b] This property is not designed to be changed at run-time. "
"Changing the value of [member debug_collisions_hint] while the project is "
"running will not have the desired effect."
msgstr ""
"如果为 [code]true[/code],从编辑器中运行游戏时会显示碰撞形状,方便调试。\n"
"[b]注意:[/b]这个属性不应在运行时更改。在运行项目时更改 [member "
"debug_collisions_hint] 的值不会有想要的效果。"
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
"game from the editor for debugging purposes.\n"
"[b]Note:[/b] This property is not designed to be changed at run-time. "
"Changing the value of [member debug_navigation_hint] while the project is "
"running will not have the desired effect."
msgstr ""
"如果为 [code]true[/code],从编辑器中运行游戏时会显示导航多边形,方便调试。\n"
"[b]注意:[/b]这个属性不应在运行时更改。在运行项目时更改 [member "
"debug_navigation_hint] 的值不会有想要的效果。"
msgid "The root of the edited scene."
msgstr "编辑场景的根。"
msgid ""
"If [code]true[/code], the [SceneTree] is paused. Doing so will have the "
"following behavior:\n"
"- 2D and 3D physics will be stopped. This includes signals and collision "
"detection.\n"
"- [method Node._process], [method Node._physics_process] and [method Node."
"_input] will not be called anymore in nodes."
msgstr ""
"如果为 [code]true[/code],[SceneTree] 会暂停。这样做会有以下行为:\n"
"- 2D 和 3D 物理将停止,包括信号和碰撞检测。\n"
"- 节点不再调用 [method Node._process]、[method Node._physics_process] 和 "
"[method Node._input]。"
msgid "Emitted whenever a node is added to the [SceneTree]."
msgstr "当将节点添加到 [SceneTree] 时发出。"
msgid ""
"Emitted when a node's configuration changed. Only emitted in [code]tool[/"
"code] mode."
msgstr "当节点的配置更改时发出。仅在 [code]tool[/code] 模式下发射。"
msgid "Emitted whenever a node is removed from the [SceneTree]."
msgstr "当从 [SceneTree] 中移除节点时发出。"
msgid "Emitted whenever a node is renamed."
msgstr "当节点重命名时发出。"
msgid ""
"Emitted immediately before [method Node._physics_process] is called on every "
"node in the [SceneTree]."
msgstr ""
"在 [SceneTree] 中的每个节点上调用 [method Node._physics_process] 之前立即发"
"出。"
msgid ""
"Emitted immediately before [method Node._process] is called on every node in "
"the [SceneTree]."
msgstr ""
"在对 [SceneTree] 中的每个节点调用 [method Node._process] 之前立即发出。"
msgid ""
"Emitted whenever the [SceneTree] hierarchy changed (children being moved or "
"renamed, etc.)."
msgstr "当 [SceneTree] 层次结构发生变化(移动或重命名子项等)时发出。"
msgid "Call a group with no flags (default)."
msgstr "对分组进行调用时,不使用标志(默认)。"
msgid "Call a group in reverse scene order."
msgstr "对分组进行调用时,使用逆场景序。"
msgid ""
"Call a group only once even if the call is executed many times.\n"
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
"call is unique or not. Therefore when the same method is called with "
"different arguments, only the first call will be performed."
msgstr ""
"即便执行了多次调用,也只对分组进行一次调用。\n"
"[b]注意:[/b]确定调用是否唯一时不考虑参数。因此,如果使用不同的参数调用了同一"
"个方法,那么只会执行第一个调用。"
msgid "One-shot timer."
msgstr "一次性定时器。"
msgid "The time remaining (in seconds)."
msgstr "剩余时间(单位为秒)。"
msgid "Emitted when the timer reaches 0."
msgstr "当计时器到 0 时发出。"
msgid "A class stored as a resource."
msgstr "作为资源存储的类。"
msgid "Scripting documentation index"
msgstr "脚本文档索引"
msgid "Returns the script directly inherited by this script."
msgstr "返回由该脚本直接继承的脚本。"
msgid "Returns the script's base type."
msgstr "返回脚本的基类类型。"
msgid "Returns the default value of the specified property."
msgstr "返回指定属性的默认值。"
msgid "Returns a dictionary containing constant names and their values."
msgstr "返回一个包含常量名称及其值的字典。"
msgid "Returns the list of methods in this [Script]."
msgstr "返回此 [Script] 中的方法列表。"
msgid "Returns the list of properties in this [Script]."
msgstr "返回此 [Script] 中的属性列表。"
msgid "Returns the list of user signals defined in this [Script]."
msgstr "返回在此 [Script] 中定义的用户信号列表。"
msgid ""
"Returns [code]true[/code] if the script, or a base class, defines a signal "
"with the given name."
msgstr "如果脚本或基类定义了具有给定名称的信号,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the script contains non-empty source code."
msgstr "如果脚本包含非空源代码,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the script is a tool script. A tool script can "
"run in the editor."
msgstr ""
"如果脚本是工具脚本,则返回 [code]true[/code]。工具脚本可以在编辑器中运行。"
msgid "Reloads the script's class implementation. Returns an error code."
msgstr "重新加载脚本的类的实现。返回一个错误代码。"
msgid ""
"The script source code or an empty string if source code is not available. "
"When set, does not reload the class implementation automatically."
msgstr ""
"脚本的源代码,如果源代码不可用,则为空字符串。当设置时,不会自动重新加载类的"
"实现。"
msgid "The Editor's popup dialog for creating new [Script] files."
msgstr "用于创建新 [Script] 文件的编辑器弹出对话框。"
msgid "Prefills required fields to configure the ScriptCreateDialog for use."
msgstr "预填必填字段以配置 ScriptCreateDialog 以供使用。"
msgid "Emitted when the user clicks the OK button."
msgstr "当用户点击确定按钮时发出。"
msgid "Godot editor's script editor."
msgstr "Godot 编辑器的脚本编辑器。"
msgid ""
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_script_editor]."
msgstr ""
"[b]注意:[/b]这个类不应该被直接实例化。相反,使用 [method EditorInterface."
"get_script_editor] 来访问这个单例。"
msgid "Returns a [Script] that is currently active in editor."
msgstr "返回当前在编辑器中处于活动状态的 [Script]。"
msgid ""
"Returns an array with all [Script] objects which are currently open in "
"editor."
msgstr "返回一个包含当前在编辑器中打开的所有 [Script] 对象的数组。"
msgid "Goes to the specified line in the current script."
msgstr "转到当前脚本中的指定行。"
msgid ""
"Emitted when user changed active script. Argument is a freshly activated "
"[Script]."
msgstr "当用户更改活动脚本时发出。参数是新激活的 [Script]。"
msgid ""
"Emitted when editor is about to close the active script. Argument is a "
"[Script] that is going to be closed."
msgstr "当编辑器即将关闭活动脚本时发出。参数是将要关闭的 [Script]。"
msgid "Base class for scroll bars."
msgstr "滚动条的基类。"
msgid ""
"Scrollbars are a [Range]-based [Control], that display a draggable area (the "
"size of the page). Horizontal ([HScrollBar]) and Vertical ([VScrollBar]) "
"versions are available."
msgstr ""
"滚动条是基于 [Range] 的 [Control],显示可拖动区域(页面大小)。提供水平"
"([HScrollBar])和垂直([VScrollBar])版本。"
msgid ""
"Overrides the step used when clicking increment and decrement buttons or "
"when using arrow keys when the [ScrollBar] is focused."
msgstr ""
"覆盖 在按下增和减按钮时或在 [ScrollBar] 已获得焦点且使用箭头键时 的步长。"
msgid "Emitted when the scrollbar is being scrolled."
msgstr "当滚动条滚动时发出。"
msgid "A helper node for displaying scrollable elements such as lists."
msgstr "用于显示可滚动元素(例如列表)的辅助节点。"
msgid ""
"If [code]true[/code], the ScrollContainer will automatically scroll to "
"focused children (including indirect children) to make sure they are fully "
"visible."
msgstr ""
"如果为 [code]true[/code],则 ScrollContainer 将自动滚动到获得焦点的子项(包括"
"间接子项)以确保它们完全可见。"
msgid "The current horizontal scroll value."
msgstr "当前水平滚动值。"
msgid "The current vertical scroll value."
msgstr "当前垂直滚动值。"
msgid "Emitted when scrolling stops."
msgstr "滚动停止时发出。"
msgid "Emitted when scrolling is started."
msgstr "滚动开始时发出。"
msgid "Scrolling disabled, scrollbar will be invisible."
msgstr "禁用滚动,滚动条不可见。"
msgid ""
"Scrolling enabled, scrollbar will be visible only if necessary, i.e. "
"container's content is bigger than the container."
msgstr "启用滚动,滚动条仅在需要时可见,即容器的内容比容器大时。"
msgid "Scrolling enabled, scrollbar will be always visible."
msgstr "启用滚动,滚动条始终可见。"
msgid "Scrolling enabled, scrollbar will be hidden."
msgstr "启用滚动,滚动条隐藏。"
msgid "The background [StyleBox] of the [ScrollContainer]."
msgstr "[ScrollContainer] 的背景 [StyleBox]。"
msgid "The segment's first point position."
msgstr "该段的第一点的位置。"
msgid "The segment's second point position."
msgstr "该段的第二个点的位置。"
msgid "A synchronization semaphore."
msgstr "同步信号量。"
msgid ""
"A synchronization semaphore which can be used to synchronize multiple "
"[Thread]s. Initialized to zero on creation. Be careful to avoid deadlocks. "
"For a binary version, see [Mutex]."
msgstr ""
"可用于同步多个 [Thread] 的同步信号量。创建时初始化为零。小心避免死锁。对于二"
"进制版本,请参阅 [Mutex]。"
msgid "The ray's length."
msgstr "射线的长度。"
msgid "Base class for separators."
msgstr "分隔器的基类。"
msgid ""
"Separator is a [Control] used for separating other controls. It's purely a "
"visual decoration. Horizontal ([HSeparator]) and Vertical ([VSeparator]) "
"versions are available."
msgstr ""
"Separator(分隔器)是用于分隔其他控件的 [Control] 。纯粹是视觉装饰。提供水平"
"([HSeparator])和垂直([VSeparator])版本。"
msgid "A custom shader program."
msgstr "自定义着色器程序。"
msgid ""
"This class allows you to define a custom shader program that can be used by "
"a [ShaderMaterial]. Shaders allow you to write your own custom behavior for "
"rendering objects or updating particle information. For a detailed "
"explanation and usage, please see the tutorials linked below."
msgstr ""
"此类允许您定义一个 [ShaderMaterial] 可以使用的自定义着色器程序。着色器允许您"
"编写自己的自定义行为来渲染对象或更新粒子信息。有关详细说明和用法,请参阅下面"
"链接的教程。"
msgid "Shaders documentation index"
msgstr "着色器文档索引"
msgid ""
"Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], "
"[constant MODE_SPATIAL] or [constant MODE_PARTICLES]."
msgstr ""
"返回着色器的着色器模式,[constant MODE_CANVAS_ITEM]、[constant MODE_SPATIAL] "
"或 [constant MODE_PARTICLES]。"
msgid ""
"Returns the shader's code as the user has written it, not the full generated "
"code used internally."
msgstr "返回用户编写的着色器代码,而不是内部使用的完整生成代码。"
msgid "Mode used to draw all 3D objects."
msgstr "用于绘制所有 3D 对象的模式。"
msgid "Mode used to draw all 2D objects."
msgstr "用于绘制所有 2D 对象的模式。"
msgid ""
"Mode used to calculate particle information on a per-particle basis. Not "
"used for drawing."
msgstr "用于基于每个粒子计算粒子信息的模式。不用于绘图。"
msgid "A material that uses a custom [Shader] program."
msgstr "使用自定义 [Shader] 程序的材质。"
msgid ""
"Returns the current value set for this material of a uniform in the shader."
msgstr "返回在着色器中此 uniform 材质的当前值。"
msgid "The [Shader] program used to render this material."
msgstr "用于渲染此材质的 [Shader] 程序。"
msgid "Base class for all 2D shapes."
msgstr "所有 2D 形状的基类。"
msgid "Base class for all 2D shapes. All 2D shape types inherit from this."
msgstr "所有 2D 形状的基类。所有的 2D 形状类型都继承于此。"
msgid "Base class for all 3D shape resources."
msgstr "所有 3D 形状资源的基类。"
msgid ""
"The collision margin for the shape. Used in Bullet Physics only.\n"
"Collision margins allow collision detection to be more efficient by adding "
"an extra shell around shapes. Collision algorithms are more expensive when "
"objects overlap by more than their margin, so a higher value for margins is "
"better for performance, at the cost of accuracy around edges as it makes "
"them less sharp."
msgstr ""
"形状的碰撞边距。只在Bullet物理运算中使用。\n"
"碰撞边距允许通过在形状周围添加额外的外壳来使碰撞检测更有效。当物体重叠的部分"
"超过其边距时,碰撞算法的成本会更高,所以边距的数值越高对性能越好,但代价是边"
"缘的精度会降低。"
msgid ""
"Removes a collision exception so the shape does report collisions with the "
"specified [CollisionObject2D] node."
msgstr "移除碰撞例外,使该形状能够汇报与指定 [CollisionObject2D] 节点的碰撞。"
msgid ""
"Removes a collision exception so the shape does report collisions with the "
"specified [RID]."
msgstr "移除碰撞例外,使该形状能够汇报与指定 [RID] 的碰撞。"
msgid "The [Shape2D]-derived shape to be used for collision queries."
msgstr "派生自 [Shape2D] 的形状,用于碰撞查询。"
msgid "The [Shape3D]-derived shape to be used for collision queries."
msgstr "派生自 [Shape3D] 的形状,用于碰撞查询。"
msgid "A shortcut for binding input."
msgstr "绑定输入的快捷方式。"
msgid "Built-in type representing a signal defined in an object."
msgstr "内置类型,代表对象中定义的某个信号。"
msgid "Using Signals"
msgstr "使用信号"
msgid "GDScript Basics"
msgstr "GDScript 基础"
msgid "Constructs an empty [Signal] with no object nor signal name bound."
msgstr "构造空的 [Signal],没有绑定对象和信号名称。"
msgid "Constructs a [Signal] as a copy of the given [Signal]."
msgstr "构造给定 [Signal] 的副本。"
msgid "Returns the name of this signal."
msgstr "返回该信号的名称。"
msgid "Returns the object emitting this signal."
msgstr "返回发出该信号的对象。"
msgid ""
"Returns the ID of the object emitting this signal (see [method Object."
"get_instance_id])."
msgstr "返回发出该信号的对象的 ID(见 [method Object.get_instance_id])。"
msgid "Skeleton for 2D characters and animated objects."
msgstr "2D 角色和动画对象的骨架。"
msgid "2D skeletons"
msgstr "2D 骨架"
msgid ""
"Returns the number of [Bone2D] nodes in the node hierarchy parented by "
"Skeleton2D."
msgstr "返回由 Skeleton2D 为父节点的节点层次结构中 [Bone2D] 节点的数量。"
msgid "Returns the [RID] of a Skeleton2D instance."
msgstr "返回 Skeleton2D 实例的 [RID]。"
msgid "Skeleton for characters and animated objects."
msgstr "角色和动画对象的骨架。"
msgid "Clear all the bones in this skeleton."
msgstr "清除这个骨架上的所有骨骼。"
msgid ""
"Returns the overall transform of the specified bone, with respect to the "
"skeleton. Being relative to the skeleton frame, this is not the actual "
"\"global\" transform of the bone."
msgstr ""
"返回指定骨骼的整体变换,相对于骨架。由于是相对于骨架的,这不是该骨骼的实际“全"
"局”变换。"
msgid ""
"Returns the overall transform of the specified bone, with respect to the "
"skeleton, but without any global pose overrides. Being relative to the "
"skeleton frame, this is not the actual \"global\" transform of the bone."
msgstr ""
"返回指定骨骼的整体变换,相对于骨架,不包含任何全局姿势覆盖。由于是相对于骨架"
"的,这不是该骨骼的实际“全局”变换。"
msgid ""
"Returns the pose transform of the specified bone. Pose is applied on top of "
"the custom pose, which is applied on top the rest pose."
msgstr ""
"返回指定骨骼的姿势变换。姿势应用于自定义姿势之上,自定义姿势应用于放松姿势之"
"上。"
msgid ""
"SkeletonIK3D is used to place the end bone of a [Skeleton3D] bone chain at a "
"certain point in 3D by rotating all bones in the chain accordingly."
msgstr ""
"SkeletonIK3D 可用于将 [Skeleton3D] 的骨骼链的末端骨骼置于 3D 中的某一点,并相"
"应地旋转骨骼链中的所有骨骼。"
msgid ""
"SkeletonIK3D is used to place the end bone of a [Skeleton3D] bone chain at a "
"certain point in 3D by rotating all bones in the chain accordingly. A "
"typical scenario for IK in games is to place a characters feet on the ground "
"or a characters hands on a currently hold object. SkeletonIK uses "
"FabrikInverseKinematic internally to solve the bone chain and applies the "
"results to the [Skeleton3D] [code]bones_global_pose_override[/code] property "
"for all affected bones in the chain. If fully applied this overwrites any "
"bone transform from [Animation]s or bone custom poses set by users. The "
"applied amount can be controlled with the [code]interpolation[/code] "
"property.\n"
"[codeblock]\n"
"# Apply IK effect automatically on every new frame (not the current)\n"
"skeleton_ik_node.start()\n"
"\n"
"# Apply IK effect only on the current frame\n"
"skeleton_ik_node.start(true)\n"
"\n"
"# Stop IK effect and reset bones_global_pose_override on Skeleton\n"
"skeleton_ik_node.stop()\n"
"\n"
"# Apply full IK effect\n"
"skeleton_ik_node.set_interpolation(1.0)\n"
"\n"
"# Apply half IK effect\n"
"skeleton_ik_node.set_interpolation(0.5)\n"
"\n"
"# Apply zero IK effect (a value at or below 0.01 also removes "
"bones_global_pose_override on Skeleton)\n"
"skeleton_ik_node.set_interpolation(0.0)\n"
"[/codeblock]"
msgstr ""
"SkeletonIK3D 用于将 [Skeleton3D] 骨骼链的末端骨骼放置在 3D 某一点上,并相应地"
"旋转骨骼链中的所有骨骼。游戏中 IK 的典型场景是将角色的脚放在地面上,或者将角"
"色的手放在当前持有的物体上。SkeletonIK 在内部使用 FabrikInverseKinematic 来解"
"决骨骼链,并将结果应用于 [Skeleton3D] [code]bones_global_pose_override[/"
"code] 属性中所有受影响的骨骼链。如果完全应用,这将覆盖任何来自 [Animation] 的"
"骨骼变换或用户设置的骨骼自定义姿势。应用量可以用 [code]interpolation[/code] "
"属性来控制。\n"
"[codeblock]\n"
"# 在每一个新的帧上自动应用 IK 效果(不是当前的)。\n"
"skeleton_ik_node.start()\n"
"\n"
"# 只在当前帧上应用 IK 效果\n"
"skeleton_ik_node.start(true)\n"
"\n"
"# 停止 IK 效果并重置骨骼上的 bones_global_pose_override\n"
"skeleton_ik_node.stop()\n"
"\n"
"# 应用完整的 IK 效果\n"
"skeleton_ik_node.set_interpolation(1.0)\n"
"\n"
"# 应用一半的 IK 效果\n"
"skeleton_ik_node.set_interpolation(0.5)\n"
"\n"
"# 应用零 IK 效果(数值为 0.01 或低于 0.01 也会移除 Skeleton 上的 "
"bones_global_pose_override)。\n"
"skeleton_ik_node.set_interpolation(0.0)\n"
"[/codeblock]"
msgid ""
"Secondary target position (first is [member target] property or [member "
"target_node]) for the IK chain. Use magnet position (pole target) to control "
"the bending of the IK chain. Only works if the bone chain has more than 2 "
"bones. The middle chain bone position will be linearly interpolated with the "
"magnet position."
msgstr ""
"IK 链的次要目标位置(首先是 [member target] 属性或 [member target_node])。使"
"用磁铁位置(极点目标)来控制 IK 链的弯曲。仅当骨骼链具有 2 个以上的骨骼时才有"
"效。中间链骨位置将与磁铁位置进行线性插值。"
msgid ""
"Number of iteration loops used by the IK solver to produce more accurate "
"(and elegant) bone chain results."
msgstr "IK解算器使用的迭代循环的数量,以产生更准确(和优雅)的骨链效果。"
msgid ""
"The minimum distance between bone and goal target. If the distance is below "
"this value, the IK solver stops further iterations."
msgstr ""
"骨骼与目标对象之间的最小距离。如果距离低于这个值,IK解算器将停止进一步的迭"
"代。"
msgid ""
"If [code]true[/code] overwrites the rotation of the tip bone with the "
"rotation of the [member target] (or [member target_node] if defined)."
msgstr ""
"如果为 [code]true[/code],则用 [member target](或者如果定义了 [member "
"target_node]])的旋转覆盖尖端骨骼的旋转。"
msgid "The name of the current root bone, the first bone in the IK chain."
msgstr "当前的根骨骼的名称,即 IK 链中的第一条骨骼。"
msgid ""
"First target of the IK chain where the tip bone is placed and, if [member "
"override_tip_basis] is [code]true[/code], how the tip bone is rotated. If a "
"[member target_node] path is available the nodes transform is used instead "
"and this property is ignored."
msgstr ""
"放置尖端骨骼的 IK 链的第一个目标,如果 [member override_tip_basis] 是 "
"[code]true[/code],尖端骨骼的旋转方式。如果 [member target_node] 路径可用,则"
"使用节点变换,并忽略此属性。"
msgid ""
"The name of the current tip bone, the last bone in the IK chain placed at "
"the [member target] transform (or [member target_node] if defined)."
msgstr ""
"当前尖端骨骼的名称,IK 链中放置在 [member target] 变换处的最后一个骨骼(或者"
"已定义 [member target_node])。"
msgid ""
"If [code]true[/code], instructs the IK solver to consider the secondary "
"magnet target (pole target) when calculating the bone chain. Use the magnet "
"position (pole target) to control the bending of the IK chain."
msgstr ""
"如果为 [code]true[/code],指示 IK 求解器在解算器链时考虑次要磁铁目标(极点目"
"标)。使用磁铁位置(磁极目标)来控制 IK 链的弯曲。"
msgid ""
"Returns the maximum angle constraint for the joint at [param joint_idx]."
msgstr "返回索引为 [param joint_idx] 的关节的最大角约束。"
msgid ""
"Returns the minimum angle constraint for the joint at [param joint_idx]."
msgstr "返回索引为 [param joint_idx] 的关节的最小角约束。"
msgid "Sets the maximum angle constraint for the joint at [param joint_idx]."
msgstr "设置索引为 [param joint_idx] 的关节的最大角约束。"
msgid "Sets the minimum angle constraint for the joint at [param joint_idx]."
msgstr "设置索引为 [param joint_idx] 的关节的最小角约束。"
msgid "The number of CCDIK joints in the CCDIK modification."
msgstr "CCDIK 修改中 CCDIK 关节的数量。"
msgid "The number of FABRIK joints in the FABRIK modification."
msgstr "FABRIK 修改中 FABRIK 关节的数量。"
msgid "Returns the constraint's maximum allowed angle."
msgstr "返回该约束允许的最大角度。"
msgid "Returns the constraint's minimum allowed angle."
msgstr "返回该约束允许的最小角度。"
msgid "Sets the constraint's maximum allowed angle."
msgstr "设置该约束允许的最大角度。"
msgid "Sets the constraint's minimum allowed angle."
msgstr "设置该约束允许的最小角度。"
msgid "Returns the group of the bone at [param bone_idx]."
msgstr "返回索引为 [param bone_idx] 的骨骼的分组。"
msgid "Sets the group of the bone at [param bone_idx]."
msgstr "设置索引为 [param bone_idx] 的骨骼的分组。"
msgid ""
"A bone name which will use model's height as the coefficient for "
"normalization. For example, [SkeletonProfileHumanoid] defines it as "
"[code]Hips[/code]."
msgstr ""
"骨骼的名称,将使用模型的高度作为归一化的系数。例如,"
"[SkeletonProfileHumanoid] 将其定义为 [code]Hips[/code] 。"
msgid "Direction is not calculated."
msgstr "不计算方向。"
msgid "A humanoid [SkeletonProfile] preset."
msgstr "人形 [SkeletonProfile] 预设。"
msgid "Radiance texture size is 32×32 pixels."
msgstr "辐照度纹理尺寸为 32×32 像素。"
msgid "Radiance texture size is 64×64 pixels."
msgstr "辐照度纹理尺寸为 64×64 像素。"
msgid "Radiance texture size is 128×128 pixels."
msgstr "辐照度纹理尺寸为128×128像素。"
msgid "Radiance texture size is 256×256 pixels."
msgstr "辐照度纹理尺寸为 256×256 像素。"
msgid "Radiance texture size is 512×512 pixels."
msgstr "辐照度纹理尺寸为 512×512 像素。"
msgid "Radiance texture size is 1024×1024 pixels."
msgstr "辐照度纹理尺寸为 1024×1024 像素。"
msgid "Radiance texture size is 2048×2048 pixels."
msgstr "辐照度纹理尺寸为 2048×2048 像素。"
msgid "Represents the size of the [enum RadianceSize] enum."
msgstr "代表 [enum RadianceSize] 枚举的大小。"
msgid "Base class for GUI sliders."
msgstr "GUI 滑动条的基类。"
msgid ""
"Base class for GUI sliders.\n"
"[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] "
"signals are part of the [Range] class which this class inherits from."
msgstr ""
"GUI 滑动条的基类。\n"
"[b]注意:[/b][signal Range.changed] 和 [signal Range.value_changed] 信号是该"
"类继承的 [Range] 类的一部分。"
msgid ""
"If [code]true[/code], the slider can be interacted with. If [code]false[/"
"code], the value can be changed only by code."
msgstr ""
"如果为 [code]true[/code],则滑动条可以交互。如果为 [code]false[/code],则只能"
"通过代码更改该值。"
msgid "If [code]true[/code], the value can be changed using the mouse wheel."
msgstr "如果为 [code]true[/code],则可以使用鼠标滚轮更改该值。"
msgid ""
"Number of ticks displayed on the slider, including border ticks. Ticks are "
"uniformly-distributed value markers."
msgstr "滑动条上显示的刻度线数量,包括边界刻度线。刻度是均匀分布的数值标记。"
msgid ""
"If [code]true[/code], the slider will display ticks for minimum and maximum "
"values."
msgstr "如果为 [code]true[/code],则滑动条将显示最小值和最大值的刻度。"
msgid "Emitted when dragging is started."
msgstr "拖拽开始时触发。"
msgid "Slider between two PhysicsBodies in 3D."
msgstr "3D 中,两个 PhysicsBody 之间的滑动条。"
msgid ""
"The amount of damping of the rotation when the limit is surpassed.\n"
"A lower damping value allows a rotation initiated by body A to travel to "
"body B slower."
msgstr ""
"超过限制时旋转的阻尼量。\n"
"较低的阻尼值允许由主体 A 发起的旋转以较慢的速度传播到主体 B。"
msgid ""
"The amount of restitution of the rotation when the limit is surpassed.\n"
"Does not affect damping."
msgstr ""
"当超过极限时,旋转的恢复量。\n"
"不影响阻尼。"
msgid ""
"A factor applied to the all rotation once the limit is surpassed.\n"
"Makes all rotation slower when between 0 and 1."
msgstr ""
"应用于所有旋转超过限制后的系数。\n"
"在 0 和 1 之间时使所有旋转变慢。"
msgid "A factor applied to the all rotation in the limits."
msgstr "应用于所有受限旋转的系数。"
msgid ""
"A factor applied to the all rotation across axes orthogonal to the slider."
msgstr "应用于与滑动条正交的轴的所有旋转的系数。"
msgid ""
"The amount of damping that happens once the limit defined by [member "
"linear_limit/lower_distance] and [member linear_limit/upper_distance] is "
"surpassed."
msgstr ""
"一旦超过 [member linear_limit/lower_distance] 和 [member linear_limit/"
"upper_distance] 所定义的极限,就会产生的阻尼量。"
msgid ""
"The amount of restitution once the limits are surpassed. The lower, the more "
"velocity-energy gets lost."
msgstr "超出限制后的补偿。数值越低,损失的速度能量越多。"
msgid "A soft mesh physics body."
msgstr "柔性网格物理体。"
msgid "SoftBody"
msgstr "SoftBody"
msgid "Returns local translation of a vertex in the surface array."
msgstr "返回表面数组中顶点的局部平移。"
msgid "Returns [code]true[/code] if vertex is set to pinned."
msgstr "如果顶点设置为固定,则返回 [code]true[/code]。"
msgid "If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s."
msgstr "如果为 [code]true[/code],则该 [SoftBody3D] 会响应 [RayCast3D]。"
msgid ""
"Increasing this value will improve the resulting simulation, but can affect "
"performance. Use with care."
msgstr "增加这个值会改善模拟结果,但会影响性能。请小心使用。"
msgid "The SoftBody3D's mass."
msgstr "该 SoftBody3D 的质量。"
msgid ""
"When [member Node.process_mode] is set to [constant Node."
"PROCESS_MODE_DISABLED], remove from the physics simulation to stop all "
"physics interactions with this [SoftBody3D].\n"
"Automatically re-added to the physics simulation when the [Node] is "
"processed again."
msgstr ""
"当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] "
"时,从物理仿真中移除,停止与此 [SoftBody3D] 的所有物理交互。\n"
"当该 [Node] 再次被处理时,会自动重新加入到物理仿真中。"
msgid "Class representing a spherical [PrimitiveMesh]."
msgstr "表示球形 [PrimitiveMesh] 的类。"
msgid "Full height of the sphere."
msgstr "球体的全高。"
msgid ""
"If [code]true[/code], a hemisphere is created rather than a full sphere.\n"
"[b]Note:[/b] To get a regular hemisphere, the height and radius of the "
"sphere must be equal."
msgstr ""
"如果为 [code]true[/code],则创建一个半球而不是一个完整的球体。\n"
"[b]注意:[/b]要得到一个规则的半球,球体的高度和半径必须相等。"
msgid "Number of radial segments on the sphere."
msgstr "球体上的径向段数。"
msgid "Radius of sphere."
msgstr "球体半径."
msgid "Number of segments along the height of the sphere."
msgstr "沿着球体高度的段数。"
msgid "The sphere's radius in 3D units."
msgstr "球体半径,使用 3D 单位。"
msgid "Sphere shape resource for 3D collisions."
msgstr "用于 3D 碰撞的球体形状资源。"
msgid "The sphere's radius. The shape's diameter is double the radius."
msgstr "球体的半径。形状的直径是半径的两倍。"
msgid "Numerical input text field."
msgstr "数值输入文本字段。"
msgid "Applies the current value of this [SpinBox]."
msgstr "应用此 [SpinBox] 的当前值。"
msgid ""
"Returns the [LineEdit] instance from this [SpinBox]. You can use it to "
"access properties and methods of [LineEdit].\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it "
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回这个 [SpinBox] 中的 [LineEdit] 实例。你可以用它来访问 [LineEdit] 的属性和"
"方法。\n"
"[b]警告:[/b]这是一个必要的内部节点,移除和释放它可能会导致崩溃。如果你想隐藏"
"它或它的任何子节点,请使用其 [member CanvasItem.visible] 属性。"
msgid ""
"If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be "
"read only."
msgstr ""
"如果为 [code]true[/code],则 [SpinBox] 将是可编辑的。否则,它将是只读的。"
msgid ""
"Adds the specified [code]prefix[/code] string before the numerical value of "
"the [SpinBox]."
msgstr "在 [SpinBox] 的数值前添加指定的 [code]prefix[/code] 字符串。"
msgid ""
"Adds the specified [code]suffix[/code] string after the numerical value of "
"the [SpinBox]."
msgstr "在 [SpinBox] 的数值后添加指定的 [code]suffix[/code] 字符串。"
msgid "Container for splitting and adjusting."
msgstr "用于拆分和调整的容器。"
msgid ""
"Container for splitting two [Control]s vertically or horizontally, with a "
"grabber that allows adjusting the split offset or ratio."
msgstr ""
"用于垂直或水平拆分两个 [Control] 的容器,带有允许调整拆分偏移或比率的抓取器。"
msgid ""
"Clamps the [member split_offset] value to not go outside the currently "
"possible minimal and maximum values."
msgstr "限制 [member split_offset] 值不超出当前可能的最小值和最大值。"
msgid ""
"If [code]true[/code], the area of the first [Control] will be collapsed and "
"the dragger will be disabled."
msgstr ""
"如果为 [code]true[/code],第一个 [Control] 的区域将被折叠并且拖动器将被禁用。"
msgid ""
"Determines the dragger's visibility. See [enum DraggerVisibility] for "
"details."
msgstr "确定拖动器的可见性。有关详细信息,请参阅 [enum DraggerVisibility]。"
msgid ""
"The initial offset of the splitting between the two [Control]s, with "
"[code]0[/code] being at the end of the first [Control]."
msgstr ""
"两个 [Control] 之间拆分的初始偏移量,[code]0[/code] 位于第一个 [Control] 的末"
"尾。"
msgid "Emitted when the dragger is dragged by user."
msgstr "当用户拖动拖动器时发出。"
msgid "The split dragger is visible when the cursor hovers it."
msgstr "当光标悬停时,拆分拖动器是可见的。"
msgid "The split dragger is never visible."
msgstr "拆分拖动器永远不可见。"
msgid "The split dragger is never visible and its space collapsed."
msgstr "拆分拖动器永远不可见,其空间也被折叠。"
msgid "A spotlight, such as a reflector spotlight or a lantern."
msgstr "聚光灯,如反射器聚光灯或灯笼。"
msgid "A helper node, mostly used in 3rd person cameras."
msgstr "辅助节点,主要用于第三人称相机。"
msgid "Returns the spring arm's current length."
msgstr "返回弹簧臂的当前长度。"
msgid ""
"The layers against which the collision check shall be done. See "
"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
"碰撞检测的目标层。更多信息请参阅文档中的[url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]《碰撞层与遮罩》[/url]。"
msgid "General-purpose sprite node."
msgstr "通用精灵节点。"
msgid ""
"A node that displays a 2D texture. The texture displayed can be a region "
"from a larger atlas texture, or a frame from a sprite sheet animation."
msgstr ""
"显示 2D 纹理的节点。显示的纹理可以是较大图集纹理中的某个区域,也可以是精灵表"
"动画中的某一帧。"
msgid ""
"Returns a [Rect2] representing the Sprite2D's boundary in local coordinates. "
"Can be used to detect if the Sprite2D was clicked.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _input(event):\n"
" if event is InputEventMouseButton and event.pressed and event."
"button_index == MOUSE_BUTTON_LEFT:\n"
" if get_rect().has_point(to_local(event.position)):\n"
" print(\"A click!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Input(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseButton inputEventMouse)\n"
" {\n"
" if (inputEventMouse.Pressed && inputEventMouse.ButtonIndex == "
"MouseButton.Left)\n"
" {\n"
" if (GetRect().HasPoint(ToLocal(inputEventMouse.Position)))\n"
" {\n"
" GD.Print(\"A click!\");\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回代表该 Sprite2D 边界的 [Rect2],使用局部坐标。可用于检测该 Sprite2D 是否"
"被点击。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _input(event):\n"
" if event is InputEventMouseButton and event.pressed and event."
"button_index == MOUSE_BUTTON_LEFT:\n"
" if get_rect().has_point(to_local(event.position)):\n"
" print(\"我点!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Input(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseButton inputEventMouse)\n"
" {\n"
" if (inputEventMouse.Pressed && inputEventMouse.ButtonIndex == "
"MouseButton.Left)\n"
" {\n"
" if (GetRect().HasPoint(ToLocal(inputEventMouse.Position)))\n"
" {\n"
" GD.Print(\"我点!\");\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns [code]true[/code], if the pixel at the given position is opaque and "
"[code]false[/code] in other case.\n"
"[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is "
"[code]null[/code] or if the given position is invalid."
msgstr ""
"如果给定位置的像素不透明,则返回 [code]true[/code],其他情况下返回 "
"[code]false[/code]。\n"
"[b]注意:[/b]如果精灵的纹理为[code]null[/code]或者给定的位置无效,它也会返回 "
"[code]false[/code]。"
msgid "If [code]true[/code], texture is centered."
msgstr "如果为 [code]true[/code],纹理居中。"
msgid ""
"Current frame to display from sprite sheet. [member hframes] or [member "
"vframes] must be greater than 1."
msgstr ""
"当前显示的精灵表中的帧。[member vframes] 或 [member hframes] 必须大于 1。"
msgid ""
"Coordinates of the frame to display from sprite sheet. This is as an alias "
"for the [member frame] property. [member hframes] or [member vframes] must "
"be greater than 1."
msgstr ""
"显示的帧在精灵表中的坐标。这是 [member frame] 属性的别名。[member vframes] "
"或 [member hframes] 必须大于 1。"
msgid "The number of columns in the sprite sheet."
msgstr "精灵表中的列数。"
msgid ""
"If [code]true[/code], texture is cut from a larger atlas texture. See "
"[member region_rect]."
msgstr ""
"如果为 [code]true[/code],则从较大的图集纹理中剪切纹理。见 [member "
"region_rect]。"
msgid ""
"The region of the atlas texture to display. [member region_enabled] must be "
"[code]true[/code]."
msgstr ""
"要显示的图集纹理区域。[member region_enabled] 必须是 [code]true[/code]。"
msgid "[Texture2D] object to draw."
msgstr "要绘制的 [Texture2D] 对象。"
msgid "The number of rows in the sprite sheet."
msgstr "精灵表中的行数。"
msgid "Emitted when the [member frame] changes."
msgstr "当 [member frame] 更改时发出。"
msgid "Emitted when the [member texture] changes."
msgstr "当 [member texture] 更改时发出。"
msgid "2D sprite node in a 3D world."
msgstr "3D 世界中的 2D 精灵节点。"
msgid "2D sprite node in 3D environment."
msgstr "3D 环境中的 2D 精灵节点。"
msgid "Returns the rectangle representing this sprite."
msgstr "返回表示此精灵的矩形。"
msgid "The direction in which the front of the texture faces."
msgstr "纹理正面朝向的方向。"
msgid ""
"If [code]true[/code], texture can be seen from the back as well, if "
"[code]false[/code], it is invisible when looking at it from behind."
msgstr ""
"如果为 [code]true[/code],则从后面也可以看到纹理,如果为 [code]false[/code],"
"则从后面看它是不可见的。"
msgid "The size of one pixel's width on the sprite to scale it in 3D."
msgstr "精灵上一个像素宽度的大小,以 3D 缩放。"
msgid ""
"Sets the render priority for the sprite. Higher priority objects will be "
"sorted in front of lower priority objects.\n"
"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
"ALPHA_CUT_DISABLED] (default value).\n"
"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
"not impact how transparent objects are sorted relative to opaque objects. "
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
"设置该精灵的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认"
"值)时适用。\n"
"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
msgid ""
"If [code]true[/code], the texture's transparency and the opacity are used to "
"make those parts of the sprite invisible."
msgstr ""
"如果为 [code]true[/code],纹理的透明度和不透明度用于使精灵的这些部分不可见。"
msgid ""
"If set, the texture's transparency and the opacity are used to make those "
"parts of the sprite invisible."
msgstr "如果设置,纹理的透明度和不透明性用于使精灵的这些部分不可见。"
msgid "If set, lights in the environment affect the sprite."
msgstr "如果设置,环境中的灯光会影响精灵。"
msgid ""
"This mode performs standard alpha blending. It can display translucent "
"areas, but transparency sorting issues may be visible when multiple "
"transparent materials are overlapping."
msgstr ""
"这个模式会进行标准的 Alpha 混合。可以显示半透明区域,但透明材质存在重叠时可能"
"会暴露透明度排序问题。"
msgid "Sprite frame library for AnimatedSprite2D and AnimatedSprite3D."
msgstr "精灵帧库,用于 AnimatedSprite2D 和 AnimatedSprite3D。"
msgid ""
"Sprite frame library for an [AnimatedSprite2D] or [AnimatedSprite3D] node. "
"Contains frames and animation data for playback."
msgstr ""
"[AnimatedSprite2D] 和 [AnimatedSprite3D] 节点的精灵帧库。包含帧和用于播放的动"
"画信息。"
msgid "Adds a new [param anim] animation to the library."
msgstr "向库中添加新动画 [param anim]。"
msgid "Removes all frames from the [param anim] animation."
msgstr "删除 [param anim] 动画中的所有帧。"
msgid ""
"Removes all animations. An empty [code]default[/code] animation will be "
"created."
msgstr "移除所有动画。将创建名为 [code]default[/code] 的空动画。"
msgid ""
"Returns [code]true[/code] if the given animation is configured to loop when "
"it finishes playing. Otherwise, returns [code]false[/code]."
msgstr ""
"当指定的动画被配置为结束播放后循环时,返回 [code]true[/code],否则返回 "
"[code]false[/code]。"
msgid ""
"Returns an array containing the names associated to each animation. Values "
"are placed in alphabetical order."
msgstr "返回一个包含每个动画的名称的数组。值按字母顺序排列。"
msgid "Returns the speed in frames per second for the [param anim] animation."
msgstr "返回 [param anim] 动画的速度,单位为帧每秒。"
msgid "Returns the number of frames for the [param anim] animation."
msgstr "返回 [param anim] 动画中的帧数。"
msgid ""
"Returns the texture of the frame [param idx] in the [param anim] animation."
msgstr "移除 [param anim] 动画中索引为 [param idx] 的帧的纹理。"
msgid "Returns [code]true[/code] if the [param anim] animation exists."
msgstr "如果 [param anim] 动画存在,则返回 [code]true[/code]。"
msgid "Removes the [param anim] animation."
msgstr "移除 [param anim] 动画。"
msgid "Removes the [param anim] animation's frame [param idx]."
msgstr "移除 [param anim] 动画中索引为 [param idx] 的帧。"
msgid "Changes the [param anim] animation's name to [param newname]."
msgstr "将 [param anim] 动画的名称更改为 [param newname]。"
msgid "Sets the speed for the [param anim] animation in frames per second."
msgstr "设置 [param anim] 动画的速度,单位为帧每秒。"
msgid ""
"Physics body for 2D physics which is static or moves only by script. Useful "
"for floor and walls."
msgstr "静态或者只能被脚本移动的 2D 物理物体。可用于地面和墙体。"
msgid ""
"Physics body for 3D physics which is static or moves only by script. Useful "
"for floor and walls."
msgstr "静态或者只能被脚本移动的 3D 物理物体。可用于地面和墙体。"
msgid "Abstraction and base class for stream-based protocols."
msgstr "基于流的协议的抽象和基类。"
msgid "Gets a signed 16-bit value from the stream."
msgstr "从流中获取有符号 16 位值。"
msgid "Gets a signed 32-bit value from the stream."
msgstr "从流中获取有符号 32 位值。"
msgid "Gets a signed 64-bit value from the stream."
msgstr "从流中获取有符号 64 位值。"
msgid "Gets a signed byte from the stream."
msgstr "从流中获取有符号字节。"
msgid "Returns the number of bytes this [StreamPeer] has available."
msgstr "返回该 [StreamPeer] 可用的字节数。"
msgid "Gets a double-precision float from the stream."
msgstr "从流中获取一个双精度浮点数。"
msgid "Gets a single-precision float from the stream."
msgstr "从流中获取一个单精度浮点数。"
msgid "Gets an unsigned 16-bit value from the stream."
msgstr "从流中获取一个无符号 16 位值。"
msgid "Gets an unsigned 32-bit value from the stream."
msgstr "从流中获取一个无符号 32 位值。"
msgid "Gets an unsigned 64-bit value from the stream."
msgstr "从流中获取一个无符号 64 位值。"
msgid "Gets an unsigned byte from the stream."
msgstr "从流中获取一个无符号字节。"
msgid "Puts a signed 16-bit value into the stream."
msgstr "向流中放入一个有符号 16 位值。"
msgid "Puts a signed 32-bit value into the stream."
msgstr "向流中放入一个有符号 32 位值。"
msgid "Puts a signed 64-bit value into the stream."
msgstr "向流中放入一个有符号 64 位值。"
msgid "Puts a signed byte into the stream."
msgstr "向流中放入一个有符号字节。"
msgid "Puts a double-precision float into the stream."
msgstr "向流中放入一个双精度浮点数。"
msgid "Puts a single-precision float into the stream."
msgstr "向流中放入一个单精度浮点数。"
msgid "Puts an unsigned 16-bit value into the stream."
msgstr "向流中放入一个无符号 16 位值。"
msgid "Puts an unsigned 32-bit value into the stream."
msgstr "向流中放入一个无符号 32 位值。"
msgid "Puts an unsigned 64-bit value into the stream."
msgstr "向流中放入一个无符号 64 位值。"
msgid "Puts an unsigned byte into the stream."
msgstr "向流中放入一个无符号字节。"
msgid ""
"If [code]true[/code], this [StreamPeer] will using big-endian format for "
"encoding and decoding."
msgstr "为 [code]true[/code] 时,该 [StreamPeer] 进行编解码时会使用大端格式。"
msgid "Data buffer stream peer."
msgstr "数据缓冲区流对等体。"
msgid "Clears the [member data_array] and resets the cursor."
msgstr "清除 [member data_array] 并重置指针。"
msgid ""
"Returns a new [StreamPeerBuffer] with the same [member data_array] content."
msgstr "返回新的 [StreamPeerBuffer],具有相同的 [member data_array] 内容。"
msgid "Returns the current cursor position."
msgstr "返回当前的指针位置。"
msgid "Returns the size of [member data_array]."
msgstr "返回 [member data_array] 的大小。"
msgid "Resizes the [member data_array]. This [i]doesn't[/i] update the cursor."
msgstr "调整 [member data_array] 的大小。[i]不会[/i]更新指针。"
msgid "The underlying data buffer. Setting this value resets the cursor."
msgstr "内部的数据缓冲。设置该值会重置指针。"
msgid "TCP stream peer."
msgstr "TCP 流对等体。"
msgid "Disconnects from host."
msgstr "与主机断开连接。"
msgid "Returns the IP of this peer."
msgstr "返回该对等体的IP。"
msgid "Returns the port of this peer."
msgstr "返回该对等体的端口。"
msgid "Returns the status of the connection, see [enum Status]."
msgstr "返回连接的状态,见[enum Status]。"
msgid ""
"The initial status of the [StreamPeerTCP]. This is also the status after "
"disconnecting."
msgstr "[StreamPeerTCP]的初始状态。这也是断开连接后的状态。"
msgid "A status representing a [StreamPeerTCP] that is connecting to a host."
msgstr "表示连接到主机的 [StreamPeerTCP] 的状态。"
msgid "A status representing a [StreamPeerTCP] that is connected to a host."
msgstr "表示连接到主机的 [StreamPeerSSL] 的状态。"
msgid "A status representing a [StreamPeerTCP] in error state."
msgstr "表示处于错误状态的 [StreamPeerTCP] 的状态。"
msgid ""
"Poll the connection to check for incoming bytes. Call this right before "
"[method StreamPeer.get_available_bytes] for it to work properly."
msgstr ""
"轮询连接以检查传入的字节。在 [method StreamPeer.get_available_bytes] 之前调用"
"它以使其正常工作。"
msgid "A status representing a [StreamPeerTLS] that is disconnected."
msgstr "状态,表示 [StreamPeerSSL] 已断开连接。"
msgid "A status representing a [StreamPeerTLS] during handshaking."
msgstr "状态,表示 [StreamPeerSSL] 处于握手阶段。"
msgid "A status representing a [StreamPeerTLS] that is connected to a host."
msgstr "状态,表示 [StreamPeerSSL] 已连接至主机。"
msgid "A status representing a [StreamPeerTLS] in error state."
msgstr "状态,表示 [StreamPeerSSL] 处于出错状态。"
msgid ""
"An error status that shows a mismatch in the TLS certificate domain "
"presented by the host and the domain requested for validation."
msgstr "错误状态,表示主机的 TLS 证书域名与请求验证的域名不匹配。"
msgid "Built-in string Variant type."
msgstr "内置字符串 Variant 类。"
msgid ""
"This is the built-in string Variant type (and the one used by GDScript). "
"Strings may contain any number of Unicode characters, and expose methods "
"useful for manipulating and generating strings. Strings are reference-"
"counted and use a copy-on-write approach (every modification to a string "
"returns a new [String]), so passing them around is cheap in resources.\n"
"Some string methods have corresponding variations. Variations suffixed with "
"[code]n[/code] ([method countn], [method findn], [method replacen], etc.) "
"are [b]case-insensitive[/b] (they make no distinction between uppercase and "
"lowercase letters). Method variations prefixed with [code]r[/code] ([method "
"rfind], [method rsplit], etc.) are reversed, and start from the end of the "
"string, instead of the beginning.\n"
"[b]Note:[/b] In a boolean context, a string will evaluate to [code]false[/"
"code] if it is empty ([code]\"\"[/code]). Otherwise, a string will always "
"evaluate to [code]true[/code]."
msgstr ""
"这是内置的字符串 Variant 类型(GDScript 使用的就是这个类型)。字符中中可以包"
"含任意数量的 Unicode 字符,暴露的方法可用于字符串操作和生成。字符串有引用计"
"数,使用写时复制技术(每次对字符串的修改都会返回新的 [String]),所以传递字符"
"串的资源损耗很小。\n"
"部分字符串方法有对应的变体。后缀 [code]n[/code] 的变体([method countn]、"
"[method findn]、[method replacen] 等)[b]大小写不敏感[/b](不区分大写字符和小"
"写字符)。前缀 [code]r[/code] 的方法变体([method rfind]、[method rsplit] "
"等)是逆序的,会从字符串末尾开始,而不是从开头开始。\n"
"[b]注意:[/b]转换为布尔值时,空字符串([code]\"\"[/code])为 [code]false[/"
"code],其他字符串均为 [code]true[/code]。"
msgid "GDScript format strings"
msgstr "GDScript 格式字符串"
msgid "Constructs an empty [String] ([code]\"\"[/code])."
msgstr "构造空的 [String]([code]\"\"[/code])。"
msgid "Constructs a [String] as a copy of the given [String]."
msgstr "构造给定 [String] 的副本。"
msgid "Constructs a new [String] from the given [NodePath]."
msgstr "从给定的 [NodePath] 构造新的 [String]。"
msgid "Constructs a new [String] from the given [StringName]."
msgstr "从给定的 [StringName] 构造新 [String]。"
msgid ""
"Returns [code]true[/code] if the string begins with the given [param text]. "
"See also [method ends_with]."
msgstr ""
"如果该字符串以给定的 [param text] 开始,则返回 [code]true[/code]。另见 "
"[method ends_with]。"
msgid ""
"Returns an array containing the bigrams (pairs of consecutive characters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Get up!\".bigrams()) # Prints [\"Ge\", \"et\", \"t \", \" u\", "
"\"up\", \"p!\"]\n"
"[/codeblock]"
msgstr ""
"返回包含该字符串的双字母组(连续字母的组合)的数组。\n"
"[codeblock]\n"
"print(\"Get up!\".bigrams()) # 输出 [\"Ge\", \"et\", \"t \", \" u\", \"up\", "
"\"p!\"]\n"
"[/codeblock]"
msgid ""
"Converts the string representing a binary number into an [int]. The string "
"may optionally be prefixed with [code]\"0b\"[/code], and an additional "
"[code]-[/code] prefix for negative numbers.\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"101\".bin_to_int()) # Prints 5\n"
"print(\"0b101\".bin_to_int()) # Prints 5\n"
"print(\"-0b10\".bin_to_int()) # Prints -2\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"101\".BinToInt()); // Prints 5\n"
"GD.Print(\"0b101\".BinToInt()); // Prints 5\n"
"GD.Print(\"-0b10\".BinToInt()); // Prints -2\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将表示二进制数的字符串转换为 [int]。该字符串可以前缀 [code]\"0b\"[/code],负"
"数可以前缀 [code]-[/code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"101\".bin_to_int()) # 输出 5\n"
"print(\"0b101\".bin_to_int()) # 输出 5\n"
"print(\"-0b10\".bin_to_int()) # 输出 -2\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"101\".BinToInt()); // 输出 5\n"
"GD.Print(\"0b101\".BinToInt()); // 输出 5\n"
"GD.Print(\"-0b10\".BinToInt()); // 输出 -2\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a copy of the string with special characters escaped using the C "
"language standard."
msgstr "返回该字符串的副本,按照 C 语言标准对特殊字符进行转义。"
msgid ""
"Returns a copy of the string with escaped characters replaced by their "
"meanings. Supported escape sequences are [code]\\'[/code], [code]\\\"[/"
"code], [code]\\\\[/code], [code]\\a[/code], [code]\\b[/code], [code]\\f[/"
"code], [code]\\n[/code], [code]\\r[/code], [code]\\t[/code], [code]\\v[/"
"code].\n"
"[b]Note:[/b] Unlike the GDScript parser, this method doesn't support the "
"[code]\\uXXXX[/code] escape sequence."
msgstr ""
"返回该字符串的副本,转义字符均使用本义代替。支持的转义序列有 [code]\\'[/"
"code]、[code]\\\"[/code]、[code]\\\\[/code]、[code]\\a[/code]、[code]\\b[/"
"code]、[code]\\f[/code]、[code]\\n[/code]、[code]\\r[/code]、[code]\\t[/"
"code]、[code]\\v[/code]。\n"
"[b]注意:[/b]与 GDScript 解析器不同,这个方法不支持 [code]\\uXXXX[/code] 转义"
"序列。"
msgid ""
"Changes the appearance of the string: replaces underscores ([code]_[/code]) "
"with spaces, adds spaces before uppercase letters in the middle of a word, "
"converts all letters to lowercase, then converts the first one and each one "
"following a space to uppercase.\n"
"[codeblocks]\n"
"[gdscript]\n"
"\"move_local_x\".capitalize() # Returns \"Move Local X\"\n"
"\"sceneFile_path\".capitalize() # Returns \"Scene File Path\"\n"
"[/gdscript]\n"
"[csharp]\n"
"\"move_local_x\".Capitalize(); // Returns \"Move Local X\"\n"
"\"sceneFile_path\".Capitalize(); // Returns \"Scene File Path\"\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This method not the same as the default appearance of "
"properties in the Inspector dock, as it does not capitalize acronyms "
"([code]\"2D\"[/code], [code]\"FPS\"[/code], [code]\"PNG\"[/code], etc.) as "
"you may expect."
msgstr ""
"改变字符串的外观:用空格代替下划线([code]_[/code]),在单词中间的大写字母前"
"添加空格,将所有字母转换为小写,然后将第一个字母和空格后的每个字母转换为大"
"写。\n"
"[codeblocks]\n"
"[gdscript]\n"
"\"move_local_x\".capitalize() # 返回 \"Move Local X\"\n"
"\"sceneFile_path\".capitalize() # 返回 \"Scene File Path\"\n"
"[/gdscript]\n"
"[csharp]\n"
"\"move_local_x\".Capitalize(); // 返回 \"Move Local X\"\n"
"\"sceneFile_path\".Capitalize(); // 返回 \"Scene File Path\"\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]这个方法与检查器面板中属性的默认外观不一样,不会像你期望的那样将"
"首字母缩写大写([code]\"2D\"[/code]、[code]\"FPS\"[/code]、[code]\"PNG\"[/"
"code] 等)。"
msgid ""
"Performs a case-sensitive comparison to another string. Returns [code]-1[/"
"code] if less than, [code]1[/code] if greater than, or [code]0[/code] if "
"equal. \"Less than\" and \"greater than\" are determined by the [url=https://"
"en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] "
"of each string, which roughly matches the alphabetical order.\n"
"With different string lengths, returns [code]1[/code] if this string is "
"longer than the [param to] string, or [code]-1[/code] if shorter. Note that "
"the length of empty strings is [i]always[/i] [code]0[/code].\n"
"To get a [bool] result from a string comparison, use the [code]==[/code] "
"operator instead. See also [method nocasecmp_to] and [method "
"naturalnocasecmp_to]."
msgstr ""
"与另一个字符串进行比较,区分大小写。小于时返回 [code]-1[/code]、大于时返回 "
"[code]1[/code]、等于时返回 [code]0[/code]。“小于”和“大于”比较的是字符串中的 "
"[url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 码位[/url],大致与字母表"
"顺序一致。\n"
"如果字符串长度不同,这个字符串比 [param to] 字符串长时返回 [code]1[/code],短"
"时返回 [code]-1[/code]。请注意空字符串的长度[i]始终[/i]为 [code]0[/code]。\n"
"如果想在比较字符串时获得 [bool] 返回值,请改用 [code]==[/code] 运算符。另见 "
"[method nocasecmp_to] 和 [method naturalnocasecmp_to]。"
msgid ""
"Returns a single Unicode character from the decimal [param char]. You may "
"use [url=https://unicodelookup.com/]unicodelookup.com[/url] or [url=https://"
"www.unicode.org/charts/]unicode.org[/url] as points of reference.\n"
"[codeblock]\n"
"print(String.chr(65)) # Prints \"A\"\n"
"print(String.chr(129302)) # Prints \"🤖\" (robot face emoji)\n"
"[/codeblock]"
msgstr ""
"根据十进制数 [param char] 返回单一 Unicode 字符。你可以用 [url=https://"
"unicodelookup.com/]unicodelookup.com[/url] 和 [url=https://www.unicode.org/"
"charts/]unicode.org[/url] 作为参考。\n"
"[codeblock]\n"
"print(String.chr(65)) # 输出 \"A\"\n"
"print(String.chr(129302)) # 输出 \"🤖\"(机器人脸 Emoji)\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if the string contains [param what]. In GDScript, "
"this corresponds to the [code]in[/code] operator.\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"Node\".contains(\"de\")) # Prints true\n"
"print(\"team\".contains(\"I\")) # Prints false\n"
"print(\"I\" in \"team\") # Prints false\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"Node\".Contains(\"de\")); // Prints true\n"
"GD.Print(\"team\".Contains(\"I\")); // Prints false\n"
"[/csharp]\n"
"[/codeblocks]\n"
"If you need to know where [param what] is within the string, use [method "
"find]."
msgstr ""
"如果该字符串包含 [param what],则返回 [code]true[/code]。在 GDScript 中对应 "
"[code]in[/code] 运算符。\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"Node\".contains(\"de\")) # 输出 true\n"
"print(\"team\".contains(\"I\")) # 输出 false\n"
"print(\"I\" in \"team\") # 输出 false\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"Node\".Contains(\"de\")); // 输出 true\n"
"GD.Print(\"team\".Contains(\"I\")); // 输出 false\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果想要知道 [param what] 在该字符串中的位置,请使用 [method find]。"
msgid ""
"Returns the number of occurrences of the substring [param what] between "
"[param from] and [param to] positions. If [param to] is 0, the search "
"continues until the end of the string."
msgstr ""
"返回子串 [param what] 在 [param from] 和 [param to] 位置之间出现的次数。如果 "
"[param to] 为 0,会在剩余字符串中继续搜索。"
msgid ""
"Returns the number of occurrences of the substring [param what] between "
"[param from] and [param to] positions, [b]ignoring case[/b]. If [param to] "
"is 0, the search continues until the end of the string."
msgstr ""
"返回子串 [param what] 在 [param from] 和 [param to] 位置之间出现的次数,[b]忽"
"略大小写[/b]。如果 [param to] 为 0,会在剩余字符串中继续搜索。"
msgid ""
"Returns a copy of the string with indentation (leading tabs and spaces) "
"removed. See also [method indent] to add indentation."
msgstr ""
"返回删除了缩进(前导制表符和空格)的字符串副本。添加缩进请参阅 [method "
"indent]。"
msgid ""
"Returns [code]true[/code] if the string ends with the given [param text]. "
"See also [method begins_with]."
