# Irish translation of the Godot Engine class reference. # Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. # # Aindriú Mac Giolla Eoin , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "PO-Revision-Date: 2024-09-14 08:09+0000\n" "Last-Translator: Aindriú Mac Giolla Eoin \n" "Language-Team: Irish \n" "Language: ga\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=5; plural=n==1 ? 0 : n==2 ? 1 : (n>2 && n<7) ? 2 :(n>6 " "&& n<11) ? 3 : 4;\n" "X-Generator: Weblate 5.8-dev\n" msgid "All classes" msgstr "Gach rang" msgid "Globals" msgstr "Domhanda" msgid "Nodes" msgstr "Nóid" msgid "Resources" msgstr "Acmhainní" msgid "Editor-only" msgstr "Eagarthóir amháin" msgid "Other objects" msgstr "Rudaí eile" msgid "Variant types" msgstr "Cineálacha athraitheach" msgid "Description" msgstr "Cur síos" msgid "Tutorials" msgstr "Ranganna Teagaisc" msgid "Properties" msgstr "Airíonna" msgid "Constructors" msgstr "Tógálaithe" msgid "Methods" msgstr "Modhanna" msgid "Operators" msgstr "Oibreoirí" msgid "Theme Properties" msgstr "Airíonna Téama" msgid "Signals" msgstr "Comharthaí" msgid "Enumerations" msgstr "Áirimh" msgid "Constants" msgstr "Tairiscintí" msgid "Annotations" msgstr "Anótálacha" msgid "Property Descriptions" msgstr "Tuairiscí Maoine" msgid "Constructor Descriptions" msgstr "Cur síos ar an Tógálaí" msgid "Method Descriptions" msgstr "Cur síos ar Mhodhanna" msgid "Operator Descriptions" msgstr "Tuairiscí Oibreora" msgid "Theme Property Descriptions" msgstr "Cur síos ar na Maoine ar Théama" msgid "Inherits:" msgstr "Oidhreachtaí:" msgid "Inherited By:" msgstr "Arna hoidhreacht ag:" msgid "(overrides %s)" msgstr "(sáraíonn %s)" msgid "Default" msgstr "Réamhshocrú" msgid "Setter" msgstr "Leagann" msgid "value" msgstr "luach" msgid "Getter" msgstr "Faighteoir" msgid "" "This method should typically be overridden by the user to have any effect." msgstr "" "Go hiondúil ba cheart don úsáideoir an modh seo a shárú chun aon éifeacht a " "bheith aige." msgid "" "This method has no side effects. It doesn't modify any of the instance's " "member variables." msgstr "" "Níl aon fo-iarsmaí ag an modh seo. Ní athraíonn sé aon cheann de na hathróga " "ball den ásc." msgid "" "This method accepts any number of arguments after the ones described here." msgstr "" "Glacann an modh seo le haon líon argóintí tar éis na cinn a thuairiscítear " "anseo." msgid "This method is used to construct a type." msgstr "Úsáidtear an modh seo chun cineál a thógáil." msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." msgstr "" "Ní gá an modh seo a ghlaoch, mar sin is féidir é a ghlaoch go díreach trí " "úsáid a bhaint as ainm an ranga." msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." msgstr "" "Déanann an modh seo cur síos ar oibreoir bailí le húsáid leis an gcineál seo " "mar operand láimhe clé." msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" "Is slánuimhir é an luach seo atá comhdhéanta mar ghiotán de na bratacha seo a " "leanas." msgid "No return value." msgstr "Gan luach ar ais." msgid "" "There is currently no description for this class. Please help us by :ref:" "`contributing one `!" msgstr "" "Níl aon tuairisc ar an aicme seo faoi láthair. Cabhraigh linn le do thoil " "trí :ref: `ceann a chur leis `!" msgid "" "There is currently no description for this signal. Please help us by :ref:" "`contributing one `!" msgstr "" "Níl aon tuairisc ar an gcomhartha seo faoi láthair. Cabhraigh linn le do " "thoil trí :ref: `ceann a chur leis `!" msgid "" "There is currently no description for this enum. Please help us by :ref:" "`contributing one `!" msgstr "" "Níl aon tuairisc ar an enum seo faoi láthair. Cabhraigh linn le do thoil trí :" "ref: `ceann a chur leis `!" msgid "" "There is currently no description for this constant. Please help us by :ref:" "`contributing one `!" msgstr "" "Níl aon tuairisc ar an tairiseach seo faoi láthair. Cabhraigh linn le do " "thoil trí :ref: `ceann a chur leis `!" msgid "" "There is currently no description for this annotation. Please help us by :ref:" "`contributing one `!" msgstr "" "Níl aon chur síos ar an nóta seo faoi láthair. Cabhraigh linn le do thoil " "trí :ref: `ceann a chur leis `!" msgid "" "There is currently no description for this property. Please help us by :ref:" "`contributing one `!" msgstr "" "Níl aon tuairisc ar an maoin seo faoi láthair. Cabhraigh linn le do thoil " "trí :ref: `ceann a chur leis `!" msgid "" "There is currently no description for this constructor. Please help us by :" "ref:`contributing one `!" msgstr "" "Níl aon tuairisc ar an dtógálaí seo faoi láthair. Cabhraigh linn le do thoil " "trí :ref: `ceann a chur leis `!" msgid "" "There is currently no description for this method. Please help us by :ref:" "`contributing one `!" msgstr "" "Níl aon tuairisc ar an modh seo faoi láthair. Cabhraigh linn le do thoil trí :" "ref: `ceann a chur leis `!" msgid "" "There is currently no description for this operator. Please help us by :ref:" "`contributing one `!" msgstr "" "Níl aon tuairisc ar an oibreoir seo faoi láthair. Cabhraigh linn le do thoil " "trí :ref: `ceann a chur leis `!" msgid "" "There is currently no description for this theme property. Please help us by :" "ref:`contributing one `!" msgstr "" "Níl aon tuairisc ar an airí téama seo faoi láthair. Cabhraigh linn le do " "thoil trí :ref: `ceann a chur leis `!" msgid "" "There are notable differences when using this API with C#. See :ref:" "`doc_c_sharp_differences` for more information." msgstr "" "Tá difríochtaí suntasacha ann agus an API seo á úsáid le C#. Féach :ref:" "`doc_c_sharp_differences` le haghaidh tuilleadh eolais." msgid "Deprecated:" msgstr "Tiomanta:" msgid "Experimental:" msgstr "Turgnamhach:" msgid "This signal may be changed or removed in future versions." msgstr "" "Is féidir an comhartha seo a athrú nó a bhaint i leaganacha amach anseo." msgid "This constant may be changed or removed in future versions." msgstr "" "Is féidir an tairiseach seo a athrú nó a bhaint i leaganacha amach anseo." msgid "This property may be changed or removed in future versions." msgstr "Féadfar an t-airí seo a athrú nó a bhaint i leaganacha amach anseo." msgid "This constructor may be changed or removed in future versions." msgstr "" "Is féidir an cruthaitheoir seo a athrú nó a bhaint i leaganacha amach anseo." msgid "This method may be changed or removed in future versions." msgstr "Is féidir an modh seo a athrú nó a bhaint i leaganacha amach anseo." msgid "This operator may be changed or removed in future versions." msgstr "Féadfar an t-oibreoir seo a athrú nó a bhaint i leaganacha amach anseo." msgid "This theme property may be changed or removed in future versions." msgstr "" "Is féidir an t-airí téama seo a athrú nó a bhaint i leaganacha amach anseo." msgid "Built-in GDScript constants, functions, and annotations." msgstr "Tairisigh, feidhmeanna agus nótaí GDScript ionsuite." msgid "" "A list of GDScript-specific utility functions and annotations accessible from " "any script.\n" "For the list of the global functions and constants see [@GlobalScope]." msgstr "" "Liosta d'fheidhmeanna agus nótaí fóntais a bhaineann go sonrach le GDScript a " "bhfuil rochtain orthu ó aon script.\n" "Le haghaidh liosta na bhfeidhmeanna agus na tairisigh dhomhanda féach " "[@GlobalScope]." msgid "GDScript exports" msgstr "Onnmhairithe GDScript" msgid "" "Returns a [Color] constructed from red ([param r8]), green ([param g8]), blue " "([param b8]), and optionally alpha ([param a8]) integer channels, each " "divided by [code]255.0[/code] for their final value. Using [method Color8] " "instead of the standard [Color] constructor is useful when you need to match " "exact color values in an [Image].\n" "[codeblock]\n" "var red = Color8(255, 0, 0) # Same as Color(1, 0, 0).\n" "var dark_blue = Color8(0, 0, 51) # Same as Color(0, 0, 0.2).\n" "var my_color = Color8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, 0.4).\n" "[/codeblock]\n" "[b]Note:[/b] Due to the lower precision of [method Color8] compared to the " "standard [Color] constructor, a color created with [method Color8] will " "generally not be equal to the same color created with the standard [Color] " "constructor. Use [method Color.is_equal_approx] for comparisons to avoid " "issues with floating-point precision error." msgstr "" "Filleann sé [Color] déanta as cainéil slánuimhreacha dearg ([param r8]), glas " "([param g8]), gorm ([param b8]), agus go roghnach alfa ([param a8]), gach " "ceann díobh roinnte ar [code]255.0 [/code] dá luach deiridh. Tá sé úsáideach " "[method Color8] a úsáid in ionad an chruthaitheora chaighdeánaigh [Color] " "nuair is gá duit luachanna cruinne datha a mheaitseáil in [Íomhá].\n" "[codeblock]\n" "var dearg = Dath 8(255, 0, 0) # Mar an gcéanna le Dath(1, 0, 0).\n" "var dark_blue = Dath8(0, 0, 51) # Mar an gcéanna le Dath(0, 0, 0.2).\n" "var my_color = Dath8(306, 255, 0, 102) # Mar an gcéanna le Dath(1.2, 1, 0, " "0.4).\n" "[/codeblock]\n" "[b]Nóta:[/b] Mar gheall ar chruinneas níos ísle [method Color8] i gcomparáid " "leis an gcruthaitheoir caighdeánach [Color], go ginearálta ní bheidh dath a " "chruthaítear le [method Color8] comhionann leis an dath céanna a cruthaíodh " "leis an gcaighdeán [b] Dath] cruthaitheoir. Úsáid [method Color." "is_equal_approx]chun comparáidí a dhéanamh chun fadhbanna le hearráid " "bheachtais snámhphointe a sheachaint." msgid "" "Asserts that the [param condition] is [code]true[/code]. If the [param " "condition] is [code]false[/code], an error is generated. When running from " "the editor, the running project will also be paused until you resume it. This " "can be used as a stronger form of [method @GlobalScope.push_error] for " "reporting errors to project developers or add-on users.\n" "An optional [param message] can be shown in addition to the generic " "\"Assertion failed\" message. You can use this to provide additional details " "about why the assertion failed.\n" "[b]Warning:[/b] For performance reasons, the code inside [method assert] is " "only executed in debug builds or when running the project from the editor. " "Don't include code that has side effects in an [method assert] call. " "Otherwise, the project will behave differently when exported in release " "mode.\n" "[codeblock]\n" "# Imagine we always want speed to be between 0 and 20.\n" "var speed = -10\n" "assert(speed < 20) # True, the program will continue.\n" "assert(speed >= 0) # False, the program will stop.\n" "assert(speed >= 0 and speed < 20) # You can also combine the two conditional " "statements in one check.\n" "assert(speed < 20, \"the speed limit is 20\") # Show a message.\n" "[/codeblock]\n" "[b]Note:[/b] [method assert] is a keyword, not a function. So you cannot " "access it as a [Callable] or use it inside expressions." msgstr "" "Dearbhaíonn go bhfuil an [coinníoll param] [code]true[/code]. Má tá an " "[coinníoll param] [code]false[/code], gintear earráid. Nuair a bheidh tú ag " "rith ón eagarthóir, cuirfear an tionscadal reatha ar sos freisin go dtí go n-" "atosóidh tú é. Is féidir é seo a úsáid mar fhoirm níos láidre de [method " "@GlobalScope.push_error] chun earráidí a thuairisciú d’fhorbróirí tionscadail " "nó d’úsáideoirí breiseán.\n" "Is féidir [teachtaireacht param] roghnach a thaispeáint chomh maith leis an " "teachtaireacht chineálach \"Theip ar Dhearbhú\". Is féidir leat é seo a úsáid " "chun sonraí breise a sholáthar faoin bhfáth ar theip ar an dearbhú.\n" "[b]Rabhadh:[/b] Ar chúiseanna feidhmíochta, ní dhéantar an cód laistigh de " "[dearbhú modha] a fhorghníomhú ach amháin i dtógálacha dífhabhtaithe nó nuair " "a bhíonn an tionscadal á rith ón eagarthóir. Ná cuir cód a bhfuil fo-" "iarmhairtí leis i nglao [dearbhú modha]. Seachas sin, beidh an tionscadal " "féin a iompar difriúil nuair a onnmhairiú i mód scaoileadh.\n" "[codeblock]\n" "# Samhlaigh go dteastaíonn uainn i gcónaí go mbeadh an luas idir 0 agus 20.\n" "var luas = -10\n" "dearbhaigh(luas < 20) # Fíor, leanfaidh an clár ar aghaidh.\n" "dearbhaigh(luas >= 0) # Bréagach, stopfaidh an clár.\n" "dearbhaigh(luas >= 0 agus luas < 20) # Is féidir an dá ráiteas coinníollach a " "chomhcheangal in aon seic amháin freisin.\n" "dearbhaigh(luas < 20, \"is é 20 an luasteorainn\") # Taispeáin " "teachtaireacht.\n" "[/codeblock]\n" "[b]Nóta:[/b] Eochairfhocal is ea [dearbhú modha], ní feidhm. Mar sin ní " "féidir leat é a rochtain mar [Inghlao] nó é a úsáid taobh istigh de nathanna." 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 "" "Filleann sé carachtar amháin (mar [Teaghrán]) den phointe cód Unicode tugtha " "(atá comhoiriúnach le cód ASCII).\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]" msgid "Use [method @GlobalScope.type_convert] instead." msgstr "Úsáid [method @GlobalScope.type_convert] ina ionad sin." 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 "" "Athraíonn [param what] go [cineál param] ar an mbealach is fearr is féidir. " "Úsáideann an [cineál param] na luachanna [enum Variant.Type].\n" "[codeblock]\n" "var a = [4, 2.5, 1.2]\n" "print(a is Eagar) # Priontaí fíor\n" "\n" "var b = tiontaigh(a, TYPE_PACKED_BYTE_ARRAY)\n" "priontáil(b) # Priontála [4, 2, 1]\n" "print(b is Eagar é) # Priontaí bréagach\n" "[/codeblock]" msgid "" "Converts a [param dictionary] (created with [method inst_to_dict]) back to an " "Object instance. Can be useful for deserializing." msgstr "" "Tiontaíonn [foclóir param] (cruthaithe le [method inst_to_dict]) ar ais go " "dtí shampla Object. Féadann sé a bheith úsáideach le díscriosú." 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 lang=text]\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 "" "Filleann sé raon foclóirí a léiríonn an chairn glaonna reatha. Féach freisin " "[method print_stack].\n" "[codeblock]\n" "func _réidh():\n" " fo()\n" "\n" "func foo():\n" " barra()\n" "\n" "barra feidhm():\n" " priontáil(get_stack())\n" "[/codeblock]\n" "Ag tosú ó [code]_ready()[/code], phriontálfadh [code]barra()[/code]:\n" "[codeblock lang=téacs]\n" "[{feidhm: barra, líne:12, foinse:res://script.gd}, {feidhm: foo, líne:9, " "foinse:res://script.gd}, {feidhm:_réidh, líne:6, foinse:res://script.gd}]\n" "[/codeblock]\n" "[b]Nóta:[/b] Ní oibríonn an fheidhm seo ach amháin má tá an ásc reatha " "nasctha le freastalaí dífhabhtaithe (i.e. cás eagarthóra). Ní oibreoidh " "[method get_stack] i dtionscadail arna n-easpórtáil sa mhodh scaoilte, nó i " "dtionscadail a easpórtálfar i mód dífhabhtaithe mura bhfuil siad nasctha le " "freastalaí dífhabhtaithe.\n" "[b]Nóta:[/b] Ní thacaítear le glaoch na feidhme seo ó [Snáithe]. Má dhéantar " "é sin, cuirfear eagar folamh ar ais." 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 lang=text]\n" "[@subpath, @path, foo]\n" "[, res://test.gd, bar]\n" "[/codeblock]" msgstr "" "Filleann sé an pas [param instance] arna thiontú go Foclóir. Is féidir a " "bheith úsáideach le haghaidh serializing.\n" "[b]Nóta:[/b] Ní féidir é a úsáid chun oibiachtaí a shraithiú a bhfuil " "scripteanna ionsuite ceangailte leo nó réada a leithdháiltear laistigh de " "scripteanna ionsuite.\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _réidh():\n" " var d = inst_to_dict(féin)\n" " priontáil(d.eochracha())\n" " priontáil(d.luachanna())\n" "[/codeblock]\n" "Priontaí amach:\n" "[codeblock lang=téacs]\n" "[@subpath, @cosán, foo]\n" "[, res://test.gd, barra]\n" "[/codeblock]" msgid "" "Returns [code]true[/code] if [param value] is an instance of [param type]. " "The [param type] value must be one of the following:\n" "- A constant from the [enum Variant.Type] enumeration, for example [constant " "TYPE_INT].\n" "- An [Object]-derived class which exists in [ClassDB], for example [Node].\n" "- A [Script] (you can use any class, including inner one).\n" "Unlike the right operand of the [code]is[/code] operator, [param type] can be " "a non-constant value. The [code]is[/code] operator supports more features " "(such as typed arrays). Use the operator instead of this method if you do not " "need dynamic type checking.\n" "Examples:\n" "[codeblock]\n" "print(is_instance_of(a, TYPE_INT))\n" "print(is_instance_of(a, Node))\n" "print(is_instance_of(a, MyClass))\n" "print(is_instance_of(a, MyClass.InnerClass))\n" "[/codeblock]\n" "[b]Note:[/b] If [param value] and/or [param type] are freed objects (see " "[method @GlobalScope.is_instance_valid]), or [param type] is not one of the " "above options, this method will raise a runtime error.\n" "See also [method @GlobalScope.typeof], [method type_exists], [method Array." "is_same_typed] (and other [Array] methods)." msgstr "" "Filleann sé [code]true[/code] más rud é [cineál param] [cineál param]. " "Caithfidh luach [cineál param] a bheith mar cheann díobh seo a leanas:\n" "- Tairiseach ón áireamh [enum Variant.Type], mar shampla [TYPE_INT " "tairiseach].\n" "- Aicme [Object]-díorthaithe atá ann in [Aicme DB], mar shampla [Nóid].\n" "- A [Script] (is féidir leat úsáid a bhaint as aon rang, lena n-áirítear " "ceann istigh).\n" "Murab ionann agus oibriú ceart an oibreora [code]is[/code], is féidir le " "[cineál param] a bheith ina luach neamhsheasmhach. Tacaíonn an t-oibreoir " "[code]is[/code] le níos mó gnéithe (amhail eagar clóscríofa). Úsáid an t-" "oibreoir in ionad an mhodha seo mura bhfuil seiceáil cineál dinimiciúil " "uait.\n" "Samplaí:\n" "[codeblock]\n" "print(is_instance_of(a, TYPE_INT))\n" "print(is_instance_of(a, Nód))\n" "print(is_instance_of(a, MyClass))\n" "print(is_instance_of(a, MyClass.InnerClass))\n" "[/codeblock]\n" "[b]Nóta:[/b] Más réada saortha iad [param value] agus/nó [cineál param] " "(féach [method @GlobalScope.is_instance_valid]), nó [cineál param] nach ceann " "de na roghanna thuas é, an modh seo ardóidh sé earráid ama rite.\n" "Féach freisin [method @GlobalScope.typeof], [method type_exists], [method " "Array.is_same_typed] (agus modhanna [Array] eile)." msgid "" "Returns the length of the given Variant [param var]. The length can be the " "character count of a [String] or [StringName], 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 "" "Filleann sé fad an athraitheach a tugadh [param var]. Is féidir an fad a " "bheith mar chomhaireamh carachtar [Teaghrán] nó [StringName], comhaireamh " "eilimint d’aon chineál eagar, nó méid [Foclóir]. I gcás gach cineál Athraithe " "eile, gintear earráid ama rite agus stoptar an cur i gcrích.\n" "[codeblock]\n" "a = [1, 2, 3, 4]\n" "len(a) # Filleann 4\n" "\n" "b = \"Dia duit!\"\n" "len(b) # Filleann 6\n" "[/codeblock]" msgid "" "Returns a [Resource] from the filesystem located at the absolute [param " "path]. Unless it's already referenced elsewhere (such as in another script or " "in the scene), the resource is loaded from disk on function call, which might " "cause a slight delay, especially when loading large scenes. To avoid " "unnecessary delays when loading something multiple times, either store the " "resource in a variable or use [method preload]. This method is equivalent of " "using [method ResourceLoader.load] with [constant ResourceLoader." "CACHE_MODE_REUSE].\n" "[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " "in the FileSystem dock and choosing \"Copy Path\", or by dragging the file " "from the FileSystem dock into the current script.\n" "[codeblock]\n" "# Load a scene called \"main\" located in the root of the project directory " "and cache it in a variable.\n" "var main = load(\"res://main.tscn\") # main will contain a PackedScene " "resource.\n" "[/codeblock]\n" "[b]Important:[/b] Relative paths are [i]not[/i] relative to the script " "calling this method, instead it is prefixed with [code]\"res://\"[/code]. " "Loading from relative paths might not work as expected.\n" "This function is a simplified version of [method ResourceLoader.load], which " "can be used for more advanced scenarios.\n" "[b]Note:[/b] Files have to be imported into the engine first to load them " "using this function. If you want to load [Image]s at run-time, you may use " "[method Image.load]. If you want to import audio files, you can use the " "snippet described in [member AudioStreamMP3.data].\n" "[b]Note:[/b] If [member ProjectSettings.editor/export/" "convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." "load] will not be able to read converted files in an exported project. If you " "rely on run-time loading of files present within the PCK, set [member " "ProjectSettings.editor/export/convert_text_resources_to_binary] to " "[code]false[/code]." msgstr "" "Filleann sé [Acmhainn] ón gcóras comhad atá suite ag an absalóideach [param " "path]. Mura ndéantar tagairt dó in áit eile (ar nós script eile nó sa " "radharc), déantar an acmhainn a luchtú ón diosca ar ghlao feidhme, rud a " "d’fhéadfadh moill bheag a chur air, go háirithe agus radhairc mhóra á lódáil. " "Chun moilleanna gan ghá a sheachaint agus rud éigin á luchtú iolrach, stóráil " "an acmhainn in athróg nó úsáid [réamh-lódáil modh]. Tá an modh seo comhionann " "le [method ResourceLoader.load] a úsáid le [resourceLoader." "CACHE_MODE_REUSE].\n" "[b]Nóta:[/b] Is féidir cosáin acmhainne a fháil ach cliceáil ar dheis ar " "acmhainn sa duga FileSystem agus \"Copy Path\" a roghnú, nó tríd an gcomhad a " "tharraingt ón duga FileSystem isteach sa script reatha.\n" "[codeblock]\n" "# Luchtaigh radharc ar a dtugtar \"príomh\" atá suite i bhfréamh eolaire an " "tionscadail agus taisce in athróg é.\n" "var main = load (\"res://main.tscn\") # príomh beidh acmhainn PackedScene.\n" "[/codeblock]\n" "[b]Tábhachtach:[/b] Tá na cosáin choibhneasta [i] ní[/i] i gcoibhneas leis an " "script a ghlaonn an modh seo, ina ionad sin cuirtear [code]\"res://\"[/code] " "air. Seans nach n-oibreoidh luchtú ó chosáin choibhneasta mar a bhíothas ag " "súil leis.\n" "Is leagan simplithe í an fheidhm seo de [method ResourceLoader.load], ar " "féidir é a úsáid le haghaidh cásanna níos forbartha.\n" "[b]Nóta:[/b] Ní mór comhaid a iompórtáil isteach san inneall ar dtús chun iad " "a luchtú leis an bhfeidhm seo. Más mian leat [Íomhá]anna a lódáil ag am rite, " "is féidir leat [method Image.load] a úsáid. Más mian leat comhaid fuaime a " "iompórtáil, is féidir leat an mhír a bhfuil cur síos air in [member " "AudioStreamMP3.data] a úsáid.\n" "[b]Nóta:[/b] Má tá [member ProjectSettings.editor/export/" "convert_text_resources_to_binary] [code]true[/code], [method @GDScript.load] " "ní bheidh sé in ann comhaid chomhshó a léamh i dtionscadal easpórtáilte. Má " "tá tú ag brath ar luchtú ama rite na gcomhad atá laistigh den PCK, socraigh " "[member ProjectSettings.editor/export/convert_text_resources_to_binary] go " "[code]bréagach[/code]." msgid "" "Returns a [Resource] from the filesystem located at [param path]. During run-" "time, the resource is loaded when the script is being parsed. This function " "effectively acts as a reference to that resource. Note that this function " "requires [param path] to be a constant [String]. If you want to load a " "resource from a dynamic/variable path, use [method load].\n" "[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " "in the Assets Panel and choosing \"Copy Path\", or by dragging the file from " "the FileSystem dock into the current script.\n" "[codeblock]\n" "# Create instance of a scene.\n" "var diamond = preload(\"res://diamond.tscn\").instantiate()\n" "[/codeblock]\n" "[b]Note:[/b] [method preload] is a keyword, not a function. So you cannot " "access it as a [Callable]." msgstr "" "Filleann sé [Acmhainn] ón gcóras comhad atá suite ag [param path]. Le linn an " "ama rite, luchtaítear an acmhainn nuair a bhíonn an script á pharsáil. " "Feidhmíonn an fheidhm seo go héifeachtach mar thagairt don acmhainn sin. " "Tabhair faoi deara go n-éilíonn an fheidhm seo go bhfuil [cosán param] ina " "tairiseach [Teaghrán]. Más mian leat acmhainn a lódáil ó chonair dhinimiciúil/" "athróg, úsáid [ualach modh].\n" "[b]Nóta:[/b] Is féidir conairí acmhainne a fháil ach cliceáil ar dheis ar " "acmhainn sa Phainéal Sócmhainní agus \"Copy Path\" a roghnú, nó tríd an " "gcomhad a tharraingt ón duga FileSystem isteach sa script reatha.\n" "[codeblock]\n" "# Cruthaigh sampla de radharc.\n" "var diamond = preload (\"res://diamond.tscn\"). toirt ()\n" "[/codeblock]\n" "[b]Nóta:[/b] Eochairfhocal is ea [preload modh], ní feidhm. Mar sin ní féidir " "leat é a rochtain mar [Inghlao]." 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 lang=text]\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 "" "Cosúil le [method @GlobalScope.print], ach folaíonn sé an fráma cruachta " "reatha agus é ag rith leis an dífhabhtóir casta air.\n" "Seans go mbeidh cuma mar seo a leanas ar an aschur sa chonsól:\n" "[codeblock lang=téacs]\n" "Priontáil tástála\n" "Ag: res://test.gd:15:_process()\n" "[/codeblock]\n" "[b]Nóta:[/b] Ní thacaítear le glaoch na feidhme seo ó [Snáithe]. Má dhéantar " "é sin, déanfar an t-aitheantas snáithe a phriontáil." 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 lang=text]\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 "" "Priontaí rian cruachta ag suíomh an chóid reatha. Féach freisin [method " "get_stack].\n" "Seans go mbeidh cuma mar seo a leanas ar an aschur sa chonsól:\n" "[codeblock lang=téacs]\n" "Fráma 0 - res://test.gd:16 san fheidhm '_process'\n" "[/codeblock]\n" "[b]Nóta:[/b] Ní oibríonn an fheidhm seo ach amháin má tá an ásc reatha " "nasctha le freastalaí dífhabhtaithe (i.e. cás eagarthóra). Ní oibreoidh " "[method print_stack] i dtionscadail arna n-easpórtáil sa mhodh scaoilte, nó i " "dtionscadail a easpórtálfar i mód dífhabhtaithe mura bhfuil siad nasctha le " "freastalaí dífhabhtaithe.\n" "[b]Nóta:[/b] Ní thacaítear le glaoch na feidhme seo ó [Snáithe]. Má dhéantar " "é sin, déanfar an t-aitheantas snáithe a phriontáil." 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() - 1, -1, -1):\n" " print(array[i])\n" "[/codeblock]\n" "Output:\n" "[codeblock lang=text]\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 lang=text]\n" "0.3\n" "0.2\n" "0.1\n" "[/codeblock]" msgstr "" "Filleann sé eagar leis an raon tugtha. Is féidir [method range] a ghlaoch ar " "thrí bhealach:\n" "[code]range(n: int)[/code]: Tosaíonn sé ó 0, méadaíonn sé céimeanna 1, agus " "stopann [i]roimh[/i] [code]n[/code]. Tá an argóint [code]n[/code] [b]eisiach[/" "b].\n" "[code]range(b: int, n: int)[/code]: Tosaíonn ó [code]b[/code], méadaíonn sé " "céimeanna 1, agus stopann sé [i]roimh[/i] [code]n[/code]. Tá na hargóintí " "[code]b[/code] agus [code]n[/code] [b]cuimsitheach[/b] agus [b]eisiatach[/b], " "faoi seach.\n" "[code]range(b: int, n: int, s: int)[/code]: Tosaíonn ó [code]b[/code], " "méadaítear/laghdaítear de réir céimeanna [code]s[/code], agus stopann sé " "[i]roimh[/i] [code]n[/code]. Tá na hargóintí [code]b[/code] agus [code]n[/" "code] [b]cuimsitheach[/b] agus [b]eisiatach[/b], faoi seach. Is féidir leis " "an argóint [code]s[/code] [b]a[/b] a bheith diúltach, ach ní [code]0[/code]. " "Más é [code]s[/code]ná [code]0[/code], clóitear teachtaireacht earráide.\n" "Tiontaíonn [method range] gach argóint go [int] roimh phróiseáil.\n" "[b]Nóta:[/b] Filltear eagar folamh mura gcomhlíonann aon luach an srian " "luacha (m.sh. [code]range(2, 5, -1)[/code] nó [code]range(5, 5, 1) [/code]).\n" "Samplaí:\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" "Chun atriall thar [Array] ar gcúl, úsáid:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" "for i in range(array.size() - 1, -1, -1):\n" " print(array[i])\n" "[/codeblock]\n" "Aschur:\n" "[codeblock lang=text]\n" "9\n" "6\n" "3\n" "[/codeblock]\n" "Chun athrá thar [float], tiontaigh sa lúb iad.\n" "[codeblock]\n" "for i in range (3, 0, -1):\n" " print(i / 10.0)\n" "[/codeblock]\n" "Aschur:\n" "[codeblock lang=text]\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 "" "Filleann sé [code]true[/code] má tá an rang a tugadh [Object]-díorthaithe ann " "i [Aicme DB]. Tabhair faoi deara nach bhfuil cineálacha sonraí [Athróg] " "cláraithe in [Aicme DB].\n" "[codeblock]\n" "type_exists(\"Sprite2D\") # Filleann sé fíor\n" "type_exists(\"NonExistentClass\") # Filleann bréagach\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 "" "Tairiseach a léiríonn cé mhéad uair a luíonn trastomhas ciorcail timpeall a " "imlíne. Tá sé seo comhionann le [code]TAU / 2[/code], nó 180 céim in " "uainíochtaí." 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 "" "An tairiseach ciorcail, imlíne an chiorcail aonaid ina raidian. Tá sé seo " "comhionann le [code]PI * 2[/code], nó 360 céim in uainíochtaí." 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 "" "Infinity snámhphointe dearfach. Tá sé seo mar thoradh ar roinnt snámhphointe " "nuair is é [code]0.0[/code] an roinnteoir. Le haghaidh éigríochta diúltach, " "úsáid [code]-INF[/code]. Má roinntear é ar [code]-0.0[/code], beidh éigríocht " "dhiúltach ann má tá an t-uimhreoir deimhneach, agus mar sin ní hionann é a " "roinnt ar [code]0.0[/code] agus é a roinnt ar [code]-0.0[/code] ( in ainneoin " "[code] 0.0 == -0.0[/code] ag filleadh [code]true[/code]).\n" "[b]Rabhadh:[/b] Níl in éigríoch uimhriúil ach coincheap a bhfuil uimhreacha " "snámhphointe aige, agus níl aon choibhéis aici maidir le slánuimhreacha. Má " "roinntear slánuimhir ar [code]0[/code], ní bheidh [INF seasmhach] mar thoradh " "air agus beidh earráid ama rite mar thoradh air." msgid "" "\"Not a Number\", an invalid floating-point value. [constant NAN] has special " "properties, including that [code]!=[/code] always returns [code]true[/code], " "while other comparison operators always return [code]false[/code]. This is " "true even when comparing with itself ([code]NAN == NAN[/code] returns " "[code]false[/code] and [code]NAN != NAN[/code] returns [code]true[/code]). It " "is returned 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 "" "\"Ní Uimhir\", luach snámhphointe neamhbhailí. Tá airíonna speisialta ag [NAN " "seasmhach], lena n-áirítear go dtugann [code]!=[/code] ar ais [code]true[/" "code] i gcónaí, agus go dtugann oibreoirí comparáide eile [code]bréagach[/" "code] ar ais i gcónaí. Tá sé seo fíor fiú nuair a dhéantar comparáid leis " "féin ([code]NAN == NAN[/code] a thugann ar ais [code]bréagach[/code], agus " "[code]NAN != NAN[/code] a thugann ar ais [code]true[/code]). Filleann sé seo " "ó roinnt oibríochtaí neamhbhailí, mar shampla ag roinnt uimhir snámhphointe " "[code]0.0[/code] le [code]0.0[/code].\n" "[b]Rabhadh:[/b] Is coincheap é \"Ní Uimhir\" ach a bhfuil uimhreacha " "snámhphointe aige, agus níl a choibhéis ann maidir le slánuimhreacha. Má " "roinntear slánuimhir [code]0[/code] ar [code]0[/code], ní bheidh [NAN " "seasmhach] mar thoradh air agus beidh earráid ama rite mar thoradh air." msgid "" "Mark the following property as exported (editable in the Inspector dock and " "saved to disk). To control the type of the exported property, use the type " "hint notation.\n" "[codeblock]\n" "extends Node\n" "\n" "enum Direction {LEFT, RIGHT, UP, DOWN}\n" "\n" "# Built-in types.\n" "@export var string = \"\"\n" "@export var int_number = 5\n" "@export var float_number: float = 5\n" "\n" "# Enums.\n" "@export var type: Variant.Type\n" "@export var format: Image.Format\n" "@export var direction: Direction\n" "\n" "# Resources.\n" "@export var image: Image\n" "@export var custom_resource: CustomResource\n" "\n" "# Nodes.\n" "@export var node: Node\n" "@export var custom_node: CustomNode\n" "\n" "# Typed arrays.\n" "@export var int_array: Array[int]\n" "@export var direction_array: Array[Direction]\n" "@export var image_array: Array[Image]\n" "@export var node_array: Array[Node]\n" "[/codeblock]\n" "[b]Note:[/b] Custom resources and nodes should be registered as global " "classes using [code]class_name[/code], since the Inspector currently only " "supports global classes. Otherwise, a less specific type will be exported " "instead.\n" "[b]Note:[/b] Node export is only supported in [Node]-derived classes and has " "a number of other limitations." msgstr "" "Marcáil an t-airí seo a leanas mar a easpórtáladh (is féidir é a chur in " "eagar sa duga Cigire agus a shábháil ar diosca). Chun cineál na maoine " "easpórtáilte a rialú, bain úsáid as an nodaireacht leide cineáil.\n" "[codeblock]\n" "leathnaíonn Nód\n" "\n" "enum Treo {clé, DHEIS, UP, SÍOS}\n" "\n" "# Cineálacha ionsuite.\n" "@export var teaghrán = \"\"\n" "@export var int_number = 5\n" "@export var float_number: snámhphointe = 5\n" "\n" "# Enum.\n" "@export cineál var: Variant.Type\n" "formáid @export var: Image.Format\n" "@export var treo: Treo\n" "\n" "# Acmhainní.\n" "@export var íomhá: Íomhá\n" "@export var custom_resource: CustomResource\n" "\n" "# Nód.\n" "@export var nód: Nód\n" "@export var custom_node: CustomNode\n" "\n" "# Eagair clóscríofa.\n" "@export var int_array: Array[int]\n" "@easpórtáil var direction_array: Eagar[Treoir]\n" "@export var image_array: Eagar[Íomhá]\n" "@export var nód_array: Eagar[Nóid]\n" "[/codeblock]\n" "[b]Nóta:[/b] Ba cheart acmhainní agus nóid saincheaptha a chlárú mar aicmí " "domhanda agus úsáid á baint as [code]class_name[/code], toisc nach dtacaíonn " "an Cigire ach le haicmí domhanda faoi láthair. Seachas sin, déanfar cineál " "nach bhfuil chomh sonrach a onnmhairiú ina ionad.\n" "[b]Nóta:[/b] Ní thacaítear le heaspórtáil nód ach amháin in aicmí [Nód]-" "díorthaithe agus tá roinnt teorainneacha eile leis." msgid "" "Define a new category for the following exported properties. This helps to " "organize properties in the Inspector dock.\n" "See also [constant PROPERTY_USAGE_CATEGORY].\n" "[codeblock]\n" "@export_category(\"Statistics\")\n" "@export var hp = 30\n" "@export var speed = 1.25\n" "[/codeblock]\n" "[b]Note:[/b] Categories in the Inspector dock's list usually divide " "properties coming from different classes (Node, Node2D, Sprite, etc.). For " "better clarity, it's recommended to use [annotation @export_group] and " "[annotation @export_subgroup], instead." msgstr "" "Sainmhínigh catagóir nua do na hairíonna easpórtála seo a leanas. Cuidíonn sé " "seo le réadmhaoin a eagrú i nduga an Chigire.\n" "Féach freisin [PROPERTY_USAGE_CATEGORY] leanúnach.\n" "[codeblock]\n" "@export_category(\"Staidreamh\")\n" "@easpórtáil var hp = 30\n" "@export var luas = 1.25\n" "[/codeblock]\n" "[b]Nóta:[/b] Roinneann catagóirí ar liosta dugaí an Chigire de ghnáth " "airíonna a thagann ó aicmí éagsúla (Nóid, Node2D, Sprite, etc.). Ar mhaithe " "le soiléireacht níos fearr, moltar [anótáil @export_group] agus [anótáil " "@export_subgroup] a úsáid ina ionad sin." msgid "" "Export a [Color], [Array][lb][Color][rb], or [PackedColorArray] property " "without allowing its transparency ([member Color.a]) to be edited.\n" "See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n" "[codeblock]\n" "@export_color_no_alpha var dye_color: Color\n" "@export_color_no_alpha var dye_colors: Array[Color]\n" "[/codeblock]" msgstr "" "Easpórtáil airí [Color], [Array][lb][Color][rb], nó [PackedColorArray] gan a " "thrédhearcacht a cheadú ([member Color.a]) a chur in eagar.\n" "Féach freisin [proPERTY_HINT_COLOR_NO_ALPHA] leanúnach.\n" "[codeblock]\n" "@export_color_no_alpha var dye_color: Dath\n" "@export_color_no_alpha var dye_colors: Eagar[Color]\n" "[/codeblock]" msgid "" "Allows you to set a custom hint, hint string, and usage flags for the " "exported property. Note that there's no validation done in GDScript, it will " "just pass the parameters to the editor.\n" "[codeblock]\n" "@export_custom(PROPERTY_HINT_NONE, \"suffix:m\") var suffix: Vector3\n" "[/codeblock]\n" "[b]Note:[/b] Regardless of the [param usage] value, the [constant " "PROPERTY_USAGE_SCRIPT_VARIABLE] flag is always added, as with any explicitly " "declared script variable." msgstr "" "Ligeann sé duit leid saincheaptha, teaghrán leid, agus bratacha úsáide a " "shocrú don mhaoin easpórtáilte. Tabhair faoi deara nach bhfuil aon " "bhailíochtú déanta i GDScript, cuirfidh sé na paraiméadair ar aghaidh chuig " "an eagarthóir.\n" "[codeblock]\n" "@export_custom(PROPERTY_HINT_NONE, \"iarmhír:m\") var iarmhír: Vector3\n" "[/codeblock]\n" "[b]Nóta:[/b] Beag beann ar an luach [úsáid param], cuirtear an bhratach " "[proPERTY_USAGE_SCRIPT_VARIABLE] leis i gcónaí, mar aon le haon athróg script " "a dhearbhaítear go sainráite." msgid "" "Export a [String], [Array][lb][String][rb], or [PackedStringArray] property " "as a path to a directory. The path will be limited to the project folder and " "its subfolders. See [annotation @export_global_dir] to allow picking from the " "entire filesystem.\n" "See also [constant PROPERTY_HINT_DIR].\n" "[codeblock]\n" "@export_dir var sprite_folder_path: String\n" "@export_dir var sprite_folder_paths: Array[String]\n" "[/codeblock]" msgstr "" "Easpórtáil airí [Teaghrán], [Eagar][lb][String][rb], nó [PackedStringArray] " "mar chonair chuig eolaire. Beidh an cosán teoranta d'fhillteán an tionscadail " "agus a fhofhillteáin. Féach ar [anótáil @export_global_dir] chun piocadh ón " "gcóras comhad iomlán a cheadú.\n" "Féach freisin [PROPERTY_HINT_DIR] leanúnach.\n" "[codeblock]\n" "@export_dir var sprite_folder_path: Teaghrán\n" "@export_dir var sprite_folder_paths: Eagar[Teaghrán]\n" "[/codeblock]" msgid "" "Export an [int], [String], [Array][lb][int][rb], [Array][lb][String][rb], " "[PackedByteArray], [PackedInt32Array], [PackedInt64Array], or " "[PackedStringArray] property as an enumerated list of options (or an array 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" "\n" "@export_enum(\"Sword\", \"Spear\", \"Mace\") var character_items: Array[int]\n" "@export_enum(\"double_jump\", \"climb\", \"dash\") var character_skills: " "Array[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" "\n" "enum CharacterItem {SWORD, SPEAR, MACE}\n" "@export var character_items: Array[CharacterItem]\n" "[/codeblock]" msgstr "" "Easpórtáil [int], [Teaghrán], [Eagar][lb][int][rb], [Eagar][lb][String][rb], " "[PackedByteArray], [PackedInt32Array], [PackedInt64Array], nó " "[ PackedStringArray] mar liosta áirithe roghanna (nó raon roghanna). Más " "[int] an t-airí, stóráiltear innéacs an luacha, san ord céanna cuirtear na " "luachanna ar fáil. Is féidir leat luachanna soiléire a chur leis trí idirlon. " "Más [Teaghrán] an t-airí, stóráiltear an luach.\n" "Féach freisin [PROPERTY_HINT_ENNUM].\n" "[codeblock]\n" "@export_enum (\"Trodaí\", \"Magician\", \"Gadaí\") var character_class: int\n" "@export_enum (\"Mall: 30\", \"Meán: 60\", \"An-ghasta: 200\") var " "character_speed: int\n" "@export_enum (\"Rebecca\", \"Mary\", \"Leah\") var character_name: Teaghrán\n" "\n" "@export_enum (\"Sword\", \"Spear\", \"Mace\") var character_items: " "Array[int]\n" "@export_enum (\"double_jump\", \"tóg\", \"dash\") var character_skills: " "Eagar[Teaghrán]\n" "[/codeblock]\n" "Más mian leat luach tosaigh a shocrú, ní mór duit é a shonrú go sainráite:\n" "[codeblock]\n" "@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " "\"Rebecca\"\n" "[/codeblock]\n" "Más mian leat uimhreacha ainmnithe GDScript a úsáid, bain úsáid as [anótáil " "@export] ina ionad sin:\n" "[codeblock]\n" "enum CharacterName {REBECCA, MARY, LEAH}\n" "@export var character_name: CharacterName\n" "\n" "enum Carachtar Mír {CLÁR, SPEAR, MACE}\n" "@export var character_items: Eagar[CharacterItem]\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" "@export_exp_easing var speeds: Array[float]\n" "[/codeblock]" msgstr "" "Easpórtáil airí snámhphointe le giuirléid eagarthóra. Is féidir leideanna " "breise a sholáthar chun iompar an ghiuirléid a choigeartú. Déanann [code] " "\"lagú\"[/code] an cuar a smeach, rud a fhágann go bhfuil sé níos iomasach " "airíonna tanúcháin a chur in eagar. [code] \"dearfach_amháin\"[/code] " "teorainn le luachanna a bheith níos mó ná nó cothrom le nialas.\n" "Féach freisin [proPERTY_HINT_EXP_EASING leanúnach].\n" "[codeblock]\n" "@export_exp_easing var transition_speed\n" "@export_exp_easing (\"lagú\") var fading_attenuation\n" "@export_exp_easing (\"dearfach_amháin\") var effect_power\n" "@export_exp_easing var speeds: Eagar[snámh]\n" "[/codeblock]" msgid "" "Export a [String], [Array][lb][String][rb], or [PackedStringArray] property " "as a path to a file. The path will be limited to the project folder and its " "subfolders. See [annotation @export_global_file] to allow picking from the " "entire filesystem.\n" "If [param filter] is provided, only matching files will be available for " "picking.\n" "See also [constant PROPERTY_HINT_FILE].\n" "[codeblock]\n" "@export_file var sound_effect_path: String\n" "@export_file(\"*.txt\") var notes_path: String\n" "@export_file var level_paths: Array[String]\n" "[/codeblock]" msgstr "" "Easpórtáil airí [Teaghrán], [Eagar][lb][String][rb], nó [PackedStringArray] " "mar chonair chuig comhad. Beidh an cosán teoranta d'fhillteán an tionscadail " "agus a fhofhillteáin. Féach ar [anótáil @export_global_file] chun piocadh ón " "gcóras comhad iomlán a cheadú.\n" "Má chuirtear [param filter] ar fáil, ní bheidh ach comhaid mheaitseála ar " "fáil lena phiocadh.\n" "Féach freisin [PROPERTY_HINT_FILE] leanúnach.\n" "[codeblock]\n" "@export_file var sound_effect_path: Teaghrán\n" "@export_file(\"*.txt\") var notes_path: Teaghrán\n" "@export_file var level_paths: Eagar[Teaghrán]\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]\n" "You can also use the annotation on [Array][lb][int][rb], [PackedByteArray], " "[PackedInt32Array], and [PackedInt64Array]\n" "[codeblock]\n" "@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var phase_elements: " "Array[int]\n" "[/codeblock]" msgstr "" "Easpórtáil airí slánuimhir mar réimse bratach giotán. Ligeann sé seo roinnt " "luachanna “seiceáilte” nó [code]true[/code] a stóráil le réadmhaoin amháin, " "agus iad a roghnú go compordach ó dhuga an Chigire.\n" "Féach freisin [PROPERTY_HINT_FLAGS leanúnach].\n" "[codeblock]\n" "@export_flags(\"Tine\", \"Uisce\", \"Domhan\", \"Gaoithe\") var " "spell_elements = 0\n" "[/codeblock]\n" "Is féidir leat luachanna soiléire a chur leis trí idirlon:\n" "[codeblock]\n" "@export_flags (\"Féin: 4\", \"Comhghuaillithe: 8\", \"Eabhraigh: 16\") le " "haghaidh spell_targets = 0\n" "[/codeblock]\n" "Is féidir leat roinnt bratacha a chur le chéile freisin:\n" "[codeblock]\n" "@export_flags (\"Féin: 4\", \"Comhghuaillithe: 8\", \"Féin agus " "Comhghuaillithe: 12\", \"Neamhluaite: 16\")\n" "var spell_targets = 0\n" "[/codeblock]\n" "[b]Nóta:[/b] Caithfidh luach bratach a bheith ar a laghad [code]1[/code] agus " "ar a laghad [code]2 ** 32 - 1[/code].\n" "[b]Nóta:[/b] Murab ionann agus [anótáil @export_enum], ní chuirtear an luach " "sainráite roimhe seo san áireamh. Sa sampla seo a leanas, tá A 16, B é 2, C " "is 4.\n" "[codeblock]\n" "@export_flags (\"A: 16\", \"B\", \"C\") var x\n" "[/codeblock]\n" "Is féidir leat an nóta a úsáid freisin ar [Array][lb][int][rb], " "[PackedByteArray], [PackedInt32Array], agus [PackedInt64Array]\n" "[codeblock]\n" "@export_flags (\"Dóiteáin\", \"Uisce\", \"Domhan\", \"Gaoithe\") var " "phase_elements: Eagar[int]\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" "@export_flags_2d_navigation var navigation_layers_array: Array[int]\n" "[/codeblock]" msgstr "" "Easpórtáil airí slánuimhir mar réimse brat giotán le haghaidh sraitheanna " "loingseoireachta 2T. Úsáidfidh an ghiuirléid i duga an Chigire na sraitheanna " "atá sainmhínithe i [comhalta ProjectSettings.layer_names/2d_navigation/" "layer_1].\n" "Féach freisin [proPERTY_HINT_LAYERS_2D_NAVIGATION] leanúnach.\n" "[codeblock]\n" "@export_flags_2d_navigation var navigation_layers: int\n" "@export_flags_2d_navigation var navigation_layers_array: Eagar[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" "@export_flags_2d_physics var physics_layers_array: Array[int]\n" "[/codeblock]" msgstr "" "Easpórtáil maoin slánuimhir mar réimse bratach giotán le haghaidh sraitheanna " "fisice 2D. Úsáidfidh an ghiuirléid i duga an Chigire na sraitheanna atá " "sainmhínithe i [member ProjectSettings.layer_names/2d_physics/layer_1].\n" "Féach freisin [proPERTY_HINT_LAYERS_2D_PHYSICS].\n" "[codeblock]\n" "@export_flags_2d_physics var physics_layers: int\n" "@export_flags_2d_physics var physics_layers_array: Eagar[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" "@export_flags_2d_render var render_layers_array: Array[int]\n" "[/codeblock]" msgstr "" "Easpórtáil airí slánuimhir mar réimse brat giotán le haghaidh sraitheanna " "rindreála 2D. Úsáidfidh an ghiuirléid sa duga Cigire na hainmneacha " "sraitheanna atá sainmhínithe i [member ProjectSettings.layer_names/2d_render/" "layer_1].\n" "Féach freisin [proPERTY_HINT_LAYERS_2D_RENDER].\n" "[codeblock]\n" "@export_flags_2d_render var render_layers: int\n" "@export_flags_2d_render var render_layers_array: Eagar[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" "@export_flags_3d_navigation var navigation_layers_array: Array[int]\n" "[/codeblock]" msgstr "" "Easpórtáil airí slánuimhir mar réimse brat giotán le haghaidh sraitheanna " "loingseoireachta 3D. Úsáidfidh an ghiuirléid i duga an Chigire na sraitheanna " "atá sainmhínithe i [comhalta ProjectSettings.layer_names/3d_navigation/" "layer_1].\n" "Féach freisin [proPERTY_HINT_LAYERS_3D_NAVIGATION] leanúnach.\n" "[codeblock]\n" "@export_flags_3d_navigation var navigation_layers: int\n" "@export_flags_3d_navigation var navigation_layers_array: Eagar[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" "@export_flags_3d_physics var physics_layers_array: Array[int]\n" "[/codeblock]" msgstr "" "Easpórtáil maoin slánuimhir mar réimse bratach giotán le haghaidh sraitheanna " "fisice 3D. Úsáidfidh an ghiuirléid i duga an Chigire na sraitheanna atá " "sainmhínithe i [member ProjectSettings.layer_names/3d_physics/layer_1].\n" "Féach freisin [proPERTY_HINT_LAYERS_3D_PHYSICS].\n" "[codeblock]\n" "@export_flags_3d_physics var physics_layers: int\n" "@export_flags_3d_physics var physics_layers_array: Eagar[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" "@export_flags_3d_render var render_layers_array: Array[int]\n" "[/codeblock]" msgstr "" "Easpórtáil airí slánuimhir mar réimse brat giotán le haghaidh sraitheanna " "rindreála 3D. Úsáidfidh an ghiuirléid i duga an Chigire na sraitheanna atá " "sainmhínithe i [member ProjectSettings.layer_names/3d_render/layer_1].\n" "Féach freisin [proPERTY_HINT_LAYERS_3D_RENDER].\n" "[codeblock]\n" "@export_flags_3d_render var render_layers: int\n" "@export_flags_3d_render var render_layers_array: Eagar[int]\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field for navigation avoidance " "layers. The widget in the Inspector dock will use the layer names defined in " "[member ProjectSettings.layer_names/avoidance/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_AVOIDANCE].\n" "[codeblock]\n" "@export_flags_avoidance var avoidance_layers: int\n" "@export_flags_avoidance var avoidance_layers_array: Array[int]\n" "[/codeblock]" msgstr "" "Easpórtáil maoin slánuimhir mar réimse brat giotán le haghaidh sraitheanna " "seachanta loingseoireachta. Úsáidfidh an ghiuirléid i duga an Chigire na " "sraitheanna atá sainmhínithe i [member ProjectSettings.layer_names/avoidance/" "layer_1].\n" "Féach freisin [proPERTY_HINT_LAYERS_AVOIDANCE].\n" "[codeblock]\n" "@export_flags_avoidance var avoidance_layers: int\n" "@export_flags_avoidance var avoidance_layers_array: Eagar[int]\n" "[/codeblock]" msgid "" "Export a [String], [Array][lb][String][rb], or [PackedStringArray] property " "as an absolute path to a directory. The path can be picked from the entire " "filesystem. See [annotation @export_dir] to limit it to the project folder " "and its subfolders.\n" "See also [constant PROPERTY_HINT_GLOBAL_DIR].\n" "[codeblock]\n" "@export_global_dir var sprite_folder_path: String\n" "@export_global_dir var sprite_folder_paths: Array[String]\n" "[/codeblock]" msgstr "" "Easpórtáil airí [Teaghrán], [Eagar][lb][String][rb], nó [PackedStringArray] " "mar chonair iomlán chuig eolaire. Is féidir an cosán a phiocadh ón gcóras " "comhad iomlán. Féach ar [anótáil @export_dir] chun é a theorannú don " "fhillteán tionscadail agus dá fhofhillteáin.\n" "Féach freisin [PROPERTY_HINT_GLOBAL_DIR] leanúnach.\n" "[codeblock]\n" "@export_global_dir var sprite_folder_path: Teaghrán\n" "@export_global_dir var sprite_folder_paths: Eagar[Teaghrán]\n" "[/codeblock]" msgid "" "Export a [String], [Array][lb][String][rb], or [PackedStringArray] property " "as an absolute path to a file. The path can be picked from the entire " "filesystem. See [annotation @export_file] to limit it to the project folder " "and its subfolders.\n" "If [param filter] is provided, only matching files will be available for " "picking.\n" "See also [constant PROPERTY_HINT_GLOBAL_FILE].\n" "[codeblock]\n" "@export_global_file var sound_effect_path: String\n" "@export_global_file(\"*.txt\") var notes_path: String\n" "@export_global_file var multiple_paths: Array[String]\n" "[/codeblock]" msgstr "" "Easpórtáil airí [Teaghrán], [Eagar][lb][String][rb], nó [PackedStringArray] " "mar chonair iomlán chuig comhad. Is féidir an cosán a phiocadh ón gcóras " "comhad iomlán. Féach ar [anótáil @export_file] chun é a theorannú don " "fhillteán tionscadail agus dá fhofhillteáin.\n" "Má chuirtear [param filter] ar fáil, ní bheidh ach comhaid mheaitseála ar " "fáil lena phiocadh.\n" "Féach freisin [PROPERTY_HINT_GLOBAL_FILE] leanúnach.\n" "[codeblock]\n" "@export_global_file var sound_effect_path: Teaghrán\n" "@export_global_file(\"*.txt\") var notes_path: Teaghrán\n" "@export_global_file var multiple_paths: Eagar[Teaghrán]\n" "[/codeblock]" msgid "" "Define a new group for the following exported properties. This helps to " "organize properties in the Inspector dock. Groups can be added with an " "optional [param prefix], which would make group to only consider properties " "that have this prefix. The grouping will break on the first property that " "doesn't have a prefix. The prefix is also removed from the property's name in " "the Inspector dock.\n" "If no [param prefix] is provided, then every following property will be added " "to the group. The group ends when then next group or category is defined. You " "can also force end a group by using this annotation with empty strings for " "parameters, [code]@export_group(\"\", \"\")[/code].\n" "Groups cannot be nested, use [annotation @export_subgroup] to add subgroups " "within groups.\n" "See also [constant PROPERTY_USAGE_GROUP].\n" "[codeblock]\n" "@export_group(\"Racer Properties\")\n" "@export var nickname = \"Nick\"\n" "@export var age = 26\n" "\n" "@export_group(\"Car Properties\", \"car_\")\n" "@export var car_label = \"Speedy\"\n" "@export var car_number = 3\n" "\n" "@export_group(\"\", \"\")\n" "@export var ungrouped_number = 3\n" "[/codeblock]" msgstr "" "Sainmhínigh grúpa nua do na hairíonna easpórtála seo a leanas. Cuidíonn sé " "seo le réadmhaoin a eagrú i nduga an Chigire. Is féidir grúpaí a chur leis le " "[réimír param] roghnach, rud a chuirfeadh ar an ngrúpa gan ach airíonna a " "bhfuil an réimír seo acu a mheas. Brisfidh an grúpáil ar an gcéad airí nach " "bhfuil réimír aige. Baintear an réimír freisin ó ainm an áitribh i duga an " "Chigire.\n" "Mura soláthraítear [réimír param], cuirfear gach airí seo a leanas leis an " "ngrúpa. Críochnaíonn an grúpa nuair a shainítear an chéad ghrúpa nó catagóir " "eile. Is féidir leat freisin iallach a chur ar deireadh a chur le grúpa tríd " "an nóta seo a úsáid le teaghráin fholmha do pharaiméadair, " "[code]@export_group(\"\", \"\")[/code].\n" "Ní féidir grúpaí a neadú, úsáid [anótáil @export_subgroup] chun foghrúpaí a " "chur leis laistigh de ghrúpaí.\n" "Féach freisin [PROPERTY_USAGE_GROUP leanúnach].\n" "[codeblock]\n" "@export_group(\"Airíonna Racer\")\n" "@export var leasainm = \"Leasainm\"\n" "@export var aois = 26\n" "\n" "@export_group (\"Airíonna Gluaisteán\", \"car_\")\n" "@export var car_label = \"Gasta\"\n" "@export var car_number = 3\n" "\n" "@export_group(\"\", \"\")\n" "@export var ungrouped_number = 3\n" "[/codeblock]" msgid "" "Export a [String], [Array][lb][String][rb], [PackedStringArray], [Dictionary] " "or [Array][lb][Dictionary][rb] 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" "@export_multiline var npc_dialogs: Array[String]\n" "[/codeblock]" msgstr "" "Easpórtáil airí [Teaghrán], [Eagar][lb][String][rb], [PackedStringArray], " "[Foclóir] nó [Array][lb][Foclóir][rb] a bhfuil giuirléid mhór [TextEdit] aige " "in ionad a [LineEdit]. Cuireann sé seo le tacaíocht d'inneachar illíne agus é " "a dhéanamh níos éasca méid mór téacs atá stóráilte san airí a chur in eagar.\n" "Féach freisin [proPERTY_HINT_MULTILINE_TEXT leanúnach].\n" "[codeblock]\n" "@export_multiline var character_biography\n" "@export_multiline var npc_dialogs: Eagar[Teaghrán]\n" "[/codeblock]" msgid "" "Export a [NodePath] or [Array][lb][NodePath][rb] 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" "@export_node_path(\"Button\", \"TouchScreenButton\") var many_buttons: " "Array[NodePath]\n" "[/codeblock]\n" "[b]Note:[/b] The type must be a native class or a globally registered script " "(using the [code]class_name[/code] keyword) that inherits [Node]." msgstr "" "Easpórtáil airí [NodePath] nó [Array][lb][NodePath][rb] le scagaire le " "haghaidh cineálacha nód ceadaithe.\n" "Féach freisin [proPERTY_HINT_NODE_PATH_VALID_TYPES].\n" "[codeblock]\n" "@export_node_path(\"Button\", \"TouchScreenButton\") nó some_button\n" "@export_node_path (\"Cnaipe\", \"TouchScreenButton\") var many_buttons: " "Array[NodePath]\n" "[/codeblock]\n" "[b]Nóta:[/b] Caithfidh an cineál a bheith ina rang dúchais nó ina script atá " "cláraithe go domhanda (ag baint úsáide as an eochairfhocal [code]class_name[/" "code]) a fhaigheann [Nóid] le hoidhreacht." msgid "" "Export a [String], [Array][lb][String][rb], or [PackedStringArray] 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" "@export_placeholder(\"Name in lowercase\") var friend_ids: Array[String]\n" "[/codeblock]" msgstr "" "Easpórtáil airí [Teaghrán], [Eagar][lb][String][rb], nó [PackedStringArray] " "le téacs coinneálaí áitrithe sa ghiuirléid eagarthóra nuair nach bhfuil luach " "ar bith ann.\n" "Féach freisin [proPERTY_HINT_PLACEHOLDER_TEXT leanúnach].\n" "[codeblock]\n" "@export_placeholder(\"Ainm sa chás íochtair\") var character_id: Teaghrán\n" "@export_placeholder(\"Ainm sa chás íochtair\") var friend_ids: " "Array[Teaghrán]\n" "[/codeblock]" msgid "" "Export an [int], [float], [Array][lb][int][rb], [Array][lb][float][rb], " "[PackedByteArray], [PackedInt32Array], [PackedInt64Array], " "[PackedFloat32Array], or [PackedFloat64Array] 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 [member EditorSettings.interface/inspector/" "default_float_step] 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_as_degrees\"[/code] you can specify that the actual value is " "in radians, but should be displayed in degrees in the Inspector dock (the " "range values are also in degrees). [code]\"degrees\"[/code] allows to add a " "degree sign as a unit suffix (the value is unchanged). 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" "@export_range(0, 20) var numbers: Array[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(-180, 180, 0.001, \"radians_as_degrees\") 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 "" "Easpórtáil [int], [snámhphointe], [Eagar][lb][int][rb], [Array][lb][float]" "[rb], [PackedByteArray], [PackedInt32Array], [PackedInt64Array], " "[PackedFloat32Array ], nó [PackedFloat64Array] airí mar luach raoin. Ní mór " "an raon a shainiú le [param min] agus [param max], chomh maith le [céim " "param] roghnach agus leideanna breise éagsúla. Mainneachtainíonn an [chéim " "param] [code]1[/code] le haghaidh airíonna slánuimhir. Maidir le huimhreacha " "snámhphointe braitheann an luach seo ar do shocrú [member EditorSettings." "interface/inspector/default_float_step].\n" "Má sholáthraítear leideanna [code]\"nó_níos mó\"[/code] agus " "[code]\"nó_less\"[/code], ní chuirfidh giuirléid an eagarthóra teorainn leis " "an luach ag teorainneacha raoin. Leis an leid [code]\"exp\"[/code], is féidir " "na luachanna a cuireadh in eagar ar an raon a athrú go heaspónantúil. " "Cuirfidh an leid [code]\"hide_slider\"[/code] an eilimint shleamhnáin i " "ngiuirléid an eagarthóra i bhfolach.\n" "Ligeann leideanna freisin na haonaid don luach curtha in eagar a léiriú. Ag " "baint úsáide as [code]\"radiians_as_degrees\"[/code] is féidir leat a shonrú " "go bhfuil an luach iarbhír i raidian, ach ba chóir é a thaispeáint i " "gcéimeanna i duga an Chigire (tá na luachanna raon i gcéimeanna freisin). " "Ceadaíonn [code] “céimeanna”[/code] comhartha céime a chur leis mar iarmhír " "aonaid (níl an luach gan athrú). Ar deireadh, is féidir iarmhír saincheaptha " "a sholáthar ag baint úsáide as [code]\" iarmhír:unit\"[/code], áit ar féidir " "le \"aonad\" a bheith ina theaghrán ar bith.\n" "Féach freisin [PROPERTY_HINT_RANGE] leanúnach.\n" "[codeblock]\n" "@export_range(0, 20) var uimhir\n" "@export_range(-10, 20) var uimhir\n" "@export_range(-10, 20, 0.2) var uimhir: snámhphointe\n" "@export_range(0, 20) var uimhreacha: Eagar[snámh]\n" "\n" "@export_range(0, 100, 1, \"nó_níos mó\") agus cumhacht_percent\n" "@export_range(0, 100, 1, \"nó_greater\", \"nó_less\") agus sláinte_delta\n" "\n" "@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n" "@export_range(0, 360, 1, \"céimeanna\") var angle_degrees\n" "@export_range(-8, 8, 2, \"iarmhír:px\") var target_offset\n" "[/codeblock]" msgid "" "Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " "is not displayed in the editor, but it is serialized and stored in the scene " "or resource file. This can be useful for [annotation @tool] scripts. Also the " "property value is copied when [method Resource.duplicate] or [method Node." "duplicate] is called, unlike non-exported variables.\n" "[codeblock]\n" "var a # Not stored in the file, not displayed in the editor.\n" "@export_storage var b # Stored in the file, not displayed in the editor.\n" "@export var c: int # Stored in the file, displayed in the editor.\n" "[/codeblock]" msgstr "" "Easpórtáil airí a bhfuil bratach [PROPERTY_USAGE_STORAGE] air. Níl an mhaoin " "ar taispeáint san eagarthóir, ach déantar é a shraithiú agus a stóráil sa " "radharc nó sa chomhad acmhainne. Féadfaidh sé seo a bheith úsáideach le " "haghaidh scripteanna [anótáil @uirlis]. Chomh maith leis sin déantar an luach " "maoine a chóipeáil nuair a ghlaoitear [method Resource.duplicate] nó [method " "Node.duplicate], murab ionann agus athróga neamh-onnmhairithe.\n" "[codeblock]\n" "var a # Gan stóráil sa chomhad, nach bhfuil ar taispeáint san eagarthóir.\n" "@export_storage var b # Stóráilte sa chomhad, gan taispeáint san eagarthóir.\n" "@export var c: int # Stóráilte sa chomhad, ar taispeáint san eagarthóir.\n" "[/codeblock]" msgid "" "Define a new subgroup for the following exported properties. This helps to " "organize properties in the Inspector dock. Subgroups work exactly like " "groups, except they need a parent group to exist. See [annotation " "@export_group].\n" "See also [constant PROPERTY_USAGE_SUBGROUP].\n" "[codeblock]\n" "@export_group(\"Racer Properties\")\n" "@export var nickname = \"Nick\"\n" "@export var age = 26\n" "\n" "@export_subgroup(\"Car Properties\", \"car_\")\n" "@export var car_label = \"Speedy\"\n" "@export var car_number = 3\n" "[/codeblock]\n" "[b]Note:[/b] Subgroups cannot be nested, they only provide one extra level of " "depth. Just like the next group ends the previous group, so do the subsequent " "subgroups." msgstr "" "Sainmhínigh foghrúpa nua do na hairíonna easpórtála seo a leanas. Cuidíonn sé " "seo le réadmhaoin a eagrú i nduga an Chigire. Oibríonn foghrúpaí díreach " "cosúil le grúpaí, ach amháin go dteastaíonn grúpa tuismitheoirí uathu. Féach " "ar [anótáil @export_group].\n" "Féach freisin [PROPERTY_USAGE_SUBGROUP leanúnach].\n" "[codeblock]\n" "@export_group(\"Airíonna Racer\")\n" "@export var leasainm = \"Leasainm\"\n" "@export var aois = 26\n" "\n" "@export_subgroup (\"Airíonna Gluaisteán\", \"car_\")\n" "@export var car_label = \"Gasta\"\n" "@export var car_number = 3\n" "[/codeblock]\n" "[b]Nóta:[/b] Ní féidir foghrúpaí a neadú, ní sholáthraíonn siad ach leibhéal " "breise doimhneachta amháin. Díreach mar a chríochnaíonn an chéad ghrúpa eile " "leis an ngrúpa roimhe seo, mar sin déan na foghrúpaí ina dhiaidh sin." msgid "" "Add a custom icon to the current script. 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 [annotation @icon] " "annotation must be placed before the class definition and inheritance.\n" "[b]Note:[/b] Unlike other annotations, the argument of the [annotation @icon] " "annotation must be a string literal (constant expressions are not supported)." msgstr "" "Cuir deilbhín saincheaptha leis an script reatha. Taispeántar an deilbhín atá " "sonraithe ag [param icon_path] sa duga Radharc do gach nód den aicme sin, " "agus i ndialóga éagsúla eagarthóirí.\n" "[codeblock]\n" "@icon (\"res://path/to/class/icon.svg\")\n" "[/codeblock]\n" "[b]Nóta:[/b] Ní féidir ach deilbhín saincheaptha a bheith ag an script. Ní " "thacaítear le ranganna istigh.\n" "[b]Nóta:[/b] Mar a chuireann nótaí síos ar a n-ábhar, ní mór an nóta [anótáil " "@ deilbhín] a chur roimh shainiú agus oidhreacht an ranga.\n" "[b]Nóta:[/b] Murab ionann agus nótaí eile, caithfidh argóint an nóta [anótáil " "@ deilbhín] a bheith ina teagh-liteartha (ní thacaítear le slonn seasta)." msgid "" "Mark the following property as assigned when the [Node] is ready. Values for " "these properties are not assigned immediately when the node is initialized " "([method Object._init]), and instead are computed and stored right before " "[method Node._ready].\n" "[codeblock]\n" "@onready var character_name: Label = $Label\n" "[/codeblock]" msgstr "" "Marcáil an airí seo a leanas mar a sannadh nuair a bheidh an [Nóid] réidh. Ní " "shanntar luachanna do na hairíonna seo láithreach nuair a chuirtear tús leis " "an nód ([method Object._init]), agus ina ionad sin déantar iad a ríomh agus a " "stóráil díreach roimh [method Nód._ready].\n" "[codeblock]\n" "@onready var character_name: Lipéad = $Label\n" "[/codeblock]" msgid "" "Mark the following method for remote procedure calls. See [url=$DOCS_URL/" "tutorials/networking/high_level_multiplayer.html]High-level multiplayer[/" "url].\n" "If [param mode] is set as [code]\"any_peer\"[/code], allows any peer to call " "this RPC function. Otherwise, only the authority peer is allowed to call it " "and [param mode] should be kept as [code]\"authority\"[/code]. When " "configuring functions as RPCs with [method Node.rpc_config], each of these " "modes respectively corresponds to the [constant MultiplayerAPI." "RPC_MODE_AUTHORITY] and [constant MultiplayerAPI.RPC_MODE_ANY_PEER] RPC " "modes. See [enum MultiplayerAPI.RPCMode]. If a peer that is not the authority " "tries to call a function that is only allowed for the authority, the function " "will not be executed. If the error can be detected locally (when the RPC " "configuration is consistent between the local and the remote peer), an error " "message will be displayed on the sender peer. Otherwise, the remote peer will " "detect the error and print an error there.\n" "If [param sync] is set as [code]\"call_remote\"[/code], the function will " "only be executed on the remote peer, but not locally. To run this function " "locally too, set [param sync] to [code]\"call_local\"[/code]. When " "configuring functions as RPCs with [method Node.rpc_config], this is " "equivalent to setting [code]call_local[/code] to [code]true[/code].\n" "The [param transfer_mode] accepted values are [code]\"unreliable\"[/code], " "[code]\"unreliable_ordered\"[/code], or [code]\"reliable\"[/code]. It sets " "the transfer mode of the underlying [MultiplayerPeer]. See [member " "MultiplayerPeer.transfer_mode].\n" "The [param transfer_channel] defines the channel of the underlying " "[MultiplayerPeer]. See [member MultiplayerPeer.transfer_channel].\n" "The order of [param mode], [param sync] and [param transfer_mode] does not " "matter, but values related to the same argument must not be used more than " "once. [param transfer_channel] always has to be the 4th argument (you must " "specify 3 preceding arguments).\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 "" "Marcáil an modh seo a leanas le haghaidh glaonna nós imeachta cianda. Féach " "[url=$DOCS_URL/tutorials/networking/high_level_multiplayer.html]Iolraitheoir " "ardleibhéil[/url].\n" "Má tá [mód param] socraithe mar [code]\"any_peer\"[/code], ceadaítear d'aon " "phiara an fheidhm RPC seo a ghlaoch. Seachas sin, níl cead ach ag an bpiaraí " "údaráis é a ghlaoch agus ba cheart [mód param] a choinneáil mar " "[code]\"údarás\"[/code]. Agus feidhmeanna á chumrú mar RPCanna le [method " "Node.rpc_config], comhfhreagraíonn gach ceann de na modhanna seo faoi seach " "do na modhanna RPC [Constant MultiplayerAPI.RPC_MODE_AUTHORITY] agus " "[MultiplayerAPI.RPC_MODE_ANY_PEER]. Féach [enum MultiplayerAPI.RPCMode]. Má " "dhéanann piaraí nach é an t-údarás iarracht feidhm a ghlaoch nach gceadaítear " "ach don údarás, ní fhorghníomhófar an fheidhm. Más féidir an earráid a bhrath " "go háitiúil (nuair a bhíonn an chumraíocht RPC comhsheasmhach idir an piaraí " "áitiúil agus an piaraí iargúlta), taispeánfar teachtaireacht earráide ar an " "gcomhghleacaí seoltóir. Seachas sin, déanfaidh an piaraí iargúlta an earráid " "a bhrath agus earráid a phriontáil ann.\n" "Má tá [param sync] socraithe mar [code]\"call_remote\"[/code], ní dhéanfar an " "fheidhm a fhorghníomhú ach amháin ar an gcian-phiara, ach ní go háitiúil. " "Chun an fheidhm seo a rith go háitiúil freisin, socraigh [param sync] go " "[code]\"call_local\"[/code]. Agus feidhmeanna á chumrú mar RPCanna le [method " "Node.rpc_config], tá sé seo comhionann le [code]call_local[/code] a shocrú go " "[code]true[/code].\n" "Is iad na [param transfer_mode] luachanna a nglactar leo ná " "[code]\"neamhiontaofa\"[/code], [code] \"neamhiontaofa_ordaithe\"[/code], nó " "[code]\"iontaofa\"[/code]. Socraíonn sé modh aistrithe an bhunaigh " "[MultiplayerPeer]. Féach [comhalta MultiplayerPeer.transfer_mode].\n" "Sainmhíníonn an [param transfer_channel] cainéal an bhunaigh " "[MultiplayerPeer]. Féach [comhalta MultiplayerPeer.transfer_channel].\n" "Ní hionann ord [param method], [param sync] agus [param transfer_mode], ach " "ní féidir luachanna a bhaineann leis an argóint chéanna a úsáid níos mó ná " "uair amháin. Caithfidh [param transfer_channel] a bheith ar an 4ú argóint i " "gcónaí (ní mór duit 3 argóint roimhe seo a shonrú).\n" "[codeblock]\n" "@rpc\n" "feidhm fn(): pas\n" "\n" "@rpc (\"any_peer\", \"unreliable_ordered\")\n" "func fn_update_pos(): pas\n" "\n" "@rpc (\"údarás\", \"call_remote\", \"neamhiontaofa\", 0) # Coibhéiseach le " "@rpc\n" "func fn_default(): pas\n" "[/codeblock]" msgid "" "Make a script with static variables to not persist after all references are " "lost. If the script is loaded again the static variables will revert to their " "default values.\n" "[b]Note:[/b] As annotations describe their subject, the [annotation " "@static_unload] annotation must be placed before the class definition and " "inheritance.\n" "[b]Warning:[/b] Currently, due to a bug, scripts are never freed, even if " "[annotation @static_unload] annotation is used." msgstr "" "Déan script le hathróga statacha ionas nach seasfaidh sí tar éis do gach " "tagairt a bheith caillte. Má luchtaítear an script arís rachaidh na hathróga " "statacha ar ais chuig a luachanna réamhshocraithe.\n" "[b]Nóta:[/b] Mar a chuireann nótaí síos ar a n-ábhar, ní mór an nóta [anótáil " "@static_unload] a chur roimh shainiú an ranga agus oidhreacht.\n" "[b]Rabhadh:[/b] Faoi láthair, de bharr fabht, ní scaoiltear scripteanna " "choíche, fiú má úsáidtear [anótáil @static_unload]." 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 [annotation @tool] " "annotation must be placed before the class definition and inheritance." msgstr "" "Marcáil an script reatha mar script uirlisí, rud a ligeann don eagarthóir é a " "luchtú agus a fhorghníomhú. Féach [url=$DOCS_URL/tutorials/plugins/" "running_code_in_the_editor.html]Cód reatha san eagarthóir[/url].\n" "[codeblock]\n" "@uirlis\n" "leathnaíonn Nód\n" "[/codeblock]\n" "[b]Nóta:[/b] Mar a chuireann nótaí síos ar a n-ábhar, ní mór an nóta [anótáil " "@uirlis] a chur roimh shainiú an ranga agus oidhreacht." msgid "" "Mark the following statement to ignore the specified [param warning]. See " "[url=$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 "" "Marcáil an ráiteas seo a leanas chun neamhaird a dhéanamh den [pararabhadh] " "sonraithe. Féach [url=$DOCS_URL/tutorials/scripting/gdscript/warning_system." "html]córas rabhaidh GDScript[/url].\n" "[codeblock]\n" "tástáil fheidhm():\n" " cló (\"hello\")\n" " filleadh\n" " @warning_ignore (\"cód_do-bhainte amach\")\n" " cló (\"dosroichte\")\n" "[/codeblock]" msgid "Global scope constants and functions." msgstr "Tairisigh agus feidhmeanna raon feidhme domhanda." 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 "" "Tá liosta de raon feidhme domhanda tairisigh áireamh agus-tógtha i " "feidhmeanna.... Is é seo go léir a chónaíonn sna cruinneanna, tairisigh " "maidir le cóid earráide, eochairchóid, leideanna maoine, etc.\n" "Tá Singletons doiciméadaithe anseo freisin, toisc gur féidir iad a rochtain ó " "áit ar bith.\n" "Le haghaidh na n-iontrálacha a bhaineann le GDScript ar féidir rochtain a " "fháil orthu in aon script féach [@GDScript]." msgid "Random number generation" msgstr "Giniúint uimhir randamach" 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 "" "Filleann sé luach absalóideach paraiméadar [Athróg] [param x] (i.e. luach " "neamhdhiúltach). Cineálacha a dtacaítear leo: [int], [snámhphointe], " "[Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "var a = abs(-1)\n" "Tá #a 1\n" "\n" "var b = ABS(-1.2)\n" "Is é # b 1.2\n" "\n" "var c = ABS(Vector2(-3.5, -4))\n" "Tá # c (3.5, 4)\n" "\n" "var d = ABS(Vector2i(-5, -6))\n" "Tá # d (5, 6)\n" "\n" "var e = ABS(Veicteoir 3(-7, 8.5, -3.8))\n" "Tá # e (7, 8.5, 3.8)\n" "\n" "var f = ABS(Vector3i(-7, -8, -9))\n" "Tá # f (7, 8, 9)\n" "[/codeblock]\n" "[b]Nóta:[/b] Ar mhaithe le sábháilteacht cineáil níos fearr, úsáid [method " "absf], [method absi], [method Vector2.abs], [method Vector2i.abs], [method " "Vector3.abs], [method Vector3i. ABS], [method Vector4.abs], nó [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 "" "Filleann sé luach absalóideach paraiméadar snámhphointe [paraim x] (i.e. " "luach dearfach).\n" "[codeblock]\n" "Is é #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 "" "Filleann sé luach absalóideach paraiméadar slánuimhir [param x] (i.e. luach " "dearfach).\n" "[codeblock]\n" "Tá #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] will be clamped between [code]-1.0[/code] and " "[code]1.0[/code] (inclusive), in order to prevent [method acos] from " "returning [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 "" "Filleann sé an stua-chosine de [param x] ina raidian. Bain úsáid as chun " "uillinn an chóisín [param x] a fháil. [param x] a chlampáil idir [code] -1.0[/" "code] agus [code]1.0[/code] (san áireamh), chun [method acos] a chosc ó dhul " "ar ais [constant @GDScript.NAN].\n" "[codeblock]\n" "Is é # c 0.523599 nó 30 céim má thiontaítear le rad_to_deg(c)\n" "var c = acos(0.866025)\n" "[/codeblock]" msgid "" "Returns the hyperbolic arc (also called inverse) cosine of [param x], " "returning a value in radians. Use it to get the angle from an angle's cosine " "in hyperbolic space if [param x] is larger or equal to 1. For values of " "[param x] lower than 1, it will return 0, in order to prevent [method acosh] " "from returning [constant @GDScript.NAN].\n" "[codeblock]\n" "var a = acosh(2) # Returns 1.31695789692482\n" "cosh(a) # Returns 2\n" "\n" "var b = acosh(-1) # Returns 0\n" "[/codeblock]" msgstr "" "Filleann sé an stua hipearbóileach (ar a dtugtar inbhéartach freisin) de " "[param x], ag filleadh luach i raidian. Úsáid é chun an uillinn a fháil ó " "chosín uillinne sa spás hipearbóileach má tá [param x] níos mó nó cothrom le " "1. I gcás luachanna [param x] níos ísle ná 1, fillfidh sé 0, chun [method " "acosh] a chosc ó ag filleadh [constant @GDScript.NAN].\n" "[codeblock]\n" "var a = acosh(2) # Fill ar ais 1.31695789692482\n" "cosh(a) # Filleann 2\n" "\n" "var b = acosh(-1) # Filleann 0\n" "[/codeblock]" msgid "" "Returns the difference between the two angles, in the range of [code][-PI, " "+PI][/code]. When [param from] and [param to] are opposite, returns [code]-" "PI[/code] if [param from] is smaller than [param to], or [code]PI[/code] " "otherwise." msgstr "" "Filleann sé an difríocht idir an dá uillinn, sa raon [code][-PI, +PI][/code]. " "Nuair atá [param ó] agus [param go] os coinne, filleann [code]-PI[/code] má " "tá [param ó] níos lú ná [param go], nó [code]PI[/code] ar shlí eile." msgid "" "Returns the arc sine of [param x] in radians. Use to get the angle of sine " "[param x]. [param x] will be clamped between [code]-1.0[/code] and [code]1.0[/" "code] (inclusive), in order to prevent [method asin] from returning [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 "" "Filleann sí stua [param x] ina raidian. Bain úsáid as chun uillinn sín [param " "x] a fháil. [param x] a chlampáil idir [code] -1.0[/code] agus [code]1.0[/" "code] (san áireamh), chun [method asin] a chosc ó dhul ar ais [constant " "@GDScript.NAN].\n" "[codeblock]\n" "Is é # s 0.523599 nó 30 céim má thiontaítear é le rad_to_deg(s)\n" "var s = asin(0.5)\n" "[/codeblock]" msgid "" "Returns the hyperbolic arc (also called inverse) sine of [param x], returning " "a value in radians. Use it to get the angle from an angle's sine in " "hyperbolic space.\n" "[codeblock]\n" "var a = asinh(0.9) # Returns 0.8088669356527824\n" "sinh(a) # Returns 0.9\n" "[/codeblock]" msgstr "" "Filleann sé an stua hipearbóileach (ar a dtugtar inbhéartach freisin) sín de " "[param x], ag filleadh luach i raidian. Úsáid é chun an uillinn a fháil ó " "shíneas uillinne sa spás hipearbóileach.\n" "[codeblock]\n" "var a = asinh(0.9) # Fill ar ais 0.8088669356527824\n" "sinh(a) # Filleann 0.9\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 skip-lint]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 "" "Filleann sé an tadhlaí stua de [param x] ina raidian. Bain úsáid as é chun an " "uillinn a fháil ó thadhlaí uillinne sa triantánacht.\n" "Ní féidir a fhios ag an modh cén ceathrú cuid ar cheart don uillinn titim. " "Féach ar [method atan2] má tá [code]y[/code] agus [code skip-lint]x[/code] " "agat.\n" "[codeblock]\n" "var a = atan(0.5) #a é 0.463648\n" "[/codeblock]\n" "Má tá [param x] idir [code]-PI / 2[/code] agus [code]PI / 2[/code] (san " "áireamh), tá [code]atan(tan(x))[/code] cothrom le [para 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 "" "Filleann sé an tadhlaí stua de [code]y/x[/code] ina raidian. Bain úsáid as " "chun uillinn tadhlaí [code]y/x[/code] a fháil. Chun an luach a ríomh, " "cuireann an modh comhartha an dá argóint san áireamh chun an ceathrún a " "chinneadh.\n" "Nóta tábhachtach: Tagann an chomhordanáid Y ar dtús, de réir gnáis.\n" "[codeblock]\n" "var a = atan2(0, -1) #a é 3.141593\n" "[/codeblock]" msgid "" "Returns the hyperbolic arc (also called inverse) tangent of [param x], " "returning a value in radians. Use it to get the angle from an angle's tangent " "in hyperbolic space if [param x] is between -1 and 1 (non-inclusive).\n" "In mathematics, the inverse hyperbolic tangent is only defined for -1 < " "[param x] < 1 in the real set, so values equal or lower to -1 for [param x] " "return negative [constant @GDScript.INF] and values equal or higher than 1 " "return positive [constant @GDScript.INF] in order to prevent [method atanh] " "from returning [constant @GDScript.NAN].\n" "[codeblock]\n" "var a = atanh(0.9) # Returns 1.47221948958322\n" "tanh(a) # Returns 0.9\n" "\n" "var b = atanh(-2) # Returns -inf\n" "tanh(b) # Returns -1\n" "[/codeblock]" msgstr "" "Filleann sé an stua hipearbóileach (ar a dtugtar inbhéartach freisin) de " "[param x], ag filleadh luach i raidian. Úsáid é chun an uillinn a fháil ó " "thadhlaí uillinne sa spás hipearbóileach má tá [param x] idir -1 agus 1 " "(neamh-chuimsitheach).\n" "Sa mhatamaitic, ní shainmhínítear an tadhlaí hipearbóileach inbhéartach ach " "do -1 < [param x] < 1 sa fhíorthacar, mar sin filleann luachanna cothrom nó " "níos ísle le -1 do [param x] diúltach [constant @GDScript.INF] agus luachanna " "cothroma nó níos airde ná 1 tuairisceán dearfach [seasmhach @GDScript.INF] " "chun [method atanh] a chosc ó dhul ar ais [seasmhach @GDScript.NAN].\n" "[codeblock]\n" "var a = atanh(0.9) # Fill ar ais 1.47221948958322\n" "tanh(a) # Filleann 0.9\n" "\n" "var b = atanh(-2) # Tuairisceáin -inf\n" "tanh(b) # Filleann -1\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 "" "Filleann sé an díorthach ag an [para t] tugtha ar ais ar aontoiseach " "[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] arna " "shainiú ag an [param control_1] tugtha , [param control_2], agus [param end] " "pointí." 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 "" "Filleann sé an pointe ag an [para t] tugtha ar ais ar aontoiseach " "[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Cuar Bézier[/url] " "sainithe ag an [param control_1] tugtha , [param control_2], agus [param end] " "pointí." 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 "" "Díchódaítear eagar beart ar ais go luach [Athróg], gan réada a dhíchódú.\n" "[b]Nóta:[/b] Má tá díshraithiú réad uait, féach [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 "" "Díchódaíonn eagar beart ar ais go luach [Athróg]. Ceadaítear rudaí " "díchódaithe.\n" "[b]Rabhadh:[/b] Is féidir cód a bheith i réad dísriailithe a dhéantar a " "fhorghníomhú. Ná húsáid an rogha seo má thagann an réad sraitheach ó fhoinsí " "neamhiontaofa chun bagairtí slándála a d’fhéadfadh a bheith ann a sheachaint " "(comhghníomhú cód cianda)." 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], [Vector2i], [Vector3], [Vector3i], [Vector4], " "[Vector4i].\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 "" "Babhtaí [param x] aníos (i dtreo éigríochta deimhneach), ag filleadh ar an " "tslánuimhir is lú nach lú ná [param x]. Cineálacha a dtacaítear leo: [int], " "[snámhphointe], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], " "[Vector4i].\n" "[codeblock]\n" "var i = ceil(1.45) # i is 2.0\n" "tá i = ceil(1.001) # i 2.0\n" "[/codeblock]\n" "Féach freisin [urlár modha], [method bhabhta], agus [method gearrtha].\n" "[b]Nóta:[/b] Ar mhaithe le sábháilteacht cineáil níos fearr, úsáid [method " "ceilf], [method ceili], [method Vector2.ceil], [method Vector3.ceil], nó " "[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 "" "Babhtaí [param x] aníos (i dtreo éigríochta deimhneach), ag filleadh ar an " "tslánuimhir is lú nach lú ná [param x].\n" "Leagan cineál-sábháilte de [method ceil], ag filleadh [snámh]." 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 "" "Babhtaí [param x] aníos (i dtreo éigríochta deimhneach), ag filleadh ar an " "tslánuimhir is lú nach lú ná [param x].\n" "Leagan cineál-sábháilte de [method ceil], ag filleadh [int]." msgid "" "Clamps the [param value], returning a [Variant] not less than [param min] and " "not more than [param max]. Any values that can be compared with the less than " "and greater than operators will work.\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" "[/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], [method Vector4i.clamp], or " "[method Color.clamp] (not currently supported by this method).\n" "[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-" "wise clamping, and will pick [param min] if [code]value < min[/code] or " "[param max] if [code]value > max[/code]. To perform component-wise clamping " "use the methods listed above." msgstr "" "Teanntáin an [param value], ag filleadh [Variant] nach lú ná [param min] agus " "nach mó ná [param max]. Oibreoidh aon luachanna is féidir a chur i gcomparáid " "leis na hoibreoirí is lú agus is mó.\n" "[codeblock]\n" "var a = clamp(-10, -1, 5)\n" "#a é -1\n" "\n" "var b = clamp(8.1, 0.9, 5.5)\n" "Is é # b 5.5\n" "[/codeblock]\n" "[b]Nóta:[/b] Ar mhaithe le sábháilteacht cineáil níos fearr, úsáid [method " "clampf], [method clampi], [method Vector2.clamp], [method Vector2i.clamp], " "[method Vector3.clamp], [method Vector3i. clamp], [method Vector4.clamp], " "[method Vector4i.clamp], nó [method Color.clamp] (nach dtacaítear leis an " "method seo faoi láthair).\n" "[b]Nóta:[/b] Agus é seo á úsáid ar veicteoirí [i] ní[/i] a dhéanfaidh sé " "clampáil comhpháirte, agus roghnóidh sé [para min] más [code]luach < min[/" "code] nó [] param max] más [code]luach > max[/code]. Chun clampáil " "comhpháirteach a dhéanamh bain úsáid as na methodanna atá liostaithe thuas." 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 "" "Teanntáin an [paramluach], ag filleadh [snámhphointe] nach lú ná [param min] " "agus nach mó ná [param max].\n" "[codeblock]\n" "luas var = 42.1\n" "var a = clampf(luas, 1.0, 20.5) #a ná 20.5\n" "\n" "luas = -10.0\n" "var b = clampf(luas, -1.0, 1.0) # b is -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 "" "Teanntáin an [param luach], ag filleadh [int] nach lú ná [param min] agus " "nach mó ná [param max].\n" "[codeblock]\n" "var luas = 42\n" "var a = clampi(luas, 1, 20) #a é 20\n" "\n" "luas = -10\n" "var b = clampi(luas, -1, 1) # b is -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 "" "Filleann sé comhshíneas na huillinne [param angle_rad] ina raidian.\n" "[codeblock]\n" "cos(PI * 2) # Fill ar ais 1.0\n" "cos(PI) # Tuairisceán -1.0\n" "cos(deg_to_rad(90)) # Filleann 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 "" "Filleann sé an comhshíneas hipearbóileach de [param x] ina raidian.\n" "[codeblock]\n" "print(cosh(1)) # Priontála 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 "" "Idirshuíonn ciúbach idir dhá luach leis an bhfachtóir atá sainmhínithe i " "[meáchan param] le luachanna [param pre] agus [param post]." 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 "" "Idirshuíonn ciúbach idir dhá luach rothlaithe leis an gcosán is giorra de " "réir an fhachtóir atá sainmhínithe i [meáchan param] le luachanna [param pre] " "agus [param post]. Féach freisin [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 [method cubic_interpolate] by the " "time values." msgstr "" "Idirshuíonn ciúbach idir dhá luach rothlaithe leis an gcosán is giorra de " "réir an fhachtóir atá sainmhínithe i [meáchan param] le luachanna [param pre] " "agus [param post]. Féach freisin [method lerp_angle].\n" "Is féidir leis idirshuíomh níos míne ná [method cubic_interpolate] a dhéanamh " "de réir na luachanna ama." 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 "" "Idirshuíonn ciúbach idir dhá luach leis an bhfachtóir atá sainmhínithe i " "[meáchan param] le luachanna [param pre] agus [param post].\n" "Is féidir leis idirshuíomh níos míne ná [method cubic_interpolate] a dhéanamh " "de réir na luachanna ama." msgid "Converts from decibels to linear energy (audio)." msgstr "Athraíonn sé ó dheicibeil go fuinneamh líneach (fuaime)." 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 "" "Tiontaíonn sé uillinn léirithe ina céimeanna go raidian.\n" "[codeblock]\n" "var r = deg_to_rad(180) tá # r cothrom le 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 lang=text]\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 "" "Filleann sé luach \"éascaithe\" de [param x] bunaithe ar fheidhm éascaithe " "atá sainmhínithe le [cuar param]. Tá an fheidhm éascaithe seo bunaithe ar " "easpónant. Is féidir leis an [cuar param] a bheith ina uimhir snámhphointe ar " "bith, le luachanna sonracha as a leanann na hiompraíochtaí seo a leanas:\n" "[codeblock lang=téacs]\n" "- Níos ísle ná -1.0 (eisiach): Éascaíocht isteach\n" "- 1.0: Líneach\n" "- Idir -1.0 agus 0.0 (eisiach): Éascaíocht lasmuigh\n" "- 0.0: tairiseach\n" "- Idir 0.0 go 1.0 (eisiach): Éascaigh amach\n" "- 1.0: Líneach\n" "- Níos mó ná 1.0 (eisiach): Éascaíocht isteach\n" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "ease_cheatsheet.png]caolbhileog luachanna cuar éasca()[/url]\n" "Féach freisin [method smoothstep]. Más gá duit aistrithe níos forbartha a " "dhéanamh, úsáid [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 "" "Tugann sé ar ais ainm atá inléite ag an duine don chód [enum Error] tugtha.\n" "[codeblock]\n" "priontáil(OK) # Priontála 0\n" "print(error_string(OK)) # Priontála Ceart go leor\n" "print(error_string(ERR_BUSY)) # Priontála Gnóthach\n" "print(error_string(ERR_OUT_OF_MEMORY)) # Priontála As cuimhne\n" "[/codeblock]" msgid "" "The natural exponential function. It raises the mathematical constant [i]e[/" "i] to the power of [param x] and returns it.\n" "[i]e[/i] 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 "" "An fheidhm easpónantúil nádúrtha. Ardaíonn sé an tairiseach matamaitice [i]e[/" "i] go dtí cumhacht [param x] agus cuireann sé ar ais é.\n" "Tá neasluach 2.71828 ag [i]e[/i], agus is féidir é a fháil le [code]exp(1)(1)" "[/code].\n" "Úsáid an modh [method pow] le haghaidh easpónantaithe ar bhoinn eile.\n" "[codeblock]\n" "var a = exp(2) # Thart ar 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], [Vector2i], [Vector3], [Vector3i], [Vector4], " "[Vector4i].\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 "" "Babhtaí [param x] síos (i dtreo éigríochta diúltach), ag filleadh ar an " "tslánuimhir is mó nach bhfuil níos mó ná [param x]. Cineálacha a dtacaítear " "leo: [int], [snámhphointe], [Vector2], [Vector2i], [Vector3], [Vector3i], " "[Vector4], [Vector4i].\n" "[codeblock]\n" "var a = urlár(2.99) #a is 2.0\n" "a = urlár(-2.99) # a is -3.0\n" "[/codeblock]\n" "Féach freisin [method ceil], [method bhabhta], agus [method gearrtha].\n" "[b]Nóta:[/b] Ar mhaithe le sábháilteacht cineáil níos fearr, úsáid [method " "floorf], [method floori], [method Vector2.floor], [method Vector3.floor], nó " "[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 "" "Babhtaí [param x] síos (i dtreo éigríochta diúltach), ag filleadh ar an " "tslánuimhir is mó nach bhfuil níos mó ná [param x].\n" "Leagan cineál-sábháilte de [urlár modha], ag filleadh [snámhphointe]." 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 "" "Babhtaí [param x] síos (i dtreo éigríochta diúltach), ag filleadh ar an " "tslánuimhir is mó nach bhfuil níos mó ná [param x].\n" "Leagan cineál-sábháilte de [urlár modha], ag filleadh [int].\n" "[b]Nóta:[/b] Níl an fheidhm seo [i][/i] mar an gcéanna le [code]int(x)(c)[/" "code], a chothromaíonn i dtreo 0." 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 "" "Filleann sé an chuid eile de snámhphointe [param x] roinnte ar [param y], ag " "coinneáil comhartha [param x].\n" "[codeblock]\n" "var fuílleach = fmod(7, 5.5) Is é # fuílleach ná 1.5\n" "[/codeblock]\n" "Úsáid an t-oibreoir [code]%[/code] chun fuílleach an tslánuimhir a úsáid." 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" "Prints:\n" "[codeblock lang=text]\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 "" "Filltear ar ais modúl snámhphointe [param x] roinnte ar [param y], agus é " "fillte go cothrom ina dheimhneach agus ina dhiúltach.\n" "[codeblock]\n" "cló (“(x) (fmod(x, 1.5)) (fposmod(x, 1.5))”)\n" "dom i 7:\n" " var x = i * 0.5 - 1.5\n" " cló(\"% 4.1f % 4.1f | % 4.1f\" %[x, fmod(x, 1.5), fposmod(x, 1.5)])\n" "[/codeblock]\n" "Priontaí:\n" "[codeblock lang=text]\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 "" "Filleann sé hash slánuimhir an ritheadh [param athróg].\n" "[codeblocks]\n" "[gdscript]\n" "print(hash(\"a\")) # Priontála 177670\n" "[/gdscript]\n" "[csharp]\n" "GD.Print(GD.Hash(\"a\")); // Priontaí 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 "" "Filleann sé an [Réad] a fhreagraíonn do [param instance_id]. Tá ID ásc " "uathúil ag gach Rud. Féach freisin [method Object.get_instance_id].\n" "[codeblocks]\n" "[gdscript]\n" "var foo = \"bar\"\n" "\n" "func _réidh():\n" " var id = get_instance_id()\n" " var inst = instance_from_id(id)\n" " print(inst.foo) # Barra priontaí\n" "[/gdscript]\n" "[csharp]\n" "páirt-aicme poiblí MyNode : Nód\n" "{\n" " teaghrán poiblí Foo { faigh; tacair ; } = \"barra\";\n" "\n" " poiblí a shárú ar neamhní _Ready()\n" " {\n" " ulong id = GetInstanceId();\n" " var inst = (MyNode)InstanceFromId(Id);\n" " GD.Print(inst.Foo); // Barra priontaí\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 "" "Filleann sé fachtóir idirshuímh nó eachtarshuímh ag cur san áireamh an raon " "atá sonraithe in [param ó] agus [param go], agus an luach idirshuite atá " "sonraithe in [meáchan param]. Beidh an luach ar ais idir [code]0.0[/code] " "agus [code]1.0[/code] má tá [meáchan param] idir [param ó] agus [param go] " "(san áireamh). Má tá [meáchan param] suite lasmuigh den raon seo, cuirfear " "fachtóir eachtarshuímh ar ais (luach fillte níos ísle ná [code]0.0[/code] nó " "níos mó ná [code]1.0[/code]). Bain úsáid as [method clamp] ar an toradh " "[method inverse_lerp] mura bhfuil sé seo inmhianaithe.\n" "[codeblock]\n" "# Is é 0.75 an cóimheas idirshuíomh sa ghlao `lerp()` thíos.\n" "var lár = lerp(20, 30, 0.75)\n" "# lár anois 27.5.\n" "\n" "# Anois, ligimid orainn go bhfuil dearmad déanta againn ar an gcóimheas " "bunaidh agus ba mhaith linn é a fháil ar ais.\n" "cóimheas var = inverse_lerp(20, 30, 27.5)\n" "Is é # cóimheas anois 0.75.\n" "[/codeblock]\n" "Féach freisin [method lerp], a fheidhmíonn cúl na hoibríochta seo, agus " "[remap modh] chun sraith leanúnach luachanna a mhapáil go ceann eile." 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 "" "Filleann sé [code]true[/code] má tá [param a] agus [param b] beagnach " "comhionann lena chéile.\n" "Anseo, ciallaíonn \"tuairim is comhionann\" go bhfuil [param a] agus [param " "b] laistigh d'eipeasón inmheánach beag dá chéile, a scálaíonn le méid na n-" "uimhreacha.\n" "Meastar gurb ionann luachanna neamhchríochnaithe an chomhartha chéanna." msgid "" "Returns whether [param x] is a finite value, i.e. it is not [constant " "@GDScript.NAN], positive infinity, or negative infinity." msgstr "" "Tuairiscítear cé acu an luach críochta é [param x], i.e. nach bhfuil sé " "[constant @GDScript.NAN], éigríocht dhearfach, nó éigríoch diúltach." msgid "" "Returns [code]true[/code] if [param x] is either positive infinity or " "negative infinity." msgstr "" "Filleann sé [code]true[/code] más éigríoch deimhneach nó éigríocht dhiúltach " "é [param x]." 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 "" "Filleann sé [code]true[/code] más rud bailí é an Réad a fhreagraíonn do " "[param id] (m.sh. níor scriosadh é ón gcuimhne). Tá ID ásc uathúil ag gach " "Rud." msgid "" "Returns [code]true[/code] if [param instance] is a valid Object (e.g. has not " "been deleted from memory)." msgstr "" "Filleann sé [code]true[/code] más rud bailí é [param instance] (m.sh. nár " "scriosadh ón gcuimhne)." msgid "" "Returns [code]true[/code] if [param x] is a NaN (\"Not a Number\" or invalid) " "value." msgstr "" "Filleann sé [code]true[/code] más luach NaN (\"Ní Uimhir\" nó luach " "neamhbhailí é [param x])." 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], [PackedVector4Array], and " "[PackedColorArray]." msgstr "" "Filleann sé [code]true[/code], le haghaidh cineálacha luacha, má tá an luach " "céanna ag [param a] agus [param b]. Filleann [code]true[/code], le haghaidh " "cineálacha tagartha, más ionann na tagairtí do [param a] agus [param b].\n" "[codeblock]\n" "Is cineál luacha é #Vector2\n" "var vec2_a = Veicteoir 2(0, 0)\n" "var vec2_b = Veicteoir 2(0, 0)\n" "var vec2_c = Veicteoir 2(1, 1)\n" "is_same(vec2_a, vec2_a) # fíor\n" "is_same(vec2_a, vec2_b) # fíor\n" "is_same(vec2_a, vec2_c) # bréagach\n" "\n" "Is cineál tagartha é # Array\n" "var arr_a = []\n" "var arr_b = []\n" "is_same(arr_a, arr_a) # fíor\n" "is_same(arr_a, arr_b) # bréagach\n" "[/codeblock]\n" "Is iad seo cineálacha luacha [Athróg]: [code]null[/code], [bool], [int], " "[snámhphointe], [Teaghrán], [StringName], [Vector2], [Vector2i], [Vector3], " "[ Vector3i], [Vector4], [Vector4i], [Rect2], [Rect2i], [Transform2D], " "[Transform3D], [Plane], [Quaternion], [AABB], [Basis], [Teilgean], [Color] , " "[NodePath], [RID], [Inghlaoite] agus [Comhartha].\n" "Is iad seo [Athraitheach] cineálacha tagartha: [Réad], [Foclóir], [Array], " "[PackedByteArray], [PackedInt32Array], [PackedInt64Array], " "[PackedFloat32Array], [PackedFloat64Array], [PackedStringArray], " "[PackedByteArray], [Packed32Array] ], [PackedVector4Array], agus " "[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 "" "Filleann sé [code]true[/code] más é [param x] náid nó beagnach nialas. " "Déantar an chomparáid trí úsáid a bhaint as ríomh lamháltais le heipeasón " "inmheánach beag.\n" "Tá an fheidhm seo níos tapúla ná úsáid a bhaint as [method is_equal_approx] " "le luach amháin mar nialas." 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 "" "Idirshuíonn go líneach idir dhá luach de réir an fhachtóir atá sainmhínithe " "in [meáchan param]. Chun idirshuíomh a dhéanamh, ba cheart go mbeadh [meáchan " "param] idir [code]0.0[/code] agus [code]1.0[/code] (san áireamh). Mar sin " "féin, ceadaítear luachanna lasmuigh den raon seo agus is féidir iad a úsáid " "chun [i]eachtarshuíomh[/i] a dhéanamh. Mura bhfuil sé seo inmhianaithe, úsáid " "[clamp modh] ar thoradh na feidhme seo.\n" "Caithfidh [param ó] agus [param go] a bheith den chineál céanna. Cineálacha " "tacaithe: [int], [snámhphointe], [Vector2], [Vector3], [Vector4], [Color], " "[Ceathrún], [Bunús].\n" "[codeblock]\n" "lerp(0, 4, 0.75) # Fill ar ais 3. 0\n" "[/codeblock]\n" "Féach freisin [method inverse_lerp] a fheidhmíonn cúl na hoibríochta seo. " "Chun idirshuíomh éascaithe a dhéanamh le [method lerp], déan é a " "chomhcheangal le [method gan stró] nó le [method smoothstep]. Féach freisin " "[remap modha] chun sraith leanúnach luachanna a mhapáil go ceann eile.\n" "[b]Nóta:[/b] Ar mhaithe le sábháilteacht cineáil níos fearr, úsáid [method " "lerpf], [method Vector2.lerp], [method Vector3.lerp], [method Vector4.lerp], " "[method Color.lerp], [method Quaternion.slerp] nó [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 "" "Idirshuíonn go líneach idir dhá uillinn (i raidian) de réir luach " "[parameáchan] idir 0.0 agus 1.0.\n" "Cosúil le [method lerp], ach idirshuíonn sé i gceart nuair a bhíonn na " "huillinneacha thart timpeall [leanúnach @GDScript.TAU]. Chun idirshuíomh " "éascaithe a dhéanamh le [method lerp_angle], déan é a chomhcheangal le " "[method gan stró] nó le [method smoothstep].\n" "[codeblock]\n" "leathnaíonn Sprite\n" "var imithe = 0.0\n" "feidhm _próiseas(deil):\n" " var min_angle = deg_to_rad(0.0)\n" " var max_angle = deg_to_rad(90.0)\n" " rothlú = lerp_angle(min_angle, max_angle, caite)\n" " imithe += deilt\n" "[/codeblock]\n" "[b]Nóta:[/b] Léirítear an fheidhm seo tríd an gcosán is giorra idir [param ó] " "agus [param go]. Mar sin féin, nuair atá an dá uillinn seo thart ar [code]PI " "+ k * TAU[/code] óna chéile d’aon slánuimhir [code]k[/code], ní léir cén " "bealach a n-imíonn siad mar gheall ar earráidí beachtais snámhphointe. Mar " "shampla, [code]lerp_angle(0, PI, meáchan)[/code] lerps tuathalach, agus " "[code]lerp_angle(0, PI + 5 * TAU, meáchan)[/code] lerps deiseal." 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" "lerpf(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 "" "Idirshuíonn go líneach idir dhá luach de réir an fhachtóir atá sainmhínithe " "in [meáchan param]. Chun idirshuíomh a dhéanamh, ba cheart go mbeadh [meáchan " "param] idir [code]0.0[/code] agus [code]1.0[/code] (san áireamh). Mar sin " "féin, ceadaítear luachanna lasmuigh den raon seo agus is féidir iad a úsáid " "chun [i]eachtarshuíomh[/i] a dhéanamh. Mura bhfuil sé seo inmhianaithe, úsáid " "[method clampf] ar thoradh na feidhme seo.\n" "[codeblock]\n" "lerpf(0, 4, 0.75) # Fill ar ais 3. 0\n" "[/codeblock]\n" "Féach freisin [method inverse_lerp] a fheidhmíonn cúl na hoibríochta seo. " "Chun idirshuíomh éascaithe a dhéanamh le [method lerp], déan é a " "chomhcheangal le [method gan stró] nó le [method smoothstep]." 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 "" "Athraíonn sé ó fhuinneamh líneach go ndeicibeilí (fuaime). Is féidir é seo a " "úsáid chun Barraí Sleamhnáin toirte a iompar mar a bhíothas ag súil leis " "(toisc nach bhfuil an toirt líneach).\n" "[b]Sampla:[/b]\n" "[codeblock]\n" "# Tagraíonn \"Slider\" do nód a fhaigheann Raon mar HSlider nó VSlider mar " "oidhreacht.\n" "# Ní mór a raon a chumrú le dul ó 0 go 1.\n" "# Athraigh ainm an bhus más maith leat toirt an bhus ar leith amháin a " "athrú.\n" "AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Máistir\"), " "linear_to_db($Slider.value))\n" "[/codeblock]" msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Natural_logarithm]natural " "logarithm[/url] of [param x] (base [url=https://en.wikipedia.org/wiki/" "E_(mathematical_constant)][i]e[/i][/url], with [i]e[/i] being approximately " "2.71828). 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. To use base 10 logarithm, use " "[code]log(x) / log(10)[/code].\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 "" "Seoltar ar ais an [url=https://en.wikipedia.org/wiki/" "Natural_logarithm]logarithm nádúrtha[/url] de [param x] (bun [url=https://en." "wikipedia.org/wiki/E_(mathematical_constant )][i]e[/i][/url], agus tuairim is " "2.71828 ag [i]e[/i]. Is é seo an méid ama is gá chun leibhéal áirithe fáis " "leanúnach a bhaint amach.\n" "[b]Nóta:[/b] Ní hionann é seo agus an fheidhm “loga” ar fhormhór na n-" "áireamhán, a úsáideann logartamach bonn 10. Chun logarithm bonn 10 a úsáid, " "úsáid [code]log(x) / log(10)[/code].\n" "[codeblock]\n" "logáil(10) # Fill ar ais 2.302585\n" "[/codeblock]\n" "[b]Nóta:[/b] Tugann logarithm [code]0[/code] ar ais [code]-inf[/code], agus " "filleann luachanna diúltacha [code]-nan[/code]." msgid "" "Returns the maximum of the given numeric values. This function can take any " "number of arguments.\n" "[codeblock]\n" "max(1, 7, 3, -6, 5) # Returns 7\n" "[/codeblock]\n" "[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-" "wise maximum, and will pick the largest value when compared using [code]x < " "y[/code]. To perform component-wise maximum, use [method Vector2.max], " "[method Vector2i.max], [method Vector3.max], [method Vector3i.max], [method " "Vector4.max], and [method Vector4i.max]." msgstr "" "Filleann sé uasmhéid na luachanna uimhriúla tugtha. Is féidir leis an " "bhfeidhm seo roinnt argóintí a ghlacadh.\n" "[codeblock]\n" "uas(1, 7, 3, -6, 5) # Filleann 7\n" "[/codeblock]\n" "[b]Nóta:[/b] Nuair a bheidh sé seo á úsáid ar veicteoirí [i]ní[/i] " "feidhmeoidh sé uasmhéid ciallmhar comhpháirte, agus roghnóidh sé an luach is " "mó nuair a chuirtear é i gcomparáid le [code]x < y[/code]. Chun an t-uasmhéid " "comhpháirte a dhéanamh, bain úsáid as [method Vector2.max], [method Vector2i." "max], [method Vector3.max], [method Vector3i.max], [method Vector4.max], agus " "[method Vector4i.max]." 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 "" "Filleann sé uasmhéid dhá luach [snámhphointe].\n" "[codeblock]\n" "maxf(3.6, 24) # Fill ar ais 24.0\n" "maxf(-3.99, -4) # Fill ar ais -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 "" "Filleann sé an t-uasmhéid de dhá [int] luach.\n" "[codeblock]\n" "maxi(1, 2) # Filleann 2\n" "maxi(-3, -4) # Fill ar ais -3\n" "[/codeblock]" msgid "" "Returns the minimum of the given numeric values. This function can take any " "number of arguments.\n" "[codeblock]\n" "min(1, 7, 3, -6, 5) # Returns -6\n" "[/codeblock]\n" "[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-" "wise minimum, and will pick the smallest value when compared using [code]x < " "y[/code]. To perform component-wise minimum, use [method Vector2.min], " "[method Vector2i.min], [method Vector3.min], [method Vector3i.min], [method " "Vector4.min], and [method Vector4i.min]." msgstr "" "Tuairisceáin íosmhéid na luachanna uimhriúla tugtha. Is féidir leis an " "bhfeidhm seo roinnt argóintí a ghlacadh.\n" "[codeblock]\n" "nóim(1, 7, 3, -6, 5) # Filleann -6\n" "[/codeblock]\n" "[b]Nóta:[/b] Agus é seo á úsáid ar veicteoirí [i]ní[/i] feidhmeoidh sé an t-" "íosmhéid comhpháirte, agus roghnóidh sé an luach is lú nuair a chuirtear i " "gcomparáid é trí úsáid a bhaint as [code]x < y[/code]. Chun íosmhéid " "ciallmhar comhpháirte a dhéanamh, bain úsáid as [method Vector2.min], [method " "Vector2i.min], [method Vector3.min], [method Vector3i.min], [method Vector4." "min], agus [method Vector4i.min]." 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 "" "Filleann sé ar a laghad dhá luach [snámhphointe].\n" "[codeblock]\n" "minf(3.6, 24) # Fill ar ais 3.6\n" "minf(-3.99, -4) # Fill ar ais -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 "" "Filleann sé ar a laghad dhá luach [int].\n" "[codeblock]\n" "mion(1, 2) # Filleann 1\n" "mion(-3, -4) # Filleann -4\n" "[/codeblock]" msgid "" "Moves [param from] toward [param to] by the [param delta] amount. Will not go " "past [param to].\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(5, 10, 9) # Returns 10\n" "move_toward(10, 5, -1.5) # Returns 11.5\n" "[/codeblock]" msgstr "" "Bogtar [param ó] i dtreo [param go] faoin méid [param delta]. Ní rachaidh sé " "anuas [param go].\n" "Úsáid luach diúltach [param delta] le bogadh ar shiúl.\n" "[codeblock]\n" "move_toward(5, 10, 4) # Filleann 9\n" "move_toward(10, 5, 4) # Filleann 6\n" "move_toward(5, 10, 9) # Filleann 10\n" "move_toward(10, 5, -1.5) # Filleann 11.5\n" "[/codeblock]" msgid "" "Returns the smallest integer power of 2 that is greater than or equal to " "[param value].\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 its implementation, this method returns [code]0[/code] " "rather than [code]1[/code] for values less than or equal to [code]0[/code], " "with an exception for [param value] being the smallest negative 64-bit " "integer ([code]-9223372036854775808[/code]) in which case the [param value] " "is returned unchanged." msgstr "" "Filleann sé an chumhacht slánuimhir is lú de 2 atá níos mó ná nó cothrom le " "[paraluach].\n" "[codeblock]\n" "near_po2(3) # Filleann 4\n" "near_po2(4) # Filleann 4\n" "near_po2(5) # Filleann 8\n" "\n" "near_po2(0) # Filleann 0 (seans nach mbeifear ag súil leis seo)\n" "near_po2(-1) # Filleann 0 (seans nach mbeifear ag súil leis seo)\n" "[/codeblock]\n" "[b]Rabhadh:[/b] Mar gheall ar a chur chun feidhme, cuireann an modh seo ar " "ais [code]0[/code] seachas [code]1[/code] le haghaidh luachanna atá níos lú " "ná nó cothrom le [code]0[/code] , cé is moite de [paramluach] arb é an " "tslánuimhir diúltach 64-giotán is lú ([code]-9223372036854775808[/code]) agus " "sa chás sin cuirtear an [paraluach] ar ais gan athrú." 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 "" "fillteann [paraluach] idir [code]0[/code] agus [fad param]. Má shroichtear an " "teorainn, laghdaítear an chéad luach eile a fhilleann an fheidhm go dtí an " "taobh [code]0[/code] nó méadaítear go dtí an taobh [param fad] (cosúil le " "tonn triantáin). Má tá [fad param] níos lú ná nialas, éiríonn sé dearfach.\n" "[codeblock]\n" "pingpong(-3.0, 3.0) # Fill ar ais 3.0\n" "pingpong(-2.0, 3.0) # Filleann 2.0\n" "pingpong(-1.0, 3.0) # Fill ar ais 1.0\n" "pingpong(0.0, 3.0) # Fill ar ais 0.0\n" "pingpong(1.0, 3.0) # Fill ar ais 1.0\n" "pingpong(2.0, 3.0) # Fill ar ais 2.0\n" "pingpong(3.0, 3.0) # Fill ar ais 3.0\n" "pingpong(4.0, 3.0) # Fill ar ais 2.0\n" "pingpong(5.0, 3.0) # Fill ar ais 1.0\n" "pingpong(6.0, 3.0) # Fill ar ais 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" "Prints:\n" "[codeblock lang=text]\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 "" "Filleann sé modúl slánuimhir [param x] roinnte ar [param y] a fillteann go " "cothrom ina dheimhneach agus ina dhiúltach.\n" "[codeblock]\n" "cló (\"#(i) (i % 3) (posmod(i, 3))\")\n" "do mé sa raon (-3, 4):\n" " print(\"%2d %2d | %2d\" %[i, agus % 3, posmod(i, 3)])\n" "[/codeblock]\n" "Priontaí:\n" "[codeblock lang=téacs]\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 "" "Returns the result of [param base] raised to the power of [param exp].\n" "In GDScript, this is the equivalent of the [code]**[/code] operator.\n" "[codeblock]\n" "pow(2, 5) # Returns 32.0\n" "pow(4, 1.5) # Returns 8.0\n" "[/codeblock]" msgstr "" "Filleann sé toradh [bun param] a ardaíodh chuig cumhacht [param exp].\n" "I GDScript, is ionann é seo agus an t-oibreoir [code]**[/code].\n" "[codeblock]\n" "pow(2, 5) # Filleann 32. 0\n" "pow(4, 1.5) # Filleann 8.0\n" "[/codeblock]" msgid "" "Converts one or more arguments of any type to string in the best way possible " "and prints them to the console.\n" "[codeblocks]\n" "[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 "" "Tiontaíonn sé argóint amháin nó níos mó d'aon chineál go teaghrán ar an " "mbealach is fearr agus is féidir agus priontaí chuig an consól iad.\n" "[codeblocks]\n" "[gdscript]\n" "var a = [1, 2, 3]\n" "print(\"a\", \"b\", a) # Priontála ab[1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var a = Godot.Collections nua.Array { 1, 2, 3 };\n" "GD.Print (\"a\", \"b\", a); // Priontaí ab[1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" "[b] Nóta:[/b] Smaoinigh ar [method push_error] agus [method push_warning] a " "úsáid chun teachtaireachtaí earráide agus rabhaidh a phriontáil in ionad " "[method print] nó [method print_rich]. Déanann sé seo iad a idirdhealú ó " "theachtaireachtaí priontála a úsáidtear chun críocha dífhabhtaithe, agus ag " "an am céanna taispeánann rian cruachta nuair a phriontáiltear earráid nó " "rabhadh." msgid "" "Converts one or more arguments of any type to string in the best way possible " "and prints them to the console.\n" "The following BBCode tags are supported: [code]b[/code], [code]i[/code], " "[code]u[/code], [code]s[/code], [code]indent[/code], [code]code[/code], " "[code]url[/code], [code]center[/code], [code]right[/code], [code]color[/" "code], [code]bgcolor[/code], [code]fgcolor[/code].\n" "Color tags only support the following named colors: [code]black[/code], " "[code]red[/code], [code]green[/code], [code]yellow[/code], [code]blue[/code], " "[code]magenta[/code], [code]pink[/code], [code]purple[/code], [code]cyan[/" "code], [code]white[/code], [code]orange[/code], [code]gray[/code]. " "Hexadecimal color codes are not supported.\n" "URL tags only support URLs wrapped by a URL tag, not URLs with a different " "title.\n" "When printing to standard output, the supported subset of BBCode is converted " "to ANSI escape codes for the terminal emulator to display. Support for ANSI " "escape codes varies across terminal emulators, especially for italic and " "strikethrough. In standard output, [code]code[/code] is represented with " "faint text but without any font change. Unsupported tags are left as-is in " "standard output.\n" "[codeblocks]\n" "[gdscript skip-lint]\n" "print_rich(\"[color=green][b]Hello world![/b][/color]\") # Prints out \"Hello " "world!\" in green with a bold font\n" "[/gdscript]\n" "[csharp skip-lint]\n" "GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // Prints out " "\"Hello world!\" in green with a bold font\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.\n" "[b]Note:[/b] On Windows, only Windows 10 and later correctly displays ANSI " "escape codes in standard output.\n" "[b]Note:[/b] Output displayed in the editor supports clickable [code skip-" "lint][url=address]text[/url][/code] tags. The [code skip-lint][url][/code] " "tag's [code]address[/code] value is handled by [method OS.shell_open] when " "clicked." msgstr "" "Tiontaíonn sé argóint amháin nó níos mó d'aon chineál go teaghrán ar an " "mbealach is fearr agus is féidir agus priontaí chuig an consól iad.\n" "Tacaítear leis na clibeanna BBCode seo a leanas: [code]b[/code], [code]i[/" "code], [code]u[/code], [code]s[/code], [code]indent[/code], [code]code[/" "code], [code]url[/code], [code]center[/code], [code]right[/code], " "[code]color[/code], [code]bgcolor[/code], [code]fgcolor[/code].\n" "Ní thacaíonn clibeanna datha ach leis na dathanna ainmnithe seo a leanas: " "[code]black[/code], [code]red[/code], [code]green[/code], [code]yellow[/" "code], [code]blue[/code], [code]magenta[/code], [code]pink[/code], " "[code]purple[/code], [code]cyan[/code], [code]white[/code], [code]orange[/" "code], [code]gray[/code]. Ní thacaítear le cóid datha heicsidheacha.\n" "Ní thacaíonn clibeanna URL ach URLanna atá fillte le clib URL, ní URLanna le " "teideal eile.\n" "Nuair a phriontáiltear go dtí an t-aschur caighdeánach, déantar an fothacar " "tacaithe de BBCode a thiontú go cóid éalaithe ANSI le go dtaispeánfaidh an " "aithriseoir teirminéil. Athraíonn an tacaíocht do chóid éalaithe ANSI trasna " "aithriseoir teirminéil, go háirithe le haghaidh cló iodálach agus stailc " "tríd. In aschur caighdeánach, léirítear [code]code[/code] le téacs lag ach " "gan aon athrú cló. Fágtar clibeanna gan tacaíocht mar atá san aschur " "caighdeánach.\n" "[codeblocks]\n" "[gdscript skip-lint]\n" "print_rich(\"[color=green][b]Hello world![/b][/color]\") # Priontálann sé " "\"Dia duit ar domhan!\" i glas le cló trom\n" "[/gdscript]\n" "[csharp skip-lint]\n" "GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // Priontaí amach " "\"Dia duit ar domhan!\" i glas le cló trom\n" "[/csharp]\n" "[/codeblocks]\n" "[b] Nóta:[/b] Smaoinigh ar [method push_error] agus [method push_warning] a " "úsáid chun teachtaireachtaí earráide agus rabhaidh a phriontáil in ionad " "[method print] nó [method print_rich]. Déanann sé seo iad a idirdhealú ó " "theachtaireachtaí priontála a úsáidtear chun críocha dífhabhtaithe, agus ag " "an am céanna taispeánann rian cruachta nuair a phriontáiltear earráid nó " "rabhadh.\n" "[b]Nóta:[/b] Ar Windows, ní thaispeánann ach Windows 10 agus níos déanaí cóid " "éalaithe ANSI i gceart san aschur caighdeánach.\n" "[b] Nóta:[/b] Tacaíonn an t-aschur a thaispeántar san eagarthóir le clibeanna " "[code skip-lint][url= address]text[/url][/code] inchliceáilte. Láimhseálann " "[method OS.shell_open] an luach [code skip-lint][url][/code] [code]address[/" "code] nuair a chliceáiltear é." 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 "" "Má tá mód briathartha cumasaithe ([method OS.is_stdout_verbose] ag filleadh " "[code]true[/code]), tiontaíonn sé argóint amháin nó níos mó d’aon chineál go " "teaghrán sa tslí is fearr agus priontaí chuig an consól iad." 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 "" "Priontálann argóint amháin nó níos mó go teaghráin ar an mbealach is fearr " "agus is féidir go dtí an líne earráide caighdeánach.\n" "[codeblocks]\n" "[gdscript]\n" "printéir (\"priontaí go stderr\")\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintErr (\"priontaí go 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" "[b]Note:[/b] The OS terminal is [i]not[/i] the same as the editor's Output " "dock. The output sent to the OS terminal can be seen when running Godot from " "a terminal. On Windows, this requires using the [code]console.exe[/code] " "executable.\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 "" "Priontálann argóint amháin nó níos mó go teaghráin ar an mbealach is fearr " "agus is féidir chuig an teirminéal OS. Murab ionann agus [method print], ní " "chuirtear aon líne nua leis go huathoibríoch ag an deireadh.\n" "[b]Nóta:[/b] Níl an teirminéal OS [i][/i] mar an gcéanna le duga Aschuir an " "eagarthóra. Is féidir an t-aschur a sheoltar chuig críochfort an OS a " "fheiceáil agus Godot á rith ó chríochfort. Ar Windows, éilíonn sé seo úsáid a " "bhaint as an [code]console.exe[/code] inrite.\n" "[codeblocks]\n" "[gdscript]\n" "printraw (\"A\")\n" "printraw (\"B\")\n" "printraw (\"C\")\n" "# Priontálann ABC chuig an teirminéal\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintRaw(\"A\");\n" "GD.PrintRaw(\"B\");\n" "GD.PrintRaw(\"C\");\n" "// Priontaí ABC go teirminéal\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 "" "Priontálann argóint amháin nó níos mó chuig an consól le spás idir gach " "argóint.\n" "[codeblocks]\n" "[gdscript]\n" "priontaí (\"A\", \"B\", \"C\") # Priontaí A B C\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintS (\"A\", \"B\", \"C\"); // Priontaí 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 "" "Priontálann argóint amháin nó níos mó chuig an consól le cluaisín idir gach " "argóint.\n" "[codeblocks]\n" "[gdscript]\n" "printt (\"A\", \"B\", \"C\") # Priontaí A B C\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintT (\"A\", \"B\", \"C\"); // Priontaí 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 "" "Cuireann sé teachtaireacht earráide chuig dífhabhtóir ionsuite Godot agus " "chuig teirminéal an OS.\n" "[codeblocks]\n" "[gdscript]\n" "push_error (\"earráid tástála\") # Priontálann \"earráid tástála\" chuig an " "dífhabhtóir agus an teirminéal mar ghlao earráide\n" "[/gdscript]\n" "[csharp]\n" "GD.PushError (\"earráid tástála\"); // Priontálann \"earráid tástála\" chuig " "dífhabhtóir agus teirminéal mar ghlao earráide\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] Ní chuireann an fheidhm seo feidhmiú an tionscadail ar sos. Chun " "teachtaireacht earráide a phriontáil agus forghníomhú an tionscadail a chur " "ar sos i dtógálacha dífhabhtaithe, úsáid [code] dearbhú (bréagach, \"earráid " "tástála\")[/code] ina ionad sin." 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 "" "Cuireann sé teachtaireacht rabhaidh chuig dífhabhtóir ionsuite Godot agus " "chuig críochfort an OS.\n" "[codeblocks]\n" "[gdscript]\n" "push_warning(\"rabhadh tástála\") # Priontálann \"rabhadh tástála\" chuig an " "dífhabhtóir agus an teirminéal mar ghlao rabhaidh\n" "[/gdscript]\n" "[csharp]\n" "GD.PushWarning (\"rabhadh tástála\"); // Priontálann \"rabhadh tástála\" " "chuig an dífhabhtóir agus an teirminéal mar ghlao rabhaidh\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 "" "Tiontaíonn sé uillinn arna shloinneadh i raidian go céimeanna.\n" "[codeblock]\n" "rad_to_deg(0.523599) # Fill ar ais 30\n" "rad_to_deg(PI) # Filleann 180\n" "rad_to_deg(PI * 2) # Filleann 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 "" "Nuair a thugtar [síol param], seolann sé [PackedInt64Array] de mhéid [code]2[/" "code] ar ais, áit arb é an luach randamach [int] a chéad eilimint, agus go " "bhfuil an dara eilimint mar an gcéanna le [síol param]. Nuair a théann an " "[síol param] céanna ar ais go seasta ar ais an t-eagar céanna.\n" "[b]Nóta:[/b] Tagraíonn \"síl\" anseo do staid inmheánach an ghineadóra " "uimhreacha randamacha bréige, atá curtha i bhfeidhm faoi láthair mar " "shlánuimhir 64 giotán.\n" "[codeblock]\n" "var a = rand_from_seed(4)\n" "\n" "priontáil(a[0]) # Priontála 2879024997\n" "print(a[1]) # Priontála 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 "" "Filleann sé luach snámhphointe randamach idir [code]0.0[/code] agus " "[code]1.0[/code] (san áireamh).\n" "[codeblocks]\n" "[gdscript]\n" "randf() # Filleann m.sh. 0. 375671\n" "[/gdscript]\n" "[csharp]\n" "GD.Randf(); // Filleann e.g. 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 "" "Filleann sé luach snámhphointe randamach idir [param ó] agus [param go] (san " "áireamh).\n" "[codeblocks]\n" "[gdscript]\n" "randf_range(0, 20.5) # Filleann m.sh. 7. 45315\n" "randf_range(-10, 10) # Filleann m.sh. -3.844535\n" "[/gdscript]\n" "[csharp]\n" "GD.RandRange(0.0, 20.5); // Filleann e.g. 7. 45315\n" "GD.RandRange(-10.0, 10.0); // Filleann e.g. -3.844535\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" "distributed[/url], pseudo-random floating-point value from the specified " "[param mean] and a standard [param deviation]. This is also known as a " "Gaussian distribution.\n" "[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" "Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" "Filleann sé [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" "distributed[/url], luach snámhphointe pseudo-random ón [param mean] sonraithe " "agus [diall param] caighdeánach. Tugtar dáileadh Gaussach air seo freisin.\n" "[b]Nóta:[/b] Úsáideann an modh seo an algartam [url=https://en.wikipedia.org/" "wiki/Box%E2%80%93Muller_transform]Box-Muller transform[/url]." 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 "" "Filleann sé slánuimhir randamach 32-giotán gan síniú. Úsáid an fuílleach chun " "luach randamach a fháil san eatramh [code][0, N - 1][/code] (áit a bhfuil N " "níos lú ná 2^32).\n" "[codeblocks]\n" "[gdscript]\n" "randi() # Filleann sé slánuimhir randamach idir 0 agus 2^ 32 - 1\n" "randi() % 20 # Filleann sé slánuimhir randamach idir 0 agus 19\n" "randi() % 100 # Filleann sé slánuimhir randamach idir 0 agus 99\n" "randi() % 100 + 1 # Filleann sé slánuimhir randamach idir 1 agus 100\n" "[/gdscript]\n" "[csharp]\n" "GD.Randi(); // Filleann sé slánuimhir randamach idir 0 agus 2^32 - " "1\n" "GD.Randi() % 20; // Filleann sé slánuimhir randamach idir 0 agus 19\n" "GD.Randi() % 100; // Filleann sé slánuimhir randamach idir 0 agus 99\n" "GD.Randi() % 100 + 1; // Filleann sé slánuimhir randamach idir 1 agus 100\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 "" "Filleann sé slánuimhir randamach sínithe 32-giotán idir [param ó] agus [param " "go] (san áireamh). Má tá [param go] níos lú ná [param ó], déantar iad a " "mhalartú.\n" "[codeblocks]\n" "[gdscript]\n" "randi_range(0, 1) # Filleann sé 0 nó 1\n" "randi_range(-10, 1000) # Filleann sé slánuimhir randamach idir -10 agus 1000\n" "[/gdscript]\n" "[csharp]\n" "GD.RandRange(0, 1); // Filleann sé 0 nó 1\n" "GD.RandRange(-10, 1000); // Filleann sé slánuimhir randamach idir -10 agus " "1000\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 "" "Randomizes síol (nó staid inmheánach) an gineadóir uimhir randamach. " "Úsáideann an cur i bhfeidhm reatha uimhir bunaithe ar am an fheiste.\n" "[b]Nóta:[/b] Glaoitear go huathoibríoch ar an bhfeidhm seo nuair a bhíonn an " "tionscadal á rith. Más gá duit an síol a shocrú chun torthaí comhsheasmhacha " "in-atáirgthe a bheith aige, bain úsáid as [síol modha] chun an gineadóir " "uimhreacha randamacha a thúsú." 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.\n" "[b]Note:[/b] If [code]istart == istop[/code], the return value is undefined " "(most likely NaN, INF, or -INF)." msgstr "" "Léarscáileanna a [paramluach] ón raon [code][start, istop][/code] go [code]" "[ostart, ostop][/code]. Féach freisin [method lerp] agus [method " "inverse_lerp]. Má tá [paramluach] lasmuigh de [code][start, istop][/code], " "ansin beidh an luach mar thoradh air sin lasmuigh de [code][ostart, ostop][/" "code] freisin. Mura bhfuil sé seo inmhianaithe, úsáid [clamp modh] ar thoradh " "na feidhme seo.\n" "[codeblock]\n" "remap(75, 0, 100, -1, 1) # Filleann 0. 5\n" "[/codeblock]\n" "I gcás cásanna úsáide casta ina bhfuil gá le raonta iolracha, smaoinigh ar " "[Cuar] nó [Grádán] a úsáid ina ionad sin.\n" "[b]Nóta:[/b] Más rud é [code]tús == istop[/code], tá an luach tuairisceáin " "neamhshainithe (NaN, INF, nó -INF is dócha)." msgid "" "Allocates a unique ID which can be used by the implementation to construct an " "RID. This is used mainly from native extensions to implement servers." msgstr "" "Leithdháileann sé Aitheantas uathúil is féidir leis an bhfeidhmiúchán a úsáid " "chun RID a thógáil. Úsáidtear é seo go príomha as síntí dúchais chun " "freastalaithe a chur i bhfeidhm." msgid "" "Creates an RID from a [param base]. This is used mainly from native " "extensions to build servers." msgstr "" "Cruthaíonn RID ó [bunáit param]. Úsáidtear é seo go príomha as síntí dúchais " "chun freastalaithe a thógáil." msgid "" "Rotates [param from] toward [param to] by the [param delta] amount. Will not " "go past [param to].\n" "Similar to [method move_toward], but interpolates correctly when the angles " "wrap around [constant @GDScript.TAU].\n" "If [param delta] is negative, this function will rotate away from [param to], " "toward the opposite angle, and will not go past the opposite angle." msgstr "" "Rothlaíonn [param ó] i dtreo [param go] faoin méid [param delta]. Ní rachaidh " "sé anuas [param go].\n" "Cosúil le [method move_toward], ach idirshuíonn sé i gceart nuair a chuimsigh " "na huillinneacha timpeall [leanúnach @GDScript.TAU].\n" "Má tá [param delta] diúltach, rothlóidh an fheidhm seo ó [param go], i dtreo " "na huillinne urchomhaireach, agus ní rachaidh sí thar an uillinn " "urchomhaireach." msgid "" "Rounds [param x] to the nearest whole number, with halfway cases rounded away " "from 0. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], " "[Vector3i], [Vector4], [Vector4i].\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 "" "Babhtaí [param x] go dtí an tslánuimhir is gaire, le cásanna leath bealaigh " "slánaithe ó 0. Cineálacha tacaithe: [int], [snámhphointe], [Vector2], " "[Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "bhabhta(2.4) # Filleann 2\n" "bhabhta(2.5) # Filleann 3\n" "bhabhta(2.6) # Filleann 3\n" "[/codeblock]\n" "Féach freisin [urlár modha], [method ceil], agus [method gearrtha].\n" "[b]Nóta:[/b] Ar mhaithe le sábháilteacht cineáil níos fearr, úsáid [method " "roundf], [method roundi], [method Vector2.round], [method Vector3.round], nó " "[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 "" "Babhtaí [param x] go dtí an tslánuimhir is gaire, le cásanna leath bealaigh " "slánaithe ó 0.\n" "Leagan cineál-sábháilte de [method bhabhta], ag filleadh [snámhphointe]." 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 "" "Babhtaí [param x] go dtí an tslánuimhir is gaire, le cásanna leath bealaigh " "slánaithe ó 0.\n" "Leagan cineál-sábháilte de [method bhabhta], ag filleadh [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 "" "Socraíonn sé an síol don ghineadóir uimhreacha randamacha go [bun param]. Is " "féidir torthaí comhsheasmhacha, in-athdhéanta a chinntiú d'fhormhór na " "bhfeidhmeanna randamacha trí an síol a shocrú de láimh.\n" "[codeblocks]\n" "[gdscript]\n" "var my_seed = \"Godot Rocks\".hash()\n" "síol (mo_shíol)\n" "var a = ranf() + randi()\n" "síol(mo_shíol)\n" "var b = randf() + randi()\n" "Tá # a agus b comhionann anois\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" "Tá // a agus b comhionann anois\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. For [code]nan[/code] values it returns 0.\n" "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" "sign(NAN) # Returns 0\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 "" "Filleann sé an cineál céanna [Athróg] le [param x], le [code]-1[/code] do " "luachanna diúltacha, [code]1[/code] do luachanna dearfacha, agus [code]0[/" "code] le haghaidh nialais. I gcás luachanna [code]nan[/code], filleann sé 0.\n" "Cineálacha a dtacaítear leo: [int], [snámhphointe], [Vector2], [Vector2i], " "[Vector3], [Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "síniú (-6.0) # Fill ar ais -1\n" "síniú(0.0) # Fill ar ais 0\n" "síniú(6.0) # Fill ar ais 1\n" "síniú(NAN) # Fill ar ais 0\n" "\n" "comhartha(Vector3(-6.0, 0.0, 6.0)) # Filleann (-1, 0, 1)\n" "[/codeblock]\n" "[b]Nóta:[/b] Ar mhaithe le cineál sábháilteachta níos fearr, úsáid [method " "signf], [method signi], [method Vector2.sign], [method Vector2i.sign], " "[method Vector3.sign], [method Vector3i. comhartha], [method Vector4.sign], " "nó [method Vector4i.sign]." msgid "" "Returns [code]-1.0[/code] if [param x] is negative, [code]1.0[/code] if " "[param x] is positive, and [code]0.0[/code] if [param x] is zero. For " "[code]nan[/code] values of [param x] it returns 0.0.\n" "[codeblock]\n" "signf(-6.5) # Returns -1.0\n" "signf(0.0) # Returns 0.0\n" "signf(6.5) # Returns 1.0\n" "signf(NAN) # Returns 0.0\n" "[/codeblock]" msgstr "" "Filleann sé [code]-1.0[/code] má tá [param x] diúltach, [code]1.0[/code] má " "tá [param x] deimhneach, agus [code]0.0[/code] más nialas é [param x] . I " "gcás [code]nán[/code] luachanna de [param x] filleann sé 0.0.\n" "[codeblock]\n" "signf(-6.5) # Fill ar ais -1.0\n" "signf(0.0) # Fill ar ais 0.0\n" "signf(6.5) # Fill ar ais 1.0\n" "signf(NAN) # Fill ar ais 0.0\n" "[/codeblock]" msgid "" "Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param x] " "is positive, and [code]0[/code] if if [param x] is zero.\n" "[codeblock]\n" "signi(-6) # Returns -1\n" "signi(0) # Returns 0\n" "signi(6) # Returns 1\n" "[/codeblock]" msgstr "" "Filleann sé [code]-1[/code] má tá [param x] diúltach, [code]1[/code] má tá " "[param x] deimhneach, agus [code]0[/code] má tá [param x] nialas.\n" "[codeblock]\n" "signi(-6) # Filleann -1\n" "signi(0) # Filleann 0\n" "signi(6) # Fill ar ais 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 "" "Filleann sé sin na huillinne [param angle_rad] ina raidian.\n" "[codeblock]\n" "sin(0.523599) # Fill ar ais 0.5\n" "sin(deg_to_rad(90)) # Filleann 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 "" "Filleann sé sin hipearbólach [param x].\n" "[codeblock]\n" "var a = log(2.0) # Fill ar ais 0.693147\n" "sinh(a) # Fill ar ais 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 "" "Filleann sé an toradh ar luach [param x] a idirshuíomh go réidh idir [code]0[/" "code] agus [code]1[/code], bunaithe ar an áit a luíonn [param x] maidir leis " "na himill [param ó] agus [param go].\n" "Is é an luach tuairisceáin ná [code]0[/code] más rud é [code] x <= ó[/code], " "agus [code]1[/code] más [code] x >= go[/code] é. Má luíonn [param x] idir " "[param ó] agus [param go], leanann an luach ar ais cuar S-chruthach a " "mhapálann [param x] idir [code]0[/code] agus [code]1[/code] .\n" "Is é an cuar S-chruthach seo an t-idirshuíomh Hermite ciúbach, tugtha ag " "[code]f(y) = 3*y^2 - 2*y^3[/code] áit a bhfuil [code]y = (x-ó) / (chuig -ó)[/" "code].\n" "[codeblock]\n" "smoothstep(0, 2, -5.0) # Filleann 0.0\n" "smoothstep(0, 2, 0.5) # Fill ar ais 0. 15625\n" "smoothstep(0, 2, 1. 0) # Filleann 0.5\n" "smoothstep(0, 2, 2. 0) # Filleann 1.0\n" "[/codeblock]\n" "I gcomparáid le [method gan stró] a bhfuil luach cuar [code]-1.6521[/code] " "aige, cuireann [method smoothstep] ar ais an cuar is míne agus is féidir gan " "aon athruithe tobanna sa díorthach. Más gá duit aistrithe níos forbartha a " "dhéanamh, úsáid [Tween] nó [AnimationPlayer].\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "smoothstep_ease_comparison.png]Comparáid idir smoothstep() agus luachanna " "aischuir éasca(x, -1.6521)[/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 "" "Filleann sé an iolra de [param step] is gaire do [param x]. Is féidir é seo a " "úsáid freisin chun uimhir snámhphointe a shlánú go dtí uimhir threallach " "deachúlacha.\n" "Is é an luach ar ais an cineál céanna [Athraithe] agus [céim param]. " "Cineálacha a dtacaítear leo: [int], [snámhphointe], [Vector2], [Vector2i], " "[Vector3], [Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "gearrtha(100, 32) # Fill ar ais 96\n" "gearrtha(3.14159, 0.01) # Fill ar ais 3.14\n" "\n" "gearrtha (Vector2(34, 70), Vector2(8, 8)) # Fill ar ais (32, 72)\n" "[/codeblock]\n" "Féach freisin [method ceil], [urlár modha], agus [method bhabhta].\n" "[b]Nóta:[/b] Ar mhaithe le sábháilteacht cineáil níos fearr, úsáid [method " "snappedf], [method snappedi], [method Vector2.snapped], [method Vector2i." "snapped], [method Vector3.snapped], [method Vector3i. thiomsóidh], [method " "Vector4.snapped], nó [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" "snappedf(32.0, 2.5) # Returns 32.5\n" "snappedf(3.14159, 0.01) # Returns 3.14\n" "[/codeblock]" msgstr "" "Filleann sé an iolra de [param step] is gaire do [param x]. Is féidir é seo a " "úsáid freisin chun uimhir snámhphointe a shlánú go dtí uimhir threallach " "deachúlacha.\n" "Leagan cineál-sábháilte de [method gearrtha], ag filleadh [snámh].\n" "[codeblock]\n" "snappedf(32.0, 2.5) # Fill ar ais 32.5\n" "snappedf(3.14159, 0.01) # Fill ar ais 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" "snappedi(53, 16) # Returns 48\n" "snappedi(4096, 100) # Returns 4100\n" "[/codeblock]" msgstr "" "Filleann sé iolraí [param step] is gaire do [param x].\n" "Leagan cineál-sábháilte de [method gearrtha], ag filleadh [int].\n" "[codeblock]\n" "snappedi(53, 16) # Fill ar ais 48\n" "snappedi(4096, 100) # Fill ar ais 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 "" "Filleann sé an fhréamh chearnach de [param x], áit ar uimhir neamhdhiúltach é " "[param x].\n" "[codeblock]\n" "sqrt(9) # Filleann 3\n" "sqrt(10.24) # Fill ar ais 3.2\n" "sqrt(-1) # Filleann NaN\n" "[/codeblock]\n" "[b]Nóta:[/b] Tugann luachanna diúltacha [param x] NaN (\"Ní Uimhir\") a " "thugtar ar ais. in C#, má tá ionchuir diúltacha uait, úsáid [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 "" "Filleann sé suíomh an chéad dhigit neamh-nialas, tar éis an phointe " "dheachúil. Tabhair faoi deara gurb é 10 an luach tuairisceáin uasta, ar " "cinneadh deartha é sa chur i bhfeidhm.\n" "[codeblock]\n" "var n = step_decimals(5) Is é # n ná 0\n" "n = step_decimals(1.0005) Is é 4 # n\n" "n = step_decimals(0.000000005) Is é # n ná 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 "" "Athraíonn sé argóint amháin nó níos mó d’aon chineál [Athróg] go [Teaghrán] " "ar an mbealach is fearr is féidir.\n" "[codeblock]\n" "var a = [10, 20, 30]\n" "var b = str(a)\n" "print(len(a)) # Priontaí 3 (líon na ndúl san eagar).\n" "print(len(b)) # Priontaí 12 (fad na teaghrán \"[10, 20, 30]\").\n" "[/codeblock]" msgid "" "Converts a formatted [param string] that was returned by [method var_to_str] " "to the original [Variant].\n" "[codeblocks]\n" "[gdscript]\n" "var data = '{ \"a\": 1, \"b\": 2 }' # data is a String\n" "var dict = str_to_var(data) # dict is a Dictionary\n" "print(dict[\"a\"]) # Prints 1\n" "[/gdscript]\n" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data is a " "string\n" "var dict = GD.StrToVar(data).AsGodotDictionary(); // dict is a Dictionary\n" "GD.Print(dict[\"a\"]); // Prints 1\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Tiontaíonn sé [param string] formáidithe a cuireadh ar ais ag [method " "var_to_str] go dtí an [athraitheach] bunaidh.\n" "[codeblocks]\n" "[gdscript]\n" "var data = '{ \"a\": 1, \"b\": 2 }' # data is a Teaghrán\n" "var dict = str_to_var(data) # dict is Foclóir\n" "print(dict[\"a\"]) # Priontála 1\n" "[/gdscript]\n" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // is teaghrán é " "sonraí\n" "var dict = GD.StrToVar(sonraí).AsGodotDictionary(); // dict is Foclóir\n" "GD.Print(dict[\"a\"]); // Priontaí 1\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the tangent of angle [param angle_rad] in radians.\n" "[codeblock]\n" "tan(deg_to_rad(45)) # Returns 1\n" "[/codeblock]" msgstr "" "Filleann tadhlaí na huillinne [param angle_rad] ina raidian.\n" "[codeblock]\n" "tan(deg_to_rad(45)) # Filleann 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 "" "Filleann sé an tadhlaí hipearbóileach de [param x].\n" "[codeblock]\n" "var a = log(2.0) # Fill ar ais 0.693147\n" "tanh(a) # Filleann 0.6\n" "[/codeblock]" msgid "" "Converts the given [param variant] to the given [param type], using the [enum " "Variant.Type] values. This method is generous with how it handles types, it " "can automatically convert between array types, convert numeric [String]s to " "[int], and converting most things to [String].\n" "If the type conversion cannot be done, this method will return the default " "value for that type, for example converting [Rect2] to [Vector2] will always " "return [constant Vector2.ZERO]. This method will never show error messages as " "long as [param type] is a valid Variant type.\n" "The returned value is a [Variant], but the data inside and its type will be " "the same as the requested type.\n" "[codeblock]\n" "type_convert(\"Hi!\", TYPE_INT) # Returns 0\n" "type_convert(\"123\", TYPE_INT) # Returns 123\n" "type_convert(123.4, TYPE_INT) # Returns 123\n" "type_convert(5, TYPE_VECTOR2) # Returns (0, 0)\n" "type_convert(\"Hi!\", TYPE_NIL) # Returns null\n" "[/codeblock]" msgstr "" "Athraíonn sé an [athraitheach param] tugtha go dtí an [cineál param] tugtha, " "ag baint úsáide as na luachanna [enum Variant.Type]. Tá an modh seo " "flaithiúil leis an gcaoi a láimhseálann sé cineálacha, is féidir é a thiontú " "go huathoibríoch idir cineálacha eagair, [Teaghrán]s uimhriúil a thiontú go " "[int], agus an chuid is mó de rudaí a thiontú go [Teaghrán].\n" "Mura féidir an tiontú cineáil a dhéanamh, seolfaidh an modh seo an luach " "réamhshocraithe don chineál sin ar ais, mar shampla má dhéantar [Rect2] a " "thiontú go [Vector2] cuirfear ar ais [constant Vector2.ZERO] i gcónaí. Ní " "thaispeánfaidh an modh seo teachtaireachtaí earráide chomh fada agus is " "cineál Athraithe bailí é [cineál param].\n" "[Athróg] atá sa luach ar ais, ach beidh na sonraí laistigh agus a chineál mar " "an gcéanna leis an gcineál iarrtha.\n" "[codeblock]\n" "type_convert(\"Haigh!\", TYPE_INT) # Filleann 0\n" "type_convert(\"123\", TYPE_INT) # Fill ar ais 123\n" "type_convert(123.4, TYPE_INT) # Fill ar ais 123\n" "type_convert(5, TYPE_VECTOR2) # Filleann (0, 0)\n" "type_convert(\"Haigh!\", TYPE_NIL) # Fill ar ais null\n" "[/codeblock]" msgid "" "Returns a human-readable name of the given [param type], using the [enum " "Variant.Type] values.\n" "[codeblock]\n" "print(TYPE_INT) # Prints 2.\n" "print(type_string(TYPE_INT)) # Prints \"int\".\n" "print(type_string(TYPE_STRING)) # Prints \"String\".\n" "[/codeblock]\n" "See also [method typeof]." msgstr "" "Filleann sé ainm atá inléite ag an duine den [cineál param] tugtha, ag baint " "úsáide as na luachanna [enum Variant.Type].\n" "[codeblock]\n" "priontáil(TYPE_INT) # Priontála 2.\n" "print(type_string(TYPE_INT)) # Priontála \"int\".\n" "print(type_string(TYPE_STRING)) # Priontála \"Teaghrán\".\n" "[/codeblock]\n" "Féach freisin [method cineál]." 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]\n" "See also [method type_string]." msgstr "" "Filleann sé cineál inmheánach an [param athróg] tugtha, ag baint úsáide as na " "luachanna [enum Variant.Type].\n" "[codeblock]\n" "var json = JSON.new()\n" "json.parse('[\"a\", \"b\", \"c\"]')\n" "var toradh = json.get_data()\n" "má tá typeof(toradh) == TYPE_ARRAY:\n" " print(toradh[0]) # Priontála a\n" "eile:\n" " print(\"Toradh gan choinne\")\n" "[/codeblock]\n" "Féach freisin [method type_string]." 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].\n" "[b]Note:[/b] Encoding [Callable] is not supported and will result in an empty " "value, regardless of the data." msgstr "" "Ionchódaíonn sé luach [Athróg] chuig eagar beart, gan réada a ionchódú. Is " "féidir díserialú a dhéanamh le [method bytes_to_var].\n" "[b]Nóta:[/b] Má tá sraithiú oibiachta uait, féach [method " "var_to_bytes_with_objects].\n" "[b]Nóta:[/b] Ní thacaítear le hionchódú [Inghlaoite] agus beidh luach folamh " "mar thoradh air, beag beann ar na sonraí." 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].\n" "[b]Note:[/b] Encoding [Callable] is not supported and will result in an empty " "value, regardless of the data." msgstr "" "Ionchódaíonn sé luach [Athróg] chuig eagar beart. Ceadaítear réada " "ionchódaithe (agus d’fhéadfadh cód inrite a bheith san áireamh). Is féidir " "díshraithiú a dhéanamh le [method bytes_to_var_with_objects].\n" "[b]Nóta:[/b] Ní thacaítear le hionchódú [Inghlaoite] agus beidh luach folamh " "mar thoradh air, beag beann ar na sonraí." 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 lang=text]\n" "{\n" " \"a\": 1,\n" " \"b\": 2\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] Converting [Signal] or [Callable] is not supported and will " "result in an empty value for these types, regardless of their data." msgstr "" "Athraíonn [Athróg] [param athróg] go [Teaghrán] formáidithe is féidir a " "pharsáil ansin ag baint úsáide as [method str_to_var].\n" "[codeblocks]\n" "[gdscript]\n" "var a = { \"a\": 1, \"b\": 2 }\n" "priontáil(var_to_str(a))\n" "[/gdscript]\n" "[csharp]\n" "var a = nua Godot.Collections.Dictionary { [ \"a\" ] = 1, [ \"b\" ] = 2 };\n" "GD.Print(GD.VarToStr(a));\n" "[/csharp]\n" "[/codeblocks]\n" "Priontaí:\n" "[codeblock lang=téacs]\n" "{\n" " \"a\": 1,\n" " \"b\":2\n" "}\n" "[/codeblock]\n" "[b]Nóta:[/b] Ní thacaítear le [Comhartha] nó [Inghlaoite] a thiontú agus " "beidh luach folamh ann do na cineálacha seo, beag beann ar a sonraí." msgid "" "Returns a [WeakRef] instance holding a weak reference to [param obj]. Returns " "an empty [WeakRef] instance if [param obj] is [code]null[/code]. Prints an " "error and returns [code]null[/code] if [param obj] is neither [Object]-" "derived nor [code]null[/code].\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 "" "Filleann sé sampla [WeakRef] ina bhfuil tagairt lag do [param obj]. Seoltar " "ar ais shampla folamh [WeakRef] más é [param obj] [code]null[/code] é. " "Priontáil earráid agus seol ar ais [code]null[/code] mura bhfuil [param obj] " "díorthaithe [Object] ná [code]null[/code].\n" "Ní leor tagairt lag do réad chun an réad a choinneáil beo: nuair nach bhfuil " "fágtha ach tagairtí laga do thagairtí, tá cead ag bailiú truflais an moltóir " "a scrios agus a chuimhne a athúsáid le haghaidh rud éigin eile. Mar sin féin, " "go dtí go scriostar an réad iarbhír féadfaidh an tagairt lag an réad a " "thabhairt ar ais fiú mura bhfuil tagairtí láidre ann dó." 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 "" "Wraps an [Athróg] [luach param] idir [param min] agus [param max]. Is féidir " "é a úsáid chun iompar lúb-chosúil nó dromchlaí gan teorainn a chruthú.\n" "Tacaítear le cineálacha athraitheacha [int] agus [snámhphointe]. Más [snámh] " "é ceann ar bith de na hargóintí filleann an fheidhm seo [snámhphointe], nó " "filleann sí [int].\n" "[codeblock]\n" "var a = wrap(4, 5, 10)\n" "Tá #a 9 (int)\n" "\n" "var a = wrap(7, 5, 10)\n" "Tá #a 7 (int)\n" "\n" "var a = wrap(10.5, 5, 10)\n" "Tá #a 5.5 (snámh)\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" "[method wrapf] is more flexible than using the [method fposmod] approach by " "giving the user control over the minimum value." msgstr "" "Wraps an snámhphointe [paramluach] idir [param min] agus [param max]. Is " "féidir é a úsáid chun iompar lúb-chosúil nó dromchlaí gan teorainn a " "chruthú.\n" "[codeblock]\n" "# Lúb gan teorainn idir 5.0 agus 9.9\n" "luach = wrapf(luach + 0.1, 5.0, 10.0)\n" "[/codeblock]\n" "[codeblock]\n" "# Rothlú gan teorainn (i raidian)\n" "uillinn = fillte (uillinn + 0.1, 0.0, TAU)\n" "[/codeblock]\n" "[codeblock]\n" "# Rothlú gan teorainn (i raidian)\n" "uillinn = fillte (uillinn + 0.1, -PI, PI)\n" "[/codeblock]\n" "[b]Nóta:[/b] Más é [param min] [code]0[/code], tá sé seo comhionann le " "[method fposmod], mar sin b'fhearr é sin a úsáid ina ionad.\n" "Tá [method wrapf] níos solúbtha ná an cur chuige [method fposmod] a úsáid trí " "smacht a thabhairt don úsáideoir ar an luach íosta." 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 "" "Wraps an tslánuimhir [paramluach] idir [param min] agus [param max]. Is " "féidir é a úsáid chun iompar lúb-chosúil nó dromchlaí gan teorainn a " "chruthú.\n" "[codeblock]\n" "# Lúb gan teorainn idir 5 agus 9\n" "fráma = wrapi(fráma + 1, 5, 10)\n" "[/codeblock]\n" "[codeblock]\n" "# toradh é -2\n" "var toradh = wrapi(-6, -5, -1)\n" "[/codeblock]" msgid "The [AudioServer] singleton." msgstr "An [Freastalaí Fuaime] singil." msgid "The [CameraServer] singleton." msgstr "An [CameraServer] singleton." msgid "The [ClassDB] singleton." msgstr "An [ClassDB] singil." msgid "The [DisplayServer] singleton." msgstr "An [DisplayServer] singil." msgid "" "The [EditorInterface] singleton.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" "An [EditorInterface] singil.\n" "[b]Nóta:[/b] Níl fáil air ach i bhfoirm eagarthóra." msgid "The [Engine] singleton." msgstr "An [Inneall] singil." msgid "The [EngineDebugger] singleton." msgstr "An [EngineDebugger] singil." msgid "The [GDExtensionManager] singleton." msgstr "An [GDEExtensionManager] singil." msgid "The [Geometry2D] singleton." msgstr "An [Céimseata2D] singil." msgid "The [Geometry3D] singleton." msgstr "An [Céimseata 3D] singil." msgid "The [IP] singleton." msgstr "An [IP] singil." msgid "The [Input] singleton." msgstr "An [Ionchur] singil." msgid "The [InputMap] singleton." msgstr "An [InputMap] singil." msgid "" "The [JavaClassWrapper] singleton.\n" "[b]Note:[/b] Only implemented on Android." msgstr "" "An [JavaClassWrapper] singil.\n" "[b]Nóta:[/b] Cuireadh i bhfeidhm é ar Android amháin." msgid "" "The [JavaScriptBridge] singleton.\n" "[b]Note:[/b] Only implemented on the Web platform." msgstr "" "An singil [JavaScriptBridge].\n" "[b]Nóta:[/b] Ar an ardán Gréasáin amháin a cuireadh i bhfeidhm é." msgid "The [Marshalls] singleton." msgstr "An [Marshalls] singil." msgid "" "The [NativeMenu] singleton.\n" "[b]Note:[/b] Only implemented on macOS." msgstr "" "An [NativeMenu] singil.\n" "[b]Nóta:[/b] Ar macOS amháin a cuireadh i bhfeidhm é." msgid "The [NavigationMeshGenerator] singleton." msgstr "An [NavigationMeshGenerator] singil." msgid "The [NavigationServer2D] singleton." msgstr "An [NavigationServer2D] singil." msgid "The [NavigationServer3D] singleton." msgstr "An [NavigationServer3D] singil." msgid "The [OS] singleton." msgstr "An [OS] singil." msgid "The [Performance] singleton." msgstr "An [Feidhmíocht] singil." msgid "The [PhysicsServer2D] singleton." msgstr "An [FisicServer2D] singleton." msgid "The [PhysicsServer2DManager] singleton." msgstr "An [PhysicsServer2DMManager] singil." msgid "The [PhysicsServer3D] singleton." msgstr "An [FisicServer3D] singleton." msgid "The [PhysicsServer3DManager] singleton." msgstr "An [PhysicsServer3DMManager] singil." msgid "The [ProjectSettings] singleton." msgstr "An [ProjectSettings] singil." msgid "The [RenderingServer] singleton." msgstr "An [RenderingServer] singil." msgid "The [ResourceLoader] singleton." msgstr "An [ResourceLoader] singil." msgid "The [ResourceSaver] singleton." msgstr "An [ResourceSaver] singil." msgid "The [ResourceUID] singleton." msgstr "An [ResourceUID] singil." msgid "The [TextServerManager] singleton." msgstr "An [TextServerManager] singil." msgid "The [ThemeDB] singleton." msgstr "An [ThemeDB] singil." msgid "The [Time] singleton." msgstr "An [Am] singil." msgid "The [TranslationServer] singleton." msgstr "An [Freastalaí Aistriúcháin] singil." msgid "The [WorkerThreadPool] singleton." msgstr "An [WorkerThreadPool] singil." msgid "The [XRServer] singleton." msgstr "An [XRSFreastalaí] singil." msgid "Left side, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Taobh clé, a úsáidtear de ghnáth le haghaidh [Control] nó [StyleBox]-ranganna-" "díorthaithe." msgid "Top side, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Taobh uachtarach, a úsáidtear de ghnáth le haghaidh [Rialú] nó [StyleBox]-" "ranganna-díorthaithe." msgid "Right side, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Ar thaobh na láimhe deise, a úsáidtear de ghnáth le haghaidh [Control] nó " "[StyleBox]-ranganna díorthaithe." msgid "Bottom side, usually used for [Control] or [StyleBox]-derived classes." msgstr "" "Taobh íochtair, a úsáidtear de ghnáth le haghaidh [Rialú] nó [StyleBox]-" "ranganna-díorthaithe." msgid "Top-left corner." msgstr "Cúinne barr-chlé." msgid "Top-right corner." msgstr "Cúinne barr-dheis." msgid "Bottom-right corner." msgstr "Cúinne ag bun ar dheis." msgid "Bottom-left corner." msgstr "Cúinne bun-chlé." msgid "" "General vertical alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "" "Ailíniú ingearach ginearálta, a úsáidtear de ghnáth le haghaidh " "[Deighilteoir], [ScrollBar], [Slider], etc." msgid "" "General horizontal alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "" "Ailíniú cothrománach ginearálta, a úsáidtear de ghnáth le haghaidh " "[Deighilteoir], [ScrollBar], [Slider], etc." msgid "" "Clockwise rotation. Used by some methods (e.g. [method Image.rotate_90])." msgstr "" "Rothlú deiseal. Úsáidte ag roinnt modhanna (m.sh. [method Image.rotate_90])." msgid "" "Counter-clockwise rotation. Used by some methods (e.g. [method Image." "rotate_90])." msgstr "" "Rothlú tuathalach. Úsáidte ag roinnt modhanna (m.sh. [method Image." "rotate_90])." msgid "Horizontal left alignment, usually for text-derived classes." msgstr "" "Ailíniú cothrománach ar chlé, de ghnáth le haghaidh ranganna téacs-" "díorthaithe." msgid "Horizontal center alignment, usually for text-derived classes." msgstr "" "Ailíniú ionad cothrománach, de ghnáth i gcás ranganna téacs-díorthaithe." msgid "Horizontal right alignment, usually for text-derived classes." msgstr "" "Ailíniú ceart cothrománach, de ghnáth le haghaidh ranganna téacs-díorthaithe." msgid "Expand row to fit width, usually for text-derived classes." msgstr "" "Leathnaigh an tsraith go dtí go n-oirfeadh an leithead, go hiondúil do " "ranganna téacs-díorthaithe." msgid "Vertical top alignment, usually for text-derived classes." msgstr "Ailíniú barr ingearach, de ghnáth do ranganna téacs-díorthaithe." msgid "Vertical center alignment, usually for text-derived classes." msgstr "Ailíniú ionaid ingearach, de ghnáth do ranganna téacs-díorthaithe." msgid "Vertical bottom alignment, usually for text-derived classes." msgstr "" "Ailíniú bun ingearach, de ghnáth le haghaidh ranganna téacs-díorthaithe." msgid "Expand rows to fit height, usually for text-derived classes." msgstr "" "Leathnaigh sraitheanna chun airde a chur in oiriúint, de ghnáth le haghaidh " "ranganna téacs-díorthaithe." 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 "" "Ailínithe barr an oibiachta inlíne (m.sh. íomhá, tábla) le suíomh an téacs " "atá sonraithe ag tairiseach [code]INLINE_ALIGNMENT_TO_*[/code]." 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 "" "Ailínithe lár an réad inlíne (m.sh. íomhá, tábla) le suíomh an téacs atá " "sonraithe ag tairiseach [code]INLINE_ALIGNMENT_TO_*[/code]." 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 "" "Ailíníonn sé bunlíne (sainmhínithe ag an úsáideoir) an oibiachta inlíne (m." "sh. íomhá, tábla) le suíomh an téacs atá sonraithe ag tairiseach " "[code]INLINE_ALIGNMENT_TO_*[/code]." 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 "" "Ailínithe bun an oibiachta inlíne (m.sh. íomhá, tábla) le suíomh an téacs atá " "sonraithe ag tairiseach [code]INLINE_ALIGNMENT_TO_*[/code]." 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 "" "Ailínigh sé suíomh an réad inlíne (m.sh. íomhá, tábla) atá sonraithe ag " "[code]INLINE_ALIGNMENT_*_TO[/code] tairiseach le barr an téacs." 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 "" "Ailíníonn sé suíomh an réad inlíne (m.sh. íomhá, tábla) atá sonraithe ag " "[code]INLINE_ALIGNMENT_*_TO[/code] tairiseach le lár an téacs." 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 "" "Ailíníonn sé suíomh an réad inlíne (m.sh. íomhá, tábla) atá sonraithe ag " "[code]INLINE_ALIGNMENT_*_TO[/code] tairiseach le bunlíne an téacs." msgid "Aligns inline object (e.g. image, table) to the bottom of the text." msgstr "Ailíniú réad inlíne (m.sh. íomhá, tábla) le bun an téacs." 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 "" "Ailíniú barr an réad inlíne (m.sh. íomhá, tábla) le barr an téacs. Comhionann " "le [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 "" "Ailíniú lár an réad inlíne (m.sh. íomhá, tábla) le lár an téacs. Comhionann " "le [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 "" "Ailíniú bun an réad inlíne (m.sh. íomhá, tábla) le bun an téacs. Comhionann " "le [code]INLINE_ALIGNMENT_BOTTOM_TO | INLINE_ALIGNMENT_TO_BOTTOM[/code]." msgid "A bit mask for [code]INLINE_ALIGNMENT_*_TO[/code] alignment constants." msgstr "" "Masc beag le haghaidh tairisigh ailínithe [code]INLINE_ALIGNMENT_*_TO[/code]." msgid "A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants." msgstr "" "Masc beag le haghaidh [code]INLINE_ALIGNMENT_TO_*[/code] tairisigh ailínithe." 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 "" "Sonraítear gur cheart go mbeadh uillinneacha Euler in ord XYZ. Nuair a bhíonn " "an cumadóireacht, is é X, Y, Z an t-ordú. Nuair a dhéantar dianscaoileadh, " "déantar an t-ordú a aisiompú, ar dtús Z, ansin Y, agus X ar deireadh." 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 "" "Sonraítear gur cheart go mbeadh uillinneacha Euler in ord XZY. Nuair a bhíonn " "an cumadóireacht, is é X, Z, Y an t-ordú. Nuair a dhéantar dianscaoileadh, " "déantar an t-ordú a aisiompú, ar dtús Y, ansin Z, agus X ar deireadh." 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 "" "Sonraítear gur cheart go mbeadh uillinneacha Euler in ord YXZ. Nuair a bhíonn " "an cumadóireacht, is é Y, X, Z an t-ordú. Nuair a dhéantar dianscaoileadh, " "déantar an t-ordú a aisiompú, an chéad Z, ansin X, agus Y ar deireadh." 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 "" "Sonraítear gur cheart go mbeadh uillinneacha Euler in ord YZX. Nuair a bhíonn " "an cumadóireacht, is é Y, Z, X an t-ordú. Nuair a dhéantar dianscaoileadh, " "déantar an t-ordú a aisiompú, an chéad X, ansin Z, agus Y ar deireadh." 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 "" "Sonraítear gur cheart go mbeadh uillinneacha Euler in ord ZXY. Nuair a bhíonn " "an cumadóireacht, is é Z, X, Y an t-ordú. Nuair a dhéantar dianscaoileadh, " "déantar an t-ordú a aisiompú, ar dtús Y, ansin X, agus Z ar deireadh." 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 "" "Sonraítear gur cheart go mbeadh uillinneacha Euler in ord ZYX. Nuair a bhíonn " "an cumadóireacht, is é Z, Y, X an t-ordú. Nuair a dhéantar dianscaoileadh, " "déantar an t-ordú a aisiompú, an chéad X, ansin Y, agus Z ar deireadh." msgid "" "Enum value which doesn't correspond to any key. This is used to initialize " "[enum Key] properties with a generic state." msgstr "" "Luach Enum nach gcomhfhreagraíonn d'eochair ar bith. Úsáidtear é seo chun " "airíonna [Eochair enum] a thúsú le stát cineálach." msgid "Keycodes with this bit applied are non-printable." msgstr "" "Tá eochairchóid a bhfuil an giotán seo curtha i bhfeidhm orthu neamh-" "inphriontáilte." msgid "Escape key." msgstr "Eochair éalú." msgid "Tab key." msgstr "Eochair cluaisín." msgid "Shift + Tab key." msgstr "Shift + Táb eochair." msgid "Backspace key." msgstr "Eochair backspace." msgid "Return key (on the main keyboard)." msgstr "Eochair tuairisceáin (ar an bpríomh mhéarchlár)." msgid "Enter key on the numeric keypad." msgstr "Cuir isteach eochair ar an méarchlár uimhriúil." msgid "Insert key." msgstr "Cuir isteach eochair." msgid "Delete key." msgstr "Scrios eochair." msgid "Pause key." msgstr "Cuir eochair ar sos." msgid "Print Screen key." msgstr "Priontáil eochair Scáileán." msgid "System Request key." msgstr "Eochair Iarratas Córais." msgid "Clear key." msgstr "Glan eochair." msgid "Home key." msgstr "Eochair bhaile." msgid "End key." msgstr "Eochair deiridh." msgid "Left arrow key." msgstr "An eochair arrow chlé." msgid "Up arrow key." msgstr "An eochair arrow suas." msgid "Right arrow key." msgstr "An eochair arrow ceart." msgid "Down arrow key." msgstr "An eochair arrow síos." msgid "Page Up key." msgstr "Eochair Leathanach Suas." msgid "Page Down key." msgstr "Eochair Leathanach Down." msgid "Shift key." msgstr "Eochair shift." msgid "Control key." msgstr "Eochair rialaithe." msgid "Meta key." msgstr "Eochair meta." msgid "Alt key." msgstr "Alt eochair." msgid "Caps Lock key." msgstr "Caps Lock eochair." msgid "Num Lock key." msgstr "Eochair uimh Lock." msgid "Scroll Lock key." msgstr "Scrollaigh glas eochair." msgid "F1 key." msgstr "F1 eochair." msgid "F2 key." msgstr "F2 eochair." msgid "F3 key." msgstr "F3 eochair." msgid "F4 key." msgstr "F4 eochair." msgid "F5 key." msgstr "F5 eochair." msgid "F6 key." msgstr "F6 eochair." msgid "F7 key." msgstr "F7 eochair." msgid "F8 key." msgstr "F8 eochair." msgid "F9 key." msgstr "F9 eochair." msgid "F10 key." msgstr "F10 eochair." msgid "F11 key." msgstr "F11 eochair." msgid "F12 key." msgstr "F12 eochair." msgid "F13 key." msgstr "F13 eochair." msgid "F14 key." msgstr "F14 eochair." msgid "F15 key." msgstr "F15 eochair." msgid "F16 key." msgstr "F16 eochair." msgid "F17 key." msgstr "F17 eochair." msgid "F18 key." msgstr "F18 eochair." msgid "F19 key." msgstr "F19 eochair." msgid "F20 key." msgstr "F20 eochair." msgid "F21 key." msgstr "F21 eochair." msgid "F22 key." msgstr "F22 eochair." msgid "F23 key." msgstr "F23 eochair." msgid "F24 key." msgstr "F24 eochair." msgid "F25 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "F25 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar " "theorainn Windows." msgid "F26 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "F26 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar " "theorainn Windows." msgid "F27 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "F27 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar " "theorainn Windows." msgid "F28 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "F28 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar " "theorainn Windows." msgid "F29 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "F29 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar " "theorainn Windows." msgid "F30 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "F30 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar " "theorainn Windows." msgid "F31 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "F31 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar " "theorainn Windows." msgid "F32 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "F32 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar " "theorainn Windows." msgid "F33 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "F33 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar " "theorainn Windows." msgid "F34 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "F34 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar " "theorainn Windows." msgid "F35 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "" "F35 eochair. Ní thacaítear leis ach ar macOS agus Linux mar gheall ar " "theorainn Windows." msgid "Multiply (*) key on the numeric keypad." msgstr "Méadaigh (*) eochair ar an eochaircheap uimhriúil." msgid "Divide (/) key on the numeric keypad." msgstr "Roinn (/) eochair ar an eochaircheap uimhriúil." msgid "Subtract (-) key on the numeric keypad." msgstr "Dealaigh (-) eochair ar an eochaircheap uimhriúil." msgid "Period (.) key on the numeric keypad." msgstr "Eochair tréimhse (.) ar an eochaircheap uimhriúil." msgid "Add (+) key on the numeric keypad." msgstr "Cuir (+) eochair ar an eochaircheap uimhriúil." msgid "Number 0 on the numeric keypad." msgstr "Uimhir 0 ar an méarchlár uimhriúil." msgid "Number 1 on the numeric keypad." msgstr "Uimhir 1 ar an méarchlár uimhriúil." msgid "Number 2 on the numeric keypad." msgstr "Uimhir 2 ar an méarchlár uimhriúil." msgid "Number 3 on the numeric keypad." msgstr "Uimhir 3 ar an méarchlár uimhriúil." msgid "Number 4 on the numeric keypad." msgstr "Uimhir 4 ar an méarchlár uimhriúil." msgid "Number 5 on the numeric keypad." msgstr "Uimhir 5 ar an méarchlár uimhriúil." msgid "Number 6 on the numeric keypad." msgstr "Uimhir 6 ar an méarchlár uimhriúil." msgid "Number 7 on the numeric keypad." msgstr "Uimhir 7 ar an méarchlár uimhriúil." msgid "Number 8 on the numeric keypad." msgstr "Uimhir 8 ar an méarchlár uimhriúil." msgid "Number 9 on the numeric keypad." msgstr "Uimhir 9 ar an méarchlár uimhriúil." msgid "Context menu key." msgstr "Eochair roghchláir comhthéacs." msgid "Hyper key. (On Linux/X11 only)." msgstr "Eochair hyper. (Ar Linux/X11 amháin)." msgid "Help key." msgstr "Cabhair eochair." msgid "" "Media back key. Not to be confused with the Back button on an Android device." msgstr "" "Eochair meáin ar ais. Gan a bheith mearbhall leis an gcnaipe Ar Ais ar " "fheiste Android." msgid "Media forward key." msgstr "Eochair meáin ar aghaidh." msgid "Media stop key." msgstr "Eochair stad meáin." msgid "Media refresh key." msgstr "Eochair athnuachana meáin." msgid "Volume down key." msgstr "Eochair toirt síos." msgid "Mute volume key." msgstr "Balbhaigh eochair toirte." msgid "Volume up key." msgstr "Eochair toirt suas." msgid "Media play key." msgstr "Eochair meáin seinn." msgid "Previous song key." msgstr "Eochair amhráin roimhe seo." msgid "Next song key." msgstr "Eochair amhrán seo chugainn." msgid "Media record key." msgstr "Eochair taifead meáin." msgid "Home page key." msgstr "Eochair leathanach baile." msgid "Favorites key." msgstr "Eochair Favorites." msgid "Search key." msgstr "Eochair chuardaigh." msgid "Standby key." msgstr "Eochair fuireachas." msgid "Open URL / Launch Browser key." msgstr "Oscail URL / Seoladh Brabhsálaí eochair." msgid "Launch Mail key." msgstr "Seoladh eochair Ríomhphoist." msgid "Launch Media key." msgstr "Tosaigh Meáin eochair." msgid "Launch Shortcut 0 key." msgstr "Seoladh Aicearra 0 eochair." msgid "Launch Shortcut 1 key." msgstr "Seoladh Aicearra 1 eochair." msgid "Launch Shortcut 2 key." msgstr "Seoladh Aicearra 2 eochair." msgid "Launch Shortcut 3 key." msgstr "Seoladh Aicearra 3 eochair." msgid "Launch Shortcut 4 key." msgstr "Seoladh Aicearra 4 eochair." msgid "Launch Shortcut 5 key." msgstr "Seoladh Aicearra 5 eochair." msgid "Launch Shortcut 6 key." msgstr "Seoladh Aicearra 6 eochair." msgid "Launch Shortcut 7 key." msgstr "Seoladh Aicearra 7 eochair." msgid "Launch Shortcut 8 key." msgstr "Seoladh Aicearra 8 eochair." msgid "Launch Shortcut 9 key." msgstr "Seoladh Aicearra 9 eochair." msgid "Launch Shortcut A key." msgstr "Seoladh Aicearra A eochair." msgid "Launch Shortcut B key." msgstr "Seoladh eochair Aicearra B." msgid "Launch Shortcut C key." msgstr "Seoladh eochair Aicearra C." msgid "Launch Shortcut D key." msgstr "Seoladh eochair aicearra D." msgid "Launch Shortcut E key." msgstr "Seoladh Aicearra E eochair." msgid "Launch Shortcut F key." msgstr "Seoladh eochair Aicearra F." msgid "\"Globe\" key on Mac / iPad keyboard." msgstr "Eochair \"Globe\" ar mhéarchlár Mac / iPad." msgid "\"On-screen keyboard\" key on iPad keyboard." msgstr "Eochair \"Méarchláir ar an scáileán\" ar mhéarchlár iPad." msgid "英数 key on Mac keyboard." msgstr "Eochair alfa-uimhriúil ar mhéarchlár Mac." msgid "かな key on Mac keyboard." msgstr "Eochracha Kana ar mhéarchlár Mac." msgid "Unknown key." msgstr "Eochair anaithnid." msgid "Space key." msgstr "Eochair spáis." msgid "! key." msgstr "! eochair." msgid "\" key." msgstr "\" eochair." msgid "# key." msgstr "# eochair." msgid "$ key." msgstr "$ eochair." msgid "% key." msgstr "% eochair." msgid "& key." msgstr "& eochair." msgid "' key." msgstr "' eochair." msgid "( key." msgstr "(eochair." msgid ") key." msgstr ") eochair." msgid "* key." msgstr "*eochair." msgid "+ key." msgstr "+eochair." msgid ", key." msgstr ", eochair." msgid "- key." msgstr "- eochair." msgid ". key." msgstr ". eochair." msgid "/ key." msgstr "/eochair." msgid "Number 0 key." msgstr "Uimhir 0 eochair." msgid "Number 1 key." msgstr "Uimhir 1 eochair." msgid "Number 2 key." msgstr "Uimhir 2 eochair." msgid "Number 3 key." msgstr "Uimhir 3 eochair." msgid "Number 4 key." msgstr "Uimhir 4 eochair." msgid "Number 5 key." msgstr "Uimhir 5 eochair." msgid "Number 6 key." msgstr "Uimhir 6 eochair." msgid "Number 7 key." msgstr "Uimhir 7 eochair." msgid "Number 8 key." msgstr "Uimhir 8 eochair." msgid "Number 9 key." msgstr "Uimhir 9 eochair." msgid ": key." msgstr ": eochair." msgid "; key." msgstr "; eochair." msgid "< key." msgstr "< eochair." msgid "= key." msgstr "= eochair." msgid "> key." msgstr "> eochair." msgid "? key." msgstr "? eochair." msgid "@ key." msgstr "@eochair." msgid "A key." msgstr "A eochair." msgid "B key." msgstr "B eochair." msgid "C key." msgstr "C eochair." msgid "D key." msgstr "D eochair." msgid "E key." msgstr "E eochair." msgid "F key." msgstr "F eochair." msgid "G key." msgstr "G eochair." msgid "H key." msgstr "H eochair." msgid "I key." msgstr "eochair mé." msgid "J key." msgstr "J eochair." msgid "K key." msgstr "K eochair." msgid "L key." msgstr "L eochair." msgid "M key." msgstr "M eochair." msgid "N key." msgstr "N eochair." msgid "O key." msgstr "O eochair." msgid "P key." msgstr "P eochair." msgid "Q key." msgstr "Q eochair." msgid "R key." msgstr "R eochair." msgid "S key." msgstr "S eochair." msgid "T key." msgstr "T eochair." msgid "U key." msgstr "U eochair." msgid "V key." msgstr "V eochair." msgid "W key." msgstr "W eochair." msgid "X key." msgstr "X eochair." msgid "Y key." msgstr "Y eochair." msgid "Z key." msgstr "Z eochair." msgid "[ key." msgstr "[eochair." msgid "\\ key." msgstr "\\ eochair." msgid "] key." msgstr "] eochair." msgid "^ key." msgstr "^ eochair." msgid "_ key." msgstr "_ eochair." msgid "` key." msgstr "`eochair." msgid "{ key." msgstr "{ eochair." msgid "| key." msgstr "| eochair." msgid "} key." msgstr "} eochair." msgid "~ key." msgstr "~ eochair." msgid "¥ key." msgstr "¥ eochair." msgid "§ key." msgstr "§ eochair." msgid "Key Code mask." msgstr "Masc eochair cód." msgid "Modifier key mask." msgstr "Masc eochair mionathraithe." 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 "" "Athmhúnlaítear go huathoibríoch go [KEY_META leanúnach] ar macOS agus " "[KEY_CTRL leanúnach] ar ardáin eile, ní shocraítear an masc seo riamh sna " "himeachtaí iarbhír, agus ba cheart é a úsáid le haghaidh eochairmhapála " "amháin." msgid "Shift key mask." msgstr "Masc eochair shift." msgid "Alt or Option (on macOS) key mask." msgstr "Masc eochair Alt nó Option (ar macOS)." msgid "Command (on macOS) or Meta/Windows key mask." msgstr "Ordú (ar macOS) nó masc eochair Meta/Windows." msgid "Control key mask." msgstr "Masc eochair rialaithe." msgid "Keypad key mask." msgstr "Masc eochair méarchlár." msgid "Group Switch key mask." msgstr "Masc eochrach Group Switch." msgid "" "Used for keys which only appear once, or when a comparison doesn't need to " "differentiate the [code]LEFT[/code] and [code]RIGHT[/code] versions.\n" "For example, when using [method InputEvent.is_match], an event which has " "[constant KEY_LOCATION_UNSPECIFIED] will match any [enum KeyLocation] on the " "passed event." msgstr "" "Úsáidtear é le haghaidh eochracha nach dtaispeántar ach uair amháin, nó nuair " "nach gá comparáid a dhéanamh idir na leaganacha [code]LEFT[/code] agus " "[code]CEART[/code] a dhifreáil.\n" "Mar shampla, agus [method InputEvent.is_match] in úsáid, beidh imeacht a " "bhfuil [KEY_LOCATION_UNSPECIFIED leanúnach] aige mar aon le [enum " "KeyLocation] ar an imeacht a ritheadh." msgid "A key which is to the left of its twin." msgstr "Eochair atá ar thaobh na láimhe clé den chúpla." msgid "A key which is to the right of its twin." msgstr "Eochair atá ar dheis a chúpla." msgid "" "Enum value which doesn't correspond to any mouse button. This is used to " "initialize [enum MouseButton] properties with a generic state." msgstr "" "Luach Enum nach gcomhfhreagraíonn d'aon chnaipe luiche. Úsáidtear é seo chun " "airíonna [enum MouseButton] a thúsú le stát cineálach." msgid "Primary mouse button, usually assigned to the left button." msgstr "Cnaipe luiche Bunscoile, a shanntar de ghnáth ar an gcnaipe clé." msgid "Secondary mouse button, usually assigned to the right button." msgstr "Cnaipe luiche tánaisteach, a shanntar de ghnáth ar an gcnaipe ceart." msgid "Middle mouse button." msgstr "Cnaipe lár luiche." msgid "Mouse wheel scrolling up." msgstr "Roth luiche scrollaigh suas." msgid "Mouse wheel scrolling down." msgstr "Roth luiche ag scrolláil síos." msgid "Mouse wheel left button (only present on some mice)." msgstr "Cnaipe clé roth luiche (ní bhíonn i láthair ach ar lucha áirithe)." msgid "Mouse wheel right button (only present on some mice)." msgstr "Cnaipe ceart roth luiche (ní bhíonn i láthair ach ar lucha áirithe)." msgid "" "Extra mouse button 1. This is sometimes present, usually to the sides of the " "mouse." msgstr "" "Cnaipe luiche breise 1. Bíonn sé seo i láthair uaireanta, go hiondúil ar " "thaobh na luiche." msgid "" "Extra mouse button 2. This is sometimes present, usually to the sides of the " "mouse." msgstr "" "Cnaipe luiche breise 2. Bíonn sé seo i láthair uaireanta, go hiondúil ar " "thaobh na luiche." msgid "Primary mouse button mask, usually for the left button." msgstr "Masc cnaipe luiche bunscoile, de ghnáth le haghaidh an cnaipe chlé." msgid "Secondary mouse button mask, usually for the right button." msgstr "Masc tánaisteach cnaipe luiche, de ghnáth le haghaidh an cnaipe ceart." msgid "Middle mouse button mask." msgstr "Masc cnaipe lár luiche." msgid "Extra mouse button 1 mask." msgstr "Cnaipe luiche breise 1 masc." msgid "Extra mouse button 2 mask." msgstr "Cnaipe luiche breise 2 masc." msgid "An invalid game controller button." msgstr "Cnaipe neamhbhailí rialtóir cluiche." msgid "" "Game controller SDL button A. Corresponds to the bottom action button: Sony " "Cross, Xbox A, Nintendo B." msgstr "" "Cnaipe SDL rialtóir cluiche A. Comhfhreagraíonn sé leis an gcnaipe " "gníomhaíochta bun: 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 "" "Cnaipe SDL rialtóir cluiche B. Freagraíonn sé leis an gcnaipe ceart " "gníomhaíochta: 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 "" "Rialaitheoir cluiche cnaipe SDL X. Comhfhreagraíonn sé leis an gcnaipe " "gníomhaíochta clé: Cearnóg Sony, Xbox X, Nintendo Y." msgid "" "Game controller SDL button Y. Corresponds to the top action button: Sony " "Triangle, Xbox Y, Nintendo X." msgstr "" "Cnaipe SDL rialtóir cluiche Y. Comhfhreagraíonn sé don chnaipe gníomhaíochta " "barr: Triantán Sony, Xbox Y, Nintendo X." msgid "" "Game controller SDL back button. Corresponds to the Sony Select, Xbox Back, " "Nintendo - button." msgstr "" "Cnaipe ar ais rialtóir SDL cluiche. Freagraíonn sé don chnaipe Sony Select, " "Xbox Back, Nintendo -." msgid "" "Game controller SDL guide button. Corresponds to the Sony PS, Xbox Home " "button." msgstr "" "Cnaipe treoir SDL rialtóir cluiche. Comhfhreagraíonn do chnaipe Sony PS, Xbox " "Home." msgid "" "Game controller SDL start button. Corresponds to the Sony Options, Xbox Menu, " "Nintendo + button." msgstr "" "Cnaipe tosaigh rialtóir SDL cluiche. Comhfhreagraíonn don chnaipe Sony " "Options, Xbox Menu, Nintendo +." msgid "" "Game controller SDL left stick button. Corresponds to the Sony L3, Xbox L/LS " "button." msgstr "" "Rialaitheoir cluiche SDL cnaipe bata ar chlé. Comhfhreagraíonn do chnaipe " "Sony L3, Xbox L/LS." msgid "" "Game controller SDL right stick button. Corresponds to the Sony R3, Xbox R/RS " "button." msgstr "" "Rialaitheoir cluiche SDL cnaipe bata ceart. Comhfhreagraíonn do chnaipe Sony " "R3, Xbox R/RS." msgid "" "Game controller SDL left shoulder button. Corresponds to the Sony L1, Xbox LB " "button." msgstr "" "Rialaitheoir cluiche SDL cnaipe ghualainn chlé. Comhfhreagraíonn do chnaipe " "Sony L1, Xbox LB." msgid "" "Game controller SDL right shoulder button. Corresponds to the Sony R1, Xbox " "RB button." msgstr "" "Rialaitheoir cluiche SDL cnaipe ghualainn dheis. Comhfhreagraíonn do chnaipe " "Sony R1, Xbox RB." msgid "Game controller D-pad up button." msgstr "Rialaitheoir cluiche D-pad suas an cnaipe." msgid "Game controller D-pad down button." msgstr "Rialaitheoir cluiche D-pad síos cnaipe." msgid "Game controller D-pad left button." msgstr "Rialaitheoir cluiche D-pad cnaipe ar chlé." msgid "Game controller D-pad right button." msgstr "Rialaitheoir cluiche D-pad cnaipe ar dheis." msgid "" "Game controller SDL miscellaneous button. Corresponds to Xbox share button, " "PS5 microphone button, Nintendo Switch capture button." msgstr "" "Rialaitheoir cluiche SDL cnaipe ilghnéitheach. Comhfhreagraíonn do chnaipe " "scair Xbox, cnaipe micreafón PS5, cnaipe gabhála Nintendo Switch." msgid "Game controller SDL paddle 1 button." msgstr "Rialaitheoir cluiche SDL paddle 1 cnaipe." msgid "Game controller SDL paddle 2 button." msgstr "Rialaitheoir cluiche SDL paddle 2 cnaipe." msgid "Game controller SDL paddle 3 button." msgstr "Rialaitheoir cluiche SDL paddle 3 cnaipe." msgid "Game controller SDL paddle 4 button." msgstr "Rialaitheoir cluiche SDL paddle 4 cnaipe." msgid "Game controller SDL touchpad button." msgstr "Cluiche rialtóir SDL cnaipe touchpad." msgid "The number of SDL game controller buttons." msgstr "Líon na cnaipí rialtóir cluiche SDL." 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 "" "An t-uaslíon de chnaipí rialtóra cluiche arna dtacú ag an inneall. Féadfaidh " "an teorainn iarbhír a bheith níos ísle ar ardáin ar leith:\n" "- [b]Android:[/b] Suas le 36 cnaipí.\n" "- [b]Linux:[/b] Suas le 80 cnaipe.\n" "- [b]Windows[/b] agus [b] macOS:[/b] Suas le 128 cnaipí." msgid "An invalid game controller axis." msgstr "Ais neamhbhailí rialtóir cluiche." msgid "Game controller left joystick x-axis." msgstr "Cluiche rialtóir luamhán stiúrtha ar chlé x-ais." msgid "Game controller left joystick y-axis." msgstr "Tiománaí le haghaidh an luamhán stiúrtha ar chlé y-ais." msgid "Game controller right joystick x-axis." msgstr "Cluiche rialtóir luamhán stiúrtha x-ais ceart." msgid "Game controller right joystick y-axis." msgstr "Cluiche rialtóir luamhán stiúrtha y-ais ceart." msgid "Game controller left trigger axis." msgstr "Ais truicear chlé rialtóir cluiche." msgid "Game controller right trigger axis." msgstr "Ais truicear ceart ar an rialtóir cluiche." msgid "The number of SDL game controller axes." msgstr "Líon na n-aiseanna rialtóir cluiche SDL." msgid "" "The maximum number of game controller axes: OpenVR supports up to 5 Joysticks " "making a total of 10 axes." msgstr "" "Uaslíon na n-aiseanna rialaitheora cluiche: Tacaíonn OpenVR suas le 5 luamhán " "stiúrtha ag déanamh iomlán de 10 n-ais." msgid "" "Does not correspond to any MIDI message. This is the default value of [member " "InputEventMIDI.message]." msgstr "" "Ní fhreagraíonn sé d'aon teachtaireacht MIDI. Seo é luach réamhshocraithe " "[member InputEventMIDI.message]." msgid "" "MIDI message sent when a note is released.\n" "[b]Note:[/b] Not all MIDI devices send this message; some may send [constant " "MIDI_MESSAGE_NOTE_ON] with [member InputEventMIDI.velocity] set to [code]0[/" "code]." msgstr "" "Teachtaireacht MIDI seolta nuair a scaoiltear nóta.\n" "[b]Nóta:[/b] Ní sheolann gach gléas MIDI an teachtaireacht seo; féadfaidh " "roinnt [MIDI_MESSAGE_NOTE_ON] leanúnach a sheoladh le [member InputEventMIDI." "velocity] socraithe chuig [code]0[/code]." msgid "MIDI message sent when a note is pressed." msgstr "Teachtaireacht MIDI seolta nuair a bhrúitear nóta." msgid "" "MIDI message sent to indicate a change in pressure while a note is being " "pressed down, also called aftertouch." msgstr "" "Teachtaireacht MIDI seolta chun athrú brú a chur in iúl agus nóta á bhrú " "síos, ar a dtugtar aftertouch freisin." msgid "" "MIDI message sent when a controller value changes. In a MIDI device, a " "controller is any input that doesn't play notes. These may include sliders " "for volume, balance, and panning, as well as switches and pedals. See the " "[url=https://en.wikipedia.org/wiki/General_MIDI#Controller_events]General " "MIDI specification[/url] for a small list." msgstr "" "Teachtaireacht MIDI seolta nuair a athraíonn luach rialtóra. I ngléas MIDI, " "is éard is rialaitheoir ann ná ionchur ar bith nach seinneann nótaí. " "D’fhéadfadh go n-áireofaí orthu seo sleamhnáin le haghaidh toirte, " "cothromaíochta agus panning, chomh maith le lasca agus pedals. Féach ar an " "[url=https://en.wikipedia.org/wiki/General_MIDI#Controller_events]sonraíocht " "ghinearálta MIDI[/url] le haghaidh liosta beag." msgid "" "MIDI message sent when the MIDI device changes its current instrument (also " "called [i]program[/i] or [i]preset[/i])." msgstr "" "Teachtaireacht MIDI seolta nuair a athraíonn an gléas MIDI a hionstraim " "reatha (ar a dtugtar freisin [i]clár[/i] nó [i]réamhshocraithe[/i])." msgid "" "MIDI message sent to indicate a change in pressure for the whole channel. " "Some MIDI devices may send this instead of [constant MIDI_MESSAGE_AFTERTOUCH]." msgstr "" "Teachtaireacht MIDI seolta chun athrú ar an mbrú don chainéal iomlán a chur " "in iúl. Seans go seolfaidh roinnt gléasanna MIDI é seo in ionad " "[MIDI_MESSAGE_AFTERTOUCH leanúnach]." msgid "" "MIDI message sent when the value of the pitch bender changes, usually a wheel " "on the MIDI device." msgstr "" "Teachtaireacht MIDI seolta nuair a athraíonn luach an bender pitch, de ghnáth " "roth ar an bhfeiste MIDI." msgid "" "MIDI system exclusive (SysEx) message. This type of message is not " "standardized and it's highly dependent on the MIDI device sending it.\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" "Teachtaireacht eisiach córas MIDI (SysEx). Níl an cineál seo teachtaireachta " "caighdeánaithe agus braitheann sé go mór ar an ngléas MIDI a sheolann é.\n" "[b]Nóta:[/b] Níl fáil sonraí na teachtaireachta seo ó [InputEventMIDI] curtha " "i bhfeidhm." msgid "" "MIDI message sent every quarter frame to keep connected MIDI devices " "synchronized. Related to [constant MIDI_MESSAGE_TIMING_CLOCK].\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" "Teachtaireacht MIDI seolta gach fráma ráithe chun feistí MIDI nasctha a " "choinneáil sioncronaithe. Bainteach le [MIDI_MESSAGE_TIMING_CLOCK " "leanúnach].\n" "[b]Nóta:[/b] Níl fáil sonraí na teachtaireachta seo ó [InputEventMIDI] curtha " "i bhfeidhm." msgid "" "MIDI message sent to jump onto a new position in the current sequence or " "song.\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" "Teachtaireacht MIDI seolta chun léim ar shuíomh nua sa seicheamh nó san " "amhrán reatha.\n" "[b]Nóta:[/b] Níl fáil sonraí na teachtaireachta seo ó [InputEventMIDI] curtha " "i bhfeidhm." msgid "" "MIDI message sent to select a sequence or song to play.\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" "Teachtaireacht MIDI seolta chun seicheamh nó amhrán a roghnú le seinnt.\n" "[b]Nóta:[/b] Níl fáil sonraí na teachtaireachta seo ó [InputEventMIDI] curtha " "i bhfeidhm." msgid "" "MIDI message sent to request a tuning calibration. Used on analog " "synthesizers. Most modern MIDI devices do not need this message." msgstr "" "Teachtaireacht MIDI seolta chun calabrú tiúnta a iarraidh. Úsáidtear é ar " "shintéiseoirí analógacha. Níl an teachtaireacht seo de dhíth ar fhormhór na " "bhfeistí MIDI nua-aimseartha." msgid "" "MIDI message sent 24 times after [constant MIDI_MESSAGE_QUARTER_FRAME], to " "keep connected MIDI devices synchronized." msgstr "" "Seoladh teachtaireacht MIDI 24 uair tar éis [MIDI_MESSAGE_QUARTER_FRAME " "leanúnach], chun gléasanna MIDI nasctha a choinneáil sioncronaithe." msgid "" "MIDI message sent to start the current sequence or song from the beginning." msgstr "" "Teachtaireacht MIDI seolta chun an seicheamh nó an t-amhrán reatha a thosú ón " "tús." msgid "" "MIDI message sent to resume from the point the current sequence or song was " "paused." msgstr "" "Teachtaireacht MIDI seolta chun atosú ón bpointe ar cuireadh an seicheamh nó " "an t-amhrán reatha ar sos." msgid "MIDI message sent to pause the current sequence or song." msgstr "" "Teachtaireacht MIDI seolta chun an seicheamh nó an t-amhrán reatha a chur ar " "sos." msgid "" "MIDI message sent repeatedly while the MIDI device is idle, to tell the " "receiver that the connection is alive. Most MIDI devices do not send this " "message." msgstr "" "Teachtaireacht MIDI seolta arís agus arís eile agus an gléas MIDI díomhaoin, " "chun a rá leis an nglacadóir go bhfuil an nasc beo. Ní sheolann formhór na " "ngléasanna MIDI an teachtaireacht seo." msgid "" "MIDI message sent to reset a MIDI device to its default state, as if it was " "just turned on. It should not be sent when the MIDI device is being turned on." msgstr "" "Teachtaireacht MIDI seolta chun gléas MIDI a athshocrú go dtí a staid " "réamhshocraithe, amhail is dá mbeadh sé curtha ar siúl. Níor cheart é a " "sheoladh nuair a bhíonn an gléas MIDI á chur ar siúl." 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 "" "Filleann modhanna a fhilleann [enum Error] [constant OK] nuair nár tharla aon " "earráid.\n" "Ós rud é go bhfuil luach 0 ag [seasmhach OK], agus gur slánuimhreacha " "dearfacha iad gach tairisigh earráide eile, is féidir é a úsáid freisin i " "seiceálacha boolean.\n" "[b]Sampla:[/b]\n" "[codeblock]\n" "earráid var = method_that_returns_error()\n" "má tá earráid!= OK:\n" " printéir (\"Teip!\")\n" "\n" "# Nó, mar mhalairt air sin:\n" "má earráid:\n" " printerr (\"Fós ag teip!\")\n" "[/codeblock]\n" "[b]Nóta:[/b] Ní chuireann go leor feidhmeanna cód earráide ar ais, ach " "priontálfaidh siad teachtaireachtaí earráide chuig aschur caighdeánach." msgid "Generic error." msgstr "Earráid ghinearálta." msgid "Unavailable error." msgstr "Earráid nach bhfuil ar fáil." msgid "Unconfigured error." msgstr "Earráid neamhchumraithe." msgid "Unauthorized error." msgstr "Earráid neamhúdaraithe." msgid "Parameter range error." msgstr "Earráid raon paraiméadar." msgid "Out of memory (OOM) error." msgstr "Earráid as cuimhne (OOM)." msgid "File: Not found error." msgstr "Comhad: Earráid gan aimsiú." msgid "File: Bad drive error." msgstr "Comhad: Earráid tiomána dona." msgid "File: Bad path error." msgstr "Comhad: Drochearráid chosáin." msgid "File: No permission error." msgstr "Comhad: Gan earráid cheada." msgid "File: Already in use error." msgstr "Comhad: Earráid úsáide cheana féin." msgid "File: Can't open error." msgstr "Comhad: Ní féidir an earráid a oscailt." msgid "File: Can't write error." msgstr "Comhad: Ní féidir an earráid a scríobh." msgid "File: Can't read error." msgstr "Comhad: Ní féidir an earráid a léamh." msgid "File: Unrecognized error." msgstr "Comhad: Earráid anaithnid." msgid "File: Corrupt error." msgstr "Comhad: Earráid truaillithe." msgid "File: Missing dependencies error." msgstr "Comhad: Earráid spleáchais ar iarraidh." msgid "File: End of file (EOF) error." msgstr "Comhad: Earráid deireadh comhaid (EOF)." msgid "Can't open error." msgstr "Ní féidir an earráid a oscailt." msgid "Can't create error." msgstr "Ní féidir earráid a chruthú." msgid "Query failed error." msgstr "Theip ar an iarratas." msgid "Already in use error." msgstr "Earráid úsáide cheana féin." msgid "Locked error." msgstr "Earráid faoi ghlas." msgid "Timeout error." msgstr "Earráid am istigh." msgid "Can't connect error." msgstr "Ní féidir an earráid a nascadh." msgid "Can't resolve error." msgstr "Ní féidir an earráid a réiteach." msgid "Connection error." msgstr "Earráid ceangail." msgid "Can't acquire resource error." msgstr "Ní féidir an earráid acmhainne a fháil." msgid "Can't fork process error." msgstr "Ní féidir an earráid phróiseála a fhorchur." msgid "Invalid data error." msgstr "Earráid sonraí neamhbhailí." msgid "Invalid parameter error." msgstr "Earráid pharaiméadar neamhbhailí." msgid "Already exists error." msgstr "Earráid ann cheana féin." msgid "Does not exist error." msgstr "Níl an earráid ann." msgid "Database: Read error." msgstr "Bunachar Sonraí: Earráid léite." msgid "Database: Write error." msgstr "Bunachar Sonraí: Scríobh earráid." msgid "Compilation failed error." msgstr "Theip ar an tiomsú." msgid "Method not found error." msgstr "Earráid gan aimsiú." msgid "Linking failed error." msgstr "Earráid theip ar nascadh." msgid "Script failed error." msgstr "Earráid theip ar an script." msgid "Cycling link (import cycle) error." msgstr "Earráid nasc rothaíochta (timthriall iompórtála)." msgid "Invalid declaration error." msgstr "Earráid dearbhaithe neamhbhailí." msgid "Duplicate symbol error." msgstr "Earráid siombaile dúblach." msgid "Parse error." msgstr "Earráid pharsála." msgid "Busy error." msgstr "Earráid ghnóthach." msgid "Skip error." msgstr "Léim earráid." msgid "" "Help error. Used internally when passing [code]--version[/code] or [code]--" "help[/code] as executable options." msgstr "" "Earráid chabhrach. Úsáidtear é go hinmheánach agus [code] --leagan[/code] nó " "[code]--help[/code] á rith mar roghanna inrite." 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 "" "Earráid fhabht, de bharr saincheist cur chun feidhme sa mhodh.\n" "[b]Nóta:[/b] Má thugann modh ionsuite an cód seo ar ais, oscail ceist ar " "[url=https://github.com/godotenginine/godot/issues]an GitHub Issue Tracker[/" "url]." msgid "" "Printer on fire error (This is an easter egg, no built-in methods return this " "error code)." msgstr "" "Earráid printéir dóiteáin (Ubh Cásca í seo, ní thugann aon mhodhanna ionsuite " "an cód earráide seo ar ais)." msgid "The property has no hint for the editor." msgstr "Níl aon leid ag an maoin don eagarthóir." 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_as_degrees\"[/code] for editing " "radian angles in degrees (the range values are also in degrees), " "[code]\"degrees\"[/code] to hint at an angle and [code]\"hide_slider\"[/code] " "to hide the slider." msgstr "" "Leideanna gur chóir go mbeadh airí [int] nó [snámhphointe] laistigh de raon a " "shonraítear tríd an teaghrán leid [code]\"min,max\"[/code] nó [code]\"min,uas," "céim\"[/code]. Is féidir leis an teaghrán leid [code]\"nó_greater\"[/code] " "agus/nó [code]\"nó_less\"[/code] a áireamh go roghnach chun ionchur láimhe a " "cheadú ag dul os cionn an uasluachanna nó faoi bhun na mionluachanna faoi " "seach.\n" "[b]Sampla:[/b] [code]\"-360,360,1, nó_níos mó, nó_níos lú\"[/code].\n" "Ina theannta sin, is féidir eochairfhocail eile a áireamh: [code]\"exp\"[/" "code] le haghaidh eagarthóireacht raoin easpónantúil, " "[code]\"radians_as_degrees\"[/code] chun uillinneacha raidian a chur in eagar " "i gcéimeanna (tá na luachanna raon i gcéimeanna freisin), [code] " "\"céimeanna\" [/code] chun leid ar uillinn agus [code] \"hide_slider\" [/" "code] chun an sleamhnán a cheilt." 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 "" "Tugann le tuiscint gur luach áirimh é airí [int] nó [Teaghrán] le roghnú i " "liosta a shonraítear trí leid teaghrán.\n" "Is éard atá sa teaghrán leid ná liosta camóg scartha ainmneacha mar [code] " "\"Dia duit, Rud éigin, Eile\"[/code]. [b]ní[/b] a bhaintear spásanna bána de " "cheachtar foirceann ainm. Maidir le hairíonna slánuimhir, tá luach 0 ag an " "gcéad ainm ar an liosta, an chéad 1 eile, agus mar sin de. Is féidir " "luachanna soiléire a shonrú freisin trí [code]: slánuimhir[/code] a chur i " "gceangal leis an ainm, m.sh. [code] \"Nialais, a hAon, a Trí: 3, a Ceathair, " "a Sé: 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 "" "Leideanna gur féidir le airí [Teaghrán] a bheith ina luach áirithe le roghnú " "i liosta a shonraítear trí shraith leid mar [code]\"Dia duit, Rud éigin, " "Eile\"[/code].\n" "Murab ionann agus [PROPERTY_HINT_ENUM leanúnach], glacann airí leis an leid " "seo luachanna treallach go fóill agus is féidir leis a bheith folamh. Tugann " "an liosta luachanna féideartha le tuiscint." 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 "" "Leideanna gur chóir airí [snámhphointe] a chur in eagar trí fheidhm easaithe " "easpónantúil. Is féidir leis an teaghrán leid [code]\"lagú\"[/code] a áireamh " "chun an cuar a smeach go cothrománach agus/nó [code]\"dearfach_amháin\"[/" "code] chun maolú isteach/amach a eisiamh agus luachanna teorantacha a bheith " "níos mó ná nó cothrom le nialas ." 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 "" "Leideanna gur chóir go gceadódh airí veicteora a chuid comhpháirteanna a " "nascadh. Mar shampla, ceadaíonn sé seo [member Vector2.x] agus [member " "Vector2.y] a chur in eagar le chéile." 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 "" "Tugann le tuiscint gur masc giotán é airí [int] le bratacha giotán " "ainmnithe.\n" "Is éard atá sa teaghrán leid ná liosta ainmneacha camóg scartha mar " "[code]\"Bit0, Bit1,Bit2,Bit3\"[/code]. [b]ní[/b] a bhaintear spásanna bána de " "cheachtar foirceann ainm. Tá luach 1 ag an gcéad ainm ar an liosta, an chéad " "2 eile, ansin 4, 8, 16 agus mar sin de. Is féidir luachanna soiléire a shonrú " "freisin trí [code]: slánuimhir[/code] a chur i gceangal leis an ainm, m.sh. " "[code]\"A:4,B:8,C:16\"[/code]. Is féidir leat roinnt bratacha a chomhcheangal " "freisin ([code]\"A:4,B:8,AB:12,C:16\"[/code]).\n" "[b]Nóta:[/b] Caithfidh luach bratach a bheith ar a laghad [code]1[/code] agus " "ar a laghad [code]2 ** 32 - 1[/code].\n" "[b]Nóta:[/b] Murab ionann agus [proPERTY_HINT_ENUM seasmhach], ní chuirtear " "an luach sainráite roimhe seo san áireamh. Chun an leid [code]\"A:16,B,C\"[/" "code], is é A 16, B é 2, is é C 4." msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "render layers." msgstr "" "Leideanna gur masc giotán é airí [int] ag baint úsáide as na sraitheanna " "rindreála 2T atá ainmnithe go roghnach." msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "physics layers." msgstr "" "Tugann le tuiscint gur masc giotán é airí [int] ag baint úsáide as na " "sraitheanna fisice 2T ainmnithe go roghnach." msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "navigation layers." msgstr "" "Tugann le tuiscint gur masc giotán é airí [int] ag baint úsáide as na " "sraitheanna nascleanúna 2T atá ainmnithe go roghnach." msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "render layers." msgstr "" "Leideanna gur masc giotán é airí [int] ag baint úsáide as na sraitheanna " "rindreála 3D atá ainmnithe go roghnach." msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "physics layers." msgstr "" "Leideanna gur masc giotán é airí [int] ag baint úsáide as na sraitheanna " "fisice 3D ainmnithe go roghnach." msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "navigation layers." msgstr "" "Tugann le tuiscint gur masc giotán é airí [int] agus na sraitheanna " "loingseoireachta 3D ainmnithe go roghnach." msgid "" "Hints that an integer property is a bitmask using the optionally named " "avoidance layers." msgstr "" "Leideanna gur masc giotán é airí slánuimhir ag baint úsáide as na sraitheanna " "seachanta atá ainmnithe go roghnach." 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 "" "Tugann le tuiscint gur cosán chuig comhad é airí [Teaghrán]. Agus é á chur in " "eagar, taispeánfar dialóg comhaid chun an cosán a phiocadh. Is féidir leis an " "teaghrán leid a bheith ina sraith de scagairí le saoróga cosúil le [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 "" "Tugann le tuiscint gur cosán chuig eolaire é airí [Teaghrán]. Agus é á chur " "in eagar, taispeánfar dialóg comhaid chun an cosán a phiocadh." 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 "" "Tugann le tuiscint gur cosán iomlán é maoin [Teaghrán] chuig comhad lasmuigh " "d’fhillteán an tionscadail. Agus é á chur in eagar, taispeánfar dialóg " "comhaid chun an cosán a phiocadh. Is féidir leis an teaghrán leid a bheith " "ina sraith de scagairí le saoróga, cosúil le [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 "" "Tugann le tuiscint gur cosán iomlán é maoin [Teaghrán] chuig eolaire lasmuigh " "d’fhillteán an tionscadail. Agus é á chur in eagar, taispeánfar dialóg " "comhaid chun an cosán a phiocadh." 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 "" "Tugann le tuiscint gur sampla de chineál [Acmhainne]-díorthaithe é airí, a " "shonraítear go roghnach tríd an teaghrán leid (m.sh. [code]\"Texture2D\"[/" "code]). Nuair a bheidh sé á chur in eagar, taispeánfar roghchlár aníos de " "chineálacha acmhainní bailí le cur ar an toirt." 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 "" "Leideanna gur airí [Teaghrán] téacs le briseadh líne. Agus é á chur in eagar, " "taispeánfar réimse ionchuir téacs inar féidir sosanna líne a chlóscríobh." msgid "Hints that a [String] property is an [Expression]." msgstr "Tugann le tuiscint gur [Sloinn] é airí [Teaghrán]." 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 "" "Leideanna gur cheart go dtaispeánfadh airí [Teaghrán] téacs coinneálaí áit ar " "a réimse ionchuir, má tá sé folamh. Is é an teaghrán leide an téacs " "ionadsealbhóir a úsáid." msgid "" "Hints that a [Color] property should be edited without affecting its " "transparency ([member Color.a] is not editable)." msgstr "" "Leideanna gur cheart airí [Color] a chur in eagar gan cur isteach ar a " "trédhearcacht (ní féidir [member Color.a] a chur in eagar)." msgid "" "Hints that the property's value is an object encoded as object ID, with its " "type specified in the hint string. Used by the debugger." msgstr "" "Tugann le tuiscint gur réad atá ionchódaithe mar ID oibiachta é luach na " "maoine, agus a chineál sonraithe sa teaghrán leid. In úsáid ag an dífhabhtóir." msgid "" "If a property is [String], hints that the property represents a particular " "type (class). This allows to select a type from the create dialog. The " "property will store the selected type as a string.\n" "If a property is [Array], hints the editor how to show elements. The " "[code]hint_string[/code] must encode nested types using [code]\":\"[/code] " "and [code]\"/\"[/code].\n" "[codeblocks]\n" "[gdscript]\n" "# Array of elem_type.\n" "hint_string = \"%d:\" % [elem_type]\n" "hint_string = \"%d/%d:%s\" % [elem_type, elem_hint, elem_hint_string]\n" "# Two-dimensional array of elem_type (array of arrays of elem_type).\n" "hint_string = \"%d:%d:\" % [TYPE_ARRAY, elem_type]\n" "hint_string = \"%d:%d/%d:%s\" % [TYPE_ARRAY, elem_type, elem_hint, " "elem_hint_string]\n" "# Three-dimensional array of elem_type (array of arrays of arrays of " "elem_type).\n" "hint_string = \"%d:%d:%d:\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type]\n" "hint_string = \"%d:%d:%d/%d:%s\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type, " "elem_hint, elem_hint_string]\n" "[/gdscript]\n" "[csharp]\n" "// Array of elemType.\n" "hintString = $\"{elemType:D}:\";\n" "hintString = $\"{elemType:}/{elemHint:D}:{elemHintString}\";\n" "// Two-dimensional array of elemType (array of arrays of elemType).\n" "hintString = $\"{Variant.Type.Array:D}:{elemType:D}:\";\n" "hintString = $\"{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:" "{elemHintString}\";\n" "// Three-dimensional array of elemType (array of arrays of arrays of " "elemType).\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}:" "\";\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}/" "{elemHint:D}:{elemHintString}\";\n" "[/csharp]\n" "[/codeblocks]\n" "Examples:\n" "[codeblocks]\n" "[gdscript]\n" "hint_string = \"%d:\" % [TYPE_INT] # Array of integers.\n" "hint_string = \"%d/%d:1,10,1\" % [TYPE_INT, PROPERTY_HINT_RANGE] # Array of " "integers (in range from 1 to 10).\n" "hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # Array " "of integers (an enum).\n" "hint_string = \"%d/%d:Zero,One,Three:3,Six:6\" % [TYPE_INT, " "PROPERTY_HINT_ENUM] # Array of integers (an enum).\n" "hint_string = \"%d/%d:*.png\" % [TYPE_STRING, PROPERTY_HINT_FILE] # Array of " "strings (file paths).\n" "hint_string = \"%d/%d:Texture2D\" % [TYPE_OBJECT, " "PROPERTY_HINT_RESOURCE_TYPE] # Array of textures.\n" "\n" "hint_string = \"%d:%d:\" % [TYPE_ARRAY, TYPE_FLOAT] # Two-dimensional array " "of floats.\n" "hint_string = \"%d:%d/%d:\" % [TYPE_ARRAY, TYPE_STRING, " "PROPERTY_HINT_MULTILINE_TEXT] # Two-dimensional array of multiline strings.\n" "hint_string = \"%d:%d/%d:-1,1,0.1\" % [TYPE_ARRAY, TYPE_FLOAT, " "PROPERTY_HINT_RANGE] # Two-dimensional array of floats (in range from -1 to " "1).\n" "hint_string = \"%d:%d/%d:Texture2D\" % [TYPE_ARRAY, TYPE_OBJECT, " "PROPERTY_HINT_RESOURCE_TYPE] # Two-dimensional array of textures.\n" "[/gdscript]\n" "[csharp]\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1\"; // " "Array of integers (in range from 1 to 10).\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Two\"; // " "Array of integers (an enum).\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Three:3," "Six:6\"; // Array of integers (an enum).\n" "hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // " "Array of strings (file paths).\n" "hintString = $\"{Variant.Type.Object:D}/{PropertyHint.ResourceType:D}:" "Texture2D\"; // Array of textures.\n" "\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}:\"; // Two-" "dimensional array of floats.\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.String:D}/{PropertyHint." "MultilineText:D}:\"; // Two-dimensional array of multiline strings.\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}/{PropertyHint." "Range:D}:-1,1,0.1\"; // Two-dimensional array of floats (in range from -1 to " "1).\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Object:D}/{PropertyHint." "ResourceType:D}:Texture2D\"; // Two-dimensional array of textures.\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] The trailing colon is required for properly detecting built-in " "types." msgstr "" "Más airí [Teaghrán] í, tugann le tuiscint go seasann an t-airí do chineál " "(aicme) ar leith. Ligeann sé seo cineál a roghnú ón dialóg cruthaigh. " "Stórálfaidh an mhaoin an cineál roghnaithe mar theaghrán.\n" "Más airí é [Eagar], leideanna don eagarthóir conas eilimintí a thaispeáint. " "Ní mór don [code]hint_string[/code] cineálacha neadaithe a ionchódú trí úsáid " "a bhaint as [code]\":\"[/code] agus [code]\"/\"[/code].\n" "[codeblocks]\n" "[gdscript]\n" "# Eagrán de chineál elem_.\n" "hint_string = \"%d:\" %[elem_type]\n" "hint_string = \"%d/%d: %s\" %[elem_type, elem_hint, elem_hint_string]\n" "# Sraith dhéthoiseach de elem_type (eagar eagair de elem_type).\n" "hint_string = \"%d:%d:\" %[TYPE_ARRAY, elem_type]\n" "hint_string = \"%d: %d/%d: %s\" %[TYPE_ARRAY, elem_type, elem_hint, " "elem_hint_string]\n" "# Sraith tríthoiseach de elem_type (eagar eagair de elem_type).\n" "hint_string = \"%d:%d:%d:\" %[TYPE_ARRAY, TYPE_ARRAY, elem_type]\n" "hint_string = \"%d:%d:%d/%d:%s\" %[TYPE_ARRAY, TYPE_ARRAY, elem_type, " "elem_hint, elem_hint_string]\n" "[/gdscript]\n" "[csharp]\n" "// Eagrán elemType.\n" "hintString = $ \"{elemType:D}:\";\n" "hintString = $ \"{elemType:}/{elemHint:D}:{elemHintString}\";\n" "// Eagar déthoiseach de chineál elem (eagar eagair de elemType).\n" "hintString = $\"{Variant.Type.Array:D}:{elemType:D}:\";\n" "hintString = $\"{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:" "{elemHintString}\";\n" "// Eagar tríthoiseach de chineál elem (eagar eagair de chineál elemType).\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}:" "\";\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}/" "{elemHint:D}:{elemHintString}\";\n" "[/csharp]\n" "[/codeblocks]\n" "Samplaí:\n" "[codeblocks]\n" "[gdscript]\n" "hint_string = \"%d:\" %[TYPE_INT] # Array of integers.\n" "hint_string = \"%d/%d:1,10,1\" %[TYPE_INT, PROPERTY_HINT_RANGE] # Eagar " "slánuimhreacha (sa raon ó 1 go 10).\n" "hint_string = \"%d/%d: Nialais,Aon,Dhá\" %[TYPE_INT, PROPERTY_HINT_ENUM] # " "Eagar slánuimhreacha (enum).\n" "hint_string = \"%d/%d: Nialais,A hAon,Trí:3,Sé:6\" %[TYPE_INT, " "PROPERTY_HINT_ENUM] # Eagar slánuimhreacha (enum).\n" "hint_string = \"%d/%d:*.png\" %[TYPE_STRING, PROPERTY_HINT_FILE] # Eagar " "teaghrán (conairí comhaid).\n" "hint_string = \"%d/%d:Uigeacht2D\" %[TYPE_OBJECT, " "PROPERTY_HINT_RESOURCE_TYPE] # Eagar uigeachtaí.\n" "\n" "hint_string = \"%d:%d:\" %[TYPE_ARRAY, TYPE_FLOAT] # Sraith dhéthoiseach de " "shnámhóga.\n" "hint_string = \"%d:%d/%d:\" %[TYPE_ARRAY, TYPE_STRING, " "PROPERTY_HINT_MULTILINE_TEXT] # Sraith dhéthoiseach de theaghráin illíne.\n" "hint_string = \"%d:%d/%d:-1,1,0.1\" %[TYPE_ARRAY, TYPE_FLOAT, " "PROPERTY_HINT_RANGE] # Sraith dháthoiseach snámhán (sa raon ó -1 go 1).\n" "hint_string = \"%d:%d/%d:Uigeacht2D\" %[TYPE_ARRAY, TYPE_OBJECT, " "PROPERTY_HINT_RESOURCE_TYPE] # Eagar déthoiseach uigeachtaí.\n" "[/gdscript]\n" "[csharp]\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1\"; // " "Sraith slánuimhreacha (sa raon ó 1 go 10).\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One, " "Two\"; // Sraith slánuimhreacha (enum).\n" "hintString = $\"{ Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Trí:3," "Sé:6\"; // Sraith slánuimhreacha (enum).\n" "hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // " "Sraith teaghráin (cosáin comhaid).\n" "hintString = $\"{Variant.Type.Object:D}/{PropertyHint.ResourceType:D}:" "Texture2D\"; // Eagar uigeachtaí.\n" "\n" "hintString = $ \"{Variant.Type.Array:D}:{Variant.Type.Float:D}:\"; // Sraith " "de shnámhóga déthoiseacha.\n" "hintString = $ \"{Variant.Type.Array:D}:{Variant.Type.String:D}/{PropertyHint." "MultilineText:D}:\"; // Sraith dhéthoiseach de theaghráin illíne.\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}/{PropertyHint." "Range:D}:-1,1,0.1\"; // Sraith de shnámhóga déthoiseacha (sa raon ó -1 go " "1).\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Object:D}/{PropertyHint." "ResourceType:D}:Texture2D\"; // Eagar déthoiseach uigeachtaí.\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] Tá an idirstad rianaithe ag teastáil chun cineálacha ionsuite a " "bhrath i gceart." msgid "This hint is not used by the engine." msgstr "Ní úsáideann an t-inneall an leid seo." msgid "Hints that an object is too big to be sent via the debugger." msgstr "" "Tugann le tuiscint go bhfuil réad rómhór le seoladh tríd an dífhabhtóir." msgid "" "Hints that the hint string specifies valid node types for property of type " "[NodePath]." msgstr "" "Tugann an leid le fios go sonraíonn an teaghrán leid cineálacha nód bailí don " "airí den chineál [NodePath]." msgid "" "Hints that a [String] property is a path to a file. Editing it will show a " "file dialog for picking the path for the file to be saved at. The dialog has " "access to the project's directory. The hint string can be a set of filters " "with wildcards like [code]\"*.png,*.jpg\"[/code]. See also [member FileDialog." "filters]." msgstr "" "Tugann le tuiscint gur cosán chuig comhad é airí [Teaghrán]. Agus é á chur in " "eagar, taispeánfar dialóg comhaid chun an cosán a phiocadh chun an comhad a " "shábháil ag. Tá rochtain ag an dialóg ar eolaire an tionscadail. Is féidir " "leis an teaghrán leid a bheith ina sraith de scagairí le saoróga cosúil le " "[code]\"*.png,*.jpg\"[/code]. Féach freisin [comhalta FileDialog.filters]." msgid "" "Hints that a [String] property is a path to a file. Editing it will show a " "file dialog for picking the path for the file to be saved at. The dialog has " "access to the entire filesystem. The hint string can be a set of filters with " "wildcards like [code]\"*.png,*.jpg\"[/code]. See also [member FileDialog." "filters]." msgstr "" "Tugann le tuiscint gur cosán chuig comhad é airí [Teaghrán]. Agus é á chur in " "eagar, taispeánfar dialóg comhaid chun an cosán a phiocadh chun an comhad a " "shábháil ag. Tá rochtain ag an dialóg ar an gcóras comhad iomlán. Is féidir " "leis an teaghrán leid a bheith ina sraith de scagairí le saoróga cosúil le " "[code]\"*.png,*.jpg\"[/code]. Féach freisin [comhalta FileDialog.filters]." msgid "Hints that an [int] property is a pointer. Used by GDExtension." msgstr "Tugann le tuiscint gur pointeoir é airí [int]. Úsáidte ag GDEExtension." msgid "" "Hints that a property is an [Array] with the stored type specified in the " "hint string." msgstr "" "Tugann le tuiscint gur [Eagar] é airí a bhfuil an cineál stóráilte sonraithe " "sa téad leid." msgid "" "Hints that a string property is a locale code. Editing it will show a locale " "dialog for picking language and country." msgstr "" "Leideanna gur cód locale í airí teaghrán. Agus é á chur in eagar, léireofar " "dialóg locale chun teanga agus tír a phiocadh." msgid "" "Hints that a dictionary property is string translation map. Dictionary keys " "are locale codes and, values are translated strings." msgstr "" "Leideanna gur léarscáil teaghrán aistriúcháin é airí foclóir. Is cóid locale " "iad eochracha foclóir agus, teaghráin aistrithe iad luachanna." msgid "" "Hints that a property is an instance of a [Node]-derived type, optionally " "specified via the hint string (e.g. [code]\"Node2D\"[/code]). Editing it will " "show a dialog for picking a node from the scene." msgstr "" "Tugann le tuiscint gur sampla de chineál [Nód]-díorthaithe é airí, a " "shonraítear go roghnach tríd an teaghrán leid (m.sh. [code]\"Node2D\"[/" "code]). Agus é á chur in eagar, léireofar dialóg chun nód a phiocadh ón " "radharc." msgid "" "Hints that a quaternion property should disable the temporary euler editor." msgstr "" "Leideanna gur chóir go ndéanfadh maoin cheathartha an t-eagarthóir sealadach " "euler a dhíchumasú." msgid "" "Hints that a string property is a password, and every character is replaced " "with the secret character." msgstr "" "Tugann le tuiscint gur pasfhocal é airí teaghrán, agus cuirtear an carachtar " "rúnda in ionad gach carachtar." msgid "Represents the size of the [enum PropertyHint] enum." msgstr "Léiríonn sé méid an [enum PropertyHint] enum." msgid "" "The property is not stored, and does not display in the editor. This is the " "default for non-exported properties." msgstr "" "Ní stóráiltear an mhaoin, agus ní thaispeánann sé san eagarthóir. Is é seo an " "réamhshocrú le haghaidh maoine neamh-onnmhairithe." msgid "" "The property is serialized and saved in the scene file (default for exported " "properties)." msgstr "" "Déantar an mhaoin a shraithiú agus a shábháil sa chomhad radhairc " "(réamhshocraithe le haghaidh maoine easpórtáilte)." msgid "" "The property is shown in the [EditorInspector] (default for exported " "properties)." msgstr "" "Taispeántar an t-airí sa [EditorInspector] (réamhshocraithe maidir le " "hairíonna easpórtáilte)." msgid "The property is excluded from the class reference." msgstr "Tá an mhaoin eisiata ón tagairt ranga." msgid "The property can be checked in the [EditorInspector]." msgstr "Is féidir an t-airí a sheiceáil san [EditorInspector]." msgid "The property is checked in the [EditorInspector]." msgstr "Déantar an t-airí a sheiceáil sa [EditorInspector]." msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" "Úsáidtear é chun airíonna a ghrúpáil le chéile san eagarthóir. Féach " "[EditorInspector]." msgid "Used to categorize properties together in the editor." msgstr "Úsáidtear é chun airíonna a chatagóiriú le chéile san eagarthóir." msgid "" "Used to group properties together in the editor in a subgroup (under a " "group). See [EditorInspector]." msgstr "" "Úsáidtear é chun airíonna a ghrúpáil le chéile san eagarthóir i bhfoghrúpa " "(faoi ghrúpa). Féach [EditorInspector]." msgid "" "The property is a bitfield, i.e. it contains multiple flags represented as " "bits." msgstr "" "Is réimse giotán é an réadmhaoin, i.e. tá bratacha iolracha ann a léirítear " "mar ghiotáin." msgid "The property does not save its state in [PackedScene]." msgstr "Ní shábhálann an mhaoin a staid i [PackedScene]." msgid "Editing the property prompts the user for restarting the editor." msgstr "" "Spreagann eagarthóireacht na maoine an t-úsáideoir chun an t-eagarthóir a " "atosú." msgid "" "The property is a script variable which should be serialized and saved in the " "scene file." msgstr "" "Athróg scripte is ea an t-airí agus ba cheart é a shraithiú agus a shábháil " "sa chomhad radhairc." msgid "" "The property value of type [Object] will be stored even if its value is " "[code]null[/code]." msgstr "" "Stórálfar luach maoine an chineáil [Réad] fiú más é [code]null[/code] a luach." msgid "If this property is modified, all inspector fields will be refreshed." msgstr "" "Má athraítear an mhaoin seo, déanfar na réimsí cigire go léir a athnuachan." msgid "This flag is not used by the engine." msgstr "Ní úsáideann an t-inneall an bhratach seo." msgid "" "The property is an enum, i.e. it only takes named integer constants from its " "associated enumeration." msgstr "" "Is éanum é an t-airí, i.e. ní thógann sé ach tairisigh slánuimhir ainmnithe " "óna áireamhacht ghaolmhar." msgid "" "If property has [code]nil[/code] as default value, its type will be [Variant]." msgstr "" "Má tá [code]nialas[/code] ag an airí mar luach réamhshocraithe, is é [Athróg] " "a cineál." msgid "The property is an array." msgstr "Is eagar é an mhaoin." 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 "" "Nuair a dhéantar acmhainn a dhúbailt le [method Resource.duplicate], agus an " "bhratach seo socraithe ar airí de chuid na hacmhainne sin, ba cheart an t-" "airí a mhacasamhlú i gcónaí, beag beann ar an bparaiméadar bool [code]fo-" "fhoinsí[/code]." 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 "" "Nuair a dhéantar acmhainn a dhúbailt le [method Resource.duplicate], agus an " "bhratach seo socraithe ar airí de chuid na hacmhainne sin, níor cheart an t-" "airí a mhacasamhlú choíche, beag beann ar an bparaiméadar bool [code]fo-" "fhoinsí[/code]." msgid "" "The property is only shown in the editor if modern renderers are supported " "(the Compatibility rendering method is excluded)." msgstr "" "Ní thaispeántar an mhaoin san eagarthóir ach amháin má thacaítear le " "rindreálaithe nua-aimseartha (tá an modh rindreála Comhoiriúnachta eisiata)." msgid "" "The [NodePath] property will always be relative to the scene's root. Mostly " "useful for local resources." msgstr "" "Beidh an t-airí [NodePath] i gcoibhneas le fréamh an radhairc i gcónaí. " "Úsáideach den chuid is mó le haghaidh acmhainní áitiúla." msgid "" "Use when a resource is created on the fly, i.e. the getter will always return " "a different instance. [ResourceSaver] needs this information to properly save " "such resources." msgstr "" "Úsáid nuair a chruthaítear acmhainn ar an eitilt, i.e. tabharfaidh an " "faighteoir cás eile ar ais i gcónaí. Tá an fhaisnéis seo de dhíth ar " "[ResourceSaver] chun acmhainní dá leithéid a shábháil i gceart." msgid "" "Inserting an animation key frame of this property will automatically " "increment the value, allowing to easily keyframe multiple values in a row." msgstr "" "Má chuirtear isteach eochairfhráma beochana den airí seo, méadófar an luach " "go huathoibríoch, rud a ligfidh duit illuachanna a eochrú i ndiaidh a chéile." msgid "" "When this property is a [Resource] and base object is a [Node], a resource " "instance will be automatically created whenever the node is created in the " "editor." msgstr "" "Nuair is [Acmhainn] é an t-airí seo agus nuair is [Nód] é an bunábhar seo, " "cruthófar sampla acmhainne go huathoibríoch gach uair a chruthaítear an nód " "san eagarthóir." msgid "" "The property is considered a basic setting and will appear even when advanced " "mode is disabled. Used for project settings." msgstr "" "Breathnaítear ar an réadmhaoin mar bhunsocrú agus beidh sé le feiceáil fiú " "nuair atá mód chun cinn díchumasaithe. Úsáidte le haghaidh socruithe " "tionscadail." msgid "The property is read-only in the [EditorInspector]." msgstr "Tá an mhaoin inléite amháin sa [EditorInspector]." msgid "" "An export preset property with this flag contains confidential information " "and is stored separately from the rest of the export preset configuration." msgstr "" "Tá faisnéis rúnda in airí réamhshocraithe easpórtála a bhfuil an bhratach seo " "air agus stóráiltear í ar leithligh ón gcuid eile den chumraíocht " "réamhshocraithe easpórtála." msgid "Default usage (storage and editor)." msgstr "Úsáid réamhshocraithe (stóráil agus eagarthóir)." msgid "Default usage but without showing the property in the editor (storage)." msgstr "" "Úsáid réamhshocraithe ach gan an mhaoin a thaispeáint san eagarthóir " "(stóráil)." msgid "Flag for a normal method." msgstr "Bratach le haghaidh modh gnáth." msgid "Flag for an editor method." msgstr "Bratach le haghaidh modh eagarthóir." msgid "Flag for a constant method." msgstr "Bratach le haghaidh modh tairiseach." msgid "Flag for a virtual method." msgstr "Bratach le haghaidh modh fíorúil." msgid "Flag for a method with a variable number of arguments." msgstr "Bratach do mhodh a bhfuil líon athraitheach argóintí ann." msgid "Flag for a static method." msgstr "Bratach le haghaidh modh statach." msgid "" "Used internally. Allows to not dump core virtual methods (such as [method " "Object._notification]) to the JSON API." msgstr "" "Úsáidtear go hinmheánach. Ligeann sé seo gan croí-mhodhanna fíorúla a " "dhumpáil (amhail [method Object._notification]) chuig an JSON API." msgid "Default method flags (normal)." msgstr "Bratacha modh réamhshocraithe (gnáth)." msgid "Variable is [code]null[/code]." msgstr "Athróg is ea [code]null[/code]." msgid "Variable is of type [bool]." msgstr "Is cineál [bool] é athraitheach." msgid "Variable is of type [int]." msgstr "Is cineál [int] athraitheach é." msgid "Variable is of type [float]." msgstr "Is cineál [snámhphointe] é athraitheach." msgid "Variable is of type [String]." msgstr "Athróg den chineál [Teaghrán]." msgid "Variable is of type [Vector2]." msgstr "Athróg den chineál [Vector2]." msgid "Variable is of type [Vector2i]." msgstr "Athróg den chineál [Vector2i]." msgid "Variable is of type [Rect2]." msgstr "Athróg den chineál [Rect2]." msgid "Variable is of type [Rect2i]." msgstr "Athróg den chineál [Rect2i]." msgid "Variable is of type [Vector3]." msgstr "Athróg den chineál [Vector3]." msgid "Variable is of type [Vector3i]." msgstr "Athróg den chineál [Vector3i]." msgid "Variable is of type [Transform2D]." msgstr "Athróg den chineál [Transform2D]." msgid "Variable is of type [Vector4]." msgstr "Athróg den chineál [Vector4]." msgid "Variable is of type [Vector4i]." msgstr "Athróg den chineál [Vector4i]." msgid "Variable is of type [Plane]." msgstr "Athróg den chineál [Plána]." msgid "Variable is of type [Quaternion]." msgstr "Athróg de chineál [Ceathrún]." msgid "Variable is of type [AABB]." msgstr "Athróg de chineál [AABB]." msgid "Variable is of type [Basis]." msgstr "Athróg den chineál [Bunús]." msgid "Variable is of type [Transform3D]." msgstr "Athróg den chineál [Transform3D]." msgid "Variable is of type [Projection]." msgstr "Athróg de chineál [Teilgean]." msgid "Variable is of type [Color]." msgstr "Athróg den chineál [Color]." msgid "Variable is of type [StringName]." msgstr "Athróg den chineál [StringName]." msgid "Variable is of type [NodePath]." msgstr "Athróg de chineál [NodePath]." msgid "Variable is of type [RID]." msgstr "Athróg de chineál [RID]." msgid "Variable is of type [Object]." msgstr "Athróg de chineál [Réad]." msgid "Variable is of type [Callable]." msgstr "Athróg den chineál [Inghlaoch]." msgid "Variable is of type [Signal]." msgstr "Athróg den chineál [Comhartha]." msgid "Variable is of type [Dictionary]." msgstr "Athróg den chineál [Foclóir]." msgid "Variable is of type [Array]." msgstr "Athróg den chineál [Eagar]." msgid "Variable is of type [PackedByteArray]." msgstr "Athróg den chineál [PackedByteArray]." msgid "Variable is of type [PackedInt32Array]." msgstr "Athróg den chineál [PackedInt32Array]." msgid "Variable is of type [PackedInt64Array]." msgstr "Athróg den chineál [PackedInt64Array]." msgid "Variable is of type [PackedFloat32Array]." msgstr "Athróg den chineál [PackedFloat32Array]." msgid "Variable is of type [PackedFloat64Array]." msgstr "Athróg den chineál [PackedFloat64Array]." msgid "Variable is of type [PackedStringArray]." msgstr "Athróg den chineál [PackedStringArray]." msgid "Variable is of type [PackedVector2Array]." msgstr "Athróg den chineál [PackedVector2Array]." msgid "Variable is of type [PackedVector3Array]." msgstr "Athróg den chineál [PackedVector3Array]." msgid "Variable is of type [PackedColorArray]." msgstr "Athróg den chineál [PackedColorArray]." msgid "Variable is of type [PackedVector4Array]." msgstr "Athróg den chineál [PackedVector4Array]." msgid "Represents the size of the [enum Variant.Type] enum." msgstr "Léiríonn sé méid an [enum Variant.Type] enum." msgid "Equality operator ([code]==[/code])." msgstr "Oibreoir comhionannais ([code]==[/code])." msgid "Inequality operator ([code]!=[/code])." msgstr "Oibreoir éagothroime ([code]!=[/code])." msgid "Less than operator ([code]<[/code])." msgstr "Níos lú ná oibreoir ([code]<[/code])." msgid "Less than or equal operator ([code]<=[/code])." msgstr "Oibreoir níos lú ná nó comhionann ([code]<=[/code])." msgid "Greater than operator ([code]>[/code])." msgstr "Níos mó ná oibreoir ([code]>[/code])." msgid "Greater than or equal operator ([code]>=[/code])." msgstr "Oibreoir níos mó ná nó comhionann ([code]>=[/code])." msgid "Addition operator ([code]+[/code])." msgstr "Oibreoir suimiúcháin ([code]+[/code])." msgid "Subtraction operator ([code]-[/code])." msgstr "Oibreoir dealaithe ([code]-[/code])." msgid "Multiplication operator ([code]*[/code])." msgstr "Oibreoir iolraithe ([code]*[/code])." msgid "Division operator ([code]/[/code])." msgstr "Oibreoir rannáin ([code]/[/code])." msgid "Unary negation operator ([code]-[/code])." msgstr "Oibreoir diúltaithe aonaigh ([code]-[/code])." msgid "Unary plus operator ([code]+[/code])." msgstr "Oibreoir unary móide ([code]+[/code])." msgid "Remainder/modulo operator ([code]%[/code])." msgstr "Fuílleach/oibreoir modúl ([code]%[/code])." msgid "Power operator ([code]**[/code])." msgstr "Oibreoir cumhachta ([code]**[/code])." msgid "Left shift operator ([code]<<[/code])." msgstr "Oibreoir sealaithe clé ([code]<<[/code])." msgid "Right shift operator ([code]>>[/code])." msgstr "Oibreoir aistrithe ar dheis ([code]>>[/code])." msgid "Bitwise AND operator ([code]&[/code])." msgstr "Oibreoir Bitwise AND ([code]&[/code])." msgid "Bitwise OR operator ([code]|[/code])." msgstr "Oibreoir Bitwise OR ([code]||[/code])." msgid "Bitwise XOR operator ([code]^[/code])." msgstr "Oibreoir Bitwise XOR ([code] ^[/code])." msgid "Bitwise NOT operator ([code]~[/code])." msgstr "NÍ oibreoir Bitwise ([code]~[/code])." msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])." msgstr "Oibreoir loighciúil AND ([code]agus[/code] nó [code]&&[/code])." msgid "Logical OR operator ([code]or[/code] or [code]||[/code])." msgstr "Oibreoir loighciúil NÓ ([code]nó[/code] nó [code]||[/code])." msgid "Logical XOR operator (not implemented in GDScript)." msgstr "Oibreoir loighciúil XOR (gan chur i bhfeidhm i GDScript)." msgid "Logical NOT operator ([code]not[/code] or [code]![/code])." msgstr "Oibreoir NACH loighciúil ([code]ní[/code] nó [code]![/code])." msgid "Logical IN operator ([code]in[/code])." msgstr "Oibreoir IN loighciúil ([code]i[/code])." msgid "Represents the size of the [enum Variant.Operator] enum." msgstr "Léiríonn sé méid an [enum Variant.Operator] enum." msgid "A 3D axis-aligned bounding box." msgstr "Bosca teorann 3D ailínithe le hais." msgid "" "The [AABB] built-in [Variant] type represents an axis-aligned bounding box in " "a 3D space. It is defined by its [member position] and [member size], which " "are [Vector3]. It is frequently used for fast overlap tests (see [method " "intersects]). Although [AABB] itself is axis-aligned, it can be combined with " "[Transform3D] to represent a rotated or skewed bounding box.\n" "It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2]. " "There is no version of [AABB] that uses integer coordinates.\n" "[b]Note:[/b] Negative values for [member size] are not supported. With " "negative size, most [AABB] methods do not work correctly. Use [method abs] to " "get an equivalent [AABB] with a non-negative size.\n" "[b]Note:[/b] In a boolean context, a [AABB] evaluates to [code]false[/code] " "if both [member position] and [member size] are zero (equal to [constant " "Vector3.ZERO]). Otherwise, it always evaluates to [code]true[/code]." msgstr "" "Seasann an cineál ionsuite [AABB] do bhosca teorann aise-ailínithe i spás 3D. " "Tá sé sainmhínithe ag a [suíomh ball] agus [méid na mball], atá [Veicteoir3]. " "Úsáidtear go minic é le haghaidh tástálacha forluí tapa (féach [trasnaíonn " "modh]). Cé go bhfuil [AABB] féin ailínithe ar ais, is féidir é a " "chomhcheangal le [Transform3D] chun bosca teorannaithe rothlaithe nó " "sceabhach a léiriú.\n" "Úsáideann sé comhordanáidí snámhphointe. Is é an contrapháirt 2T do [AABB] ná " "[Rect2]. Níl aon leagan de [AABB] ann a úsáideann comhordanáidí slánuimhir.\n" "[b]Nóta:[/b] Ní thacaítear le luachanna diúltacha do [méid na mball]. Le méid " "diúltach, ní oibríonn an chuid is mó de mhodhanna [AABB] i gceart. Úsáid " "[method ABS] chun méid coibhéiseach [AABB] a fháil le méid neamhdhiúltach.\n" "[b]Nóta:[/b] I gcomhthéacs Boole, déanann [AABB] luacháil go [code]bréagach[/" "code] más rud é go bhfuil [suíomh na mball] agus [méid na mball] náid " "(comhionann le [Vector3 leanúnach.ZERO]) ). Seachas sin, déanann sé " "meastóireacht i gcónaí go [code]true[/code]." msgid "Math documentation index" msgstr "Innéacs doiciméadú matamaitice" msgid "Vector math" msgstr "Matamaitice veicteoir" msgid "Advanced vector math" msgstr "Casta veicteoir matamaitic" msgid "" "Constructs an [AABB] with its [member position] and [member size] set to " "[constant Vector3.ZERO]." msgstr "" "Tógann [AABB] lena [suíomh ball] agus [méid na mball] socraithe go [Vector3." "ZERO leanúnach]." msgid "Constructs an [AABB] as a copy of the given [AABB]." msgstr "Tógtar [AABB] mar chóip den [AABB] tugtha." msgid "Constructs an [AABB] by [param position] and [param size]." msgstr "Tógann sé [AABB] de réir [suíomh param] agus [param size]." msgid "" "Returns an [AABB] equivalent to this bounding box, with its width, height, " "and depth modified to be non-negative values.\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n" "var absolute = box.abs()\n" "print(absolute.position) # Prints (-15, -10, 0)\n" "print(absolute.size) # Prints (20, 10, 5)\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n" "var absolute = box.Abs();\n" "GD.Print(absolute.Position); // Prints (-15, -10, 0)\n" "GD.Print(absolute.Size); // Prints (20, 10, 5)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] It's recommended to use this method when [member size] is " "negative, as most other methods in Godot assume that the [member size]'s " "components are greater than [code]0[/code]." msgstr "" "Filleann sé [AABB] atá coibhéiseach leis an mbosca teorann seo, agus " "athraítear a leithead, a airde agus a dhoimhneacht chun bheith ina luachanna " "neamhdhiúltacha.\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n" "var absalóideach = box.abs()\n" "cló (suíomh.suíomh iomlán) # Priontála (-15, -10, 0)\n" "print(size.size) # Priontála (20, 10, 5)\n" "[/gdscript]\n" "[csharp]\n" "var box = Aabb nua(Veicteoir nua3(5, 0, 5), Veicteoir nua3(-20, -10, -5));\n" "var absalóideach = bosca.Abs();\n" "GD.Print(iomlán.Seasamh); // Priontaí (-15, -10, 0)\n" "GD.Print(iomlán.Méid); // Priontaí (20, 10, 5)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] Moltar an modh seo a úsáid nuair a bhíonn [méid na mball] " "diúltach, mar go nglactar leis go bhfuil formhór na modhanna eile in Godot " "níos mó ná [code]0[/code] ." msgid "" "Returns [code]true[/code] if this bounding box [i]completely[/i] encloses the " "[param with] box. The edges of both boxes are included.\n" "[codeblocks]\n" "[gdscript]\n" "var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n" "var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n" "var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n" "\n" "print(a.encloses(a)) # Prints true\n" "print(a.encloses(b)) # Prints true\n" "print(a.encloses(c)) # Prints false\n" "[/gdscript]\n" "[csharp]\n" "var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));\n" "var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n" "var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n" "\n" "GD.Print(a.Encloses(a)); // Prints True\n" "GD.Print(a.Encloses(b)); // Prints True\n" "GD.Print(a.Encloses(c)); // Prints False\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Filleann sé [code]true[/code] má tá an bosca [param le] faoi iamh sa bhosca " "teorann seo [i]go hiomlán[/i]. Áirítear imill an dá bhosca.\n" "[codeblocks]\n" "[gdscript]\n" "var a = AABB(Vector3(0, 0, 0), Veicteoir3(4, 4, 4))\n" "var b = AABB(Veicteoir3(1, 1, 1), Veicteoir3(3, 3, 3))\n" "var c = AABB(Veicteoir3(2, 2, 2), Veicteoir3(8, 8, 8))\n" "\n" "print(a.iamh(a)) # Priontaí fíor\n" "print(a.iamh(b)) # Priontaí fíor\n" "print(a.iamh(c)) # Priontaí bréagach\n" "[/gdscript]\n" "[csharp]\n" "var a = Aabb nua(Veicteoir nua3(0, 0, 0), Veicteoir nua3(4, 4, 4));\n" "var b = Aabb nua(Veicteoir nua3(1, 1, 1), Veicteoir nua3(3, 3, 3));\n" "var c = Aabb nua(Veicteoir nua3(2, 2, 2), Veicteoir nua3(8, 8, 8));\n" "\n" "GD.Print(a.Iamh(a)); // Priontaí Fíor\n" "GD.Print(a.Iamh(b)); // Priontaí Fíor\n" "GD.Print(a.Iamh(c)); // Priontaí Bréagach\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns a copy of this bounding box expanded to align the edges with the " "given [param to_point], if necessary.\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))\n" "\n" "box = box.expand(Vector3(10, 0, 0))\n" "print(box.position) # Prints (0, 0, 0)\n" "print(box.size) # Prints (10, 2, 5)\n" "\n" "box = box.expand(Vector3(-5, 0, 5))\n" "print(box.position) # Prints (-5, 0, 0)\n" "print(box.size) # Prints (15, 2, 5)\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));\n" "\n" "box = box.Expand(new Vector3(10, 0, 0));\n" "GD.Print(box.Position); // Prints (0, 0, 0)\n" "GD.Print(box.Size); // Prints (10, 2, 5)\n" "\n" "box = box.Expand(new Vector3(-5, 0, 5));\n" "GD.Print(box.Position); // Prints (-5, 0, 0)\n" "GD.Print(box.Size); // Prints (15, 2, 5)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Filleann sé seo cóip den bhosca teorann seo leathnaithe chun na himill a " "ailíniú leis an [param to_point] a thugtar, más gá.\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))\n" "\n" "bosca = box.expand(Vector3(10, 0, 0))\n" "print(box.position) # Priontála (0, 0, 0)\n" "print(box.size) # Priontála (10, 2, 5)\n" "\n" "bosca = box.expand(Vector3(-5, 0, 5))\n" "print(box.position) # Priontála (-5, 0, 0)\n" "print(box.size) # Priontála (15, 2, 5)\n" "[/gdscript]\n" "[csharp]\n" "var box = Aabb nua(Veicteoir nua3(0, 0, 0), Veicteoir nua3(5, 2, 5));\n" "\n" "bosca = box.Expand(Vector3(10, 0, 0) nua);\n" "GD.Print(bosca.Position); // Priontaí (0, 0, 0)\n" "GD.Print(bosca.Méid); // Priontaí (10, 2, 5)\n" "\n" "bosca = box.Expand(Veicteoir nua3(-5, 0, 5));\n" "GD.Print(bosca.Position); // Priontaí (-5, 0, 0)\n" "GD.Print(bosca.Méid); // Priontaí (15, 2, 5)\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the center point of the bounding box. This is the same as " "[code]position + (size / 2.0)[/code]." msgstr "" "Filltear lárphointe an bhosca teorann. Tá sé seo mar an gcéanna le " "[code]suíomh + (méid / 2.0)[/code]." msgid "" "Returns the position of one of the 8 vertices that compose this bounding box. " "With a [param idx] of [code]0[/code] this is the same as [member position], " "and a [param idx] of [code]7[/code] is the same as [member end]." msgstr "" "Filleann sé suíomh ceann amháin de na 8 rinn a chomhdhéanann an bosca teorann " "seo. Le [param idx] de [code]0[/code] tá sé seo mar an gcéanna le [suíomh na " "mball], agus tá [param idx] de [code]7[/code] mar an gcéanna le [deireadh na " "mball]." msgid "" "Returns the longest normalized axis of this bounding box's [member size], as " "a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant " "Vector3.BACK]).\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" "\n" "print(box.get_longest_axis()) # Prints (0, 0, 1)\n" "print(box.get_longest_axis_index()) # Prints 2\n" "print(box.get_longest_axis_size()) # Prints 8\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" "\n" "GD.Print(box.GetLongestAxis()); // Prints (0, 0, 1)\n" "GD.Print(box.GetLongestAxisIndex()); // Prints 2\n" "GD.Print(box.GetLongestAxisSize()); // Prints 8\n" "[/csharp]\n" "[/codeblocks]\n" "See also [method get_longest_axis_index] and [method get_longest_axis_size]." msgstr "" "Filleann sé seo ar ais an ais normalaithe is faide de [méide ball] an bhosca " "teorann seo, mar [Vector3] ([Vector3.RIGHT seasmhach], [Vector3.UP " "seasmhach], nó [Vector3.BACK tairiseach]).\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" "\n" "print(box.get_longest_axis()) # Priontála (0, 0, 1)\n" "print(box.get_longest_axis_index()) # Priontála 2\n" "print(box.get_longest_axis_size()) # Priontála 8\n" "[/gdscript]\n" "[csharp]\n" "var box = Aabb nua(Veicteoir nua3(0, 0, 0), Veicteoir nua3(2, 4, 8));\n" "\n" "GD.Print(bosca.GetLongestAxis()); // Priontaí (0, 0, 1)\n" "GD.Print(bosca.GetLongestAxisIndex()); // Priontaí 2\n" "GD.Print(bosca.GetLongestAxisSize()); // Priontaí 8\n" "[/csharp]\n" "[/codeblocks]\n" "Féach freisin [method get_longest_axis_index] agus [method " "get_longest_axis_size]." msgid "" "Returns the index to the longest axis of this bounding box's [member size] " "(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " "Vector3.AXIS_Z]).\n" "For an example, see [method get_longest_axis]." msgstr "" "Filleann sé an t-innéacs go dtí an ais is faide de [méid ball] an bhosca " "teorann seo (féach [Vector3.AXIS_X leanúnach], [Vector3.AXIS_Y leanúnach], " "agus [Vector3.AXIS_Z]).\n" "Mar shampla, féach [method get_longest_axis]." msgid "" "Returns the longest dimension of this bounding box's [member size].\n" "For an example, see [method get_longest_axis]." msgstr "" "Filleann sé seo an toise is faide de [méid an bhosca teorann] seo.\n" "Mar shampla, féach [method get_longest_axis]." msgid "" "Returns the shortest normalized axis of this bounding box's [member size], as " "a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant " "Vector3.BACK]).\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" "\n" "print(box.get_shortest_axis()) # Prints (1, 0, 0)\n" "print(box.get_shortest_axis_index()) # Prints 0\n" "print(box.get_shortest_axis_size()) # Prints 2\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" "\n" "GD.Print(box.GetShortestAxis()); // Prints (1, 0, 0)\n" "GD.Print(box.GetShortestAxisIndex()); // Prints 0\n" "GD.Print(box.GetShortestAxisSize()); // Prints 2\n" "[/csharp]\n" "[/codeblocks]\n" "See also [method get_shortest_axis_index] and [method get_shortest_axis_size]." msgstr "" "Filleann sé seo ar ais an ais normalaithe is giorra de [méide ball] an bhosca " "teorann seo, mar [Vector3] ([Vector3.RIGHT seasmhach], [Vector3.UP " "seasmhach], nó [Vector3.BACK leanúnach]).\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" "\n" "print(box.get_shortest_axis()) # Priontála (1, 0, 0)\n" "print(box.get_shortest_axis_index()) # Priontála 0\n" "print(box.get_shortest_axis_size()) # Priontála 2\n" "[/gdscript]\n" "[csharp]\n" "var box = Aabb nua(Veicteoir nua3(0, 0, 0), Veicteoir nua3(2, 4, 8));\n" "\n" "GD.Print(bosca.GetShortestAxis()); // Priontaí (1, 0, 0)\n" "GD.Print(bosca.GetShortestAxisIndex()); // Priontaí 0\n" "GD.Print(bosca.GetShortestAxisSize()); // Priontaí 2\n" "[/csharp]\n" "[/codeblocks]\n" "Féach freisin [method get_shortest_axis_index] agus [method " "get_shortest_axis_size]." msgid "" "Returns the index to the shortest axis of this bounding box's [member size] " "(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " "Vector3.AXIS_Z]).\n" "For an example, see [method get_shortest_axis]." msgstr "" "Filleann sé an t-innéacs go dtí an ais is giorra de [méid ball] an bhosca " "teorann seo (féach [Vector3.AXIS_X leanúnach], [Vector3.AXIS_Y leanúnach], " "agus [Vector3.AXIS_Z]).\n" "Mar shampla, féach [method get_shortest_axis]." msgid "" "Returns the shortest dimension of this bounding box's [member size].\n" "For an example, see [method get_shortest_axis]." msgstr "" "Filleann sé seo an toise is giorra de [méid an bhosca teorann] seo.\n" "Mar shampla, féach [method get_shortest_axis]." msgid "" "Returns the vertex's position of this bounding box that's the farthest in the " "given direction. This point is commonly known as the support point in " "collision detection algorithms." msgstr "" "Filleann sé suíomh rinn an bhosca teorann seo is faide sa treo tugtha. Tugtar " "an pointe tacaíochta ar halgartaim braite imbhuailte ar an bpointe seo." msgid "" "Returns the bounding box's volume. This is equivalent to [code]size.x * size." "y * size.z[/code]. See also [method has_volume]." msgstr "" "Filleann sé toirt an bhosca teorann. Tá sé seo comhionann le [code]size.x * " "size.y * size.z[/code]. Féach freisin [method has_volume]." msgid "" "Returns a copy of this bounding box extended on all sides by the given amount " "[param by]. A negative amount shrinks the box instead.\n" "[codeblocks]\n" "[gdscript]\n" "var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n" "print(a.position) # Prints (0, 0, 0)\n" "print(a.size) # Prints (16, 16, 16)\n" "\n" "var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n" "print(b.position) # Prints (-2, -2, -2)\n" "print(b.size) # Prints (12, 8, 6)\n" "[/gdscript]\n" "[csharp]\n" "var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n" "GD.Print(a.Position); // Prints (0, 0, 0)\n" "GD.Print(a.Size); // Prints (16, 16, 16)\n" "\n" "var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n" "GD.Print(b.Position); // Prints (-2, -2, -2)\n" "GD.Print(b.Size); // Prints (12, 8, 6)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Seol ar ais cóip den bhosca teorann seo arna shíneadh ar gach taobh faoin " "méid tugtha [param le]. Laghdaíonn méid diúltach an bosca ina ionad.\n" "[codeblocks]\n" "[gdscript]\n" "var a = AABB(Vector3(4, 4, 4), Veicteoir3(8, 8, 8)). fás(4)\n" "print(a.position) # Priontála (0, 0, 0)\n" "prionta(a.size) # Priontála (16, 16, 16)\n" "\n" "var b = AABB(Vector3(0, 0, 0), Veicteoir3(8, 4, 2)).fás(2)\n" "cló(b.suíomh) # Priontála (-2, -2, -2)\n" "prionta(b.size) # Priontála (12, 8, 6)\n" "[/gdscript]\n" "[csharp]\n" "var a = Aabb nua(Veicteoir nua3(4, 4, 4), Veicteoir nua3(8, 8, 8)).Fás(4);\n" "GD.Print(a.Seasamh); // Priontaí (0, 0, 0)\n" "GD.Print(a.Méid); // Priontaí (16, 16, 16)\n" "\n" "var b = Aabb nua(Veicteoir nua3(0, 0, 0), Veicteoir nua3(8, 4, 2)).Fás(2);\n" "GD.Print(b.Seasamh); // Priontaí (-2, -2, -2)\n" "GD.Print(b.Méid); // Priontaí (12, 8, 6)\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns [code]true[/code] if the bounding box contains the given [param " "point]. By convention, points exactly on the right, top, and front sides are " "[b]not[/b] included.\n" "[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative[/i] " "[member size]. Use [method abs] first to get a valid bounding box." msgstr "" "Filleann sé [code]true[/code] má tá an [paraphointe] tugtha sa bhosca " "teorann. De réir an ghnáis, ní áirítear [b][/b] pointí díreach ar dheis, ar " "bharr agus ar aghaidh.\n" "[b]Nóta:[/b] Níl an modh seo iontaofa do [AABB] a bhfuil [i]diúltach[/i] " "[méid na mball] aige. Úsáid [method ABS] ar dtús chun bosca teorann bailí a " "fháil." msgid "" "Returns [code]true[/code] if this bounding box has a surface or a length, " "that is, at least one component of [member size] is greater than [code]0[/" "code]. Otherwise, returns [code]false[/code]." msgstr "" "Filleann sé [code]true[/code] má tá dromchla nó fad ar an mbosca teorann seo, " "is é sin, go bhfuil comhpháirt amháin ar a laghad de [méid na mball] níos mó " "ná [code]0[/code]. Seachas sin, filleann sé [code]bréagach[/code]." msgid "" "Returns [code]true[/code] if this bounding box's width, height, and depth are " "all positive. See also [method get_volume]." msgstr "" "Filleann sé [code]true[/code] má tá leithead, airde agus doimhneacht an " "bhosca teorann seo go léir dearfach. Féach freisin [method get_volume]." msgid "" "Returns the intersection between this bounding box and [param with]. If the " "boxes do not intersect, returns an empty [AABB]. If the boxes intersect at " "the edge, returns a flat [AABB] with no volume (see [method has_surface] and " "[method has_volume]).\n" "[codeblocks]\n" "[gdscript]\n" "var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n" "var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n" "\n" "var intersection = box1.intersection(box2)\n" "print(intersection.position) # Prints (2, 0, 2)\n" "print(intersection.size) # Prints (3, 2, 4)\n" "[/gdscript]\n" "[csharp]\n" "var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n" "var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n" "\n" "var intersection = box1.Intersection(box2);\n" "GD.Print(intersection.Position); // Prints (2, 0, 2)\n" "GD.Print(intersection.Size); // Prints (3, 2, 4)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] If you only need to know whether two bounding boxes are " "intersecting, use [method intersects], instead." msgstr "" "Filleann sé an crosbhealach idir an bosca teorann seo agus [param le]. Mura " "dtrasnaíonn na boscaí, seol ar ais [AABB] folamh. Má thrasnaíonn na boscaí ag " "an imeall, filleann sé árasán [AABB] gan toirt (féach [method has_surface] " "agus [method has_volume]).