msgstr ""
"如果该字符串以给定的 [param text] 结束,则返回 [code]true[/code]。另见 "
"[method begins_with]。"
msgid ""
"Returns the index of the [b]first[/b] [b]case-insensitive[/b] occurrence of "
"[param what] in this string, or [code]-1[/code] if there are none. The "
"starting search index can be specified with [param from], continuing to the "
"end of the string."
msgstr ""
"返回这个字符串中 [param what] [b]首次[/b]出现的索引,[b]不区分大小写[/b],不"
"存在时则为 [code]-1[/code]。搜索的起点可以用 [param from] 指定,终点为该字符"
"串的末尾。"
msgid ""
"If the string is a valid file path, returns the base directory name.\n"
"[codeblock]\n"
"var dir_path = \"/path/to/file.txt\".get_base_dir() # dir_path is \"/path/"
"to\"\n"
"[/codeblock]"
msgstr ""
"如果该字符串是有效的文件路径,则返回基础目录名称。\n"
"[codeblock]\n"
"var dir_path = \"/path/to/file.txt\".get_base_dir() # dir_path 为 \"/path/"
"to\"\n"
"[/codeblock]"
msgid ""
"If the string is a valid file path, returns the full file path, without the "
"extension.\n"
"[codeblock]\n"
"var base = \"/path/to/file.txt\".get_basename() # base is \"/path/to/file\"\n"
"[/codeblock]"
msgstr ""
"如果该字符串是有效的文件路径,则返回完整文件路径,不包括扩展名。\n"
"[codeblock]\n"
"var base = \"/path/to/file.txt\".get_basename() # base 为 \"/path/to/file\"\n"
"[/codeblock]"
msgid ""
"If the string is a valid file name or path, returns the file extension "
"without the leading period ([code].[/code]). Otherwise, returns an empty "
"string.\n"
"[codeblock]\n"
"var a = \"/path/to/file.txt\".get_extension() # a is \"txt\"\n"
"var b = \"cool.txt\".get_extension() # b is \"txt\"\n"
"var c = \"cool.font.tres\".get_extension() # c is \"tres\"\n"
"var d = \".pack1\".get_extension() # d is \"pack1\"\n"
"\n"
"var e = \"file.txt.\".get_extension() # e is \"\"\n"
"var f = \"file.txt..\".get_extension() # f is \"\"\n"
"var g = \"txt\".get_extension() # g is \"\"\n"
"var h = \"\".get_extension() # h is \"\"\n"
"[/codeblock]"
msgstr ""
"如果该字符串是有效的文件名或路径,则返回该文件的扩展名,不含开头的点号"
"([code].[/code])。否则返回空字符串。\n"
"[codeblock]\n"
"var a = \"/path/to/file.txt\".get_extension() # a 为 \"txt\"\n"
"var b = \"cool.txt\".get_extension() # b 为 \"txt\"\n"
"var c = \"cool.font.tres\".get_extension() # c 为 \"tres\"\n"
"var d = \".pack1\".get_extension() # d 为 \"pack1\"\n"
"\n"
"var e = \"file.txt.\".get_extension() # e 为 \"\"\n"
"var f = \"file.txt..\".get_extension() # f 为 \"\"\n"
"var g = \"txt\".get_extension() # g 为 \"\"\n"
"var h = \"\".get_extension() # h 为 \"\"\n"
"[/codeblock]"
msgid ""
"If the string is a valid file path, returns the file name, including the "
"extension.\n"
"[codeblock]\n"
"var file = \"/path/to/icon.png\".get_file() # file is \"icon.png\"\n"
"[/codeblock]"
msgstr ""
"如果该字符串是有效的文件路径,则返回文件名,包括扩展名。\n"
"[codeblock]\n"
"var file = \"/path/to/icon.png\".get_file() # file 为 \"icon.png\"\n"
"[/codeblock]"
msgid ""
"Splits the string using a [param delimiter] and returns the substring at "
"index [param slice]. Returns an empty string if the [param slice] does not "
"exist.\n"
"This is faster than [method split], if you only need one substring.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"print(\"i/am/example/hi\".get_slice(\"/\", 2)) # Prints \"example\"\n"
"[/codeblock]"
msgstr ""
"使用分隔符 [param delimiter] 拆分该字符串,返回索引为 [param slice] 的子串。"
"如果 [param slice] 不存在则返回空字符串。\n"
"只需要一个子串时这个方法比 [method split] 快。\n"
"[b]示例:[/b]\n"
"[codeblock]\n"
"print(\"i/am/example/hi\".get_slice(\"/\", 2)) # 输出 \"example\"\n"
"[/codeblock]"
msgid ""
"Returns the total number of slices when the string is split with the given "
"[param delimiter] (see [method split])."
msgstr ""
"返回使用给定的分隔符 [param delimiter] 拆分该字符串后切片的总数(见 [method "
"split])。"
msgid ""
"Splits the string using a Unicode character with code [param delimiter] and "
"returns the substring at index [param slice]. Returns an empty string if the "
"[param slice] does not exist.\n"
"This is faster than [method split], if you only need one substring."
msgstr ""
"使用 Unicode 字符码分隔符 [param delimiter] 拆分该字符串,返回索引为 [param "
"slice] 的子串。如果 [param slice] 不存在则返回空字符串。\n"
"只需要一个子串时这个方法比 [method split] 快。"
msgid ""
"Returns the 32-bit hash value representing the string's contents.\n"
"[b]Note:[/b] Strings with equal hash values are [i]not[/i] guaranteed to be "
"the same, as a result of hash collisions. On the countrary, strings with "
"different hash values are guaranteed to be different."
msgstr ""
"返回代表该字符串内容的 32 位哈希值。\n"
"[b]注意:[/b]由于哈希碰撞的缘故,内容相同的字符串[i]不一定[/i]会得到相同的哈"
"希值。而相对的是,哈希不同的字符串一定不同。"
msgid ""
"Converts the string representing a hexadecimal number into an [int]. The "
"string may be optionally prefixed with [code]\"0x\"[/code], and an "
"additional [code]-[/code] prefix for negative numbers.\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"0xff\".hex_to_int()) # Prints 255\n"
"print(\"ab\".hex_to_int()) # Prints 171\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"0xff\".HexToInt()); // Prints 255\n"
"GD.Print(\"ab\".HexToInt()); // Prints 171\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将表示十六进制数的字符串转换为 [int]。该字符串可以前缀 [code]\"0x\"[/code],"
"负数可以前缀 [code]-[/code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"0xff\".hex_to_int()) # 输出 255\n"
"print(\"ab\".hex_to_int()) # 输出 171\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"0xff\".HexToInt()); // 输出 255\n"
"GD.Print(\"ab\".HexToInt()); // 输出 171\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Converts [param size] which represents a number of bytes into a human-"
"readable form.\n"
"The result is in [url=https://en.wikipedia.org/wiki/"
"Binary_prefix#IEC_prefixes]IEC prefix format[/url], which may end in either "
"[code]\"B\"[/code], [code]\"KiB\"[/code], [code]\"MiB\"[/code], "
"[code]\"GiB\"[/code], [code]\"TiB\"[/code], [code]\"PiB\"[/code], or "
"[code]\"EiB\"[/code]."
msgstr ""
"将表示字节数的 [param size] 转换为人类可读的形式。\n"
"结果使用 [url=https://zh.wikipedia.org/wiki/"
"%E4%BA%8C%E9%80%B2%E4%BD%8D%E5%89%8D%E7%BD%AE%E8%A9%9E]IEC 词头[/url],结尾可"
"能是 [code]\"B\"[/code]、[code]\"KiB\"[/code]、[code]\"MiB\"[/code]、"
"[code]\"GiB\"[/code]、[code]\"TiB\"[/code]、[code]\"PiB\"[/code] 或 "
"[code]\"EiB\"[/code]。"
msgid ""
"Indents every line of the string with the given [param prefix]. Empty lines "
"are not indented. See also [method dedent] to remove indentation.\n"
"For example, the string can be indented with two tabulations using "
"[code]\"\\t\\t\"[/code], or four spaces using [code]\" \"[/code]."
msgstr ""
"使用前缀 [param prefix] 将该字符串中的每一行进行缩进。空行不缩进。移除缩进请"
"参阅 [method dedent]。\n"
"例如,该字符串可以用 [code]\"\\t\\t\"[/code] 缩进两个制表位,用 [code]\" "
"\"[/code] 缩进四个空格。"
msgid "Inserts [param what] at the given [param position] in the string."
msgstr "在该字符串中的 [param position] 位置插入 [param what]。"
msgid ""
"Returns [code]true[/code] if the string is a path to a file or directory, "
"and its starting point is explicitly defined. This method is the opposite of "
"[method is_relative_path].\n"
"This includes all paths starting with [code]\"res://\"[/code], "
"[code]\"user://\"[/code], [code]\"C:\\\"[/code], [code]\"/\"[/code], etc."
msgstr ""
"如果该字符串为文件或目录的路径,并且显式指定了起点,则返回 [code]true[/"
"code]。这个方法与 [method is_relative_path] 相反。\n"
"包括以 [code]\"res://\"[/code]、[code]\"user://\"[/code]、[code]\"C:\\\"[/"
"code]、[code]\"/\"[/code] 等开头的路径。"
msgid ""
"Returns [code]true[/code] if the string's length is [code]0[/code] "
"([code]\"\"[/code]). See also [method length]."
msgstr ""
"如果该字符串的长度为 [code]0[/code]([code]\"\"[/code]),则返回 [code]true[/"
"code]。另见 [method length]。"
msgid ""
"Returns [code]true[/code] if the string is a path, and its starting point is "
"dependent on context. The path could begin from the current directory, or "
"the current [Node] (if the string is derived from a [NodePath]), and may "
"sometimes be prefixed with [code]\"./\"[/code]. This method is the opposite "
"of [method is_absolute_path]."
msgstr ""
"如果该字符串为文件或目录的路径,并且起点依赖于上下文,则返回 [code]true[/"
"code]。路径可以是从当前目录开始,也可以是从当前 [Node] 开始(如果该字符串是"
"从 [NodePath] 得到的),有时候也可以是使用了 [code]\"./\"[/code] 前缀。这个方"
"法与 [method is_absolute_path] 相反。"
msgid ""
"Returns [code]true[/code] if all characters of this string can be found in "
"[param text] in their original order.\n"
"[codeblock]\n"
"var text = \"Wow, incredible!\"\n"
"\n"
"print(\"inedible\".is_subsequence_of(text)) # Prints true\n"
"print(\"Word!\".is_subsequence_of(text)) # Prints true\n"
"print(\"Window\".is_subsequence_of(text)) # Prints false\n"
"print(\"\".is_subsequence_of(text)) # Prints true\n"
"[/codeblock]"
msgstr ""
"如果这个字符串中的所有字符都能在 [param text] 中按照原始顺序找到,则返回 "
"[code]true[/code]。\n"
"[codeblock]\n"
"var text = \"Wow, incredible!\"\n"
"\n"
"print(\"inedible\".is_subsequence_of(text)) # 输出 true\n"
"print(\"Word!\".is_subsequence_of(text)) # 输出 true\n"
"print(\"Window\".is_subsequence_of(text)) # 输出 false\n"
"print(\"\".is_subsequence_of(text)) # 输出 true\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if all characters of this string can be found in "
"[param text] in their original order, [b]ignoring case[/b]."
msgstr ""
"如果这个字符串中的所有字符都能在 [param text] 中按照原始顺序找到,[b]忽略大小"
"写[/b],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this string does not contain characters that "
"are not allowed in file names ([code]:[/code] [code]/[/code] [code]\\[/code] "
"[code]?[/code] [code]*[/code] [code]\"[/code] [code]|[/code] [code]%[/code] "
"[code]<[/code] [code]>[/code])."
msgstr ""
"如果该字符串不包含文件名中不允许的字符,则返回 [code]true[/code](不允许的字"
"符有:[code]:[/code] [code]/[/code] [code]\\[/code] [code]?[/code] [code]*[/"
"code] [code]\"[/code] [code]|[/code] [code]%[/code] [code]<[/code] [code]>[/"
"code])。"
msgid ""
"Returns [code]true[/code] if this string represents a valid floating-point "
"number. A valid float may contain only digits, one decimal point ([code].[/"
"code]), and the exponent letter ([code]e[/code]). It may also be prefixed "
"with a positive ([code]+[/code]) or negative ([code]-[/code]) sign. Any "
"valid integer is also a valid float (see [method is_valid_int]). See also "
"[method to_float].\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints true\n"
"print(\"24\".is_valid_float()) # Prints true\n"
"print(\"7e3\".is_valid_float()) # Prints true\n"
"print(\"Hello\".is_valid_float()) # Prints false\n"
"[/codeblock]"
msgstr ""
"如果该字符串代表有效的浮点数,则返回 [code]true[/code]。浮点数只能包含数字、"
"一个小数点([code].[/code])以及指数字符([code]e[/code])。还可以前缀正号"
"([code]+[/code])或负号([code]-[/code])。有效的整数同时也是有效的浮点数"
"(见 [method is_valid_int])。另见 [method to_float]。\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # 输出 true\n"
"print(\"24\".is_valid_float()) # 输出 true\n"
"print(\"7e3\".is_valid_float()) # 输出 true\n"
"print(\"Hello\".is_valid_float()) # 输出 false\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if this string is a valid hexadecimal number. A "
"valid hexadecimal number only contains digits or letters [code]A[/code] to "
"[code]F[/code] (either uppercase or lowercase), and may be prefixed with a "
"positive ([code]+[/code]) or negative ([code]-[/code]) sign.\n"
"If [param with_prefix] is [code]true[/code], the hexadecimal number needs to "
"prefixed by [code]\"0x\"[/code] to be considered valid.\n"
"[codeblock]\n"
"print(\"A08E\".is_valid_hex_number()) # Prints true\n"
"print(\"-AbCdEf\".is_valid_hex_number()) # Prints true\n"
"print(\"2.5\".is_valid_hex_number()) # Prints false\n"
"\n"
"print(\"0xDEADC0DE\".is_valid_hex_number(true)) # Prints true\n"
"[/codeblock]"
msgstr ""
"如果该字符串代表有效的十六进制数,则返回 [code]true[/code]。有效的十六进制数"
"只能包含数字或字母 [code]A[/code] 到 [code]F[/code](大小写均可),还可以前缀"
"正号([code]+[/code])或负号([code]-[/code])。\n"
"如果 [param with_prefix] 为 [code]true[/code],则十六进制数需要有 "
"[code]\"0x\"[/code] 前缀才算有效。\n"
"[codeblock]\n"
"print(\"A08E\".is_valid_hex_number()) # 输出 true\n"
"print(\"-AbCdEf\".is_valid_hex_number()) # 输出 true\n"
"print(\"2.5\".is_valid_hex_number()) # 输出 false\n"
"\n"
"print(\"0xDEADC0DE\".is_valid_hex_number(true)) # 输出 true\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if this string is a valid color in hexadecimal "
"HTML notation. The string must be a hexadecimal value (see [method "
"is_valid_hex_number]) of either 3, 4, 6 or 8 digits, and may be prefixed by "
"a hash sign ([code]#[/code]). Other HTML notations for colors, such as names "
"or [code]hsl()[/code], are not considered valid. See also [method Color."
"html]."
msgstr ""
"如果该字符串是有效的十六进制 HTML 颜色标记,则返回 [code]true[/code]。该字符"
"串必须为 3 位、4 位、6 位或 8 位字符的十六进制值(见 [method "
"is_valid_hex_number]),也可以带有井号前缀([code]#[/code])。名称、"
"[code]hsl()[/code] 等其他 HTML 颜色标记法无效。另见 [method Color.html]。"
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/"
"code]), and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"node_2d\".is_valid_identifier()) # Prints true\n"
"print(\"TYPE_FLOAT\".is_valid_identifier()) # Prints true\n"
"print(\"1st_method\".is_valid_identifier()) # Prints false\n"
"print(\"MyMethod#2\".is_valid_identifier()) # Prints false\n"
"[/codeblock]"
msgstr ""
"如果该字符串为有效的标识符,则返回 [code]true[/code]。有效的标识符仅可以包含"
"字母、数字和下划线([code]_[/code]),第一个字符不能为数字。\n"
"[codeblock]\n"
"print(\"node_2d\".is_valid_identifier()) # 输出 true\n"
"print(\"TYPE_FLOAT\".is_valid_identifier()) # 输出 true\n"
"print(\"1st_method\".is_valid_identifier()) # 输出 false\n"
"print(\"MyMethod#2\".is_valid_identifier()) # 输出 false\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if this string represents a valid integer. A valid "
"integer only contains digits, and may be prefixed with a positive ([code]+[/"
"code]) or negative ([code]-[/code]) sign. See also [method to_int].\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints true\n"
"print(\"1.65\".is_valid_int()) # Prints false\n"
"print(\"Hi\".is_valid_int()) # Prints false\n"
"print(\"+3\".is_valid_int()) # Prints true\n"
"print(\"-12\".is_valid_int()) # Prints true\n"
"[/codeblock]"
msgstr ""
"如果该字符串代表有效的整数,则返回 [code]true[/code]。有效的整数仅可以包含数"
"字,还可以前缀正号([code]+[/code])或负号([code]-[/code])。另见 [method "
"to_int]。\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # 输出 true\n"
"print(\"1.65\".is_valid_int()) # 输出 false\n"
"print(\"Hi\".is_valid_int()) # 输出 false\n"
"print(\"+3\".is_valid_int()) # 输出 true\n"
"print(\"-12\".is_valid_int()) # 输出 true\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if this string represents a well-formatted IPv4 or "
"IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/"
"Reserved_IP_addresses]reserved IP addresses[/url] such as [code]\"0.0.0.0\"[/"
"code] and [code]\"ffff:ffff:ffff:ffff:ffff:ffff:ffff:ffff\"[/code] as valid."
msgstr ""
"如果该字符串表示格式正确的 IPv4 或 IPv6 地址,则返回 [code]true[/code]。这个"
"方法认为 [code]0.0.0.0[/code]、[code]\"ffff:ffff:ffff:ffff:ffff:ffff:ffff:"
"ffff\"[/code] 等[url=https://zh.wikipedia.org/wiki/"
"%E4%BF%9D%E7%95%99IP%E5%9C%B0%E5%9D%80]保留 IP 地址[/url]是有效的。"
msgid ""
"Returns a copy of the string with special characters escaped using the JSON "
"standard. Because it closely matches the C standard, it is possible to use "
"[method c_unescape] to unescape the string, if necessary."
msgstr ""
"返回该字符串的副本,使用 JSON 标准对特殊字符进行转义。因为与 C 标准非常类似,"
"所以需要时可以用 [method c_unescape] 取消转义。"
msgid ""
"Returns the first [param length] characters from the beginning of the "
"string. If [param length] is negative, strips the last [param length] "
"characters from the string's end.\n"
"[codeblock]\n"
"print(\"Hello World!\".left(3)) # Prints \"Hel\"\n"
"print(\"Hello World!\".left(-4)) # Prints \"Hello Wo\"\n"
"[/codeblock]"
msgstr ""
"返回该字符串开头的前 [param length] 个字符。如果 [param length] 为负,则会从"
"该字符串的末尾剥离最后 [param length] 个字符。\n"
"[codeblock]\n"
"print(\"Hello World!\".left(3)) # 输出 \"Hel\"\n"
"print(\"Hello World!\".left(-4)) # 输出 \"Hello Wo\"\n"
"[/codeblock]"
msgid ""
"Returns the number of characters in the string. Empty strings ([code]\"\"[/"
"code]) always return [code]0[/code]. See also [method is_empty]."
msgstr ""
"返回该字符串中的字符数。空字符串([code]\"\"[/code])始终返回 [code]0[/"
"code]。另见 [method is_empty]。"
msgid ""
"Formats the string to be at least [param min_length] long by adding [param "
"character]s to the left of the string, if necessary. See also [method rpad]."
msgstr ""
"必要时在该字符串的左侧添加若干 [param character] 字符,使其长度至少为 [param "
"min_length]。另见 [method rpad]。"
msgid ""
"Removes a set of characters defined in [param chars] from the string's "
"beginning. See also [method rstrip].\n"
"[b]Note:[/b] [param chars] is not a prefix. Use [method trim_prefix] to "
"remove a single prefix, rather than a set of characters."
msgstr ""
"从该字符串的开头移除 [param chars] 中定义的字符。另见 [method rstrip]。\n"
"[b]注意:[/b][param chars] 不是前缀。如果要移除前缀而不是一组字符,请使用 "
"[method trim_prefix]。"
msgid ""
"Does a simple expression match (also called \"glob\" or \"globbing\"), where "
"[code]*[/code] matches zero or more arbitrary characters and [code]?[/code] "
"matches any single character except a period ([code].[/code]). An empty "
"string or empty expression always evaluates to [code]false[/code]."
msgstr ""
"进行简单的表达式匹配(也叫“通配”),[code]*[/code] 匹配零个或多个任意字符,"
"[code]?[/code] 匹配除英文句号外的任意字符([code].[/code])。使用空字符串或空"
"表达式时始终为 [code]false[/code]。"
msgid ""
"Does a simple [b]case-insensitive[/b] expression match, where [code]*[/code] "
"matches zero or more arbitrary characters and [code]?[/code] matches any "
"single character except a period ([code].[/code]). An empty string or empty "
"expression always evaluates to [code]false[/code]."
msgstr ""
"进行简单的[b]大小写不敏感[/b]表达式匹配(也叫“通配”),[code]*[/code] 匹配零"
"个或多个任意字符,[code]?[/code] 匹配除英文句号外的任意字符([code].[/"
"code])。使用空字符串或空表达式时始终为 [code]false[/code]。"
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/MD5]MD5 hash[/url] of the "
"string as a [PackedByteArray]."
msgstr ""
"返回该字符串的 [url=https://zh.wikipedia.org/wiki/MD5]MD5 哈希[/url],类型为 "
"[PackedByteArray]。"
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/MD5]MD5 hash[/url] of the "
"string as another [String]."
msgstr ""
"返回该字符串的 [url=https://zh.wikipedia.org/wiki/MD5]MD5 哈希[/url],类型 "
"[String]。"
msgid ""
"Performs a [b]case-insensitive[/b], [i]natural order[/i] comparison to "
"another string. Returns [code]-1[/code] if less than, [code]1[/code] if "
"greater than, or [code]0[/code] if equal. \"Less than\" or \"greater than\" "
"are determined by the [url=https://en.wikipedia.org/wiki/"
"List_of_Unicode_characters]Unicode code points[/url] of each string, which "
"roughly matches the alphabetical order. Internally, lowercase characters are "
"converted to uppercase for the comparison.\n"
"When used for sorting, natural order comparison orders sequences of numbers "
"by the combined value of each digit as is often expected, instead of the "
"single digit's value. A sorted sequence of numbered strings will be [code]"
"[\"1\", \"2\", \"3\", ...][/code], not [code][\"1\", \"10\", \"2\", "
"\"3\", ...][/code].\n"
"With different string lengths, returns [code]1[/code] if this string is "
"longer than the [param to] string, or [code]-1[/code] if shorter. Note that "
"the length of empty strings is [i]always[/i] [code]0[/code].\n"
"To get a [bool] result from a string comparison, use the [code]==[/code] "
"operator instead. See also [method nocasecmp_to] and [method casecmp_to]."
msgstr ""
"与另一个字符串进行[b]不区分大小写[/b]的[i]自然顺序[/i]比较。小于时返回 "
"[code]-1[/code]、大于时返回 [code]1[/code]、等于时返回 [code]0[/code]。“小"
"于”和“大于”比较的是字符串中的 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 码位[/url],大致与字母表"
"顺序一致。内部实现时,会将小写字符转换为大写后进行比较。\n"
"使用自然顺序进行排序时,会和常见预期一样将连续的数字进行组合,而不是一个个数"
"字进行比较。排序后的数列为 [code][\"1\", \"2\", \"3\", ...][/code] 而不是 "
"[code][\"1\", \"10\", \"2\", \"3\", ...][/code]。\n"
"如果字符串长度不同,这个字符串比 [param to] 字符串长时返回 [code]1[/code],短"
"时返回 [code]-1[/code]。请注意空字符串的长度[i]始终[/i]为 [code]0[/code]。\n"
"如果想在比较字符串时获得 [bool] 返回值,请改用 [code]==[/code] 运算符。另见 "
"[method nocasecmp_to] 和 [method casecmp_to]。"
msgid ""
"Performs a [b]case-insensitive[/b] comparison to another string. Returns "
"[code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/"
"code] if equal. \"Less than\" or \"greater than\" are determined by the "
"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code "
"points[/url] of each string, which roughly matches the alphabetical order. "
"Internally, lowercase characters are converted to uppercase for the "
"comparison.\n"
"With different string lengths, returns [code]1[/code] if this string is "
"longer than the [param to] string, or [code]-1[/code] if shorter. Note that "
"the length of empty strings is [i]always[/i] [code]0[/code].\n"
"To get a [bool] result from a string comparison, use the [code]==[/code] "
"operator instead. See also [method casecmp_to] and [method "
"naturalnocasecmp_to]."
msgstr ""
"与另一个字符串进行[b]不区分大小写[/b]的比较。小于时返回 [code]-1[/code]、大于"
"时返回 [code]1[/code]、等于时返回 [code]0[/code]。“小于”和“大于”比较的是字符"
"串中的 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 码位[/url],大致与字母表"
"顺序一致。内部实现时,会将小写字符转换为大写后进行比较。\n"
"如果字符串长度不同,这个字符串比 [param to] 字符串长时返回 [code]1[/code],短"
"时返回 [code]-1[/code]。请注意空字符串的长度[i]始终[/i]为 [code]0[/code]。\n"
"如果想在比较字符串时获得 [bool] 返回值,请改用 [code]==[/code] 运算符。另见 "
"[method casecmp_to] 和 [method naturalnocasecmp_to]。"
msgid ""
"Converts a [float] to a string representation of a decimal number, with the "
"number of decimal places specified in [param decimals].\n"
"If [param decimals] is [code]-1[/code] as by default, the string "
"representation may only have up to 14 significant digits, with digits before "
"the decimal point having priority over digits after.\n"
"Trailing zeros are not included in the string. The last digit is rounded, "
"not truncated.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"String.num(3.141593) # Returns \"3.141593\"\n"
"String.num(3.141593, 3) # Returns \"3.142\"\n"
"String.num(3.14159300) # Returns \"3.141593\"\n"
"\n"
"# Here, the last digit will be rounded up,\n"
"# which reduces the total digit count, since trailing zeros are removed:\n"
"String.num(42.129999, 5) # Returns \"42.13\"\n"
"\n"
"# If `decimals` is not specified, the maximum number of significant digits "
"is 14:\n"
"String.num(-0.0000012345432123454321) # Returns \"-0.00000123454321\"\n"
"String.num(-10000.0000012345432123454321) # Returns \"-10000.0000012345\"\n"
"[/codeblock]"
msgstr ""
"将 [float] 转换为十进制小数的字符串表示,小数点位数由 [param decimals] 指"
"定。\n"
"如果 [param decimals] 为默认的 [code]-1[/code],该字符串表示可能最多只有 14 "
"位有效数字,小数点前的数字优先于小数点后的数字。\n"
"该字符串中不包含后缀的零。最后一位数字会四舍五入,而不是截断。\n"
"[b]示例:[/b]\n"
"[codeblock]\n"
"String.num(3.141593) # 返回 \"3.141593\"\n"
"String.num(3.141593, 3) # 返回 \"3.142\"\n"
"String.num(3.14159300) # 返回 \"3.141593\"\n"
"\n"
"# 此处的最后一位数字会进位,\n"
"# 数字位数会减少,因为后缀的零会被移除:\n"
"String.num(42.129999, 5) # 返回 \"42.13\"\n"
"\n"
"# 如果没有指定 `decimals`,最大有效位数为 14:\n"
"String.num(-0.0000012345432123454321) # 返回 \"-0.00000123454321\"\n"
"String.num(-10000.0000012345432123454321) # 返回 \"-10000.0000012345\"\n"
"[/codeblock]"
msgid ""
"Converts the given [param number] to a string representation, with the given "
"[param base].\n"
"By default, [param base] is set to decimal ([code]10[/code]). Other common "
"bases in programming include binary ([code]2[/code]), [url=https://en."
"wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal "
"([code]16[/code]).\n"
"If [param capitalize_hex] is [code]true[/code], digits higher than 9 are "
"represented in uppercase."
msgstr ""
"将给定的数字 [param number] 转换为字符串表示,进位制由 [param base] 给定。\n"
"默认情况下 [param base] 为十进制([code]10[/code])。编程中常见的进位制还有二"
"进制([code]2[/code])、[url=https://zh.wikipedia.org/wiki/"
"%E5%85%AB%E8%BF%9B%E5%88%B6]八进制[/url]([code]8[/code])、十六进制"
"([code]16[/code])。\n"
"如果 [param capitalize_hex] 为 [code]true[/code],比 9 大的数位会大写。"
msgid ""
"Converts the given [param number] to a string representation, in scientific "
"notation.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var n = -5.2e8\n"
"print(n) # Prints -520000000\n"
"print(String.NumScientific(n)) # Prints -5.2e+08\n"
"[/gdscript]\n"
"[csharp]\n"
"// This method is not implemented in C#.\n"
"// Use `string.ToString()` with \"e\" to achieve similar results.\n"
"var n = -5.2e8f;\n"
"GD.Print(n); // Prints -520000000\n"
"GD.Print(n.ToString(\"e1\")); // Prints -5.2e+008\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In C#, this method is not implemented. To achieve similar "
"results, see C#'s [url=https://learn.microsoft.com/en-us/dotnet/standard/"
"base-types/standard-numeric-format-strings]Standard numeric format strings[/"
"url]"
msgstr ""
"将给定的数字 [param number] 转换为字符串表示,使用科学记数法。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var n = -5.2e8\n"
"print(n) # 输出 -520000000\n"
"print(String.NumScientific(n)) # 输出 -5.2e+08\n"
"[/gdscript]\n"
"[csharp]\n"
"// 这个方法没有在 C# 中实现。\n"
"// 请在 `string.ToString()` 中使用 \"e\" 来实现类似的结果。\n"
"var n = -5.2e8f;\n"
"GD.Print(n); // 输出 -520000000\n"
"GD.Print(n.ToString(\"e1\")); // 输出 -5.2e+008\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]这个方法没有在 C# 中实现。要实现类似的效果,见 C# 的"
"[url=https://learn.microsoft.com/en-us/dotnet/standard/base-types/standard-"
"numeric-format-strings]标准数字格式字符串[/url]"
msgid ""
"Converts the given unsigned [int] to a string representation, with the given "
"[param base].\n"
"By default, [param base] is set to decimal ([code]10[/code]). Other common "
"bases in programming include binary ([code]2[/code]), [url=https://en."
"wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal "
"([code]16[/code]).\n"
"If [param capitalize_hex] is [code]true[/code], digits higher than 9 are "
"represented in uppercase."
msgstr ""
"将给定的无符号 [int] 转换为字符串表示,进位制由 [param base] 给定。\n"
"默认情况下 [param base] 为十进制([code]10[/code])。编程中常见的进位制还有二"
"进制([code]2[/code])、[url=https://zh.wikipedia.org/wiki/"
"%E5%85%AB%E8%BF%9B%E5%88%B6]八进制[/url]([code]8[/code])、十六进制"
"([code]16[/code])。\n"
"如果 [param capitalize_hex] 为 [code]true[/code],比 9 大的数位会大写。"
msgid ""
"Formats the string representing a number to have an exact number of [param "
"digits] [i]after[/i] the decimal point."
msgstr "格式化表示数字的字符串,使其小数点[i]后[/i]的位数为 [param digits]。"
msgid ""
"Formats the string representing a number to have an exact number of [param "
"digits] [i]before[/i] the decimal point."
msgstr "格式化表示数字的字符串,使其小数点[i]前[/i]的位数为 [param digits]。"
msgid ""
"Concatenates [param file] at the end of the string as a subpath, adding "
"[code]/[/code] if necessary.\n"
"[b]Example:[/b] [code]\"this/is\".path_join(\"path\") == \"this/is/path\"[/"
"code]."
msgstr ""
"将 [param file] 作为子路径连接到该字符串的末尾,必要时会添加 [code]/[/"
"code]。\n"
"[b]示例:[/b][code]\"this/is\".path_join(\"path\") == \"this/is/path\"[/"
"code]。"
msgid ""
"Repeats this string a number of times. [param count] needs to be greater "
"than [code]0[/code]. Otherwise, returns an empty string."
msgstr ""
"将该字符串重复若干次。次数 [param count] 需要大于[code]0[/code] 。否则返回空"
"字符串。"
msgid ""
"Replaces all occurrences of [param what] inside the string with the given "
"[param forwhat]."
msgstr "将该字符串中出现的所有 [param what] 都替换为给定的 [param forwhat]。"
msgid ""
"Replaces all [b]case-insensitive[/b] occurrences of [param what] inside the "
"string with the given [param forwhat]."
msgstr ""
"将该字符串中出现的所有 [param what] 都替换为给定的 [param forwhat],[b]大小写"
"不敏感[/b]。"
msgid ""
"Returns the index of the [b]last[/b] occurrence of [param what] in this "
"string, or [code]-1[/code] if there are none. The search's start can be "
"specified with [param from], continuing to the beginning of the string. This "
"method is the reverse of [method find]."
msgstr ""
"返回这个字符串中 [param what] [b]最后一次[/b]出现时的索引,不存在时则为 "
"[code]-1[/code]。搜索的起点可以用 [param from] 指定,终点为该字符串的末尾。这"
"个方法与 [method find] 相对。"
msgid ""
"Returns the index of the [b]last[/b] [b]case-insensitive[/b] occurrence of "
"[param what] in this string, or [code]-1[/code] if there are none. The "
"starting search index can be specified with [param from], continuing to the "
"beginning of the string. This method is the reverse of [method findn]."
msgstr ""
"返回这个字符串中 [param what] [b]最后一次[/b]出现时的索引,[b]不区分大小写[/"
"b],不存在时则为 [code]-1[/code]。搜索的起点可以用 [param from] 指定,终点为"
"该字符串的末尾。这个方法与 [method findn] 相对。"
msgid ""
"Returns the last [param length] characters from the end of the string. If "
"[param length] is negative, strips the first [param length] characters from "
"the string's beginning.\n"
"[codeblock]\n"
"print(\"Hello World!\".right(3)) # Prints \"ld!\"\n"
"print(\"Hello World!\".right(-4)) # Prints \"o World!\"\n"
"[/codeblock]"
msgstr ""
"返回该字符串末尾的最后 [param length] 个字符。如果 [param length] 为负,则会"
"从该字符串的开头剥离前 [param length] 个字符。\n"
"[codeblock]\n"
"print(\"Hello World!\".right(3)) # 输出 \"ld!\"\n"
"print(\"Hello World!\".right(-4)) # 输出 \"o World!\"\n"
"[/codeblock]"
msgid ""
"Formats the string to be at least [param min_length] long, by adding [param "
"character]s to the right of the string, if necessary. See also [method lpad]."
msgstr ""
"必要时在该字符串的右侧添加若干 [param character] 字符,使其长度至少为 [param "
"min_length]。另见 [method lpad]。"
msgid ""
"Splits the string using a [param delimiter] and returns an array of the "
"substrings, starting from the end of the string. The splits in the returned "
"array appear in the same order as the original string. If [param delimiter] "
"is an empty string, each substring will be a single character.\n"
"If [param allow_empty] is [code]false[/code], empty strings between adjacent "
"delimiters are excluded from the array.\n"
"If [param maxsplit] is greater than [code]0[/code], the number of splits may "
"not exceed [param maxsplit]. By default, the entire string is split, which "
"is mostly identical to [method split].\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"\n"
"print(some_array.size()) # Prints 2\n"
"print(some_array[0]) # Prints \"One,Two,Three\"\n"
"print(some_array[1]) # Prints \"Four\"\n"
"[/gdscript]\n"
"[csharp]\n"
"// In C#, there is no String.RSplit() method.\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"使用分隔符 [param delimiter] 将该字符串从末尾开始进行拆分,返回子字符串数组。"
"返回的数组中,每部分的出现顺序与它们在原字符串中的出现顺序一致。如果 [param "
"delimiter] 为空,则子串为单个字符。\n"
"如果 [param allow_empty] 为 [code]false[/code],数组中会排除相邻分隔符之间的"
"空字符串。\n"
"如果 [param maxsplit] 大于 [code]0[/code],则拆分次数不能超过 [param "
"maxsplit]。默认拆分整个字符串,基本与 [method split] 一致。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"\n"
"print(some_array.size()) # 输出 2\n"
"print(some_array[0]) # 输出 \"One,Two,Three\"\n"
"print(some_array[1]) # 输出 \"Four\"\n"
"[/gdscript]\n"
"[csharp]\n"
"// C# 中没有 String.RSplit() 方法。\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Removes a set of characters defined in [param chars] from the string's end. "
"See also [method lstrip].\n"
"[b]Note:[/b] [param chars] is not a suffix. Use [method trim_suffix] to "
"remove a single suffix, rather than a set of characters."
msgstr ""
"从该字符串的结尾移除 [param chars] 中定义的字符。另见 [method rstrip]。\n"
"[b]注意:[/b][param chars] 不是后缀。如果要移除后缀而不是一组字符,请使用 "
"[method trim_suffix]。"
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] hash of the "
"string as a [PackedByteArray]."
msgstr ""
"返回该字符串的 [url=https://zh.wikipedia.org/wiki/SHA-1]SHA-1[/url] 哈希,类"
"型为 [PackedByteArray]。"
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] hash of the "
"string as another [String]."
msgstr ""
"返回该字符串的 [url=https://zh.wikipedia.org/wiki/SHA-1]SHA-1[/url] 哈希,类"
"型为 [String]。"
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] hash of "
"the string as a [PackedByteArray]."
msgstr ""
"返回该字符串的 [url=https://zh.wikipedia.org/wiki/SHA-2]SHA-256[/url] 哈希,"
"类型为 [PackedByteArray]。"
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] hash of "
"the string as another [String]."
msgstr ""
"返回该字符串的 [url=https://zh.wikipedia.org/wiki/SHA-2]SHA-256[/url] 哈希,"
"类型为 [String]。"
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"this string compared to another. A result of [code]1.0[/code] means totally "
"similar, while [code]0.0[/code] means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints 1.0\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints 0.0\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints 0.8\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints 0.4\n"
"[/codeblock]"
msgstr ""
"返回该字符串与另一个字符串的相似指数([url=https://zh.wikipedia.org/wiki/"
"Dice%E7%B3%BB%E6%95%B0]索伦森-戴斯系数[/url])。结果为 [code]1.0[/code] 表示"
"完全相似,[code]0.0[/code] 表示完全不相似。\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # 输出 1.0\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # 输出 0.0\n"
"print(\"ABC123\".similarity(\"123ABC\")) # 输出 0.8\n"
"print(\"ABC123\".similarity(\"abc123\")) # 输出 0.4\n"
"[/codeblock]"
msgid ""
"If the string is a valid file path, converts the string into a canonical "
"path. This is the shortest possible path, without [code]\"./\"[/code], and "
"all the unnecessary [code]\"..\"[/code] and [code]\"/\"[/code].\n"
"[codeblock]\n"
"var simple_path = \"./path/to///../file\".simplify_path()\n"
"print(simple_path) # Prints \"path/file\"\n"
"[/codeblock]"
msgstr ""
"如果该字符串为有效的文件路径,则将其转换为规范路径。规范路径是最短路径,不带 "
"[code]\"./\"[/code] 和所有不必要的 [code]\"..\"[/code] 和 [code]\"/\"[/"
"code]。\n"
"[codeblock]\n"
"var simple_path = \"./path/to///../file\".simplify_path()\n"
"print(simple_path) # 输出 \"path/file\"\n"
"[/codeblock]"
msgid ""
"Splits the string using a [param delimiter] and returns an array of the "
"substrings. If [param delimiter] is an empty string, each substring will be "
"a single character. This method is the opposite of [method join].\n"
"If [param allow_empty] is [code]false[/code], empty strings between adjacent "
"delimiters are excluded from the array.\n"
"If [param maxsplit] is greater than [code]0[/code], the number of splits may "
"not exceed [param maxsplit]. By default, the entire string is split.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var some_array = \"One,Two,Three,Four\".split(\",\", true, 2)\n"
"\n"
"print(some_array.size()) # Prints 3\n"
"print(some_array[0]) # Prints \"One\"\n"
"print(some_array[1]) # Prints \"Two\"\n"
"print(some_array[2]) # Prints \"Three,Four\"\n"
"[/gdscript]\n"
"[csharp]\n"
"// C#'s `Split()` does not support the `maxsplit` parameter.\n"
"var someArray = \"One,Two,Three\".Split(\",\");\n"
"\n"
"GD.Print(someArray[0]); // Prints \"One\"\n"
"GD.Print(someArray[1]); // Prints \"Two\"\n"
"GD.Print(someArray[2]); // Prints \"Three\"\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] If you only need one substring from the array, consider using "
"[method get_slice] which is faster. If you need to split strings with more "
"complex rules, use the [RegEx] class instead."
msgstr ""
"使用分隔符 [param delimiter] 将该字符串进行拆分,返回子字符串数组。如果 "
"[param delimiter] 为空,则子串为单个字符。这个方法与 [method join] 相对。\n"
"如果 [param allow_empty] 为 [code]false[/code],数组中会排除相邻分隔符之间的"
"空字符串。\n"
"如果 [param maxsplit] 大于 [code]0[/code],则拆分次数不能超过 [param "
"maxsplit]。默认拆分整个字符串。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var some_array = \"One,Two,Three,Four\".split(\",\", true, 2)\n"
"\n"
"print(some_array.size()) # 输出 3\n"
"print(some_array[0]) # 输出 \"One\"\n"
"print(some_array[1]) # 输出 \"Two\"\n"
"print(some_array[2]) # 输出 \"Three,Four\"\n"
"[/gdscript]\n"
"[csharp]\n"
"// C# 的 `Split()` 不支持 `maxsplit` 参数。\n"
"var someArray = \"One,Two,Three\".Split(\",\");\n"
"\n"
"GD.Print(someArray[0]); // 输出 \"One\"\n"
"GD.Print(someArray[1]); // 输出 \"Two\"\n"
"GD.Print(someArray[2]); // 输出 \"Three\"\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果你只需要数组中的某一个子串,请考虑使用更快的 [method "
"get_slice]。如果你需要用更复杂的规则来拆分字符串,请改用 [RegEx] 类。"
msgid ""
"Splits the string into floats by using a [param delimiter] and returns a "
"[PackedFloat64Array].\n"
"If [param allow_empty] is [code]false[/code], empty or invalid [float] "
"conversions between adjacent delimiters are excluded.\n"
"[codeblock]\n"
"var a = \"1,2,4.5\".split_floats(\",\") # a is [1.0, 2.0, 4.5]\n"
"var c = \"1| ||4.5\".split_floats(\"|\") # c is [1.0, 0.0, 0.0, 4.5]\n"
"var b = \"1| ||4.5\".split_floats(\"|\", false) # b is [1.0, 4.5]\n"
"[/codeblock]"
msgstr ""
"使用分隔符 [param delimiter] 将该字符串拆分为浮点数,返回 "
"[PackedFloat64Array]。\n"
"如果 [param allow_empty] 为 [code]false[/code],则会排除相邻分隔符之间为空或"
"无法转换为 [float] 的内容。\n"
"[codeblock]\n"
"var a = \"1,2,4.5\".split_floats(\",\") # a 为 [1.0, 2.0, 4.5]\n"
"var c = \"1| ||4.5\".split_floats(\"|\") # c 为 [1.0, 0.0, 0.0, 4.5]\n"
"var b = \"1| ||4.5\".split_floats(\"|\", false) # b 为 [1.0, 4.5]\n"
"[/codeblock]"
msgid ""
"Strips all non-printable characters from the beginning and the end of the "
"string. These include spaces, tabulations ([code]\\t[/code]), and newlines "
"([code]\\n[/code] [code]\\r[/code]).\n"
"If [param left] is [code]false[/code], ignores the string's beginning. "
"Likewise, if [param right] is [code]false[/code], ignores the string's end."
msgstr ""
"从该字符串的开头和结尾剥离所有不可打印的字符。其中包括空格、制表符"
"([code]\\t[/code])以及换行符([code]\\n[/code] [code]\\r[/code])。\n"
"如果 [param left] 为 [code]false[/code],会忽略该字符串的开头。与此类似,如"
"果 [param right] 为 [code]false[/code],则会忽略该字符串的结尾。"
msgid ""
"Strips all escape characters from the string. These include all non-"
"printable control characters of the first page of the ASCII table (values "
"from 0 to 31), such as tabulation ([code]\\t[/code]) and newline ([code]\\n[/"
"code], [code]\\r[/code]) characters, but [i]not[/i] spaces."
msgstr ""
"从该字符串中剥离所有转义字符。其中包括 ASCII 表第一页的所有不可打印控制字符"
"(值为 0 到 32),例如制表符(C 中的 [code]\\t[/code])和换行符([code]\\n[/"
"code] 和 [code]]\\r[/code]) 字符,但[i]不包括[/i]空格。"
msgid ""
"Returns part of the string from the position [param from] with length [param "
"len]. If [param len] is [code]-1[/code] (as by default), returns the rest of "
"the string starting from the given position."
msgstr ""
"返回该字符串中的某一部分,位置从 [param from] 开始,长度为 [param len]。如果 "
"[param len] 为 [code]-1[/code](默认值),将返回开给定位置开始的剩余字符。"
msgid ""
"Converts the string to an [url=https://en.wikipedia.org/wiki/ASCII]ASCII[/"
"url]/Latin-1 encoded [PackedByteArray]. This method is slightly faster than "
"[method to_utf8_buffer], but replaces all unsupported characters with spaces."
msgstr ""
"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/ASCII]ASCII[/url]/"
"Latin-1 编码的 [PackedByteArray]。这个方法比 [method to_utf8_buffer] 稍快,但"
"会把不支持的字符都替换为空格。"
msgid "Returns the string converted to [code]camelCase[/code]."
msgstr "返回将该字符串转换为小驼峰命名 [code]camelCase[/code] 的结果。"
msgid ""
"Converts the string representing a decimal number into a [float]. This "
"method stops on the first non-number character, except the first decimal "
"point ([code].[/code]) and the exponent letter ([code]e[/code]). See also "
"[method is_valid_float].\n"
"[codeblock]\n"
"var a = \"12.35\".to_float() # a is 12.35\n"
"var b = \"1.2.3\".to_float() # b is 1.2\n"
"var c = \"12xy3\".to_float() # c is 12.0\n"
"var d = \"1e3\".to_float() # d is 1000.0\n"
"var e = \"Hello!\".to_int() # e is 0.0\n"
"[/codeblock]"
msgstr ""
"将代表十进制数的字符串转换为 [float]。该方法会在首个非数字字符处停止,除非是"
"首次遇到 [code].[/code](小数点)以及表示指数的 [code]e[/code]。另见 [method "
"is_valid_float]。\n"
"[codeblock]\n"
"var a = \"12.35\".to_float() # a 为 12.35\n"
"var b = \"1.2.3\".to_float() # b 为 1.2\n"
"var c = \"12xy3\".to_float() # c 为 12.0\n"
"var d = \"1e3\".to_float() # d 为 1000.0\n"
"var e = \"Hello!\".to_int() # e 为 0.0\n"
"[/codeblock]"
msgid ""
"Converts the string representing an integer number into an [int]. This "
"method removes any non-number character and stops at the first decimal point "
"([code].[/code]). See also [method is_valid_int].\n"
"[codeblock]\n"
"var a = \"123\".to_int() # a is 123\n"
"var b = \"x1y2z3\".to_int() # b is 123\n"
"var c = \"-1.2.3\".to_int() # c is -1\n"
"var d = \"Hello!\".to_int() # d is 0\n"
"[/codeblock]"
msgstr ""
"将代表整数的字符串转换为 [int]。该方法会删除所有非数字字符,并在遇到 [code]."
"[/code] 后停止。另见 [method is_valid_int]。\n"
"[codeblock]\n"
"var a = \"123\".to_int() # a 为 123\n"
"var b = \"x1y2z3\".to_int() # b 为 123\n"
"var c = \"-1.2.3\".to_int() # c 为 -1\n"
"var d = \"Hello!\".to_int() # d 为 0\n"
"[/codeblock]"
msgid "Returns the string converted to lowercase."
msgstr "返回将该字符串转换为小写的结果。"
msgid "Returns the string converted to [code]PascalCase[/code]."
msgstr "返回将该字符串转换为大驼峰命名 [code]PascalCase[/code] 的结果。"
msgid "Returns the string converted to [code]snake_case[/code]."
msgstr "返回将该字符串转换为蛇形命名 [code]snake_case[/code] 的结果。"
msgid "Returns the string converted to uppercase."
msgstr "返回将该字符串转换为大写的结果。"
msgid ""
"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-16]UTF-16[/"
"url] encoded [PackedByteArray]."
msgstr ""
"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/UTF-16]UTF-16[/url] 编码"
"的 [PackedByteArray]。"
msgid ""
"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-32]UTF-32[/"
"url] encoded [PackedByteArray]."
msgstr ""
"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/UTF-32]UTF-32[/url] 编码"
"的 [PackedByteArray]。"
msgid ""
"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/"
"url] encoded [PackedByteArray]. This method is slightly slower than [method "
"to_ascii_buffer], but supports all UTF-8 characters. For most cases, prefer "
"using this method."
msgstr ""
"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/UTF-8]UTF-8[/url] 编码的 "
"[PackedByteArray]。这个方法比 [method to_ascii_buffer] 稍慢,但支持所有 "
"UTF-8 字符。大多数情况下请优先使用这个方法。"
msgid ""
"Removes the given [param prefix] from the start of the string, or returns "
"the string unchanged."
msgstr "移除该字符串开头的 [param prefix] 前缀,否则原样返回该字符串。"
msgid ""
"Removes the given [param suffix] from the end of the string, or returns the "
"string unchanged."
msgstr "移除该字符串末尾的 [param suffix] 后缀,否则原样返回该字符串。"
msgid "Returns the character code at position [param at]."
msgstr "返回位于 [param at] 处的字符的代码。"
msgid ""
"Decodes the string from its URL-encoded format. This method is meant to "
"properly decode the parameters in a URL when receiving an HTTP request.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Godot Engine:"
"docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将该字符串从 URL 编码格式中解码。该方法的目的是在收到 HTTP 请求时正确解码 "
"URL 中的参数。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"print(url.uri_decode()) # 输出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"GD.Print(url.URIDecode()) // 输出 \"$DOCS_URL/?highlight=Godot Engine:"
"docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Encodes the string to URL-friendly format. This method is meant to properly "
"encode the parameters in a URL when sending an HTTP request.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prefix = \"$DOCS_URL/?highlight=\"\n"
"var url = prefix + \"Godot Engine:docs\".uri_encode()\n"
"\n"
"print(url) # Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var prefix = \"$DOCS_URL/?highlight=\";\n"
"var url = prefix + \"Godot Engine:docs\".URIEncode();\n"
"\n"
"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将该字符串按照对 URL 友好的格式进行编码。该方法的目的是在发送 HTTP 请求时,正"
"确编码 URL 中的参数。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prefix = \"$DOCS_URL/?highlight=\"\n"
"var url = prefix + \"Godot Engine:docs\".uri_encode()\n"
"\n"
"print(url) # 输出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var prefix = \"$DOCS_URL/?highlight=\";\n"
"var url = prefix + \"Godot Engine:docs\".URIEncode();\n"
"\n"
"GD.Print(url); // 输出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a copy of the string with all characters that are not allowed in "
"[method is_valid_filename] replaced with underscores."
msgstr ""
"返回该字符串的副本,所有 [method is_valid_filename] 中不允许的字符都会被替换"
"为下划线。"
msgid ""
"Returns a copy of the string with all characters that are not allowed in "
"[member Node.name] removed ([code].[/code] [code]:[/code] [code]@[/code] "
"[code]/[/code] [code]\"[/code] [code]%[/code])."
msgstr ""
"返回该字符串的副本,所有 [member Node.name] 中不允许的字符都会被移除([code]."
"[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]\"[/code] "
"[code]%[/code]))。"
msgid ""
"Returns a copy of the string with special characters escaped using the XML "
"standard. If [param escape_quotes] is [code]true[/code], the single quote "
"([code]'[/code]) and double quote ([code]\"[/code]) characters are also "
"escaped."
msgstr ""
"返回该字符串的副本,使用 XML 标准对特殊字符进行转义。如果 [param "
"escape_quotes] 为 [code]true[/code],则单引号([code]'[/code])和双引号"
"([code]\"[/code])字符也会被转义。"
msgid ""
"Returns a copy of the string with escaped characters replaced by their "
"meanings according to the XML standard."
msgstr "返回该字符串的副本,转义字符均按照 XML 标准使用本义代替。"
msgid ""
"Returns [code]true[/code] if both strings do not contain the same sequence "
"of characters."
msgstr "如果两个字符串不以相同的字符序列开头,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this [String] is not equivalent to the given "
"[StringName]."
msgstr ""
"如果该 [String] 与给定的 [StringName] 不等价,则返回 [code]true[/code]。"
msgid ""
"Appends [param right] at the end of this [String], also known as a string "
"concatenation."
msgstr "将 [param right] 追加到该 [String] 的末尾,也称作字符串连接。"
msgid ""
"Returns [code]true[/code] if the left [String] comes before [param right] in "
"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
"url], which roughly matches the alphabetical order. Useful for sorting."
msgstr ""
"如果左侧的 [String] 比 [param right] 靠前,则返回 [code]true[/code]。使用的"
"是 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url],大致与字母表"
"顺序一致。可用于排序。"
msgid ""
"Returns [code]true[/code] if the left [String] comes before [param right] in "
"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
"url], which roughly matches the alphabetical order, or if both are equal."
msgstr ""
"如果左侧的 [String] 比 [param right] 靠前,或两者相等,则返回 [code]true[/"
"code]。使用的是 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url],大致与字母表"
"顺序一致。"
msgid ""
"Returns [code]true[/code] if both strings contain the same sequence of "
"characters."
msgstr "如果两个字符串以相同的字符序列开头,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this [String] is equivalent to the given "
"[StringName]."
msgstr "如果该 [String] 与给定的 [StringName] 等价,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left [String] comes after [param right] in "
"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
"url], which roughly matches the alphabetical order. Useful for sorting."
msgstr ""
"如果左侧的 [String] 比 [param right] 靠后,则返回 [code]true[/code]。使用的"
"是 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url],大致与字母表"
"顺序一致。可用于排序。"
msgid ""
"Returns [code]true[/code] if the left [String] comes after [param right] in "
"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
"url], which roughly matches the alphabetical order, or if both are equal."
msgstr ""
"如果左侧的 [String] 比 [param right] 靠后,或两者相等,则返回 [code]true[/"
"code]。使用的是 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url],大致与字母表"
"顺序一致。"
msgid ""
"Returns a new [String] that only contains the character at [param index]. "
"Indices start from [code]0[/code]. If [param index] is greater or equal to "
"[code]0[/code], the character is fetched starting from the beginning of the "
"string. If [param index] is a negative value, it is fetched starting from "
"the end. Accessing a string out-of-bounds will cause a run-time error, "
"pausing the project execution if run from the editor."
msgstr ""
"返回只包含索引为 [param index] 的字符的新 [String]。索引从 [code]0[/code] 开"
"始。如果 [param index] 大于等于 [code]0[/code],则字符是从该字符串的开头开始"
"获取的。如果 [param index] 为负,则从末尾开始获取。越界访问字符串会导致运行时"
"错误,从编辑器中运行时会将项目暂停。"
msgid "An optimized string type for unique names."
msgstr "针对唯一名称优化的字符串类型。"
msgid "Constructs an empty [StringName]."
msgstr "构造空的 [StringName]。"
msgid "Constructs a [StringName] as a copy of the given [StringName]."
msgstr "构造给定 [StringName] 的副本。"
msgid ""
"Creates a new [StringName] from the given [String]. In GDScript, "
"[code]StringName(\"example\")[/code] is equivalent to [code]&\"example\"[/"
"code]."
msgstr ""
"从给定的 [String] 创建 [StringName]。在 GDScript 中,"
"[code]StringName(\"example\")[/code] 与 [code]&\"example\"[/code] 等价。"
msgid ""
"Returns [code]true[/code] if this [StringName] is not equivalent to the "
"given [String]."
msgstr ""
"如果该 [StringName] 与给定的 [String] 不等价,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [StringName] and [param right] do not refer "
"to the same name. Comparisons between [StringName]s are much faster than "
"regular [String] comparisons."
msgstr ""
"如果该 [StringName] 与 [param right] 不指向同一个名称,则返回 [code]true[/"
"code]。[StringName] 间的比较比常规 [String] 间的比较要快很多。"
msgid ""
"Returns [code]true[/code] if this [StringName] is equivalent to the given "
"[String]."
msgstr "如果该 [StringName] 与给定的 [String] 等价,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [StringName] and [param right] refer to the "
"same name. Comparisons between [StringName]s are much faster than regular "
"[String] comparisons."
msgstr ""
"如果该 [StringName] 与 [param right] 指向同一个名称,则返回 [code]true[/"
"code]。[StringName] 间的比较比常规 [String] 间的比较要快很多。"
msgid ""
"Returns [code]true[/code] if the left [StringName] comes after [param right] "
"in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode "
"order[/url], which roughly matches the alphabetical order. Useful for "
"sorting."
msgstr ""
"如果左侧的 [StringName] 比 [param right] 靠后,则返回 [code]true[/code]。使用"
"的是 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url],大致与字母表"
"顺序一致。可用于排序。"
msgid ""
"Returns [code]true[/code] if the left [StringName] comes after [param right] "
"in [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode "
"order[/url], which roughly matches the alphabetical order, or if both are "
"equal."
msgstr ""
"如果左侧的 [StringName] 比 [param right] 靠后,或两者相等,则返回 "
"[code]true[/code]。使用的是 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url],大致与字母表"
"顺序一致。可用于排序。"
msgid "Base class for drawing stylized boxes for the UI."
msgstr "用于为 UI 绘制风格化框的基类。"
msgid ""
"StyleBox is [Resource] that provides an abstract base class for drawing "
"stylized boxes for the UI. StyleBoxes are used for drawing the styles of "
"buttons, line edit backgrounds, tree backgrounds, etc. and also for testing "
"a transparency mask for pointer signals. If mask test fails on a StyleBox "
"assigned as mask to a control, clicks and motion signals will go through it "
"to the one below.\n"
"[b]Note:[/b] For children of [Control] that have [i]Theme Properties[/i], "
"the [code]focus[/code] [StyleBox] is displayed over the [code]normal[/code], "
"[code]hover[/code] or [code]pressed[/code] [StyleBox]. This makes the "
"[code]focus[/code] [StyleBox] more reusable across different nodes."
msgstr ""
"样式盒 StyleBox 是一种 [Resource],它提供了一个抽象基类,用于为 UI 绘制风格化"
"的框。StyleBox 被用于绘制按钮的样式、行编辑框的背景、树的背景等,也被用作测试"
"指针信号的透明掩码。将 StyleBox 指定为控件的掩码时,如果在掩码测试失败,点击"
"和运动信号将透过它传递至下层控件。\n"
"[b]注意:[/b]对于有 [i]主题属性[/i] 的 [Control] 控件,名为 [code]focus[/"
"code] 的 [StyleBox] 会显示在名为 [code]normal[/code]、[code]hover[/code]、"
"[code]pressed[/code] 的 [StyleBox]之上。这样的行为有助于 [code]focus[/code] "
"[StyleBox] 在不同节点上复用。"
msgid "Returns the default margin of the specified [enum Side]."
msgstr "返回指定边 [enum Side] 的默认边距。"
msgid ""
"Returns the [CanvasItem] that handles its [constant CanvasItem."
"NOTIFICATION_DRAW] or [method CanvasItem._draw] callback at this moment."
msgstr ""
"返回此时处理其 [constant CanvasItem.NOTIFICATION_DRAW] 或 [method CanvasItem."
"_draw] 回调的 [CanvasItem]。"
msgid ""
"Returns the content margin offset for the specified [enum Side].\n"
"Positive values reduce size inwards, unlike [Control]'s margin values."
msgstr ""
"返回指定边 [enum Side] 的内容边距偏移量。\n"
"与 [Control] 的边距不同,正值会向内减小大小。"
msgid "Returns the minimum size that this stylebox can be shrunk to."
msgstr "返回此样式盒可以缩小到的最小尺寸。"
msgid ""
"Returns the \"offset\" of a stylebox. This helper function returns a value "
"equivalent to [code]Vector2(style.get_margin(MARGIN_LEFT), style."
"get_margin(MARGIN_TOP))[/code]."
msgstr ""
"返回样式盒的“偏移量”。这个辅助函数返回一个等价于 [code]Vector2(style."
"get_margin(MARGIN_LEFT), style.get_margin(MARGIN_TOP))[/code] 的值。"
msgid ""
"Sets the default value of the specified [enum Side] to [param offset] pixels."
msgstr "将指定边 [enum Side] 的默认值设置为 [param offset] 像素。"
msgid "Sets the default margin to [param offset] pixels for all sides."
msgstr "将所有边的默认边距设置为 [param offset] 像素。"
msgid "Test a position in a rectangle, return whether it passes the mask test."
msgstr "测试矩形中的一个位置,返回它是否通过掩码测试。"
msgid ""
"The bottom margin for the contents of this style box. Increasing this value "
"reduces the space available to the contents from the bottom.\n"
"If this value is negative, it is ignored and a child-specific margin is used "
"instead. For example for [StyleBoxFlat] the border thickness (if any) is "
"used instead.\n"
"It is up to the code using this style box to decide what these contents are: "
"for example, a [Button] respects this content margin for the textual "
"contents of the button.\n"
"[method get_margin] should be used to fetch this value as consumer instead "
"of reading these properties directly. This is because it correctly respects "
"negative values and the fallback mentioned above."
msgstr ""
"此样式盒内容的底边距。增加此值会从底部减少内容的可用空间。\n"
"如果此值为负,则将其忽略并改为使用特定于该子类型的边距。例如,对于 "
"[StyleBoxFlat],(如果有厚度的话)将使用边框厚度。\n"
"内容是什么由使用此样式盒的代码决定:例如 [Button] 会为其文本内容设置此内容边"
"距。\n"
"使用者应该通过 [method get_margin] 获取边距,而不是直接读取单独方向上的属性。"
"这是因为这个函数会正确处理负值和上述备用逻辑。"
msgid ""
"The left margin for the contents of this style box.Increasing this value "
"reduces the space available to the contents from the left.\n"
"Refer to [member content_margin_bottom] for extra considerations."
msgstr ""
"此样式盒内容的左边距。增加此值会从左侧减少内容的可用空间。\n"
"额外的注意事项请参阅 [member content_margin_bottom]。"
msgid ""
"The right margin for the contents of this style box. Increasing this value "
"reduces the space available to the contents from the right.\n"
"Refer to [member content_margin_bottom] for extra considerations."
msgstr ""
"此样式盒内容的右边距。增加此值会从右侧减少内容的可用空间。\n"
"额外的注意事项请参阅 [member content_margin_bottom]。"
msgid ""
"The top margin for the contents of this style box. Increasing this value "
"reduces the space available to the contents from the top.\n"
"Refer to [member content_margin_bottom] for extra considerations."
msgstr ""
"此样式盒内容的顶边距。增加此值会从顶部减少内容的可用空间。\n"
"额外的注意事项请参阅 [member content_margin_bottom]。"
msgid "Empty stylebox (does not display anything)."
msgstr "空的样式盒(不显示任何东西)。"
msgid "Empty stylebox (really does not display anything)."
msgstr "空的样式盒(真的不显示任何东西)。"
msgid ""
"Customizable [StyleBox] with a given set of parameters (no texture required)."
msgstr "可通过一系列参数自定义的 [StyleBox](无需纹理) 。"
msgid "Returns the specified [enum Side]'s border width."
msgstr "返回指定边 [enum Side] 的边框宽度。"
msgid "Returns the smallest border width out of all four borders."
msgstr "返回所有四条边中,最小的边框宽度。"
msgid ""
"Returns the given [param corner]'s radius. See [enum Corner] for possible "
"values."
msgstr "返回给定角 [param corner] 的半径。可能的取值见 [enum Corner]。"
msgid "Returns the size of the specified [enum Side]'s expand margin."
msgstr "返回指定边 [enum Side] 的扩展边距的大小。"
msgid "Sets the specified [enum Side]'s border width to [param width] pixels."
msgstr "将指定边 [enum Side] 的边框宽度设置为 [param width] 像素。"
msgid "Sets the border width to [param width] pixels for all sides."
msgstr "将所有边的边框宽度设置为 [param width] 像素。"
msgid ""
"Sets the corner radius to [param radius] pixels for the given [param "
"corner]. See [enum Corner] for possible values."
msgstr ""
"将给定角 [param corner] 的圆角半径设置为 [param radius] 像素。可能的取值见 "
"[enum Corner]。"
msgid "Sets the corner radius to [param radius] pixels for all corners."
msgstr "将所有角的圆角半径设置为 [param radius] 像素。"
msgid ""
"Sets the expand margin to [param size] pixels for the specified [enum Side]."
msgstr "将指定边 [enum Side] 的扩展边距设置为 [param size] 像素。"
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual "
"glitches."
msgstr ""
"抗锯齿会在边缘周围绘制一个渐变到透明的小环。因此边缘看起来会更加平滑。这仅在"
"使用圆角或 [member skew] 时才明显。\n"
"[b]注意:[/b]使用 45 度倒角([member corner_detail] = 1)时,建议将 [member "
"anti_aliasing] 设为 [code]false[/code],这样可以保证画面锐利、避免一些显示问"
"题。"
msgid ""
"This changes the size of the faded ring. Higher values can be used to "
"achieve a \"blurry\" effect."
msgstr "这将改变褪色环的大小。更高的数值可以用来实现 \"模糊 \"的效果。"
msgid "The background color of the stylebox."
msgstr "StyleBox的背景颜色。"
msgid "If [code]true[/code], the border will fade into the background color."
msgstr "如果为 [code]true[/code],边框会淡入背景色。"
msgid "Sets the color of the border."
msgstr "设置边框的颜色。"
msgid "Border width for the bottom border."
msgstr "底边框的宽度。"
msgid "Border width for the left border."
msgstr "左边框的宽度。"
msgid "Border width for the right border."
msgstr "右边框的宽度。"
msgid "Border width for the top border."
msgstr "顶边框的宽度。"
msgid ""
"This sets the number of vertices used for each corner. Higher values result "
"in rounder corners but take more processing power to compute. When choosing "
"a value, you should take the corner radius ([method set_corner_radius_all]) "
"into account.\n"
"For corner radii less than 10, [code]4[/code] or [code]5[/code] should be "
"enough. For corner radii less than 30, values between [code]8[/code] and "
"[code]12[/code] should be enough.\n"
"A corner detail of [code]1[/code] will result in chamfered corners instead "
"of rounded corners, which is useful for some artistic effects."
msgstr ""
"设置用于每个角的顶点数。更高的值生成更圆的角,但需要更多的处理计算。选择值"
"时,应考虑角半径([method set_corner_radius_all])。\n"
"对于小于 10 的角半径,[code]4[/code] 或 [code]5[/code] 应该就足够。对于小于 "
"30 的角半径,[code]8[/code] 和 [code]12[/code] 之间的值应该足够。\n"
"[code]1[/code]的角细节会导致倒角而不是圆角,这对于某些艺术效果很有用。"
msgid ""
"The bottom-left corner's radius. If [code]0[/code], the corner is not "
"rounded."
msgstr "左下角的半径。如果为 [code]0[/code],则该角不圆滑。"
msgid ""
"The bottom-right corner's radius. If [code]0[/code], the corner is not "
"rounded."
msgstr "右下角的半径。如果为 [code]0[/code],则该角不圆滑。"
msgid ""
"The top-left corner's radius. If [code]0[/code], the corner is not rounded."
msgstr "左上角的半径。如果为 [code]0[/code],则该角不圆滑。"
msgid ""
"The top-right corner's radius. If [code]0[/code], the corner is not rounded."
msgstr "右上角的半径。如果为 [code]0[/code],则该角不圆滑。"
msgid "Toggles drawing of the inner part of the stylebox."
msgstr "切换绘制 StyleBox 的内部部分。"
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside "
"the control rect.\n"
"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
"for [Control]s. This can negatively impact usability if used wrong, as the "
"user may try to click an area of the StyleBox that cannot actually receive "
"clicks."
msgstr ""
"将该样式盒扩展到该控件矩形的底边。可以与 [member border_width_bottom] 组合,"
"在该控件矩形之外绘制边框。\n"
"[b]注意:[/b]与 [member StyleBox.content_margin_bottom] 不同,[member "
"expand_margin_bottom] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会"
"对可用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区"
"域。"
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
"control rect.\n"
"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
"expand_margin_left] does [i]not[/i] affect the size of the clickable area "
"for [Control]s. This can negatively impact usability if used wrong, as the "
"user may try to click an area of the StyleBox that cannot actually receive "
"clicks."
msgstr ""
"将该样式盒扩展到该控件矩形的左边。可以与 [member border_width_left] 组合,在"
"该控件矩形之外绘制边框。\n"
"[b]注意:[/b]与 [member StyleBox.content_margin_left] 不同,[member "
"expand_margin_left] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会对"
"可用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区域。"
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful "
"in combination with [member border_width_right] to draw a border outside the "
"control rect.\n"
"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
"for [Control]s. This can negatively impact usability if used wrong, as the "
"user may try to click an area of the StyleBox that cannot actually receive "
"clicks."
msgstr ""
"将该样式盒扩展到该控件矩形的右边。可以与 [member border_width_right] 组合,在"
"该控件矩形之外绘制边框。\n"
"[b]注意:[/b]与 [member StyleBox.content_margin_right] 不同,[member "
"expand_margin_right] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会对"
"可用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区域。"
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
"control rect.\n"
"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
"[Control]s. This can negatively impact usability if used wrong, as the user "
"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
"将该样式盒扩展到该控件矩形的顶边。可以与 [member border_width_top] 组合,在该"
"控件矩形之外绘制边框。\n"
"[b]注意:[/b]与 [member StyleBox.content_margin_top] 不同,[member "
"expand_margin_top] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会对可"
"用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区域。"
msgid ""
"The color of the shadow. This has no effect if [member shadow_size] is lower "
"than 1."
msgstr "阴影的颜色。如果 [member shadow_size] 小于 1,这将不起作用。"
msgid ""
"The shadow offset in pixels. Adjusts the position of the shadow relatively "
"to the stylebox."
msgstr "以像素为单位的阴影偏移。相对于StyleBox调整阴影的位置。"
msgid "The shadow size in pixels."
msgstr "以像素为单位的阴影大小。"
msgid ""
"If set to a non-zero value on either axis, [member skew] distorts the "
"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
"upwards (Y axis), while negative values skew the StyleBox towards the left "
"(X axis) and downwards (Y axis).\n"
"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
"increasing the [StyleBox]'s content margin (see [member StyleBox."
"content_margin_bottom]). It is preferable to increase the content margin "
"instead of the expand margin (see [member expand_margin_bottom]), as "
"increasing the expand margin does not increase the size of the clickable "
"area for [Control]s."
msgstr ""
"如果任何轴被设为了非零值,[member skew] 就会将该 StyleBox 进行横向和/或纵向变"
"形。可用于实现“未来风”的 UI。正值会让该 StyleBox 朝右(X 轴)上(Y 轴)偏斜,"
"负值会让该 StyleBox 朝左(X 轴)下(Y 轴)偏斜。\n"
"[b]注意:[/b]为了让文本不触碰到该 StyleBox 的边缘,请考虑增大该 [StyleBox] 的"
"内容边距(见 [member StyleBox.content_margin_bottom])。增大内容边距比增大扩"
"展边距(见 [member expand_margin_bottom])更好,因为增大扩展边距并不会增大 "
"[Control] 的可点击区域。"
msgid "[StyleBox] that displays a single line."
msgstr "显示单线的 [StyleBox] 。"
msgid ""
"[StyleBox] that displays a single line of a given color and thickness. It "
"can be used to draw things like separators."
msgstr "显示给定颜色和粗细的单线[StyleBox] 。它可用于绘制分隔符之类的东西。"
msgid "The line's color."
msgstr "线的颜色。"
msgid ""
"The number of pixels the line will extend before the [StyleBoxLine]'s "
"bounds. If set to a negative value, the line will begin inside the "
"[StyleBoxLine]'s bounds."
msgstr ""
"线将在 [StyleBoxLine] 的边界之前延伸的像素数。如果设置为负值,则该线将从 "
"[StyleBoxLine] 的边界内开始。"
msgid ""
"The number of pixels the line will extend past the [StyleBoxLine]'s bounds. "
"If set to a negative value, the line will end inside the [StyleBoxLine]'s "
"bounds."
msgstr ""
"线将超出 [StyleBoxLine] 边界的像素数。如果设置为负值,则该线将在 "
"[StyleBoxLine] 的边界内结束。"
msgid "The line's thickness in pixels."
msgstr "线条的粗细(以像素为单位)。"
msgid ""
"If [code]true[/code], the line will be vertical. If [code]false[/code], the "
"line will be horizontal."
msgstr ""
"如果为 [code]true[/code],则该线将是垂直的。如果 [code]false[/code],该线将是"
"水平的。"
msgid "Texture-based nine-patch [StyleBox]."
msgstr "基于纹理的九宫格 [StyleBox]。"
msgid ""
"Texture-based nine-patch [StyleBox], in a way similar to [NinePatchRect]. "
"This stylebox performs a 3×3 scaling of a texture, where only the center "
"cell is fully stretched. This makes it possible to design bordered styles "
"regardless of the stylebox's size."
msgstr ""
"基于纹理的九宫格 [StyleBox],类似于 [NinePatchRect]。这种样式盒对纹理执行 "
"3×3 缩放,只有中心单元格会被完全拉伸。因此无论样式盒的大小如何,都可以设计带"
"边框的样式。"
msgid "Returns the expand margin size of the specified [enum Side]."
msgstr "返回指定边 [enum Side] 的扩展边距大小。"
msgid "Returns the margin size of the specified [enum Side]."
msgstr "返回指定边 [enum Side] 的边距大小。"
msgid "Sets the margin to [param size] pixels for the specified [enum Side]."
msgstr "将指定边 [enum Side] 的边距设置为 [param size] 像素。"
msgid "Sets the margin to [param size] pixels for all sides."
msgstr "将所有边的边距都设置为 [param size] 像素。"
msgid ""
"Controls how the stylebox's texture will be stretched or tiled horizontally. "
"See [enum AxisStretchMode] for possible values."
msgstr ""
"控制如何水平拉伸或平铺样式盒的纹理。可能的取值见 [enum AxisStretchMode]。"
msgid ""
"Controls how the stylebox's texture will be stretched or tiled vertically. "
"See [enum AxisStretchMode] for possible values."
msgstr ""
"控制如何垂直拉伸或平铺样式盒的纹理。可能的取值见 [enum AxisStretchMode]。"
msgid ""
"If [code]true[/code], the nine-patch texture's center tile will be drawn."
msgstr "如果为 [code]true[/code],将绘制九宫格纹理的中心图块。"
msgid ""
"Expands the bottom margin of this style box when drawing, causing it to be "
"drawn larger than requested."
msgstr "绘制时扩展此样式盒的下边距,使其绘制得比请求的大。"
msgid ""
"Expands the left margin of this style box when drawing, causing it to be "
"drawn larger than requested."
msgstr "绘制时扩展此样式盒的左边距,使其绘制得比请求的大。"
msgid ""
"Expands the right margin of this style box when drawing, causing it to be "
"drawn larger than requested."
msgstr "绘制时扩展此样式盒的右边距,使其绘制得比请求的大。"
msgid ""
"Expands the top margin of this style box when drawing, causing it to be "
"drawn larger than requested."
msgstr "绘制时扩展此样式盒的上边距,使其绘制得比请求的大。"
msgid "Modulates the color of the texture when this style box is drawn."
msgstr "绘制此样式盒时用于调制纹理的颜色。"
msgid "The texture to use when drawing this style box."
msgstr "绘制此样式盒时所使用的纹理。"
msgid ""
"Increases the bottom margin of the 3×3 texture box.\n"
"A higher value means more of the source texture is considered to be part of "
"the bottom border of the 3×3 box.\n"
"This is also the value used as fallback for [member StyleBox."
"content_margin_bottom] if it is negative."
msgstr ""
"增加 3×3 StyleBox 的底边距。\n"
"更高的值意味着更多的源纹理被认为是 3×3 box的底边的一部分。\n"
"如果 [member StyleBox.content_margin_bottom] 为负值,这个值也是作为后备值使"
"用。"
msgid ""
"Increases the left margin of the 3×3 texture box.\n"
"A higher value means more of the source texture is considered to be part of "
"the left border of the 3×3 box.\n"
"This is also the value used as fallback for [member StyleBox."
"content_margin_left] if it is negative."
msgstr ""
"增加 3×3 StyleBox 的左边距。\n"
"较高的值意味着更多的源纹理被认为是 3×3 box左边框的一部分。\n"
"如果 [member StyleBox.content_margin_left] 为负值,这个值也是作为后备值使用。"
msgid ""
"Increases the right margin of the 3×3 texture box.\n"
"A higher value means more of the source texture is considered to be part of "
"the right border of the 3×3 box.\n"
"This is also the value used as fallback for [member StyleBox."
"content_margin_right] if it is negative."
msgstr ""
"增加 3×3 StyleBox 的右边距。\n"
"较高的值意味着更多的源纹理被认为是 3×3 box右边框的一部分。\n"
"如果 [member StyleBox.content_margin_right] 为负值,这个值也是作为后备值使"
"用。"
msgid ""
"Increases the top margin of the 3×3 texture box.\n"
"A higher value means more of the source texture is considered to be part of "
"the top border of the 3×3 box.\n"
"This is also the value used as fallback for [member StyleBox."
"content_margin_top] if it is negative."
msgstr ""
"增加 3×3 StyleBox 的上边距。\n"
"较高的值意味着更多的源纹理被认为是 3×3 box上边框的一部分。\n"
"如果 [member StyleBox.content_margin_top] 为负值,这个值也是作为后备值使用。"
msgid ""
"Stretch the stylebox's texture. This results in visible distortion unless "
"the texture size matches the stylebox's size perfectly."
msgstr ""
"拉伸样式盒的纹理。这会导致可见的失真,除非纹理大小与样式盒的大小完美匹配。"
msgid ""
"Repeats the stylebox's texture to match the stylebox's size according to the "
"nine-patch system."
msgstr "根据九宫格系统,重复样式盒的纹理,以匹配样式盒的大小。"
msgid ""
"Repeats the stylebox's texture to match the stylebox's size according to the "
"nine-patch system. Unlike [constant AXIS_STRETCH_MODE_TILE], the texture may "
"be slightly stretched to make the nine-patch texture tile seamlessly."
msgstr ""
"根据九宫格系统,重复样式盒的纹理,以匹配样式盒的大小。与 [constant "
"AXIS_STRETCH_MODE_TILE] 不同,可能会稍微拉伸纹理以使九宫格纹理平铺无缝。"
msgid "Creates a sub-view into the screen."
msgstr "在屏幕中创建子视图。"
msgid ""
"[SubViewport] is a [Viewport] that isn't a [Window], i.e. it doesn't draw "
"anything by itself. To display something, [SubViewport]'s [member size] must "
"be non-zero and it should be either put inside a [SubViewportContainer] or "
"assigned to a [ViewportTexture]."
msgstr ""
"[SubViewport] 是 [Viewport] 但不是 [Window],即它本身不绘制任何内容。要显示内"
"容,[SubViewport] 的 [member size] 必须非零,并且应该被放在 "
"[SubViewportContainer] 内,或被分配给 [ViewportTexture]。"
msgid "Using Viewports"
msgstr "使用视口"
msgid "3D in 2D Demo"
msgstr "2D 中的 3D 演示"
msgid "Screen Capture Demo"
msgstr "屏幕捕捉演示"
msgid "Dynamic Split Screen Demo"
msgstr "动态分屏演示"
msgid "3D Viewport Scaling Demo"
msgstr "3D Viewport 缩放演示"
msgid ""
"The clear mode when the sub-viewport is used as a render target.\n"
"[b]Note:[/b] This property is intended for 2D usage."
msgstr ""
"该子视口用作渲染目标时的清除模式。\n"
"[b]注意:[/b]此属性适用于 2D 用途。"
msgid "The update mode when the sub-viewport is used as a render target."
msgstr "该子视口用作渲染目标时的更新模式。"
msgid "Always clear the render target before drawing."
msgstr "绘制前始终清除渲染目标。"
msgid "Never clear the render target."
msgstr "永不清除渲染目标。"
msgid ""
"Clear the render target on the next frame, then switch to [constant "
"CLEAR_MODE_NEVER]."
msgstr "在下一帧清除渲染目标,然后切换到 [constant CLEAR_MODE_NEVER]。"
msgid "Do not update the render target."
msgstr "不要更新渲染目标。"
msgid ""
"Update the render target once, then switch to [constant UPDATE_DISABLED]."
msgstr "更新渲染目标一次,然后切换到 [constant UPDATE_DISABLED]。"
msgid ""
"Update the render target only when it is visible. This is the default value."
msgstr "仅在渲染目标可见时更新渲染目标。这是默认值。"
msgid "Always update the render target."
msgstr "始终更新渲染目标。"
msgid "Control for holding [SubViewport]s."
msgstr "用于持有 [SubViewport] 的控件。"
msgid "Helper tool to create geometry."
msgstr "创建几何图形的辅助工具。"
msgid ""
"Inserts a triangle fan made of array data into [Mesh] being constructed.\n"
"Requires the primitive type be set to [constant Mesh.PRIMITIVE_TRIANGLES]."
msgstr ""
"将一个由数组数据组成的三角扇插入正在构建的 [Mesh] 中。\n"
"需要将图元类型设置为 [constant Mesh.PRIMITIVE_TRIANGLES]。"
msgid ""
"Specifies the position of current vertex. Should be called after specifying "
"other vertex properties (e.g. Color, UV)."
msgstr "指定当前顶点的位置。应在指定其他顶点属性(例如颜色、UV)后调用。"
msgid ""
"Called before adding any vertices. Takes the primitive type as an argument "
"(e.g. [constant Mesh.PRIMITIVE_TRIANGLES])."
msgstr ""
"在添加任何顶点之前被调用。接收图元类型作为参数(例如:[constant Mesh."
"PRIMITIVE_TRIANGLES])。"
msgid "Clear all information passed into the surface tool so far."
msgstr "清除到目前为止传入表面工具(surface tool)的所有信息。"
msgid ""
"Commits the data to the same format used by [method ArrayMesh."
"add_surface_from_arrays]. This way you can further process the mesh data "
"using the [ArrayMesh] API."
msgstr ""
"将数据提交给[method ArrayMesh.add_surface_from_arrays]使用的相同格式。这样你"
"就可以使用[ArrayMesh]的API接口进一步处理网格数据。"
msgid "Creates a vertex array from an existing [Mesh]."
msgstr "从现有的网格 [Mesh] 创建一个顶点数组。"
msgid ""
"Creates a vertex array from the specified blend shape of an existing [Mesh]. "
"This can be used to extract a specific pose from a blend shape."
msgstr ""
"从现有 [Mesh] 的指定混合形状创建一个顶点数组。这可用于从混合形状中提取特定姿"
"势。"
msgid "Removes the index array by expanding the vertex array."
msgstr "通过扩展顶点数组移除索引数组。"
msgid ""
"Generates a tangent vector for each vertex. Requires that each vertex have "
"UVs and normals set already (see [method generate_normals])."
msgstr ""
"为每个顶点生成切向量。要求每个顶点已经设置了 UV 和法线,参阅 [method "
"generate_normals]。"
msgid ""
"Shrinks the vertex array by creating an index array. This can improve "
"performance by avoiding vertex reuse."
msgstr "通过创建索引数组来缩小顶点数组。这可以避免顶点重复而提高性能。"
msgid "Sets [Material] to be used by the [Mesh] you are constructing."
msgstr "设置要由您正在构建的 [Mesh] 使用的 [Material]。"
msgid ""
"Specifies a normal to use for the [i]next[/i] vertex. If every vertex needs "
"to have this information set and you fail to submit it for the first vertex, "
"this information may not be used at all."
msgstr ""
"指定[i]下一个[/i]顶点所使用的法线。如果每个顶点都需要设置此信息,而你没有为第"
"一个顶点提交,则可能根本无法使用此信息。"
msgid ""
"Specifies a tangent to use for the [i]next[/i] vertex. If every vertex needs "
"to have this information set and you fail to submit it for the first vertex, "
"this information may not be used at all."
msgstr ""
"指定[i]下一个[/i]顶点所使用的切线。如果每个顶点都需要设置此信息,而你没有为第"
"一个顶点提交,则可能根本无法使用此信息。"
msgid ""
"Specifies a set of UV coordinates to use for the [i]next[/i] vertex. If "
"every vertex needs to have this information set and you fail to submit it "
"for the first vertex, this information may not be used at all."
msgstr ""
"指定[i]下一个[/i]顶点所使用的 UV 坐标。如果每个顶点都需要设置此信息,而您未能"
"为第一个顶点提交此信息,此信息可能根本就不会被使用。"
msgid ""
"Specifies an optional second set of UV coordinates to use for the [i]next[/"
"i] vertex. If every vertex needs to have this information set and you fail "
"to submit it for the first vertex, this information may not be used at all."
msgstr ""
"指定可选的第二组UV坐标,用于[i]next[/i]顶点。如果每个顶点都需要设置这个信息,"
"而你没有为第一个顶点提交这个信息,此信息可能根本就不会被使用。"
msgid ""
"Stores data passed to [method set_custom] as half precision floats, and uses "
"only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_HALF]."
msgstr ""
"将传递给 [method set_custom] 的数据存储为半精度浮点数,只使用红色和绿色通道。"
"见 [constant Mesh.ARRAY_CUSTOM_RG_HALF]。"
msgid ""
"Stores data passed to [method set_custom] as half precision floats and uses "
"all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_HALF]."
msgstr ""
"将传递给 [method set_custom] 的数据存储为半精度浮点数,使用所有颜色通道。见 "
"[constant Mesh.ARRAY_CUSTOM_RGBA_HALF]。"
msgid ""
"Stores data passed to [method set_custom] as full precision floats, and uses "
"only red color channel. See [constant Mesh.ARRAY_CUSTOM_R_FLOAT]."
msgstr ""
"将传递给 [method set_custom] 的数据存储为全精度浮点数,只使用红色通道。见 "
"[constant Mesh.ARRAY_CUSTOM_R_FLOAT]。"
msgid ""
"Stores data passed to [method set_custom] as full precision floats, and uses "
"only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_FLOAT]."
msgstr ""
"将传递给 [method set_custom] 的数据存储为全精度浮点数,只使用红色和绿色通道。"
"见 [constant Mesh.ARRAY_CUSTOM_RG_FLOAT]。"
msgid ""
"Stores data passed to [method set_custom] as full precision floats, and uses "
"only red, green and blue color channels. See [constant Mesh."
"ARRAY_CUSTOM_RGB_FLOAT]."
msgstr ""
"将传递给 [method set_custom] 的数据存储为全精度浮点数,只使用红色、绿色和蓝色"
"通道。见 [constant Mesh.ARRAY_CUSTOM_RGB_FLOAT]。"
msgid ""
"Stores data passed to [method set_custom] as full precision floats, and uses "
"all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_FLOAT]."
msgstr ""
"将传递给 [method set_custom] 的数据存储为全精度浮点数,使用所有颜色通道。见 "
"[constant Mesh.ARRAY_CUSTOM_RGBA_FLOAT]。"
msgid "Each individual vertex can be influenced by only 4 bone weights."
msgstr "每个单独的顶点只能受到 4 个骨骼权重的影响。"
msgid "Each individual vertex can be influenced by up to 8 bone weights."
msgstr "每个单独的顶点最多能够受到 8 个骨骼权重的影响。"
msgid "Base Syntax highlighter resource for [TextEdit]."
msgstr "用于 [TextEdit] 的基础语法高亮器资源。"
msgid "Font hinting mode."
msgstr "字体微调模式。"
msgid "Tab bar control."
msgstr "选项卡栏控件。"
msgid ""
"Simple tabs control, similar to [TabContainer] but is only in charge of "
"drawing tabs, not interacting with children."
msgstr ""
"简单的选项卡控制,类似于 [TabContainer],但只负责绘制选项卡,不与子节点互动。"
msgid "Adds a new tab."
msgstr "添加新选项卡。"
msgid "Clears all tabs."
msgstr "清空所有选项卡。"
msgid "Moves the scroll view to make the tab visible."
msgstr "移动滚动视图,使标签可见。"
msgid ""
"Returns [code]true[/code] if the offset buttons (the ones that appear when "
"there's not enough space for all tabs) are visible."
msgstr ""
"如果偏移按钮(所有选项卡没有足够空间时出现的按钮)可见,则返回 [code]true[/"
"code]。"
msgid "Returns the previously active tab index."
msgstr "返回上一个活动选项卡的索引。"
msgid "Returns tab title language code."
msgstr "返回选项卡标题的语言代码。"
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr "返回向左偏移的隐藏选项卡的数量。"
msgid "Returns tab [Rect2] with local position and size."
msgstr "返回带有局部位置和大小的选项卡 [Rect2]。"
msgid "Returns tab title text base writing direction."
msgstr "返回选项卡标题文本的基础书写方向。"
msgid "Returns the title of the tab at index [param tab_idx]."
msgstr "返回索引 [param tab_idx] 处的选项卡的标题。"
msgid ""
"Returns [code]true[/code] if the tab at index [param tab_idx] is disabled."
msgstr "如果索引 [param tab_idx] 处的选项卡被禁用,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the tab at index [param tab_idx] is hidden."
msgstr "如果索引 [param tab_idx] 处的选项卡被隐藏,则返回 [code]true[/code]。"
msgid "Moves a tab from [param from] to [param to]."
msgstr "将选项卡从 [param from] 移动到 [param to]。"
msgid "Removes the tab at index [param tab_idx]."
msgstr "删除索引 [param tab_idx] 处的选项卡。"
msgid "Sets an [param icon] for the tab at index [param tab_idx]."
msgstr "设置索引 [param tab_idx] 处的选项卡的图标。"
msgid ""
"Sets language code of tab title used for line-breaking and text shaping "
"algorithms, if left empty current locale is used instead."
msgstr ""
"设置选项卡标题的语言代码,用于断行和文本塑形算法,如果留空则使用当前区域设"
"置。"
msgid "Sets tab title base writing direction."
msgstr "设置选项卡标题的基础书写方向。"
msgid "Sets a [param title] for the tab at index [param tab_idx]."
msgstr "设置索引 [param tab_idx] 处的选项卡的标题 [param title]。"
msgid "Select tab at index [code]tab_idx[/code]."
msgstr "选择索引 [code]tab_idx[/code] 处的选项卡。"
msgid "If [code]true[/code], tabs can be rearranged with mouse drag."
msgstr "如果为 [code]true[/code],可以通过鼠标拖动重新排列选项卡。"
msgid ""
"Sets the maximum width which all tabs should be limited to. Unlimited if set "
"to [code]0[/code]."
msgstr ""
"设置所有选项卡应被限制的最大宽度。如果设置为 [code]0[/code],则无限制。"
msgid ""
"if [code]true[/code], the mouse's scroll wheel can be used to navigate the "
"scroll view."
msgstr "如果为 [code]true[/code],鼠标的滚轮可用于导航滚动视图。"
msgid ""
"If [code]true[/code], enables selecting a tab with the right mouse button."
msgstr "如果为 [code]true[/code],启用鼠标右键选择选项卡。"
msgid ""
"Sets when the close button will appear on the tabs. See [enum "
"CloseButtonDisplayPolicy] for details."
msgstr ""
"设置关闭按钮何时出现在选项卡上。有关详细信息,请参阅 [enum "
"CloseButtonDisplayPolicy]。"
msgid ""
"Emitted when the active tab is rearranged via mouse drag. See [member "
"drag_to_rearrange_enabled]."
msgstr ""
"通过鼠标拖动重新排列活动选项卡时发出。见 [member drag_to_rearrange_enabled]。"
msgid ""
"Emitted when a tab's right button is pressed. See [method "
"set_tab_button_icon]."
msgstr "选项卡的右侧按钮被按下时发出。见 [method set_tab_button_icon]。"
msgid "Emitted when switching to another tab."
msgstr "切换到另一个选项卡时发出。"
msgid "Emitted when a tab is clicked, even if it is the current tab."
msgstr "单击选项卡时发出,即使它是当前选项卡。"
msgid "Emitted when a tab is hovered by the mouse."
msgstr "当鼠标悬停选项卡时发出。"
msgid "Places tabs to the left."
msgstr "将选项卡置于左侧。"
msgid "Places tabs in the middle."
msgstr "将选项卡置于中间。"
msgid "Places tabs to the right."
msgstr "将选项卡置于右侧。"
msgid "Represents the size of the [enum AlignmentMode] enum."
msgstr "代表 [enum AlignmentMode] 枚举的大小。"
msgid "Never show the close buttons."
msgstr "永远不会显示关闭按钮。"
msgid "Only show the close button on the currently active tab."
msgstr "仅在当前活动选项卡上显示关闭按钮。"
msgid "Show the close button on all tabs."
msgstr "在所有选项卡上显示关闭按钮。"
msgid "Represents the size of the [enum CloseButtonDisplayPolicy] enum."
msgstr "代表 [enum CloseButtonDisplayPolicy] 枚举的大小。"
msgid "Font color of disabled tabs."
msgstr "禁用选项卡的字体颜色。"
msgid "Font color of the currently selected tab."
msgstr "当前所选选项卡的字体颜色。"
msgid "The font used to draw tab names."
msgstr "用于绘制选项卡名称的字体。"
msgid "Font size of the tab names."
msgstr "选项卡名称的字体大小。"
msgid "The icon for the close button (see [member tab_close_display_policy])."
msgstr "关闭按钮的图标(见 [member tab_close_display_policy])。"
msgid ""
"Icon for the left arrow button that appears when there are too many tabs to "
"fit in the container width. When the button is disabled (i.e. the first tab "
"is visible), it appears semi-transparent."
msgstr ""
"左边的箭头按钮的图标,当有太多的标签无法容纳在容器的宽度内时出现。当该按钮被"
"禁用时(即第一个标签是可见的),它显示为半透明的。"
msgid ""
"Icon for the left arrow button that appears when there are too many tabs to "
"fit in the container width. Used when the button is being hovered with the "
"cursor."
msgstr ""
"当标签太多无法适应容器宽度时出现的左箭头按钮图标。当鼠标悬停在按钮上时使用。"
msgid ""
"Icon for the right arrow button that appears when there are too many tabs to "
"fit in the container width. When the button is disabled (i.e. the last tab "
"is visible) it appears semi-transparent."
msgstr ""
"右箭头按钮的图标,当有太多的标签无法容纳在容器的宽度内时出现。当该按钮被禁用"
"时(即最后一个标签是可见的),它显示为半透明的。"
msgid ""
"Icon for the right arrow button that appears when there are too many tabs to "
"fit in the container width. Used when the button is being hovered with the "
"cursor."
msgstr ""
"当标签太多无法适应容器宽度时出现的右箭头按钮图标。当鼠标悬停在按钮上时使用。"
msgid "The style of disabled tabs."
msgstr "禁用标签的样式。"
msgid "The style of the currently selected tab."
msgstr "当前所选标签的样式。"
msgid "Tabbed container."
msgstr "选项卡容器。"
msgid "Returns the child [Control] node located at the active tab index."
msgstr "返回位于活动选项卡索引处的子 [Control] 节点。"
msgid "Returns the button icon from the tab at index [param tab_idx]."
msgstr "返回索引为 [param tab_idx] 的选项卡的按钮图标。"
msgid "Returns the [Control] node from the tab at index [param tab_idx]."
msgstr "返回索引为 [param tab_idx] 的选项卡的 [Control] 节点。"
msgid "Returns the number of tabs."
msgstr "返回选项卡的数量。"
msgid "Sets the button icon from the tab at index [param tab_idx]."
msgstr "设置索引为 [param tab_idx] 的选项卡的按钮图标。"
msgid "Sets an icon for the tab at index [param tab_idx]."
msgstr "设置索引为 [param tab_idx] 的选项卡的图标。"
msgid ""
"If [code]true[/code], all tabs are drawn in front of the panel. If "
"[code]false[/code], inactive tabs are drawn behind the panel."
msgstr ""
"如果为 [code]true[/code],所有选项卡都会被绘制在面板之前。如果为 "
"[code]false[/code],未激活的选项卡会被绘制在面板之后。"
msgid ""
"The current tab index. When set, this index's [Control] node's "
"[code]visible[/code] property is set to [code]true[/code] and all others are "
"set to [code]false[/code]."
msgstr ""
"当前选项卡的索引。设置后,此索引的 [Control] 节点的 [code]visible[/code] 属性"
"会被设为 [code]true[/code],其他所有都设置为 [code]false[/code]。"
msgid ""
"If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content "
"and titles are hidden."
msgstr ""
"如果为 [code]true[/code],选项卡可见。如果 [code]false[/code],选项卡的内容和"
"标题被隐藏。"
msgid ""
"If [code]true[/code], children [Control] nodes that are hidden have their "
"minimum size take into account in the total, instead of only the currently "
"visible one."
msgstr ""
"如果为 [code]true[/code],隐藏的子 [Control] 节点在总数中考虑其最小大小,而不"
"是仅考虑当前可见的一个。"
msgid ""
"Emitted when the [TabContainer]'s [Popup] button is clicked. See [method "
"set_popup] for details."
msgstr ""
"单击 [TabContainer] 的 [Popup] 按钮时发出。有关详细信息,请参阅 [method "
"set_popup]。"
msgid "Emitted when a tab is selected, even if it is the current tab."
msgstr "选择选项卡时发出,即使它是当前选项卡。"
msgid "Space between tab's name and its icon."
msgstr "选项卡名称与其图标之间的间距。"
msgid "The icon for the menu button (see [method set_popup])."
msgstr "菜单按钮的图标(见 [method set_popup])。"
msgid ""
"The icon for the menu button (see [method set_popup]) when it's being "
"hovered with the cursor."
msgstr "当光标悬停时菜单按钮的图标(见 [method set_popup])。"
msgid "The style for the background fill."
msgstr "背景填充的样式。"
msgid "A TCP server."
msgstr "TCP 服务器。"
msgid ""
"A TCP server. Listens to connections on a port and returns a [StreamPeerTCP] "
"when it gets an incoming connection.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"TCP 服务器。监听端口上的连接,并在获得传入连接时返回 [StreamPeerTCP]。\n"
"[b]注意:[/b]导出到安卓时,在导出项目或使用一键部署之前,请务必在安卓导出预设"
"中开启 [code]INTERNET[/code] 权限。否则 Android 会阻止任何形式的网络通信。"
msgid "Returns the local port this server is listening to."
msgstr "返回该服务器正在监听的本地端口。"
msgid "Returns [code]true[/code] if a connection is available for taking."
msgstr "如果有连接可供获取,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the server is currently listening for "
"connections."
msgstr "如果服务器当前正在侦听连接,则返回 [code]true[/code]。"
msgid ""
"Listen on the [param port] binding to [param bind_address].\n"
"If [param bind_address] is set as [code]\"*\"[/code] (default), the server "
"will listen on all available addresses (both IPv4 and IPv6).\n"
"If [param bind_address] is set as [code]\"0.0.0.0\"[/code] (for IPv4) or "
"[code]\"::\"[/code] (for IPv6), the server will listen on all available "
"addresses matching that IP type.\n"
"If [param bind_address] is set to any valid address (e.g. "
"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will "
"only listen on the interface with that addresses (or fail if no interface "
"with the given address exists)."
msgstr ""
"在 [param port] 上监听与 [param bind_address] 绑定的地址。\n"
"如果 [param bind_address] 被设置为 [code]\"*\"[/code](默认),该服务器将监听"
"所有可用地址(包括 IPv4 和 IPv6)。\n"
"如果 [param bind_address] 被设置为 [code]\"0.0.0.0\"[/code](用于 IPv4)或 "
"[code]\"::\"[/code](用于 IPv6),该服务器将监听所有符合该 IP 类型的可用地"
"址。\n"
"如果 [param bind_address] 被设置为任何有效的地址(如 "
"[code]\"192.168.1.101\"[/code]、[code]\"::1\"[/code] 等),该服务器将只在具有"
"该地址的接口上监听(如果不存在具有该地址的接口则失败)。"
msgid "Stops listening."
msgstr "停止监听。"
msgid ""
"If a connection is available, returns a StreamPeerTCP with the connection."
msgstr "如果连接可用,则返回带有该连接的 StreamPeerTCP。"
msgid "Multiline text editing control."
msgstr "多行文本编辑控件。"
msgid "Clears the undo history."
msgstr "清除撤销历史。"
msgid "Deletes the selected text."
msgstr "删除选定的文本。"
msgid "Deselects the current selection."
msgstr "取消当前选择。"
msgid "Returns the number of carets in this [TextEdit]."
msgstr "返回该 [TextEdit] 中的光标数。"
msgid "Returns the [HScrollBar] used by [TextEdit]."
msgstr "设置该 [TextEdit] 所使用的 [HScrollBar]。"
msgid "Returns the text of a specific line."
msgstr "返回特定行的文本。"
msgid "Returns the number of lines in the text."
msgstr "返回文本中的行数。"
msgid "Returns the icon currently in [param gutter] at [param line]."
msgstr "返回边栏 [param gutter] 中,当前位于 [param line] 行的图标。"
msgid "Returns the color currently in [param gutter] at [param line]."
msgstr "返回边栏 [param gutter] 中,当前位于 [param line] 行的颜色。"
msgid "Returns the metadata currently in [param gutter] at [param line]."
msgstr "返回边栏 [param gutter] 中,当前位于 [param line] 行的元数据。"
msgid "Returns the text currently in [param gutter] at [param line]."
msgstr "返回边栏 [param gutter] 中,当前位于 [param line] 行的文本。"
msgid "Returns the height of a largest line."
msgstr "返回最大行的高度。"
msgid "Returns the number of times the given line is wrapped."
msgstr "返回给定行换行的次数。"
msgid "Returns an array of [String]s representing each wrapped index."
msgstr "返回代表各个换行索引的 [String] 数组。"
msgid "Returns the number of lines that may be drawn on the minimap."
msgstr "返回小地图上能够绘制的行数。"
msgid ""
"Returns the local position and size for the grapheme at the given [param "
"line] and [param column]. If [code]x[/code] or [code]y[/code] position of "
"the returned rect equal [code]-1[/code], the position is outside of the "
"viewable area of the control.\n"
"[b]Note:[/b] The Y position of the returned rect corresponds to the top side "
"of the line, unlike [method get_pos_at_line_column] which returns the bottom "
"side."
msgstr ""
"返回给定 [param line] 和 [param column] 处的字素的局部位置和大小。如果返回的"
"矩形的 [code]x[/code] 或 [code]y[/code] 位置等于 [code]-1[/code],则该位置在"
"该控件的可视区域之外。\n"
"[b]注意:[/b]返回的矩形的 Y 位置对应于该行的顶部,不像 [method "
"get_pos_at_line_column] 返回底边。"
msgid "Returns the text inside the selection."
msgstr "返回选择内的文本。"
msgid "Returns the selection begin line."
msgstr "返回选择开始行。"
msgid "Returns the selection end line."
msgstr "返回选择结束行。"
msgid "Returns the [TextEdit]'s' tab size."
msgstr "返回该 [TextEdit] 的制表符大小。"
msgid "Returns the total width of all gutters and internal padding."
msgstr "返回所有栏位及内部边距的总宽度。"
msgid "Returns the number of lines that may be drawn."
msgstr "返回可绘制的行数。"
msgid "Returns the [VScrollBar] of the [TextEdit]."
msgstr "设置该 [TextEdit] 所使用的 [StyleBox]。"
msgid "Returns the number of visible lines, including wrapped text."
msgstr "返回可见行数,包括自动换行。"
msgid "Returns the word at [param position]."
msgstr "返回位于 [param position] 的单词。"
msgid "Returns [code]true[/code] if a \"redo\" action is available."
msgstr "有“重做”动作可用时返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if an \"undo\" action is available."
msgstr "有“撤销”动作可用时返回 [code]true[/code]。"
msgid "Returns whether the gutter is clickable."
msgstr "返回该边栏是否可点击。"
msgid "Returns whether the gutter is currently drawn."
msgstr "返回该边栏是否正被绘制。"
msgid "Returns whether the gutter is overwritable."
msgstr "返回该边栏是否可覆写。"
msgid "Returns whether the gutter on the given line is clickable."
msgstr "返回该边栏的给定行是否可点击。"
msgid "Returns if the given line is wrapped."
msgstr "返回给定的行是否换行。"
msgid "Pastes the primary clipboard."
msgstr "粘贴主剪贴板。"
msgid "Perform redo operation."
msgstr "执行重做操作。"
msgid "Removes all additional carets."
msgstr "移除所有额外的光标。"
msgid ""
"Perform selection, from line/column to line/column.\n"
"If [member selecting_enabled] is [code]false[/code], no selection will occur."
msgstr ""
"执行选择,从行/列到行/列。\n"
"如果 [member selecting_enabled] 为 [code]false[/code],则不会发生选择。"
msgid ""
"Select all the text.\n"
"If [member selecting_enabled] is [code]false[/code], no selection will occur."
msgstr ""
"选择所有文本。\n"
"如果 [member selecting_enabled] 为 [code]false[/code],则不会发生选择。"
msgid "Sets whether the gutter should be drawn."
msgstr "设置该边栏是否应被绘制。"
msgid "Sets the name of the gutter."
msgstr "设置该边栏的名称。"
msgid "Sets the gutter to overwritable. See [method merge_gutters]."
msgstr "设置该边栏为可覆写。见 [method merge_gutters]。"
msgid "Sets the type of gutter."
msgstr "设置边栏的类型。"
msgid "Set the width of the gutter."
msgstr "设置该边栏的宽度。"
msgid "Sets the text for a specific line."
msgstr "设置特定行的文本。"
msgid "Sets the icon for [param gutter] on [param line] to [param icon]."
msgstr "将边栏 [param gutter] 在第 [param line] 行的图标设置为 [param icon]。"
msgid "Sets the color for [param gutter] on [param line] to [param color]."
msgstr "将边栏 [param gutter] 在第 [param line] 行的颜色设置为 [param color]。"
msgid ""
"Sets the metadata for [param gutter] on [param line] to [param metadata]."
msgstr ""
"将边栏 [param gutter] 在第 [param line] 行的元数据设置为 [param metadata]。"
msgid "Sets the text for [param gutter] on [param line] to [param text]."
msgstr "将边栏 [param gutter] 在第 [param line] 行的文本设置为 [param text]。"
msgid "Swaps the two lines."
msgstr "交换两行。"
msgid "Perform undo operation."
msgstr "执行撤销操作。"
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr "如果为 [code]true[/code],则允许拖放选中的文本。"
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
msgstr "如果为 [code]true[/code],“空格”字符将具有可见表示形式。"
msgid ""
"If [code]true[/code], the \"tab\" character will have a visible "
"representation."
msgstr "如果为 [code]true[/code],“制表符”字符将具有可见表示形式。"
msgid ""
"If [code]true[/code], all occurrences of the selected text will be "
"highlighted."
msgstr "如果为 [code]true[/code],所选文本的所有匹配项都将突出显示。"
msgid "If [code]true[/code], the line containing the cursor is highlighted."
msgstr "如果为 [code]true[/code],则包含光标的行会突出显示。"
msgid ""
"If [code]true[/code], a minimap is shown, providing an outline of your "
"source code."
msgstr "如果为 [code]true[/code],则显示小地图,提供源代码的概要。"
msgid "The width, in pixels, of the minimap."
msgstr "小地图的宽度(以像素为单位)。"
msgid ""
"Text shown when the [TextEdit] is empty. It is [b]not[/b] the [TextEdit]'s "
"default value (see [member text])."
msgstr ""
"[TextEdit] 为空时显示的文本。它[b]不是[/b] [TextEdit] 的默认值(参见 [member "
"text])。"
msgid ""
"If there is a horizontal scrollbar, this determines the current horizontal "
"scroll value in pixels."
msgstr "如果有一个水平滚动条,这决定了当前的水平滚动值,单位是像素。"
msgid ""
"If there is a vertical scrollbar, this determines the current vertical "
"scroll value in line numbers, starting at 0 for the top line."
msgstr ""
"如果有一个垂直滚动条,这就决定了当前的垂直滚动值,以行数为单位,顶行从0开始。"
msgid ""
"If [code]true[/code], text can be selected.\n"
"If [code]false[/code], text can not be selected by the user or by the "
"[method select] or [method select_all] methods."
msgstr ""
"如果为 [code]true[/code],文本可以被选择。\n"
"如果为 [code]false[/code],用户或使用[method select]或[method select_all]方法"
"都不能选择文本。"
msgid "Sets the [SyntaxHighlighter] to use."
msgstr "设置要使用的 [SyntaxHighlighter]。"
msgid "String value of the [TextEdit]."
msgstr "[TextEdit] 的字符串值。"
msgid "Sets the line wrapping mode to use."
msgstr "设置要使用的换行模式。"
msgid ""
"Pastes the clipboard text over the selected text (or at the cursor's "
"position)."
msgstr "将剪贴板上的文本粘贴在选定的文本上(或光标的位置)。"
msgid "Erases the whole [TextEdit] text."
msgstr "擦除整个 [TextEdit] 文本。"
msgid "Selects the whole [TextEdit] text."
msgstr "选择整个 [TextEdit] 文本。"
msgid "Redoes the previous action."
msgstr "重做前一个动作。"
msgid "Match case when searching."
msgstr "搜索时匹配大小写。"
msgid "Match whole words when searching."
msgstr "搜索时匹配整个单词。"
msgid "Search from end to beginning."
msgstr "从头到尾搜索。"
msgid "Vertical line caret."
msgstr "垂直线光标。"
msgid "Block caret."
msgstr "方块光标。"
msgid "Draw a string."
msgstr "绘制字符串。"
msgid "Draw an icon."
msgstr "绘制图标。"
msgid "Custom draw."
msgstr "自定义绘制。"
msgid ""
"Sets the highlight [Color] of multiple occurrences. [member "
"highlight_all_occurrences] has to be enabled."
msgstr ""
"设置多次出现的高亮 [Color] 颜色。须启用 [member highlight_all_occurrences] 。"
msgid "Sets the [StyleBox] of this [TextEdit]."
msgstr "设置这个 [TextEdit] 的 [StyleBox]。"
msgid "Aligns text to the given tab-stops."
msgstr "将文本与给定的制表位对齐。"
msgid "Text writing direction."
msgstr "文本书写方向。"
msgid "Line alignment rules. For more info see [TextServer]."
msgstr "行对齐规则。详细请参阅 [TextServer]。"
msgid "Text orientation."
msgstr "文本朝向。"
msgid "If set to [code]true[/code] text will display control characters."
msgstr "如果设置为 [code]true[/code],则将在文本中显示控制字符。"
msgid "If set to [code]true[/code] text will display invalid characters."
msgstr "如果设置为 [code]true[/code],则将在文本中显示无效字符。"
msgid "Text line width."
msgstr "文本行宽。"
msgid "Generate an [PrimitiveMesh] from the text."
msgstr "从文本生成 [PrimitiveMesh]。"
msgid ""
"Generate an [PrimitiveMesh] from the text.\n"
"TextMesh can be generated only when using dynamic fonts with vector glyph "
"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
"containers, like color emoji fonts) are not supported.\n"
"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
"height for the front face, 40% for the back face, 10% for the outer edges "
"and 10% for the inner edges."
msgstr ""
"根据文本生成 [PrimitiveMesh]。\n"
"使用了矢量字形轮廓的动态字体才能用于生成 TextMesh。不支持位图字体(包括 "
"TrueType/OpenType 容器中的位图数据,例如彩色 Emoji 字体)。\n"
"UV 布局由 4 个横条组成,从上到下依次为:正面占 40% 高度,背面占 40% 的高度,"
"外面占 10% 的高度,内侧面占 10% 的高度。"
msgid "Step (in pixels) used to approximate Bézier curves."
msgstr "用于近似贝塞尔曲线的步长(单位为像素)。"
msgid ""
"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
"generated, and UV layout is changed to use full texture for the front face "
"only."
msgstr ""
"生成的网格的深度,设为 [code]0.0[/code] 时只有正面,此时的 UV 布局会变为让正"
"面占据整张纹理。"
msgid "Font size of the [TextMesh]'s text."
msgstr "该 [TextMesh] 文本的字体大小。"
msgid ""
"Language code used for text shaping algorithms, if left empty current locale "
"is used instead."
msgstr "语言代码,用于文本塑形算法,如果留空则使用当前区域设置。"
msgid "Vertical space between lines in multiline [TextMesh]."
msgstr "多行 [TextMesh] 中,行与行之间的垂直间距。"
msgid "The size of one pixel's width on the text to scale it in 3D."
msgstr "文本上一个像素宽度的大小,以 3D 缩放。"
msgid "The text to generate mesh from."
msgstr "用于生成网格的文本。"
msgid "Interface for the fonts and complex text layouts."
msgstr "用于字体和复杂排版的接口。"
msgid ""
"[TextServer] is the API backend for managing fonts, and rendering complex "
"text."
msgstr "[TextServer] 是用于管理字体、渲染复杂文本的 API 后端。"
msgid ""
"Creates new buffer for complex text layout, with the given [param direction] "
"and [param orientation]. To free the resulting buffer, use [method free_rid] "
"method.\n"
"[b]Note:[/b] Direction is ignored if server does not support [constant "
"FEATURE_BIDI_LAYOUT] feature (supported by [TextServerAdvanced]).\n"
"[b]Note:[/b] Orientation is ignored if server does not support [constant "
"FEATURE_VERTICAL_LAYOUT] feature (supported by [TextServerAdvanced])."
msgstr ""
"使用给定的方向 [param direction] 和朝向 [param orientation] 新建缓冲区,用于"
"复杂排版。要释放生成的缓冲区,请使用 [method free_rid]方法。\n"
"[b]注意:[/b]如果服务器不支持 [constant FEATURE_BIDI_LAYOUT] 特性,则会忽略方"
"向([TextServerAdvanced] 支持)。\n"
"[b]注意:[/b]如果服务器不支持 [constant FEATURE_VERTICAL_LAYOUT] 特性,则会忽"
"略朝向([TextServerAdvanced] 支持)。"
msgid ""
"Draws box displaying character hexadecimal code. Used for replacing missing "
"characters."
msgstr "绘制显示字符十六进制码的框。用于替换缺失的字符。"
msgid ""
"Removes all rendered glyphs information from the cache entry.\n"
"[b]Note:[/b] This function will not remove textures associated with the "
"glyphs, use [method font_remove_texture] to remove them manually."
msgstr ""
"从缓存条目中移除所有的渲染字形信息。\n"
"[b]注意:[/b]该函数不会移除与字形关联的纹理,请使用 [method "
"font_remove_texture] 手动移除。"
msgid "Removes all font sizes from the cache entry."
msgstr "从缓存条目中移除所有的字体大小。"
msgid ""
"Removes all textures from font cache entry.\n"
"[b]Note:[/b] This function will not remove glyphs associated with the "
"texture, use [method font_remove_glyph] to remove them manually."
msgstr ""
"从字体缓存条目中移除所有的纹理。\n"
"[b]注意:[/b]该函数不会移除与纹理关联的字形,请使用 [method "
"font_remove_glyph] 手动移除。"
msgid ""
"Draws single glyph into a canvas item at the position, using [param "
"font_rid] at the size [param size].\n"
"[b]Note:[/b] Glyph index is specific to the font, use glyphs indices "
"returned by [method shaped_text_get_glyphs] or [method "
"font_get_glyph_index].\n"
"[b]Note:[/b] If there are pending glyphs to render, calling this function "
"might trigger the texture cache update."
msgstr ""
"在画布项中某个位置绘制单个字形,使用的字体为 [param font_rid],大小为 [param "
"size]。\n"
"[b]注意:[/b]字形索引是特定于字体的,请使用 [method shaped_text_get_glyphs] "
"或 [method font_get_glyph_index] 返回的字形索引。\n"
"[b]注意:[/b]如果有待渲染的字形,调用这个函数可能会触发纹理缓存的更新。"
msgid ""
"Draws single glyph outline of size [param outline_size] into a canvas item "
"at the position, using [param font_rid] at the size [param size].\n"
"[b]Note:[/b] Glyph index is specific to the font, use glyphs indices "
"returned by [method shaped_text_get_glyphs] or [method "
"font_get_glyph_index].\n"
"[b]Note:[/b] If there are pending glyphs to render, calling this function "
"might trigger the texture cache update."
msgstr ""
"在画布项中某个位置绘制单个字形轮廓,使用的字体为 [param font_rid],大小为 "
"[param size]。\n"
"[b]注意:[/b]字形索引是特定于字体的,请使用 [method shaped_text_get_glyphs] "
"或 [method font_get_glyph_index] 返回的字形索引。\n"
"[b]注意:[/b]如果有待渲染的字形,调用这个函数可能会触发纹理缓存的更新。"
msgid "Returns font anti-aliasing mode."
msgstr "返回字体的抗锯齿模式。"
msgid "Returns font embolden strength."
msgstr "返回字体的加粗力度。"
msgid "Returns bitmap font fixed size."
msgstr "返回位图字体的固定大小。"
msgid "Returns [code]true[/code] if font texture mipmap generation is enabled."
msgstr "如果启用了字体纹理 mipmap 生成,则返回 [code]true[/code]。"
msgid ""
"Returns the font oversampling factor, shared by all fonts in the TextServer."
msgstr "返回字体过采样系数,由 TextServer 中的所有字体共享。"
msgid "Returns size of the glyph."
msgstr "返回该字形的大小。"
msgid "Returns font OpenType feature set override."
msgstr "返回字体 OpenType 特性集覆盖。"
msgid "Sets size of the glyph."
msgstr "设置字形的大小。"
msgid "Sets font hinting mode. Used by dynamic fonts only."
msgstr "设置字体微调模式。仅由动态字体使用。"
msgid "Sets the font family name."
msgstr "设置该字体的家族名称。"
msgid "Sets font OpenType feature set override."
msgstr "设置字体 OpenType 特性集覆盖。"
msgid "Adds override for [method font_is_script_supported]."
msgstr "为 [method font_is_script_supported] 添加覆盖。"
msgid "Sets the font style name."
msgstr "设置字体的样式名称。"
msgid "Sets font subpixel glyph positioning mode."
msgstr "设置字体的次像素字形定位模式。"
msgid "Sets font cache texture image data."
msgstr "设置字体的缓存纹理图像数据。"
msgid ""
"Converts a number from the Western Arabic (0..9) to the numeral systems used "
"in [param language].\n"
"If [param language] is omitted, the active locale will be used."
msgstr ""
"将数字从阿拉伯数字(0..9)转换为 [param language] 语言的记数系统。\n"
"如果省略 [param language],则会使用激活的区域设置。"
msgid "Returns the name of the server interface."
msgstr "返回该服务器接口的名称。"
msgid "Returns [code]true[/code] if locale is right-to-left."
msgstr "如果区域设置为从右至左,则返回 [code]true[/code]。"
msgid ""
"Converts [param number] from the numeral systems used in [param language] to "
"Western Arabic (0..9)."
msgstr ""
"将数字 [param number] 从 [param language] 的记数系统转换为阿拉伯数字"
"(0..9)。"
msgid "Returns direction of the text."