\n" "[codeblocks]\n" "[gdscript]\n" "var box1 = AABB(Vector3(0, 0, 0), Veicteoir3(5, 2, 8))\n" "var box2 = AABB(Veicteoir3(2, 0, 2), Veicteoir3(8, 4, 4))\n" "\n" "crosbhealach var = bosca1.trasnaíonn(bosca2)\n" "cló (trasnaíonn.suíomh) # Priontála (2, 0, 2)\n" "print(intersection.size) # Priontála (3, 2, 4)\n" "[/gdscript]\n" "[csharp]\n" "var box1 = Aabb nua(Veicteoir nua3(0, 0, 0), Veicteoir nua3(5, 2, 8));\n" "var box2 = Aabb nua(Veicteoir nua3(2, 0, 2), Veicteoir nua3(8, 4, 4));\n" "\n" "var dtrasnaíonn = box1.Trasnaíonn(bosca2);\n" "GD.Print(trasnaíonn.Seasamh); // Priontaí (2, 0, 2)\n" "GD.Print(trasnaíonn.Méid); // Priontaí (3, 2, 4)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] Más rud é nach gá duit ach fios a bheith agat an bhfuil dhá " "bhosca teorann trasnaithe, úsáid [trasnaíonn an modh], ina ionad sin." msgid "" "Returns [code]true[/code] if this bounding box overlaps with the box [param " "with]. The edges of both boxes are [i]always[/i] excluded." msgstr "" "Filleann [code]true[/code] má fhorluíonn an bosca teorann seo leis an mbosca " "[param with]. Fágtar imill an dá bhosca as an áireamh [i]i gcónaí[/i]." msgid "" "Returns [code]true[/code] if this bounding box is on both sides of the given " "[param plane]." msgstr "" "Filleann sé [code]true[/code] má tá an bosca teorann seo ar an dá thaobh den " "[phlána param] a thugtar." msgid "" "Returns the first point where this bounding box and the given ray intersect, " "as a [Vector3]. If no intersection occurs, returns [code]null[/code].\n" "The ray begin at [param from], faces [param dir] and extends towards infinity." msgstr "" "Filleann sé an chéad phointe mar a dtrasnaíonn an bosca teorann seo agus an " "ga a thugtar, mar [Veicteoir3]. Mura dtarlaíonn trasnú, seolann [code]null[/" "code] ar ais.\n" "Tosaíonn an ga ag [param ó], aghaidheanna [param dir] agus síneann sé i dtreo " "na héigríochta." msgid "" "Returns the first point where this bounding box and the given segment " "intersect, as a [Vector3]. If no intersection occurs, returns [code]null[/" "code].\n" "The segment begins at [param from] and ends at [param to]." msgstr "" "Filleann sé an chéad phointe mar a dtrasnaíonn an bosca teorann seo agus an " "mhír a thugtar, mar [Veicteoir3]. Mura dtarlaíonn trasnú, seolann [code]null[/" "code] ar ais.\n" "Tosaíonn an mhír ag [param ó] agus críochnaíonn sé ag [param go]." msgid "" "Returns [code]true[/code] if this bounding box and [param aabb] are " "approximately equal, by calling [method Vector2.is_equal_approx] on the " "[member position] and the [member size]." msgstr "" "Seoltar ar ais [code]true[/code] má tá an bosca teorann seo agus [param aabb] " "a bheag nó a mhór comhionann, trí ghlaoch a chur ar [method Vector2." "is_equal_approx] ar [suíomh na mball] agus ar an [méid na mball]." msgid "" "Returns [code]true[/code] if this bounding box's values are finite, by " "calling [method Vector2.is_finite] on the [member position] and the [member " "size]." msgstr "" "Filleann sé [code]true[/code] má tá luachanna an bhosca teorann seo teoranta, " "trí ghlaoch a chur ar [method Vector2.is_finite] ar an [suíomh ball] agus ar " "an [méid na mball]." msgid "" "Returns an [AABB] that encloses both this bounding box and [param with] " "around the edges. See also [method encloses]." msgstr "" "Filleann sé [AABB] a chuireann an bosca teorann seo agus [param with] " "timpeall ar na himill. Féach freisin [tá an modh iniata]." msgid "" "The ending point. This is usually the corner on the top-right and forward of " "the bounding box, and is equivalent to [code]position + size[/code]. Setting " "this point affects the [member size]." msgstr "" "An pointe deiridh. Is gnách gurb é seo an cúinne ar bharr ar dheis agus ar " "aghaidh an bhosca teorann, agus tá sé comhionann le [code]suíomh + méid[/" "code]. Bíonn tionchar ag socrú an phointe seo ar [méid na mball]." msgid "" "The origin point. This is usually the corner on the bottom-left and back of " "the bounding box." msgstr "" "An pointe tionscnaimh. Is gnách gurb é seo an cúinne ar thaobh na láimhe clé " "agus ar chúl an bhosca teorann." msgid "" "The bounding box's width, height, and depth starting from [member position]. " "Setting this value also affects the [member end] point.\n" "[b]Note:[/b] It's recommended setting the width, height, and depth to non-" "negative values. This is because most methods in Godot assume that the " "[member position] is the bottom-left-back corner, and the [member end] is the " "top-right-forward corner. To get an equivalent bounding box with non-negative " "size, use [method abs]." msgstr "" "Leithead, airde agus doimhneacht an bhosca teorann ag tosú ó [suíomh na " "mball]. Cuireann socrú an luacha seo isteach ar an bpointe [deireadh na " "mball] freisin.\n" "[b]Nóta:[/b] Moltar an leithead, an airde agus an doimhneacht a shocrú go " "luachanna neamhdhiúltacha. Tá sé seo toisc go nglacann an chuid is mó de na " "modhanna i Godot leis gurb é [suíomh na mball] an cúinne bun-chlé, agus is é " "[deireadh na mball] an cúinne uachtarach ar dheis ar aghaidh. Chun bosca " "teorann coibhéiseach a fháil le méid neamhdhiúltach, úsáid [method ABS]." msgid "" "Returns [code]true[/code] if the [member position] or [member size] of both " "bounding boxes 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 "" "Filleann sé [code]true[/code] mura bhfuil [suíomh na mball] nó [méid na " "mball] sa dá bhosca teorann cothrom.\n" "[b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar " "[method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa." msgid "" "Inversely transforms (multiplies) the [AABB] by the given [Transform3D] " "transformation matrix, under the assumption that the transformation basis is " "orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).\n" "[code]aabb * transform[/code] is equivalent to [code]transform.inverse() * " "aabb[/code]. See [method Transform3D.inverse].\n" "For transforming by inverse of an affine transformation (e.g. with scaling) " "[code]transform.affine_inverse() * aabb[/code] can be used instead. See " "[method Transform3D.affine_inverse]." msgstr "" "Trasfhoirmítear (iolraíonn) an [AABB] go contrártha leis an maitrís " "claochlaithe [Transform3D] a thugtar, faoin toimhde go bhfuil an bonn " "claochlaithe orthonormal (i.e. tá rothlú/machnamh ceart, níl an scálaithe/" "sceabhach).\n" "Tá [code]aabb * trasfhoirmiú[/code] comhionann le [code]transform.inverse() * " "aabb[/code]. Féach [method Transform3D.inverse].\n" "Chun claochlú trí inbhéartach a dhéanamh ar chlaochlú aifín (m.sh. le " "scálaiú) is féidir [code]transform.afine_inverse() * aabb[/code] a úsáid ina " "ionad sin. Féach [method Transform3D.afine_inverse]." msgid "" "Returns [code]true[/code] if both [member position] and [member size] of the " "bounding boxes are exactly equal, respectively.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "Filleann [code]true[/code] má tá [suíomh na mball] agus [méid na mball] de na " "boscaí teorann díreach comhionann, faoi seach.\n" "[b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar " "[method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa." msgid "A base dialog used for user notification." msgstr "Dialóg bhunaidh a úsáidtear chun fógra a thabhairt don úsáideoir." msgid "" "The default use of [AcceptDialog] is to allow it to only be accepted or " "closed, with the same result. However, the [signal confirmed] and [signal " "canceled] signals allow to make the two actions different, and the [method " "add_button] method allows to add custom buttons and actions." msgstr "" "Is é an úsáid réamhshocraithe a bhaineann le [AcceptDialog] ná ligean dó a " "ghlacadh nó a dhúnadh amháin, leis an toradh céanna. Mar sin féin, ceadaíonn " "na comharthaí [deimhnithe comhartha] agus [comhartha ar ceal] an dá ghníomh a " "dhéanamh difriúil, agus ceadaíonn an modh [method add_button] cnaipí agus " "gníomhartha saincheaptha a chur leis." 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 "" "Cuireann sé cnaipe le lipéad [param text] agus saincheaptha [param action] " "leis an dialóg agus filleann sé an cnaipe cruthaithe. cuirfear [param action] " "ar aghaidh chuig an gcomhartha [signal custom_action] nuair a bhrúitear é.\n" "Más [code]true[/code], cuirfidh [param ar dheis] an cnaipe ar thaobh na " "láimhe deise d’aon chnaipí deirfiúracha.\n" "Is féidir leat modh [method remove_button] a úsáid chun cnaipe a cruthaíodh " "leis an method seo a bhaint den dialóg." 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 "" "Cuireann sé cnaipe leis an lipéad [param name] agus gníomh cealaithe leis an " "dialóg agus filleann sé an cnaipe cruthaithe.\n" "Is féidir leat modh [mode remove_button] a úsáid chun cnaipe a cruthaíodh " "leis an modh seo a bhaint den dialóg." 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 "" "Filleann sé an lipéad a úsáidtear le haghaidh téacs ionsuite.\n" "[b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé " "timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat é " "nó aon duine dá leanaí a cheilt, bain úsáid as a maoin [member CanvasItem." "visible]." 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 "" "Filleann an sampla OK [Button].\n" "[b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé " "timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat é " "nó aon duine dá leanaí a cheilt, bain úsáid as a maoin [member CanvasItem." "visible]." msgid "" "Registers a [LineEdit] in the dialog. When the enter key is pressed, the " "dialog will be accepted." msgstr "" "Cláraítear [LineEdit] sa dialóg. Nuair a bhrúitear an eochair isteach, " "glacfar leis an dialóg." 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 "" "Baintear an [param button] ón dialóg. NÍ saorann sé an [param button]. " "Caithfidh an [param button] a bheith ina [Button] curtha leis le [method " "add_button] nó [method add_cancel_button]. Tar éis é a bhaint, ní dhéanfaidh " "brú ar an [param button] comharthaí [signal custom_action] ná [comhartha ar " "ceal] comharthaí an dialóg seo a astú a thuilleadh." msgid "Sets autowrapping for the text in the dialog." msgstr "Socraíonn sé uathfhillteán don téacs sa dialóg." msgid "" "If [code]true[/code], the dialog will be hidden when the escape key " "([constant KEY_ESCAPE]) is pressed." msgstr "" "Más [code]true[/code], cuirfear an dialóg i bhfolach nuair a bhrúitear an " "eochair éalaithe ([constant KEY_ESCAPE])." 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 "" "Más [code]true[/code], cuirtear an dialóg i bhfolach nuair a bhrúitear an " "cnaipe OK. Is féidir leat é a shocrú go [code]bréagach[/code] más mian leat a " "dhéanamh m.sh. bailíochtú ionchuir nuair a fhaigheann tú an comhartha " "[deimhnithe comhartha], agus láimhseáil i bhfolach an dialóg i do loighic " "féin.\n" "[b]Nóta:[/b] D’fhéadfadh luach réamhshocraithe difriúil a bheith ag nóid " "áirithe a dhíorthaítear ón aicme seo, agus d’fhéadfadh go mbeadh a loighic " "ionsuite féin acu a sháraíonn an socrú seo. Mar shampla mainneachtainíonn " "[FileDialog] [code]bréagach[/code], agus tá a chód bailíochtaithe ionchuir " "féin aige ar a dtugtar nuair a bhrúnn tú OK, a fholaíonn sa deireadh an " "dialóg má tá an t-ionchur bailí. Mar sin, ní féidir an t-airí seo a úsáid in " "[FileDialog] chun an dialóg a chur i bhfolach agus OK á bhrú agat." msgid "The text displayed by the dialog." msgstr "An téacs ar taispeáint ag an dialóg." msgid "The text displayed by the OK button (see [method get_ok_button])." msgstr "An téacs a thaispeánann an cnaipe OK (féach [method get_ok_button])." msgid "" "Emitted when the dialog is closed or the button created with [method " "add_cancel_button] is pressed." msgstr "" "Astaítear nuair a dhúntar an dialóg nó nuair a bhrúitear an cnaipe a " "chruthaítear le [method add_cancel_button]." msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed." msgstr "Astaítear nuair a ghlactar leis an dialóg, i.e. tá an cnaipe OK brúite." msgid "Emitted when a custom button is pressed. See [method add_button]." msgstr "" "Astaítear nuair a bhrúitear cnaipe saincheaptha. Féach ar [method add_button]." msgid "" "The minimum height of each button in the bottom row (such as OK/Cancel) in " "pixels. This can be increased to make buttons with short texts easier to " "click/tap." msgstr "" "Íosairde gach cnaipe sa tsraith íochtair (ar nós OK/Cealaigh) i bpicteilíní. " "Is féidir é seo a mhéadú chun cnaipí le téacsanna gearra a dhéanamh níos " "éasca a chliceáil/tapáil." msgid "" "The minimum width of each button in the bottom row (such as OK/Cancel) in " "pixels. This can be increased to make buttons with short texts easier to " "click/tap." msgstr "" "Íosleithead gach cnaipe sa tsraith íochtair (ar nós OK/Cealaigh) i " "bpicteilíní. Is féidir é seo a mhéadú chun cnaipí le téacsanna gearra a " "dhéanamh níos éasca a chliceáil/tapáil." msgid "" "The size of the vertical space between the dialog's content and the button " "row." msgstr "Méid an spáis ingearach idir ábhar an dialóg agus an tsraith cnaipe." msgid "The panel that fills the background of the window." msgstr "An painéal a líonann cúlra na fuinneoige." msgid "Provides access to AES encryption/decryption of raw data." msgstr "Soláthraíonn sé rochtain ar chriptiú/díchriptiú AES ar shonraí amh." msgid "" "This class holds the context information required for encryption and " "decryption operations with AES (Advanced Encryption Standard). Both AES-ECB " "and AES-CBC modes 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_buffer())\n" " var encrypted = aes.update(data.to_utf8_buffer())\n" " aes.finish()\n" " # Decrypt ECB\n" " aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n" " var decrypted = aes.update(encrypted)\n" " aes.finish()\n" " # Check ECB\n" " assert(decrypted == data.to_utf8_buffer())\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_buffer(), iv." "to_utf8_buffer())\n" " encrypted = aes.update(data.to_utf8_buffer())\n" " aes.finish()\n" " # Decrypt CBC\n" " aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), iv." "to_utf8_buffer())\n" " decrypted = aes.update(encrypted)\n" " aes.finish()\n" " # Check CBC\n" " assert(decrypted == data.to_utf8_buffer())\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.ToUtf8Buffer());\n" " byte[] encrypted = _aes.Update(data.ToUtf8Buffer());\n" " _aes.Finish();\n" " // Decrypt ECB\n" " _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n" " byte[] decrypted = _aes.Update(encrypted);\n" " _aes.Finish();\n" " // Check ECB\n" " Debug.Assert(decrypted == data.ToUtf8Buffer());\n" "\n" " string iv = \"My secret iv!!!!\"; // IV must be of exactly 16 bytes.\n" " // Encrypt CBC\n" " _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), iv." "ToUtf8Buffer());\n" " encrypted = _aes.Update(data.ToUtf8Buffer());\n" " _aes.Finish();\n" " // Decrypt CBC\n" " _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), iv." "ToUtf8Buffer());\n" " decrypted = _aes.Update(encrypted);\n" " _aes.Finish();\n" " // Check CBC\n" " Debug.Assert(decrypted == data.ToUtf8Buffer());\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Coinníonn an rang seo an fhaisnéis comhthéacs a theastaíonn le haghaidh " "oibríochtaí criptithe agus díchriptithe le AES (Caighdeán Casta Criptithe). " "Tugtar tacaíocht do mhodhanna AES-ECB agus AES-CBC araon.\n" "[codeblocks]\n" "[gdscript]\n" "leathnaíonn Nód\n" "\n" "var aes = AESContext.new()\n" "\n" "func _réidh():\n" " var key = \"Mo eochair rúnda !!!\" # Caithfidh an eochair a bheith 16 nó " "32 beart.\n" " var data = \"Mo théacs rúnda!!!\" # Caithfidh méid na sonraí a bheith " "iolrach de 16 beart, cuir stuáil i bhfeidhm más gá.\n" " # Criptigh an ECB\n" " aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n" " var criptithe = aes.update(data.to_utf8_buffer())\n" " aes.críochnaigh()\n" " # Díchriptigh an ECB\n" " aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n" " var díchriptithe = aes.update(criptithe)\n" " aes.críochnaigh()\n" " # Seiceáil an ECB\n" " dearbhaigh(díchriptithe == data.to_utf8_buffer())\n" "\n" " var iv = \"Mo rún iv!!!!\" Caithfidh # IV a bheith 16 beart díreach.\n" " # CBC a chriptiú\n" " aes.start(AESContext.MODE_CBC_ENCRYPT, eochair.to_utf8_buffer(), iv." "to_utf8_buffer())\n" " criptithe = aes.update(data.to_utf8_buffer())\n" " aes.críochnaigh()\n" " # CBC a dhíchriptiú\n" " aes.start(AESContext.MODE_CBC_DECRYPT, eochair.to_utf8_buffer(), iv." "to_utf8_buffer())\n" " díchriptithe = aes.update(criptithe)\n" " aes.críochnaigh()\n" " # Seiceáil CBC\n" " dearbhaigh(díchriptithe == data.to_utf8_buffer())\n" "[/gdscript]\n" "[csharp]\n" "ag baint úsáide as Godot;\n" "ag baint úsáide as System.Diagnostics;\n" "\n" "páirt-aicme poiblí MyNode : Nód\n" "{\n" " príobháideach AesContext _aes = AesContext nua();\n" "\n" " poiblí a shárú ar neamhní _Ready()\n" " {\n" " string key = \"Mo eochair rúnda!!!\"; // Caithfidh an eochair a " "bheith 16 nó 32 beart.\n" " string data = \"Mo théacs rúnda!!!\"; // Caithfidh méid na sonraí a " "bheith iolrach de 16 beart, cuir an stuáil más gá.\n" " // Criptigh BCE\n" " _aes.Start(AesContext.Mode.EcbEncrypt, eochair.ToUtf8Buffer());\n" " beart[] criptithe = _aes.Update(data.ToUtf8Buffer());\n" " _aes.Críochnaigh();\n" " // Díchriptigh BCE\n" " _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n" " beart[] díchriptithe = _aes.Update(criptithe);\n" " _aes.Críochnaigh();\n" " // Seiceáil BCE\n" " Debug.Assert(díchriptithe == data.ToUtf8Buffer());\n" "\n" " string iv = \"Mo rún iv!!!!\"; // Caithfidh IV a bheith 16 beart go " "beacht.\n" " // Criptigh CBC\n" " _aes.Start(AesContext.Mode.EcbEncrypt, eochair.ToUtf8Buffer(), iv." "ToUtf8Buffer());\n" " criptithe = _aes.Update(data.ToUtf8Buffer());\n" " _aes.Críochnaigh();\n" " // CBC a dhíchriptiú\n" " _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), iv." "ToUtf8Buffer());\n" " díchriptithe = _aes.Update(criptithe);\n" " _aes.Críochnaigh();\n" " // Seiceáil CBC\n" " Debug.Assert(díchriptithe == data.ToUtf8Buffer());\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "Close this AES context so it can be started again. See [method start]." msgstr "" "Dún an comhthéacs AES seo ionas gur féidir é a thosú arís. Féach [tús modha]." 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 "" "Faigh an staid IV reatha don chomhthéacs seo (Faightear IV nuashonraithe " "nuair a ghlaonn tú [method cothrom le dáta]). De ghnáth ní bhíonn an fheidhm " "seo ag teastáil uait.\n" "[b]Nóta:[/b] Ní dhéanann an fheidhm seo ciall ach amháin nuair a thosaíonn an " "comhthéacs le [MODE_CBC_ENCRYPT leanúnach] nó [MODE_CBC_DECRYPT leanúnach]." 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 "" "Tosaigh an comhthéacs AES sa [mód param] a thugtar. Ní mór [eochair param] de " "cheachtar 16 nó 32 beart a sholáthar i gcónaí, cé nach bhfuil gá le [param " "iv] (veicteoir tionscnaimh) de 16 beart go díreach, ach amháin nuair atá [mód " "param] [MODE_CBC_ENCRYPT leanúnach] nó [MODE_CBC_DECRYPT leanúnach] ." 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 "" "Rith an oibríocht atá ag teastáil don chomhthéacs AES seo. Seolfar ar ais " "[PackedByteArray] ina mbeidh an toradh ar an [param src] tugtha a chriptiú " "(nó a dhíchriptiú). Féach [tús an mhodha] don mhodh oibríochta.\n" "[b]Nóta:[/b] Caithfidh méid [param src] a bheith ina iolraí de 16. Cuir " "roinnt stuála i bhfeidhm más gá." msgid "AES electronic codebook encryption mode." msgstr "Modh criptithe códleabhar leictreonach AES." msgid "AES electronic codebook decryption mode." msgstr "Modh díchriptithe códleabhar leictreonach AES." msgid "AES cipher blocker chaining encryption mode." msgstr "Modh criptithe slabhraithe seachfhreastalaithe cipher AES." msgid "AES cipher blocker chaining decryption mode." msgstr "Modh díchriptithe slabhraithe seachfhreastalaithe cipher AES." msgid "Maximum value for the mode enum." msgstr "Luach uasta don mhód enum." msgid "" "A 2D physics body that can't be moved by external forces. When moved " "manually, it affects other bodies in its path." msgstr "" "Corp fisice 2T nach féidir le fórsaí seachtracha a bhogadh. Nuair a bhogtar é " "de láimh, cuireann sé isteach ar chomhlachtaí eile ina chonair." msgid "" "An animatable 2D physics body. It can't be moved by external forces or " "contacts, but can be moved manually by other means such as code, " "[AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to " "[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and " "[RemoteTransform2D].\n" "When [AnimatableBody2D] is moved, its linear and angular velocity are " "estimated and used to affect other physics bodies in its path. This makes it " "useful for moving platforms, doors, and other moving objects." msgstr "" "Comhlacht fisice 2D beochana. Ní féidir le fórsaí seachtracha ná le " "teagmhálaithe é a bhogadh, ach is féidir é a bhogadh de láimh ar bhealaí eile " "cosúil le cód, [AnimationMixer]s (le [member AnimationMixer." "callback_mode_process] socraithe go [Constant AnimationMixer." "ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), agus [RemoteD2Transform] .\n" "Nuair a bhogtar [AnimatableBody2D], déantar a threoluas líneach agus uilleach " "a mheas agus a úsáid chun dul i bhfeidhm ar chomhlachtaí fisice eile ina " "cosán. Fágann sé seo go bhfuil sé úsáideach chun ardáin, doirse agus rudaí " "eile atá ag gluaiseacht a bhogadh." 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 "" "Más [code]true[/code], déanfar gluaiseacht an choirp a shioncronú le fráma na " "fisice. Tá sé seo úsáideach agus gluaiseacht á mbeochan trí " "[AnimationPlayer], mar shampla ar ardáin ghluaiste. Ná [b]ní[/b] é a úsáid in " "éineacht le [method PhysicsBody2D.move_and_collide]." msgid "" "A 3D physics body that can't be moved by external forces. When moved " "manually, it affects other bodies in its path." msgstr "" "Corp fisice 3D nach féidir le fórsaí seachtracha a bhogadh. Nuair a bhogtar é " "de láimh, cuireann sé isteach ar chomhlachtaí eile ina chonair." msgid "" "An animatable 3D physics body. It can't be moved by external forces or " "contacts, but can be moved manually by other means such as code, " "[AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to " "[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and " "[RemoteTransform3D].\n" "When [AnimatableBody3D] is moved, its linear and angular velocity are " "estimated and used to affect other physics bodies in its path. This makes it " "useful for moving platforms, doors, and other moving objects." msgstr "" "Comhlacht fisice 3D beochana. Ní féidir le fórsaí seachtracha nó " "teagmhálaithe é a bhogadh, ach is féidir é a bhogadh de láimh ar bhealaí eile " "cosúil le cód, [AnimationMixer]s (le [member AnimationMixer." "callback_mode_process] socraithe go [Constant AnimationMixer." "ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), agus [RemoteTransform] .\n" "Nuair a bhogtar [AnimatableBody3D], déantar a threoluas líneach agus uilleach " "a mheas agus a úsáid chun dul i bhfeidhm ar chomhlachtaí fisice eile ina " "cosán. Fágann sé seo go bhfuil sé úsáideach chun ardáin, doirse agus rudaí " "eile atá ag gluaiseacht a bhogadh." msgid "3D Physics Tests Demo" msgstr "Taispeántas 3d tástálacha san fhisic saor in aisce," msgid "Third Person Shooter (TPS) Demo" msgstr "Taispeántas Shooter Tríú Duine (TPS)" msgid "3D Voxel Demo" msgstr "Taispeántas 3D Voxel" 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 "" "Más [code]true[/code], déanfar gluaiseacht an choirp a shioncronú le fráma na " "fisice. Tá sé seo úsáideach nuair atá gluaiseacht á bheochan trí " "[AnimationPlayer], mar shampla ar ardáin ghluaiste. Ná [b]ní[/b] é a úsáid in " "éineacht le [method PhysicsBody3D.move_and_collide]." msgid "" "Sprite node that contains multiple textures as frames to play for animation." msgstr "" "Nód sprite ina bhfuil uigeachtaí iolracha mar fhrámaí le himirt don bheochan." 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 "" "Tá [AnimatedSprite2D] cosúil leis an nód [Sprite2D], ach amháin go n-" "iompraíonn sé uigeachtaí iolracha mar fhrámaí beochana. Cruthaítear beochan " "trí úsáid a bhaint as acmhainn [SpriteFrames], a ligeann duit comhaid íomhá a " "allmhairiú (nó fillteán ina bhfuil na comhaid sin) chun frámaí beochana an " "sprite a sholáthar. Is féidir an acmhainn [SpriteFrames] a chumrú san " "eagarthóir tríd an mbunphainéal SpriteFrames." msgid "2D Sprite animation" msgstr "Beochan Sprite 2D" msgid "2D Dodge The Creeps Demo" msgstr "Cluiche 2D Dodge The Creeps Demo" 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 "" "Filleann sé luas imeartha iarbhír na beochana reatha nó [code]0[/code] mura " "bhfuil sé ag imirt. Is é an luas seo an t-airí [member speed_scale] arna " "iolrú faoi [code]custom_speed[/code] argóint a shonraítear nuair a ghlaonn tú " "ar an modh [imirt modh].\n" "Filleann sé luach diúltach má tá an beochan reatha ag imirt ar gcúl." 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 "" "Filleann sé [code]true[/code] má tá beochan ag seinm faoi láthair (fiú más " "[code]0[/code] iad [member speed_scale] agus/nó [code]custom_speed[/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 "" "Cuireann sé an beochan atá á imirt faoi láthair ar sos. Coinneofar an [member " "frame] agus [member frame_progress] agus ag glaoch ar [imirt modh] nó [method " "play_backwards] gan argóintí cuirfear an bheochan ar ais ón suíomh athsheinm " "reatha.\n" "Féach freisin [stad modha]." 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 "" "Seinntear an bheochan le heochair [ainm param]. Má tá [param custom_speed] " "diúltach agus [param from_end] [code]true[/code], imreoidh an bheochan ar " "gcúl (atá comhionann le glaoch ar [method play_backwards]).\n" "Má ghlaoitear an modh seo leis an mbeochan céanna sin [ainm param], nó mura " "bhfuil aon pharaiméadar [param name] ann, cuirfear tús leis an mbeochan " "sannta arís má cuireadh ar sos í." 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 "" "Seinntear an bheochan leis an eochair [paramname] ar chúl.\n" "Is gearrscríbhinn é an modh seo le haghaidh [imirt modh] le " "[code]custom_speed = -1.0[/code] agus [code]from_end = true[/code], mar sin " "féach ar a chur síos le haghaidh tuilleadh faisnéise." 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 "" "Athshocraíonn socraitheoir [member frame] an [member frame_progress] go " "[code]0.0[/code] go hintuigthe, ach seachnaíonn an modh seo é sin.\n" "Tá sé seo úsáideach nuair is mian leat an sruth [member frame_progress] a " "thabhairt anonn go [member frame] eile.\n" "[b]Sampla:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "# Athraigh an bheochan agus coinnigh an t-innéacs fráma agus dul chun cinn.\n" "var current_frame = beoite_sprite.get_frame()\n" "var current_progress = beoite_sprite.get_frame_progress()\n" "anime_sprite.play (\"siúl_craiceann_eile\")\n" "animation_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 "" "Stopann an beochan atá á imirt faoi láthair. Athshocraítear suíomh na " "beochana go [code]0[/code] agus athshocraítear an [code]luas_custaim[/code] " "go [code]1.0[/code]. Féach freisin [sos modh]." 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 "" "An bheochan reatha ón acmhainn [member sprite_frames]. Má athraítear an luach " "seo, athshocraítear an cuntar [member frame] agus an [member frame_progress]." msgid "The key of the animation to play when the scene loads." msgstr "An eochair an beochan a imirt nuair a luchtú an radharc." msgid "" "If [code]true[/code], texture will be centered.\n" "[b]Note:[/b] For games with a pixel art aesthetic, textures may appear " "deformed when centered. This is caused by their position being between " "pixels. To prevent this, set this property to [code]false[/code], or consider " "enabling [member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] " "and [member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel]." msgstr "" "Más [code]true[/code], díreofar an uigeacht.\n" "[b]Nóta:[/b] I gcás cluichí a bhfuil aeistéitiúil ealaíne picteilín acu, " "d’fhéadfadh go bhfeicfear uigeachtaí dífhoirmithe agus iad lárnaithe. Is é is " "cúis leis seo ná go bhfuil a suíomh idir picteilíní. Chun é seo a chosc, " "socraigh an t-airí seo go [code]bréagach[/code], nó smaoinigh ar chumasú " "[member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] agus " "[comhalta ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel]." msgid "If [code]true[/code], texture is flipped horizontally." msgstr "Más [code]true[/code] é, déantar an uigeacht a smeach go cothrománach." msgid "If [code]true[/code], texture is flipped vertically." msgstr "Más rud é [code]true[/code], iompaithe go hingearach ar an uigeacht." 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 "" "Innéacs an fhráma beochana ar taispeáint. Athshocraíonn socrú an airí seo " "[member frame_progress] freisin. Mura bhfuil sé seo inmhianaithe, úsáid " "[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 "" "An luach dul chun cinn idir [code]0.0[/code] agus [code]1.0[/code] go dtí go " "n-aistríonn an fráma reatha go dtí an chéad fhráma eile. Má tá an bheochan ag " "imirt ar gcúl, aistrítear an luach ó [code]1.0[/code] go [code]0.0[/code]." msgid "The texture's drawing offset." msgstr "Líníocht an uigeachta a fhritháireamh." 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 "" "An cóimheas luasscála. Mar shampla, más é [code]1[/code] an luach seo, " "imríonn an bheochan ar ghnáthluas. Más [code]0.5[/code] é, imríonn sé ar " "leathluas. Más [code]2[/code] é, imríonn sé ar luas dúbailte.\n" "Má shocraítear é ar luach diúltach, seinntear an bheochan ar chúl. Má " "shocraítear é go [code]0[/code], ní rachaidh an bheochan chun cinn." 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 "" "An acmhainn [SpriteFrames] ina bhfuil an beochan/na beochana. Ligeann sé duit " "an rogha a luchtú, a chur in eagar, a ghlanadh, a dhéanamh uathúil agus staid " "na hacmhainne [SpriteFrames] a shábháil." msgid "Emitted when [member animation] changes." msgstr "Astaítear nuair a athraíonn [beochan ball]." 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.\n" "[b]Note:[/b] This signal is not emitted if an animation is looping." msgstr "" "Astaítear nuair a shroicheann an beochan an deireadh, nó an tús má sheintear " "i gcúl é. Nuair a chríochnaíonn an beochan, sosanna sé an athsheinm.\n" "[b]Nóta:[/b] Ní astaítear an comhartha seo má tá beochan ag lúbadh." msgid "Emitted when the animation loops." msgstr "Astaítear nuair a lúb an beochan." msgid "Emitted when [member frame] changes." msgstr "Astaítear nuair a athraíonn [fráma ball]." msgid "Emitted when [member sprite_frames] changes." msgstr "Astaítear nuair a athraíonn [member sprite_frames]." msgid "" "2D sprite node in 3D world, that can use multiple 2D textures for animation." msgstr "" "Nód sprite 2D sa domhan 3D, ar féidir leo uigeachtaí iolracha 2T a úsáid le " "haghaidh beochana." 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 "" "Tá [AnimatedSprite3D] cosúil leis an nód [Sprite3D], ach amháin iompraíonn sé " "uigeachtaí iolracha mar bheochan [member sprite_frames]. Cruthaítear beochan " "ag baint úsáide as acmhainn [SpriteFrames], a ligeann duit comhaid íomhá a " "allmhairiú (nó fillteán ina bhfuil na comhaid sin) chun na frámaí beochana " "don sprite a sholáthar. Is féidir an acmhainn [SpriteFrames] a chumrú san " "eagarthóir tríd an mbunphainéal SpriteFrames." msgid "2D Sprite animation (also applies to 3D)" msgstr "Beochan Sprite 2D (baineann sé le 3D freisin)" msgid "" "This class does not work properly in current versions and may be removed in " "the future. There is currently no equivalent workaround." msgstr "" "Ní oibríonn an rang seo i gceart sna leaganacha reatha agus seans go " "mbainfear é amach anseo. Níl aon réiteach comhionann faoi láthair." msgid "Proxy texture for simple frame-based animations." msgstr "Uigeacht seachfhreastalaí le haghaidh beochan simplí fráma-bhunaithe." msgid "" "[AnimatedTexture] is a resource format for frame-based animations, where " "multiple textures can be chained automatically with a predefined delay for " "each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a " "[Node], but has the advantage of being usable anywhere a [Texture2D] resource " "can be used, e.g. in a [TileSet].\n" "The playback of the animation is controlled by the [member speed_scale] " "property, as well as each frame's duration (see [method set_frame_duration]). " "The animation loops, i.e. it will restart at frame 0 automatically after " "playing the last frame.\n" "[AnimatedTexture] currently requires all frame textures to have the same " "size, otherwise the bigger ones will be cropped to match the smallest one.\n" "[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each " "frame needs to be a separate [Texture2D].\n" "[b]Warning:[/b] The current implementation is not efficient for the modern " "renderers." msgstr "" "Is formáid acmhainne é [AnimatedTexture] le haghaidh beochan fráma-bhunaithe, " "inar féidir uigeachtaí iolracha a shlabhraítear go huathoibríoch le moill " "réamhshainithe do gach fráma. Murab ionann agus [AnimationPlayer] nó " "[AnimatedSprite2D], ní [Nód] é, ach tá sé de bhuntáiste aige go bhfuil sé " "inúsáidte áit ar bith is féidir acmhainn [Texture2D] a úsáid, m.sh. i " "[TileSet].\n" "Tá athsheinm na beochana á rialú ag an airí [member speed_scale], chomh maith " "le fad gach fráma (féach [method set_frame_duration]). Na lúba beochana, i.e. " "atosóidh sé ag fráma 0 go huathoibríoch tar éis an fráma deiridh a sheinm.\n" "Éilíonn [AnimatedTexture] faoi láthair go mbeadh an méid céanna ag gach " "uigeacht fráma, nó déanfar na cinn níos mó a bhearradh chun an ceann is lú a " "mheaitseáil.\n" "[b]Nóta:[/b] Ní thacaíonn AnimatedTexture le húsáid [AtlasTexture]s. " "Caithfidh gach fráma a bheith ina [Uigeacht2D] ar leith.\n" "[b]Rabhadh:[/b] Níl an cur chun feidhme reatha éifeachtach do na " "rindreálaithe nua-aimseartha." msgid "Returns the given [param frame]'s duration, in seconds." msgstr "Filleann sé fad an [paraimfhráma] tugtha, i soicindí." msgid "Returns the given frame's [Texture2D]." msgstr "Filleann sé [Uigeacht2D] an fhráma a tugadh." 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 "" "Socraíonn sé fad aon [fráma param] ar bith. Bíonn tionchar ag an [member " "speed_scale] ar an ré deiridh. Má tá sé socraithe go [code]0[/code], scipfear " "an fráma le linn athsheinm." 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 "" "Sanntar [Uigeacht2D] don fhráma a thugtar. Tosaíonn ID fráma ag 0, mar sin tá " "ID 0 ag an gcéad fhráma, agus tá ID [member frames] - 1 ag an bhfráma deiridh " "den bheochan.\n" "Is féidir leat aon líon uigeachtaí a shainiú suas go dtí [MAX_FRAMES " "leanúnach], ach coinnigh i gcuimhne nach mbeidh ach frámaí ó 0 go [frámaí " "ball] - 1 mar chuid den bheochan." msgid "" "Sets the currently visible frame of the texture. Setting this frame while " "playing resets the current frame time, so the newly selected frame plays for " "its whole configured frame duration." msgstr "" "Socraíonn sé fráma infheicthe na huigeachta faoi láthair. Nuair a shocraítear " "an fráma seo agus tú ag imirt athshocróidh sé an t-am fráma reatha, mar sin " "imríonn an fráma nua-roghnaithe ar feadh a ré fráma iomlán cumraithe." 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 "" "Líon na frámaí le húsáid sa bheochan. Cé gur féidir leat na frámaí a chruthú " "go neamhspleách le [method set_frame_texture], ní mór duit an luach seo a " "shocrú don bheochan chun frámaí nua a chur san áireamh. Is é an t-uaslíon " "frámaí ná [MAX_FRAMES leanúnach]." 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 "" "Más [code]true[/code], ní imreofar an bheochan ach uair amháin agus ní " "lúbfaidh sí siar go dtí an chéad fhráma tar éis an deireadh a bhaint amach. " "Tabhair faoi deara nach socrófar [sos ball] go [code]true[/code] nuair a " "shroichtear an deireadh." 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 "" "Más [code]true[/code], cuirfear an bheochan ar sos san áit ina bhfuil sé faoi " "láthair (i.e. ag [member current_frame]). Leanfaidh an bheochan ón áit ar " "cuireadh ar sos í agus an t-airí seo á athrú go [code]bréagach[/code]." msgid "" "The animation speed is multiplied by this value. If set to a negative value, " "the animation is played in reverse." msgstr "" "Méadaítear an luas beochana faoin luach seo. Má shocraítear é ar luach " "diúltach, seinntear an bheochan ar chúl." msgid "" "The maximum number of frames supported by [AnimatedTexture]. If you need more " "frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D]." msgstr "" "Uaslíon na bhfrámaí a dtacaíonn [AnimatedTexture] leo. Má tá tuilleadh frámaí " "uait i do bheochan, úsáid [AnimationPlayer] nó [AnimatedSprite2D]." msgid "Holds data that can be used to animate anything in the engine." msgstr "" "Coinníonn sé sonraí is féidir a úsáid chun aon rud san inneall a bheochan." msgid "" "This resource holds data that can be used to animate anything 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 2.0 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, 2.0, 100)\n" "animation.length = 2.0\n" "[/gdscript]\n" "[csharp]\n" "// This creates an animation that makes the node \"Enemy\" move to the right " "by\n" "// 100 pixels in 2.0 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, 2.0f, 100);\n" "animation.Length = 2.0f;\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 "" "Coinníonn an acmhainn seo sonraí is féidir a úsáid chun aon rud san inneall a " "bheochan. Roinntear beochan i rianta agus ní mór gach rian a nascadh le nód. " "Is féidir staid an nód sin a athrú le himeacht ama, trí eochracha amaithe " "(imeachtaí) a chur leis an rian.\n" "[codeblocks]\n" "[gdscript]\n" "# Cruthaíonn sé seo beochan a fhágann go n-aistríonn an nód \"Enemy\" ar " "dheis trí\n" "# 100 picteilín i 2.0 soicind.\n" "beochan var = Beochan.new()\n" "var track_index = beochan.add_track(Animation.TYPE_VALUE)\n" "beochan.track_set_path(track_index, \"Namhaid: suíomh: x\")\n" "animation.track_insert_key(track_index, 0.0, 0)\n" "animation.track_insert_key(track_index, 2.0, 100)\n" "beochan.length = 2.0\n" "[/gdscript]\n" "[csharp]\n" "// Cruthaíonn sé seo beochan a fhágann go n-aistríonn an nód \"Enemy\" ar " "dheis trí\n" "// 100 picteilín i 2.0 soicind.\n" "beochan var = Beochan nua();\n" "int trackIndex = beochan.AddTrack(Animation.TrackType.Value);\n" "beochan.TrackSetPath(trackIndex, \"Namhaid:suíomh:x\");\n" "beochan.TrackInsertKey(trackIndex, 0.0f, 0);\n" "beochan.TrackInsertKey(trackIndex, 2.0f, 100);\n" "beochan.Length = 2.0f;\n" "[/csharp]\n" "[/codeblocks]\n" "Níl i mbeochan ach coimeádáin sonraí, agus ní mór iad a chur le nóid mar " "[AnimationPlayer] le go n-imreofar ar ais iad. Tá cineálacha éagsúla ag " "rianta beochana, agus a sraith modhanna tiomnaithe féin ag gach ceann acu. " "Seiceáil [enum TrackType] chun na cineálacha atá ar fáil a fheiceáil.\n" "[b]Nóta:[/b] Maidir le suíomh/uainíocht/scála 3D, moltar na cineálacha rianta " "tiomnaithe [TYPE_POSITION_3D], [TYPE_ROTATION_3D] agus [TYPE_SCALE_3D " "seasmhach] a úsáid in ionad [TYPE_VALUE leanúnach] ar chúiseanna feidhmíochta." msgid "Animation documentation index" msgstr "Innéacs doiciméadú beochana" msgid "Adds a track to the Animation." msgstr "Cuireann sé rian leis an Beochan." 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 "" "Filleann sé an t-ainm beochana ag an eochair sainaitheanta ag [param " "key_idx]. Caithfidh an [param track_idx] a bheith mar innéacs do Rian " "Beochana." 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 "" "Ionsáigh eochair le luach [beochan param] ag an [am param] tugtha (i " "soicindí). Caithfidh an [param track_idx] a bheith mar innéacs do Rian " "Beochana." 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 "" "Socraíonn sé an eochair aitheanta ag [param key_idx] chun luach a thabhairt " "do [beochan param]. Caithfidh an [param track_idx] a bheith mar innéacs do " "Rian Beochana." 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 "" "Filleann sé deireadh fhritháireamh na heochrach a shainaithnítear ag [param " "key_idx]. Caithfidh an [param track_idx] a bheith mar innéacs d’Arian " "Fuaime.\n" "Is ionann an fhritháireamh deiridh agus líon na soicind a gearradh amach ag " "deireadh an tsrutha fuaime." 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 "" "Filleann sé fritháireamh tosaithe na heochrach a shainaithnítear ag [param " "key_idx]. Caithfidh an [param track_idx] a bheith mar innéacs d’Arian " "Fuaime.\n" "Is éard atá i gceist le fritháireamh tosaithe ná líon na soicind atá gearrtha " "amach ag tús an tsrutha fuaime." 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 "" "Filleann sé sruth fuaime na heochrach arna sainaithint ag [param key_idx]. " "Caithfidh an [param track_idx] a bheith mar innéacs d’Arian Fuaime." 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 "" "Ionsáigh eochair Rian Fuaime ag an [am param] tugtha i soicindí. Caithfidh an " "[param track_idx] a bheith mar innéacs d’Arian Fuaime.\n" "Is é [sruth param] an acmhainn [AudioStream] le himirt. Is é [param " "start_offset] líon na soicind gearrtha amach ag tús an tsrutha fuaime, agus " "[param end_offset] ag an deireadh." msgid "" "Returns [code]true[/code] if the track at [param track_idx] will be blended " "with other animations." msgstr "" "Seoltar ar ais [code]true[/code] más rud é go ndéanfar an rian ag [param " "track_idx] a chumasc le beochan eile." 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 "" "Socraíonn sé deireadh fhritháireamh na heochrach a shainaithnítear ag [param " "key_idx] chun luach a chur ar [param offset]. Caithfidh an [param track_idx] " "a bheith mar innéacs d’Arian Fuaime." 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 "" "Socraíonn sé tús fhritháireamh na heochrach a shainaithnítear ag [param " "key_idx] chun luach a chur ar [param offset]. Caithfidh an [param track_idx] " "a bheith mar innéacs d’Arian Fuaime." 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 "" "Socraíonn sé sruth na heochrach a shainaithnítear ag [param key_idx] chun " "luach a chur ar [sruth param]. Caithfidh an [param track_idx] a bheith mar " "innéacs d’Arian Fuaime." 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 "" "Socraíonn sé cé acu an ndéanfar an rian a chumasc le beochan eile. Más " "[code]true[/code], athraíonn an méid athsheinm fuaime ag brath ar an luach " "cumaisc." 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 "" "Filleann sé isteach láimhseáil na heochrach a shainaithnítear ag [param " "key_idx]. Caithfidh an [param track_idx] a bheith mar innéacs ar Rian Bezier." 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 "" "Filleann hanla na heochrach a shainaithin [param key_idx]. Caithfidh an " "[param track_idx] a bheith mar innéacs ar Rian Bezier." 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 "" "Filleann sé luach na heochrach a shainaithnítear ag [param key_idx]. " "Caithfidh an [param track_idx] a bheith mar innéacs ar Rian Bezier." 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 "" "Ionsáigh eochair Bezier Track ag an [am param] tugtha i soicindí. Caithfidh " "an [param track_idx] a bheith mar innéacs ar Rian Bezier.\n" "Is é [param in_handle] an meáchan taobh clé den phointe cuar Bezier breise, " "is é [param out_handle] an ceann ar thaobh na láimhe deise, agus is é [param " "value] an luach iarbhír ag an bpointe seo." 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 "" "Filleann sé an luach idirshuite ag an [am param] tugtha (i soicindí). " "Caithfidh an [param track_idx] a bheith mar innéacs ar Rian Bezier." 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 "" "Socraíonn sé láimhseáil na heochrach a shainaithin [param key_idx] chun luach " "a chur ar [param in_handle]. Caithfidh an [param track_idx] a bheith mar " "innéacs ar Rian Bezier." 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 "" "Socraíonn sé hanla na heochrach a shainaithin [param key_idx] chun luach a " "chur ar [param out_handle]. Caithfidh an [param track_idx] a bheith mar " "innéacs ar Rian Bezier." 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 "" "Socraíonn sé luach na heochrach a shainaithnítear ag [param key_idx] go dtí " "an luach tugtha. Caithfidh an [param track_idx] a bheith mar innéacs ar Rian " "Bezier." msgid "Inserts a key in a given blend shape track. Returns the key index." msgstr "" "Ionsáigh eochair i rian áirithe de chruth cumaisc. Seoltar ar ais an t-" "innéacs eochrach." msgid "" "Returns the interpolated blend shape value at the given time (in seconds). " "The [param track_idx] must be the index of a blend shape track." msgstr "" "Filleann sé luach cruth an chumaisc idirshuite ag an am tugtha (i soicindí). " "Caithfidh an [param track_idx] a bheith mar innéacs de rian cruth cumaisc." msgid "Clear the animation (clear all tracks and reset all)." msgstr "Glan an beochan (glan gach rian agus athshocrú go léir)." 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 "" "Comhbhrúigh an beochan agus a rianta go léir i bhfeidhm. Cuirfidh sé seo " "[method track_is_compressed] ar ais [code]true[/code] nuair a ghlaoitear ar " "an [Beochan] seo. Teastaíonn níos lú cuimhne le rianta comhbhrúite a sheinm, " "agus tá siad deartha le húsáid le haghaidh beochan casta 3D (cosúil le " "cutscenes) a allmhairítear ó bhogearraí seachtracha 3D. Tá an comhbhrú " "caillteach, ach de ghnáth ní bhíonn an difríocht faoi deara i gcoinníollacha " "an domhain fíor.\n" "[b]Nóta:[/b] Tá teorainneacha éagsúla ag rianta comhbhrúite (ar nós nach " "féidir eagarthóireacht a dhéanamh orthu ón eagarthóir), mar sin ná bain úsáid " "as beochan chomhbhrúite ach amháin má tá siad de dhíth ort." msgid "" "Adds a new track to [param to_animation] that is a copy of the given track " "from this animation." msgstr "" "Cuireann sé rian nua le [param to_animation] is cóip den rian tugtha ón " "mbeochan seo." msgid "" "Returns the index of the specified track. If the track is not found, return " "-1." msgstr "" "Tuairisceáin innéacs an rian sonraithe. Mura bhfaightear an rian, fill -1." msgid "Returns the amount of tracks in the animation." msgstr "Tuairisceáin an méid rianta sa beochan." msgid "Returns the method name of a method track." msgstr "Seoltar ar ais ainm modh rian modha." msgid "" "Returns the arguments values to be called on a method track for a given key " "in a given track." msgstr "" "Filleann sé na luachanna argóintí a bheidh le glaoch ar rian modha d'eochair " "ar leith i rian ar leith." msgid "Inserts a key in a given 3D position track. Returns the key index." msgstr "" "Ionsáigh eochair i rian suímh 3D tugtha. Seoltar ar ais an t-innéacs eochrach." msgid "" "Returns the interpolated position value at the given time (in seconds). The " "[param track_idx] must be the index of a 3D position track." msgstr "" "Filleann sé an luach suímh idirshuite ag an am tugtha (i soicindí). Caithfidh " "an [param track_idx] a bheith mar innéacs de rian suímh 3D." msgid "Removes a track by specifying the track index." msgstr "Baintear rian tríd an innéacs rianta a shonrú." msgid "Inserts a key in a given 3D rotation track. Returns the key index." msgstr "" "Ionsáigh eochair i rian rothlaithe 3D ar leith. Seoltar ar ais an t-innéacs " "eochrach." msgid "" "Returns the interpolated rotation value at the given time (in seconds). The " "[param track_idx] must be the index of a 3D rotation track." msgstr "" "Filleann sé an luach uainíochta idirshuite ag an am tugtha (i soicindí). " "Caithfidh an [param track_idx] a bheith mar innéacs de rian rothlaithe 3D." msgid "Inserts a key in a given 3D scale track. Returns the key index." msgstr "" "Ionsáigh eochair i rian scála 3D ar leith. Seoltar ar ais an t-innéacs " "eochrach." msgid "" "Returns the interpolated scale value at the given time (in seconds). The " "[param track_idx] must be the index of a 3D scale track." msgstr "" "Filleann sé an luach scála idirshuite ag an am tugtha (i soicindí). Caithfidh " "an [param track_idx] a bheith mar innéacs rian scála 3D." msgid "" "Finds the key index by time in a given track. Optionally, only find it if the " "approx/exact time is given.\n" "If [param limit] is [code]true[/code], it does not return keys outside the " "animation range.\n" "If [param backward] is [code]true[/code], the direction is reversed in " "methods that rely on one directional processing.\n" "For example, in case [param find_mode] is [constant FIND_MODE_NEAREST], if " "there is no key in the current position just after seeked, the first key " "found is retrieved by searching before the position, but if [param backward] " "is [code]true[/code], the first key found is retrieved after the position." msgstr "" "Faightear an t-innéacs eochrach de réir ama i rian ar leith. De rogha air " "sin, ní bhfaighidh tú é ach amháin má thugtar an t-am nó an t-am cruinn.\n" "Má tá [teorainn param] [code]true[/code], ní chuireann sé eochracha ar ais " "lasmuigh den raon beochana.\n" "Má tá [param siar] [code]true[/code], aisiompaítear an treo ar mhodhanna atá " "ag brath ar phróiseáil treo amháin.\n" "Mar shampla, ar eagla go bhfuil [param find_mode] ar [FIND_MODE_NEAREST " "leanúnach], mura bhfuil eochair sa suíomh reatha díreach tar éis é a lorg, " "faightear an chéad eochair a aimsítear trí chuardach a dhéanamh roimh an " "suíomh, ach más é [param backward] [code] true[/code], faightear an chéad " "eochair a aimsítear tar éis an tsuímh." 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 "" "Filleann sé [code]true[/code] má tá an rian ag [param track_idx] fillte an " "lúb idirshuíomh. Clúdaíonn rianta nua an lúb idirshuíomh de réir " "réamhshocraithe." msgid "Returns the interpolation type of a given track." msgstr "Filleann sé an cineál idirshuímh de rian tugtha." msgid "Returns the number of keys in a given track." msgstr "Filleann sé líon na n-eochracha i rian ar leith." msgid "Returns the time at which the key is located." msgstr "Filleann sé an t-am ag a bhfuil an eochair suite." msgid "" "Returns the transition curve (easing) for a specific key (see the built-in " "math function [method @GlobalScope.ease])." msgstr "" "Filleann sé an cuar trasdula (éascaíocht) le haghaidh eochair ar leith (féach " "an fheidhm mata ionsuite [method @GlobalScope.ease])." msgid "Returns the value of a given key in a given track." msgstr "Filleann sé luach eochair tugtha i rian ar leith." msgid "" "Gets the path of a track. For more information on the path format, see " "[method track_set_path]." msgstr "" "Faigheann an cosán ar rian. Le haghaidh tuilleadh faisnéise ar fhormáid an " "chosáin, féach [method track_set_path]." msgid "Gets the type of a track." msgstr "Faigheann an cineál rian." msgid "Inserts a generic key in a given track. Returns the key index." msgstr "" "Ionsáigh eochair chineálach i rian ar leith. Seoltar ar ais an t-innéacs " "eochrach." msgid "" "Returns [code]true[/code] if the track is compressed, [code]false[/code] " "otherwise. See also [method compress]." msgstr "" "Filleann sé [code]true[/code] má tá an rian comhbhrúite, [code]bréagach[/" "code] ar shlí eile. Féach freisin [comhbhrú modh]." msgid "" "Returns [code]true[/code] if the track at index [param track_idx] is enabled." msgstr "" "Filleann sé [code]true[/code] má tá an rian ag an innéacs [param track_idx] " "cumasaithe." msgid "" "Returns [code]true[/code] if the given track is imported. Else, return " "[code]false[/code]." msgstr "" "Filleann sé [code]true[/code] má tá an rian tugtha iompórtáilte. Eile, seol " "ar ais [code]bréagach[/code]." msgid "Moves a track down." msgstr "Bogann rian síos." msgid "" "Changes the index position of track [param track_idx] to the one defined in " "[param to_idx]." msgstr "" "Athraíonn sé suíomh innéacs an riain [param track_idx] go dtí an ceann atá " "sainmhínithe i [param to_idx]." msgid "Moves a track up." msgstr "Bogann rian suas." msgid "Removes a key by index in a given track." msgstr "Baineann sé eochair de réir innéacs i rian ar leith." msgid "Removes a key at [param time] in a given track." msgstr "Baineann sé eochair ag [am param] i rian ar leith." msgid "Enables/disables the given track. Tracks are enabled by default." msgstr "" "Cumasaíonn/díchumasaíonn an rian tugtha. Tá rianta cumasaithe de réir " "réamhshocraithe." msgid "Sets the given track as imported or not." msgstr "Socraíonn sé go bhfuil an rian tugtha iompórtáilte nó nach bhfuil." msgid "" "If [code]true[/code], the track at [param track_idx] wraps the interpolation " "loop." msgstr "" "Más [code]true[/code], fillteann an rian ag [param track_idx] an lúb " "idirshuíomh." msgid "Sets the interpolation type of a given track." msgstr "Socraíonn sé an cineál idirshuímh de rian tugtha." msgid "Sets the time of an existing key." msgstr "Socraíonn sé am eochair atá ann cheana féin." msgid "" "Sets the transition curve (easing) for a specific key (see the built-in math " "function [method @GlobalScope.ease])." msgstr "" "Socraíonn sé an cuar trasdula (éascaíocht) le haghaidh eochair ar leith " "(féach an fheidhm matamaitice ionsuite [method @GlobalScope.ease])." msgid "Sets the value of an existing key." msgstr "Socraíonn sé luach eochair atá ann cheana féin." msgid "" "Sets the path of a track. Paths must be valid scene-tree paths to a node and " "must be specified starting from the [member AnimationMixer.root_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 "" "Socraíonn sé cosán an rian. Caithfidh cosáin a bheith ina gconairí bailí " "radharc-crann chuig nód agus ní mór iad a shonrú ag tosú ón [member " "AnimationMixer.root_node] a atáirgeadh an bheochan. Ní mór do rianta a " "rialaíonn airíonna nó cnámha a n-ainm a chur i gceangal leis an gcosán, " "scartha le [code]\":\"[/code].\n" "Mar shampla, [code]\"carachtar/cnámharlach: rúitín\"[/code] nó " "[code]\"carachtar/mogalra: trasfhoirmigh/áitiúil\"[/code]." msgid "" "Swaps the track [param track_idx]'s index position with the track [param " "with_idx]." msgstr "" "Malartaíonn sé suíomh innéacs an rian [param track_idx] leis an rian [param " "with_idx]." msgid "Returns the update mode of a value track." msgstr "Filleann sé modh nuashonraithe rian luacha." msgid "" "Returns the interpolated value at the given time (in seconds). The [param " "track_idx] must be the index of a value track.\n" "A [param backward] mainly affects the direction of key retrieval of the track " "with [constant UPDATE_DISCRETE] converted by [constant AnimationMixer." "ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] to match the result with " "[method track_find_key]." msgstr "" "Filleann sé an luach idirshuite ag an am tugtha (i soicindí). Caithfidh an " "[param track_idx] a bheith mar innéacs rian luacha.\n" "A [param siar] tionchar go príomha ar an treo aisghabhála eochrach an rian le " "[UPDATE_DISCRETE leanúnach] thiontú ag [Constant AnimationMixer." "ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] chun an toradh a " "mheaitseáil le [method track_find_key]." msgid "Sets the update mode (see [enum UpdateMode]) of a value track." msgstr "" "Socraíonn sé an modh nuashonraithe (féach [enum UpdateMode]) de rian luacha." msgid "" "Returns [code]true[/code] if the capture track is included. This is a cached " "readonly value for performance." msgstr "" "Filleann sé [code]true[/code] má tá an rian gabhála san áireamh. Is luach " "inléite amháin i dtaisce é seo le haghaidh feidhmíochta." 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 "" "Fad iomlán na beochana (i soicindí).\n" "[b]Nóta:[/b] Níl an fad teoranta ag an eochair dheireanach, toisc go " "bhféadfadh an ceann seo a bheith roimh an deireadh nó ina dhiaidh chun " "idirshuíomh agus lúbadh ceart a chinntiú." 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 "" "Cinneann sé iompraíocht an dá cheann den amlíne beochana le linn athsheinm " "beochana. Úsáidtear é seo chun timthriallta beochana a idirshuíomh i gceart, " "agus chun a chur in iúl don imreoir go gcaithfidh sé an beochan a atosú." msgid "The animation step value." msgstr "An luach céim beochana." 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 "" "Socraíonn rianta luacha luachanna in airíonna nód, ach amháin iad siúd is " "féidir a idirshuíomh. Maidir le suíomh/uainíocht/scála 3D, moltar úsáid a " "bhaint as na cineálacha rianta tiomnaithe [TYPE_POSITION_3D], " "[TYPE_ROTATION_3D leanúnach] agus [TYPE_SCALE_3D leanúnach] in ionad " "[TYPE_VALUE leanúnach] ar chúiseanna feidhmíochta." msgid "3D position track (values are stored in [Vector3]s)." msgstr "Rian suímh 3D (stóráiltear na luachanna in [Vector3]s)." msgid "3D rotation track (values are stored in [Quaternion]s)." msgstr "Rian rothlaithe 3D (stóráiltear na luachanna i [Ceathrú]s)." msgid "3D scale track (values are stored in [Vector3]s)." msgstr "Rian scála 3D (stóráiltear na luachanna in [Vector3]s)." msgid "Blend shape track." msgstr "Cumaisc rian cruth." msgid "Method tracks call functions with given arguments per key." msgstr "" "Rianaíonn modh feidhmeanna glaonna le hargóintí tugtha in aghaidh na " "heochrach." 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 "" "Úsáidtear rianta bezier chun luach a idirshuí ag baint úsáide as cuair " "shaincheaptha. Is féidir iad a úsáid freisin chun fo-airíonna veicteoirí agus " "dathanna a bheochan (m.sh. luach alfa [Color])." 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 "" "Úsáidtear rianta fuaime chun sruth fuaime a sheinm le ceachtar den dá chineál " "[AudioStreamPlayer]. Is féidir an sruth a bhearradh agus a réamhamharc sa " "bheochan." msgid "Animation tracks play animations in other [AnimationPlayer] nodes." msgstr "Imríonn rianta beochana beochan i nóid eile [AnimationPlayer]." msgid "No interpolation (nearest value)." msgstr "Gan idirshuíomh (an luach is gaire)." msgid "Linear interpolation." msgstr "Idirshuíomh líneach." 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 "" "Idirshuíomh ciúbach. Breathnaíonn sé seo níos míne ná idirshuíomh líneach, " "ach tá sé níos costasaí é a idirshuíomh. Cloí le [InterPOLATION_LINEAR " "leanúnach] le haghaidh beochana casta 3D a allmhairítear ó bhogearraí " "seachtracha, fiú má theastaíonn fráma-ráta beochana níos airde a úsáid mar " "chúiteamh." 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 "" "Idirshuíomh líneach leis an rothlú cosáin is giorra.\n" "[b]Nóta:[/b] normalaítear luach an toraidh i gcónaí agus seans nach mbeidh sé " "ag teacht leis an luach eochrach." 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 "" "Idirshuíomh ciúbach leis an rothlú cosáin is giorra.\n" "[b]Nóta:[/b] normalaítear luach an toraidh i gcónaí agus seans nach mbeidh sé " "ag teacht leis an luach eochrach." msgid "Update between keyframes and hold the value." msgstr "Nuashonraigh idir eochairfhrámaí agus coinnigh an luach." msgid "Update at the keyframes." msgstr "Íosluchtaigh cothrom le dáta ag na frámaí eochair." msgid "" "Same as [constant UPDATE_CONTINUOUS] but works as a flag to capture the value " "of the current object and perform interpolation in some methods. See also " "[method AnimationMixer.capture], [member AnimationPlayer." "playback_auto_capture], and [method AnimationPlayer.play_with_capture]." msgstr "" "Mar an gcéanna le [UPDATE_CONTINUOUS leanúnach] ach oibríonn sé mar bhratach " "chun luach an réad reatha a ghabháil agus chun idirshuíomh a dhéanamh ar " "mhodhanna áirithe. Féach freisin [method AnimationMixer.capture], [comhalta " "AnimationPlayer.playback_auto_capture], agus [method AnimationPlayer." "play_with_capture]." msgid "At both ends of the animation, the animation will stop playing." msgstr "Ag an dá cheann den beochan, beidh an beochan stop a imirt." msgid "" "At both ends of the animation, the animation will be repeated without " "changing the playback direction." msgstr "" "Ag an dá cheann den bheochan, déanfar an beochan a athdhéanamh gan an treo " "athsheinm a athrú." msgid "Repeats playback and reverse playback at both ends of the animation." msgstr "" "Athsheintear athsheinm agus athsheinm droim ar ais ag an dá cheann den " "bheochan." msgid "This flag indicates that the animation proceeds without any looping." msgstr "" "Léiríonn an bhratach seo go leanann an beochan ar aghaidh gan lúbadh ar bith." msgid "" "This flag indicates that the animation has reached the end of the animation " "and just after loop processed." msgstr "" "Léiríonn an bhratach seo go bhfuil deireadh an bheochana bainte amach ag an " "mbeochan agus díreach tar éis lúb próiseáilte." msgid "" "This flag indicates that the animation has reached the start of the animation " "and just after loop processed." msgstr "" "Léiríonn an bhratach seo go bhfuil tús na beochana bainte amach ag an " "mbeochan agus díreach tar éis lúb próiseáilte." msgid "Finds the nearest time key." msgstr "Faightear an eochair ama is gaire." msgid "Finds only the key with approximating the time." msgstr "Ní fhaigheann sé ach an eochair agus an t-am á chomhfhogasú." msgid "Finds only the key with matching the time." msgstr "Ní fhaigheann sé ach an eochair leis an am a mheaitseáil." msgid "Container for [Animation] resources." msgstr "Coimeádán le haghaidh acmhainní [Beochan]." msgid "" "An animation library stores a set of animations accessible through " "[StringName] keys, for use with [AnimationPlayer] nodes." msgstr "" "Stórálann leabharlann beochana tacar beochan inrochtana trí eochracha " "[StringName], le húsáid le nóid [AnimationPlayer]." msgid "Animation tutorial index" msgstr "Innéacs teagaisc beochan" msgid "" "Adds the [param animation] to the library, accessible by the key [param name]." msgstr "" "Cuireann sé [beochan param] leis an leabharlann, inrochtana leis an eochair " "[ainm param]." 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 "" "Filleann sé an [Beochan] leis an eochair [paramname]. Mura bhfuil an beochan " "ann, cuirtear [code]null[/code] ar ais agus logáiltear earráid." msgid "Returns the keys for the [Animation]s stored in the library." msgstr "" "Seoltar ar ais na heochracha do na [Beochan] atá stóráilte sa leabharlann." msgid "" "Returns [code]true[/code] if the library stores an [Animation] with [param " "name] as the key." msgstr "" "Filleann sé [code]true[/code] má stórálann an leabharlann [Beochan] ar a " "bhfuil [paramname] mar an eochair." msgid "Removes the [Animation] with the key [param name]." msgstr "Bain an [Beochan] leis an eochair [param name]." msgid "" "Changes the key of the [Animation] associated with the key [param name] to " "[param newname]." msgstr "" "Athraítear eochair an [Beochan] a bhaineann leis an eochair [param name] go " "[param newname]." msgid "Emitted when an [Animation] is added, under the key [param name]." msgstr "Astaítear nuair a chuirtear [Beochan] leis, faoin eochair [ainm param]." 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 "" "Astaítear nuair a bhíonn athrú ar cheann de na beochana, e.g. cuirtear rianta " "leis, bogtar iad nó athraítear cosáin. Is é [ainm param] eochair an bheochana " "a athraíodh.\n" "Féach freisin [comhartha Resource.changed], a fheidhmíonn sé seo mar " "athsheachadán dó." msgid "Emitted when an [Animation] stored with the key [param name] is removed." msgstr "" "Astaítear é nuair a bhaintear [Beochan] atá stóráilte leis an eochair [ainm " "param]." msgid "" "Emitted when the key for an [Animation] is changed, from [param name] to " "[param to_name]." msgstr "" "Astaítear nuair a athraítear an eochair do [Beochan], ó [param name] go " "[param to_name]." msgid "Base class for [AnimationPlayer] and [AnimationTree]." msgstr "Bunrang do [AnimationPlayer] agus [AnimationTree]." msgid "" "Base class for [AnimationPlayer] and [AnimationTree] to manage animation " "lists. It also has general properties and methods for playback and blending.\n" "After instantiating the playback information data within the extended class, " "the blending is processed by the [AnimationMixer]." msgstr "" "Bunrang do [AnimationPlayer] agus [AnimationTree] chun liostaí beochana a " "bhainistiú. Tá airíonna agus modhanna ginearálta aige freisin maidir le " "hathsheinm agus cumasc.\n" "Tar éis na sonraí faisnéise athsheinm a chur ar an toirt laistigh den rang " "leathnaithe, is é an [AnimationMixer] a phróiseálann an cumasc." msgid "Migrating Animations from Godot 4.0 to 4.3" msgstr "Beochan a Imirce ó Godot 4.0 go 4.3" msgid "A virtual function for processing after getting a key during playback." msgstr "" "Feidhm fhíorúil le haghaidh próiseála tar éis eochair a fháil le linn " "athsheinm." msgid "" "Adds [param library] to the animation player, under the key [param name].\n" "AnimationMixer has a global library by default with an empty string as key. " "For adding an animation to the global library:\n" "[codeblocks]\n" "[gdscript]\n" "var global_library = mixer.get_animation_library(\"\")\n" "global_library.add_animation(\"animation_name\", animation_resource)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "Cuireann [leabharlann param] leis an seinnteoir beochana, faoin eochair [ainm " "param].\n" "Tá leabharlann dhomhanda ag AnimationMixer de réir réamhshocraithe le " "teaghrán folamh mar eochair. Chun beochan a chur leis an leabharlann " "dhomhanda:\n" "[codeblocks]\n" "[gdscript]\n" "var global_library = mixer.get_animation_library (\"\")\n" "global_library.add_animation(\"beochan_ainm\", beochan_acmhainn)\n" "[/gdscript]\n" "[/codeblocks]" msgid "Manually advance the animations by the specified time (in seconds)." msgstr "Cuir na beochan chun cinn de láimh faoin am sonraithe (i soicindí)." msgid "" "If the animation track specified by [param name] has an option [constant " "Animation.UPDATE_CAPTURE], stores current values of the objects indicated by " "the track path as a cache. If there is already a captured cache, the old " "cache is discarded.\n" "After this it will interpolate with current animation blending result during " "the playback process for the time specified by [param duration], working like " "a crossfade.\n" "You can specify [param trans_type] as the curve for the interpolation. For " "better results, it may be appropriate to specify [constant Tween." "TRANS_LINEAR] for cases where the first key of the track begins with a non-" "zero value or where the key value does not change, and [constant Tween." "TRANS_QUAD] for cases where the key value changes linearly." msgstr "" "Má tá rogha ag an rian beochana atá sonraithe ag [param name] [Constant " "Animation.UPDATE_CAPTURE], stóráiltear luachanna reatha na n-oibiachtaí atá " "léirithe ag cosán an riain mar thaisce. Má tá taisce gafa cheana féin, " "cuirtear an sean-taisce i leataobh.\n" "Ina dhiaidh seo déanfaidh sé idirshuíomh leis an toradh cumasc beochana " "reatha le linn an phróisis athsheinm ar feadh an ama atá sonraithe ag [fad " "param], ag obair mar chroschéimnitheach.\n" "Is féidir leat [param trans_type] a shonrú mar chuar don idirshuíomh. Chun " "torthaí níos fearr a fháil, d'fhéadfadh sé a bheith oiriúnach [Tween." "TRANS_LINEAR seasmhach] a shonrú do chásanna ina dtosaíonn an chéad eochair " "den rian le luach neamh-nialais nó nuair nach n-athraíonn an eochairluach, " "agus [Tween.TRANS_QUAD leanúnach] do chásanna áit a athraíonn an príomhluach " "go líneach." msgid "" "[AnimationMixer] caches animated nodes. It may not notice if a node " "disappears; [method clear_caches] forces it to update the cache again." msgstr "" "Déanann [AnimationMixer] nóid bheoite a thaisceadh. Ní fhéadfaidh sé a " "thabhairt faoi deara má imíonn nód; Cuireann [method clear_caches] iallach " "air an taisce a nuashonrú arís." msgid "" "Returns the key of [param animation] or an empty [StringName] if not found." msgstr "" "Filleann sé eochair [param animation] nó [StringName] folamh mura bhfuarthas " "é." msgid "" "Returns the key for the [AnimationLibrary] that contains [param animation] or " "an empty [StringName] if not found." msgstr "" "Seol ar ais an eochair don [Library Animation] ina bhfuil [beochan param] nó " "[StringName] folamh mura bhfuarthas é." msgid "" "Returns the first [AnimationLibrary] with key [param name] or [code]null[/" "code] if not found.\n" "To get the [AnimationMixer]'s global animation library, use " "[code]get_animation_library(\"\")[/code]." msgstr "" "Filleann sé an chéad [Leabharlann Beochana] le heochair [param name] nó " "[code]null[/code] mura bhfuarthas é.\n" "Chun leabharlann beochana domhanda [AnimationMixer] a fháil, úsáid " "[code]get_animation_library(\"\")[/code]." msgid "Returns the list of stored library keys." msgstr "Filleann sé liosta na n-eochracha leabharlainne stóráilte." msgid "Returns the list of stored animation keys." msgstr "Filleann sé liosta na n-eochracha beochana stóráilte." 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_rotation_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 "" "Aisghabh deilte an tsuímh gluaisne leis an [member root_motion_track] mar " "[Vector3] is féidir a úsáid in aon áit eile.\n" "Mura cosán é [member root_motion_track] chuig rian cineáil [Beochan leanúnach." "TYPE_POSITION_3D], filleann [code]Vector3(0, 0, 0)[/code].\n" "Féach freisin [member root_motion_track] agus [RootMotionView].\n" "Is é an sampla is bunúsaí ná suíomh a chur i bhfeidhm ar [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "var current_rotation: Ceathrún\n" "\n" "feidhm _process(deil):\n" " má tá Input.is_action_just_pressed(\"beochan\"):\n" " current_rotation = get_quaternion()\n" " state_machine.travel (\"Beochan\")\n" " treoluas var: Vector3 = current_rotation * animation_tree." "get_root_motion_position() / deilt\n" " set_velocity(treoluas)\n" " bog_agus_sleamhnán()\n" "[/gdscript]\n" "[/codeblocks]\n" "Trí é seo a úsáid i gcomhcheangal le [method " "get_root_motion_rotation_accumulator], is féidir leat an suíomh tairiscint " "fréimhe a chur i bhfeidhm ar bhealach níos cruinne chun cuntas a thabhairt ar " "rothlú an nód.\n" "[codeblocks]\n" "[gdscript]\n" "feidhm _process(deil):\n" " má tá Input.is_action_just_pressed(\"beochan\"):\n" " state_machine.travel (\"Beochan\")\n" " set_quaternion(get_quaternion() * animation_tree." "get_root_motion_rotation())\n" " var treoluas: Vector3 = (beochan_tree." "get_root_motion_rotation_accumulator(). inverse() * get_quaternion()) * " "animation_tree.get_root_motion_position() / deilt\n" " set_velocity(treoluas)\n" " bog_agus_sleamhnán()\n" "[/gdscript]\n" "[/codeblocks]" msgid "" "Retrieve the blended value of the position tracks with the [member " "root_motion_track] as a [Vector3] that can be used elsewhere.\n" "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]Vector3(0, 0, 0)[/code] " "is played in the previous frame and then an animation with only one key " "[code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference can " "be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_position_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_position_accumulator: Vector3 = animation_tree." "get_root_motion_position_accumulator()\n" " var difference: Vector3 = current_root_motion_position_accumulator - " "prev_root_motion_position_accumulator\n" " prev_root_motion_position_accumulator = " "current_root_motion_position_accumulator\n" " transform.origin += 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 "" "Aisghabh luach cumaiscthe na rianta suímh leis an [member root_motion_track] " "mar [Vector3] is féidir a úsáid in aon áit eile.\n" "Tá sé seo úsáideach i gcásanna inar mian leat príomhluachanna tosaigh na " "beochana a urramú.\n" "Mar shampla, má sheinntear beochan gan ach eochair amháin [code]Vector3(0, 0, " "0)[/code] sa fhráma roimhe seo agus ansin beochan gan ach eochair amháin " "[code]Vector3(1, 0, 1) Seinntear [/code] sa chéad fhráma eile, is féidir an " "difríocht a ríomh mar seo a leanas:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_position_accumulator: Veicteoir3\n" "\n" "feidhm _process(deil):\n" " má tá Input.is_action_just_pressed(\"beochan\"):\n" " state_machine.travel (\"Beochan\")\n" " var current_root_motion_position_accumulator: Vector3 = animation_tree." "get_root_motion_position_accumulator()\n" " difríocht var: Vector3 = current_root_motion_position_accumulator - " "prev_root_motion_position_accumulator\n" " prev_root_motion_position_accumulator = " "current_root_motion_position_accumulator\n" " transform.origin += difríocht\n" "[/gdscript]\n" "[/codeblocks]\n" "Mar sin féin, má lúbann an beochan, d'fhéadfadh athrú scoite neamhbheartaithe " "tarlú, mar sin níl sé seo úsáideach ach i gcásanna áirithe úsáide simplí." 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 "" "Aisghabh deilte gluaisne an rothlaithe leis an [member root_motion_track] mar " "[Ceathrún] is féidir a úsáid in aon áit eile.\n" "Mura cosán é [member root_motion_track] chuig rian cineáil [Beochan leanúnach." "TYPE_ROTATION_3D], filleann [code]Ceathrú(0, 0, 0, 1)[/code].\n" "Féach freisin [member root_motion_track] agus [RootMotionView].\n" "Is é an sampla is bunúsaí ná rothlú a chur i bhfeidhm ar [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "feidhm _process(deil):\n" " má tá Input.is_action_just_pressed(\"beochan\"):\n" " state_machine.travel (\"Beochan\")\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_rotation_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 *= 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 "" "Aisghabh luach cumaisc na rianta rothlaithe leis an [member " "root_motion_track] mar [Ceathrún] is féidir a úsáid in aon áit eile.\n" "Tá sé seo riachtanach chun an suíomh tairiscint fréimhe a chur i bhfeidhm i " "gceart, ag cur uainíochta san áireamh. Féach freisin [method " "get_root_motion_position].\n" "Chomh maith leis sin, tá sé seo úsáideach i gcásanna inar mian leat " "príomhluachanna tosaigh na beochana a urramú.\n" "Mar shampla, má sheinntear beochan gan ach eochair amháin [code]Ceathrú(0, 0, " "0, 1)[/code] sa fhráma roimhe seo agus ansin beochan gan ach eochair amháin " "[code]Ceathrú(0, 0.707, Seinntear 0, 0.707)[/code] sa chéad fhráma eile, is " "féidir an difríocht a ríomh mar seo a leanas:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_rotation_accumulator: Ceathrún\n" "\n" "feidhm _process(deil):\n" " má tá Input.is_action_just_pressed(\"beochan\"):\n" " state_machine.travel (\"Beochan\")\n" " var current_root_motion_rotation_accumulator: Quaternion = animation_tree." "get_root_motion_rotation_accumulator()\n" " difríocht var: 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 *= Bunús(difríocht)\n" "[/gdscript]\n" "[/codeblocks]\n" "Mar sin féin, má lúbann an beochan, d'fhéadfadh athrú scoite neamhbheartaithe " "tarlú, mar sin níl sé seo úsáideach ach i gcásanna áirithe úsáide simplí." 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 "" "Aisghabh deilte an scála gluaisne leis an [member root_motion_track] mar " "[Vector3] is féidir a úsáid in aon áit eile.\n" "Mura cosán é [member root_motion_track] chuig rian cineáil [Beochan leanúnach." "TYPE_SCALE_3D], filleann [code]Vector3(0, 0, 0)[/code].\n" "Féach freisin [member root_motion_track] agus [RootMotionView].\n" "Is é an sampla is bunúsaí ná scála a chur i bhfeidhm ar [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "var current_scale: Vector3 = Veicteoir3(1, 1, 1)\n" "var scale_accum: Vector3 = Veicteoir3(1, 1, 1)\n" "\n" "feidhm _process(deil):\n" " má tá Input.is_action_just_pressed(\"beochan\"):\n" " reatha_scála = faigh_scála()\n" " scála_accum = Veicteoir 3(1, 1, 1)\n" " state_machine.travel (\"Beochan\")\n" " scale_accum += beochan_tree.get_root_motion_scale()\n" " set_scale(scála_reatha * scála_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 "" "Aisghabh luach cumaiscthe na rianta scála leis an [member root_motion_track] " "mar [Vector3] is féidir a úsáid in aon áit eile.\n" "Mar shampla, má sheinntear beochan gan ach eochair amháin [code]Vector3(1, 1, " "1)[/code] sa fhráma roimhe seo agus ansin beochan gan ach eochair amháin " "[code]Vector3(2, 2, 2) Seinntear [/code] sa chéad fhráma eile, is féidir an " "difríocht a ríomh mar seo a leanas:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_scale_accumulator: Vector3\n" "\n" "feidhm _próiseas(deil):\n" " má tá Input.is_action_just_pressed(\"beochan\"):\n" " state_machine.travel (\"Beochan\")\n" " var current_root_motion_scale_accumulator: Vector3 = animation_tree." "get_root_motion_scale_accumulator()\n" " difríocht var: 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 = trasfhoirmiú.bunús.scála(difríocht)\n" "[/gdscript]\n" "[/codeblocks]\n" "Mar sin féin, má lúbann an beochan, d'fhéadfadh athrú scoite neamhbheartaithe " "tarlú, mar sin níl sé seo úsáideach ach i gcásanna áirithe úsáide simplí." msgid "" "Returns [code]true[/code] if the [AnimationMixer] stores an [Animation] with " "key [param name]." msgstr "" "Filleann sé [code]true[/code] má stórálann an [Beochan Meascthóir] [Beochan] " "le heochair [param name]." msgid "" "Returns [code]true[/code] if the [AnimationMixer] stores an " "[AnimationLibrary] with key [param name]." msgstr "" "Filleann sé [code]true[/code] má stórálann an [AnimationMixer] " "[AnimationLibrary] le heochair [param name]." msgid "Removes the [AnimationLibrary] associated with the key [param name]." msgstr "" "Baintear an [AnimationLibrary] a bhaineann leis an eochair [param name]." msgid "" "Moves the [AnimationLibrary] associated with the key [param name] to the key " "[param newname]." msgstr "" "Bogtar an [LibraryAnimationLibrary] a bhaineann leis an eochair [ainm param] " "go dtí an eochair [param newname]." msgid "If [code]true[/code], the [AnimationMixer] will be processing." msgstr "Más [code]true[/code], beidh an [AnimationMixer] á phróiseáil." 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 "" "Líon na bhfuaimeanna comhuaineacha féideartha do gach ceann de na " "AudioStreamPlayers sannta.\n" "Mar shampla, más é [code]32[/code] an luach seo agus má tá dhá rian fuaime ag " "an mbeochan, is féidir leis an dá [AudioStreamPlayer]s sannta a sheinm go " "comhuaineach suas go dtí [code]32[/code] ghutha an ceann." msgid "" "Ordinarily, tracks can be set to [constant Animation.UPDATE_DISCRETE] to " "update infrequently, usually when using nearest interpolation.\n" "However, when blending with [constant Animation.UPDATE_CONTINUOUS] several " "results are considered. The [member callback_mode_discrete] specify it " "explicitly. See also [enum AnimationCallbackModeDiscrete].\n" "To make the blended results look good, it is recommended to set this to " "[constant ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] to update every " "frame during blending. Other values exist for compatibility and they are fine " "if there is no blending, but not so, may produce artifacts." msgstr "" "Go hiondúil, is féidir rianta a shocrú go [Constant Animation." "UPDATE_DISCRETE] chun nuashonrú a dhéanamh go hannamh, de ghnáth agus an t-" "idirshuíomh is gaire in úsáid.\n" "Mar sin féin, nuair a dhéantar cumasc le [Beochan leanúnach." "UPDATE_CONTINUOUS] cuirtear roinnt torthaí san áireamh. Sonraigh an [comhalta " "callback_mode_discrete] go sainráite. Féach freisin [enum " "AnimationCallbackModeDiscrete].\n" "Chun go mbeidh cuma mhaith ar na torthaí cumaisc, moltar é seo a shocrú go " "[ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] chun gach fráma a " "nuashonrú le linn an chumaisc. Tá luachanna eile ann maidir le comhoiriúnacht " "agus tá siad ceart go leor mura bhfuil aon chumasc ann, ach murab ann " "d’fhéadfadh siad déantáin a tháirgeadh." msgid "The call mode used for \"Call Method\" tracks." msgstr "An modh glaonna a úsáidtear le haghaidh rianta \"Modh Glaonna\"." msgid "The process notification in which to update animations." msgstr "An fógra próisis inar féidir beochan a nuashonrú." msgid "" "If [code]true[/code], the blending uses the deterministic algorithm. The " "total weight is not normalized and the result is accumulated with an initial " "value ([code]0[/code] or a [code]\"RESET\"[/code] animation if present).\n" "This means that if the total amount of blending is [code]0.0[/code], the " "result is equal to the [code]\"RESET\"[/code] animation.\n" "If the number of tracks between the blended animations is different, the " "animation with the missing track is treated as if it had the initial value.\n" "If [code]false[/code], The blend does not use the deterministic algorithm. " "The total weight is normalized and always [code]1.0[/code]. If the number of " "tracks between the blended animations is different, nothing is done about the " "animation that is missing a track.\n" "[b]Note:[/b] In [AnimationTree], the blending with [AnimationNodeAdd2], " "[AnimationNodeAdd3], [AnimationNodeSub2] or the weight greater than " "[code]1.0[/code] may produce unexpected results.\n" "For example, if [AnimationNodeAdd2] blends two nodes with the amount " "[code]1.0[/code], then total weight is [code]2.0[/code] but it will be " "normalized to make the total amount [code]1.0[/code] and the result will be " "equal to [AnimationNodeBlend2] with the amount [code]0.5[/code]." msgstr "" "Más [code]true[/code], úsáideann an cumasc an t-algartam cinntitheach. Níl an " "meáchan iomlán normalaithe agus carntar an toradh le luach tosaigh ([code]0[/" "code] nó beochan [code]\"ATHShocraigh\"[/code] más ann dó).\n" "Ciallaíonn sé seo, más é [code]0.0[/code] méid iomlán an chumaisc, go bhfuil " "an toradh cothrom leis an mbeochan [code]\"RESET\"[/code].\n" "Má tá líon na rianta idir na beochan chumasc éagsúil, déileálfar leis an " "mbeochan leis an rian atá in easnamh amhail is dá mbeadh an luach tosaigh " "aige.\n" "Má tá [code]false[/code], ní úsáideann an cumascóir an t-algartam " "cinntitheach. Tá an meáchan iomlán normalaithe agus i gcónaí [code]1.0[/" "code]. Má bhíonn líon na rianta idir na beochana cumaiscthe difriúil, ní " "dhéantar aon rud faoin mbeochan a bhfuil rian in easnamh air.\n" "[b]Nóta:[/b] In [AnimationTree], d’fhéadfadh torthaí gan choinne a bheith mar " "thoradh ar chumasc le [AnimationNodeAdd2], [AnimationNodeAdd3], " "[AnimationNodeSub2] nó an meáchan ar mó é ná [code]1.0[/code].\n" "Mar shampla, má chumascann [AnimationNodeAdd2] dhá nód leis an méid " "[code]1.0[/code], ansin is é [code]2.0[/code] an meáchan iomlán ach " "normalófar é chun an méid iomlán [code]1.0[/code] agus beidh an toradh " "cothrom le [AnimationNodeBlend2] leis an méid [code]0.5[/code]." 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 "" "Úsáideann an t-eagarthóir é seo. Má tá sé socraithe go [code]true[/code], " "déanfar an radharc a shábháil le héifeachtaí na beochana athshocraithe (an " "bheochan leis an eochair [code]\"RESET\"[/code]) i bhfeidhm amhail is dá " "mbeifí á lorg in am 0, agus an t-eagarthóir ag coinneáil na luachanna a bhí " "ag an ardán roimh shábháil.\n" "Mar sin tá sé níos áisiúla beochan a réamhamharc agus a chur in eagar san " "eagarthóir, mar ní shábhálfar athruithe ar an radharc chomh fada agus a " "bheidh siad socraithe sa bheochan athshocraithe." msgid "" "The path to the Animation track used for root motion. Paths must be valid " "scene-tree paths to a node, and must be specified starting from the parent " "node of the node that will reproduce the animation. The [member " "root_motion_track] uses the same format as [method Animation.track_set_path], " "but note that a bone must be specified.\n" "If the track has type [constant Animation.TYPE_POSITION_3D], [constant " "Animation.TYPE_ROTATION_3D], or [constant Animation.TYPE_SCALE_3D] the " "transformation will be canceled visually, and the animation will appear to " "stay in place. See also [method get_root_motion_position], [method " "get_root_motion_rotation], [method get_root_motion_scale], and " "[RootMotionView]." msgstr "" "An cosán go dtí an rian Beochana a úsáidtear le haghaidh gluaiseacht fréimhe. " "Caithfidh cosáin a bheith ina gconairí bailí radharc-crann chuig nód, agus ní " "mór iad a shonrú ag tosú ó thuismitheoir nód an nód a atáirgeadh an bheochan. " "Úsáideann an [member root_motion_track] an fhormáid chéanna le [method " "Animation.track_set_path], ach tabhair faoi deara go gcaithfear cnámh a " "shonrú.\n" "Má tá cineál [Beochan leanúnach.TYPE_POSITION_3D], [Beochan leanúnach." "TYPE_ROTATION_3D], nó [Beochan leanúnach.TYPE_SCALE_3D] ar an rian, cuirfear " "an claochlú ar ceal ó thaobh amhairc, agus beidh an chuma ar an scéal go " "bhfanfaidh an bheochan i bhfeidhm. Féach freisin [method " "get_root_motion_position], [method get_root_motion_rotation], [method " "get_root_motion_scale], agus [RootMotionView]." msgid "The node which node path references will travel from." msgstr "An nód óna ngluaisfidh tagairtí cosáin nód uaidh." msgid "" "Notifies when an animation finished playing.\n" "[b]Note:[/b] This signal is not emitted if an animation is looping." msgstr "" "Tugtar fógra nuair a chríochnaigh beochan a imirt.\n" "[b]Nóta:[/b] Ní astaítear an comhartha seo má tá beochan ag lúbadh." msgid "Notifies when the animation libraries have changed." msgstr "Tugtar fógra nuair a athraítear na leabharlanna beochana." msgid "Notifies when an animation list is changed." msgstr "Tugtar fógra nuair a athraítear liosta beochana." msgid "Notifies when an animation starts playing." msgstr "Cuirtear in iúl nuair a thosaíonn beochan ag imirt." msgid "" "Notifies when the caches have been cleared, either automatically, or manually " "via [method clear_caches]." msgstr "" "Cuirtear ar an eolas é nuair a bheidh na taisce glanta, go huathoibríoch nó " "de láimh trí [method clear_caches]." msgid "" "Notifies when the blending result related have been applied to the target " "objects." msgstr "" "Tugtar fógra nuair a chuirtear an toradh cumasc a bhaineann leis na cuspóirí " "sprice." msgid "Notifies when the property related process have been updated." msgstr "" "Cuirtear ar an eolas é nuair a bheidh an próiseas a bhaineann le réadmhaoin " "nuashonraithe." msgid "" "Process animation during physics frames (see [constant Node." "NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). This is especially useful when " "animating physics bodies." msgstr "" "Beochan próisis le linn frámaí fisice (féach [Node." "NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). Tá sé seo úsáideach go háirithe agus " "comhlachtaí fisice á mbeochan." msgid "" "Process animation during process frames (see [constant Node." "NOTIFICATION_INTERNAL_PROCESS])." msgstr "" "Beochan próisis le linn frámaí próisis (féach [Node." "NOTIFICATION_INTERNAL_PROCESS])." msgid "" "Do not process animation. Use [method advance] to process the animation " "manually." msgstr "" "Ná próiseáil beochan. Úsáid [method roimh ré] chun an bheochan a phróiseáil " "de láimh." 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 "" "Glaonna modh Baisc le linn an phróisis beochana, ansin déan na glaonna tar " "éis imeachtaí a phróiseáil. Seachnaíonn sé seo fabhtanna a bhaineann le nóid " "a scriosadh nó an AnimationPlayer a mhodhnú agus tú ag imirt." msgid "Make method calls immediately when reached in the animation." msgstr "Déan glaonna modha láithreach nuair a shroichtear iad sa bheochan." msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " "values." msgstr "" "Bíonn tosaíocht ag riainluach [Beochan leanúnach.UPDATE_DISCRETE] agus " "luachanna rian [Beochan leanúnach.UPDATE_CONTINUOUS] nó [Beochan leanúnach." "UPDATE_CAPTURE] agus luachanna rian [Beochan leanúnach.UPDATE_DISCRETE] á " "gcumasc." msgid "" "An [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track value takes precedence when blending the [constant " "Animation.UPDATE_CONTINUOUS] or [constant Animation.UPDATE_CAPTURE] track " "values and the [constant Animation.UPDATE_DISCRETE] track values. This is the " "default behavior for [AnimationPlayer]." msgstr "" "Bíonn tosaíocht ag riainluachanna [Beochan leanúnach.UPDATE_CONTINUOUS] nó " "[Beochan leanúnach.UPDATE_CAPTURE] nuair a chumasctar na luachanna rian " "[Beochan leanúnach.UPDATE_CONTINUOUS] nó [Beochan leanúnach.UPDATE_CAPTURE] " "agus an rian [luachanna seasta Beochan.CREDATE_DIS]. Seo é an t-iompar " "réamhshocraithe do [AnimationPlayer]." msgid "" "Always treat the [constant Animation.UPDATE_DISCRETE] track value as " "[constant Animation.UPDATE_CONTINUOUS] with [constant Animation." "INTERPOLATION_NEAREST]. This is the default behavior for [AnimationTree].\n" "If a value track has non-numeric type key values, it is internally converted " "to use [constant ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE] with [constant " "Animation.UPDATE_DISCRETE]." msgstr "" "Déan luach rian [Beochan leanúnach.UPDATE_DISCRETE] a chóireáil i gcónaí mar " "[Beochan leanúnach.UPDATE_CONTINUOUS] le [Beochan leanúnach." "INTERPOLATION_NEAREST]. Is é seo an t-iompar réamhshocraithe le haghaidh " "[AnimationTree].\n" "Má tá eochairluachanna de chineál neamh-uimhriúil ag rian luacha, tiontaítear " "é go hinmheánach chun [ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE] a úsáid le " "[Constant Animation.UPDATE_DISCRETE]." msgid "Base class for [AnimationTree] nodes. Not related to scene nodes." msgstr "Bunrang do nóid [AnimationTree]. Ní bhaineann le nóid radharc." 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 animation nodes mainly for use in " "[AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used " "instead.\n" "You can access the time information as read-only parameter which is processed " "and stored in the previous frame for all nodes except [AnimationNodeOutput].\n" "[b]Note:[/b] If multiple inputs exist in the [AnimationNode], which time " "information takes precedence depends on the type of [AnimationNode].\n" "[codeblock]\n" "var current_length = $AnimationTree[parameters/AnimationNodeName/" "current_length]\n" "var current_position = $AnimationTree[parameters/AnimationNodeName/" "current_position]\n" "var current_delta = $AnimationTree[parameters/AnimationNodeName/" "current_delta]\n" "[/codeblock]" msgstr "" "Bunacmhainn do nóid [AnimationTree]. Go ginearálta, ní úsáidtear é go " "díreach, ach is féidir leat cinn saincheaptha a chruthú le foirmlí chumasc " "saincheaptha.\n" "Oidhreacht é seo agus nóid beochana á gcruthú go príomha le húsáid i " "[AnimationNodeBlendTree], nó ba cheart [AnimationRootNode] a úsáid ina " "ionad.\n" "Is féidir leat an fhaisnéis ama a rochtain mar pharaiméadar inléite amháin a " "phróiseáiltear agus a stóráiltear sa fhráma roimhe seo le haghaidh gach nóid " "seachas [AnimationNodeOutput].\n" "[b]Nóta:[/b] Má bhíonn ionchuir iolracha sa [AnimationNode], braitheann an t-" "am a dtugtar tosaíocht don fhaisnéis sin ar an gcineál [AnimationNode].\n" "[codeblock]\n" "var current_length = $AnimationTree[parameters/AnimationNodeName/" "current_length]\n" "var current_position = $AnimationTree[parameters/AnimationNodeName/" "current_position]\n" "var current_delta = $AnimationTree[parameters/AnimationNodeName/" "current_delta]\n" "[/codeblock]" msgid "Using AnimationTree" msgstr "Ag baint úsáide as AnimationTree" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "override the text caption for this animation node." msgstr "" "Nuair a fhaigheann tú oidhreacht ó [AnimationRootNode], cuir an modh fíorúil " "seo i bhfeidhm chun an fortheideal téacs don nód beochana seo a shárú." msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return a child animation node by its [param name]." msgstr "" "Nuair a fhaigheann tú oidhreacht ó [AnimationRootNode], cuir an modh fíorúil " "seo i bhfeidhm chun nód beochana linbh a thabhairt ar ais faoina [ainm param]." msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" "Nuair a fhaigheann tú oidhreacht ó [AnimationRootNode], cuir an modh fíorúil " "seo i bhfeidhm chun na nód beochana linbh go léir a thabhairt ar ais in ord " "mar fhoclóir [code]name: nód[/code]." 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 animation nodes, given a resource can be reused in " "multiple trees." msgstr "" "Nuair a fhaigheann tú oidhreacht ó [AnimationRootNode], cuir an modh fíorúil " "seo i bhfeidhm chun luach réamhshocraithe [param parameter] a thabhairt ar " "ais. Is cuimhne áitiúil saincheaptha iad paraiméadair a úsáidtear le haghaidh " "do nóid bheochana, toisc gur féidir acmhainn a athúsáid i gcrainn iolracha." msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return a list of the properties on this animation node. Parameters are custom " "local memory used for your animation nodes, given a resource can be reused in " "multiple trees. Format is similar to [method Object.get_property_list]." msgstr "" "Nuair a fhaigheann tú oidhreacht ó [AnimationRootNode], cuir an modh fíorúil " "seo i bhfeidhm chun liosta de na hairíonna ar an nód beochana seo a thabhairt " "ar ais. Is cuimhne áitiúil saincheaptha iad paraiméadair a úsáidtear le " "haghaidh do nóid bheochana, toisc gur féidir acmhainn a athúsáid i gcrainn " "iolracha. Tá an fhormáid cosúil le [method Object.get_property_list]." msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return whether the blend tree editor should display filter editing on this " "animation node." msgstr "" "Agus tú ag teacht le hoidhreacht ó [AnimationRootNode], cuir an modh fíorúil " "seo i bhfeidhm chun filleadh ar cé acu ar cheart d’eagarthóir an chrainn " "chumaisc eagarthóireacht scagaire a thaispeáint ar an nód beochana seo." 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 animation nodes, given a resource can be reused in " "multiple trees." msgstr "" "Nuair a fhaigheann tú oidhreacht ó [AnimationRootNode], cuir an modh fíorúil " "seo i bhfeidhm chun filleadh ar cibé an bhfuil an [param parameter] inléite " "amháin. Is cuimhne áitiúil saincheaptha iad paraiméadair a úsáidtear le " "haghaidh do nóid bheochana, toisc gur féidir acmhainn a athúsáid i gcrainn " "iolracha." msgid "" "Currently this is mostly useless as there is a lack of many APIs to extend " "AnimationNode by GDScript. It is planned that a more flexible API using " "structures will be provided in the future." msgstr "" "Faoi láthair tá sé seo gan úsáid den chuid is mó mar go bhfuil easpa go leor " "APIs chun AnimationNode le GDScript a leathnú. Tá sé beartaithe go " "soláthrófar API níos solúbtha ag baint úsáide as struchtúir amach anseo." msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "run some code when this animation 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 delta." msgstr "" "Nuair a fhaigheann tú oidhreacht ó [AnimationRootNode], cuir an modh fíorúil " "seo i bhfeidhm chun roinnt cód a rith nuair a phróiseáiltear an nód beochana " "seo. Is deilt choibhneasta é an paraiméadar [am param], mura rud é go bhfuil " "[param seek] [code]true[/code], agus sa chás sin is absalóideach é.\n" "Anseo, glaoigh ar na feidhmeanna [method blend_input], [method blend_node] nó " "[method blend_animation]. Is féidir leat [method get_parameter] agus [method " "set_parameter] a úsáid freisin chun cuimhne áitiúil a mhodhnú.\n" "Ba cheart don fheidhm seo an deilt a thabhairt ar ais." msgid "" "Adds an input to the animation node. This is only useful for animation nodes " "created for use in an [AnimationNodeBlendTree]. If the addition fails, " "returns [code]false[/code]." msgstr "" "Cuireann sé ionchur leis an nód beochana. Níl sé seo úsáideach ach do nóid " "bheochana a chruthaítear le húsáid i [AnimationNodeBlendTree]. Má theipeann " "ar an suimiú, seol ar ais [code]bréagach[/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 "" "Cumaisc beochan de réir méid [param blend] (ní mór an t-ainm a bheith bailí " "sa [AnimationPlayer] nasctha). Féadfar [am param] agus [param delta] a rith, " "chomh maith le cibé ar tharla [param seeked].\n" "Úsáidtear [param looped_flag] trí phróiseáil inmheánach díreach tar éis an " "lúb. Féach freisin [enum Animation.LoopedFlag]." msgid "" "Blend an input. This is only useful for animation 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 "" "Cumaisc ionchur. Níl sé seo úsáideach ach do nóid bheochana a chruthaítear do " "[AnimationNodeBlendTree]. Is deilt choibhneasta é an paraiméadar [am param], " "mura rud é go bhfuil [param seek] [code]true[/code], agus sa chás sin is " "absalóideach é. Is féidir modh scagaire a rith go roghnach (féach [enum " "FilterAction] le haghaidh roghanna)." msgid "" "Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " "[AnimationRootNode] instead, otherwise editors will not display your " "animation node for addition." msgstr "" "Cumaisc nód beochana eile (ar eagla go bhfuil nóid bheochana linbh sa nód " "beochana seo). Níl an fheidhm seo úsáideach ach amháin má fhaigheann tú " "oidhreacht ó [AnimationRootNode] ina ionad sin, nó ní thaispeánfaidh " "eagarthóirí do nód beochana le cur leis." msgid "" "Returns the input index which corresponds to [param name]. If not found, " "returns [code]-1[/code]." msgstr "" "Filleann sé an t-innéacs ionchuir a fhreagraíonn do [ainm param]. Mura " "bhfuarthas é, seol ar ais [code]-1[/code]." msgid "" "Amount of inputs in this animation node, only useful for animation nodes that " "go into [AnimationNodeBlendTree]." msgstr "" "Méid na n-ionchur sa nód beochana seo, nach bhfuil úsáideach ach do nóid " "bheochana a théann isteach i [AnimationNodeBlendTree]." msgid "Gets the name of an input by index." msgstr "Faigheann sé ainm ionchur de réir innéacs." msgid "" "Gets the value of a parameter. Parameters are custom local memory used for " "your animation nodes, given a resource can be reused in multiple trees." msgstr "" "Faigheann luach paraiméadar. Is cuimhne áitiúil saincheaptha iad paraiméadair " "a úsáidtear le haghaidh do nóid bheochana, toisc gur féidir acmhainn a " "athúsáid i gcrainn iolracha." msgid "Returns whether the given path is filtered." msgstr "Filleann sé cibé an bhfuil an cosán tugtha scagtha." msgid "Removes an input, call this only when inactive." msgstr "Baintear ionchur, cuir glaoch air seo nuair atá sé neamhghníomhach." msgid "Adds or removes a path for the filter." msgstr "Cuireann nó baintear conair don scagaire." msgid "" "Sets the name of the input at the given [param input] index. If the setting " "fails, returns [code]false[/code]." msgstr "" "Socraíonn sé ainm an ionchuir ag an innéacs [param ionchur] a thugtar. Má " "theipeann ar an socrú, seol ar ais [code]bréagach[/code]." msgid "" "Sets a custom parameter. These are used as local memory, because resources " "can be reused across the tree or scenes." msgstr "" "Socraíonn sé paraiméadar saincheaptha. Úsáidtear iad seo mar chuimhne " "áitiúil, mar is féidir acmhainní a athúsáid trasna an chrainn nó radhairc." msgid "If [code]true[/code], filtering is enabled." msgstr "Más [code]true[/code], tá an scagadh cumasaithe." msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " "when one of their animation nodes removes. The animation nodes that emit this " "signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], and [AnimationNodeBlendTree]." msgstr "" "Astaithe ag nóid a oidhreacht ón aicme seo agus a bhfuil crann inmheánach " "nuair a bhaintear ceann dá nóid beochana. Is iad na nóid bheochan a astaíonn " "an comhartha seo ná [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], agus [AnimationNodeBlendTree]." msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " "when one of their animation node names changes. The animation nodes that emit " "this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], and [AnimationNodeBlendTree]." msgstr "" "Astaítear ag nóid a thagann le hoidhreacht ón aicme seo agus a bhfuil crann " "inmheánach acu nuair a athraíonn ceann dá n-ainmneacha nód beochana. Is iad " "na nóid bheochan a astaíonn an comhartha seo ná [AnimationNodeBlendSpace1D], " "[AnimationNodeBlendSpace2D], [AnimationNodeStateMachine], agus " "[AnimationNodeBlendTree]." msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " "when one of their animation nodes changes. The animation nodes that emit this " "signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], [AnimationNodeBlendTree] and " "[AnimationNodeTransition]." msgstr "" "Astaítear ag nóid a thagann le hoidhreacht ón aicme seo agus a bhfuil crann " "inmheánach acu nuair a athraíonn ceann dá nóid bheochana. Is iad na nóid " "bheochan a astaíonn an comhartha seo ná [AnimationNodeBlendSpace1D], " "[AnimationNodeBlendSpace2D], [AnimationNodeStateMachine], " "[AnimationNodeBlendTree] agus [AnimationNodeTransition]." msgid "Do not use filtering." msgstr "Ná húsáid scagadh." msgid "Paths matching the filter will be allowed to pass." msgstr "Ceadófar cosáin a mheaitseálann an scagaire chun pas a fháil." msgid "Paths matching the filter will be discarded." msgstr "Caithfear cosáin a mheaitseálann an scagaire." msgid "Paths matching the filter will be blended (by the blend value)." msgstr "" "Déanfar cosáin a mheaitseálann an scagaire a chumasc (de réir luach an " "chumaisc)." msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]." msgstr "" "Déanann sé dhá bheochan a chumasc go breise laistigh de " "[AnimationNodeBlendTree]." msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "additively based on the amount value.\n" "If the amount is greater than [code]1.0[/code], the animation connected to " "\"in\" port is blended with the amplified animation connected to \"add\" " "port.\n" "If the amount is less than [code]0.0[/code], the animation connected to " "\"in\" port is blended with the inverted animation connected to \"add\" port." msgstr "" "Acmhainn le cur le [AnimationNodeBlendTree]. Cumaisc dhá bheochan go " "suimitheach bunaithe ar an luach méid.\n" "Más mó an méid ná [code]1.0[/code], déantar an bheochan a bhaineann leis an " "bport \"i\" a chumasc leis an mbeochan aimplithe atá nasctha leis an bport " "\"cuir\".\n" "Má tá an méid níos lú ná [code]0.0[/code], déantar an bheochan a bhaineann " "leis an bport \"i\" a chumasc leis an mbeochan inbhéartaithe atá nasctha leis " "an bport \"cuir\"." msgid "" "Blends two of three animations additively inside of an " "[AnimationNodeBlendTree]." msgstr "" "Déanann sé dhá cheann de thrí bheochan a chumasc go breise laistigh de " "[AnimationNodeBlendTree]." msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations out " "of three additively out of three based on the amount value.\n" "This animation node has three inputs:\n" "- The base animation to add to\n" "- A \"-add\" animation to blend with when the blend amount is negative\n" "- A \"+add\" animation to blend with when the blend amount is positive\n" "If the absolute value of the amount is greater than [code]1.0[/code], the " "animation connected to \"in\" port is blended with the amplified animation " "connected to \"-add\"/\"+add\" port." msgstr "" "Acmhainn le cur le [AnimationNodeBlendTree]. Cumaisc dhá bheochan as trí cinn " "as trí bhreiseán bunaithe ar luach an mhéid.\n" "Tá trí ionchur ag an nód beochana seo:\n" "- An beochan bonn le cur leis\n" "- Beochan \"-cuir\" le cumasc leis nuair a bhíonn méid an chumaisc diúltach\n" "- Beochan \"+ cuir\" le cumasc leis nuair atá méid an chumaisc deimhneach\n" "Má tá luach absalóideach an mhéid níos mó ná [code]1.0[/code], déantar an " "bheochan a bhaineann leis an bport \"i\" a chumasc leis an mbeochan aimplithe " "atá nasctha leis an bport \"-add\"/\"+add\"." msgid "An input animation for an [AnimationNodeBlendTree]." msgstr "Beochan ionchuir le haghaidh [AnimationNodeBlendTree]." msgid "" "A resource to add to an [AnimationNodeBlendTree]. Only has one output port " "using the [member animation] property. Used as an input for [AnimationNode]s " "that blend animations together." msgstr "" "Acmhainn le cur le [AnimationNodeBlendTree]. Níl ach port aschuir amháin aige " "a úsáideann an t-airí [beochan ball]. Úsáidtear é mar ionchur do " "[AnimationNode]s a chumascann beochan le chéile." msgid "3D Platformer Demo" msgstr "Taispeántas Platformer 3D" msgid "" "Animation to use as an output. It is one of the animations provided by " "[member AnimationTree.anim_player]." msgstr "" "Beochan le húsáid mar aschur. Tá sé ar cheann de na beochana a sholáthraíonn " "[member AnimationTree.anim_player]." msgid "" "If [member use_custom_timeline] is [code]true[/code], override the loop " "settings of the original [Animation] resource with the value.\n" "[b]Note:[/b] If the [member Animation.loop_mode] isn't set to looping, the " "[method Animation.track_set_interpolation_loop_wrap] option will not be " "respected. If you cannot get the expected behavior, consider duplicating the " "[Animation] resource and changing the loop settings." msgstr "" "Má tá [code]true[/code] ar [ball use_custom_timeline], sáraigh socruithe lúb " "na hacmhainne bunaidh [Beochan] leis an luach.\n" "[b]Nóta:[/b] Mura bhfuil an [member Animation.loop_mode] socraithe mar " "lúbadh, ní bheidh meas ar an rogha [method Animation." "track_set_interpolation_loop_wrap]. Mura féidir leat an t-iompar ionchais a " "fháil, smaoinigh ar an acmhainn [Beochan] a dhúbailt agus na socruithe lúb a " "athrú." msgid "Determines the playback direction of the animation." msgstr "Cinneann treo athsheinm na beochana." msgid "" "If [member use_custom_timeline] is [code]true[/code], offset the start " "position of the animation.\n" "This is useful for adjusting which foot steps first in 3D walking animations." msgstr "" "Más [code]true[/code] é [ball use_custom_timeline], fritháirigh suíomh " "tosaigh an bheochana.\n" "Tá sé seo úsáideach chun coigeartú a dhéanamh ar na cosa a théann chun " "tosaigh i mbeochan siúil 3D." msgid "" "If [code]true[/code], scales the time so that the length specified in [member " "timeline_length] is one cycle.\n" "This is useful for matching the periods of walking and running animations.\n" "If [code]false[/code], the original animation length is respected. If you set " "the loop to [member loop_mode], the animation will loop in [member " "timeline_length]." msgstr "" "Más rud é [code]true[/code], scálaigh an t-am ionas gur timthriall amháin an " "fad atá sonraithe i [member timeline_length].\n" "Tá sé seo úsáideach chun tréimhsí beochana siúlóide agus reatha a " "mheaitseáil.\n" "Má tá [code]false[/code], meastar fad bunaidh na beochana. Má shocraíonn tú " "an lúb go [member loop_mode], lúbfaidh an bheochan i [member timeline_length]." msgid "" "If [member use_custom_timeline] is [code]true[/code], offset the start " "position of the animation." msgstr "" "Más [code]true[/code] é [ball use_custom_timeline], fritháirigh suíomh " "tosaigh an bheochana." msgid "" "If [code]true[/code], [AnimationNode] provides an animation based on the " "[Animation] resource with some parameters adjusted." msgstr "" "Más rud é [code]true[/code], soláthraíonn [AnimationNode] beochan bunaithe ar " "an acmhainn [Beochan] agus roinnt paraiméadair coigeartaithe." msgid "Plays animation in forward direction." msgstr "Imríonn beochan sa treo chun tosaigh." msgid "Plays animation in backward direction." msgstr "Imríonn beochan sa treo ar gcúl." msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]." msgstr "" "Cumaisc dhá bheochan go líneach taobh istigh de [AnimationNodeBlendTree]." msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "linearly based on the amount value.\n" "In general, the blend value should be in the [code][0.0, 1.0][/code] range. " "Values outside of this range can blend amplified or inverted animations, " "however, [AnimationNodeAdd2] works better for this purpose." msgstr "" "Acmhainn le cur le [AnimationNodeBlendTree]. Cumaisc dhá bheochan go líneach " "bunaithe ar an luach méid.\n" "Go ginearálta, ba cheart go mbeadh an luach cumaisc sa raon [code][0.0, 1.0][/" "code]. Is féidir le luachanna lasmuigh den raon seo beochan aimplithe nó " "inbhéartaithe a chumasc, áfach, oibríonn [AnimationNodeAdd2] níos fearr chun " "na críche seo." msgid "" "Blends two of three animations linearly inside of an [AnimationNodeBlendTree]." msgstr "" "Déanann sé dhá cheann de thrí bheochan a chumasc go líneach taobh istigh de " "[AnimationNodeBlendTree]." msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations out " "of three linearly out of three based on the amount value.\n" "This animation node has three inputs:\n" "- The base animation to blend with\n" "- A \"-blend\" animation to blend with when the blend amount is negative " "value\n" "- A \"+blend\" animation to blend with when the blend amount is positive " "value\n" "In general, the blend value should be in the [code][-1.0, 1.0][/code] range. " "Values outside of this range can blend amplified animations, however, " "[AnimationNodeAdd3] works better for this purpose." msgstr "" "Acmhainn le cur le [AnimationNodeBlendTree]. Cumaisc dhá bheochan as trí cinn " "go líneach as trí bunaithe ar luach an mhéid.\n" "Tá trí ionchur ag an nód beochana seo:\n" "- An beochan bonn a chumasc leis\n" "- Beochan \"- chumasc\" le cumasc leis nuair is luach diúltach é méid an " "chumaisc\n" "- Beochan \"+ chumasc\" le cumasc leis nuair is luach deimhneach é méid an " "chumaisc\n" "Go ginearálta, ba cheart go mbeadh an luach cumaisc sa raon [code][-1.0, 1.0]" "[/code]. Is féidir le luachanna lasmuigh den raon seo beochan aimplithe a " "chumasc, áfach, oibríonn [AnimationNodeAdd3] níos fearr chun na críche seo." msgid "" "A set of [AnimationRootNode]s placed on a virtual axis, crossfading between " "the two adjacent ones. Used by [AnimationTree]." msgstr "" "Sraith de [AnimationRootNode]s curtha ar ais fhíorúil, ag trasfhadú idir an " "dá cheann in aice láimhe. Arna úsáid ag [AnimationTree]." msgid "" "A resource used by [AnimationNodeBlendTree].\n" "[AnimationNodeBlendSpace1D] represents a virtual axis on which any type of " "[AnimationRootNode]s can be added using [method add_blend_point]. Outputs the " "linear blend of the two [AnimationRootNode]s adjacent to the current value.\n" "You can set the extents of the axis with [member min_space] and [member " "max_space]." msgstr "" "Acmhainn a úsáideann [AnimationNodeBlendTree].\n" "Léiríonn [AnimationNodeBlendSpace1D] ais fhíorúil ar féidir aon chineál " "[AnimationRootNode]s a chur léi trí úsáid a bhaint as [method " "add_blend_point]. Aschuir an cumasc líneach den dá [AnimationRootNode]s " "cóngarach don luach reatha.\n" "Is féidir leat fairsinge na haise a shocrú le [comhalta min_space] agus " "[comhalta max_space]." 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 "" "Cuirtear leis pointe nua a sheasann do [param node] ar an ais fhíorúil ag " "suíomh tugtha arna shocrú ag [param pos]. Is féidir leat é a chur isteach ag " "innéacs ar leith ag baint úsáide as an argóint [param at_index]. Má úsáideann " "tú an luach réamhshocraithe le haghaidh [param at_index], cuirtear an pointe " "isteach ag deireadh an eagar pointí cumaisc." msgid "Returns the number of points on the blend axis." msgstr "Filleann sé líon na bpointí ar an ais chumaisc." msgid "" "Returns the [AnimationNode] referenced by the point at index [param point]." msgstr "" "Filleann sé an [AnimationNode] a bhfuil tagairt dó ag an bpointe ag an " "innéacs [param point]." msgid "Returns the position of the point at index [param point]." msgstr "Filleann sé suíomh an phointe ag innéacs [paraphointe]." msgid "Removes the point at index [param point] from the blend axis." msgstr "Baineann sé an pointe ag innéacs [para-phointe] as an ais chumaisc." msgid "" "Changes the [AnimationNode] referenced by the point at index [param point]." msgstr "" "Athraíonn an [AnimationNode] dá dtagraítear ag an bpointe ag an innéacs " "[parampoint]." msgid "" "Updates the position of the point at index [param point] on the blend axis." msgstr "" "Nuashonraítear suíomh an phointe ag an innéacs [parampoint] ar an ais " "chumaisc." msgid "" "Controls the interpolation between animations. See [enum BlendMode] constants." msgstr "" "Rialaíonn sé an t-idirshuíomh idir beochan. Féach tairisigh [enum BlendMode]." msgid "" "The blend space's axis's upper limit for the points' position. See [method " "add_blend_point]." msgstr "" "Uasteorainn ais an spáis chumaisc do shuíomh na bpointí. Féach ar [method " "add_blend_point]." msgid "" "The blend space's axis's lower limit for the points' position. See [method " "add_blend_point]." msgstr "" "Teorainn íochtair ais an spáis chumaisc do shuíomh na bpointí. Féach ar " "[method add_blend_point]." msgid "Position increment to snap to when moving a point on the axis." msgstr "Incrimint suímh le léim chuige nuair a bhogtar pointe ar an ais." 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 "" "Má tá [code]false[/code], stoptar fráma na mbeochan cumaisc nuair is é " "[code]0[/code] an luach cumaisc.\n" "Más [code]true[/code], cuir iallach ar na beochana cumaiscthe fráma a chur ar " "aghaidh." msgid "Label of the virtual axis of the blend space." msgstr "Lipéad d'ais fhíorúil an spáis chumaisc." msgid "The interpolation between animations is linear." msgstr "Tá an t-idirshuíomh idir beochan líneach." msgid "" "The blend space plays the animation of the animation node which blending " "position is closest to. Useful for frame-by-frame 2D animations." msgstr "" "Imríonn spás an chumaisc beochan an nód bheochana is gaire dó an suíomh " "cumaisc. Úsáideach le haghaidh beochan 2D fráma-ar-fhráma." msgid "" "Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at " "the last animation's playback position." msgstr "" "Cosúil le [BLEND_MODE_DISCRETE leanúnach], ach cuireann sé tús leis an " "mbeochan nua ag suíomh athsheinm na beochana deiridh." msgid "" "A set of [AnimationRootNode]s placed on 2D coordinates, crossfading between " "the three adjacent ones. Used by [AnimationTree]." msgstr "" "Sraith de [AnimationRootNode]s curtha ar chomhordanáidí 2T, ag trasfhadú idir " "na trí cinn in aice láimhe. Arna úsáid ag [AnimationTree]." 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 "" "Cuirtear leis pointe nua a sheasann do [param node] ag an suíomh atá " "socraithe ag [param pos]. Is féidir leat é a chur isteach ag innéacs ar leith " "ag baint úsáide as an argóint [param at_index]. Má úsáideann tú an luach " "réamhshocraithe le haghaidh [param at_index], cuirtear an pointe isteach ag " "deireadh an eagar pointí cumaisc." 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 "" "Cruthaíonn sé triantán nua ag baint úsáide as trí phointe [param x], [param " "y], agus [param z]. Is féidir le triantáin forluí. Is féidir leat an triantán " "a chur isteach ag innéacs ar leith ag baint úsáide as an argóint [param " "at_index]. Má úsáideann tú an luach réamhshocraithe le haghaidh [param " "at_index], cuirtear an pointe isteach ag deireadh an eagar pointí cumaisc." msgid "Returns the number of points in the blend space." msgstr "Filleann sé líon na bpointí sa spás cumaisc." msgid "" "Returns the [AnimationRootNode] referenced by the point at index [param " "point]." msgstr "" "Filleann sé an [AnimationRootNode] dá dtagraítear ag an bpointe ag an innéacs " "[parampoint]." msgid "Returns the number of triangles in the blend space." msgstr "Filleann sé líon na dtriantán sa spás cumaisc." msgid "" "Returns the position of the point at index [param point] in the triangle of " "index [param triangle]." msgstr "" "Filleann sé suíomh an phointe ag comhinnéacs [param point] i dtriantán " "comhinnéacs [param triantán]." msgid "Removes the point at index [param point] from the blend space." msgstr "Baineann sé an pointe ag innéacs [parampoint] as an spás cumaisc." msgid "Removes the triangle at index [param triangle] from the blend space." msgstr "" "Baineann sé an triantán ag comhéifeacht [triantán param] as spás an chumaisc." 