msgstr "返回文本的方向。"
msgid "Returns text orientation."
msgstr "返回文本朝向。"
msgid "Returns size of the text."
msgstr "返回该文本的大小。"
msgid "Returns extra spacing added between glyphs or lines in pixels."
msgstr "返回字形或行之间添加的额外间距,单位为像素。"
msgid ""
"Breaks text into words and returns array of character ranges. Use [param "
"grapheme_flags] to set what characters are used for breaking (see [enum "
"GraphemeFlag])."
msgstr ""
"将文本分解成单词并返回字符范围的数组。请使用 [param grapheme_flags] 来设置哪"
"些字符会被用于分解(见 [enum GraphemeFlag])。"
msgid ""
"Returns grapheme index at the specified pixel offset at the baseline, or "
"[code]-1[/code] if none is found."
msgstr ""
"返回字素的索引,该字素位于基线上指定像素偏移的位置,如果没有找到,则返回 "
"[code]-1[/code]。"
msgid "Horizontal RGB subpixel layout."
msgstr "水平 RGB 次像素布局。"
msgid "Horizontal BGR subpixel layout."
msgstr "水平 BGR 次像素布局。"
msgid "Vertical RGB subpixel layout."
msgstr "垂直 RGB 次像素布局。"
msgid "Vertical BGR subpixel layout."
msgstr "垂直 BGR 次像素布局。"
msgid "Text direction is determined based on contents and current locale."
msgstr "文本的书写方向由根据内容和当前区域设置确定。"
msgid "Text is written from left to right."
msgstr "文本从左至右书写。"
msgid "Text is written from right to left."
msgstr "文本从右至左书写。"
msgid ""
"Text writing direction is the same as base string writing direction. Used "
"for BiDi override only."
msgstr "文本的书写方向与基础字符串书写方向一致。仅用于 BiDi 覆盖。"
msgid "Text is written horizontally."
msgstr "文本水平书写。"
msgid ""
"Left to right text is written vertically from top to bottom.\n"
"Right to left text is written vertically from bottom to top."
msgstr ""
"从左至右的文本从上到下垂直书写。\n"
"从右至左的文本从下到上垂直书写。"
msgid "Do not justify text."
msgstr "不两端对齐文本。"
msgid "Justify text by adding and removing kashidas."
msgstr "通过添加和移除 Kashida 来两端对齐文本。"
msgid "Justify text by changing width of the spaces between the words."
msgstr "通过更改单词之间空格的宽度来两端对齐文本。"
msgid "Remove trailing and leading spaces from the justified text."
msgstr "从两端对齐的文本中移除前缀和后缀的空格。"
msgid "Only apply justification to the part of the text after the last tab."
msgstr "仅对最后一个制表符之后的文本应用两端对齐。"
msgid "Autowrap is disabled."
msgstr "自动换行已禁用。"
msgid "Do not break the line."
msgstr "不换行。"
msgid ""
"Break the line at the line mandatory break characters (e.g. [code]\"\\n\"[/"
"code])."
msgstr "在强制换行符处换行(例如 [code]\"\\n\"[/code])。"
msgid "Break the line between the words."
msgstr "在单词之间换行。"
msgid "Break the line between any unconnected graphemes."
msgstr "在任何不相连的字素之间换行。"
msgid ""
"Should be used only in conjunction with [constant BREAK_WORD_BOUND], break "
"the line between any unconnected graphemes, if it's impossible to break it "
"between the words."
msgstr ""
"只应与 [constant BREAK_WORD_BOUND] 一起使用,如果不可能在单词之间换行,则在任"
"何不相连的字素之间换行。"
msgid "Remove edge spaces from the broken line segments."
msgstr "移除每一行头尾的空格。"
msgid "Trims the text per word instead of per grapheme."
msgstr "逐词修剪文本,而不是逐字素修剪文本。"
msgid "Grapheme is supported by the font, and can be drawn."
msgstr "字素由字体支持,并且可以被绘制。"
msgid "Grapheme is part of right-to-left or bottom-to-top run."
msgstr "字素是从右至左或从下至上书写的一部分。"
msgid ""
"Grapheme is not part of source text, it was added by justification process."
msgstr "字素不是源文本的一部分,而是通过两端对齐过程添加的。"
msgid "Grapheme is whitespace."
msgstr "字素是空白字符。"
msgid "Grapheme is mandatory break point (e.g. [code]\"\\n\"[/code])."
msgstr "字素是强制换行点(例如 [code]\"\\n\"[/code])。"
msgid "Grapheme is optional break point (e.g. space)."
msgstr "字素是可选换行点(例如空格)。"
msgid "Grapheme is the tabulation character."
msgstr "字素是制表符。"
msgid "Grapheme is kashida."
msgstr "字素是 Kashida。"
msgid "Grapheme is punctuation character."
msgstr "字素是标点符号。"
msgid "Grapheme is underscore character."
msgstr "字素是下划线字符。"
msgid ""
"Grapheme is connected to the previous grapheme. Breaking line before this "
"grapheme is not safe."
msgstr "字素与前一个字素相连。在这个字素之前换行是不安全的。"
msgid "It is safe to insert a U+0640 before this grapheme for elongation."
msgstr "在这个字素之前插入 U+0640 以进行伸长是安全的。"
msgid "Disables font hinting (smoother but less crisp)."
msgstr "禁用字体提示(更平滑但不那么清晰)。"
msgid "Use the light font hinting mode."
msgstr "使用浅色字体提示模式。"
msgid "TextServer supports simple text layouts."
msgstr "TextServer 支持简单排版。"
msgid "TextServer supports bidirectional text layouts."
msgstr "TextServer 支持双向排版。"
msgid "TextServer supports vertical layouts."
msgstr "TextServer 支持垂直布局。"
msgid "TextServer supports complex text shaping."
msgstr "TextServer 支持复杂文本塑形。"
msgid "TextServer supports justification using kashidas."
msgstr "TextServer 支持使用 kashida 进行两端对齐。"
msgid ""
"TextServer supports complex line/word breaking rules (e.g. dictionary based)."
msgstr "TextServer 支持复杂断行/断词规则(例如基于字典)。"
msgid "TextServer supports loading bitmap fonts."
msgstr "TextServer 支持加载位图字体。"
msgid "TextServer supports loading dynamic (TrueType, OpeType, etc.) fonts."
msgstr "TextServer 支持加载动态字体(TrueType、OpeType 等)。"
msgid ""
"TextServer supports multichannel signed distance field dynamic font "
"rendering."
msgstr "TextServer 支持多通道有符号距离场动态字体的渲染。"
msgid "TextServer supports loading system fonts."
msgstr "TextServer 支持加载系统字体。"
msgid "TextServer supports variable fonts."
msgstr "TextServer 支持可变字体。"
msgid "Contour point is on the curve."
msgstr "轮廓点在曲线上。"
msgid ""
"Contour point isn't on the curve, but serves as a control point for a conic "
"(quadratic) Bézier arc."
msgstr "轮廓点不在曲线上,而是作为圆锥(二次)贝塞尔曲线的控制点。"
msgid ""
"Contour point isn't on the curve, but serves as a control point for a cubic "
"Bézier arc."
msgstr "轮廓点不在曲线上,而是作为三次贝塞尔曲线的控制点。"
msgid "Spacing for each glyph."
msgstr "每个字形的间距。"
msgid "Spacing for the space character."
msgstr "空格字符的间距。"
msgid "Spacing at the top of the line."
msgstr "行顶部的间距。"
msgid "Spacing at the bottom of the line."
msgstr "行底部的间距。"
msgid "Font is bold."
msgstr "字体为粗体。"
msgid "Use default Unicode BiDi algorithm."
msgstr "使用默认的 Unicode BiDi 算法。"
msgid "BiDi override for URI."
msgstr "URI 的 BiDi 覆盖。"
msgid "BiDi override for file path."
msgstr "文件路径的 BiDi 覆盖。"
msgid "BiDi override for email."
msgstr "电子邮件的 BiDi 覆盖。"
msgid ""
"BiDi override for lists.\n"
"Structured text options: list separator [code]String[/code]."
msgstr ""
"列表的 BiDi 覆盖。\n"
"结构化文本选项:列表分隔符 [code]String[/code]。"
msgid "BiDi override for GDScript."
msgstr "GDScript 的 BiDi 覆盖。"
msgid "User defined structured text BiDi override function."
msgstr "用户定义的结构化文本 BiDi 覆盖函数。"
msgid ""
"Text Server using HarfBuzz, ICU and SIL Graphite to support BiDi, complex "
"text layouts and contextual OpenType features."
msgstr ""
"文本服务器,使用 HarfBuzz、ICU 和 SIL Graphite 来支持 BiDi、复杂排版和上下文 "
"OpenType 特性。"
msgid "Base class for TextServer custom implementations (plugins)."
msgstr "TextServer 自定义实现(插件)的基类。"
msgid "External TextServer implementations should inherit from this class."
msgstr "外部 TextServer 实现应该继承这个类。"
msgid ""
"Fallback implementation of the Text Server, without BiDi and complex text "
"layout support."
msgstr "文本服务器的回退实现,不支持双向排版和复杂排版。"
msgid "Manager for the font and complex text layout servers."
msgstr "字体和复杂排版服务器的管理器。"
msgid ""
"[TextServerManager] is the API backend for loading, enumeration and "
"switching [TextServer]s.\n"
"[b]Note:[/b] Switching text server at runtime is possible, but will "
"invalidate all fonts and text buffers. Make sure to unload all controls, "
"fonts, and themes before doing so."
msgstr ""
"[TextServerManager] 是加载、枚举和切换 [TextServer] 的 API 后端。\n"
"[b]注意:[/b]文本服务器可以在运行时切换,但会导致所有字体和文本缓冲区失效。请"
"确保在切换之前卸载所有控件、字体和主题。"
msgid "Registers an [TextServer] interface."
msgstr "注册 [TextServer] 接口。"
msgid "Finds an interface by its name."
msgstr "按名称查找接口。"
msgid "Returns the interface registered at a given index."
msgstr "返回在给定索引处注册的接口。"
msgid "Returns the number of interfaces currently registered."
msgstr "返回当前注册的接口数。"
msgid ""
"Returns a list of available interfaces the index and name of each interface."
msgstr "返回可用接口的列表,包含每个接口的索引号和名称。"
msgid "Returns the primary [TextServer] interface currently in use."
msgstr "返回当前使用的主 [TextServer] 接口。"
msgid "Sets the primary [TextServer] interface."
msgstr "设置主 [TextServer] 接口。"
msgid "Emitted when a new interface has been added."
msgstr "添加新接口时触发。"
msgid "Emitted when an interface is removed."
msgstr "当接口被移除时触发。"
msgid "Base class for all texture types."
msgstr "所有纹理类型的基类。"
msgid "Texture for 2D and 3D."
msgstr "用于 2D 和 3D 的纹理。"
msgid "Returns the texture height in pixels."
msgstr "返回该纹理的高度,单位为像素。"
msgid "Returns the texture size in pixels."
msgstr "返回该纹理的大小,单位为像素。"
msgid "Returns the texture width in pixels."
msgstr "返回该纹理的宽度,单位为像素。"
msgid "Base class for 3-dimensionnal textures."
msgstr "3D 纹理的基类。"
msgid "Called when the [Texture3D]'s data is queried."
msgstr "查询该 [Texture3D] 的数据时被调用。"
msgid "Called when the [Texture3D]'s depth is queried."
msgstr "查询该 [Texture3D] 的深度时被调用。"
msgid "Called when the [Texture3D]'s format is queried."
msgstr "查询该 [Texture3D] 的格式时被调用。"
msgid "Called when the [Texture3D]'s height is queried."
msgstr "查询该 [Texture3D] 的高度时被调用。"
msgid "Called when the [Texture3D]'s width is queried."
msgstr "查询该 [Texture3D] 的宽度时被调用。"
msgid "Called when the presence of mipmaps in the [Texture3D] is queried."
msgstr "查询该 [Texture3D] 的 Mipmap 是否存在时被调用。"
msgid ""
"Returns the current format being used by this texture. See [enum Image."
"Format] for details."
msgstr "返回纹理当前使用的格式。详情见 [enum Image.Format]。"
msgid ""
"Returns the [Texture3D]'s height in pixels. Width is typically represented "
"by the Y axis."
msgstr "返回该 [Texture3D] 的高度,单位为像素。宽度通常由 Y 轴表示。"
msgid ""
"Returns the [Texture3D]'s width in pixels. Width is typically represented by "
"the X axis."
msgstr "返回该 [Texture3D] 的宽度,单位为像素。宽度通常由 X 轴表示。"
msgid ""
"Texture-based button. Supports Pressed, Hover, Disabled and Focused states."
msgstr "基于纹理的按钮。支持按下、悬停、停用和焦点状态。"
msgid ""
"[TextureButton] has the same functionality as [Button], except it uses "
"sprites instead of Godot's [Theme] resource. It is faster to create, but it "
"doesn't support localization like more complex [Control]s.\n"
"The \"normal\" state must contain a texture ([member texture_normal]); other "
"textures are optional.\n"
"See also [BaseButton] which contains common properties and methods "
"associated with this node."
msgstr ""
"[TextureButton] 的功能与 [Button] 相同,只是它使用精灵而不是 Godot 的 "
"[Theme] 主题资源。它的创建速度更快,但它不像更复杂的 [Control] 那样支持本地"
"化。\n"
"“正常”状态必须包含一个纹理([member texture_normal]);其他纹理是可选的。\n"
"也请参阅 [BaseButton],它包含了与该节点相关的通用属性和方法。"
msgid ""
"Pure black and white [BitMap] image to use for click detection. On the mask, "
"white pixels represent the button's clickable area. Use it to create buttons "
"with curved shapes."
msgstr ""
"用于点击检测的纯黑白 [BitMap] 图像。在遮罩上,白色像素代表按钮的可点击区域。"
"可用它来创建具有弯曲形状的按钮。"
msgid ""
"Texture to display when the node is disabled. See [member BaseButton."
"disabled]."
msgstr "节点被禁用时显示的纹理。参阅 [member BaseButton.disabled]。"
msgid "Texture to display when the mouse hovers the node."
msgstr "当鼠标悬停在节点上时显示的纹理。"
msgid ""
"Texture to display by default, when the node is [b]not[/b] in the disabled, "
"focused, hover or pressed state."
msgstr "节点[b]不处于[/b]禁用、聚焦、悬停、按下状态时,默认显示的纹理。"
msgid ""
"Texture to display on mouse down over the node, if the node has keyboard "
"focus and the player presses the Enter key or if the player presses the "
"[member BaseButton.shortcut] key."
msgstr ""
"如果节点有键盘焦点且玩家按下回车键,或者玩家按下 [member BaseButton."
"shortcut] 键,则鼠标悬停在节点上时显示的纹理。"
msgid "Scale to fit the node's bounding rectangle."
msgstr "缩放以适应节点的边界矩形。"
msgid "Tile inside the node's bounding rectangle."
msgstr "在节点的边界矩形内平铺。"
msgid ""
"The texture keeps its original size and stays in the bounding rectangle's "
"top-left corner."
msgstr "纹理保持它的原始尺寸,并保持在边界矩形的左上角。"
msgid ""
"The texture keeps its original size and stays centered in the node's "
"bounding rectangle."
msgstr "纹理保持其原始大小,并在节点的边界矩形中保持居中。"
msgid ""
"Scale the texture to fit the node's bounding rectangle, but maintain the "
"texture's aspect ratio."
msgstr "缩放纹理以适应节点的边界矩形,但保持纹理的长宽比。"
msgid ""
"Scale the texture to fit the node's bounding rectangle, center it, and "
"maintain its aspect ratio."
msgstr "缩放纹理以适应节点的边界矩形,使其居中,并保持长宽比。"
msgid ""
"Scale the texture so that the shorter side fits the bounding rectangle. The "
"other side clips to the node's limits."
msgstr "缩放纹理,使较短的一边适应边界矩形。另一边则裁剪到节点的界限内。"
msgid "Called when the [TextureLayered]'s format is queried."
msgstr "查询该 [TextureLayered] 的格式时被调用。"
msgid "Called when the the [TextureLayered]'s height is queried."
msgstr "查询该 [TextureLayered] 的高度时被调用。"
msgid "Called when the data for a layer in the [TextureLayered] is queried."
msgstr "查询该 [TextureLayered] 中某一层的数据时被调用。"
msgid "Called when the layers' type in the [TextureLayered] is queried."
msgstr "查询该 [TextureLayered] 的层类型时被调用。"
msgid "Called when the number of layers in the [TextureLayered] is queried."
msgstr "查询该 [TextureLayered] 的层数时被调用。"
msgid "Called when the [TextureLayered]'s width queried."
msgstr "查询该 [TextureLayered] 的宽度时被调用。"
msgid "Called when the presence of mipmaps in the [TextureLayered] is queried."
msgstr "查询该 [TextureLayered] 的 Mipmap 是否存在时被调用。"
msgid "Texture is a generic [Texture2DArray]."
msgstr "纹理为通用的 [Texture2DArray]。"
msgid "Texture is a [Cubemap], with each side in its own layer (6 in total)."
msgstr "纹理为 [Cubemap],每一面都有自己的层(共 6 层)。"
msgid "Texture is a [CubemapArray], with each cubemap being made of 6 layers."
msgstr "纹理为 [CubemapArray],每个立方体贴图都由 6 层组成。"
msgid ""
"Texture-based progress bar. Useful for loading screens and life or stamina "
"bars."
msgstr "基于纹理的进度条。适用于加载屏幕和生命或体力条。"
msgid ""
"If [code]true[/code], Godot treats the bar's textures like in "
"[NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like "
"[member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When "
"using a radial [member fill_mode], this setting will enable stretching."
msgstr ""
"如果为 [code]true[/code],Godot 会像在 [NinePatchRect] 中那样处理条形纹理。使"
"用 [code]stretch_margin_*[/code] 属性,如 [member stretch_margin_bottom] 来设"
"置九宫格的 3×3 网格。当使用径向的 [member fill_mode] 时,这个设置将启用拉伸功"
"能。"
msgid ""
"Offsets [member texture_progress] if [member fill_mode] is [constant "
"FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]."
msgstr ""
"如果[member fill_mode]是[constant FILL_CLOCKWISE]或[constant "
"FILL_COUNTER_CLOCKWISE],则对[member texture_progress]进行偏移。"
msgid ""
"Upper limit for the fill of [member texture_progress] if [member fill_mode] "
"is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the "
"node's [code]value[/code] is equal to its [code]max_value[/code], the "
"texture fills up to this angle.\n"
"See [member Range.value], [member Range.max_value]."
msgstr ""
"如果[member fill_mode]是[constant FILL_CLOCKWISE]或[constant "
"FILL_COUNTER_CLOCKWISE],则为[member texture_progress]的填充上限。当节点的"
"[code]value[/code]等于其[code]max_value[/code]时,纹理会填充到这个角度。\n"
"参阅[member Range.value], [member Range.max_value]。"
msgid ""
"Starting angle for the fill of [member texture_progress] if [member "
"fill_mode] is [constant FILL_CLOCKWISE] or [constant "
"FILL_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its "
"[code]min_value[/code], the texture doesn't show up at all. When the "
"[code]value[/code] increases, the texture fills and tends towards [member "
"radial_fill_degrees]."
msgstr ""
"如果[member fill_mode]是[constant FILL_CLOCKWISE]或[constant "
"FILL_COUNTER_CLOCKWISE],[member texture_progress]的填充起始角度。当节点的"
"[code]value[/code]等于其[code]min_value[/code]时,纹理根本不会显示出来。当"
"[code]value[/code]增加时,纹理会被填满并趋向于[member radial_fill_degrees]。"
msgid ""
"The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's "
"bottom corners and side will have a height of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
"九宫格底行的高度。边距为 16 意味着九宫格的底角和侧面将有 16 像素的高度。你可"
"以单独设置所有 4 个边距值,来创建具有非统一边框的面板。"
msgid "The width of the 9-patch's left column."
msgstr "九宫格左列的宽度。"
msgid "The width of the 9-patch's right column."
msgstr "九宫格右列的宽度。"
msgid "The height of the 9-patch's top row."
msgstr "九宫格顶行的高度。"
msgid ""
"The offset of [member texture_progress]. Useful for [member texture_over] "
"and [member texture_under] with fancy borders, to avoid transparent margins "
"in your progress texture."
msgstr ""
"[member texture_progress] 的偏移量。对于带有花哨的边框的 [member "
"texture_over] 和 [member texture_under] 很有用,可以避免进度纹理的边缘透明。"
msgid ""
"Multiplies the color of the bar's [code]texture_over[/code] texture. The "
"effect is similar to [member CanvasItem.modulate], except it only affects "
"this specific texture instead of the entire node."
msgstr ""
"将条形的 [code]texture_over[/code] 纹理的颜色相乘。其效果类似于 [member "
"CanvasItem.modulate] ,只是它只影响这个特定的纹理,而不是整个节点。"
msgid ""
"Multiplies the color of the bar's [code]texture_progress[/code] texture."
msgstr "将条形的 [code]texture_progress[/code] 纹理的颜色相乘。"
msgid "Multiplies the color of the bar's [code]texture_under[/code] texture."
msgstr "将条形的 [code]texture_under[/code] 纹理的颜色相乘。"
msgid "The [member texture_progress] fills from left to right."
msgstr "[member texture_progress] 从左到右填充。"
msgid "The [member texture_progress] fills from right to left."
msgstr "[member texture_progress] 从右到左填充。"
msgid "The [member texture_progress] fills from top to bottom."
msgstr "[member texture_progress] 从上到下填充。"
msgid "The [member texture_progress] fills from bottom to top."
msgstr "[member texture_progress] 自下而上填充。"
msgid ""
"Turns the node into a radial bar. The [member texture_progress] fills "
"clockwise. See [member radial_center_offset], [member radial_initial_angle] "
"and [member radial_fill_degrees] to control the way the bar fills up."
msgstr ""
"将节点变成径向条形。[member texture_progress] 顺时针填充。参阅[member "
"radial_center_offset]、[member radial_initial_angle]和[member "
"radial_fill_degrees]来控制条形填充的方式。"
msgid ""
"Turns the node into a radial bar. The [member texture_progress] fills "
"counterclockwise. See [member radial_center_offset], [member "
"radial_initial_angle] and [member radial_fill_degrees] to control the way "
"the bar fills up."
msgstr ""
"将节点变成径向条形。[member texture_progress]逆时针填充。参阅[member "
"radial_center_offset]、[member radial_initial_angle]和[member "
"radial_fill_degrees]来控制条形填充的方式。"
msgid ""
"The [member texture_progress] fills from the center, expanding both towards "
"the left and the right."
msgstr "[member texture_progress]从中心开始填充,向左和向右扩展。"
msgid ""
"The [member texture_progress] fills from the center, expanding both towards "
"the top and the bottom."
msgstr "[member texture_progress]从中心开始填充,同时向顶部和底部扩展。"
msgid ""
"Turns the node into a radial bar. The [member texture_progress] fills "
"radially from the center, expanding both clockwise and counterclockwise. See "
"[member radial_center_offset], [member radial_initial_angle] and [member "
"radial_fill_degrees] to control the way the bar fills up."
msgstr ""
"将节点变成径向条形。[member texture_progress]从中心径向填充,顺时针和逆时针扩"
"展。参阅[member radial_center_offset]、[member radial_initial_angle]和"
"[member radial_fill_degrees]来控制条形填充的方式。"
msgid "Control for drawing textures."
msgstr "控件绘制纹理。"
msgid ""
"Controls the texture's behavior when resizing the node's bounding rectangle. "
"See [enum StretchMode]."
msgstr "控件纹理在调整节点边界矩形时的行为。见 [enum StretchMode]。"
msgid "The node's [Texture2D] resource."
msgstr "该节点的 [Texture2D] 资源。"
msgid ""
"Scale the texture to fit the node's bounding rectangle, center it and "
"maintain its aspect ratio."
msgstr "缩放纹理以适应节点的边界矩形,使其居中并保持其长宽比。"
msgid "GUI skinning"
msgstr "GUI 皮肤"
msgid "Using the theme editor"
msgstr "使用主题编辑器"
msgid ""
"Adds an empty theme type for every valid data type.\n"
"[b]Note:[/b] Empty types are not saved with the theme. This method only "
"exists to perform in-memory changes to the resource. Use available "
"[code]set_*[/code] methods to add theme items."
msgstr ""
"为每一个有效的数据类型都添加一个空主题类型。\n"
"[b]注意:[/b]空类型不会随该主题保存。这个方法的存在是为了对资源执行内存中的更"
"改。请使用 [code]set_*[/code] 方法添加主题项目。"
msgid ""
"Removes the theme type, gracefully discarding defined theme items. If the "
"type is a variation, this information is also erased. If the type is a base "
"for type variations, those variations lose their base."
msgstr ""
"移除该主题类型,优雅地丢弃其中定义的主题项目。如果该类型为变种,则该信息也会"
"被消除。如果该类型为类型变种的基础类型,则那些变种会失去其基础类型。"
msgid ""
"Creates or changes the value of the [Color] property defined by [param name] "
"and [param theme_type]. Use [method clear_color] to remove the property."
msgstr ""
"创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的 [Color] 属"
"性的值。移除该属性请使用 [method clear_color]。"
msgid ""
"Creates or changes the value of the constant property defined by [param "
"name] and [param theme_type]. Use [method clear_constant] to remove the "
"property."
msgstr ""
"创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的常量属性的"
"值。移除该属性请使用 [method clear_constant]。"
msgid ""
"Creates or changes the value of the [Font] property defined by [param name] "
"and [param theme_type]. Use [method clear_font] to remove the property."
msgstr ""
"创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的 [Font] 属"
"性的值。移除该属性请使用 [method clear_font]。"
msgid ""
"Creates or changes the value of the font size property defined by [param "
"name] and [param theme_type]. Use [method clear_font_size] to remove the "
"property."
msgstr ""
"创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的字体大小属"
"性的值。移除该属性请使用 [method clear_font_size]。"
msgid ""
"Creates or changes the value of the icon property defined by [param name] "
"and [param theme_type]. Use [method clear_icon] to remove the property."
msgstr ""
"创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的图标属性的"
"值。移除该属性请使用 [method clear_icon]。"
msgid ""
"Creates or changes the value of the [StyleBox] property defined by [param "
"name] and [param theme_type]. Use [method clear_stylebox] to remove the "
"property."
msgstr ""
"创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的 "
"[StyleBox] 属性的值。移除该属性请使用 [method clear_stylebox]。"
msgid ""
"Creates or changes the value of the theme property of [param data_type] "
"defined by [param name] and [param theme_type]. Use [method "
"clear_theme_item] to remove the property.\n"
"Fails if the [param value] type is not accepted by [param data_type].\n"
"[b]Note:[/b] This method is analogous to calling the corresponding data type "
"specific method, but can be used for more generalized logic."
msgstr ""
"创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的主题属性的"
"值。移除该属性请使用 [method clear_theme_item]。\n"
"如果 [param value] 的类型不被 [param data_type] 所接受,则失败。\n"
"[b]注意:[/b]这个方法类似于调用相应的数据类型特定方法,但可以用于更通用逻辑。"
msgid "Theme's [Color] item type."
msgstr "主题的 [Color] 颜色项类型。"
msgid "Theme's constant item type."
msgstr "主题的常量项类型。"
msgid "Theme's [Font] item type."
msgstr "主题的 [Font] 字体项类型。"
msgid "Theme's font size item type."
msgstr "主题的字体大小项类型。"
msgid "Theme's icon [Texture2D] item type."
msgstr "主题的图标 [Texture2D] 项类型。"
msgid "Theme's [StyleBox] item type."
msgstr "主题的 [StyleBox] 项目类型。"
msgid "Maximum value for the DataType enum."
msgstr "数据类型枚举的最大值。"
msgid ""
"An engine singleton providing access to static [Theme] information, such as "
"default and project theme, and fallback values."
msgstr ""
"引擎单例,用于访问静态 [Theme] 信息,如默认主题和项目主题,以及回退值等。"
msgid "A unit of execution in a process."
msgstr "执行过程中的执行单元。"
msgid ""
"A unit of execution in a process. Can run methods on [Object]s "
"simultaneously. The use of synchronization via [Mutex] or [Semaphore] is "
"advised if working with shared objects.\n"
"[b]Note:[/b] Breakpoints won't break on code if it's running in a thread. "
"This is a current limitation of the GDScript debugger."
msgstr ""
"进程中的执行单元。可以同时在 [Object] 上运行方法。如果使用共享对象,建议通过 "
"[Mutex] 或 [Semaphore] 使用同步。\n"
"[b]注意:[/b]如果代码在线程中运行,断点不会中断。这是 GDScript 调试器的当前限"
"制。"
msgid "Thread-safe APIs"
msgstr "线程安全的 API"
msgid ""
"Returns the current [Thread]'s ID, uniquely identifying it among all "
"threads. If the [Thread] is not running this returns an empty string."
msgstr ""
"返回当前 [Thread] 的 ID,在所有线程中唯一标识它。如果 [Thread] 未运行,则返回"
"空字符串。"
msgid ""
"Returns [code]true[/code] if this [Thread] has been started. Once started, "
"this will return [code]true[/code] until it is joined using [method "
"wait_to_finish]. For checking if a [Thread] is still executing its task, use "
"[method is_alive]."
msgstr ""
"如果此 [Thread] 已启动,则返回 [code]true[/code]。一旦开始,这将返回 "
"[code]true[/code] ,直到它使用 [method wait_to_finish] 加入。要检查 [Thread] "
"是否仍在执行其任务,请使用 [method is_alive]。"
msgid "A thread running with lower priority than normally."
msgstr "线程以比正常情况下更低的优先级运行。"
msgid "A thread with a standard priority."
msgstr "具有标准优先级的线程。"
msgid "A thread running with higher priority than normally."
msgstr "以比正常情况更高的优先级运行的线程。"
msgid "Settings for a single tile in a [TileSet]."
msgstr "[TileSet] 中单个图块的设置。"
msgid ""
"[TileData] object represents a single tile in a [TileSet]. It is usually "
"edited using the tileset editor, but it can be modified at runtime using "
"[method TileMap._tile_data_runtime_update]."
msgstr ""
"[TileData] 对象代表 [TileSet] 中的单个图块,通常使用图块集编辑器进行编辑,但"
"也可以在运行时使用 [method TileMap._tile_data_runtime_update] 进行修改。"
msgid "Color modulation of the tile."
msgstr "该图块的颜色调制。"
msgid "Node for 2D tile-based maps."
msgstr "基于 2D 图块的地图节点。"
msgid ""
"Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list "
"of tiles which are used to create grid-based maps. A TileMap may have "
"several layers, layouting tiles on top of each other."
msgstr ""
"基于 2D 图块的地图节点。Tilemap(图块地图)使用 [TileSet],其中包含了图块的列"
"表,用于创建基于栅格的地图。TileMap 可以有若干图层,可以将图块布局在彼此之"
"上。"
msgid "Using Tilemaps"
msgstr "使用 Tilemap"
msgid "2D Hexagonal Demo"
msgstr "2D 六边形演示"
msgid ""
"Called with a TileData object about to be used internally by the TileMap, "
"allowing its modification at runtime.\n"
"This method is only called if [method _use_tile_data_runtime_update] is "
"implemented and returns [code]true[/code] for the given tile [param coords] "
"and [param layer].\n"
"[b]Warning:[/b] The [param tile_data] object's sub-resources are the same as "
"the one in the TileSet. Modifying them might impact the whole TileSet. "
"Instead, make sure to duplicate those resources.\n"
"[b]Note:[/b] If the properties of [param tile_data] object should change "
"over time, use [method force_update] to trigger a TileMap update."
msgstr ""
"会使用 TileMap 内部即将使用的 TileData 对象来调用,从而实现运行时修改。\n"
"这个方法被调用的前提是:实现了 [method _use_tile_data_runtime_update],并且对"
"给定的图块坐标 [param coords] 和层 [param layer] 返回 [code]true[/code] 。\n"
"[b]警告:[/b]该 [param tile_data] 对象的子资源和 TileSet 中的子资源是一样的。"
"对它们进行修改可能会影响整个 TileSet。请确保制作这些资源的副本再进行修改。\n"
"[b]注意:[/b]如果 [param tile_data] 对象的属性要随时间变化,请使用 [method "
"force_update] 来触发 TileMap 更新。"
msgid ""
"Should return [code]true[/code] if the tile at coordinates [param coords] on "
"layer [param layer] requires a runtime update.\n"
"[b]Warning:[/b] Make sure this function only return [code]true[/code] when "
"needed. Any tile processed at runtime without a need for it will imply a "
"significant performance penalty."
msgstr ""
"如果位于层 [param layer] 坐标 [param coords] 的图块需要运行时更新,则应返回 "
"[code]true[/code]。\n"
"[b]警告:[/b]请确保这个函数只在需要时返回 [code]true[/code]。任何在没有需要的"
"情况下在运行时处理的图块都将导致显著的性能损失。"
msgid ""
"Adds a layer at the given position [param to_position] in the array. If "
"[param to_position] is negative, the position is counted from the end, with "
"[code]-1[/code] adding the layer at the end of the array."
msgstr ""
"在数组中的给定位置 [param to_position] 添加层。如果 [param to_position] 为负"
"数,则位置从结尾处开始计数,[code]-1[/code] 会把层添加在数组的末尾。"
msgid "Clears all cells."
msgstr "清除所有单元格。"
msgid "Clears all cells on the given layer."
msgstr "清除给定图层中的所有单元格。"
msgid "Erases the cell on layer [param layer] at coordinates [param coords]."
msgstr "擦除图层 [param layer] 上位于坐标 [param coords] 处的单元格。"
msgid "Clears cells that do not exist in the tileset."
msgstr "清除图块集中不存在的单元格。"
msgid ""
"Triggers an update of the TileMap. If [param layer] is provided, only "
"updates the given layer.\n"
"[b]Note:[/b] The TileMap node updates automatically when one of its "
"properties is modified. A manual update is only needed if runtime "
"modifications (implemented in [method _tile_data_runtime_update]) need to be "
"applied.\n"
"[b]Warning:[/b] Updating the TileMap is computationally expensive and may "
"impact performance. Try to limit the number of updates and the tiles they "
"impact (by placing frequently updated tiles in a dedicated layer for "
"example)."
msgstr ""
"触发 TileMap 的更新。如果提供了 [param layer],则只更新给定的层。\n"
"[b]注意:[/b]TileMap 节点的属性被修改时,该节点会自动更新。只有在需要应用运行"
"时修改(在 [method _tile_data_runtime_update] 中实现)时才需要手动更新。\n"
"[b]警告:[/b]更新 TileMap 的计算量很大,可能会影响性能。请尽量限制更新的次数"
"和受影响的图块(例如,将经常更新的图块放在专门的层中)。"
msgid "Returns a TileMap layer's modulate."
msgstr "返回 TileMap 图层的调制颜色。"
msgid "Returns a TileMap layer's name."
msgstr "返回 TileMap 图层的名称。"
msgid "Returns a TileMap layer's Y sort origin."
msgstr "返回 TileMap 图层的 Y 排序原点。"
msgid "Returns a TileMap layer's Z-index value."
msgstr "返回 TileMap 图层的 Z 索引值。"
msgid "Returns the number of layers in the TileMap."
msgstr "返回 TileMap 图层的数量。"
msgid "Returns if a layer is enabled."
msgstr "返回图层是否被启用。"
msgid "Returns if a layer Y-sorts its tiles."
msgstr "返回图层是否对其图块进行 Y 排序。"
msgid ""
"The TileMap's quadrant size. Optimizes drawing by batching, using chunks of "
"this size."
msgstr "该 TileMap 的象限大小。会使用这个大小的区块对绘制进行批处理优化。"
msgid "The assigned [TileSet]."
msgstr "指定的 [TileSet] 图块集。"
msgid "Use the debug settings to determine visibility."
msgstr "使用调试设置确定可见性。"
msgid "Always hide."
msgstr "始终隐藏。"
msgid "Always show."
msgstr "始终显示。"
msgid "Tile library for tilemaps."
msgstr "Tilemap 的图块库。"
msgid ""
"A TileSet is a library of tiles for a [TileMap]. A TileSet handles a list of "
"[TileSetSource], each of them storing a set of tiles.\n"
"Tiles can either be from a [TileSetAtlasSource], that render tiles out of a "
"texture with support for physics, navigation, etc... or from a "
"[TileSetScenesCollectionSource] which exposes scene-based tiles.\n"
"Tiles are referenced by using three IDs: their source ID, their atlas "
"coordinates ID and their alternative tile ID.\n"
"A TileSet can be configured so that its tiles expose more or less "
"properties. To do so, the TileSet resources uses property layers, that you "
"can add or remove depending on your needs.\n"
"For example, adding a physics layer allows giving collision shapes to your "
"tiles. Each layer having dedicated properties (physics layer an mask), you "
"may add several TileSet physics layers for each type of collision you need.\n"
"See the functions to add new layers for more information."
msgstr ""
"TileSet 是 [TileMap] 的图块库。TileSet 处理 [TileSetSource] 列表,每个表中存"
"储一组图块。\n"
"图块既可以来自 [TileSetAtlasSource],可以渲染纹理中的图块,支持物理、导航等功"
"能,也可以来自 [TileSetScenesCollectionSource],提供基于场景的图块。\n"
"图块通过使用三个 ID 来引用:源 ID、图集坐标 ID、备选图块 ID。\n"
"TileSet 可以配置图块暴露哪些属性。为了做到这一点,TileSet 资源使用了属性层,"
"你可以根据需要进行添加和删除。\n"
"例如,添加物理层可以为瓷砖提供碰撞形状。不同的层都有不同的属性(物理层和遮"
"罩),要实现不同类型的碰撞,你也可以添加多个 TileSet 物理层。\n"
"更多信息请参阅添加新层的函数。"
msgid "Returns the custom data layers count."
msgstr "返回自定义数据层的数量。"
msgid "Returns the navigation layers count."
msgstr "返回导航层的数量。"
msgid "Returns the occlusion layers count."
msgstr "返回遮挡层的数量。"
msgid "Returns the physics layers count."
msgstr "返回物理层的数量。"
msgid "Returns a terrain's color."
msgstr "返回地形的颜色。"
msgid "Returns a terrain's name."
msgstr "返回地形的名称。"
msgid "Returns a terrain set mode."
msgstr "返回地形集模式。"
msgid "Returns the terrain sets count."
msgstr "返回地形集的数量。"
msgid "Returns the number of terrains in the given terrain set."
msgstr "返回给定地形集中的地形数。"
msgid "Changes a source's ID."
msgstr "更改源的 ID。"
msgid ""
"Sets a terrain's color. This color is used for identifying the different "
"terrains in the TileSet editor."
msgstr "设置地形的颜色。该颜色用于在 TileSet 编辑器中区分不同的地形。"
msgid "Sets a terrain's name."
msgstr "设置地形的名称。"
msgid ""
"Sets a terrain mode. Each mode determines which bits of a tile shape is used "
"to match the neighboring tiles' terrains."
msgstr ""
"设置地形模式。每种模式决定了图块形状的哪一个位被用来匹配相邻图块的地形。"
msgid ""
"For all half-offset shapes (Isometric, Hexagonal and Half-Offset square), "
"changes the way tiles are indexed in the TileMap grid."
msgstr ""
"对于所有半偏移形状(等轴、六边形和半偏移正方形),更改图块在 TileMap 栅格中的"
"索引方式。"
msgid ""
"For all half-offset shapes (Isometric, Hexagonal and Half-Offset square), "
"determines the offset axis."
msgstr "对于所有半偏移形状(等轴、六边形和半偏移正方形),确定偏移轴。"
msgid "The tile shape."
msgstr "图块的形状。"
msgid ""
"The tile size, in pixels. For all tile shapes, this size corresponds to the "
"encompassing rectangle of the tile shape. This is thus the minimal cell size "
"required in an atlas."
msgstr ""
"图块的大小,单位为像素。无论图块是什么形状,这个大小对应的都是图块形状的包围"
"矩形。因此,这是图集所需的最小单元格大小。"
msgid "Enables/Disable uv clipping when rendering the tiles."
msgstr "渲染图块时启用/禁用 UV 裁剪。"
msgid "Rectangular tile shape."
msgstr "矩形图块形状。"
msgid ""
"Diamond tile shape (for isometric look).\n"
"[b]Note:[/b] Isometric [TileSet] works best if [TileMap] and all its layers "
"have Y-sort enabled."
msgstr ""
"钻石图块形状(用于等轴外观)。\n"
"[b]注意:[/b]等轴 [TileSet] 在 [TileMap] 及其所有图层都启用了Y 排序时效果最"
"好。"
msgid ""
"Rectangular tile shape with one row/column out of two offset by half a tile."
msgstr "矩形图块形状,每隔一行/列偏移半个图块。"
msgid "Hexagonal tile shape."
msgstr "六边形图块形状。"
msgid "Horizontal half-offset."
msgstr "水平半偏移。"
msgid "Vertical half-offset."
msgstr "垂直半偏移。"
msgid "Neighbor on the right side."
msgstr "右侧相邻单元格。"
msgid "Neighbor in the right corner."
msgstr "右角相邻单元格。"
msgid "Neighbor on the bottom right side."
msgstr "右下侧相邻单元格。"
msgid "Neighbor in the bottom right corner."
msgstr "右下角相邻单元格。"
msgid "Neighbor on the bottom side."
msgstr "下侧相邻单元格。"
msgid "Neighbor in the bottom corner."
msgstr "下角相邻单元格。"
msgid "Neighbor on the bottom left side."
msgstr "左下侧相邻单元格。"
msgid "Neighbor in the bottom left corner."
msgstr "左下角相邻单元格。"
msgid "Neighbor on the left side."
msgstr "左侧相邻单元格。"
msgid "Neighbor in the left corner."
msgstr "左角相邻单元格。"
msgid "Neighbor on the top left side."
msgstr "左上侧相邻单元格。"
msgid "Neighbor in the top left corner."
msgstr "左上角相邻单元格。"
msgid "Neighbor on the top side."
msgstr "上侧相邻单元格。"
msgid "Neighbor in the top corner."
msgstr "上角相邻单元格。"
msgid "Neighbor on the top right side."
msgstr "右上侧相邻单元格。"
msgid "Neighbor in the top right corner."
msgstr "右上角相邻单元格。"
msgid "The atlas texture."
msgstr "图集纹理。"
msgid ""
"Returns whether the scene tile with [param id] displays a placeholder in the "
"editor."
msgstr "返回 ID 为 [param id] 的场景图块是否在编辑器中显示占位图。"
msgid "Returns the scene tile ID of the scene tile at [param index]."
msgstr "返回索引为 [param index] 的场景图块的场景图块 ID。"
msgid "Returns the [PackedScene] resource of scene tile with [param id]."
msgstr "返回 ID 为 [param id] 的场景图块的 [PackedScene] 资源。"
msgid "Returns the number or scene tiles this TileSet source has."
msgstr "返回该 TileSet 源中场景图块的数量。"
msgid "Returns whether this TileSet source has a scene tile with [param id]."
msgstr "返回该 TileSet 源是否包含 ID 为 [param id] 的场景图块。"
msgid "Remove the scene tile with [param id]."
msgstr "移除 ID 为 [param id] 的场景图块。"
msgid "Time singleton for working with time."
msgstr "用于处理时间的 Time 单例。"
msgid ""
"The Time singleton allows converting time between various formats and also "
"getting time information from the system.\n"
"This class conforms with as many of the ISO 8601 standards as possible. All "
"dates follow the Proleptic Gregorian calendar. As such, the day before "
"[code]1582-10-15[/code] is [code]1582-10-14[/code], not [code]1582-10-04[/"
"code]. The year before 1 AD (aka 1 BC) is number [code]0[/code], with the "
"year before that (2 BC) being [code]-1[/code], etc.\n"
"Conversion methods assume \"the same timezone\", and do not handle timezone "
"conversions or DST automatically. Leap seconds are also not handled, they "
"must be done manually if desired. Suffixes such as \"Z\" are not handled, "
"you need to strip them away manually.\n"
"When getting time information from the system, the time can either be in the "
"local timezone or UTC depending on the [code]utc[/code] parameter. However, "
"the [method get_unix_time_from_system] method always returns the time in "
"UTC.\n"
"[b]Important:[/b] The [code]_from_system[/code] methods use the system clock "
"that the user can manually set. [b]Never use[/b] this method for precise "
"time calculation since its results are subject to automatic adjustments by "
"the user or the operating system. [b]Always use[/b] [method get_ticks_usec] "
"or [method get_ticks_msec] for precise time calculation instead, since they "
"are guaranteed to be monotonic (i.e. never decrease)."
msgstr ""
"Time 单例可以转换各种不同格式的时间,也可以从系统获取时间信息。\n"
"这个类尽可能多地符合了 ISO 8601 标准。所有日期都遵循“外推格里历”。因此 "
"[code]1582-10-15[/code] 的前一天是 [code]1582-10-14[/code],而不是 "
"[code]1582-10-04[/code]。公元 1 年的前一年(即公元前 1 年)是数字 [code]0[/"
"code],再往前的一年(公元前 2 年)是 [code]-1[/code],以此类推。\n"
"转换方法假设“时区相同”,不会自动处理时区或 DST(夏令时)的转换。不会对闰秒进"
"行处理,如果需要必须手动处理。“Z”等后缀也没有处理,你需要进行手动剥除。\n"
"从系统获取时间信息时,时间可能是本地时间或 UTC 时间,取决于 [code]utc[/code] "
"参数。不过 [method get_unix_time_from_system] 方法返回的始终是 UTC 时间。\n"
"[b]重要:[/b][code]_from_system[/code] 系列方法使用的是系统始终,用户可以自行"
"设置。[b]千万不要[/b]使用该方法进行精确的时间计算,因为计算结果可能受到用户或"
"操作系统的自动调整的影响。精确时间的计算[b]请始终使用[/b] [method "
"get_ticks_usec] 或 [method get_ticks_msec],可以保证单调性(即不会变小)。"
msgid ""
"Converts the given Unix timestamp to a dictionary of keys: [code]year[/"
"code], [code]month[/code], [code]day[/code], and [code]weekday[/code]."
msgstr ""
"将给定的 Unix 时间戳转换为字典,包含的键为:[code]year[/code]、[code]month[/"
"code]、[code]day[/code]、[code]weekday[/code]。"
msgid ""
"Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD)."
msgstr "将给定的 Unix 时间戳转换为 ISO 8601 日期字符串(YYYY-MM-DD)。"
msgid ""
"Converts the given Unix timestamp to a dictionary of keys: [code]year[/"
"code], [code]month[/code], [code]day[/code], and [code]weekday[/code].\n"
"The returned Dictionary's values will be the same as the [method "
"get_datetime_dict_from_system] if the Unix timestamp is the current time, "
"with the exception of Daylight Savings Time as it cannot be determined from "
"the epoch."
msgstr ""
"将给定的 Unix 时间戳转换为字典,包含的键为:[code]year[/code]、[code]month[/"
"code]、[code]day[/code]、[code]weekday[/code]。\n"
"如果 Unix 时间戳为当前时间,返回的 Dictionary 的值与 [method "
"get_datetime_dict_from_system] 相同,区别是无法根据纪元推定夏令时。"
msgid ""
"Converts the given timezone offset in minutes to a timezone offset string. "
"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
"\"+00:00\"."
msgstr ""
"将给定的时区偏移分钟数转换为时区偏移字符串。例如,-480 返回 \"-08:00\"、345 "
"返回 \"+05:45\"、0 返回 \"+00:00\"。"
msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
msgstr ""
"返回从引擎启动开始所经过的时间,单位为毫秒。\n"
"始终为正数或 0,使用 64 位值(会在约 5 亿年后绕回)。"
msgid ""
"Returns the amount of time passed in microseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly half a million years)."
msgstr ""
"返回从引擎启动开始所经过的时间,单位为微秒。\n"
"始终为正数或 0,使用 64 位值(会在约 50 万年后绕回)。"
msgid ""
"Converts the given time to a dictionary of keys: [code]hour[/code], "
"[code]minute[/code], and [code]second[/code]."
msgstr ""
"将给定的时间转换为字典,包含的键为:时 [code]hour[/code]、分 [code]minute[/"
"code]、秒 [code]second[/code]。"
msgid ""
"Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)."
msgstr "将给定的 Unix 时间戳转换为 ISO 8601 时间字符串(HH:MM:SS)。"
msgid ""
"Returns the current time zone as a dictionary of keys: [code]bias[/code] and "
"[code]name[/code]. The [code]bias[/code] value is the offset from UTC in "
"minutes, since not all time zones are multiples of an hour from UTC."
msgstr ""
"以字典的形式返回当前时区,包含的键为:[code]bias[/code](偏置)和 "
"[code]name[/code](名称)。[code]bias[/code] 的值是从 UTC 的偏移量,单位为"
"分,因为并不是所有时区与 UTC 的时间差都是整数倍小时。"
msgid ""
"Converts a dictionary of time values to a Unix timestamp.\n"
"The given dictionary can be populated with the following keys: [code]year[/"
"code], [code]month[/code], [code]day[/code], [code]hour[/code], "
"[code]minute[/code], and [code]second[/code]. Any other entries (including "
"[code]dst[/code]) are ignored.\n"
"If the dictionary is empty, [code]0[/code] is returned. If some keys are "
"omitted, they default to the equivalent values for the Unix epoch timestamp "
"0 (1970-01-01 at 00:00:00).\n"
"You can pass the output from [method get_datetime_dict_from_unix_time] "
"directly into this function and get the same as what was put in.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
"given datetime dictionary."
msgstr ""
"将时间值字典转换为 Unix 时间戳。\n"
"给定的字典可以包含以下键:[code]year[/code]、[code]month[/code]、[code]day[/"
"code]、[code]hour[/code]、[code]minute[/code]、[code]second[/code]。其他的记"
"录(包括 [code]dst[/code])都会被忽略。\n"
"字典为空时将返回 [code]0[/code]。如果省略了部分键,默认使用 Unix 纪元时间戳 0"
"(1970-01-01 的 00:00:00)的对应部分。\n"
"你可以将 [method get_datetime_dict_from_unix_time] 的输出直接传给本函数,得到"
"的就是最初的输入。\n"
"[b]注意:[/b]Unix 时间戳通常是 UTC 的。本方法不会做任何时区转换,所以时间戳的"
"时区与给定的日期时间字典相同。"
msgid ""
"Converts the given ISO 8601 date and/or time string to a Unix timestamp. The "
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
"given datetime string.\n"
"[b]Note:[/b] Any decimal fraction in the time string will be ignored "
"silently."
msgstr ""
"将给定的 ISO 8601 日期和/或时间字符串转换为 Unix 时间戳。字符串中可以只包含日"
"期、只包含时间,也可以两者都包含。\n"
"[b]注意:[/b]Unix 时间戳通常是 UTC 的。本方法不会做任何时区转换,所以时间戳的"
"时区与给定的日期时间字符串相同。\n"
"[b]注意:[/b]时间字符串中的小数会被静默忽略。"
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
"the time in UTC.\n"
"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
"returns the timestamp as a [float] for sub-second precision."
msgstr ""
"返回当前的 Unix 时间戳,以秒为单位,基于 UTC 系统时间。本方法由操作系统实现,"
"返回的时间总是 UTC 的。\n"
"[b]注意:[/b]与其他使用整数时间戳的方法不同,这个方法返回的是 [float] 类型的"
"时间戳,可以表示比秒更高的精度。"
msgid "The month of January, represented numerically as [code]01[/code]."
msgstr "一月份,使用数字 [code]01[/code] 表示。"
msgid "The month of February, represented numerically as [code]02[/code]."
msgstr "二月份,使用数字 [code]02[/code] 表示。"
msgid "The month of March, represented numerically as [code]03[/code]."
msgstr "三月份,使用数字 [code]03[/code] 表示。"
msgid "The month of April, represented numerically as [code]04[/code]."
msgstr "四月份,使用数字 [code]04[/code] 表示。"
msgid "The month of May, represented numerically as [code]05[/code]."
msgstr "五月份,使用数字 [code]05[/code] 表示。"
msgid "The month of June, represented numerically as [code]06[/code]."
msgstr "六月份,使用数字 [code]06[/code] 表示。"
msgid "The month of July, represented numerically as [code]07[/code]."
msgstr "七月份,使用数字 [code]07[/code] 表示。"
msgid "The month of August, represented numerically as [code]08[/code]."
msgstr "八月份,使用数字 [code]08[/code] 表示。"
msgid "The month of September, represented numerically as [code]09[/code]."
msgstr "九月份,使用数字 [code]09[/code] 表示。"
msgid "The month of October, represented numerically as [code]10[/code]."
msgstr "十月份,使用数字 [code]10[/code] 表示。"
msgid "The month of November, represented numerically as [code]11[/code]."
msgstr "十一月份,使用数字 [code]11[/code] 表示。"
msgid "The month of December, represented numerically as [code]12[/code]."
msgstr "十二月份,使用数字 [code]12[/code] 表示。"
msgid "The day of the week Sunday, represented numerically as [code]0[/code]."
msgstr "星期日,使用数字 [code]0[/code] 表示。"
msgid "The day of the week Monday, represented numerically as [code]1[/code]."
msgstr "星期一,使用数字 [code]1[/code] 表示。"
msgid "The day of the week Tuesday, represented numerically as [code]2[/code]."
msgstr "星期二,使用数字 [code]2[/code] 表示。"
msgid ""
"The day of the week Wednesday, represented numerically as [code]3[/code]."
msgstr "星期三,使用数字 [code]3[/code] 表示。"
msgid ""
"The day of the week Thursday, represented numerically as [code]4[/code]."
msgstr "星期四,使用数字 [code]4[/code] 表示。"
msgid "The day of the week Friday, represented numerically as [code]5[/code]."
msgstr "星期五,使用数字 [code]5[/code] 表示。"
msgid ""
"The day of the week Saturday, represented numerically as [code]6[/code]."
msgstr "星期六,使用数字 [code]6[/code] 表示。"
msgid "A countdown timer."
msgstr "倒数计时器。"
msgid ""
"Counts down a specified interval and emits a signal on reaching 0. Can be "
"set to repeat or \"one-shot\" mode.\n"
"[b]Note:[/b] To create a one-shot timer without instantiating a node, use "
"[method SceneTree.create_timer]."
msgstr ""
"可以设置为重复或“一次性”模式。\n"
"[b]注意:[/b]要创建一次性定时器而不需要实例化一个节点,请使用 [method "
"SceneTree.create_timer]。"
msgid "Returns [code]true[/code] if the timer is stopped."
msgstr "如果定时器被停止,返回 [code]true[/code]。"
msgid "Stops the timer."
msgstr "停止定时器。"
msgid ""
"If [code]true[/code], the timer will automatically start when entering the "
"scene tree.\n"
"[b]Note:[/b] This property is automatically set to [code]false[/code] after "
"the timer enters the scene tree and starts."
msgstr ""
"如果为 [code]true[/code],定时器将在进入场景树时自动启动。\n"
"[b]注意:[/b]在定时器进入场景树并启动后,该属性会自动设置为 [code]false[/"
"code]。"
msgid ""
"If [code]true[/code], the timer will stop when reaching 0. If [code]false[/"
"code], it will restart."
msgstr ""
"如果为 [code]true[/code],定时器将在达到 0 时停止。如果为 [code]false[/"
"code],它将重新启动。"
msgid ""
"If [code]true[/code], the timer is paused and will not process until it is "
"unpaused again, even if [method start] is called."
msgstr ""
"如果为 [code]true[/code],定时器会被暂停,并且不再处理,即使调用 [method "
"start],直到它被取消暂停。"
msgid "Processing callback. See [enum TimerProcessCallback]."
msgstr "处理回调。见 [enum TimerProcessCallback]。"
msgid ""
"Update the timer during the physics step at each frame (fixed framerate "
"processing)."
msgstr "在每一帧的物理运算步骤中更新定时器,即固定帧率处理。"
msgid "Update the timer during the idle time at each frame."
msgstr "在每一帧空闲时间内更新定时器。"
msgid "TLS configuration for clients and servers."
msgstr "客户端与服务器的 TLS 配置。"
msgid "Class representing a torus [PrimitiveMesh]."
msgstr "表示圆环 [PrimitiveMesh] 的类。"
msgid "Button for touch screen devices for gameplay use."
msgstr "触摸屏设备的按钮,供游戏使用。"
msgid ""
"TouchScreenButton allows you to create on-screen buttons for touch devices. "
"It's intended for gameplay use, such as a unit you have to touch to move. "
"Unlike [Button], TouchScreenButton supports multitouch out of the box. "
"Several TouchScreenButtons can be pressed at the same time with touch "
"input.\n"
"This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot "
"set anchors on it. If you want to create menus or user interfaces, you may "
"want to use [Button] nodes instead. To make button nodes react to touch "
"events, you can enable the Emulate Mouse option in the Project Settings.\n"
"You can configure TouchScreenButton to be visible only on touch devices, "
"helping you develop your game both for desktop and mobile devices."
msgstr ""
"TouchScreenButton 允许你为触摸设备创建屏幕上的按钮。其为游戏使用,比如在必须"
"触摸才能移动的设备。与 [Button] 不同,TouchScreenButton 原生支持多点触摸。几"
"个 TouchScreenButton 可以通过触摸输入同时被按下。\n"
"这个节点继承自 [Node2D]。与 [Control] 节点不同,你不能在它上面设置锚点。如果"
"要创建菜单或用户界面,可用 [Button] 节点代替。为了使按钮节点对触摸事件作出反"
"应,可在项目设置中启用模拟鼠标选项。\n"
"可将 TouchScreenButton 配置为只在触摸设备上可见,有助你同时为桌面和移动设备开"
"发游戏。"
msgid "Returns [code]true[/code] if this button is currently pressed."
msgstr "如果这个按钮当前被按下,则返回 [code]true[/code]。"
msgid "The button's action. Actions can be handled with [InputEventAction]."
msgstr "按钮的动作。动作可以用 [InputEventAction] 来处理。"
msgid "The button's bitmask."
msgstr "按钮的位掩码。"
msgid ""
"If [code]true[/code], the [signal pressed] and [signal released] signals are "
"emitted whenever a pressed finger goes in and out of the button, even if the "
"pressure started outside the active area of the button.\n"
"[b]Note:[/b] This is a \"pass-by\" (not \"bypass\") press mode."
msgstr ""
"如果为 [code]true[/code],只要按下的手指进出按钮,就会发出 [signal pressed] "
"和 [signal released] 信号,即使压力开始于按钮的有效区域之外。\n"
"[b]注意:[/b]这是一种“pass-by”的按压模式 ,而不是“bypass”。"
msgid "The button's shape."
msgstr "该按钮的形状。"
msgid ""
"If [code]true[/code], the button's shape is centered in the provided "
"texture. If no texture is used, this property has no effect."
msgstr ""
"如果为 [code]true[/code],按钮的形状会在提供的纹理中居中。如果没有使用纹理,"
"这个属性就没有效果。"
msgid "If [code]true[/code], the button's shape is visible in the editor."
msgstr "如果为 [code]true[/code],则该按钮的形状在编辑器中可见。"
msgid "The button's texture for the normal state."
msgstr "该按钮在正常状态下的纹理。"
msgid "The button's texture for the pressed state."
msgstr "按钮在被按下状态时的纹理。"
msgid ""
"The button's visibility mode. See [enum VisibilityMode] for possible values."
msgstr "按钮的可见性模式。可能的取值见 [enum VisibilityMode]。"
msgid "Emitted when the button is pressed (down)."
msgstr "当按钮被按下时触发,即向下。"
msgid "Emitted when the button is released (up)."
msgstr "当按钮被释放时触发,即向上。"
msgid "Always visible."
msgstr "始终可见。"
msgid "Visible on touch screens only."
msgstr "仅在触摸屏上可以看到。"
msgid "2D transformation (2×3 matrix)."
msgstr "2D 变换(2×3 矩阵)。"
msgid ""
"2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can "
"represent transformations such as translation, rotation, or scaling. It "
"consists of three [Vector2] values: [member x], [member y], and the [member "
"origin].\n"
"For more information, read the \"Matrices and transforms\" documentation "
"article."
msgstr ""
"用于 2D 线性变换的 2×3 矩阵(2 行 3 列),可以表示平移、旋转、缩放等变换。由"
"三个 [Vector2] 值组成:[member x]、[member y]、[member origin]。\n"
"更多信息请阅读文档文章《矩阵与变换》。"
msgid ""
"Constructs a default-initialized [Transform2D] set to [constant IDENTITY]."
msgstr "构造默认初始化为 [constant IDENTITY] 的 [Transform2D]。"
msgid "Constructs a [Transform2D] as a copy of the given [Transform2D]."
msgstr "构造给定 [Transform2D] 的副本。"
msgid "Constructs the transform from a given angle (in radians) and position."
msgstr "从给定的角度(单位为弧度)和位置构造变换。"
msgid ""
"Constructs the transform from a given angle (in radians), scale, skew (in "
"radians) and position."
msgstr "从给定的角度(单位为弧度)、缩放、偏斜(单位为弧度)和位置构造变换。"
msgid ""
"Constructs the transform from 3 [Vector2] values representing [member x], "
"[member y], and the [member origin] (the three column vectors)."
msgstr ""
"从表示 [member x]、[member y]、[member origin] 的 3 个 [Vector2](三个列向"
"量)构建变换。"
msgid ""
"Returns the inverse of the transform, under the assumption that the "
"transformation is composed of rotation, scaling and translation."
msgstr "返回该变换的逆,假设变换由旋转、缩放和平移组成。"
msgid ""
"Returns a vector transformed (multiplied) by the basis matrix.\n"
"This method does not account for translation (the origin vector)."
msgstr ""
"返回经过基矩阵变换(相乘)的向量。\n"
"该方法不考虑平移(原点向量)。"
msgid ""
"Returns a vector transformed (multiplied) by the inverse basis matrix.\n"
"This method does not account for translation (the origin vector)."
msgstr ""
"返回经过逆基矩阵变换(相乘)的向量。\n"
"该方法不考虑平移(原点向量)。"
msgid "Returns the transform's origin (translation)."
msgstr "返回该变换的原点(平移)。"
msgid "Returns the transform's rotation (in radians)."
msgstr "返回该变换的旋转(单位为弧度)。"
msgid "Returns the scale."
msgstr "返回缩放。"
msgid "Returns the transform's skew (in radians)."
msgstr "返回该变换的偏斜(单位为弧度)。"
msgid ""
"Returns the inverse of the transform, under the assumption that the "
"transformation is composed of rotation and translation (no scaling, use "
"[method affine_inverse] for transforms with scaling)."
msgstr ""
"返回变换的反值,假设该变换是由旋转和平移组成的(没有缩放,对有缩放的变换使用 "
"[method affine_inverse])。"
msgid ""
"Returns [code]true[/code] if this transform and [code]transform[/code] are "
"approximately equal, by calling [code]is_equal_approx[/code] on each "
"component."
msgstr ""
"如果这个变换和[code]transform[/code]近似相等,通过对每个分量调用"
"[code]is_equal_approx[/code],而返回 [code]true[/code]。"
msgid ""
"Returns the transform with the basis orthogonal (90 degrees), and normalized "
"axis vectors (scale of 1 or -1)."
msgstr "返回使用正交基(90 度)以及归一化的轴向量(缩放为 1 或 -1)的变换。"
msgid ""
"The origin vector (column 2, the third column). Equivalent to array index "
"[code]2[/code]. The origin vector represents translation."
msgstr ""
"原点向量(2 号列,即第 3 列)。相当于使用 [code]2[/code] 进行数组索引。原点向"
"量代表平移。"
msgid ""
"The identity [Transform2D] with no translation, rotation or scaling applied. "
"When applied to other data structures, [constant IDENTITY] performs no "
"transformation."
msgstr ""
"没有应用平移、旋转、缩放的恒等 [Transform2D]。当应用于其他数据结构时,"
"[constant IDENTITY] 不执行变换。"
msgid "The [Transform2D] that will flip something along the X axis."
msgstr "将沿 X 轴翻转的 [Transform2D]。"
msgid "The [Transform2D] that will flip something along the Y axis."
msgstr "将沿 Y 轴翻转的 [Transform2D]。"
msgid "3D transformation (3×4 matrix)."
msgstr "3D 变换(3×4 矩阵)。"
msgid ""
"3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can "
"represent transformations such as translation, rotation, or scaling. It "
"consists of a [member basis] (first 3 columns) and a [Vector3] for the "
"[member origin] (last column).\n"
"For more information, read the \"Matrices and transforms\" documentation "
"article."
msgstr ""
"用于 3D 线性变换的 3×4 矩阵(3 行 4 列),可以表示平移、旋转、缩放等变换。它"
"由一个 [member basis](前 3 列)和一个 [member origin] 的 [Vector3](最后一"
"列)组成。\n"
"更多信息请阅读文档文章《矩阵与变换》。"
msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]."
msgstr "构造给定 [Transform3D] 的副本。"
msgid ""
"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, "
"and Z axis. These vectors can be interpreted as the basis vectors of local "
"coordinate system traveling with the object."
msgstr ""
"基是一个矩阵,包含 3 个 [Vector3] 作为其列:X 轴、Y 轴、Z 轴。这些向量可以被"
"解释为随物体移动的局部坐标系的基向量。"
msgid ""
"The translation offset of the transform (column 3, the fourth column). "
"Equivalent to array index [code]3[/code]."
msgstr "变换的平移偏移量,即第 3、4 列。相当于数组索引 [code]3[/code]。"
msgid ""
"[Transform3D] with no translation, rotation or scaling applied. When applied "
"to other data structures, [constant IDENTITY] performs no transformation."
msgstr ""
"没有应用平移、旋转、缩放的 [Transform3D]。当应用于其他数据结构时,[constant "
"IDENTITY] 不执行变换。"
msgid "Language Translation."
msgstr "语言翻译。"
msgid ""
"Translations are resources that can be loaded and unloaded on demand. They "
"map a string to another string."
msgstr "翻译是可以按需加载和卸载的资源,将一个字符串映射到另一个字符串。"
msgid "Internationalizing games"
msgstr "将游戏国际化"
msgid "Locales"
msgstr "区域设置"
msgid "Virtual method to override [method get_message]."
msgstr "覆盖 [method get_message] 的虚方法。"
msgid "Virtual method to override [method get_plural_message]."
msgstr "覆盖 [method get_plural_message] 的虚方法。"
msgid "Erases a message."
msgstr "删除信息。"
msgid "Returns a message's translation."
msgstr "返回信息的翻译。"
msgid "Returns the number of existing messages."
msgstr "返回现有信息的数量。"
msgid "Returns all the messages (keys)."
msgstr "返回所有的信息(键值)。"
msgid "The locale of the translation."
msgstr "翻译的区域设置。"
msgid "Server that manages all translations."
msgstr "管理所有翻译的服务器。"
msgid ""
"Server that manages all translations. Translations can be set to it and "
"removed from it."
msgstr "管理所有翻译的服务器。可以将翻译设给它,也可从中删除翻译。"
msgid "Adds a [Translation] resource."
msgstr "添加一个 [Translation] 资源。"
msgid "Clears the server from all translations."
msgstr "清除服务器中的所有翻译。"
msgid "Returns array of known country codes."
msgstr "返回已知地区代码的数组。"
msgid "Returns array of known language codes."
msgstr "返回已知语言代码的数组。"
msgid "Returns array of known script codes."
msgstr "返回已知文字代码的数组。"
msgid "Returns readable country name for the [param country] code."
msgstr "返回地区代码 [param country] 的可读地区名。"
msgid "Returns readable language name for the [param language] code."
msgstr "返回语言代码 [param language] 的可读语言名。"
msgid "Returns an array of all loaded locales of the project."
msgstr "返回项目中所有已加载的区域设置的数组。"
msgid ""
"Returns the current locale of the project.\n"
"See also [method OS.get_locale] and [method OS.get_locale_language] to query "
"the locale of the user system."
msgstr ""
"返回项目的当前区域设置。\n"
"查询用户系统的区域设置请参阅 [method OS.get_locale] 和 [method OS."
"get_locale_language]。"
msgid ""
"Returns a locale's language and its variant (e.g. [code]\"en_US\"[/code] "
"would return [code]\"English (United States)\"[/code])."
msgstr ""
"返回区域设置的语言及其变体。例如,[code]\"en_US\"[/code] 将返回 "
"[code]\"English (United States)\"[/code]。"
msgid "Returns readable script name for the [param script] code."
msgstr "返回文字代码 [param script] 的可读文字名称。"
msgid ""
"Returns the current locale of the editor.\n"
"[b]Note:[/b] When called from an exported project returns the same value as "
"[method get_locale]."
msgstr ""
"返回编辑器的当前区域设置。\n"
"[b]注意:[/b]从导出后的项目中调用时,返回值与 [method get_locale] 相同。"
msgid "Removes the given translation from the server."
msgstr "从服务器中删除给定的翻译。"
msgid "Control to show a tree of items."
msgstr "以树状形式显示项目的控件。"
msgid "Clears the tree. This removes all items."
msgstr "清除树。这将删除所有项目。"
msgid ""
"Edits the selected tree item as if it was clicked. The item must be set "
"editable with [method TreeItem.set_editable]. Returns [code]true[/code] if "
"the item could be edited. Fails if no item is selected."
msgstr ""
"编辑选中的树项,就像它被点击一样。该项必须通过 [method TreeItem."
"set_editable] 设置为可编辑。其可被编辑,则返回 [code]true[/code]。如果没有项"
"被选中,则失败。"
msgid ""
"Makes the currently focused cell visible.\n"
"This will scroll the tree if necessary. In [constant SELECT_ROW] mode, this "
"will not do horizontal scrolling, as all the cells in the selected row is "
"focused logically.\n"
"[b]Note:[/b] Despite the name of this method, the focus cursor itself is "
"only visible in [constant SELECT_MULTI] mode."
msgstr ""
"使当前获得焦点的单元可见。\n"
"如果有必要,将滚动树。在 [constant SELECT_ROW] 模式下,不会做水平滚动,因为所"
"选行中的所有单元都按逻辑获得焦点。\n"
"[b]注意:[/b]尽管这个方法的名称是这样的,但焦点光标本身只在 [constant "
"SELECT_MULTI] 模式下可见。"
msgid "Returns the column's title."
msgstr "返回该列的标题。"
msgid "Returns column title base writing direction."
msgstr "返回列标题的基础书写方向。"
msgid "Returns column title language code."
msgstr "返回列标题的语言代码。"
msgid "Returns the column's width in pixels."
msgstr "返回列的宽度,单位是像素。"
msgid ""
"Returns the rectangle for custom popups. Helper to create custom cell "
"controls that display a popup. See [method TreeItem.set_cell_mode]."
msgstr ""
"返回自定义弹出窗口的矩形。帮助创建显示弹出式的自定义单元格控件。见 [method "
"TreeItem.set_cell_mode]。"
msgid "Returns the column for the currently edited item."
msgstr "返回当前编辑项的列。"
msgid ""
"Returns the tree item at the specified position (relative to the tree origin "
"position)."
msgstr "返回指定位置,即相对于树的原点位置的树中项。"
msgid "Returns the last pressed button's index."
msgstr "返回最后按下的按钮的索引。"
msgid ""
"Returns the tree's root item, or [code]null[/code] if the tree is empty."
msgstr "返回树的根项,如果树是空的,则返回 [code]null[/code]。"
msgid "Returns the current scrolling position."
msgstr "返回当前的滚动位置。"
msgid ""
"Returns the currently focused item, or [code]null[/code] if no item is "
"focused.\n"
"In [constant SELECT_ROW] and [constant SELECT_SINGLE] modes, the focused "
"item is same as the selected item. In [constant SELECT_MULTI] mode, the "
"focused item is the item under the focus cursor, not necessarily selected.\n"
"To get the currently selected item(s), use [method get_next_selected]."
msgstr ""
"返回当前的焦点项,如果没有焦点项,则返回 [code]null[/code]。\n"
"在 [constant SELECT_ROW] 和 [constant SELECT_SINGLE] 模式下,焦点项与选择项相"
"同。在 [constant SELECT_MULTI] 模式下,焦点项是焦点光标下的项目,不一定被选"
"中。\n"
"要获得当前选中项,请使用 [method get_next_selected]。"
msgid ""
"Returns the currently focused column, or -1 if no column is focused.\n"
"In [constant SELECT_SINGLE] mode, the focused column is the selected column. "
"In [constant SELECT_ROW] mode, the focused column is always 0 if any item is "
"selected. In [constant SELECT_MULTI] mode, the focused column is the column "
"under the focus cursor, and there are not necessarily any column selected.\n"
"To tell whether a column of an item is selected, use [method TreeItem."
"is_selected]."
msgstr ""
"返回当前获得焦点的列,如果没有焦点列,则返回 -1。\n"
"在 [constant SELECT_SINGLE] 模式下,焦点列是被选中的列。在 [constant "
"SELECT_ROW] 模式下,如果有任意项被选中,焦点列总是 0。在 [constant "
"SELECT_MULTI] 模式下,焦点列是焦点光标下的列,但不一定有列被选中。\n"
"要判断一个项的某一列是否被选中,请使用 [method TreeItem.is_selected]。"
msgid "Causes the [Tree] to jump to the specified [TreeItem]."
msgstr "使 [Tree] 跳转到指定的 [TreeItem]。"
msgid "Sets the title of a column."
msgstr "设置某一列的标题。"
msgid "Sets column title base writing direction."
msgstr "设置列标题的基础书写方向。"
msgid ""
"Sets language code of column title used for line-breaking and text shaping "
"algorithms, if left empty current locale is used instead."
msgstr ""
"设置列标题的语言代码,用于断行和文本塑形算法,如果留空则使用当前区域设置。"
msgid "Selects the specified [TreeItem] and column."
msgstr "选中指定的 [TreeItem] 和列。"
msgid ""
"If [code]true[/code], the currently selected cell may be selected again."
msgstr "如果为 [code]true[/code],可以再次选择当前选定的单元。"
msgid "If [code]true[/code], a right mouse button click can select items."
msgstr "如果为 [code]true[/code],鼠标右键点击可以选择项目。"
msgid "If [code]true[/code], column titles are visible."
msgstr "如果为 [code]true[/code],列标题可见。"
msgid "The number of columns."
msgstr "列数。"
msgid "If [code]true[/code], the folding arrow is hidden."
msgstr "如果为 [code]true[/code],隐藏折叠箭头。"
msgid "If [code]true[/code], the tree's root is hidden."
msgstr "如果为 [code]true[/code],则隐藏树的根节点。"
msgid "If [code]true[/code], enables horizontal scrolling."
msgstr "如果为 [code]true[/code],启用水平滚动。"
msgid "If [code]true[/code], enables vertical scrolling."
msgstr "如果为 [code]true[/code],则启用垂直滚动。"
msgid ""
"Allows single or multiple selection. See the [enum SelectMode] constants."
msgstr "允许单选或多选。见 [enum SelectMode] 常量。"
msgid ""
"Emitted when a button on the tree was pressed (see [method TreeItem."
"add_button])."
msgstr "当树中按钮被按下时触发(见 [method TreeItem.add_button])。"
msgid "Emitted when a cell is selected."
msgstr "当单元格被选中时触发。"
msgid ""
"Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked "
"to be edited."
msgstr ""
"当具有 [constant TreeItem.CELL_MODE_CUSTOM] 的单元格被点击,进行编辑时触发。"
msgid "Emitted when an item is collapsed by a click on the folding arrow."
msgstr "当一个项目的折叠箭头被点击折叠时触发。"
msgid "Emitted when an item is edited."
msgstr "当项目被编辑时触发。"
msgid "Emitted when an item is selected."
msgstr "当项目被选中时触发。"
msgid ""
"Emitted instead of [code]item_selected[/code] if [code]select_mode[/code] is "
"[constant SELECT_MULTI]."
msgstr ""
"如果 [code]select_mode[/code] 是 [constant SELECT_MULTI],则触发代替 "
"[code]item_selected[/code]。"
msgid "Emitted when a left mouse button click does not select any item."
msgstr "当鼠标左键点击未选择任何项目时触发。"
msgid ""
"Allows selection of a single cell at a time. From the perspective of items, "
"only a single item is allowed to be selected. And there is only one column "
"selected in the selected item.\n"
"The focus cursor is always hidden in this mode, but it is positioned at the "
"current selection, making the currently selected item the currently focused "
"item."
msgstr ""
"允许一次选择一个单元格。从项的角度看,只允许选择一个项。而且在所选项中只有一"
"列被选中。\n"
"在这种模式下,焦点光标总被隐藏,被定位在当前的选择处,使当前的选择项成为当前"
"的焦点项。"
msgid ""
"Allows selection of a single row at a time. From the perspective of items, "
"only a single items is allowed to be selected. And all the columns are "
"selected in the selected item.\n"
"The focus cursor is always hidden in this mode, but it is positioned at the "
"first column of the current selection, making the currently selected item "
"the currently focused item."
msgstr ""
"允许一次选择单行。从项的角度看,只允许选择单个项。而所有的列都被选择在所选项"
"中。\n"
"在这种模式下,焦点光标总被隐藏,被定位在当前选择的第一列,使当前选择项成为当"
"前焦点项。"
msgid ""
"Allows selection of multiple cells at the same time. From the perspective of "
"items, multiple items are allowed to be selected. And there can be multiple "
"columns selected in each selected item.\n"
"The focus cursor is visible in this mode, the item or column under the "
"cursor is not necessarily selected."
msgstr ""
"允许同时选择多个单元格。从项的角度看,允许选择多个项。而且每个被选中的项中可"
"以有多个列被选中。\n"
"在这种模式下,焦点光标可见,光标下的项或列不一定被选中。"
msgid ""
"Disables all drop sections, but still allows to detect the \"on item\" drop "
"section by [method get_drop_section_at_position].\n"
"[b]Note:[/b] This is the default flag, it has no effect when combined with "
"other flags."
msgstr ""
"禁用所有放置部分,但仍然允许通过 [method get_drop_section_at_position] 检"
"测“项目上”的放置部分。\n"
"[b]注意:[/b]这是默认的标志,当与其他标志结合时,它没有效果。"
msgid ""
"Enables the \"on item\" drop section. This drop section covers the entire "
"item.\n"
"When combined with [constant DROP_MODE_INBETWEEN], this drop section halves "
"the height and stays centered vertically."
msgstr ""
"启用“项目上”的放置部分。这个放置部分覆盖整个项。\n"
"当与 [constant DROP_MODE_INBETWEEN] 结合使用时,这个放置部分的高度减半,并保"
"持垂直居中。"
msgid ""
"Enables \"above item\" and \"below item\" drop sections. The \"above item\" "
"drop section covers the top half of the item, and the \"below item\" drop "
"section covers the bottom half.\n"
"When combined with [constant DROP_MODE_ON_ITEM], these drop sections halves "
"the height and stays on top / bottom accordingly."
msgstr ""
"启用“项目上方”和“项目下方”的放置部分。“项目上方”的放置部分覆盖项目的上半部"
"分,“项目下方”的放置部分覆盖下半部分。\n"
"当与 [constant DROP_MODE_ON_ITEM] 结合时,这些放置部分的高度减半,并相应地停"
"留在顶部或底部。"
msgid ""
"Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
"hovered."
msgstr ""
"当 [constant TreeItem.CELL_MODE_CUSTOM] 模式的单元格被悬停时的文本 [Color] 颜"
"色。"
msgid ""
"[Color] used to draw possible drop locations. See [enum DropModeFlags] "
"constants for further description of drop locations."
msgstr ""
"用于绘制可能的放置位置的 [Color] 颜色。有关放置位置的描述,参阅 [enum "
"DropModeFlags] 常量。"
msgid "[Color] of the guideline."
msgstr "参考线的 [Color] 颜色。"
msgid "The default [Color] of the relationship lines."
msgstr "关系线的默认 [Color]。"
msgid "Default text [Color] of the title button."
msgstr "标题按钮的默认文本 [Color] 颜色。"
msgid "The horizontal space between each button in a cell."
msgstr "单元格中按钮之间的水平间距。"
msgid ""
"Draws the guidelines if not zero, this acts as a boolean. The guideline is a "
"horizontal line drawn at the bottom of each item."
msgstr ""
"如果不为零就绘制参考线,行为类似于布尔值。参考线是在每个项的底部画的一条水平"
"线。"
msgid ""
"Draws the relationship lines if not zero, this acts as a boolean. "
"Relationship lines are drawn at the start of child items to show hierarchy."
msgstr ""
"如果不为零就绘制关系线,行为类似于布尔值。关系线在子项的开始处绘制,以显示层"
"次结构。"
msgid ""
"The horizontal space between item cells. This is also used as the margin at "
"the start of an item when folding is disabled."
msgstr "项目单元之间的水平空间。这也用作禁用折叠时项目开头的边距。"
msgid ""
"The horizontal margin at the start of an item. This is used when folding is "
"enabled for the item."
msgstr "项目开头的水平边距。在项目启用折叠功能时使用。"
msgid "The default width of the relationship lines."
msgstr "关系线的默认宽度。"
msgid ""
"The maximum distance between the mouse cursor and the control's border to "
"trigger border scrolling when dragging."
msgstr "拖动时,鼠标指针与控件边框之间触发边框滚动的最大距离。"
msgid "The speed of border scrolling."
msgstr "边框滚动的速度。"
msgid ""
"The vertical padding inside each item, i.e. the distance between the item's "
"content and top/bottom border."
msgstr "每个项内的垂直填充,即项内容与上或下边框之间的距离。"
msgid "[Font] of the title button's text."
msgstr "标题按钮文本的 [Font] 字体。"
msgid "The arrow icon used when a foldable item is not collapsed."
msgstr "箭头图标,可折叠项未折叠时使用。"
msgid ""
"The arrow icon used when a foldable item is collapsed (for left-to-right "
"layouts)."
msgstr "箭头图标,可折叠项已折叠时使用(用于从左至右布局)。"
msgid ""
"The arrow icon used when a foldable item is collapsed (for right-to-left "
"layouts)."
msgstr "箭头图标,可折叠项已折叠时使用(用于从右至左布局)。"
msgid ""
"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
"cell is checked."
msgstr ""
"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] 的单元格处于勾选状态时显"
"示。"
msgid ""
"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
"cell is indeterminate."
msgstr ""
"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] 的单元格处于中间状态时显"
"示。"
msgid ""
"The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode "
"cell."
msgstr "箭头图标,模式为 [constant TreeItem.CELL_MODE_RANGE] 的单元格显示。"
msgid ""
"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
"cell is unchecked."
msgstr ""
"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] 的单元格处于未选状态时显"
"示。"
msgid ""
"The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] "
"mode cell."
msgstr ""
"上下箭头图标,模式为 [constant TreeItem.CELL_MODE_RANGE] 的单元格显示。"
msgid "[StyleBox] used when a button in the tree is pressed."
msgstr "树中的按钮处于按下状态时使用的 [StyleBox]。"
msgid "[StyleBox] used for the cursor, when the [Tree] is being focused."
msgstr "用作光标的 [StyleBox],该 [Tree] 处于聚焦状态时使用。"
msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused."
msgstr "用作光标的 [StyleBox],该 [Tree] 处于失焦状态时使用。"
msgid ""
"Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell."
msgstr "模式为 [constant TreeItem.CELL_MODE_RANGE] 的单元格的默认 [StyleBox]。"
msgid ""
"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
"hovered."
msgstr ""
"模式为 [constant TreeItem.CELL_MODE_RANGE] 的单元格处于悬停状态时的 "
"[StyleBox]。"
msgid ""
"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
"pressed."
msgstr ""
"模式为 [constant TreeItem.CELL_MODE_RANGE] 的单元格处于按下状态时的 "
"[StyleBox]。"
msgid "The focused style for the [Tree], drawn on top of everything."
msgstr "该 [Tree] 的聚焦样式,绘制在所有东西之上。"
msgid "The background style for the [Tree]."
msgstr "该 [Tree] 的背景样式。"
msgid ""
"[StyleBox] for the selected items, used when the [Tree] is not being focused."
msgstr "所选项目的 [StyleBox],在 [Tree] 没有获得焦点时使用。"
msgid ""
"[StyleBox] for the selected items, used when the [Tree] is being focused."
msgstr "所选项目的 [StyleBox],在 [Tree] 获得焦点时使用。"
msgid "[StyleBox] used when the title button is being hovered."
msgstr "当标题按钮被悬停时使用的 [StyleBox]。"
msgid "Default [StyleBox] for the title button."
msgstr "标题按钮的默认 [StyleBox]。"
msgid "[StyleBox] used when the title button is being pressed."
msgstr "当标题按钮被按下时使用的 [StyleBox]。"
msgid "Control for a single item inside a [Tree]."
msgstr "控件 [Tree] 中的单个项目。"
msgid ""
"Control for a single item inside a [Tree]. May have child [TreeItem]s and be "
"styled as well as contain buttons.\n"
"You can remove a [TreeItem] by using [method Object.free]."
msgstr ""
"控件 [Tree] 中的单个项目。可以有子级 [TreeItem]、样式、包含按钮。\n"
"您可以使用 [method Object.free] 删除 [TreeItem]。"
msgid "Resets the background color for the given column to default."
msgstr "重置指定列默认的背景颜色。"
msgid "Resets the color for the given column to default."
msgstr "重置指定列默认的颜色。"
msgid "Deselects the given column."
msgstr "取消选择指定列。"
msgid "Returns the column's cell mode."
msgstr "返回该列的单元格模式。"
msgid "Returns the number of child items."
msgstr "返回子项的数量。"
msgid "Returns the custom background color of column [param column]."
msgstr "返回列 [param column] 的自定义背景色。"
msgid "Returns the custom color of column [param column]."
msgstr "返回列 [param column] 的自定义颜色。"
msgid "Returns [code]true[/code] if [code]expand_right[/code] is set."
msgstr "如果设置了 [code]expand_right[/code],则返回 [code]true[/code]。"
msgid "Returns the TreeItem's first child."
msgstr "返回该 TreeItem 的第一个子项。"
msgid "Returns the given column's icon [Texture2D]. Error if no icon is set."
msgstr "返回给定列的图标 [Texture2D]。如果未设置图标,则会出错。"
msgid "Returns the column's icon's maximum width."
msgstr "返回列的图标的最大宽度。"
msgid "Returns the [Color] modulating the column's icon."
msgstr "返回调制列的图标的 [Color] 颜色。"
msgid ""
"Returns the metadata value that was set for the given column using [method "
"set_metadata]."
msgstr "返回使用 [method set_metadata] 为指定列设置的元数据。"
msgid ""
"Returns the next sibling TreeItem in the tree or a null object if there is "
"none."
msgstr "返回树中的下一个兄弟 TreeItem,如果没有,则返回一个空对象。"
msgid "Returns the parent TreeItem or a null object if there is none."
msgstr "返回父级 TreeItem,如果没有,则返回一个空对象。"
msgid ""
"Returns the previous sibling TreeItem in the tree or a null object if there "
"is none."
msgstr "返回树中的前一个兄弟 TreeItem,如果没有,则返回一个空对象。"
msgid "Returns the value of a [constant CELL_MODE_RANGE] column."
msgstr "返回 [constant CELL_MODE_RANGE] 列的值。"
msgid ""
"Returns a dictionary containing the range parameters for a given column. The "
"keys are \"min\", \"max\", \"step\", and \"expr\"."
msgstr "返回包含给定列的范围参数的字典。键是“min”、“max”、“step”和“expr”。"
msgid "Gets the suffix string shown after the column value."
msgstr "获取显示在列值后面的后缀字符串。"
msgid "Returns the given column's text."
msgstr "返回给定列的文本。"
msgid "Returns the given column's text alignment."
msgstr "返回给定列的文本对齐方式。"
msgid "Returns the given column's tooltip text."
msgstr "设置给定列的工具提示文本。"
msgid "Returns the [Tree] that owns this TreeItem."
msgstr "返回拥有此 TreeItem 的 [Tree]。"
msgid "Returns [code]true[/code] if the given [param column] is checked."
msgstr "如果给定的列 [param column] 被勾选,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the given [param column] is editable."
msgstr "如果给定的列 [param column] 可编辑,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the given [param column] is indeterminate."
msgstr "如果给定的列 [param column] 未确定,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the given [param column] is selectable."
msgstr "如果给定的列 [param column] 可选,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the given [param column] is selected."
msgstr "如果给定的列 [param column] 被选中,则返回 [code]true[/code]。"
msgid ""
"Removes the given child [TreeItem] and all its children from the [Tree]. "
"Note that it doesn't free the item from memory, so it can be reused later. "
"To completely remove a [TreeItem] use [method Object.free]."
msgstr ""
"将给定的子项 [TreeItem] 和它的所有子项从 [Tree] 中移除。注意,它并未从内存中"
"释放该项,所以之后可重新使用。要完全删除一个 [TreeItem],请使用 [method "
"Object.free]。"
msgid "Selects the given [param column]."
msgstr "选中 [param column] 指定的列。"
msgid ""
"Sets the given column's custom background color and whether to just use it "
"as an outline."
msgstr "设置给定列的自定义背景颜色,以及是否只将其作为一个轮廓。"
msgid "Sets the given column's custom color."
msgstr "设置给定列的自定义颜色。"
msgid "If [code]true[/code], the given [param column] is editable."
msgstr "如果为 [code]true[/code],则给定的列 [param column] 可编辑。"
msgid ""
"If [code]true[/code], the given [param column] is expanded to the right."
msgstr "如果为 [code]true[/code],则给定的列 [param column] 向右扩展。"
msgid "Sets the given column's icon [Texture2D]."
msgstr "设置给定列的图标 [Texture2D]。"
msgid "Sets the given column's icon's maximum width."
msgstr "设置给定列图标的最大宽度。"
msgid "Sets the given column's icon's texture region."
msgstr "设置给定列的图标的纹理区域。"
msgid ""
"Sets the metadata value for the given column, which can be retrieved later "
"using [method get_metadata]. This can be used, for example, to store a "
"reference to the original data."
msgstr ""
"设置给定列的元数据,之后可用 [method get_metadata] 进行检索。例如,这可用于存"
"储对原始数据的引用。"
msgid "Sets the value of a [constant CELL_MODE_RANGE] column."
msgstr "设置 [constant CELL_MODE_RANGE] 列的值。"
msgid "If [code]true[/code], the given column is selectable."
msgstr "如果为 [code]true[/code],给定的列是可选中的。"
msgid ""
"Sets a string to be shown after a column's value (for example, a unit "
"abbreviation)."
msgstr "设置字符串,显示在列的值之后(例如,单位的缩写)。"
msgid "Sets the given column's text value."
msgstr "设置给定列的文本值。"
msgid "Sets the given column's tooltip text."
msgstr "设置给定列的工具提示文本。"
msgid "If [code]true[/code], the TreeItem is collapsed."
msgstr "如果为 [code]true[/code],则该 TreeItem 被折叠。"
msgid "The custom minimum height."
msgstr "自定义最小高度。"
msgid "If [code]true[/code], folding is disabled for this TreeItem."
msgstr "如果为 [code]true[/code],则这个 TreeItem 禁用折叠。"
msgid "Cell contains a string."
msgstr "单元包含字符串。"
msgid "Cell contains a checkbox."
msgstr "单元格包含复选框。"
msgid "Cell contains a range."
msgstr "单元包含一个范围。"
msgid "Cell contains an icon."
msgstr "单元包含图标。"
msgid "Internal mesh type."
msgstr "内部网格类型。"
msgid "Mesh type used internally for collision calculations."
msgstr "内部用于碰撞计算的网格类型。"
msgid ""
"Lightweight object used for general-purpose animation via script, using "
"[Tweener]s."
msgstr "通过脚本进行通用动画的轻量级对象,使用 [Tweener]。"
msgid "Aborts all tweening operations and invalidates the [Tween]."
msgstr "中止所有补间操作,并使该 [Tween] 无效。"
msgid ""
"Pauses the tweening. The animation can be resumed by using [method play]."
msgstr "暂停补间。可以使用 [method play] 恢复动画。"
msgid "Resumes a paused or stopped [Tween]."
msgstr "恢复已暂停或已停止的 [Tween]。"
msgid ""
"Scales the speed of tweening. This affects all [Tweener]s and their delays."
msgstr "补间的速度缩放。影响所有 [Tweener] 及其延迟。"
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
"完成一次循环时触发(见 [method set_loops]),会提供该循环的索引号。这个信号不"
"会在最后一次循环后触发,这种情况请使用 [signal finished] 代替。"
msgid "The [Tween] updates during the physics frame."
msgstr "该 [Tween] 在物理帧期间更新。"
msgid "The [Tween] updates during the idle frame."
msgstr "该 [Tween] 在空闲帧期间更新。"
msgid ""
"If the [Tween] has a bound node, it will process when that node can process "
"(see [member Node.process_mode]). Otherwise it's the same as [constant "
"TWEEN_PAUSE_STOP]."
msgstr ""
"如果该 [Tween] 绑定了节点,它将在该节点可以处理时进行处理(见 [member Node."
"process_mode])。否则与 [constant TWEEN_PAUSE_STOP] 相同。"
msgid "If [SceneTree] is paused, the [Tween] will also pause."
msgstr "如果 [SceneTree] 被暂停,则该 [Tween] 也会暂停。"
msgid "The [Tween] will process regardless of whether [SceneTree] is paused."
msgstr "无论 [SceneTree] 是否被暂停,该 [Tween] 都会处理。"
msgid "The animation is interpolated linearly."
msgstr "动画是线性插值的。"
msgid "The animation is interpolated using a sine function."
msgstr "动画使用正弦函数进行插值。"
msgid ""
"The animation is interpolated with a quintic (to the power of 5) function."
msgstr "动画使用五次(5 次方)函数进行插值。"
msgid ""
"The animation is interpolated with a quartic (to the power of 4) function."
msgstr "动画使用四次(4 次方)函数进行插值。"
msgid ""
"The animation is interpolated with a quadratic (to the power of 2) function."
msgstr "动画使用二次(2 次方)函数进行插值。"
msgid ""
"The animation is interpolated with an exponential (to the power of x) "
"function."
msgstr "动画使用指数(x 次方)函数进行插值。"
msgid ""
"The animation is interpolated with elasticity, wiggling around the edges."
msgstr "动画弹性插值,在边缘摆动。"
msgid ""
"The animation is interpolated with a cubic (to the power of 3) function."
msgstr "动画使用三次(3 次方)函数进行插值。"
msgid "The animation is interpolated with a function using square roots."
msgstr "动画使用平方根的函数进行插值。"
msgid "The animation is interpolated by bouncing at the end."
msgstr "动画通过在末尾弹跳插值。"
msgid "The animation is interpolated backing out at ends."
msgstr "动画在末端回放插值。"
msgid "The interpolation starts slowly and speeds up towards the end."
msgstr "插值开始缓慢,并加速接近结束。"
msgid "The interpolation starts quickly and slows down towards the end."
msgstr "插值开始快速,接近结束时减慢。"
msgid ""
"A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
"interpolation is slowest at both ends."
msgstr "[constant EASE_IN] 和 [constant EASE_OUT] 的组合。两端的插值最慢。"
msgid ""
"A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
"interpolation is fastest at both ends."
msgstr "[constant EASE_IN] 和 [constant EASE_OUT] 的组合。两端的插值最快。"
msgid "Abstract class for all Tweeners used by [Tween]."
msgstr "[Tween] 使用的所有 Tweener(补间器)的抽象类。"
msgid ""
"Tweeners are objects that perform a specific animating task, e.g. "
"interpolating a property or calling a method at a given time. A [Tweener] "
"can't be created manually, you need to use a dedicated method from [Tween]."
msgstr ""
"Tweener 是执行特定动画化的任务的对象,例如,在给定的时间,插值一个属性或调用"
"一个方法。[Tweener] 不能被手动创建,您需要使用 [Tween] 中的专用方法。"
msgid "Emitted when the [Tweener] has just finished its job."
msgstr "当该 [Tweener] 刚刚完成其任务时触发。"
msgid "Helper class to implement a UDP server."
msgstr "用于实现 UDP 服务器的辅助类。"
msgid ""
"A simple server that opens a UDP socket and returns connected "
"[PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP."
"connect_to_host].\n"
"After starting the server ([method listen]), you will need to [method poll] "
"it at regular intervals (e.g. inside [method Node._process]) for it to "
"process new packets, delivering them to the appropriate [PacketPeerUDP], and "
"taking new connections.\n"
"Below a small example of how it can be used:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# server_node.gd\n"
"class_name ServerNode\n"
"extends Node\n"
"\n"
"var server := UDPServer.new()\n"
"var peers = []\n"
"\n"
"func _ready():\n"
" server.listen(4242)\n"
"\n"
"func _process(delta):\n"
" server.poll() # Important!\n"
" if server.is_connection_available():\n"
" var peer : PacketPeerUDP = server.take_connection()\n"
" var packet = peer.get_packet()\n"
" print(\"Accepted peer: %s:%s\" % [peer.get_packet_ip(), peer."
"get_packet_port()])\n"
" print(\"Received data: %s\" % [packet.get_string_from_utf8()])\n"
" # Reply so it knows we received the message.\n"
" peer.put_packet(packet)\n"
" # Keep a reference so we can keep contacting the remote peer.\n"
" peers.append(peer)\n"
"\n"
" for i in range(0, peers.size()):\n"
" pass # Do something with the connected peers.\n"
"[/gdscript]\n"
"[csharp]\n"
"// ServerNode.cs\n"
"using Godot;\n"
"using System.Collections.Generic;\n"
"\n"
"public partial class ServerNode : Node\n"
"{\n"
" private UdpServer _server = new UdpServer();\n"
" private List<PacketPeerUdp> _peers = new List<PacketPeerUdp>();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _server.Listen(4242);\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" _server.Poll(); // Important!\n"
" if (_server.IsConnectionAvailable())\n"
" {\n"
" PacketPeerUdp peer = _server.TakeConnection();\n"
" byte[] packet = peer.GetPacket();\n"
" GD.Print($\"Accepted Peer: {peer.GetPacketIP()}:{peer."
"GetPacketPort()}\");\n"
" GD.Print($\"Received Data: {packet.GetStringFromUtf8()}\");\n"
" // Reply so it knows we received the message.\n"
" peer.PutPacket(packet);\n"
" // Keep a reference so we can keep contacting the remote peer.\n"
" _peers.Add(peer);\n"
" }\n"
" foreach (var peer in _peers)\n"
" {\n"
" // Do something with the peers.\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# client_node.gd\n"
"class_name ClientNode\n"
"extends Node\n"
"\n"
"var udp := PacketPeerUDP.new()\n"
"var connected = false\n"
"\n"
"func _ready():\n"
" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
"\n"
"func _process(delta):\n"
" if !connected:\n"
" # Try to contact server\n"
" udp.put_packet(\"The answer is... 42!\".to_utf8())\n"
" if udp.get_available_packet_count() > 0:\n"
" print(\"Connected: %s\" % udp.get_packet().get_string_from_utf8())\n"
" connected = true\n"
"[/gdscript]\n"
"[csharp]\n"
"// ClientNode.cs\n"
"using Godot;\n"
"\n"
"public partial class ClientNode : Node\n"
"{\n"
" private PacketPeerUdp _udp = new PacketPeerUdp();\n"
" private bool _connected = false;\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" if (!_connected)\n"
" {\n"
" // Try to contact server\n"
" _udp.PutPacket(\"The Answer Is..42!\".ToUtf8());\n"
" }\n"
" if (_udp.GetAvailablePacketCount() > 0)\n"
" {\n"
" GD.Print($\"Connected: {_udp.GetPacket()."
"GetStringFromUtf8()}\");\n"
" _connected = true;\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"一个简单的服务,它打开一个 UDP 套接字,并在接收到新数据包时,返回已连接的 "
"[PacketPeerUDP]。另见 [method PacketPeerUDP.connect_to_host]。\n"
"在启动服务([method listen])后,您需要定期(例如在 [method Node._process] 内"
"部)对其 [method poll],以处理新的数据包,将数据包传递给适当的 "
"[PacketPeerUDP],并且接受新的连接。\n"
"下面是一个如何使用它的小例子:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# server_node.gd\n"
"class_name ServerNode\n"
"extends Node\n"
"\n"
"var server := UDPServer.new()\n"
"var peers = []\n"
"\n"
"func _ready():\n"
" server.listen(4242)\n"
"\n"
"func _process(delta):\n"
" server.poll() # 重要!\n"
" if server.is_connection_available():\n"
" var peer : PacketPeerUDP = server.take_connection()\n"
" var packet = peer.get_packet()\n"
" print(\"Accepted peer: %s:%s\" % [peer.get_packet_ip(), peer."
"get_packet_port()])\n"
" print(\"Received data: %s\" % [packet.get_string_from_utf8()])\n"
" # 回复,以便它知道我们收到了消息。\n"
" peer.put_packet(packet)\n"
" # 保留一个引用,以便我们可以继续联系远程对等体。\n"
" peers.append(peer)\n"
"\n"
" for i in range(0, peers.size()):\n"
" pass # 与已连接的对等体,一起做一些事情。\n"
"[/gdscript]\n"
"[csharp]\n"
"// ServerNode.cs\n"
"using Godot;\n"
"using System.Collections.Generic;\n"
"\n"
"public partial class ServerNode : Node\n"
"{\n"
" private UdpServer _server = new UdpServer();\n"
" private List<PacketPeerUdp> _peers = new List<PacketPeerUdp>();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _server.Listen(4242);\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" _server.Poll(); // 重要!\n"
" if (_server.IsConnectionAvailable())\n"
" {\n"
" PacketPeerUdp peer = _server.TakeConnection();\n"
" byte[] packet = peer.GetPacket();\n"
" GD.Print($\"Accepted Peer: {peer.GetPacketIP()}:{peer."
"GetPacketPort()}\");\n"
" GD.Print($\"Received Data: {packet.GetStringFromUtf8()}\");\n"
" // 回复,以便它知道我们收到了消息。\n"
" peer.PutPacket(packet);\n"
" // 保留一个引用,以便我们可以继续联系远程对等体。\n"
" _peers.Add(peer);\n"
" }\n"
" foreach (var peer in _peers)\n"
" {\n"
" // 与对等体,一起做一些事情。\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# client_node.gd\n"
"class_name ClientNode\n"
"extends Node\n"
"\n"
"var udp := PacketPeerUDP.new()\n"
"var connected = false\n"
"\n"
"func _ready():\n"
" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
"\n"
"func _process(delta):\n"
" if !connected:\n"
" # 尝试联系服务器\n"
" udp.put_packet(\"The answer is... 42!\".to_utf8())\n"
" if udp.get_available_packet_count() > 0:\n"
" print(\"Connected: %s\" % udp.get_packet().get_string_from_utf8())\n"
" connected = true\n"
"[/gdscript]\n"
"[csharp]\n"
"// ClientNode.cs\n"
"using Godot;\n"
"\n"
"public partial class ClientNode : Node\n"
"{\n"
" private PacketPeerUdp _udp = new PacketPeerUdp();\n"
" private bool _connected = false;\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" if (!_connected)\n"
" {\n"
" // 尝试联系服务器\n"
" _udp.PutPacket(\"The Answer Is..42!\".ToUtf8());\n"
" }\n"
" if (_udp.GetAvailablePacketCount() > 0)\n"
" {\n"
" GD.Print($\"Connected: {_udp.GetPacket()."
"GetStringFromUtf8()}\");\n"
" _connected = true;\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns [code]true[/code] if a packet with a new address/port combination "
"was received on the socket."
msgstr ""
"如果在套接字中收到一个具有新地址及端口组合的数据包,则返回 [code]true[/"
"code]。"
msgid ""
"Returns [code]true[/code] if the socket is open and listening on a port."
msgstr "如果套接字是打开的,并且在监听端口,则返回 [code]true[/code]。"
msgid ""
"Call this method at regular intervals (e.g. inside [method Node._process]) "
"to process new packets. And packet from known address/port pair will be "
"delivered to the appropriate [PacketPeerUDP], any packet received from an "
"unknown address/port pair will be added as a pending connection (see [method "
"is_connection_available], [method take_connection]). The maximum number of "
"pending connection is defined via [member max_pending_connections]."
msgstr ""
"定期调用这个方法,例如在[method Node._process]里面,来处理新数据包。来自已知"
"地址及端口对的数据包,将被传递到相应的[PacketPeerUDP],任何从未知地址及端口对"
"收到的数据包将被添加为一个待定连接,参阅[method is_connection_available], "
"[method take_connection]。待定连接的最大数量通过[member "
"max_pending_connections]定义。"
msgid ""
"Stops the server, closing the UDP socket if open. Will close all connected "
"[PacketPeerUDP] accepted via [method take_connection] (remote peers will not "
"be notified)."
msgstr ""
"停止服务器,如果 UDP 套接字处于打开状态,就关闭它。将关闭所有通过 [method "
"take_connection] 接受连接的 [PacketPeerUDP](不会通知远程对等体)。"
msgid ""
"Returns the first pending connection (connected to the appropriate address/"
"port). Will return [code]null[/code] if no new connection is available. See "
"also [method is_connection_available], [method PacketPeerUDP."
"connect_to_host]."
msgstr ""
"返回第一个挂起的连接(连接到适当的地址及端口)。如果没有新的连接可用,将返回 "
"[code]null[/code]。另请参阅 [method is_connection_available]、[method "
"PacketPeerUDP.connect_to_host]。"
msgid ""
"Define the maximum number of pending connections, during [method poll], any "
"new pending connection exceeding that value will be automatically dropped. "
"Setting this value to [code]0[/code] effectively prevents any new pending "
"connection to be accepted (e.g. when all your players have connected)."
msgstr ""
"定义最大的待定连接数,在[method poll]期间,任何超过该值的新待定连接将被自动放"
"弃。把这个值设置为[code]0[/code]可以有效地防止任何新的待定连接被接受,例如,"
"当你的所有玩家都连接时。"
msgid "Helper to manage undo/redo operations in the editor or custom tools."
msgstr "在编辑器或自定义工具中管理撤销及重做操作的辅助工具。"
msgid "Gets the action name from its index."
msgstr "根据索引获取动作名称。"
msgid "Gets the index of the current action."
msgstr "获取当前动作的索引。"
msgid ""
"Gets the name of the current action, equivalent to "
"[code]get_action_name(get_current_action())[/code]."
msgstr ""
"获取当前动作的名称,等价于 [code]get_action_name(get_current_action())[/"
"code]。"
msgid "Returns how many elements are in the history."
msgstr "返回历史中有多少元素。"
msgid ""
"Gets the version. Every time a new action is committed, the [UndoRedo]'s "
"version number is increased automatically.\n"
"This is useful mostly to check if something changed from a saved version."
msgstr ""
"获取版本。每次提交一个新的操作,[UndoRedo] 的版本号都会自动增加。\n"
"这主要用于检查保存的版本是否发生了更改。"
msgid ""
"Returns [code]true[/code] if the [UndoRedo] is currently committing the "
"action, i.e. running its \"do\" method or property change (see [method "
"commit_action])."
msgstr ""
"如果 [UndoRedo] 当前正在提交动作,即运行其“do”的方法或属性变化,则返回 "
"[code]true[/code](请参阅 [method commit_action])。"
msgid "Redo the last action."
msgstr "重做上一个动作。"
msgid "Undo the last action."
msgstr "撤销上一个动作。"
msgid "Called when [method undo] or [method redo] was called."
msgstr "当 [method undo] 或 [method redo] 被调用时调用。"
msgid "Makes \"do\"/\"undo\" operations stay in separate actions."
msgstr "使“do”/“undo”操作保持在单独的动作中。"
msgid "Makes subsequent actions with the same name be merged into one."
msgstr "使具有相同名称的后续动作合并为一个。"
msgid ""
"Universal Plug and Play (UPnP) functions for network device discovery, "
"querying and port forwarding."
msgstr "通用即插即用(UPnP)功能,用于网络设备的发现、查询及端口映射。"
msgid "Adds the given [UPNPDevice] to the list of discovered devices."
msgstr "将给定的 [UPNPDevice] 添加到已发现设备的列表中。"
msgid "Clears the list of discovered devices."
msgstr "清除已发现设备的列表。"
msgid ""
"Discovers local [UPNPDevice]s. Clears the list of previously discovered "
"devices.\n"
"Filters for IGD (InternetGatewayDevice) type devices by default, as those "
"manage port forwarding. [code]timeout[/code] is the time to wait for "
"responses in milliseconds. [code]ttl[/code] is the time-to-live; only touch "
"this if you know what you're doing.\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
"发现本地的[UPNPDevice]。清除先前发现的设备的列表。\n"
"默认情况下过滤IGD(InternetGatewayDevice)类型的设备,因为这些设备管理端口转"
"发。[code]timeout[/code] 是等待响应的时间,单位是毫秒。[code]ttl[/code]是生存"
"时间;只有在你了解在做什么的情况下才会遇到这个。\n"
"参阅[enum UPNPResult]了解可能的返回值。"
msgid "Returns the [UPNPDevice] at the given [code]index[/code]."
msgstr "返回给定 [code]index[/code] 处的 [UPNPDevice]。"
msgid "Returns the number of discovered [UPNPDevice]s."
msgstr "返回已发现的 [UPNPDevice] 的数量。"
msgid ""
"Returns the default gateway. That is the first discovered [UPNPDevice] that "
"is also a valid IGD (InternetGatewayDevice)."
msgstr ""
"返回默认网关。这是第一个发现的[UPNPDevice],也是一个有效的IGD"
"(InternetGatewayDevice)。"
msgid ""
"Returns the external [IP] address of the default gateway (see [method "
"get_gateway]) as string. Returns an empty string on error."
msgstr ""
"返回默认网关的外部 [IP] 地址字符串(见 [method get_gateway])。错误时返回空字"
"符串。"
msgid ""
"Removes the device at [code]index[/code] from the list of discovered devices."
msgstr "将 [code]index[/code] 处的设备从已发现的设备列表中移除。"
msgid ""
"Sets the device at [code]index[/code] from the list of discovered devices to "
"[code]device[/code]."
msgstr ""
"将 [code]index[/code] 处的设备从已发现的设备列表中设置为 [code]device[/"
"code]。"
msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery."
msgstr "如果为 [code]true[/code],则 IPv6 用于 [UPNPDevice] 发现。"
msgid ""
"If [code]0[/code], the local port to use for discovery is chosen "
"automatically by the system. If [code]1[/code], discovery will be done from "
"the source port 1900 (same as destination port). Otherwise, the value will "
"be used as the port."
msgstr ""
"如果为 [code]0[/code],系统会自动选择用于发现的本地端口。如果为 [code]1[/"
"code],将从源端口 1900 进行发现(与目的端口相同)。否则,将使用该值作为端口。"
msgid ""
"Multicast interface to use for discovery. Uses the default multicast "
"interface if empty."
msgstr "用于发现的多播接口。如果为空,则使用默认的多播接口。"
msgid "UPNP command or discovery was successful."
msgstr "UPNP 命令或发现成功。"
msgid ""
"Not authorized to use the command on the [UPNPDevice]. May be returned when "
"the user disabled UPNP on their router."
msgstr ""
"未授权在 [UPNPDevice] 上使用该命令。当用户在其路由器上禁用 UPNP 时,可能会被"
"返回。"
msgid ""
"No port mapping was found for the given port, protocol combination on the "
"given [UPNPDevice]."
msgstr "在给定的 [UPNPDevice] 上没有找到给定端口、协议组合的端口映射。"
msgid "Inconsistent parameters."
msgstr "参数不一致。"
msgid ""
"No such entry in array. May be returned if a given port, protocol "
"combination is not found on an [UPNPDevice]."
msgstr ""
"数组中没有此条目。如果在 [UPNPDevice] 上没有找到给定的端口、协议组合,可能会"
"被返回。"
msgid "The action failed."
msgstr "操作失败。"
msgid ""
"The [UPNPDevice] does not allow wildcard values for the source IP address."
msgstr "[UPNPDevice] 不允许源 IP 地址的通配符值。"
msgid "The [UPNPDevice] does not allow wildcard values for the external port."
msgstr "[UPNPDevice] 不允许外部端口的通配符值。"
msgid "The [UPNPDevice] does not allow wildcard values for the internal port."
msgstr "[UPNPDevice] 不允许内部端口的通配符值。"
msgid "The remote host value must be a wildcard."
msgstr "远程主机值必须是通配符。"
msgid "The external port value must be a wildcard."
msgstr "外部端口值必须是通配符。"
msgid ""
"No port maps are available. May also be returned if port mapping "
"functionality is not available."
msgstr "没有可用的端口映射。如果端口映射功能不可用,也可能被返回。"
msgid ""
"Conflict with other mechanism. May be returned instead of [constant "
"UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] if a port mapping conflicts with an "
"existing one."
msgstr ""
"与其他机制冲突。如果一个端口映射与现有的冲突,可能会被返回,而不是[constant "
"UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING]。"
msgid "Conflict with an existing port mapping."
msgstr "与现有的端口映射相冲突。"
msgid "External and internal port values must be the same."
msgstr "外部和内部端口值必须相同。"
msgid ""
"Only permanent leases are supported. Do not use the [code]duration[/code] "
"parameter when adding port mappings."
msgstr ""
"只支持永久租用。在添加端口映射时,不要使用 [code]duration[/code] 参数。"
msgid "Invalid gateway."
msgstr "无效网关。"
msgid "Invalid port."
msgstr "无效端口。"
msgid "Invalid protocol."
msgstr "无效协议。"
msgid "Invalid duration."
msgstr "无效持续时间。"
msgid "Invalid arguments."
msgstr "无效参数。"
msgid "Invalid response."
msgstr "无效响应。"
msgid "Invalid parameter."
msgstr "无效参数。"
msgid "HTTP error."
msgstr "HTTP 错误。"
msgid "Socket error."
msgstr "套接字错误。"
msgid "Error allocating memory."
msgstr "分配内存时出错。"
msgid ""
"No gateway available. You may need to call [method discover] first, or "
"discovery didn't detect any valid IGDs (InternetGatewayDevices)."
msgstr ""
"没有可用的网关。你可能需要先调用 [method discover] ,否则发现没有检测到任何有"
"效的 IGD(InternetGatewayDevices)。"
msgid ""
"No devices available. You may need to call [method discover] first, or "
"discovery didn't detect any valid [UPNPDevice]s."
msgstr ""
"没有可用的设备。你可能需要先调用 [method discover],或者发现没有检测到任何有"
"效的 [UPNPDevice]。"
msgid "Unknown error."
msgstr "未知错误。"
msgid "Universal Plug and Play (UPnP) device."
msgstr "通用即插即用(UPnP)设备。"
msgid ""
"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
"utility functions. Provides low-level access to UPNP control commands. "
"Allows to manage port mappings (port forwarding) and to query network "
"information of the device (like local and external IP address and status). "
"Note that methods on this class are synchronous and block the calling thread."
msgstr ""
"通用即插即用(UPnP)设备。UPnP 发现及工具函数见 [UPNP]。提供对 UPNP 控制命令"
"的低层访问。允许管理端口映射(端口转发)和查询设备的网络信息(如本地和外部 "
"IP 地址和状态)。请注意,这个类的方法是同步的,会阻塞调用线程。"
msgid ""
"Adds a port mapping to forward the given external port on this [UPNPDevice] "
"for the given protocol to the local machine. See [method UPNP."
"add_port_mapping]."
msgstr ""
"添加一个端口映射,将这个 [UPNPDevice] 上给定的外部端口转发到本地机器上,以给"
"定的协议。见 [method UPNP.add_port_mapping]。"
msgid ""
"Deletes the port mapping identified by the given port and protocol "
"combination on this device. See [method UPNP.delete_port_mapping]."
msgstr ""
"删除该设备上由给定的端口和协议组合确定的端口映射。见 [method UPNP."
"delete_port_mapping]。"
msgid ""
"Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) "
"which potentially supports port forwarding."
msgstr ""
"如果这是一个有效的 IGD(InternetGatewayDevice),可能支持端口转发,则返回 "
"[code]true[/code]。"
msgid ""
"Returns the external IP address of this [UPNPDevice] or an empty string."
msgstr "返回这个 [UPNPDevice] 的外部 IP 地址或空字符串。"
msgid "URL to the device description."
msgstr "设备描述的 URL。"
msgid "IDG control URL."
msgstr "IDG 控件 URL。"
msgid ""
"Address of the local machine in the network connecting it to this "
"[UPNPDevice]."
msgstr "将其连接到该 [UPNPDevice] 的网络中的本地机器的地址。"
msgid "IGD service type."
msgstr "IGD 服务类型。"
msgid "IGD status. See [enum IGDStatus]."
msgstr "IGD 状态。见 [enum IGDStatus]。"
msgid "Service type."
msgstr "服务类型。"
msgid "OK."
msgstr "OK。"
msgid "Empty HTTP response."
msgstr "空的 HTTP 响应。"
msgid "Returned response contained no URLs."
msgstr "返回的响应不包含任何 URL。"
msgid "Not a valid IGD."
msgstr "不是有效的 IGD。"
msgid "Disconnected."
msgstr "已断开连接。"
msgid "Unknown device."
msgstr "未知设备。"
msgid "Invalid control."
msgstr "无效控制。"
msgid "Memory allocation error."
msgstr "内存分配错误。"
msgid "The most important data type in Godot."
msgstr "Godot 中最重要的数据类型。"
msgid ""
"In computer programming, a Variant class is a class that is designed to "
"store a variety of other types. Dynamic programming languages like PHP, Lua, "
"JavaScript and GDScript like to use them to store variables' data on the "
"backend. With these Variants, properties are able to change value types "
"freely.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var foo = 2 # foo is dynamically an integer\n"
"foo = \"Now foo is a string!\"\n"
"foo = RefCounted.new() # foo is an Object\n"
"var bar: int = 2 # bar is a statically typed integer.\n"
"# bar = \"Uh oh! I can't make static variables become a different type!\"\n"
"[/gdscript]\n"
"[csharp]\n"
"// C# is statically typed. Once a variable has a type it cannot be changed. "
"You can use the `var` keyword to let the compiler infer the type "
"automatically.\n"
"var foo = 2; // Foo is a 32-bit integer (int). Be cautious, integers in "
"GDScript are 64-bit and the direct C# equivalent is `long`.\n"
"// foo = \"foo was and will always be an integer. It cannot be turned into a "
"string!\";\n"
"var boo = \"Boo is a string!\";\n"
"var ref = new RefCounted(); // var is especially useful when used together "
"with a constructor.\n"
"\n"
"// Godot also provides a Variant type that works like an union of all the "
"Variant-compatible types.\n"
"Variant fooVar = 2; // fooVar is dynamically an integer (stored as a `long` "
"in the Variant type).\n"
"fooVar = \"Now fooVar is a string!\";\n"
"fooVar = new RefCounted(); // fooVar is a GodotObject.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Godot tracks all scripting API variables within Variants. Without even "
"realizing it, you use Variants all the time. When a particular language "
"enforces its own rules for keeping data typed, then that language is "
"applying its own custom logic over the base Variant scripting API.\n"
"- GDScript automatically wrap values in them. It keeps all data in plain "
"Variants by default and then optionally enforces custom static typing rules "
"on variable types.\n"
"- C# is statically typed, but uses its own implementation of the "
"[code]Variant[/code] type in place of Godot's Variant class when it needs to "
"represent a dynamic value. A [code]Variant[/code] can be assigned any "
"compatible type implicitly but converting requires an explicit cast.\n"
"The global [method @GlobalScope.typeof] function returns the enumerated "
"value of the Variant type stored in the current variable (see [enum Variant."