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 "" "Más [code]true[/code], triantaítear spás an chumaisc go huathoibríoch. " "Nuashonraíonn an mogalra gach uair a chuireann tú nó a bhaintear pointí le " "[method add_blend_point] agus [method remove_blend_point]." msgid "" "The blend space's X and Y axes' upper limit for the points' position. See " "[method add_blend_point]." msgstr "" "Uasteorainn aiseanna X agus Y an spáis chumaisc do shuíomh na bpointí. Féach " "ar [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 "" "Teorainn íochtair aiseanna X agus Y an spáis chumaisc do shuíomh na bpointí. " "Féach ar [method add_blend_point]." msgid "Position increment to snap to when moving a point." msgstr "Incrimint suímh le léim chuige agus pointe á bhogadh." msgid "Name of the blend space's X axis." msgstr "Ainm X ais an spáis chumaisc." msgid "Name of the blend space's Y axis." msgstr "Ainm Ais Y an spáis chumaisc." msgid "" "Emitted every time the blend space's triangles are created, removed, or when " "one of their vertices changes position." msgstr "" "Astaithe gach uair a chruthaítear triantáin an spáis chumaisc, nuair a " "bhaintear iad, nó nuair a athraíonn ceann dá rinn a suíomh." msgid "" "A sub-tree of many type [AnimationNode]s used for complex animations. Used by " "[AnimationTree]." msgstr "" "Fo-chrann den iliomad cineál [AnimationNode]s a úsáidtear le haghaidh beochan " "casta. Arna úsáid ag [AnimationTree]." msgid "" "This animation node may contain a sub-tree of any other type animation nodes, " "such as [AnimationNodeTransition], [AnimationNodeBlend2], " "[AnimationNodeBlend3], [AnimationNodeOneShot], etc. This is one of the most " "commonly used animation node roots.\n" "An [AnimationNodeOutput] node named [code]output[/code] is created by default." msgstr "" "Féadfaidh fo-chraobh nóid beochana de chineál ar bith eile a bheith sa nód " "beochana seo, mar shampla [AnimationNodeTransition], [AnimationNodeBlend2], " "[AnimationNodeBlend3], [AnimationNodeOneShot], etc. Tá sé seo ar cheann de na " "fréamhacha nód beochana is coitianta a úsáidtear.\n" "Cruthaítear nód [AnimationNodeOutput] darb ainm [code]aschur[/code] de réir " "réamhshocraithe." msgid "" "Adds an [AnimationNode] at the given [param position]. The [param name] is " "used to identify the created sub animation node later." msgstr "" "Cuirtear [AnimationNode] leis ag an [suíomh param] a thugtar. Úsáidtear an " "[paramname] chun an fo-nód beochana cruthaithe a shainaithint níos déanaí." msgid "" "Connects the output of an [AnimationNode] as input for another " "[AnimationNode], at the input port specified by [param input_index]." msgstr "" "Nascann sé aschur [AnimationNode] mar ionchur do [AnimationNode] eile, ag an " "bport ionchuir atá sonraithe ag [param input_index]." msgid "Disconnects the animation node connected to the specified input." msgstr "Dínascann sé an nód beochana atá ceangailte leis an ionchur sonraithe." msgid "Returns the sub animation node with the specified [param name]." msgstr "Filleann sé an fo-nód beochana leis an [paramname] sonraithe." msgid "" "Returns the position of the sub animation node with the specified [param " "name]." msgstr "Filleann sé suíomh an fho-nód beochana leis an [ainm param] sonraithe." msgid "" "Returns [code]true[/code] if a sub animation node with specified [param name] " "exists." msgstr "" "Filleann sé [code]true[/code] má tá fo-nód beochana a bhfuil [ainm param] " "sonraithe air." msgid "Removes a sub animation node." msgstr "Baintear fo-nód beochana." msgid "Changes the name of a sub animation node." msgstr "Athraítear ainm fo-nód beochana." msgid "Modifies the position of a sub animation node." msgstr "Athraíonn suíomh fo-nód beochana." msgid "The global offset of all sub animation nodes." msgstr "Fritháireamh domhanda gach fo-nóid bheochana." msgid "Emitted when the input port information is changed." msgstr "Astaítear nuair a athraítear faisnéis an phoirt ionchuir." msgid "The connection was successful." msgstr "D’éirigh leis an nasc." msgid "The input node is [code]null[/code]." msgstr "Is é [code]null[/code] an nód ionchuir." msgid "The specified input port is out of range." msgstr "Tá an port ionchuir sonraithe as raon." msgid "The output node is [code]null[/code]." msgstr "Is é an nód aschuir ná [code]null[/code]." msgid "Input and output nodes are the same." msgstr "Tá nóid ionchuir agus aschuir mar an gcéanna." msgid "The specified connection already exists." msgstr "Tá an nasc sonraithe ann cheana féin." msgid "Plays an animation once in an [AnimationNodeBlendTree]." msgstr "Seinneann sé beochan uair amháin i [AnimationNodeBlendTree]." msgid "" "A resource to add to an [AnimationNodeBlendTree]. This animation node will " "execute a sub-animation and return once it finishes. Blend times for fading " "in and out can be customized, as well as filters.\n" "After setting the request and changing the animation playback, the one-shot " "node automatically clears the request on the next process frame by setting " "its [code]request[/code] value to [constant ONE_SHOT_REQUEST_NONE].\n" "[codeblocks]\n" "[gdscript]\n" "# Play child animation connected to \"shot\" port.\n" "animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot." "ONE_SHOT_REQUEST_FIRE)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot." "ONE_SHOT_REQUEST_FIRE\n" "\n" "# Abort child animation connected to \"shot\" port.\n" "animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot." "ONE_SHOT_REQUEST_ABORT)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot." "ONE_SHOT_REQUEST_ABORT\n" "\n" "# Abort child animation with fading out connected to \"shot\" port.\n" "animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot." "ONE_SHOT_REQUEST_FADE_OUT)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot." "ONE_SHOT_REQUEST_FADE_OUT\n" "\n" "# Get current state (read-only).\n" "animation_tree.get(\"parameters/OneShot/active\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/active\"]\n" "\n" "# Get current internal state (read-only).\n" "animation_tree.get(\"parameters/OneShot/internal_active\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/internal_active\"]\n" "[/gdscript]\n" "[csharp]\n" "// Play child animation connected to \"shot\" port.\n" "animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot." "OneShotRequest.Fire);\n" "\n" "// Abort child animation connected to \"shot\" port.\n" "animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot." "OneShotRequest.Abort);\n" "\n" "// Abort child animation with fading out connected to \"shot\" port.\n" "animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot." "OneShotRequest.FadeOut);\n" "\n" "// Get current state (read-only).\n" "animationTree.Get(\"parameters/OneShot/active\");\n" "\n" "// Get current internal state (read-only).\n" "animationTree.Get(\"parameters/OneShot/internal_active\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Acmhainn le cur le [AnimationNodeBlendTree]. Déanfaidh an nód beochana seo fo-" "bheochan agus fillfidh sé nuair a bheidh sé críochnaithe. Is féidir amanna " "cumaisc le haghaidh fading isteach agus amach a shaincheapadh, chomh maith le " "scagairí.\n" "Tar éis an t-iarratas a shocrú agus an t-athsheinm beochana a athrú, glanann " "an nód aon-lámhaigh an t-iarratas ar an gcéad fhráma próisis eile go " "huathoibríoch trína luach [code]iarratas[/code] a shocrú go " "[mona_SHOT_REQUEST_NONE].\n" "[codeblocks]\n" "[gdscript]\n" "# Seinn beochan linbh ceangailte leis an bport \"lámhaigh\".\n" "animation_tree.set (\"paraiméadair/OneShot/iarratas\", AnimationNodeOneShot." "ONE_SHOT_REQUEST_FIRE)\n" "# Comhréir mhalartach (an toradh céanna agus thuas).\n" "animation_tree[\"parameters/OneShot/request\"] = BeochanNodeOneShot." "ONE_SHOT_REQUEST_FIRE\n" "\n" "# Tobscoir beochan linbh ceangailte leis an bport \"lámhaigh\".\n" "animation_tree.set (\"paraiméadair/OneShot/iarratas\", AnimationNodeOneShot." "ONE_SHOT_REQUEST_ABORT)\n" "# Comhréir mhalartach (an toradh céanna agus thuas).\n" "animation_tree[\"parameters/OneShot/request\"] = BeochanNodeOneShot." "ONE_SHOT_REQUEST_ABORT\n" "\n" "# Tobscoir beochan linbh le fading amach ceangailte leis an bport " "\"lámhaigh\".\n" "animation_tree.set(\"paraiméadair/OneShot/iarratas\", AnimationNodeOneShot." "ONE_SHOT_REQUEST_FADE_OUT)\n" "# Comhréir mhalartach (an toradh céanna agus thuas).\n" "animation_tree[\"parameters/OneShot/request\"] = BeochanNodeOneShot." "ONE_SHOT_REQUEST_FADE_OUT\n" "\n" "# Faigh an staid reatha (inléite amháin).\n" "animation_tree.get (\"paraiméadair/OneShot/gníomhach\")\n" "# Comhréir mhalartach (an toradh céanna agus thuas).\n" "beochan_tree[\"paraiméadair/OneShot/gníomhach\"]\n" "\n" "# Faigh an staid inmheánach reatha (inléite amháin).\n" "animation_tree.get (\"paraiméadair/OneShot/inmheánach_ghníomhach\")\n" "# Comhréir mhalartach (an toradh céanna agus thuas).\n" "beochan_tree[\"paraiméadair/OneShot/inmheánach_ghníomhach\"]\n" "[/gdscript]\n" "[csharp]\n" "// Seinn beochan linbh ceangailte le port \"lámhaigh\".\n" "animationTree.Set (\"paraiméadair/OneShot/iarratas\", " "(int)AnimationNodeOneShot.OneShotRequest.Fire);\n" "\n" "// Tobscoir beochan linbh ceangailte leis an bport \"lámhaigh\".\n" "animationTree.Set(\"paraiméadair/OneShot/iarratas\", " "(int)AnimationNodeOneShot.OneShotRequest.Abort);\n" "\n" "// Tobscoir beochan linbh agus fading amach ceangailte leis an bport " "\"lámhaigh\".\n" "animationTree.Set(\"paraiméadair/OneShot/iarratas\", " "(int)AnimationNodeOneShot.OneShotRequest.FadeOut);\n" "\n" "// Faigh an staid reatha (inléite amháin).\n" "animationTree.Get(\"paraiméadair/OneShot/gníomhach\");\n" "\n" "// Faigh an staid inmheánach reatha (inléite amháin).\n" "animationTree.Get(\"paraiméadair/OneShot/inmheánach_ghníomhach\");\n" "[/csharp]\n" "[/codeblocks]" msgid "" "If [code]true[/code], the sub-animation will restart automatically after " "finishing.\n" "In other words, to start auto restarting, the animation must be played once " "with the [constant ONE_SHOT_REQUEST_FIRE] request. The [constant " "ONE_SHOT_REQUEST_ABORT] request stops the auto restarting, but it does not " "disable the [member autorestart] itself. So, the [constant " "ONE_SHOT_REQUEST_FIRE] request will start auto restarting again." msgstr "" "Más [code]true[/code], atosóidh an fo-bheochan go huathoibríoch tar éis " "críochnú.\n" "Is é sin le rá, chun atosú uathoibríoch a thosú, ní mór an bheochan a sheinm " "uair amháin leis an iarratas [ONE_SHOT_REQUEST_FIRE]. Cuireann an t-iarratas " "[ONE_SHOT_REQUEST_ABORT] stop leis an uath-atosú, ach ní dhíchumasaíonn sé an " "[comhalta autorestart] féin. Mar sin, tosóidh an t-iarratas " "[ONE_SHOT_REQUEST_FIRE] ag atosú go huathoibríoch arís." msgid "The delay after which the automatic restart is triggered, in seconds." msgstr "" "An mhoill a spreagtar an t-atosú uathoibríoch ina dhiaidh sin, i soicindí." 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 "" "Más [code]true[/code] é [comhalta autorestart], cuirfear moill bhreise " "randamach (i soicindí) idir 0 agus an luach seo le [comhalta " "autorestart_delay]." msgid "" "If [code]true[/code], breaks the loop at the end of the loop cycle for " "transition, even if the animation is looping." msgstr "" "Má tá [code]true[/code], briseann sé an lúb ag deireadh an timthrialla lúb " "don trasdul, fiú má tá an bheochan ag lúbadh." msgid "" "Determines how cross-fading between animations is eased. If empty, the " "transition will be linear." msgstr "" "Cinneann an chaoi a n-éascaítear traschéimniú idir beochan. Má tá sé folamh, " "beidh an t-aistriú líneach." msgid "" "The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 " "second length animation will produce a cross-fade that starts at 0 second and " "ends at 1 second during the animation.\n" "[b]Note:[/b] [AnimationNodeOneShot] transitions the current state after the " "end of the fading. When [AnimationNodeOutput] is considered as the most " "upstream, so the [member fadein_time] is scaled depending on the downstream " "delta. For example, if this value is set to [code]1.0[/code] and a " "[AnimationNodeTimeScale] with a value of [code]2.0[/code] is chained " "downstream, the actual processing time will be 0.5 second." msgstr "" "An ré céimnithe isteach. Mar shampla, má shocraítear é seo go [code]1.0[/" "code] le haghaidh beochana 5 soicind, cuirfear traschéimniú ar fáil a " "thosaíonn ag 0 soicind agus a chríochnaíonn ag 1 soicind le linn na " "beochana.\n" "[b]Nóta:[/b] Aistríonn [AnimationNodeOneShot] an staid reatha tar éis " "dheireadh an fadaithe. Nuair a mheastar [AnimationNodeOutput] mar an ceann is " "mó in aghaidh an tsrutha, mar sin déantar an [member fadein_time] a scála ag " "brath ar an deilt le sruth. Mar shampla, má tá an luach seo socraithe go " "[code]1.0[/code] agus má tá [AnimationNodeTimeScale] le luach [code]2.0[/" "code] slabhraithe le sruth, beidh an t-am próiseála iarbhír cothrom le 0.5 " "soicind." msgid "" "The fade-out duration. For example, setting this to [code]1.0[/code] for a 5 " "second length animation will produce a cross-fade that starts at 4 second and " "ends at 5 second during the animation.\n" "[b]Note:[/b] [AnimationNodeOneShot] transitions the current state after the " "end of the fading. When [AnimationNodeOutput] is considered as the most " "upstream, so the [member fadeout_time] is scaled depending on the downstream " "delta. For example, if this value is set to [code]1.0[/code] and an " "[AnimationNodeTimeScale] with a value of [code]2.0[/code] is chained " "downstream, the actual processing time will be 0.5 second." msgstr "" "An ré céimnithe amach. Mar shampla, má shocraítear é seo go [code]1.0[/code] " "le haghaidh beochana 5 soicind, cuirfear traschéimniú ar fáil a thosaíonn ag " "4 soicind agus a chríochnaíonn ar 5 soicind le linn na beochana.\n" "[b]Nóta:[/b] Aistríonn [AnimationNodeOneShot] an staid reatha tar éis " "dheireadh an fadaithe. Nuair a mheastar [AnimationNodeOutput] mar an ceann is " "mó in aghaidh an tsrutha, mar sin déantar an [member fadeout_time] a scála ag " "brath ar an deilt le sruth. Mar shampla, má tá an luach seo socraithe go " "[code]1.0[/code] agus má tá [animationNodeTimeScale] le luach [code]2.0[/" "code] slabhraithe le sruth, beidh an t-am próiseála iarbhír cothrom le 0.5 " "soicind." msgid "The blend type." msgstr "An cineál meascán." msgid "The default state of the request. Nothing is done." msgstr "Staid réamhshocraithe an iarratais. Ní dhéantar tada." msgid "The request to play the animation connected to \"shot\" port." msgstr "An t-iarratas chun an beochan a imirt ceangailte le \"lámhaigh\" port." msgid "The request to stop the animation connected to \"shot\" port." msgstr "" "An t-iarratas chun stop a chur leis an beochan ceangailte le \"lámhaigh\" " "port." msgid "The request to fade out the animation connected to \"shot\" port." msgstr "An t-iarratas chun an beochan ceangailte le port \"lámhaigh\" a mhaolú." msgid "Blends two animations. See also [AnimationNodeBlend2]." msgstr "Cumaisc dhá bheochan. Féach freisin [AnimationNodeBlend2]." msgid "Blends two animations additively. See also [AnimationNodeAdd2]." msgstr "Cumaisc dhá bheochan go breise. Féach freisin [AnimationNodeAdd2]." msgid "The animation output node of an [AnimationNodeBlendTree]." msgstr "Nód aschuir beochana de [AnimationNodeBlendTree]." msgid "" "A node created automatically in an [AnimationNodeBlendTree] that outputs the " "final animation." msgstr "" "Nód a chruthaítear go huathoibríoch i [AnimationNodeBlendTree] a aschuireann " "an bheochan deiridh." msgid "" "A state machine with multiple [AnimationRootNode]s, used by [AnimationTree]." msgstr "" "Meaisín stáit a bhfuil iolraí [AnimationRootNode]s air, arna úsáid ag " "[AnimationTree]." msgid "" "Contains multiple [AnimationRootNode]s representing animation states, " "connected in a graph. State 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\").Get(\"parameters/" "playback\") as AnimationNodeStateMachinePlayback;\n" "stateMachine.Travel(\"some_state\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Tá iolraí [AnimationRootNode]s ann a léiríonn stáit bheochana, ceangailte i " "ngraf. Is féidir aistrithe stáit a chumrú le go dtarlóidh siad go " "huathoibríoch nó trí chód, ag baint úsáide as algartam cosán is giorra. " "Aisghabh an oibiacht [AnimationNodeStateMachinePlayback] ón nód " "[AnimationTree] chun é a rialú go ríomhchláraithe.\n" "[b]Sampla:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var state_machine = $AnimationTree.get (\"paraiméadair / athsheinm\")\n" "state_machine.travel (\"cuid_stát\")\n" "[/gdscript]\n" "[csharp]\n" "var stateMachine = GetNode (\"AnimationTree\")." "Get(\"paraiméadair/athsheinm\") mar AnimationNodeStateMachinePlayback;\n" "stateMachine.Travel (\"some_state\");\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Adds a new animation node to the graph. The [param position] is used for " "display in the editor." msgstr "" "Cuireann nód beochana nua leis an ngraf. Úsáidtear an [suíomh param] le " "taispeáint san eagarthóir." msgid "Adds a transition between the given animation nodes." msgstr "Cuireann sé trasdul idir na nóid bheochana tugtha." msgid "Returns the draw offset of the graph. Used for display in the editor." msgstr "" "Filleann tarraingt-fritháireamh an ghraif. Úsáidtear é le taispeáint san " "eagarthóir." msgid "Returns the animation node with the given name." msgstr "Filleann an nód beochana leis an ainm tugtha." msgid "Returns the given animation node's name." msgstr "Filleann sé ainm an nód beochana a tugadh." msgid "" "Returns the given animation node's coordinates. Used for display in the " "editor." msgstr "" "Filleann sé comhordanáidí an nód bheochan a thugtar. Úsáidtear é le " "taispeáint san eagarthóir." msgid "Returns the given transition." msgstr "Filleann sé an t-aistriú a tugadh." msgid "Returns the number of connections in the graph." msgstr "Filleann sé líon na nasc sa ghraf." msgid "Returns the given transition's start node." msgstr "Filleann sé nód tosaigh an aistrithe tugtha." msgid "Returns the given transition's end node." msgstr "Filleann nód deiridh an aistrithe a tugadh." msgid "" "Returns [code]true[/code] if the graph contains the given animation node." msgstr "Filleann sé [code]true[/code] má tá an nód beochana tugtha sa ghraf." msgid "" "Returns [code]true[/code] if there is a transition between the given " "animation nodes." msgstr "" "Filleann sé [code]true[/code] má tá trasdul idir na nóid bheochana tugtha." msgid "Deletes the given animation node from the graph." msgstr "Scrios an nód beochana a thugtar ón ghraf." msgid "Deletes the transition between the two specified animation nodes." msgstr "Scriosann sé an t-aistriú idir an dá nód beochana sonraithe." msgid "Deletes the given transition by index." msgstr "Scrios an trasdul tugtha de réir innéacs." msgid "Renames the given animation node." msgstr "Athainmnítear an nód beochana a thugtar." msgid "Replaces the given animation node with a new animation node." msgstr "Cuirtear nód beochana nua in ionad an nód beochana a thugtar." msgid "Sets the draw offset of the graph. Used for display in the editor." msgstr "" "Socraíonn sé fritháireamh tarraingte an ghraif. Úsáidtear é le taispeáint san " "eagarthóir." msgid "Sets the animation node's coordinates. Used for display in the editor." msgstr "" "Socraíonn sé comhordanáidí an nód bheochana. Úsáidtear é le taispeáint san " "eagarthóir." 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 "" "Más rud é [code]true[/code], ceadaíonn sé teleport chuig an stát féin le " "[method AnimationNodeStateMachinePlayback.travel]. Nuair atá an rogha " "athshocraithe cumasaithe i [method AnimationNodeStateMachinePlayback.travel], " "atosaítear an beochan. Más rud é [code]false[/code], ní tharlaíonn aon rud ar " "an teleportation chuig an stát féin." msgid "" "If [code]true[/code], treat the cross-fade to the start and end nodes as a " "blend with the RESET animation.\n" "In most cases, when additional cross-fades are performed in the parent " "[AnimationNode] of the state machine, setting this property to [code]false[/" "code] and matching the cross-fade time of the parent [AnimationNode] and the " "state machine's start node and end node gives good results." msgstr "" "Más [code]true[/code], déan an traschéimniú go dtí na nóid tosaigh agus " "deiridh mar chumasc leis an mbeochan RESET.\n" "I bhformhór na gcásanna, nuair a dhéantar traschéimnithe breise i máthair " "[AnimationNode] an mheaisín stáit, socraítear an t-airí seo go [code]false[/" "code] agus meaitseáiltear am traschéimnithe an tuismitheora [AnimationNode] " "agus an stát. tugann nód tosaigh agus nód deiridh an mheaisín torthaí maithe." msgid "" "This property can define the process of transitions for different use cases. " "See also [enum AnimationNodeStateMachine.StateMachineType]." msgstr "" "Is féidir leis an maoin seo an próiseas aistrithe a shainiú do chásanna " "úsáide éagsúla. Féach freisin [enum AnimationNodeStateMachine." "StateMachineType]." msgid "" "Seeking to the beginning is treated as playing from the start state. " "Transition to the end state is treated as exiting the state machine." msgstr "" "Breathnaítear ar an tús mar rud atá ag imirt ón staid tosaigh. Déileáiltear " "leis an aistriú go dtí an staid deiridh mar imeacht as an meaisín stáit." msgid "" "Seeking to the beginning is treated as seeking to the beginning of the " "animation in the current state. Transition to the end state, or the absence " "of transitions in each state, is treated as exiting the state machine." msgstr "" "Déileáiltear le cuardach chun tosaigh mar iarracht go dtí tús na beochana sa " "staid reatha. Déileáiltear leis an aistriú go dtí an stát deiridh, nó le " "héagmais aistrithe i ngach stát, mar imeacht as an meaisín stáit." msgid "" "This is a grouped state machine that can be controlled from a parent state " "machine. It does not work independently. There must be a state machine with " "[member state_machine_type] of [constant STATE_MACHINE_TYPE_ROOT] or " "[constant STATE_MACHINE_TYPE_NESTED] in the parent or ancestor." msgstr "" "Is meaisín stáit grúpáilte é seo is féidir a rialú ó mheaisín tuismitheora. " "Ní oibríonn sé go neamhspleách. Ní mór go mbeadh meaisín stáit le " "[ballstát_machine_type] de [STATE_MACHINE_TYPE_ROOT seasmhach] nó " "[STATE_MACHINE_TYPE_NESTED] sa tuismitheoir nó sa sinsear." msgid "Provides playback control for an [AnimationNodeStateMachine]." msgstr "Soláthraíonn rialú athsheinm do [AnimationNodeStateMachine]." 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 = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/gdscript]\n" "[csharp]\n" "var stateMachine = GetNode(\"AnimationTree\").Get(\"parameters/" "playback\").As();\n" "stateMachine.Travel(\"some_state\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Ceadaíonn rialú meaisíní stáit [AnimationTree] cruthaithe le " "[AnimationNodeStateMachine]. Aisghabh le [code]$AnimationTree." "get(\"paraiméadair/athsheinm\")[/code].\n" "[b]Sampla:[/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\").Get(\"parameters/" "playback\").As();\n" "stateMachine.Travel(\"some_state\");\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the current state length.\n" "[b]Note:[/b] It is possible that any [AnimationRootNode] can be nodes as well " "as animations. This means that there can be multiple animations within a " "single state. Which animation length has priority depends on the nodes " "connected inside it. Also, if a transition does not reset, the remaining " "length at that point will be returned." msgstr "" "Filleann sé fad an stáit reatha.\n" "[b]Nóta:[/b] Is féidir gur nóid chomh maith le beochan a bheadh in aon " "[AnimationRootNode]. Ciallaíonn sé seo gur féidir beochan iolracha a bheith " "ann laistigh d'aon stát amháin. Braitheann an fad beochana a bhfuil tosaíocht " "aige ar na nóid atá ceangailte laistigh de. Chomh maith leis sin, mura n-" "athshocraíonn trasdul, cuirfear an fad atá fágtha ag an bpointe sin ar ais." msgid "" "Returns the currently playing animation state.\n" "[b]Note:[/b] When using a cross-fade, the current state changes to the next " "state immediately after the cross-fade begins." msgstr "" "Filleann an staid beochana atá á imirt faoi láthair.\n" "[b]Nóta:[/b] Nuair a bhíonn traschéimniú in úsáid, athraíonn an staid reatha " "go dtí an chéad staid eile díreach tar éis don chroschéimniú tosú." msgid "Returns the playback position within the current animation state." msgstr "Filleann sé an suíomh athsheinm laistigh den staid beochana reatha." msgid "Returns the starting state of currently fading animation." msgstr "Filleann sé staid tosaigh na beochana céimnithe faoi láthair." msgid "" "Returns the current travel path as computed internally by the A* algorithm." msgstr "" "Filleann sé an chonair taistil reatha mar a ríomhtar go hinmheánach é ag an " "algartam A*." msgid "Returns [code]true[/code] if an animation is playing." msgstr "Filleann sé [code]true[/code] má tá beochan ag seinnt." msgid "" "If there is a next path by travel or auto advance, immediately transitions " "from the current state to the next state." msgstr "" "Má tá an chéad chosán eile trí thaisteal nó roimh ré uathoibríoch, aistrítear " "láithreach ón staid reatha go dtí an chéad stát eile." msgid "" "Starts playing the given animation.\n" "If [param reset] is [code]true[/code], the animation is played from the " "beginning." msgstr "" "Tosaíonn an beochan a thugtar a imirt.\n" "Má tá [athshocrú param] [code]true[/code], seinntear an bheochan ón tús." msgid "Stops the currently playing animation." msgstr "Stopann an beochan atá á imirt faoi láthair." 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 "" "Aistrithe ón staid reatha go ceann eile, ag leanúint an chosáin is giorra.\n" "Mura nascann an cosán ón staid reatha, imreoidh an beochan tar éis na " "teleports stáit.\n" "Má tá [param reset_on_teleport] [code]true[/code], seinntear an bheochan ón " "tús nuair a bhíonn an taisteal ina chúis le teleportation." msgid "" "A transition within an [AnimationNodeStateMachine] connecting two " "[AnimationRootNode]s." msgstr "" "Trasdul laistigh de [AnimationNodeStateMachine] a nascann dhá " "[AnimationRootNode]s." msgid "" "The path generated when using [method AnimationNodeStateMachinePlayback." "travel] is limited to the nodes connected by " "[AnimationNodeStateMachineTransition].\n" "You can set the timing and conditions of the transition in detail." msgstr "" "Tá an cosán a ghintear nuair a úsáideann [method " "AnimationNodeStateMachinePlayback.travel] teoranta do na nóid atá nasctha le " "[AnimationNodeStateMachineTransition].\n" "Is féidir leat uainiú agus coinníollacha an aistrithe a shocrú go mion." 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" "$animation_tree.set(\"parameters/conditions/idle\", is_on_floor and " "(linear_velocity.x == 0))\n" "[/gdscript]\n" "[csharp]\n" "GetNode(\"animation_tree\").Set(\"parameters/conditions/" "idle\", IsOnFloor && (LinearVelocity.X == 0));\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Cuir airleacan uathoibríoch ar siúl nuair a bheidh an coinníoll seo " "socraithe. Tiocfaidh an t-ainm a thugtar chun bheith ina pharaiméadar boolean " "ar an [AnimationTree] is féidir a rialú ó chód (féach [url=$DOCS_URL/" "tutorials/animation/animation_tree.html#controlling-from-code] Ag baint " "úsáide as AnimationTree[/url]). Mar shampla, más rud é [ball AnimationTree." "tree_root] [AnimationNodeStateMachine] agus [comhalta advance_condition] " "socraithe go [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(\"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 "" "Bain úsáid as slonn mar choinníoll le haghaidh aistrithe meaisín stáit. Is " "féidir réamhchoinníollacha casta beochana a chruthú chun aistriú idir stáit " "agus tugann sé solúbthacht i bhfad níos mó chun meaisíní casta stáit a " "chruthú trí idirphlé dhíreach a dhéanamh leis an gcód scripte." 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 "" "Cinneann sé ar cheart an t-aistriú a dhíchumasú, a chumasú agus [method " "AnimationNodeStateMachinePlayback.travel] á úsáid, nó trasnú go huathoibríoch " "má tá na seiceálacha [member advance_condition] agus [member " "advance_expression] fíor (má sanntar é)." 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 "" "Is fearr aistrithe tosaíochta níos ísle agus tú ag taisteal tríd an gcrann " "trí [method AnimationNodeStateMachinePlayback.travel] nó [member " "advance_mode] socraithe go [ADVANCE_MODE_AUTO leanúnach]." msgid "" "If [code]true[/code], the destination animation is played back from the " "beginning when switched." msgstr "" "Más [code]true[/code], seinntear an bheochan sprice siar ón tús nuair a " "lasctar é." msgid "The transition type." msgstr "An cineál trasdula." msgid "" "Ease curve for better control over cross-fade between this state and the next." msgstr "" "Cuar éascaíochta le haghaidh smacht níos fearr ar thraschéimniú idir an stát " "seo agus an chéad stát eile." msgid "" "The time to cross-fade between this state and the next.\n" "[b]Note:[/b] [AnimationNodeStateMachine] transitions the current state " "immediately after the start of the fading. The precise remaining time can " "only be inferred from the main animation. When [AnimationNodeOutput] is " "considered as the most upstream, so the [member xfade_time] is not scaled " "depending on the downstream delta. See also [member AnimationNodeOneShot." "fadeout_time]." msgstr "" "An t-am le tras-chéimniú idir an stát seo agus an stát eile.\n" "[b]Nóta:[/b] aistríonn [AnimationNodeStateMachine] an staid reatha díreach " "tar éis thús an chéimnithe. Ní féidir an t-am beacht atá fágtha a thuiscint " "ach ón bpríomhbheochan. Nuair a mheastar [AnimationNodeOutput] mar an ceann " "is mó in aghaidh an tsrutha, mar sin níl an [member xfade_time] scálaithe ag " "brath ar an deilt le sruth. Féach freisin [member AnimationNodeOneShot." "fadeout_time]." msgid "Emitted when [member advance_condition] is changed." msgstr "Astaítear nuair a athraítear [coinníoll roimh ré ball]." msgid "" "Switch to the next state immediately. The current state will end and blend " "into the beginning of the new one." msgstr "" "Téigh go dtí an chéad stát eile láithreach. Tiocfaidh deireadh leis an staid " "reatha agus cumascfaidh sé isteach i dtús an chinn nua." msgid "" "Switch to the next state immediately, but will seek the new state to the " "playback position of the old state." msgstr "" "Téigh go dtí an chéad stát eile láithreach, ach déanfaidh sé an stát nua a " "lorg go dtí suíomh athsheinm an tseanstáit." msgid "" "Wait for the current state playback to end, then switch to the beginning of " "the next state animation." msgstr "" "Fan go dtiocfaidh deireadh le hathsheinm an stáit reatha, ansin aistrigh go " "dtí tús an chéad bheochan stáit eile." msgid "Don't use this transition." msgstr "Ná húsáid an trasdul seo." msgid "" "Only use this transition during [method AnimationNodeStateMachinePlayback." "travel]." msgstr "" "Ná húsáid an trasdul seo ach amháin le linn [method " "AnimationNodeStateMachinePlayback.travel]." msgid "" "Automatically use this transition if the [member advance_condition] and " "[member advance_expression] checks are true (if assigned)." msgstr "" "Úsáid an trasdul seo go huathoibríoch má tá na seiceálacha [member " "advance_condition] agus [member advance_expression] fíor (má sanntar iad)." msgid "" "Blends two animations subtractively inside of an [AnimationNodeBlendTree]." msgstr "" "Cumaisc dhá bheochan go dealaitheach taobh istigh de [AnimationNodeBlendTree]." msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "subtractively based on the amount value.\n" "This animation node is usually used for pre-calculation to cancel out any " "extra poses from the animation for the \"add\" animation source in " "[AnimationNodeAdd2] or [AnimationNodeAdd3].\n" "In general, the blend value should be in the [code][0.0, 1.0][/code] range, " "but values outside of this range can be used for amplified or inverted " "animations.\n" "[b]Note:[/b] This calculation is different from using a negative value in " "[AnimationNodeAdd2], since the transformation matrices do not satisfy the " "commutative law. [AnimationNodeSub2] multiplies the transformation matrix of " "the inverted animation from the left side, while negative [AnimationNodeAdd2] " "multiplies it from the right side." msgstr "" "Acmhainn le cur le [AnimationNodeBlendTree]. Cumaisc dhá bheochan go " "subtractive bunaithe ar an luach méid.\n" "Úsáidtear an nód beochana seo de ghnáth le haghaidh réamhríomh chun aon " "staidiúir bhreise ón mbeochan don fhoinse beochana \"cuir\" in " "[AnimationNodeAdd2] nó [AnimationNodeAdd3] a chealú.\n" "Go ginearálta, ba cheart go mbeadh an luach cumaisc sa raon [code][0.0, 1.0][/" "code], ach is féidir luachanna lasmuigh den raon seo a úsáid le haghaidh " "beochan aimplithe nó inbhéartaithe.\n" "[b]Nóta:[/b] Ní hionann an ríomh seo agus luach diúltach a úsáid in " "[AnimationNodeAdd2], toisc nach gcomhlíonann na maitrísí trasfhoirmithe an " "dlí cómhalartach. Iolraíonn [AnimationNodeSub2] maitrís claochlaithe na " "beochana inbhéartaithe ón taobh clé, agus iolraíonn diúltach " "[AnimationNodeAdd2] é ón taobh deas." msgid "AnimationTree" msgstr "Crann Beochana" msgid "" "Base class for [AnimationNode]s with multiple input ports that must be " "synchronized." msgstr "" "Bunrang do [AnimationNode]s le poirt ionchuir iolracha nach mór a shioncronú." msgid "" "An animation node used to combine, mix, or blend two or more animations " "together while keeping them synchronized within an [AnimationTree]." msgstr "" "Nód beochana a úsáidtear chun dhá bheochan nó níos mó a chomhcheangal, a " "mheascadh nó a chumasc le chéile agus iad a choinneáil sioncronaithe laistigh " "de [AnimationTree]." msgid "A time-scaling animation node used in [AnimationTree]." msgstr "Nód beochana scálaithe ama a úsáidtear i [AnimationTree]." msgid "" "Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" "Ligeann sé luas na beochana a scála (nó é a aisiompú) in aon leanbh " "[AnimationNode]s. Má shocraítear é go [code]0.0[/code] cuirfear an bheochan " "ar sos." msgid "A time-seeking animation node used in [AnimationTree]." msgstr "Nód beochana lorg ama a úsáidtear i [AnimationTree]." msgid "" "This animation node can be used to cause a seek command to happen to any sub-" "children of the animation graph. Use to play an [Animation] from the start or " "a certain playback position inside the [AnimationNodeBlendTree].\n" "After setting the time and changing the animation playback, the time seek " "node automatically goes into sleep mode on the next process frame by setting " "its [code]seek_request[/code] value to [code]-1.0[/code].\n" "[codeblocks]\n" "[gdscript]\n" "# Play child animation from the start.\n" "animation_tree.set(\"parameters/TimeSeek/seek_request\", 0.0)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/TimeSeek/seek_request\"] = 0.0\n" "\n" "# Play child animation from 12 second timestamp.\n" "animation_tree.set(\"parameters/TimeSeek/seek_request\", 12.0)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/TimeSeek/seek_request\"] = 12.0\n" "[/gdscript]\n" "[csharp]\n" "// Play child animation from the start.\n" "animationTree.Set(\"parameters/TimeSeek/seek_request\", 0.0);\n" "\n" "// Play child animation from 12 second timestamp.\n" "animationTree.Set(\"parameters/TimeSeek/seek_request\", 12.0);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Is féidir an nód beochana seo a úsáid chun ordú cuardaigh a chur faoi deara " "d'aon fho-leanaí den ghraf beochana. Úsáid chun [Beochan] a sheinm ón tús nó " "áit athsheinm áirithe taobh istigh den [AnimationNodeBlendTree].\n" "Tar éis an t-am a shocrú agus an t-athsheinm beochana a athrú, téann an nód " "lorg ama isteach sa mhodh codlata go huathoibríoch ar an gcéad fhráma próisis " "eile trína luach [code]seek_request[/code] a shocrú go [code] -1.0[/code].\n" "[codeblocks]\n" "[gdscript]\n" "# Seinn beochan linbh ón tús.\n" "animation_tree.set (\"paraiméadair/TimeSeek/seek_request\", 0.0)\n" "# Comhréir mhalartach (an toradh céanna agus thuas).\n" "animation_tree[\"paraiméadair/TimeSeek/seek_request\"] = 0.0\n" "\n" "# Seinn beochan linbh ón stampa ama 12 soicind.\n" "animation_tree.set (\"paraiméadair/TimeSeek/seek_request\", 12.0)\n" "# Comhréir mhalartach (an toradh céanna agus thuas).\n" "animation_tree[\"paraiméadair/TimeSeek/seek_request\"] = 12.0\n" "[/gdscript]\n" "[csharp]\n" "// Seinn beochan linbh ón tús.\n" "animationTree.Set(\"paraiméadair/TimeSeek/seek_request\", 0.0);\n" "\n" "// Seinn beochan linbh ón stampa ama 12 soicind.\n" "animationTree.Set(\"parameters/TimeSeek/seek_request\", 12.0);\n" "[/csharp]\n" "[/codeblocks]" msgid "A transition within an [AnimationTree] connecting two [AnimationNode]s." msgstr "Trasdul laistigh de [Tree Beochana] a nascann dhá [AnimationNode]s." msgid "" "Simple state machine for cases which don't require a more advanced " "[AnimationNodeStateMachine]. Animations can be connected to the inputs and " "transition times can be specified.\n" "After setting the request and changing the animation playback, the transition " "node automatically clears the request on the next process frame by setting " "its [code]transition_request[/code] value to empty.\n" "[b]Note:[/b] When using a cross-fade, [code]current_state[/code] and " "[code]current_index[/code] change to the next state immediately after the " "cross-fade begins.\n" "[codeblocks]\n" "[gdscript]\n" "# Play child animation connected to \"state_2\" port.\n" "animation_tree.set(\"parameters/Transition/transition_request\", " "\"state_2\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Transition/transition_request\"] = \"state_2\"\n" "\n" "# Get current state name (read-only).\n" "animation_tree.get(\"parameters/Transition/current_state\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Transition/current_state\"]\n" "\n" "# Get current state index (read-only).\n" "animation_tree.get(\"parameters/Transition/current_index\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Transition/current_index\"]\n" "[/gdscript]\n" "[csharp]\n" "// Play child animation connected to \"state_2\" port.\n" "animationTree.Set(\"parameters/Transition/transition_request\", " "\"state_2\");\n" "\n" "// Get current state name (read-only).\n" "animationTree.Get(\"parameters/Transition/current_state\");\n" "\n" "// Get current state index (read-only).\n" "animationTree.Get(\"parameters/Transition/current_index\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Meaisín staide simplí do chásanna nach bhfuil gá leo " "[AnimationNodeStateMachine] níos airde. Is féidir beochan a nascadh leis na " "hionchuir agus is féidir amanna aistrithe a shonrú.\n" "Tar éis an t-iarratas a shocrú agus an athsheinm beochana a athrú, glanann an " "nód trasdula an t-iarratas ar an gcéad fhráma próisis eile go huathoibríoch " "trína luach [code]transition_request[/code] a shocrú chun folamh.\n" "[b]Nóta:[/b] Nuair a bhíonn traschéimniú in úsáid, athraíonn " "[code]current_state[/code] agus [code]current_index[/code] go dtí an chéad " "stát eile díreach tar éis don chroschéimniú tosú.\n" "[codeblocks]\n" "[gdscript]\n" "# Seinn beochan linbh ceangailte leis an bport \"state_2\".\n" "animation_tree.set (\"paraiméadair/Transition/transition_request\", " "\"state_2\")\n" "# Comhréir mhalartach (an toradh céanna agus thuas).\n" "animation_tree[\"parameters/Transition/transition_request\"] = \"luaigh_2\"\n" "\n" "# Faigh ainm an stáit reatha (inléite amháin).\n" "animation_tree.get (\"paraiméadair/Idirthréimhse/stát_reatha\")\n" "# Comhréir mhalartach (an toradh céanna agus thuas).\n" "beochan_tree[\"paraiméadair/Idirthréimhse/stat_reatha\"]\n" "\n" "# Faigh innéacs staid reatha (inléite amháin).\n" "animation_tree.get (\"paraiméadair/Aistriú/current_index\")\n" "# Comhréir mhalartach (an toradh céanna agus thuas).\n" "beochan_craobh[\"paraiméadair/Idirthréimhse/innéacs_reatha\"]\n" "[/gdscript]\n" "[csharp]\n" "// Seinn beochan linbh ceangailte leis an gcalafort \"state_2\".\n" "animationTree.Set (\"paraiméadair/Transition/transition_request\", " "\"state_2\");\n" "\n" "// Faigh ainm an stáit reatha (inléite amháin).\n" "animationTree.Get(\"paraiméadair/Idirthréimhse/stat_reatha\");\n" "\n" "// Faigh innéacs staid reatha (inléite amháin).\n" "animationTree.Get(\"paraiméadair/Transition/current_index\");\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns whether the animation breaks the loop at the end of the loop cycle " "for transition." msgstr "" "Filleann sé cibé an mbriseann an beochan an lúb ag deireadh an timthrialla " "lúb don trasdul." msgid "" "Returns whether the animation restarts when the animation transitions from " "the other animation." msgstr "" "Filleann sé cé acu a atosóidh an bheochan nuair a aistrítear an bheochan ón " "mbeochan eile." msgid "" "Returns [code]true[/code] if auto-advance is enabled for the given [param " "input] index." msgstr "" "Filleann sé [code]true[/code] má tá uath-airleacan cumasaithe don innéacs " "[param ionchur] a thugtar." 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 "" "Cumasaítear nó díchumasaítear réamhíocaíocht uathoibríoch don innéacs " "[ionchur param] a thugtar. Má tá sé cumasaithe, luaigh athruithe ar an gcéad " "ionchur eile tar éis an bheochan a sheinm uair amháin. Má tá sé cumasaithe " "don staid ionchuir deiridh, lúbann sé go dtí an chéad staid." msgid "" "If [code]true[/code], the destination animation is restarted when the " "animation transitions." msgstr "" "Más [code]true[/code], atosófar an bheochan sprice nuair a aistrítear an " "bheochan." 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 "" "Más [code]true[/code], ceadaíonn sé aistriú go dtí an féinstát. Nuair a " "bhíonn an rogha athshocraithe cumasaithe san ionchur, atosaítear an beochan. " "Más rud é [code]false[/code], ní tharlaíonn aon rud ar an aistriú go dtí an " "stát féin." msgid "The number of enabled input ports for this animation node." msgstr "Líon na bport ionchuir cumasaithe don nód beochana seo." msgid "" "Cross-fading time (in seconds) between each animation connected to the " "inputs.\n" "[b]Note:[/b] [AnimationNodeTransition] transitions the current state " "immediately after the start of the fading. The precise remaining time can " "only be inferred from the main animation. When [AnimationNodeOutput] is " "considered as the most upstream, so the [member xfade_time] is not scaled " "depending on the downstream delta. See also [member AnimationNodeOneShot." "fadeout_time]." msgstr "" "Am trasnaithe (i soicindí) idir gach beochan atá nasctha leis na hionchuir.\n" "[b]Nóta:[/b] Aistríonn [AnimationNodeTransition] an staid reatha díreach tar " "éis thús an chéimnithe. Ní féidir an t-am beacht atá fágtha a thuiscint ach " "ón bpríomhbheochan. Nuair a mheastar [AnimationNodeOutput] mar an ceann is mó " "in aghaidh an tsrutha, mar sin níl an [member xfade_time] scálaithe ag brath " "ar an deilt le sruth. Féach freisin [member AnimationNodeOneShot." "fadeout_time]." msgid "A node used for animation playback." msgstr "Nód a úsáidtear le haghaidh athsheinm beochana." msgid "" "An animation player is used for general-purpose playback of animations. 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 better-suited than [Tween] for more complex animations, " "for example ones with non-trivial timings. It can also be used over [Tween] " "if the animation track editor is more convenient than doing it in code.\n" "Updating the target properties of animations occurs at the process frame." msgstr "" "Úsáidtear seinnteoir beochana chun beochan a athsheinm go ginearálta. Tá " "foclóir acmhainní [AnimationLibrary] ann agus amanna cumasc saincheaptha idir " "aistrithe beochana.\n" "Úsáideann roinnt modhanna agus airíonna eochair amháin chun tagairt dhíreach " "a dhéanamh do bheochan. Déantar na heochracha seo a fhormáidiú mar eochair na " "leabharlainne, agus slais ar aghaidh ina dhiaidh sin, ansin an eochair don " "bheochan laistigh den leabharlann, mar shampla [code]\"gluaiseacht/rith\"[/" "code]. Más teaghrán folamh í eochair na leabharlainne (ar a dtugtar an " "leabharlann réamhshocraithe), fágtar an réamhshlais ar lár, agus í mar an " "eochair chéanna a úsáideann an leabharlann.\n" "Is fearr a oireann [AnimationPlayer] ná [Tween] do bheochan níos casta, mar " "shampla cinn a bhfuil amanna neamhfhánacha acu. Is féidir é a úsáid freisin " "thar [Tween] má tá an t-eagarthóir rian beochana níos áisiúla ná é a dhéanamh " "i gcód.\n" "Tarlaíonn nuashonrú airíonna sprice beochana ag fráma an phróisis." msgid "" "Returns the key of the animation which is queued to play after the [param " "animation_from] animation." msgstr "" "Filleann sé eochair an bheochana atá ciúáilte le himirt tar éis beochan " "[param animation_from]." msgid "" "Triggers the [param animation_to] animation when the [param animation_from] " "animation completes." msgstr "" "Spreagann sé an bheochan [param animation_to] nuair a chríochnaíonn an " "bheochan [param animation_from]." msgid "Clears all queued, unplayed animations." msgstr "Glanann sé gach beochan ciúáilte, gan seinnt." msgid "" "Returns the blend time (in seconds) between two animations, referenced by " "their keys." msgstr "" "Filleann sé an t-am cumaisc (i soicindí) idir dhá bheochan, tagairt ag a n-" "eochracha." msgid "Use [member AnimationMixer.callback_mode_method] instead." msgstr "Úsáid [member AnimationMixer.callback_mode_method] ina ionad sin." msgid "Returns the call mode used for \"Call Method\" tracks." msgstr "" "Filleann sé an modh glaonna a úsáidtear le haghaidh rianta \"Modh Glaonna\"." msgid "Use [member AnimationMixer.callback_mode_process] instead." msgstr "Úsáid [member AnimationMixer.callback_mode_process] ina ionad sin." msgid "Returns the process notification in which to update animations." msgstr "Filleann sé an fógra próisis inar féidir beochan a nuashonrú." msgid "Returns a list of the animation keys that are currently queued to play." msgstr "" "Seoltar ar ais liosta de na heochracha beochana atá ciúáilte le himirt faoi " "láthair." msgid "Use [member AnimationMixer.root_node] instead." msgstr "Úsáid [comhalta AnimationMixer.root_node] ina ionad sin." msgid "Returns the node which node path references will travel from." msgstr "Filleann sé an nód as a rachaidh na tagairtí cosán nóid." 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 "" "Cuireann sé an beochan atá á imirt faoi láthair ar sos. Coinneofar an [member " "current_animation_position] agus cuirfidh sé glaoch ar [imirt modh] nó " "[method play_backwards] gan argóintí nó leis an ainm beochana céanna le " "[member defined_animation] an beochan a atosú.\n" "Féach freisin [stad modha]." msgid "" "Plays the animation with key [param name]. Custom blend times and speed can " "be set.\n" "The [param from_end] option only affects when switching to a new animation " "track, or if the same track but at the start or end. It does not affect " "resuming playback that was paused in the middle of an animation. 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 "" "Seinntear an bheochan le heochair [ainm param]. Is féidir amanna cumaisc " "saincheaptha agus luas a shocrú.\n" "Ní bhíonn tionchar ag an rogha [param from_end] ach amháin nuair a aistrítear " "go rian beochana nua, nó má tá an rian céanna ach ag an tús nó ag an " "deireadh. Ní chuireann sé isteach ar athsheinm athuair a cuireadh ar sos i " "lár beochana. Má tá [param custom_speed] diúltach agus [param from_end] " "[code]true[/code], imreoidh an bheochan ar gcúl (atá comhionann le glaoch ar " "[method play_backwards]).\n" "Coinníonn an [AnimationPlayer] a bheochan reatha nó a bheochan deiridh le " "[beochan ball sannta]]. Má ghlaoitear an modh seo leis an mbeochan céanna sin " "[ainm param], nó mura bhfuil aon pharaiméadar [param name] ann, cuirfear tús " "leis an mbeochan sannta arís má cuireadh ar sos í.\n" "[b]Nóta:[/b] Déanfar an bheochan a nuashonrú an chéad uair eile a " "phróiseálfar an [AnimationPlayer]. Má dhéantar athróga eile a nuashonrú ag an " "am céanna a dtugtar é seo, féadfar iad a nuashonrú ró-luath. Chun an " "nuashonrú a dhéanamh láithreach, cuir glaoch ar [code] roimh ré(0)[/code]." msgid "" "See also [method AnimationMixer.capture].\n" "You can use this method to use more detailed options for capture than those " "performed by [member playback_auto_capture]. When [member " "playback_auto_capture] is [code]false[/code], this method is almost the same " "as the following:\n" "[codeblock]\n" "capture(name, duration, trans_type, ease_type)\n" "play(name, custom_blend, custom_speed, from_end)\n" "[/codeblock]\n" "If [param name] is blank, it specifies [member assigned_animation].\n" "If [param duration] is a negative value, the duration is set to the interval " "between the current position and the first key, when [param from_end] is " "[code]true[/code], uses the interval between the current position and the " "last key instead.\n" "[b]Note:[/b] The [param duration] takes [member speed_scale] into account, " "but [param custom_speed] does not, because the capture cache is interpolated " "with the blend result and the result may contain multiple animations." msgstr "" "Féach freisin [method AnimationMixer.capture].\n" "Is féidir leat an modh seo a úsáid chun roghanna níos mionsonraithe maidir le " "gabháil a úsáid ná na cinn a rinne [member playback_auto_capture]. Nuair a " "bhíonn [ball playback_auto_capture] [code]false[/code], tá an modh seo " "beagnach mar an gcéanna leis an méid seo a leanas:\n" "[codeblock]\n" "gabháil (ainm, fad, tras_cineál, ease_type)\n" "imirt (ainm, custom_blend, custom_speed, ó_deireadh)\n" "[/codeblock]\n" "Má tá [ainm param] bán, sonraíonn sé [member defined_animation].\n" "Más luach diúltach é [fad param], socraítear an fad chuig an eatramh idir an " "suíomh reatha agus an chéad eochair, nuair a bhíonn [param from_end] " "[code]true[/code], úsáidtear an t-eatramh idir an suíomh reatha agus an " "eochair deiridh ina ionad.\n" "[b]Nóta:[/b] Cuirtear [member speed_scale] san áireamh sa [fad param], ach ní " "dhéanann [param custom_speed], toisc go bhfuil an taisce gabhála idirshuite " "le toradh an chumaisc agus d’fhéadfadh go mbeadh beochan iolracha sa toradh." msgid "" "Queues an animation for playback once the current animation and all " "previously queued animations are 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 "" "scuainíonn beochan le haghaidh athsheinm a luaithe a bheidh an beochan reatha " "agus gach beochan ciúáilte roimhe seo déanta.\n" "[b]Nóta:[/b] Má tá beochan lúbtha á sheinm faoi láthair, ní sheinnfear an " "bheochan scuaine choíche mura stoptar an bheochan lúbtha ar bhealach éigin." 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" "If [param update_only] is [code]true[/code], the method / audio / animation " "playback tracks will not be processed.\n" "[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " "AnimationMixer.animation_finished]. If you want to skip animation and emit " "the signal, use [method AnimationMixer.advance]." msgstr "" "Féachann sí leis an mbeochan go dtí an pointe ama [soicindí param] (i " "soicindí). Má tá [param update] [code]true[/code], nuashonraíonn an beochan " "freisin, mura ndéantar é a nuashonrú ag am an phróisis. Ní dhéantar imeachtaí " "idir an fráma reatha agus [soicindí param].\n" "Má tá [param update_only] [code]true[/code], ní dhéanfar na rianta modh / " "fuaime / athsheinm beochana a phróiseáil.\n" "[b]Nóta:[/b] Ní astaítear [signal AnimationMixer.animation_finished] nuair a " "bhíonn tú ag iarraidh deireadh an bheochana]. Más mian leat beochan a " "scipeáil agus an comhartha a astú, úsáid [method AnimationMixer.advance]." msgid "" "Specifies a blend time (in seconds) between two animations, referenced by " "their keys." msgstr "" "Sonraíonn sé am cumaisc (i soicindí) idir dhá bheochan, agus tagairt á " "déanamh ag a n-eochracha." msgid "Sets the call mode used for \"Call Method\" tracks." msgstr "" "Socraíonn sé an modh glaonna a úsáidtear le haghaidh rianta \"Modh Glaonna\"." msgid "Sets the process notification in which to update animations." msgstr "Socraíonn sé an fógra próisis inar féidir beochan a nuashonrú." msgid "Sets the node which node path references will travel from." msgstr "Socraíonn sé an nód as a rachaidh tagairtí cosán nóid." 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 "" "Stopann an beochan atá á imirt faoi láthair. Athshocraítear suíomh na " "beochana go [code]0[/code] agus athshocraítear an [code]luas_custaim[/code] " "go [code]1.0[/code]. Féach freisin [sos modha].\n" "Má tá [param keep_state] [code]true[/code], ní dhéantar staid na beochana a " "nuashonrú go radhairc.\n" "[b]Nóta:[/b] Ní dhéanfar an modh / rianta fuaime / athsheinm beochana a " "phróiseáil ar an modh seo." msgid "" "If playing, 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 "" "Más ag imirt, is é eochair an bheochan reatha, murab é sin, an bheochan " "deiridh a bhí. Nuair a bheidh sé socraithe, athraíonn sé seo an beochan, ach " "ní imirt air mura bhfuil sé ag imirt cheana féin. Féach freisin [member " "current_animation]." 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 "" "Eochair an beochan atá á imirt faoi láthair. Mura bhfuil aon bheochan á " "imirt, is teaghrán folamh é luach na maoine. Má athraítear an luach seo, ní " "atosófar an beochan. Féach [imirt modh] le haghaidh tuilleadh eolais ar " "bheochan a sheinm.\n" "[b]Nóta:[/b] Cé go bhfuil an t-airí seo le feiceáil sa Chigire, níl sé i " "gceist é a chur in eagar, agus níl sé sábháilte sa radharc. Úsáidtear an " "mhaoin seo go príomha chun an beochan atá á imirt faoi láthair a fháil, agus " "go hinmheánach le haghaidh rianta athsheinm beochana. Le haghaidh tuilleadh " "faisnéise, féach [Beochan]." msgid "The length (in seconds) of the currently playing animation." msgstr "Fad (i soicindí) an bheochana atá á imirt faoi láthair." msgid "The position (in seconds) of the currently playing animation." msgstr "Suíomh (i soicindí) an bheochana atá á imirt faoi láthair." 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 AnimationMixer." "animation_finished] signal, so it will not quit the engine if the animation " "is set to be looping." msgstr "" "Má tá [code]true[/code] agus an t-inneall ag rith i mód Déantóir Scannán " "(féach [Scríbhneoir Scannán]), fágann sé an t-inneall le [method SceneTree." "quit] a luaithe a dhéantar beochan ag seinm sa [AnimationPlayer] seo. " "Cuirtear teachtaireacht i gcló nuair a scoireann an t-inneall ar an gcúis " "seo.\n" "[b]Nóta:[/b] Cloíonn sé seo leis an loighic chéanna leis an comhartha [signal " "AnimationMixer.animation_finished], mar sin ní scoirfidh sé an t-inneall má " "tá an beochan socraithe le bheith lúbach." msgid "" "If [code]true[/code], performs [method AnimationMixer.capture] before " "playback automatically. This means just [method play_with_capture] is " "executed with default arguments instead of [method play].\n" "[b]Note:[/b] Capture interpolation is only performed if the animation " "contains a capture track. See also [constant Animation.UPDATE_CAPTURE]." msgstr "" "Más [code]true[/code], feidhmíonn sé [method AnimationMixer.capture] roimh " "athsheinm go huathoibríoch. Ciallaíonn sé seo nach ndéantar ach [method " "play_with_capture] a fhorghníomhú le hargóintí réamhshocraithe in ionad " "[imirt modh].\n" "[b]Nóta:[/b] Ní dhéantar idirshuíomh gabhála ach amháin má tá rian gabhála " "san bheochan. Féach freisin [Beochan leanúnach.UPDATE_CAPTURE]." msgid "" "See also [method play_with_capture] and [method AnimationMixer.capture].\n" "If [member playback_auto_capture_duration] is negative value, the duration is " "set to the interval between the current position and the first key." msgstr "" "Féach freisin [method play_with_capture] agus [method AnimationMixer." "capture].\n" "Más luach diúltach é [member playback_auto_capture_duration], socraítear an " "fad go dtí an t-eatramh idir an suíomh reatha agus an chéad eochair." msgid "" "The ease type of the capture interpolation. See also [enum Tween.EaseType]." msgstr "" "An cineál éascaíocht an idirshuíomh gabhála. Féach freisin [enum Tween." "EaseType]." msgid "" "The transition type of the capture interpolation. See also [enum Tween." "TransitionType]." msgstr "" "Cineál trasdula an idirshuímh gabhála. Féach freisin [enum Tween." "TransitionType]." msgid "" "The default time in which to blend animations. Ranges from 0 to 4096 with " "0.01 precision." msgstr "" "An t-am réamhshocraithe chun beochan a chumasc. Raonta ó 0 go 4096 le " "cruinneas 0.01." msgid "" "Emitted when a queued animation plays after the previous animation finished. " "See also [method AnimationPlayer.queue].\n" "[b]Note:[/b] The signal is not emitted when the animation is changed via " "[method AnimationPlayer.play] or by an [AnimationTree]." msgstr "" "Astaithe nuair a imríonn beochan ciúáilte tar éis an beochan roimhe " "críochnaithe. Féach freisin [method AnimationPlayer.queue].\n" "[b]Nóta:[/b] Ní astaítear an comhartha nuair a athraítear an bheochan trí " "[method AnimationPlayer.play] nó ag [AnimationTree]." msgid "Emitted when [member current_animation] changes." msgstr "Astaithe nuair a athraíonn [member current_animation]." msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]." msgstr "" "Féach ar [Constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]." msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_IDLE]." msgstr "" "Féach ar [Constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_IDLE]." msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]." msgstr "" "Féach ar [Constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]." msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]." msgstr "" "Féach ar [Constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]." msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]." msgstr "" "Féach ar [Constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]." msgid "" "Base class for [AnimationNode]s that hold one or multiple composite " "animations. Usually used for [member AnimationTree.tree_root]." msgstr "" "Bunrang do [BeochanNóid]anna a choinníonn beochan ilchodach amháin nó níos " "mó. De ghnáth a úsáidtear le haghaidh [comhalta AnimationTree.tree_root]." msgid "" "[AnimationRootNode] is a base class for [AnimationNode]s that hold a complete " "animation. A complete animation refers to the output of an " "[AnimationNodeOutput] in an [AnimationNodeBlendTree] or the output of another " "[AnimationRootNode]. Used for [member AnimationTree.tree_root] or in other " "[AnimationRootNode]s.\n" "Examples of built-in root nodes include [AnimationNodeBlendTree] (allows " "blending nodes between each other using various modes), " "[AnimationNodeStateMachine] (allows to configure blending and transitions " "between nodes using a state machine pattern), [AnimationNodeBlendSpace2D] " "(allows linear blending between [b]three[/b] [AnimationNode]s), " "[AnimationNodeBlendSpace1D] (allows linear blending only between [b]two[/b] " "[AnimationNode]s)." msgstr "" "Is bunrang é [AnimationRootNode] do [AnimationNode]s a bhfuil beochan iomlán " "acu. Tagraíonn beochan iomlán d'aschur [AnimationNodeOutput] i " "[AnimationNodeBlendTree] nó aschur [AnimationRootNode] eile. Úsáidtear é le " "haghaidh [member AnimationTree.tree_root] nó i [AnimationRootNode]s eile.\n" "I measc samplaí de nóid fréimhe ionsuite tá [AnimationNodeBlendTree] (a " "cheadaíonn nóid a chumasc idir a chéile ag baint úsáide as modhanna éagsúla), " "[AnimationNodeStateMachine] (féidir cumasc agus trasdulta idir nóid a chumrú " "ag baint úsáide as patrún meaisín stáit), [AnimationNodeBlendSpace2D] " "(ceadaíonn cumasc líneach idir [b]trí[/b] [AnimationNode]s), " "[AnimationNodeBlendSpace1D] (ní cheadaítear ach cumasc líneach idir [b]dhá[/" "b] [BeochanNóid]s)." msgid "A node used for advanced animation transitions in an [AnimationPlayer]." msgstr "" "Nód a úsáidtear le haghaidh aistrithe beochan ardleibhéil i [AnimationPlayer]." msgid "" "A node 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 "" "Nód a úsáidtear le haghaidh aistrithe beochan ardleibhéil i " "[AnimationPlayer].\n" "[b]Nóta:[/b] Nuair a nasctar é le [Imreoir Beochana], ní fheidhmeoidh roinnt " "airíonna agus modhanna an [Seinnteoir Beochana] comhfhreagrach mar a bhíothas " "ag súil leis. Ba cheart athsheinm agus trasdulta a láimhseáil gan úsáid a " "bhaint as [AnimationTree] agus a chomhábhar [AnimationNode](s) amháin. Ba " "cheart an nód [AnimationPlayer] a úsáid chun beochan a chur leis, a scriosadh " "agus a chur in eagar amháin." msgid "" "The path to the [Node] used to evaluate the [AnimationNode] [Expression] if " "one is not explicitly specified internally." msgstr "" "An cosán go dtí an [Nóid] a úsáidtear chun an [AnimationNode] [Expression] a " "mheas mura bhfuil ceann sonraithe go hinmheánach." msgid "The path to the [AnimationPlayer] used for animating." msgstr "An cosán go dtí an [AnimationPlayer] a úsáidtear le haghaidh beochana." msgid "" "The root animation node of this [AnimationTree]. See [AnimationRootNode]." msgstr "Nód beochana fhréamh an [AnimationTree] seo. Féach [AnimationRootNode]." msgid "Emitted when the [member anim_player] is changed." msgstr "Astaítear nuair a athraítear an [member anim_player]." msgid "" "A region of 2D space that detects other [CollisionObject2D]s entering or " "exiting it." msgstr "" "Réigiúin de spás 2T a bhraitheann [CollisionObject2D]s eile a théann isteach " "nó amach as." msgid "" "[Area2D] is a region of 2D space defined by one or multiple " "[CollisionShape2D] or [CollisionPolygon2D] child nodes. It detects when other " "[CollisionObject2D]s enter or exit it, and it also keeps track of which " "collision objects haven't exited it yet (i.e. which one are overlapping it).\n" "This node can also locally alter or override physics parameters (gravity, " "damping) and route audio to custom audio buses.\n" "[b]Note:[/b] Areas and bodies created with [PhysicsServer2D] might not " "interact as expected with [Area2D]s, and might not emit signals or track " "objects correctly." msgstr "" "Is éard atá i [Area2D] ná réigiún de spás 2D a shainítear le nóid linbh " "amháin nó iolrach [CollisionShape2D] nó [CollisionPolygon2D]. Aimsíonn sé " "nuair a théann [CollisionObject2D]s eile isteach nó amach as, agus coinníonn " "sé rian freisin ar cé na rudaí imbhuailte nár éirigh leo go fóill (i.e. cé " "acu ceann atá ag forluí air).\n" "Is féidir leis an nód seo paraiméadair na fisice a athrú nó a shárú go " "háitiúil freisin (domhantarraingt, taiseadh) agus an fhuaim a chur ar " "bhusanna saincheaptha fuaime.\n" "[b]Nóta:[/b] Seans nach n-idirghníomhaíonn réimsí agus coirp a cruthaíodh le " "[PhysicsServer2D] mar a bhíothas ag súil leis le [Area2D]s, agus seans nach n-" "astú comharthaí nó rudaí a rianú i gceart." msgid "Using Area2D" msgstr "Ag baint úsáide as Area2D" msgid "2D Pong Demo" msgstr "Cluiche 2D Pong Taispeántas" msgid "2D Platformer Demo" msgstr "Taispeántas Platformer 2D" 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 "" "Seoltar ar ais liosta [Area2D]anna trasnacha. Caithfidh [member " "CollisionObject2D.collision_layer] an limistéir fhorluiteacha a bheith mar " "chuid de [member CollisionObject2D.collision_mask] an limistéir seo chun é a " "bhrath.\n" "Ar chúiseanna feidhmíochta (próiseáiltear imbhuailtí go léir ag an am céanna) " "déantar an liosta seo a mhodhnú uair amháin le linn na céime fisice, ní " "díreach tar éis rudaí a bhogadh. Smaoinigh ar chomharthaí a úsáid ina ionad " "sin." msgid "" "Returns a list of intersecting [PhysicsBody2D]s and [TileMap]s. The " "overlapping body's [member CollisionObject2D.collision_layer] must be part of " "this area's [member CollisionObject2D.collision_mask] in order to be " "detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "Seoltar ar ais liosta de [PhysicsBody2D]s agus [TileMap]anna trasnaithe. Ní " "mór [member CollisionObject2D.collision_layer] an chomhlachta forluiteacha a " "bheith mar chuid de [member CollisionObject2D.collision_mask] an réimse seo " "chun é a bhrath.\n" "Ar chúiseanna feidhmíochta (próiseáiltear imbhuailtí go léir ag an am céanna) " "déantar an liosta seo a mhodhnú uair amháin le linn na céime fisice, ní " "díreach tar éis rudaí a bhogadh. Smaoinigh ar chomharthaí a úsáid ina ionad " "sin." msgid "" "Returns [code]true[/code] if intersecting any [Area2D]s, otherwise returns " "[code]false[/code]. 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) the " "list of overlapping areas is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" "Filleann sé [code]true[/code] má trasnaíonn sé aon [Area2D]s, nó seolann sé " "ar ais [code]bréagach[/code]. Caithfidh [member CollisionObject2D." "collision_layer] an limistéir fhorluiteacha a bheith mar chuid de [member " "CollisionObject2D.collision_mask] an limistéir seo chun é a bhrath.\n" "Ar chúiseanna feidhmíochta (próiseáiltear imbhuailtí go léir ag an am céanna) " "déantar liosta na réimsí forluiteacha a mhodhnú uair amháin le linn na céime " "fisice, ní díreach tar éis rudaí a bhogadh. Smaoinigh ar chomharthaí a úsáid " "ina ionad sin." msgid "" "Returns [code]true[/code] if intersecting any [PhysicsBody2D]s or [TileMap]s, " "otherwise returns [code]false[/code]. The overlapping body's [member " "CollisionObject2D.collision_layer] must be part of this area's [member " "CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping bodies is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" "Filleann sé [code]true[/code] má trasnaíonn sé aon [PhysicsBody2D]s nó " "[TileMap]s, nó seolann sé ar ais [code]bréagach[/code]. Ní mór [member " "CollisionObject2D.collision_layer] an chomhlachta forluiteacha a bheith mar " "chuid de [member CollisionObject2D.collision_mask] an réimse seo chun é a " "bhrath.\n" "Ar chúiseanna feidhmíochta (próiseáiltear imbhuailtí go léir ag an am céanna) " "déantar liosta na gcomhlachtaí forluiteacha a mhodhnú uair amháin le linn na " "céime fisice, ní díreach tar éis rudaí a bhogadh. Smaoinigh ar chomharthaí a " "úsáid ina ionad sin." msgid "" "Returns [code]true[/code] if the given [Area2D] intersects or overlaps this " "[Area2D], [code]false[/code] otherwise.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, the list of overlaps is updated once per frame and before " "the physics step. Consider using signals instead." msgstr "" "Filleann sé [code]true[/code] má thrasnaíonn nó má fhorluíonn an [Area2D] a " "thugtar an [Area2D] seo, [code]bréagach[/code] ar shlí eile.\n" "[b]Nóta:[/b] Níl toradh na tástála seo díreach tar éis réada atá ag " "gluaiseacht. Maidir le feidhmíocht, déantar liosta na bhforluí a nuashonrú " "uair amháin in aghaidh an fhráma agus roimh chéim na fisice. Smaoinigh ar " "chomharthaí a úsáid ina ionad sin." msgid "" "Returns [code]true[/code] if the given physics body intersects or overlaps " "this [Area2D], [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.\n" "The [param body] argument can either be a [PhysicsBody2D] or a [TileMap] " "instance. While TileMaps are not physics bodies themselves, they register " "their tiles with collision shapes as a virtual physics body." msgstr "" "Filleann sé [code]true[/code] má thrasnaíonn nó má fhorluíonn an corp fisice " "seo an [Area2D], [code]bréagach[/code] ar shlí eile.\n" "[b]Nóta:[/b] Níl toradh na tástála seo díreach tar éis réada atá ag " "gluaiseacht. Maidir le feidhmíocht, déantar liosta forluí a nuashonrú uair " "amháin in aghaidh an fhráma agus roimh chéim na fisice. Smaoinigh ar " "chomharthaí a úsáid ina ionad sin.\n" "Féadfaidh argóint [PhysicsBody2D] nó [TileMap] a bheith san argóint [param " "body]. Cé nach comhlachtaí fisice iad TileMaps iad féin, cláraíonn siad a " "gcuid tíleanna le cruthanna imbhuailte mar chomhlacht fíorúil fisice." 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 "" "An ráta a stopann réada ag sníomh sa réimse seo. Léiríonn sé an treoluas " "uilleach a cailleadh in aghaidh an tsoicind.\n" "Féach [comhalta ProjectSettings.physics/2d/default_angular_damp] le haghaidh " "tuilleadh sonraí maidir le taiseadh." msgid "" "Override mode for angular damping calculations within this area. See [enum " "SpaceOverride] for possible values." msgstr "" "Mód sáraithe le haghaidh ríomhaireachtaí maolaithe uilleacha laistigh den " "réimse seo. Féach [enum SpaceOverride] le haghaidh luachanna féideartha." msgid "The name of the area's audio bus." msgstr "Ainm bhus fuaime an cheantair." msgid "" "If [code]true[/code], the area's audio bus overrides the default audio bus." msgstr "" "Más [code]true[/code], sáraíonn bus fuaime an limistéir an bus fuaime " "réamhshocraithe." 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 "" "Déine domhantarraingthe an limistéir (i bpicteilíní in aghaidh an tsoicind " "cearnógach). Méadaíonn an luach seo treo an domhantarraingthe. Tá sé seo " "úsáideach chun fórsa domhantarraingthe a athrú gan a threo a athrú." msgid "The area's gravity vector (not normalized)." msgstr "Veicteoir domhantarraingthe an limistéir (gan normalú)." msgid "" "If [code]true[/code], gravity is calculated from a point (set via [member " "gravity_point_center]). See also [member gravity_space_override]." msgstr "" "Más [code]true[/code], ríomhtar domhantarraingt ó phointe (socraithe trí " "[member gravity_point_center]). Féach freisin [member gravity_space_override]." msgid "" "If gravity is a point (see [member gravity_point]), this will be the point of " "attraction." msgstr "" "Más pointe é an domhantarraingt (féach [member gravity_point]), is é seo an " "pointe tarraingthe." msgid "" "The distance at which the gravity strength is equal to [member gravity]. For " "example, on a planet 100 pixels in radius with a surface gravity of 4.0 px/" "s², set the [member gravity] to 4.0 and the unit distance to 100.0. The " "gravity will have falloff according to the inverse square law, so in the " "example, at 200 pixels from the center the gravity will be 1.0 px/s² (twice " "the distance, 1/4th the gravity), at 50 pixels it will be 16.0 px/s² (half " "the distance, 4x the gravity), and so on.\n" "The above is true only when the unit distance is a positive number. When this " "is set to 0.0, the gravity will be constant regardless of distance." msgstr "" "Tá an fad ag a bhfuil an neart domhantarraingthe cothrom le [member " "domhantarraingthe]. Mar shampla, ar phláinéad 100 picteilín ar ga le " "meáchanlár dromchla de 4.0 px/s², socraigh [meáchanlár na mball] go 4.0 agus " "fad an aonaid go 100.0. Beidh titim ar an domhantarraingt de réir an dlí " "inbhéartach cearnach, mar sin sa sampla, ag 200 picteilín ón lár beidh an " "domhantarraingthe 1.0 px/s² (dhá uair an fad, 1/4ú an domhantarraingthe), ag " "50 picteilín beidh sé 16.0 px/s² (leath an fad, 4x an domhantarraingt), agus " "mar sin de.\n" "Níl an méid thuas fíor ach amháin nuair is uimhir dheimhneach an fad aonaid. " "Nuair a shocraítear é seo go 0.0, beidh an meáchanlár seasmhach beag beann ar " "achar." msgid "" "Override mode for gravity calculations within this area. See [enum " "SpaceOverride] for possible values." msgstr "" "Modh sáraithe le haghaidh ríomhaireachtaí domhantarraingthe laistigh den " "réimse seo. Féach [enum SpaceOverride] le haghaidh luachanna féideartha." 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 "" "An ráta a stopann rudaí ag gluaiseacht sa réimse seo. Léiríonn sé an treoluas " "líneach a cailleadh in aghaidh an tsoicind.\n" "Féach [comhalta ProjectSettings.physics/2d/default_linear_damp] le haghaidh " "tuilleadh sonraí maidir le taiseadh." msgid "" "Override mode for linear damping calculations within this area. See [enum " "SpaceOverride] for possible values." msgstr "" "Mód sáraithe le haghaidh ríomhaireachtaí maolaithe líneacha laistigh den " "réimse seo. Féach [enum SpaceOverride] le haghaidh luachanna féideartha." msgid "If [code]true[/code], other monitoring areas can detect this area." msgstr "" "Más [code]true[/code], is féidir le réimsí monatóireachta eile an limistéar " "seo a bhrath." msgid "" "If [code]true[/code], the area detects bodies or areas entering and exiting " "it." msgstr "" "Más [code]true[/code], aimsíonn an limistéar coirp nó limistéir a théann " "isteach agus amach as." msgid "" "The area's priority. Higher priority areas are processed first. The " "[World2D]'s physics is always processed last, after all areas." msgstr "" "Tosaíocht an cheantair. Déantar réimsí tosaíochta níos airde a phróiseáil ar " "dtús. Déantar fisic an [World2D] a phróiseáil go deireanach i gcónaí, tar éis " "gach réimse." msgid "" "Emitted when the received [param area] enters this area. Requires [member " "monitoring] to be set to [code]true[/code]." msgstr "" "Astaítear nuair a thagann an [limistéar param] isteach sa limistéar seo. Ní " "mór [monatóireacht a dhéanamh ar chomhaltaí] a shocrú go [code]true[/code]." msgid "" "Emitted when the received [param area] exits this area. Requires [member " "monitoring] to be set to [code]true[/code]." msgstr "" "Astaithe nuair a thagann an [réimse param] faighte amach ón limistéar seo. Ní " "mór [monatóireacht a dhéanamh ar chomhaltaí] a shocrú go [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 "" "Astaítear nuair a théann [Shape2D] den [limistéar param] isteach i gcruth an " "achair seo. Ní mór [monatóireacht a dhéanamh ar chomhaltaí] a shocrú go " "[code]true[/code].\n" "Tá innéacsanna de na cruthanna idirghníomhaithe ón limistéar seo agus ón " "limistéar eile, faoi seach, i [param local_shape_index] agus [param " "area_shape_index]. Tá [RID] an cheantair eile i [param area_rid]. Is féidir " "na luachanna seo a úsáid leis an [PhysicsServer2D].\n" "[b]Sampla den [/b] [CollisionShape2D] [b]nód a fháil ón innéacs crutha:[/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 "" "Astaítear nuair a théann [Shape2D] den [limistéar param] faighte amach as " "cruth den limistéar seo. Ní mór [monatóireacht a dhéanamh ar chomhaltaí] a " "shocrú go [code]true[/code].\n" "Féach freisin [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 "" "Astaítear nuair a thagann [an comhlacht param] isteach sa limistéar seo. Is " "féidir le [corp param] a bheith ina [PhysicsBody2D] nó ina [TileMap]. " "Braitear [TileMap]anna má tá cruthanna imbhuailte ar a [TileSet] cumraithe. " "Ní mór [monatóireacht a dhéanamh ar chomhaltaí] a shocrú go [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 "" "Astaítear nuair a théann an [param body] faighte amach as an limistéar seo. " "Is féidir le [corp param] a bheith ina [PhysicsBody2D] nó ina [TileMap]. " "Braitear [TileMap]anna má tá cruthanna imbhuailte ar a [TileSet] cumraithe. " "Ní mór [monatóireacht a dhéanamh ar chomhaltaí] a shocrú go [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 "" "Astaítear nuair a théann [Shape2D] den [chorp param] isteach i gcruth an " "achair seo. Is féidir le [corp param] a bheith ina [PhysicsBody2D] nó ina " "[TileMap]. Braitear [TileMap]anna má tá cruthanna imbhuailte ar a [TileSet] " "cumraithe. Ní mór [monatóireacht a dhéanamh ar chomhaltaí] a shocrú go " "[code]true[/code].\n" "Tá innéacsanna de na cruthanna idirghníomhaithe ón limistéar seo agus ón " "gcorp idirghníomhaithe, faoi seach, i [param local_shape_index] agus [param " "body_shape_index]. Tá [RID] an choirp i [param body_rid]. Is féidir na " "luachanna seo a úsáid leis an [PhysicsServer2D].\n" "[b]Sampla den [/b] [CollisionShape2D] [b]nód a fháil ón innéacs crutha:[/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 "" "Astaítear nuair a théann [Shape2D] den [chomhlacht param] faighte amach as " "cruth den limistéar seo. Is féidir le [corp param] a bheith ina " "[PhysicsBody2D] nó ina [TileMap]. Braitear [TileMap]anna má tá cruthanna " "imbhuailte ar a [TileSet] cumraithe. Ní mór [monatóireacht a dhéanamh ar " "chomhaltaí] a shocrú go [code]true[/code].\n" "Féach freisin [comhartha body_shape_entered]." msgid "This area does not affect gravity/damping." msgstr "Ní chuireann an limistéar seo isteach ar dhomhantarraingt/dompáil." msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order)." msgstr "" "Cuireann an réimse seo a luachanna domhantarraingthe/damúcháin le cibé rud " "atá ríofa go dtí seo (in ord [comhalta tosaíochta])." 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 "" "Cuireann an réimse seo a luachanna imtharraingthe/mhaolaithe le cibé rud atá " "ríofa go dtí seo (in ord [comhalta tosaíochta]), gan aird ar aon réimsí " "tosaíochta níos ísle." msgid "" "This area replaces any gravity/damping, even the defaults, ignoring any lower " "priority areas." msgstr "" "Tagann an réimse seo in ionad aon domhantarraingthe/damáiste, fiú na " "mainneachtainí, gan aird a thabhairt ar aon réimsí tosaíochta níos ísle." msgid "" "This area replaces any gravity/damping calculated so far (in [member " "priority] order), but keeps calculating the rest of the areas." msgstr "" "Cuirtear an limistéar seo in ionad aon domhantarraingthe/damáiste a ríomhadh " "go dtí seo (in ord [comhalta tosaíochta]), ach déantar an chuid eile de na " "limistéir a ríomh i gcónaí." msgid "" "A region of 3D space that detects other [CollisionObject3D]s entering or " "exiting it." msgstr "" "Réigiúin de spás 3D a bhraitheann [CollisionObject3D]s eile a théann isteach " "nó amach as." msgid "" "[Area3D] is a region of 3D space defined by one or multiple " "[CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when other " "[CollisionObject3D]s enter or exit it, and it also keeps track of which " "collision objects haven't exited it yet (i.e. which one are overlapping it).\n" "This node can also locally alter or override physics parameters (gravity, " "damping) and route audio to custom audio buses.\n" "[b]Note:[/b] Areas and bodies created with [PhysicsServer3D] might not " "interact as expected with [Area3D]s, and might not emit signals or track " "objects correctly.\n" "[b]Warning:[/b] Using a [ConcavePolygonShape3D] inside a [CollisionShape3D] " "child of this node (created e.g. by using the [b]Create Trimesh Collision " "Sibling[/b] option in the [b]Mesh[/b] menu that appears when selecting a " "[MeshInstance3D] node) may give unexpected results, since this collision " "shape is hollow. If this is not desired, it has to be split into multiple " "[ConvexPolygonShape3D]s or primitive shapes like [BoxShape3D], or in some " "cases it may be replaceable by a [CollisionPolygon3D]." msgstr "" "Is réigiún é [Area3D] de spás 3D atá sainmhínithe ag nóid linbh amháin nó " "iolrach [CollisionShape3D] nó [CollisionPolygon3D]. Aimsíonn sé nuair a " "théann [CollisionObject3D]s eile isteach nó amach as, agus coinníonn sé súil " "freisin cé na rudaí imbhuailte nár éirigh leo go fóill (i.e. cé acu ceann atá " "ag forluí air).\n" "Is féidir leis an nód seo paraiméadair na fisice a athrú nó a shárú go " "háitiúil freisin (domhantarraingt, taiseadh) agus an fhuaim a chur ar " "bhusanna saincheaptha fuaime.\n" "[b]Nóta:[/b] Seans nach n-idirghníomhaíonn limistéir agus coirp a " "chruthaítear le [PhysicsServer3D] mar a bhíothas ag súil leis le [Area3D]s, " "agus seans nach n-astú comharthaí nó rudaí a rianú i gceart.\n" "[b]Rabhadh:[/b] Ag baint úsáide as [ConcavePolygonShape3D] taobh istigh de " "leanbh [CollisionShape3D] den nód seo (cruthaithe m.sh. trí úsáid a bhaint as " "an rogha [b]Cruthaigh Trimesh Collision Sibling[/b] sa [b]Mogalra[/b] ] " "roghchlár a thagann chun solais nuair a roghnaítear nód [MeshInstance3D]) " "d’fhéadfadh torthaí gan choinne a thabhairt, toisc go bhfuil cruth an " "imbhuailte seo log. Mura bhfuil sé seo inmhianaithe, ní mór é a roinnt ina " "il[ConvexPolygonShape3D]s nó ina chruthanna primitive cosúil le [BoxShape3D], " "nó i gcásanna áirithe is féidir é a athsholáthar le [CollisionPolygon3D]." msgid "GUI in 3D Viewport Demo" msgstr "GUI i Taispeántas Viewport 3D" 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 "" "Seoltar ar ais liosta [Area3D]s trasnacha. Caithfidh [member " "CollisionObject3D.collision_layer] an limistéir fhorluiteacha a bheith mar " "chuid de [member CollisionObject3D.collision_mask] an limistéir seo chun é a " "bhrath.\n" "Ar chúiseanna feidhmíochta (próiseáiltear imbhuailtí go léir ag an am céanna) " "déantar an liosta seo a mhodhnú uair amháin le linn na céime fisice, ní " "díreach tar éis rudaí a bhogadh. Smaoinigh ar chomharthaí a úsáid ina ionad " "sin." msgid "" "Returns a list of intersecting [PhysicsBody3D]s and [GridMap]s. The " "overlapping body'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 "" "Seoltar ar ais liosta de [PhysicsBody3D]s agus [GridMap]anna trasnaithe. Ní " "mór [member CollisionObject3D.collision_layer] an chomhlachta forluiteacha a " "bheith mar chuid de [member CollisionObject3D.collision_mask] an réimse seo " "chun é a bhrath.\n" "Ar chúiseanna feidhmíochta (próiseáiltear imbhuailtí go léir ag an am céanna) " "déantar an liosta seo a mhodhnú uair amháin le linn na céime fisice, ní " "díreach tar éis rudaí a bhogadh. Smaoinigh ar chomharthaí a úsáid ina ionad " "sin." msgid "" "Returns [code]true[/code] if intersecting any [Area3D]s, otherwise returns " "[code]false[/code]. 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) the " "list of overlapping areas is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" "Filleann sé [code]true[/code] má trasnaíonn sé aon [Area3D]s, nó seolann sé " "ar ais [code]bréagach[/code]. Caithfidh [member CollisionObject3D." "collision_layer] an limistéir fhorluiteacha a bheith mar chuid de [member " "CollisionObject3D.collision_mask] an limistéir seo chun é a bhrath.\n" "Ar chúiseanna feidhmíochta (próiseáiltear imbhuailtí go léir ag an am céanna) " "déantar liosta na réimsí forluiteacha a mhodhnú uair amháin le linn na céime " "fisice, ní díreach tar éis rudaí a bhogadh. Smaoinigh ar chomharthaí a úsáid " "ina ionad sin." msgid "" "Returns [code]true[/code] if intersecting any [PhysicsBody3D]s or [GridMap]s, " "otherwise returns [code]false[/code]. The overlapping body'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) the " "list of overlapping bodies is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" "Filleann sé [code]true[/code] má trasnaíonn sé aon [PhysicsBody3D]s nó " "[GridMap]s, nó seolann sé ar ais [code]bréagach[/code]. Ní mór [member " "CollisionObject3D.collision_layer] an chomhlachta forluiteacha a bheith mar " "chuid de [member CollisionObject3D.collision_mask] an réimse seo chun é a " "bhrath.\n" "Ar chúiseanna feidhmíochta (próiseáiltear imbhuailtí go léir ag an am céanna) " "déantar liosta na gcomhlachtaí forluiteacha a mhodhnú uair amháin le linn na " "céime fisice, ní díreach tar éis rudaí a bhogadh. Smaoinigh ar chomharthaí a " "úsáid ina ionad sin." 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 "" "Filleann sé [code]true[/code] má thrasnaíonn nó má fhorluíonn an [Area3D] a " "thugtar an [Area3D] seo, [code]bréagach[/code] ar shlí eile.\n" "[b]Nóta:[/b] Níl toradh na tástála seo díreach tar éis réada atá ag " "gluaiseacht. Maidir le feidhmíocht, déantar liosta forluí a nuashonrú uair " "amháin in aghaidh an fhráma agus roimh chéim na fisice. Smaoinigh ar " "chomharthaí a úsáid ina ionad sin." msgid "" "Returns [code]true[/code] if the given physics body 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.\n" "The [param body] argument can either be a [PhysicsBody3D] or a [GridMap] " "instance. While GridMaps are not physics body themselves, they register their " "tiles with collision shapes as a virtual physics body." msgstr "" "Filleann sé [code]true[/code] má thrasnaíonn nó má fhorluíonn an corp fisice " "seo an [Area3D], [code]bréagach[/code] ar shlí eile.\n" "[b]Nóta:[/b] Níl toradh na tástála seo díreach tar éis réada atá ag " "gluaiseacht. Maidir le feidhmíocht, déantar liosta forluí a nuashonrú uair " "amháin in aghaidh an fhráma agus roimh chéim na fisice. Smaoinigh ar " "chomharthaí a úsáid ina ionad sin.\n" "Féadfaidh argóint [PhysicsBody3D] nó [GridMap] a bheith san argóint [param " "body]. Cé nach comhlacht fisice iad GridMaps iad féin, cláraíonn siad a gcuid " "tíleanna le cruthanna imbhuailte mar chomhlacht fíorúil fisice." 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 "" "An ráta a stopann réada ag sníomh sa réimse seo. Léiríonn sé an treoluas " "uilleach a cailleadh in aghaidh an tsoicind.\n" "Féach [comhalta ProjectSettings.physics/3d/default_angular_damp] le haghaidh " "tuilleadh sonraí maidir le taiseadh." 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 "" "Déine domhantarraingthe an limistéir (i méadair in aghaidh an tsoicind " "cearnógach). Méadaíonn an luach seo treo an domhantarraingthe. Tá sé seo " "úsáideach chun fórsa domhantarraingthe a athrú gan a threo a athrú." msgid "" "The distance at which the gravity strength is equal to [member gravity]. For " "example, on a planet 100 meters in radius with a surface gravity of 4.0 m/s², " "set the [member gravity] to 4.0 and the unit distance to 100.0. The gravity " "will have falloff according to the inverse square law, so in the example, at " "200 meters from the center the gravity will be 1.0 m/s² (twice the distance, " "1/4th the gravity), at 50 meters it will be 16.0 m/s² (half the distance, 4x " "the gravity), and so on.\n" "The above is true only when the unit distance is a positive number. When this " "is set to 0.0, the gravity will be constant regardless of distance." msgstr "" "Tá an fad ag a bhfuil an neart domhantarraingthe cothrom le [member " "domhantarraingthe]. Mar shampla, ar phláinéad 100 méadar ar ga le meáchanlár " "dromchla de 4.0 m/s², socraigh [meáchantarraingt na mball] go 4.0 agus fad an " "aonaid go 100.0. Beidh titim ar an domhantarraingthe de réir an dlí " "inbhéartach cearnach, mar sin sa sampla, ag 200 méadar ón lár beidh an " "domhantarraingthe 1.0 m/s² (faoi dhó an t-achar, 1/4 an meáchanlár), ag 50 " "méadar beidh sé 16.0 m/s² (leath an fad, 4x an domhantarraingt), agus mar sin " "de.\n" "Níl an méid thuas fíor ach amháin nuair is uimhir dheimhneach an fad aonaid. " "Nuair a shocraítear é seo go 0.0, beidh an meáchanlár seasmhach beag beann ar " "achar." 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 "" "An ráta a stopann rudaí ag gluaiseacht sa réimse seo. Léiríonn sé an treoluas " "líneach a cailleadh in aghaidh an tsoicind.\n" "Féach [comhalta ProjectSettings.physics/3d/default_linear_damp] le haghaidh " "tuilleadh sonraí maidir le taiseadh." msgid "" "The area's priority. Higher priority areas are processed first. The " "[World3D]'s physics is always processed last, after all areas." msgstr "" "Tosaíocht an cheantair. Déantar réimsí tosaíochta níos airde a phróiseáil ar " "dtús. Déantar fisic an [World3D] a phróiseáil go deireanach i gcónaí, tar éis " "gach réimse." 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 "" "A mhéid a bhaineann an réimse seo le haisfhuaimniú an fhuaim a bhaineann " "leis. Raonta ó [code]0[/code] go [code]1[/code] le [code]0.1[/code] beachtas." msgid "If [code]true[/code], the area applies reverb to its associated audio." msgstr "" "Más [code]true[/code], cuireann an limistéar an t-aisfhuaimniú i bhfeidhm ar " "an fhuaim a bhaineann leis." msgid "The name of the reverb bus to use for this area's associated audio." msgstr "" "Ainm an bhus aisfhocail atá le húsáid don fhuaim a bhaineann leis an réimse " "seo." 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 "" "A mhéid a bhíonn éifeacht aonfhoirmeach ag aisfhuaimniú an réimse seo. Raonta " "ó [code]0[/code] go [code]1[/code] le [code]0.1[/code] beachtas." msgid "" "The exponential rate at which wind force decreases with distance from its " "origin.\n" "[b]Note:[/b] This wind force only applies to [SoftBody3D] nodes. Other " "physics bodies are currently not affected by wind." msgstr "" "An ráta easpónantúil ag a laghdaíonn fórsa na gaoithe de réir achar óna " "bhunús.\n" "[b]Nóta:[/b] Ní bhaineann an fórsa gaoithe seo ach le nóid [SoftBody3D]. Níl " "aon tionchar ag an ngaoth ar chomhlachtaí fisice eile faoi láthair." msgid "" "The magnitude of area-specific wind force.\n" "[b]Note:[/b] This wind force only applies to [SoftBody3D] nodes. Other " "physics bodies are currently not affected by wind." msgstr "" "Méid fórsa gaoithe a bhaineann go sonrach leis an limistéar.\n" "[b]Nóta:[/b] Ní bhaineann an fórsa gaoithe seo ach le nóid [SoftBody3D]. Níl " "aon tionchar ag an ngaoth ar chomhlachtaí fisice eile faoi láthair." msgid "" "The [Node3D] which is used to specify 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.\n" "[b]Note:[/b] This wind force only applies to [SoftBody3D] nodes. Other " "physics bodies are currently not affected by wind." msgstr "" "An [Node3D] a úsáidtear chun treo agus tionscnamh fórsa gaoithe a bhaineann " "go sonrach le limistéar a shonrú. Tá an treo urchomhaireach leis an ais-z de " "chlaochlú áitiúil [Node3D], agus is é a bhunús bunús an chlaochlaithe áitiúil " "[Node3D].\n" "[b]Nóta:[/b] Ní bhaineann an fórsa gaoithe seo ach le nóid [SoftBody3D]. Níl " "aon tionchar ag an ngaoth ar chomhlachtaí fisice eile faoi láthair." 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 "" "Astaítear nuair a théann [Shape3D] den [limistéar param] a fuarthas isteach i " "gcruth an limistéir seo. Ní mór [monatóireacht a dhéanamh ar chomhaltaí] a " "shocrú go [code]true[/code].\n" "Tá innéacsanna de na cruthanna idirghníomhaithe ón limistéar seo agus ón " "limistéar eile, faoi seach, i [param local_shape_index] agus [param " "area_shape_index]. Tá [RID] an cheantair eile i [param area_rid]. Is féidir " "na luachanna seo a úsáid leis an [PhysicsServer3D].\n" "[b]Sampla den [/b] [CollisionShape3D] [b]nód a fháil ón innéacs crutha:[/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 "" "Astaítear nuair a théann [Shape3D] den [limistéar param] faighte amach as " "cruth den limistéar seo. Ní mór [monatóireacht a dhéanamh ar chomhaltaí] a " "shocrú go [code]true[/code].\n" "Féach freisin [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 "" "Astaítear nuair a thagann [an comhlacht param] isteach sa limistéar seo. Is " "féidir le [corp param] a bheith ina [PhysicsBody3D] nó ina [GridMap]. " "Braitear [GridMap]anna má tá cruthanna imbhuailte ar a [MeshLibrary] " "cumraithe. Ní mór [monatóireacht a dhéanamh ar chomhaltaí] a shocrú go " "[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 "" "Astaítear nuair a théann an [param body] faighte amach as an limistéar seo. " "Is féidir le [corp param] a bheith ina [PhysicsBody3D] nó ina [GridMap]. " "Braitear [GridMap]anna má tá cruthanna imbhuailte ar a [MeshLibrary] " "cumraithe. Ní mór [monatóireacht a dhéanamh ar chomhaltaí] a shocrú go " "[code]true[/code]." msgid "" "Emitted when a [Shape3D] of the received [param body] enters a shape of 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].\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 [PhysicsServer3D].\n" "[b]Example of getting the[/b] [CollisionShape3D] [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 "" "Astaítear nuair a théann [Shape3D] den [chomhlacht param] isteach i gcruth an " "achair seo. Is féidir le [corp param] a bheith ina [PhysicsBody3D] nó ina " "[GridMap]. Braitear [GridMap]anna má tá cruthanna imbhuailte ar a " "[MeshLibrary] cumraithe. Ní mór [monatóireacht a dhéanamh ar chomhaltaí] a " "shocrú go [code]true[/code].\n" "Tá innéacsanna de na cruthanna idirghníomhaithe ón limistéar seo agus ón " "gcorp idirghníomhaithe, faoi seach, i [param local_shape_index] agus [param " "body_shape_index]. Tá [RID] an choirp i [param body_rid]. Is féidir na " "luachanna seo a úsáid leis an [PhysicsServer3D].\n" "[b]Sampla den [/b] [CollisionShape3D] [b]nód a fháil ón innéacs crutha:[/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 [Shape3D] of the received [param body] exits a shape of 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].\n" "See also [signal body_shape_entered]." msgstr "" "Astaítear nuair a théann [Shape3D] den [chorp param] faighte amach as cruth " "den limistéar seo. Is féidir le [corp param] a bheith ina [PhysicsBody3D] nó " "ina [GridMap]. Braitear [GridMap]anna má tá cruthanna imbhuailte ar a " "[MeshLibrary] cumraithe. Ní mór [monatóireacht a dhéanamh ar chomhaltaí] a " "shocrú go [code]true[/code].\n" "Féach freisin [comhartha body_shape_entered]." msgid "A built-in data structure that holds a sequence of elements." msgstr "Struchtúr sonraí ionsuite a choinníonn seicheamh eilimintí." msgid "" "An array data structure that can contain a sequence of elements of any " "[Variant] type. Elements are accessed by a numerical index starting at 0. " "Negative indices are used to count from the back (-1 is the last element, -2 " "is the second to last, etc.).\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var array = [\"First\", 2, 3, \"Last\"]\n" "print(array[0]) # Prints \"First\"\n" "print(array[2]) # Prints 3\n" "print(array[-1]) # Prints \"Last\"\n" "\n" "array[1] = \"Second\"\n" "print(array[1]) # Prints \"Second\"\n" "print(array[-3]) # Prints \"Second\"\n" "[/gdscript]\n" "[csharp]\n" "var array = new Godot.Collections.Array{\"First\", 2, 3, \"Last\"};\n" "GD.Print(array[0]); // Prints \"First\"\n" "GD.Print(array[2]); // Prints 3\n" "GD.Print(array[array.Count - 1]); // Prints \"Last\"\n" "\n" "array[2] = \"Second\";\n" "GD.Print(array[1]); // Prints \"Second\"\n" "GD.Print(array[array.Count - 3]); // Prints \"Second\"\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Arrays are always passed by [b]reference[/b]. 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]Differences between packed arrays, typed arrays, and untyped arrays:[/b] " "Packed arrays are generally faster to iterate on and modify compared to a " "typed array of the same type (e.g. [PackedInt64Array] versus [code]Array[int]" "[/code]). Also, packed arrays consume less memory. As a downside, packed " "arrays are less flexible as they don't offer as many convenience methods such " "as [method Array.map]. Typed arrays are in turn faster to iterate on and " "modify than untyped arrays." msgstr "" "Struchtúr sonraí eagar ar féidir seicheamh eilimintí d'aon chineál [Athróg] a " "bheith ann. Faightear rochtain ar eilimintí trí innéacs uimhriúil ag tosú ag " "0. Úsáidtear innéacsanna diúltacha chun comhaireamh ón gcúl (is é -1 an " "eilimint dheireanach, is é -2 an dara ceann deireanach, etc.).\n" "[b]Sampla:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var array = [\"An Chéad\", 2, 3, \"Deireadh\"]\n" "print(eagar[0]) # Priontála \"First\"\n" "print(eagar[2]) # Priontála 3\n" "print(eagar[-1]) # Priontála \"Aréir\"\n" "\n" "eagar[1] = \"dara\"\n" "print(eagar[1]) # Priontála \"Second\"\n" "print(eagar[-3]) # Priontála \"Second\"\n" "[/gdscript]\n" "[csharp]\n" "var array = Godot.Collections.Array nua{ \"An Chéad\", 2, 3, \"Deireadh\"};\n" "GD.Print(eagar[0]); // Priontaí \"First\"\n" "GD.Print(eagar[2]); // Priontaí 3\n" "GD.Print(eagar[eagar.Count - 1]); // Priontaí \"Deireadh\"\n" "\n" "array[2] = \"Dara\";\n" "GD.Print(eagar[1]); // Priontálann \"Dara\"\n" "GD.Print(eagar[eagar.Count - 3]); // Priontálann \"Dara\"\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] Cuirtear eagar i gcónaí trí [b]tagairt[/b]. Chun cóip a fháil " "d'eagar is féidir a mhodhnú go neamhspleách ar an eagar bunaidh, úsáid " "[dúblach modh].\n" "[b]Nóta:[/b] Ní thacaítear [b][/b] le heilimintí a scriosadh agus iad á " "atriall thar eagair agus beidh iompar dothuartha mar thoradh air.\n" "[b]Difríochtaí idir eagair phacáilte, eagair chlóscríofa, agus eagair " "neamhchlóscríofa:[/b] Is gnách go mbíonn eagair phacáilte níos tapúla le " "hathrú orthu agus le modhnú i gcomparáid le heagar clóscríofa den chineál " "céanna (m.sh. [PackedInt64Array] versus [code]Eagar[int ][/code]). Chomh " "maith leis sin, itheann eagair pacáilte níos lú cuimhne. Mar " "dhrochbhuntáiste, níl eagair phacáilte chomh solúbtha mar ní thairgeann siad " "an oiread modhanna áise mar [method Array.map]. Bíonn eagair chlóscríofa ar a " "seal níos tapúla chun iad a atriall agus a mhodhnú ná eagair neamhchlóscríofa." msgid "Constructs an empty [Array]." msgstr "Tógann [Eagar] folamh." msgid "" "Creates a typed array from the [param base] array. A typed array can only " "contain elements of the given type, or that inherit from the given class, as " "described by this constructor's parameters:\n" "- [param type] is the built-in [Variant] type, as one the [enum Variant.Type] " "constants.\n" "- [param class_name] is the built-in class name (see [method Object." "get_class]).\n" "- [param script] is the associated script. It must be a [Script] instance or " "[code]null[/code].\n" "If [param type] is not [constant TYPE_OBJECT], [param class_name] must be an " "empty [StringName] and [param script] must be [code]null[/code].\n" "[codeblock]\n" "class_name Sword\n" "extends Node\n" "\n" "class Stats:\n" " pass\n" "\n" "func _ready():\n" " var a = Array([], TYPE_INT, \"\", null) # Array[int]\n" " var b = Array([], TYPE_OBJECT, \"Node\", null) # Array[Node]\n" " var c = Array([], TYPE_OBJECT, \"Node\", Sword) # Array[Sword]\n" " var d = Array([], TYPE_OBJECT, \"RefCounted\", Stats) # Array[Stats]\n" "[/codeblock]\n" "The [param base] array's elements are converted when necessary. If this is " "not possible or [param base] is already typed, this constructor fails and " "returns an empty [Array].\n" "In GDScript, this constructor is usually not necessary, as it is possible to " "create a typed array through static typing:\n" "[codeblock]\n" "var numbers: Array[float] = []\n" "var children: Array[Node] = [$Node, $Sprite2D, $RigidBody3D]\n" "\n" "var integers: Array[int] = [0.2, 4.5, -2.0]\n" "print(integers) # Prints [0, 4, -2]\n" "[/codeblock]" msgstr "" "Cruthaíonn eagar clóscríofa ón eagar [bun param]. Ní féidir a bheith in eagar " "clóscríofa ach gnéithe den chineál tugtha, nó a thagann le hoidhreacht ón " "aicme ar leith, mar a thuairiscítear i bparaiméadar an chruthaitheora seo:\n" "- Is é [cineál param] an cineál ionsuite [Athróg], mar aon leis na tairisigh " "[enum Variant.Type].\n" "- Is é [param class_name] an t-ainm ranga ionsuite (féach [method Object." "get_class]).\n" "- Is é [param script] an script ghaolmhar. Caithfidh sé a bheith ina shampla " "[Script] nó [code]null[/code].\n" "Mura bhfuil [cineál param] [cód leanúnach TYPE_OBJECT], caithfidh [param " "class_name] a bheith ina [StringName] folamh agus caithfidh [param script] a " "bheith ina [code]null[/code].\n" "[codeblock]\n" "class_name Claíomh\n" "leathnaíonn Nód\n" "\n" "Staitisticí ranga:\n" " pas\n" "\n" "func _réidh():\n" " var a = Eagar([], TYPE_INT,\" \"\", null) # Eagar[int]\n" " var b = Eagar([], TYPE_OBJECT, \"Nóid\", null) # Eagar[Nóid]\n" " var c = Eagar([], TYPE_OBJECT, \"Nód\", Sword) # Eagar[Sword]\n" " var d = Eagar([], TYPE_OBJECT, \"RefCounted\", Stats) # Eagar[Stats]\n" "[/codeblock]\n" "Tiontaítear eilimintí an eagar [bun param] nuair is gá. Mura féidir é seo a " "dhéanamh nó má tá [bun param] clóscríofa cheana féin, teipeann ar an " "dtiomsaitheoir seo agus filleann sé [Eagar] folamh.\n" "I GDScript, ní bhíonn gá leis an bhfoirmitheoir seo de ghnáth, mar is féidir " "eagar clóscríofa a chruthú trí chlóscríobh statach:\n" "[codeblock]\n" "uimhreacha var: Eagar[snámh] = []\n" "var leanaí: Array[Node] = [$Nóid, $Sprite2D, $RigidBody3D]\n" "\n" "slánuimhreacha: Eagar[int] = [0.2, 4.5, -2.0]\n" "print(slánuimhreacha) # Priontála [0, 4, -2]\n" "[/codeblock]" msgid "" "Returns the same array as [param from]. If you need a copy of the array, use " "[method duplicate]." msgstr "" "Filleann sé an t-eagar céanna le [param ó]. Má theastaíonn cóip den eagar " "uait, bain úsáid as [dublicate modh]." msgid "Constructs an array from a [PackedByteArray]." msgstr "Tógann sé eagar ó [PackedByteArray]." msgid "Constructs an array from a [PackedColorArray]." msgstr "Tógann sé eagar ó [PackedColorArray]." msgid "Constructs an array from a [PackedFloat32Array]." msgstr "Tógann sé eagar ó [PackedFloat32Array]." msgid "Constructs an array from a [PackedFloat64Array]." msgstr "Tógann sé eagar ó [PackedFloat64Array]." msgid "Constructs an array from a [PackedInt32Array]." msgstr "Tógann sé eagar ó [PackedInt32Array]." msgid "Constructs an array from a [PackedInt64Array]." msgstr "Tógann sé eagar ó [PackedInt64Array]." msgid "Constructs an array from a [PackedStringArray]." msgstr "Tógann sé eagar ó [PackedStringArray]." msgid "Constructs an array from a [PackedVector2Array]." msgstr "Tógann sé eagar ó [PackedVector2Array]." msgid "Constructs an array from a [PackedVector3Array]." msgstr "Tógann sé eagar ó [PackedVector3Array]." msgid "Constructs an array from a [PackedVector4Array]." msgstr "Tógann sé eagar ó [PackedVector4Array]." msgid "" "Calls the given [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 [param method] should take one [Variant] parameter (the current array " "element) and return a [bool].\n" "[codeblocks]\n" "[gdscript]\n" "func greater_than_5(number):\n" " return number > 5\n" "\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" " # Same as the first line above, but using a lambda function.\n" " print([6, 10, 6].all(func(element): return element > 5)) # Prints true\n" "[/gdscript]\n" "[csharp]\n" "private static bool GreaterThan5(int number)\n" "{\n" " return number > 5;\n" "}\n" "\n" "public override void _Ready()\n" "{\n" " // Prints true (3/3 elements evaluate to true).\n" " GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }." "All(GreaterThan5));\n" " // Prints false (1/3 elements evaluate to true).\n" " GD.Print(new Godot.Collections.Array>int< { 4, 10, 4 }." "All(GreaterThan5));\n" " // Prints false (0/3 elements evaluate to true).\n" " GD.Print(new Godot.Collections.Array>int< { 4, 4, 4 }." "All(GreaterThan5));\n" " // Prints true (0/0 elements evaluate to true).\n" " GD.Print(new Godot.Collections.Array>int< { }.All(GreaterThan5));\n" "\n" " // Same as the first line above, but using a lambda function.\n" " GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(element => " "element > 5)); // Prints true\n" "}\n" "[/csharp]\n" "[/codeblocks]\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 "" "Glaonna ar an [Inghlaoite] tugtha ar gach eilimint san eagar agus seol ar ais " "[code]true[/code] má fhilleann an [Call inghlaoite] [code]true[/code] do " "[i]gach[/i] eilimint san eagar. Má thugann an [Inghlao] [code]bréagach[/code] " "ar ais d'eilimint eagar amháin nó níos mó, seolann an modh seo " "[code]bréagach[/code] ar ais.\n" "Ba cheart go dtógfadh an [param method] paraiméadar amháin [Athraitheach] (an " "eilimint eagar reatha) agus go gcuirfí [bool] ar ais.\n" "[codeblocks]\n" "[gdscript]\n" "func greater_than_5(number):\n" " return number > 5\n" "\n" "func _ready():\n" " print([6, 10, 6].all(greater_than_5)) # Priontaí fíor (meastar go bhfuil " "3/3 eilimint fíor).\n" " print([4, 10, 4].all(greater_than_5)) # Priontaí bréagach (meastar go " "bhfuil 1/3 eilimint fíor).\n" " print([4, 4, 4].all(greater_than_5)) # Priontaí bréagach (meastar go " "bhfuil 0/3 eilimint fíor).\n" " print([].all(greater_than_5)) # Priontaí fíor (meastaíonn 0/0 " "eilimint go fíor).\n" "\n" " # Mar an gcéanna leis an gcéad líne thuas, ach ag baint úsáide as feidhm " "lambda.\n" " print([6, 10, 6].all(func(element): return element > 5)) # Priontála fíor\n" "[/gdscript]\n" "[csharp]\n" "private static bool GreaterThan5(int number)\n" "{\n" " return number > 5;\n" "}\n" "\n" "public override void _Ready()\n" "{\n" " // Prints true (3/3 elements evaluate to true).\n" " GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }." "All(GreaterThan5));\n" " // Prints false (1/3 elements evaluate to true).\n" " GD.Print(new Godot.Collections.Array>int< { 4, 10, 4 }." "All(GreaterThan5));\n" " // Prints false (0/3 elements evaluate to true).\n" " GD.Print(new Godot.Collections.Array>int< { 4, 4, 4 }." "All(GreaterThan5));\n" " // Prints true (0/0 elements evaluate to true).\n" " GD.Print(new Godot.Collections.Array>int< { }.All(GreaterThan5));\n" "\n" " // Same as the first line above, but using a lambda function.\n" " GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(element => " "element > 5)); // Prints true\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "Féach freisin [method ar bith], [scagaire modha], [léarscáil modha] agus " "[laghdaigh modh].\n" "[b]Nóta:[/b] Murab ionann agus a bheith ag brath ar mhéid an eagar a " "chuirtear ar ais ag [scagaire modha], fillfidh an modh seo chomh luath agus " "is féidir chun feidhmíocht a fheabhsú (go háirithe le eagair mhóra).\n" "[b]Nóta:[/b] Le haghaidh eagar folamh, filleann an modh seo [url=https://en." "wikipedia.org/wiki/Vacuous_truth]i gcónaí[/url] [code]true[/code]." msgid "" "Calls the given [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 [param method] should take one [Variant] parameter (the current array " "element) and return a [bool].\n" "[codeblock]\n" "func greater_than_5(number):\n" " return number > 5\n" "\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" " # Same as the first line above, but using a lambda function.\n" " print([6, 10, 6].any(func(number): return number > 5)) # Prints true\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 "" "Glaonna ar an [Inghlaoite] tugtha ar gach eilimint san eagar agus seol ar ais " "[code]true[/code] má sheolann an [Callable] [code]true[/code] ar ais le " "haghaidh [i]eilimint amháin nó níos mó[/i] sa eagar. Má sheolann an [Inghlao] " "[code]bréagach[/code] ar ais do gach eilimint san eagar, filleann an modh seo " "[code]bréagach[/code].\n" "Ba cheart go dtógfadh an [param method] paraiméadar amháin [Athraitheach] (an " "eilimint eagar reatha) agus go gcuirfí [bool] ar ais.\n" "[codeblock]\n" "feidhm níos mó_ná_5(uimhir):\n" " uimhir aischuir > 5\n" "\n" "func _ready():\n" " print([6, 10, 6].any(greater_than_5)) # Priontaí fíor (meastar go bhfuil " "3 eilimint fíor).\n" " print([4, 10, 4].any(greater_than_5)) # Priontaí fíor (measann 1 eilimint " "go bhfuil siad fíor).\n" " print([4, 4, 4].any(greater_than_5)) # Priontaí bréagach (meastar go " "bhfuil 0 eilimint fíor).\n" " print([].any(greater_than_5)) # Priontaí bréagach (meastar go " "bhfuil 0 eilimint fíor).\n" "\n" " # Mar an gcéanna leis an gcéad líne thuas, ach ag baint úsáide as feidhm " "lambda.\n" " print([6, 10, 6].any(func(number): return number > 5)) # Priontála fíor\n" "[/codeblock]\n" "Féach freisin [method uile], [scagaire modha], [léarscáil modhanna] agus " "[laghdaigh modh].\n" "[b]Nóta:[/b] Murab ionann agus a bheith ag brath ar mhéid an eagar a " "chuirtear ar ais ag [scagaire modha], fillfidh an modh seo chomh luath agus " "is féidir chun feidhmíocht a fheabhsú (go háirithe le eagair mhóra).\n" "[b]Nóta:[/b] I gcás eagar folamh, cuireann an modh seo ar ais [code]false[/" "code] i gcónaí." msgid "" "Appends [param value] at the end of the array (alias of [method push_back])." msgstr "" "Cuireann [paramluach] leis ag deireadh an eagar (ailias de [method " "push_back])." msgid "" "Assigns elements of another [param array] into the array. Resizes the array " "to match [param array]. Performs type conversions if the array is typed." msgstr "" "Sanntar gnéithe de [eagar param] eile isteach san eagar. Athmhéadaíonn sé an " "t-eagar chun teacht le [eagar param]. Déanann sé tiontuithe cineáil má " "chlóscríobhtar an t-eagar." msgid "" "Returns the last element of the array. If the array is empty, fails and " "returns [code]null[/code]. See also [method front].\n" "[b]Note:[/b] Unlike with the [code][][/code] operator ([code]array[-1][/" "code]), an error is generated without stopping project execution." msgstr "" "Filleann sé an eilimint dheireanach den eagar. Má tá an t-eagar folamh, " "teipeann air agus seol ar ais [code]null[/code]. Féach freisin [method " "tosaigh].\n" "[b]Nóta:[/b] Murab ionann agus an t-oibreoir [code][][/code] ([code]eagar[-1]" "[/code]), gintear earráid gan cur i gcrích an tionscadail a stopadh." msgid "" "Returns the index of [param value] in the sorted array. If it cannot be " "found, returns where [param value] should be inserted to keep the array " "sorted. The algorithm used is [url=https://en.wikipedia.org/wiki/" "Binary_search_algorithm]binary search[/url].\n" "If [param before] is [code]true[/code] (as by default), the returned index " "comes before all existing elements equal to [param value] in the array.\n" "[codeblock]\n" "var numbers = [2, 4, 8, 10]\n" "var idx = numbers.bsearch(7)\n" "\n" "numbers.insert(idx, 7)\n" "print(numbers) # Prints [2, 4, 7, 8, 10]\n" "\n" "var fruits = [\"Apple\", \"Lemon\", \"Lemon\", \"Orange\"]\n" "print(fruits.bsearch(\"Lemon\", true)) # Prints 1, points at the first " "\"Lemon\".\n" "print(fruits.bsearch(\"Lemon\", false)) # Prints 3, points at \"Orange\".\n" "[/codeblock]\n" "[b]Note:[/b] Calling [method bsearch] on an [i]unsorted[/i] array will result " "in unexpected behavior. Use [method sort] before calling this method." msgstr "" "Filleann sé an t-innéacs [paraluach] san eagar sórtáilte. Mura féidir é a " "aimsiú, filleann sé áit ar cheart [paraluach] a chur isteach chun an t-eagar " "a choinneáil sórtáilte. Is é an t-algartam a úsáidtear ná [url=https://en." "wikipedia.org/wiki/Binary_search_algorithm]cuardach dénártha[/url].\n" "Má tá [param roimhe] [code]true[/code] (mar de réir réamhshocraithe), tagann " "an t-innéacs ar ais roimh gach eilimint atá ann cheana arb ionann é agus " "[paramluach] san eagar.\n" "[codeblock]\n" "var uimhreacha = [2, 4, 8, 10]\n" "var idx = uimhreacha.bsearch(7)\n" "\n" "uimhreacha.insert(idx, 7)\n" "cló (uimhreacha) # Priontála [2, 4, 7, 8, 10]\n" "\n" "var torthaí = [\"Apple\", \"Lemon\", \"Lemon\", \"Orange\"]\n" "print(fruits.bsearch(\"Lemon\", fíor)) # Priontaí 1, pointí ag an gcéad " "\"Lemon\".\n" "print(fruits.bsearch(\"Lemon\", bréagach)) # Priontála 3, pointí ag " "\"Orange\".\n" "[/codeblock]\n" "[b]Nóta:[/b] Má ghlaoitear ar [method bsearch] ar eagar [i]neamhshórtáilte[/" "i], beidh iompar gan choinne mar thoradh air. Úsáid [method saghas] roimh " "ghlaoch ar an modh seo." msgid "" "Returns the index of [param value] in the sorted array. If it cannot be " "found, returns where [param value] should be inserted to keep the array " "sorted (using [param func] for the comparisons). The algorithm used is " "[url=https://en.wikipedia.org/wiki/Binary_search_algorithm]binary search[/" "url].\n" "Similar to [method sort_custom], [param func] is called as many times as " "necessary, receiving one array element and [param value] as arguments. The " "function should return [code]true[/code] if the array element should be " "[i]behind[/i] [param value], otherwise it should return [code]false[/code].\n" "If [param before] is [code]true[/code] (as by default), the returned index " "comes before all existing elements equal to [param value] in the array.\n" "[codeblock]\n" "func sort_by_amount(a, b):\n" " if a[1] < b[1]:\n" " return true\n" " return false\n" "\n" "func _ready():\n" " var my_items = [[\"Tomato\", 2], [\"Kiwi\", 5], [\"Rice\", 9]]\n" "\n" " var apple = [\"Apple\", 5]\n" " # \"Apple\" is inserted before \"Kiwi\".\n" " my_items.insert(my_items.bsearch_custom(apple, sort_by_amount, true), " "apple)\n" "\n" " var banana = [\"Banana\", 5]\n" " # \"Banana\" is inserted after \"Kiwi\".\n" " my_items.insert(my_items.bsearch_custom(banana, sort_by_amount, false), " "banana)\n" "\n" " # Prints [[\"Tomato\", 2], [\"Apple\", 5], [\"Kiwi\", 5], [\"Banana\", " "5], [\"Rice\", 9]]\n" " print(my_items)\n" "[/codeblock]\n" "[b]Note:[/b] Calling [method bsearch_custom] on an [i]unsorted[/i] array will " "result in unexpected behavior. Use [method sort_custom] with [param func] " "before calling this method." msgstr "" "Filleann sé an t-innéacs [param value] san eagar sórtáilte. Murar féidir é a " "fháil, filleann sé áit ar cheart [param value] a chur isteach chun an t-eagar " "a choinneáil sórtáilte (ag úsáid [param func] do na comparáidí). Is é an t-" "algartam a úsáidtear ná [url=https://en.wikipedia.org/wiki/" "Binary_search_algorithm]cuardach dénártha[/url].\n" "Cosúil le [method sort_custom], tugtar [param func] a mhéad uair is gá, ag " "fáil eilimint eagar amháin agus [luach param] mar argóintí. Ba cheart go " "dtabharfadh an fheidhm [code]true[/code] ar ais más rud é gur cheart go " "mbeadh an eilimint eagar [i]taobh thiar[/i] [param value], nó ba cheart dó " "[code]false[/code] a thabhairt ar ais.\n" "Má tá [an param roimhe] [code]true[/code] (mar a rinneadh de réir " "réamhshocraithe), tagann an t-innéacs ar ais roimh na heilimintí go léir atá " "ann cheana atá comhionann le [param value] san eagar.\n" "[codeblock]\n" "func sort_by_amount(a, b):\n" " if a[1] < b[1]:\n" " return true\n" " return false\n" "\n" "func _ready():\n" " var my_items = [[\"Tomato\", 2], [\"Kiwi\", 5], [\"Rice\", 9]]\n" "\n" " var apple = [\"Apple\", 5]\n" " # \"Apple\" is inserted before \"Kiwi\".\n" " my_items.insert(my_items.bsearch_custom(apple, sort_by_amount, true), " "apple)\n" "\n" " var banana = [\"Banana\", 5]\n" " # \"Banana\" is inserted after \"Kiwi\".\n" " my_items.insert(my_items.bsearch_custom(banana, sort_by_amount, false), " "banana)\n" "\n" " # Prints [[\"Tomato\", 2], [\"Apple\", 5], [\"Kiwi\", 5], [\"Banana\", " "5], [\"Rice\", 9]]\n" " print(my_items)\n" "[/codeblock]\n" "[b]Nóta:[/b] Má chuirtear glaoch ar [method bsearch_custom] ar eagar " "[i]neamhshórtáilte[/i], beidh iompar gan choinne mar thoradh air. Úsáid " "[method sort_custom] le [param func] roimh ghlaoch ar an modh seo." msgid "" "Removes all elements from the array. This is equivalent to using [method " "resize] with a size of [code]0[/code]." msgstr "" "Baineann sé na heilimintí go léir as an eagar. Tá sé seo comhionann le " "[method a athrú] le méid [code]0[/code] a úsáid." msgid "Returns the number of times an element is in the array." msgstr "Filleann sé an líon uaireanta atá dúil san eagar." msgid "" "Returns a new copy of the array.\n" "By default, a [b]shallow[/b] copy is returned: all nested [Array] and " "[Dictionary] elements are shared with the original array. Modifying them in " "one array will also affect them in the other.[br]If [param deep] is " "[code]true[/code], a [b]deep[/b] copy is returned: all nested arrays and " "dictionaries are also duplicated (recursively)." msgstr "" "Seoltar ar ais cóip nua den eagar.\n" "De réir réamhshocraithe, seoltar cóip [b]éadomhain[/b] ar ais: roinntear gach " "eilimint neadaithe [Eagar] agus [Foclóir] leis an eagar bunaidh. Má dhéantar " "iad a mhodhnú in eagar amháin, beidh tionchar acu sa cheann eile freisin." "[br]Má tá [param domhain] [code]true[/code], cuirtear cóip [b] dhomhain[/b] " "ar ais: tá gach eagar neadaithe agus foclóirí freisin dúbailt (recursively)." msgid "" "Finds and removes the first occurrence of [param value] from the array. If " "[param 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 shifts every element's index after the removed " "[param value] back, which may have a noticeable performance cost, especially " "on larger arrays.\n" "[b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] " "supported and will result in unpredictable behavior." msgstr "" "Aimsíonn agus baintear an chéad tarlúint [paraluach] as an eagar. Mura bhfuil " "[paraluach] san eagar, ní tharlaíonn aon rud. Chun eilimint de réir innéacs a " "bhaint, úsáid [method remove_at] ina ionad sin.\n" "[b]Nóta:[/b] Aistríonn an modh seo innéacs gach eilimint tar éis an " "[paraluach] a bhaintear ar ais, rud a d’fhéadfadh costas feidhmíochta " "suntasach a bheith aige, go háirithe ar eagair níos mó.\n" "[b]Nóta:[/b] Ní thacaítear [b][/b] le heilimintí a scriosadh agus iad á " "atriall thar eagair agus beidh iompar dothuartha mar thoradh air." msgid "" "Assigns the given [param value] to all elements in the array.\n" "This method can often be combined with [method resize] to create an array " "with a given size and initialized elements:\n" "[codeblocks]\n" "[gdscript]\n" "var array = []\n" "array.resize(5)\n" "array.fill(2)\n" "print(array) # Prints [2, 2, 2, 2, 2]\n" "[/gdscript]\n" "[csharp]\n" "var array = new Godot.Collections.Array();\n" "array.Resize(5);\n" "array.Fill(2);\n" "GD.Print(array); // Prints [2, 2, 2, 2, 2]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] If [param value] is a [Variant] passed by reference ([Object]-" "derived, [Array], [Dictionary], etc.), the array will be filled with " "references to the same [param value], which are not duplicates." msgstr "" "Sanntar an [paraluach] a thugtar do gach eilimint san eagar.