"Type]).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var foo = 2\n"
"match typeof(foo):\n"
" TYPE_NIL:\n"
" print(\"foo is null\")\n"
" TYPE_INTEGER:\n"
" print(\"foo is an integer\")\n"
" TYPE_OBJECT:\n"
" # Note that Objects are their own special category.\n"
" # To get the name of the underlying Object type, you need the "
"`get_class()` method.\n"
" print(\"foo is a(n) %s\" % foo.get_class()) # inject the class name "
"into a formatted string.\n"
" # Note also that there is not yet any way to get a script's "
"`class_name` string easily.\n"
" # To fetch that value, you can use [member ProjectSettings."
"get_global_class_list].\n"
" # Open your project.godot file to see it up close.\n"
"[/gdscript]\n"
"[csharp]\n"
"Variant foo = 2;\n"
"switch (foo.VariantType)\n"
"{\n"
" case Variant.Type.Nil:\n"
" GD.Print(\"foo is null\");\n"
" break;\n"
" case Variant.Type.Int:\n"
" GD.Print(\"foo is an integer\");\n"
" break;\n"
" case Variant.Type.Object:\n"
" // Note that Objects are their own special category.\n"
" // You can convert a Variant to a GodotObject and use reflection to "
"get its name.\n"
" GD.Print($\"foo is a(n) {foo.AsGodotObject().GetType().Name}\");\n"
" break;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"A Variant takes up only 20 bytes and can store almost any engine datatype "
"inside of it. Variants are rarely used to hold information for long periods "
"of time. Instead, they are used mainly for communication, editing, "
"serialization and moving data around.\n"
"Godot has specifically invested in making its Variant class as flexible as "
"possible; so much so that it is used for a multitude of operations to "
"facilitate communication between all of Godot's systems.\n"
"A Variant:\n"
"- Can store almost any datatype.\n"
"- Can perform operations between many variants. GDScript uses Variant as its "
"atomic/native datatype.\n"
"- Can be hashed, so it can be compared quickly to other variants.\n"
"- Can be used to convert safely between datatypes.\n"
"- Can be used to abstract calling methods and their arguments. Godot exports "
"all its functions through variants.\n"
"- Can be used to defer calls or move data between threads.\n"
"- Can be serialized as binary and stored to disk, or transferred via "
"network.\n"
"- Can be serialized to text and use it for printing values and editable "
"settings.\n"
"- Can work as an exported property, so the editor can edit it universally.\n"
"- Can be used for dictionaries, arrays, parsers, etc.\n"
"[b]Containers (Array and Dictionary):[/b] Both are implemented using "
"variants. A [Dictionary] can match any datatype used as key to any other "
"datatype. An [Array] just holds an array of Variants. Of course, a Variant "
"can also hold a [Dictionary] and an [Array] inside, making it even more "
"flexible.\n"
"Modifications to a container will modify all references to it. A [Mutex] "
"should be created to lock it if multi-threaded access is desired."
msgstr ""
"在计算机编程中,Variant(变体)类是用来存储各种其他类型的类。像 PHP、 Lua、 "
"JavaScript 和 GDScript 这样的动态编程语言喜欢用它们在后端存储变量数据。使用 "
"Variant,属性可以自由地更改值类型。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var foo = 2 # foo 是动态类型的整数\n"
"foo = \"现在 foo 是字符串!\"\n"
"foo = RefCounted.new() # foo 是 Object\n"
"var bar: int = 2 # bar 是静态类型的整数。\n"
"# bar = \"诶呀!我没法让静态类型的变量变成其他类型!\"\n"
"[/gdscript]\n"
"[csharp]\n"
"// C# 是静态类型的。变量设置类型后无法改变。你可以用 `var` 关键字让编译器自动"
"推断类型。\n"
"var foo = 2; // foo 是 32 位整数(int)。请注意,GDScript 中的整数是 64 位"
"的,在 C# 中与之等价的是 `long`。\n"
"// foo = \"foo 过去、现在、将来都是整数,没法变成字符串!\";\n"
"var boo = \"boo 是字符串!\";\n"
"var ref = new RefCounted(); // var 非常适合与构造函数配合使用。\n"
"\n"
"// Godot 也提供了 Variant 类,类似于所有与 Variant 兼容类型的 union。\n"
"Variant fooVar = 2; // fooVar 是动态类型的整数(在 Variant 类型中存储为 "
"`long`)。\n"
"fooVar = \"现在 fooVar 是字符串!\";\n"
"fooVar = new RefCounted(); // fooVar 是 GodotObject。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Godot 在 Variant 中跟踪所有脚本 API 变量。你一直在无意中使用 Variant。某种语"
"言为保持数据类型而执行自己的规则时,那么就是该语言在基础 Variant 脚本 API 上"
"应用了自定义的逻辑。\n"
"- GDScript 会自动将数值进行包装。默认情况下会将所有数据保存在普通的 Variant "
"中,也可以选择对变量类型执行自定义的静态类型规则。\n"
"- C# 是静态类型的,但是当它需要表示动态值时,就会在需要 Godot 的 Variant 类的"
"地方使用它自己实现的 [code]Variant[/code] 类型。[code]Variant[/code] 可以用任"
"意兼容类型隐式赋值,但反之则需要显式类型转换。\n"
"全局函数 [method @GlobalScope.typeof] 返回的是枚举类型的值,表示当前变量中所"
"存储的 Variant 类型(见 [enum Variant.Type])。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var foo = 2\n"
"match typeof(foo):\n"
" TYPE_NIL:\n"
" print(\"foo 为 null\")\n"
" TYPE_INTEGER:\n"
" print(\"foo 为整数\")\n"
" TYPE_OBJECT:\n"
" # 请注意,Object 有自己的特殊分类。\n"
" # 要获取实际的 Object 类型名称,你需要使用 `get_class()` 方法。\n"
" print(\"foo is a(n) %s\" % foo.get_class()) # 将类名注入格式字符串"
"中。\n"
" # 另外请注意,目前没有比较方便的方法来获取脚本的 `class_name` 字符"
"串。\n"
" # 如果要获取,你可以使用 [member ProjectSettings."
"get_global_class_list]。\n"
" # 请打开 project.godot 文件查看。\n"
"[/gdscript]\n"
"[csharp]\n"
"Variant foo = 2;\n"
"switch (foo.VariantType)\n"
"{\n"
" case Variant.Type.Nil:\n"
" GD.Print(\"foo 为 null\");\n"
" break;\n"
" case Variant.Type.Int:\n"
" GD.Print(\"foo 为整数\");\n"
" break;\n"
" case Variant.Type.Object:\n"
" // 请注意,Object 有自己的特殊分类。\n"
" // 可以将 Variant 转换为 GodotObject,通过反射获取名称。\n"
" GD.Print($\"foo is a(n) {foo.AsGodotObject().GetType().Name}\");\n"
" break;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Variant 只占 20 个字节,可以在其中存储几乎所有的引擎数据类型。Variant 很少用"
"于长期保存信息,主要还是用于通信、编辑、序列化和移动数据。\n"
"Godot 特别致力于使其 Variant 类尽可能灵活;以使它可被用于各种操作,促进 "
"Godot 所有系统之间的联系。\n"
"Variant:\n"
"- 可以存储几乎任何数据类型。\n"
"- 可以在许多 Variant 之间执行操作。GDScript 使用 Variant 作为其原子/原生数据"
"类型。\n"
"- 可以被哈希,所以可以快速与其他 Variant 进行比较。\n"
"- 可以用于数据类型之间的安全转换。\n"
"- 可以用来抽象调用方法和它们的参数。Godot 通过 Variant 导出所有函数。\n"
"- 可以用来推迟调用或在线程之间移动数据。\n"
"- 可以序列化为二进制并存储到磁盘,或通过网络传输。\n"
"- 可以序列化为文本,用于打印数值和可编辑设置项。\n"
"- 可以作为一个导出的属性工作,所以编辑器可以通用地进行编辑。\n"
"- 可以用于字典、数组、解析器等。\n"
"[b]容器(数组和字典):[/b]它们都是用 Variant 来实现的。[Dictionary] 可以将任"
"何作为键的数据类型匹配到到任何其他数据类型。[Array] 就是持有 Variant 的数组。"
"当然,Variant 也可以在里面再容纳 [Dictionary] 和 [Array],使其更加灵活。\n"
"对容器的修改会修改所有对它的引用。如果需要多线程访问,应该创建 [Mutex] 来对它"
"进行锁定。"
msgid "Variant class introduction"
msgstr "Variant 类简介"
msgid "Vertical box container."
msgstr "垂直盒式容器。"
msgid "Vertical box container. See [BoxContainer]."
msgstr "垂直盒式容器。请参阅 [BoxContainer]。"
msgid "The vertical space between the [VBoxContainer]'s elements."
msgstr "[VBoxContainer] 的元素之间的垂直空间。"
msgid "Vector used for 2D math using floating point coordinates."
msgstr "浮点数坐标向量,用于 2D 数学。"
msgid "3Blue1Brown Essence of Linear Algebra"
msgstr "3Blue1Brown《线性代数的本质》"
msgid "Constructs a [Vector2] as a copy of the given [Vector2]."
msgstr "构造给定 [Vector2] 的副本。"
msgid "Constructs a new [Vector2] from [Vector2i]."
msgstr "从 [Vector2i] 构造新的 [Vector2]。"
msgid "Constructs a new [Vector2] from the given [param x] and [param y]."
msgstr "从给定的 [param x] 和 [param y] 构造新的 [Vector2]。"
msgid ""
"Returns a new vector with all components in absolute values (i.e. positive)."
msgstr "返回一个新的向量,其所有分量都是绝对值,即正值。"
msgid ""
"Returns the angle to the given vector, in radians.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle_to.png]Illustration of the returned angle.[/url]"
msgstr ""
"返回与给定向量的角度,单位为弧度。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle_to.png]返回角度的说明。[/url]"
msgid ""
"Returns the aspect ratio of this vector, the ratio of [member x] to [member "
"y]."
msgstr "返回这个向量的长宽比,即 [member x] 与 [member y] 的比例。"
msgid ""
"Returns a new vector with all components rounded up (towards positive "
"infinity)."
msgstr "返回一个新的向量,所有的分量都是四舍五入的,向正无穷大。"
msgid ""
"Returns a new vector with all components rounded down (towards negative "
"infinity)."
msgstr "返回一个新的向量,所有的向量都被四舍五入,向负无穷大。"
msgid ""
"Returns [code]true[/code] if this vector is finite, by calling [method "
"@GlobalScope.is_finite] on each component."
msgstr ""
"如果该向量无穷,则返回 [code]true[/code],判断方法是对每个分量调用 [method "
"@GlobalScope.is_finite]。"
msgid ""
"Returns [code]true[/code] if the vector is normalized, [code]false[/code] "
"otherwise."
msgstr ""
"如果向量被归一化,返回 [code]true[/code],否则返回 [code]false[/code]。"
msgid "Returns the length (magnitude) of this vector."
msgstr "返回这个向量的长度,即大小。"
msgid ""
"Returns the squared length (squared magnitude) of this vector.\n"
"This method runs faster than [method length], so prefer it if you need to "
"compare vectors or need the squared distance for some formula."
msgstr ""
"返回这个向量的平方长度,即平方大小。\n"
"这个方法比 [method length] 运行得更快,所以如果你需要比较向量或需要一些公式的"
"平方距离时,更喜欢用它。"
msgid ""
"Returns a perpendicular vector rotated 90 degrees counter-clockwise compared "
"to the original, with the same length."
msgstr "返回一个与原来相比逆时针旋转 90 度的垂直向量,长度不变。"
msgid ""
"Returns a new vector with all components rounded to the nearest integer, "
"with halfway cases rounded away from zero."
msgstr ""
"返回所有分量都被四舍五入为最接近的整数的向量,中间情况向远离零的方向舍入。"
msgid ""
"The vector's X component. Also accessible by using the index position [code]"
"[0][/code]."
msgstr "向量的 X 分量。也可以通过使用索引位置 [code][0][/code] 访问。"
msgid ""
"The vector's Y component. Also accessible by using the index position [code]"
"[1][/code]."
msgstr "向量的 Y 分量。也可以通过使用索引位置 [code][1][/code] 访问。"
msgid ""
"Enumerated value for the X axis. Returned by [method max_axis_index] and "
"[method min_axis_index]."
msgstr ""
"X 轴的枚举值。由 [method max_axis_index] 和 [method min_axis_index] 返回。"
msgid ""
"Enumerated value for the Y axis. Returned by [method max_axis_index] and "
"[method min_axis_index]."
msgstr ""
"Y 轴的枚举值。由 [method max_axis_index] 和 [method min_axis_index] 返回。"
msgid "Zero vector, a vector with all components set to [code]0[/code]."
msgstr "零向量,所有分量都设置为 [code]0[/code] 的向量。"
msgid "One vector, a vector with all components set to [code]1[/code]."
msgstr "一向量,所有分量都设置为 [code]1[/code] 的向量。"
msgid ""
"Infinity vector, a vector with all components set to [constant @GDScript."
"INF]."
msgstr "无穷大向量,所有分量都设置为 [constant @GDScript.INF] 的向量。"
msgid "Left unit vector. Represents the direction of left."
msgstr "左单位向量。代表左的方向。"
msgid "Right unit vector. Represents the direction of right."
msgstr "右单位向量。代表右的方向。"
msgid "Up unit vector. Y is down in 2D, so this vector points -Y."
msgstr "上单位向量。在 2D 中 Y 是向下的,所以这个向量指向 -Y。"
msgid "Down unit vector. Y is down in 2D, so this vector points +Y."
msgstr "下单位向量。在 2D 中 Y 是向下的,所以这个向量指向 +Y。"
msgid ""
"Multiplies each component of the [Vector2] by the components of the given "
"[Vector2].\n"
"[codeblock]\n"
"print(Vector2(10, 20) * Vector2(3, 4)) # Prints \"(30, 80)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2] 的每个分量乘以给定 [Vector2] 的对应分量。\n"
"[codeblock]\n"
"print(Vector2(10, 20) * Vector2(3, 4)) # 输出 \"(30, 80)\"\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector2] by the given [float]."
msgstr "将该 [Vector2] 的每个分量乘以给定的 [float]。"
msgid "Multiplies each component of the [Vector2] by the given [int]."
msgstr "将该 [Vector2] 的每个分量乘以给定的 [int]。"
msgid ""
"Adds each component of the [Vector2] by the components of the given "
"[Vector2].\n"
"[codeblock]\n"
"print(Vector2(10, 20) + Vector2(3, 4)) # Prints \"(13, 24)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2] 的每个分量加上给定 [Vector2] 的对应分量。\n"
"[codeblock]\n"
"print(Vector2(10, 20) + Vector2(3, 4)) # 输出 \"(13, 24)\"\n"
"[/codeblock]"
msgid ""
"Subtracts each component of the [Vector2] by the components of the given "
"[Vector2].\n"
"[codeblock]\n"
"print(Vector2(10, 20) - Vector2(3, 4)) # Prints \"(7, 16)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2] 的每个分量减去给定 [Vector2] 的对应分量。\n"
"[codeblock]\n"
"print(Vector2(10, 20) - Vector2(3, 4)) # 输出 \"(7, 16)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector2] by the components of the given "
"[Vector2].\n"
"[codeblock]\n"
"print(Vector2(10, 20) / Vector2(2, 5)) # Prints \"(5, 4)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2] 的每个分量除以给定 [Vector2] 的对应分量。\n"
"[codeblock]\n"
"print(Vector2(10, 20) / Vector2(2, 5)) # 输出 \"(5, 4)\"\n"
"[/codeblock]"
msgid "Divides each component of the [Vector2] by the given [float]."
msgstr "将该 [Vector2] 的每个分量除以给定的 [float]。"
msgid "Divides each component of the [Vector2] by the given [int]."
msgstr "将该 [Vector2] 的每个分量除以给定的 [int]。"
msgid "Vector used for 2D math using integer coordinates."
msgstr "整数坐标向量,用于 2D 数学。"
msgid "Constructs a [Vector2i] as a copy of the given [Vector2i]."
msgstr "构造给定 [Vector2i] 的副本。"
msgid ""
"Constructs a new [Vector2i] from [Vector2]. The floating point coordinates "
"will be truncated."
msgstr "从 [Vector2] 构造新的 [Vector2i]。浮点数坐标将被截断。"
msgid "Constructs a new [Vector2i] from the given [param x] and [param y]."
msgstr "从给定的 [param x] 和 [param y] 构造新的 [Vector2i]。"
msgid "Returns [code]true[/code] if the vectors are not equal."
msgstr "如果向量不相等,则返回 [code]true[/code]。"
msgid ""
"Multiplies each component of the [Vector2i] by the components of the given "
"[Vector2i].\n"
"[codeblock]\n"
"print(Vector2i(10, 20) * Vector2i(3, 4)) # Prints \"(30, 80)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2i] 的每个分量乘以给定 [Vector2i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector2i(10, 20) * Vector2i(3, 4)) # 输出 \"(30, 80)\"\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Vector2i] by the given [float]. Returns a "
"[Vector2].\n"
"[codeblock]\n"
"print(Vector2i(10, 15) * 0.9) # Prints \"(9, 13.5)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2i] 的每个分量乘以给定的 [float]。返回的是 [Vector2]。\n"
"[codeblock]\n"
"print(Vector2i(10, 15) * 0.9) # 输出 \"(9, 13.5)\"\n"
"[/codeblock]"
msgid ""
"Adds each component of the [Vector2i] by the components of the given "
"[Vector2i].\n"
"[codeblock]\n"
"print(Vector2i(10, 20) + Vector2i(3, 4)) # Prints \"(13, 24)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2i] 的每个分量加上给定 [Vector2i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector2i(10, 20) + Vector2i(3, 4)) # 输出 \"(13, 24)\"\n"
"[/codeblock]"
msgid ""
"Subtracts each component of the [Vector2i] by the components of the given "
"[Vector2i].\n"
"[codeblock]\n"
"print(Vector2i(10, 20) - Vector2i(3, 4)) # Prints \"(7, 16)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2i] 的每个分量减去给定 [Vector2i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector2i(10, 20) - Vector2i(3, 4)) # 输出 \"(7, 16)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector2i] by the components of the given "
"[Vector2i].\n"
"[codeblock]\n"
"print(Vector2i(10, 20) / Vector2i(2, 5)) # Prints \"(5, 4)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2i] 的每个分量除以给定 [Vector2i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector2i(10, 20) / Vector2i(2, 5)) # 输出 \"(5, 4)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector2i] by the given [float]. Returns a "
"[Vector2].\n"
"[codeblock]\n"
"print(Vector2i(10, 20) / 2.9) # Prints \"(5, 10)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2i] 的每个分量除以给定的 [float]。返回的是 [Vector2]。\n"
"[codeblock]\n"
"print(Vector2i(10, 20) / 2.9) # 输出 \"(5, 10)\"\n"
"[/codeblock]"
msgid "Divides each component of the [Vector2i] by the given [int]."
msgstr "将该 [Vector2i] 的每个分量除以给定的 [int]。"
msgid "Vector used for 3D math using floating point coordinates."
msgstr "浮点数坐标向量,用于 3D 数学。"
msgid "Constructs a [Vector3] as a copy of the given [Vector3]."
msgstr "构造给定 [Vector3] 的副本。"
msgid "Constructs a new [Vector3] from [Vector3i]."
msgstr "从 [Vector3i] 构造新的 [Vector3]。"
msgid "Returns a [Vector3] with the given components."
msgstr "返回具有给定分量的 [Vector3]。"
msgid "Returns the unsigned minimum angle to the given vector, in radians."
msgstr "返回与给定向量的无符号最小角度,单位为弧度。"
msgid ""
"Returns the vector \"bounced off\" from a plane defined by the given normal."
msgstr "返回从由给定法线定义的平面上“反弹”的向量。"
msgid ""
"The vector's Z component. Also accessible by using the index position [code]"
"[2][/code]."
msgstr "向量的 Z 分量。也可以通过使用索引位置 [code][2][/code] 访问。"
msgid ""
"Enumerated value for the Z axis. Returned by [method max_axis_index] and "
"[method min_axis_index]."
msgstr ""
"Z 轴的枚举值。由 [method max_axis_index] 和 [method min_axis_index] 返回。"
msgid ""
"Left unit vector. Represents the local direction of left, and the global "
"direction of west."
msgstr "左单位向量。代表局部的左方向,全局的西方向。"
msgid ""
"Right unit vector. Represents the local direction of right, and the global "
"direction of east."
msgstr "右单位向量。代表局部的右方向,全局的东方向。"
msgid "Up unit vector."
msgstr "上单位向量。"
msgid "Down unit vector."
msgstr "下单位向量。"
msgid ""
"Forward unit vector. Represents the local direction of forward, and the "
"global direction of north."
msgstr "前单位向量。代表局部的前方向,全局的北方向。"
msgid ""
"Back unit vector. Represents the local direction of back, and the global "
"direction of south."
msgstr "后单位向量。代表局部的后方向,全局的南方向。"
msgid ""
"Inversely transforms (multiplies) the [Vector3] by the given [Basis] matrix."
msgstr "使用给定的 [Basis] 矩阵逆变换(乘)该 [Vector3]。"
msgid ""
"Multiplies each component of the [Vector3] by the components of the given "
"[Vector3].\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) * Vector3(3, 4, 5)) # Prints \"(30, 80, 150)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3] 的每个分量乘以给定 [Vector3] 的对应分量。\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) * Vector3(3, 4, 5)) # 输出 \"(30, 80, 150)\"\n"
"[/codeblock]"
msgid ""
"Adds each component of the [Vector3] by the components of the given "
"[Vector3].\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) + Vector3(3, 4, 5)) # Prints \"(13, 24, 35)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3] 的每个分量加上给定 [Vector3] 的对应分量。\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) + Vector3(3, 4, 5)) # 输出 \"(13, 24, 35)\"\n"
"[/codeblock]"
msgid ""
"Subtracts each component of the [Vector3] by the components of the given "
"[Vector3].\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) - Vector3(3, 4, 5)) # Prints \"(7, 16, 25)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3] 的每个分量减去给定 [Vector3] 的对应分量。\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) - Vector3(3, 4, 5)) # 输出 \"(7, 16, 25)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector3] by the components of the given "
"[Vector3].\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) / Vector3(2, 5, 3)) # Prints \"(5, 4, 10)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3] 的每个分量除以给定 [Vector3] 的对应分量。\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) / Vector3(2, 5, 3)) # 输出 \"(5, 4, 10)\"\n"
"[/codeblock]"
msgid "Divides each component of the [Vector3] by the given [float]."
msgstr "将该 [Vector3] 的每个分量除以给定的 [float]。"
msgid "Divides each component of the [Vector3] by the given [int]."
msgstr "将该 [Vector3] 的每个分量除以给定的 [int]。"
msgid "Vector used for 3D math using integer coordinates."
msgstr "整数坐标向量,用于 3D 数学。"
msgid "Constructs a [Vector3i] as a copy of the given [Vector3i]."
msgstr "构造给定 [Vector3i] 的副本。"
msgid ""
"Constructs a new [Vector3i] from [Vector3]. The floating point coordinates "
"will be truncated."
msgstr "从 [Vector3] 构造新的 [Vector3i]。浮点数坐标将被截断。"
msgid "Returns a [Vector3i] with the given components."
msgstr "返回具有给定分量的 [Vector3i]。"
msgid ""
"Multiplies each component of the [Vector3i] by the components of the given "
"[Vector3i].\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) * Vector3i(3, 4, 5)) # Prints \"(30, 80, 150)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3i] 的每个分量乘以给定 [Vector3i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) * Vector3i(3, 4, 5)) # 输出 \"(30, 80, 150)\"\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Vector3i] by the given [float]. Returns a "
"[Vector3].\n"
"[codeblock]\n"
"print(Vector3i(10, 15, 20) * 0.9) # Prints \"(9, 13.5, 18)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3i] 的每个分量乘以给定的 [float]。返回的是 [Vector3]。\n"
"[codeblock]\n"
"print(Vector3i(10, 15, 20) * 0.9) # 输出 \"(9, 13.5, 18)\"\n"
"[/codeblock]"
msgid ""
"Adds each component of the [Vector3i] by the components of the given "
"[Vector3i].\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) + Vector3i(3, 4, 5)) # Prints \"(13, 24, 35)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3i] 的每个分量加上给定 [Vector3i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) + Vector3i(3, 4, 5)) # 输出 \"(13, 24, 35)\"\n"
"[/codeblock]"
msgid ""
"Subtracts each component of the [Vector3i] by the components of the given "
"[Vector3i].\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) - Vector3i(3, 4, 5)) # Prints \"(7, 16, 25)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3i] 的每个分量减去给定 [Vector3i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) - Vector3i(3, 4, 5)) # 输出 \"(7, 16, 25)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector3i] by the components of the given "
"[Vector3i].\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) / Vector3i(2, 5, 3)) # Prints \"(5, 4, 10)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3i] 的每个分量除以给定 [Vector3i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) / Vector3i(2, 5, 3)) # 输出 \"(5, 4, 10)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector3i] by the given [float]. Returns a "
"[Vector3].\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) / 2.9) # Prints \"(5, 10, 15)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3i] 的每个分量除以给定的 [float]。返回的是 [Vector3]。\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) / 2.9) # 输出 \"(5, 10, 15)\"\n"
"[/codeblock]"
msgid "Divides each component of the [Vector3i] by the given [int]."
msgstr "将该 [Vector3i] 的每个分量除以给定的 [int]。"
msgid "Vector used for 4D math using floating point coordinates."
msgstr "浮点数坐标向量,用于 4D 数学。"
msgid "Constructs a [Vector4] as a copy of the given [Vector4]."
msgstr "构造给定 [Vector4] 的副本。"
msgid "Constructs a new [Vector4] from the given [Vector4i]."
msgstr "从给定的 [Vector4i] 构造新的 [Vector4]。"
msgid "Returns a [Vector4] with the given components."
msgstr "返回具有给定分量的 [Vector4]。"
msgid "Returns the dot product of this vector and [param with]."
msgstr "返回该向量与 [param with] 的点积。"
msgid ""
"Enumerated value for the W axis. Returned by [method max_axis_index] and "
"[method min_axis_index]."
msgstr ""
"W 轴的枚举值。由 [method max_axis_index] 和 [method min_axis_index] 返回。"
msgid ""
"Multiplies each component of the [Vector4] by the components of the given "
"[Vector4].\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) * Vector4(3, 4, 5, 6)) # Prints \"(30, 80, "
"150, 240)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4] 的每个分量乘以给定 [Vector4] 的对应分量。\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) * Vector4(3, 4, 5, 6)) # 输出 \"(30, 80, 150, "
"240)\"\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Vector4] by the given [float].\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) * 2) # Prints \"(20, 40, 60, 80)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4] 的每个分量乘以给定的 [float]。\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) * 2) # 输出 \"(20, 40, 60, 80)\"\n"
"[/codeblock]"
msgid ""
"Adds each component of the [Vector4] by the components of the given "
"[Vector4].\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) + Vector4(3, 4, 5, 6)) # Prints \"(13, 24, 35, "
"46)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4] 的每个分量加上给定 [Vector4] 的对应分量。\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) + Vector4(3, 4, 5, 6)) # 输出 \"(13, 24, 35, "
"46)\"\n"
"[/codeblock]"
msgid ""
"Subtracts each component of the [Vector4] by the components of the given "
"[Vector4].\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) - Vector4(3, 4, 5, 6)) # Prints \"(7, 16, 25, "
"34)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4] 的每个分量减去给定 [Vector4] 的对应分量。\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) - Vector4(3, 4, 5, 6)) # 输出 \"(7, 16, 25, "
"34)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector4] by the components of the given "
"[Vector4].\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) / Vector4(2, 5, 3, 4)) # Prints \"(5, 4, 10, "
"10)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4] 的每个分量除以给定 [Vector4] 的对应分量。\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) / Vector4(2, 5, 3, 4)) # 输出 \"(5, 4, 10, "
"10)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector4] by the given [float].\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) / 2 # Prints \"(5, 10, 15, 20)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4] 的每个分量除以给定的 [float]。\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) / 2 # 输出 \"(5, 10, 15, 20)\"\n"
"[/codeblock]"
msgid "Divides each component of the [Vector4] by the given [int]."
msgstr "将该 [Vector4] 的每个分量除以给定的 [int]。"
msgid "Vector used for 4D math using integer coordinates."
msgstr "整数坐标向量,用于 4D 数学。"
msgid "Constructs a [Vector4i] as a copy of the given [Vector4i]."
msgstr "构造给定 [Vector4i] 的副本。"
msgid "Constructs a new [Vector4i] from the given [Vector4]."
msgstr "从给定的 [Vector4] 构造新的 [Vector4i]。"
msgid "Returns a [Vector4i] with the given components."
msgstr "返回具有给定分量的 [Vector4i]。"
msgid ""
"Multiplies each component of the [Vector4i] by the components of the given "
"[Vector4i].\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) * Vector4i(3, 4, 5, 6)) # Prints \"(30, 80, "
"150, 240)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4i] 的每个分量乘以给定 [Vector4i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) * Vector4i(3, 4, 5, 6))# 输出 \"(30, 80, 150, "
"240)\"\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Vector4i] by the given [float].\n"
"Returns a Vector4 value due to floating-point operations.\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) * 2) # Prints \"(20, 40, 60, 80)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4i] 的每个分量乘以给定的 [float]。\n"
"由于浮点数运算,返回值为 Vector4。\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) * 2) # 输出 \"(20, 40, 60, 80)\"\n"
"[/codeblock]"
msgid ""
"Adds each component of the [Vector4i] by the components of the given "
"[Vector4i].\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) + Vector4i(3, 4, 5, 6)) # Prints \"(13, 24, "
"35, 46)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4i] 的每个分量加上给定 [Vector4i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) + Vector4i(3, 4, 5, 6)) # 输出 \"(13, 24, 35, "
"46)\"\n"
"[/codeblock]"
msgid ""
"Subtracts each component of the [Vector4i] by the components of the given "
"[Vector4i].\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) - Vector4i(3, 4, 5, 6)) # Prints \"(7, 16, "
"25, 34)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4i] 的每个分量减去给定 [Vector4i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) - Vector4i(3, 4, 5, 6)) # 输出 \"(7, 16, 25, "
"34)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector4i] by the components of the given "
"[Vector4i].\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) / Vector4i(2, 5, 3, 4)) # Prints \"(5, 4, 10, "
"10)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4i] 的每个分量除以给定 [Vector4i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) / Vector4i(2, 5, 3, 4)) # 输出 \"(5, 4, 10, "
"10)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector4i] by the given [float].\n"
"Returns a Vector4 value due to floating-point operations.\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) / 2 # Prints \"(5, 10, 15, 20)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4i] 的每个分量除以给定的 [float]。\n"
"由于浮点数运算,返回值为 Vector4。\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) / 2 # 输出 \"(5, 10, 15, 20)\"\n"
"[/codeblock]"
msgid "Divides each component of the [Vector4i] by the given [int]."
msgstr "将该 [Vector4] 的每个分量除以给定的 [int]。"
msgid "Physics body that simulates the behavior of a car."
msgstr "模拟汽车行为的物理体。"
msgid "Physics object that simulates the behavior of a wheel."
msgstr "模拟车轮行为的物理对象。"
msgid "Returns the rotational speed of the wheel in revolutions per minute."
msgstr "返回轮子的旋转速度,单位为每分钟转数。"
msgid ""
"Returns a value between 0.0 and 1.0 that indicates whether this wheel is "
"skidding. 0.0 is skidding (the wheel has lost grip, e.g. icy terrain), 1.0 "
"means not skidding (the wheel has full grip, e.g. dry asphalt road)."
msgstr ""
"返回一个介于 0.0 和 1.0 之间的值,表示这个轮子是否打滑。0.0 表示打滑(车轮失"
"去了抓地力,例如冰雪地形),1.0 表示不打滑(车轮有充分的抓地力,例如干燥的沥"
"青路)。"
msgid "Returns [code]true[/code] if this wheel is in contact with a surface."
msgstr "如果轮子与表面接触,返回 [code]true[/code]。"
msgid ""
"The damping applied to the spring when the spring is being compressed. This "
"value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the "
"car will keep bouncing as the spring keeps its energy. A good value for this "
"is around 0.3 for a normal car, 0.5 for a race car."
msgstr ""
"当弹簧被压缩时,应用在弹簧上的阻尼。这个值应该在 0.0(无阻尼)和 1.0 之间。"
"0.0 的值意味着汽车将持续弹跳,因为弹簧将保持其能量。普通汽车 0.3 左右,赛车 "
"0.5 左右比较好。"
msgid ""
"The damping applied to the spring when relaxing. This value should be "
"between 0.0 (no damping) and 1.0. This value should always be slightly "
"higher than the [member damping_compression] property. For a [member "
"damping_compression] value of 0.3, try a relaxation value of 0.5."
msgstr ""
"放松时施加在弹簧上的阻尼。这个值应该在 0.0(无阻尼)和 1.0 之间。这个值应该总"
"是比 [member damping_compression] 属性稍高。对于 [member "
"damping_compression] 值 0.3,尝试放松值为 0.5。"
msgid ""
"This value defines the stiffness of the suspension. Use a value lower than "
"50 for an off-road car, a value between 50 and 100 for a race car and try "
"something around 200 for something like a Formula 1 car."
msgstr ""
"这个值定义了悬架的刚度。越野车使用低于 50 的值,赛车使用 50 至 100 的值,像一"
"级方程式赛车则尝试 200 左右的值。"
msgid ""
"This is the distance the suspension can travel. As Godot units are "
"equivalent to meters, keep this setting relatively low. Try a value between "
"0.1 and 0.3 depending on the type of car."
msgstr ""
"这是悬架可以移动的距离。由于Godot 的单位相当于米,所以保持这个设置相对较低。"
"根据汽车的类型,试试 0.1 和 0.3 之间的值。"
msgid ""
"This determines how much grip this wheel has. It is combined with the "
"friction setting of the surface the wheel is in contact with. 0.0 means no "
"grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the "
"rear wheels slightly lower than the front wheels, or use a lower value to "
"simulate tire wear.\n"
"It's best to set this to 1.0 when starting out."
msgstr ""
"这决定了这个轮子的抓地力有多大。它与车轮所接触的表面的摩擦力设置相结合。0.0 "
"意味着没有抓地力,1.0 是正常抓地力。对于漂移车的设置,尝试将后轮的抓地力设置"
"得比前轮略低,或者使用较低的数值来模拟轮胎的磨损。\n"
"在开始时最好将其设置为 1.0。"
msgid "The radius of the wheel in meters."
msgstr "轮子的半径,单位是米。"
msgid ""
"This is the distance in meters the wheel is lowered from its origin point. "
"Don't set this to 0.0 and move the wheel into position, instead move the "
"origin point of your wheel (the gizmo in Godot) to the position the wheel "
"will take when bottoming out, then use the rest length to move the wheel "
"down to the position it should be in when the car is in rest."
msgstr ""
"这是轮子从原点下降的距离,以米为单位。不要把这个设置为 0.0,然后把车轮移到位"
"置上,而是把车轮的原点(Godot 中的小工具)移到车轮触底时的位置,然后使用剩余"
"长度将轮子向下移动到汽车静止时它应该所处位置。"
msgid ""
"This value affects the roll of your vehicle. If set to 1.0 for all wheels, "
"your vehicle will be prone to rolling over, while a value of 0.0 will resist "
"body roll."
msgstr ""
"这个值会影响车辆的滚动。如果所有车轮都设置为 1.0,车辆将容易翻车,而 0.0 的值"
"将阻止车身侧倾。"
msgid "Vertical flow container."
msgstr "垂直流式容器。"
msgid "Vertical version of [FlowContainer]."
msgstr "[FlowContainer] 的垂直版本。"
msgid "Base resource for video streams."
msgstr "视频流的基础资源。"
msgid "Returns the number of audio channels."
msgstr "返回音频通道的数量。"
msgid "Returns the video duration in seconds, if known, or 0 if unknown."
msgstr "视频时长已知时返回视频时长,未知时返回 0。"
msgid ""
"Return the current playback timestamp. Called in response to the [member "
"VideoStreamPlayer.stream_position] getter."
msgstr ""
"返回当前播放时间戳。获取 [member VideoStreamPlayer.stream_position] 时会被调"
"用。"
msgid "Allocates a [Texture2D] in which decoded video frames will be drawn."
msgstr "分配一个 [Texture2D],解码得到的视频帧会在其中绘制。"
msgid "Returns the paused status, as set by [method _set_paused]."
msgstr "返回暂停状态,由 [method _set_paused] 设置。"
msgid ""
"Called in response to [member VideoStreamPlayer.autoplay] or [method "
"VideoStreamPlayer.play]. Note that manual playback may also invoke [method "
"_stop] multiple times before this method is called. [method _is_playing] "
"should return true once playing."
msgstr ""
"[member VideoStreamPlayer.autoplay] 或 [method VideoStreamPlayer.play] 时会被"
"调用。请注意,手动播放在这个方法被调用前也可能多次调用 [method _stop]。开始播"
"放后 [method _is_playing] 就应该返回 true。"
msgid ""
"Seeks to [code]time[/code] seconds. Called in response to the [member "
"VideoStreamPlayer.stream_position] setter."
msgstr ""
"检索至第 [code]time[/code] 秒。设置 [member VideoStreamPlayer."
"stream_position] 时会被调用。"
msgid ""
"Select the audio track [code]idx[/code]. Called when playback starts, and in "
"response to the [member VideoStreamPlayer.audio_track] setter."
msgstr ""
"选择 [code]idx[/code] 音轨。播放开始时,或者设置 [member VideoStreamPlayer."
"audio_track] 时会被调用。"
msgid ""
"Set the paused status of video playback. [method _is_paused] must return "
"[code]paused[/code]. Called in response to the [member VideoStreamPlayer."
"paused] setter."
msgstr ""
"设置视频播放的暂停状态。[method _is_paused] 必须返回 [code]paused[/code]。设"
"置 [member VideoStreamPlayer.paused] 时会被调用。"
msgid "Control for playing video streams."
msgstr "用于播放视频流的控件。"
msgid ""
"Returns the video stream's name, or [code]\"<No Stream>\"[/code] if no video "
"stream is assigned."
msgstr ""
"返回视频流的名称,如果没有指定视频流,则返回 [code]\"<No Stream>\"[/code]。"
msgid ""
"Returns [code]true[/code] if the video is playing.\n"
"[b]Note:[/b] The video is still considered playing if paused during playback."
msgstr ""
"如果视频正在播放,返回 [code]true[/code]。\n"
"[b]注意:[/b]如果在播放过程中暂停,视频仍被认为在播放。"
msgid ""
"Starts the video playback from the beginning. If the video is paused, this "
"will not unpause the video."
msgstr "从头开始播放视频。如果视频处于暂停状态,不会取消暂停。"
msgid ""
"Stops the video playback and sets the stream position to 0.\n"
"[b]Note:[/b] Although the stream position will be set to 0, the first frame "
"of the video stream won't become the current frame."
msgstr ""
"停止视频播放并将视频流位置设置为 0。\n"
"[b]注意:[/b]虽然视频流位置将被设置为 0,但视频流的第一帧不会成为当前帧。"
msgid "The embedded audio track to play."
msgstr "要播放的嵌入式音轨。"
msgid "If [code]true[/code], playback starts when the scene loads."
msgstr "如果为 [code]true[/code],当场景加载时开始播放。"
msgid "Amount of time in milliseconds to store in buffer while playing."
msgstr "播放时存储在缓冲区的时间,以毫秒计。"
msgid "Audio bus to use for sound playback."
msgstr "用于声音播放的音频总线。"
msgid ""
"If [code]true[/code], the video scales to the control size. Otherwise, the "
"control minimum size will be automatically adjusted to match the video "
"stream's dimensions."
msgstr ""
"如果为 [code]true[/code],视频会缩放到控件的尺寸。否则,控件的最小尺寸将被自"
"动调整以匹配视频流的尺寸。"
msgid "If [code]true[/code], the video is paused."
msgstr "如果为 [code]true[/code],则暂停视频。"
msgid "The assigned video stream. See description for supported formats."
msgstr "指定的视频流。支持的格式见描述。"
msgid "Audio volume as a linear value."
msgstr "音频音量为线性值。"
msgid "Audio volume in dB."
msgstr "音频音量,单位是 dB。"
msgid "Emitted when playback is finished."
msgstr "播放结束时触发。"
msgid "[VideoStream] resource for Ogg Theora videos."
msgstr "[VideoStream] Ogg Theora 视频的资源。"
msgid "Base class for viewports."
msgstr "视口的基类。"
msgid ""
"A Viewport creates a different view into the screen, or a sub-view inside "
"another viewport. Children 2D Nodes will display on it, and children "
"Camera3D 3D nodes will render on it too.\n"
"Optionally, a viewport can have its own 2D or 3D world, so they don't share "
"what they draw with other viewports.\n"
"Viewports can also choose to be audio listeners, so they generate positional "
"audio depending on a 2D or 3D camera child of it.\n"
"Also, viewports can be assigned to different screens in case the devices "
"have multiple screens.\n"
"Finally, viewports can also behave as render targets, in which case they "
"will not be visible unless the associated texture is used to draw."
msgstr ""
"Viewport(视口)会在屏幕中创建不同的视图,或是在其他视口中创建子视图。视口上"
"会显示 2D 子节点,也会渲染 Camera3D 3D 子节点。\n"
"视口也可以拥有自己的 2D 或 3D 世界,这样就不会与其他视口共享绘制的内容。\n"
"视口也可以选择作为音频监听器,这样就可以根据 2D 或 3D 相机子节点生成位置音"
"频。\n"
"另外,在设备有多个屏幕的情况下,可以将视口分配给不同的屏幕。\n"
"最后,视口也可以充当渲染目标,在这种情况下,除非使用与其相关联的纹理进行绘"
"制,否则它们将不可见。"
msgid ""
"Returns the first valid [World2D] for this viewport, searching the [member "
"world_2d] property of itself and any Viewport ancestor."
msgstr ""
"返回该视口的首个有效 [World2D],在它自身及任何 Viewport 祖先节点的 [member "
"world_2d] 属性中查找。"
msgid "Returns an individual bit on the rendering layer mask."
msgstr "返回渲染层遮罩上的某个比特位。"
msgid ""
"Returns the mouse's position in this [Viewport] using the coordinate system "
"of this [Viewport]."
msgstr "返回该 [Viewport] 中鼠标的位置,使用该 [Viewport] 的坐标系。"
msgid "Returns the visible rectangle in global screen coordinates."
msgstr "返回全局屏幕坐标中的可见矩形。"
msgid "Returns [code]true[/code] if the drag operation is successful."
msgstr "如果拖拽操作成功,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
"operation.\n"
"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
"如果该视口目前正在执行拖拽操作,则返回 [code]true[/code]。\n"
"如果你更倾向于对其进行轮询,那么就可以作为 [constant Node."
"NOTIFICATION_DRAG_BEGIN] 和 [constant Node.NOTIFICATION_DRAG_END] 的替代品。"
msgid "Stops the input from propagating further down the [SceneTree]."
msgstr "阻止输入沿着 [SceneTree] 继续向下传播。"
msgid ""
"Sets the number of subdivisions to use in the specified quadrant. A higher "
"number of subdivisions allows you to have more shadows in the scene at once, "
"but reduces the quality of the shadows. A good practice is to have quadrants "
"with a varying number of subdivisions and to have as few subdivisions as "
"possible."
msgstr ""
"设置在指定象限内使用的细分数。较多的细分数可以让你在场景中一次拥有更多的阴"
"影,但是会降低阴影的质量。一个好的做法是让象限具有不同数量的细分,并尽可能地"
"减少细分。"
msgid "If [code]true[/code], the viewport will process 2D audio streams."
msgstr "如果为 [code]true[/code],该视口将处理 2D 音频流。"
msgid "If [code]true[/code], the viewport will process 3D audio streams."
msgstr "如果为 [code]true[/code],该视口将处理 3D 音频流。"
msgid ""
"The rendering layers in which this [Viewport] renders [CanvasItem] nodes."
msgstr "渲染层,该 [Viewport] 会渲染位于这些层中的 [CanvasItem] 节点。"
msgid ""
"The canvas transform of the viewport, useful for changing the on-screen "
"positions of all child [CanvasItem]s. This is relative to the global canvas "
"transform of the viewport."
msgstr ""
"该视口的画布变换,对改变所有子 [CanvasItem] 的屏幕位置很有用。相对于该视口的"
"全局画布变换。"
msgid "The overlay mode for test rendered geometry in debug purposes."
msgstr "在调试时,用于测试渲染的几何图形的叠加模式。"
msgid "Disable 3D rendering (but keep 2D rendering)."
msgstr "禁用 3D 渲染(但保留 2D 渲染)。"
msgid ""
"The global canvas transform of the viewport. The canvas transform is "
"relative to this."
msgstr "该视口的全局画布变换。画布变换是相对于这个的。"
msgid "If [code]true[/code], the viewport will not receive input events."
msgstr "如果为 [code]true[/code],该视口将不接收输入事件。"
msgid ""
"If [code]true[/code], the GUI controls on the viewport will lay pixel "
"perfectly."
msgstr "如果为 [code]true[/code],该视口上的 GUI 控件将完美地放置像素。"
msgid ""
"If [code]true[/code], the objects rendered by viewport become subjects of "
"mouse picking process."
msgstr "如果为 [code]true[/code],该视口渲染的对象将成为鼠标拾取过程的对象。"
msgid "The subdivision amount of the first quadrant on the shadow atlas."
msgstr "阴影图集上第一象限的细分量。"
msgid "The subdivision amount of the second quadrant on the shadow atlas."
msgstr "阴影图集上第二象限的细分量。"
msgid "The subdivision amount of the third quadrant on the shadow atlas."
msgstr "阴影图集上第三象限的细分量。"
msgid "The subdivision amount of the fourth quadrant on the shadow atlas."
msgstr "阴影图集上第四象限的细分量。"
msgid ""
"If [code]true[/code], the viewport should render its background as "
"transparent."
msgstr "如果为 [code]true[/code],该视口应使其背景渲染为透明。"
msgid "The custom [World2D] which can be used as 2D environment source."
msgstr "自定义的 [World2D],可以作为 2D 环境源。"
msgid "The custom [World3D] which can be used as 3D environment source."
msgstr "自定义的 [World3D],可以作为 3D 环境源。"
msgid "Emitted when a Control node grabs keyboard focus."
msgstr "当控件节点获取键盘焦点时触发。"
msgid "This quadrant will not be used."
msgstr "此象限将不使用。"
msgid "This quadrant will only be used by one shadow map."
msgstr "此象限仅由一张阴影贴图使用。"
msgid "This quadrant will be split in 4 and used by up to 4 shadow maps."
msgstr "此象限将分为 4 个,最多使用 4 个阴影贴图。"
msgid "This quadrant will be split 16 ways and used by up to 16 shadow maps."
msgstr "此象限将被分成 16 个方向,并被最多 16 张阴影贴图使用。"
msgid "This quadrant will be split 64 ways and used by up to 64 shadow maps."
msgstr "这个象限将被分成 64 个方向,并被最多 64 张阴影贴图使用。"
msgid ""
"Represents the size of the [enum PositionalShadowAtlasQuadrantSubdiv] enum."
msgstr "代表 [enum PositionalShadowAtlasQuadrantSubdiv] 枚举的大小。"
msgid "Represents the size of the [enum Scaling3DMode] enum."
msgstr "代表 [enum Scaling3DMode] 枚举的大小。"
msgid "Represents the size of the [enum MSAA] enum."
msgstr "代表 [enum MSAA] 枚举的大小。"
msgid "Represents the size of the [enum ScreenSpaceAA] enum."
msgstr "代表 [enum ScreenSpaceAA] 枚举的大小。"
msgid "Amount of objects in frame."
msgstr "帧中对象的数量。"
msgid "Amount of vertices in frame."
msgstr "帧中的顶点数量。"
msgid "Amount of draw calls in frame."
msgstr "帧中的绘制调用量。"
msgid "Represents the size of the [enum RenderInfo] enum."
msgstr "代表 [enum RenderInfo] 枚举的大小。"
msgid "Objects are displayed normally."
msgstr "对象正常显示。"
msgid "Objects are displayed in wireframe style."
msgstr "对象以线框风格显示。"
msgid "Represents the size of the [enum VRSMode] enum."
msgstr "代表 [enum VRSMode] 枚举的大小。"
msgid "Texture which displays the content of a [Viewport]."
msgstr "显示 [Viewport] 内容的纹理。"
msgid ""
"The path to the [Viewport] node to display. This is relative to the scene "
"root, not to the node which uses the texture."
msgstr ""
"显示 [Viewport] 节点的路径。该路径是相对于场景根的,而不是相对于使用该纹理的"
"节点。"
msgid "Corresponds to [constant Node.PROCESS_MODE_INHERIT]."
msgstr "对应 [constant Node.PROCESS_MODE_INHERIT]。"
msgid "Corresponds to [constant Node.PROCESS_MODE_ALWAYS]."
msgstr "对应 [constant Node.PROCESS_MODE_ALWAYS]。"
msgid "Enables certain nodes only when approximately visible."
msgstr "只在大约可见时启用某些节点。"
msgid ""
"If [code]true[/code], the bounding rectangle is on the screen.\n"
"[b]Note:[/b] It takes one frame for the node's visibility to be assessed "
"once added to the scene tree, so this method will return [code]false[/code] "
"right after it is instantiated, even if it will be on screen in the draw "
"pass."
msgstr ""
"如果为 [code]true[/code],则边界矩形在屏幕上。\n"
"[b]注意:[/b]一旦添加到场景树中,需要一帧来计算节点的可见性,所以这个方法将在"
"它被实例化后立即返回 [code]false[/code],即使屏幕在绘制过程中。"
msgid "The VisibleOnScreenNotifier2D's bounding rectangle."
msgstr "该 VisibleOnScreenNotifier2D 的边界矩形。"
msgid "Emitted when the VisibleOnScreenNotifier2D enters the screen."
msgstr "当该 VisibleOnScreenNotifier2D 进入屏幕时发出。"
msgid "Emitted when the VisibleOnScreenNotifier2D exits the screen."
msgstr "当该 VisibleOnScreenNotifier2D 退出屏幕时发出。"
msgid "Detects approximately when the node is visible on screen."
msgstr "大约在节点在屏幕上可见时进行检测。"
msgid ""
"If [code]true[/code], the bounding box is on the screen.\n"
"[b]Note:[/b] It takes one frame for the node's visibility to be assessed "
"once added to the scene tree, so this method will return [code]false[/code] "
"right after it is instantiated, even if it will be on screen in the draw "
"pass."
msgstr ""
"如果为 [code]true[/code],则边界框在屏幕上。\n"
"[b]注意:[/b]一旦添加到场景树中,需要一帧来计算节点的可见性,所以这个方法将在"
"它被实例化后立即返回 [code]false[/code],即使屏幕在绘制过程中。"
msgid "The VisibleOnScreenNotifier3D's bounding box."
msgstr "该 VisibleOnScreenNotifier3D 的边界框。"
msgid "Emitted when the VisibleOnScreenNotifier3D enters the screen."
msgstr "当该 VisibleOnScreenNotifier3D 进入屏幕时发出。"
msgid "Emitted when the VisibleOnScreenNotifier3D exits the screen."
msgstr "当该 VisibleOnScreenNotifier3D 退出屏幕时发出。"
msgid "Parent of all visual 3D nodes."
msgstr "所有可视 3D 节点的父节点。"
msgid "A custom shader program with a visual editor."
msgstr "带有可视化编辑器的自定义着色器程序。"
msgid ""
"This class allows you to define a custom shader program that can be used for "
"various materials to render objects.\n"
"The visual shader editor creates the shader."
msgstr ""
"此类允许你自定义着色器程序,可以用于各种材质来渲染对象。\n"
"可视化着色器编辑器会创建着色器。"
msgid ""
"Returns [code]true[/code] if the specified nodes and ports can be connected "
"together."
msgstr "如果指定节点和端口可以连接在一起,则返回 [code]true[/code]。"
msgid "Connects the specified nodes and ports."
msgstr "连接指定的节点和端口。"
msgid ""
"Connects the specified nodes and ports, even if they can't be connected. "
"Such connection is invalid and will not function properly."
msgstr ""
"连接指定的节点和端口,即使它们无法连接。这样的连接是无效的,将不能正常工作。"
msgid "Returns the list of connected nodes with the specified type."
msgstr "返回具有指定类型的连接节点的列表。"
msgid "Returns the list of all nodes in the shader with the specified type."
msgstr "返回着色器中具有指定类型的所有节点的列表。"
msgid "Returns the position of the specified node within the shader graph."
msgstr "返回指定节点在着色器图中的位置。"
msgid ""
"Returns [code]true[/code] if the specified node and port connection exist."
msgstr "如果指定的节点和端口连接存在,返回 [code]true[/code]。"
msgid "Removes the specified node from the shader."
msgstr "从着色器中删除指定的节点。"
msgid "Sets the mode of this shader."
msgstr "设置该着色器的模式。"
msgid "Sets the position of the specified node."
msgstr "设置指定节点的位置。"
msgid "The offset vector of the whole graph."
msgstr "整个图的偏移向量。"
msgid "A vertex shader, operating on vertices."
msgstr "顶点着色器,对顶点进行操作。"
msgid "A fragment shader, operating on fragments (pixels)."
msgstr "片段着色器,对片段(像素)进行操作。"
msgid "A shader for light calculations."
msgstr "用于光线计算的着色器。"
msgid "A function for the \"start\" stage of particle shader."
msgstr "粒子着色器的“开始”阶段所使用的函数。"
msgid "A function for the \"process\" stage of particle shader."
msgstr "粒子着色器的“处理”阶段所使用的函数。"
msgid ""
"A function for the \"collide\" stage (particle collision handler) of "
"particle shader."
msgstr "粒子着色器的“碰撞”阶段所使用的函数(粒子碰撞处理器)。"
msgid ""
"A function for the \"start\" stage of particle shader, with customized "
"output."
msgstr "粒子着色器的“开始”阶段所使用的函数,带自定义输出。"
msgid ""
"A function for the \"process\" stage of particle shader, with customized "
"output."
msgstr "粒子着色器的“处理”阶段所使用的函数,带自定义输出。"
msgid "Represents the size of the [enum Type] enum."
msgstr "代表 [enum Type] 枚举的大小。"
msgid "Represents the size of the [enum VaryingMode] enum."
msgstr "代表 [enum VaryingMode] 枚举的大小。"
msgid "Varying is of type [float]."
msgstr "Varying 的类型为 [float]。"
msgid "Varying is of type [int]."
msgstr "Varying 的类型为 [int]。"
msgid "Varying is of type unsigned [int]."
msgstr "Varying 的类型为无符号 [int]。"
msgid "Varying is of type [Vector2]."
msgstr "Varying 的类型为 [Vector2]。"
msgid "Varying is of type [Vector3]."
msgstr "Varying 的类型为 [Vector3]。"
msgid "Varying is of type [Vector4]."
msgstr "Varying 的类型为 [Vector2]。"
msgid "Varying is of type [bool]."
msgstr "Varying 的类型为 [bool]。"
msgid "Varying is of type [Transform3D]."
msgstr "Varying 的类型为 [Transform2D]。"
msgid "Represents the size of the [enum VaryingType] enum."
msgstr "代表 [enum VariantType] 枚举的大小。"
msgid "Base class for nodes in a visual shader graph."
msgstr "可视化着色器图中节点的基类。"
msgid ""
"Visual shader graphs consist of various nodes. Each node in the graph is a "
"separate object and they are represented as a rectangular boxes with title "
"and a set of properties. Each node has also connection ports that allow to "
"connect it to another nodes and control the flow of the shader."
msgstr ""
"可视化着色器图由各种节点组成。图中的每个节点都是一个独立的对象,它们被表示为"
"带有标题和一系列属性的矩形框。每个节点都有连接端口,可以将其连接到另一个节点"
"并控制着色器的流程。"
msgid ""
"Returns an [Array] containing default values for all of the input ports of "
"the node in the form [code][index0, value0, index1, value1, ...][/code]."
msgstr ""
"返回一个包含节点所有输入端口默认值的 [Array],形式为 [code][index0, value0, "
"index1, value1, ...][/code]。"
msgid ""
"Sets the default input ports values using an [Array] of the form [code]"
"[index0, value0, index1, value1, ...][/code]. For example: [code][0, "
"Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]."
msgstr ""
"使用 [code][index0, value0, index1, value1, ...][/code] 形式的 [Array] 设置默"
"认输入端口值。例如: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]。"
msgid ""
"Sets the output port index which will be showed for preview. If set to "
"[code]-1[/code] no port will be open for preview."
msgstr ""
"设置将被显示为预览的输出端口索引。如果设置为[code]-1[/code],则没有端口会被打"
"开进行预览。"
msgid ""
"Floating-point scalar. Translated to [code]float[/code] type in shader code."
msgstr "浮点数类型。在着色器代码中,会被翻译为 [code]float[/code] 类型。"
msgid "Integer scalar. Translated to [code]int[/code] type in shader code."
msgstr "整数标量。在着色器代码中,会被翻译为 [code]int[/code] 类型。"
msgid ""
"Unsigned integer scalar. Translated to [code]uint[/code] type in shader code."
msgstr "无符号整数标量。在着色器代码中,会被翻译为 [code]uint[/code] 类型。"
msgid ""
"2D vector of floating-point values. Translated to [code]vec2[/code] type in "
"shader code."
msgstr "浮点数 2D 向量。在着色器代码中,会被翻译为 [code]vec2[/code] 类型。"
msgid ""
"3D vector of floating-point values. Translated to [code]vec3[/code] type in "
"shader code."
msgstr "浮点数 3D 向量。在着色器代码中,会被翻译为 [code]vec3[/code] 类型。"
msgid ""
"4D vector of floating-point values. Translated to [code]vec4[/code] type in "
"shader code."
msgstr "浮点数 4D 向量。在着色器代码中,会被翻译为 [code]vec4[/code] 类型。"
msgid "Boolean type. Translated to [code]bool[/code] type in shader code."
msgstr "布尔值类型。在着色器代码中,会被翻译为 [code]bool[/code] 类型。"
msgid "Transform type. Translated to [code]mat4[/code] type in shader code."
msgstr "变换类型。在着色器代码中,会被翻译为 [code]mat4[/code] 类型。"
msgid ""
"Sampler type. Translated to reference of sampler uniform in shader code. Can "
"only be used for input ports in non-uniform nodes."
msgstr ""
"采样器类型。在着色器代码中,会被翻译为对采样器 uniform 的引用。只能用于非 "
"uniform 节点的输入端口。"
msgid "Represents the size of the [enum PortType] enum."
msgstr "表示 [enum PortType] 枚举的大小。"
msgid "Represents the size of the [enum BillboardType] enum."
msgstr "代表 [enum BillboardType] 枚举的大小。"
msgid "A boolean constant to be used within the visual shader graph."
msgstr "在可视化着色器图中使用的布尔常量。"
msgid ""
"Has only one output port and no inputs.\n"
"Translated to [code]bool[/code] in the shader language."
msgstr ""
"只有一个输出端口,没有输入。\n"
"在着色器语言中被转换成 [code]bool[/code]。"
msgid "A boolean constant which represents a state of this node."
msgstr "布尔常量,表示该节点的状态。"
msgid "Translated to [code]uniform bool[/code] in the shader language."
msgstr "在着色器语言中被转换成 [code]uniform bool[/code]。"
msgid "A default value to be assigned within the shader."
msgstr "该着色器内部分配的默认值。"
msgid "Enables usage of the [member default_value]."
msgstr "启用 [member default_value]。"
msgid ""
"Constrains a value to lie between [code]min[/code] and [code]max[/code] "
"values."
msgstr "将值限制在[code]min[/code]和[code]max[/code]之间。"
msgid "A type of operands and returned value."
msgstr "操作数和返回值的类型。"
msgid "A floating-point scalar."
msgstr "浮点标量。"
msgid "An integer scalar."
msgstr "整数标量。"
msgid "An unsigned integer scalar."