\n" "Is minic is féidir an modh seo a chomhcheangal le [mmethod resize] chun eagar " "a chruthú a bhfuil méid áirithe agus eilimintí tosaithe ann:\n" "[codeblocks]\n" "[gdscript]\n" "var array = []\n" "array.resize(5)\n" "array.fill(2)\n" "print(array) # Prints [2, 2, 2, 2, 2]\n" "[/gdscript]\n" "[csharp]\n" "var array = new Godot.Collections.Array();\n" "array.Resize(5);\n" "array.Fill(2);\n" "GD.Print(array); // Prints [2, 2, 2, 2, 2]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] Más [Athróg] é [paramluach] a rithtear trí thagairt ([Object]-" "díorthaithe, [Eagar], [Foclóir], etc.), líonfar an t-eagar le tagairtí don " "céanna [luach param], nach dúbailt iad." msgid "" "Calls the given [Callable] on each element in the array and returns a new, " "filtered [Array].\n" "The [param method] receives one of the array elements as an argument, and " "should return [code]true[/code] to add the element to the filtered array, or " "[code]false[/code] to exclude it.\n" "[codeblock]\n" "func is_even(number):\n" " return number % 2 == 0\n" "\n" "func _ready():\n" " print([1, 4, 5, 8].filter(is_even)) # Prints [4, 8]\n" "\n" " # Same as above, but using a lambda function.\n" " print([1, 4, 5, 8].filter(func(number): return number % 2 == 0))\n" "[/codeblock]\n" "See also [method any], [method all], [method map] and [method reduce]." msgstr "" "Glaonn an [Inghlaoch] a thugtar ar gach eilimint san eagar agus cuireann " "[Eagar] nua scagtha ar ais.\n" "Faigheann an [param method] ceann de na heilimintí eagar mar argóint, agus ba " "cheart dó [code]true[/code] a thabhairt ar ais chun an eilimint a chur leis " "an eagar scagtha, nó [code]false[/code] chun é a eisiamh.\n" "[codeblock]\n" "func is_fiú(uimhir):\n" " uimhir aischuir % 2 == 0\n" "\n" "func _réidh():\n" " prionta([1, 4, 5, 8].scagaire(is_fiú)) # Priontála [4, 8]\n" "\n" " # Mar an gcéanna thuas, ach feidhm lambda á úsáid.\n" " print([1, 4, 5, 8].scagaire(func(uimhir): uimhir aischuir % 2 == 0))\n" "[/codeblock]\n" "Féach freisin [method ar bith], [method ar fad], [léarscáil modha] agus " "[laghdaigh modh]." msgid "" "Returns the index of the [b]first[/b] occurrence of [param what] in this " "array, or [code]-1[/code] if there are none. The search's start can be " "specified with [param from], continuing to the end of the array.\n" "[b]Note:[/b] If you just want to know whether the array contains [param " "what], use [method has] ([code]Contains[/code] in C#). In GDScript, you may " "also use the [code]in[/code] operator.\n" "[b]Note:[/b] For performance reasons, the search is affected by [param " "what]'s [enum Variant.Type]. For example, [code]7[/code] ([int]) and " "[code]7.0[/code] ([float]) are not considered equal for this method." msgstr "" "Seoltar ar ais innéacs an [b]an chéad[/b] de [param what] san eagar seo, nó " "[code]-1[/code] mura bhfuil ceann ar bith ann. Is féidir tús an chuardaigh a " "shonrú le [param ó], ag leanúint ar aghaidh go dtí deireadh an eagar.\n" "[b]Nóta:[/b] Más mian leat a fháil amach an bhfuil [param what] san eagar, " "úsáid [tá an modh] ([code]Tá [/code] in C#). In GDScript, is féidir leat an t-" "oibreoir [code]in[/code] a úsáid freisin.\n" "[b]Nóta:[/b] Ar chúiseanna feidhmíochta, bíonn tionchar ag [param what]'s " "[enum Variant.Type] ar an gcuardach. Mar shampla, ní mheastar go bhfuil " "[code]7[/code] ([int]) agus [code]7.0[/code] ([snámhphointe]) comhionann don " "mhodh seo." msgid "" "Returns the first element of the array. If the array is empty, fails and " "returns [code]null[/code]. See also [method back].\n" "[b]Note:[/b] Unlike with the [code][][/code] operator ([code]array[0][/" "code]), an error is generated without stopping project execution." msgstr "" "Filleann sé an chéad eilimint den eagar. Má tá an t-eagar folamh, teipeann " "air agus seol ar ais [code]null[/code]. Féach freisin [method ar ais].\n" "[b]Nóta:[/b] Murab ionann agus an t-oibreoir [code][][/code] ([code]eagar[0][/" "code]), gintear earráid gan cur i gcrích an tionscadail a stopadh." msgid "" "Returns the built-in [Variant] type of the typed array as a [enum Variant." "Type] constant. If the array is not typed, returns [constant TYPE_NIL]. See " "also [method is_typed]." msgstr "" "Filleann sé an cineál ionsuite [Athróg] den eagar clóscríofa mar tairiseach " "[enum Variant.Type]. Mura bhfuil an t-eagar clóscríofa, seolfar ar ais é " "[TYPE_NIL leanúnach]. Féach freisin [method is_typed]." msgid "" "Returns the [b]built-in[/b] class name of the typed array, if the built-in " "[Variant] type [constant TYPE_OBJECT]. Otherwise, returns an empty " "[StringName]. See also [method is_typed] and [method Object.get_class]." msgstr "" "Filleann sé seo [b]insuite[/b] ainm ranga an eagar clóscríofa, má chlóscríobh " "an [Athróg] ionsuite [ tairiseach TYPE_OBJECT]. Seachas sin, seolfaidh " "[StringName] folamh ar ais. Féach freisin [method is_typed] agus [method " "Object.get_class]." msgid "" "Returns the [Script] instance associated with this typed array, or " "[code]null[/code] if it does not exist. See also [method is_typed]." msgstr "" "Filleann sé an ásc [Script] a bhaineann leis an eagar clóscríofa seo, nó " "[code]null[/code] mura bhfuil sé ann. Féach freisin [method is_typed]." msgid "" "Returns [code]true[/code] if the array contains the given [param value].\n" "[codeblocks]\n" "[gdscript]\n" "print([\"inside\", 7].has(\"inside\")) # Prints true\n" "print([\"inside\", 7].has(\"outside\")) # Prints false\n" "print([\"inside\", 7].has(7)) # Prints true\n" "print([\"inside\", 7].has(\"7\")) # Prints false\n" "[/gdscript]\n" "[csharp]\n" "var arr = new Godot.Collections.Array { \"inside\", 7 };\n" "// By C# convention, this method is renamed to `Contains`.\n" "GD.Print(arr.Contains(\"inside\")); // Prints true\n" "GD.Print(arr.Contains(\"outside\")); // Prints false\n" "GD.Print(arr.Contains(7)); // Prints true\n" "GD.Print(arr.Contains(\"7\")); // Prints false\n" "[/csharp]\n" "[/codeblocks]\n" "In GDScript, this is equivalent to the [code]in[/code] operator:\n" "[codeblock]\n" "if 4 in [2, 4, 6, 8]:\n" " print(\"4 is here!\") # Will be printed.\n" "[/codeblock]\n" "[b]Note:[/b] For performance reasons, the search is affected by the [param " "value]'s [enum Variant.Type]. For example, [code]7[/code] ([int]) and " "[code]7.0[/code] ([float]) are not considered equal for this method." msgstr "" "Filleann sé [code]true[/code] má tá an [paraluach] tugtha san eagar.\n" "[codeblocks]\n" "[gdscript]\n" "print([\"taobh istigh\", 7].has(\"taobh istigh\")) # Priontaí fíor\n" "print([\"taobh istigh\", 7].has(\"lasmuigh\")) # Priontála bréagach\n" "print([\"taobh istigh\", 7].has(7)) # Priontaí fíor\n" "print([\"taobh istigh\", 7].has(\"7\")) # Priontaí bréagach\n" "[/gdscript]\n" "[csharp]\n" "var arr = nua Godot.Collections.Array { \"taobh istigh\", 7 };\n" "// De réir an choinbhinsiúin C#, athainmnítear an modh seo go `Contains`.\n" "GD.Print(arr.Contains(\"taobh istigh\")); // Priontaí fíor\n" "GD.Print(arr.Contains(\"lasmuigh\")); // Priontaí bréagach\n" "GD.Print(arr.Cuimsíonn(7)); // Priontaí fíor\n" "GD.Print(arr.Contains(\"7\")); // Priontaí bréagach\n" "[/csharp]\n" "[/codeblocks]\n" "I GDScript, tá sé seo comhionann leis an oibreoir [code]in[/code]:\n" "[codeblock]\n" "má tá 4 in [2, 4, 6, 8]:\n" " print(\"Tá 4 anseo!\") # Priontálfar.\n" "[/codeblock]\n" "[b]Nóta:[/b] Ar chúiseanna feidhmíochta, bíonn tionchar ag an [param value] " "ar [enum Variant.Type] ar an gcuardach. Mar shampla, ní mheastar go bhfuil " "[code]7[/code] ([int]) agus [code]7.0[/code] ([snámhphointe]) comhionann don " "mhodh seo." msgid "" "Returns a hashed 32-bit integer value representing the array and its " "contents.\n" "[b]Note:[/b] Arrays with equal hash values are [i]not[/i] guaranteed to be " "the same, as a result of hash collisions. On the countrary, arrays with " "different hash values are guaranteed to be different." msgstr "" "Filleann sé luach slánuimhir hashed 32-giotán a léiríonn an t-eagar agus a " "bhfuil ann.\n" "[b]Nóta:[/b] Ní ráthaítear [i][/i] gurb ionann eagair a bhfuil na luachanna " "haise comhionanna acu, mar thoradh ar imbhuailtí hais. Ar an tír, tá eagair " "le luachanna hash éagsúla ráthaithe a bheith difriúil." msgid "" "Inserts a new element ([param value]) at a given index ([param position]) in " "the array. [param position] should be between [code]0[/code] and the array's " "[method size].\n" "Returns [constant OK] on success, or one of the other [enum Error] constants " "if this method fails.\n" "[b]Note:[/b] Every element's index after [param position] needs to be shifted " "forward, which may have a noticeable performance cost, especially on larger " "arrays." msgstr "" "Ionsáigh dúil nua ([paramluach]) ag innéacs tugtha ([suíomh param]) san " "eagar. Ba cheart go mbeadh [suíomh param] idir [code]0[/code] agus [method-" "mhéid] an eagar.\n" "Filleann [ tairiseach OK ] ar rath , nó ceann de na tairisigh [enum Error] " "eile má theipeann ar an modh seo.\n" "[b]Nóta:[/b] Is gá innéacs gach eiliminte tar éis [suíomh param] a aistriú ar " "aghaidh, rud a d’fhéadfadh costas feidhmíochta suntasach a bheith i gceist " "leis, go háirithe ar eagair níos mó." msgid "" "Returns [code]true[/code] if the array is empty ([code][][/code]). See also " "[method size]." msgstr "" "Filleann sé [code]true[/code] má tá an t-eagar folamh ([code][/code]). Féach " "freisin [méid modha]." msgid "" "Returns [code]true[/code] if the array is read-only. See [method " "make_read_only].\n" "In GDScript, arrays are automatically read-only if declared with the " "[code]const[/code] keyword." msgstr "" "Filleann sé [code]true[/code] má tá an t-eagar inléite amháin. Féach ar " "[method make_read_only].\n" "In GDScript, ní bhíonn eagair inléite go huathoibríoch ach amháin má " "dhearbhaítear iad leis an eochairfhocal [code]const[/code]." msgid "" "Returns [code]true[/code] if this array is typed the same as the given [param " "array]. See also [method is_typed]." msgstr "" "Filleann sé [code]true[/code] má tá an t-eagar seo clóscríofa mar an gcéanna " "leis an [eagar param] a thugtar. Féach freisin [method is_typed]." msgid "" "Returns [code]true[/code] if the array is typed. Typed arrays can only " "contain elements of a specific type, as defined by the typed array " "constructor. The methods of a typed array are still expected to return a " "generic [Variant].\n" "In GDScript, it is possible to define a typed array with static typing:\n" "[codeblock]\n" "var numbers: Array[float] = [0.2, 4.2, -2.0]\n" "print(numbers.is_typed()) # Prints true\n" "[/codeblock]" msgstr "" "Filleann sé [code]true[/code] má chlóscríobhtar an t-eagar. Ní féidir ach " "gnéithe de chineál ar leith a bheith in eagair clóscríofa, mar a shainíonn an " "cruthaitheoir eagair clóscríofa. Táthar ag súil go dtabharfaidh modhanna " "eagar clóscríofa ar ais cineálach [Athróg] fós.\n" "In GDScript, is féidir eagar clóscríofa a shainiú le clóscríobh statach:\n" "[codeblock]\n" "var uimhreacha: Eagar[snámhphointe] = [0.2, 4.2, -2.0]\n" "print(numbers.is_typed()) # Priontála fíor\n" "[/codeblock]" msgid "" "Makes the array read-only. The array's elements cannot be overridden with " "different values, and their order cannot change. Does not apply to nested " "elements, such as dictionaries.\n" "In GDScript, arrays are automatically read-only if declared with the " "[code]const[/code] keyword." msgstr "" "Déanann an eagar inléite amháin. Ní féidir eilimintí an eagar a shárú le " "luachanna éagsúla, agus ní féidir a n-ord a athrú. Ní bhaineann sé le " "heilimintí neadaithe, mar fhoclóirí.\n" "In GDScript, ní bhíonn eagair inléite go huathoibríoch ach amháin má " "dhearbhaítear iad leis an eochairfhocal [code]const[/code]." msgid "" "Calls the given [Callable] for each element in the array and returns a new " "array filled with values returned by the [param method].\n" "The [param method] should take one [Variant] parameter (the current array " "element) and can return any [Variant].\n" "[codeblock]\n" "func double(number):\n" " return number * 2\n" "\n" "func _ready():\n" " print([1, 2, 3].map(double)) # Prints [2, 4, 6]\n" "\n" " # Same as above, but using a lambda function.\n" " print([1, 2, 3].map(func(element): return element * 2))\n" "[/codeblock]\n" "See also [method filter], [method reduce], [method any] and [method all]." msgstr "" "Glaonna ar an [Inghlaoite] tugtha do gach eilimint san eagar agus seol ar ais " "eagar nua a líonadh le luachanna a chuirtear ar ais ag [param method].\n" "Ba cheart go dtógfadh an [param method] paraiméadar [Athróg] amháin (an " "eilimint eagar reatha) agus is féidir leis [Athróg] ar bith a thabhairt ar " "ais.\n" "[codeblock]\n" "feidhm dhúbailte (uimhir):\n" " uimhir aischuir *2\n" "\n" "func _réidh():\n" " prionta([1, 2, 3].mapa(dúbailte)) # Priontála [2, 4, 6]\n" "\n" " # Mar an gcéanna leis an méid thuas, ach ag baint úsáide as feidhm " "lambda.\n" " cló([1, 2, 3].mapa(feidhm(eilimint): eilimint fillte * 2))\n" "[/codeblock]\n" "Féach freisin [scagaire modha], [laghdaigh modh], [method ar bith] agus " "[method ar fad]." msgid "" "Returns the maximum value contained in the array, if all elements can be " "compared. Otherwise, returns [code]null[/code]. See also [method min].\n" "To find the maximum value using a custom comparator, you can use [method " "reduce]." msgstr "" "Tugann sé ar ais an t-uasluach atá san eagar, más féidir na heilimintí go " "léir a chur i gcomparáid. Seachas sin, seolann [code]null[/code] ar ais. " "Féach freisin [method min].\n" "Chun an t-uasluach a fháil trí úsáid a bhaint as comparadóir saincheaptha, is " "féidir leat [method a laghdú] a úsáid." msgid "" "Returns the minimum value contained in the array, if all elements can be " "compared. Otherwise, returns [code]null[/code]. See also [method max]." msgstr "" "Tuairiscíonn sé an t-íosluach atá san eagar, más féidir na heilimintí go léir " "a chur i gcomparáid. Seachas sin, seolann [code]null[/code] ar ais. Féach " "freisin [method max]." msgid "" "Returns a random element from the array. Generates an error and returns " "[code]null[/code] if the array is empty.\n" "[codeblocks]\n" "[gdscript]\n" "# May print 1, 2, 3.25, or \"Hi\".\n" "print([1, 2, 3.25, \"Hi\"].pick_random())\n" "[/gdscript]\n" "[csharp]\n" "var array = new Godot.Collections.Array { 1, 2, 3.25f, \"Hi\" };\n" "GD.Print(array.PickRandom()); // May print 1, 2, 3.25, or \"Hi\".\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Like many similar functions in the engine (such as [method " "@GlobalScope.randi] or [method shuffle]), this method uses a common, global " "random seed. To get a predictable outcome from this method, see [method " "@GlobalScope.seed]." msgstr "" "Filleann eilimint randamach as an eagar. Cruthaíonn sé earráid agus seolann " "ar ais [code]null[/code] má tá an t-eagar folamh.\n" "[codeblocks]\n" "[gdscript]\n" "# Bealtaine cló 1, 2, 3.25, nó \"Dia duit\".\n" "cló([1, 2, 3.25, \"Dia duit\"].pick_random())\n" "[/gdscript]\n" "[csharp]\n" "var eagar = nua Godot.Collections.Array { 1, 2, 3.25f, \"Dia duit\" };\n" "GD.Print(eagar.PickRandom()); // Bealtaine cló 1, 2, 3.25, nó \"Dia duit\".\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] Cosúil le go leor feidhmeanna comhchosúla san inneall (amhail " "[method @GlobalScope.randi] nó [shuffle modh]), úsáideann an modh seo síol " "randamach comhchoiteann domhanda. Chun toradh intuartha a fháil ón modh seo, " "féach [method @GlobalScope.seed]." msgid "" "Removes and returns the element of the array at index [param position]. If " "negative, [param position] is considered relative to the end of the array. " "Returns [code]null[/code] if the array is empty. If [param position] is out " "of bounds, an error message is also generated.\n" "[b]Note:[/b] This method shifts every element's index after [param position] " "back, which may have a noticeable performance cost, especially on larger " "arrays." msgstr "" "Baintear an eilimint den eagar ag an innéacs [param position] agus cuireann " "ar ais í. Má tá diúltach, meastar [suíomh param] i gcoibhneas le deireadh an " "eagair. Filleann sé [code]null[/code] má tá an t-eagar folamh. Mura bhfuil " "teorainn le [suíomh param], gintear teachtaireacht earráide freisin.\n" "[b]Nóta:[/b] Aistríonn an modh seo innéacs gach eilimint i ndiaidh [suíomh " "param] ar ais, a bhféadfadh costas feidhmíochta suntasach a bheith i gceist " "leis, go háirithe ar eagair níos mó." msgid "" "Removes and returns the last element of the array. Returns [code]null[/code] " "if the array is empty, without generating an error. See also [method " "pop_front]." msgstr "" "Baintear an eilimint dheireanach den eagar agus cuireann ar ais í. Filleann " "[code]null[/code] má tá an t-eagar folamh, gan earráid a chruthú. Féach " "freisin [method pop_front]." msgid "" "Removes and returns the first element of the array. Returns [code]null[/code] " "if the array is empty, without generating an error. See also [method " "pop_back].\n" "[b]Note:[/b] This method shifts every other element's index back, which may " "have a noticeable performance cost, especially on larger arrays." msgstr "" "Baintear agus filleann an chéad eilimint den eagar. Filleann [code]null[/" "code] má tá an t-eagar folamh, gan earráid a chruthú. Féach freisin [method " "pop_back].\n" "[b]Nóta:[/b] Aistrítear innéacs gach eilimint eile ar ais leis an modh seo, " "rud a bhféadfadh costas feidhmíochta suntasach a bheith i gceist leis, go " "háirithe ar eagair níos mó." msgid "" "Appends an element at the end of the array. See also [method push_front]." msgstr "" "Cuireann eilimint ag deireadh an eagar leis. Féach freisin [method " "push_front]." msgid "" "Adds an element at the beginning of the array. See also [method push_back].\n" "[b]Note:[/b] This method shifts every other element's index forward, which " "may have a noticeable performance cost, especially on larger arrays." msgstr "" "Cuireann eilimint ag tús an eagar. Féach freisin [method push_back].\n" "[b]Nóta:[/b] Leis an modh seo aistrítear innéacs gach eilimint eile ar " "aghaidh, rud a d’fhéadfadh costas feidhmíochta suntasach a bheith i gceist " "leis, go háirithe ar eagair níos mó." msgid "" "Calls the given [Callable] for each element in array, accumulates the result " "in [param accum], then returns it.\n" "The [param method] takes two arguments: the current value of [param accum] " "and the current array element. If [param accum] is [code]null[/code] (as by " "default), the iteration will start from the second element, with the first " "one used as initial value of [param accum].\n" "[codeblock]\n" "func sum(accum, number):\n" " return accum + number\n" "\n" "func _ready():\n" " print([1, 2, 3].reduce(sum, 0)) # Prints 6\n" " print([1, 2, 3].reduce(sum, 10)) # Prints 16\n" "\n" " # Same as above, but using a lambda function.\n" " print([1, 2, 3].reduce(func(accum, number): return accum + number, 10))\n" "[/codeblock]\n" "If [method max] is not desirable, this method may also be used to implement a " "custom comparator:\n" "[codeblock]\n" "func _ready():\n" " var arr = [Vector2(5, 0), Vector2(3, 4), Vector2(1, 2)]\n" "\n" " var longest_vec = arr.reduce(func(max, vec): return vec if " "is_length_greater(vec, max) else max)\n" " print(longest_vec) # Prints Vector2(3, 4).\n" "\n" "func is_length_greater(a, b):\n" " return a.length() > b.length()\n" "[/codeblock]\n" "See also [method map], [method filter], [method any] and [method all]." msgstr "" "Glaonn an [Callable] tugtha do gach eilimint in eagar, carnann sé an toradh i " "[param accum], ansin filleann sé é.\n" "Glacann an [param accum] dhá argóint: luach reatha [param accum] agus an " "eilimint eagar reatha. Más [code]null[/code] é [param accum] (mar de réir " "réamhshocraithe), cuirfear tús leis an atriall ón dara heilimint, agus " "úsáidfear an chéad cheann mar luach tosaigh [param accum].\n" "[codeblock]\n" "func sum(accum, number):\n" " return accum + number\n" "\n" "func _ready():\n" " print([1, 2, 3].reduce(sum, 0)) # Prints 6\n" " print([1, 2, 3].reduce(sum, 10)) # Prints 16\n" "\n" " # Same as above, but using a lambda function.\n" " print([1, 2, 3].reduce(func(accum, number): return accum + number, 10))\n" "[/codeblock]\n" "If [method max] is not desirable, this method may also be used to implement a " "custom comparator:\n" "[codeblock]\n" "func _ready():\n" " var arr = [Vector2(5, 0), Vector2(3, 4), Vector2(1, 2)]\n" "\n" " var longest_vec = arr.reduce(func(max, vec): return vec if " "is_length_greater(vec, max) else max)\n" " print(longest_vec) # Prints Vector2(3, 4).\n" "\n" "func is_length_greater(a, b):\n" " return a.length() > b.length()\n" "[/codeblock]\n" "Féach freisin method map], [method filter], [method any] agus [method all]." msgid "" "Removes the element from the array at the given index ([param position]). If " "the index is out of bounds, this method fails.\n" "If you need to return the removed element, use [method pop_at]. To remove an " "element by value, use [method erase] instead.\n" "[b]Note:[/b] This method shifts every element's index after [param position] " "back, which may have a noticeable performance cost, especially on larger " "arrays.\n" "[b]Note:[/b] The [param position] cannot be negative. To remove an element " "relative to the end of the array, use [code]arr.remove_at(arr.size() - (i + " "1))[/code]. To remove the last element from the array, use [code]arr." "resize(arr.size() - 1)[/code]." msgstr "" "Baintear an dúil as an eagar ag an innéacs a thugtar ([suíomh param]). Mura " "bhfuil teorainn leis an innéacs, teipeann ar an modh seo.\n" "Más gá duit an eilimint bainte a thabhairt ar ais, úsáid [method pop_at]. " "Chun eilimint de réir luacha a bhaint, úsáid [scriosadh modha] ina ionad " "sin.\n" "[b]Nóta:[/b] Aistríonn an modh seo innéacs gach eilimint i ndiaidh [suíomh " "param] ar ais, a bhféadfadh costas feidhmíochta suntasach a bheith i gceist " "leis, go háirithe ar eagair níos mó.\n" "[b]Nóta:[/b] Ní féidir leis an [suíomh param] a bheith diúltach. Chun " "eilimint a bhaint i gcoibhneas le deireadh an eagar, úsáid [code]arr." "remove_at(arr.size() - (i + 1))[/code]. Chun an eilimint dheireanach a bhaint " "as an eagar, bain úsáid as [code]arr.resize(arr.size() - 1)[/code]." msgid "" "Sets the array's number of elements to [param size]. If [param size] is " "smaller than the array's current size, the elements at the end are removed. " "If [param size] is greater, new default elements (usually [code]null[/code]) " "are added, depending on the array's type.\n" "Returns [constant OK] on success, or one of the other [enum Error] constants " "if this method fails.\n" "[b]Note:[/b] Calling this method once and assigning the new values is faster " "than calling [method append] for every new element." msgstr "" "Socraíonn sé líon na n-eilimintí san eagar go [param size]. Má tá [méid " "param] níos lú ná méid reatha an eagar, baintear na heilimintí ag an " "deireadh. Más mó [méid param], cuirtear eilimintí réamhshocraithe nua " "([code]null[/code] de ghnáth) leis, ag brath ar chineál an eagar.\n" "Filleann [ tairiseach OK ] ar rath , nó ceann de na tairisigh [enum Error] " "eile má theipeann ar an modh seo.\n" "[b]Nóta:[/b] Is gasta é glaoch a chur ar an modh seo uair amháin agus na " "luachanna nua a shannadh ná [method aguisín] a ghlaoch le haghaidh gach " "eiliminte nua." msgid "Reverses the order of all elements in the array." msgstr "Aisiompaíonn ord na n-eilimintí go léir san eagar." msgid "" "Returns the index of the [b]last[/b] occurrence of [param what] in this " "array, or [code]-1[/code] if there are none. The search's start can be " "specified with [param from], continuing to the beginning of the array. This " "method is the reverse of [method find]." msgstr "" "Seoltar ar ais innéacs an [b]deireanaí[/b] de [param what] san eagar seo, nó " "[code]-1[/code] mura bhfuil ceann ar bith ann. Is féidir tús an chuardaigh a " "shonrú le [param ó], ag leanúint ar aghaidh go dtí tús an eagar. Is é an modh " "seo a mhalairt de [method a fháil]." msgid "" "Shuffles all elements of the array in a random order.\n" "[b]Note:[/b] Like many similar functions in the engine (such as [method " "@GlobalScope.randi] or [method pick_random]), this method uses a common, " "global random seed. To get a predictable outcome from this method, see " "[method @GlobalScope.seed]." msgstr "" "Shuffles gach eilimint den eagar in ord randamach.\n" "[b]Nóta:[/b] Cosúil le go leor feidhmeanna comhchosúla san inneall (amhail " "[method @GlobalScope.randi] nó [method pick_random]), úsáideann an modh seo " "síol randamach comhchoiteann domhanda. Chun toradh intuartha a fháil ón modh " "seo, féach [method @GlobalScope.seed]." msgid "" "Returns the number of elements in the array. Empty arrays ([code][][/code]) " "always return [code]0[/code]. See also [method is_empty]." msgstr "" "Filleann sé líon na n-eilimintí san eagar. Filleann eagair fholmha ([code][][/" "code]) [code]0[/code] i gcónaí. Féach freisin [method is_empty]." msgid "" "Returns a new [Array] containing this array's elements, from index [param " "begin] (inclusive) to [param end] (exclusive), every [param step] elements.\n" "If either [param begin] or [param end] are negative, their value is relative " "to the end of the array.\n" "If [param step] is negative, this method iterates through the array in " "reverse, returning a slice ordered backwards. For this to work, [param begin] " "must be greater than [param end].\n" "If [param deep] is [code]true[/code], all nested [Array] and [Dictionary] " "elements in the slice are duplicated from the original, recursively. See also " "[method duplicate]).\n" "[codeblock]\n" "var letters = [\"A\", \"B\", \"C\", \"D\", \"E\", \"F\"]\n" "\n" "print(letters.slice(0, 2)) # Prints [\"A\", \"B\"]\n" "print(letters.slice(2, -2)) # Prints [\"C\", \"D\"]\n" "print(letters.slice(-2, 6)) # Prints [\"E\", \"F\"]\n" "\n" "print(letters.slice(0, 6, 2)) # Prints [\"A\", \"C\", \"E\"]\n" "print(letters.slice(4, 1, -1)) # Prints [\"E\", \"D\", \"C\"]\n" "[/codeblock]" msgstr "" "Filleann sé [Eagar] nua ina bhfuil gnéithe an eagar seo, ó innéacs param " "begin] (san áireamh) go [param end] (eisiach), gach [céim param] eilimint.\n" "Má tá ceachtar [param tús] nó [param end] diúltach, tá a luach i gcoibhneas " "le foirceann an eagar.\n" "Má tá [param step] diúltach, atriallaíonn an modh seo tríd an eagar ar a " "chúl, ag filleadh slice ordaíodh ar gcúl. Chun go n-oibreoidh sé seo, " "caithfidh param begin] a bheith níos mó ná [param end].\n" "Má tá [param deep] [code]true[/code], déantar gach eilimint neadaithe [Eagar] " "agus [Foclóir] sa slice a mhacasamhlú ón mbunleagan, go hathchúrsach. Féach " "freisin [dublicate modh]).\n" "[codeblock]\n" "var letters = [\"A\", \"B\", \"C\", \"D\", \"E\", \"F\"]\n" "\n" "print(litreacha.slice(0, 2)) # Priontála [\"A\", \"B\"]\n" "print(litreacha.slice(2, -2)) # Priontála [\"C\", \"D\"]\n" "print(litreacha.slice(-2, 6)) # Priontála [\"E\", \"F\"]\n" "\n" "print(litreacha.slice(0, 6, 2)) # Priontála [\"A\", \"C\", \"E\"]\n" "print(litreacha.slice(4, 1, -1)) # Priontaí [\"E\", \"D\", \"C\"]\n" "[/codeblock]" msgid "" "Sorts the array in ascending order. The final order is dependent on the " "\"less than\" ([code]<[/code]) comparison between elements.\n" "[codeblocks]\n" "[gdscript]\n" "var numbers = [10, 5, 2.5, 8]\n" "numbers.sort()\n" "print(numbers) # Prints [2.5, 5, 8, 10]\n" "[/gdscript]\n" "[csharp]\n" "var numbers = new Godot.Collections.Array { 10, 5, 2.5, 8 };\n" "numbers.Sort();\n" "GD.Print(numbers); // Prints [2.5, 5, 8, 10]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" "wiki/Sorting_algorithm#Stability]stable[/url]. This means that equivalent " "elements (such as [code]2[/code] and [code]2.0[/code]) may have their order " "changed when calling [method sort]." msgstr "" "Sórtáil an t-eagar in ord ardaitheach. Tá an t-ordú deiridh ag brath ar an " "gcomparáid \"níos lú ná\" ([code] <[/code]) idir eilimintí.\n" "codeblocks]\n" "[gdscript]\n" "var numbers = [10, 5, 2.5, 8]\n" "numbers.sort()\n" "print(numbers) # Prints [2.5, 5, 8, 10]\n" "[/gdscript]\n" "[csharp]\n" "var numbers = new Godot.Collections.Array { 10, 5, 2.5, 8 };\n" "numbers.Sort();\n" "GD.Print(numbers); // Prints [2.5, 5, 8, 10]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] Níl an algartam sórtála a úsáidtear [url=https://en.wikipedia." "org/wiki/Sorting_algorithm#Stability]stable[/url]. Ciallaíonn sé seo gur " "féidir go n-athrófaí ord na n-eilimintí coibhéiseacha (cosúil le [code]2[/" "code] agus [code]2.0[/code]) agus iad ag glaoch ar [method saghas]." msgid "" "Returns [code]true[/code] if the array's size or its elements are different " "than [param right]'s." msgstr "" "Filleann sé [code]true[/code] má tá méid an eagair nó a heilimintí difriúil ó " "mhéid [param ar dheis]." msgid "" "Appends the [param right] array to the left operand, creating a new [Array]. " "This is also known as an array concatenation.\n" "[codeblocks]\n" "[gdscript]\n" "var array1 = [\"One\", 2]\n" "var array2 = [3, \"Four\"]\n" "print(array1 + array2) # Prints [\"One\", 2, 3, \"Four\"]\n" "[/gdscript]\n" "[csharp]\n" "// Note that concatenation is not possible with C#'s native Array type.\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] For existing arrays, [method append_array] is much more " "efficient than concatenation and assignment with the [code]+=[/code] operator." msgstr "" "Ceangailte leis an eagar [param ar dheis] leis an operand chlé, ag cruthú " "[Eagar] nua. Tugtar comhchatún eagair air seo freisin.\n" "[codeblocks]\n" "[gdscript]\n" "var array1 = [\"Aon\", 2]\n" "var array2 = [3, \"Ceithre\"]\n" "print(eagar1 + eagar2) # Priontála [\"Aon\", 2, 3, \"Ceithre\"]\n" "[/gdscript]\n" "[csharp]\n" "// Tabhair faoi deara nach féidir comhghaolú leis an gcineál dúchasach Array " "C#.\n" "var array1 = Godot.Collections.Array nua{ \"One\", 2};\n" "var array2 = Godot.Collections.Array nua{3, \"Four\"};\n" "GD.Print(eagar1 + eagar2); // Priontaí [\"Aon\", 2, 3, \"Ceithre\"]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] I gcás eagair atá ann cheana féin, tá [method append_array] i " "bhfad níos éifeachtaí ná comhtháthú agus sannadh leis an oibreoir [code]+=[/" "code]." msgid "" "Compares the elements of both arrays in order, starting from index [code]0[/" "code] and ending on the last index in common between both arrays. For each " "pair of elements, returns [code]true[/code] if this array's element is less " "than [param right]'s, [code]false[/code] if this element is greater. " "Otherwise, continues to the next pair.\n" "If all searched elements are equal, returns [code]true[/code] if this array's " "size is less than [param right]'s, otherwise returns [code]false[/code]." msgstr "" "Déanann sé comparáid idir eilimintí an dá eagar in ord, ag tosú ón innéacs " "[code]0[/code] agus ag críochnú ar an gcomhéifeacht deiridh idir an dá eagar. " "I gcás gach péire dúil, filleann [code]true[/code] má tá dúil an eagar seo " "níos lú ná eilimint [param ar dheis], [code]false[/code] más mó an eilimint " "seo. Seachas sin, leanann sé ar aghaidh go dtí an chéad péire eile.\n" "Má tá na heilimintí go léir a cuardaíodh ar comhchéim, filleann sé " "[code]true[/code] má tá méid an eagar seo níos lú ná méid [param ar dheis], " "nó filleann sé [code]bréagach[/code]." msgid "" "Compares the elements of both arrays in order, starting from index [code]0[/" "code] and ending on the last index in common between both arrays. For each " "pair of elements, returns [code]true[/code] if this array's element is less " "than [param right]'s, [code]false[/code] if this element is greater. " "Otherwise, continues to the next pair.\n" "If all searched elements are equal, returns [code]true[/code] if this array's " "size is less or equal to [param right]'s, otherwise returns [code]false[/" "code]." msgstr "" "Déanann sé comparáid idir eilimintí an dá eagar in ord, ag tosú ón innéacs " "[code]0[/code] agus ag críochnú ar an gcomhéifeacht deiridh idir an dá eagar. " "I gcás gach péire dúil, filleann [code]true[/code] má tá dúil an eagar seo " "níos lú ná eilimint [param ar dheis], [code]false[/code] más mó an eilimint " "seo. Seachas sin, leanann sé ar aghaidh go dtí an chéad péire eile.\n" "Má tá na heilimintí go léir a cuardaíodh cothrom, filleann sé [code]true[/" "code] más lú nó cothrom le méid an eagar seo le [param right]'s, nó filleann " "sé [code]bréagach[/code]." 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 "" "Déanann sé comparáid idir an operand clé [Eagar] agus an [param ar dheis] " "[Eagar]. Filleann sé [code]true[/code] más ionann méideanna agus inneachar na " "n-eagair, [code]bréagach[/code] ar shlí eile." msgid "" "Compares the elements of both arrays in order, starting from index [code]0[/" "code] and ending on the last index in common between both arrays. For each " "pair of elements, returns [code]true[/code] if this array's element is " "greater than [param right]'s, [code]false[/code] if this element is less. " "Otherwise, continues to the next pair.\n" "If all searched elements are equal, returns [code]true[/code] if this array's " "size is greater than [param right]'s, otherwise returns [code]false[/code]." msgstr "" "Déanann sé comparáid idir eilimintí an dá eagar in ord, ag tosú ón innéacs " "[code]0[/code] agus ag críochnú ar an gcomhéifeacht deiridh idir an dá eagar. " "I gcás gach péire dúil, filleann [code]true[/code] más mó dúil an eagar seo " "ná eilimint [param ar dheis], [code]bréagach[/code] más lú an eilimint seo. " "Seachas sin, leanann sé ar aghaidh go dtí an chéad péire eile.\n" "Má tá na heilimintí go léir a cuardaíodh ar comhchéim, filleann sé " "[code]true[/code] más mó méid an eagar seo ná méid [param right]’s, nó " "filleann sé [code]bréagach[/code]." msgid "" "Compares the elements of both arrays in order, starting from index [code]0[/" "code] and ending on the last index in common between both arrays. For each " "pair of elements, returns [code]true[/code] if this array's element is " "greater than [param right]'s, [code]false[/code] if this element is less. " "Otherwise, continues to the next pair.\n" "If all searched elements are equal, returns [code]true[/code] if this array's " "size is greater or equal to [param right]'s, otherwise returns [code]false[/" "code]." msgstr "" "Déanann sé comparáid idir eilimintí an dá eagar in ord, ag tosú ón innéacs " "[code]0[/code] agus ag críochnú ar an gcomhéifeacht deiridh idir an dá eagar. " "I gcás gach péire dúil, filleann [code]true[/code] más mó dúil an eagar seo " "ná eilimint [param ar dheis], [code]bréagach[/code] más lú an eilimint seo. " "Seachas sin, leanann sé ar aghaidh go dtí an chéad péire eile.\n" "Más ionann na heilimintí go léir a chuardaíodh, filleann sé [code]true[/code] " "má tá méid an eagar seo níos mó nó cothrom le [param right]’s, nó filleann sé " "[code]bréagach[/code]." msgid "" "Returns the [Variant] element at the specified [param index]. Arrays start at " "index 0. If [param index] is greater or equal to [code]0[/code], the element " "is fetched starting from the beginning of the array. If [param index] is a " "negative value, the element is fetched starting from the end. Accessing an " "array out-of-bounds will cause a run-time error, pausing the project " "execution if run from the editor." msgstr "" "Filleann sé an eilimint [Athróg] ag an [innéacs param] sonraithe. Tosaíonn " "eagair ag innéacs 0. Má tá [paraminnéacs] níos mó nó cothrom le [code]0[/" "code], faightear an eilimint ag tosú ó thús an eagar. Más luach diúltach é " "[innéacs param], faightear an eilimint ag tosú ón deireadh. Má dhéantar " "rochtain ar eagar lasmuigh de theorainneacha, cruthófar earráid maidir le ham " "rite, rud a chuirfidh cur i gcrích an tionscadail ar sos má reáchtáiltear é " "ón eagarthóir." msgid "" "[Mesh] type that provides utility for constructing a surface from arrays." msgstr "" "Cineál [mogalra] a sholáthraíonn fóntais chun dromchla a thógáil ó eagair." 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 "" "Úsáidtear an [ArrayMesh] chun [mogalra] a thógáil trí na tréithe a shonrú mar " "eagair.\n" "Is é an sampla is bunúsaí ná cruthú triantáin aonair:\n" "[codeblocks]\n" "[gdscript]\n" "var vertices = PackedVector3Array()\n" "rinn.push_back(Veicteoir 3(0, 1, 0))\n" "rinn.push_back(Veicteoir 3(1, 0, 0))\n" "rinn.push_back(Veicteoir 3(0, 0, 1))\n" "\n" "# Tosaigh an ArrayMesh.\n" "var arr_mesh = ArrayMesh.new()\n" "var arrays = []\n" "arrays.resize(mogalra.ARRAY_MAX)\n" "eagair[Mesh.ARRAY_VERTEX] = rinn\n" "\n" "# Cruthaigh an Mogall.\n" "arr_mesh.add_surface_from_arrays(mogall.PRIMITIVE_TRIANGLES, eagair)\n" "var m = MeshInstance3D.new()\n" "m.mesh = arr_mesh\n" "[/gdscript]\n" "[csharp]\n" "var rinn = veicteoir nua3[]\n" "{\n" " Veicteoir nua 3(0, 1, 0),\n" " Veicteoir nua 3(1, 0, 0),\n" " Veicteoir nua 3(0, 0, 1),\n" "};\n" "\n" "// Tús a chur leis an ArrayMesh.\n" "var arrMesh = ArrayMesh nua();\n" "var arrays = Godot.Collections.Array nua();\n" "arrays.Resize((int)mogalra.ArrayType.Max);\n" "arrays[(int)Mesh.ArrayType.Vertex] = rinn;\n" "\n" "// Cruthaigh an Mogall.\n" "arrMesh.AddSurfaceFromArrays(Mogall.Type.Primitive.Triantáin, eagair);\n" "var m = MeshInstance3D nua();\n" "m.Mesh = arrMesh;\n" "[/csharp]\n" "[/codeblocks]\n" "Tá an [MeshInstance3D] réidh le cur leis an [SceneTree] le taispeáint.\n" "Féach freisin [ImmediateMesh], [MeshDataTool] agus [SurfaceTool] maidir le " "giniúint céimseata nós imeachta.\n" "[b]Nóta:[/b] Úsáideann Godot deiseal [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]ord foirceannadh[/url] le haghaidh aghaidheanna tosaigh " "na modhanna triantáin primitive." msgid "Procedural geometry using the ArrayMesh" msgstr "Céimseata nós imeachta ag baint úsáide as an ArrayMesh" 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 "" "Cuirtear ainm leis ar chruth cumaisc a chuirfear leis le [method " "add_surface_from_arrays]. Ní mór é a ghlaoch sula gcuirtear dromchla leis." 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 an 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 an " "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 "" "Cruthaíonn dromchla nua. Déanfaidh [method Mesh.get_surface_count] an " "[code]surf_idx[/code] don dromchla nua seo.\n" "Cruthaítear dromchlaí chun a rindreáil ag baint úsáide as [param primitive], " "a fhéadfaidh a bheith mar aon cheann de na luachanna atá sainmhínithe i [enum " "Mesh.PrimitiveType].\n" "Is sraith eagair í an argóint [param arrays]. Tá eagar i ngach ceann de na " "[mesh.ARRAY_MAX] le roinnt de na sonraí mogaill don dromchla seo arna chur " "síos ag an gcomhalta comhfhreagrach de [enum Mesh.ArrayType] nó [code]null[/" "code] mura n-úsáideann ag an dromchla. Mar shampla, is é [code]eagair[0][/" "code] an t-eagar rinn. Teastaíonn an chéad fho-eagar rinn sin i gcónaí; tá na " "cinn eile roghnach. Nuair a chuirtear eagar innéacs leis cuirtear an dromchla " "seo isteach sa \"mód innéacs\" áit a n-éiríonn an rinn agus eagair eile ina " "bhfoinsí sonraí agus sainmhíníonn an t-eagar innéacs an t-ord rinn. Caithfidh " "an fad céanna a bheith ag gach fo-eagar agus an t-eagar rinn (nó a bheith ina " "iolraí beacht d'fhad an eagar rinn, nuair a chomhfhreagraíonn eilimintí " "iolracha d'fho-eagar d'aon rinn) nó a bheith folamh, ach amháin i gcás " "[mogall seasta.ARRAY_INDEX ] má úsáidtear é.\n" "Is é atá san argóint [param blend_shapes] ná sraith sonraí rinn do gach cruth " "cumaisc. Tá gach eilimint ina sraith den struchtúr céanna le [eagair param], " "ach socraítear [mogalra leanúnach.ARRAY_VERTEX], [mesh.ARRAY_NORMAL " "leanúnach], agus [mesh.ARRAY_TANGENT leanúnach] más rud é agus amháin má tá " "siad socraithe i [eagair param. ] agus is é [code]null[/code] gach iontráil " "eile.\n" "Is foclóir é an argóint [param lods] le heochracha [snámhphointe] agus " "luachanna [PackedInt32Array]. Léiríonn gach iontráil sa bhfoclóir leibhéal " "LOD an dromchla, áit a bhfuil an luach an t-eagar [Mogall leanúnach." "ARRAY_INDEX] le húsáid don leibhéal LOD agus tá an eochair i gcomhréir go " "garbh leis an achar ag a bhfuil na stats LOD á n-úsáid. I.e., má mhéadaítear " "eochair LOD méadaítear an fad a chaithfidh na réada a bheith ón gceamara sula " "n-úsáidfear an LOD.\n" "Is é an argóint [bratacha param] an beagán nó de, mar is gá: Luach amháin de " "[enum Mesh.ArrayCustomFormat] fágtha aistrithe ag " "[code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] do gach cainéal saincheaptha in " "úsáid, [Mogall leanúnach.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [ mogalra tairiseach." "ARRAY_FLAG_USE_8_BONE_WEIGHTS], nó [mogall seasmhach." "ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].\n" "[b]Nóta:[/b] Agus innéacsanna á n-úsáid, moltar gan ach pointí, línte nó " "triantáin a úsáid." msgid "Removes all blend shapes from this [ArrayMesh]." msgstr "Baineann sé seo gach cruth cumaisc ón [ArrayMesh]." msgid "Removes all surfaces from this [ArrayMesh]." msgstr "Baineann sé seo gach dromchla [ArrayMesh]." msgid "Returns the number of blend shapes that the [ArrayMesh] holds." msgstr "Filleann sé líon na gcruthanna cumaisc atá ag an [ArrayMesh]." msgid "Returns the name of the blend shape at this index." msgstr "Seoltar ar ais ainm chruth an chumaisc ag an innéacs seo." msgid "" "Performs a UV unwrap on the [ArrayMesh] to prepare the mesh for lightmapping." msgstr "" "Déanann sé dífhilleadh UV ar an [ArrayMesh] chun an mogalra a ullmhú le " "haghaidh mapála solais." msgid "Regenerates tangents for each of the [ArrayMesh]'s surfaces." msgstr "Athghintear tadhlaí do gach ceann de na dromchlaí [ArrayMesh]." msgid "Sets the name of the blend shape at this index." msgstr "Socraíonn sé ainm chruth an chumaisc ag an innéacs seo." msgid "" "Returns the index of the first surface with this name held within this " "[ArrayMesh]. If none are found, -1 is returned." msgstr "" "Filleann sé seo innéacs an chéad dromchla a bhfuil an t-ainm seo á choimeád " "laistigh den [ArrayMesh] seo. Mura bhfaightear aon cheann, cuirtear -1 ar ais." msgid "" "Returns the length in indices of the index array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" "Filleann sé an fad in innéacsanna den eagar innéacs sa dromchla iarrtha " "(féach [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 "" "Filleann sé fad i rinn an eagar rinn sa dromchla iarrtha (féach [method " "add_surface_from_arrays])." msgid "" "Returns the format mask of the requested surface (see [method " "add_surface_from_arrays])." msgstr "" "Filleann sé masc formáid an dromchla iarrtha (féach [method " "add_surface_from_arrays])." msgid "Gets the name assigned to this surface." msgstr "Faigheann sé an t-ainm a thugtar don dromchla seo." msgid "" "Returns the primitive type of the requested surface (see [method " "add_surface_from_arrays])." msgstr "" "Filleann sé cineál primitive an dromchla iarrtha (féach [method " "add_surface_from_arrays])." msgid "Sets a name for a given surface." msgstr "Socraíonn sé ainm do dhromchla ar leith." msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]." msgstr "" "Socraíonn sé modh an chrutha chumaisc go ceann amháin de [enum Mesh." "BlendShapeMode]." 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 "" "Sáraíonn sé an [AABB] le ceann sainithe ag úsáideoir le húsáid le marú " "frustum. Tá sé úsáideach go háirithe chun marú gan choinne a sheachaint nuair " "a úsáidtear shader chun rinn a fhritháireamh." msgid "" "An optional mesh which can be used for rendering shadows and the depth " "prepass. Can be used to increase performance by supplying a mesh with fused " "vertices and only vertex position data (without normals, UVs, colors, etc.).\n" "[b]Note:[/b] This mesh must have exactly the same vertex positions as the " "source mesh (including the source mesh's LODs, if present). If vertex " "positions differ, then the mesh will not draw correctly." msgstr "" "Mogall roghnach is féidir a úsáid chun scáthanna a rindreáil agus chun " "réamhbhealaigh a dhoimhneacht. Is féidir é a úsáid chun feidhmíocht a mhéadú " "trí mhogalra a sholáthar le rinn chomhleáite agus gan ach sonraí suímh rinn " "(gan normanna, UVanna, dathanna, etc.).\n" "[b]Nóta:[/b] Ní mór go mbeadh na suíomhanna rinn díreach céanna ag an mogalra " "seo agus atá ag an mbunmhogal (LODanna an mhogalra foinseach san áireamh, má " "tá sé i láthair). Má tá suímh rinn difriúil, ní tharraingeoidh an mogalra i " "gceart." msgid "3D polygon shape for use with occlusion culling in [OccluderInstance3D]." msgstr "Cruth polagán 3D le húsáid le marú occlusion in [OccluderInstance3D]." 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 "" "Stórálann [ArrayOccluder3D] cruth polagán 3D treallach is féidir a úsáid ag " "córas maraithe occlusion an innill. Tá sé seo cosúil le [ArrayMesh], ach le " "haghaidh occluders.\n" "Féach ar dhoiciméid [OccluderInstance3D] le haghaidh treoracha maidir le marú " "occlusion a bhunú." msgid "Occlusion culling" msgstr "Marú occlusion" msgid "" "Sets [member indices] and [member vertices], while updating the final " "occluder only once after both values are set." msgstr "" "Socraítear [innéacsanna na mball] agus [comhaltareanna], agus nuashonraítear " "an t-occluder deiridh ach uair amháin tar éis an dá luach a shocrú." msgid "" "The occluder's index position. Indices determine which points from the " "[member vertices] array should be drawn, and in which order.\n" "[b]Note:[/b] The occluder is always updated after setting this value. If " "creating occluders procedurally, consider using [method set_arrays] instead " "to avoid updating the occluder twice when it's created." msgstr "" "Seasamh innéacs an occluder. Cinneann na hinnéacsanna cé na pointí ón eagar " "[ballreanna] ar cheart a tharraingt, agus cén ord.\n" "[b]Nóta:[/b] Déantar an t-occluder a nuashonrú i gcónaí tar éis an luach seo " "a shocrú. Má tá occluders á gcruthú de réir nós imeachta, smaoinigh ar " "[method set_arrays] a úsáid ina ionad sin chun an t-occluder a nuashonrú faoi " "dhó nuair a chruthaítear é a sheachaint." msgid "" "The occluder's vertex positions in local 3D coordinates.\n" "[b]Note:[/b] The occluder is always updated after setting this value. If " "creating occluders procedurally, consider using [method set_arrays] instead " "to avoid updating the occluder twice when it's created." msgstr "" "Suímh rinn an occluder i gcomhordanáidí 3T áitiúla.\n" "[b]Nóta:[/b] Déantar an t-occluder a nuashonrú i gcónaí tar éis an luach seo " "a shocrú. Má tá occluders á gcruthú de réir nós imeachta, smaoinigh ar " "[method set_arrays] a úsáid ina ionad sin chun an t-occluder a nuashonrú faoi " "dhó nuair a chruthaítear é a sheachaint." msgid "A container that preserves the proportions of its child controls." msgstr "Rialaíonn coimeádán a chaomhnaíonn comhréireanna a linbh." msgid "" "A container type that arranges its child controls in a way that preserves " "their proportions automatically when the container is resized. Useful when a " "container has a dynamic size and the child nodes must adjust their sizes " "accordingly without losing their aspect ratios." msgstr "" "Rialaíonn cineál coimeádán a shocraíonn a leanbh ar bhealach a choinníonn a " "chomhréireanna go huathoibríoch nuair a athraítear méid an choimeádáin. " "Úsáideach nuair a bhíonn méid dinimiciúil ag coimeádán agus caithfidh na nóid " "leanaí a méideanna a choigeartú dá réir sin gan a gcóimheasa gné a " "chailliúint." msgid "Using Containers" msgstr "Ag Úsáid Coimeádáin" msgid "Specifies the horizontal relative position of child controls." msgstr "Sonraíonn sé suíomh coibhneasta cothrománach na rialuithe leanaí." msgid "Specifies the vertical relative position of child controls." msgstr "Sonraítear suíomh coibhneasta ingearach na rialuithe linbh." 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 "" "An cóimheas gné le forfheidhmiú ar rialuithe leanaí. Is é seo an leithead " "roinnte ar an airde. Braitheann an cóimheas ar an [member stretch_mode]." msgid "The stretch mode used to align child controls." msgstr "An modh stráice a úsáidtear chun rialuithe leanaí a ailíniú." msgid "" "The height of child controls is automatically adjusted based on the width of " "the container." msgstr "" "Déantar airde rialuithe leanaí a choigeartú go huathoibríoch bunaithe ar " "leithead an choimeádáin." msgid "" "The width of child controls is automatically adjusted based on the height of " "the container." msgstr "" "Déantar leithead na rialuithe leanaí a choigeartú go huathoibríoch bunaithe " "ar airde an choimeádáin." msgid "" "The bounding rectangle of child controls is automatically adjusted to fit " "inside the container while keeping the aspect ratio." msgstr "" "Déantar dronuilleog theoranta na rialuithe leanaí a choigeartú go " "huathoibríoch chun a bheith taobh istigh den choimeádán agus an cóimheas gné " "á choinneáil." 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 "" "Déantar leithead agus airde na rialuithe leanaí a choigeartú go huathoibríoch " "chun a gcuid dronuilleog teorann a chlúdach achar iomlán an choimeádáin agus " "an cóimheas gné a choinneáil.\n" "Nuair a sháraíonn dronuilleog theorainn na rialtáin leanbh méid an " "choimeádáin agus go bhfuil [member Control.clip_contents] cumasaithe, ní " "cheadaíonn sé seo ach achar an choimeádáin atá srianta ag a dhronuilleog " "teorann féin a thaispeáint." msgid "Aligns child controls with the beginning (left or top) of the container." msgstr "Ailíniú rialtáin an linbh le tús (ar chlé nó barr) an choimeádáin." msgid "Aligns child controls with the center of the container." msgstr "Ailínigh rialtáin an linbh le lár an choimeádáin." msgid "Aligns child controls with the end (right or bottom) of the container." msgstr "" "Ailíniú rialtáin an linbh le deireadh (ar dheis nó ag bun) an choimeádáin." msgid "" "An implementation of A* for finding the shortest path between two vertices on " "a connected graph in 2D space." msgstr "" "Cur i bhfeidhm A* chun an chonair is giorra idir dhá rinn a fháil ar ghraf " "nasctha i spás 2T." msgid "" "An implementation of the A* algorithm, used to find the shortest path between " "two vertices on a connected graph in 2D space.\n" "See [AStar3D] for a more thorough explanation on how to use this class. " "[AStar2D] is a wrapper for [AStar3D] that enforces 2D coordinates." msgstr "" "Cur i bhfeidhm an algartam A*, a úsáidtear chun an chonair is giorra idir dhá " "rinn ar ghraf nasctha sa spás 2T a fháil.\n" "Féach [AStar3D] le haghaidh míniú níos cruinne ar conas an rang seo a úsáid. " "Is fillteán é [AStar2D] le haghaidh [AStar3D] a fhorfheidhmíonn comhordanáidí " "2T." msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [AStar2D] class." msgstr "" "Glaoitear air agus an costas idir dhá phointe nasctha á ríomh.\n" "Tabhair faoi deara go bhfuil an fheidhm seo i bhfolach sa rang " "réamhshocraithe [Astar2D]." 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 [AStar2D] class." msgstr "" "Glaoitear air agus an costas idir pointe agus críochphointe an chosáin á " "mheas.\n" "Tabhair faoi deara go bhfuil an fheidhm seo i bhfolach sa rang " "réamhshocraithe [Astar2D]." 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 "" "Cuireann sé pointe nua leis an suíomh tugtha leis an aitheantóir tugtha. " "Caithfidh an [param id] a bheith 0 nó níos mó, agus caithfidh an [param " "weight_scale] a bheith 0.0 nó níos mó.\n" "Déantar an [param weight_scale] a iolrú faoi thoradh [method _compute_cost] " "nuair a bhíonn an costas iomlán a bhaineann le taisteal trasna teascán ó " "phointe comharsanachta go dtí an pointe seo á chinneadh. Mar sin, rud ar bith " "eile a bheith comhionann, is fearr leis an algartam pointí le [param " "weight_scale]s níos ísle chun cosán a dhéanamh.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 0), 4) # Cuireann sé an pointe (1, 0) leis " "weight_scála 4 agus id 1\n" "[/gdscript]\n" "[csharp]\n" "var astar = AStar2D nua();\n" "astar.AddPoint(1, nua Vector2(1, 0), 4); // Cuireann weight_scála 4 agus id 1 " "an pointe (1, 0) leis\n" "[/csharp]\n" "[/codeblocks]\n" "Má tá pointe ann cheana don [para id] a thugtar, déantar a shuíomh agus a " "scála meáchain a nuashonrú go dtí na luachanna tugtha." 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 "" "Filleann sé cibé an bhfuil nasc/deighleog idir na pointí tugtha. Má tá [param " "déthreoch] [code]false[/code], filleann sé cibé an bhfuil gluaiseacht ó " "[param id] go [param to_id] indéanta tríd an mír seo." msgid "Clears all the points and segments." msgstr "Glanann na pointí agus na codanna go léir." 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 "" "Cruthaíonn sé teascán idir na pointí tugtha. Más [code]false[/code] é [param " "déthreo], ní cheadaítear ach gluaiseacht ó [param id] go [param to_id], ní sa " "treo eile.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Veicteoir2(1, 1))\n" "astar.add_point(2, Veicteoir2(0, 5))\n" "astar.connect_points(1, 2, bréagach)\n" "[/gdscript]\n" "[csharp]\n" "var astar = AStar2D nua();\n" "astar.AddPoint(1, Veicteoir nua2(1, 1));\n" "astar.AddPoint(2, nua Vector2(0, 5));\n" "astar.ConnectPoints(1, 2, bréagach);\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 "" "Scrios an deighleog idir na pointí tugtha. Má tá [param déthreorach] " "[code]false[/code], ní chuirtear cosc ach ar ghluaiseacht ó [param id] go " "[param to_id], agus b’fhéidir go bhfanann teascán aontreoch." msgid "Returns the next available point ID with no point associated to it." msgstr "" "Filleann sé an chéad phointe aitheantais eile atá ar fáil gan aon phointe " "bainteach leis." 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 "" "Filleann sé ID an phointe is gaire do [param to_position], ag cur pointí " "díchumasaithe san áireamh go roghnach. Filleann [code]-1[/code] mura bhfuil " "aon phointí sa chomhthiomsú pointí.\n" "[b]Nóta:[/b] Más iad roinnt pointí an ceann is gaire do [param to_position], " "seolfar an ceann leis an ID is lú ar ais, ag cinntiú toradh cinntitheach." 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 "" "Filleann sé an suíomh is gaire do [param to_position] a bhfuil cónaí air " "laistigh de mhír idir dhá phointe nasctha.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Veicteoir2(0, 0))\n" "astar.add_point(2, Veicteoir2(0, 5))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Filleann (0, " "3)\n" "[/gdscript]\n" "[csharp]\n" "var astar = AStar2D nua();\n" "astar.AddPoint(1, nua Vector2(0, 0));\n" "astar.AddPoint(2, nua Vector2(0, 5));\n" "astar.ConnectPoints(1, 2);\n" "Vector2 res = astar.GetClosestPositionInSegment(Vector2(3, 3) nua); // " "Filleann (0, 3)\n" "[/csharp]\n" "[/codeblocks]\n" "Tá an toradh sa deighleog a théann ó [code]y = 0[/code] go [code]y = 5[/" "code]. Is é an suíomh is gaire sa deighleog don phointe tugtha." msgid "" "Returns the capacity of the structure backing the points, useful in " "conjunction with [method reserve_space]." msgstr "" "Filleann sé toilleadh an struchtúir a thacaíonn leis na pointí, úsáideach i " "gcomhar le [method reserve_space]." msgid "Returns the number of points currently in the points pool." msgstr "Filleann sé líon na bpointí atá sa chomhthiomsú pointí faoi láthair." msgid "Returns an array of all point IDs." msgstr "Filleann sé sraith de gach pointe aitheantais." 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" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that can " "be reached.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty array and will print an error message." msgstr "" "Filleann sé eagar a bhfuil na pointí atá sa chonair aimsithe ag AStar2D idir " "na pointí tugtha. Ordaítear an t-eagar ón bpointe tosaigh go dtí " "críochphointe an chosáin.\n" "Mura bhfuil cosán bailí go dtí an sprioc, agus [param allow_partial_path] is " "[code]true[/code], filleann sé cosán go dtí an pointe is gaire don sprioc is " "féidir a bhaint amach.\n" "[b]Nóta:[/b] Níl an modh seo sábháilte ó thaobh snáitheanna de. Má ghlaoitear " "air ó [Snáithe], seolfaidh sé eagar folamh ar ais agus priontálfaidh sé " "teachtaireacht earráide." msgid "Returns the position of the point associated with the given [param id]." msgstr "Filleann sé suíomh an phointe a bhaineann leis an [param id] a thugtar." msgid "" "Returns the weight scale of the point associated with the given [param id]." msgstr "" "Filleann sé scála meáchain an phointe a bhaineann leis an [param id] a " "thugtar." msgid "Returns whether a point associated with the given [param id] exists." msgstr "" "Filleann sé cibé an bhfuil pointe a bhaineann leis an [param id] tugtha ann." msgid "" "Returns whether a point is disabled or not for pathfinding. By default, all " "points are enabled." msgstr "" "Filleann sé cibé an bhfuil pointe díchumasaithe nó nach bhfuil le haghaidh " "lorg braite. De réir réamhshocraithe, tá gach pointe cumasaithe." msgid "" "Removes the point associated with the given [param id] from the points pool." msgstr "" "Baintear an pointe a bhaineann leis an [param id] a thugtar as an " "gcomhthiomsú pointí." 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 "" "Cuirtear spás in áirithe go hinmheánach le haghaidh [param num_nodes] pointí, " "úsáideach má tá tú ag cur líon mór pointí aithnidiúla leis ag an am céanna, " "amhail pointí ar eangach. Caithfidh toilleadh nua a bheith níos mó nó cothrom " "leis an tseanacmhainn." msgid "" "Disables or enables the specified point for pathfinding. Useful for making a " "temporary obstacle." msgstr "" "Díchumasaítear nó cumasaíonn sé an pointe sonraithe le haghaidh lorg braite. " "Úsáideach chun bac sealadach a dhéanamh." msgid "Sets the [param position] for the point with the given [param id]." msgstr "" "Socraíonn sé an [suíomh param] don phointe leis an [param id] a thugtar." 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 "" "Socraíonn sé an [param weight_scale] don phointe leis an [param id] a " "thugtar. Déantar an [param weight_scale] a iolrú faoi thoradh [method " "_compute_cost] nuair a bhíonn an costas iomlán a bhaineann le taisteal trasna " "teascán ó phointe comharsanachta go dtí an pointe seo á chinneadh." msgid "" "An implementation of A* for finding the shortest path between two vertices on " "a connected graph in 3D space." msgstr "" "Cur i bhfeidhm A* chun an cosán is giorra idir dhá rinn a aimsiú ar ghraf " "nasctha i spás 3D." msgid "" "A* (A star) is a computer algorithm 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 3D space " "and Euclidean distances by default.\n" "You must add points manually with [method add_point] and create segments " "manually with [method connect_points]. Once done, 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 [AStar3D] 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 [method _compute_cost] 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 "" "Is algartam ríomhaireachta é A* (réalta) a úsáidtear chun cosán a lorg agus " "chun graif a thrasnú, arb é an próiseas chun cosáin ghearra a bhreacadh i " "measc rinn (pointí), ag dul trí shraith áirithe imeall (deighleoga). " "Taitníonn úsáid fhorleathan air mar gheall ar a fheidhmíocht agus a " "chruinneas. Úsáideann cur i bhfeidhm A* Godot pointí i spás 3D agus faid " "Eoiclídeacha de réir réamhshocraithe.\n" "Ní mór duit pointí a chur leis de láimh le [method add_point] agus teascáin a " "chruthú de láimh le [method connect_points]. Nuair a dhéantar é, is féidir " "leat a thástáil an bhfuil cosán idir dhá phointe leis an bhfeidhm [method " "are_points_connected], faigh cosán ina bhfuil innéacsanna de réir [method " "get_id_path], nó ceann ina bhfuil comhordanáidí iarbhír le [method " "get_point_path].\n" "Is féidir achair neamh-Eúiclídeacha a úsáid freisin. Chun é sin a dhéanamh, " "cruthaigh rang a leathnaíonn [AStar3D] agus a sháraíonn modhanna [method " "_compute_cost] agus [method _estimate_cost]. Tógann an dá innéacs dhá innéacs " "agus filleann siad fad, mar a léirítear sa sampla seo a leanas.\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" "Ba cheart do [method _estimate_cost] teorainn níos ísle den fhad a thabhairt " "ar ais, i.e. [code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. " "Feidhmíonn sé seo mar leid ar an algartam mar go bhféadfadh an saincheaptha " "[method _compute_cost] a bheith trom ríomh. Mura bhfuil sé seo amhlaidh, déan " "[method _estimate_cost] an luach céanna a thabhairt ar ais agus [method " "_compute_cost] chun an t-eolas is cruinne a sholáthar don algartam.\n" "Má úsáidtear na modhanna réamhshocraithe [method _estimate_cost] agus [method " "_compute_cost], nó má thugann an modh [method _estimate_cost] a soláthraíodh " "teorainn níos ísle den chostas ar ais, is iad na cosáin a sheoltar ar ais le " "A* na cosáin is ísle costais. Anseo, is ionann costas conair agus suim na " "dtorthaí [method _compute_cost] de gach deighleog sa chonair arna iolrú faoi " "[code]scála meáchain[/code]anna chríochphointí na ndeighleoga faoi seach. Má " "úsáidtear na modhanna réamhshocraithe agus má shocraítear [code]scála " "meáchain[/code]s na bpointí go léir go [code]1.0[/code], ansin is ionann é " "seo agus suim na n-achar Eiclídeach de gach deighleog sa chonair." msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [AStar3D] class." msgstr "" "Glaoitear air agus an costas idir dhá phointe nasctha á ríomh.\n" "Tabhair faoi deara go bhfuil an fheidhm seo i bhfolach sa rang " "réamhshocraithe [Astar3D]." 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 [AStar3D] class." msgstr "" "Glaoitear air agus an costas idir pointe agus críochphointe an chosáin á " "mheas.\n" "Tabhair faoi deara go bhfuil an fheidhm seo i bhfolach sa rang " "réamhshocraithe [Astar3D]." 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 "" "Cuireann sé pointe nua leis an suíomh tugtha leis an aitheantóir tugtha. " "Caithfidh an [param id] a bheith 0 nó níos mó, agus caithfidh an [param " "weight_scale] a bheith 0.0 nó níos mó.\n" "Déantar an [param weight_scale] a iolrú faoi thoradh [method _compute_cost] " "nuair a bhíonn an costas iomlán a bhaineann le taisteal trasna teascán ó " "phointe comharsanachta go dtí an pointe seo á chinneadh. Mar sin, rud ar bith " "eile a bheith comhionann, is fearr leis an algartam pointí le [param " "weight_scale]s níos ísle chun cosán a dhéanamh.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(1, 0, 0), 4) # Cuireann sé an pointe (1, 0, 0) " "leis weight_scála 4 agus id 1\n" "[/gdscript]\n" "[csharp]\n" "var astar = AStar3D nua();\n" "astar.AddPoint(1, Veicteoir nua3(1, 0, 0), 4); // Cuireann weight_scála 4 " "agus id 1 an pointe (1, 0, 0) leis\n" "[/csharp]\n" "[/codeblocks]\n" "Má tá pointe ann cheana don [para id] a thugtar, déantar a shuíomh agus a " "scála meáchain a nuashonrú go dtí na luachanna tugtha." msgid "" "Returns whether the two given points are directly connected by a segment. If " "[param bidirectional] is [code]false[/code], returns whether movement from " "[param id] to [param to_id] is possible through this segment." msgstr "" "Tuairiscítear cé acu an bhfuil an dá phointe tugtha nasctha go díreach le " "teascán. Má tá [param déthreoch] [code]false[/code], filleann sé cibé an " "bhfuil gluaiseacht ó [param id] go [param to_id] indéanta tríd an mír seo." 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 "" "Cruthaíonn sé teascán idir na pointí tugtha. Más [code]false[/code] é [param " "déthreo], ní cheadaítear ach gluaiseacht ó [param id] go [param to_id], ní sa " "treo eile.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Veicteoir 3(1, 1, 0))\n" "astar.add_point(2, Veicteoir 3(0, 5, 0))\n" "astar.connect_points(1, 2, bréagach)\n" "[/gdscript]\n" "[csharp]\n" "var astar = AStar3D nua();\n" "astar.AddPoint(1, Veicteoir nua3(1, 1, 0));\n" "astar.AddPoint(2, nua Vector3(0, 5, 0));\n" "astar.ConnectPoints(1, 2, bréagach);\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 "" "Filleann sé an suíomh is gaire do [param to_position] a bhfuil cónaí air " "laistigh de mhír idir dhá phointe nasctha.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Veicteoir 3(0, 0, 0))\n" "astar.add_point(2, Veicteoir 3(0, 5, 0))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Filleann " "(0, 3, 0)\n" "[/gdscript]\n" "[csharp]\n" "var astar = AStar3D nua();\n" "astar.AddPoint(1, nua Vector3(0, 0, 0));\n" "astar.AddPoint(2, nua Vector3(0, 5, 0));\n" "astar.ConnectPoints(1, 2);\n" "Vector3 res = astar.GetClosestPositionInSegment(Vector3(3, 3, 0) nua); // " "Filleann (0, 3, 0)\n" "[/csharp]\n" "[/codeblocks]\n" "Tá an toradh sa deighleog a théann ó [code]y = 0[/code] go [code]y = 5[/" "code]. Is é an suíomh is gaire sa deighleog don phointe tugtha." 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" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that can " "be reached.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty array and will print an error message." msgstr "" "Filleann sé eagar a bhfuil na pointí atá sa chonair aimsithe ag AStar3D idir " "na pointí tugtha. Ordaítear an t-eagar ón bpointe tosaigh go dtí " "críochphointe an chosáin.\n" "Mura bhfuil cosán bailí go dtí an sprioc, agus [param allow_partial_path] is " "[code]true[/code], filleann sé cosán go dtí an pointe is gaire don sprioc is " "féidir a bhaint amach.\n" "[b]Nóta:[/b] Níl an modh seo sábháilte ó thaobh snáitheanna de. Má ghlaoitear " "air ó [Snáithe], seolfaidh sé eagar folamh ar ais agus priontálfaidh sé " "teachtaireacht earráide." 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 "" "Cuirtear spás in áirithe go hinmheánach do phointí [param num_nodes]. Tá sé " "úsáideach má tá tú ag cur líon mór pointí ar eolas ag an am céanna, mar " "phointí ar eangach. Caithfidh toilleadh nua a bheith níos mó nó cothrom leis " "an tseanacmhainn." msgid "" "An implementation of A* for finding the shortest path between two points on a " "partial 2D grid." msgstr "" "Cur i bhfeidhm A* chun an cosán is giorra idir dhá phointe a fháil ar eangach " "pháirteach 2T." msgid "" "[AStarGrid2D] is a variant of [AStar2D] that is specialized for partial 2D " "grids. It is simpler to use because it doesn't require you to manually create " "points and connect them together. This class also supports multiple types of " "heuristics, modes for diagonal movement, and a jumping mode to speed up " "calculations.\n" "To use [AStarGrid2D], you only need to set the [member region] of the grid, " "optionally set the [member cell_size], and then call the [method update] " "method:\n" "[codeblocks]\n" "[gdscript]\n" "var astar_grid = AStarGrid2D.new()\n" "astar_grid.region = Rect2i(0, 0, 32, 32)\n" "astar_grid.cell_size = Vector2(16, 16)\n" "astar_grid.update()\n" "print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, " "0), (1, 1), (2, 2), (3, 3), (3, 4)\n" "print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, " "0), (16, 16), (32, 32), (48, 48), (48, 64)\n" "[/gdscript]\n" "[csharp]\n" "AStarGrid2D astarGrid = new AStarGrid2D();\n" "astarGrid.Region = new Rect2I(0, 0, 32, 32);\n" "astarGrid.CellSize = new Vector2I(16, 16);\n" "astarGrid.Update();\n" "GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // prints " "(0, 0), (1, 1), (2, 2), (3, 3), (3, 4)\n" "GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // " "prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n" "[/csharp]\n" "[/codeblocks]\n" "To remove a point from the pathfinding grid, it must be set as \"solid\" with " "[method set_point_solid]." msgstr "" "Is leagan de [AStar2D] é [AStarGrid2D] atá speisialaithe do ghreillí " "páirteacha 2T. Tá sé níos simplí a úsáid mar ní gá duit pointí a chruthú de " "láimh agus iad a nascadh le chéile. Tacaíonn an rang seo freisin le " "cineálacha éagsúla heuristics, modhanna do ghluaiseacht trasnánach, agus modh " "léim chun ríomhaireachtaí a bhrostú.\n" "Chun [AStarGrid2D] a úsáid, ní gá duit ach [ballréigiún] na heangaí a shocrú, " "an [member cell_size] a shocrú go roghnach, agus ansin glaoch ar an modh " "[nuashonrú modh]:\n" "[codeblocks]\n" "[gdscript]\n" "var astar_grid = AStarGrid2D.new()\n" "astar_grid.region = Rect2i(0, 0, 32, 32)\n" "astar_grid.cell_size = Veicteoir2(16, 16)\n" "astar_grid.nuashonraigh()\n" "print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # prionta (0, " "0), (1, 1), (2, 2), (3, 3), (3, 4)\n" "print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # prionta " "(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n" "[/gdscript]\n" "[csharp]\n" "AStarGrid2D astarGrid = AStarGrid2D nua();\n" "astarGrid.Region = nua Rect2I(0, 0, 32, 32);\n" "astarGrid.CellSize = nua Vector2I(16, 16);\n" "astarGrid.Update();\n" "GD.Print(astarGrid.GetIdPath(Vector2I.Zero, Vector2I(3, 4)) nua); // priontaí " "(0, 0), (1, 1), (2, 2), (3, 3), (3, 4)\n" "GD.Print(astarGrid.GetPointPath(Vector2I.Zero, Vector2I(3, 4)) nua); // " "priontaí (0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n" "[/csharp]\n" "[/codeblocks]\n" "Chun pointe a bhaint den ghreille conartha, ní mór é a shocrú mar " "\"soladach\" le [method set_point_solid]." msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [AStarGrid2D] class." msgstr "" "Glaoitear air agus an costas idir dhá phointe nasctha á ríomh.\n" "Tabhair faoi deara go bhfuil an fheidhm seo i bhfolach sa rang " "réamhshocraithe [AStarGrid2D]." 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 [AStarGrid2D] class." msgstr "" "Glaoitear air agus an costas idir pointe agus críochphointe an chosáin á " "mheas.\n" "Tabhair faoi deara go bhfuil an fheidhm seo i bhfolach sa rang " "réamhshocraithe [AStarGrid2D]." msgid "" "Clears the grid and sets the [member region] to [code]Rect2i(0, 0, 0, 0)[/" "code]." msgstr "" "Glanann sé an eangach agus socraíonn sé an [ballréigiún] go [code]Rect2i(0, " "0, 0, 0)[/code]." msgid "" "Fills the given [param region] on the grid with the specified value for the " "solid flag.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" "Líonann sé an [réigiún param] tugtha ar an eangach leis an luach sonraithe " "don bhratach soladach.\n" "[b]Nóta:[/b] Ní gá glao a chur ar [method nuashonraithe] tar éis ghlao na " "feidhme seo." msgid "" "Fills the given [param region] on the grid with the specified value for the " "weight scale.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" "Líonann sé an [réigiún param] tugtha ar an eangach leis an luach sonraithe " "don scála meáchain.\n" "[b]Nóta:[/b] Ní gá glao a chur ar [method nuashonraithe] tar éis ghlao na " "feidhme seo." 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" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that can " "be reached." msgstr "" "Filleann sé eagar le haitheantas na bpointí a fhoirmíonn an chonair aimsithe " "ag AStar2D idir na pointí tugtha. Ordaítear an t-eagar ón bpointe tosaigh go " "dtí críochphointe an chosáin.\n" "Mura bhfuil cosán bailí go dtí an sprioc, agus [param allow_partial_path] is " "[code]true[/code], filleann sé cosán go dtí an pointe is gaire don sprioc is " "féidir a bhaint amach." msgid "" "Returns an array with the points that are in the path found by [AStarGrid2D] " "between the given points. The array is ordered from the starting point to the " "ending point of the path.\n" "If there is no valid path to the target, and [param allow_partial_path] is " "[code]true[/code], returns a path to the point closest to the target that can " "be reached.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty array and will print an error message." msgstr "" "Filleann sé eagar ar a bhfuil na pointí atá sa chonair aimsithe ag " "[AStarGrid2D] idir na pointí tugtha. Ordaítear an t-eagar ón bpointe tosaigh " "go dtí críochphointe an chosáin.\n" "Mura bhfuil cosán bailí go dtí an sprioc, agus [param allow_partial_path] is " "[code]true[/code], filleann sé cosán go dtí an pointe is gaire don sprioc is " "féidir a bhaint amach.\n" "[b]Nóta:[/b] Níl an modh seo sábháilte ó thaobh snáitheanna de. Má ghlaoitear " "air ó [Snáithe], seolfaidh sé eagar folamh ar ais agus priontálfaidh sé " "teachtaireacht earráide." msgid "" "Indicates that the grid parameters were changed and [method update] needs to " "be called." msgstr "" "Léiríonn sé gur athraíodh na paraiméadair ghreille agus gur gá glaoch ar " "[uasdátú modhanna]." msgid "" "Returns [code]true[/code] if the [param x] and [param y] is a valid grid " "coordinate (id), i.e. if it is inside [member region]. Equivalent to " "[code]region.has_point(Vector2i(x, y))[/code]." msgstr "" "Filleann sé [code]true[/code] más comhordanáidí bailí eangaí (id) iad [param " "x] agus [para y], i.e. má tá sé laistigh de [ballréigiún]. Comhionann le " "[code]region.has_point(Vector2i(x, y))[/code]." msgid "" "Returns [code]true[/code] if the [param id] vector is a valid grid " "coordinate, i.e. if it is inside [member region]. Equivalent to [code]region." "has_point(id)[/code]." msgstr "" "Filleann sé [code]true[/code] más comhordanáid bhailí eangaí é an veicteoir " "[param id], i.e. má tá sé laistigh de [member region]. Comhionann le " "[code]region.has_point(id)[/code]." msgid "" "Returns [code]true[/code] if a point is disabled for pathfinding. By default, " "all points are enabled." msgstr "" "Filleann sé [code]true[/code] má tá pointe díchumasaithe le haghaidh lorg " "cosáin. De réir réamhshocraithe, tá gach pointe cumasaithe." 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 "" "Díchumasaítear nó cumasaíonn sé an pointe sonraithe le haghaidh lorg braite. " "Úsáideach chun constaic a dhéanamh. De réir réamhshocraithe, tá gach pointe " "cumasaithe.\n" "[b]Nóta:[/b] Ní gá glao a chur ar [method nuashonraithe] tar éis ghlao na " "feidhme seo." 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 "" "Socraíonn sé an [param weight_scale] don phointe leis an [param id] a " "thugtar. Déantar an [param weight_scale] a iolrú faoi thoradh [method " "_compute_cost] nuair a bhíonn an costas iomlán a bhaineann le taisteal trasna " "teascán ó phointe comharsanachta go dtí an pointe seo á chinneadh.\n" "[b]Nóta:[/b] Ní gá glao a chur ar [method nuashonraithe] tar éis ghlao na " "feidhme seo." msgid "" "Updates the internal state of the grid according to the parameters to prepare " "it to search the path. Needs to be called if parameters like [member region], " "[member cell_size] or [member offset] are changed. [method is_dirty] will " "return [code]true[/code] if this is the case and this needs to be called.\n" "[b]Note:[/b] All point data (solidity and weight scale) will be cleared." msgstr "" "Nuashonraíonn staid inmheánach an ghreille de réir na bparaiméadar chun é a " "ullmhú chun an cosán a chuardach. Is gá é a ghlaoch má athraítear " "paraiméadair cosúil le [ballréigiún], [member cell_size] nó [fritháireamh " "ball]. Tabharfaidh [method is_dirty] ar ais [code]true[/code] más amhlaidh an " "cás agus is gá é seo a ghlaoch.\n" "[b]Nóta:[/b] Déanfar na sonraí pointe go léir (slatacht agus scála meáchain) " "a ghlanadh." msgid "" "The cell shape. Affects how the positions are placed in the grid. If changed, " "[method update] needs to be called before finding the next path." msgstr "" "An cruth cille. Bíonn tionchar aige ar an gcaoi a gcuirtear na suíomhanna sa " "ghreille. Má athraítear é, is gá glaoch a chur ar [nuashonrú modha] sula n-" "aimsítear an chéad chosán eile." msgid "" "The size of the point cell which will be applied to calculate the resulting " "point position returned by [method get_point_path]. If changed, [method " "update] needs to be called before finding the next path." msgstr "" "Méid na pointechill a chuirfear i bhfeidhm chun suíomh an phointe mar thoradh " "air a ríomh ar ais ag [method get_point_path]. Má athraítear é, is gá glaoch " "a chur ar [nuashonrú modha] sula n-aimsítear an chéad chosán eile." msgid "" "The default [enum Heuristic] which will be used to calculate the cost between " "two points if [method _compute_cost] was not overridden." msgstr "" "An réamhshocrú [enum Heuristic] a úsáidfear chun an costas idir dhá phointe a " "ríomh mura sáraítear [method _compute_cost]." msgid "" "The default [enum Heuristic] which will be used to calculate the cost between " "the point and the end point if [method _estimate_cost] was not overridden." msgstr "" "An réamhshocrú [enum Heuristic] a úsáidfear chun an costas idir an pointe " "agus an pointe deiridh a ríomh mura sáraítear [method _estimate_cost]." msgid "" "A specific [enum DiagonalMode] mode which will force the path to avoid or " "accept the specified diagonals." msgstr "" "Mód sonrach [enum DiagonalMode] a chuirfidh iallach ar an gcosán na trasnáin " "sonraithe a sheachaint nó a ghlacadh." msgid "" "Enables or disables jumping to skip up the intermediate points and speeds up " "the searching algorithm.\n" "[b]Note:[/b] Currently, toggling it on disables the consideration of weight " "scaling in pathfinding." msgstr "" "Cumasaíonn nó díchumasaítear léim chun na pointí idirmheánacha a scipeáil " "agus luasann sé an t-algartam cuardaigh.\n" "[b]Nóta:[/b] Faoi láthair, má dhéantar é a scoránú, díchumasaítear breithniú " "scálaithe meáchain le linn lorg braite." msgid "" "The offset of the grid which will be applied to calculate the resulting point " "position returned by [method get_point_path]. If changed, [method update] " "needs to be called before finding the next path." msgstr "" "Fritháireamh na greille a chuirfear i bhfeidhm chun suíomh an phointe mar " "thoradh air a ríomhtar ar ais ag [method get_point_path]. Má athraítear é, is " "gá glaoch a chur ar [nuashonrú modha] sula n-aimsítear an chéad chosán eile." msgid "" "The region of grid cells available for pathfinding. If changed, [method " "update] needs to be called before finding the next path." msgstr "" "Réigiúin na ngreille cealla atá ar fáil le haghaidh lorg braite. Má " "athraítear é, is gá glaoch a chur ar [nuashonrú modha] sula n-aimsítear an " "chéad chosán eile." msgid "Use [member region] instead." msgstr "Úsáid [ballréigiún] ina ionad sin." msgid "" "The size of the grid (number of cells of size [member cell_size] on each " "axis). If changed, [method update] needs to be called before finding the next " "path." msgstr "" "Méid na greille (líon cealla de mhéid [member cell_size] ar gach ais). Má " "athraítear é, is gá glaoch a chur ar [nuashonrú modha] sula n-aimsítear an " "chéad chosán eile." msgid "" "The [url=https://en.wikipedia.org/wiki/Euclidean_distance]Euclidean " "heuristic[/url] to be used for the pathfinding using the following formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = sqrt(dx * dx + dy * dy)\n" "[/codeblock]\n" "[b]Note:[/b] This is also the internal heuristic used in [AStar3D] and " "[AStar2D] by default (with the inclusion of possible z-axis coordinate)." msgstr "" "An [url=https://en.wikipedia.org/wiki/Euclidean_distance]Euclidean heuristic[/" "url] le húsáid don lorg conartha ag baint úsáide as an bhfoirmle seo a " "leanas:\n" "[codeblock]\n" "dx = ABS(to_id.x - ó_id.x)\n" "dy = ABS(to_id.y - ó_id.y)\n" "toradh = sqrt(dx * dx + dy * dy)\n" "[/codeblock]\n" "[b]Nóta:[/b] Is é seo freisin an heorastúil inmheánach a úsáidtear in " "[AStar3D] agus in [AStar2D] de réir réamhshocraithe (agus comhordanáid " "fhéideartha z-ais san áireamh)." msgid "" "The [url=https://en.wikipedia.org/wiki/Taxicab_geometry]Manhattan heuristic[/" "url] to be used for the pathfinding using the following formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = dx + dy\n" "[/codeblock]\n" "[b]Note:[/b] This heuristic is intended to be used with 4-side orthogonal " "movements, provided by setting the [member diagonal_mode] to [constant " "DIAGONAL_MODE_NEVER]." msgstr "" "An [url=https://en.wikipedia.org/wiki/Taxicab_geometry]Manhattan heuristic[/" "url] le húsáid don lorg conartha ag baint úsáide as an bhfoirmle seo a " "leanas:\n" "[codeblock]\n" "dx = ABS(to_id.x - ó_id.x)\n" "dy = ABS(to_id.y - ó_id.y)\n" "toradh = dx + dy\n" "[/codeblock]\n" "[b]Nóta:[/b] Tá an heorastóg seo beartaithe le húsáid le gluaiseachtaí " "orthogonal ceithre thaobh, ar fáil tríd an [member diagonal_mode] a shocrú go " "[DIAGONAL_MODE_NEVER] leanúnach." msgid "" "The Octile heuristic to be used for the pathfinding using the following " "formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "f = sqrt(2) - 1\n" "result = (dx < dy) ? f * dx + dy : f * dy + dx;\n" "[/codeblock]" msgstr "" "An heorastó Octile le húsáid don lorg conartha ag baint úsáide as an " "bhfoirmle seo a leanas:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "f = sqrt(2) - 1\n" "result = (dx < dy) ? f * dx + dy : f * dy + dx;\n" "[/codeblock]" msgid "" "The [url=https://en.wikipedia.org/wiki/Chebyshev_distance]Chebyshev " "heuristic[/url] to be used for the pathfinding using the following formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = max(dx, dy)\n" "[/codeblock]" msgstr "" "An [url=https://en.wikipedia.org/wiki/Chebyshev_distance]Chebyshev heuristic[/" "url] le húsáid don lorg conartha ag baint úsáide as an bhfoirmle seo a " "leanas:\n" "[codeblock]\n" "dx = ABS(to_id.x - ó_id.x)\n" "dy = ABS(to_id.y - ó_id.y)\n" "toradh = max(dx, dy)\n" "[/codeblock]" msgid "Represents the size of the [enum Heuristic] enum." msgstr "Léiríonn sé méid an [enum Heuristic] enum." msgid "" "The pathfinding algorithm will ignore solid neighbors around the target cell " "and allow passing using diagonals." msgstr "" "Déanfaidh an t-algartam lorgbhealaigh neamhaird ar chomharsana soladacha " "timpeall na sprice agus ceadóidh sé pas a fháil le trasnáin." msgid "" "The pathfinding algorithm will ignore all diagonals and the way will be " "always orthogonal." msgstr "" "Déanfaidh an t-algartam lorgbhealaigh neamhaird ar gach trasnán agus beidh an " "bealach orthogonal i gcónaí." msgid "" "The pathfinding algorithm will avoid using diagonals if at least two " "obstacles have been placed around the neighboring cells of the specific path " "segment." msgstr "" "Seachnóidh an t-algartam lorg cosáin trasnáin a úsáid má tá ar a laghad dhá " "chonstaic curtha timpeall ar chealla comharsanacha na míre cosáin ar leith." msgid "" "The pathfinding algorithm will avoid using diagonals if any obstacle has been " "placed around the neighboring cells of the specific path segment." msgstr "" "Seachnóidh an t-algartam lorg cosáin trasnáin a úsáid má tá aon chonstaic " "curtha timpeall ar chealla comharsanacha na míre cosáin ar leith." msgid "Represents the size of the [enum DiagonalMode] enum." msgstr "Léiríonn sé méid an [enum DiagonalMode] enum." msgid "Rectangular cell shape." msgstr "Cruth cille dronuilleogach." msgid "" "Diamond cell shape (for isometric look). Cell coordinates layout where the " "horizontal axis goes up-right, and the vertical one goes down-right." msgstr "" "Cruth cille Diamond (le haghaidh cuma isiméadrach). Comhordaíonn cill an " "leagan amach áit a dtéann an ais chothrománach suas-deas, agus an ais " "ingearach ag dul síos ar dheis." msgid "" "Diamond cell shape (for isometric look). Cell coordinates layout where the " "horizontal axis goes down-right, and the vertical one goes down-left." msgstr "" "Cruth cille Diamond (le haghaidh cuma isiméadrach). Comhordaíonn cill leagan " "amach áit a dtéann an ais chothrománach síos ar dheis, agus téann an ceann " "ingearach síos-chlé." msgid "Represents the size of the [enum CellShape] enum." msgstr "Léiríonn sé méid an [enum CellShape] enum." msgid "A texture that crops out part of another Texture2D." msgstr "Uigeacht a sháraíonn cuid de Texture2D eile." msgid "" "[Texture2D] resource that draws only part of its [member atlas] texture, as " "defined by the [member region]. An additional [member margin] can also be " "set, which is useful for small adjustments.\n" "Multiple [AtlasTexture] resources can be cropped from the same [member " "atlas]. Packing many smaller textures into a singular large texture helps to " "optimize video memory costs and render calls.\n" "[b]Note:[/b] [AtlasTexture] cannot be used in an [AnimatedTexture], and may " "not tile properly in nodes such as [TextureRect], when inside other " "[AtlasTexture] resources." msgstr "" "Acmhainn [Texture2D] nach dtarraingíonn ach cuid dá uigeacht [ball atlas], " "mar atá sainmhínithe ag an [ballréigiún]. Is féidir [corrlach ball] breise a " "shocrú freisin, atá úsáideach le haghaidh coigeartuithe beaga.\n" "Is féidir acmhainní iolracha [AtlasTexture] a bhearradh ón [ball atlas] " "céanna. Cuidíonn go leor uigeachtaí níos lú a phacáil isteach in uigeacht " "mhór uatha chun costais chuimhne físeáin a bharrfheabhsú agus glaonna a " "sholáthar.\n" "[b]Nóta:[/b] Ní féidir [AtlasTexture] a úsáid in [Uigeacht Bheoite], agus ní " "féidir é a leacú i gceart i nóid mar [TextureRect], agus é laistigh " "d’acmhainní eile [AtlasTexture]." msgid "" "The texture that contains the atlas. Can be any type inheriting from " "[Texture2D], including another [AtlasTexture]." msgstr "" "An uigeacht ina bhfuil an atlas. Is féidir le haon chineál a bheith mar " "oidhreacht ó [Texture2D], lena n-áirítear ceann eile [AtlasTexture]." msgid "" "If [code]true[/code], the area outside of the [member region] is clipped to " "avoid bleeding of the surrounding texture pixels." msgstr "" "Más [code]true[/code], gearrtar an limistéar lasmuigh den [ballréigiún] chun " "fuiliú na bpicteilín uigeachta máguaird a sheachaint." msgid "" "The margin around the [member region]. Useful for small adjustments. If the " "[member Rect2.size] of this property (\"w\" and \"h\" in the editor) is set, " "the drawn texture is resized to fit within the margin." msgstr "" "An corrlach timpeall ar an [ballréigiún]. Úsáideach le haghaidh coigeartuithe " "beaga. Má shocraítear [member Rect2.size] den airí seo (\"w\" agus \"h\" san " "eagarthóir), athraítear méid na huigeachta tarraingthe chun luí laistigh den " "imeall." msgid "" "The region used to draw the [member atlas]. If either dimension of the " "region's size is [code]0[/code], the value from [member atlas] size will be " "used for that axis instead." msgstr "" "An réigiún a úsáidtear chun an [ball atlas] a tharraingt. Más é [code]0[/" "code] ceachtar toise de mhéid an réigiúin, úsáidfear an luach ó mhéid [member " "atlas] don ais sin ina ionad sin." msgid "Stores information about the audio buses." msgstr "Stórálann sé eolas faoi na busanna fuaime." msgid "" "Stores position, muting, solo, bypass, effects, effect position, volume, and " "the connections between buses. See [AudioServer] for usage." msgstr "" "Stórálann suíomh, muting, aonair, seachbhóthar, éifeachtaí, suíomh éifeacht, " "toirt, agus na naisc idir busanna. Féach [AudioServer] le haghaidh úsáide." msgid "Base class for audio effect resources." msgstr "Bunrang le haghaidh acmhainní éifeacht fuaime." msgid "" "The base [Resource] for every audio effect. In the editor, an audio effect " "can be added to the current bus layout through the Audio panel. At run-time, " "it is also possible to manipulate audio effects through [method AudioServer." "add_bus_effect], [method AudioServer.remove_bus_effect], and [method " "AudioServer.get_bus_effect].\n" "When applied on a bus, an audio effect creates a corresponding " "[AudioEffectInstance]. The instance is directly responsible for manipulating " "the sound, based on the original audio effect's properties." msgstr "" "An bonn [Acmhainn] do gach iarmhairt fuaime. San eagarthóir, is féidir " "éifeacht fuaime a chur leis an leagan amach reatha bus tríd an bpainéal " "Fuaime. Ag am rite, is féidir freisin maisíochtaí fuaime a ionramháil trí " "[method AudioServer.add_bus_effect], [method AudioServer.remove_bus_effect], " "agus [method AudioServer.get_bus_effect].\n" "Nuair a chuirtear i bhfeidhm ar bhus é, cruthaíonn iarmhairt fuaime " "[AudioEffectInstance] comhfhreagrach. Tá an ásc freagrach go díreach as an " "fhuaim a ionramháil, bunaithe ar airíonna na bunéifeachta fuaime." msgid "Audio buses" msgstr "Busanna fuaime" msgid "Audio Microphone Record Demo" msgstr "Taispeántas Taifead Fuaime Micreafón" msgid "" "Override this method to customize the [AudioEffectInstance] created when this " "effect is applied on a bus in the editor's Audio panel, or through [method " "AudioServer.add_bus_effect].\n" "[codeblock]\n" "extends AudioEffect\n" "\n" "@export var strength = 4.0\n" "\n" "func _instantiate():\n" " var effect = CustomAudioEffectInstance.new()\n" " effect.base = self\n" "\n" " return effect\n" "[/codeblock]\n" "[b]Note:[/b] It is recommended to keep a reference to the original " "[AudioEffect] in the new instance. Depending on the implementation this " "allows the effect instance to listen for changes at run-time and be modified " "accordingly." msgstr "" "Sáraigh an modh seo chun an [AudioEffectInstance] a chruthaítear a " "shaincheapadh nuair a chuirtear an éifeacht seo i bhfeidhm ar bhus i bpainéal " "Fuaime an eagarthóra, nó trí [method AudioServer.add_bus_effect].\n" "[codeblock]\n" "leathnaíonn AudioEffect\n" "\n" "@export var neart = 4.0\n" "\n" "feidhm _tosaigh():\n" " var effect = CustomAudioEffectInstance.new()\n" " éifeacht.base = féin\n" "\n" " éifeacht ar ais\n" "[/codeblock]\n" "[b]Nóta:[/b] Moltar tagairt a choinneáil don bhun [AudioEffect] sa ásc nua. " "Ag brath ar an gcur i bhfeidhm ceadaíonn sé seo don ásc éifeacht éisteacht le " "haghaidh athruithe ag an am rite agus é a mhodhnú dá réir." msgid "Adds an amplifying audio effect to an audio bus." msgstr "Cuireann sé iarmhairt fuaime méadaithe le bus fuaime." msgid "Increases or decreases the volume being routed through the audio bus." msgstr "Méaduithe nó laghdaítear an méid a sheoltar tríd an mbus fuaime." 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 "" "Méid an aimplithe i ndeicibeilí. De bharr luachanna dearfacha bíonn an fhuaim " "níos airde, bíonn luachanna diúltacha níos ciúine. Is féidir le luach a " "bheith idir -80 agus 24." msgid "Adds a band limit filter to the audio bus." msgstr "Cuireann sé scagaire teorainn bhanna leis an mbus fuaime." msgid "" "Limits the frequencies in a range around the [member AudioEffectFilter." "cutoff_hz] and allows frequencies outside of this range to pass." msgstr "" "Teorannaíonn sé na minicíochtaí i raon timpeall an [member AudioEffectFilter." "cutoff_hz] agus ceadaíonn sé do mhinicíochtaí lasmuigh den raon seo pas a " "fháil." msgid "Adds a band pass filter to the audio bus." msgstr "Cuirtear scagaire pas banda leis an mbus fuaime." msgid "" "Attenuates the frequencies inside of a range around the [member " "AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band." msgstr "" "Laghdaíonn sé na minicíochtaí taobh istigh de raon timpeall ar an [member " "AudioEffectFilter.cutoff_hz] agus gearrann sé minicíochtaí lasmuigh den " "bhanda seo." msgid "Captures audio from an audio bus in real-time." msgstr "Gabhann sé fuaime ó bhus fuaime i bhfíor-am." msgid "" "AudioEffectCapture is an AudioEffect which copies all audio frames from the " "attached audio effect bus into its internal ring buffer.\n" "Application code should consume these audio frames from this ring buffer " "using [method get_buffer] and process it as needed, for example to capture " "data from an [AudioStreamMicrophone], implement application-defined effects, " "or to transmit audio over the network. When capturing audio data from a " "microphone, the format of the samples will be stereo 32-bit floating-point " "PCM.\n" "Unlike [AudioEffectRecord], this effect only returns the raw audio samples " "instead of encoding them into an [AudioStream]." msgstr "" "Is AudioEffect é AudioEffectCapture a chóipeann gach fráma fuaime ón mbus " "éifeacht fuaime ceangailte isteach ina mhaolán fáinne inmheánach.\n" "Ba cheart don chód feidhme na frámaí fuaime seo a ithe ón maolán fáinne seo " "trí úsáid a bhaint as [method get_buffer] agus é a phróiseáil de réir mar is " "gá, mar shampla chun sonraí a ghabháil ó [Micreafón Fuaime AudioStream], " "éifeachtaí atá sainithe ag feidhmchlár a chur i bhfeidhm, nó chun fuaim a " "tharchur thar an líonra. Agus sonraí fuaime á ngabháil ó mhicreafón, is é " "formáid na samplaí ná PCM snámhphointe 32-giotán steirió.\n" "Murab ionann agus [AudioEffectRecord], ní thugann an éifeacht seo ar ais ach " "na samplaí fuaime amh in ionad iad a ionchódú isteach i [AudioStream]." msgid "" "Returns [code]true[/code] if at least [param frames] audio frames are " "available to read in the internal ring buffer." msgstr "" "Filleann sé [code]true[/code] má tá ar a laghad frámaí fuaime [param frames] " "ar fáil le léamh sa mhaolán fáinne inmheánach." msgid "" "Clears the internal ring buffer.\n" "[b]Note:[/b] Calling this during a capture can cause the loss of samples " "which causes popping in the playback." msgstr "" "Glanann an maolán fáinne inmheánach.\n" "[b]Nóta:[/b] Má ghlaoitear air seo le linn gabhála is féidir go gcaillfí " "samplaí, rud a fhágann go mbuailtear isteach san athsheinm." msgid "" "Gets the next [param frames] audio samples from the internal ring buffer.\n" "Returns a [PackedVector2Array] containing exactly [param frames] audio " "samples if available, or an empty [PackedVector2Array] if insufficient data " "was available.\n" "The samples are signed floating-point PCM between [code]-1[/code] and " "[code]1[/code]. You will have to scale them if you want to use them as 8 or " "16-bit integer samples. ([code]v = 0x7fff * samples[0].x[/code])" msgstr "" "Faigheann sé an chéad [frámaí param] samplaí fuaime ón maolán fáinne " "inmheánach.\n" "Seoltar ar ais [PackedVector2Array] ina bhfuil go díreach [frámaí param] " "samplaí fuaime má tá siad ar fáil, nó [PackedVector2Array] folamh mura raibh " "dóthain sonraí ar fáil.\n" "Tá PCM snámhphointe sínithe idir [code]-1[/code] agus [code]1[/code] ar na " "samplaí. Beidh ort iad a scála más mian leat iad a úsáid mar shamplaí " "slánuimhir 8 nó 16-giotán. ([code]v = 0x7fff * samplaí[0].x[/code])" msgid "Returns the total size of the internal ring buffer in frames." msgstr "Filleann sé méid iomlán an mhaoláin fáinne inmheánaigh i bhfrámaí." msgid "" "Returns the number of audio frames discarded from the audio bus due to full " "buffer." msgstr "" "Filleann sé líon na bhfráma fuaime a caitheadh amach as an mbus fuaime mar " "gheall ar mhaolán iomlán." msgid "" "Returns the number of frames available to read using [method get_buffer]." msgstr "" "Seoltar ar ais líon na bhfrámaí atá ar fáil le léamh ag úsáid [method " "get_buffer]." msgid "Returns the number of audio frames inserted from the audio bus." msgstr "Filleann sé líon na bhfrámaí fuaime a cuireadh isteach ón mbus fuaime." msgid "" "Length of the internal ring buffer, in seconds. Setting the buffer length " "will have no effect if already initialized." msgstr "" "Fad an mhaoláin fáinne inmheánaigh, i soicindí. Ní bheidh aon éifeacht ag " "socrú an fhad maoláin má cuireadh tús leis cheana féin." msgid "Adds a chorus audio effect." msgstr "Cuireann éifeacht fuaime curfá leis." 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 "" "Cuireann éifeacht fuaime curfá leis. Baineann an éifeacht scagaire le " "guthanna chun an fhoinse fuaime a dhúbailt agus é a ionramháil tríd an " "scagaire." msgid "The effect's raw signal." msgstr "Comhartha amh an éifeacht." msgid "The voice's cutoff frequency." msgstr "Minicíocht scoite an ghutha." msgid "The voice's signal delay." msgstr "Moill comhartha an ghutha." msgid "The voice filter's depth." msgstr "Doimhneacht an scagaire gutha." msgid "The voice's volume." msgstr "Toirt an ghutha." msgid "The voice's pan level." msgstr "Leibhéal an ghutha." msgid "The voice's filter rate." msgstr "Ráta scagaire an ghutha." msgid "The number of voices in the effect." msgstr "Líon na guthanna san éifeacht." msgid "The effect's processed signal." msgstr "Comhartha próiseáilte an éifeacht." 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 "" "Cuireann sé éifeacht fuaime comhbhrúiteora le bus fuaime.\n" "Laghdaíonn sé fuaimeanna a sháraíonn leibhéal tairsí áirithe, míníonn sé an " "dinimic agus méadaíonn sé an méid iomlán." 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 "" "Laghdaíonn comhbhrúiteoir raon dinimiciúil leibhéal an fhuaim nuair a théann " "an aimplitiúid thar thairseach áirithe i ndeicibeilí. Ceann de na " "príomhúsáidí a bhaineann le comhbhrúiteoir ná an raon dinimiciúil a mhéadú " "trí ghearrthóg chomh beag agus is féidir (nuair a théann an fhuaim os cionn " "0dB).\n" "Tá go leor úsáidí ag comhbhrúiteoir sa mheascán:\n" "- Sa bhus Máistir chun an t-aschur iomlán a chomhbhrú (cé gur dócha go bhfuil " "[AudioEffectLimiter] níos fearr).\n" "- I mbealaí gutha chun a chinntiú go bhfuil siad chomh cothrom agus is " "féidir.\n" "- Sidechained. Féadann sé seo an leibhéal fuaime a laghdú le bus fuaime eile " "chun tairseach a bhrath. Tá an teicníocht seo coitianta i meascadh " "físchluichí go leibhéal an cheoil agus SFX fad a bhíonn guthanna á " "gcloisteáil.\n" "- Cuireann sé béim ar dhíomuan trí úsáid a bhaint as ionsaí níos leithne, ag " "déanamh fuaime níos boige." msgid "" "Compressor's reaction time when the signal exceeds the threshold, in " "microseconds. Value can range from 20 to 2000." msgstr "" "Am imoibriúcháin an chomhbhrúiteora nuair a sháraíonn an comhartha an " "tairseach, i micriseconds. Is féidir le luach a bheith idir 20 agus 2000." msgid "Gain applied to the output signal." msgstr "Gnóthachan i bhfeidhm ar an comhartha aschuir." msgid "" "Balance between original signal and effect signal. Value can range from 0 " "(totally dry) to 1 (totally wet)." msgstr "" "Iarmhéid idir comhartha bunaidh agus comhartha éifeacht. Is féidir le luach a " "bheith ó 0 (go hiomlán tirim) go 1 (go hiomlán fliuch)." 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 "" "Méid an chomhbhrú a chuirtear ar an bhfuaim nuair a théann sí thar leibhéal " "na tairsí. Dá airde an cóimheas, is mó a bheidh na codanna ard den fhuaim " "comhbhrúite. Is féidir le luach a bheith idir 1 agus 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 "" "Am moille an chomhbhrúiteora chun stop a chur leis an comhartha a laghdú tar " "éis don leibhéal comhartha titim faoi bhun na tairsí, i milleasoicindí. Is " "féidir le luach a bheith idir 20 agus 2000." msgid "Reduce the sound level using another audio bus for threshold detection." msgstr "" "Laghdaigh an leibhéal fuaime ag baint úsáide as bus fuaime eile chun " "tairseach a bhrath." msgid "" "The level above which compression is applied to the audio. Value can range " "from -60 to 0." msgstr "" "An leibhéal os cionn a gcuirtear comhbhrú i bhfeidhm ar an bhfuaim. Is féidir " "le luach a bheith idir -60 agus 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 "" "Cuireann sé iarmhairt fuaime moille le bus fuaime. Imríonn sé comhartha " "ionchuir ar ais tar éis tréimhse ama.\n" "Dhá rogha mhoill tapála agus aiseolais." 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 "" "Imríonn comhartha ionchuir ar ais tar éis tréimhse ama. Is féidir an " "comhartha moillithe a sheinm ar ais go minic chun fuaim macalla " "athfhillteach, meathlaithe a chruthú. Réimsíonn éifeachtaí moille ó iarmhairt " "mhacalla caolchúiseach go meascadh fuaimeanna roimhe seo le fuaimeanna nua." msgid "" "Output percent of original sound. At 0, only delayed sounds are output. Value " "can range from 0 to 1." msgstr "" "Aschur faoin gcéad den bhunfhuaim. Ag 0, ní aschur ach fuaimeanna moillithe. " "Is féidir le luach a bheith idir 0 agus 1." msgid "If [code]true[/code], feedback is enabled." msgstr "Más [code]true[/code], tá aiseolas cumasaithe." msgid "Feedback delay time in milliseconds." msgstr "Moill ar aiseolas sna milleasoicindí." msgid "Sound level for feedback." msgstr "Leibhéal fuaime le haghaidh aiseolais." msgid "" "Low-pass filter for feedback, in Hz. Frequencies below this value are " "filtered out of the source signal." msgstr "" "Scagaire pas íseal le haghaidh aiseolais, i Hz. Déantar minicíochtaí faoi " "bhun an luacha seo a scagadh amach as an comhartha foinse." msgid "If [code]true[/code], the first tap will be enabled." msgstr "Más [code]true[/code], beidh an chéad sconna cumasaithe." msgid "First tap delay time in milliseconds." msgstr "Am moille tapála ar dtús sna milleasoicindí." msgid "Sound level for the first tap." msgstr "Leibhéal fuaime don chéad sconna." msgid "" "Pan position for the first tap. Value can range from -1 (fully left) to 1 " "(fully right)." msgstr "" "Seasamh pan don chéad sconna. Is féidir le luach raon ó -1 (go hiomlán ar " "chlé) go 1 (go hiomlán ar dheis)." msgid "If [code]true[/code], the second tap will be enabled." msgstr "Más [code]true[/code], beidh an dara sconna cumasaithe." msgid "Second tap delay time in milliseconds." msgstr "Aga moille an dara sconna sna milleasoicindí." msgid "Sound level for the second tap." msgstr "Leibhéal fuaime don dara sconna." msgid "" "Pan position for the second tap. Value can range from -1 (fully left) to 1 " "(fully right)." msgstr "" "Seasamh pan don dara sconna. Is féidir le luach raon ó -1 (go hiomlán ar " "chlé) go 1 (go hiomlán ar dheis)." msgid "" "Adds a distortion audio effect to an Audio bus.\n" "Modifies the sound to make it distorted." msgstr "" "Cuireann sé éifeacht fuaime saobhadh le bus Fuaime.\n" "Athraítear an fhuaim chun í a shaobhadh." msgid "" "Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or " "waveshape.\n" "By distorting the waveform the frequency content changes, which will often " "make the sound \"crunchy\" or \"abrasive\". For games, it can simulate sound " "coming from some saturated device or speaker very efficiently." msgstr "" "Tá cineálacha éagsúla ar fáil: gearrthóg, tan, lo-fi (beagán brúite), " "overdrive, nó cruth tonn.\n" "Tríd an tonnform a shaobhadh athraíonn an t-ábhar minicíochta, rud a fhágann " "go minic go mbeidh an fhuaim \"crunchy\" nó \"scríobach\". I gcás cluichí, is " "féidir leis an fhuaim a thagann ó ghléas nó cainteoir sáithithe éigin a " "insamhladh go han-éifeachtach." msgid "Distortion power. Value can range from 0 to 1." msgstr "Cumhacht saobhadh. Is féidir le luach a bheith idir 0 agus 1." 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 "" "Scagaire ard-pas, i Hz. Ní bheidh tionchar ag an saobhadh ar mhinicíochtaí " "atá níos airde ná an luach seo. Is féidir le luach a bheith idir 1 agus 20000." msgid "Distortion type." msgstr "Cineál saobhadh." msgid "" "Increases or decreases the volume after the effect, in decibels. Value can " "range from -80 to 24." msgstr "" "Méaduithe nó laghdaítear an toirt tar éis na héifeachta, i ndeicibeilí. Is " "féidir le luach a bheith idir -80 agus 24." msgid "" "Increases or decreases the volume before the effect, in decibels. Value can " "range from -60 to 60." msgstr "" "Méaduithe nó laghdaítear an toirt roimh an éifeacht, i ndeicibeilí. Is féidir " "le luach a bheith idir -60 agus 60." msgid "" "Digital distortion effect which cuts off peaks at the top and bottom of the " "waveform." msgstr "" "Tionchar saobhadh digiteach a ghearrann beanna ag barr agus bun an tonnchruth." msgid "" "Low-resolution digital distortion effect (bit depth reduction). You can use " "it to emulate the sound of early digital audio devices." msgstr "" "Éifeacht saobhadh digiteach ísealtaifigh (laghdú doimhneacht giotán). Is " "féidir leat é a úsáid chun aithris a dhéanamh ar fhuaim feistí digiteacha " "fuaime luatha." msgid "" "Emulates the warm distortion produced by a field effect transistor, which is " "commonly used in solid-state musical instrument amplifiers. The [member " "drive] property has no effect in this mode." msgstr "" "Emulates an saobhadh te a tháirgtear trí trasraitheoir éifeacht réimse, a " "úsáidtear go coitianta i soladach-stáit aimplitheoirí uirlisí ceoil. Níl aon " "éifeacht ag an airí [member drive] sa mhód seo." msgid "" "Waveshaper distortions are used mainly by electronic musicians to achieve an " "extra-abrasive sound." msgstr "" "Úsáideann ceoltóirí leictreonacha saobhadh Waveshaper go príomha chun fuaim " "seach-scríobach a bhaint amach." 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 "" "Bunrang le haghaidh cothromóir fuaime. Tugann sé smacht duit ar " "mhinicíochtaí.\n" "Úsáid é chun cothromóir saincheaptha a chruthú mura n-oireann " "[AudioEffectEQ6], [AudioEffectEQ10] nó [AudioEffectEQ21] le do riachtanais." 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 "" "Tugann AudioEffectEQ smacht duit ar mhinicíochtaí. Úsáid é mar chúiteamh ar " "na heasnaimh fuaime atá ann cheana féin. Tá AudioEffectEQs úsáideach ar an " "Máistirbhus chun meascán a mháistir go hiomlán agus chun níos mó carachtar a " "thabhairt dó. Tá siad úsáideach freisin nuair a bhíonn cluiche á reáchtáil ar " "ghléas soghluaiste, chun an meascán a choigeartú don chineál sin cainteoirí " "(is féidir é a chur leis ach iad a dhíchumasú nuair a bhíonn cluasáin " "plugáilte)." msgid "Returns the number of bands of the equalizer." msgstr "Filleann sé líon na mbanda den chothromóir." msgid "Returns the band's gain at the specified index, in dB." msgstr "Tuairisceáin gnóthachan an bhanda ag an innéacs sonraithe, i dB." msgid "Sets band's gain at the specified index, in dB." msgstr "Socraítear gnóthachan an bhanda ag an innéacs sonraithe, i 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 "" "Cuireann sé iarmhairt fuaime cothromóra 10-bhanna le bus Fuaime. Tugann sé " "smacht duit ar mhinicíochtaí ó 31 Hz go 16000 Hz.\n" "Is féidir gach minicíocht a mhodhnú idir -60/+24 dB." 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 "" "Bannaí minicíochta:\n" "Banda 1: 31 Hz\n" "Banda 2: 62 Hz\n" "Banda 3: 125 Hz\n" "Banda 4: 250 Hz\n" "Banda 5: 500 Hz\n" "Banda 6: 1000 Hz\n" "Banda 7: 2000 Hz\n" "Banda 8: 4000 Hz\n" "Banda 9: 8000 Hz\n" "Banna 10: 16000 Hz\n" "Féach freisin [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 "" "Cuireann sé iarmhairt fuaime cothromóra 21-bhanna le Bus Fuaime. Tugann sé " "smacht duit ar mhinicíochtaí ó 22 Hz go 22000 Hz.\n" "Is féidir gach minicíocht a mhodhnú idir -60/+24 dB." 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 "" "Bannaí minicíochta:\n" "Banda 1: 22 Hz\n" "Banda 2: 32 Hz\n" "Banda 3: 44 Hz\n" "Banda 4: 63 Hz\n" "Banda 5: 90 Hz\n" "Banda 6: 125 Hz\n" "Banda 7: 175 Hz\n" "Banda 8: 250 Hz\n" "Banda 9: 350 Hz\n" "Banda 10: 500 Hz\n" "Banda 11: 700 Hz\n" "Banda 12: 1000 Hz\n" "Banda 13: 1400 Hz\n" "Banda 14: 2000 Hz\n" "Banda 15: 2800 Hz\n" "Banda 16: 4000 Hz\n" "Banda 17: 5600 Hz\n" "Banda 18: 8000 Hz\n" "Banda 19: 11000 Hz\n" "Banda 20: 16000 Hz\n" "Banda 21: 22000 Hz\n" "Féach freisin [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 "" "Cuireann sé iarmhairt fuaime cothromóra 6-bhanna le bus fuaime. Tugann sé " "smacht duit ar mhinicíochtaí ó 32 Hz go 10000 Hz.\n" "Is féidir gach minicíocht a mhodhnú idir -60/+24 dB." 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 "" "Bannaí minicíochta:\n" "Banda 1: 32 Hz\n" "Banda 2: 100 Hz\n" "Banda 3: 320 Hz\n" "Banda 4: 1000 Hz\n" "Banda 5: 3200 Hz\n" "Banda 6: 10000 Hz\n" "Féach freisin [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]." msgid "Adds a filter to the audio bus." msgstr "Cuireann sé scagaire leis an mbus fuaime." msgid "Allows frequencies other than the [member cutoff_hz] to pass." msgstr "" "Ligeann sé seo do mhinicíochtaí seachas an [member cutoff_hz] pas a fháil." msgid "Threshold frequency for the filter, in Hz." msgstr "Minicíocht tairsí don scagaire, i Hz." msgid "Gain amount of the frequencies after the filter." msgstr "Faigh méid na minicíochtaí tar éis an scagaire." msgid "Amount of boost in the frequency range near the cutoff frequency." msgstr "" "Méid an treisithe sa raon minicíochta in aice leis an minicíocht scoite." msgid "Adds a hard limiter audio effect to an Audio bus." msgstr "Cuireann sé éifeacht fuaime sriantach crua le Bus Fuaime." msgid "" "A limiter is an effect designed to disallow sound from going over a given dB " "threshold. Hard limiters predict volume peaks, and will smoothly apply gain " "reduction when a peak crosses the ceiling threshold to prevent clipping and " "distortion. It preserves the waveform and prevents it from crossing the " "ceiling threshold. Adding one in the Master bus is recommended as a safety " "measure to prevent sudden volume peaks from occurring, and to prevent " "distortion caused by clipping." msgstr "" "Is éifeacht é teorannóir atá deartha chun fuaim a dhícheadú ó dhul thar " "thairseach dB ar leith. Déanann teorannóirí crua buaiceanna toirte a thuar, " "agus cuirfidh siad laghdú gnóthachain i bhfeidhm go réidh nuair a thrasnaíonn " "buaic an tairseach uasteorainn chun bearradh agus saobhadh a chosc. " "Caomhnaíonn sé an tonnform agus cuireann sé cosc air an tairseach uasteorainn " "a thrasnú. Moltar ceann amháin a chur leis an Máistirbhus mar bheart " "sábháilteachta chun buaiceanna toirte tobann a chosc ó tharla, agus chun " "saobhadh de bharr bearradh a chosc." msgid "" "The waveform's maximum allowed value, in decibels. This value can range from " "[code]-24.0[/code] to [code]0.0[/code].\n" "The default value of [code]-0.3[/code] prevents potential inter-sample peaks " "(ISP) from crossing over 0 dB, which can cause slight distortion on some " "older hardware." msgstr "" "uasluach ceadaithe an tonnchruth, i ndeicibeilí. Féadfaidh an luach seo raon " "ó [code]-24.0[/code] go [code]0.0[/code].\n" "Cuireann luach réamhshocraithe [code]-0.3[/code] cosc ar bhuaiceanna " "féideartha idirshamplaí (ISP) ó thrasnú os cionn 0 dB, rud a d’fhéadfadh " "saobhadh beag a chur ar roinnt crua-earraí níos sine." msgid "Gain to apply before limiting, in decibels." msgstr "Gnóthachan le cur i bhfeidhm roimh theorannú, i ndeicibeilí." msgid "Time it takes in seconds for the gain reduction to fully release." msgstr "" "An t-am a thógann sé i soicindí chun an laghdú gnóthachain a scaoileadh go " "hiomlán." msgid "Adds a high-pass filter to the audio bus." msgstr "Cuireann sé scagaire ardphas leis an mbus fuaime." msgid "" "Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and " "allows higher frequencies to pass." msgstr "" "Gearr minicíochtaí níos ísle ná an [comhalta AudioEffectFilter.cutoff_hz] " "agus ceadaíonn minicíochtaí níos airde chun pas a fháil." msgid "Adds a high-shelf filter to the audio bus." msgstr "Cuireann sé scagaire ard-seilf leis an mbus fuaime." msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]." msgstr "" "Laghdaíonn sé gach minicíocht os cionn an [comhalta AudioEffectFilter." "cutoff_hz]." msgid "Manipulates the audio it receives for a given effect." msgstr "" "Ionramhálann sé an fhuaim a fhaigheann sé le haghaidh éifeacht ar leith." msgid "" "An audio effect instance manipulates the audio it receives for a given " "effect. This instance is automatically created by an [AudioEffect] when it is " "added to a bus, and should usually not be created directly. If necessary, it " "can be fetched at run-time with [method AudioServer.get_bus_effect_instance]." msgstr "" "Ionramhálann sampla éifeacht fuaime an fhuaim a fhaigheann sé le haghaidh " "éifeacht ar leith. Cruthaíonn [AudioEffect] an cás seo go huathoibríoch nuair " "a chuirtear le bus é, agus de ghnáth níor cheart é a chruthú go díreach. Más " "gá, is féidir é a fháil ag am rite le [method AudioServer." "get_bus_effect_instance]." msgid "" "Called by the [AudioServer] to process this effect. When [method " "_process_silence] is not overridden or it returns [code]false[/code], this " "method is called only when the bus is active.\n" "[b]Note:[/b] It is not useful to override this method in GDScript or C#. Only " "GDExtension can take advantage of it." msgstr "" "Glaoite ag an [AudioServer] chun an éifeacht seo a phróiseáil. Nuair nach " "ndéantar [method _process_silence] a shárú nó nuair a fhilleann sé " "[code]false[/code], ní thugtar an modh seo ach amháin nuair a bhíonn an bus " "gníomhach.\n" "[b]Nóta:[/b] Níl sé úsáideach an modh seo a shárú in GDScript nó C#. Ní " "féidir ach le GDEExtension leas a bhaint as." msgid "" "Override this method to customize the processing behavior of this effect " "instance.\n" "Should return [code]true[/code] to force the [AudioServer] to always call " "[method _process], even if the bus has been muted or cannot otherwise be " "heard." msgstr "" "Sáraigh an modh seo chun iompar próiseála na héifeachta seo a shaincheapadh.\n" "Ba cheart [code]true[/code] a thabhairt ar ais chun iallach a chur ar an " "[Fuaimfhreastalaí] glaoch a chur ar [method _process] i gcónaí, fiú má tá an " "bus balbhaithe nó mura n-éistfear leis ar shlí eile." msgid "Use [AudioEffectHardLimiter] instead." msgstr "Úsáid [AudioEffectHardLimiter] ina ionad sin." msgid "Adds a soft-clip limiter audio effect to an Audio bus." msgstr "Cuireann sé éifeacht fuaime teorannaithe gearrthóg bog le Bus Fuaime." 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 "" "Tá teorannóir cosúil le comhbhrúiteoir, ach níl sé chomh solúbtha agus tá sé " "deartha chun fuaim a dhícheadú ag dul thar thairseach dB ar leith. Moltar i " "gcónaí ceann amháin a chur leis an Máistirbhus chun éifeachtaí bearradh a " "laghdú.\n" "Tosaíonn bearradh bog na beanna a laghdú beagán faoi bhun leibhéal na tairsí " "agus méadaítear a éifeacht de réir a chéile de réir mar a mhéadaíonn an " "leibhéal ionchuir ionas nach sáraítear an tairseach choíche." msgid "" "The waveform's maximum allowed value, in decibels. Value can range from -20 " "to -0.1." msgstr "" "uasluach ceadaithe an tonnchruth, i ndeicibeilí. Is féidir le luach a bheith " "idir -20 agus -0.1." msgid "" "Applies a gain to the limited waves, in decibels. Value can range from 0 to 6." msgstr "" "Baineann gnóthachan leis na tonnta teoranta, i ndeicibeilí. Is féidir le " "luach a bheith idir 0 agus 6." msgid "" "Threshold from which the limiter begins to be active, in decibels. Value can " "range from -30 to 0." msgstr "" "Tairseach óna dtosaíonn an teorannóir a bheith gníomhach, i ndeicibeilí. Is " "féidir le luach a bheith idir -30 agus 0." msgid "Adds a low-pass filter to the audio bus." msgstr "Cuireann sé scagaire pas íseal leis an mbus fuaime." msgid "" "Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and " "allows lower frequencies to pass." msgstr "" "Gearr minicíochtaí níos airde ná an [comhalta AudioEffectFilter.cutoff_hz] " "agus ceadaíonn minicíochtaí níos ísle chun pas a fháil." msgid "Adds a low-shelf filter to the audio bus." msgstr "Cuireann sé scagaire le seilf íseal leis an mbus fuaime." msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]." msgstr "" "Laghdaíonn sé gach minicíocht faoi bhun an [comhalta AudioEffectFilter." "cutoff_hz]." msgid "Adds a notch filter to the Audio bus." msgstr "Cuireann sé scagaire notch leis an mbus Fuaime." msgid "" "Attenuates frequencies in a narrow band around the [member AudioEffectFilter." "cutoff_hz] and cuts frequencies outside of this range." msgstr "" "Laghdaíonn sé minicíochtaí i mbanda caol timpeall an [member " "AudioEffectFilter.cutoff_hz] agus gearrann sé minicíochtaí lasmuigh den raon " "seo." msgid "Adds a panner audio effect to an audio bus. Pans sound left or right." msgstr "" "Cuireann sé iarmhairt fuaime panner le bus fuaime. Fuaimeann pannaí ar chlé " "nó ar dheis." msgid "" "Determines how much of an audio signal is sent to the left and right buses." msgstr "" "Cinneann sé cé mhéad de chomhartha fuaime a sheoltar chuig na busanna clé " "agus ar dheis." msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)." msgstr "" "Seasamh pan. Is féidir le luach raon ó -1 (go hiomlán ar chlé) go 1 (go " "hiomlán ar dheis)." 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 "" "Cuireann sé éifeacht fuaime phaser le bus fuaime.\n" "Comhcheanglaíonn sé an comhartha bunaidh le cóip atá beagán as an gcéim leis " "an mbunchóip." msgid "" "Combines phase-shifted signals with the original signal. The movement of the " "phase-shifted signals is controlled using a low-frequency oscillator." msgstr "" "Comhcheanglaíonn sé comharthaí céim-aistrithe leis an comhartha bunaidh. " "Déantar gluaiseacht na gcomharthaí céim-aistrithe a rialú trí úsáid a bhaint " "as oscillator ar mhinicíocht íseal." 