msgstr "无符号整数标量。"
msgid "A 2D vector type."
msgstr "2D 向量类型。"
msgid "A 3D vector type."
msgstr "3D向量类型。"
msgid "A 4D vector type."
msgstr "4D 向量类型。"
msgid "Represents the size of the [enum OpType] enum."
msgstr "代表 [enum OpType] 枚举的大小。"
msgid "A [Color] constant to be used within the visual shader graph."
msgstr "[Color] 常量,在可视化着色器图中使用。"
msgid ""
"Has two output ports representing RGB and alpha channels of [Color].\n"
"Translated to [code]vec3 rgb[/code] and [code]float alpha[/code] in the "
"shader language."
msgstr ""
"有两个输出端口,表示 [Color] 的 RGB 和 Alpha 通道。\n"
"在着色器语言中被转换成 [code]vec3 rgb[/code] 和 [code]float alpha[/code]。"
msgid "A [Color] constant which represents a state of this node."
msgstr "[Color] 常量,表示这个节点的状态。"
msgid "A [Color] function to be used within the visual shader graph."
msgstr "[Color] 函数,在可视化着色器图中使用。"
msgid ""
"Accept a [Color] to the input port and transform it according to [member "
"function]."
msgstr "接受一个 [Color] 到输入端口,并根据 [member function] 对其进行转换。"
msgid ""
"A function to be applied to the input color. See [enum Function] for options."
msgstr "要应用于输入颜色的函数。参阅 [enum Function] 的选项。"
msgid ""
"Converts the color to grayscale using the following formula:\n"
"[codeblock]\n"
"vec3 c = input;\n"
"float max1 = max(c.r, c.g);\n"
"float max2 = max(max1, c.b);\n"
"float max3 = max(max1, max2);\n"
"return vec3(max3, max3, max3);\n"
"[/codeblock]"
msgstr ""
"使用以下公式将颜色转换为灰度。\n"
"[codeblock]\n"
"vec3 c = input;\n"
"float max1 = max(c.r, c.g);\n"
"float max2 = max(max1, c.b);\n"
"float max3 = max(max1, max2);\n"
"return vec3(max3, max3, max3);\n"
"[/codeblock]"
msgid "Converts HSV vector to RGB equivalent."
msgstr "将 HSV 向量转换为等效的 RGB 向量。"
msgid "Converts RGB vector to HSV equivalent."
msgstr "将 RGB 向量转换为等效的 HSV 向量。"
msgid ""
"Applies sepia tone effect using the following formula:\n"
"[codeblock]\n"
"vec3 c = input;\n"
"float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);\n"
"float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);\n"
"float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);\n"
"return vec3(r, g, b);\n"
"[/codeblock]"
msgstr ""
"使用以下公式应用棕褐色调效果。\n"
"[codeblock]\n"
"vec3 c = input;\n"
"float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);\n"
"float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);\n"
"float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);\n"
"return vec3(r, g, b);\n"
"[/codeblock]"
msgid "Represents the size of the [enum Function] enum."
msgstr "代表 [enum Function] 枚举的大小。"
msgid "A [Color] operator to be used within the visual shader graph."
msgstr "在可视化着色器图中使用的 [Color] 运算符。"
msgid "Applies [member operator] to two color inputs."
msgstr "将 [member operator] 应用于两个颜色输入。"
msgid ""
"An operator to be applied to the inputs. See [enum Operator] for options."
msgstr "要应用于输入的运算符。参阅 [enum Operator] 的选项。"
msgid ""
"Produce a screen effect with the following formula:\n"
"[codeblock]\n"
"result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);\n"
"[/codeblock]"
msgstr ""
"用以下公式产生屏幕效果。\n"
"[codeblock]\n"
"result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);\n"
"[/codeblock]"
msgid ""
"Produce a difference effect with the following formula:\n"
"[codeblock]\n"
"result = abs(a - b);\n"
"[/codeblock]"
msgstr ""
"用以下公式产生差异效果。\n"
"[codeblock]\n"
"result = abs(a - b);\n"
"[/codeblock]"
msgid ""
"Produce a darken effect with the following formula:\n"
"[codeblock]\n"
"result = min(a, b);\n"
"[/codeblock]"
msgstr ""
"用以下公式产生变暗效果。\n"
"[codeblock]\n"
"result = min(a, b);\n"
"[/codeblock]"
msgid ""
"Produce a lighten effect with the following formula:\n"
"[codeblock]\n"
"result = max(a, b);\n"
"[/codeblock]"
msgstr ""
"用以下公式产生减淡效果。\n"
"[codeblock]\n"
"result = max(a, b);\n"
"[/codeblock]"
msgid ""
"Produce an overlay effect with the following formula:\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
" float blend = b[i];\n"
" if (base < 0.5) {\n"
" result[i] = 2.0 * base * blend;\n"
" } else {\n"
" result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n"
" }\n"
"}\n"
"[/codeblock]"
msgstr ""
"用以下公式产生叠加效果。\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
" float blend = b[i];\n"
" if (base < 0.5) {\n"
" result[i] = 2.0 * base * blend;\n"
" } else {\n"
" result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n"
" }\n"
"}\n"
"[/codeblock]"
msgid ""
"Produce a dodge effect with the following formula:\n"
"[codeblock]\n"
"result = a / (vec3(1.0) - b);\n"
"[/codeblock]"
msgstr ""
"用以下公式产生闪避效果。\n"
"[codeblock]\n"
"result = a / (vec3(1.0) - b);\n"
"[/codeblock]"
msgid ""
"Produce a burn effect with the following formula:\n"
"[codeblock]\n"
"result = vec3(1.0) - (vec3(1.0) - a) / b;\n"
"[/codeblock]"
msgstr ""
"用以下公式产生燃烧效果。\n"
"[codeblock]\n"
"result = vec3(1.0) - (vec3(1.0) - a) / b;\n"
"[/codeblock]"
msgid ""
"Produce a soft light effect with the following formula:\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
" float blend = b[i];\n"
" if (base < 0.5) {\n"
" result[i] = base * (blend + 0.5);\n"
" } else {\n"
" result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));\n"
" }\n"
"}\n"
"[/codeblock]"
msgstr ""
"用以下公式产生柔光效果。\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
" float blend = b[i];\n"
" if (base < 0.5) {\n"
" result[i] = base * (blend + 0.5);\n"
" } else {\n"
" result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));\n"
" }\n"
"}\n"
"[/codeblock]"
msgid ""
"Produce a hard light effect with the following formula:\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
" float blend = b[i];\n"
" if (base < 0.5) {\n"
" result[i] = base * (2.0 * blend);\n"
" } else {\n"
" result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));\n"
" }\n"
"}\n"
"[/codeblock]"
msgstr ""
"用以下公式产生硬光效果。\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
" float blend = b[i];\n"
" if (base < 0.5) {\n"
" result[i] = base * (2.0 * blend);\n"
" } else {\n"
" result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));\n"
" }\n"
"}\n"
"[/codeblock]"
msgid "Represents the size of the [enum Operator] enum."
msgstr "代表 [enum Operator] 枚举的大小。"
msgid "Translated to [code]uniform vec4[/code] in the shader language."
msgstr "在着色器语言中被转换成 [code]uniform vec4[/code]。"
msgid "A title of the node."
msgstr "节点的标题。"
msgid "A comparison function for common types within the visual shader graph."
msgstr "可视化着色器图内常见类型的比较函数。"
msgid ""
"Compares [code]a[/code] and [code]b[/code] of [member type] by [member "
"function]. Returns a boolean scalar. Translates to [code]if[/code] "
"instruction in shader code."
msgstr ""
"通过 [member function] 比较 [code]a[/code] 和 [code]b[/code] 的 [member "
"type]。返回一个布尔标量。在着色器代码中转换成 [code]if[/code] 指令。"
msgid "A comparison function. See [enum Function] for options."
msgstr "比较函数。参阅[enum Function]的选项。"
msgid ""
"The type to be used in the comparison. See [enum ComparisonType] for options."
msgstr "在比较中要使用的类型。参阅[enum ComparisonType]的选项。"
msgid "A boolean type."
msgstr "布林类型。"
msgid "A transform ([code]mat4[/code]) type."
msgstr "变换类型,即 [code]mat4[/code]。"
msgid "Represents the size of the [enum ComparisonType] enum."
msgstr "代表 [enum ComparisonType] 枚举的大小。"
msgid "Comparison for equality ([code]a == b[/code])."
msgstr "相等比较,即 [code]a == b[/code]。"
msgid "Comparison for inequality ([code]a != b[/code])."
msgstr "不等比较,即 [code]a != b[/code]。"
msgid ""
"Comparison for greater than ([code]a > b[/code]). Cannot be used if [member "
"type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
msgstr ""
"大于比较,即 [code]a > b[/code]。如果 [member type] 设置为 [constant "
"CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM] 则不能使用。"
msgid ""
"Comparison for greater than or equal ([code]a >= b[/code]). Cannot be used "
"if [member type] set to [constant CTYPE_BOOLEAN] or [constant "
"CTYPE_TRANSFORM]."
msgstr ""
"大于或等于的比较,即 [code]a >= b[/code]。如果 [member type] 设置为 "
"[constant CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM] 则不能使用。"
msgid ""
"Comparison for less than ([code]a < b[/code]). Cannot be used if [member "
"type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
msgstr ""
"小于比较,即 [code]a < b[/code]。如果 [member type] 设置为 [constant "
"CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM] 则不能使用。"
msgid ""
"The result will be true if all of component in vector satisfy the comparison "
"condition."
msgstr "如果向量中的所有分量都满足比较条件,则结果为真。"
msgid ""
"The result will be true if any of component in vector satisfy the comparison "
"condition."
msgstr "如果向量中的任意分量满足比较条件,则结果为真。"
msgid "Represents the size of the [enum Condition] enum."
msgstr "代表 [enum Condition] 枚举的大小。"
msgid ""
"Translated to [code]texture(cubemap, vec3)[/code] in the shader language. "
"Returns a color vector and alpha channel as scalar."
msgstr ""
"在着色器语言中被转换成 [code]texture(cubemap, vec3)[/code]。返回一个颜色向量"
"和 Alpha 通道的标量。"
msgid ""
"Defines which source should be used for the sampling. See [enum Source] for "
"options."
msgstr "定义采样应该使用哪个源。参阅[enum Source]的选项。"
msgid ""
"Defines the type of data provided by the source texture. See [enum "
"TextureType] for options."
msgstr "定义源纹理提供的数据类型。选项参阅[enum TextureType]。"
msgid "Represents the size of the [enum Source] enum."
msgstr "代表 [enum Source] 枚举的大小。"
msgid "No hints are added to the uniform declaration."
msgstr "在uniform声明中未添加提示。"
msgid ""
"Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper "
"sRGB to linear conversion."
msgstr ""
"将 [code]hint_albedo[/code] 作为提示添加到 uniform 声明中,以便将 sRGB 转换为"
"线性。"
msgid ""
"Adds [code]hint_normal[/code] as hint to the uniform declaration, which "
"internally converts the texture for proper usage as normal map."
msgstr ""
"将 [code]hint_normal[/code] 作为提示添加到 uniform 声明中,该声明在内部将纹理"
"转换为法线贴图。"
msgid ""
"Virtual class to define custom [VisualShaderNode]s for use in the Visual "
"Shader Editor."
msgstr ""
"用于定义自定义 [VisualShaderNode] 的虚类,以便在可视化着色器编辑器中使用。"
msgid "Visual Shader plugins"
msgstr "可视化着色器插件"
msgid ""
"Override this method to define the description of the associated custom node "
"in the Visual Shader Editor's members dialog.\n"
"Defining this method is [b]optional[/b]."
msgstr ""
"重写此方法来定义可视化着色器编辑器的成员对话框中的相关自定义节点的描述。\n"
"定义这个方法是[b]optional[/b]可选的。"
msgid ""
"Override this method to define the names of input ports of the associated "
"custom node. The names are used both for the input slots in the editor and "
"as identifiers in the shader code, and are passed in the [code]input_vars[/"
"code] array in [method _get_code].\n"
"Defining this method is [b]optional[/b], but recommended. If not overridden, "
"input ports are named as [code]\"in\" + str(port)[/code]."
msgstr ""
"重写此方法来定义相关自定义节点的输入端口的名称。这些名称既用于编辑器中的输入"
"槽,也作为着色器代码中的标识符,并在[method _get_code]中的[code]input_vars[/"
"code]数组中传递。\n"
"定义这个方法是[b]可选的[/b],但推荐使用。如果没有被重写,输入端口被命名为"
"[code]\"in\"+str(port)[/code]。"
msgid ""
"Override this method to define the returned type of each input port of the "
"associated custom node (see [enum VisualShaderNode.PortType] for possible "
"types).\n"
"Defining this method is [b]optional[/b], but recommended. If not overridden, "
"input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] "
"type."
msgstr ""
"重写此方法以定义相关自定义节点的每个输入端口的返回类型,参阅[enum "
"VisualShaderNode.PortType]的可能类型。\n"
"定义这个方法是[b]可选的[/b],但推荐使用。如果没有被重写,输入端口将返回 "
"[constant VisualShaderNode.PORT_TYPE_SCALAR] 类型。"
msgid ""
"Override this method to define the name of the associated custom node in the "
"Visual Shader Editor's members dialog and graph.\n"
"Defining this method is [b]optional[/b], but recommended. If not overridden, "
"the node will be named as \"Unnamed\"."
msgstr ""
"重写此方法来定义可视化着色器编辑器的成员对话框和图中的相关自定义节点的名"
"称。\n"
"定义这个方法是[b]可选的[/b],但推荐使用。如果不重写,节点将被命名为 "
"\"Unnamed\"。"
msgid ""
"Override this method to define the names of output ports of the associated "
"custom node. The names are used both for the output slots in the editor and "
"as identifiers in the shader code, and are passed in the [code]output_vars[/"
"code] array in [method _get_code].\n"
"Defining this method is [b]optional[/b], but recommended. If not overridden, "
"output ports are named as [code]\"out\" + str(port)[/code]."
msgstr ""
"重写此方法来定义相关自定义节点的输出端口的名称。这些名字既用于编辑器中的输出"
"槽,也作为着色器代码中的标识符,并在[method _get_code]中的[code]output_vars[/"
"code]数组中传递。\n"
"定义这个方法是[b]可选的[/b],但推荐使用。如果没有被重写,输出端口被命名为"
"[code]\"out\" + str(port)[/code]。"
msgid ""
"Override this method to define the returned type of each output port of the "
"associated custom node (see [enum VisualShaderNode.PortType] for possible "
"types).\n"
"Defining this method is [b]optional[/b], but recommended. If not overridden, "
"output ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] "
"type."
msgstr ""
"重写此方法以定义相关自定义节点的每个输出端口的返回类型,参阅[enum "
"VisualShaderNode.PortType]的可能类型。\n"
"定义这个方法是[b]可选的[/b],但推荐使用。如果没有被重写,输出端口将返回"
"[constant VisualShaderNode.PORT_TYPE_SCALAR]类型。"
msgid ""
"Override this method to define the return icon of the associated custom node "
"in the Visual Shader Editor's members dialog.\n"
"Defining this method is [b]optional[/b]. If not overridden, no return icon "
"is shown."
msgstr ""
"重写此方法来定义可视化着色器编辑器的成员对话框中相关自定义节点的返回图标。\n"
"定义这个方法是[b]可选的[/b]。如果不重写,就不会显示返回图标。"
msgid ""
"This node is only available in [code]Fragment[/code] and [code]Light[/code] "
"visual shaders."
msgstr ""
"此节点仅在[code]Fragment[/code]和[code]Light[/code]可视化着色器中可用。"
msgid "Sum of absolute derivative in [code]x[/code] and [code]y[/code]."
msgstr "[code]x[/code] 和 [code]y[/code] 的绝对导数之和。"
msgid "Derivative in [code]x[/code] using local differencing."
msgstr "在 [code]x[/code] 中使用局部差分的导数。"
msgid "Derivative in [code]y[/code] using local differencing."
msgstr "在 [code]y[/code] 中使用局部差分的导数。"
msgid "Represents the size of the [enum Precision] enum."
msgstr "代表 [enum Precision] 枚举的大小。"
msgid "Translates to [code]determinant(x)[/code] in the shader language."
msgstr "在着色器语言中翻译成[code]determinant(x)[/code]。"
msgid "Calculates a dot product of two vectors within the visual shader graph."
msgstr "计算可视化着色器图中两个向量的点积。"
msgid "Translates to [code]dot(a, b)[/code] in the shader language."
msgstr "在着色器语言中转换成 [code]dot(a, b)[/code]。"
msgid ""
"A custom visual shader graph expression written in Godot Shading Language."
msgstr "用Godot着色语言编写的自定义可视化着色器图形表达式。"
msgid ""
"An expression in Godot Shading Language, which will be injected at the start "
"of the graph's matching shader function ([code]vertex[/code], "
"[code]fragment[/code], or [code]light[/code]), and thus cannot be used to "
"declare functions, varyings, uniforms, or global constants."
msgstr ""
"Godot 着色器语言中的表达式,它将被注入到图形匹配的着色器函数([code]vertex[/"
"code]、[code]fragment[/code] 或 [code]light[/code])的开头,因此不能用于声明"
"函数、varying、uniform 或全局常量。"
msgid ""
"Returns the vector that points in the same direction as a reference vector "
"within the visual shader graph."
msgstr "返回与可视化着色器图中的参考向量指向相同方向的向量。"
msgid ""
"Translates to [code]faceforward(N, I, Nref)[/code] in the shader language. "
"The function has three vector parameters: [code]N[/code], the vector to "
"orient, [code]I[/code], the incident vector, and [code]Nref[/code], the "
"reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] "
"is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-"
"N[/code] is returned."
msgstr ""
"在着色器语言中翻译为 [code]faceforward(N, I, Nref)[/code]。该函数有三个向量参"
"数。[code]N[/code],定向向量,[code]I[/code],入射向量,以及[code]Nref[/"
"code],参考矢量。如果 [code]I[/code] 和 [code]Nref[/code] 的点积小于零,返回"
"值为 [code]N[/code]。否则,将返回 [code]-N[/code]。"
msgid ""
"Returns the sine of the parameter. Translates to [code]sin(x)[/code] in the "
"Godot Shader Language."
msgstr ""
"返回参数的正弦值。在 Godot 着色器语言中,会被翻译为 [code]sin(x)[/code]。"
msgid ""
"Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in "
"the Godot Shader Language."
msgstr ""
"返回参数的余弦值。在 Godot 着色器语言中,会被翻译为 [code]cos(x)[/code]。"
msgid ""
"Returns the tangent of the parameter. Translates to [code]tan(x)[/code] in "
"the Godot Shader Language."
msgstr ""
"返回参数的正切值。在 Godot 着色器语言中,会被翻译为 [code]tan(x)[/code]。"
msgid ""
"Returns the arc-sine of the parameter. Translates to [code]asin(x)[/code] in "
"the Godot Shader Language."
msgstr ""
"返回参数的反正弦值。在 Godot 着色器语言中,会被翻译为 [code]asin(x)[/code]。"
msgid ""
"Returns the arc-cosine of the parameter. Translates to [code]acos(x)[/code] "
"in the Godot Shader Language."
msgstr ""
"返回参数的反余弦值。在 Godot 着色器语言中,会被翻译为 [code]acos(x)[/code]。"
msgid ""
"Returns the arc-tangent of the parameter. Translates to [code]atan(x)[/code] "
"in the Godot Shader Language."
msgstr ""
"返回参数的反正切值。在 Godot 着色器语言中,会被翻译为 [code]atan(x)[/code]。"
msgid ""
"Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"返回参数的双曲正弦值。在 Godot 着色器语言中,会被翻译为 [code]sinh(x)[/"
"code]。"
msgid ""
"Returns the hyperbolic cosine of the parameter. Translates to [code]cosh(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"返回参数的双曲余弦值。在 Godot 着色器语言中,会被翻译为 [code]cosh(x)[/"
"code]。"
msgid ""
"Returns the hyperbolic tangent of the parameter. Translates to [code]tanh(x)"
"[/code] in the Godot Shader Language."
msgstr ""
"返回参数的双曲正切值。在 Godot 着色器语言中,会被翻译为 [code]tanh(x)[/"
"code]。"
msgid ""
"Returns the natural logarithm of the parameter. Translates to [code]log(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"返回参数的自然对数。在 Godot 着色器语言中,会被翻译为 [code]log(x)[/code]。"
msgid ""
"Returns the natural exponentiation of the parameter. Translates to "
"[code]exp(x)[/code] in the Godot Shader Language."
msgstr ""
"返回该参数的自然指数。在 Godot 着色器语言中,会被翻译为 [code]exp(x)[/code]。"
msgid ""
"Returns the square root of the parameter. Translates to [code]sqrt(x)[/code] "
"in the Godot Shader Language."
msgstr ""
"返回参数的平方根。在 Godot 着色器语言中,会被翻译为 [code]sqrt(x)[/code]。"
msgid ""
"Returns the absolute value of the parameter. Translates to [code]abs(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"返回参数的绝对值。在 Godot 着色器语言中,会被翻译为 [code]abs(x)[/code]。"
msgid ""
"Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in "
"the Godot Shader Language."
msgstr ""
"提取参数的符号。在 Godot 着色器语言中,会被翻译为 [code]sign(x)[/code]。"
msgid ""
"Finds the nearest integer less than or equal to the parameter. Translates to "
"[code]floor(x)[/code] in the Godot Shader Language."
msgstr ""
"查找小于或等于参数的最接近的整数。在 Godot 着色器语言中,会被翻译为 "
"[code]floor(x)[/code]。"
msgid ""
"Finds the nearest integer to the parameter. Translates to [code]round(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"查找最接近参数的整数。在 Godot 着色器语言中,会被翻译为 [code]round(x)[/"
"code]。"
msgid ""
"Finds the nearest integer that is greater than or equal to the parameter. "
"Translates to [code]ceil(x)[/code] in the Godot Shader Language."
msgstr ""
"查找大于或等于参数的最接近的整数。在 Godot 着色器语言中,会被翻译为 "
"[code]ceil(x)[/code]。"
msgid ""
"Computes the fractional part of the argument. Translates to [code]fract(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"计算参数的小数部分。在 Godot 着色器语言中,会被翻译为 [code]fract(x)[/code]。"
msgid "Sums two numbers using [code]a + b[/code]."
msgstr "使用 [code]a + b[/code] 将两个数字相加。"
msgid "Subtracts two numbers using [code]a - b[/code]."
msgstr "使用 [code]a - b[/code] 将两个数字相减。"
msgid "Multiplies two numbers using [code]a * b[/code]."
msgstr "使用 [code]a * b[/code] 将两个数字相乘。"
msgid "Divides two numbers using [code]a / b[/code]."
msgstr "使用 [code]a / b[/code] 将两个数字相除。"
msgid "Translated to [code]uniform float[/code] in the shader language."
msgstr "在着色器语言中被翻译为 [code]uniform float[/code]。"
msgid ""
"Minimum value for range hints. Used if [member hint] is set to [constant "
"HINT_RANGE] or [constant HINT_RANGE_STEP]."
msgstr ""
"范围提示的最小值。会在 [member hint] 为 [constant HINT_RANGE] 或 [constant "
"HINT_RANGE_STEP] 时使用。"
msgid ""
"Maximum value for range hints. Used if [member hint] is set to [constant "
"HINT_RANGE] or [constant HINT_RANGE_STEP]."
msgstr ""
"范围提示的最大值。会在 [member hint] 为 [constant HINT_RANGE] 或 [constant "
"HINT_RANGE_STEP] 时使用。"
msgid ""
"Step (increment) value for the range hint with step. Used if [member hint] "
"is set to [constant HINT_RANGE_STEP]."
msgstr ""
"带步长(增量)的范围提示的步长值。会在 [member hint] 为 [constant "
"HINT_RANGE_STEP] 时使用。"
msgid "No hint used."
msgstr "不使用提示。"
msgid ""
"A range hint for scalar value, which limits possible input values between "
"[member min] and [member max]. Translated to [code]hint_range(min, max)[/"
"code] in shader code."
msgstr ""
"标量值的范围提示,会将可能的输入限制在 [member min] 和 [member max] 之间。会"
"被翻译为着色器代码中的 [code]hint_range(min, max)[/code]。"
msgid ""
"A range hint for scalar value with step, which limits possible input values "
"between [member min] and [member max], with a step (increment) of [member "
"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code."
msgstr ""
"标量值的范围提示,带步长,会将可能的输入限制在 [member min] 和 [member max] "
"之间,步长(增量)为 [member step]。会被翻译为着色器代码中的 "
"[code]hint_range(min, max, step)[/code]。"
msgid "Represents the size of the [enum Hint] enum."
msgstr "代表 [enum Hint] 枚举的大小。"
msgid "A Fresnel effect to be used within the visual shader graph."
msgstr "在可视化着色器图中使用的菲涅尔效果。"
msgid ""
"Returns falloff based on the dot product of surface normal and view "
"direction of camera (pass associated inputs to it)."
msgstr "返回基于表面法线和相机视角方向的点积的衰减,将相关输入传给它。"
msgid ""
"A custom global visual shader graph expression written in Godot Shading "
"Language."
msgstr "用Godot着色器语言编写的自定义全局可视化着色器图形表达式。"
msgid ""
"Custom Godot Shader Language expression, which is placed on top of the "
"generated shader. You can place various function definitions inside to call "
"later in [VisualShaderNodeExpression]s (which are injected in the main "
"shader functions). You can also declare varyings, uniforms and global "
"constants."
msgstr ""
"自定义Godot着色器语言表达式,位于生成的着色器之上。你可以在内部放置各种函数定"
"义,以便以后在[VisualShaderNodeExpression]中调用,这些函数被注入到主着色器函"
"数中。你还可以声明varyings、uniforms 和全局常量。"
msgid "Currently, has no direct usage, use the derived classes instead."
msgstr "目前,没有直接使用,而用派生类代替。"
msgid "Removes all previously specified input ports."
msgstr "移除所有先前指定的输入端口。"
msgid "Removes all previously specified output ports."
msgstr "移除所有先前指定的输出端口。"
msgid ""
"Returns a free input port ID which can be used in [method add_input_port]."
msgstr "返回一个空闲的输入端口 ID,可以在 [method add_input_port] 中使用。"
msgid ""
"Returns a free output port ID which can be used in [method add_output_port]."
msgstr "返回一个空闲的输出端口 ID,可以在 [method add_output_port] 中使用。"
msgid ""
"Returns the number of input ports in use. Alternative for [method "
"get_free_input_port_id]."
msgstr "返回正在使用的输入端口的数量。替代[method get_free_input_port_id]。"
msgid ""
"Returns a [String] description of the input ports as a colon-separated list "
"using the format [code]id,type,name;[/code] (see [method add_input_port])."
msgstr ""
"返回输入端口的[String]描述,是一个用冒号分隔的列表,格式为[code]id,type,name;"
"[/code],参阅[method add_input_port]。"
msgid ""
"Returns the number of output ports in use. Alternative for [method "
"get_free_output_port_id]."
msgstr "返回正在使用的输出端口的数量。替代[method get_free_output_port_id]。"
msgid ""
"Returns a [String] description of the output ports as a colon-separated list "
"using the format [code]id,type,name;[/code] (see [method add_output_port])."
msgstr ""
"返回输出端口的[String]描述,作为一个用冒号分隔的列表,格式为[code]id,type,"
"name;[/code],参阅[method add_output_port]。"
msgid "Returns [code]true[/code] if the specified input port exists."
msgstr "如果指定的输入端口存在,返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the specified output port exists."
msgstr "如果指定的输出端口存在,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the specified port name does not override an "
"existed port name and is valid within the shader."
msgstr ""
"如果指定的端口名称没有重写现有的端口名称,并且在着色器中有效,则返回 "
"[code]true[/code]。"
msgid "Removes the specified input port."
msgstr "移除指定的输入端口。"
msgid "Removes the specified output port."
msgstr "移除指定的输出端口。"
msgid "Renames the specified input port."
msgstr "重命名指定的输入端口。"
msgid ""
"Sets the specified input port's type (see [enum VisualShaderNode.PortType])."
msgstr "设置指定的输入端口的类型,参阅[enum VisualShaderNode.PortType]。"
msgid ""
"Defines all input ports using a [String] formatted as a colon-separated "
"list: [code]id,type,name;[/code] (see [method add_input_port])."
msgstr ""
"使用一个[String]格式的以冒号分隔的列表来定义所有输入端口:[code]id,type,name;"
"[/code],参阅[method add_input_port]。"
msgid "Renames the specified output port."
msgstr "重命名指定的输出端口。"
msgid ""
"Sets the specified output port's type (see [enum VisualShaderNode.PortType])."
msgstr "设置指定输出端口的类型,参阅[enum VisualShaderNode.PortType]。"
msgid ""
"Defines all output ports using a [String] formatted as a colon-separated "
"list: [code]id,type,name;[/code] (see [method add_output_port])."
msgstr ""
"使用一个[String]格式的以冒号分隔的列表来定义所有输出端口: [code]id,type,name;"
"[/code] ,参阅[method add_output_port]。"
msgid ""
"Gives access to input variables (built-ins) available for the shader. See "
"the shading reference for the list of available built-ins for each shader "
"type (check [code]Tutorials[/code] section for link)."
msgstr ""
"提供对着色器可用的输入变量(内置)的访问。关于每种着色器类型的可用内置变量列"
"表,请参阅着色器参考(查看[code]教程[/code]部分的链接)。"
msgid "Shading reference index"
msgstr "着色参考索引"
msgid ""
"A boolean comparison operator to be used within the visual shader graph."
msgstr "布尔比较运算符,在可视化着色器图中使用。"
msgid ""
"Returns the boolean result of the comparison between [code]INF[/code] or "
"[code]NaN[/code] and a scalar parameter."
msgstr ""
"返回 [code]INF[/code]或[code]NaN[/code]与标量参数之间比较的布尔值结果。"
msgid "The comparison function. See [enum Function] for options."
msgstr "比较函数。参阅[enum Function]的选项。"
msgid "Comparison with [code]INF[/code] (Infinity)."
msgstr "与 [code]INF[/code](无穷大)比较。"
msgid ""
"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric "
"results, e.g. division by zero)."
msgstr ""
"与 [code]NaN[/code] 比较(不是一个数字;表示无效的数字结果,如除以 0)。"
msgid "This node can be used in fragment shaders."
msgstr "该节点可用于片段着色器。"
msgid ""
"Linearly interpolates between two values within the visual shader graph."
msgstr "在可视化着色器图中,在两个值之间进行线性插值。"
msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language."
msgstr "在着色器语言中转换为 [code]mix(a, b, weight)[/code]。"
msgid ""
"The [code]a[/code] and [code]b[/code] ports use a 2D vector type. The "
"[code]weight[/code] port uses a scalar type."
msgstr ""
"[code]a[/code] 和 [code]b[/code] 端口使用 2D 向量类型。[code]weight[/code] 端"
"口使用标量类型。"
msgid ""
"The [code]a[/code] and [code]b[/code] ports use a 3D vector type. The "
"[code]weight[/code] port uses a scalar type."
msgstr ""
"[code]a[/code] 和 [code]b[/code] 端口使用 3D 向量类型。[code]weight[/code] 端"
"口使用标量类型。"
msgid ""
"The [code]a[/code] and [code]b[/code] ports use a 4D vector type. The "
"[code]weight[/code] port uses a scalar type."
msgstr ""
"[code]a[/code] 和 [code]b[/code] 端口使用 4D 向量类型。[code]weight[/code] 端"
"口使用标量类型。"
msgid "Performs a fused multiply-add operation within the visual shader graph."
msgstr "在可视化着色器图中,执行乘加融合运算。"
msgid "A floating-point scalar type."
msgstr "浮点数标量类型。"
msgid ""
"Calculates an outer product of two vectors within the visual shader graph."
msgstr "计算可视化着色器图中两个向量的外积。"
msgid ""
"[code]OuterProduct[/code] treats the first parameter [code]c[/code] as a "
"column vector (matrix with one column) and the second parameter [code]r[/"
"code] as a row vector (matrix with one row) and does a linear algebraic "
"matrix multiply [code]c * r[/code], yielding a matrix whose number of rows "
"is the number of components in [code]c[/code] and whose number of columns is "
"the number of components in [code]r[/code]."
msgstr ""
"[code]OuterProduct[/code] 将第一个参数 [code]c[/code] 作为列向量(有一列的矩"
"阵),将第二个参数 [code]r[/code] 作为行向量(有一行的矩阵),进行线性代数矩"
"阵乘法 [code]c * r[/code]。产生一个矩阵,其行数是 [code]c[/code] 的分量数,其"
"列数是 [code]r[/code] 的分量数。"
msgid "Represents the output shader parameters within the visual shader graph."
msgstr "表示可视化着色器图中的输出着色器参数。"
msgid ""
"This visual shader node is present in all shader graphs in form of "
"\"Output\" block with multiple output value ports."
msgstr ""
"此可视化着色器节点以 \"输出\" 块的形式出现在所有着色器图中,有多个输出值端"
"口。"
msgid "A base type for the parameters within the visual shader graph."
msgstr "可视化着色器图中,参数的基础类型。"
msgid "Defines the scope of the parameter."
msgstr "定义该参数的作用域。"
msgid "Represents the size of the [enum Qualifier] enum."
msgstr "代表 [enum Qualifier] 枚举的大小。"
msgid "A reference to an existing [VisualShaderNodeParameter]."
msgstr "对现有 [VisualShaderNodeParameter] 的引用。"
msgid "A visual shader node that accelerates particles."
msgstr "对粒子进行加速的可视着色器节点。"
msgid "The particles will be accelerated based on their velocity."
msgstr "粒子会根据速度进行加速。"
msgid "The particles will be accelerated towards or away from the center."
msgstr "粒子会根据朝向中心或远离中心的方向进行加速。"
msgid "Represents the size of the [enum Mode] enum."
msgstr "代表 [enum Mode] 枚举的大小。"
msgid "If enabled, the particle starts with the position defined by this node."
msgstr "如果启用,则粒子从该节点所定义的位置开始。"
msgid ""
"If enabled, the particle starts with the rotation and scale defined by this "
"node."
msgstr "如果启用,则粒子从该节点所定义的旋转和缩放开始。"
msgid "If enabled,the particle starts with the velocity defined by this node."
msgstr "如果启用,则粒子从该节点所定义的速度开始。"
msgid "If enabled, the particle starts with the color defined by this node."
msgstr "如果启用,则粒子从该节点所定义的颜色开始。"
msgid ""
"If enabled, the particle starts with the [code]CUSTOM[/code] data defined by "
"this node."
msgstr "如果启用,则粒子从该节点所定义的 [code]CUSTOM[/code] 自定义数据开始。"
msgid "A base class for particle emitters."
msgstr "粒子发射器的基类。"
msgid ""
"If [code]true[/code], the angle will be interpreted in degrees instead of "
"radians."
msgstr "如果为 [code]true[/code],夹角会被解释为度数,而不是弧度数。"
msgid "The size of the node in the visual shader graph."
msgstr "可视化着色器图中,该节点的大小。"
msgid ""
"Translates to [code]step(edge, x)[/code] in the shader language.\n"
"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] "
"and [code]1.0[/code] otherwise."
msgstr ""
"在着色器语言中转换成 [code]step(edge, x)[/code]。\n"
"如果 [code]x[/code] 小于 [code]edge[/code],返回 [code]0.0[/code],否则返回 "
"[code]1.0[/code]。"
msgid "A transform type."
msgstr "变换类型。"
msgid ""
"Performs a lookup operation on the provided texture, with support for "
"multiple texture sources to choose from."
msgstr "对提供的纹理进行查找操作,支持从多个纹理源选择。"
msgid "Determines the source for the lookup. See [enum Source] for options."
msgstr "确定查询的源。有关选项,请参阅 [enum Source]。"
msgid "The source texture, if needed for the selected [member source]."
msgstr "源纹理,如果需要的话,用于选定的[member source]。"
msgid ""
"Specifies the type of the texture if [member source] is set to [constant "
"SOURCE_TEXTURE]. See [enum TextureType] for options."
msgstr ""
"如果[member source]被设置为[constant SOURCE_TEXTURE],则指定纹理的类型。有关"
"选项,请参阅 [enum TextureType]。"
msgid "Use the texture given as an argument for this function."
msgstr "使用给定的纹理作为此函数的参数。"
msgid "Use the current viewport's texture as the source."
msgstr "使用当前视口的纹理作为源。"
msgid "Use the texture from this shader's normal map built-in."
msgstr "使用该着色器内置的法线贴图的纹理。"
msgid "Use the texture provided in the input port for this function."
msgstr "将输入端口中提供的纹理用于此函数。"
msgid "Performs a uniform texture lookup within the visual shader graph."
msgstr "在可视化着色器图中执行 uniform 的纹理查找。"
msgid ""
"Performs a lookup operation on the texture provided as a uniform for the "
"shader."
msgstr "对作为 uniform 着色器提供的纹理进行查找操作。"
msgid "Sets the default color if no texture is assigned to the uniform."
msgstr "如果没有给 uniform 分配纹理,则设置默认颜色。"
msgid "Represents the size of the [enum ColorDefault] enum."
msgstr "代表 [enum ColorDefault] 枚举的大小。"
msgid "Represents the size of the [enum TextureSource] enum."
msgstr "代表 [enum TextureSource] 枚举的大小。"
msgid ""
"Performs a uniform texture lookup with triplanar within the visual shader "
"graph."
msgstr "在可视化着色器图中用三角面进行 uniform 纹理查找。"
msgid ""
"Performs a lookup operation on the texture provided as a uniform for the "
"shader, with support for triplanar mapping."
msgstr "对作为uniform着色器提供的纹理进行查找操作,并支持三角面贴图。"
msgid ""
"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. "
"Each vector is one row in the matrix and the last column is a [code]vec4(0, "
"0, 0, 1)[/code]."
msgstr ""
"使用四个类型为 [code]vec3[/code] 的向量创建一个 4x4 变换矩阵。每个向量是矩阵"
"中的一行,最后一列是一个 [code]vec4(0, 0, 0, 1)[/code]。"
msgid "A constant [Transform3D], which can be used as an input node."
msgstr "[Transform3D] 常量,可用作输入节点。"
msgid ""
"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] "
"values, one from each row of the matrix."
msgstr "获取一个4x4的变换矩阵,并将其分解为四个[code]vec3[/code]值,每行一个。"
msgid "The function to be computed. See [enum Function] for options."
msgstr "要计算的函数。选项参阅[enum Function]。"
msgid "Multiplies transform [code]a[/code] by the transform [code]b[/code]."
msgstr "将变换 [code]a[/code] 乘以变换 [code]b[/code]。"
msgid "Multiplies transform [code]b[/code] by the transform [code]a[/code]."
msgstr "将变换 [code]b[/code] 乘以变换 [code]a[/code]。"
msgid ""
"Performs a component-wise multiplication of transform [code]a[/code] by the "
"transform [code]b[/code]."
msgstr "对变换 [code]a[/code] 与变换 [code]b[/code] 进行分量明智的乘法。"
msgid ""
"Performs a component-wise multiplication of transform [code]b[/code] by the "
"transform [code]a[/code]."
msgstr "对变换 [code]b[/code] 与变换 [code]a[/code] 进行分量明智的乘法。"
msgid "Translated to [code]uniform mat4[/code] in the shader language."
msgstr "在着色器语言中被转换成 [code]uniform mat4[/code]。"
msgid ""
"A multiplication operation on a transform (4x4 matrix) and a vector, with "
"support for different multiplication operators."
msgstr "对一个变换(4x4 矩阵)和一个向量进行乘法运算,支持不同的乘法运算符。"
msgid ""
"The multiplication type to be performed. See [enum Operator] for options."
msgstr "要执行的乘法类型。参阅 [enum Operator] 的选项。"
msgid "Multiplies transform [code]a[/code] by the vector [code]b[/code]."
msgstr "将变换 [code]a[/code] 乘以向量 [code]b[/code]。"
msgid "Multiplies vector [code]b[/code] by the transform [code]a[/code]."
msgstr "将向量 [code]b[/code] 乘以变换 [code]a[/code]。"
msgid ""
"Multiplies transform [code]a[/code] by the vector [code]b[/code], skipping "
"the last row and column of the transform."
msgstr ""
"将变换 [code]a[/code] 乘以向量 [code]b[/code],跳过变换的最后一行和一列。"
msgid ""
"Multiplies vector [code]b[/code] by the transform [code]a[/code], skipping "
"the last row and column of the transform."
msgstr ""
"将向量 [code]b[/code] 乘以变换 [code]a[/code],跳过变换的最后一行和一列。"
msgid "A constant [Vector2], which can be used as an input node."
msgstr "[Vector2] 常量,可用作输入节点。"
msgid "A [Vector3] constant to be used within the visual shader graph."
msgstr "[Vector3] 常量,用于可视化着色器图中。"
msgid "A constant [Vector3], which can be used as an input node."
msgstr "[Vector3] 常量,可用作输入节点。"
msgid "A [Vector3] constant which represents the state of this node."
msgstr "[Vector3] 常量,表示该节点的状态。"
msgid "Translated to [code]uniform vec3[/code] in the shader language."
msgstr "在着色器语言中被转换成 [code]uniform vec3[/code]。"
msgid "A constant 4D vector, which can be used as an input node."
msgstr "4D 常向量,可用作输入节点。"
msgid ""
"Returns the distance between two points. To be used within the visual shader "
"graph."
msgstr "返回两点之间的距离。用于可视化着色器图中。"
msgid ""
"Calculates distance from point represented by vector [code]p0[/code] to "
"vector [code]p1[/code].\n"
"Translated to [code]distance(p0, p1)[/code] in the shader language."
msgstr ""
"计算从向量 [code]p0[/code] 表示的点到向量 [code]p1[/code] 的距离。\n"
"在着色器语言中被转换成 [code]distance(p0, p1)[/code]。"
msgid "A vector function to be used within the visual shader graph."
msgstr "在可视化着色器图中使用的向量函数。"
msgid "A visual shader node able to perform different functions using vectors."
msgstr "可视化着色器节点,能够使用向量执行不同的函数。"
msgid "The function to be performed. See [enum Function] for options."
msgstr "要执行的函数。参阅 [enum Function] 的选项。"
msgid ""
"Normalizes the vector so that it has a length of [code]1[/code] but points "
"in the same direction."
msgstr "将向量归一化,使其长度为[code]1[/code],但指向相同的方向。"
msgid "Clamps the value between [code]0.0[/code] and [code]1.0[/code]."
msgstr "限制[code]0.0[/code]和[code]1.0[/code]之间的值。"
msgid "Returns the opposite value of the parameter."
msgstr "返回参数的相反值。"
msgid "Returns [code]1/vector[/code]."
msgstr "返回 [code]1/vector[/code]。"
msgid "Returns the absolute value of the parameter."
msgstr "返回参数的绝对值。"
msgid "Returns the arc-cosine of the parameter."
msgstr "返回参数的反余弦值。"
msgid "Returns the inverse hyperbolic cosine of the parameter."
msgstr "返回参数的反双曲余弦值。"
msgid "Returns the arc-sine of the parameter."
msgstr "返回参数的反正弦值。"
msgid "Returns the inverse hyperbolic sine of the parameter."
msgstr "返回参数的反双曲正弦值。"
msgid "Returns the arc-tangent of the parameter."
msgstr "返回参数的反正切值。"
msgid "Returns the inverse hyperbolic tangent of the parameter."
msgstr "返回参数的反双曲正切值。"
msgid ""
"Finds the nearest integer that is greater than or equal to the parameter."
msgstr "查找最接近的大于或等于参数的整数。"
msgid "Returns the cosine of the parameter."
msgstr "返回参数的余弦值。"
msgid "Returns the hyperbolic cosine of the parameter."
msgstr "返回参数的双曲余弦值。"
msgid "Converts a quantity in radians to degrees."
msgstr "将以弧度为单位的量转换为度。"
msgid "Base-e Exponential."
msgstr "以 e 为底的指数。"
msgid "Base-2 Exponential."
msgstr "以 2 为底的指数。"
msgid "Finds the nearest integer less than or equal to the parameter."
msgstr "查找小于或等于参数的最近整数。"
msgid "Computes the fractional part of the argument."
msgstr "计算参数的小数部分。"
msgid "Returns the inverse of the square root of the parameter."
msgstr "返回参数的平方根的倒数。"
msgid "Natural logarithm."
msgstr "自然对数。"
msgid "Base-2 logarithm."
msgstr "以 2 为底的对数。"
msgid "Converts a quantity in degrees to radians."
msgstr "将度数转换为弧度。"
msgid "Finds the nearest integer to the parameter."
msgstr "查找参数最近的整数。"
msgid "Finds the nearest even integer to the parameter."
msgstr "查找参数最近的偶数。"
msgid ""
"Extracts the sign of the parameter, i.e. returns [code]-1[/code] if the "
"parameter is negative, [code]1[/code] if it's positive and [code]0[/code] "
"otherwise."
msgstr ""
"提取参数的符号,即如果参数是负的,返回 [code]-1[/code],如果是正的,返回 "
"[code]1[/code],否则返回 [code]0[/code]。"
msgid "Returns the sine of the parameter."
msgstr "返回参数的正弦值。"
msgid "Returns the hyperbolic sine of the parameter."
msgstr "返回参数的双曲正弦值。"
msgid "Returns the square root of the parameter."
msgstr "返回参数的平方根。"
msgid "Returns the tangent of the parameter."
msgstr "返回参数的正切值。"
msgid "Returns the hyperbolic tangent of the parameter."
msgstr "返回参数的双曲正切值。"
msgid ""
"Returns a value equal to the nearest integer to the parameter whose absolute "
"value is not larger than the absolute value of the parameter."
msgstr "返回一个等于与参数最接近的整数的值,该值的绝对值不大于参数的绝对值。"
msgid "Returns [code]1.0 - vector[/code]."
msgstr "返回 [code]1.0 - vector[/code]。"
msgid "Returns the length of a [Vector3] within the visual shader graph."
msgstr "返回[Vector3]在可视化着色器图中的长度。"
msgid "Translated to [code]length(p0)[/code] in the shader language."
msgstr "在着色器语言中被转换成[code]length(p0)[/code]。"
msgid "A vector operator to be used within the visual shader graph."
msgstr "在可视化着色器图中使用的向量运算符。"
msgid ""
"A visual shader node for use of vector operators. Operates on vector "
"[code]a[/code] and vector [code]b[/code]."
msgstr ""
"用于使用向量运算符的可视化着色器节点。对向量[code]a[/code]和向量[code]b[/"
"code]进行操作。"
msgid "The operator to be used. See [enum Operator] for options."
msgstr "要使用的运算符。参阅[enum Operator]的选项。"
msgid "Adds two vectors."
msgstr "将两个向量相加。"
msgid "Subtracts a vector from a vector."
msgstr "从一个向量中减去一个向量。"
msgid "Multiplies two vectors."
msgstr "将两个向量相乘。"
msgid "Divides vector by vector."
msgstr "将向量除以向量。"
msgid "Returns the remainder of the two vectors."
msgstr "返回两个向量的余数。"
msgid ""
"Returns the value of the first parameter raised to the power of the second, "
"for each component of the vectors."
msgstr "返回第一个参数的值提高到第二个参数的幂,对于向量的每个分量。"
msgid "Returns the greater of two values, for each component of the vectors."
msgstr "对于向量的每个分量,返回两个值中的较大值。"
msgid "Returns the lesser of two values, for each component of the vectors."
msgstr "对于向量的每个分量,返回两个数值中的较小者。"
msgid "Calculates the cross product of two vectors."
msgstr "计算两个向量的叉积。"
msgid "Returns the arc-tangent of the parameters."
msgstr "返回参数的反正切值。"
msgid ""
"Returns the vector that points in the direction of reflection. [code]a[/"
"code] is incident vector and [code]b[/code] is the normal vector."
msgstr ""
"返回指向反射方向的向量。[code]a[/code] 是入射向量,[code]b[/code] 是法向量。"
msgid ""
"Vector step operator. Returns [code]0.0[/code] if [code]a[/code] is smaller "
"than [code]b[/code] and [code]1.0[/code] otherwise."
msgstr ""
"向量步长运算符。如果[code]a[/code]小于[code]b[/code],返回 [code]0.0[/code],"
"否则返回 [code]1.0[/code]。"
msgid ""
"Translated to [code]refract(I, N, eta)[/code] in the shader language, where "
"[code]I[/code] is the incident vector, [code]N[/code] is the normal vector "
"and [code]eta[/code] is the ratio of the indices of the refraction."
msgstr ""
"在着色器语言中转换成 [code]refract(I, N, eta)[/code],其中 [code]I[/code] 是"
"入射向量,[code]N[/code] 是法线向量,[code]eta[/code] 是折射的比率。"
msgid "Real-time global illumination (GI) probe."
msgstr "实时全局光照(GI)探测。"
msgid "GI probes"
msgstr "GI 探针"
msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled."
msgstr "在启用 [code]create_visual_debug[/code] 的情况下调用 [method bake] 。"
msgid ""
"Use 64 subdivisions. This is the lowest quality setting, but the fastest. "
"Use it if you can, but especially use it on lower-end hardware."
msgstr ""
"使用 64 分区,这是最低的质量设置,但也是最快的。如果你能使用它,特别是在低端"
"硬件上使用它。"
msgid "Use 128 subdivisions. This is the default quality setting."
msgstr "使用 128 个分区。这是默认的质量设置。"
msgid "Use 256 subdivisions."
msgstr "使用 256 个分区。"
msgid ""
"Use 512 subdivisions. This is the highest quality setting, but the slowest. "
"On lower-end hardware, this could cause the GPU to stall."
msgstr ""
"使用 512 个分区。这是最高的质量设置,但也是最慢的。在低端硬件上,这可能会导"
"致 GPU 停顿。"
msgid "Represents the size of the [enum Subdiv] enum."
msgstr "代表 [enum Subdiv] 举的大小。"
msgid "Vertical scroll bar."
msgstr "垂直滚动条。"
msgid ""
"Vertical version of [ScrollBar], which goes from top (min) to bottom (max)."
msgstr "[ScrollBar]的垂直版本,它从顶部(最小)到底部(最大)。"
msgid ""
"Icon used as a button to scroll the [ScrollBar] up. Supports custom step "
"using the [member ScrollBar.custom_step] property."
msgstr ""
"按钮使用的图标,用于向上滚动[ScrollBar]。支持使用[member ScrollBar."
"custom_step]属性的自定义步长。"
msgid ""
"Icon used as a button to scroll the [ScrollBar] down. Supports custom step "
"using the [member ScrollBar.custom_step] property."
msgstr ""
"作为按钮使用的图标,用于向下滚动[ScrollBar]。支持使用[member ScrollBar."
"custom_step]属性的自定义步长。"
msgid "Vertical version of [Separator]."
msgstr "[Separator] 的垂直版本。"
msgid ""
"Vertical version of [Separator]. Even though it looks vertical, it is used "
"to separate objects horizontally."
msgstr "[Separator] 的垂直版本。尽管外观是垂直的,但作用是水平分隔对象。"
msgid ""
"The width of the area covered by the separator. Effectively works like a "
"minimum width."
msgstr "分隔器覆盖区域的宽度。效果上和最小宽度一致。"
msgid ""
"The style for the separator line. Works best with [StyleBoxLine] (remember "
"to enable [member StyleBoxLine.vertical])."
msgstr ""
"分隔线的样式。与 [StyleBoxLine] 一起使用效果最好(记得要启用 [member "
"StyleBoxLine.vertical])。"
msgid "Vertical slider."
msgstr "垂直滑动条。"
msgid ""
"Vertical slider. See [Slider]. This one goes from bottom (min) to top "
"(max).\n"
"[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] "
"signals are part of the [Range] class which this class inherits from."
msgstr ""
"垂直滑动条。见 [Slider]。这个控件是从底部(最小)滑到顶部(最大)的。\n"
"[b]注意:[/b][signal Range.changed] 和 [signal Range.value_changed] 信号是 "
"[Range] 类的一部分,该类继承自它。"
msgid "The background of the area below the grabber."
msgstr "抓取器下方区域的背景。"
msgid ""
"The background for the whole slider. Determines the width of the "
"[code]grabber_area[/code]."
msgstr "整个滑动条的背景。决定了 [code]grabber_area[/code] 的宽度。"
msgid "Vertical split container."
msgstr "垂直拆分容器。"
msgid ""
"Vertical split container. See [SplitContainer]. This goes from top to bottom."
msgstr "垂直拆分容器。见 [SplitContainer]。这是从上到下的。"
msgid ""
"Holds an [Object], but does not contribute to the reference count if the "
"object is a reference."
msgstr "持有 [Object],但如果该对象是引用,则不会贡献引用计数。"
msgid ""
"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
"if that object no longer exists."
msgstr ""
"返回这个弱引用所引用的 [Object]。如果该对象不复存在,则返回 [code]null[/"
"code]。"
msgid "Closes this data channel, notifying the other peer."
msgstr "关闭此数据通道,通知另一个对等体。"
msgid ""
"Returns the number of bytes currently queued to be sent over this channel."
msgstr "返回当前排队在此通道上发送的字节数。"
msgid "Returns the label assigned to this channel during creation."
msgstr "返回创建时分配给该通道的标签。"
msgid ""
"Returns the [code]maxPacketLifeTime[/code] value assigned to this channel "
"during creation.\n"
"Will be [code]65535[/code] if not specified."
msgstr ""
"返回创建时分配给这个通道的 [code]maxPacketLifeTime[/code] 值。\n"
"如果没有指定,将是 [code]65535[/code]。"
msgid ""
"Returns the [code]maxRetransmits[/code] value assigned to this channel "
"during creation.\n"
"Will be [code]65535[/code] if not specified."
msgstr ""
"返回创建时分配给这个通道的 [code]maxRetransmits[/code] 值。\n"
"如果没有指定,将是 [code]65535[/code]。"
msgid ""
"Returns the sub-protocol assigned to this channel during creation. An empty "
"string if not specified."
msgstr "返回创建时分配给这个通道的子协议。如果没有指定,则为空字符串。"
msgid "Returns the current state of this channel, see [enum ChannelState]."
msgstr "返回该通道的当前状态,见 [enum ChannelState]。"
msgid ""
"Returns [code]true[/code] if this channel was created with out-of-band "
"configuration."
msgstr "如果这个通道是用带外配置创建的,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this channel was created with ordering enabled "
"(default)."
msgstr "如果这个通道在创建时启用了排序功能,则默认返回 [code]true[/code]。"
msgid "Reserved, but not used for now."
msgstr "保留,目前未使用。"
msgid ""
"Returns [code]true[/code] if the last received packet was transferred as "
"text. See [member write_mode]."
msgstr ""
"如果最后收到的数据包是以文本形式传输,则返回 [code]true[/code]。见 [member "
"write_mode]。"
msgid ""
"The transfer mode to use when sending outgoing packet. Either text or binary."
msgstr "发送出去数据包时要使用的传输模式。可以是文本或二进制。"
msgid ""
"Tells the channel to send data over this channel as text. An external peer "
"(non-Godot) would receive this as a string."
msgstr ""
"告诉通道以文本形式在这个通道上发送数据。外部对等体(非 Godot)会以字符串的形"
"式接收。"
msgid ""
"Tells the channel to send data over this channel as binary. An external peer "
"(non-Godot) would receive this as array buffer or blob."
msgstr ""
"告诉通道以二进制形式在此通道上发送数据。外部对等体(非 Godot)将以数组缓冲区"
"或 blob 的形式接收。"
msgid "The channel was created, but it's still trying to connect."
msgstr "通道已经创建,但它仍在尝试连接。"
msgid "The channel is currently open, and data can flow over it."
msgstr "该通道目前是打开的,数据可以在其上流动。"
msgid ""
"The channel is being closed, no new messages will be accepted, but those "
"already in queue will be flushed."
msgstr "通道正在关闭,将不接受新的消息,但已经在队列中的消息将被刷新。"
msgid "The channel was closed, or connection failed."
msgstr "通道已关闭,或连接失败。"
msgid ""
"A simple interface to create a peer-to-peer mesh network composed of "
"[WebRTCPeerConnection] that is compatible with the [MultiplayerAPI]."
msgstr ""
"简单的接口,用于创建由 [WebRTCPeerConnection] 组成的点对点网状网络,与 "
"[MultiplayerAPI] 兼容。"
msgid ""
"Add a new peer to the mesh with the given [code]peer_id[/code]. The "
"[WebRTCPeerConnection] must be in state [constant WebRTCPeerConnection."
"STATE_NEW].\n"
"Three channels will be created for reliable, unreliable, and ordered "
"transport. The value of [code]unreliable_lifetime[/code] will be passed to "
"the [code]maxPacketLifetime[/code] option when creating unreliable and "
"ordered channels (see [method WebRTCPeerConnection.create_data_channel])."
msgstr ""
"以给定的 [code]peer_id[/code] 添加一个新的对等体到网状结构。该 "
"[WebRTCPeerConnection] 必须处于 [constant WebRTCPeerConnection.STATE_NEW] 状"
"态。\n"
"将为可靠的、不可靠的和有序的传输创建三个通道。在创建不可靠和有序通道时,"
"[code]unreliable_lifetime[/code] 的值将被传递给 [code]maxPacketLifetime[/"
"code]选项(见 [method WebRTCPeerConnection.create_data_channel])。"
msgid ""
"Returns a dictionary which keys are the peer ids and values the peer "
"representation as in [method get_peer]."
msgstr ""
"返回一个字典,其键是对等体的 id,其值是对等体的表示,如 [method get_peer]。"
msgid ""
"Returns [code]true[/code] if the given [code]peer_id[/code] is in the peers "
"map (it might not be connected though)."
msgstr ""
"如果给定的 [code]peer_id[/code] 在对等体映射中,则返回 [code]true[/code],尽"
"管它可能没有连接。"
msgid "Interface to a WebRTC peer connection."
msgstr "与 WebRTC 对等体连接的接口。"
msgid ""
"A WebRTC connection between the local computer and a remote peer. Provides "
"an interface to connect, maintain and monitor the connection.\n"
"Setting up a WebRTC connection between two peers from now on) may not seem a "
"trivial task, but it can be broken down into 3 main steps:\n"
"- The peer that wants to initiate the connection ([code]A[/code] from now "
"on) creates an offer and send it to the other peer ([code]B[/code] from now "
"on).\n"
"- [code]B[/code] receives the offer, generate and answer, and sends it to "
"[code]A[/code]).\n"
"- [code]A[/code] and [code]B[/code] then generates and exchange ICE "
"candidates with each other.\n"
"After these steps, the connection should become connected. Keep on reading "
"or look into the tutorial for more information."
msgstr ""
"本地计算机和远程对等体之间的 WebRTC 连接。提供一个接口来连接、维护和监控连"
"接。\n"
"从当前开始,在两个对等体之间建立 WebRTC 连接,这不是一项简单的任务,但它可以"
"分解为 3 个主要步骤。\n"
"- 想要启动连接的对等体([code]A[/code]从现在开始)创建一个提交,并将其发送给"
"另一个对等体([code]B[/code]从现在开始)。\n"
"- [code]B[/code] 收到要约,生成和回答,并将其发送给 [code]A[/code])。\n"
"- [code]A[/code] 和 [code]B[/code] 然后生成并相互交换 ICE 候选。\n"
"在这些步骤之后,连接应该成功建立。继续阅读或查看教程以了解更多信息。"
msgid ""
"Add an ice candidate generated by a remote peer (and received over the "
"signaling server). See [signal ice_candidate_created]."
msgstr ""
"添加一个由远程对等体产生的冻结候选,并通过信令服务器接收。请参阅[signal "
"ice_candidate_created]。"
msgid ""
"Close the peer connection and all data channels associated with it.\n"
"[b]Note:[/b] You cannot reuse this object for a new connection unless you "
"call [method initialize]."
msgstr ""
"关闭对等体连接和与之相关的所有数据通道。\n"
"[b]注意:[/b]你不能为一个新的连接重复使用这个对象,除非你调用 [method "
"initialize]。"
msgid ""
"Returns a new [WebRTCDataChannel] (or [code]null[/code] on failure) with "
"given [code]label[/code] and optionally configured via the [code]options[/"
"code] dictionary. This method can only be called when the connection is in "
"state [constant STATE_NEW].\n"
"There are two ways to create a working data channel: either call [method "
"create_data_channel] on only one of the peer and listen to [signal "
"data_channel_received] on the other, or call [method create_data_channel] on "
"both peers, with the same values, and the [code]negotiated[/code] option set "
"to [code]true[/code].\n"
"Valid [code]options[/code] are:\n"
"[codeblock]\n"
"{\n"
" \"negotiated\": true, # When set to true (default off), means the "
"channel is negotiated out of band. \"id\" must be set too. "
"\"data_channel_received\" will not be called.\n"
" \"id\": 1, # When \"negotiated\" is true this value must also be set to "
"the same value on both peer.\n"
"\n"
" # Only one of maxRetransmits and maxPacketLifeTime can be specified, not "
"both. They make the channel unreliable (but also better at real time).\n"
" \"maxRetransmits\": 1, # Specify the maximum number of attempt the peer "
"will make to retransmits packets if they are not acknowledged.\n"
" \"maxPacketLifeTime\": 100, # Specify the maximum amount of time before "
"giving up retransmitions of unacknowledged packets (in milliseconds).\n"
" \"ordered\": true, # When in unreliable mode (i.e. either "
"\"maxRetransmits\" or \"maxPacketLifetime\" is set), \"ordered\" (true by "
"default) specify if packet ordering is to be enforced.\n"
"\n"
" \"protocol\": \"my-custom-protocol\", # A custom sub-protocol string for "
"this channel.\n"
"}\n"
"[/codeblock]\n"
"[b]Note:[/b] You must keep a reference to channels created this way, or it "
"will be closed."
msgstr ""
"返回新的 [WebRTCDataChannel],或在失败时返回 [code]null[/code],具有给定的 "
"[code]label[/code],并通过 [code]options[/code] 字典进行配置。这个方法只有在"
"连接处于 [constant STATE_NEW] 状态时才能被调用。\n"
"有两种方法来创建工作数据通道:要么只在其中一个对等体上调用 [method "
"create_data_channel],并在另一个对等体上监听[signal data_channel_received],"
"要么在两个对等体上调用 [method create_data_channel],数值相同,并将 "
"[code]negotiated[/code] 选项设置为 [code]true[/code]。\n"
"有效的[code]options[/code]是:\n"
"[codeblock]\n"
"{\n"
" \"negotiated\": true, # 当设置为 \"true\"时,默认关闭,意味着该通道是在频"
"带外协商的。\"id\"也必须被设置。\"data_channel_received\" 将不会被调用。\n"
" \"id\":1, # 当 \"negotiated\"为真时,这个值也必须被设置为两个对等体的相同"
"值。\n"
"\n"
" # 只能指定maxRetransmits和maxPacketLifeTime中的一个,不能同时指定。它们会"
"使信道变得不可靠,但在实时性方面会更好。\n"
" \"maxRetransmits\":1, # 指定对等体在数据包未被确认时尝试重传的最大次"
"数。\n"
" \"maxPacketLifeTime\":100, # 指定放弃重传未被确认的数据包之前的最大时间,"
"以毫秒为单位。\n"
" \"ordered\": true, # 当处于不可靠模式时,即 \"maxRetransmits \"或 "
"\"maxPacketLifetime \"被设置,\"ordered\"指定是否要强制执行数据包排序,默认为"
"true。\n"
"\n"
" \"protocol\":\"my-custom-protocol\", # 这个通道的自定义子协议字符串。\n"
"}\n"
"[/codeblock]\n"
"[b]注意:[/b]你必须保持对以这种方式创建的通道的引用,否则它将被关闭。"
msgid ""
"Creates a new SDP offer to start a WebRTC connection with a remote peer. At "
"least one [WebRTCDataChannel] must have been created before calling this "
"method.\n"
"If this functions returns [constant OK], [signal "
"session_description_created] will be called when the session is ready to be "
"sent."
msgstr ""
"创建一个新的 SDP 提交,以开始与远程对等体的 WebRTC 连接。在调用此方法之前,至"
"少要创建一个 [WebRTCDataChannel]。\n"
"如果这个函数返回 [constant OK],当会话准备好被发送时,[signal "
"session_description_created] 将被调用。"
msgid "Returns the connection state. See [enum ConnectionState]."
msgstr "返回连接状态。见 [enum ConnectionState]。"
msgid ""
"Re-initialize this peer connection, closing any previously active "
"connection, and going back to state [constant STATE_NEW]. A dictionary of "
"[code]options[/code] can be passed to configure the peer connection.\n"
"Valid [code]options[/code] are:\n"
"[codeblock]\n"
"{\n"
" \"iceServers\": [\n"
" {\n"
" \"urls\": [ \"stun:stun.example.com:3478\" ], # One or more STUN "
"servers.\n"
" },\n"
" {\n"
" \"urls\": [ \"turn:turn.example.com:3478\" ], # One or more TURN "
"servers.\n"
" \"username\": \"a_username\", # Optional username for the TURN "
"server.\n"
" \"credential\": \"a_password\", # Optional password for the TURN "
"server.\n"
" }\n"
" ]\n"
"}\n"
"[/codeblock]"
msgstr ""
"重新初始化这个对等体连接,关闭任何先前活动的连接,并回到状态 [constant "
"STATE_NEW]。可以通过 [code]options[/code] 的字典来配置对等连接。\n"
"有效的 [code]options[/code] 是:\n"
"[codeblock]\n"
"{\n"
" \"iceServers\": [\n"
" {\n"
" \"urls\":[\"stun:stun.example.com:3478\"], # 一个或多个 STUN 服务"
"器。\n"
" },\n"
" {\n"
" \"urls\":[\"turn:turn.example.com:3478\"], # 一个或多个 TURN 服务"
"器。\n"
" \"username\":\"a_username\", # TURN 服务器的可选用户名。\n"
" \"credential\":\"a_password\", # TURN 服务器的可选密码。\n"
" }\n"
" ]\n"
"}\n"
"[/codeblock]"
msgid ""
"Call this method frequently (e.g. in [method Node._process] or [method Node."
"_physics_process]) to properly receive signals."
msgstr ""
"经常调用这个方法以正确接收信号,例如在 [method Node._process] 或 [method "
"Node._physics_process] 中。"
msgid ""
"Sets the SDP description of the local peer. This should be called in "
"response to [signal session_description_created].\n"
"After calling this function the peer will start emitting [signal "
"ice_candidate_created] (unless an [enum Error] different from [constant OK] "
"is returned)."
msgstr ""
"设置本地对等体的 SDP 描述。这应是在响应 [signal session_description_created] "
"时调用的。\n"
"调用此函数后,对等体将开始发出 [signal ice_candidate_created],除非返回与 "
"[constant OK] 不同的 [enum Error]。"
msgid ""
"Sets the SDP description of the remote peer. This should be called with the "
"values generated by a remote peer and received over the signaling server.\n"
"If [code]type[/code] is [code]offer[/code] the peer will emit [signal "
"session_description_created] with the appropriate answer.\n"
"If [code]type[/code] is [code]answer[/code] the peer will start emitting "
"[signal ice_candidate_created]."
msgstr ""
"设置远程对等体的 SDP 描述。应用远程对等体产生的值来调用,并通过信号服务器接"
"收。\n"
"如果 [code]type[/code] 是 [code]offer[/code],对等体将发出 [signal "
"session_description_created] 并给出适当的答案。\n"
"如果 [code]type[/code] 是 [code]answer[/code],对等体将开始发出 [signal "
"ice_candidate_created]。"
msgid ""
"Emitted when a new in-band channel is received, i.e. when the channel was "
"created with [code]negotiated: false[/code] (default).\n"
"The object will be an instance of [WebRTCDataChannel]. You must keep a "
"reference of it or it will be closed automatically. See [method "
"create_data_channel]."
msgstr ""
"当收到一个新的带内通道时发出,即在通道是用[code]negotiated: false[/code](默"
"认)。\n"
"该对象将是[WebRTCDataChannel]的一个实例。你必须保持它的引用,否则它将被自动关"
"闭。参阅[method create_data_channel]。"
msgid ""
"Emitted when a new ICE candidate has been created. The three parameters are "
"meant to be passed to the remote peer over the signaling server."
msgstr ""
"当新的 ICE 候选者被创建时触发。这三个参数是为了通过信号服务器传递给远程对等"
"体。"
msgid ""
"Emitted after a successful call to [method create_offer] or [method "
"set_remote_description] (when it generates an answer). The parameters are "
"meant to be passed to [method set_local_description] on this object, and "
"sent to the remote peer over the signaling server."
msgstr ""
"在成功调用 [method create_offer] 或 [method set_remote_description] 后触发,"
"当它产生一个应答时。这些参数是为了传递给这个对象上的 [method "
"set_local_description],并通过信号服务器发送给远程对等体。"
msgid ""
"The connection is new, data channels and an offer can be created in this "
"state."
msgstr "连接是新的,数据通道和提交可以在这种状态下创建。"
msgid ""
"The peer is connecting, ICE is in progress, none of the transports has "
"failed."
msgstr "对等体正在连接,ICE 正在进行中,没有任何传输失败。"
msgid "The peer is connected, all ICE transports are connected."
msgstr "对等体已连接,所有的 ICE 传输都已连接。"
msgid "At least one ICE transport is disconnected."
msgstr "至少有一个 ICE 传输被断开连接。"
msgid "One or more of the ICE transports failed."
msgstr "一个或更多的 ICE 传输失败。"
msgid ""
"The peer connection is closed (after calling [method close] for example)."
msgstr "对等连接已关闭,例如在调用 [method close] 后。"
msgid "Base class for WebSocket server and client."
msgstr "WebSocket 服务器和客户端的基类。"
msgid ""
"Returns the [WebSocketPeer] associated to the given [code]peer_id[/code]."
msgstr "返回与给定 [code]peer_id[/code] 关联的 [WebSocketPeer]。"
msgid "Returns the IP address of the given peer."
msgstr "返回给定对等体的 IP 地址。"
msgid "Returns the remote port of the given peer."
msgstr "返回给定对等体的远程端口。"
msgid "A WebSocket connection."
msgstr "WebSocket 连接。"
msgid ""
"Returns [code]true[/code] if the last received packet was sent as a text "
"payload. See [enum WriteMode]."
msgstr ""
"如果最后收到的数据包是作为文本有效载荷发送的,返回 [code]true[/code]。见 "
"[enum WriteMode]。"
msgid ""
"Specifies that WebSockets messages should be transferred as text payload "
"(only valid UTF-8 is allowed)."
msgstr "指定 WebSockets 消息应作为文本有效载荷传输(只允许有效的 UTF-8)。"
msgid ""
"Specifies that WebSockets messages should be transferred as binary payload "
"(any byte combination is allowed)."
msgstr "指定 WebSockets 消息应以二进制有效载荷的形式传输(允许任何字节组合)。"
msgid "XR interface using WebXR."
msgstr "使用 WebXR 的 AR/VR 接口。"
msgid ""
"WebXR is an open standard that allows creating VR and AR applications that "
"run in the web browser.\n"
"As such, this interface is only available when running in Web exports.\n"
"WebXR supports a wide range of devices, from the very capable (like Valve "
"Index, HTC Vive, Oculus Rift and Quest) down to the much less capable (like "
"Google Cardboard, Oculus Go, GearVR, or plain smartphones).\n"
"Since WebXR is based on JavaScript, it makes extensive use of callbacks, "
"which means that [WebXRInterface] is forced to use signals, where other XR "
"interfaces would instead use functions that return a result immediately. "
"This makes [WebXRInterface] quite a bit more complicated to initialize than "
"other XR interfaces.\n"
"Here's the minimum code required to start an immersive VR session:\n"
"[codeblock]\n"
"extends Node3D\n"
"\n"
"var webxr_interface\n"
"var vr_supported = false\n"
"\n"
"func _ready():\n"
" # We assume this node has a button as a child.\n"
" # This button is for the user to consent to entering immersive VR mode.\n"
" $Button.pressed.connect(self._on_button_pressed)\n"
"\n"
" webxr_interface = XRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
" webxr_interface.session_supported.connect(self."
"_webxr_session_supported)\n"
" webxr_interface.session_started.connect(self."
"_webxr_session_started)\n"
" webxr_interface.session_ended.connect(self._webxr_session_ended)\n"
" webxr_interface.session_failed.connect(self._webxr_session_failed)\n"
"\n"
" # This returns immediately - our _webxr_session_supported() method\n"
" # (which we connected to the \"session_supported\" signal above) "
"will\n"
" # be called sometime later to let us know if it's supported or not.\n"
" webxr_interface.is_session_supported(\"immersive-vr\")\n"
"\n"
"func _webxr_session_supported(session_mode, supported):\n"
" if session_mode == 'immersive-vr':\n"
" vr_supported = supported\n"
"\n"
"func _on_button_pressed():\n"
" if not vr_supported:\n"
" OS.alert(\"Your browser doesn't support VR\")\n"
" return\n"
"\n"
" # We want an immersive VR session, as opposed to AR ('immersive-ar') or "
"a\n"
" # simple 3DoF viewer ('viewer').\n"
" webxr_interface.session_mode = 'immersive-vr'\n"
" # 'bounded-floor' is room scale, 'local-floor' is a standing or sitting\n"
" # experience (it puts you 1.6m above the ground if you have 3DoF "
"headset),\n"
" # whereas as 'local' puts you down at the XROrigin.\n"
" # This list means it'll first try to request 'bounded-floor', then\n"
" # fallback on 'local-floor' and ultimately 'local', if nothing else is\n"
" # supported.\n"
" webxr_interface.requested_reference_space_types = 'bounded-floor, local-"
"floor, local'\n"
" # In order to use 'local-floor' or 'bounded-floor' we must also\n"
" # mark the features as required or optional.\n"
" webxr_interface.required_features = 'local-floor'\n"
" webxr_interface.optional_features = 'bounded-floor'\n"
"\n"
" # This will return false if we're unable to even request the session,\n"
" # however, it can still fail asynchronously later in the process, so we\n"
" # only know if it's really succeeded or failed when our\n"
" # _webxr_session_started() or _webxr_session_failed() methods are "
"called.\n"
" if not webxr_interface.initialize():\n"
" OS.alert(\"Failed to initialize\")\n"
" return\n"
"\n"
"func _webxr_session_started():\n"
" $Button.visible = false\n"
" # This tells Godot to start rendering to the headset.\n"
" get_viewport().use_xr = true\n"
" # This will be the reference space type you ultimately got, out of the\n"
" # types that you requested above. This is useful if you want the game "
"to\n"
" # work a little differently in 'bounded-floor' versus 'local-floor'.\n"
" print (\"Reference space type: \" + webxr_interface."
"reference_space_type)\n"
"\n"
"func _webxr_session_ended():\n"
" $Button.visible = true\n"
" # If the user exits immersive mode, then we tell Godot to render to the "
"web\n"
" # page again.\n"
" get_viewport().use_xr = false\n"
"\n"
"func _webxr_session_failed(message):\n"
" OS.alert(\"Failed to initialize: \" + message)\n"
"[/codeblock]\n"
"There are a couple ways to handle \"controller\" input:\n"
"- Using [XRController3D] nodes and their [signal XRController3D."
"button_pressed] and [signal XRController3D.button_released] signals. This is "
"how controllers are typically handled in XR apps in Godot, however, this "
"will only work with advanced VR controllers like the Oculus Touch or Index "
"controllers, for example.\n"
"- Using the [signal select], [signal squeeze] and related signals. This "
"method will work for both advanced VR controllers, and non-traditional input "
"sources like a tap on the screen, a spoken voice command or a button press "
"on the device itself.\n"
"You can use both methods to allow your game or app to support a wider or "
"narrower set of devices and input methods, or to allow more advanced "
"interactions with more advanced devices."
msgstr ""
"WebXR 是一种开放标准,允许创建在网络浏览器中运行的 VR 和 AR 应用程序。\n"
"因此,此接口仅在 Web 导出中运行时可用。\n"
"WebXR 支持范围广泛的设备,从功能强大的设备(如 Valve Index、HTC Vive、Oculus "
"Rift 和 Quest)到功能低得多的设备(如 Google Cardboard、Oculus Go、GearVR 或"
"普通智能手机)。\n"
"由于 WebXR 基于 JavaScript,它大量使用回调,这意味着 [WebXRInterface] 被迫使"
"用信号,而其他 XR 接口将改为使用立即返回结果的函数。这使得 [WebXRInterface] "
"的初始化比其他 XR 接口要复杂得多。\n"
"以下是启动沉浸式 VR 会话所需的最少代码:\n"
"[codeblock]\n"
"extends Node3D\n"
"\n"
"var webxr_interface\n"
"var vr_supported = false\n"
"\n"
"func _ready():\n"
" # 我们假设这个节点有一个按钮作为子节点。\n"
" # 该按钮供用户同意进入沉浸式 VR 模式。\n"
" $Button.pressed.connect(self._on_button_pressed)\n"
"\n"
" webxr_interface = XRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
" # WebXR 使用了很多异步回调,所以我们连接各种\n"
" # 信号,以便接收它们。\n"
" webxr_interface.session_supported.connect(self."
"_webxr_session_supported)\n"
" webxr_interface.session_started.connect(self."
"_webxr_session_started)\n"
" webxr_interface.session_ended.connect(self._webxr_session_ended)\n"
" webxr_interface.session_failed.connect(self._webxr_session_failed)\n"
"\n"
" # 这会立即返回——我们的 _webxr_session_supported() 方法\n"
" # (我们连接到上面的“session_supported”信号)将\n"
" # 在稍后的某个时间被调用,让我们知道它是否受支持。\n"
" webxr_interface.is_session_supported(\"immersive-vr\")\n"
"\n"
"func _webxr_session_supported(session_mode, supported):\n"
" if session_mode == 'immersive-vr':\n"
" vr_supported = supported\n"
"\n"
"func _on_button_pressed():\n"
" if not vr_supported:\n"
" OS.alert(\"Your browser doesn't support VR\")\n"
" return\n"
"\n"
" # 我们想要一个沉浸式 VR 会话,而不是 AR('immersive-ar')或\n"
" # 简单的 3DoF 查看器('viewer')。\n"
" webxr_interface.session_mode = 'immersive-vr'\n"
" # 'bounded-floor' 是房间比例,'local-floor' 是站立或坐着\n"
" # 的体验(如果你有 3DoF 头戴设备,它会让你离地 1.6m),\n"
" # 而“local”会让你在 XROrigin 下。\n"
" # 这个列表意味着它会首先尝试请求“bounded-floor”,然后\n"
" # 回退到“local-floor”,最后是“local”,如果没有别的\n"
" # 支持的话。\n"
" webxr_interface.requested_reference_space_types = 'bounded-floor, local-"
"floor, local'\n"
" # 为了使用“local-floor”或“bounded-floor”,我们还必须\n"
" # 将功能标记为必需或可选。\n"
" webxr_interface.required_features = 'local-floor'\n"
" webxr_interface.optional_features = 'bounded-floor'\n"
"\n"
" # 如果我们甚至无法请求会话,这将返回 false,\n"
" # 但是,它仍然可以在稍后的过程中异步失败,\n"
" # 因此我们只有在调用 _webxr_session_started() 或\n"
" # _webxr_session_failed() 方法时才知道它是真的成功还是失败。\n"
" if not webxr_interface.initialize():\n"
" OS.alert(\"Failed to initialize\")\n"
" return\n"
"\n"
"func _webxr_session_started():\n"
" $Button.visible = false\n"
" # 这告诉 Godot 开始渲染到头戴设备。\n"
" get_viewport().use_xr = true\n"
" # 这将是您最终获得的参考空间类型,与您在上面请求的类型不同。\n"
" # 如果您希望游戏在 “bounded-floor” 和 “local-floor”\n"
" # 中的运行方式有所不同,这将很有用。\n"
" print (\"Reference space type: \" + webxr_interface."
"reference_space_type)\n"
"\n"
"func _webxr_session_ended():\n"
" $Button.visible = true\n"
" # 如果用户退出沉浸式模式,那么我们会告诉 Godot\n"
" # 再次渲染到网页。\n"
" get_viewport().use_xr = false\n"
"\n"
"func _webxr_session_failed(message):\n"
" OS.alert(\"Failed to initialize: \" + message)\n"
"[/codeblock]\n"
"有几种方法可以处理“控制器”输入:\n"
"- 使用 [XRController3D] 节点及其 [signal XRController3D.button_pressed] 和 "
"[signal XRController3D.button_released] 信号。这是 Godot 中 XR 应用程序通常处"
"理控制器的方式,但是,这仅适用于高级 VR 控制器,例如 Oculus Touch 或 Index 控"
"制器。\n"
"- 使用 [signal select]、[signal squeeze] 和其他相关信号。这种方法适用于高级 "
"VR 控制器和非传统输入源,例如屏幕上的轻敲、语音命令或设备本身的按钮按下。\n"
"您可以使用这两种方法来让您的游戏或应用程序支持更多或更窄的设备和输入法集,或"
"者允许与更高级的设备进行更高级的交互。"
msgid ""
"Checks if the given [code]session_mode[/code] is supported by the user's "
"browser.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-"
"vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code].\n"
"This method returns nothing, instead it emits the [signal session_supported] "
"signal with the result."
msgstr ""
"检查给定的 [code]session_mode[/code] 是否被用户的浏览器支持。\n"
"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
"XRSessionMode]WebXR 的 XRSessionMode[/url],包括:[code]\"immersive-vr\"[/"
"code]、[code]\"immersive-ar\"[/code] 和 [code]\"inline\"[/code]。\n"
"此方法不返回任何东西,而是将结果发送给 [signal session_supported] 信号。"
msgid ""
"Indicates if the WebXR session's imagery is visible to the user.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRVisibilityState]WebXR's XRVisibilityState[/url], including "
"[code]\"hidden\"[/code], [code]\"visible\"[/code], and [code]\"visible-"
"blurred\"[/code]."
msgstr ""
"指示用户是否可以看到 WebXR 会话的图像。\n"
"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
"XRVisibilityState]WebXR 的 XRVisibilityState[/url],包括 [code]\"hidden\"[/"
"code]、[code]\"visible\"[/code] 和 [code]\"visible-blurred\"[/code]。"
msgid ""
"Emitted by [method is_session_supported] to indicate if the given "
"[code]session_mode[/code] is supported or not."
msgstr ""
"由 [method is_session_supported] 触发,表示是否支持指定的 "
"[code]session_mode[/code]。"
msgid "Emitted when [member visibility_state] has changed."
msgstr "当 [member visibility_state] 已更改时触发。"
msgid ""
"Target ray originates at the viewer's eyes and points in the direction they "
"are looking."
msgstr "目标射线从观察者的眼睛出发,指向所观察的方向。"
msgid "Target ray from a handheld pointer, most likely a VR touch controller."
msgstr "目标射线由手持指示器发射,很可能是 VR 触摸控制器。"
msgid "Target ray from touch screen, mouse or other tactile input device."
msgstr "目标射线由触摸屏、鼠标等触觉输入设备发射。"
msgid "Base class for all windows."
msgstr "所有窗口的基类。"
msgid ""
"A node that creates a window. The window can either be a native system "
"window or embedded inside another [Window] (see [member Viewport."
"gui_embed_subwindows]).\n"
"At runtime, [Window]s will not close automatically when requested. You need "
"to handle it manually using [signal close_requested] (this applies both to "
"clicking close button and clicking outside popup)."
msgstr ""
"创建窗口的节点。该窗口可能是原生系统窗口,也可以是嵌入到其他 [Window] 中的窗"
"口(见 [member Viewport.gui_embed_subwindows])。\n"
"在运行时,[Window] 不会在请求关闭时自动关闭。你需要使用 [signal "
"close_requested] 手动处理(适用于点击关闭按钮和点击弹出窗口外部)。"
msgid "Returns layout direction and text writing direction."
msgstr "返回排版方向和文本书写方向。"
msgid "Causes the window to grab focus, allowing it to receive user input."
msgstr "使该窗口获得焦点,从而接收用户输入。"
msgid "Returns [code]true[/code] if the window is focused."
msgstr "如果该窗口已获得焦点,则返回 [code]true[/code]。"
msgid "Sets a specified window flag."
msgstr "设置指定的窗口标志。"
msgid ""
"If [param active] is [code]true[/code], enables system's native IME (Input "
"Method Editor)."
msgstr ""
"如果 [param active] 为 [code]true[/code],则启用系统的原生 IME(输入法编辑"
"器)。"
msgid "Moves IME to the given position."
msgstr "将 IME 移动到给定位置。"
msgid ""
"Sets layout direction and text writing direction. Right-to-left layouts are "
"necessary for certain languages (e.g. Arabic and Hebrew)."
msgstr ""
"设置布局方向和文本书写方向。某些语言需要从右至左的布局(例如阿拉伯语和希伯来"
"语)。"
msgid ""
"Enables font oversampling. This makes fonts look better when they are scaled "
"up."
msgstr "启用字体过采样。会使得字体在放大后更好看。"
msgid ""
"Toggles if any text should automatically change to its translated version "
"depending on the current locale."
msgstr "切换是否所有文本都应该根据当前区域设置自动变为翻译后的版本。"
msgid "The screen the window is currently on."
msgstr "该窗口当前所在的屏幕。"
msgid ""
"Sets a polygonal region of the window which accepts mouse events. Mouse "
"events outside the region will be passed through.\n"
"Passing an empty array will disable passthrough support (all mouse events "
"will be intercepted by the window, which is the default behavior).\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Set region, using Path2D node.\n"
"$Window.mouse_passthrough_polygon = $Path2D.curve.get_baked_points()\n"
"\n"
"# Set region, using Polygon2D node.\n"
"$Window.mouse_passthrough_polygon = $Polygon2D.polygon\n"
"\n"
"# Reset region to default.\n"
"$Window.mouse_passthrough_polygon = []\n"
"[/gdscript]\n"
"[csharp]\n"
"// Set region, using Path2D node.\n"
"GetNode<Window>(\"Window\").MousePassthrough = GetNode<Path2D>(\"Path2D\")."
"Curve.GetBakedPoints();\n"
"\n"
"// Set region, using Polygon2D node.\n"
"GetNode<Window>(\"Window\").MousePassthrough = "
"GetNode<Polygon2D>(\"Polygon2D\").Polygon;\n"
"\n"
"// Reset region to default.\n"
"GetNode<Window>(\"Window\").MousePassthrough = new Vector2[] {};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This property is ignored if [member mouse_passthrough] is set "
"to [code]true[/code].\n"
"[b]Note:[/b] On Windows, the portion of a window that lies outside the "
"region is not drawn, while on Linux (X11) and macOS it is.\n"
"[b]Note:[/b] This property is implemented on Linux (X11), macOS and Windows."
msgstr ""
"设置窗口的一个接受鼠标事件的多边形区域。该区域外的鼠标事件将被传递出去。\n"
"传递一个空数组将禁用穿透支持(所有鼠标事件将被窗口拦截,这是默认行为)。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 设置区域,使用 Path2D 节点。\n"
"$Window.mouse_passthrough_polygon = $Path2D.curve.get_baked_points()\n"
"\n"
"# 设置区域,使用 Polygon2D 节点。\n"
"$Window.mouse_passthrough_polygon = $Polygon2D.polygon\n"
"\n"
"# 重置区域为默认值。\n"
"$Window.mouse_passthrough_polygon = []\n"
"[/gdscript]\n"
"[csharp]\n"
"// 设置区域,使用 Path2D 节点。\n"
"GetNode<Window>(\"Window\").MousePassthrough = GetNode<Path2D>(\"Path2D\")."
"Curve.GetBakedPoints();\n"
"\n"
"// 设置区域,使用 Polygon2D 节点。\n"
"GetNode<Window>(\"Window\").MousePassthrough = "
"GetNode<Polygon2D>(\"Polygon2D\").Polygon;\n"
"\n"
"// 重置区域为默认值。\n"
"GetNode<Window>(\"Window\").MousePassthrough = new Vector2[] {};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果 [member mouse_passthrough] 设置为 [code]true[/code],则忽略"
"此属性。\n"
"[b]注意:[/b]在 Windows 上,位于区域外的窗口部分不会被绘制,而在 Linux (X11) "
"和 macOS 上则会被绘制。\n"
"[b]注意:[/b]该属性在 Linux (X11)、macOS 和 Windows 上实现。"
msgid "The window's position in pixels."
msgstr "该窗口的位置,单位为像素。"
msgid "The window's size in pixels."
msgstr "该窗口的大小,单位为像素。"
msgid ""
"If [code]true[/code], the window can't be resized. Minimize and maximize "
"buttons are disabled."
msgstr ""
"如果为 [code]true[/code],则无法调整窗口大小。最小化和最大化按钮被禁用。"
msgid "If [code]true[/code], the window is visible."
msgstr "如果为 [code]true[/code],则该窗口可见。"
msgid ""
"Emitted when the [Window]'s DPI changes as a result of OS-level changes (e."
"g. moving the window from a Retina display to a lower resolution one).\n"
"[b]Note:[/b] Only implemented on macOS."
msgstr ""
"该 [Window] 的 DPI 由于操作系统级别的更改而发生更改时发出(例如将该窗口从 "
"Retina 屏幕移动到了更低分辨率的屏幕)。\n"
"[b]注意:[/b]仅在 macOS 上实现。"
msgid "Emitted when the [Window] gains focus."
msgstr "当该 [Window] 获得焦点时发出。"
msgid "Emitted when the [Window] loses its focus."
msgstr "当该 [Window] 失去焦点时发出。"
msgid ""
"Full screen window mode. Note that this is not [i]exclusive[/i] full screen. "
"On Windows and Linux, a borderless window is used to emulate full screen. On "
"macOS, a new desktop is used to display the running project.\n"
"Regardless of the platform, enabling full screen will change the window size "
"to match the monitor's size. Therefore, make sure your project supports "
"[url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple "
"resolutions[/url] when enabling full screen mode."
msgstr ""
"全屏窗口模式。请注意,这不是[i]独占的[/i]全屏显示。在 Windows 和 Linux 上,无"
"边框窗口用于模拟全屏。在 macOS 上,会创建一个新的桌面用于显示正在运行的项"
"目。\n"
"无论平台如何,启用全屏都会更改窗口大小以匹配显示器的大小。因此,请确保您的项"
"目在启用全屏模式时支持[url=$DOCS_URL/tutorials/rendering/"
"multiple_resolutions.html]多种分辨率[/url]。"
msgid ""
"The window can't be resizing by dragging its resize grip. It's still "
"possible to resize the window using [member size]. This flag is ignored for "
"full screen windows. Set with [member unresizable]."
msgstr ""
"该窗口不能通过拖动其调整大小的手柄来调整大小。仍然可以使用 [member size] 来调"
"整窗口的大小。这个标志对于全屏窗口来说是被忽略的。用 [member unresizable] 设"
"置。"
msgid "Max value of the [enum Flags]."
msgstr "[enum Flags] 的最大值。"
msgid "Initial window position is determined by [member position]."
msgstr "初始窗口位置由 [member position] 决定。"
msgid "Initial window position is a center of the primary screen."
msgstr "初始窗口位置为主屏幕的中心。"
msgid "Initial window position is a center of the main window screen."
msgstr "初始窗口位置为主窗口屏幕的中心。"
msgid "Initial window position is a center of [member current_screen] screen."
msgstr "初始窗口位置为 [member current_screen] 屏幕的中心。"
msgid "The color of the title's text."
msgstr "标题文本的颜色。"
msgid "The color of the title's text outline."
msgstr "标题文本轮廓的颜色。"
msgid "Horizontal position offset of the close button."
msgstr "关闭按钮的水平位置偏移。"
msgid "Vertical position offset of the close button."
msgstr "关闭按钮的垂直位置偏移。"
msgid "Height of the title bar."
msgstr "标题栏的高度。"
msgid "The size of the title outline."
msgstr "标题轮廓的尺寸。"
msgid "The font used to draw the title."
msgstr "用于绘制标题的字体。"
msgid "The size of the title font."
msgstr "标题字体的大小。"
msgid "The icon for the close button."
msgstr "关闭按钮的图标。"
msgid "The icon for the close button when it's being pressed."
msgstr "关闭按钮被按下时的图标。"
msgid "Class that has everything pertaining to a 2D world."
msgstr "拥有与 2D 世界有关的所有内容的类。"
msgid "Class that has everything pertaining to a world."
msgstr "拥有与世界相关的一切的类。"
msgid "The World3D's [Environment]."
msgstr "该 World3D 的 [Environment]。"
msgid "The line's distance from the origin."
msgstr "该直线与原点的距离。"
msgid ""
"Default environment properties for the entire scene (post-processing "
"effects, lighting and background settings)."
msgstr "整个场景的默认环境属性,后期处理效果、照明和背景设置。"
msgid ""
"The [Environment] resource used by this [WorldEnvironment], defining the "
"default properties."
msgstr ""
"此 [WorldEnvironment] 世界环境所使用的 [Environment] 环境资源,定义默认属性。"
msgid "An X509 certificate (e.g. for TLS)."
msgstr "X509 证书(例如用于 TLS)。"
msgid ""
"The X509Certificate class represents an X509 certificate. Certificates can "
"be loaded and saved like any other [Resource].\n"
"They can be used as the server certificate in [method StreamPeerTLS."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to an TLS server via "
"[method StreamPeerTLS.connect_to_stream]."
msgstr ""
"X509Certificate 类代表 X509 证书。证书可以像其他的 [Resource] 资源一样加载和"
"保存。\n"
"可以用作 [method StreamPeerTLS.accept_stream] 中的服务器证书(搭配正确的 "
"[CryptoKey]),也可以用于指定通过 [method StreamPeerTLS.connect_to_stream] 连"
"接到 TLS 服务器时应该接受的唯一证书。"
msgid "Loads a certificate from [param path] (\"*.crt\" file)."
msgstr "从路径 [param path] 加载证书(“*.crt”文件)。"
msgid ""
"Saves a certificate to the given [param path] (should be a \"*.crt\" file)."
msgstr "将证书保存到给定的路径 [param path](应该是“*.crt”文件)。"
msgid ""
"Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/"
"XML]XML[/url] files."
msgstr ""
"用于创建 [url=https://zh.wikipedia.org/zh-cn/XML]XML[/url] 文件解析器的底层"
"类。"
msgid ""
"This class can serve as base to make custom XML parsers. Since XML is a very "
"flexible standard, this interface is low-level so it can be applied to any "
"possible schema."
msgstr ""
"这个类可以作为制作自定义 XML 解析器的基础。由于 XML 是非常灵活的标准,这个接"
"口也是底层的,可被应用于任何可能的模式。"
msgid ""
"Gets the contents of a text node. This will raise an error in any other type "
"of node."
msgstr "获取文本节点的内容。若在任何其他类型的节点中,将引发错误。"
msgid ""
"Gets the name of the current element node. This will raise an error if the "
"current node type is neither [constant NODE_ELEMENT] nor [constant "
"NODE_ELEMENT_END]."
msgstr ""
"获取当前元素节点的名称。如果当前节点类型既不是 [constant NODE_ELEMENT] 也不"
"是 [constant NODE_ELEMENT_END],将引发一个错误。"
msgid ""
"Gets the byte offset of the current node since the beginning of the file or "
"buffer."
msgstr "获取当前节点从文件或缓冲区开始处的字节偏移量。"
msgid ""
"Gets the type of the current node. Compare with [enum NodeType] constants."
msgstr "获取当前节点的类型。与 [enum NodeType] 常量比较。"
msgid "Check whether the current element has a certain attribute."
msgstr "检查当前元素是否有某个属性。"
msgid ""
"Check whether the current element is empty (this only works for completely "
"empty tags, e.g. [code]<element \\>[/code])."
msgstr ""
"检查当前元素是否为空(只适用于完全空的标签,例如 [code]<element\\>[/code])。"
msgid "Opens an XML [param file] for parsing. This returns an error code."
msgstr "打开 XML 文件 [param file] 进行解析。返回的是错误码。"
msgid ""
"Opens an XML raw [param buffer] for parsing. This returns an error code."
msgstr "打开 XML 缓冲区 [param buffer] 进行解析。返回的是错误码。"
msgid "Reads the next node of the file. This returns an error code."
msgstr "读取文件的下一个节点。返回的是错误码。"
msgid ""
"Moves the buffer cursor to a certain offset (since the beginning) and read "
"the next node there. This returns an error code."
msgstr ""
"将缓冲区光标移动到某一偏移量(相对于开始位置)并在那里读取下一个节点。返回的"
"是错误码。"
msgid ""
"Skips the current section. If the node contains other elements, they will be "
"ignored and the cursor will go to the closing of the current element."
msgstr ""
"跳过当前部分。如果该节点包含其他元素,它们将被忽略,光标将跳转到当前元素的结"
"尾处。"
msgid "There's no node (no file or buffer opened)."
msgstr "没有节点,未打开文件或缓冲区。"
msgid "Element (tag)."
msgstr "元素(标签)。"
msgid "End of element."
msgstr "元素的末端。"
msgid "Text node."
msgstr "文本节点。"
msgid "Comment node."
msgstr "注释节点。"
msgid "CDATA content."
msgstr "CDATA 内容。"
msgid "Unknown node."
msgstr "未知节点。"
msgid "An anchor point in AR space."
msgstr "AR 空间中的锚点。"
msgid ""
"Returns a plane aligned with our anchor; handy for intersection testing."
msgstr "返回一个与我们的锚点对齐的平面;方便进行交集测试。"
msgid ""
"Returns the estimated size of the plane that was detected. Say when the "
"anchor relates to a table in the real world, this is the estimated size of "
"the surface of that table."
msgstr ""
"返回检测到的平面的估计尺寸。比如当锚点与现实世界中的一张桌子有关时,这就是该"
"桌子表面的估计尺寸。"
msgid ""
"A camera node with a few overrules for AR/VR applied, such as location "
"tracking."
msgstr "应用了一些 AR/VR 规则的相机节点,例如位置跟踪。"
msgid "XR documentation index"
msgstr "XR 文档索引"
msgid "A spatial node representing a spatially-tracked controller."
msgstr "表示空间跟踪控制器的空间节点。"
msgid "Emitted when a button on this controller is pressed."
msgstr "当该控制器上的一个按钮被按下时触发。"
msgid "Emitted when a button on this controller is released."
msgstr "当该控制器上的一个按钮被释放时触发。"
msgid "Base class for an XR interface implementation."
msgstr "XR 接口实现的基类。"
msgid ""
"If this is an AR interface that requires displaying a camera feed as the "
"background, this method returns the feed ID in the [CameraServer] for this "
"interface."
msgstr ""
"如果这是一个需要显示相机画面作为背景的 AR 界面,此方法返回该界面的 "
"[CameraServer] 中的画面 ID。"
msgid ""
"Returns a combination of [enum Capabilities] flags providing information "
"about the capabilities of this interface."
msgstr "返回 [enum Capabilities] 标签的组合,提供关于这个接口功能的信息。"
msgid ""
"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)."
msgstr "返回该接口的名称(OpenXR、OpenVR、OpenHMD、ARKit 等)。"
msgid ""
"Returns the resolution at which we should render our intermediate results "
"before things like lens distortion are applied by the VR platform."
msgstr "返回在VR平台应用镜头失真等内容之前渲染的中间结果的分辨率。"
msgid ""
"Returns the an array of supported environment blend modes, see [enum "
"XRInterface.EnvironmentBlendMode]."
msgstr ""
"返回支持的环境混合模式数组,见 [enum XRInterface.EnvironmentBlendMode]。"
msgid ""
"If supported, returns the status of our tracking. This will allow you to "
"provide feedback to the user whether there are issues with positional "
"tracking."
msgstr ""
"如果支持,返回我们的跟踪状态。这将使你能够向用户反馈,是否存在位置跟踪的问"
"题。"
msgid ""
"Sets the active environment blend mode.\n"
"[param mode] is the [enum XRInterface.EnvironmentBlendMode] starting with "
"the next frame.\n"
"[b]Note:[/b] Not all runtimes support all environment blend modes, so it is "
"important to check this at startup. For example:\n"
"[codeblock]\n"
" func _ready():\n"
" var xr_interface : XRInterface = XRServer."
"find_interface(\"OpenXR\")\n"
" if xr_interface and xr_interface.is_initialized():\n"
" var vp : Viewport = get_viewport()\n"
" vp.use_xr = true\n"
" var acceptable_modes = [ XRInterface."
"XR_ENV_BLEND_MODE_OPAQUE, XRInterface.XR_ENV_BLEND_MODE_ADDITIVE ]\n"
" var modes = xr_interface."
"get_supported_environment_blend_modes()\n"
" for mode in acceptable_modes:\n"
" if mode in modes:\n"
" xr_interface."
"set_environment_blend_mode(mode)\n"
" break\n"
"[/codeblock]"
msgstr ""
"设置活动的环境混合模式。\n"
"[param mode] 为下一帧开始的 [enum XRInterface.EnvironmentBlendMode]。\n"
"[b]注意:[/b]不是所有的运行时都支持全部的环境混合模式,所以在启动时进行检查很"
"重要。例如:\n"
"[codeblock]\n"
" func _ready():\n"
" var xr_interface : XRInterface = XRServer."
"find_interface(\"OpenXR\")\n"
" if xr_interface and xr_interface.is_initialized():\n"
" var vp : Viewport = get_viewport()\n"
" vp.use_xr = true\n"
" var acceptable_modes = [ XRInterface."
"XR_ENV_BLEND_MODE_OPAQUE, XRInterface.XR_ENV_BLEND_MODE_ADDITIVE ]\n"
" var modes = xr_interface."
"get_supported_environment_blend_modes()\n"
" for mode in acceptable_modes:\n"
" if mode in modes:\n"
" xr_interface."
"set_environment_blend_mode(mode)\n"
" break\n"
"[/codeblock]"
msgid "Stops passthrough."
msgstr "停止穿透。"
msgid "Turns the interface off."
msgstr "关闭接口。"
msgid "On an AR interface, [code]true[/code] if anchor detection is enabled."
msgstr "在 AR 接口上,如果启用锚点检测,则为 [code]true[/code]。"
msgid "[code]true[/code] if this is the primary interface."
msgstr "[code]true[/code] 如果这是个主接口。"
msgid ""
"This interface can work with normal rendering output (non-HMD based AR)."
msgstr "此接口可以与正常的渲染输出一起工作(非基于 HMD 的 AR)。"
msgid "This interface supports stereoscopic rendering."
msgstr "该接口支持立体渲染。"
msgid "This interface supports quad rendering (not yet supported by Godot)."
msgstr "该接口支持四边形渲染(Godot 尚不支持)。"
msgid "This interface supports AR (video background and real world tracking)."
msgstr "该接口支持 AR(视频背景和真实世界跟踪)。"
msgid "Tracking is behaving as expected."
msgstr "追踪行为符合预期。"
msgid ""
"Tracking is hindered by excessive motion (the player is moving faster than "
"tracking can keep up)."
msgstr "过度运动会阻碍追踪(玩家的移动速度大于追踪的速度)。"
msgid ""
"Tracking is hindered by insufficient features, it's too dark (for camera-"
"based tracking), player is blocked, etc."
msgstr "跟踪受到功能不足的阻碍,太暗(对于基于相机的跟踪),玩家被阻碍等。"
msgid ""
"We don't know the status of the tracking or this interface does not provide "
"feedback."
msgstr "我们不知道跟踪的状态,或者这个接口未提供反馈。"
msgid ""
"Tracking is not functional (camera not plugged in or obscured, lighthouses "
"turned off, etc.)."
msgstr "追踪功能失效(相机未插电或被遮挡、灯塔关闭,等等)。"
msgid "Opaque blend mode. This is typically used for VR devices."
msgstr "不透明混合模式。通常用于 VR 设备。"
msgid ""
"Additive blend mode. This is typically used for AR devices or VR devices "
"with passthrough."
msgstr "加法混合模式。通常用于带有穿透功能的 AR 或 VR 设备。"
msgid ""
"Alpha blend mode. This is typically used for AR or VR devices with "
"passthrough capabilities. The alpha channel controls how much of the "
"passthrough is visible. Alpha of 0.0 means the passthrough is visible and "
"this pixel works in ADDITIVE mode. Alpha of 1.0 means that the passthrough "
"is not visible and this pixel works in OPAQUE mode."
msgstr ""
"Alpha 混合模式。通常用于带有穿透功能的 AR 或 VR 设备。Alpha 通道控制穿透的可"
"见程度。Alpha 为 0.0 表示穿透可见、该像素处于加法模式。Alpha 为 1.0 表示穿透"
"不可见,该像素处于不透明模式。"
msgid "The origin point in AR/VR."
msgstr "AR/VR 的原点。"
msgid "The angular velocity for this pose."
msgstr "该姿势的角速度。"
msgid ""
"If [code]true[/code] our tracking data is up to date. If [code]false[/code] "
"we're no longer receiving new tracking data and our state is whatever that "
"last valid state was."
msgstr ""
"如果为 [code]true[/code],则我们的追踪数据是最新的。如果为 [code]false[/"
"code],我们将不再接收新的追踪数据,并且我们的状态是最后一个有效状态。"
msgid "The linear velocity of this pose."
msgstr "该姿势的线速度。"
msgid ""
"The tracking confidence for this pose, provides insight on how accurate the "
"spatial positioning of this record is."
msgstr "此姿势的追踪置信度,提供了有关此记录的空间定位准确度的洞察力。"
msgid ""
"The transform containing the original and transform as reported by the XR "
"runtime."
msgstr "该变换包含由 XR 运行时报告的原点和变换。"
msgid "No tracking information is available for this pose."
msgstr "此姿势没有可用的追踪信息。"
msgid "Tracking information is deemed accurate and up to date."
msgstr "追踪信息被认为是准确且最新的。"
msgid "A tracked object."
msgstr "追踪对象。"
msgid ""
"An instance of this object represents a device that is tracked, such as a "
"controller or anchor point. HMDs aren't represented here as they are handled "
"internally.\n"
"As controllers are turned on and the [XRInterface] detects them, instances "
"of this object are automatically added to this list of active tracking "
"objects accessible through the [XRServer].\n"
"The [XRController3D] and [XRAnchor3D] both consume objects of this type and "
"should be used in your project. The positional trackers are just under-the-"
"hood objects that make this all work. These are mostly exposed so that "
"GDExtension-based interfaces can interact with them."
msgstr ""
"此对象的一个实例,表示一个被追踪的设备,例如一个控制器或锚点。HMD 没有在此处"
"表示,因为它们是在内部处理的。\n"
"当控制器被打开,并且 [XRInterface] 检测到它们时,此对象的实例会自动被添加到可"
"通过 [XRServer] 访问的活动追踪对象列表中。\n"
"[XRController3D] 和 [XRAnchor3D] 都使用这种类型的对象,并且应该在您的项目中使"
"用。位置追踪器只是使这一切正常工作的底层对象。这些大部分都是公开的,以便基于 "
"GDExtension 的接口,可以与它们交互。"
msgid ""
"Returns an input for this tracker. It can return a boolean, float or "
"[Vector2] value depending on whether the input is a button, trigger or "
"thumbstick/thumbpad."
msgstr ""
"返回此追踪器的输入。它可以返回一个布尔值、浮点数或 [Vector2] 值,具体取决于输"
"入是一个按钮、触发器还是拇指杆/拇指板。"
msgid ""
"Returns the current [XRPose] state object for the bound [param name] pose."
msgstr "返回绑定 [param name] 姿势的当前 [XRPose] 状态对象。"
msgid ""
"Returns [code]true[/code] if the tracker is available and is currently "
"tracking the bound [param name] pose."
msgstr ""
"如果追踪器可用,并且当前正在追踪绑定的 [param name] 姿势,则返回 [code]true[/"
"code]。"
msgid ""
"Marks this pose as invalid, we don't clear the last reported state but it "
"allows users to decide if trackers need to be hidden if we loose tracking or "
"just remain at their last known position."
msgstr ""
"将此姿势标记为无效,我们不会清除最后报告的状态,但如果我们失去追踪,它允许用"
"户决定是否需要隐藏追踪器,或仅保留在其最后一个已知位置。"
msgid ""
"Changes the value for the given input. This method is called by a "
"[XRInterface] implementation and should not be used directly."
msgstr "更改给定输入的值。此方法由一个 [XRInterface] 实现调用,不应直接使用。"
msgid ""
"Sets the transform, linear velocity, angular velocity and tracking "
"confidence for the given pose. This method is called by a [XRInterface] "
"implementation and should not be used directly."
msgstr ""
"设置给定姿势的变换、线速度、角速度和追踪置信度。此方法由一个 [XRInterface] 实"
"现调用,不应直接使用。"
msgid "The description of this tracker."
msgstr "此追踪器的描述。"
msgid "Defines which hand this tracker relates to."
msgstr "定义此追踪器与哪只手相关。"
msgid ""
"The unique name of this tracker. The trackers that are available differ "
"between various XR runtimes and can often be configured by the user. Godot "
"maintains a number of reserved names that it expects the [XRInterface] to "
"implement if applicable:\n"
"- [code]left_hand[/code] identifies the controller held in the players left "
"hand\n"
"- [code]right_hand[/code] identifies the controller held in the players "
"right hand"
msgstr ""
"此追踪器的唯一名称。可用的追踪器因各种 XR 运行时而异,并且通常可以由用户配"
"置。Godot 维护了一些保留名称,如果可应用,它希望 [XRInterface] 来实现:\n"
"- [code]left_hand[/code] 标识玩家左手握持的控制器\n"
"- [code]right_hand[/code] 标识玩家右手握持的控制器"
msgid ""
"The profile associated with this tracker, interface dependent but will "
"indicate the type of controller being tracked."
msgstr "与此追踪器关联的配置,取决于界面,但将指示被追踪的控制器类型。"
msgid "The type of tracker."
msgstr "该追踪器的类型。"
msgid ""
"Emitted when a button on this tracker is pressed. Note that many XR runtimes "
"allow other inputs to be mapped to buttons."
msgstr ""
"当该追踪器上的一个按钮被按下时发出。请注意,许多 XR 运行时允许将其他输入映射"
"到按钮。"
msgid "Emitted when a button on this tracker is released."
msgstr "当该追踪器上的一个按钮被释放时发出。"
msgid "Emitted when a trigger or similar input on this tracker changes value."
msgstr "当此追踪器上的一个触发器或类似输入更改值时发出。"
msgid "Emitted when a thumbstick or thumbpad on this tracker moves."
msgstr "当该追踪器上的一个拇指杆或拇指板移动时发出。"
msgid "Emitted when the state of a pose tracked by this tracker changes."
msgstr "当被此追踪器追踪的一个姿势状态发生变化时发出。"
msgid "Emitted when the profile of our tracker changes."
msgstr "当我们的追踪器的配置发生变化时发出。"
msgid "The hand this tracker is held in is unknown or not applicable."
msgstr "手持该追踪器的手是未知的或不适用的。"
msgid "This tracker is the left hand controller."
msgstr "此跟踪器是左手控制器。"
msgid "This tracker is the right hand controller."
msgstr "此跟踪器是右手控制器。"
msgid "Server for AR and VR features."
msgstr "用于 AR 和 VR 功能的服务。"
msgid ""
"The AR/VR server is the heart of our Advanced and Virtual Reality solution "
"and handles all the processing."
msgstr "AR/VR 服务器是我们“高级虚拟现实”解决方案的核心,负责执行所有处理。"
msgid "Registers an [XRInterface] object."
msgstr "注册一个 [XRInterface] 对象。"
msgid ""
"Registers a new [XRPositionalTracker] that tracks a spatial location in real "
"space."
msgstr "注册一个新的 [XRPositionalTracker],用于跟踪现实空间中的一个空间位置。"
msgid "Returns the primary interface's transformation."
msgstr "返回主界面的变换。"
msgid ""
"Returns the interface registered at the given [param idx] index in the list "
"of interfaces."
msgstr "返回在接口列表中给定 [param idx] 索引处注册的接口。"
msgid ""
"Returns the number of interfaces currently registered with the AR/VR server. "
"If your project supports multiple AR/VR platforms, you can look through the "
"available interface, and either present the user with a selection or simply "
"try to initialize each interface and use the first one that returns "
"[code]true[/code]."
msgstr ""
"返回当前在AR/VR服务上注册的界面数量。如果你的项目支持多个AR/VR平台,你可以查"
"看可用的界面,并向用户展示一个选择,或者简单地尝试初始化每个界面,并使用第一"
"个返回 [code]true[/code]的界面。"
msgid ""
"Returns a list of available interfaces the ID and name of each interface."
msgstr "返回可用界面的列表,每个界面的ID和名称。"
msgid ""
"Returns the reference frame transform. Mostly used internally and exposed "
"for GDExtension build interfaces."
msgstr "返回引用帧的变换。主要在内部使用,并公开以用于 GDExtension 构建接口。"
msgid "Returns the positional tracker with the given [param tracker_name]."
msgstr "返回具有给定 [param tracker_name] 的位置追踪器。"
msgid "Returns a dictionary of trackers for [param tracker_types]."
msgstr "返回 [param tracker_types] 的追踪器字典。"
msgid "Removes this [param interface]."
msgstr "移除该 [param interface]。"
msgid "Removes this positional [param tracker]."
msgstr "移除该位置 [param tracker]。"
msgid "The primary [XRInterface] currently bound to the [XRServer]."
msgstr "当前绑定到 [XRServer] 的主 [XRInterface]。"
msgid ""
"Allows you to adjust the scale to your game's units. Most AR/VR platforms "
"assume a scale of 1 game world unit = 1 real world meter."
msgstr ""
"允许你根据你的游戏的单位来调整缩放。大多数 AR/VR 平台假定 1 个游戏世界单位 = "
"1 个现实世界的米。"
msgid ""
"Emitted when a new tracker has been added. If you don't use a fixed number "
"of controllers or if you're using [XRAnchor3D]s for an AR solution, it is "
"important to react to this signal to add the appropriate [XRController3D] or "
"[XRAnchor3D] nodes related to this new tracker."
msgstr ""
"当一个新的追踪器被添加时发出。如果您不使用一个固定数量的控制器,或者如果您将 "
"[XRAnchor3D] 用于一个 AR 解决方案,请务必对此信号做出反应,以添加与该新追踪器"
"相适的 [XRController3D] 或 [XRAnchor3D] 节点 。"
msgid ""
"Emitted when a tracker is removed. You should remove any [XRController3D] or "
"[XRAnchor3D] points if applicable. This is not mandatory, the nodes simply "
"become inactive and will be made active again when a new tracker becomes "
"available (i.e. a new controller is switched on that takes the place of the "
"previous one)."
msgstr ""
"当一个追踪器被移除时发出。如此,您应该移除任何 [XRController3D] 或 "
"[XRanchor3D] 点。这不是强制性的,这些节点只是变得不活动,并且当一个新的追踪器"
"可用时,将再次激活(即打开一个新的控制器,来代替前一个控制器)。"
msgid ""
"Emitted when an existing tracker has been updated. This can happen if the "
"user switches controllers."
msgstr "当现有追踪器被更新时发出。如果用户切换控制器,则可能会发生这种情况。"
msgid ""
"The tracker tracks the location of the players head. This is usually a "
"location centered between the players eyes. Note that for handheld AR "
"devices this can be the current location of the device."
msgstr ""
"追踪器追踪玩家头部的位置。这通常是玩家眼睛之间的中心位置。请注意,对于手持式 "
"AR 设备,这可能是该设备的当前位置。"
msgid "The tracker tracks the location of a controller."
msgstr "追踪器追踪控制器的位置。"
msgid "The tracker tracks the location of a base station."
msgstr "追踪器追踪基站的位置。"
msgid "The tracker tracks the location and size of an AR anchor."
msgstr "追踪器追踪 AR 锚的位置和大小。"
msgid "Used internally to filter trackers of any known type."
msgstr "内部用于过滤任何已知类型的跟踪器。"
msgid "Used internally if we haven't set the tracker type yet."
msgstr "如果我们尚未设置跟踪器类型,则在内部使用。"
msgid "Used internally to select all trackers."
msgstr "在内部用于选择所有跟踪器。"
msgid ""
"Fully reset the orientation of the HMD. Regardless of what direction the "
"user is looking to in the real world. The user will look dead ahead in the "
"virtual world."
msgstr ""
"完全重置 HMD 的方向。无论用户在现实世界中看向哪个方向。将在虚拟世界中锁定视"
"角。"
msgid ""
"Resets the orientation but keeps the tilt of the device. So if we're looking "
"down, we keep looking down but heading will be reset."
msgstr ""
"重置方向,但保持设备的倾斜度。因此,如果我们正在往下看,会继续往下看,但航向"
"会被重置。"
msgid ""
"Does not reset the orientation of the HMD, only the position of the player "
"gets centered."
msgstr "不重置 HMD 的方向,只让玩家的位置居中。"
msgid "Allows the creation of zip files."
msgstr "允许创建 zip 文件。"
msgid ""
"This class implements a writer that allows storing the multiple blobs in a "
"zip archive.\n"
"[codeblock]\n"
"func write_zip_file():\n"
" var writer := ZIPPacker.new()\n"
" var err := writer.open(\"user://archive.zip\")\n"
" if err != OK:\n"
" return err\n"
" writer.start_file(\"hello.txt\")\n"
" writer.write_file(\"Hello World\".to_utf8_buffer())\n"
" writer.close_file()\n"
"\n"
" writer.close()\n"
" return OK\n"
"[/codeblock]"
msgstr ""
"该类实现了一个写入器,可以将多个 blob 存储在一个压缩文件中。\n"
"[codeblock]\n"
"func write_zip_file():\n"
" var writer := ZIPPacker.new()\n"
" var err := writer.open(\"user://archive.zip\")\n"
" if err != OK:\n"
" return err\n"
" writer.start_file(\"hello.txt\")\n"
" writer.write_file(\"Hello World\".to_utf8_buffer())\n"
" writer.close_file()\n"
"\n"
" writer.close()\n"
" return OK\n"
"[/codeblock]"
msgid ""
"Write the given [param data] to the file.\n"
"Needs to be called after [method start_file]."
msgstr ""
"将给定的 [param data] 写到文件中。\n"
"需要在 [method start_file] 之后调用。"
msgid "Allows reading the content of a zip file."
msgstr "允许读取 zip 文件的内容。"
msgid ""
"This class implements a reader that can extract the content of individual "
"files inside a zip archive.\n"
"[codeblock]\n"
"func read_zip_file():\n"
" var reader := ZIPReader.new()\n"
" var err := reader.open(\"user://archive.zip\")\n"
" if err != OK:\n"
" return PackedByteArray()\n"
" var res := reader.read_file(\"hello.txt\")\n"
" reader.close()\n"
" return res\n"
"[/codeblock]"
msgstr ""
"该类实现了一个可以提取 zip 存档中各个文件内容的读取器。\n"
"[codeblock]\n"
"func read_zip_file():\n"
" var reader := ZIPReader.new()\n"
" var err := reader.open(\"user://archive.zip\")\n"
" if err != OK:\n"
" return PackedByteArray()\n"
" var res := reader.read_file(\"hello.txt\")\n"
" reader.close()\n"
" return res\n"
"[/codeblock]"
msgid ""
"Returns the list of names of all files in the loaded archive.\n"
"Must be called after [method open]."
msgstr ""
"返回加载的存档中所有文件的名称列表。\n"
"必须在 [method open] 之后调用。"
msgid ""
"Opens the zip archive at the given [param path] and reads its file index."
msgstr "打开给定 [param path] 的压缩文件,并读取其文件索引。"
msgid ""
"Loads the whole content of a file in the loaded zip archive into memory and "
"returns it.\n"
"Must be called after [method open]."
msgstr ""
"将加载的 zip 存档中文件的全部内容加载到内存中并返回它。\n"
"必须在 [method open] 之后调用。"
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