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 "" "Rialaíonn cé chomh hard is atá an scagairí minicíochta. Cuirfidh luach íseal " "isteach go príomha ar mhinicíochtaí dord. Is féidir le luach ard scuabadh " "isteach sa thrí oiread. Is féidir le luach a bheith idir 0.1 agus 4." msgid "Output percent of modified sound. Value can range from 0.1 to 0.9." msgstr "" "Aschur faoin gcéad den fhuaim mhodhnaithe. Is féidir le luach a bheith idir " "0.1 agus 0.9." msgid "" "Determines the maximum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "" "Cinneann sé an mhinicíocht uasta a mbíonn tionchar ag na modhnuithe LFO i Hz. " "Is féidir le luach a bheith idir 10 agus 10000." msgid "" "Determines the minimum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "" "Cinneann sé an íosmhinicíocht a mbíonn tionchar ag modhnuithe LFO i Hz. Is " "féidir le luach a bheith idir 10 agus 10000." msgid "" "Adjusts the rate in Hz at which the effect sweeps up and down across the " "frequency range." msgstr "" "Coigeartaíonn sé an ráta i Hz ag a scuabann an éifeacht suas agus síos thar " "an raon minicíochta." msgid "" "Adds a pitch-shifting audio effect to an audio bus.\n" "Raises or lowers the pitch of original sound." msgstr "" "Cuireann sé iarmhairt fuaime aistrithe tuinairde le bus fuaime.\n" "Ardaíonn nó íslíonn sé tuinairde na bunfhuaim." msgid "" "Allows modulation of pitch independently of tempo. All frequencies can be " "increased/decreased with minimal effect on transients." msgstr "" "Ceadaíonn modhnú tuinairde neamhspleách ar luas. Is féidir na minicíochtaí go " "léir a mhéadú/laghdú le héifeacht íosta ar neamhbhuan." 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 "" "Méid an mhaoláin [url=https://en.wikipedia.org/wiki/" "Fast_Fourier_transform]Claochlú Fast Fourier[/url]. Réitíonn luachanna níos " "airde an éifeacht le himeacht ama, ach bíonn níos mó foighne acu. Tá " "éifeachtaí na latency níos airde seo faoi deara go háirithe ar fhuaimeanna a " "bhfuil athruithe tobanna aimplitiúid acu." 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 "" "An fachtóir róshamplála le húsáid. Bíonn cáilíocht níos fearr mar thoradh ar " "luachanna níos airde, ach tá siad níos déine ar an LAP agus d'fhéadfadh go " "mbeadh scoilteadh fuaime ann mura bhfuil an LAP in ann coinneáil suas." msgid "" "The pitch scale to use. [code]1.0[/code] is the default pitch and plays " "sounds unaffected. [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 "" "An scála páirce le húsáid. [code]Is é 1.0[/code] an pháirc réamhshocraithe " "agus seinneann sé fuaimeanna nach gcuirtear isteach orthu. Is féidir le " "[member pitch_scale] raon ó [code]0.0[/code] (toc gan teorainn íseal, " "inchloiste) go [code]16[/code] (16 huaire níos airde ná an pháirc tosaigh)." msgid "" "Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, " "but least stable over time." msgstr "" "Úsáid maolán de 256 sampla le haghaidh an Fast Fourier claochlú. An fhoighne " "is ísle, ach is lú cobhsaí le himeacht ama." msgid "" "Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but " "less stable over time." msgstr "" "Bain úsáid as maolán de 512 sampla don trasfhoirmiú Fast Fourier. latency " "íseal, ach níos lú cobhsaí le himeacht ama." msgid "" "Use a buffer of 1024 samples for the Fast Fourier transform. This is a " "compromise between latency and stability over time." msgstr "" "Bain úsáid as maolán de 1024 sampla don trasfhoirmiú Fast Fourier. Is " "comhréiteach é seo idir latency agus cobhsaíocht le himeacht ama." msgid "" "Use a buffer of 2048 samples for the Fast Fourier transform. High latency, " "but stable over time." msgstr "" "Bain úsáid as maolán de 2048 sampla don chlaochlú Fast Fourier. Ard-latency, " "ach cobhsaí le himeacht ama." msgid "" "Use a buffer of 4096 samples for the Fast Fourier transform. Highest latency, " "but most stable over time." msgstr "" "Bain úsáid as maolán de 4096 sampla don trasfhoirmiú Fast Fourier. An latency " "is airde, ach is cobhsaí le himeacht ama." msgid "Represents the size of the [enum FFTSize] enum." msgstr "Is ionann é agus méid an [enum FFTSize] enum." msgid "Audio effect used for recording the sound from an audio bus." msgstr "Éifeacht fuaime a úsáidtear chun an fhuaim ó bhus fuaime a thaifeadadh." msgid "" "Allows the user to record the sound from an audio bus into an " "[AudioStreamWAV]. When used on the \"Master\" audio bus, this includes all " "audio output by Godot.\n" "Unlike [AudioEffectCapture], this effect encodes the recording with the given " "format (8-bit, 16-bit, or compressed) instead of giving access to the raw " "audio samples.\n" "Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" "Ligeann sé don úsáideoir an fhuaim ó bhus fuaime a thaifeadadh go " "[AudioStreamWAV]. Nuair a úsáidtear é ar an mbus fuaime \"Máistir\", " "cuimsíonn sé seo gach aschur fuaime ó Godot.\n" "Murab ionann agus [AudioEffectCapture], ionchódaíonn an éifeacht seo an " "taifeadadh leis an bhformáid a thugtar (8-giotán, 16-giotán, nó comhbhrúite) " "in ionad rochtain a thabhairt ar na samplaí fuaime amh.\n" "Is féidir é a úsáid (le [AudioStreamMicrophone]) chun taifeadadh ó " "mhicreafón.\n" "[b]Nóta:[/b] caithfidh [comhalta ProjectSettings.audio/driver/enable_input] a " "bheith [code]true[/code] le go n-oibreoidh ionchur fuaime. Féach freisin cur " "síos an tsocraithe sin le haghaidh caveats a bhaineann le ceadanna agus " "socruithe príobháideachais an chórais oibriúcháin." msgid "Recording with microphone" msgstr "Taifeadadh le micreafón" msgid "Returns the recorded sample." msgstr "Seoltar ar ais an sampla taifeadta." msgid "Returns whether the recording is active or not." msgstr "Filleann sé cibé an bhfuil an taifeadadh gníomhach nó nach bhfuil." msgid "" "If [code]true[/code], the sound will be recorded. Note that restarting the " "recording will remove the previously recorded sample." msgstr "" "Más [code]true[/code], déanfar an fhuaim a thaifeadadh. Tabhair faoi deara go " "mbainfidh atosú an taifeadta an sampla a taifeadadh roimhe seo." msgid "" "Specifies the format in which the sample will be recorded. See [enum " "AudioStreamWAV.Format] for available formats." msgstr "" "Sonraítear an fhormáid ina ndéanfar an sampla a thaifeadadh. Féach [enum " "AudioStreamWAV.Format] le haghaidh formáidí atá ar fáil." msgid "Adds a reverberation audio effect to an Audio bus." msgstr "Cuireann sé iarmhairt fuaime athfhriotail le bus Fuaime." msgid "" "Simulates the sound of acoustic environments such as rooms, concert halls, " "caverns, or an open spaces." msgstr "" "Insamhladh le fuaim timpeallachtaí fuaimiúla ar nós seomraí, hallaí " "ceolchoirme, uaimheanna, nó spásanna oscailte." msgid "" "Defines how reflective the imaginary room's walls are. Value can range from 0 " "to 1." msgstr "" "Sainmhíníonn sé cé chomh frithchaiteach is atá ballaí an tseomra " "shamhailteach. Is féidir le luach a bheith idir 0 agus 1." msgid "" "Output percent of original sound. At 0, only modified sound is outputted. " "Value can range from 0 to 1." msgstr "" "Aschur faoin gcéad den bhunfhuaim. Ag 0, ní aschuirtear ach fuaim " "mhodhnaithe. Is féidir le luach a bheith idir 0 agus 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 "" "Déanann scagaire ard-pas comharthaí a bhfuil minicíocht níos airde ná " "minicíocht gearrtha áirithe acu agus maolaíonn sé comharthaí le minicíochtaí " "níos ísle ná an mhinicíocht scoite. Is féidir le luach a bheith idir 0 agus 1." msgid "Output percent of predelay. Value can range from 0 to 1." msgstr "" "Aschur faoin gcéad de réamh-mholadh. Is féidir le luach a bheith idir 0 agus " "1." msgid "" "Time between the original signal and the early reflections of the reverb " "signal, in milliseconds." msgstr "" "An t-am idir an comhartha bunaidh agus athmhachnamh luath an chomhartha " "Aisfhuaimnigh, i milleasoicindí." msgid "" "Dimensions of simulated room. Bigger means more echoes. Value can range from " "0 to 1." msgstr "" "Toisí an tseomra insamhladh. Ciallaíonn níos mó macallaí níos mó. Is féidir " "le luach a bheith idir 0 agus 1." msgid "" "Widens or narrows the stereo image of the reverb tail. 1 means fully widens. " "Value can range from 0 to 1." msgstr "" "Leathnaíonn nó caolaítear íomhá steirió an eireaball aisfhuaimnigh. " "Ciallaíonn 1 go leathnaíonn sé go hiomlán. Is féidir le luach a bheith idir 0 " "agus 1." msgid "" "Output percent of modified sound. At 0, only original sound is outputted. " "Value can range from 0 to 1." msgstr "" "Aschur faoin gcéad den fhuaim mhodhnaithe. Ag 0, ní aschuirtear ach fuaim " "bhunaidh. Is féidir le luach a bheith idir 0 agus 1." msgid "Audio effect that can be used for real-time audio visualizations." msgstr "" "Éifeacht fuaime is féidir a úsáid le haghaidh léirshamhlú fuaime fíor-ama." msgid "" "This audio effect does not affect sound output, but can be used for real-time " "audio visualizations.\n" "This resource configures an [AudioEffectSpectrumAnalyzerInstance], which " "performs the actual analysis at runtime. An instance can be acquired with " "[method AudioServer.get_bus_effect_instance].\n" "See also [AudioStreamGenerator] for procedurally generating sounds." msgstr "" "Ní chuireann an éifeacht fuaime seo isteach ar aschur fuaime, ach is féidir é " "a úsáid le haghaidh léirshamhlú fuaime fíor-ama.\n" "Cumraíonn an acmhainn seo [AudioEffectSpectrumAnalyzerInstance], a dhéanann " "an anailís iarbhír ag am rite. Is féidir sampla a fháil le [method " "AudioServer.get_bus_effect_instance].\n" "Féach freisin [AudioStreamGenerator] chun fuaimeanna a ghiniúint go nós " "imeachta." msgid "Audio Spectrum Visualizer Demo" msgstr "Taispeántas Amharcléiritheoir Speictrim Fuaime" msgid "" "The length of the buffer to keep (in seconds). Higher values keep data around " "for longer, but require more memory." msgstr "" "Fad an mhaoláin a choinneáil (i soicindí). Coinníonn luachanna níos airde " "sonraí thart ar feadh tréimhse níos faide, ach teastaíonn níos mó cuimhne " "uathu." 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 "" "Méid an mhaoláin [url=https://en.wikipedia.org/wiki/" "Fast_Fourier_transform]Claochlú Fast Fourier[/url]. Réitíonn luachanna níos " "airde an anailís speictrim le himeacht ama, ach bíonn níos mó foighne acu. Tá " "éifeachtaí na latency níos airde seo faoi deara go háirithe le hathruithe " "tobann ar aimplitiúid." msgid "Queryable instance of an [AudioEffectSpectrumAnalyzer]." msgstr "Sampla incheistithe de [AudioEffectSpectrumAnalyzer]." msgid "" "The runtime part of an [AudioEffectSpectrumAnalyzer], which can be used to " "query the magnitude of a frequency range on its host bus.\n" "An instance of this class can be acquired with [method AudioServer." "get_bus_effect_instance]." msgstr "" "An chuid ama rite de [AudioEffectSpectrumAnalyzer], ar féidir a úsáid chun " "ceist a chur faoi mhéid raon minicíochta ar a bhus ósta.\n" "Is féidir sampla den aicme seo a fháil le [method AudioServer." "get_bus_effect_instance]." msgid "" "Returns the magnitude of the frequencies from [param from_hz] to [param " "to_hz] in linear energy as a Vector2. The [code]x[/code] component of the " "return value represents the left stereo channel, and [code]y[/code] " "represents the right channel.\n" "[param mode] determines how the frequency range will be processed. See [enum " "MagnitudeMode]." msgstr "" "Filleann sé méid na minicíochtaí ó [param from_hz] go [param to_hz] i " "bhfuinneamh líneach mar Veicteoir2. Seasann an chomhpháirt [code]x[/code] den " "luach tuairisceáin don chainéal steirió ar chlé, agus seasann [code]y[/code] " "don chainéal ceart.\n" "Cinneann [param method] conas a phróiseálfar an raon minicíochta. Féach [enum " "MagnitudeMode]." msgid "Use the average value across the frequency range as magnitude." msgstr "Úsáid an meánluach trasna an raon minicíochta mar mhéid." msgid "Use the maximum value of the frequency range as magnitude." msgstr "Úsáid uasluach an raon minicíochta mar mhéid." msgid "" "An audio effect that can be used to adjust the intensity of stereo panning." msgstr "" "Éifeacht fuaime is féidir a úsáid chun déine na panning steirió a choigeartú." msgid "" "Values greater than 1.0 increase intensity of any panning on audio passing " "through this effect, whereas values less than 1.0 will decrease the panning " "intensity. A value of 0.0 will downmix audio to mono." msgstr "" "Méadaíonn luachanna níos mó ná 1.0 déine aon phinneála ar fhuaim a théann " "tríd an iarmhairt seo, ach laghdóidh luachanna níos lú ná 1.0 an déine " "panning. Laghdóidh luach 0.0 an fhuaim go mona." msgid "Overrides the location sounds are heard from." msgstr "Sáraíonn an suíomh a chloistear fuaimeanna ó." 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 "" "Nuair a chuirtear leis an gcrann radhairc é agus é cumasaithe ag baint úsáide " "as [method make_current], sáróidh an nód seo na fuaimeanna suímh óna " "gcloistear. Ní féidir ach ceann amháin [AudioListener2D] a bheith reatha. Má " "úsáideann tú [method make_current] díchumasófar an [AudioListener2D] roimhe " "seo.\n" "Mura bhfuil [AudioListener2D] gníomhach sa [Viewport] reatha, úsáidfear lár " "an scáileáin mar phointe éisteachta don fhuaim. Caithfidh [AudioListener2D] a " "bheith taobh istigh de [SceneTree] chun feidhmiú." msgid "" "Disables the [AudioListener2D]. If it's not set as current, this method will " "have no effect." msgstr "" "Díchumasaítear an [AudioListener2D]. Mura bhfuil sé socraithe mar atá sé faoi " "láthair, ní bheidh aon éifeacht ag an modh seo." msgid "Returns [code]true[/code] if this [AudioListener2D] is currently active." msgstr "" "Filleann sé [code]true[/code] má tá an [AudioListener2D] seo gníomhach faoi " "láthair." 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 "" "Déanann an [AudioListener2D] gníomhach, ag socrú é mar phointe éisteachta do " "na fuaimeanna. Má tá [AudioListener2D] gníomhach eile cheana féin, " "díchumasófar é.\n" "Ní bheidh aon éifeacht ag an modh seo mura gcuirtear an [AudioListener2D] le " "[SceneTree]." 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 "" "Nuair a chuirtear leis an gcrann radhairc é agus é cumasaithe ag baint úsáide " "as [method make_current], sáróidh an nód seo na fuaimeanna suímh óna " "gcloistear. Is féidir é seo a úsáid chun éisteacht ó shuíomh difriúil ón " "[Camera3D]." msgid "Disables the listener to use the current camera's listener instead." msgstr "" "Díchumasaítear an éisteoir chun éisteoir an cheamara reatha a úsáid ina ionad " "sin." msgid "Returns the listener's global orthonormalized [Transform3D]." msgstr "Filleann sé ortanormalaithe domhanda an éisteoir [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 "" "Filleann sé [code]true[/code] má rinneadh reatha don éisteoir ag baint úsáide " "as [method make_current], [code]bréagach[/code] ar shlí eile.\n" "[b]Nóta:[/b] Is féidir go bhfuil níos mó ná AudioListener3D amháin marcáilte " "mar \"reatha\" sa chrann radhairc, ach ní úsáidfear ach an ceann a rinneadh " "an sruth go deireanach." msgid "Enables the listener. This will override the current camera's listener." msgstr "Cumasaíonn sé an éisteoir. Sáróidh sé seo éisteoir an cheamara reatha." msgid "Base class for audio samples." msgstr "Bunrang le haghaidh samplaí fuaime." msgid "Meta class for playing back audio samples." msgstr "Meta-rang chun samplaí fuaime a imirt ar ais." msgid "Server interface for low-level audio access." msgstr "Comhéadan freastalaí le haghaidh rochtain fuaime ar leibhéal íseal." 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 "" "Is comhéadan freastalaí íseal-leibhéil é [AudioServer] le haghaidh rochtain " "fuaime. Tá sé i gceannas ar shonraí samplacha (fuaim in-seinm) a chruthú " "chomh maith lena athsheinm trí chomhéadan gutha." msgid "Audio Device Changer Demo" msgstr "Taispeántas Athrú Gléas Fuaime" msgid "Adds a bus at [param at_position]." msgstr "Cuireann sé bus ag [param at_position]." msgid "" "Adds an [AudioEffect] effect to the bus [param bus_idx] at [param " "at_position]." msgstr "" "Cuireann [AudioEffect] iarmhairt leis an mbus [param bus_idx] ag [param " "at_position]." msgid "Generates an [AudioBusLayout] using the available buses and effects." msgstr "" "Gineann [AudioBusLayout] ag baint úsáide as na busanna agus éifeachtaí atá ar " "fáil." msgid "Returns the number of channels of the bus at index [param bus_idx]." msgstr "Filleann sé seo líon cainéal an bhus ag innéacs [param bus_idx]." msgid "" "Returns the [AudioEffect] at position [param effect_idx] in bus [param " "bus_idx]." msgstr "" "Filleann sé an [AudioEffect] ag suíomh [param effect_idx] sa bhus [param " "bus_idx]." msgid "Returns the number of effects on the bus at [param bus_idx]." msgstr "Filleann sé líon na n-éifeachtaí ar an mbus ag [param bus_idx]." msgid "" "Returns the [AudioEffectInstance] assigned to the given bus and effect " "indices (and optionally channel)." msgstr "" "Seoltar ar ais an [AudioEffectInstance] a shanntar do na hinnéacsanna bus " "agus éifeacht a tugadh (agus go roghnach cainéal)." msgid "" "Returns the index of the bus with the name [param bus_name]. Returns " "[code]-1[/code] if no bus with the specified name exist." msgstr "" "Filleann sé innéacs an bhus leis an ainm [param bus_name]. Filleann [code]-1[/" "code] mura bhfuil bus ann leis an ainm sonraithe." msgid "Returns the name of the bus with the index [param bus_idx]." msgstr "Filleann sé ainm an bhus leis an innéacs [param bus_idx]." msgid "" "Returns the peak volume of the left speaker at bus index [param bus_idx] and " "channel index [param channel]." msgstr "" "Filleann sé buaic-toirt an chainteora chlé ag innéacs bus [param bus_idx] " "agus innéacs cainéal [param channel]." msgid "" "Returns the peak volume of the right speaker at bus index [param bus_idx] and " "channel index [param channel]." msgstr "" "Filleann sé buaic-toirt an chainteora ar dheis ag innéacs bus [param bus_idx] " "agus innéacs cainéal [param channel]." msgid "" "Returns the name of the bus that the bus at index [param bus_idx] sends to." msgstr "" "Filleann sé ainm an bhus a sheolann an bus ag innéacs [param bus_idx] chuige." msgid "Returns the volume of the bus at index [param bus_idx] in dB." msgstr "Filleann sé toirt an bhus ag innéacs [param bus_idx] in dB." msgid "" "Returns the names of all audio input devices detected on the system.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" "Filleann sé ainmneacha gach gléas ionchuir fuaime a bhraitear ar an gcóras.\n" "[b]Nóta:[/b] caithfidh [comhalta ProjectSettings.audio/driver/enable_input] a " "bheith [code]true[/code] le go n-oibreoidh ionchur fuaime. Féach freisin cur " "síos an tsocraithe sin le haghaidh caveats a bhaineann le ceadanna agus " "socruithe príobháideachais an chórais oibriúcháin." msgid "Returns the sample rate at the output of the [AudioServer]." msgstr "Filleann sé an ráta samplach ag aschur an [Fuaimfhreastalaí]." msgid "Returns the names of all audio output devices detected on the system." msgstr "" "Filleann sé ainmneacha gach gléas aschuir fuaime a bhraitear ar an gcóras." msgid "" "Returns the audio driver's effective output latency. This is based on [member " "ProjectSettings.audio/driver/output_latency], but the exact returned value " "will differ depending on the operating system and audio driver.\n" "[b]Note:[/b] This can be expensive; it is not recommended to call [method " "get_output_latency] every frame." msgstr "" "Filleann latency aschuir éifeachtach an tiománaí fuaime. Tá sé seo bunaithe " "ar [member ProjectSettings.audio/driver/output_latency], ach beidh difríocht " "idir an luach cruinn ar ais ag brath ar an gcóras oibriúcháin agus an " "tiománaí fuaime.\n" "[b]Nóta:[/b] Féadfaidh sé seo a bheith costasach; ní mholtar glaoch ar " "[method get_output_latency] gach fráma." msgid "Returns the speaker configuration." msgstr "Filleann cumraíocht an chainteora." msgid "Returns the relative time since the last mix occurred." msgstr "Tuairiscíonn sé an t-am coibhneasta ó tharla an meascán deiridh." msgid "Returns the relative time until the next mix occurs." msgstr "" "Filleann sé an t-am coibhneasta go dtí go dtarlaíonn an chéad mheascán eile." msgid "" "If [code]true[/code], the bus at index [param bus_idx] is bypassing effects." msgstr "" "Más [code]true[/code], tá an bus ag innéacs [param bus_idx] ag seachaint " "éifeachtaí." msgid "" "If [code]true[/code], the effect at index [param effect_idx] on the bus at " "index [param bus_idx] is enabled." msgstr "" "Má tá [code]true[/code], tá an éifeacht ag innéacs [param effect_idx] ar an " "mbus ag innéacs [param bus_idx] cumasaithe." msgid "If [code]true[/code], the bus at index [param bus_idx] is muted." msgstr "Más [code]true[/code], tá an bus ag innéacs [param bus_idx] balbhaithe." msgid "If [code]true[/code], the bus at index [param bus_idx] is in solo mode." msgstr "" "Más [code]true[/code], tá an bus ag innéacs [param bus_idx] i mód aonair." msgid "" "If [code]true[/code], the stream is registered as a sample. The engine will " "not have to register it before playing the sample.\n" "If [code]false[/code], the stream will have to be registered before playing " "it. To prevent lag spikes, register the stream as sample with [method " "register_stream_as_sample]." msgstr "" "Más [code]true[/code], cláraítear an sruth mar shampla. Ní bheidh ar an " "inneall é a chlárú roimh an sampla a imirt.\n" "Más [code]bréagach[/code] é, ní mór an sruth a chlárú roimh é a sheinm. Chun " "spící moille a chosc, cláraigh an sruth mar shampla le [method " "register_stream_as_sample]." msgid "" "Locks the audio driver's main loop.\n" "[b]Note:[/b] Remember to unlock it afterwards." msgstr "" "Glasáil príomh-lúb an tiománaí fuaime.\n" "[b]Nóta:[/b] Ná déan dearmad é a dhíghlasáil ina dhiaidh sin." msgid "Moves the bus from index [param index] to index [param to_index]." msgstr "" "Bogtar an bus ón innéacs [param index] go dtí an t-innéacs [param to_index]." msgid "" "Forces the registration of a stream as a sample.\n" "[b]Note:[/b] Lag spikes may occur when calling this method, especially on " "single-threaded builds. It is suggested to call this method while loading " "assets, where the lag spike could be masked, instead of registering the " "sample right before it needs to be played." msgstr "" "Iallach a chur ar chlárú sruth mar shampla.\n" "[b]Nóta:[/b] D’fhéadfadh spící laga tarlú agus an modh seo á ghlaoch, go " "háirithe ar thógálacha aon-snáithe. Moltar an modh seo a ghlaoch agus " "sócmhainní á lódáil, áit a bhféadfaí an spíc aga moille a chumhdach, in ionad " "an sampla a chlárú díreach sula gcaithfear é a imirt." msgid "Removes the bus at index [param index]." msgstr "Baineann sé an bus ag innéacs [param index]." msgid "" "Removes the effect at index [param effect_idx] from the bus at index [param " "bus_idx]." msgstr "" "Baintear an éifeacht ag innéacs [param effect_idx] ón mbus ag innéacs [param " "bus_idx]." msgid "Overwrites the currently used [AudioBusLayout]." msgstr "Forscríobhtar an [AudioBusLayout] a úsáidtear faoi láthair." msgid "Sets the name of the bus at index [param bus_idx] to [param name]." msgstr "Socraíonn sé ainm an bhus ag innéacs [param bus_idx] go [param name]." msgid "" "Connects the output of the bus at [param bus_idx] to the bus named [param " "send]." msgstr "" "Nascann sé aschur an bhus ag [param bus_idx] leis an mbus darb ainm [param " "send]." msgid "" "Sets the volume of the bus at index [param bus_idx] to [param volume_db]." msgstr "" "Socraíonn sé toirt an bhus ag innéacs [param bus_idx] go [param volume_db]." msgid "" "If set to [code]true[/code], all instances of [AudioStreamPlayback] will call " "[method AudioStreamPlayback._tag_used_streams] every mix step.\n" "[b]Note:[/b] This is enabled by default in the editor, as it is used by " "editor plugins for the audio stream previews." msgstr "" "Má tá sé socraithe go [code]true[/code], cuirfidh gach cás de " "[AudioStreamPlayback] glaoch ar [method AudioStreamPlayback." "_tag_used_streams] gach céim mheascáin.\n" "[b]Nóta:[/b] Tá sé seo cumasaithe de réir réamhshocraithe san eagarthóir, mar " "go n-úsáideann forlíontáin eagarthóirí é le haghaidh réamhamhairc sruthanna " "fuaime." msgid "Swaps the position of two effects in bus [param bus_idx]." msgstr "Malartaíonn sé suíomh dhá éifeacht sa bhus [param bus_idx]." msgid "" "Unlocks the audio driver's main loop. (After locking it, you should always " "unlock it.)" msgstr "" "Díghlasálann sé príomh-lúb an tiománaí fuaime. (Tar éis é a ghlasáil, ba " "cheart duit é a dhíghlasáil i gcónaí.)" msgid "Number of available audio buses." msgstr "Líon na mbusanna fuaime atá ar fáil." msgid "" "Name of the current device for audio input (see [method " "get_input_device_list]). On systems with multiple audio inputs (such as " "analog, USB and HDMI audio), this can be used to select the audio input " "device. The value [code]\"Default\"[/code] will record audio on the system-" "wide default audio input. If an invalid device name is set, the value will be " "reverted back to [code]\"Default\"[/code].\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" "Ainm an ghléis reatha le haghaidh ionchur fuaime (féach [method " "get_input_device_list]). Ar chórais a bhfuil ionchuir fuaime iolracha acu " "(amhail fuaime analógach, USB agus HDMI), is féidir é seo a úsáid chun an " "gléas ionchuir fuaime a roghnú. Déanfaidh an luach [code]\"Réamhshocrú\"[/" "code] fuaim a thaifeadadh ar an ionchur fuaime réamhshocraithe ar fud an " "chórais. Má shocraítear ainm gléis neamhbhailí, cuirfear an luach ar ais go " "[code]\"Réamhshocrú\"[/code].\n" "[b]Nóta:[/b] caithfidh [comhalta ProjectSettings.audio/driver/enable_input] a " "bheith [code]true[/code] le go n-oibreoidh ionchur fuaime. Féach freisin cur " "síos an tsocraithe sin le haghaidh caveats a bhaineann le ceadanna agus " "socruithe príobháideachais an chórais oibriúcháin." msgid "" "Name of the current device for audio output (see [method " "get_output_device_list]). On systems with multiple audio outputs (such as " "analog, USB and HDMI audio), this can be used to select the audio output " "device. The value [code]\"Default\"[/code] will play audio on the system-wide " "default audio output. If an invalid device name is set, the value will be " "reverted back to [code]\"Default\"[/code]." msgstr "" "Ainm an ghléis reatha le haghaidh aschur fuaime (féach [method " "get_output_device_list]). Ar chórais a bhfuil aschuir fuaime iolracha acu " "(amhail fuaime analógach, USB agus HDMI), is féidir é seo a úsáid chun an " "gléas aschuir fuaime a roghnú. Seinnfidh an luach [code]\"Réamhshocrú\"[/" "code] fuaim ar an aschur fuaime réamhshocraithe ar fud an chórais. Má " "shocraítear ainm gléis neamhbhailí, cuirfear an luach ar ais go " "[code]\"Réamhshocrú\"[/code]." msgid "" "Scales the rate at which audio is played (i.e. setting it to [code]0.5[/code] " "will make the audio be played at half its speed). See also [member Engine." "time_scale] to affect the general simulation speed, which is independent from " "[member AudioServer.playback_speed_scale]." msgstr "" "Scálaí an ráta ag a seinntear an fhuaim (i.e. má shocraítear go [code]0.5[/" "code] í, déanfar an fhuaim a sheinm ar leath a luais). Féach freisin [member " "Engine.time_scale] chun tionchar a imirt ar an luas insamhalta ginearálta, " "atá neamhspleách ó [comhalta AudioServer.playback_speed_scale]." msgid "Emitted when an audio bus is added, deleted, or moved." msgstr "" "Astaithe nuair a chuirtear bus fuaime leis, nuair a scriostar é nó nuair a " "bhogtar é." msgid "" "Emitted when the audio bus at [param bus_index] is renamed from [param " "old_name] to [param new_name]." msgstr "" "Astaítear é nuair a athainmnítear an bus fuaime ag [param bus_index] ó [param " "old_name] go [param new_name]." msgid "Two or fewer speakers were detected." msgstr "Braitheadh dhá chainteoir nó níos lú." msgid "A 3.1 channel surround setup was detected." msgstr "Braitheadh socrú timpeall 3.1 cainéal." msgid "A 5.1 channel surround setup was detected." msgstr "Braitheadh socrú timpeall 5.1 cainéal." msgid "A 7.1 channel surround setup was detected." msgstr "Braitheadh socrú timpeall 7.1 cainéal." msgid "" "The playback will be considered of the type declared at [member " "ProjectSettings.audio/general/default_playback_type]." msgstr "" "Breathnófar ar an athsheinm den chineál a dhearbhaítear ag [member " "ProjectSettings.audio/general/default_playback_type]." msgid "Force the playback to be considered as a stream." msgstr "Iallach a chur ar an athsheinm a mheas mar shruth." msgid "" "Force the playback to be considered as a sample. This can provide lower " "latency and more stable playback (with less risk of audio crackling), at the " "cost of having less flexibility.\n" "[b]Note:[/b] Only currently supported on the web platform.\n" "[b]Note:[/b] [AudioEffect]s are not supported when playback is considered as " "a sample." msgstr "" "Iallach a chur ar an athsheinm a mheas mar shampla. Féadann sé seo latency " "níos ísle agus athsheinm níos cobhsaí a sholáthar (le riosca níos lú de " "scáineadh fuaime), ar chostas níos lú solúbthachta.\n" "[b]Nóta:[/b] Ní thacaítear leis ach ar an ardán gréasáin faoi láthair.\n" "[b]Nóta:[/b] Ní thacaítear le [AudioEffect]s nuair a mheastar gur sampla é " "athsheinm." msgid "Represents the size of the [enum PlaybackType] enum." msgstr "Léiríonn sé méid an [enum PlaybackType] enum." msgid "Base class for audio streams." msgstr "Bunrang le haghaidh sruthanna fuaime." 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 "" "Bunrang le haghaidh sruthanna fuaime. Úsáidtear sruthanna fuaime le haghaidh " "maisíochtaí fuaime agus athsheinm ceoil, agus tacaíonn siad le formáidí " "comhaid WAV (via [AudioStreamWAV]) agus Ogg (trí [AudioStreamOggVorbis])." msgid "Audio streams" msgstr "Sruthanna fuaime" msgid "Audio Generator Demo" msgstr "Taispeántas Gineadóir Fuaime" msgid "" "Overridable method. Should return the total number of beats of this audio " "stream. Used by the engine to determine the position of every beat.\n" "Ideally, the returned value should be based off the stream's sample rate " "([member AudioStreamWAV.mix_rate], for example)." msgstr "" "Modh sáraitheach. Ba cheart líon iomlán bhuillí an tsrutha fuaime seo a " "thabhairt ar ais. Úsáidte ag an inneall chun suíomh gach buille a chinneadh.\n" "Go hidéalach, ba cheart go mbeadh an luach ar ais bunaithe ar ráta samplach " "an tsrutha ([ball AudioStreamWAV.mix_rate], mar shampla)." msgid "" "Overridable method. Should return the tempo of this audio stream, in beats " "per minute (BPM). Used by the engine to determine the position of every " "beat.\n" "Ideally, the returned value should be based off the stream's sample rate " "([member AudioStreamWAV.mix_rate], for example)." msgstr "" "Modh sáraitheach. Ba cheart luas an tsrutha fuaime seo a thabhairt ar ais, " "ina bhuillí in aghaidh an nóiméid (BPM). Úsáidte ag an inneall chun suíomh " "gach buille a chinneadh.\n" "Go hidéalach, ba cheart go mbeadh an luach ar ais bunaithe ar ráta samplach " "an tsrutha ([ball AudioStreamWAV.mix_rate], mar shampla)." msgid "" "Override this method to customize the returned value of [method get_length]. " "Should return the length of this audio stream, in seconds." msgstr "" "Sáraigh an modh seo chun an luach aischurtha de [method get_length] a " "shaincheapadh. Ba cheart fad an tsrutha fuaime seo a thabhairt ar ais, i " "soicindí." msgid "" "Return the controllable parameters of this stream. This array contains " "dictionaries with a property info description format (see [method Object." "get_property_list]). Additionally, the default value for this parameter must " "be added tho each dictionary in \"default_value\" field." msgstr "" "Tabhair ar ais paraiméadair inrialaithe an tsrutha seo. Tá foclóirí san eagar " "seo le formáid cur síos ar fhaisnéis maoine (féach [method Object." "get_property_list]). Ina theannta sin, ní mór an luach réamhshocraithe don " "pharaiméadar seo a chur le gach foclóir sa réimse \"default_value\"." msgid "" "Override this method to customize the name assigned to this audio stream. " "Unused by the engine." msgstr "" "Sáraigh an modh seo chun an t-ainm a shanntar don sruth fuaime seo a " "shaincheapadh. Gan úsáid ag an inneall." msgid "" "Override this method to customize the returned value of [method " "instantiate_playback]. Should returned a new [AudioStreamPlayback] created " "when the stream is played (such as by an [AudioStreamPlayer]).." msgstr "" "Sáraigh an modh seo chun an luach aischurtha de [method instantiate_playback] " "a shaincheapadh. Ba cheart [AudioStreamPlayback] nua a cuireadh ar ais a " "cruthaíodh nuair a sheinntear an sruth (mar shampla le [AudioStreamPlayer])." msgid "" "Override this method to customize the returned value of [method " "is_monophonic]. Should return [code]true[/code] if this audio stream only " "supports one channel." msgstr "" "Sáraigh an modh seo chun an luach aischurtha de [method is_monophonic] a " "shaincheapadh. Ba cheart [code]true[/code] a thabhairt ar ais mura dtacaíonn " "an sruth fuaime seo ach le cainéal amháin." msgid "" "Returns if the current [AudioStream] can be used as a sample. Only static " "streams can be sampled." msgstr "" "Filleann sé más féidir an sruth [AudioStream] a úsáid mar shampla. Ní féidir " "ach sruthanna statacha a shampláil." msgid "Generates an [AudioSample] based on the current stream." msgstr "Gintear [Sample Fuaime] bunaithe ar an sruth reatha." msgid "Returns the length of the audio stream in seconds." msgstr "Filleann sé fad an tsrutha fuaime i soicindí." msgid "" "Returns a newly created [AudioStreamPlayback] intended to play this audio " "stream. Useful for when you want to extend [method _instantiate_playback] but " "call [method instantiate_playback] from an internally held AudioStream " "subresource. An example of this can be found in the source code for " "[code]AudioStreamRandomPitch::instantiate_playback[/code]." msgstr "" "Filleann sé [AudioStreamPlayback] nuachruthaithe atá beartaithe leis an sruth " "fuaime seo a sheinm. Úsáideach nuair is mian leat [method " "_instantiate_playback] a shíneadh ach glaoch ar [method instantiate_playback] " "ó fho-acmhainn AudioStream atá ar siúl go hinmheánach. Tá sampla de seo le " "fáil sa chód foinseach do [code]AudioStreamRandomPitch::instantiate_playback[/" "code]." msgid "" "Returns [code]true[/code] if the stream is a collection of other streams, " "[code]false[/code] otherwise." msgstr "" "Filleann sé [code]true[/code] más bailiúchán de shruthanna eile é an sruth, " "[code]bréagach[/code] ar shlí eile." msgid "" "Returns [code]true[/code] if this audio stream only supports one channel " "([i]monophony[/i]), or [code]false[/code] if the audio stream supports two or " "more channels ([i]polyphony[/i])." msgstr "" "Filleann sé [code]true[/code] mura dtacaíonn an sruth fuaime seo ach le " "cainéal amháin ([i]monafóin[/i]), nó [code]bréagach[/code] má thacaíonn an " "sruth fuaime le dhá chainéal nó níos mó ([i] polyphony[/i])." msgid "Signal to be emitted to notify when the parameter list changed." msgstr "" "Comhartha le hastú chun fógra a thabhairt nuair a athraítear liosta na " "bparaiméadar." msgid "An audio stream with utilities for procedural sound generation." msgstr "Sruth fuaime le fóntais chun fuaim nós imeachta a ghiniúint." msgid "" "[AudioStreamGenerator] is a type of audio stream that does not play back " "sounds on its own; instead, it expects a script to generate audio data for " "it. See also [AudioStreamGeneratorPlayback].\n" "Here's a sample on how to use it to generate a sine wave:\n" "[codeblocks]\n" "[gdscript]\n" "var playback # Will hold the AudioStreamGeneratorPlayback.\n" "@onready var sample_hz = $AudioStreamPlayer.stream.mix_rate\n" "var pulse_hz = 440.0 # The frequency of the sound wave.\n" "\n" "func _ready():\n" " $AudioStreamPlayer.play()\n" " playback = $AudioStreamPlayer.get_stream_playback()\n" " fill_buffer()\n" "\n" "func fill_buffer():\n" " var phase = 0.0\n" " var increment = pulse_hz / sample_hz\n" " var frames_available = playback.get_frames_available()\n" "\n" " for i in range(frames_available):\n" " playback.push_frame(Vector2.ONE * sin(phase * TAU))\n" " phase = fmod(phase + increment, 1.0)\n" "[/gdscript]\n" "[csharp]\n" "[Export] public AudioStreamPlayer Player { get; set; }\n" "\n" "private AudioStreamGeneratorPlayback _playback; // Will hold the " "AudioStreamGeneratorPlayback.\n" "private float _sampleHz;\n" "private float _pulseHz = 440.0f; // The frequency of the sound wave.\n" "\n" "public override void _Ready()\n" "{\n" " if (Player.Stream is AudioStreamGenerator generator) // Type as a " "generator to access MixRate.\n" " {\n" " _sampleHz = generator.MixRate;\n" " Player.Play();\n" " _playback = (AudioStreamGeneratorPlayback)Player." "GetStreamPlayback();\n" " FillBuffer();\n" " }\n" "}\n" "\n" "public void FillBuffer()\n" "{\n" " double phase = 0.0;\n" " float increment = _pulseHz / _sampleHz;\n" " int framesAvailable = _playback.GetFramesAvailable();\n" "\n" " for (int i = 0; i < framesAvailable; i++)\n" " {\n" " _playback.PushFrame(Vector2.One * (float)Mathf.Sin(phase * Mathf." "Tau));\n" " phase = Mathf.PosMod(phase + increment, 1.0);\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "In the example above, the \"AudioStreamPlayer\" node must use an " "[AudioStreamGenerator] as its stream. The [code]fill_buffer[/code] function " "provides audio data for approximating a sine wave.\n" "See also [AudioEffectSpectrumAnalyzer] for performing real-time audio " "spectrum analysis.\n" "[b]Note:[/b] Due to performance constraints, this class is best used from C# " "or from a compiled language via GDExtension. If you still want to use this " "class from GDScript, consider using a lower [member mix_rate] such as 11,025 " "Hz or 22,050 Hz." msgstr "" "Is cineál srutha fuaime é [AudioStreamGenerator] nach n-imríonn fuaimeanna " "siar leis féin; ina ionad sin, tá sé ag súil le script chun sonraí fuaime a " "ghiniúint dó. Féach freisin [AudioStreamGeneratorPlayback].\n" "Seo sampla ar conas é a úsáid chun sínistonn a ghiniúint:\n" "[codeblocks]\n" "[gdscript]\n" "var playback # Sealbhófar an AudioStreamGeneratorPlayback.\n" "@onready var sample_hz = $AudioStreamPlayer.stream.mix_rate\n" "var pulse_hz = 440.0 # Minicíocht na toinne fuaime.\n" "\n" "func _ready():\n" " $AudioStreamPlayer.play()\n" " playback = $AudioStreamPlayer.get_stream_playback()\n" " fill_buffer()\n" "\n" "func fill_buffer():\n" " var phase = 0.0\n" " var increment = pulse_hz / sample_hz\n" " var frames_available = playback.get_frames_available()\n" "\n" " for i in range(frames_available):\n" " playback.push_frame(Vector2.ONE * sin(phase * TAU))\n" " phase = fmod(phase + increment, 1.0)\n" "[/gdscript]\n" "[csharp]\n" "[Export] public AudioStreamPlayer Player { get; set; }\n" "\n" "private AudioStreamGeneratorPlayback _playback; // Sealbhóidh an " "AudioStreamGeneratorPlayback.\n" "private float _sampleHz;\n" "private float _pulseHz = 440.0f; // Minicíocht na toinne fuaime.\n" "\n" "public override void _Ready()\n" "{\n" " if (Player.Stream is AudioStreamGenerator generator) // Cineál mar " "ghineadóir chun rochtain a fháil ar MixRate.\n" " {\n" " _sampleHz = generator.MixRate;\n" " Player.Play();\n" " _playback = (AudioStreamGeneratorPlayback)Player." "GetStreamPlayback();\n" " FillBuffer();\n" " }\n" "}\n" "\n" "public void FillBuffer()\n" "{\n" " double phase = 0.0;\n" " float increment = _pulseHz / _sampleHz;\n" " int framesAvailable = _playback.GetFramesAvailable();\n" "\n" " for (int i = 0; i < framesAvailable; i++)\n" " {\n" " _playback.PushFrame(Vector2.One * (float)Mathf.Sin(phase * Mathf." "Tau));\n" " phase = Mathf.PosMod(phase + increment, 1.0);\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "Sa sampla thuas, ní mór don nód \"AudioStreamPlayer\" [AudioStreamGenerator] " "a úsáid mar shruth. Soláthraíonn an fheidhm [code]fill_maolán[/code] sonraí " "fuaime chun sínistonn a chomhfhogasú.\n" "Féach freisin [AudioEffectSpectrumAnalyzer] chun anailís speictrim fuaime " "fíor-ama a dhéanamh.\n" "[b]Nóta:[/b] Mar gheall ar shrianta feidhmíochta, is fearr an aicme seo a " "úsáid ó C# nó ó theanga tiomsaithe trí GDE Extension. Má tá tú fós ag " "iarraidh an rang seo a úsáid ó GDScript, smaoinigh ar [member mix_rate] níos " "ísle a úsáid mar 11,025 Hz nó 22,050 Hz." 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 "" "Fad an mhaoláin a ghiniúint (i soicindí). Bíonn níos lú foighne mar thoradh " "ar luachanna níos ísle, ach éilíonn an script sonraí fuaime a ghiniúint níos " "tapúla, rud a fhágann go n-úsáidtear LAP méadaithe agus go mbeidh riosca níos " "mó ann maidir le scoilteadh fuaime mura féidir leis an LAP coinneáil suas." 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 "" "An ráta samplach le húsáid (i Hz). Tá níos mó éileamh ar an LAP luachanna " "níos airde a ghiniúint, ach bíonn cáilíocht níos fearr mar thoradh orthu.\n" "I gcluichí, is iad na rátaí samplacha coitianta atá in úsáid ná [code]11025[/" "code], [code]16000[/code], [code]22050[/code], [code]32000[/code], " "[code]44100[/code], agus [code]48000[/code].\n" "De réir [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]teoirim samplála Nyquist-Shannon[/" "url], níl aon difríocht cháilíochta ann d’éisteacht an duine nuair a théann " "sé thar 40,000 Hz ( mar ní féidir leis an gcuid is mó daoine ach suas le " "~20,000 Hz a chloisteáil, níos lú go minic). Má tá tú ag giniúint fuaimeanna " "níos ísle ar nós guthanna, d’fhéadfadh go mbeadh rátaí samplaí níos ísle mar " "[code]32000[/code] nó [code]22050[/code] inúsáidte gan aon chaillteanas " "cáilíochta." msgid "Plays back audio generated using [AudioStreamGenerator]." msgstr "Seinn ar ais fuaime ginte ag baint úsáide as [AudioStreamGenerator]." msgid "" "This class is meant to be used with [AudioStreamGenerator] to play back the " "generated audio in real-time." msgstr "" "Tá an rang seo i gceist le húsáid le [AudioStreamGenerator] chun an fhuaim " "ghinte a sheinm ar ais i bhfíor-am." msgid "Godot 3.2 will get new audio features" msgstr "Gheobhaidh Godot 3.2 gnéithe fuaime nua" msgid "" "Returns [code]true[/code] if a buffer of the size [param amount] can be " "pushed to the audio sample data buffer without overflowing it, [code]false[/" "code] otherwise." msgstr "" "Filleann [code]true[/code] más féidir maolán den mhéid [méid param] a bhrú " "chuig an maolán sonraí samplach fuaime gan é a chur thar maoil, " "[code]bréagach[/code] ar shlí eile." msgid "Clears the audio sample data buffer." msgstr "Glanann an maolán sonraí samplach fuaime." 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 "" "Filleann sé líon na bhfrámaí is féidir a bhrú ar an maolán sonraí samplach " "fuaime gan cur thar maoil. Más é an toradh [code]0[/code], tá an maolán lán." msgid "" "Returns the number of times the playback skipped due to a buffer underrun in " "the audio sample data. This value is reset at the start of the playback." msgstr "" "Filleann sé an líon uaireanta a sciob an t-athsheinm de bharr tearcrochtain " "maoláin i sonraí na samplaí fuaime. Athshocraítear an luach seo ag tús an " "athsheinm." msgid "" "Pushes several audio data frames to the buffer. This is usually more " "efficient than [method push_frame] in C# and compiled languages via " "GDExtension, but [method push_buffer] may be [i]less[/i] efficient in " "GDScript." msgstr "" "Brúann sé roinnt frámaí sonraí fuaime chuig an maolán. De ghnáth bíonn sé seo " "níos éifeachtaí ná [method push_frame] i C# agus teangacha tiomsaithe trí " "GDExtension, ach d'fhéadfadh [method push_buffer] a bheith [i] níos lú[/i] " "éifeachtach i GDScript." msgid "" "Pushes a single audio data frame to the buffer. This is usually less " "efficient than [method push_buffer] in C# and compiled languages via " "GDExtension, but [method push_frame] may be [i]more[/i] efficient in GDScript." msgstr "" "Brúann sé fráma sonraí fuaime amháin chuig an maolán. Is gnách nach mbíonn sé " "seo chomh héifeachtach ná [method push_buffer] i C# agus teangacha tiomsaithe " "trí GDExtension, ach d’fhéadfadh [method push_frame] a bheith [i] níos " "éifeachtaí[/i] i GDScript." msgid "" "Audio stream that can playback music interactively, combining clips and a " "transition table." msgstr "" "Sruth fuaime lenar féidir ceol a athsheinm go hidirghníomhach, a " "chomhcheanglaíonn gearrthóga agus tábla trasdula." msgid "" "This is an audio stream that can playback music interactively, combining " "clips and a transition table. Clips must be added first, and the transition " "rules via the [method add_transition]. Additionally, this stream export a " "property parameter to control the playback via [AudioStreamPlayer], " "[AudioStreamPlayer2D], or [AudioStreamPlayer3D].\n" "The way this is used is by filling a number of clips, then configuring the " "transition table. From there, clips are selected for playback and the music " "will smoothly go from the current to the new one while using the " "corresponding transition rule defined in the transition table." msgstr "" "Is sruth fuaime é seo ar féidir ceol a athsheinm go hidirghníomhach, ag " "comhcheangal gearrthóga agus tábla trasdula. Ní mór gearrthóga a chur leis ar " "dtús, agus na rialacha aistrithe tríd an [method add_transition]. Ina " "theannta sin, easpórtálann an sruth seo paraiméadar airí chun an athsheinm a " "rialú trí [AudioStreamPlayer], [AudioStreamPlayer2D], nó " "[AudioStreamPlayer3D].\n" "Is é an bealach a úsáidtear é seo trí roinnt gearrthóga a líonadh, ansin an " "tábla aistrithe a chumrú. Ón áit sin, roghnaítear gearrthóga le haghaidh " "athsheinm agus rachaidh an ceol go réidh ón sruth go dtí an ceann nua agus " "úsáid á baint as an riail aistrithe comhfhreagrach atá sainithe sa tábla " "aistrithe." msgid "" "Add a transition between two clips. Provide the indices of the source and " "destination clips, or use the [constant CLIP_ANY] constant to indicate that " "transition happens to/from any clip to this one.\n" "* [param from_time] indicates the moment in the current clip the transition " "will begin after triggered.\n" "* [param to_time] indicates the time in the next clip that the playback will " "start from.\n" "* [param fade_mode] indicates how the fade will happen between clips. If " "unsure, just use [constant FADE_AUTOMATIC] which uses the most common type of " "fade for each situation.\n" "* [param fade_beats] indicates how many beats the fade will take. Using " "decimals is allowed.\n" "* [param use_filler_clip] indicates that there will be a filler clip used " "between the source and destination clips.\n" "* [param filler_clip] the index of the filler clip.\n" "* If [param hold_previous] is used, then this clip will be remembered. This " "can be used together with [constant AUTO_ADVANCE_RETURN_TO_HOLD] to return to " "this clip after another is done playing." msgstr "" "Cuir trasdul idir dhá gearrthóg. Tabhair innéacsanna na gearrthóga foinse " "agus sprice, nó bain úsáid as an tairiseach [CLIP_ANY leanúnach] chun a chur " "in iúl go dtarlaíonn aistriú go dtí/ó ghearrthóg ar bith chuig an gceann " "seo.\n" "* Léiríonn [param from_time] an mhóimint sa ghearrthóg reatha a thosóidh an t-" "aistriú tar éis spreagtha.\n" "* Léiríonn [param to_time] an t-am sa chéad ghearrthóg eile a dtosóidh an t-" "athsheinm uaidh.\n" "* Léiríonn [param fade_mode] conas a tharlóidh an céimnithe idir gearrthóga. " "Mura bhfuil tú cinnte, bain úsáid as [FADE_AUTOMATIC seasmhach] a úsáideann " "an cineál céimnithe is coitianta do gach cás.\n" "* Léiríonn [param fade_beats] cé mhéad buille a ghlacfaidh an céimnithe. " "Ceadaítear deachúlacha a úsáid.\n" "* Léiríonn [param use_filler_clip] go n-úsáidfear gearrthóg filler idir an " "fhoinse agus gearrthóga ceann scríbe.\n" "* [param filler_clip] innéacs na gearrthóg filler.\n" "* Má úsáidtear [param hold_previous], ansin cuimhneofar ar an ngearrthóg seo. " "Is féidir é seo a úsáid in éineacht le [AUTO_ADVANCE_RETURN_TO_HOLD " "leanúnach] chun filleadh ar an ngearrthóg seo i ndiaidh a chéile a sheinm." msgid "" "Erase a transition by providing [param from_clip] and [param to_clip] clip " "indices. [constant CLIP_ANY] can be used for either argument or both." msgstr "" "Scrios trasdul trí innéacsanna gearrthóga [param from_clip] agus [param " "to_clip] a sholáthar. Is féidir [CLIP_ANY leanúnach] a úsáid le haghaidh " "argóint nó an dá rud." msgid "" "Return whether a clip has auto-advance enabled. See [method " "set_clip_auto_advance]." msgstr "" "Fill ar ais cibé an bhfuil réamhshocrú uathoibríoch cumasaithe ag gearrthóg. " "Féach ar [method set_clip_auto_advance]." msgid "" "Return the clip towards which the clip referenced by [param clip_index] will " "auto-advance to." msgstr "" "Tabhair ar ais an ghearrthóg a rachaidh an ghearrthóg dá dtagraítear ag " "[param clip_index] chun cinn go huathoibríoch chuige." msgid "Return the name of a clip." msgstr "Tabhair ar ais ainm gearrthóg." msgid "Return the [AudioStream] associated with a clip." msgstr "Tabhair ar ais an [AudioStream] a bhaineann le gearrthóg." msgid "" "Return the time (in beats) for a transition (see [method add_transition])." msgstr "" "Tabhair ar ais an t-am (i bhuille) le haghaidh trasdul (féach [method " "add_transition])." msgid "Return the mode for a transition (see [method add_transition])." msgstr "Tabhair ar ais an mód don trasdul (féach [method add_transition])." msgid "Return the filler clip for a transition (see [method add_transition])." msgstr "" "Fill an gearrthóg filler le haghaidh trasdul (féach [method add_transition])." msgid "" "Return the source time position for a transition (see [method " "add_transition])." msgstr "" "Tabhair ar ais an suíomh foinse ama le haghaidh trasdul (féach [method " "add_transition])." msgid "Return the list of transitions (from, to interleaved)." msgstr "Tabhair ar ais liosta na n-aistrithe (ó, go dtí interduilleach)." msgid "" "Return the destination time position for a transition (see [method " "add_transition])." msgstr "" "Tabhair ar ais suíomh an chinn scríbe le haghaidh trasdula (féach [method " "add_transition])." msgid "" "Return true if a given transition exists (was added via [method " "add_transition])." msgstr "" "Seol ar ais fíor má tá trasdul áirithe ann (cuireadh leis trí [method " "add_transition])." msgid "" "Return whether a transition uses the [i]hold previous[/i] functionality (see " "[method add_transition])." msgstr "" "Tabhair ar ais cibé an n-úsáideann trasdul feidhmiúlacht [i]hold previous[/i] " "(féach [method add_transition])." msgid "" "Return whether a transition uses the [i]filler clip[/i] functionality (see " "[method add_transition])." msgstr "" "Seol ar ais cibé an n-úsáideann trasdul feidhmiúlacht [i]gearrthóg filler[/i] " "(féach [method add_transition])." msgid "Set whether a clip will auto-advance by changing the auto-advance mode." msgstr "" "Socraigh cé acu an rachaidh gearrthóg ar aghaidh go huathoibríoch tríd an mód " "uathoibríoch chun cinn a athrú." msgid "" "Set the index of the next clip towards which this clip will auto advance to " "when finished. If the clip being played loops, then auto-advance will be " "ignored." msgstr "" "Socraigh innéacs an chéad ghearrthóg eile a rachaidh an ghearrthóg seo chun " "cinn go huathoibríoch chuige nuair a bheidh sé críochnaithe. Má lúbann an " "ghearrthóg atá á sheinm, ní thabharfar aird ar réamhchéim uathoibríoch." msgid "Set the name of the current clip (for easier identification)." msgstr "" "Socraigh ainm an ghearrthóg reatha (le haghaidh aitheantais níos éasca)." msgid "Set the [AudioStream] associated with the current clip." msgstr "Socraigh an [AudioStream] a bhaineann leis an ngearrthóg reatha." msgid "Amount of clips contained in this interactive player." msgstr "Méid na ngearrthóg atá san imreoir idirghníomhach seo." msgid "" "Index of the initial clip, which will be played first when this stream is " "played." msgstr "" "Innéacs an ghearrthóg tosaigh, a sheinnfear ar dtús nuair a sheinnfear an " "sruth seo." msgid "" "Start transition as soon as possible, don't wait for any specific time " "position." msgstr "" "Tosaigh an t-aistriú chomh luath agus is féidir, ná fan ar aon suíomh ama ar " "leith." msgid "Transition when the clip playback position reaches the next beat." msgstr "" "Idirbhliain nuair a shroicheann an suíomh athsheinm gearrthóg an chéad " "bhuille eile." msgid "Transition when the clip playback position reaches the next bar." msgstr "" "Idirbhliain nuair a shroicheann an suíomh athsheinm gearrthóg an barra eile." msgid "Transition when the current clip finished playing." msgstr "Idirbhliain nuair a chríochnaigh an ghearrthóg reatha ag imirt." msgid "" "Transition to the same position in the destination clip. This is useful when " "both clips have exactly the same length and the music should fade between " "them." msgstr "" "Aistriú go dtí an suíomh céanna sa ghearrthóg ceann scríbe. Tá sé seo " "úsáideach nuair a bhíonn an fad díreach céanna ag an dá ghearrthóg agus nuair " "a bhíonn an ceol céimnithe eatarthu." msgid "Transition to the start of the destination clip." msgstr "Aistriú go dtí tús an gearrthóg ceann scríbe." msgid "" "Do not use fade for the transition. This is useful when transitioning from a " "clip-end to clip-beginning, and each clip has their begin/end." msgstr "" "Ná húsáid céimnithe don aistriú. Tá sé seo úsáideach agus tú ag aistriú ó " "dheireadh gearrthóg go dtí tús gearrthóg, agus tá tús / deireadh le gach " "gearrthóg." msgid "Use a fade-in in the next clip, let the current clip finish." msgstr "" "Bain úsáid as céimnithe isteach sa chéad ghearrthóg eile, lig don ghearrthóg " "reatha críochnú." msgid "Use a fade-out in the current clip, the next clip will start by itself." msgstr "" "Bain úsáid as céimnithe sa ghearrthóg reatha, tosóidh an chéad ghearrthóg " "eile leis féin." msgid "Use a cross-fade between clips." msgstr "Bain úsáid as traschéimniú idir gearrthóga." msgid "" "Use automatic fade logic depending on the transition from/to. It is " "recommended to use this by default." msgstr "" "Úsáid loighic céimnithe uathoibríoch ag brath ar an trasdul ó/chuig. Moltar é " "seo a úsáid de réir réamhshocraithe." msgid "Disable auto-advance (default)." msgstr "Díchumasaigh réamhshocrú uathoibríoch (réamhshocraithe)." msgid "Enable auto-advance, a clip must be specified." msgstr "Cumasaigh auto-airleacan, ní mór gearrthóg a shonrú." msgid "" "Enable auto-advance, but instead of specifying a clip, the playback will " "return to hold (see [method add_transition])." msgstr "" "Cumasaigh uath-chun cinn, ach in ionad gearrthóg a shonrú, fillfidh an " "athsheinm ar shealbhú (féach [method add_transition])." msgid "" "This constant describes that any clip is valid for a specific transition as " "either source or destination." msgstr "" "Cuireann an tairiseach seo síos go bhfuil aon ghearrthóg bailí le haghaidh " "trasdul sonrach mar fhoinse nó mar cheann scríbe." msgid "Plays real-time audio input data." msgstr "Imríonn sonraí ionchuir fuaime fíor-ama." msgid "" "When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] " "plays back microphone input in real-time. This can be used in conjunction " "with [AudioEffectCapture] to process the data or save it.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" "Nuair a úsáidtear é go díreach i nód [AudioStreamPlayer], imríonn " "[AudioStreamMicrophone] ionchur micreafón ar ais i bhfíor-am. Is féidir é seo " "a úsáid i gcomhar le [AudioEffectCapture] chun na sonraí a phróiseáil nó chun " "iad a shábháil.\n" "[b]Nóta:[/b] caithfidh [comhalta ProjectSettings.audio/driver/enable_input] a " "bheith [code]true[/code] le go n-oibreoidh ionchur fuaime. Féach freisin cur " "síos an tsocraithe sin le haghaidh caveats a bhaineann le ceadanna agus " "socruithe príobháideachais an chórais oibriúcháin." msgid "Audio Mic Record Demo" msgstr "Taifid Fuaime Mic" msgid "MP3 audio stream driver." msgstr "Tiománaí fuaime MP3 sruth." msgid "" "MP3 audio stream driver. See [member data] if you want to load an MP3 file at " "run-time." msgstr "" "Tiománaí fuaime MP3 sruth. Féach ar [sonraí ball] más mian leat comhad MP3 a " "luchtú ag am rite." 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 "" "Tá na sonraí fuaime i mbearta.\n" "Is féidir leat comhad a lódáil gan a bheith ort é a iompórtáil roimh ré leis " "an mblúire cód thíos. Coinnigh i gcuimhne go lódálann an blúire seo an comhad " "iomlán i gcuimhne agus b’fhéidir nach mbeadh sé oiriúnach do chomhaid " "ollmhóra (na céadta meigibheart nó níos mó).\n" "[codeblocks]\n" "[gdscript]\n" "func load_mp3(cosán):\n" " var comhad = FileAccess.open(conair, FileAccess.READ)\n" " var sound = AudioStreamMP3.new()\n" " sound.data = file.get_buffer(file.get_length())\n" " fuaime ar ais\n" "[/gdscript]\n" "[csharp]\n" "poiblí AudioStreamMP3 LoadMP3 (cosán teaghrán)\n" "{\n" " ag baint úsáide as comhad var = FileAccess.Open(conair, FileAccess." "ModeFlags.Read);\n" " var sound = nua AudioStreamMP3();\n" " sound.Data = comhad.GetBuffer(comhad.GetLength());\n" " ais fuaime;\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" "If [code]true[/code], the stream will automatically loop when it reaches the " "end." msgstr "" "Más [code]true[/code], lúbfaidh an sruth go huathoibríoch nuair a shroichfidh " "sé an deireadh." msgid "Time in seconds at which the stream starts after being looped." msgstr "Am i soicindí ag a dtosaíonn an sruth tar éis a bheith lúbtha." msgid "A class representing an Ogg Vorbis audio stream." msgstr "Rang a dhéanann ionadaíocht ar shruth fuaime Ogg Vorbis." msgid "" "The AudioStreamOggVorbis class is a specialized [AudioStream] for handling " "Ogg Vorbis file formats. It offers functionality for loading and playing back " "Ogg Vorbis files, as well as managing looping and other playback properties. " "This class is part of the audio stream system, which also supports WAV files " "through the [AudioStreamWAV] class." msgstr "" "Is [AudioStream] speisialaithe é an rang AudioStreamOggVorbis chun formáidí " "comhaid Ogg Vorbis a láimhseáil. Cuireann sé feidhmiúlacht ar fáil chun " "comhaid Ogg Vorbis a luchtú agus a sheinm ar ais, chomh maith le lúbadh agus " "airíonna athsheinm eile a bhainistiú. Tá an rang seo mar chuid den chóras " "sruth fuaime, a thacaíonn freisin le comhaid WAV tríd an rang " "[AudioStreamWAV]." msgid "Runtime file loading and saving" msgstr "Comhad ama rite á luchtú agus á shábháil" msgid "" "Creates a new AudioStreamOggVorbis instance from the given buffer. The buffer " "must contain Ogg Vorbis data." msgstr "" "Cruthaítear sampla nua AudioStreamOggVorbis ón maolán a thugtar. Caithfidh " "sonraí Ogg Vorbis a bheith sa mhaolán." msgid "" "Creates a new AudioStreamOggVorbis instance from the given file path. The " "file must be in Ogg Vorbis format." msgstr "" "Cruthaíonn sé sampla nua AudioStreamOggVorbis ón gcosán comhaid a thugtar. " "Caithfidh an comhad a bheith i bhformáid Ogg Vorbis." msgid "" "If [code]true[/code], the audio will play again from the specified [member " "loop_offset] once it is done playing. Useful for ambient sounds and " "background music." msgstr "" "Más [code]true[/code], seinnfidh an fhuaim arís ón [member loop_offset] " "sonraithe nuair a bheidh sé críochnaithe ag imirt. Úsáideach le haghaidh " "fuaimeanna comhthimpeallacha agus ceol cúlra." msgid "Contains the raw Ogg data for this stream." msgstr "Tá na sonraí Ogg amh don sruth seo." msgid "Meta class for playing back audio." msgstr "Meta-rang le haghaidh seinm fuaime ar ais." msgid "" "Can play, loop, pause a scroll through audio. See [AudioStream] and " "[AudioStreamOggVorbis] for usage." msgstr "" "Is féidir scrolláil trí fhuaim a imirt, a lúbadh, a chur ar sos. Féach " "[AudioStream] agus [AudioStreamOggVorbis] le húsáid." msgid "" "Overridable method. Should return how many times this audio stream has " "looped. Most built-in playbacks always return [code]0[/code]." msgstr "" "Modh sáraitheach. Ba cheart go gcuirfí ar ais cé mhéad uair a lúb an sruth " "fuaime seo. Tugann formhór na n-athsheinm ionsuite ar ais [code]0[/code] i " "gcónaí." msgid "" "Return the current value of a playback parameter by name (see [method " "AudioStream._get_parameter_list])." msgstr "" "Tabhair ar ais luach reatha paraiméadar athsheinm de réir ainm (féach [method " "AudioStream._get_parameter_list])." msgid "" "Overridable method. Should return the current progress along the audio " "stream, in seconds." msgstr "" "Modh sáraitheach. Ba cheart an dul chun cinn reatha a thabhairt ar ais feadh " "an tsrutha fuaime, i soicindí." msgid "" "Overridable method. Should return [code]true[/code] if this playback is " "active and playing its audio stream." msgstr "" "Modh sáraitheach. Ba cheart [code]true[/code] a thabhairt ar ais má tá an t-" "athsheinm seo gníomhach agus a sruth fuaime á sheinm." msgid "" "Override this method to customize how the audio stream is mixed. This method " "is called even if the playback is not active.\n" "[b]Note:[/b] It is not useful to override this method in GDScript or C#. Only " "GDExtension can take advantage of it." msgstr "" "Sáraigh an modh seo chun an chaoi a mheascadh an sruth fuaime a " "shaincheapadh. Tugtar an modh seo fiú mura bhfuil an athsheinm gníomhach.\n" "[b]Nóta:[/b] Níl sé úsáideach an modh seo a shárú in GDScript nó C#. Ní " "féidir ach le GDEExtension leas a bhaint as." msgid "" "Override this method to customize what happens when seeking this audio stream " "at the given [param position], such as by calling [method AudioStreamPlayer." "seek]." msgstr "" "Sáraigh an modh seo chun an méid a tharlaíonn nuair a bhíonn an sruth fuaime " "seo á lorg ag an [suíomh param] tugtha a shaincheapadh, mar shampla trí " "ghlaoch a chur ar [method AudioStreamPlayer.seek]." msgid "" "Set the current value of a playback parameter by name (see [method " "AudioStream._get_parameter_list])." msgstr "" "Socraigh luach reatha paraiméadar athsheinm de réir ainm (féach [method " "AudioStream._get_parameter_list])." msgid "" "Override this method to customize what happens when the playback starts at " "the given position, such as by calling [method AudioStreamPlayer.play]." msgstr "" "Sáraigh an modh seo chun an méid a tharlaíonn nuair a thosaíonn an t-" "athsheinm ag an suíomh tugtha a shaincheapadh, mar shampla trí ghlaoch a chur " "ar [method AudioStreamPlayer.play]." msgid "" "Override this method to customize what happens when the playback is stopped, " "such as by calling [method AudioStreamPlayer.stop]." msgstr "" "Sáraigh an modh seo chun an méid a tharlaíonn nuair a stoptar an t-athsheinm " "a shaincheapadh, mar shampla trí ghlaoch a chur ar [method AudioStreamPlayer." "stop]." msgid "" "Overridable method. Called whenever the audio stream is mixed if the playback " "is active and [method AudioServer.set_enable_tagging_used_audio_streams] has " "been set to [code]true[/code]. Editor plugins may use this method to \"tag\" " "the current position along the audio stream and display it in a preview." msgstr "" "Modh sáraitheach. Glaoitear air aon uair a mheasctar an sruth fuaime má tá an " "t-athsheinm gníomhach agus má tá [method AudioServer." "set_enable_tagging_used_audio_streams] socraithe go [code]true[/code]. Is " "féidir le forlíontáin eagarthóirí an modh seo a úsáid chun \"clib\" a " "dhéanamh ar an suíomh reatha feadh an tsrutha fuaime agus é a thaispeáint i " "réamhamharc." msgid "" "Returns the [AudioSamplePlayback] associated with this [AudioStreamPlayback] " "for playing back the audio sample of this stream." msgstr "" "Filleann sé an [AudioSamplePlayback] a bhaineann leis an " "[AudioStreamPlayback] seo chun sampla fuaime an tsrutha seo a sheinm siar." msgid "" "Associates [AudioSamplePlayback] to this [AudioStreamPlayback] for playing " "back the audio sample of this stream." msgstr "" "Comhlach [AudioSamplePlayback] don [AudioStreamPlayback] seo chun sampla " "fuaime an tsrutha seo a sheinm siar." msgid "Playback component of [AudioStreamInteractive]." msgstr "Comhpháirt athsheinm de [AudioStreamInteractive]." msgid "" "Playback component of [AudioStreamInteractive]. Contains functions to change " "the currently played clip." msgstr "" "Comhpháirt athsheinm de [AudioStreamInteractive]. Tá feidhmeanna ann chun an " "gearrthóg a imrítear faoi láthair a athrú." msgid "Switch to a clip (by index)." msgstr "Athraigh go gearrthóg (de réir innéacs)." msgid "Switch to a clip (by name)." msgstr "Athraigh go gearrthóg (de réir ainm)." msgid "Playback class used for [AudioStreamPlaylist]." msgstr "Rang athsheinm a úsáidtear le haghaidh [AudioStreamPlaylist]." msgid "Playback instance for [AudioStreamPolyphonic]." msgstr "Sampla athsheinm le haghaidh [AudioStreamPolyphonic]." 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 "" "Sampla athsheinm le haghaidh [AudioStreamPolyphonic]. Tar éis an t-airí " "[code]srutha[/code] de [AudioStreamPlayer], [AudioStreamPlayer2D], nó " "[AudioStreamPlayer3D], a shocrú, is féidir an ásc athsheinm a fháil trí ghlao " "a chur ar [method AudioStreamPlayer.get_stream_playback], [method " "AudioStreamPlayer2D.get_stream_methodback] nó [method AudioStreamPlayer2D." "get_stream_methodback] Modhanna AudioStreamPlayer3D.get_stream_playback]." msgid "" "Return true whether the stream associated with an integer ID is still " "playing. Check [method play_stream] for information on when this ID becomes " "invalid." msgstr "" "Fill fíor cibé an bhfuil an sruth a bhaineann le haitheantas slánuimhir fós " "ag imirt. Seiceáil [method play_stream] le haghaidh faisnéise maidir le " "cathain a éiríonn an t-aitheantas seo neamhbhailí." msgid "" "Play an [AudioStream] at a given offset, volume, pitch scale, playback type, " "and bus. Playback starts immediately.\n" "The return value is a unique integer ID that is associated to this playback " "stream and which can be used to control it.\n" "This ID becomes invalid when the stream ends (if it does not loop), when the " "[AudioStreamPlaybackPolyphonic] is stopped, or when [method stop_stream] is " "called.\n" "This function returns [constant INVALID_ID] if the amount of streams " "currently playing equals [member AudioStreamPolyphonic.polyphony]. If you " "need a higher amount of maximum polyphony, raise this value." msgstr "" "Seinn [Sruth Fuaime] ar fhritháireamh, toirt, scála páirce, cineál athsheinm, " "agus bus. Tosaíonn athsheinm láithreach.\n" "Is ionann an luach aischuir agus aitheantas slánuimhir uathúil a bhaineann " "leis an sruth athsheinm seo agus is féidir a úsáid chun é a rialú.\n" "Éiríonn an t-aitheantas seo neamhbhailí nuair a chríochnaíonn an sruth (mura " "lúbann sé), nuair a stoptar an [AudioStreamPlaybackPolyphonic], nó nuair a " "ghlaoitear [method stop_stream].\n" "Filleann an fheidhm seo [INVALID_ID leanúnach] más ionann an méid sruthanna " "atá á imirt faoi láthair [comhalta AudioStreamPolyphonic.polyphony]. Má " "theastaíonn uasmhéid polyphony uait, ardaigh an luach seo." msgid "" "Change the stream pitch scale. The [param stream] argument is an integer ID " "returned by [method play_stream]." msgstr "" "Athraigh scála pháirc an tsrutha. Aitheantas slánuimhir atá san argóint " "[param stream] arna chur ar ais ag [method play_stream]." msgid "" "Change the stream volume (in db). The [param stream] argument is an integer " "ID returned by [method play_stream]." msgstr "" "Athraigh toirt an tsrutha (i db). Aitheantas slánuimhir atá san argóint " "[param stream] arna chur ar ais ag [method play_stream]." 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 "" "Stop sruth. Is éard atá san argóint [param stream] ID slánuimhir a sheoltar " "ar ais ag [method play_stream], a thagann chun bheith neamhbhailí tar éis an " "fheidhm seo a ghlaoch." msgid "" "Returned by [method play_stream] in case it could not allocate a stream for " "playback." msgstr "" "Ar ais ag [method play_stream] ar eagla nach bhféadfadh sé sruth a " "leithdháileadh le haghaidh athsheinm." msgid "A node for audio playback." msgstr "Nód le haghaidh athsheinm fuaime." msgid "" "The [AudioStreamPlayer] node plays an audio stream non-positionally. It is " "ideal for user interfaces, menus, or background music.\n" "To use this node, [member stream] needs to be set to a valid [AudioStream] " "resource. Playing more than one sound at the same time is also supported, see " "[member max_polyphony].\n" "If you need to play audio at a specific position, use [AudioStreamPlayer2D] " "or [AudioStreamPlayer3D] instead." msgstr "" "Imríonn an nód [AudioStreamPlayer] sruth fuaime go neamhshuíomh. Tá sé " "oiriúnach do chomhéadain úsáideora, biachláir, nó ceol cúlra.\n" "Chun an nód seo a úsáid, ní mór [sruth ball] a shocrú mar acmhainn bhailí " "[AudioStream]. Tacaítear freisin le níos mó ná fuaim amháin a sheinm ag an am " "céanna, féach [comhalta max_polyphony].\n" "Más gá duit fuaim a sheinm ag suíomh ar leith, úsáid [AudioStreamPlayer2D] nó " "[AudioStreamPlayer3D] ina ionad sin." msgid "" "Returns the position in the [AudioStream] of the latest sound, in seconds. " "Returns [code]0.0[/code] if no sounds are playing.\n" "[b]Note:[/b] The position is not always accurate, as the [AudioServer] does " "not mix audio every processed frame. To get more accurate results, add " "[method AudioServer.get_time_since_last_mix] to the returned position." msgstr "" "Filleann sé suíomh na fuaime is déanaí sa [AudioStream], i soicindí. Filleann " "sé [code]0.0[/code] mura bhfuil aon fhuaim ag seinnt.\n" "[b]Nóta:[/b] Ní bhíonn an suíomh cruinn i gcónaí, mar ní mheascann an " "[Fuaimfhreastalaí] fuaim gach fráma próiseáilte. Chun torthaí níos cruinne a " "fháil, cuir [method AudioServer.get_time_since_last_mix] leis an suíomh a " "cuireadh ar ais." msgid "" "Returns the latest [AudioStreamPlayback] of this node, usually the most " "recently created by [method play]. If no sounds are playing, this method " "fails and returns an empty playback." msgstr "" "Seoltar ar ais an [AudioStreamPlayback] is déanaí den nód seo, go hiondúil an " "ceann is deireanaí a chruthaigh [method imirt]. Mura bhfuil aon fhuaim ag " "seinm, teipeann ar an modh seo agus cuireann sé athsheinm folamh ar ais." msgid "" "Returns [code]true[/code] if any sound is active, even if [member " "stream_paused] is set to [code]true[/code]. See also [member playing] and " "[method get_stream_playback]." msgstr "" "Filleann sé [code]true[/code] má tá aon fhuaim gníomhach, fiú má tá " "[code]true[/code] socraithe go [code]. Féach freisin [ball ag imirt] agus " "[method get_stream_playback]." msgid "" "Plays a sound from the beginning, or the given [param from_position] in " "seconds." msgstr "" "Seinneann sé fuaim ón tús, nó an [param from_position] a thugtar i soicindí." msgid "" "Restarts all sounds to be played from the given [param to_position], in " "seconds. Does nothing if no sounds are playing." msgstr "" "Atosaíonn sé gach fuaim atá le seinn ón [param to_position] tugtha, i " "soicindí. Ní dhéanann sé rud ar bith mura bhfuil aon fhuaim ag seinm." msgid "Stops all sounds from this node." msgstr "Stopann sé gach fuaim ón nód seo." msgid "" "If [code]true[/code], this node calls [method play] when entering the tree." msgstr "" "Más [code]true[/code], glaonn an nód seo [imirt modh] agus tú ag dul isteach " "sa chrann." msgid "" "The target bus name. All sounds from this node will be playing on this bus.\n" "[b]Note:[/b] At runtime, if no bus with the given name exists, all sounds " "will fall back on [code]\"Master\"[/code]. See also [method AudioServer." "get_bus_name]." msgstr "" "Ainm an bhus sprice. Beidh gach fuaim ón nód seo ag seinm ar an mbus seo.\n" "[b]Nóta:[/b] Ag am rite, mura bhfuil aon bhus ann leis an ainm tugtha, " "titfidh gach fuaim ar ais ar [code]\"Máistir\"[/code]. Féach freisin [method " "AudioServer.get_bus_name]." msgid "" "The maximum number of sounds this node can play at the same time. Calling " "[method play] after this value is reached will cut off the oldest sounds." msgstr "" "An líon uasta fuaimeanna is féidir leis an nód seo a imirt ag an am céanna. " "Má chuirtear glaoch ar [imirt modha] tar éis an luach seo a bhaint amach, " "gearrfar na fuaimeanna is sine amach." msgid "" "The mix target channels, as one of the [enum MixTarget] constants. Has no " "effect when two speakers or less are detected (see [enum AudioServer." "SpeakerMode])." msgstr "" "Na spriocbhealaí meascáin, mar cheann de na tairisigh [enum MixTarget]. Níl " "aon éifeacht leis nuair a bhraitear dhá chainteoir nó níos lú (féach [enum " "AudioServer.SpeakerMode])." msgid "" "The audio's pitch and tempo, as a multiplier of the [member stream]'s sample " "rate. A value of [code]2.0[/code] doubles the audio's pitch, while a value of " "[code]0.5[/code] halves the pitch." msgstr "" "Tuinairde agus luas na fuaime, mar iolraitheoir de ráta samplach an [sruth " "ball]. Déanann luach [code]2.0[/code] airde na fuaime a dhúbailt, agus " "leathnaíonn luach [code]0.5[/code] an pháirc." msgid "" "The playback type of the stream player. If set other than to the default " "value, it will force that playback type." msgstr "" "Cineál athsheinm an imreora srutha. Má shocraítear é seachas an luach " "réamhshocraithe, cuirfidh sé an cineál athsheinm sin i bhfeidhm." msgid "" "If [code]true[/code], this node is playing sounds. Setting this property has " "the same effect as [method play] and [method stop]." msgstr "" "Más [code]true[/code], tá an nód seo ag seinm fuaimeanna. Tá an éifeacht " "chéanna ag socrú an airí seo agus atá [imirt modha] agus [stad modha]." msgid "" "The [AudioStream] resource to be played. Setting this property stops all " "currently playing sounds. If left empty, the [AudioStreamPlayer] does not " "work." msgstr "" "An acmhainn [AudioStream] a sheinm. Nuair a shocraítear an t-airí seo stopann " "gach fuaim atá á sheinm faoi láthair. Má fhágtar folamh é, ní oibríonn an " "[AudioStreamPlayer]." msgid "" "If [code]true[/code], the sounds are paused. Setting [member stream_paused] " "to [code]false[/code] resumes all sounds.\n" "[b]Note:[/b] This property is automatically changed when exiting or entering " "the tree, or this node is paused (see [member Node.process_mode])." msgstr "" "Más [code]true[/code], cuirtear na fuaimeanna ar sos. Má shocraítear [ball " "stream_sos] go [code]bréagach[/code], athdhéanfar gach fuaim.\n" "[b]Nóta:[/b] Athraítear an t-airí seo go huathoibríoch agus tú ag imeacht nó " "ag dul isteach sa chrann, nó tá an nód seo ar sos (féach [member Node." "process_mode])." msgid "" "Volume of sound, in decibel. This is an offset of the [member stream]'s " "volume.\n" "[b]Note:[/b] To convert between decibel and linear energy (like most volume " "sliders do), use [method @GlobalScope.db_to_linear] and [method @GlobalScope." "linear_to_db]." msgstr "" "Toirt fuaime, i ndeicibeilí. Is fritháireamh é seo ar thoirt an [sruth " "ball].\n" "[b] Nóta:[/b] Chun tiontú idir decibeil agus fuinneamh líneach (mar a " "dhéanann an chuid is mó de na sleamhnáin toirte), úsáid [method @GlobalScope." "db_to_linear] agus [method @GlobalScope.linear_to_db]." msgid "" "Emitted when a sound finishes playing without interruptions. This signal is " "[i]not[/i] emitted when calling [method stop], or when exiting the tree while " "sounds are playing." msgstr "" "Astaítear nuair a chríochnaíonn fuaim ag seinm gan bhriseadh. Ní astaítear an " "comhartha seo [i][/i] nuair a ghlaonn tú ar [stad modha], nó nuair a fhágann " "sé an crann agus fuaimeanna á seinm." msgid "The audio will be played only on the first channel. This is the default." msgstr "" "Seinnfear an fhuaim ar an gcéad chainéal amháin. Is é seo an réamhshocrú." msgid "The audio will be played on all surround channels." msgstr "Seinnfear an fhuaim ar gach cainéal timpeallaithe." msgid "" "The audio will be played on the second channel, which is usually the center." msgstr "Seinnfear an fhuaim ar an dara cainéal, arb é an t-ionad de ghnáth é." msgid "Plays positional sound in 2D space." msgstr "Seinneann sé fuaim suímh sa spás 2D." msgid "" "Plays audio that is attenuated with distance to the listener.\n" "By default, audio is heard from the screen center. This can be changed by " "adding an [AudioListener2D] node to the scene and enabling it by calling " "[method AudioListener2D.make_current] on it.\n" "See also [AudioStreamPlayer] to play a sound non-positionally.\n" "[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio " "output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set " "[member volume_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" "Seinneann sé fuaim atá maolaithe le fad ón éisteoir.\n" "De réir réamhshocraithe, cloistear fuaime ó lár an scáileáin. Is féidir é seo " "a athrú trí nód [AudioListener2D] a chur leis an radharc agus é a chumasú trí " "ghlaoch a chur ar [method AudioListener2D.make_current] air.\n" "Féach freisin [AudioStreamPlayer] chun fuaim a sheinm go neamhshuíomh.\n" "[b]Nóta:[/b] Má chuirtear nód [AudioStreamPlayer2D] i bhfolach, ní " "dhíchumasaítear a aschur fuaime. Chun aschur fuaime [AudioStreamPlayer2D] a " "dhíchumasú go sealadach, socraigh [member volume_db] ar luach an-íseal amhail " "[code]-100[/code] (nach bhfuil inchloiste don éisteacht daonna)." msgid "Returns the position in the [AudioStream]." msgstr "Filleann sé an suíomh sa [AudioStream]." msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer2D]." msgstr "" "Filleann sé an oibiacht [AudioStreamPlayback] a bhaineann leis an " "[AudioStreamPlayer2D] seo." msgid "" "Returns whether the [AudioStreamPlayer] can return the [AudioStreamPlayback] " "object or not." msgstr "" "Filleann sé cé acu an féidir leis an [AudioStreamPlayer] an réad " "[AudioStreamPlayback] a thabhairt ar ais nó nach féidir." msgid "" "Queues the audio to play on the next physics frame, from the given position " "[param from_position], in seconds." msgstr "" "scuainíonn sé an fhuaim le seinnt ar an gcéad fhráma fisice eile, ón suíomh " "tugtha [param from_position], i soicindí." msgid "Sets the position from which audio will be played, in seconds." msgstr "Socraíonn sé an suíomh óna seinnfear an fhuaim, i soicindí." msgid "Stops the audio." msgstr "Stopann an fhuaim." 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 "" "Cinneann sé cé na sraitheanna [Area2D] a théann i bhfeidhm ar an bhfuaim le " "haghaidh maisíochtaí aisfhuaime agus fuaime bus. Is féidir limistéir a úsáid " "chun [AudioStream]s a atreorú ionas go n-imríonn siad i mbus fuaime áirithe. " "Sampla de conas a d’fhéadfá é seo a úsáid is ea limistéar “uisce” a dhéanamh " "ionas go n-atreoraítear fuaimeanna a sheinntear san uisce trí bhus fuaime le " "go mbeidh siad in ann iad a sheinm faoin uisce." msgid "The volume is attenuated over distance with this as an exponent." msgstr "Déantar an toirt a mhaolú thar achar agus é seo mar easpónant." msgid "If [code]true[/code], audio plays when added to scene tree." msgstr "" "Más [code]true[/code], imrítear an fhuaim nuair a chuirtear leis an gcrann " "radhairc é." 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 "" "Bus ar a bhfuil an fhuaim seo á sheinm.\n" "[b]Nóta:[/b] Agus an t-airí seo á shocrú, cuimhnigh nach ndéantar aon " "bhailíochtú féachaint an bhfuil an t-ainm tugtha ar aon dul le bus atá ann " "cheana féin. Tá sé seo amhlaidh toisc go bhféadfaí leagan amach busanna " "fuaime a luchtú tar éis an t-airí seo a shocrú. Murar féidir an t-ainm tugtha " "seo a réiteach ag am rite, tiocfaidh sé ar ais go [code]\"Máistir\"[/code]." msgid "Maximum distance from which audio is still hearable." msgstr "Uasfhad óna bhfuil an fhuaim fós le cloisteáil." msgid "" "The maximum number of sounds this node can play at the same time. Playing " "additional sounds after this value is reached will cut off the oldest sounds." msgstr "" "An líon uasta fuaimeanna is féidir leis an nód seo a imirt ag an am céanna. " "Má sheintear fuaimeanna breise tar éis an luach seo a bhaint amach, gearrfar " "na fuaimeanna is sine amach." msgid "" "Scales the panning strength for this node by multiplying the base [member " "ProjectSettings.audio/general/2d_panning_strength] with this factor. Higher " "values will pan audio from left to right more dramatically than lower values." msgstr "" "Scálaí an neart panning don nód seo tríd an bonn [comhalta ProjectSettings." "audio/general/2d_panning_strength] a iolrú leis an bhfachtóir seo. Déanfaidh " "luachanna níos airde panáil fuaime ó chlé go deas níos suntasaí ná luachanna " "níos ísle." msgid "" "The pitch and the tempo of the audio, as a multiplier of the audio sample's " "sample rate." msgstr "" "Tuinairde agus luas na fuaime, mar iolraitheoir ar ráta sampla an tsampla " "fuaime." msgid "" "If [code]true[/code], audio is playing or is queued to be played (see [method " "play])." msgstr "" "Más [code]true[/code], tá an fhuaim ag seinnt nó á ciúáil le seinm (féach " "[seinn modh])." msgid "The [AudioStream] object to be played." msgstr "An réad [AudioStream] le seinnt." msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[member stream_paused] to [code]false[/code]." msgstr "" "Más [code]true[/code], cuirtear an t-athsheinm ar sos. Is féidir leat é a " "atosú trí [member stream_paused] a shocrú go [code]false[/code]." msgid "Base volume before attenuation." msgstr "Bunmhéid roimh mhaolú." msgid "Emitted when the audio stops playing." msgstr "Astaithe nuair a stopann an fhuaim ag seinm." msgid "Plays positional sound in 3D space." msgstr "Seinneann sé fuaim suímh sa spás 3D." msgid "" "Plays audio with positional sound effects, based on the relative position of " "the audio listener. Positional effects include distance attenuation, " "directionality, and the Doppler effect. For greater realism, a low-pass " "filter is applied to distant sounds. This can be disabled by setting [member " "attenuation_filter_cutoff_hz] to [code]20500[/code].\n" "By default, audio is heard from the camera position. This can be changed by " "adding an [AudioListener3D] node to the scene and enabling it by calling " "[method AudioListener3D.make_current] on it.\n" "See also [AudioStreamPlayer] to play a sound non-positionally.\n" "[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio " "output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set " "[member volume_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" "Seinneann sé fuaim le maisíochtaí fuaime suímh, bunaithe ar shuíomh " "coibhneasta an éisteoir fuaime. I measc na n-iarmhairtí dearfacha tá achar " "tanúcháin, treo, agus éifeacht Doppler. Ar mhaithe le réalachas níos fearr, " "cuirtear scagaire pas íseal i bhfeidhm ar fhuaimeanna i bhfad i gcéin. Is " "féidir é seo a dhíchumasú trí [member attenuation_filter_cutoff_hz] a shocrú " "go [code]20500[/code].\n" "De réir réamhshocraithe, cloistear fuaime ó shuíomh an cheamara. Is féidir é " "seo a athrú trí nód [AudioListener3D] a chur leis an ardán agus é a chumasú " "trí ghlaoch a chur ar [method AudioListener3D.make_current] air.\n" "Féach freisin [AudioStreamPlayer] chun fuaim a sheinm go neamhshuíomh.\n" "[b]Nóta:[/b] Má chuirtear nód [AudioStreamPlayer3D] i bhfolach, ní " "dhíchumasaítear a aschur fuaime. Chun aschur fuaime [AudioStreamPlayer3D] a " "dhíchumasú go sealadach, socraigh [member volume_db] ar luach an-íseal mar " "[code]-100[/code] (nach bhfuil inchloiste don éisteacht daonna)." msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer3D]." msgstr "" "Filleann sé an oibiacht [AudioStreamPlayback] a bhaineann leis an " "[AudioStreamPlayer3D] seo." msgid "" "Determines which [Area3D] 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 "" "Cinneann sé cé na sraitheanna [Area3D] a théann i bhfeidhm ar an bhfuaim le " "haghaidh maisíochtaí aisfhuaime agus fuaime bus. Is féidir limistéir a úsáid " "chun [AudioStream]s a atreorú ionas go n-imríonn siad i mbus fuaime áirithe. " "Sampla de conas a d’fhéadfá é seo a úsáid is ea limistéar “uisce” a dhéanamh " "ionas go n-atreoraítear fuaimeanna a sheinntear san uisce trí bhus fuaime le " "go mbeidh siad in ann iad a sheinm faoin uisce." msgid "" "The cutoff frequency of the attenuation low-pass filter, in Hz. A sound above " "this frequency is attenuated more than a sound below this frequency. To " "disable this effect, set this to [code]20500[/code] as this frequency is " "above the human hearing limit." msgstr "" "Minicíocht scoite an scagaire íseal-pas tanúcháin, i Hz. Déantar fuaim os " "cionn na minicíochta seo a mhaolú níos mó ná fuaim faoin minicíocht seo. Chun " "an éifeacht seo a dhíchumasú, socraigh go [code]20500[/code] é toisc go " "bhfuil an mhinicíocht seo os cionn na teorann éisteachta daonna." msgid "Amount how much the filter affects the loudness, in decibels." msgstr "" "Méid cé mhéad a théann an scagaire i bhfeidhm ar an treise, i ndeicibeilí." msgid "" "Decides if audio should get quieter with distance linearly, quadratically, " "logarithmically, or not be affected by distance, effectively disabling " "attenuation." msgstr "" "Socraíonn sé ar cheart don fhuaim éirí níos ciúine agus achar go líneach, go " "cearnach, go logartamach, nó gan a bheith faoi thionchar an achair, rud a " "dhíchumasaíonn caolú go héifeachtach." msgid "" "If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added " "to scene tree." msgstr "" "Más [code]true[/code], imrítear an fhuaim nuair a chuirtear nód " "AudioStreamPlayer3D leis an gcrann radhairc." 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 "" "An bus ar a bhfuil an fhuaim seo á sheinm.\n" "[b]Nóta:[/b] Agus an t-airí seo á shocrú, cuimhnigh nach ndéantar aon " "bhailíochtú féachaint an bhfuil an t-ainm tugtha ar aon dul le bus atá ann " "cheana féin. Tá sé seo amhlaidh toisc go bhféadfaí leagan amach busanna " "fuaime a luchtú tar éis an t-airí seo a shocrú. Mura féidir an t-ainm tugtha " "seo a réiteach ag am rite, tiocfaidh sé ar ais go [code]\"Máistir\"[/code]." msgid "Decides in which step the Doppler effect should be calculated." msgstr "Socraíonn sé cén chéim ar cheart éifeacht Doppler a ríomh." msgid "The angle in which the audio reaches a listener unattenuated." msgstr "An uillinn ina sroicheann an fhuaim éisteoir gan mhaolú." msgid "" "If [code]true[/code], the audio should be attenuated according to the " "direction of the sound." msgstr "" "Más [code]true[/code], ba cheart an fhuaim a mhaolú de réir treo na fuaime." msgid "" "Attenuation factor used if listener is outside of [member " "emission_angle_degrees] and [member emission_angle_enabled] is set, in " "decibels." msgstr "" "Fachtóir tanúcháin a úsáidtear má tá an éisteoir lasmuigh de [member " "emission_angle_degrees] agus [member emission_angle_enabled] socraithe, i " "ndeicibeilí." msgid "Sets the absolute maximum of the sound level, in decibels." msgstr "Socraíonn sé uasmhéid iomlán an leibhéil fuaime, i ndeicibeilí." msgid "" "The distance past which the sound can no longer be heard at all. Only has an " "effect if set to a value greater than [code]0.0[/code]. [member max_distance] " "works in tandem with [member unit_size]. However, unlike [member unit_size] " "whose behavior depends on the [member attenuation_model], [member " "max_distance] always works in a linear fashion. This can be used to prevent " "the [AudioStreamPlayer3D] from requiring audio mixing when the listener is " "far away, which saves CPU resources." msgstr "" "An t-achar atá thart nach féidir an fhuaim a chloisteáil a thuilleadh. Ní " "bheidh éifeacht aige ach amháin má tá sé socraithe go luach níos mó ná " "[code]0.0[/code]. Oibríonn [comhalta max_distance] in éineacht le [member " "unit_size]. Mar sin féin, murab ionann agus [member unit_size] a mbraitheann " "a iompar ar an [member attenuation_model], oibríonn [member max_distance] i " "gcónaí ar bhealach líneach. Is féidir é seo a úsáid chun an " "[AudioStreamPlayer3D] a chosc ó mheascadh fuaime a éileamh nuair a bhíonn an " "éisteoir i bhfad ar shiúl, rud a shábhálann acmhainní LAP." msgid "" "Scales the panning strength for this node by multiplying the base [member " "ProjectSettings.audio/general/3d_panning_strength] with this factor. Higher " "values will pan audio from left to right more dramatically than lower values." msgstr "" "Scálaí an neart panning don nód seo tríd an bonn [comhalta ProjectSettings." "audio/general/3d_panning_strength] a iolrú leis an bhfachtóir seo. Déanfaidh " "luachanna níos airde panáil fuaime ó chlé go deas níos suntasaí ná luachanna " "níos ísle." msgid "The [AudioStream] resource to be played." msgstr "An acmhainn [AudioStream] le seinnt." msgid "" "The factor for the attenuation effect. Higher values make the sound audible " "over a larger distance." msgstr "" "An fachtóir don éifeacht tanúcháin. Le luachanna níos airde bíonn an fhuaim " "inchloiste thar achar níos mó." msgid "The base sound level before attenuation, in decibels." msgstr "An bonnleibhéal fuaime roimh mhaolú, i ndeicibeilí." msgid "Attenuation of loudness according to linear distance." msgstr "Treise a mhaolú de réir achar líneach." msgid "Attenuation of loudness according to squared distance." msgstr "Treise a mhaolú de réir an achair chearnaigh." msgid "Attenuation of loudness according to logarithmic distance." msgstr "Treise a mhaolú de réir an achair logartamach." 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 "" "Gan treise a mhaolú de réir achair. Beidh an fhuaim le cloisteáil fós ina " "háit, murab ionann agus [AudioStreamPlayer]. Is féidir [ATTENUATION_DISABLED " "leanúnach] a chomhcheangal le luach [comhalta max_distance] níos mó ná " "[code]0.0[/code] chun tanú líneach a bhaint amach atá clampáilte go sféar de " "mhéid sainithe." msgid "Disables doppler tracking." msgstr "Díchumasaítear rianú doppler." msgid "" "Executes doppler tracking during process frames (see [constant Node." "NOTIFICATION_INTERNAL_PROCESS])." msgstr "" "Déanann sé rianú doppler le linn frámaí próisis (féach [Node." "NOTIFICATION_INTERNAL_PROCESS])." msgid "" "Executes doppler tracking during physics frames (see [constant Node." "NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." msgstr "" "Déanann sé rianú doppler le linn frámaí fisice (féach [Node." "NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." msgid "" "[AudioStream] that includes sub-streams and plays them back like a playlist." msgstr "" "[AudioStream] a chuimsíonn fo-sruthanna agus a imríonn ar ais iad mar " "sheinnliosta." msgid "" "Returns the BPM of the playlist, which can vary depending on the clip being " "played." msgstr "" "Seoltar BPM an seinmliosta ar ais, ar féidir leis a bheith éagsúil ag brath " "ar an ngearrthóg atá á sheinm." msgid "Returns the stream at playback position index." msgstr "Filleann sé an sruth ag innéacs suímh athsheinm." msgid "Sets the stream at playback position index." msgstr "Socraíonn sé an sruth ag innéacs suímh athsheinm." msgid "" "Fade time used when a stream ends, when going to the next one. Streams are " "expected to have an extra bit of audio after the end to help with fading." msgstr "" "Am céimnithe a úsáidtear nuair a thagann deireadh le sruth, agus tú ag dul go " "dtí an chéad cheann eile. Táthar ag súil go mbeidh beagán fuaime breise ag " "sruthanna tar éis an deireadh chun cabhrú le fading." msgid "" "If [code]true[/code], the playlist will loop, otherwise the playlist will end " "when the last stream is finished." msgstr "" "Más [code]true[/code], lúbfaidh an seinmliosta, nó cuirfear deireadh leis an " "seinnliosta nuair a bheidh an sruth deireanach críochnaithe." msgid "" "If [code]true[/code], the playlist will shuffle each time playback starts and " "each time it loops." msgstr "" "Más [code]true[/code], suaitheadh an seinmliosta gach uair a thosóidh an t-" "athsheinm agus gach uair a lúbtar é." msgid "Amount of streams in the playlist." msgstr "Méid na sruthanna sa seinmliosta." msgid "Maximum amount of streams supported in the playlist." msgstr "Uasmhéid na sruthanna a dtacaítear leo sa seinmliosta." msgid "" "AudioStream that lets the user play custom streams at any time from code, " "simultaneously using a single player." msgstr "" "AudioStream a ligeann don úsáideoir sruthanna saincheaptha a imirt ag am ar " "bith ó chód, ag baint úsáide as imreoir amháin ag an am céanna." msgid "" "AudioStream that lets the user play custom streams at any time from code, " "simultaneously using a single player.\n" "Playback control is done via the [AudioStreamPlaybackPolyphonic] instance set " "inside the player, which can be obtained via [method AudioStreamPlayer." "get_stream_playback], [method AudioStreamPlayer2D.get_stream_playback] or " "[method AudioStreamPlayer3D.get_stream_playback] methods. Obtaining the " "playback instance is only valid after the [code]stream[/code] property is set " "as an [AudioStreamPolyphonic] in those players." msgstr "" "AudioStream a ligeann don úsáideoir sruthanna saincheaptha a imirt ag am ar " "bith ó chód, ag baint úsáide as imreoir amháin ag an am céanna.\n" "Déantar rialú athsheinm tríd an ásc [AudioStreamPlaybackPolyphonic] atá " "socraithe taobh istigh den imreoir, ar féidir a fháil trí [method " "AudioStreamPlayer.get_stream_playback], [method AudioStreamPlayer2D." "get_stream_playback] nó [method AudioStreamPlayer3D.get_stream_playback]. Ní " "bheidh fáil ar an sampla athsheinm bailí ach amháin tar éis don mhaoin " "[code]stream[/code] a bheith socraithe mar [AudioStreamPolyphonic] sna " "himreoirí sin." msgid "Maximum amount of simultaneous streams that can be played." msgstr "Uasmhéid na sruthanna comhuaineacha is féidir a imirt." msgid "Wraps a pool of audio streams with pitch and volume shifting." msgstr "Wraps linn sruthanna fuaime le tuinairde agus aistriú toirte." msgid "" "Picks a random AudioStream from the pool, depending on the playback mode, and " "applies random pitch shifting and volume shifting during playback." msgstr "" "Roghnaíonn sé Sruth Fuaime randamach ón linn, ag brath ar an modh athsheinm, " "agus cuireann sé aistriú pitch randamach agus aistriú toirte i bhfeidhm le " "linn athsheinm." msgid "" "Insert a stream at the specified index. If the index is less than zero, the " "insertion occurs at the end of the underlying pool." msgstr "" "Cuir isteach sruth ag an innéacs sonraithe. Má tá an t-innéacs níos lú ná " "nialas, tarlaíonn an ionsá ag deireadh na linne bunúsacha." msgid "Returns the stream at the specified index." msgstr "Filleann sé an sruth ag an innéacs sonraithe." msgid "" "Returns the probability weight associated with the stream at the given index." msgstr "" "Tuairisceáin an t-ualú dóchúlachta a bhaineann leis an sruth ag an innéacs a " "thugtar." msgid "Move a stream from one index to another." msgstr "Bog sruth ó innéacs amháin go ceann eile." msgid "Remove the stream at the specified index." msgstr "Bain an sruth ag an innéacs sonraithe." msgid "Set the AudioStream at the specified index." msgstr "Socraigh an AudioStream ag an innéacs sonraithe." msgid "" "Set the probability weight of the stream at the specified index. The higher " "this value, the more likely that the randomizer will choose this stream " "during random playback modes." msgstr "" "Socraigh meáchan dóchúlachta an tsrutha ag an innéacs sonraithe. Dá airde an " "luach seo, is mó an seans go roghnóidh an randamóir an sruth seo le linn " "modhanna randamacha athsheinm." msgid "" "Controls how this AudioStreamRandomizer picks which AudioStream to play next." msgstr "" "Rialaíonn sé conas a roghnaíonn an AudioStreamRandomizer seo cé acu " "AudioStream a imreofar ina dhiaidh sin." msgid "" "The intensity of random pitch variation. A value of 1 means no variation." msgstr "Déine éagsúlachta randamach pitch. Ní chiallaíonn luach 1 aon athrú." msgid "" "The intensity of random volume variation. A value of 0 means no variation." msgstr "An déine éagsúlacht toirte randamach. Ní chiallaíonn luach 0 aon athrú." msgid "The number of streams in the stream pool." msgstr "Líon na sruthanna sa linn sruthán." msgid "" "Pick a stream at random according to the probability weights chosen for each " "stream, but avoid playing the same stream twice in a row whenever possible. " "If only 1 sound is present in the pool, the same sound will always play, " "effectively allowing repeats to occur." msgstr "" "Roghnaigh sruth go randamach de réir meáchain na dóchúlachta a roghnaíodh do " "gach sruth, ach seachain an sruth céanna a sheinm faoi dhó as a chéile nuair " "is féidir. Mura bhfuil ach 1 fhuaim i láthair sa linn, beidh an fhuaim " "chéanna ag imirt i gcónaí, rud a fhágann gur féidir athrá a dhéanamh." msgid "" "Pick a stream at random according to the probability weights chosen for each " "stream. If only 1 sound is present in the pool, the same sound will always " "play." msgstr "" "Roghnaigh sruth go randamach de réir na meáchain dóchúlachta a roghnaíodh do " "gach sruth. Mura bhfuil ach 1 fhuaim i láthair sa linn, beidh an fhuaim " "chéanna ag imirt i gcónaí." msgid "" "Play streams in the order they appear in the stream pool. If only 1 sound is " "present in the pool, the same sound will always play." msgstr "" "Sruthanna a imirt san ord a bhfuil siad le feiceáil sa linn sruth. Mura " "bhfuil ach 1 fhuaim i láthair sa linn, beidh an fhuaim chéanna ag imirt i " "gcónaí." msgid "" "Stream that can be fitted with sub-streams, which will be played in-sync." msgstr "Sruth is féidir a fheistiú le fo-sruthanna, a imirt i-sync." msgid "" "This is a stream that can be fitted with sub-streams, which will be played in-" "sync. The streams being at exactly the same time when play is pressed, and " "will end when the last of them ends. If one of the sub-streams loops, then " "playback will continue." msgstr "" "Is sruth é seo is féidir a fheistiú le fo-sruthanna, a sheinfear i sioncronú. " "Bíonn na sruthanna ag an am díreach céanna nuair a bhíonn an súgradh brúite, " "agus tiocfaidh deireadh leis nuair a chríochnaíonn an ceann deireanach acu. " "Má lúb ar cheann de na fo-sruthanna, ansin beidh athsheinm ar aghaidh." msgid "Get one of the synchronized streams, by index." msgstr "Faigh ceann de na sruthanna sioncronaithe, de réir innéacs." msgid "Get the volume of one of the synchronized streams, by index." msgstr "Faigh toirt ceann de na sruthanna sioncronaithe, de réir innéacs." msgid "Set one of the synchronized streams, by index." msgstr "Socraigh ceann de na sruthanna sioncronaithe, de réir innéacs." msgid "Set the volume of one of the synchronized streams, by index." msgstr "Socraigh toirt ceann de na sruthanna sioncronaithe, de réir innéacs." msgid "Set the total amount of streams that will be played back synchronized." msgstr "Socraigh méid iomlán na sruthanna a imreofar ar ais sioncronaithe." msgid "Maximum amount of streams that can be synchronized." msgstr "Uasmhéid na sruthanna is féidir a shioncronú." msgid "Stores audio data loaded from WAV files." msgstr "Stórálann sé sonraí fuaime luchtaithe ó chomhaid WAV." msgid "" "AudioStreamWAV stores sound samples loaded from WAV files. To play the stored " "sound, use an [AudioStreamPlayer] (for non-positional audio) or " "[AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The sound " "can be looped.\n" "This class can also be used to store dynamically-generated PCM audio data. " "See also [AudioStreamGenerator] for procedural audio generation." msgstr "" "Stórálann AudioStreamWAV samplaí fuaime luchtaithe ó chomhaid WAV. Chun an " "fhuaim stóráilte a sheinm, úsáid [AudioStreamPlayer] (le haghaidh fuaime " "neamhshuímh) nó [AudioStreamPlayer2D]/[AudioStreamPlayer3D] (le haghaidh " "fuaime suímh). Is féidir an fhuaim a lúbadh.\n" "Is féidir an rang seo a úsáid freisin chun sonraí fuaime PCM a ghintear go " "dinimiciúil a stóráil. Féach freisin [AudioStreamGenerator] le haghaidh " "giniúint fuaime nós imeachta." msgid "" "Saves the AudioStreamWAV as a WAV file to [param path]. Samples with IMA " "ADPCM or QOA formats can't be saved.\n" "[b]Note:[/b] A [code].wav[/code] extension is automatically appended to " "[param path] if it is missing." msgstr "" "Sábhálann an AudioStreamWAV mar chomhad WAV chuig [cosán param]. Ní féidir " "samplaí le formáidí IMA ADPCM nó QOA a shábháil.\n" "[b]Nóta:[/b] Cuirtear síneadh [code].wav[/code] i gceangal go huathoibríoch " "le [cosán param] má tá sé in easnamh." 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 "" "Tá na sonraí fuaime i mbearta.\n" "[b]Nóta:[/b] Tá an t-airí seo ag súil le sonraí PCM8 sínithe. Chun PCM8 gan " "síniú a thiontú go PCM8 sínithe, bain 128 ó gach beart." msgid "Audio format. See [enum Format] constants for values." msgstr "Formáid fuaime. Féach tairisigh [enum Formáid] le haghaidh luachanna." msgid "" "The loop start point (in number of samples, relative to the beginning of the " "stream). This information will be imported automatically from the WAV file if " "present." msgstr "" "Túsphointe an lúb (i líon na samplaí, i gcoibhneas le tús an tsrutha). " "Déanfar an fhaisnéis seo a allmhairiú go huathoibríoch ón gcomhad WAV má tá " "sé i láthair." msgid "" "The loop end point (in number of samples, relative to the beginning of the " "stream). This information will be imported automatically from the WAV file if " "present." msgstr "" "Pointe deiridh an lúb (i líon na samplaí, i gcoibhneas le tús an tsrutha). " "Déanfar an fhaisnéis seo a allmhairiú go huathoibríoch ón gcomhad WAV má tá " "sé i láthair." msgid "" "The loop mode. This information will be imported automatically from the WAV " "file if present. See [enum LoopMode] constants for values." msgstr "" "An modh lúb. Déanfar an fhaisnéis seo a allmhairiú go huathoibríoch ón " "gcomhad WAV má tá sé i láthair. Féach tairisigh [enum LoopMode] le haghaidh " "luachanna." 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 "" "An ráta samplach chun an fhuaim seo a mheascadh. Teastaíonn níos mó spáis " "stórála ó luachanna níos airde, ach bíonn cáilíocht níos fearr mar thoradh " "orthu.\n" "I gcluichí, is iad na rátaí samplacha coitianta atá in úsáid ná [code]11025[/" "code], [code]16000[/code], [code]22050[/code], [code]32000[/code], " "[code]44100[/code] /cód], agus [code]48000[/code].\n" "De réir [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]teoirim samplála Nyquist-Shannon[/" "url], níl aon difríocht cháilíochta ann d’éisteacht an duine nuair a théann " "sé thar 40,000 Hz ( mar ní féidir leis an gcuid is mó daoine ach suas le " "~20,000 Hz a chloisteáil, níos lú go minic). Má tá fuaimeanna claonta níos " "ísle ar nós guthanna á n-úsáid agat, d’fhéadfadh rátaí samplaí níos ísle " "amhail [code]32000[/code] nó [code]22050[/code] a bheith inúsáidte gan aon " "chaillteanas cáilíochta." msgid "If [code]true[/code], audio is stereo." msgstr "Más [code]true[/code], is steirió í an fhuaim." msgid "8-bit audio codec." msgstr "Codec fuaime 8-giotán íosluchtaigh." msgid "16-bit audio codec." msgstr "Codec fuaime 16-giotán íosluchtaigh." msgid "Audio is compressed using IMA ADPCM." msgstr "Déantar an fhuaim a chomhbhrú le IMA ADPCM." msgid "" "Audio is compressed as QOA ([url=https://qoaformat.org/]Quite OK Audio[/url])." msgstr "" "Déantar an fhuaim a chomhbhrú mar QOA ([url=https://qoaformat.org/]Fuaim go " "leor ceart go leor[/url])." msgid "Audio does not loop." msgstr "Ní lúbann an fhuaim." msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing forward only." msgstr "" "Lúbann fuaime na sonraí idir [member loop_begin] agus [member loop_end], agus " "iad á seinm ar aghaidh amháin." msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing back and forth." msgstr "" "Lúbann fuaime na sonraí idir [member loop_begin] agus [member loop_end], ag " "imirt anonn is anall." msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing backward only." msgstr "" "Lúbann fuaime na sonraí idir [member loop_begin] agus [member loop_end], ag " "imirt siar amháin." msgid "" "A node that copies a region of the screen to a buffer for access in shader " "code." msgstr "" "Nód a chóipeáileann réigiún den scáileán chuig maolán le haghaidh rochtana i " "gcód scáthaithe." msgid "" "Node for back-buffering the currently-displayed screen. The region defined in " "the [BackBufferCopy] node is buffered with the content of the screen it " "covers, or the entire screen according to the [member copy_mode]. It can be " "accessed in shader scripts using the screen texture (i.e. a uniform sampler " "with [code]hint_screen_texture[/code]).\n" "[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), " "anchors and margins won't apply to child [Control]-derived nodes. This can be " "problematic when resizing the window. To avoid this, add [Control]-derived " "nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of adding them " "as children." msgstr "" "Nód chun cúl-mhaolán a dhéanamh ar an scáileán atá á thaispeáint faoi " "láthair. Tá an réigiún atá sainithe sa nód [BackBufferCopy] maolánach le " "hábhar an scáileáin a chlúdaíonn sé, nó leis an scáileán iomlán de réir " "[member copy_mode]. Is féidir é a rochtain i scripteanna scáthaithe ag baint " "úsáide as uigeacht an scáileáin (i.e. samplóir aonfhoirmeach le " "[code]hint_screen_texture[/code]).\n" "[b]Nóta:[/b] Ós rud é go dtagann an nód seo le hoidhreacht ó [Node2D] (agus " "ní [Rialú]), ní bheidh ancairí agus corrlaigh i bhfeidhm maidir le nóid atá " "díorthaithe ag leanaí [Rialú]. Féadann sé seo a bheith ina fhadhb agus an " "fhuinneog á athrú. Chun é seo a sheachaint, cuir nóid [Control]-díorthaithe " "mar [i]siblíní[/i] leis an nód [BackBufferCopy] seachas iad a chur leis mar " "leanaí." msgid "Buffer mode. See [enum CopyMode] constants." msgstr "Mód maoláin. Féach [enum CopyMode] tairisigh." msgid "" "The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is " "[constant COPY_MODE_RECT]." msgstr "" "An limistéar atá clúdaithe ag an [BackBufferCopy]. Ní úsáidtear é ach amháin " "má tá [ball copy_mode] [constant COPY_MODE_RECT]." msgid "" "Disables the buffering mode. This means the [BackBufferCopy] node will " "directly use the portion of screen it covers." msgstr "" "Díchumasaítear an modh maoláin. Ciallaíonn sé seo go n-úsáidfidh an nód " "[BackBufferCopy] go díreach an chuid den scáileán a chlúdaíonn sé." msgid "[BackBufferCopy] buffers a rectangular region." msgstr "Maoláin [BackBufferCopy] réigiún dronuilleogach." msgid "[BackBufferCopy] buffers the entire screen." msgstr "Maolaíonn [BackBufferCopy] an scáileán iomlán." msgid "Abstract base class for GUI buttons." msgstr "Bunrang teibí le haghaidh cnaipí GUI." msgid "" "[BaseButton] is an abstract base class for GUI buttons. It doesn't display " "anything by itself." msgstr "" "Is bunrang teibí é [BaseButton] le haghaidh cnaipí GUI. Ní thaispeánann sé " "aon rud leis féin." 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 "" "Glaoite nuair a bhíonn an cnaipe brúite. Más gá duit fios a bheith agat ar " "staid brúite an chnaipe (agus tá [member toggle_mode] gníomhach), bain úsáid " "as [method _toggled] ina ionad sin." msgid "" "Called when the button is toggled (only if [member toggle_mode] is active)." msgstr "" "Glaoitear air nuair a bhíonn an cnaipe scoránaigh (ach amháin má tá [comhalta " "toggle_mode] gníomhach)." 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 "" "Filleann sé an staid amhairc a úsáideadh chun an cnaipe a tharraingt. Tá sé " "seo úsáideach go príomha agus do chód tarraingthe féin á chur i bhfeidhm trí " "_draw() a shárú nó nascadh le comhartha “tarraingt”. Sainmhínítear staid " "amhairc an chnaipe ag an [enum DrawMode] enum." msgid "" "Returns [code]true[/code] if the mouse has entered the button and has not " "left it yet." msgstr "" "Filleann sé [code]true[/code] má tá an cnaipe curtha isteach ag an luch agus " "mura bhfuil sé fágtha fós." msgid "" "Changes the [member button_pressed] state of the button, without emitting " "[signal toggled]. Use when you just want to change the state of the button " "without sending the pressed event (e.g. when initializing scene). Only works " "if [member toggle_mode] is [code]true[/code].\n" "[b]Note:[/b] This method doesn't unpress other buttons in [member " "button_group]." msgstr "" "Athraíonn sé staid [ball button_pressed] an chnaipe, gan astú [comhartha " "scoránaigh]. Bain úsáid as nuair nach bhfuil uait ach staid an chnaipe a " "athrú gan an t-imeacht brúite a sheoladh (m.sh. nuair a bheidh an radharc á " "thúsú). Ní oibríonn sé ach amháin más [code]true[/code] é [ball " "toggle_mode].\n" "[b]Nóta:[/b] Ní dhíbhrúnn an modh seo cnaipí eile i [member button_group]." msgid "" "Determines when the button is considered clicked, one of the [enum " "ActionMode] constants." msgstr "" "Cinneann sé nuair a mheastar go bhfuil an cnaipe cliceáil, ceann de na " "tairisigh [enum ActionMode]." msgid "" "The [ButtonGroup] associated with the button. Not to be confused with node " "groups.\n" "[b]Note:[/b] The button will be configured as a radio button if a " "[ButtonGroup] is assigned to it." msgstr "" "An [ButtonGroup] a bhaineann leis an gcnaipe. Gan a mheascadh le grúpaí nód.\n" "[b]Nóta:[/b] Déanfar an cnaipe a chumrú mar chnaipe raidió má shanntar " "[ButtonGroup] dó." msgid "" "Binary mask to choose which mouse buttons this button will respond to.\n" "To allow both left-click and right-click, use [code]MOUSE_BUTTON_MASK_LEFT | " "MOUSE_BUTTON_MASK_RIGHT[/code]." msgstr "" "Masc dhénártha chun na cnaipí luiche a fhreagróidh an cnaipe seo a roghnú.\n" "Chun an cliceáil ar chlé agus ar dheis-cliceáil a cheadú, úsáid " "[code]MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT[/code]." msgid "" "If [code]true[/code], the button's state is pressed. Means the button is " "pressed down or toggled (if [member toggle_mode] is active). Only works if " "[member toggle_mode] is [code]true[/code].\n" "[b]Note:[/b] Setting [member button_pressed] will result in [signal toggled] " "to be emitted. If you want to change the pressed state without emitting that " "signal, use [method set_pressed_no_signal]." msgstr "" "Má tá [code]true[/code], brúitear staid an chnaipe. Ciallaíonn sé seo go " "bhfuil an cnaipe brúite síos nó scoránaigh (má tá [ball toggle_mode] " "gníomhach). Ní oibríonn sé ach amháin más [code]true[/code] é [ball " "toggle_mode].\n" "[b]Nóta:[/b] Má shocraítear [ball button_pressed] beidh [comhartha " "scoránaigh] le hastú. Más mian leat an staid brúite a athrú gan an comhartha " "sin a astú, úsáid [method set_pressed_no_signal]." msgid "" "If [code]true[/code], the button is in disabled state and can't be clicked or " "toggled." msgstr "" "Más [code]true[/code], tá an cnaipe i riocht díchumasaithe agus ní féidir é a " "chliceáil ná a scoránaigh." 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 "" "Más [code]true[/code], fanann an cnaipe brúite agus an cúrsóir á bhogadh " "lasmuigh den chnaipe agus é á bhrú.\n" "[b]Nóta:[/b] Ní chuireann an airí seo isteach ach ar chuma amhairc an " "chnaipe. Astófar comharthaí ag an nóiméad céanna beag beann ar luach na " "maoine seo." msgid "[Shortcut] associated to the button." msgstr "[Aicearra] a bhaineann leis an gcnaipe." msgid "" "If [code]true[/code], the button will highlight for a short amount of time " "when its shortcut is activated. If [code]false[/code] and [member " "toggle_mode] is [code]false[/code], the shortcut will activate without any " "visual feedback." msgstr "" "Más [code]true[/code], léireoidh an cnaipe go ceann tamaill bhig nuair a " "bheidh a aicearra i ngníomh. Más rud é go bhfuil [code]false[/code] agus " "[member toggle_mode] [code]false[/code], gníomhóidh an t-aicearra gan aon " "aiseolas amhairc." msgid "" "If [code]true[/code], the button will add information about its shortcut in " "the tooltip." msgstr "" "Más [code]true[/code], cuirfidh an cnaipe faisnéis faoina aicearra sa leid " "uirlisí." 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 "" "Más [code]true[/code], tá an cnaipe i mód scoránaigh. Déanann sé staid smeach " "an chnaipe idir brúite agus neamhbhrúite gach uair a chliceáiltear ar a " "limistéar." msgid "Emitted when the button starts being held down." msgstr "Astaítear nuair a thosaíonn an cnaipe á choinneáil síos." msgid "Emitted when the button stops being held down." msgstr "Astaítear nuair a stopann an cnaipe a choinneáil síos." 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 "" "Astaithe nuair a bhíonn an cnaipe scoránaigh nó brúite. Tá sé seo ar [signal " "button_down] má tá [comhalta action_mode] [seasmhach " "ACTION_MODE_BUTTON_PRESS] agus ar [signal button_up] ar shlí eile.\n" "Más gá duit fios a bheith agat ar staid brúite an chnaipe (agus tá [comhalta " "toggle_mode] gníomhach), bain úsáid as [comhartha scoránaigh] ina ionad sin." msgid "" "Emitted when the button was just toggled between pressed and normal states " "(only if [member toggle_mode] is active). The new state is contained in the " "[param toggled_on] argument." msgstr "" "Astaithe nuair a bhí an cnaipe díreach scoránaithe idir stáit brúite agus " "gnáth (ach amháin má tá [comhalta toggle_mode] gníomhach). Tá an stát nua san " "argóint [param toggled_on]." msgid "" "The normal state (i.e. not pressed, not hovered, not toggled and enabled) of " "buttons." msgstr "" "Gnáthstaid na gcnaipí (i.e. gan a bheith brúite, gan foilsiú, gan scoránaigh " "agus cumasaithe)." msgid "The state of buttons are pressed." msgstr "Tá staid na cnaipí brúite." msgid "The state of buttons are hovered." msgstr "Tá staid na gcnaipí hovered." msgid "The state of buttons are disabled." msgstr "Tá staid na gcnaipí díchumasaithe." msgid "The state of buttons are both hovered and pressed." msgstr "Tá staid na gcnaipí folaithe agus brúite araon." msgid "Require just a press to consider the button clicked." msgstr "Ní gá ach brúigh chun an cnaipe a chliceáiltear a bhreithniú." msgid "" "Require a press and a subsequent release before considering the button " "clicked." msgstr "" "Teastaíonn preas agus eisiúint ina dhiaidh sin sula mbreithneofar an cnaipe a " "chliceáiltear." msgid "Abstract base class for defining the 3D rendering properties of meshes." msgstr "Bunrang teibí chun airíonna rindreála 3D mogaill a shainiú." msgid "" "This class serves as 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 "" "Feidhmíonn an rang seo mar ábhar réamhshocraithe le raon leathan de ghnéithe " "agus airíonna rindreála gan gá le cód shader a scríobh. Féach an teagaisc " "thíos le haghaidh sonraí." msgid "Standard Material 3D and ORM Material 3D" msgstr "Ábhar Caighdeánach 3D agus Ábhar ORM 3D" msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled." msgstr "" "Filleann sé [code]true[/code], má tá an [Gné enum] sonraithe cumasaithe." msgid "" "Returns [code]true[/code], if the specified flag is enabled. See [enum Flags] " "enumerator for options." msgstr "" "Filleann sé [code]true[/code], má tá an bhratach sonraithe cumasaithe. Féach " "[enum Flags] áiritheoir le haghaidh roghanna." msgid "" "Returns the [Texture2D] associated with the specified [enum TextureParam]." msgstr "" "Seoltar ar ais an [Texture2D] a bhaineann leis an [enum TextureParam] " "sonraithe." msgid "" "If [code]true[/code], enables the specified [enum Feature]. Many features " "that are available in [BaseMaterial3D]s need to be enabled before use. This " "way the cost for using the feature is only incurred when specified. Features " "can also be enabled by setting the corresponding member to [code]true[/code]." msgstr "" "Má tá [code]true[/code], cumasaítear an [Gné enum] sonraithe. Ní mór go leor " "gnéithe atá ar fáil in [BaseMaterial3D]s a chumasú roimh úsáid. Ar an " "mbealach seo ní thabhaítear an costas as an ngné a úsáid ach amháin nuair a " "shonraítear é. Is féidir gnéithe a chumasú freisin tríd an mball " "comhfhreagrach a shocrú go [code]true[/code]." 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 "" "Más [code]true[/code], cumasaítear an bhratach sonraithe. Is iompar roghnach " "iad bratacha ar féidir iad a chasadh air agus as. Ní féidir ach bratach " "amháin a chumasú ag an am céanna leis an bhfeidhm seo, ní féidir na " "háiritheoirí bratacha a chumhdach le chéile chun bratacha iolracha a chumasú " "nó a dhíchumasú ag an am céanna. Is féidir bratacha a chumasú freisin tríd an " "mball comhfhreagrach a shocrú go [code]true[/code]. Féach [enum Flags] " "áiritheoir le haghaidh roghanna." msgid "" "Sets the texture for the slot specified by [param param]. See [enum " "TextureParam] for available slots." msgstr "" "Socraíonn sé an uigeacht don sliotán atá sonraithe ag [param param]. Féach " "[enum TextureParam] le haghaidh sliotán atá ar fáil." msgid "" "The material's base color.\n" "[b]Note:[/b] If [member detail_enabled] is [code]true[/code] and a [member " "detail_albedo] texture is specified, [member albedo_color] will [i]not[/i] " "modulate the detail texture. This can be used to color partial areas of a " "material by not specifying an albedo texture and using a transparent [member " "detail_albedo] texture instead." msgstr "" "Dath bonn an ábhair.\n" "[b]Nóta:[/b] Má tá [member detail_enabled] [code]true[/code] agus má " "shonraítear uigeacht [member detail_albedo], [i]ní[/i] mhodhnóidh [member " "albedo_color] an uigeacht mhionsonraithe . Is féidir é seo a úsáid chun " "limistéir pháirteacha d’ábhar a dhathú trí gan uigeacht albedo a shonrú agus " "uigeacht thrédhearcach [member detail_albedo] a úsáid ina ionad." msgid "" "Texture to multiply by [member albedo_color]. Used for basic texturing of " "objects.\n" "If the texture appears unexpectedly too dark or too bright, check [member " "albedo_texture_force_srgb]." msgstr "" "Uigeacht le méadú faoi [member albedo_color]. Úsáidtear é le haghaidh " "buntéacsú réad.\n" "Má tá an chuma ar an uigeacht ró-dhorcha nó ró-gheal gan choinne, seiceáil " "[member albedo_texture_force_srgb]." msgid "" "If [code]true[/code], forces a conversion of the [member albedo_texture] from " "sRGB color space to linear color space. See also [member " "vertex_color_is_srgb].\n" "This should only be enabled when needed (typically when using a " "[ViewportTexture] as [member albedo_texture]). If [member " "albedo_texture_force_srgb] is [code]true[/code] when it shouldn't be, the " "texture will appear to be too dark. If [member albedo_texture_force_srgb] is " "[code]false[/code] when it shouldn't be, the texture will appear to be too " "bright." msgstr "" "Más rud é go bhfuil [code]true[/code], fórsa a chomhshó [member " "albedo_texture] ó spás datha sRGB go spás datha líneach. Féach freisin " "[comhalta vertex_color_is_srgb].\n" "Níor cheart é seo a chumasú ach amháin nuair is gá (go hiondúil nuair a " "úsáidtear [ViewportTexture] mar [member albedo_texture]). Má tá [member " "albedo_texture_force_srgb] [code]true[/code] nuair nár cheart dó a bheith, " "beidh an chuma ar an uigeacht a bheith ró-dhorcha. Má tá [ball " "albedo_texture_force_srgb] [code]false[/code] nuair nár cheart dó a bheith, " "beidh an chuma ar an uigeacht a bheith ró-gheal." msgid "" "Enables multichannel signed distance field rendering shader. Use [member " "msdf_pixel_range] and [member msdf_outline_size] to configure MSDF parameters." msgstr "" "Cumasaíonn sé scáthóir rindreála páirce achair sínithe ilchainéil. Úsáid " "[comhalta msdf_pixel_range] agus [comhalta msdf_outline_size] chun " "paraiméadair MSDF a chumrú." msgid "Threshold at which antialiasing will be applied on the alpha channel." msgstr "Tairseach ag a gcuirfear frithaliasú i bhfeidhm ar an gcainéal alfa." msgid "The type of alpha antialiasing to apply. See [enum AlphaAntiAliasing]." msgstr "" "An cineál antialiasing alfa a chur i bhfeidhm. Féach [enum AlphaAntiAliasing]." msgid "" "The hashing scale for Alpha Hash. Recommended values between [code]0[/code] " "and [code]2[/code]." msgstr "" "An scála hashing do Alfa Hash. Luachanna molta idir [code]0[/code] agus " "[code]2[/code]." msgid "" "Threshold at which the alpha scissor will discard values. Higher values will " "result in more pixels being discarded. If the material becomes too opaque at " "a distance, try increasing [member alpha_scissor_threshold]. If the material " "disappears at a distance, try decreasing [member alpha_scissor_threshold]." msgstr "" "Tairseach ag a ndéanfaidh an siosúr alfa luachanna a chaitheamh siar. Fágfar " "níos mó picteilín de bharr luachanna níos airde. Má éiríonn an t-ábhar ró-" "teimhneach i bhfad uait, déan iarracht méadú a dhéanamh ar [comhalta " "alpha_scissor_threshold]. Má imíonn an t-ábhar i bhfad uait, bain triail as " "laghdú [comhalta alpha_scissor_threshold]." 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 "" "Neart an éifeacht anisotrópachta. Méadaítear é seo faoi chainéal alfa [member " "anisotropy_flowmap] má shainítear uigeacht ann agus má tá cainéal alfa san " "uigeacht." 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 "" "Más [code]true[/code], tá aniseatrópacht cumasaithe. Athraíonn anisotrópacht " "cruth an bhloba speictreach agus ailíníonn sé le spás tadhlaí. Tá sé seo " "úsáideach le haghaidh machnaimh alúmanaim brushed agus gruaige.\n" "[b]Nóta:[/b] Tá tadhlaí mogaill ag teastáil le go n-oibreoidh aniseatrópacht. " "Mura bhfuil tadhlaí sa mhogalra, beidh an chuma ar an éifeacht anisotrópachta " "briste.\n" "[b]Nóta:[/b] Níor cheart aniseatrópacht ábhair a mheascadh suas le scagadh " "uigeachta anisotrópach, ar féidir é a chumasú trí [member texture_filter] a " "shocrú go [TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTOPIC]." 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 "" "Uigeacht a fhritháireamh an léarscáil tadhlaí le haghaidh ríomhaireachtaí " "anisotrópachta agus a rialaíonn go roghnach an éifeacht anisotrópachta (má tá " "cainéal alfa i láthair). Táthar ag súil go mbeidh uigeacht an tsreabhmhapa " "ina léarscáil díorthach, agus an cainéal dearg ag léiriú saobhadh ar an ais X " "agus cainéal glas a léiríonn saobhadh ar an ais Y. Beidh saobhadh diúltach " "mar thoradh ar luachanna faoi bhun 0.5, ach beidh saobhadh dearfach mar " "thoradh ar luachanna os cionn 0.5.\n" "Má tá sé i láthair, úsáidfear cainéal alfa an uigeachta chun neart na " "héifeachta [ball anisotrópachta] a iolrú. Coimeádfaidh picteilíní atá go " "hiomlán teimhneach neart bunaidh na héifeachta aniseatrópachta agus " "díchumasóidh picteilíní atá go hiomlán trédhearcach an éifeacht " "anisotrópachta go hiomlán. Déantar neamhaird de chainéal gorm uigeacht an " "tsreafa." msgid "" "If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens " "areas based on the [member ao_texture]." msgstr "" "Más [code]true[/code], tá an t-occlusion comhthimpeallach cumasaithe. " "Dorchaíonn an t-occlusion comhthimpeallach limistéir atá bunaithe ar an " "[member ao_texture]." 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 "" "An méid a chuireann an t-occlusion comhthimpeallach isteach ar soilsiú ó " "shoilse. Más rud é [code]0[/code], ní dhéanann an t-occlusion " "comhthimpeallach ach difear don solas comhthimpeallach. Más rud é [code]1[/" "code], cuireann an t-occlusion comhthimpeallach isteach ar shoilse an oiread " "agus a chuireann sé isteach ar an solas comhthimpeallach. Is féidir é seo a " "úsáid chun tionchar a imirt ar neart na hiarmharta comhthimpeallach, ach go " "hiondúil tá cuma neamhréadúil air." msgid "" "If [code]true[/code], use [code]UV2[/code] coordinates to look up from the " "[member ao_texture]." msgstr "" "Más [code]true[/code], úsáid comhordanáidí [code]UV2[/code] chun breathnú " "suas ón [member ao_texture]." msgid "" "Texture that defines the amount of ambient occlusion for a given point on the " "object." msgstr "" "Uigeacht a shainmhíníonn an méid occlusion comhthimpeallach do phointe tugtha " "ar an réad." 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 "" "Sonraíonn sé cainéal an [member ao_texture] ina stóráiltear an fhaisnéis um " "fholús comhthimpeallach. Tá sé seo úsáideach nuair a stórálann tú an " "fhaisnéis le haghaidh éifeachtaí iolracha in aon uigeacht amháin. Mar " "shampla, má stóráil tú miotalach sa chainéal dearg, gairbhe sa ghorm, agus an " "t-occlusion comhthimpeallach sa ghlas d'fhéadfá líon na n-uigeachtaí a " "úsáideann tú a laghdú." msgid "" "The color used by the backlight effect. Represents the light passing through " "an object." msgstr "" "An dath a úsáideann an éifeacht backlight. Léiríonn sé an solas a théann trí " "réad." msgid "" "If [code]true[/code], the backlight effect is enabled. See also [member " "subsurf_scatter_transmittance_enabled]." msgstr "" "Má tá [code]true[/code], tá an éifeacht backlight cumasaithe. Féach freisin " "[ball subsurf_scatter_transmittance_enabled]." msgid "" "Texture used to control the backlight effect per-pixel. Added to [member " "backlight]." msgstr "" "Uigeacht a úsáidtear chun an éifeacht backlight in aghaidh an picteilín a " "rialú. Curtha le [ball backlight]." msgid "" "If [code]true[/code], the shader will keep the scale set for the mesh. " "Otherwise, the scale is lost when billboarding. Only applies when [member " "billboard_mode] is not [constant BILLBOARD_DISABLED]." msgstr "" "Más [code]true[/code], coimeádfaidh an scáthlánóir an scála atá socraithe don " "mhogall. Seachas sin, cailltear an scála le linn clár fógraí. Ní bhaineann sé " "seo ach amháin nuair nach bhfuil [ball billboard_mode] [BILLBOARD_DISABLED] " "leanúnach." msgid "" "Controls how the object faces the camera. See [enum BillboardMode].\n" "[b]Note:[/b] When billboarding is enabled and the material also casts " "shadows, billboards will face [b]the[/b] camera in the scene when rendering " "shadows. In scenes with multiple cameras, the intended shadow cannot be " "determined and this will result in undefined behavior. See [url=https://" "github.com/godotengine/godot/pull/72638]GitHub Pull Request #72638[/url] for " "details.\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 "" "Rialaíonn sé an chaoi a dtugann an réad aghaidh ar an gceamara. Féach [enum " "BillboardMode].\n" "[b]Nóta:[/b] Nuair atá clár fógraí cumasaithe agus nuair a bhíonn an t-ábhar " "ag caitheamh scáthanna freisin, tabharfaidh cláir fógraí aghaidh [b] an[/b] " "ceamara sa radharc agus scáthanna á rindreáil. I radhairc le ceamaraí " "iolracha, ní féidir an scáth atá beartaithe a chinneadh agus beidh iompar " "neamhshainithe mar thoradh air. Féach [url=https://github.com/godotenginine/" "godot/pull/72638]Iarratas Tarraingthe GitHub #72638[/url] le haghaidh " "sonraí.\n" "[b]Nóta:[/b] Níl mód cláir fhógraí oiriúnach do VR toisc nach bhfuil " "veicteoir ar chlé an cheamara cothrománach nuair atá an scáileán ceangailte " "de do cheann seachas ar an mbord. Féach [url=https://github.com/godotenginine/" "godot/issues/41567]eisiúint GitHub #41567[/url] le haghaidh sonraí." 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 "" "Modh cumaisc an ábhair.\n" "[b]Nóta:[/b] Cuireann luachanna seachas [code]Meascán[/code] an réad isteach " "sa phíblíne thrédhearcach. Féach [enum BlendMode]." msgid "" "Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks " "the same as disabling the clearcoat effect." msgstr "" "Socraíonn sé neart an éifeacht clearcoat. Breathnaíonn socrú go [code]0[/" "code] mar a chéile agus an éifeacht cóta soiléir a dhíchumasú." msgid "" "If [code]true[/code], clearcoat rendering is enabled. Adds a secondary " "transparent pass to the lighting calculation resulting in an added specular " "blob. This makes materials appear as if they have a clear layer on them that " "can be either glossy or rough.\n" "[b]Note:[/b] Clearcoat rendering is not visible if the material's [member " "shading_mode] is [constant SHADING_MODE_UNSHADED]." msgstr "" "Más [code]true[/code], tá rindreáil cóta soiléir cumasaithe. Cuireann sé pas " "tánaisteach trédhearcach le ríomh an tsoilsithe, rud a fhágann go mbeidh blob " "spleodrach breise ann. Fágann sé seo go bhfeictear ábhair amhail is go bhfuil " "ciseal soiléir orthu ar féidir leo a bheith snasta nó garbh.\n" "[b]Nóta:[/b] Níl rindreáil cótaí soiléire le feiceáil más é " "[shading_mode_comhaltaí] an ábhair [SHADING_MODE_UNSHADED]." msgid "" "Sets the roughness of the clearcoat pass. A higher value results in a rougher " "clearcoat while a lower value results in a smoother clearcoat." msgstr "" "Socraíonn sé roughness an pas cóta soiléir. Bíonn cóta glan níos gairbhe mar " "thoradh ar luach níos airde agus bíonn cóta glan níos míne mar thoradh ar " "luach níos ísle." 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 "" "Uigeacht a shainíonn neart an éifeacht cóta soiléir agus glossiness an chóta " "soiléir. Sonraítear an neart sa chainéal dearg agus sonraítear glossiness sa " "chainéal glas." msgid "" "Determines which side of the triangle to cull depending on whether the " "triangle faces towards or away from the camera. See [enum CullMode]." msgstr "" "Cinneann sé cé acu taobh den triantán a bheidh le baint ag brath ar cé acu a " "bhfuil aghaidh an triantáin i dtreo an cheamara nó ar shiúl uaidh. Féach " "[enum CullMode]." msgid "" "Determines when depth rendering takes place. See [enum DepthDrawMode]. See " "also [member transparency]." msgstr "" "Cinneann sé cathain a dhéantar rindreáil doimhneachta. Féach [enum " "DepthDrawMode]. Féach freisin [trédhearcacht na mball]." msgid "" "Texture that specifies the color of the detail overlay. [member " "detail_albedo]'s alpha channel is used as a mask, even when the material is " "opaque. To use a dedicated texture as a mask, see [member detail_mask].\n" "[b]Note:[/b] [member detail_albedo] is [i]not[/i] modulated by [member " "albedo_color]." msgstr "" "Uigeacht a shonraíonn dath an fhorleagain mhionsonraithe. Úsáidtear cainéal " "alfa [member detail_albedo] mar masc, fiú nuair a bhíonn an t-ábhar " "teimhneach. Chun uigeacht tiomnaithe a úsáid mar masc, féach [member " "detail_mask].\n" "[b]Nóta:[/b] [member detail_albedo] [i]ní [/i] modhnaithe ag [member " "albedo_color]." msgid "" "Specifies how the [member detail_albedo] should blend with the current " "[code]ALBEDO[/code]. See [enum BlendMode] for options." msgstr "" "Sonraítear conas ba cheart don [member detail_albedo] cumasc leis an " "[code]ALBEDO[/code] reatha. Féach [enum BlendMode] le haghaidh roghanna." msgid "" "If [code]true[/code], enables the detail overlay. Detail is a second texture " "that gets mixed over the surface of the object based on [member detail_mask] " "and [member detail_albedo]'s alpha channel. This can be used to add variation " "to objects, or to blend between two different albedo/normal textures." msgstr "" "Más [code]true[/code], cumasaítear an forleagan sonraí. Is éard atá i " "mionsonraí ná an dara uigeacht a mheasctar thar dhromchla an ruda bunaithe ar " "[member detail_mask] agus [member detail_albedo] cainéal alfa. Is féidir é " "seo a úsáid chun éagsúlacht a chur le réada, nó chun dhá uigeacht albedo/" "gnáth-uigeachtaí éagsúla a chumasc." msgid "" "Texture used to specify how the detail textures get blended with the base " "textures. [member detail_mask] can be used together with [member " "detail_albedo]'s alpha channel (if any)." msgstr "" "Uigeacht a úsáidtear chun a shonrú conas a chumasctar na huigeachtaí " "mionsonraithe leis na bunuigeachtaí. Is féidir [member detail_mask] a úsáid " "in éineacht le cainéal alfa [member detail_albedo] (más ann dó)." msgid "" "Texture that specifies the per-pixel normal of the detail overlay. The " "[member detail_normal] texture only uses the red and green channels; the blue " "and alpha channels are ignored. The normal read from [member detail_normal] " "is oriented around the surface normal provided by the [Mesh].\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines." msgstr "" "Uigeacht a shonraíonn gnáth in aghaidh an picteilín den fhorleagan " "mionsonraí. Ní úsáideann an uigeacht [member detail_normal] ach na bealaí " "dearga agus glasa; déantar neamhaird de na bealaí gorma agus alfa. Tá an " "gnáthléamh ó [member detail_normal] dírithe timpeall an ghnáthdhromchla a " "sholáthraíonn an [mogalra].\n" "[b]Nóta:[/b] Tá Godot ag súil go n-úsáidfidh an gnáthléarscáil comhordanáidí " "X+, Y+, agus Z+. Féach ar [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]an leathanach seo[/" "url] chun comparáid a dhéanamh idir na gnáthchomhordanáidí léarscáile a " "bhfuiltear ag súil leo ó innill mhóréilimh." msgid "" "Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail " "layer. See [enum DetailUV] for options." msgstr "" "Sonraítear cé acu [code]UV[/code] nó [code]UV2[/code] a úsáid don tsraith " "mhionsonraithe. Féach [enum DetailUV] le haghaidh roghanna." msgid "The algorithm used for diffuse light scattering. See [enum DiffuseMode]." msgstr "" "An algartam a úsáidtear le haghaidh scaipthe solais idirleata. Féach [enum " "DiffuseMode]." msgid "If [code]true[/code], the object receives no ambient light." msgstr "Más [code]true[/code], ní fhaigheann an réad solas comhthimpeallach." msgid "" "If [code]true[/code], the object will not be affected by fog (neither " "volumetric nor depth fog). This is useful for unshaded or transparent " "materials (e.g. particles), which without this setting will be affected even " "if fully transparent." msgstr "" "Más [code]true[/code], ní bheidh tionchar ag ceo ar an réad (ní bheidh ceo " "toirtmhéadrach ná doimhneacht). Tá sé seo úsáideach d’ábhair neamhscáthaithe " "nó trédhearcacha (m.sh. cáithníní), a mbeidh tionchar orthu gan an socrú seo " "fiú má bhíonn siad go hiomlán trédhearcach." msgid "" "If [code]true[/code], the object receives no shadow that would otherwise be " "cast onto it." msgstr "" "Más [code]true[/code], ní fhaigheann an réad scáth a chaithfí air murach é." msgid "" "Distance at which the object appears fully opaque.\n" "[b]Note:[/b] If [member distance_fade_max_distance] is less than [member " "distance_fade_min_distance], the behavior will be reversed. The object will " "start to fade away at [member distance_fade_max_distance] and will fully " "disappear once it reaches [member distance_fade_min_distance]." msgstr "" "An fad ag a bhfuil an chuma ar an réad go hiomlán teimhneach.\n" "[b]Nóta:[/b] Má tá [ball distance_fade_max_distance] níos lú ná [ball " "distance_fade_min_distance], déanfar an t-iompar a aisiompú. Tosóidh an réad " "ag dul i léig ag [member distance_fade_max_distance] agus imeoidh sé go " "hiomlán nuair a shroicheann sé [ball distance_fade_min_distance]." 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 [member distance_fade_min_distance] is greater than [member " "distance_fade_max_distance], the behavior will be reversed. The object will " "start to fade away at [member distance_fade_max_distance] and will fully " "disappear once it reaches [member distance_fade_min_distance]." msgstr "" "An t-achar a thosaíonn an réad le feiceáil. Má tá an réad níos lú ná an fad " "seo uaidh, beidh sé dofheicthe.\n" "[b]Nóta:[/b] Más mó [ball distance_fade_min_distance] ná [ball " "distance_fade_max_distance], déanfar an t-iompar a aisiompú. Tosóidh an réad " "ag dul i léig ag [member distance_fade_max_distance] agus imeoidh sé go " "hiomlán nuair a shroicheann sé [ball distance_fade_min_distance]." msgid "" "Specifies which type of fade to use. Can be any of the [enum " "DistanceFadeMode]s." msgstr "" "Sonraíonn sé cén cineál céimnithe atá le húsáid. Is féidir a bheith ar aon " "cheann de na [enum DistanceFadeMode]s." msgid "The emitted light's color. See [member emission_enabled]." msgstr "Dath an tsolais a astaítear. Féach [ball emission_enabled]." msgid "" "If [code]true[/code], the body emits light. Emitting light makes the object " "appear brighter. The object can also cast light on other objects if a " "[VoxelGI], SDFGI, or [LightmapGI] is used and this object is used in baked " "lighting." msgstr "" "Más [code]true[/code], astaíonn an corp solas. Fágann solas astaithe go " "bhfeictear an réad níos gile. Is féidir leis an réad solas a chaitheamh ar " "réada eile freisin má úsáidtear [VoxelGI], SDFGI, nó [LightmapGI] agus " "úsáidtear an réad seo i soilsiú bácáilte." msgid "Multiplier for emitted light. See [member emission_enabled]." msgstr "Iolraitheoir le haghaidh solas astaithe. Féach [ball emission_enabled]." msgid "" "Luminance of emitted light, measured in nits (candela per square meter). Only " "available when [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] is enabled. The default is roughly equivalent to an " "indoor lightbulb." msgstr "" "Soiléireacht an tsolais astaithe, arna thomhas i nits (candela in aghaidh an " "mhéadair chearnaigh). Ar fáil ach amháin nuair atá [comhalta ProjectSettings." "rendering/lights_and_shadows/use_physical_light_units] cumasaithe. Tá an " "réamhshocrú comhionann go garbh le bolgán solais faoi dhíon." msgid "Use [code]UV2[/code] to read from the [member emission_texture]." msgstr "Úsáid [code]UV2[/code] le léamh ón [member emission_texture]." msgid "" "Sets how [member emission] interacts with [member emission_texture]. Can " "either add or multiply. See [enum EmissionOperator] for options." msgstr "" "Socraíonn sé conas a idirghníomhaíonn [ball emission] le [member " "emission_texture]. Is féidir é a shuimiú nó a iolrú. Féach [enum " "EmissionOperator] le haghaidh roghanna." msgid "Texture that specifies how much surface emits light at a given point." msgstr "" "Uigeacht a shonraíonn cé mhéad dromchla a astaíonn solas ag pointe ar leith." msgid "" "If [code]true[/code], the object is rendered at the same size regardless of " "distance." msgstr "" "Más [code]true[/code], rindreáiltear an réad ar an méid céanna beag beann ar " "achar." msgid "" "If [code]true[/code], enables the vertex grow setting. This can be used to " "create mesh-based outlines using a second material pass and its [member " "cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].\n" "[b]Note:[/b] Vertex growth cannot create new vertices, which means that " "visible gaps may occur in sharp corners. This can be alleviated by designing " "the mesh to use smooth normals exclusively using [url=https://wiki.polycount." "com/wiki/Face_weighted_normals]face weighted normals[/url] in the 3D " "authoring software. In this case, grow will be able to join every outline " "together, just like in the original mesh." msgstr "" "Más rud é [code]true[/code], cumasaítear socrú fáis an rinn. Is féidir é seo " "a úsáid chun imlíne mogalra-bhunaithe a chruthú trí úsáid a bhaint as dara " "pas ábhair agus a [member culll_mode] socraithe go [CULL_FRONT leanúnach]. " "Féach freisin [ball grow_amount].\n" "[b]Nóta:[/b] Ní féidir le fás rinn nua a chruthú, rud a chiallaíonn go " "bhféadfadh bearnaí infheicthe a bheith i gcoirnéil ghéar. Is féidir é seo a " "mhaolú trí mhogalra a dhearadh chun normanna míne a úsáid go heisiach ag " "baint úsáide as [url=https://wiki.polycount.com/wiki/" "Face_weighted_normals]normáltacht ualaithe aghaidh[/url] sna bogearraí " "údaraithe 3D. Sa chás seo, beidh fás in ann gach imlíne a cheangal le chéile, " "díreach mar a bhí sa mhogalra bunaidh." msgid "" "Grows object vertices in the direction of their normals. Only effective if " "[member grow] is [code]true[/code]." msgstr "" "Fásann rinn réada i dtreo a ngnáth. Ní bheidh sé i bhfeidhm ach amháin má tá " "[code]true[/code] ag [member grow]." msgid "" "If [code]true[/code], uses parallax occlusion mapping to represent depth in " "the material instead of simple offset mapping (see [member " "heightmap_enabled]). This results in a more convincing depth effect, but is " "much more expensive on the GPU. Only enable this on materials where it makes " "a significant visual difference." msgstr "" "Más [code]true[/code], úsáideann mapáil occlusion parallax chun doimhneacht " "san ábhar a léiriú in ionad mapáil fhritháireamh shimplí (féach [member " "heightmap_enabled]). Mar thoradh air seo tá éifeacht doimhneacht níos " "diongbháilte, ach tá sé i bhfad níos costasaí ar an GPU. Ná déan é seo a " "chumasú ach ar ábhair nuair a dhéanann sé difríocht shuntasach amhairc." msgid "" "If [code]true[/code], height mapping is enabled (also called \"parallax " "mapping\" or \"depth mapping\"). See also [member normal_enabled]. Height " "mapping is a demanding feature on the GPU, so it should only be used on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Height mapping is not supported if triplanar mapping is used on " "the same material. The value of [member heightmap_enabled] will be ignored if " "[member uv1_triplanar] is enabled." msgstr "" "Más [code]true[/code], cumasaítear léarscáiliú airde (ar a dtugtar “mapáil " "parallax” nó “mapáil doimhneachta”) freisin. Féach freisin [ball " "normal_enabled]. Is gné éilitheach é léarscáiliú airde ar an GPU, mar sin " "níor cheart é a úsáid ach amháin ar ábhair nuair a dhéanann sé difríocht " "shuntasach amhairc.\n" "[b]Nóta:[/b] Ní thacaítear le léarscáiliú airde má úsáidtear léarscáiliú " "tríphleanach ar an ábhar céanna. Ní thabharfar aird ar luach [member " "heightmap_enabled] má tá [member uv1_triplanar] cumasaithe." msgid "" "If [code]true[/code], flips the mesh's binormal vectors when interpreting the " "height map. If the heightmap effect looks strange when the camera moves (even " "with a reasonable [member heightmap_scale]), try setting this to [code]true[/" "code]." msgstr "" "Más [code]true[/code], iompaithe amach veicteoirí déghnáthacha an mhogalra " "agus an léarscáil airde á léirmhíniú. Má tá cuma aisteach ar éifeacht na " "léarscáile airde nuair a bhogann an ceamara (fiú le [member heightmap_scale] " "réasúnta), déan iarracht é seo a shocrú go [code]true[/code]." msgid "" "If [code]true[/code], flips the mesh's tangent vectors when interpreting the " "height map. If the heightmap effect looks strange when the camera moves (even " "with a reasonable [member heightmap_scale]), try setting this to [code]true[/" "code]." msgstr "" "Más [code]true[/code], smeach veicteoirí tadhlaí an mhogalra agus an " "léarscáil airde á léirmhíniú. Má tá cuma aisteach ar éifeacht na léarscáile " "airde nuair a bhogann an ceamara (fiú le [member heightmap_scale] réasúnta), " "déan iarracht é seo a shocrú go [code]true[/code]." msgid "" "If [code]true[/code], interprets the height map texture as a depth map, with " "brighter values appearing to be \"lower\" in altitude compared to darker " "values.\n" "This can be enabled for compatibility with some materials authored for Godot " "3.x. This is not necessary if the Invert import option was used to invert the " "depth map in Godot 3.x, in which case [member heightmap_flip_texture] should " "remain [code]false[/code]." msgstr "" "Más rud é [code]true[/code], léirmhíníonn sé uigeacht na léarscáile airde mar " "léarscáil doimhneachta, agus is cosúil go bhfuil luachanna níos gile \"níos " "ísle\" san airde i gcomparáid le luachanna níos dorcha.\n" "Is féidir é seo a chumasú le haghaidh comhoiriúnachta le roinnt ábhar atá " "údaraithe do Godot 3.x. Níl sé seo riachtanach má úsáideadh an rogha " "iompórtála Inbhéartaithe chun an léarscáil doimhneachta in Godot 3.x a " "inbhéartú, agus sa chás sin ba cheart go bhfanfadh [member " "heightmap_flip_texture] [code]bréagach[/code]." msgid "" "The number of layers to use for parallax occlusion mapping when the camera is " "up close to the material. Higher values result in a more convincing depth " "effect, especially in materials that have steep height changes. Higher values " "have a significant cost on the GPU, so it should only be increased on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Only effective if [member heightmap_deep_parallax] is " "[code]true[/code]." msgstr "" "Líon na sraitheanna le húsáid le haghaidh mapáil occlusion parallax nuair a " "bhíonn an ceamara in aice leis an ábhar. Mar thoradh ar luachanna níos airde " "bíonn éifeacht doimhneachta níos diongbháilte, go háirithe in ábhair a bhfuil " "athruithe géara airde orthu. Tá costas suntasach ag luachanna níos airde ar " "an GPU, mar sin níor cheart é a mhéadú ach amháin ar ábhair nuair a dhéanann " "sé difríocht shuntasach amhairc.\n" "[b]Nóta:[/b] Ní bheidh éifeacht leis ach amháin má tá [code]true[/code] ar " "[member heightmap_deep_parallax]." msgid "" "The number of layers to use for parallax occlusion mapping when the camera is " "far away from the material. Higher values result in a more convincing depth " "effect, especially in materials that have steep height changes. Higher values " "have a significant cost on the GPU, so it should only be increased on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Only effective if [member heightmap_deep_parallax] is " "[code]true[/code]." msgstr "" "Líon na sraitheanna le húsáid le haghaidh mapáil occlusion parallax nuair a " "bhíonn an ceamara i bhfad ar shiúl ón ábhar. Mar thoradh ar luachanna níos " "airde bíonn éifeacht doimhneachta níos diongbháilte, go háirithe in ábhair a " "bhfuil athruithe géara airde orthu. Tá costas suntasach ag luachanna níos " "airde ar an GPU, mar sin níor cheart é a mhéadú ach amháin ar ábhair nuair a " "dhéanann sé difríocht shuntasach amhairc.\n" "[b]Nóta:[/b] Ní bheidh éifeacht leis ach amháin má tá [code]true[/code] ar " "[member heightmap_deep_parallax]." msgid "" "The heightmap scale to use for the parallax effect (see [member " "heightmap_enabled]). The default value is tuned so that the highest point " "(value = 255) appears to be 5 cm higher than the lowest point (value = 0). " "Higher values result in a deeper appearance, but may result in artifacts " "appearing when looking at the material from oblique angles, especially when " "the camera moves. Negative values can be used to invert the parallax effect, " "but this is different from inverting the texture using [member " "heightmap_flip_texture] as the material will also appear to be \"closer\" to " "the camera. In most cases, [member heightmap_scale] should be kept to a " "positive value.\n" "[b]Note:[/b] If the height map effect looks strange regardless of this value, " "try adjusting [member heightmap_flip_binormal] and [member " "heightmap_flip_tangent]. See also [member heightmap_texture] for " "recommendations on authoring heightmap textures, as the way the heightmap " "texture is authored affects how [member heightmap_scale] behaves." msgstr "" "An scála léarscáile airde le húsáid don éifeacht parallax (féach [member " "heightmap_enabled]). Tá an luach réamhshocraithe tiúnta sa chaoi is go " "ndealraíonn sé go bhfuil an pointe is airde (luach = 255) 5 cm níos airde ná " "an pointe is ísle (luach = 0). Bíonn cuma níos doimhne ar luachanna níos " "airde, ach d’fhéadfadh déantáin a bheith le feiceáil agus tú ag féachaint ar " "an ábhar ó uillinneacha fiar, go háirithe nuair a ghluaiseann an ceamara. Is " "féidir luachanna diúltacha a úsáid chun an éifeacht parallax a inbhéartú, ach " "tá sé seo difriúil leis an uigeacht a inbhéartú trí úsáid a bhaint as [member " "heightmap_flip_texture] mar go bhfeicfear go bhfuil an t-ábhar \"níos gaire\" " "don cheamara freisin. I bhformhór na gcásanna, ba cheart [member " "heightmap_scale] a choinneáil go luach dearfach.\n" "[b]Nóta:[/b] Má tá cuma aisteach ar éifeacht na léarscáile airde beag beann " "ar an luach seo, bain triail as [member heightmap_flip_binormal] agus [member " "heightmap_flip_tangent] a choigeartú. Féach freisin [member " "heightmap_texture] le haghaidh moltaí maidir le huigeachtaí léarscáileanna " "airde a údarú, mar go mbíonn tionchar ag an mbealach a údaraítear uigeacht na " "léarscáile airde ar an gcaoi a n-iompraíonn [member heightmap_scale]." msgid "" "The texture to use as a height map. See also [member heightmap_enabled].\n" "For best results, the texture should be normalized (with [member " "heightmap_scale] reduced to compensate). In [url=https://gimp.org]GIMP[/url], " "this can be done using [b]Colors > Auto > Equalize[/b]. If the texture only " "uses a small part of its available range, the parallax effect may look " "strange, especially when the camera moves.\n" "[b]Note:[/b] To reduce memory usage and improve loading times, you may be " "able to use a lower-resolution heightmap texture as most heightmaps are only " "comprised of low-frequency data." msgstr "" "An uigeacht le húsáid mar léarscáil airde. Féach freisin [member " "heightmap_enabled].\n" "Chun na torthaí is fearr a fháil, ba cheart an uigeacht a normalú (le [member " "heightmap_scale] a laghdú mar chúiteamh). In [url=https://gimp.org]GIMP[/" "url], is féidir é seo a dhéanamh trí úsáid a bhaint as [b]Colors > Auto > " "Equalize[/b]. Mura n-úsáideann an uigeacht ach cuid bheag dá raon atá ar " "fáil, féadfaidh an éifeacht parallax breathnú aisteach, go háirithe nuair a " "bhogann an ceamara.\n" "[b]Nóta:[/b] Chun úsáid na cuimhne a laghdú agus amanna luchtaithe a " "fheabhsú, b'fhéidir go mbeifeá in ann uigeacht léarscáil airde níos ísle a " "úsáid mar nach bhfuil i bhformhór na léarscáileanna airde ach sonraí ar " "mhinicíocht íseal." 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 "" "De bharr luach ard bíonn cuma níos cosúla ar an ábhar le miotail. Úsáideann " "neamh-mhiotail a n-albedo mar an dath idirleata agus cuireann siad idirleata " "leis an bhfrithchaitheamh amhantrach. Le neamh-mhiotail, feictear an machnamh " "ar bharr an dath albedo. Úsáideann miotail a n-albedo mar iolraitheoir don " "fhrithchaitheamh amhantrach agus socraíonn siad an dath idirleata go dubh " "agus bíonn frithchaitheamh tinted mar thoradh air. Oibríonn ábhair níos fearr " "nuair a bhíonn siad go hiomlán miotail nó go hiomlán neamh-mhiotail, níor " "cheart luachanna idir [code]0[/code] agus [code]1[/code] a úsáid ach amháin " "chun codanna miotail agus neamh-mhiotail a chumasc. Chun an méid machnaimh a " "athrú úsáid [garbhacht na mball]." msgid "" "Adjusts the strength of specular reflections. Specular reflections are " "composed of scene reflections and the specular lobe which is the bright spot " "that is reflected from light sources. When set to [code]0.0[/code], no " "specular reflections will be visible. This differs from the [constant " "SPECULAR_DISABLED] [enum SpecularMode] as [constant SPECULAR_DISABLED] only " "applies to the specular lobe from the light source.\n" "[b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it " "should be left at [code]0.5[/code] in most cases. See also [member roughness]." msgstr "" "Coigeartaíonn an neart machnaimh specular. Is éard atá i bhfrithchaitheamh " "speictreach ná frithchaitheamh radhairc agus an lobe amhantrach arb é an " "láthair geal é a léirítear ó fhoinsí solais. Nuair a bheidh [code]0.0[/code] " "socraithe, ní bheidh aon mhachnamh amhantrach le feiceáil. Tá sé seo difriúil " "ón [SPECULAR_DISABLED leanúnach] [enum SpecularMode] mar ní bhaineann " "[SPECULAR_DISABLED leanúnach] ach leis an lobe specular ón bhfoinse solais.\n" "[b]Nóta:[/b] Murab ionann agus [ballmhiotalacha], ní fuinneamh-chaomhnú é " "seo, mar sin ba cheart é a fhágáil ag [code]0.5[/code] i bhformhór na " "gcásanna. Féach freisin [garbhacht na mball]." msgid "" "Texture used to specify metallic for an object. This is multiplied by [member " "metallic]." msgstr "" "Uigeacht a úsáidtear chun miotalach a shonrú do réad. Méadaítear é seo faoi " "[ball mhiotalacha]." 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 "" "Sonraíonn sé cainéal an [member metallic_texture] ina stóráiltear an " "fhaisnéis mhiotalacha. Tá sé seo úsáideach nuair a stórálann tú an fhaisnéis " "le haghaidh éifeachtaí iolracha in aon uigeacht amháin. Mar shampla, má " "stóráil tú miotalach sa chainéal dearg, gairbhe sa ghorm, agus an t-occlusion " "comhthimpeallach sa ghlas d'fhéadfá líon na n-uigeachtaí a úsáideann tú a " "laghdú." msgid "The width of the shape outline." msgstr "Leithead imlíne an chruth." msgid "" "The width of the range around the shape between the minimum and maximum " "representable signed distance." msgstr "" "Leithead an raoin timpeall an chrutha idir an t-achar sínithe íosta agus " "uasta." msgid "" "If [code]true[/code], depth testing is disabled and the object will be drawn " "in render order." msgstr "" "Más [code]true[/code], díchumasaítear tástáil doimhneachta agus tarraingeofar " "an réad in ord rindreála." msgid "" "If [code]true[/code], normal mapping is enabled. This has a slight " "performance cost, especially on mobile GPUs." msgstr "" "Más [code]true[/code], tá gnáth-mhapáil cumasaithe. Tá costas feidhmíochta " "beag ag baint leis seo, go háirithe ar GPUanna soghluaiste." msgid "The strength of the normal map's effect." msgstr "Neart éifeacht an ghnáth-léarscáileáin." msgid "" "Texture used to specify the normal at a given pixel. The [member " "normal_texture] only uses the red and green channels; the blue and alpha " "channels are ignored. The normal read from [member normal_texture] is " "oriented around the surface normal provided by the [Mesh].\n" "[b]Note:[/b] The mesh must have both normals and tangents defined in its " "vertex data. Otherwise, the normal map won't render correctly and will only " "appear to darken the whole surface. If creating geometry with [SurfaceTool], " "you can use [method SurfaceTool.generate_normals] and [method SurfaceTool." "generate_tangents] to automatically generate normals and tangents " "respectively.\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines.\n" "[b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member " "detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To " "display a normal map [i]above[/i] the [member detail_albedo] texture, use " "[member detail_normal] instead." msgstr "" "Uigeacht a úsáidtear chun an gnáth a shonrú ag picteilín ar leith. Ní " "úsáideann an [comhalta normal_texture] ach na cainéil dearg agus glas; " "déantar neamhaird de na bealaí gorma agus alfa. Tá an gnáthléamh ó [member " "normal_texture] dírithe timpeall an ghnáthdhromchla a sholáthraíonn an " "[mogalra].\n" "[b]Nóta:[/b] Caithfidh normanna agus tadhlaí araon a bheith sainithe ina " "shonraí rinn an mhogalra. Seachas sin, ní fhágfaidh an gnáthléarscáil i " "gceart agus ní bheidh an chuma ar an scéal go ndéanfaidh sé ach an dromchla " "iomlán a dhorchaiú. Má tá céimseata á cruthú le [SurfaceTool], is féidir leat " "[method SurfaceTool.generate_normals] agus [method SurfaceTool." "generate_tangents] a úsáid chun normanna agus tadhlaí faoi seach a ghiniúint " "go huathoibríoch.\n" "[b]Nóta:[/b] Tá Godot ag súil go n-úsáidfidh an gnáthléarscáil comhordanáidí " "X+, Y+, agus Z+. Féach ar [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]an leathanach seo[/" "url] chun comparáid a dhéanamh idir na gnáthchomhordanáidí léarscáile a " "bhfuiltear ag súil leo ó innill mhóréilimh.\n" "[b]Nóta:[/b] Má tá [member detail_enabled] [code]true[/code], tarraingítear " "an uigeacht [member detail_albedo] [i]thíos[/i] an [member normal_texture]. " "Chun gnáthléarscáil [i] thuas[/i] an uigeacht [member detail_albedo] a " "thaispeáint, úsáid [member detail_normal] ina ionad sin." msgid "" "The Occlusion/Roughness/Metallic texture to use. This is a more efficient " "replacement of [member ao_texture], [member roughness_texture] and [member " "metallic_texture] in [ORMMaterial3D]. Ambient occlusion is stored in the red " "channel. Roughness map is stored in the green channel. Metallic map is stored " "in the blue channel. The alpha channel is ignored." msgstr "" "An Uigeacht Occlusion/Roughness/Miotalacha le húsáid. Is athsholáthar níos " "éifeachtaí é seo ar [member ao_texture], [member roughness_texture] agus " "[member metallic_texture] in [ORMMaterial3D]. Stóráiltear occlusion " "comhthimpeallach sa chainéal dearg. Stóráiltear léarscáil gharbhachta sa " "chainéal glas. Stóráiltear léarscáil mhiotalacha sa chainéal gorm. Déantar " "neamhaird ar an gcainéal alfa." msgid "" "The number of horizontal frames in the particle sprite sheet. Only enabled " "when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" "Líon na bhfrámaí cothrománacha i mbileog sprite na gcáithníní. Cumasaithe " "amháin agus [BILLBOARD_PARTICLES leanúnach] in úsáid. Féach ar [ball " "billboard_mode]." msgid "" "If [code]true[/code], particle animations are looped. Only enabled when using " "[constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" "Más [code]true[/code], lúbtar beochan na gcáithníní. Cumasaithe amháin agus " "[BILLBOARD_PARTICLES leanúnach] in úsáid. Féach ar [ball billboard_mode]." msgid "" "The number of vertical frames in the particle sprite sheet. Only enabled when " "using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" "Líon na frámaí ingearacha sa bhileog sprite cáithníní. Cumasaithe amháin agus " "[BILLBOARD_PARTICLES leanúnach] in úsáid. Féach ar [ball billboard_mode]." msgid "The point size in pixels. See [member use_point_size]." msgstr "Méid an phointe i bpicteilín. Féach [comhalta use_point_size]." msgid "" "Distance over which the fade effect takes place. The larger the distance the " "longer it takes for an object to fade." msgstr "" "An fad thar a dtarlaíonn an éifeacht céimnithe. Dá mhéad an t-achar is ea is " "faide a thógann sé ar rud céimnithe." 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 "" "Más [code]true[/code], tá an éifeacht céimnithe cóngarachta cumasaithe. " "Maireann an éifeacht céimnithe cóngarachta gach picteilín bunaithe ar a fhad " "le réad eile." msgid "" "If [code]true[/code], the refraction effect is enabled. Distorts transparency " "based on light from behind the object." msgstr "" "Más [code]true[/code], tá an éifeacht athraonta cumasaithe. Déanann sé " "trédhearcacht a shaobhadh bunaithe ar sholas ón taobh thiar den rud." msgid "The strength of the refraction effect." msgstr "Neart an éifeacht athraonta." msgid "" "Texture that controls the strength of the refraction per-pixel. Multiplied by " "[member refraction_scale]." msgstr "" "Uigeacht a rialaíonn neart an athraonta in aghaidh an picteilín. iolraithe " "faoi [member refraction_scale]." msgid "" "Specifies the channel of the [member refraction_texture] in which the " "refraction information is stored. This is useful when you store the " "information for multiple effects in a single texture. For example if you " "stored refraction in the red channel, roughness in the blue, and ambient " "occlusion in the green you could reduce the number of textures you use." msgstr "" "Sonraíonn sé cainéal an [member refraction_texture] ina stóráiltear an " "fhaisnéis athraonta. Tá sé seo úsáideach nuair a stóráil tú an fhaisnéis le " "haghaidh éifeachtaí iolracha in aon uigeacht amháin. Mar shampla, má stóráil " "tú athraonta sa chainéal dearg, gairbhe sa ghorm, agus an t-oclús " "comhthimpeallach sa ghlas d'fhéadfá líon na n-uigeachtaí a úsáideann tú a " "laghdú." msgid "Sets the strength of the rim lighting effect." msgstr "Socraíonn sé neart an éifeacht soilsithe imeall." msgid "" "If [code]true[/code], rim effect is enabled. Rim lighting increases the " "brightness at glancing angles on an object.\n" "[b]Note:[/b] Rim lighting is not visible if the material's [member " "shading_mode] is [constant SHADING_MODE_UNSHADED]." msgstr "" "Más [code]true[/code], tá éifeacht imeall cumasaithe. Méadaíonn soilsiú " "imeall an ghile ag féachaint ar uillinneacha ar rud.\n" "[b]Nóta:[/b] Níl an soilsiú imeall le feiceáil más é [SHADING_MODE_UNSHADED] " "an t-ábhar [sHADING_MODE_UNSHADED]." msgid "" "Texture used to set the strength of the rim lighting effect per-pixel. " "Multiplied by [member rim]." msgstr "" "Uigeacht a úsáidtear chun neart an éifeacht soilsithe imeall in aghaidh an " "picteilín a shocrú. arna iolrú faoi [ball imill]." 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 "" "An méid solas agus dath albedo a chumasc agus éifeacht imeall á rindreáil. Má " "úsáidtear [code]0[/code] an dath éadrom, agus ciallaíonn [code]1[/code] go n-" "úsáidtear dath albedo. Go ginearálta is fearr a oibríonn luach idirmheánach." 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 "" "Frithchaitheamh dromchla. Seasann luach [code]0[/code] do scáthán foirfe agus " "déanann luach [code]1[/code] an frithchaitheamh go hiomlán doiléir. Féach " "freisin [ball mhiotalacha]." msgid "" "Texture used to control the roughness per-pixel. Multiplied by [member " "roughness]." msgstr "" "Uigeacht a úsáidtear chun garbh in aghaidh an picteilín a rialú. arna iolrú " "faoi [garbhacht na mball]." msgid "" "Specifies the channel of the [member roughness_texture] in which the " "roughness 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 "" "Sonraíonn sé cainéal an [member roughness_texture] ina stóráiltear an " "fhaisnéis gharbh. Tá sé seo úsáideach nuair a stórálann tú an fhaisnéis le " "haghaidh éifeachtaí iolracha in aon uigeacht amháin. Mar shampla, má stóráil " "tú miotalach sa chainéal dearg, gairbhe sa ghorm, agus an t-occlusion " "comhthimpeallach sa ghlas d'fhéadfá líon na n-uigeachtaí a úsáideann tú a " "laghdú." msgid "" "Sets whether the shading takes place, per-pixel, per-vertex or unshaded. Per-" "vertex lighting is faster, making it the best choice for mobile applications, " "however it looks considerably worse than per-pixel. Unshaded rendering is the " "fastest, but disables all interactions with lights.\n" "[b]Note:[/b] Setting the shading mode vertex shading currently has no effect, " "as vertex shading is not implemented yet." msgstr "" "Socraíonn sé cé acu an bhfuil an scáthú ar siúl, in aghaidh an picteilín, in " "aghaidh an rinn nó gan scáthú. Tá soilsiú in aghaidh an rinn níos tapúla, rud " "a fhágann gurb é an rogha is fearr le haghaidh feidhmchláir shoghluaiste, ach " "tá cuma i bhfad níos measa air ná in aghaidh an picteilín. Is é rindreáil gan " "scáth an ceann is tapúla, ach díchumasaítear gach idirghníomhú le soilse.\n" "[b]Nóta:[/b] Ag socrú an mhodha scáthaithe níl aon éifeacht ag scáthú rinn " "faoi láthair, toisc nach bhfuil scáthú rinn curtha i bhfeidhm fós." 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 "" "Má chumasaíonn [code]true[/code] an mód rindreála “scáth go teimhneacht” " "nuair a athraíonn an soilsiú an t-alfa ionas go mbeidh na limistéir " "scáthaithe teimhneach agus go mbíonn limistéir nach bhfuil scáthaithe " "trédhearcach. Úsáideach chun scáthanna a fhorleagan ar fhotha ceamara in AR." msgid "" "The method for rendering the specular blob. See [enum SpecularMode].\n" "[b]Note:[/b] [member specular_mode] only applies to the specular blob. It " "does not affect specular reflections from the sky, screen-space reflections, " "[VoxelGI], SDFGI or [ReflectionProbe]s. To disable reflections from these " "sources as well, set [member metallic_specular] to [code]0.0[/code] instead." msgstr "" "An modh chun an blob specular a rindreáil. Féach [enum SpecularMode].\n" "[b]Nóta:[/b] ní bhaineann [member specular_mode] ach leis an mbolg speiceach. " "Ní chuireann sé isteach ar fhrithchaitheamh amhantrach ón spéir, ar " "fhrithchaitheamh spáis scáileáin, [VoxelGI], SDFGI nó [ReflectionProbe]s. " "Chun frithchaitheamh ó na foinsí seo a dhíchumasú freisin, socraigh [ball " "metallic_specular] go [code]0.0[/code] ina ionad sin." msgid "" "If [code]true[/code], subsurface scattering is enabled. Emulates light that " "penetrates an object's surface, is scattered, and then emerges. Subsurface " "scattering quality is controlled by [member ProjectSettings.rendering/" "environment/subsurface_scattering/subsurface_scattering_quality]." msgstr "" "Más [code]true[/code], tá scaipthe faoin dromchla cumasaithe. Aithrisíonn sé " "solas a théann isteach i dromchla ruda, a scaiptear, agus a thagann chun " "solais ansin. Tá cáilíocht scaipthe faoin dromchla á rialú ag [comhalta " "ProjectSettings.rendering/environment/subsurface_scattering/" "subsurface_scattering_quality]." msgid "" "If [code]true[/code], subsurface scattering will use a special mode optimized " "for the color and density of human skin, such as boosting the intensity of " "the red channel in subsurface scattering." msgstr "" "Más [code]true[/code], úsáidfear modh speisialta optamaithe le haghaidh dath " "agus dlús craiceann an duine chun scaipeadh an fhodhromchla, mar shampla " "déine an chainéil dhearg i scaipthe faoin dromchla a threisiú." msgid "" "The strength of the subsurface scattering effect. The depth of the effect is " "also controlled by [member ProjectSettings.rendering/environment/" "subsurface_scattering/subsurface_scattering_scale], which is set globally." msgstr "" "Neart éifeacht scaipthe an fhodhromchla. Tá doimhneacht na héifeachta á rialú " "freisin ag [member ProjectSettings.rendering/environment/" "subsurface_scattering/subsurface_scattering_scale], atá socraithe go domhanda." msgid "" "Texture used to control the subsurface scattering strength. Stored in the red " "texture channel. Multiplied by [member subsurf_scatter_strength]." msgstr "" "Uigeacht a úsáidtear chun neart scaipthe an fhodhromchla a rialú. Stóráilte " "sa chainéal uigeacht dearg. iolraithe faoi [ball subsurf_scatter_strength]." msgid "The intensity of the subsurface scattering transmittance effect." msgstr "Déine an éifeacht tarchurtha scaipthe fodhromchla." msgid "" "The color to multiply the subsurface scattering transmittance effect with. " "Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code]." msgstr "" "An dath a iolrú ar an dromchla scaipthe éifeacht transmittance le. Rinneadh " "neamhaird de má tá [code]true[/code] ar [ball subsurf_scatter_skin_mode]." msgid "The depth of the subsurface scattering transmittance effect." msgstr "Doimhneacht an éifeacht tarchurtha scaipthe fodhromchla." msgid "" "If [code]true[/code], enables subsurface scattering transmittance. Only " "effective if [member subsurf_scatter_enabled] is [code]true[/code]. See also " "[member backlight_enabled]." msgstr "" "Má chumasaíonn [code]true[/code] tarchur scaipthe faoin dromchla. Ní bheidh " "sé i bhfeidhm ach amháin má tá [code]true[/code] ar [ball " "subsurf_scatter_enabled]. Féach freisin [comhalta backlight_enabled]." msgid "" "The texture to use for multiplying the intensity of the subsurface scattering " "transmittance intensity. See also [member subsurf_scatter_texture]. Ignored " "if [member subsurf_scatter_skin_mode] is [code]true[/code]." msgstr "" "An uigeacht le húsáid chun déine tarchurtha scaipthe an fhodhromchla a iolrú. " "Féach freisin [ball subsurf_scatter_texture]. Rinneadh neamhaird de má tá " "[code]true[/code] ar [ball subsurf_scatter_skin_mode]." 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 "" "Scag bratacha don uigeacht. Féach [enum TextureFilter] le haghaidh roghanna.\n" "[b]Nóta:[/b] sampláiltear [member heightmap_texture] le scagadh líneach i " "gcónaí, fiú má roghnaítear scagadh na gcomharsan is gaire anseo. Déantar é " "seo chun a chinntiú go bhféachann éifeacht an léarscáil airde mar a bhí " "beartaithe. Más gá duit trasdulta airde níos géire idir picteilíní, athraigh " "uigeacht na léarscáile airde in eagarthóir íomhá leis an scagadh comharsan is " "gaire." msgid "Repeat flags for the texture. See [enum TextureFilter] for options." msgstr "" "Déan bratacha arís le haghaidh an uigeachta. Féach [enum TextureFilter] le " "haghaidh roghanna." msgid "" "The material's transparency mode. Some transparency modes will disable shadow " "casting. Any transparency mode other than [constant TRANSPARENCY_DISABLED] " "has a greater performance impact compared to opaque rendering. See also " "[member blend_mode]." msgstr "" "Modh trédhearcachta an ábhair. Díchumasóidh roinnt modhanna trédhearcachta " "scáth-theilgean. Bíonn tionchar feidhmíochta níos mó ag aon mhodh " "trédhearcachta seachas [ TRANSPARENCY_DISABLED leanúnach] i gcomparáid le " "rindreáil teimhneach. Féach freisin [member blend_mode]." msgid "" "If [code]true[/code], enables parts of the shader required for " "[GPUParticles3D] trails to function. This also requires using a mesh with " "appropriate skinning, such as [RibbonTrailMesh] or [TubeTrailMesh]. Enabling " "this feature outside of materials used in [GPUParticles3D] meshes will break " "material rendering." msgstr "" "Má tá [code]true[/code], cuireann sé ar chumas codanna den scáthlán a " "theastaíonn do chonairí [GPUParticles3D] feidhmiú. Éilíonn sé seo freisin " "mogalra a úsáid le feannadh cuí, mar [RibbonTrailMesh] nó [TubeTrailMesh]. Má " "ligtear don ghné seo lasmuigh d’ábhair a úsáidtear i mogaill " "[GPUParticles3D], brisfear rindreáil ábhair." msgid "" "If [code]true[/code], render point size can be changed.\n" "[b]Note:[/b] This is only effective for objects whose geometry is point-based " "rather than triangle-based. See also [member point_size]." msgstr "" "Más [code]true[/code], is féidir méid an phointe rindreála a athrú.\n" "[b]Nóta:[/b] Níl sé seo éifeachtach ach amháin i gcás réada a bhfuil a " "gcéimseata pointebhunaithe seachas triantán-bhunaithe. Féach freisin [member " "point_size]." msgid "" "How much to offset the [code]UV[/code] coordinates. This amount will be added " "to [code]UV[/code] in the vertex function. This can be used to offset a " "texture. The Z component is used when [member uv1_triplanar] is enabled, but " "it is not used anywhere else." msgstr "" "Cé mhéad atá le fritháireamh ar na comhordanáidí [code]UV[/code]. Cuirfear an " "méid seo le [code]UV[/code] san fheidhm rinn. Is féidir é seo a úsáid chun " "uigeacht a fhritháireamh. Úsáidtear an chomhpháirt Z nuair atá [member " "uv1_triplanar] cumasaithe, ach ní úsáidtear é in aon áit eile." msgid "" "How much to scale the [code]UV[/code] coordinates. This is multiplied by " "[code]UV[/code] in the vertex function. The Z component is used when [member " "uv1_triplanar] is enabled, but it is not used anywhere else." msgstr "" "Cé mhéad chun na comhordanáidí [code]UV[/code] a scála. Méadaítear é seo faoi " "[code]UV[/code] san fheidhm rinn. Úsáidtear an chomhpháirt Z nuair atá " "[member uv1_triplanar] cumasaithe, ach ní úsáidtear é in aon áit eile." 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 "" "Más [code]true[/code], in ionad [code]UV[/code] a úsáid, úsáidfidh uigeachtaí " "cuardach uigeachta tríphleanach chun a fháil amach conas uigeachtaí a chur i " "bhfeidhm. Úsáideann Triplanar treoshuíomh dhromchla an ruda chun " "comhordanáidí uigeachta a chumasc. Léann sé as uigeacht na foinse 3 huaire, " "uair amháin do gach ais agus ansin meascann sé idir na torthaí bunaithe ar cé " "chomh dlúth agus a ailíníonn an picteilín le gach ais. Is minic a úsáidtear é " "seo le haghaidh gnéithe nádúrtha chun cumasc réadúil ábhar a fháil. Toisc go " "dteastaíonn i bhfad níos mó uigeachtaí le léamh in aghaidh an picteilín le " "haghaidh téachtadh tríphleanach tá sé i bhfad níos moille ná an gnáth-" "uigeacht UV. Ina theannta sin, toisc go bhfuil an uigeacht idir na trí ais á " "chumasc aige, níl sé oiriúnach agus tú ag iarraidh uigeachtú brioscach a " "bhaint amach." msgid "" "A lower number blends the texture more softly while a higher number blends " "the texture more sharply.\n" "[b]Note:[/b] [member uv1_triplanar_sharpness] is clamped between [code]0.0[/" "code] and [code]150.0[/code] (inclusive) as values outside that range can " "look broken depending on the mesh." msgstr "" "Déanann uimhir níos ísle an uigeacht a chumasc níos boige agus déanann líon " "níos airde an uigeacht a chumasc níos géire.\n" "[b]Nóta:[/b] Tá [comhalta uv1_triplanar_sharpness] clampáilte idir [code]0.0[/" "code] agus [code]150.0[/code] (san áireamh) toisc gur féidir le luachanna " "lasmuigh den raon sin breathnú briste ag brath ar an mogalra." msgid "" "If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in " "world space rather than object local space. See also [member uv1_triplanar]." msgstr "" "Más [code]true[/code], ríomhtar mapáil thríphleanach le haghaidh [code]UV[/" "code] i spás an domhain seachas i spás áitiúil réad. Féach freisin [comhalta " "uv1_triplanar]." msgid "" "How much to offset the [code]UV2[/code] coordinates. This amount will be " "added to [code]UV2[/code] in the vertex function. This can be used to offset " "a texture. The Z component is used when [member uv2_triplanar] is enabled, " "but it is not used anywhere else." msgstr "" "Cé mhéad atá le fritháireamh ar na comhordanáidí [code]UV2[/code]. Cuirfear " "an méid seo le [code]UV2[/code] san fheidhm rinn. Is féidir é seo a úsáid " "chun uigeacht a fhritháireamh. Úsáidtear an chomhpháirt Z nuair atá [member " "uv2_triplanar] cumasaithe, ach ní úsáidtear é in aon áit eile." msgid "" "How much to scale the [code]UV2[/code] coordinates. This is multiplied by " "[code]UV2[/code] in the vertex function. The Z component is used when [member " "uv2_triplanar] is enabled, but it is not used anywhere else." msgstr "" "Cé mhéad chun na comhordanáidí [code]UV2[/code] a scála. Méadaítear é seo " "faoi [code]UV2[/code] san fheidhm rinn. Úsáidtear an chomhpháirt Z nuair atá " "[member uv2_triplanar] cumasaithe, ach ní úsáidtear é in aon áit eile." 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 "" "Más [code]true[/code], in ionad [code]UV2[/code] a úsáid, úsáidfidh " "uigeachtaí cuardach uigeachta tríphleanach chun a fháil amach conas " "uigeachtaí a chur i bhfeidhm. Úsáideann Triplanar treoshuíomh dhromchla an " "ruda chun comhordanáidí uigeachta a chumasc. Léann sé as uigeacht na foinse 3 " "huaire, uair amháin do gach ais agus ansin meascann sé idir na torthaí " "bunaithe ar cé chomh dlúth agus a ailíníonn an picteilín le gach ais. Is " "minic a úsáidtear é seo le haghaidh gnéithe nádúrtha chun cumasc réadúil " "ábhar a fháil. Toisc go dteastaíonn i bhfad níos mó uigeachtaí le léamh in " "aghaidh an picteilín le haghaidh téachtadh tríphleanach tá sé i bhfad níos " "moille ná an gnáth-uigeacht UV. Ina theannta sin, toisc go bhfuil an uigeacht " "idir na trí ais á chumasc aige, níl sé oiriúnach agus tú ag iarraidh " "uigeachtú brioscach a bhaint amach." msgid "" "A lower number blends the texture more softly while a higher number blends " "the texture more sharply.\n" "[b]Note:[/b] [member uv2_triplanar_sharpness] is clamped between [code]0.0[/" "code] and [code]150.0[/code] (inclusive) as values outside that range can " "look broken depending on the mesh." msgstr "" "Déanann uimhir níos ísle an uigeacht a chumasc níos boige agus déanann líon " "níos airde an uigeacht a chumasc níos géire.\n" "[b]Nóta:[/b] Tá [comhalta uv2_triplanar_sharpness] clampáilte idir [code]0.0[/" "code] agus [code]150.0[/code] (san áireamh) mar is féidir go bhfeicfeadh " "luachanna lasmuigh den raon sin briste ag brath ar an mogalra." msgid "" "If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated in " "world space rather than object local space. See also [member uv2_triplanar]." msgstr "" "Más [code]true[/code], ríomhtar mapáil thríphleanach le haghaidh [code]UV2[/" "code] sa spás domhanda seachas sa spás áitiúil réad. Féach freisin [comhalta " "uv2_triplanar]." msgid "" "If [code]true[/code], vertex colors are considered to be stored in sRGB color " "space and are converted to linear color space during rendering. If " "[code]false[/code], vertex colors are considered to be stored in linear color " "space and are rendered as-is. See also [member albedo_texture_force_srgb].\n" "[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering " "methods, not Compatibility." msgstr "" "Más [code]true[/code], meastar dathanna rinn a bheith stóráilte i spás " "dathanna sRGB agus tiontaítear iad go spás datha líneach le linn rindreála. " "Más rud é go bhfuil [code]false[/code], meastar go bhfuil dathanna rinn " "stóráilte i spás datha líneach agus rindreáiltear iad mar atá. Féach freisin " "[ball albedo_texture_force_srgb].\n" "[b]Nóta:[/b] Ní bheidh éifeachtach ach amháin nuair a úsáidtear modhanna " "Rindreála Ar Aghaidh+ agus Móibíleach, ní Comhoiriúnacht." msgid "If [code]true[/code], the vertex color is used as albedo color." msgstr "Más [code]true[/code], úsáidtear dath an rinn mar dhath albedo." msgid "Texture specifying per-pixel color." msgstr "Uigeacht ag sonrú dath in aghaidh an picteilín." msgid "Texture specifying per-pixel metallic value." msgstr "Uigeacht a shonraíonn luach miotalach in aghaidh an picteilín." msgid "Texture specifying per-pixel roughness value." msgstr "Uigeacht lena sonraítear luach garmhaireachta in aghaidh an picteilín." msgid "Texture specifying per-pixel emission color." msgstr "Uigeacht ag sonrú dath astaíochta in aghaidh an picteilín." msgid "Texture specifying per-pixel normal vector." msgstr "Uigeacht a shonraíonn gnáthveicteoir in aghaidh an picteilín." msgid "Texture specifying per-pixel rim value." msgstr "Uigeacht lena sonraítear luach imeall in aghaidh an picteilín." msgid "Texture specifying per-pixel clearcoat value." msgstr "Uigeacht a shonraíonn luach cóta soiléir in aghaidh an picteilín." msgid "" "Texture specifying per-pixel flowmap direction for use with [member " "anisotropy]." msgstr "" "Uigeacht a shonraíonn treo an tsreafa-phicteilín le húsáid le [anisotrópacht " "ball]." msgid "Texture specifying per-pixel ambient occlusion value." msgstr "" "Uigeacht a shonraíonn luach folaithe comhthimpeallach in aghaidh an picteilín." msgid "Texture specifying per-pixel height." msgstr "Uigeacht ag sonrú airde in aghaidh na picteilín." msgid "Texture specifying per-pixel subsurface scattering." msgstr "" "Uigeacht a shonraíonn scaipeadh an fhodhromchla in aghaidh an picteilín." msgid "Texture specifying per-pixel transmittance for subsurface scattering." msgstr "" "Uigeacht a shonraíonn tarchur in aghaidh an picteilín le haghaidh scaipthe " "faoin dromchla." msgid "Texture specifying per-pixel backlight color." msgstr "Uigeacht a shonraíonn dath cúlsholais in aghaidh an picteilín." msgid "Texture specifying per-pixel refraction strength." msgstr "Uigeacht a shonraíonn neart athraonta in aghaidh an picteilín." msgid "Texture specifying per-pixel detail mask blending value." msgstr "Uigeacht ag sonrú luach chumasc maisc in aghaidh an picteilín." msgid "Texture specifying per-pixel detail color." msgstr "Uigeacht ag sonrú dath an mhionsonraithe in aghaidh an picteilín." msgid "Texture specifying per-pixel detail normal." msgstr "Uigeacht ag sonrú sonraí in aghaidh an picteilín gnáth." msgid "Texture holding ambient occlusion, roughness, and metallic." msgstr "" "Uigeacht a bhfuil occlusion comhthimpeallach, roughness, agus miotalach...." msgid "Represents the size of the [enum TextureParam] enum." msgstr "Léiríonn sé méid an [enum TextureParam] enum." msgid "" "The texture filter reads from the nearest pixel only. This makes the texture " "look pixelated from up close, and grainy from a distance (due to mipmaps not " "being sampled)." msgstr "" "Ní léann an scagaire uigeachta ach ón bpicteilín is gaire. Fágann sé seo go " "bhfuil cuma picteilín ar an uigeacht ó suas go dlúth, agus gráinneach ó fad " "(mar gheall nach bhfuil mipmaps á sampláil)." msgid "" "The texture filter blends between the nearest 4 pixels. This makes the " "texture look smooth from up close, and grainy from a distance (due to mipmaps " "not being sampled)." msgstr "" "Meascann an scagaire uigeachta idir na 4 picteilín is gaire. Fágann sé seo go " "bhfuil cuma réidh ar an uigeacht ó suas go dlúth, agus gráinneach ó fad (mar " "gheall nach bhfuil mipmaps á sampláil)." msgid "" "The texture filter reads from the nearest pixel and blends between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings." "rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/" "code]). This makes the texture look pixelated from up close, and smooth from " "a distance." msgstr "" "Léann an scagaire uigeachta ón bpicteilín is gaire agus meascann sé idir an 2 " "mipmaps is gaire (nó úsáideann sé an mipmap is gaire má tá [member " "ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] " "[code]true[/code]). Déanann sé seo an uigeacht cuma picteilín ó suas go " "dlúth, agus réidh ó fad." msgid "" "The texture filter blends between the nearest 4 pixels and between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings." "rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/" "code]). This makes the texture look smooth from up close, and smooth from a " "distance." msgstr "" "Meascann an scagaire uigeachta idir na 4 phicteilín is gaire agus idir an 2 " "mipmaps is gaire (nó úsáideann sé an mipmap is gaire má tá [member " "ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] " "[code]true[/code]). Déanann sé seo an uigeacht breathnú réidh ó suas go " "dlúth, agus réidh ó fad." msgid "" "The texture filter reads from the nearest pixel and blends between 2 mipmaps " "(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/" "default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the " "angle between the surface and the camera view. This makes the texture look " "pixelated from up close, and smooth from a distance. Anisotropic filtering " "improves texture quality on surfaces that are almost in line with the camera, " "but is slightly slower. The anisotropic filtering level can be changed by " "adjusting [member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level]." msgstr "" "Léann an scagaire uigeachta ón bpicteilín is gaire agus meascann sé idir 2 " "mipmaps (nó úsáideann sé an mipmaps is gaire má tá [member ProjectSettings." "rendering/textures/default_filters/use_nearest_mipmap_filter] [code]fíor [/" "code]) bunaithe ar an uillinn idir an dromchla agus an radharc ceamara. " "Déanann sé seo an uigeacht cuma picteilín ó suas go dlúth, agus réidh ó fad. " "Feabhsaíonn scagadh anisotrópach cáilíocht uigeachta ar dhromchlaí atá " "beagnach ag teacht leis an gceamara, ach tá sé beagán níos moille. Is féidir " "an leibhéal scagtha anisotrópach a athrú trí [comhalta ProjectSettings." "rendering/textures/default_filters/anisotropic_filtering_level] a choigeartú." msgid "" "The texture filter blends between the nearest 4 pixels and blends between 2 " "mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/" "textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) " "based on the angle between the surface and the camera view. This makes the " "texture look smooth from up close, and smooth from a distance. Anisotropic " "filtering improves texture quality on surfaces that are almost in line with " "the camera, but is slightly slower. The anisotropic filtering level can be " "changed by adjusting [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level]." msgstr "" "Cumascann an scagaire uigeachta idir na 4 phicteilín is gaire agus meascann " "sé idir 2 mipmaps (nó úsáideann sé an mipmaps is gaire má tá [member " "ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] " "[code]true[/code]) bunaithe ar an uillinn idir an dromchla agus an radharc " "ceamara. Déanann sé seo an uigeacht breathnú réidh ó suas go dlúth, agus " "réidh ó fad. Feabhsaíonn scagadh anisotrópach cáilíocht uigeachta ar " "dhromchlaí atá beagnach ag teacht leis an gceamara, ach tá sé beagán níos " "moille. Is féidir an leibhéal scagtha anisotrópach a athrú trí [comhalta " "ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level] a choigeartú." msgid "Represents the size of the [enum TextureFilter] enum." msgstr "Léiríonn sé méid an [enum TextureFilter] enum." msgid "Use [code]UV[/code] with the detail texture." msgstr "Úsáid [code]UV[/code] leis an uigeacht mhionsonraithe." msgid "Use [code]UV2[/code] with the detail texture." msgstr "Úsáid [code]UV2[/code] leis an uigeacht mhionsonraithe." msgid "The material will not use transparency. This is the fastest to render." msgstr "" "Ní úsáidfidh an t-ábhar trédhearcacht. Is é seo an ceann is tapúla le déanamh." msgid "" "The material will use the texture's alpha values for transparency. This is " "the slowest to render, and disables shadow casting." msgstr "" "Úsáidfidh an t-ábhar luachanna alfa na huigeachta le haghaidh trédhearcachta. " "Is é seo an ceann is moille le rindreáil, agus díchumasaíonn sé scáth-" "theilgean." msgid "" "The material will cut off all values below a threshold, the rest will remain " "opaque. The opaque portions will be rendered in the depth prepass. This is " "faster to render than alpha blending, but slower than opaque rendering. This " "also supports casting shadows." msgstr "" "Gearrfaidh an t-ábhar gach luach faoi thairseach, fanfaidh an chuid eile " "teimhneach. Déanfar na codanna teimhneacha a rindreáil sa réamhbhealach " "doimhneacht. Tá sé seo le rindreáil níos tapúla ná cumasc alfa, ach níos " "moille ná rindreáil teimhneach. Tacaíonn sé seo freisin le scáthanna a " "chaitheamh." msgid "" "The material will cut off all values below a spatially-deterministic " "threshold, the rest will remain opaque. This is faster to render than alpha " "blending, but slower than opaque rendering. This also supports casting " "shadows. Alpha hashing is suited for hair rendering." msgstr "" "Gearrfaidh an t-ábhar gach luach faoi thairseach spásúlachta-chinntitheach, " "fanfaidh an chuid eile teimhneach. Tá sé seo le rindreáil níos tapúla ná " "cumasc alfa, ach níos moille ná rindreáil teimhneach. Tacaíonn sé seo freisin " "le scáthanna a chaitheamh. Tá hashing alfa oiriúnach do rindreáil gruaige." msgid "" "The material will use the texture's alpha value for transparency, but will " "discard fragments with an alpha of less than 0.99 during the depth prepass " "and fragments with an alpha less than 0.1 during the shadow pass. This also " "supports casting shadows." msgstr "" "Úsáidfidh an t-ábhar luach alfa na huigeachta le haghaidh trédhearcachta, ach " "caithfidh sé blúirí a bhfuil alfa níos lú ná 0.99 acu le linn an " "réamhbhealaigh doimhneachta agus blúirí a bhfuil alfa níos lú ná 0.1 acu le " "linn an phas scáthaigh. Tacaíonn sé seo freisin le scáthanna réitigh." msgid "Represents the size of the [enum Transparency] enum." msgstr "Léiríonn sé méid an [enum Trédhearcacht] enum." msgid "" "The object will not receive shadows. This is the fastest to render, but it " "disables all interactions with lights." msgstr "" "Ní bhfaighidh an réad scáthanna. Is é seo an ceann is tapúla le rindreáil, " "ach díchumasaíonn sé gach idirghníomhú le soilse." msgid "" "The object will be shaded per pixel. Useful for realistic shading effects." msgstr "" "Beidh an réad scáthaithe in aghaidh an picteilín. Úsáideach le haghaidh " "éifeachtaí scáthaithe réalaíocha." msgid "" "The object will be shaded per vertex. Useful when you want cheaper shaders " "and do not care about visual quality. Not implemented yet (this mode will act " "like [constant SHADING_MODE_PER_PIXEL])." msgstr "" "Beidh an réad scáthaithe in aghaidh an rinn. Úsáideach nuair is mian leat " "shaders níos saoire agus nach bhfuil cúram faoi cháilíocht amhairc. Níl sé " "curtha i bhfeidhm fós (feidhmeoidh an mód seo mar [SHADING_MODE_PER_PIXEL])." msgid "Represents the size of the [enum ShadingMode] enum." msgstr "Léiríonn sé méid an [enum ShadingMode] enum." msgid "Constant for setting [member emission_enabled]." msgstr "Tairiseach maidir le socrú [ball emission_enabled]." msgid "Constant for setting [member normal_enabled]." msgstr "Tairiseach le haghaidh socrú [comhalta_cumasaithe gnáth]." msgid "Constant for setting [member rim_enabled]." msgstr "Tairiseach maidir le socrú [ball rim_enabled]." msgid "Constant for setting [member clearcoat_enabled]." msgstr "Tairiseach maidir le socrú [ball clearcoat_enabled]." msgid "Constant for setting [member anisotropy_enabled]." msgstr "Tairiseach maidir le socrú [member anisotropy_enabled]." msgid "Constant for setting [member ao_enabled]." msgstr "Tairiseach maidir le socrú [ball ao_enabled]." msgid "Constant for setting [member heightmap_enabled]." msgstr "Tairiseach maidir le socrú [member heightmap_enabled]." msgid "Constant for setting [member subsurf_scatter_enabled]." msgstr "Tairiseach le haghaidh socrú [ball subsurf_scatter_enabled]." msgid "Constant for setting [member subsurf_scatter_transmittance_enabled]." msgstr "" "Tairiseach maidir le socrú [ball subsurf_scatter_transmittance_enabled]." msgid "Constant for setting [member backlight_enabled]." msgstr "Tairiseach maidir le socrú [comhalta backlight_enabled]." msgid "Constant for setting [member refraction_enabled]." msgstr "Tairiseach le haghaidh socrú [member refraction_enabled]." msgid "Constant for setting [member detail_enabled]." msgstr "Tairiseach maidir le socrú [member details_enabled]." msgid "Represents the size of the [enum Feature] enum." msgstr "Léiríonn sé méid an [enum Gné] enum." msgid "" "Default blend mode. The color of the object is blended over the background " "based on the object's alpha value." msgstr "" "Modh cumasc réamhshocraithe. Déantar dath an réada a chumasc thar an gcúlra " "bunaithe ar alfa luach an réada." msgid "The color of the object is added to the background." msgstr "Cuirtear dath an ruda leis an gcúlra." msgid "The color of the object is subtracted from the background." msgstr "Baintear dath an ruda ón chúlra." msgid "The color of the object is multiplied by the background." msgstr "Tá dath an ruda iolraithe faoin gcúlra." msgid "" "The color of the object is added to the background and the alpha channel is " "used to mask out the background. This is effectively a hybrid of the blend " "mix and add modes, useful for effects like fire where you want the flame to " "add but the smoke to mix. By default, this works with unshaded materials " "using premultiplied textures. For shaded materials, use the " "[code]PREMUL_ALPHA_FACTOR[/code] built-in so that lighting can be modulated " "as well." msgstr "" "Cuirtear dath an ruda leis an gcúlra agus úsáidtear an cainéal alfa chun an " "cúlra a cheilt. Is hibrideach é seo go héifeachtach den mheascán cumasc agus " "modhanna cuir leis, atá úsáideach le haghaidh éifeachtaí cosúil le tine nuair " "is mian leat an lasair a chur leis ach an deataigh a mheascadh. De réir " "réamhshocraithe, oibríonn sé seo le hábhair gan scáthú ag baint úsáide as " "uigeachtaí réamhiolraithe. Le haghaidh ábhar scáthaithe, úsáid an " "[code]PREMUL_ALPHA_FACTOR[/code] ionsuite ionas gur féidir soilsiú a mhodhnú " "freisin." msgid "Disables Alpha AntiAliasing for the material." msgstr "Díchumasaigh Alfa AntiAliasing don ábhar." msgid "" "Enables AlphaToCoverage. Alpha values in the material are passed to the " "AntiAliasing sample mask." msgstr "" "Cumasaíonn AlphaToCoverage. Cuirtear luachanna alfa san ábhar ar aghaidh " "chuig an masc sampla AntiAliasing." 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 "" "Cumasaíonn sé AlphaToCoverage agus cuireann sé gach luach alfa neamh-nialas " "ar [code]1[/code]. Cuirtear luachanna alfa san ábhar ar aghaidh chuig an masc " "sampla AntiAliasing." msgid "" "Default depth draw mode. Depth is drawn only for opaque objects during the " "opaque prepass (if any) and during the opaque pass." msgstr "" "Modh tarraingthe doimhneacht réamhshocraithe. Ní tharraingítear doimhneacht " "ach amháin le haghaidh rudaí teimhneach le linn an réamhbhealaigh teimhneach " "(más ann) agus le linn an pas teimhneach." msgid "" "Objects will write to depth during the opaque and the transparent passes. " "Transparent objects that are close to the camera may obscure other " "transparent objects behind them.\n" "[b]Note:[/b] This does not influence whether transparent objects are included " "in the depth prepass or not. For that, see [enum Transparency]." msgstr "" "Scríobhfaidh rudaí go doimhneacht le linn na pasanna teimhneacha agus " "trédhearcacha. Féadfaidh rudaí trédhearcacha atá gar don cheamara rudaí " "trédhearcacha eile a cheilt taobh thiar díobh.\n" "[b]Nóta:[/b] Ní imríonn sé seo tionchar ar cé acu an bhfuil nó nach n-" "áirítear réada trédhearcacha sa réamhbhealach doimhneachta. Chun sin, féach " "[enum Trédhearcacht]." msgid "" "Objects will not write their depth to the depth buffer, even during the depth " "prepass (if enabled)." msgstr "" "Ní scríobhfaidh rudaí a n-doimhneacht chuig an maolán doimhneachta, fiú le " "linn an réamhbhealaigh doimhneachta (má tá sé cumasaithe)." msgid "" "Default cull mode. The back of the object is culled when not visible. Back " "face triangles will be culled when facing the camera. This results in only " "the front side of triangles being drawn. For closed-surface meshes, this " "means that only the exterior of the mesh will be visible." msgstr "" "Modh réamhshocraithe maraithe. Scriostar cúl an ruda nuair nach bhfuil sé le " "feiceáil. Bainfear triantáin aghaidh cúil amach agus aghaidh á tabhairt ar an " "gceamara. Mar thoradh air seo ní dhéantar ach taobh tosaigh na dtriantán a " "tharraingt. Maidir le mogaill dromchla dúnta, ciallaíonn sé seo nach mbeidh " "ach taobh amuigh den mhogalra le feiceáil." msgid "" "Front face triangles will be culled when facing the camera. This results in " "only the back side of triangles being drawn. For closed-surface meshes, this " "means that the interior of the mesh will be drawn instead of the exterior." msgstr "" "Bainfear triantáin aghaidh tosaigh amach agus aghaidh á tabhairt ar an " "gceamara. Mar thoradh air seo ní tharraingítear ach taobh cúil na dtriantán. " "Maidir le mogaill dromchla dúnta, ciallaíonn sé seo go dtarraingeofar an " "taobh istigh den mhogalra in ionad an taobh amuigh." msgid "" "No face culling is performed; both the front face and back face will be " "visible." msgstr "" "Ní dhéantar aon duine maraithe; beidh an t-aghaidh tosaigh agus an t-aghaidh " "cúil araon le feiceáil." msgid "" "Disables the depth test, so this object is drawn on top of all others drawn " "before it. This puts the object in the transparent draw pass where it is " "sorted based on distance to camera. Objects drawn after it in the draw order " "may cover it. This also disables writing to depth." msgstr "" "Díchumasaítear an tástáil doimhneachta, mar sin tarraingítear an réad seo ar " "bharr gach rud eile a tharraingítear roimhe. Cuireann sé seo an réad sa phas " "tarraingthe trédhearcach áit a ndéantar é a shórtáil bunaithe ar achar ón " "gceamara. Féadfaidh rudaí a tharraingítear ina dhiaidh san ord tarraingthe é " "a chlúdach. Díchumasaíonn sé seo scríobh go doimhneacht freisin." msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "" "Socraigh [code]ALBEDO[/code] go dtí an dath in aghaidh an rinn atá sonraithe " "sa mhogalra." msgid "" "Vertex colors are considered to be stored in sRGB color space and are " "converted to linear color space during rendering. See also [member " "vertex_color_is_srgb].\n" "[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering " "methods." msgstr "" "Meastar go bhfuil dathanna rinn a stóráil i spás datha sRGB agus déantar iad " "a thiontú go spás datha líneach le linn rindreála. Féach freisin [comhalta " "vertex_color_is_srgb].\n" "[b]Nóta:[/b] Ní bheidh éifeachtach ach amháin nuair a bhíonn modhanna " "rindreála Forward+ agus Móibíleach in úsáid." 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 "" "Úsáideann sé méid pointe chun méid na bpointí primitive a athrú. Athraíonn an " "cuardach uigeachta albedo freisin chun [code]POINT_COORD[/code] a úsáid in " "ionad [code] UV[/code]." msgid "" "Object is scaled by depth so that it always appears the same size on screen." msgstr "" "Déantar réad de réir scála de réir doimhneachta ionas go mbeidh an chuma air " "i gcónaí ar an scáileán ar an méid céanna." msgid "" "Shader will keep the scale set for the mesh. Otherwise the scale is lost when " "billboarding. Only applies when [member billboard_mode] is [constant " "BILLBOARD_ENABLED]." msgstr "" "Coinneoidh Shader an scála atá leagtha síos don mhogalra. Seachas sin " "cailltear an scála le linn clár fógraí. Ní bhaineann sé seo ach amháin nuair " "atá [comhalta billboard_mode] [BILLBOARD_ENABLED leanúnach]." msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV[/code]." msgstr "" "Bain úsáid as cuardach uigeachta tríphleanach le haghaidh gach cuardaigh " "uigeachta a d'úsáidfeadh [code]UV[/code] de ghnáth." msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV2[/code]." msgstr "" "Bain úsáid as cuardach uigeachta tríphleanach le haghaidh gach cuardaigh " "uigeachta a d'úsáidfeadh [code]UV2[/code] de ghnáth." msgid "" "Use [code]UV2[/code] coordinates to look up from the [member ao_texture]." msgstr "" "Úsáid [code]UV2[/code] comhordanáidí chun breathnú suas ón [member " "ao_texture]." msgid "" "Use [code]UV2[/code] coordinates to look up from the [member " "emission_texture]." msgstr "" "Úsáid [code]UV2[/code] comhordanáidí chun breathnú suas ón [member " "emission_texture]." msgid "" "Forces the shader to convert albedo from sRGB space to linear space. See also " "[member albedo_texture_force_srgb]." msgstr "" "Cuirtear iallach ar an scáthlán albedo a thiontú ó spás sRGB go spás líneach. " "Féach freisin [ball albedo_texture_force_srgb]." msgid "Disables receiving shadows from other objects." msgstr "Díchumasaíonn sé scáthanna a fháil ó réada eile." msgid "Disables receiving ambient light." msgstr "Díchumasaigh sé solas comhthimpeallach a fháil." msgid "Enables the shadow to opacity feature." msgstr "Cumasaíonn sé an scáth go teimhneacht gné." msgid "" "Enables the texture to repeat when UV coordinates are outside the 0-1 range. " "If using one of the linear filtering modes, this can result in artifacts at " "the edges of a texture when the sampler filters across the edges of the " "texture." msgstr "" "Ligeann sé don uigeacht athdhéanamh nuair a bhíonn comhordanáidí UV lasmuigh " "den raon 0-1. Má tá ceann de na modhanna scagacháin líneacha á n-úsáid, " "d’fhéadfadh déantáin a bheith mar thoradh ar imill uigeachta nuair a scagtar " "an samplóir trasna imill na huigeachta." msgid "" "Invert values read from a depth texture to convert them to height values " "(heightmap)." msgstr "" "Léamh luachanna inbhéartaithe ó uigeacht doimhneachta chun iad a thiontú go " "luachanna airde (léarscáil airde)." msgid "" "Enables the skin mode for subsurface scattering which is used to improve the " "look of subsurface scattering when used for human skin." msgstr "" "Cumasaíonn sé modh an chraiceann le haghaidh scaipthe faoin dromchla a " "úsáidtear chun cuma scaipthe faoin dromchla a fheabhsú nuair a úsáidtear é do " "chraiceann an duine." msgid "" "Enables parts of the shader required for [GPUParticles3D] trails to function. " "This also requires using a mesh with appropriate skinning, such as " "[RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of " "materials used in [GPUParticles3D] meshes will break material rendering." msgstr "" "Cumasaíonn sé codanna den scáthlán atá ag teastáil do chonairí " "[GPUParticles3D] feidhmiú. Éilíonn sé seo freisin mogalra a úsáid le feannadh " "cuí, mar [RibbonTrailMesh] nó [TubeTrailMesh]. Má ligtear don ghné seo " "lasmuigh d’ábhair a úsáidtear i mogaill [GPUParticles3D], brisfear rindreáil " "ábhair." msgid "Enables multichannel signed distance field rendering shader." msgstr "Cumasaíonn sé scáthóir rindreála páirce achair sínithe ilchainéil." msgid "Disables receiving depth-based or volumetric fog." msgstr "Díchumasaigh fáil ceo doimhneacht-bhunaithe nó toirtmhéadrach." msgid "Represents the size of the [enum Flags] enum." msgstr "Léiríonn sé méid an [enum Flags] enum." msgid "Default diffuse scattering algorithm." msgstr "Algartam scaipthe idirleata réamhshocraithe." msgid "Diffuse scattering ignores roughness." msgstr "Déanann scaipthe idirleata neamhaird de gharbhaireacht." msgid "Extends Lambert to cover more than 90 degrees when roughness increases." msgstr "" "Síneann Lambert chun níos mó ná 90 céim a chlúdach nuair a mhéadaíonn garbh." msgid "Uses a hard cut for lighting, with smoothing affected by roughness." msgstr "" "Úsáidtear gearrtha crua le haghaidh soilsiú, agus cuireann gairbhe isteach ar " "smúdála." msgid "Default specular blob." msgstr "Blob specular réamhshocraithe." msgid "Toon blob which changes size based on roughness." msgstr "Blob toon a athraíonn méid de réir gairbhe." msgid "" "No specular blob. This is slightly faster to render than other specular modes." msgstr "" "Uimh blob specular. Tá sé seo beagán níos tapúla le rindreáil ná modhanna " "specular eile." msgid "Billboard mode is disabled." msgstr "Tá mód clár fógraí díchumasaithe." msgid "The object's Z axis will always face the camera." msgstr "Beidh ais Z an réada os comhair an cheamara i gcónaí." msgid "The object's X axis will always face the camera." msgstr "Beidh ais X an réada os comhair an cheamara i gcónaí." msgid "" "Used for particle systems when assigned to [GPUParticles3D] and " "[CPUParticles3D] nodes (flipbook animation). Enables [code]particles_anim_*[/" "code] properties.\n" "The [member ParticleProcessMaterial.anim_speed_min] or [member CPUParticles3D." "anim_speed_min] should also be set to a value bigger than zero for the " "animation to play." msgstr "" "Úsáidtear é le haghaidh córais cháithníní nuair a shanntar do nóid " "[GPUParticles3D] agus [CPUParticles3D] (beochan smeachleabhar). Cumasaítear " "airíonna [code]cháithníní_anim_*[/code].\n" "Ba cheart an [comhalta ParticleProcessMaterial.anim_speed_min] nó [comhalta " "CPUParticles3D.anim_speed_min] a shocrú freisin go luach níos mó ná nialas " "chun an beochan a imirt." msgid "Used to read from the red channel of a texture." msgstr "Úsáidtear é chun léamh ó chainéal dearg uigeachta." msgid "Used to read from the green channel of a texture." msgstr "Úsáidtear é chun léamh ó chainéal glas uigeachta." msgid "Used to read from the blue channel of a texture." msgstr "Úsáidtear é chun léamh ó chainéal gorm uigeachta." msgid "Used to read from the alpha channel of a texture." msgstr "Úsáidtear é chun léamh ó chainéal alfa uigeachta." msgid "" "Used to read from the linear (non-perceptual) average of the red, green and " "blue channels of a texture." msgstr "" "Úsáidtear é chun léamh ó mheán líneach (neamh-aireachtála) na gcainéal dearg, " "glas agus gorm ar uigeacht." msgid "Adds the emission color to the color from the emission texture." msgstr "Cuireann sé an dath astaithe leis an dath ón uigeacht astaíochta." msgid "Multiplies the emission color by the color from the emission texture." msgstr "Iolraíonn sé an dath astaíochta faoin dath ón uigeacht astaíochta." msgid "Do not use distance fade." msgstr "Ná húsáid achar céimnithe." msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using the alpha channel." msgstr "" "Céimníonn sé an réad amach go réidh bunaithe ar fhad gach picteilín ón " "gceamara ag baint úsáide as an cainéal alfa." msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using a dithering approach. Dithering discards pixels based on a set pattern " "to smoothly fade without enabling transparency. On certain hardware, this can " "be faster than [constant DISTANCE_FADE_PIXEL_ALPHA]." msgstr "" "Céimníonn sé an réad amach go réidh bunaithe ar fhad gach picteilín ón " "gceamara ag baint úsáide as cur chuige claonta. Má dhéantar é a dhifreáil, " "caitheann sé picteilíní bunaithe ar phatrún socraithe chun céimnithe go réidh " "gan trédhearcacht a chumasú. Ar chrua-earraí áirithe, is féidir é seo a " "bheith níos tapúla ná [DISTANCE_FADE_PIXEL_ALPHA]." msgid "" "Smoothly fades the object out based on the object's distance from the camera " "using a dithering approach. Dithering discards pixels based on a set pattern " "to smoothly fade without enabling transparency. On certain hardware, this can " "be faster than [constant DISTANCE_FADE_PIXEL_ALPHA] and [constant " "DISTANCE_FADE_PIXEL_DITHER]." msgstr "" "Céimníonn an réad amach go réidh bunaithe ar fhad an ruda ón gceamara ag " "baint úsáide as cur chuige claonta. Má dhéantar é a dhifreáil, caitheann sé " "picteilíní bunaithe ar phatrún socraithe chun céimnithe go réidh gan " "trédhearcacht a chumasú. Ar chrua-earraí áirithe, is féidir é seo a bheith " "níos tapúla ná [DISTANCE_FADE_PIXEL_ALPHA] agus [dISTANCE_FADE_PIXEL_DITHER]." msgid "A 3×3 matrix for representing 3D rotation and scale." msgstr "Maitrís 3×3 chun rothlú agus scála 3D a léiriú." msgid "" "The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " "matrix: [member x], [member y], and [member z]. The length of each axis " "([method Vector3.length]) influences the basis's scale, while the direction " "of all axes influence the rotation. Usually, these axes are perpendicular to " "one another. However, when you rotate any axis individually, the basis " "becomes sheared. Applying a sheared basis to a 3D model will make the model " "appear distorted.\n" "A [Basis] is [b]orthogonal[/b] if its axes are perpendicular to each other. A " "basis is [b]normalized[/b] if the length of every axis is [code]1[/code]. A " "basis is [b]uniform[/b] if all axes share the same length (see [method " "get_scale]). A basis is [b]orthonormal[/b] if it is both orthogonal and " "normalized, which allows it to only represent rotations. A basis is " "[b]conformal[/b] if it is both orthogonal and uniform, which ensures it is " "not distorted.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" "matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" "[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" "hand_rule]right-handed coordinate system[/url], which is a common standard. " "For directions, the convention for built-in types like [Camera3D] is for -Z " "to point forward (+X is right, +Y is up, and +Z is back). Other objects may " "use different direction conventions. For more information, see the " "[url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/" "model_export_considerations.html#d-asset-direction-conventions]3D asset " "direction conventions[/url] tutorial.\n" "[b]Note:[/b] The basis matrices are exposed as [url=https://www.mindcontrol." "org/~hplus/graphics/matrix-layout.html]column-major[/url] order, which is the " "same as OpenGL. However, they are stored internally in row-major order, which " "is the same as DirectX." msgstr "" "Is é an cineál [Bunús] ionsuite [Athraithe] ná 3×3 [url=https://en.wikipedia." "org/wiki/Matrix_(mathematics)]maitrís[/url] a úsáidtear chun rothlú 3D, " "scála, agus lomadh. Is minic a úsáidtear é laistigh de [Transform3D].\n" "Tá A [Bunús] comhdhéanta ag veicteoirí 3 ais, gach ceann acu a léiríonn colún " "den mhaitrís: [comhalta x], [comhalta y], agus [comhalta z]. Bíonn tionchar " "ag fad gach ais ([method Vector3.length]) ar scála an bhunús, agus bíonn " "tionchar ag treo na n-aiseanna go léir ar an uainíocht. De ghnáth, bíonn na " "haiseanna seo ingearach lena chéile. Mar sin féin, nuair a rothlaíonn tú aon " "ais ina n-aonar, déantar an bonn a lomadh. Má chuirtear bonn lomtha i " "bhfeidhm ar mhúnla 3D, beidh cuma saobhadh ar an tsamhail.\n" "Tá [b]orthógónach[/b] ar A [bonn] má tá a haiseanna ingearach lena chéile. " "Déantar bonn a [b]normalú[/b] más é [code]1[/code] fad gach aise. Tá bonn " "[b]éide[/b] má tá an fad céanna ag gach ais (féach [method get_scale]). Tá " "bunús [b]orthormónach[/b] má tá sé orthogonal agus normalaithe, rud a fhágann " "nach féidir leis ach uainíochtaí a léiriú. Tá bunús [b]comhfhoirmiúil[/b] má " "tá sé orthogonal agus aonfhoirmeach, rud a chinntíonn nach ndéantar é a " "shaobhadh.\n" "Le haghaidh réamhrá ginearálta, féach ar an [url=$DOCS_URL/tutorials/math/" "matrices_and_transforms.html]Matrices and transforms[/url] teagaisc.\n" "[b]Nóta:[/b] Úsáideann Godot [url=https://en.wikipedia.org/wiki/Right-" "hand_rule]córas comhordanáidí ar dheis[/url], ar comhchaighdeán é. Maidir le " "treoracha, is é an gnás do chineálacha ionsuite ar nós [Camera3D] ná -Z a " "chur in iúl (tá + X ceart, tá +Y in airde, agus tá + Z ar ais). D’fhéadfadh " "go n-úsáidfeadh rudaí eile gnásanna treo difriúla. Le haghaidh tuilleadh " "faisnéise, féach ar an [url=$DOCS_URL/tutorials/assets_pipeline/" "importing_3d_scenes/model_export_considerations.html#d-asset-direction-" "conventions]coinbhinsiúin treo shócmhainne 3D[/url] teagaisc.\n" "[b]Nóta:[/b] Tá na bonnmhaitrísí nochta mar [url=https://www.mindcontrol.org/" "~hplus/graphics/matrix-layout.html]column-major[/url] ordú, is é sin mar an " "gcéanna le OpenGL. Stóráiltear go hinmheánach iad, áfach, in ord mór rónna, " "atá mar an gcéanna le DirectX." msgid "Matrices and transforms" msgstr "Maitrísí agus transforms" msgid "Using 3D transforms" msgstr "Ag baint úsáide as claochluithe 3D" msgid "Matrix Transform Demo" msgstr "Maitrís Transform Demo" msgid "2.5D Game Demo" msgstr "Taispeántas Cluiche 2.5D" msgid "Constructs a [Basis] identical to the [constant IDENTITY]." msgstr "Tógann sé [Bunús] atá comhionann leis an [aitheantas seasta]." msgid "Constructs a [Basis] as a copy of the given [Basis]." msgstr "Tógann [Bunús] mar chóip den [Bunús] tugtha." msgid "" "Constructs a [Basis] that only represents rotation, rotated around the [param " "axis] by the given [param angle], in radians. The axis must be a normalized " "vector.\n" "[b]Note:[/b] This is the same as using [method rotated] on the [constant " "IDENTITY] basis. With more than one angle consider using [method from_euler], " "instead." msgstr "" "Tógann sé [Bunús] nach seasann ach don rothlú, agus é rothlaithe timpeall na " "[paramais] ag an [param-uillinn] tugtha, ina raidian. Caithfidh an ais a " "bheith ina veicteoir normalaithe.\n" "[b]Nóta:[/b] Tá sé seo mar an gcéanna le [method rothlaithe] a úsáid ar bhonn " "[IDENTITY seasmhach]. Le níos mó ná uillinn amháin smaoinigh ar [method " "from_euler] a úsáid ina ionad sin." msgid "" "Constructs a [Basis] that only represents rotation from the given " "[Quaternion].\n" "[b]Note:[/b] Quaternions [i]only[/i] store rotation, not scale. Because of " "this, conversions from [Basis] to [Quaternion] cannot always be reversed." msgstr "" "Tógann sé [Bunús] nach léiríonn ach rothlú ón [Ceathrún] tugtha.\n" "[b]Nóta:[/b] rothlú stórálann ceathrúna [i]amháin[/i], ní scála. Mar gheall " "air seo, ní féidir i gcónaí tiontuithe ó [Bunús] go [Ceathrún] a aisiompú." msgid "" "Constructs a [Basis] from 3 axis vectors. These are the columns of the basis " "matrix." msgstr "" "Tógann [Bunús] ó veicteoirí 3 ais. Is iad seo na colúin den bhun-mhitrís." msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Determinant]determinant[/url] " "of this basis's matrix. For advanced math, this number can be used to " "determine a few attributes:\n" "- If the determinant is exactly [code]0[/code], the basis is not invertible " "(see [method inverse]).\n" "- If the determinant is a negative number, the basis represents a negative " "scale.\n" "[b]Note:[/b] If the basis's scale is the same for every axis, its determinant " "is always that scale by the power of 2." msgstr "" "Seoltar ar ais an [url=https://en.wikipedia.org/wiki/Determinant]determinant[/" "url] de mhaitrís an bhunúis seo. Maidir le matamaitic ardleibhéil, is féidir " "an uimhir seo a úsáid chun roinnt tréithe a chinneadh:\n" "- Más é [code]0[/code] go díreach an cinntitheach, níl an bonn inbhéartach " "(féach [method inbhéartach]).\n" "- Más uimhir dhiúltach an chinntitheach, seasann an bonn do scála diúltach.\n" "[b]Nóta:[/b] Más mar a chéile scála an bhonn do gach ais, is é an scála sin " "faoi chumhacht 2 a chinntitheach i gcónaí." msgid "" "Constructs a new [Basis] that only represents rotation from the given " "[Vector3] of [url=https://en.wikipedia.org/wiki/Euler_angles]Euler angles[/" "url], in radians.\n" "- The [member Vector3.x] should contain the angle around the [member x] axis " "(pitch).\n" "- The [member Vector3.y] should contain the angle around the [member y] axis " "(yaw).\n" "- The [member Vector3.z] should contain the angle around the [member z] axis " "(roll).\n" "[codeblocks]\n" "[gdscript]\n" "# Creates a Basis whose z axis points down.\n" "var my_basis = Basis.from_euler(Vector3(TAU / 4, 0, 0))\n" "\n" "print(my_basis.z) # Prints (0, -1, 0).\n" "[/gdscript]\n" "[csharp]\n" "// Creates a Basis whose z axis points down.\n" "var myBasis = Basis.FromEuler(new Vector3(Mathf.Tau / 4.0f, 0.0f, 0.0f));\n" "\n" "GD.Print(myBasis.Z); // Prints (0, -1, 0).\n" "[/csharp]\n" "[/codeblocks]\n" "The order of each consecutive rotation can be changed with [param order] (see " "[enum EulerOrder] constants). By default, the YXZ convention is used " "([constant EULER_ORDER_YXZ]): the basis rotates first around the Y axis " "(yaw), then X (pitch), and lastly Z (roll). When using the opposite method " "[method get_euler], this order is reversed." msgstr "" "Tógann sé [Bunús] nua nach seasann ach le rothlú ón [Vector3] tugtha de " "[url=https://en.wikipedia.org/wiki/Euler_angles]uillinneacha Euler[/url], ina " "raidian.\n" "- Ba chóir go mbeadh an uillinn thart ar an ais [comhalta x] (páirc) san " "[ball Vector3.x].\n" "- Ba cheart go mbeadh an uillinn thart ar an ais [ball y] (yaw) sa [comhalta " "Vector3.y].\n" "- Ba chóir go mbeadh an uillinn timpeall an ais [member z] (roll) sa [ball " "Vector3.z].\n" "[codeblocks]\n" "[gdscript]\n" "# Cruthaíonn sé Bunús a dtagann z síos air.\n" "var my_basis = Bunús.from_euler(Vector3(TAU / 4, 0, 0))\n" "\n" "print(my_basis.z) # Priontaí (0, -1, 0).\n" "[/gdscript]\n" "[csharp]\n" "// Cruthaíonn sé Bunús a dtagann a z síos.\n" "var myBasis = Bunús.FromEuler(Vector3 nua(Mathf.Tau / 4.0f, 0.0f, 0.0f));\n" "\n" "GD.Print(myBasis.Z); // Priontaí (0, -1, 0).\n" "[/csharp]\n" "[/codeblocks]\n" "Is féidir ord gach rothlaithe comhleanúnach a athrú le tairisigh [ord param] " "(féach [enum EulerOrder]). De réir réamhshocraithe, úsáidtear an coinbhinsiún " "YXZ ([EULER_ORDER_YXZ]): rothlaíonn an bonn ar dtús timpeall an ais Y (yaw), " "ansin X (pitch), agus ar deireadh Z (roll). Nuair a úsáidtear an modh eile " "[method get_euler], déantar an t-ordú seo a aisiompú." msgid "" "Constructs a new [Basis] that only represents scale, with no rotation or " "shear, from the given [param scale] vector.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis.from_scale(Vector3(2, 4, 8))\n" "\n" "print(my_basis.x) # Prints (2, 0, 0).\n" "print(my_basis.y) # Prints (0, 4, 0).\n" "print(my_basis.z) # Prints (0, 0, 8).\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = Basis.FromScale(new Vector3(2.0f, 4.0f, 8.0f));\n" "\n" "GD.Print(myBasis.X); // Prints (2, 0, 0).\n" "GD.Print(myBasis.Y); // Prints (0, 4, 0).\n" "GD.Print(myBasis.Z); // Prints (0, 0, 8).\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In linear algebra, the matrix of this basis is also known as a " "[url=https://en.wikipedia.org/wiki/Diagonal_matrix]diagonal matrix[/url]." msgstr "" "Tógann sé [Bunús] nua nach léiríonn ach scála, gan rothlú ná lomadh, ón " "veicteoir [para scála] a thugtar.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Bunús.from_scale(Vector3(2, 4, 8))\n" "\n" "print(my_basis.x) # Priontaí (2, 0, 0).\n" "print(my_basis.y) # Priontála (0, 4, 0).\n" "print(my_basis.z) # Priontála (0, 0, 8).\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = Basis.FromScale(Vector3(2.0f, 4.0f, 8.0f) nua);\n" "\n" "GD.Print(myBasis.X); // Priontaí (2, 0, 0).\n" "GD.Print(myBasis.Y); // Priontaí (0, 4, 0).\n" "GD.Print(myBasis.Z); // Priontaí (0, 0, 8).\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] San ailgéabar líneach, tugtar [url=https://en.wikipedia.org/wiki/" "Diagonal_matrix]maitrís trasnánach[/url] ar mhaitrís an bhunúis seo freisin." msgid "" "Returns this basis's rotation as a [Vector3] of [url=https://en.wikipedia.org/" "wiki/Euler_angles]Euler angles[/url], in radians.\n" "- The [member Vector3.x] contains the angle around the [member x] axis " "(pitch);\n" "- The [member Vector3.y] contains the angle around the [member y] axis " "(yaw);\n" "- The [member Vector3.z] contains the angle around the [member z] axis " "(roll).\n" "The order of each consecutive rotation can be changed with [param order] (see " "[enum EulerOrder] constants). By default, the YXZ convention is used " "([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " "and lastly Y (yaw). When using the opposite method [method from_euler], this " "order is reversed.\n" "[b]Note:[/b] Euler angles are much more intuitive but are not suitable for 3D " "math. Because of this, consider using the [method get_rotation_quaternion] " "method instead, which returns a [Quaternion].\n" "[b]Note:[/b] In the Inspector dock, a basis's rotation is often displayed in " "Euler angles (in degrees), as is the case with the [member Node3D.rotation] " "property." msgstr "" "Filleann sé rothlú an bhonn seo mar [Vector3] de [url=https://en.wikipedia." "org/wiki/Euler_angles]uillinneacha Euler[/url], i raidian.\n" "- Tá an uillinn thart ar an ais [comhalta x] (páirc) sa [ball Vector3.x];\n" "- Tá an uillinn timpeall na haise [member y] (yaw) sa [member Vector3.y];\n" "- Tá an uillinn timpeall na haise [member z] (roll) sa [ball Vector3.z].\n" "Is féidir ord gach rothlaithe comhleanúnach a athrú le tairisigh [ord param] " "(féach [enum EulerOrder]). De réir réamhshocraithe, úsáidtear coinbhinsiún " "YXZ ([EULER_ORDER_YXZ]): déantar Z (rolla) a ríomh ar dtús, ansin X (pitch), " "agus ar deireadh Y (yaw). Nuair a úsáidtear an modh eile [method from_euler], " "déantar an t-ordú seo a aisiompú.\n" "[b]Nóta:[/b] Tá uillinneacha Euler i bhfad níos iomasach ach níl siad " "oiriúnach don mhatamaitic 3D. Mar gheall air seo, smaoinigh ar an modh " "[method get_rotation_quaternion] a úsáid ina ionad sin, a thugann " "[Quaternion] ar ais.\n" "[b]Nóta:[/b] Sa duga Cigire, is minic a léirítear rothlú bonn in uillinneacha " "Euler (i gcéimeanna), mar a bhíonn i gcás an airí [member Node3D.rotation]." msgid "" "Returns this basis's rotation as a [Quaternion].\n" "[b]Note:[/b] Quatenions are much more suitable for 3D math but are less " "intuitive. For user interfaces, consider using the [method get_euler] method, " "which returns Euler angles." msgstr "" "Filleann sé rothlú an bhonn seo mar [Ceathrún].\n" "[b]Nóta:[/b] Tá ceathracha i bhfad níos oiriúnaí do mhatamaitic 3D ach níl " "siad chomh iomasach. Maidir le comhéadain úsáideora, smaoinigh ar an modh " "[method get_euler] a úsáid, a thugann uillinneacha Euler ar ais." msgid "" "Returns the length of each axis of this basis, as a [Vector3]. If the basis " "is not sheared, this is the scaling factor. It is not affected by rotation.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis(\n" " Vector3(2, 0, 0),\n" " Vector3(0, 4, 0),\n" " Vector3(0, 0, 8)\n" ")\n" "# Rotating the Basis in any way preserves its scale.\n" "my_basis = my_basis.rotated(Vector3.UP, TAU / 2)\n" "my_basis = my_basis.rotated(Vector3.RIGHT, TAU / 4)\n" "\n" "print(my_basis.get_scale()) # Prints (2, 4, 8).\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = new Basis(\n" " Vector3(2.0f, 0.0f, 0.0f),\n" " Vector3(0.0f, 4.0f, 0.0f),\n" " Vector3(0.0f, 0.0f, 8.0f)\n" ");\n" "// Rotating the Basis in any way preserves its scale.\n" "myBasis = myBasis.Rotated(Vector3.Up, Mathf.Tau / 2.0f);\n" "myBasis = myBasis.Rotated(Vector3.Right, Mathf.Tau / 4.0f);\n" "\n" "GD.Print(myBasis.Scale); // Prints (2, 4, 8).\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] If the value returned by [method determinant] is negative, the " "scale is also negative." msgstr "" "Filleann sé fad gach ais den bhunús seo, mar [Veicteoir3]. Mura ndéantar an " "bunús a lomadh, is é seo an fachtóir scálaithe. Níl tionchar ag rothlú air.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Bunús(\n" " Veicteoir 3(2, 0, 0),\n" " Veicteoir 3(0, 4, 0),\n" " Veicteoir 3(0, 0, 8)\n" ")\n" "# Tríd an mBonn a rothlú ar aon bhealach caomhnaítear a scála.\n" "my_basis = my_basis.rotated(Vector3.UP, TAU / 2)\n" "my_basis = my_basis.rotated(Vector3.RIGHT, TAU / 4)\n" "\n" "print(my_basis.get_scale()) # Priontála (2, 4, 8).\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = Bunús nua(\n" " Veicteoir 3(2.0f, 0.0f, 0.0f),\n" " Veicteoir 3(0.0f, 4.0f, 0.0f),\n" " Veicteoir 3(0.0f, 0.0f, 8.0f)\n" ");\n" "// Má rothlaíonn an Bunús ar aon bhealach caomhnaítear a scála.\n" "myBasis = myBasis.Rotated(Vector3.Up, Mathf.Tau / 2.0f);\n" "myBasis = myBasis.Rotated(Vector3.Right, Mathf.Tau / 4.0f);\n" "\n" "GD.Print(myBasis.Scála); // Priontaí (2, 4, 8).\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] Má tá an luach tugtha ar ais ag [cinnteoir modha] diúltach, tá " "an scála diúltach freisin." msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Invertible_matrix]inverse of " "this basis's matrix[/url]." msgstr "" "Seoltar ar ais an [url=https://en.wikipedia.org/wiki/" "Invertible_matrix]inbhéartach de mhaitrís an bhunúis seo[/url]." msgid "" "Returns [code]true[/code] if this basis is conformal. A conformal basis is " "both [i]orthogonal[/i] (the axes are perpendicular to each other) and " "[i]uniform[/i] (the axes share the same length). This method can be " "especially useful during physics calculations." msgstr "" "Filleann sé [code]true[/code] má tá an bonn comhréireach. Tá bunús " "comhréireach [i]orthogónach[/i] (tá na haiseanna ingearach lena chéile) agus " "[i]éide[/i] (tá an fad céanna ag na haiseanna). Is féidir an modh seo a " "bheith úsáideach go háirithe le linn ríomhaireachtaí fisice." msgid "" "Returns [code]true[/code] if this basis and [param b] are approximately " "equal, by calling [method @GlobalScope.is_equal_approx] on all vector " "components." msgstr "" "Filleann sé [code]true[/code] má tá an bonn seo agus [para b] beagnach " "comhionann, trí ghlaoch a chur ar [method @GlobalScope.is_equal_approx] ar " "gach comhpháirt veicteora." msgid "" "Returns [code]true[/code] if this basis is finite, by calling [method " "@GlobalScope.is_finite] on all vector components." msgstr "" "Filleann sé [code]true[/code] má tá an bonn seo críochta, trí ghlaoch a chur " "ar [method @GlobalScope.is_finite] ar gach comhpháirt veicteora." msgid "" "Creates a new [Basis] with a rotation such that the forward axis (-Z) points " "towards the [param target] position.\n" "By default, the -Z axis (camera forward) is treated as forward (implies +X is " "right). If [param use_model_front] is [code]true[/code], the +Z axis (asset " "front) is treated as forward (implies +X is left) and points toward 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 returned basis is " "orthonormalized (see [method orthonormalized]). The [param target] and [param " "up] vectors cannot be [constant Vector3.ZERO], and cannot be parallel to each " "other." msgstr "" "Cruthaíonn sé [Bunús] nua le rothlú sa chaoi is go díríonn an ais chun " "tosaigh (-Z) i dtreo an t-ionad [param sprice].\n" "De réir réamhshocraithe, caitear leis an ais -Z (ceamara ar aghaidh) mar ais " "ar aghaidh (le tuiscint go bhfuil + X ceart). Má tá [param use_model_front] " "[code]true[/code], caitear leis an ais +Z (tosach sócmhainne) mar chun " "tosaigh (tugann sé le tuiscint go bhfuil + X fágtha) agus dírítear i dtreo an " "tseasaimh [param target].\n" "Pointí an ais suas (+Y) chomh gar agus is féidir don veicteoir [param suas] " "agus ag fanacht ingearach leis an ais chun tosaigh. Tá an bunús ar ais " "orthonormalized (féach [method orthonormalized]). Ní féidir leis na " "veicteoirí [param target] agus [param up] a bheith [Vector3.ZERO seasmhach], " "agus ní féidir leo a bheith comhthreomhar lena chéile." msgid "" "Returns the orthonormalized version of this basis. An orthonormal basis is " "both [i]orthogonal[/i] (the axes are perpendicular to each other) and " "[i]normalized[/i] (the axes have a length of [code]1[/code]), which also " "means it can only represent rotation.\n" "It is often useful to call this method to avoid rounding errors on a rotating " "basis:\n" "[codeblocks]\n" "[gdscript]\n" "# Rotate this Node3D every frame.\n" "func _process(delta):\n" " basis = basis.rotated(Vector3.UP, TAU * delta)\n" " basis = basis.rotated(Vector3.RIGHT, TAU * delta)\n" "\n" " basis = basis.orthonormalized()\n" "[/gdscript]\n" "[csharp]\n" "// Rotate this Node3D every frame.\n" "public override void _Process(double delta)\n" "{\n" " Basis = Basis.Rotated(Vector3.Up, Mathf.Tau * (float)delta)\n" " .Rotated(Vector3.Right, Mathf.Tau * (float)delta)\n" " .Orthonormalized();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Tuairisceáin an leagan orthonormalized den bhunús seo. Bunús ortanormal is ea " "[i]orthogónach[/i] (tá na haiseanna ingearach lena chéile) agus " "[i]normalaithe[/i] (tá fad [code]1[/code] ag na haiseanna), atá freisin " "ciallaíonn sé nach féidir leis ach uainíocht a léiriú.\n" "Is minic a bhíonn sé úsáideach an modh seo a ghlaoch chun earráidí slánaithe " "a sheachaint ar bhonn rothlach:\n" "[codeblocks]\n" "[gdscript]\n" "# Rothlaigh an Node3D seo gach fráma.\n" "feidhm _process(deil):\n" " bonn = bonn.rothlaithe(Vector3.UP, TAU * deilt)\n" " bonn = bonn.rothlaithe(Vector3.RIGHT, TAU * deilt)\n" "\n" " bonn = bonn.ortanormalaithe()\n" "[/gdscript]\n" "[csharp]\n" "// Rothlaigh an Node3D seo gach fráma.\n" "sáraíonn poiblí folús _Process(deilta dúbailte)\n" "{\n" " Bunús = Basis.Rotated(Vector3.Up, Mathf.Tau * (snámh) deilt)\n" " .Rotated(Vector3.Right, Mathf.Tau * (snámh) deilt)\n" " . Ortanormalaithe();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns this basis rotated around the given [param axis] by [param angle] (in " "radians). The [param axis] must be a normalized vector (see [method Vector3." "normalized]).\n" "Positive values rotate this basis clockwise around the axis, while negative " "values rotate it counterclockwise.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis.IDENTITY\n" "var angle = TAU / 2\n" "\n" "my_basis = my_basis.rotated(Vector3.UP, angle) # Rotate around the up axis " "(yaw).\n" "my_basis = my_basis.rotated(Vector3.RIGHT, angle) # Rotate around the right " "axis (pitch).\n" "my_basis = my_basis.rotated(Vector3.BACK, angle) # Rotate around the back " "axis (roll).\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = Basis.Identity;\n" "var angle = Mathf.Tau / 2.0f;\n" "\n" "myBasis = myBasis.Rotated(Vector3.Up, angle); // Rotate around the up axis " "(yaw).\n" "myBasis = myBasis.Rotated(Vector3.Right, angle); // Rotate around the right " "axis (pitch).\n" "myBasis = myBasis.Rotated(Vector3.Back, angle); // Rotate around the back " "axis (roll).\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Filleann sé seo bonn rothlaithe thart ar an [param-ais] tugtha ag [param " "uillinn] (i raidian). Caithfidh an [ais param] a bheith ina veicteoir " "normalaithe (féach [method Vector3.normalized]).\n" "Rothlaíonn luachanna dearfacha an bonn seo deiseal timpeall na haise, agus " "rothlaíonn luachanna diúltacha í go tuathalach.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Bunús.IDENTITY\n" "uillinn var = TAU/2\n" "\n" "my_basis = my_basis.rotated(Vector3.UP, uillinn) # Rothlaigh thart ar an ais " "suas (yaw).\n" "my_basis = my_basis.rotated(Vector3.RIGHT, uillinn) # Rothlaigh thart ar an " "ais dheis (pitch).\n" "my_basis = my_basis.rotated(Vector3.BACK, uillinn) # Rothlaigh thart ar an " "ais cúil (rolla).\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = Bunús.Identity;\n" "uillinn var = Mathf.Tau / 2.0f;\n" "\n" "myBasis = myBasis.Rotated(Vector3.Up, uillinn); // Rothlaigh thart ar an " "ais suas (yaw).\n" "myBasis = myBasis.Rotated(Vector3.Right, uillinn); // Rothlaigh thart ar an " "ais dheis (pitch).\n" "myBasis = myBasis.Rotated(Vector3.Back, uillinn); // Rothlaigh timpeall an " "ais chúl (roll).\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns this basis with each axis's components scaled by the given [param " "scale]'s components.\n" "The basis matrix's rows are multiplied by [param scale]'s components. This " "operation is a global scale (relative to the parent).\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis(\n" " Vector3(1, 1, 1),\n" " Vector3(2, 2, 2),\n" " Vector3(3, 3, 3)\n" ")\n" "my_basis = my_basis.scaled(Vector3(0, 2, -2))\n" "\n" "print(my_basis.x) # Prints (0, 2, -2).\n" "print(my_basis.y) # Prints (0, 4, -4).\n" "print(my_basis.z) # Prints (0, 6, -6).\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = new Basis(\n" " new Vector3(1.0f, 1.0f, 1.0f),\n" " new Vector3(2.0f, 2.0f, 2.0f),\n" " new Vector3(3.0f, 3.0f, 3.0f)\n" ");\n" "myBasis = myBasis.Scaled(new Vector3(0.0f, 2.0f, -2.0f));\n" "\n" "GD.Print(myBasis.X); // Prints (0, 2, -2).\n" "GD.Print(myBasis.Y); // Prints (0, 4, -4).\n" "GD.Print(myBasis.Z); // Prints (0, 6, -6).\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Filleann sé an bonn seo le comhpháirteanna gach ais de réir scála na " "gcomhpháirteanna atá tugtha [scála param].\n" "Iolraítear sraitheanna na bonn-maitrís faoi chomhpháirteanna [scála param]. " "Is scála domhanda í an oibríocht seo (i gcoibhneas leis an tuismitheoir).\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Bunús(\n" " Veicteoir 3(1, 1, 1),\n" " Veicteoir 3(2, 2, 2),\n" " Veicteoir 3(3, 3, 3)\n" ")\n" "my_basis = my_basis.scaled(Vector3(0, 2, -2))\n" "\n" "print(my_basis.x) # Priontaí (0, 2, -2).\n" "print(my_basis.y) # Priontaí (0, 4, -4).\n" "print(my_basis.z) # Priontaí (0, 6, -6).\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = Bunús nua(\n" " Veicteoir nua3(1.0f, 1.0f, 1.0f),\n" " Veicteoir nua3(2.0f, 2.0f, 2.0f),\n" " Veicteoir nua3(3.0f, 3.0f, 3.0f)\n" ");\n" "myBasis = myBasis.Scaled(Vector3(0.0f, 2.0f, -2.0f));\n" "\n" "GD.Print(myBasis.X); // Priontaí (0, 2, -2).\n" "GD.Print(myBasis.Y); // Priontaí (0, 4, -4).\n" "GD.Print(myBasis.Z); // Priontaí (0, 6, -6).\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Performs a spherical-linear interpolation with the [param to] basis, given a " "[param weight]. Both this basis and [param to] should represent a rotation.\n" "[b]Example:[/b] Smoothly rotate a [Node3D] to the target basis over time, " "with a [Tween].\n" "[codeblock]\n" "var start_basis = Basis.IDENTITY\n" "var target_basis = Basis.IDENTITY.rotated(Vector3.UP, TAU / 2)\n" "\n" "func _ready():\n" " create_tween().tween_method(interpolate, 0.0, 1.0, 5.0).set_trans(Tween." "TRANS_EXPO)\n" "\n" "func interpolate(weight):\n" " basis = start_basis.slerp(target_basis, weight)\n" "[/codeblock]" msgstr "" "Déanann sé idirshuíomh sféarúil-líneach leis an mbonn [param go], nuair a " "thugtar [meáchan param]. Ba cheart go léireodh an bonn seo agus [para go] " "uainíocht.\n" "[b]Sampla:[/b] Rothlaigh [Node3D] go réidh go dtí an bonn sprice le himeacht " "ama, le [Tween].\n" "[codeblock]\n" "var start_basis = Bunús.IDENTITY\n" "var target_basis = Basis.IDENTITY.rotated(Vector3.UP, TAU / 2)\n" "\n" "func _réidh():\n" " create_tween().tween_modh(idirshuí, 0.0, 1.0, 5.0).set_trans(Tween." "TRANS_EXPO)\n" "\n" "idirshuíomh (meáchan):\n" " bunús = start_basis.slerp(sprioc_basis, meáchan)\n" "[/codeblock]" msgid "" "Returns the transposed dot product between [param with] and the [member x] " "axis (see [method transposed]).\n" "This is equivalent to [code]basis.x.dot(vector)[/code]." msgstr "" "Filleann sé an táirge ponc trasuímh idir [param le] agus an ais [comhalta x] " "(féach [method trasuite]).\n" "Tá sé seo comhionann le [code]bunús.x.dot(veicteoir)[/code]." msgid "" "Returns the transposed dot product between [param with] and the [member y] " "axis (see [method transposed]).\n" "This is equivalent to [code]basis.y.dot(vector)[/code]." msgstr "" "Filleann sé an táirge ponc trasuímh idir [param le] agus an ais [comhalta y] " "(féach [method trasuite]).\n" "Tá sé seo comhionann le [code]bunús.y.dot(veicteoir)[/code]." msgid "" "Returns the transposed dot product between [param with] and the [member z] " "axis (see [method transposed]).\n" "This is equivalent to [code]basis.z.dot(vector)[/code]." msgstr "" "Filleann sé an táirge ponc trasuímh idir [param le] agus an ais [comhalta z] " "(féach [method trasuite]).\n" "Tá sé seo comhionann le [code]bas.z.dot(veicteoir)[/code]." msgid "" "Returns the transposed version of this basis. This turns the basis matrix's " "columns into rows, and its rows into columns.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis(\n" " Vector3(1, 2, 3),\n" " Vector3(4, 5, 6),\n" " Vector3(7, 8, 9)\n" ")\n" "my_basis = my_basis.transposed()\n" "\n" "print(my_basis.x) # Prints (1, 4, 7).\n" "print(my_basis.y) # Prints (2, 5, 8).\n" "print(my_basis.z) # Prints (3, 6, 9).\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = new Basis(\n" " new Vector3(1.0f, 2.0f, 3.0f),\n" " new Vector3(4.0f, 5.0f, 6.0f),\n" " new Vector3(7.0f, 8.0f, 9.0f)\n" ");\n" "myBasis = myBasis.Transposed();\n" "\n" "GD.Print(myBasis.X); // Prints (1, 4, 7).\n" "GD.Print(myBasis.Y); // Prints (2, 5, 8).\n" "GD.Print(myBasis.Z); // Prints (3, 6, 9).\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Tugann sé ar ais an leagan trassuite den bhunús seo. Déanann sé seo colúin na " "bun-maitrís ina sraitheanna, agus a sraitheanna ina gcolúin.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Bunús(\n" " Veicteoir 3(1, 2, 3),\n" " Veicteoir 3(4, 5, 6),\n" " Veicteoir 3(7, 8, 9)\n" ")\n" "my_basis = my_basis.transposed()\n" "\n" "print(my_basis.x) # Priontaí (1, 4, 7).\n" "print(my_basis.y) # Priontaí (2, 5, 8).\n" "print(my_basis.z) # Priontaí (3, 6, 9).\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = Bunús nua(\n" " Veicteoir nua3(1.0f, 2.0f, 3.0f),\n" " Veicteoir nua3(4.0f, 5.0f, 6.0f),\n" " Veicteoir nua3(7.0f, 8.0f, 9.0f)\n" ");\n" "myBasis = myBasis.Transposed();\n" "\n" "GD.Print(myBasis.X); // Priontaí (1, 4, 7).\n" "GD.Print(myBasis.Y); // Priontaí (2, 5, 8).\n" "GD.Print(myBasis.Z); // Priontaí (3, 6, 9).\n" "[/csharp]\n" "[/codeblocks]" msgid "" "The basis's X axis, and the column [code]0[/code] of the matrix.\n" "On the identity basis, this vector points right ([constant Vector3.RIGHT])." msgstr "" "Ais X an bhonn, agus an colún [code]0[/code] den mhaitrís.\n" "Ar bhonn céannachta, pointeálann an veicteoir seo ar dheis ([Vector3.RIGHT " "tairiseach])." msgid "" "The basis's Y axis, and the column [code]1[/code] of the matrix.\n" "On the identity basis, this vector points up ([constant Vector3.UP])." msgstr "" "Ais Y an bhoinn, agus an colún [code]1[/code] den mhaitrís.\n" "Ar bhonn aitheantais, cuireann an veicteoir seo in iúl ([Vector3.UP " "leanúnach])." msgid "" "The basis's Z axis, and the column [code]2[/code] of the matrix.\n" "On the identity basis, this vector points back ([constant Vector3.BACK])." msgstr "" "Ais Z an bhunúis, agus an colún [code]2[/code] den mhaitrís.\n" "Ar bhonn aitheantais, díríonn an veicteoir seo siar ([Vector3.BACK " "tairiseach])." msgid "" "The identity basis. This is a basis with no rotation, no shear, and its scale " "being [code]1[/code]. This means that:\n" "- The [member x] points right ([constant Vector3.RIGHT]);\n" "- The [member y] points up ([constant Vector3.UP]);\n" "- The [member z] points back ([constant Vector3.BACK]).\n" "[codeblock]\n" "var basis := Basis.IDENTITY\n" "print(\"| X | Y | Z\")\n" "print(\"| %s | %s | %s\" % [basis.x.x, basis.y.x, basis.z.x])\n" "print(\"| %s | %s | %s\" % [basis.x.y, basis.y.y, basis.z.y])\n" "print(\"| %s | %s | %s\" % [basis.x.z, basis.y.z, basis.z.z])\n" "# Prints:\n" "# | X | Y | Z\n" "# | 1 | 0 | 0\n" "# | 0 | 1 | 0\n" "# | 0 | 0 | 1\n" "[/codeblock]\n" "This is identical to creating [constructor Basis] without any parameters. " "This constant can be used to make your code clearer, and for consistency with " "C#." msgstr "" "An bunús céannachta. Is bonn é seo gan aon rothlú, gan lomadh, agus is é " "[code]1[/code] a scála. Ciallaíonn sé seo go:\n" "- Tá na pointí [comhalta x] ar dheis ([Vector3.RIGHT tairiseach]);\n" "- Léiríonn [comhalta y] pointe ([Vector3.UP leanúnach]);\n" "- Díríonn an [comhalta z] siar ([Vector3.BACK] tairiseach).\n" "[codeblock]\n" "var bhonn := Bunús.IDENTITY\n" "cló (\"| X | Y | Z\")\n" "print(\"| %s | %s | %s\" %[base.x.x, basis.y.x, basis.z.x])\n" "print(\"| %s | %s | %s\" %[base.x.y, basis.y.y, basis.z.y])\n" "print(\"| %s | %s | %s\" %[base.x.z, basis.y.z, basis.z.z])\n" "# Priontála:\n" "# | X | Y | Z\n" "# | 1 | 0 | 0\n" "# | 0 | 1 | 0\n" "# | 0 | 0 | 1\n" "[/codeblock]\n" "Tá sé seo comhionann le [Bunús Tógálaí] a chruthú gan aon pharaiméadair. Is " "féidir an tairiseach seo a úsáid chun do chód a dhéanamh níos soiléire, agus " "chun comhsheasmhacht le C#." msgid "" "When any basis is multiplied by [constant FLIP_X], it negates all components " "of the [member x] axis (the X column).\n" "When [constant FLIP_X] is multiplied by any basis, it negates the [member " "Vector3.x] component of all axes (the X row)." msgstr "" "Nuair a dhéantar aon bhonn a iolrú faoi [FLIP_X seasmhach], diúltaíonn sé " "gach comhpháirt den ais [comhalta x] (an colún X).\n" "Nuair a iolraítear [FLIP_X leanúnach] ar aon bhonn, diúltaíonn sé an " "chomhpháirt [member Vector3.x] de na haiseanna go léir (an tsraith X)." msgid "" "When any basis is multiplied by [constant FLIP_Y], it negates all components " "of the [member y] axis (the Y column).\n" "When [constant FLIP_Y] is multiplied by any basis, it negates the [member " "Vector3.y] component of all axes (the Y row)." msgstr "" "Nuair a iolraítear bonn ar bith faoi [FLIP_Y leanúnach], déanann sé na " "comhpháirteanna uile den ais [comhalta y] (an colún Y) a dhiúltú.\n" "Nuair a iolraítear [FLIP_Y leanúnach] ar aon bhonn, diúltaíonn sé an " "chomhpháirt [member Vector3.y] de na haiseanna go léir (an tsraith Y)." msgid "" "When any basis is multiplied by [constant FLIP_Z], it negates all components " "of the [member z] axis (the Z column).\n" "When [constant FLIP_Z] is multiplied by any basis, it negates the [member " "Vector3.z] component of all axes (the Z row)." msgstr "" "Nuair a iolraítear bonn ar bith faoi [FLIP_Z leanúnach], déanann sé na " "comhpháirteanna uile den ais [comhalta z] (an colún Z) a dhiúltú.\n" "Nuair a iolraítear [FLIP_Z leanúnach] ar aon bhonn, diúltaíonn sé an " "chomhpháirt [member Vector3.z] de na haiseanna go léir (an tsraith Z)." msgid "" "Returns [code]true[/code] if the components of both [Basis] matrices 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 "" "Filleann sé [code]true[/code] mura bhfuil comhpháirteanna an dá mhaitrís " "[Bunús] comhionann.\n" "[b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar " "[method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa." msgid "" "Transforms (multiplies) the [param right] basis by this basis.\n" "This is the operation performed between parent and child [Node3D]s." msgstr "" "Trasfhoirmítear (iolraíonn) an bunús [param right] leis an mbonn seo.\n" "Seo an oibríocht a dhéantar idir tuismitheoir agus leanbh [Node3D]s." msgid "" "Transforms (multiplies) the [param right] vector by this basis, returning a " "[Vector3].\n" "[codeblocks]\n" "[gdscript]\n" "# Basis that swaps the X/Z axes and doubles the scale.\n" "var my_basis = Basis(Vector3(0, 2, 0), Vector3(2, 0, 0), Vector3(0, 0, 2))\n" "print(my_basis * Vector3(1, 2, 3)) # Prints (4, 2, 6)\n" "[/gdscript]\n" "[csharp]\n" "// Basis that swaps the X/Z axes and doubles the scale.\n" "var myBasis = new Basis(new Vector3(0, 2, 0), new Vector3(2, 0, 0), new " "Vector3(0, 0, 2));\n" "GD.Print(myBasis * new Vector3(1, 2, 3)); // Prints (4, 2, 6)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Trasfhoirmítear (iolrú) an veicteoir [param ar dheis] ar an mbonn seo, ag " "filleadh [Veicteoir3].\n" "[codeblocks]\n" "[gdscript]\n" "# Bunús a mhalartaíonn na haiseanna X/Z agus a dhúblaíonn an scála.\n" "var my_basis = Bunús(Veicteoir3(0, 2, 0), Veicteoir3(2, 0, 0), Veicteoir3(0, " "0, 2))\n" "print(my_basis * Veicteoir 3(1, 2, 3)) # Priontaí (4, 2, 6)\n" "[/gdscript]\n" "[csharp]\n" "// Bunús a mhalartaíonn na haiseanna X/Z agus a dhúblaíonn an scála.\n" "var myBasis = Bunús nua(Veicteoir nua3(0, 2, 0), Veicteoir nua3(2, 0, 0), " "Veicteoir nua3(0, 0, 2));\n" "GD.Print(myBasis * Veicteoir nua3(1, 2, 3)); // Priontaí (4, 2, 6)\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Multiplies all components of the [Basis] by the given [float]. This affects " "the basis's scale uniformly, resizing all 3 axes by the [param right] value." msgstr "" "Iolraíonn sé gach comhpháirt den [Bunús] faoin [snámhphointe] a thugtar. " "Bíonn tionchar aige seo ar scála an bhoinn go haonfhoirmeach, ag athrú méide " "na 3 ais go léir faoin luach [param ar dheis]." msgid "" "Multiplies all components of the [Basis] by the given [int]. This affects the " "basis's scale uniformly, resizing all 3 axes by the [param right] value." msgstr "" "Iolraíonn sé gach comhpháirt den [Bunús] faoin [int] a thugtar. Bíonn " "tionchar aige seo ar scála an bhoinn go haonfhoirmeach, ag athrú méide na 3 " "ais go léir faoin luach [param ar dheis]." msgid "" "Divides all components of the [Basis] by the given [float]. This affects the " "basis's scale uniformly, resizing all 3 axes by the [param right] value." msgstr "" "Roinntear gach comhpháirt den [Bunús] ar an [snámhphointe] a thugtar. Bíonn " "tionchar aige seo ar scála an bhoinn go haonfhoirmeach, ag athrú méide na 3 " "ais go léir faoin luach [param ar dheis]." msgid "" "Divides all components of the [Basis] by the given [int]. This affects the " "basis's scale uniformly, resizing all 3 axes by the [param right] value." msgstr "" "Roinntear gach comhpháirt den [Bunús] ar an [int] a thugtar. Bíonn tionchar " "aige seo ar scála an bhoinn go haonfhoirmeach, ag athrú méide na 3 ais go " "léir faoin luach [param ar dheis]." msgid "" "Returns [code]true[/code] if the components of both [Basis] matrices 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 "" "Filleann sé [code]true[/code] má tá comhpháirteanna an dá mhaitrís [Bunús] " "díreach comhionann.\n" "[b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar " "[method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa." msgid "" "Accesses each axis (column) of this basis by their index. Index [code]0[/" "code] is the same as [member x], index [code]1[/code] is the same as [member " "y], and index [code]2[/code] is the same as [member z].\n" "[b]Note:[/b] In C++, this operator accesses the rows of the basis matrix, " "[i]not[/i] the columns. For the same behavior as scripting languages, use the " "[code]set_column[/code] and [code]get_column[/code] methods." msgstr "" "Faightear rochtain ar gach ais (colún) den bhunús seo trína n-innéacs. Tá an " "t-innéacs [code]0[/code] mar an gcéanna le [comhalta x], tá an t-innéacs " "[code]1[/code] mar an gcéanna le [comhalta y], agus tá an t-innéacs [code]2[/" "code] mar an gcéanna le [comhalta z].\n" "[b]Nóta:[/b] In C++, faigheann an t-oibreoir seo rochtain ar na sraitheanna " "den bhun-mhitrís, [i]ní[/i] na colúin. Maidir leis an iompar céanna le " "teangacha scriptithe, úsáid na modhanna [code] set_column[/code] agus " "[code]get_column[/code]." msgid "Boolean matrix." msgstr "Maitrís Boole." 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 "" "Is féidir raon déthoiseach de luachanna boolean a úsáid chun maitrís " "dhénártha a stóráil go héifeachtach (ní thógann gach eilimint mhaitrís ach " "beagán amháin) agus chun na luachanna a fhiosrú ag baint úsáide as " "comhordanáidí cartéiseach nádúrtha." msgid "" "Returns an image of the same size as the bitmap and with a [enum Image." "Format] of type [constant Image.FORMAT_L8]. [code]true[/code] bits of the " "bitmap are being converted into white pixels, and [code]false[/code] bits " "into black." msgstr "" "Filleann sé íomhá den mhéid céanna leis an léarscáil ghiotán agus le [enum " "Image.Format] den chineál [Image leanúnach.FORMAT_L8]. [code]true[/code] " "giotán den léarscáil ghiotán á thiontú go picteilíní bán, agus [code]false[/" "code] giotán á thiontú go dubh." msgid "" "Creates a bitmap with the specified size, filled with [code]false[/code]." msgstr "" "Cruthaíonn sé léarscáil ghiotán leis an méid sonraithe, líonta le " "[code]false[/code]." msgid "" "Creates a bitmap that matches the given image dimensions, every element of " "the bitmap is set to [code]false[/code] if the alpha value of the image at " "that position is equal to [param threshold] or less, and [code]true[/code] in " "other case." msgstr "" "Cruthaíonn sé léarscáil ghiotán a mheaitseálann na toisí íomhá tugtha, " "socraítear gach eilimint den léarscáil ghiotán go [code]bréagach[/code] má tá " "luach alfa na híomhá ag an suíomh sin cothrom le [param tairseach] nó níos " "lú, agus [code]true[/code] i gcás eile." msgid "Returns bitmap's value at the specified position." msgstr "Filleann sé luach léarscáil ghiotán ag an suíomh sonraithe." msgid "Returns bitmap's dimensions." msgstr "Filleann sé toisí léarscáile giotán." msgid "Returns the number of bitmap elements that are set to [code]true[/code]." msgstr "" "Filleann sé líon na n-eilimintí léarscáil ghiotán atá socraithe go " "[code]true[/code]." msgid "" "Applies morphological dilation or erosion to the bitmap. If [param pixels] is " "positive, dilation is applied to the bitmap. If [param pixels] is negative, " "erosion is applied to the bitmap. [param rect] defines the area where the " "morphological operation is applied. Pixels located outside the [param rect] " "are unaffected by [method grow_mask]." msgstr "" "Cuireann dilation nó creimeadh moirfeolaíoch leis an léarscáil ghiotán. Má tá " "[param pixel] deimhneach, cuirfear dilation i bhfeidhm ar an léarscáil " "ghiotán. Má tá [param pixel] diúltach, cuirfear creimeadh i bhfeidhm ar an " "léarscáil ghiotán. sainmhíníonn [para rect] an limistéar ina gcuirtear an " "oibríocht mhoirfeolaíoch i bhfeidhm. Níl aon tionchar ag [method grow_mask] " "ar picteilíní atá suite lasmuigh den [param rect]." msgid "" "Creates an [Array] of polygons covering a rectangular portion of the bitmap. " "It uses a marching squares algorithm, followed by Ramer-Douglas-Peucker (RDP) " "reduction of the number of vertices. Each polygon is described as a " "[PackedVector2Array] of its vertices.\n" "To get polygons covering the whole bitmap, pass:\n" "[codeblock]\n" "Rect2(Vector2(), get_size())\n" "[/codeblock]\n" "[param epsilon] is passed to RDP to control how accurately the polygons cover " "the bitmap: a lower [param epsilon] corresponds to more points in the " "polygons." msgstr "" "Cruthaítear [Eagar] de pholagáin a chlúdaíonn cuid dhronuilleogach den " "léarscáil ghiotán. Úsáideann sé algartam cearnóga máirseála, agus ina dhiaidh " "sin laghdú Ramer-Douglas-Peucker (RDP) ar líon na rinn. Cuirtear síos ar gach " "polagán mar [PackedVector2Array] dá rinn.\n" "Chun polagáin a fháil a chlúdaíonn an léarscáil ghiotán iomlán, pas a fháil:\n" "[codeblock]\n" "Rect2(Vector2(), get_size())\n" "[/codeblock]\n" "Cuirtear [param eipsealón] ar aghaidh chuig an RDP le rialú a dhéanamh ar cé " "chomh cruinn agus a chlúdaíonn na polagáin an léarscáil ghiotán: " "comhfhreagraíonn [param epsilon] do níos mó pointí sna polagáin." msgid "Resizes the image to [param new_size]." msgstr "Athmhéadaigh sé an íomhá go [param new_size]." msgid "" "Sets the bitmap's element at the specified position, to the specified value." msgstr "" "Socraíonn sé eilimint an ghiotán ag an suíomh sonraithe, go dtí an luach " "sonraithe." msgid "Sets a rectangular portion of the bitmap to the specified value." msgstr "" "Socraíonn sé cuid dhronuilleogach den léarscáil ghiotán chuig an luach " "sonraithe." msgid "A joint used with [Skeleton2D] to control and animate other nodes." msgstr "Alt a úsáidtear le [Skeleton2D] chun nóid eile a rialú agus a bheochan." msgid "" "A hierarchy of [Bone2D]s can be bound to a [Skeleton2D] to control and " "animate other [Node2D] nodes.\n" "You can use [Bone2D] and [Skeleton2D] nodes to animate 2D meshes created with " "the [Polygon2D] 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 "" "Is féidir ordlathas [Bone2D]s a cheangal le [Skeleton2D] chun nóid [Nóid2D] " "eile a rialú agus a bheochan.\n" "Is féidir leat nóid [Bone2D] agus [Skeleton2D] a úsáid chun mogaill 2T a " "cruthaíodh leis an eagarthóir UV [Polygon2D] a bheochan.\n" "Tá claochlú [ball scíthe] ag gach cnámh ar féidir leat athshocrú chuige le " "[method apply_rest]. Tá na staideanna scíthe seo i gcoibhneas le tuismitheoir " "an chnámh.\n" "Más rud é san eagarthóir, is féidir leat an staidiúir eile de chnámharlach " "iomlán a shocrú ag baint úsáide as rogha roghchláir, ón gcód, ní mór duit " "athrá a dhéanamh thar na cnámha chun a gcuid staideanna scíthe aonair a " "shocrú." msgid "" "Resets the bone to the rest pose. This is equivalent to setting [member " "Node2D.transform] to [member rest]." msgstr "" "Athshocraigh an cnámh go dtí an staidiúir eile. Tá sé seo comhionann le [ball " "Node2D.transform] a shocrú go [fostaí ball]." msgid "" "Returns whether this [Bone2D] is going to autocalculate its length and bone " "angle using its first [Bone2D] child node, if one exists. If there are no " "[Bone2D] children, then it cannot autocalculate these values and will print a " "warning." msgstr "" "Tuairiscítear cé acu an ndéanfaidh an [Bone2D] seo a fhad agus a uillinn " "chnámh a uathríomh ag baint úsáide as a chéad nód linbh [Bone2D], má tá ceann " "ann. Mura bhfuil aon leanaí [Bone2D] ann, ní féidir leis na luachanna seo a " "ríomh go huathoibríoch agus priontáilfidh sé rabhadh." msgid "" "Returns the angle of the bone in the [Bone2D].\n" "[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's angle " "is the rotation of the bone shown by the gizmo, which is unaffected by the " "[Bone2D]'s [member Node2D.transform]." msgstr "" "Filleann sé uillinn na cnámh sa [Bone2D].\n" "[b]Nóta:[/b] Tá sé seo difriúil ó rothlú [Bone2D]. Is é uillinn an chnámh ná " "rothlú na cnámh a léiríonn an gizmo, nach bhfuil tionchar ag [Bone2D]'s [ball " "Node2D.transform] air." msgid "" "Returns the node's index as part of the entire skeleton. See [Skeleton2D]." msgstr "" "Filleann sé innéacs an nód mar chuid den chnámharlach iomlán. Féach " "[Skeleton2D]." msgid "Returns the length of the bone in the [Bone2D] node." msgstr "Filleann sé fad na cnámh sa nód [Bone2D]." msgid "" "Returns the node's [member rest] [Transform2D] if it doesn't have a parent, " "or its rest pose relative to its parent." msgstr "" "Filleann sé [ball scíthe] [Transform2D] an nód mura bhfuil tuismitheoir aige, " "nó má tá staidiúir an nód i gcoibhneas lena thuismitheoir." msgid "" "When set to [code]true[/code], the [Bone2D] node will attempt to " "automatically calculate the bone angle and length using the first child " "[Bone2D] node, if one exists. If none exist, the [Bone2D] cannot " "automatically calculate these values and will print a warning." msgstr "" "Nuair a bheidh sé socraithe go [code]true[/code], déanfaidh an nód [Bone2D] " "iarracht uillinn agus fad na gcnámh a ríomh go huathoibríoch ag baint úsáide " "as an gcéad leanbh [Bone2D] nód, má tá ceann ann. Mura bhfuil ceann ar bith " "ann, ní féidir leis an [Bone2D] na luachanna seo a ríomh go huathoibríoch " "agus priontáilfidh sé rabhadh." msgid "" "Sets the bone angle for the [Bone2D]. This is typically set to the rotation " "from the [Bone2D] to a child [Bone2D] node.\n" "[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's angle " "is the rotation of the bone shown by the gizmo, which is unaffected by the " "[Bone2D]'s [member Node2D.transform]." msgstr "" "Socraíonn sé an uillinn cnámh don [Bone2D]. De ghnáth socraítear é seo don " "rothlú ón nód [Bone2D] go dtí nód linbh [Bone2D].\n" "[b]Nóta:[/b] Tá sé seo difriúil ó rothlú [Bone2D]. Is é uillinn an chnámh ná " "rothlú na cnámh a léiríonn an gizmo, nach bhfuil tionchar ag [Bone2D]'s [ball " "Node2D.transform] air." msgid "Sets the length of the bone in the [Bone2D]." msgstr "Socraíonn sé fad na cnámh sa [Bone2D]." msgid "" "Rest transform of the bone. You can reset the node's transforms to this value " "using [method apply_rest]." msgstr "" "An chuid eile a chlaochlú den chnámh. Is féidir leat claochluithe an nóid a " "athshocrú go dtí an luach seo trí úsáid a bhaint as [method apply_rest]." msgid "" "А node that dynamically copies or overrides the 3D transform of a bone in its " "parent [Skeleton3D]." msgstr "" "А nód a chóipeáileann nó a sháraíonn go dinimiciúil an claochlú 3D de chnámh " "ina tuismitheoir [Skeleton3D]." msgid "" "This node selects a bone in a [Skeleton3D] and attaches to it. This means " "that the [BoneAttachment3D] node will either dynamically copy or override the " "3D transform of the selected bone." msgstr "" "Roghnaíonn an nód seo cnámh i [Cnámharlach3D] agus ceanglaíonn sé é. " "Ciallaíonn sé seo go ndéanfaidh an nód [BoneAttachment3D] cóip dinimiciúil nó " "sáróidh sé claochlú 3D na cnámh roghnaithe." msgid "" "Returns the [NodePath] to the external [Skeleton3D] node, if one has been set." msgstr "" "Filleann sé an [NodePath] chuig an nód seachtrach [Skeleton3D], má tá ceann " "socraithe." msgid "" "Returns whether the BoneAttachment3D node is using an external [Skeleton3D] " "rather than attempting to use its parent node as the [Skeleton3D]." msgstr "" "Filleann sé cibé an bhfuil nód BoneAttachment3D ag baint úsáide as " "[Skeleton3D] seachtrach seachas iarracht a dhéanamh a mháthairnóid a úsáid " "mar an [Skeleton3D]." msgid "" "A function that is called automatically when the [Skeleton3D] is updated. " "This function is where the [BoneAttachment3D] node updates its position so it " "is correctly bound when it is [i]not[/i] set to override the bone pose." msgstr "" "Feidhm a thugtar air go huathoibríoch nuair a dhéantar an [Skeleton3D] a " "nuashonrú. Is í an fheidhm seo ná an áit a nuashonraíonn an nód " "[BoneAttachment3D] a shuíomh ionas go mbeidh sé ceangailte i gceart nuair " "nach bhfuil [i][/i] socraithe chun staid na gcnámh a shárú." msgid "" "Sets the [NodePath] to the external skeleton that the BoneAttachment3D node " "should use. See [method set_use_external_skeleton] to enable the external " "[Skeleton3D] node." msgstr "" "Socraíonn sé an [NodePath] ar an gcnámharlach seachtrach ba cheart don nód " "BoneAttachment3D a úsáid. Féach ar [method set_use_external_skeleton] chun an " "nód seachtrach [Skeleton3D] a chumasú." msgid "" "Sets whether the BoneAttachment3D node will use an external [Skeleton3D] node " "rather than attempting to use its parent node as the [Skeleton3D]. When set " "to [code]true[/code], the BoneAttachment3D node will use the external " "[Skeleton3D] node set in [method set_external_skeleton]." msgstr "" "Socraítear cé acu an úsáidfidh nód BoneAttachment3D nód seachtrach " "[Skeleton3D] seachas iarracht a dhéanamh a mháthairnóid a úsáid mar an " "[Skeleton3D]. Nuair a bheidh sé socraithe go [code]true[/code], úsáidfidh an " "nód BoneAttachment3D an nód seachtrach [Skeleton3D] atá socraithe i [method " "set_external_skeleton]." msgid "The index of the attached bone." msgstr "An t-innéacs na cnámh ceangailte." msgid "The name of the attached bone." msgstr "Ainm an chnámh ceangailte." msgid "" "Whether the BoneAttachment3D node will override the bone pose of the bone it " "is attached to. When set to [code]true[/code], the BoneAttachment3D node can " "change the pose of the bone. When set to [code]false[/code], the " "BoneAttachment3D will always be set to the bone's transform.\n" "[b]Note:[/b] This override performs interruptively in the skeleton update " "process using signals due to the old design. It may cause unintended behavior " "when used at the same time with [SkeletonModifier3D]." msgstr "" "Cibé an sáróidh nód BoneAttachment3D staidiúir chnámh na cnámh lena bhfuil sé " "ceangailte. Nuair atá sé socraithe go [code]true[/code], is féidir leis an " "nód BoneAttachment3D staidiúir na cnámh a athrú. Nuair a shocraítear é go " "[code]bréagach[/code], socrófar BoneAttachment3D i gcónaí chun claochlú na " "cnámh.\n" "[b]Nóta:[/b] Feidhmíonn an sáraithe seo go hidirbhristeach sa phróiseas " "nuashonraithe creatlaí ag baint úsáide as comharthaí de bharr an " "tseandearaidh. Féadfaidh sé a bheith ina chúis le hiompar neamhbheartaithe " "nuair a úsáidtear é ag an am céanna le [SkeletonModifier3D]." msgid "" "Describes a mapping of bone names for retargeting [Skeleton3D] into common " "names defined by a [SkeletonProfile]." msgstr "" "Cur síos ar léarscáiliú na n-ainmneacha cnámh le haghaidh ath-spriocdhíriú " "[Skeleton3D] in ainmneacha coitianta arna sainmhíniú ag [SkeletonProfile]." msgid "" "This class contains a dictionary 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 "" "Tá foclóir sa rang seo a úsáideann liosta ainmneacha cnámh i " "[SkeletonProfile] mar phríomhainmneacha.\n" "Trí an t-ainm cnámh iarbhír [Skeleton3D] a shannadh mar an luach eochair, " "mapálann sé an [Skeleton3D] chuig an [SkeletonProfile]." msgid "Retargeting 3D Skeletons" msgstr "Cnámharlaigh 3D a athdhíriú" msgid "" "Returns a profile bone name having [param skeleton_bone_name]. If not found, " "an empty [StringName] will be returned.\n" "In the retargeting process, the returned bone name is the bone name of the " "target skeleton." msgstr "" "Tugann sé ar ais ainm cnámh próifíle a bhfuil [param skeleton_bone_name] " "aige. Mura bhfuarthas é, seolfar [StringName] folamh ar ais.\n" "Sa phróiseas aisghabhála, is é an t-ainm cnámh ar ais ainm cnámh an sprioc-" "chnámharlaigh." 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 "" "Filleann tá ainm cnámh cnámharlaigh mapáilte go [param profile_bone_name].\n" "Sa phróiseas aisghabhála, is é an t-ainm cnámh ar ais ainm cnámh an " "chnámharlaigh foinse." 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 "" "Mapáil ainm cnámh cnámharlaigh go [param profile_bone_name].\n" "Sa phróiseas aisghabhála, is é an t-ainm cnámh socraithe ainm cnámh an " "chnámharlaigh foinse." msgid "" "A [SkeletonProfile] of the mapping target. Key names in the [BoneMap] are " "synchronized with it." msgstr "" "A [CnámharlachPróifíl] den sprioc léarscáilithe. Déantar príomhainmneacha sa " "[BoneMap] a shioncronú leis." msgid "" "This signal is emitted when change the key value in the [BoneMap]. This is " "used to validate mapping and to update [BoneMap] editor." msgstr "" "Astaítear an comhartha seo nuair a athraítear an luach eochrach sa [BoneMap]. " "Úsáidtear é seo chun mapáil a bhailíochtú agus chun eagarthóir [BoneMap] a " "nuashonrú." msgid "" "This signal is emitted when change the value in profile or change the " "reference of profile. This is used to update key names in the [BoneMap] and " "to redraw the [BoneMap] editor." msgstr "" "Astaítear an comhartha seo nuair a athraíonn an luach sa phróifíl nó nuair a " "athraíonn tú tagairt na próifíle. Úsáidtear é seo chun príomhainmneacha sa " "[BoneMap] a nuashonrú agus chun an t-eagarthóir [BoneMap] a aththarraingt." msgid "A built-in boolean type." msgstr "Cineál boolean ionsuite." msgid "" "The [bool] is a built-in [Variant] type that may only store one of two " "values: [code]true[/code] or [code]false[/code]. You can imagine it as a " "switch that can be either turned on or off, or as a binary digit that can " "either be 1 or 0.\n" "Booleans can be directly used in [code]if[/code], and other conditional " "statements:\n" "[codeblocks]\n" "[gdscript]\n" "var can_shoot = true\n" "if can_shoot:\n" " launch_bullet()\n" "[/gdscript]\n" "[csharp]\n" "bool canShoot = true;\n" "if (canShoot)\n" "{\n" " LaunchBullet();\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "All comparison operators return booleans ([code]==[/code], [code]>[/code], " "[code]<=[/code], etc.). As such, it is not necessary to compare booleans " "themselves. You do not need to add [code]== true[/code] or [code]== false[/" "code].\n" "Booleans can be combined with the logical operators [code]and[/code], " "[code]or[/code], [code]not[/code] to create complex conditions:\n" "[codeblocks]\n" "[gdscript]\n" "if bullets > 0 and not is_reloading():\n" " launch_bullet()\n" "\n" "if bullets == 0 or is_reloading():\n" " play_clack_sound()\n" "[/gdscript]\n" "[csharp]\n" "if (bullets > 0 && !IsReloading())\n" "{\n" " LaunchBullet();\n" "}\n" "\n" "if (bullets == 0 || IsReloading())\n" "{\n" " PlayClackSound();\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In modern programming languages, logical operators are evaluated " "in order. All remaining conditions are skipped if their result would have no " "effect on the final value. This concept is known as [url=https://en.wikipedia." "org/wiki/Short-circuit_evaluation]short-circuit evaluation[/url] and can be " "useful to avoid evaluating expensive conditions in some performance-critical " "cases.\n" "[b]Note:[/b] By convention, built-in methods and properties that return " "booleans are usually defined as yes-no questions, single adjectives, or " "similar ([method String.is_empty], [method Node.can_process], [member " "Camera2D.enabled], etc.)." msgstr "" "Is cineál [Athróg] ionsuite é an [bool] nach féidir ach ceann amháin de dhá " "luach a stóráil: [code] true[/code] nó [code] false[/code]. Is féidir leat é " "a shamhlú mar lasc is féidir a chasadh air nó as, nó mar dhigit dhénártha is " "féidir a bheith 1 nó 0.\n" "Is féidir Booles a úsáid go díreach i [code]if[/code], agus ráitis " "choinníollacha eile:\n" "[codeblocks]\n" "[gdscript]\n" "var can_shoot = true\n" "if can_shoot:\n" " launch_bullet()\n" "[/gdscript]\n" "[csharp]\n" "bool canShoot = true;\n" "if (canShoot)\n" "{\n" " LaunchBullet();\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "Tugann gach oibreoir comparáide boolean ar ais ([code]==[/code], [code]>[/" "code], [code] <=[/code], etc.). Mar sin, ní gá comparáid a dhéanamh idir " "booleans iad féin. Ní gá duit [code]== true[/code] nó [code]== false[/code] a " "chur leis.\n" "Is féidir Booleans a chomhcheangal leis na hoibreoirí loighciúla [code]and[/" "code], [code]or[/code], [code]not[/code] chun coinníollacha casta a chruthú:\n" "[codeblocks]\n" "[gdscript]\n" "if bullets > 0 and not is_reloading():\n" " launch_bullet()\n" "\n" "if bullets == 0 or is_reloading():\n" " play_clack_sound()\n" "[/gdscript]\n" "[csharp]\n" "if (bullets > 0 && !IsReloading())\n" "{\n" " LaunchBullet();\n" "}\n" "\n" "if (bullets == 0 || IsReloading())\n" "{\n" " PlayClackSound();\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] Sna teangacha ríomhchlárúcháin nua-aimseartha, déantar oibreoirí " "loighciúla a mheas in ord. Ní dhéantar na coinníollacha go léir atá fágtha " "mura mbeadh aon éifeacht ag a dtoradh ar an luach deiridh. Tugtar " "[url=https://en.wikipedia.org/wiki/Short-circuit_evaluation]short-circuit " "evaluation[/url] ar an gcoincheap seo agus d’fhéadfadh sé a bheith úsáideach " "chun dálaí costasacha a sheachaint i gcásanna áirithe atá ríthábhachtach don " "fheidhmíocht.\n" "[b]Nóta:[/b] De réir an ghnáis, is gnách go sainmhínítear modhanna agus " "airíonna ionsuite a thugann boolean ar ais mar cheisteanna tá-ní, aidiachtaí " "aonair, nó a leithéid ([modh String.is_empty], [modh Node.can_process], " "[comhalta Camera2D.enabled], etc.)." msgid "Constructs a [bool] set to [code]false[/code]." msgstr "Tógtar tacar [bool] go [code]bréagach[/code]." msgid "Constructs a [bool] as a copy of the given [bool]." msgstr "Tógann [bool] mar chóip den [bool] a thugtar." msgid "" "Cast a [float] value to a boolean value. Returns [code]false[/code] if [param " "from] is equal to [code]0.0[/code] (including [code]-0.0[/code]), and " "[code]true[/code] for all other values (including [constant @GDScript.INF] " "and [constant @GDScript.NAN])." msgstr "" "Teilg luach [snámhphointe] go luach Boole. Filleann sé [code]bréagach[/code] " "má tá [param ó] cothrom le [code]0.0[/code] (lena n-áirítear [code]-0.0[/" "code]), agus [code]true[/code] do gach ceann eile luachanna (lena n-áirítear " "[tairiseach @GDScript.INF] agus [tairiseach @GDScript.NAN])." msgid "" "Cast an [int] value to a boolean value. Returns [code]false[/code] if [param " "from] is equal to [code]0[/code], and [code]true[/code] for all other values." msgstr "" "Teilg luach [int] go luach Boole. Filleann sé [code]false[/code] má tá [param " "ó] cothrom le [code]0[/code], agus [code]true[/code] do gach luach eile." msgid "" "Returns [code]true[/code] if the two booleans are not equal. That is, one is " "[code]true[/code] and the other is [code]false[/code]. This operation can be " "seen as a logical XOR." msgstr "" "Filleann sé [code]true[/code] mura bhfuil an dá Boolean comhionann. Is é sin, " "tá ceann amháin [code]true[/code] agus an ceann eile [code]false[/code]. Is " "féidir an oibríocht seo a fheiceáil mar XOR loighciúil." msgid "" "Returns [code]true[/code] if the left operand is [code]false[/code] and the " "right operand is [code]true[/code]." msgstr "" "Filleann sé [code]true[/code] más [code]bréagach[/code] an operand ar chlé " "agus má tá an t-oibreoir ar dheis [code]true[/code]." msgid "" "Returns [code]true[/code] if the two booleans are equal. That is, both are " "[code]true[/code] or both are [code]false[/code]. This operation can be seen " "as a logical EQ or XNOR." msgstr "" "Filleann sé [code]true[/code] más ionann an dá Boole. Is é sin, tá an dá " "[code]true[/code] nó tá an dá cheann [code]false[/code]. Is féidir an " "oibríocht seo a fheiceáil mar EQ nó XNOR loighciúil." msgid "" "Returns [code]true[/code] if the left operand is [code]true[/code] and the " "right operand is [code]false[/code]." msgstr "" "Filleann sé [code]true[/code] má tá an operand clé [code]true[/code] agus má " "tá an operand ar dheis [code]false[/code]." msgid "A container that arranges its child controls horizontally or vertically." msgstr "" "Rialaíonn coimeádán a shocraíonn a leanbh go cothrománach nó go hingearach." msgid "" "A container that arranges its child controls horizontally or vertically, " "rearranging them automatically when their minimum size changes." msgstr "" "Rialaíonn coimeádán a shocraíonn a leanbh go cothrománach nó go hingearach, á " "atheagrú go huathoibríoch nuair a athraíonn a n-íosmhéid." 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 "" "Cuireann sé nód [Rialú] leis an mbosca mar spásálaí. Má tá param begin] " "[code]true[/code], cuirfidh sé an nód [Rialú] isteach os comhair gach linbh " "eile." msgid "" "The alignment of the container's children (must be one of [constant " "ALIGNMENT_BEGIN], [constant ALIGNMENT_CENTER], or [constant ALIGNMENT_END])." msgstr "" "Ailíniú leanaí an choimeádáin (ní mór go mbeadh sé ar cheann de " "[ALIGNMENT_BEGIN leanúnach], [ALIGNMENT_CENTER leanúnach], nó " "[ALIGNMENT_END])." 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 "" "Más [code]true[/code], socróidh an [Bosca-Choimeádán] a pháistí go " "hingearach, seachas go cothrománach.\n" "Ní féidir é a athrú agus [HBoxContainer] agus [VBoxContainer] in úsáid." 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 "" "Socrófar rialtáin an linbh ag tús an choimeádáin, i.e. ar an mbarr má tá an " "treoshuíomh ingearach, ar chlé má tá an treoshuíomh cothrománach (ar dheis do " "leagan amach RTL)." msgid "The child controls will be centered in the container." msgstr "Beidh na rialuithe leanbh dírithe ar an gcoimeádán." 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 "" "Socrófar rialtáin an linbh ag deireadh an choimeádáin, i.e. ag bun má tá an " "treoshuíomh ingearach, ar dheis má tá an treoshuíomh cothrománach (ar chlé le " "haghaidh leagan amach RTL)." msgid "The space between the [BoxContainer]'s elements, in pixels." msgstr "An spás idir eilimintí [BoxContainer], i bpicteilíní." msgid "Generate an axis-aligned box [PrimitiveMesh]." msgstr "Gin bosca aise-ailínithe [PrimitiveMesh]." msgid "" "Generate an axis-aligned box [PrimitiveMesh].\n" "The box's UV layout is arranged in a 3×2 layout that allows texturing each " "face individually. To apply the same texture on all faces, change the " "material's UV property to [code]Vector3(3, 2, 1)[/code]. This is equivalent " "to adding [code]UV *= vec2(3.0, 2.0)[/code] in a vertex shader.\n" "[b]Note:[/b] When using a large textured [BoxMesh] (e.g. as a floor), you may " "stumble upon UV jittering issues depending on the camera angle. To solve " "this, increase [member subdivide_depth], [member subdivide_height] and " "[member subdivide_width] until you no longer notice UV jittering." msgstr "" "Gin bosca aise-ailínithe [PrimitiveMesh].\n" "Tá leagan amach UV an bhosca socraithe i leagan amach 3×2 a cheadaíonn " "téacsáil gach aghaidh ina n-aonar. Chun an uigeacht chéanna a chur i bhfeidhm " "ar gach aghaidh, athraigh airí UV an ábhair go [code]Vector3(3, 2, 1)[/code]. " "Tá sé seo comhionann le [code]UV * = vec2(3.0, 2.0)[/code] a chur leis i " "scáthóir rinn.\n" "[b]Nóta:[/b] Nuair a bhíonn [BoxMesh] mór uigeach in úsáid agat (m.sh. mar " "urlár), is féidir leat teacht ar shaincheisteanna giotaí UV ag brath ar " "uillinn an cheamara. Chun é seo a réiteach, méadaigh [ball subdivide_depth], " "[ball subdivide_height] agus [ball subdivide_width] go dtí nach dtugann tú " "faoi deara giodam UV a thuilleadh." msgid "The box's width, height and depth." msgstr "Leithead, airde agus doimhneacht an bhosca." msgid "Number of extra edge loops inserted along the Z axis." msgstr "Líon na lúb imeall breise a cuireadh isteach feadh an ais Z." msgid "Number of extra edge loops inserted along the Y axis." msgstr "Líon na lúb imeall breise a cuireadh isteach feadh an ais Y." msgid "Number of extra edge loops inserted along the X axis." msgstr "Líon na lúb imeall breise a cuireadh isteach feadh an X-ais." msgid "Cuboid shape for use with occlusion culling in [OccluderInstance3D]." msgstr "Cruth ciúbóideach le húsáid le marú occlusion in [OccluderInstance3D]." msgid "" "[BoxOccluder3D] stores a cuboid shape that can be used by the engine's " "occlusion culling system.\n" "See [OccluderInstance3D]'s documentation for instructions on setting up " "occlusion culling." msgstr "" "Stórálann [BoxOccluder3D] cruth ciúbóideach is féidir a úsáid ag córas " "maraithe occlusion an innill.\n" "Féach ar dhoiciméid [OccluderInstance3D] le haghaidh treoracha maidir le marú " "occlusion a bhunú." msgid "The box's size in 3D units." msgstr "Méid an bhosca in aonaid 3D." msgid "A 3D box shape used for physics collision." msgstr "Cruth bosca 3D a úsáidtear le haghaidh imbhualadh fisice." msgid "" "A 3D box shape, intended for use in physics. Usually used to provide a shape " "for a [CollisionShape3D].\n" "[b]Performance:[/b] [BoxShape3D] is fast to check collisions against. It is " "faster than [CapsuleShape3D] and [CylinderShape3D], but slower than " "[SphereShape3D]." msgstr "" "Cruth bosca 3D, atá beartaithe le húsáid san fhisic. Úsáidtear é de ghnáth " "chun cruth a sholáthar do [CollisionShape3D].\n" "[b]Feidhmíocht:[/b] Tá [BoxShape3D] tapa chun imbhuailtí a sheiceáil. Tá sé " "níos tapúla ná [CapsuleShape3D] agus [CylinderShape3D], ach níos moille ná " "[SphereShape3D]." msgid "3D Kinematic Character Demo" msgstr "Taispeántas Carachtair Cinematic 3D" msgid "A themed button that can contain text and an icon." msgstr "Cnaipe téamaí ar féidir téacs agus deilbhín a chuimsiú." msgid "" "[Button] is the standard themed button. It can contain text and an icon, and " "it 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" "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." msgstr "" "Is é [Button] an cnaipe caighdeánach téamaí. Is féidir téacs agus deilbhín a " "bheith ann, agus taispeánfaidh sé iad de réir an [Téama] reatha.\n" "[b]Sampla de chnaipe a chruthú agus gníomh a shannadh nuair a bhrúitear é le " "cód:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "func _réidh():\n" " cnaipe var = Button.new()\n" " button.text = \"Cliceáil orm\"\n" " button.pressed.connect(féin._button_brúite)\n" " add_child(cnaipe)\n" "\n" "feidhm _cnaipe_brúite():\n" " print (\"Dia duit ar domhan!\")\n" "[/gdscript]\n" "[csharp]\n" "poiblí a shárú ar neamhní _Ready()\n" "{\n" " cnaipe var = Cnaipe nua();\n" " button.Text = \"Cliceáil orm\";\n" " button.Pressed += ButtonPressed;\n" " AddChild(cnaipe);\n" "}\n" "\n" "folús príobháideach ButtonPressed()\n" "{\n" " GD.Print(\"Dia duit ar domhan!\");\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "Féach freisin [BaseButton] ina bhfuil airíonna agus modhanna coitianta a " "bhaineann leis an nód seo.\n" "[b]Nóta:[/b] Ní léirmhíníonn cnaipí ionchur tadhaill agus mar sin ní " "thacaíonn siad le multitouch, mar ní féidir le haithrisiú luiche ach cnaipe " "amháin a bhrú ag am ar leith. Bain úsáid as [TouchScreenButton] le haghaidh " "cnaipí a spreagann gluaiseacht nó gníomhartha cluicheplay." msgid "Operating System Testing Demo" msgstr "Taispeántas Tástála Córas Oibriúcháin" msgid "" "Text alignment policy for the button's text, use one of the [enum " "HorizontalAlignment] constants." msgstr "" "Beartas ailínithe téacs do théacs an chnaipe, bain úsáid as ceann de na " "tairisigh [enum HorizontalAlignment]." msgid "" "If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " "gets wrapped inside the node's bounding rectangle." msgstr "" "Má tá sé socraithe chuig rud éigin eile seachas [TextServer.AUTOWRAP_OFF " "leanúnach], filltear an téacs taobh istigh de dhronuilleog teorann an nód." 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 "" "Nuair a bhíonn an t-airí seo cumasaithe, gearrtar téacs atá ró-mhór chun an " "cnaipe a fheistiú, nuair a bheidh sé díchumasaithe beidh an Cnaipe leathan go " "leor chun an téacs a choinneáil i gcónaí." msgid "" "When enabled, the button's icon will expand/shrink to fit the button's size " "while keeping its aspect. See also [theme_item icon_max_width]." msgstr "" "Nuair a bheidh sé cumasaithe, leathnóidh/laghdóidh íocón an chnaipe chun méid " "an chnaipe a oiriúnú agus a ghné á choinneáil. Féach freisin [theme_item " "icon_max_width]." msgid "Flat buttons don't display decoration." msgstr "Ní thaispeánann cnaipí maol maisiúchán." msgid "" "Button's icon, if text is present the icon will be placed before the text.\n" "To edit margin and spacing of the icon, use [theme_item h_separation] theme " "property and [code]content_margin_*[/code] properties of the used " "[StyleBox]es." msgstr "" "Deilbhín an chnaipe, má tá téacs i láthair cuirfear an deilbhín roimh an " "téacs.\n" "Chun corrlach agus spásáil an íocón a chur in eagar, úsáid [theme_item " "h_separation] airí téama agus [code]content_margin_*[/code] airíonna na " "[StyleBox]es a úsáidtear." msgid "" "Specifies if the icon should be aligned horizontally to the left, right, or " "center of a button. Uses the same [enum HorizontalAlignment] constants as the " "text alignment. If centered horizontally and vertically, text will draw on " "top of the icon." msgstr "" "Sonraítear ar cheart an deilbhín a ailíniú go cothrománach ar chlé, ar dheis " "nó ar lár an chnaipe. Úsáideann sé na tairisigh [enum CothrománachAilíniú] " "céanna leis an ailíniú téacs. Má tá sé dírithe go cothrománach agus go " "hingearach, tarraingeoidh téacs ar bharr an deilbhín." msgid "" "Language code used for line-breaking and text shaping algorithms, if left " "empty current locale is used instead." msgstr "" "Cód teanga a úsáidtear le haghaidh halgartaim briseadh líne agus múnlú téacs, " "má fhágtar an logán reatha folamh úsáidtear é ina ionad sin." msgid "The button's text that will be displayed inside the button's area." msgstr "Téacs an chnaipe a thaispeánfar taobh istigh de limistéar an chnaipe." msgid "Base text writing direction." msgstr "Buntreo scríbhneoireachta téacs." msgid "" "Sets the clipping behavior when the text exceeds the node's bounding " "rectangle. See [enum TextServer.OverrunBehavior] for a description of all " "modes." msgstr "" "Socraíonn sé an iompar bearrtha nuair a sháraíonn an téacs dronuilleog " "teorann an nód. Féach [enum TextServer.OverrunBehavior] le haghaidh cur síos " "ar gach modh." msgid "" "Specifies if the icon should be aligned vertically to the top, bottom, or " "center of a button. Uses the same [enum VerticalAlignment] constants as the " "text alignment. If centered horizontally and vertically, text will draw on " "top of the icon." msgstr "" "Sonraítear ar cheart an deilbhín a ailíniú go hingearach le barr, bun, nó lár " "an chnaipe. Úsáideann sé na tairisigh [enum VerticalAlignment] céanna leis an " "ailíniú téacs. Má tá sé dírithe go cothrománach agus go hingearach, " "tarraingeoidh téacs ar bharr an deilbhín." msgid "Default text [Color] of the [Button]." msgstr "Téacs réamhshocraithe [Color] den [Button]." msgid "Text [Color] used when the [Button] is disabled." msgstr "Téacs [Color] a úsáidtear nuair atá an [Button] díchumasaithe." 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 "" "Téacs [Color] a úsáidtear nuair a bhíonn an [Button] dírithe. Ní chuirtear " "ach gnáth-dath téacs an chnaipe in áit. Tá tús áite ag stáit faoi mhíchumas, " "faoi bhoinn agus faoi bhrú ar an dath seo." msgid "Text [Color] used when the [Button] is being hovered." msgstr "Téacs [Color] a úsáidtear nuair a bhíonn an [Cnaipe] á ainliú." msgid "Text [Color] used when the [Button] is being hovered and pressed." msgstr "" "Téacs [Color] a úsáidtear nuair a bhíonn an [Cnaipe] á fholúsú agus á bhrú." msgid "The tint of text outline of the [Button]." msgstr "Imlíne an téacs ar an [Cnaipe]." msgid "Text [Color] used when the [Button] is being pressed." msgstr "Téacs [Color] a úsáidtear nuair a bhíonn an [Cnaipe] á bhrú." msgid "Icon modulate [Color] used when the [Button] is disabled." msgstr "" "Modhnú deilbhín [Color] a úsáidtear nuair atá an [Cnaipe] díchumasaithe." 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 "" "Icon modulate [Color] a úsáidtear nuair a bhíonn an [Button] dírithe. Ní " "chuirtear ach gnáth-dath modúlach an chnaipe in ionad. Tá tús áite ag stáit " "faoi mhíchumas, faoi bhoinn agus faoi bhrú ar an dath seo." msgid "Icon modulate [Color] used when the [Button] is being hovered." msgstr "Icon modulate [Color] a úsáidtear nuair a bhíonn an [Cnaipe] á hovered." msgid "" "Icon modulate [Color] used when the [Button] is being hovered and pressed." msgstr "" "Icon modulate [Color] a úsáidtear nuair a bhíonn an [Cnaipe] á hovered agus á " "bhrú." msgid "Default icon modulate [Color] of the [Button]." msgstr "Modhnaigh an deilbhín réamhshocraithe [Color] den [Button]." msgid "Icon modulate [Color] used when the [Button] is being pressed." msgstr "Icon modulate [Color] a úsáidtear nuair a bhíonn an [Button] á bhrú." msgid "" "This constant acts as a boolean. If [code]true[/code], the minimum size of " "the button and text/icon alignment is always based on the largest stylebox " "margins, otherwise it's based on the current button state stylebox margins." msgstr "" "Feidhmíonn an tairiseach seo mar boolean. Más rud é [code]true[/code], tá " "íosmhéid an chnaipe agus ailíniú an téacs/deilbhín bunaithe i gcónaí ar na " "himill stílbhosca is mó, nó beidh sé bunaithe ar imeall an bhosca stíle faoi " "láthair agus luaigh an cnaipe." msgid "" "The horizontal space between [Button]'s icon and text. Negative values will " "be treated as [code]0[/code] when used." msgstr "" "An spás cothrománach idir íocón [Button] agus téacs. Déileálfar le luachanna " "diúltacha mar [code]0[/code] nuair a úsáidtear iad." msgid "" "The maximum allowed width of the [Button]'s icon. This limit is applied on " "top of the default size of the icon, or its expanded size if [member " "expand_icon] is [code]true[/code]. The height is adjusted according to the " "icon's ratio. If the button has additional icons (e.g. [CheckBox]), they will " "also be limited." msgstr "" "An leithead uasta ceadaithe de dheilbhín an [Button]. Cuirtear an teorainn " "seo i bhfeidhm ar bharr mhéid réamhshocraithe an deilbhín, nó a mhéid " "leathnaithe má tá [code]true[/code] ar [member expand_icon]. Déantar an airde " "a choigeartú de réir chóimheas an deilbhín. Má tá deilbhíní breise ag an " "gcnaipe (m.sh. [CheckBox]), beidh siad teoranta freisin." msgid "" "The size of the text outline.\n" "[b]Note:[/b] If using a font with [member FontFile." "multichannel_signed_distance_field] enabled, its [member FontFile." "msdf_pixel_range] must be set to at least [i]twice[/i] the value of " "[theme_item outline_size] for outline rendering to look correct. Otherwise, " "the outline may appear to be cut off earlier than intended." msgstr "" "Méid imlíne an téacs.\n" "[b]Nóta:[/b] Má tá cló á úsáid le [member FontFile." "multichannel_signed_distance_field] cumasaithe, ní mór a [comhalta FontFile." "msdf_pixel_range] a shocrú go dtí [i] faoi dhó[/i] ar a laghad luach " "[theme_item outline_size] le haghaidh rindreála imlíne chun breathnú ceart. " "Seachas sin, d'fhéadfadh an chuma ar an imlíne a ghearradh amach níos luaithe " "ná mar a bhí beartaithe." msgid "[Font] of the [Button]'s text." msgstr "[Cló] de théacs an [Button]." msgid "Font size of the [Button]'s text." msgstr "Clómhéid téacs an [Button]." msgid "" "Default icon for the [Button]. Appears only if [member icon] is not assigned." msgstr "" "Deilbhín réamhshocraithe don [Button]. Ní bhíonn sé le feiceáil ach amháin " "mura sanntar [deilbhín ball]." msgid "[StyleBox] used when the [Button] is disabled." msgstr "Úsáidtear [StyleBox] nuair atá an [Button] díchumasaithe." msgid "" "[StyleBox] used when the [Button] is disabled (for right-to-left layouts)." msgstr "" "[StyleBox] a úsáidtear nuair atá an [Button] díchumasaithe (le haghaidh " "leagan amach ceart go clé)." msgid "" "[StyleBox] used when the [Button] is focused. The [theme_item focus] " "[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 "" "[StyleBox] a úsáidtear nuair a bhíonn an [Button] dírithe. Taispeántar an " "[theme_item focus] [StyleBox] [i] os cionn [/i] an bonn [StyleBox], mar sin " "ba chóir [StyleBox] atá trédhearcach go páirteach a úsáid chun a chinntiú go " "bhfanann an bonn [StyleBox] le feiceáil. Feidhmíonn [StyleBox] a léiríonn " "imlíne nó líne go maith chun na críche seo. Chun an éifeacht amhairc " "fócasaithe a dhíchumasú, sann acmhainn [StyleBoxEmpty]. Tabhair faoi deara go " "ndéanfaidh díchumasú na héifeachta amhairc fócais dochar d'inúsáidteacht " "loingseoireachta méarchláir/rialtóra, mar sin ní mholtar é seo ar chúiseanna " "inrochtaineachta." msgid "[StyleBox] used when the [Button] is being hovered." msgstr "[StyleBox] a úsáidtear nuair a bhíonn an [Button] á hovered." msgid "" "[StyleBox] used when the [Button] is being hovered (for right-to-left " "layouts)." msgstr "" "[StyleBox] a úsáidtear nuair a bhíonn an [Button] á fholúsú (le haghaidh " "leagan amach ar dheis go clé)." msgid "" "[StyleBox] used when the [Button] is being pressed and hovered at the same " "time." msgstr "" "Úsáidtear [StyleBox] nuair a bhíonn an [Cnaipe] á bhrú agus á fholúsú ag an " "am céanna." msgid "" "[StyleBox] used when the [Button] is being pressed and hovered at the same " "time (for right-to-left layouts)." msgstr "" "[StyleBox] a úsáidtear nuair a bhíonn an [Button] á bhrú agus á fholúsú ag an " "am céanna (le haghaidh leagan amach ar dheis go clé)." msgid "Default [StyleBox] for the [Button]." msgstr "Réamhshocrú [StyleBox] don [Button]." msgid "Default [StyleBox] for the [Button] (for right-to-left layouts)." msgstr "" "Réamhshocrú [StyleBox] don [Button] (le haghaidh leagan amach ceart go clé)." msgid "[StyleBox] used when the [Button] is being pressed." msgstr "[StyleBox] a úsáidtear nuair a bhíonn an [Button] á bhrú." msgid "" "[StyleBox] used when the [Button] is being pressed (for right-to-left " "layouts)." msgstr "" "[StyleBox] a úsáidtear nuair a bhíonn an [Button] á bhrú (le haghaidh leagan " "amach ceart go clé)." msgid "" "A group of buttons that doesn't allow more than one button to be pressed at a " "time." msgstr "" "Grúpa cnaipí nach gceadaíonn níos mó ná cnaipe amháin a bhrú ag an am céanna." msgid "" "A group of [BaseButton]-derived buttons. The buttons in a [ButtonGroup] are " "treated like radio buttons: No more than one button can be pressed at a time. " "Some types of buttons (such as [CheckBox]) may have a special appearance in " "this state.\n" "Every member of a [ButtonGroup] should have [member BaseButton.toggle_mode] " "set to [code]true[/code]." msgstr "" "Grúpa de chnaipí díorthaithe [BaseButton]. Caitear leis na cnaipí i " "[ButtonGroup] cosúil le cnaipí raidió: Ní féidir níos mó ná cnaipe amháin a " "bhrú ag an am céanna. D'fhéadfadh cuma speisialta a bheith ag roinnt " "cineálacha cnaipí (cosúil le [CheckBox]) sa stát seo.\n" "Ba cheart go mbeadh [comhalta BaseButton.toggle_mode] socraithe chuig " "[code]true[/code] ag gach ball de [ButtonGroup]." msgid "" "Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see " "[member BaseButton.button_group])." msgstr "" "Filleann sé [Eagar] de [Button]s a bhfuil sé seo mar a [ButtonGroup] (féach " "[member BaseButton.button_group])." msgid "Returns the current pressed button." msgstr "Filleann sé an cnaipe brúite reatha." msgid "" "If [code]true[/code], it is possible to unpress all buttons in this " "[ButtonGroup]." msgstr "" "Más [code]true[/code], is féidir na cnaipí go léir sa [ButtonGroup] seo a " "dhíbhrú." msgid "Emitted when one of the buttons of the group is pressed." msgstr "Astaítear nuair a bhrúitear ceann de chnaipí an ghrúpa." msgid "A built-in type representing a method or a standalone function." msgstr "Cineál ionsuite a léiríonn modh nó feidhm neamhspleách." msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " "either be a method within an [Object] instance, or a custom callable used for " "different purposes (see [method is_custom]). 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]\n" "In GDScript, you can access methods and global functions as [Callable]s:\n" "[codeblock]\n" "tween.tween_callback(node.queue_free) # Object methods.\n" "tween.tween_callback(array.clear) # Methods of built-in types.\n" "tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" "[/codeblock]\n" "[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " "keys.\n" "[codeblock]\n" "var dictionary = {\"hello\": \"world\"}\n" "\n" "# This will not work, `clear` is treated as a key.\n" "tween.tween_callback(dictionary.clear)\n" "\n" "# This will work.\n" "tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" "Is cineál ionsuite [Athróg] é [inghlaoite] a sheasann d’fheidhm. Féadfaidh sé " "a bheith ina mhodh laistigh de chás [Réad], nó ina mhodh inghlaoite a " "úsáidtear chun críocha éagsúla (féach [method is_custom]). Cosúil le gach " "cineál [Athróg], is féidir é a stóráil in athróga agus a chur ar aghaidh " "chuig feidhmeanna eile. Úsáidtear é go coitianta le haghaidh aisghlaonna " "comhartha.\n" "[b]Sampla:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "func print_args(arg1, arg2, arg3 = \"\"):\n" " priontaí(arg1, arg2, arg3)\n" "\n" "tástáil fheidhm():\n" " var callable = Inghlaoite(féin, \"print_args\")\n" " callable.call (\"hello\", \"world\") # Priontálann \"hello world\".\n" " callable.call(Vector2.UP, 42, inghlaoite) # Priontála \"(0, -1) 42 " "Nód(node.gd)::print_args\".\n" " callable.call(\"neamhbhailí\") # Glao neamhbhailí, ba cheart go mbeadh 2 " "argóint ar a laghad ann.\n" "[/gdscript]\n" "[csharp]\n" "// Ní thacaítear le luachanna paraiméadar réamhshocraithe.\n" "ar neamhní poiblí PrintArgs(Athraithe arg1, Variant arg2, Variant arg3 = " "réamhshocraithe)\n" "{\n" " GD.PrintS(arg1, arg2, arg3);\n" "}\n" "\n" "Tástáil ar neamhní poiblí()\n" "{\n" " // Teipeann glaonna neamhbhailí go ciúin.\n" " Inghlaoite = Inghlaoite nua(seo, MethodName.PrintArgs);\n" " callable.Call (\"hello\", \"domhan\"); // Ní thacaítear le luachanna " "paraiméadar réamhshocraithe, ba cheart go mbeadh 3 argóint ann.\n" " inghlaoite.Call(Vector2.Up, 42, inghlaoite); // Priontaí \"(0, -1) 42 " "Nód(Node.cs)::PrintArgs\".\n" " callable.Call (\"neamhbhailí\"); // Glao neamhbhailí, ba cheart go mbeadh " "3 argóint ann.\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "I GDScript, is féidir feidhmeanna lambda a chruthú laistigh de mhodh. Is " "feidhmeanna inghlaoite saincheaptha iad feidhmeanna Lambda nach mbaineann le " "sampla [Réad]. Go roghnach, is féidir feidhmeanna lambda a ainmniú freisin. " "Taispeánfar an t-ainm sa dífhabhtóir, nó nuair a ghlaonn tú ar [method " "get_method].\n" "[codeblock]\n" "feidhm _init():\n" " var my_lambda = func (teachtaireacht):\n" " cló (teachtaireacht)\n" "\n" " # Priontaí Dia duit gach duine!\n" " my_lambda.call(\"Dia duit gach duine!\")\n" "\n" " # Priontála \"Ionsaí!\", nuair a astaítear an comhartha button_brúite.\n" " button_pressed.connect(func(): print(\"Ionsaí!\"))\n" "[/codeblock]\n" "In GDScript, is féidir leat modhanna agus feidhmeanna domhanda a rochtain mar " "[Inghlaoite]s:\n" "[codeblock]\n" "tween.tween_callback(node.queue_free) # Modh oibiachta.\n" "tween.tween_callback(array.clear) # Modhanna de chineálacha ionsuite.\n" "tween.tween_callback(print.bind(\"Tástáil\")) # Feidhm dhomhanda.\n" "[/codeblock]\n" "[b]Nóta:[/b] Ní thacaíonn [Foclóir] leis an méid thuas mar gheall ar athbhrí " "le heochracha.\n" "[codeblock]\n" "var foclóir = { \"hello\": \"domhan\" }\n" "\n" "# Ní oibreoidh sé seo, glactar le `soiléir` mar eochair.\n" "tween.tween_callback(foclóir.soiléir)\n" "\n" "# Oibreoidh sé seo.\n" "tween.tween_callback(Callable.create(foclóir, \"soiléir\"))\n" "[/codeblock]" msgid "Constructs an empty [Callable], with no object nor method bound." msgstr "Tógann sé [Inghlaoite] folamh, gan aon réad ná modh faoi cheangal." msgid "Constructs a [Callable] as a copy of the given [Callable]." msgstr "Tógtar [Inghlaoch] mar chóip den [Inghlaoch] a tugadh." msgid "" "Creates a new [Callable] for the method named [param method] in the specified " "[param object].\n" "[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " "instead." msgstr "" "Cruthaíonn sé [Inghlaoite] nua don mhodh ainmnithe [param method] sa [param " "object] sonraithe.\n" "[b]Nóta:[/b] Le haghaidh modhanna de chineálacha ionsuite [Athraithe], úsáid " "[method cruthaigh] ina ionad sin." 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]. See also [method unbind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left." msgstr "" "Seoltar ar ais cóip den [Inghlaoch] seo agus argóint amháin nó níos mó faoi " "cheangal. Nuair a ghlaoitear orthu, cuirtear na hargóintí faoi cheangal ar " "aghaidh [i]i ndiaidh[/i] na hargóintí a sholáthraíonn [glaoch modha]. Féach " "freisin [dícheangail modh].\n" "[b]Nóta:[/b] Nuair a shlabhraítear an modh seo le modhanna eile dá samhail, " "léitear an t-ord ina n-athraítear liosta na n-argóintí ó dheas go clé." 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]. See also [method unbind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left." msgstr "" "Filleann sé/sí cóip den [Inghlaoch] seo agus argóint amháin nó níos mó faoi " "cheangal, á léamh as eagar. Nuair a ghlaoitear orthu, cuirtear na hargóintí " "faoi cheangal ar aghaidh [i]i ndiaidh[/i] na hargóintí a sholáthraíonn " "[glaoch modha]. Féach freisin [dícheangail modh].\n" "[b]Nóta:[/b] Nuair a shlabhraítear an modh seo le modhanna eile dá samhail, " "léitear an t-ord ina n-athraítear liosta na n-argóintí ó dheas go clé." msgid "" "Calls the method represented by this [Callable]. Arguments can be passed and " "should match the method's signature." msgstr "" "Glaonn an modh a léiríonn an [Inghlao] seo. Is féidir argóintí a rith agus ba " "cheart go mbeadh siad ag teacht le síniú an mhodha." msgid "" "Calls the method represented by this [Callable] in deferred mode, i.e. at the " "end of the current frame. Arguments can be passed and should match the " "method's signature.\n" "[codeblocks]\n" "[gdscript]\n" "func _ready():\n" " grab_focus.call_deferred()\n" "[/gdscript]\n" "[csharp]\n" "public override void _Ready()\n" "{\n" " Callable.From(GrabFocus).CallDeferred();\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " "mainly at the end of process and physics frames. In it, deferred calls will " "be run until there are none left, which means you can defer calls from other " "deferred calls and they'll still be run in the current idle time cycle. This " "means you should not call a method deferred from itself (or from a method " "called by it), as this causes infinite recursion the same way as if you had " "called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" "Glaonn an [Inghlaoch] ar an modh a léirítear leis seo sa mhodh iarchurtha, i." "e. ag deireadh an fhráma reatha. Is féidir argóintí a rith agus ba cheart go " "mbeadh siad ag teacht le síniú an mhodha.\n" "[codeblocks]\n" "[gdscript]\n" "func _réidh():\n" " grab_focus.call_deferred()\n" "[/gdscript]\n" "[csharp]\n" "poiblí a shárú ar neamhní _Ready()\n" "{\n" " Glaoigh ar Iarchurtha();\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] Próiseáiltear glaonna iarchurtha ag am díomhaoin. Tarlaíonn am " "díomhaoin go príomha ag deireadh frámaí próisis agus fisice. Rithfidh glaonna " "iarchurtha ann go dtí nach mbeidh aon cheann fágtha, rud a chiallaíonn gur " "féidir leat glaonna ó ghlaonna iarchurtha eile a chur siar agus go " "reáchtálfar iad fós sa timthriall ama díomhaoin reatha. Ciallaíonn sé seo nár " "cheart duit modh iarchurtha a ghlaoch uaidh féin (nó ó mhodh a ghlaoitear " "air), toisc go n-eascraíonn sé seo atarlú gan teorainn ar an mbealach céanna " "is dá gcuirfeá glaoch díreach ar an modh.\n" "Féach freisin [method Object.call_deferred]." 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 "" "Glaonn an modh a léiríonn an [Inghlao] seo. Murab ionann agus [glaoch modha], " "tá an modh seo ag súil go mbeidh na hargóintí go léir laistigh de [argóintí " "param] [Eagar]." msgid "" "Creates a new [Callable] for the method named [param method] in the specified " "[param variant]. To represent a method of a built-in [Variant] type, a custom " "callable is used (see [method is_custom]). If [param variant] is [Object], " "then a standard callable will be created instead.\n" "[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " "property syntax is used to access its entries. You may also use this method " "when [param variant]'s type is not known in advance (for polymorphism)." msgstr "" "Cruthaítear [Inghlaoite] nua don mhodh darb ainm [param method] sa " "[athraitheach param] sonraithe. Chun modh de chineál ionsuite [Athróg] a " "léiriú, úsáidtear modh inghlaoite (féach [method is_custom]). Más [Réad] é " "[athraitheach param], cruthófar caighdeán inghlaoite ina ionad.\n" "[b]Nóta:[/b] Tá an modh seo riachtanach i gcónaí don chineál [Foclóir], toisc " "go n-úsáidtear comhréir airí chun a iontrálacha a rochtain. Is féidir leat an " "modh seo a úsáid freisin nuair nach bhfuil an cineál [param variant] ar eolas " "roimh ré (le haghaidh polymorphism)." msgid "" "Returns the total number of arguments this [Callable] should take, including " "optional arguments. This means that any arguments bound with [method bind] " "are [i]subtracted[/i] from the result, and any arguments unbound with [method " "unbind] are [i]added[/i] to the result." msgstr "" "Filleann sé líon iomlán na n-argóintí ba chóir don [Inghlaoch] seo a " "ghlacadh, lena n-áirítear argóintí roghnacha. Ciallaíonn sé seo go ndéantar " "aon argóintí atá ceangailte le [method-ceangail] [i]a bhaint [/i] ón toradh, " "agus go [i]gcuirtear leis[/i] an toradh aon argóintí nach bhfuil ceangailte " "le [method-ceangail] leis an toradh." 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 "" "Tabhair ar ais na hargóintí faoi cheangal (chomh fada agus go bhfuil [method " "get_bound_arguments_count] níos mó ná nialas), nó folamh (má tá [method " "get_bound_arguments_count] níos lú ná nó cothrom le nialas)." 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 "" "Filleann sé méid iomlán na n-argóintí atá faoi cheangal (nó neamhcheangailte) " "trí ghlaonna comhleanúnacha [method-cheangail] nó [dícheangail modh]. Más mó " "líon na n-argóintí atá neamhcheangailte ná na cinn atá ceangailte, filleann " "an fheidhm seo luach níos lú ná nialas." msgid "" "Returns the name of the method represented by this [Callable]. If the " "callable is a GDScript lambda function, returns the function's name or " "[code]\"\"[/code]." msgstr "" "Seol ar ais ainm an mhodha a léiríonn an [Callable] seo. Más feidhm lambda " "GDScript an inghlaoite, seolann ainm na feidhme nó [code]\"\"[/code] ar ais." msgid "Returns the object on which this [Callable] is called." msgstr "Filleann sé an oibiacht ar a dtugtar an [Inghlaoch] seo." msgid "" "Returns the ID of this [Callable]'s object (see [method Object." "get_instance_id])." msgstr "" "Filleann sé ID an oibiachta seo [Inghlao] (féach [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 "" "Filleann sé luach hais 32-giotán an réad [Inghlaoite] seo.\n" "[b]Nóta:[/b] Soláthróidh [s inghlaoite]s a bhfuil an t-inneachar céanna " "luachanna hash comhionanna orthu i gcónaí. Mar sin féin, níl a mhalairt fíor. " "Nuair a chuirtear luachanna comhionanna hais ar ais ní [i]ní[/i] a thugtar le " "tuiscint go bhfuil na glaonna inghlaoite cothrom, mar is féidir luachanna " "hais comhionanna a bheith ag glaonna éagsúla mar gheall ar imbhuailtí hais. " "Úsáideann an t-inneall algartam hash 32-giotán le haghaidh [hash modh]." msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " "callables are used:\n" "- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" "- for representing methods of built-in [Variant] types (see [method " "create]);\n" "- for representing global, lambda, and RPC functions in GDScript;\n" "- for other purposes in the core, GDExtension, and C#." msgstr "" "Filleann sé [code]true[/code] más rud é seo [Inghlao] inghlaoite. Úsáidtear " "glaonna saincheaptha:\n" "- le haghaidh argóintí ceangailteacha/dícheangail (féach [cónasc modh] agus " "[dícheangail modh]);\n" "- chun modhanna de chineálacha ionsuite [Athraithe] a léiriú (féach [method " "cruthaigh]);\n" "- chun feidhmeanna domhanda, lambda, agus RPC a léiriú i GDScript;\n" "- chun críocha eile sa chroí-, Síneadh GDE, agus C#." msgid "" "Returns [code]true[/code] if this [Callable] has no target to call the method " "on." msgstr "" "Filleann sé [code]true[/code] mura bhfuil aon sprioc ag an [Inghlaoite] seo " "chun an modh a ghlaoch air." 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 "" "Filleann sé [code]true[/code] más gnáthghlao é seo [Inghlaoite]. Is é an modh " "seo a mhalairt de [method is_custom]. Filleann sé [code]bréagach[/code] más " "feidhm lambda é seo inghlaoite." msgid "" "Returns [code]true[/code] if the callable's object exists and has a valid " "method name assigned, or is a custom callable." msgstr "" "Filleann sé [code]true[/code] má tá oibiacht an inghlaoite ann agus má tá " "ainm modha bailí sannta dó, nó má tá sé inghlaoite saincheaptha." msgid "" "Perform an RPC (Remote Procedure Call) on all connected peers. This is used " "for multiplayer and is normally not available, unless the function being " "called has been marked as [i]RPC[/i] (using [annotation @GDScript.@rpc] or " "[method Node.rpc_config]). Calling this method on unsupported functions will " "result in an error. See [method Node.rpc]." msgstr "" "Déan RPC (Glao Nós Imeachta Cianda) ar gach piaraí nasctha. Úsáidtear é seo " "le haghaidh il-imreora agus de ghnáth ní bhíonn sé ar fáil, ach amháin má tá " "an fheidhm atá á glaoch marcáilte mar [i]RPC[/i] (ag baint úsáide as " "[annotation @GDScript.@rpc] nó [method Node.rpc_config]). Má ghlaonn tú an " "modh seo ar fheidhmeanna nach dtacaítear leo, beidh earráid ann. Féach " "[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] " "(using [annotation @GDScript.@rpc] or [method Node.rpc_config]). Calling this " "method on unsupported functions will result in an error. See [method Node." "rpc_id]." msgstr "" "Déan RPC (Glao ar Nós Imeachta Cianda) ar ID piaraí ar leith (féach " "doiciméadú il-imreora le haghaidh tagartha). Úsáidtear é seo le haghaidh il-" "imreora agus de ghnáth ní bhíonn sé ar fáil ach amháin má tá an fheidhm atá á " "glaoch marcáilte mar [i]RPC[/i] (ag baint úsáide as [annotation @GDScript." "@rpc] nó [method Node.rpc_config]). Má ghlaonn tú an modh seo ar fheidhmeanna " "nach dtacaítear leo, beidh earráid ann. Féach [method Node.rpc_id]." msgid "" "Returns a copy of this [Callable] with a number of arguments unbound. In " "other words, when the new callable is called the last few arguments supplied " "by the user are ignored, according to [param argcount]. The remaining " "arguments are passed to the callable. This allows to use the original " "callable in a context that attempts to pass more arguments than this callable " "can handle, e.g. a signal with a fixed number of arguments. See also [method " "bind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left.\n" "[codeblock]\n" "func _ready():\n" " foo.unbind(1).call(1, 2) # Calls foo(1).\n" " foo.bind(3, 4).unbind(1).call(1, 2) # Calls foo(1, 3, 4), note that it " "does not change the arguments from bind.\n" "[/codeblock]" msgstr "" "Seoltar ar ais cóip de seo [Inghlao] agus roinnt argóintí gan cheangal. Is é " "sin le rá, nuair a thugtar an t-inghlao nua, déantar neamhaird de na " "hargóintí deireanacha a chuir an t-úsáideoir ar fáil, de réir [param " "argcount]. Cuirtear na hargóintí eile ar aghaidh chuig an gceann inghlao. " "Ligeann sé seo an bunghloingsithe a úsáid i gcomhthéacs a dhéanann iarracht " "níos mó argóintí a rith ná mar is féidir leis an nglao inghlao seo a " "láimhseáil, e.g. comhartha le líon seasta argóintí. Féach freisin [ceangal " "modh].\n" "[b]Nóta:[/b] Nuair a shlabhraítear an modh seo le modhanna eile dá samhail, " "léitear an t-ord ina n-athraítear liosta na n-argóintí ó dheas go clé.\n" "[codeblock]\n" "func _réidh():\n" " foo.unbind(1).call(1, 2) # Glaonna foo(1).\n" " foo.bind(3, 4).unbind(1).call(1, 2) # Glaonna foo(1, 3, 4), tabhair faoi " "deara nach n-athraíonn sé na hargóintí ón gceangal.\n" "[/codeblock]" msgid "Returns [code]true[/code] if both [Callable]s invoke different targets." msgstr "" "Filleann sé [code]true[/code] má agairt spriocanna éagsúla an dá [Inghlaoite]." msgid "" "Returns [code]true[/code] if both [Callable]s invoke the same custom target." msgstr "" "Filleann sé [code]true[/code] má agairt an dá [Inghlaoite] sprioc " "saincheaptha céanna." msgid "Calls the specified method after optional delay." msgstr "Glaonna an modh sonraithe tar éis moill roghnach." msgid "" "[CallbackTweener] is used to call a method in a tweening sequence. See " "[method Tween.tween_callback] for more usage information.\n" "The tweener will finish automatically if the callback's target object is " "freed.\n" "[b]Note:[/b] [method Tween.tween_callback] is the only correct way to create " "[CallbackTweener]. Any [CallbackTweener] created manually will not function " "correctly." msgstr "" "Úsáidtear [CallbackTweener] chun modh a ghlaoch i seicheamh tweening. Féach " "ar [method Tween.tween_callback] le haghaidh tuilleadh faisnéise úsáide.\n" "Críochnóidh an tweener go huathoibríoch má scaoiltear cuspóir an aisghlao.\n" "[b]Nóta:[/b] Is é [method Tween.tween_callback] an t-aon bhealach ceart chun " "[CallbackTweener] a chruthú. Ní fheidhmeoidh aon [CallbackTweener] a " "chruthaítear de láimh i gceart." 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 "" "Cuirtear moill ar an nglao aisghlao de réir aga tugtha i soicindí.\n" "[b]Sampla:[/b]\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_callback(queue_free).set_delay(2) #cuirfidh sé seo glaoch ar " "queue_free() tar éis 2 shoicind\n" "[/codeblock]" msgid "Camera node for 2D scenes." msgstr "Nód ceamara le haghaidh radhairc 2D." 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 "" "Nód ceamara le haghaidh radhairc 2D. Cuireann sé iallach ar an scáileán " "(ciseal reatha) scrollú tar éis an nód seo. Fágann sé sin go mbeidh sé níos " "éasca (agus níos tapúla) radhairc inscrollaithe a ríomhchlárú ná suíomh na " "nóid atá bunaithe ar [CanvasItem] a athrú de láimh.\n" "Cláraíonn ceamaraí iad féin sa nód [Viewport] is gaire (agus an crann " "ardaithe). Ní féidir ach ceamara amháin a bheith gníomhach in aghaidh an " "amhairc. Mura bhfuil aon radharc ar fáil ag dul suas an chrainn, cláróidh an " "ceamara sa radharcra domhanda.\n" "Tá an nód seo ceaptha a bheith ina chúntóir simplí chun rudaí a chur chun " "cinn go tapa, ach d’fhéadfadh go mbeadh feidhmiúlacht níos mó ag teastáil " "chun an chaoi a n-oibríonn an ceamara a athrú. Chun do nód ceamara " "saincheaptha féin a dhéanamh, faigh mar oidhreacht ó [Node2D] é agus athraigh " "claochlú an chanbhás trí [member Viewport.canvas_transform] a shocrú in " "[Viewport] (is féidir leat an [Viewport] reatha a fháil trí úsáid a bhaint as " "[method Node.get_viewport]).\n" "Tabhair faoi deara nach ionann suíomh [code]position [/code] an nód " "[Camera2D] agus suíomh iarbhír an scáileáin, a d’fhéadfadh a bheith difriúil " "de bharr smúdála nó teorainneacha feidhmithe. Is féidir leat [method " "get_screen_center_position] a úsáid chun an suíomh ceart a fháil." msgid "2D Isometric Demo" msgstr "Taispeántas Isiméadrach 2D" msgid "Aligns the camera to the tracked node." msgstr "Ailínithe an ceamara leis an nód rianaithe." msgid "Forces the camera to update scroll immediately." msgstr "Cuir iallach ar an gceamara scrollú a nuashonrú láithreach." 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 "" "Filleann an corrlach sonraithe [enum Side]. Féach freisin [comhalta " "drag_bottom_margin], [comhalta drag_top_margin], [comhalta drag_left_margin], " "agus [comhalta 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 "" "Filleann sé teorainn an cheamara don [enum Side] sonraithe. Féach freisin " "[member limit_bottom], [member limit_top], [member limit_left], agus [member " "limit_right]." msgid "" "Returns the center of the screen from this camera's point of view, in global " "coordinates.\n" "[b]Note:[/b] The exact targeted position of the camera may be different. See " "[method get_target_position]." msgstr "" "Filleann sé lár an scáileáin ó thaobh an cheamara seo de, i gcomhordanáidí " "domhanda.\n" "[b]Nóta:[/b] D’fhéadfadh suíomh spriocdhírithe an cheamara a bheith difriúil. " "Féach ar [method get_target_position]." msgid "" "Returns this camera's target position, in global coordinates.\n" "[b]Note:[/b] The returned value is not the same as [member Node2D." "global_position], as it is affected by the drag properties. It is also not " "the same as the current position if [member position_smoothing_enabled] is " "[code]true[/code] (see [method get_screen_center_position])." msgstr "" "Filleann sé suíomh sprice an cheamara seo, i gcomhordanáidí domhanda.\n" "[b]Nóta:[/b] Níl an luach ar ais mar an gcéanna le [member Node2D." "global_position], toisc go bhfuil tionchar ag na hairíonna tarraingthe air. " "Níl sé mar an gcéanna leis an staid reatha freisin má tá [code]true[/code] ar " "[member position_smoothing_enabled] (féach [method " "get_screen_center_position])." msgid "" "Returns [code]true[/code] if this [Camera2D] is the active camera (see " "[method Viewport.get_camera_2d])." msgstr "" "Filleann sé [code]true[/code] más é an [Camera2D] seo an ceamara gníomhach " "(féach [method Viewport.get_camera_2d])." msgid "" "Forces this [Camera2D] to become the current active one. [member enabled] " "must be [code]true[/code]." msgstr "" "Cuirtear iallach ar an [Camera2D] seo a bheith mar an gceann gníomhach " "reatha. Ní mór [code]true[/code] a bheith i [ball cumasaithe]." msgid "" "Sets the camera's position immediately to its current smoothing destination.\n" "This method has no effect if [member position_smoothing_enabled] is " "[code]false[/code]." msgstr "" "Socraíonn sé suíomh an cheamara láithreach chuig a cheann scríbe smúdála " "reatha.\n" "Níl aon éifeacht ag an modh seo más rud é go bhfuil [code]false[/code] ar " "[comhalta position_smoothing_enabled]." msgid "" "Sets the specified [enum Side]'s margin. See also [member " "drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and " "[member drag_right_margin]." msgstr "" "Socraíonn sé corrlach an [enum Side] sonraithe. Féach freisin [comhalta " "drag_bottom_margin], [comhalta drag_top_margin], [comhalta drag_left_margin], " "agus [comhalta drag_right_margin]." msgid "" "Sets the camera limit for the specified [enum Side]. See also [member " "limit_bottom], [member limit_top], [member limit_left], and [member " "limit_right]." msgstr "" "Socraíonn sé teorainn an cheamara don [enum Side] sonraithe. Féach freisin " "[member limit_bottom], [member limit_top], [member limit_left], agus [member " "limit_right]." msgid "The Camera2D's anchor point. See [enum AnchorMode] constants." msgstr "Pointe ancaire an Camera2D. Féach tairisigh [enum AnchorMode]." msgid "" "The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] " "or not a [Viewport], uses the default viewport instead." msgstr "" "An nód saincheaptha [Viewport] atá ceangailte leis an [Camera2D]. Más rud é " "[code] null[/code] nó nach [Viewport], úsáidí an réamhshocraithe amhairc ina " "ionad sin." msgid "" "Bottom margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the bottom edge of the screen." msgstr "" "Imeall íochtair ag teastáil chun an ceamara a tharraingt. De bharr luach " "[code]1[/code] ní bhogann an ceamara ach amháin nuair a shroicheann sé imeall " "bun an scáileáin." msgid "" "If [code]true[/code], the camera only moves when reaching the horizontal " "(left and right) drag margins. If [code]false[/code], the camera moves " "horizontally regardless of margins." msgstr "" "Más [code]true[/code], ní ghluaiseann an ceamara ach nuair a shroicheann sé " "na himill tarraingthe cothrománacha (ar chlé agus ar dheis). Má tá " "[code]false[/code], bogann an ceamara go cothrománach beag beann ar na himill." msgid "" "The relative horizontal drag offset of the camera between the right " "([code]-1[/code]) and left ([code]1[/code]) drag margins.\n" "[b]Note:[/b] Used to set the initial horizontal drag offset; determine the " "current offset; or force the current offset. It's not automatically updated " "when [member drag_horizontal_enabled] is [code]true[/code] or the drag " "margins are changed." msgstr "" "Fritháireamh tarraingthe cothrománach coibhneasta an cheamara idir na himill " "tarraingthe ar dheis ([code]-1[/code]) agus ar chlé ([code]1[/code]).\n" "[b]Nóta:[/b] Úsáidtear é chun an fhritháireamh tarraingthe cothrománach " "tosaigh a shocrú; an fhritháireamh reatha a chinneadh; nó iallach a chur ar " "an bhfritháireamh reatha. Ní thugtar cothrom le dáta go huathoibríoch é nuair " "a bhíonn [code]true[/code] nó nuair a athraítear na himill tarraingthe." msgid "" "Left margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the left edge of the screen." msgstr "" "Imeall ar chlé ag teastáil chun an ceamara a tharraingt. De bharr luach " "[code]1[/code] ní bhogann an ceamara ach amháin nuair a shroicheann sé imeall " "clé an scáileáin." msgid "" "Right margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the right edge of the screen." msgstr "" "Imeall ar dheis ag teastáil chun an ceamara a tharraingt. De bharr luach " "[code]1[/code] ní bhogann an ceamara ach amháin nuair a shroicheann sé imeall " "deas an scáileáin." msgid "" "Top margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the top edge of the screen." msgstr "" "Imeall barr ag teastáil chun an ceamara a tharraingt. De bharr luach [code]1[/" "code] ní ghluaiseann an ceamara ach amháin nuair a shroicheann sé imeall barr " "an scáileáin." msgid "" "If [code]true[/code], the camera only moves when reaching the vertical (top " "and bottom) drag margins. If [code]false[/code], the camera moves vertically " "regardless of the drag margins." msgstr "" "Más [code]true[/code], ní ghluaiseann an ceamara ach nuair a shroicheann sé " "na himill tarraingthe ingearacha (barr agus bun). Má tá [code]false[/code], " "bogann an ceamara go ceartingearach beag beann ar na himill tarraingthe." msgid "" "The relative vertical drag offset of the camera between the bottom ([code]-1[/" "code]) and top ([code]1[/code]) drag margins.\n" "[b]Note:[/b] Used to set the initial vertical drag offset; determine the " "current offset; or force the current offset. It's not automatically updated " "when [member drag_vertical_enabled] is [code]true[/code] or the drag margins " "are changed." msgstr "" "Fritháireamh tarraingthe ingearach coibhneasta an cheamara idir na himill " "tarraingthe bun ([code] -1[/code]) agus barr ([code]1[/code]).\n" "[b]Nóta:[/b] Úsáidtear é chun an fhritháireamh tarraingthe ingearach tosaigh " "a shocrú; an fhritháireamh reatha a chinneadh; nó iallach a chur ar an " "bhfritháireamh reatha. Ní nuashonraítear go huathoibríoch é nuair a bhíonn " "[code]true[/code] nó nuair a athraítear na himill tarraingthe." msgid "" "If [code]true[/code], draws the camera's drag margin rectangle in the editor." msgstr "" "Más [code]true[/code], tarraing dronuilleog tarraingthe an cheamara san " "eagarthóir." msgid "If [code]true[/code], draws the camera's limits rectangle in the editor." msgstr "" "Más [code]true[/code], tarraing dronuilleog teorainneacha an cheamara san " "eagarthóir." msgid "If [code]true[/code], draws the camera's screen rectangle in the editor." msgstr "" "Más [code]true[/code], tarraing dronuilleog scáileáin an cheamara san " "eagarthóir." msgid "" "Controls whether the camera can be active or not. If [code]true[/code], the " "[Camera2D] will become the main camera when it enters the scene tree and " "there is no active camera currently (see [method Viewport.get_camera_2d]).\n" "When the camera is currently active and [member enabled] is set to " "[code]false[/code], the next enabled [Camera2D] in the scene tree will become " "active." msgstr "" "Rialaíonn sé cibé an féidir leis an gceamara a bheith gníomhach nó nach " "bhfuil. Más [code]true[/code], beidh an [Camera2D] ina phríomhcheamara nuair " "a rachaidh sé isteach sa chrann radhairc agus níl aon cheamara gníomhach ann " "faoi láthair (féach [method Viewport.get_camera_2d]).\n" "Nuair a bhíonn an ceamara gníomhach faoi láthair agus [ball chumas] socraithe " "go [code]bréagach[/code], beidh an chéad [Camera2D] cumasaithe eile sa chrann " "radhairc gníomhach." msgid "" "If [code]true[/code], the camera's rendered view is not affected by its " "[member Node2D.rotation] and [member Node2D.global_rotation]." msgstr "" "Más [code]true[/code], ní bheidh tionchar ag a [member Node2D.rotation] agus " "[member Node2D.global_rotation] ar radharc rindreáilte an cheamara." msgid "" "Bottom scroll limit in pixels. The camera stops moving when reaching this " "value, but [member offset] can push the view past the limit." msgstr "" "Teorainn an scrolla thíos i bpicteilíní. Stopann an ceamara ag gluaiseacht " "agus an luach seo á bhaint amach, ach is féidir le [fritháireamh ball] an " "radharc a bhrú thar an teorainn." msgid "" "Left scroll limit in pixels. The camera stops moving when reaching this " "value, but [member offset] can push the view past the limit." msgstr "" "Teorainn an scrolla ar chlé i bpicteilíní. Stopann an ceamara ag gluaiseacht " "agus an luach seo á bhaint amach, ach is féidir le [fritháireamh ball] an " "radharc a bhrú thar an teorainn." msgid "" "Right scroll limit in pixels. The camera stops moving when reaching this " "value, but [member offset] can push the view past the limit." msgstr "" "Teorainn scrollaithe ar dheis i bpicteilíní. Stopann an ceamara ag " "gluaiseacht agus an luach seo á bhaint amach, ach is féidir le [fritháireamh " "ball] an radharc a bhrú thar an teorainn." msgid "" "If [code]true[/code], the camera smoothly stops when reaches its limits.\n" "This property has no effect if [member position_smoothing_enabled] is " "[code]false[/code].\n" "[b]Note:[/b] To immediately update the camera's position to be within limits " "without smoothing, even with this setting enabled, invoke [method " "reset_smoothing]." msgstr "" "Más [code]true[/code], stopann an ceamara go réidh nuair a shroicheann sé a " "theorainneacha.\n" "Níl aon éifeacht ag an airí seo más rud é go bhfuil [code]false[/code] ar " "[comhalta position_smoothing_enabled].\n" "[b]Nóta:[/b] Chun suíomh an cheamara a nuashonrú láithreach ionas go mbeidh " "sé laistigh de theorainneacha gan smúdála, fiú má tá an socrú seo cumasaithe, " "agairt [method reset_smoothing]." msgid "" "Top scroll limit in pixels. The camera stops moving when reaching this value, " "but [member offset] can push the view past the limit." msgstr "" "Teorainn scrollaithe barr i bpicteilíní. Stopann an ceamara ag gluaiseacht " "agus an luach seo á bhaint amach, ach is féidir le [fritháireamh ball] an " "radharc a bhrú thar an teorainn." msgid "" "The camera's relative offset. Useful for looking around or camera shake " "animations. The offsetted camera can go past the limits defined in [member " "limit_top], [member limit_bottom], [member limit_left] and [member " "limit_right]." msgstr "" "Fritháireamh coibhneasta an cheamara. Úsáideach chun breathnú thart nó " "beochan ceamara a chroitheadh. Is féidir leis an gceamara fritháirithe dul " "thar na teorainneacha atá sainmhínithe i [member limit_top], [member " "limit_bottom], [member limit_left] agus [member limit_right]." msgid "" "If [code]true[/code], the camera's view smoothly moves towards its target " "position at [member position_smoothing_speed]." msgstr "" "Más [code]true[/code], bogann radharc an cheamara go réidh i dtreo a shuíomh " "sprice ag [member position_smoothing_speed]." msgid "" "Speed in pixels per second of the camera's smoothing effect when [member " "position_smoothing_enabled] is [code]true[/code]." msgstr "" "Luas i bpicteilíní in aghaidh an tsoicind d'éifeacht smúdála an cheamara " "nuair a bhíonn [code]true[/code] ar [member position_smoothing_enabled]." msgid "The camera's process callback. See [enum Camera2DProcessCallback]." msgstr "Próiseas aisghlaoch an cheamara. Féach [enum Camera2DProcessCallback]." msgid "" "If [code]true[/code], the camera's view smoothly rotates, via asymptotic " "smoothing, to align with its target rotation at [member " "rotation_smoothing_speed].\n" "[b]Note:[/b] This property has no effect if [member ignore_rotation] is " "[code]true[/code]." msgstr "" "Más [code]true[/code], rothlaíonn radharc an cheamara go réidh, trí smúdála " "asymptotic, chun ailíniú lena spriocuainíocht ag [member " "rotation_smoothing_speed].\n" "[b]Nóta:[/b] Níl aon éifeacht ag an airí seo má tá [code]true[/code] ar [cod " "neamhaird ar bhallraíocht_rothlaithe]." msgid "" "The angular, asymptotic speed of the camera's rotation smoothing effect when " "[member rotation_smoothing_enabled] is [code]true[/code]." msgstr "" "Tá luas uilleach, asymptotic éifeacht smúdála uainíochta an cheamara nuair a " "bhíonn [code]true[/code] ar [cod rothlú_smoothing_enabled ball]." msgid "" "The camera's zoom. A zoom of [code]Vector(2, 2)[/code] doubles the size seen " "in the viewport. A zoom of [code]Vector(0.5, 0.5)[/code] halves the size seen " "in the viewport.\n" "[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [Camera2D] " "zoom into account. This means that zooming in/out will cause bitmap fonts and " "rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated unless the " "font is part of a [CanvasLayer] that makes it ignore camera zoom. To ensure " "text remains crisp regardless of zoom, you can enable MSDF font rendering by " "enabling [member ProjectSettings.gui/theme/" "default_font_multichannel_signed_distance_field] (applies to the default " "project font only), or enabling [b]Multichannel Signed Distance Field[/b] in " "the import options of a DynamicFont for custom fonts. On system fonts, " "[member SystemFont.multichannel_signed_distance_field] can be enabled in the " "inspector." msgstr "" "Súmáil an ceamara. Má dhéantar súmáil isteach de [code]Veicteoir(2, 2)[/" "code], déantar an méid a fheictear sa radharc a dhúbailt. Déanann súmáil de " "[code]Veicteoir(0.5, 0.5)[/code] leath an mhéid a fheictear sa radharcport.\n" "[b]Nóta:[/b] [ball FontFile.oversampling] ní [i][/i] a chur san áireamh " "[Camera2D] zúmáil. Ciallaíonn sé seo go mbeidh an chuma ar chlónna giotánmap " "agus ar chlónna dinimiciúla rasterized (neamh-MSDF) má dhéantar zúmáil " "isteach/amach, doiléir nó picteilínithe mura bhfuil an cló mar chuid de " "[CanvasLayer] a fhágann go ndéanann sé neamhaird de súmáil ceamara. Chun a " "chinntiú go bhfanann an téacs briosc beag beann ar zúmáil, is féidir leat " "rindreáil cló MSDF a chumasú trí [member ProjectSettings.gui/theme/" "default_font_multichannel_signed_distance_field] a chumasú (baineann leis an " "gcló réamhshocraithe tionscadail amháin), nó trí [b]Réimse Cianshínithe " "Ilchainéil[/b] a chumasú sna roghanna allmhairithe de DynamicFont le haghaidh " "clónna saincheaptha. Ar chlónna córais, is féidir [member SystemFont." "multichannel_signed_distance_field] a chumasú sa chigire." msgid "" "The camera's position is fixed so that the top-left corner is always at the " "origin." msgstr "" "Socraítear suíomh an cheamara ionas go mbeidh an chúinne uachtarach ar chlé " "ag an mbunús i gcónaí." msgid "" "The camera's position takes into account vertical/horizontal offsets and the " "screen size." msgstr "" "Cuireann suíomh an cheamara fritháirimh ingearacha/cothrománacha agus méid an " "scáileáin san áireamh." msgid "" "The camera updates during physics frames (see [constant Node." "NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." msgstr "" "Nuashonraíonn an ceamara le linn frámaí fisice (féach [Node." "NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." msgid "" "The camera updates during process frames (see [constant Node." "NOTIFICATION_INTERNAL_PROCESS])." msgstr "" "Nuashonraíonn an ceamara le linn frámaí próisis (féach [Node." "NOTIFICATION_INTERNAL_PROCESS])." msgid "Camera node, displays from a point of view." msgstr "Nód ceamara, taispeántais ó thaobh." 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 "" "Is nód speisialta é [Camera3D] a thaispeánann an méid atá le feiceáil óna " "shuíomh reatha. Cláraíonn ceamaraí iad féin sa nód [Viewport] is gaire (agus " "an crann ardaithe). Ní féidir ach ceamara amháin a bheith gníomhach in " "aghaidh an amhairc. Mura bhfuil radharcmharc ar fáil ag dul suas an chrainn, " "cláróidh an ceamara sa radharcra domhanda. I bhfocail eile, ní sholáthraíonn " "ceamara ach cumais taispeána 3D do [Viewport], agus, gan radharc amháin, ní " "féidir radharc atá cláraithe sa [Viewport] (nó calafoirt amhairc níos airde) " "a thaispeáint." msgid "" "If this is the current camera, remove it from being current. If [param " "enable_next] is [code]true[/code], request to make the next camera current, " "if any." msgstr "" "Más é seo an ceamara reatha, bain é as bheith reatha. Má tá [param " "enable_next] [code]true[/code], iarr an chéad cheamara eile a dhéanamh " "reatha, más ann dó." msgid "" "Returns the projection matrix that this camera uses to render to its " "associated viewport. The camera must be part of the scene tree to function." msgstr "" "Filleann sé an mhaitrís teilgin a úsáideann an ceamara seo chun an radharc a " "bhaineann leis a sholáthar. Caithfidh an ceamara a bheith mar chuid den " "chrann radhairc le go bhfeidhmeoidh sé." msgid "Returns the camera's RID from the [RenderingServer]." msgstr "Filleann sé RID an cheamara ón [RenderingServer]." msgid "" "Returns the transform of the camera plus the vertical ([member v_offset]) and " "horizontal ([member h_offset]) offsets; and any other adjustments made to the " "position and orientation of the camera by subclassed cameras such as " "[XRCamera3D]." msgstr "" "Filleann sé claochlú an cheamara móide an fhritháireamh ingearach ([ball " "v_offset]) agus cothrománach ([ball h_offset]); agus aon choigeartuithe eile " "a dhéantar ar shuíomh agus ar threoshuíomh an cheamara ag ceamaraí fo-" "aicmithe amhail [XRCamera3D]." msgid "" "Returns whether or not the specified layer of the [member cull_mask] is " "enabled, given a [param layer_number] between 1 and 20." msgstr "" "Filleann sé cibé an bhfuil nó nach bhfuil an ciseal sonraithe den [member " "cull_mask] cumasaithe, nuair a thugtar [param layer_number] idir 1 agus 20." 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 "" "Filleann sé eitleáin frustum an cheamara in aonaid spáis an domhain mar raon " "[Plána]anna san ord seo a leanas: gar, i bhfad, ar chlé, barr, ar dheis, ag " "bun. Gan a mheascadh le [member frustum_offset]." msgid "" "Returns the RID of a pyramid shape encompassing the camera's view frustum, " "ignoring the camera's near plane. The tip of the pyramid represents the " "position of the camera." msgstr "" "Filleann sé RID de chruth pirimid a chuimsíonn radharc an cheamara frustum, " "gan aird a thabhairt ar eitleán gar don cheamara. Léiríonn barr na pirimide " "suíomh an cheamara." msgid "" "Returns [code]true[/code] if the given position is behind the camera (the " "blue part of the linked diagram). [url=https://raw.githubusercontent.com/" "godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this " "diagram[/url] for an overview of position query methods.\n" "[b]Note:[/b] A position which returns [code]false[/code] may still be outside " "the camera's field of view." msgstr "" "Filleann sé [code]true[/code] má tá an suíomh tugtha ar chúl an cheamara (an " "chuid ghorm den léaráid nasctha). [url=https://raw.githubusercontent.com/" "godotenginine/godot-docs/master/img/camera3d_position_frustum.png]Féach ar an " "léaráid seo[/url] le haghaidh forbhreathnú ar mhodhanna fiosraithe suímh.\n" "[b]Nóta:[/b] Féadfaidh suíomh a fhilleann [code]bréagach[/code] a bheith fós " "lasmuigh de réimse radhairc an cheamara." msgid "" "Returns [code]true[/code] if the given position is inside the camera's " "frustum (the green part of the linked diagram). [url=https://raw." "githubusercontent.com/godotengine/godot-docs/master/img/" "camera3d_position_frustum.png]See this diagram[/url] for an overview of " "position query methods." msgstr "" "Filleann sé [code]true[/code] má tá an suíomh tugtha laistigh d'fhrustam an " "cheamara (an chuid ghlas den léaráid nasctha). [url=https://raw." "githubusercontent.com/godotenginine/godot-docs/master/img/" "camera3d_position_frustum.png]Féach ar an léaráid seo[/url] le haghaidh " "forbhreathnú ar mhodhanna fiosraithe suímh." 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 "" "Déanann an ceamara seo an ceamara reatha don [Viewport] (féach cur síos ar an " "rang). Má tá nód an cheamara lasmuigh de chrann an radhairc, déanfaidh sé " "iarracht a bheith reatha nuair a chuirtear leis." 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 "" "Filleann sé gnáthveicteoir ó shuíomh an phointe scáileáin atá dírithe ar an " "gceamara. Tá ceamaraí orthogonal normalaithe. Tugann ceamaraí peirspictíochta " "cuntas ar pheirspictíocht, leithead/airde scáileáin, etc." msgid "" "Returns the 3D point in world space that maps to the given 2D coordinate in " "the [Viewport] rectangle on a plane that is the given [param z_depth] " "distance into the scene away from the camera." msgstr "" "Filleann sé an pointe 3D i spás an domhain a mhapálann go dtí an " "chomhordanáid 2T tugtha sa dronuilleog [Viewport] ar eitleán atá an fad " "tugtha [param z_depth] isteach sa radharc amach ón gceamara." 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 "" "Filleann sé gnáthveicteoir sa spás domhanda, is é sin an toradh ar phointe a " "theilgean ar an dronuilleog [Viewport] le teilgean an cheamara inbhéarta. Tá " "sé seo úsáideach le haghaidh gathanna a réitigh i bhfoirm (bunús, gnáth) le " "haghaidh trasnaithe nó piocadh réad." 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 "" "Filleann sé suíomh 3D sa spás domhanda, is é sin mar thoradh ar phointe a " "theilgean ar an dronuilleog [Viewport] le teilgean an cheamara inbhéarta. Tá " "sé seo úsáideach le haghaidh gathanna a réitigh i bhfoirm (bunús, gnáth) le " "haghaidh trasnaithe nó piocadh réad." msgid "" "Based on [param value], enables or disables the specified layer in the " "[member cull_mask], given a [param layer_number] between 1 and 20." msgstr "" "Bunaithe ar [luach param], cumasaíonn nó díchumasaítear an ciseal sonraithe " "sa [member cull_mask], nuair a thugtar [uimhir pharam layer_number] idir 1 " "agus 20." msgid "" "Sets the camera projection to frustum mode (see [constant " "PROJECTION_FRUSTUM]), by specifying a [param size], an [param offset], and " "the [param z_near] and [param z_far] clip planes in world space units. See " "also [member frustum_offset]." msgstr "" "Socraíonn sé teilgean an cheamara go mód frustum (féach [proJECTION_FRUSTUM " "leanúnach]), trí [méid param], [fritháireamh param], agus na heitleáin " "ghearrthóg [param z_near] agus [param z_far] in aonaid spáis an domhain a " "shonrú. Féach freisin [comhalta frustum_offset]." msgid "" "Sets the camera projection to orthogonal mode (see [constant " "PROJECTION_ORTHOGONAL]), by specifying a [param size], and the [param z_near] " "and [param z_far] clip planes in world space units. (As a hint, 2D games " "often use this projection, with values specified in pixels.)" msgstr "" "Socraíonn sé teilgean an cheamara go mód orthogonal (féach " "[ProJECTION_ORTHOGONAL tairiseach]), trí [méid param] a shonrú, agus na " "heitleáin ghearrthóg [param z_near] agus [param z_far] in aonaid spáis an " "domhain. (Mar leid, is minic a úsáideann cluichí 2T an teilgean seo, le " "luachanna sonraithe i bpicteilíní.)" msgid "" "Sets the camera projection to perspective mode (see [constant " "PROJECTION_PERSPECTIVE]), by specifying a [param fov] (field of view) angle " "in degrees, and the [param z_near] and [param z_far] clip planes in world " "space units." msgstr "" "Socraíonn sé teilgean an cheamara go mód peirspictíochta (féach " "[proJECTION_PERSPECTIVE leanúnach]), trí uillinn [param fov] (réimse " "radhairc) a shonrú i gcéimeanna, agus na heitleáin ghearrthóg [param z_near] " "agus [param z_far] in aonaid spáis an domhain." msgid "" "Returns the 2D coordinate in the [Viewport] rectangle that maps to the given " "3D point in world space.\n" "[b]Note:[/b] When using this to position GUI elements over a 3D viewport, use " "[method is_position_behind] to prevent them from appearing if the 3D point is " "behind the camera:\n" "[codeblock]\n" "# This code block is part of a script that inherits from Node3D.\n" "# `control` is a reference to a node inheriting from Control.\n" "control.visible = not get_viewport().get_camera_3d()." "is_position_behind(global_transform.origin)\n" "control.position = get_viewport().get_camera_3d()." "unproject_position(global_transform.origin)\n" "[/codeblock]" msgstr "" "Filleann sé an comhordanáid 2T sa dronuilleog [Viewport] a mhapálann go dtí " "an pointe 3T tugtha sa spás domhanda.\n" "[b]Nóta:[/b] Agus é seo á úsáid chun eilimintí GUI a shuíomh thar radharc 3D, " "úsáid [method is_position_behind] chun iad a chosc ó bheith le feiceáil má tá " "an pointe 3D taobh thiar den cheamara:\n" "[codeblock]\n" "# Tá an bloc cóid seo mar chuid de script a fhaigheann oidhreacht ó Node3D.\n" "# Is tagairt é `rialú` do nód a fhaigheann oidhreacht ón Rialú.\n" "control.visible = ní get_viewport().get_camera_3d()." "is_position_behind(global_transform.origin)\n" "control.position = get_viewport().get_camera_3d()." "unproject_position(global_transform.origin)\n" "[/codeblock]" msgid "The [CameraAttributes] to use for this camera." msgstr "Na [CameraAttributes] le húsáid don cheamara seo." msgid "The [Compositor] to use for this camera." msgstr "An [Cumadóir] le húsáid don cheamara seo." msgid "" "The culling mask that describes which [member VisualInstance3D.layers] are " "rendered by this camera. By default, all 20 user-visible layers are " "rendered.\n" "[b]Note:[/b] Since the [member cull_mask] allows for 32 layers to be stored " "in total, there are an additional 12 layers that are only used internally by " "the engine and aren't exposed in the editor. Setting [member cull_mask] using " "a script allows you to toggle those reserved layers, which can be useful for " "editor plugins.\n" "To adjust [member cull_mask] more easily using a script, use [method " "get_cull_mask_value] and [method set_cull_mask_value].\n" "[b]Note:[/b] [VoxelGI], SDFGI and [LightmapGI] will always take all layers " "into account to determine what contributes to global illumination. If this is " "an issue, set [member GeometryInstance3D.gi_mode] to [constant " "GeometryInstance3D.GI_MODE_DISABLED] for meshes and [member Light3D." "light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to exclude " "them from global illumination." msgstr "" "An masc maraithe a chuireann síos ar na [comhaltaí VisualInstance3D.layers] " "atá rindreáilte ag an gceamara seo. De réir réamhshocraithe, rindreáiltear na " "20 sraith atá infheicthe ag an úsáideoir.\n" "[b]Nóta:[/b] Ós rud é go gceadaíonn an [member cull_mask] 32 ciseal a stóráil " "ina n-iomláine, tá 12 sraithe breise ann nach n-úsáideann an t-inneall ach go " "hinmheánach agus nach bhfuil nochta san eagarthóir. Má shocraítear [member " "cull_mask] agus script á úsáid agat, is féidir leat na sraitheanna áirithe " "sin a scoránaigh, rud a d'fhéadfadh a bheith úsáideach le haghaidh breiseán " "eagarthóireachta.\n" "Chun [member cull_mask] a choigeartú níos éasca le script, úsáid [method " "get_cull_mask_value] agus [method set_cull_mask_value].\n" "[b]Nóta:[/b] Cuirfidh [VoxelGI], SDFGI agus [LightmapGI] na sraitheanna uile " "san áireamh i gcónaí chun a chinneadh cad a chuireann le soilsiú domhanda. " "Más ceist é seo, socraigh [comhalta GeometryInstance3D.gi_mode] go " "[GeometryInstance3D.GI_MODE_DISABLED seasmhach] le haghaidh mogaill agus " "[comhalta Light3D.light_bake_mode] go [Light3D.BAKE_DISABLED leanúnach] le " "haghaidh soilse chun iad a eisiamh ó soilsiú domhanda." msgid "" "If [code]true[/code], the ancestor [Viewport] is currently using this " "camera.\n" "If multiple cameras are in the scene, one will always be made current. For " "example, if two [Camera3D] nodes are present in the scene and only one is " "current, setting one camera's [member current] to [code]false[/code] will " "cause the other camera to be made current." msgstr "" "Más [code]true[/code], tá an sinsear [Viewport] ag úsáid an cheamara seo faoi " "láthair.\n" "Má tá ceamaraí iolracha sa radharc, déanfar ceann reatha i gcónaí. Mar " "shampla, má tá dhá nód [Camera3D] i láthair sa radharc agus nach bhfuil ach " "ceann amháin reatha, má shocraítear [ballreatha] ceamara amháin go " "[code]bréagach[/code], déanfar an ceamara eile reatha." msgid "" "If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the " "[url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for " "objects changed in particular [code]_process[/code] methods. See [enum " "DopplerTracking] for possible values." msgstr "" "Mura bhfuil [dOPPLER_TRACKING_DISABLED] ann, insamhailfidh an ceamara seo an " "[url=https://en.wikipedia.org/wiki/Doppler_effect]éifeacht Doppler[/url] le " "haghaidh réad a athraíodh go háirithe modhanna [code]_process[/code]. Féach " "[enum DopplerTracking] le haghaidh luachanna féideartha." msgid "The [Environment] to use for this camera." msgstr "An [Timpeallacht] le húsáid don cheamara seo." msgid "" "The distance to the far culling boundary for this camera relative to its " "local Z axis. Higher values allow the camera to see further away, while " "decreasing [member far] can improve performance if it results in objects " "being partially or fully culled." msgstr "" "An fad go dtí an teorainn i bhfad maraithe don cheamara seo i gcomparáid lena " "ais Z áitiúil. Ligeann luachanna níos airde don cheamara féachaint níos faide " "ar shiúl, agus má laghdaítear [comhalta i bhfad] féadann sé feidhmíocht a " "fheabhsú má dhéantar ábhar a bhaint go páirteach nó go hiomlán." msgid "" "The camera's field of view angle (in degrees). Only applicable in perspective " "mode. Since [member keep_aspect] locks one axis, [member fov] sets the other " "axis' field of view angle.\n" "For reference, the default vertical field of view value ([code]75.0[/code]) " "is equivalent to a horizontal FOV of:\n" "- ~91.31 degrees in a 4:3 viewport\n" "- ~101.67 degrees in a 16:10 viewport\n" "- ~107.51 degrees in a 16:9 viewport\n" "- ~121.63 degrees in a 21:9 viewport" msgstr "" "Uillinn réimse radhairc an cheamara (i gcéimeanna). Is infheidhme i mód " "peirspictíochta amháin. Ós rud é go glasann [member keep_aspect] ais amháin, " "socraíonn [member fov] uillinn réimse radhairc na haise eile.\n" "Le haghaidh tagartha, tá luach réamhshocraithe an réimse amhairc ingearach " "([code]75.0[/code]) comhionann le FOV cothrománach de:\n" "- ~91.31 céim i radharc 4:3\n" "- ~101.67 céim i radharc 16:10\n" "- ~107.51 céim i radharc 16:9\n" "- ~121.63 céim i radharc 21:9" 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 "" "Fritháireamh frustum an cheamara. Is féidir é seo a athrú ón réamhshocrú chun " "éifeachtaí “tilted frustum” a chruthú mar [url=https://zdoom.org/wiki/Y-" "shearing]Y-shearing[/url].\n" "[b]Nóta:[/b] Ní bheidh éifeacht leis ach amháin má tá [teilgean na mball] " "[proJECTION_FRUSTUM leanúnach]." msgid "The horizontal (X) offset of the camera viewport." msgstr "Fritháireamh cothrománach (X) an amhairc ceamara." msgid "" "The axis to lock during [member fov]/[member size] adjustments. Can be either " "[constant KEEP_WIDTH] or [constant KEEP_HEIGHT]." msgstr "" "An ais le glasáil le linn coigeartuithe [ball fov]/[méid na mball]. Is féidir " "leis a bheith ina [KEEP_WIDTH leanúnach] nó [constant KEEP_HEIGHT]." msgid "" "The distance to the near culling boundary for this camera relative to its " "local Z axis. Lower values allow the camera to see objects more up close to " "its origin, at the cost of lower precision across the [i]entire[/i] range. " "Values lower than the default can lead to increased Z-fighting." msgstr "" "An fad go dtí an teorainn gar maraithe don cheamara seo i gcomparáid lena ais " "Z áitiúil. Ligeann luachanna níos ísle don cheamara réada a fheiceáil níos " "gaire dá bhunús, ar chostas beachtas níos ísle thar an raon [i]iomlán[/i]. " "D'fhéadfadh méadú ar Z-troid a bheith mar thoradh ar luachanna níos ísle ná " "an réamhshocrú." 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 "" "Modh teilgean an cheamara. Sa mhód [seasmhach PROJECTION_PERSPECTIVE], " "scálaíonn oibiachtaí an fad Z ó spás áitiúil an cheamara a méid a bhraitear." 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 "" "Tomhaistear méid an cheamara i méadair mar thrastomhas an leithead nó an " "airde, ag brath ar [member keep_aspect]. Is infheidhme i modhanna orthogonal " "agus frustum amháin." msgid "The vertical (Y) offset of the camera viewport." msgstr "Fritháireamh ingearach (Y) an amhairc ceamara." msgid "" "Perspective projection. Objects on the screen becomes smaller when they are " "far away." msgstr "" "Teilgean peirspictíochta. Éiríonn rudaí ar an scáileán níos lú nuair a bhíonn " "siad i bhfad ar shiúl." msgid "" "Orthogonal projection, also known as orthographic projection. Objects remain " "the same size on the screen no matter how far away they are." msgstr "" "Teilgean orthogonal, ar a dtugtar teilgean ortagrafach freisin. Fanann rudaí " "mar an gcéanna ar an scáileán is cuma cé chomh fada agus atá siad." msgid "" "Frustum projection. This mode allows adjusting [member frustum_offset] to " "create \"tilted frustum\" effects." msgstr "" "Píosa teilgean. Ligeann an modh seo [member fragment_offset] a choigeartú " "chun éifeachtaí “blúire claonta” a chruthú." 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 "" "Caomhnaíonn sé an cóimheas gné cothrománach; ar a dtugtar freisin Vert- " "scálú. Is é seo an rogha is fearr de ghnáth do thionscadail a ritheann i mód " "portráide, mar go mbainfidh cóimheasa gné níos airde leas as FOV ingearach " "níos leithne." 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 "" "Caomhnaíonn sé an cóimheas gné ingearach; ar a dtugtar freisin Hor+ scálú. Is " "é seo an rogha is fearr de ghnáth do thionscadail a ritheann i mód " "tírdhreacha, mar go mbainfidh cóimheasa gné níos leithne leas go " "huathoibríoch as FOV cothrománach níos leithne." msgid "" "Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] simulation (default)." msgstr "" "Díchumasaítear ionsamhlú [url=https://en.wikipedia.org/wiki/" "Doppler_effect]éifeacht Doppler[/url] (réamhshocraithe)." 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 "" "Insamhail [url=https://en.wikipedia.org/wiki/Doppler_effect]éifeacht Doppler[/" "url] trí shuíomhanna na n-oibiachtaí a athraítear sa [code]_process[/code] a " "rianú. Bíonn tionchar ag athruithe ar threoluas coibhneasta an cheamara seo i " "gcomparáid leis na réada sin ar an gcaoi a mbreathnaítear ar fhuaim (ag athrú " "na fuaime [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 "" "Insamhail [url=https://en.wikipedia.org/wiki/Doppler_effect]éifeacht Doppler[/" "url] trí shuíomhanna na n-oibiachtaí a athraítear i [code]_physics_process[/" "code] a rianú. Bíonn tionchar ag athruithe ar threoluas coibhneasta an " "cheamara seo i gcomparáid leis na réada sin ar an gcaoi a mbreathnaítear ar " "fhuaim (ag athrú na fuaime [member AudioStreamPlayer3D.pitch_scale])." msgid "Parent class for camera settings." msgstr "Rang tuismitheora le haghaidh socruithe ceamara." msgid "" "Controls camera-specific attributes such as depth of field and exposure " "override.\n" "When used in a [WorldEnvironment] it provides default settings for exposure, " "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " "[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the exposure " "settings will be used.\n" "See also [Environment] for general 3D environment settings.\n" "This is a pure virtual class that is inherited by [CameraAttributesPhysical] " "and [CameraAttributesPractical]." msgstr "" "Rialaíonn sé tréithe ceamara-shonracha amhail doimhneacht an pháirce agus " "sáraíocht nochta.\n" "Nuair a úsáidtear é i [Timpeallacht Dhomhanda] cuireann sé socruithe " "réamhshocraithe ar fáil maidir le nochtadh, uath-nochtadh, agus doimhneacht " "réimse a bheidh in úsáid ag gach ceamara gan a gcuid [CameraAttributes] féin, " "lena n-áirítear ceamara an eagarthóra. Nuair a úsáidtear é i [Camera3D] " "sáróidh sé aon [CameraAttributes] atá leagtha síos sa [Timpeallacht " "Dhomhanda]. Nuair a úsáidtear iad in [VoxelGI] nó [LightmapGI], ní úsáidfear " "ach na socruithe nochta.\n" "Féach freisin [Comhshaol] le haghaidh socruithe ginearálta comhshaoil 3D.\n" "Is rang fíorúil íon é seo a fhaigheann [CameraAttributesPhysical] agus " "[CameraAttributesPractical] le hoidhreacht." 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 "" "Más rud é [code]true[/code], cumasaíonn an modh nochta uathoibríoch " "tonemapping an rindreálaí radharc. Más [code]true[/code], cinnfidh an " "rindreálaí go huathoibríoch an socrú nochta chun oiriúnú do shoilsiú an " "radhairc agus don solas breathnaithe." msgid "" "The scale of the auto exposure effect. Affects the intensity of auto exposure." msgstr "" "Scála an éifeacht nochta uathoibríoch. Tionchar aige ar dhéine nochta " "carranna." msgid "" "The speed of the auto exposure effect. Affects the time needed for the camera " "to perform auto exposure." msgstr "" "Luas an éifeacht nochta uathoibríoch. Bíonn tionchar aige ar an am a " "theastaíonn don cheamara chun nochtadh uathoibríoch a dhéanamh." msgid "" "Multiplier for the exposure amount. A higher value results in a brighter " "image." msgstr "" "Iolraitheoir don mhéid risíochta. Bíonn íomhá níos gile mar thoradh ar luach " "níos airde." msgid "" "Sensitivity of camera sensors, measured in ISO. A higher sensitivity results " "in a brighter image. Only available when [member ProjectSettings.rendering/" "lights_and_shadows/use_physical_light_units] is enabled. When [member " "auto_exposure_enabled] this can be used as a method of exposure compensation, " "doubling the value will increase the exposure value (measured in EV100) by 1 " "stop." msgstr "" "Íogaireacht braiteoirí ceamara, tomhaiste in ISO. Tá íomhá níos gile mar " "thoradh ar íogaireacht níos airde. Ar fáil ach amháin nuair atá [comhalta " "ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] " "cumasaithe. Nuair a [comhalta auto_exposure_enabled] is féidir é seo a úsáid " "mar mhodh cúitimh nochta, méadóidh dúbailt an luach na risíochta (arna " "thomhas in EV100) faoi 1 stad." msgid "Physically-based camera settings." msgstr "Socruithe ceamara fisiciúil-bhunaithe." msgid "" "[CameraAttributesPhysical] is used to set rendering settings based on a " "physically-based camera's settings. It is responsible for exposure, auto-" "exposure, and depth of field.\n" "When used in a [WorldEnvironment] it provides default settings for exposure, " "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " "[WorldEnvironment] and will override the [Camera3D]s [member Camera3D.far], " "[member Camera3D.near], [member Camera3D.fov], and [member Camera3D." "keep_aspect] properties. When used in [VoxelGI] or [LightmapGI], only the " "exposure settings will be used.\n" "The default settings are intended for use in an outdoor environment, tips for " "settings for use in an indoor environment can be found in each setting's " "documentation.\n" "[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile " "rendering methods, not Compatibility." msgstr "" "Úsáidtear [CameraAttributesPhysical] chun socruithe rindreála a shocrú " "bunaithe ar shocruithe ceamara atá bunaithe go fisiciúil. Tá sé freagrach as " "nochtadh, auto-nochtadh, agus doimhneacht réimse.\n" "Nuair a úsáidtear é i [Timpeallacht Dhomhanda] cuireann sé socruithe " "réamhshocraithe ar fáil maidir le nochtadh, uath-nochtadh, agus doimhneacht " "réimse a bheidh in úsáid ag gach ceamara gan a gcuid [CameraAttributes] féin, " "lena n-áirítear ceamara an eagarthóra. Nuair a úsáidtear é i [Camera3D] " "sáróidh sé aon [CameraAttributes] atá leagtha síos sa [WorldEnvironment] agus " "sáróidh sé na [Camera3D]s [ball Camera3D.far], [comhalta Camera3D.near], " "[comhalta Camera3D.fov], agus [comhalta Camera3D.keep_aspect] airíonna. Nuair " "a úsáidtear iad in [VoxelGI] nó [LightmapGI], ní úsáidfear ach na socruithe " "nochta.\n" "Tá na socruithe réamhshocraithe ceaptha lena n-úsáid i dtimpeallacht " "lasmuigh, tá leideanna maidir le socruithe le húsáid i dtimpeallacht laistigh " "le fáil i ndoiciméadú gach suímh.\n" "[b]Nóta:[/b] Ní thacaítear le doimhneacht an doimhnigh réimse ach amháin sna " "modhanna Rindreála Ar Aghaidh+ agus Móibíleach, ní Comhoiriúnacht." msgid "Physical light and camera units" msgstr "Aonaid solais fhisiciúil agus ceamara" msgid "" "Returns the vertical field of view that corresponds to the [member " "frustum_focal_length]. This value is calculated internally whenever [member " "frustum_focal_length] is changed." msgstr "" "Filleann sé an réimse ingearach radhairc a fhreagraíonn don [member " "frustum_focal_length]. Ríomhtar an luach seo go hinmheánach aon uair a " "athraítear [member frustum_focal_length]." msgid "" "The maximum luminance (in EV100) used when calculating auto exposure. When " "calculating scene average luminance, color values will be clamped to at least " "this value. This limits the auto-exposure from exposing below a certain " "brightness, resulting in a cut off point where the scene will remain bright." msgstr "" "An luminance uasta (in EV100) a úsáidtear nuair a bhíonn nochtadh " "uathoibríoch á ríomh. Nuair a bheidh meán-luminance radharc á ríomh, déanfar " "luachanna datha a chlampáil go dtí an luach seo ar a laghad. Cuireann sé seo " "teorainn leis an uath-nochtadh ó nochtadh faoi bhun gile áirithe, rud a " "fhágann go mbeidh pointe scoite ann ina bhfanfaidh an radharc geal." msgid "" "The minimum luminance luminance (in EV100) used when calculating auto " "exposure. When calculating scene average luminance, color values will be " "clamped to at least this value. This limits the auto-exposure from exposing " "above a certain brightness, resulting in a cut off point where the scene will " "remain dark." msgstr "" "An luminance íosta luminance (in EV100) a úsáidtear nuair a bhíonn nochtadh " "uathoibríoch á ríomh. Nuair a bheidh meán-luminance radharc á ríomh, déanfar " "luachanna datha a chlampáil go dtí an luach seo ar a laghad. Cuireann sé seo " "teorainn leis an uath-nochtadh ó nochtadh os cionn gile áirithe, rud a " "fhágann go mbeidh pointe scoite ann ina bhfanfaidh an radharc dorcha." msgid "" "Size of the aperture of the camera, measured in f-stops. An f-stop is a " "unitless ratio between the focal length of the camera and the diameter of the " "aperture. A high aperture setting will result in a smaller aperture which " "leads to a dimmer image and sharper focus. A low aperture results in a wide " "aperture which lets in more light resulting in a brighter, less-focused " "image. Default is appropriate for outdoors at daytime (i.e. for use with a " "default [DirectionalLight3D]), for indoor lighting, a value between 2 and 4 " "is more appropriate.\n" "Only available when [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] is enabled." msgstr "" "Méid cró an cheamara, arna thomhas i bhf-stadanna. Cóimheas gan aonad é f-" "stad idir fad fócasach an cheamara agus trastomhas an chró. Mar thoradh ar " "shuíomh Cró ard beidh Cró níos lú as a dtiocfaidh íomhá níos lú agus fócas " "níos géire. Cruthaíonn cró íseal cró leathan a ligeann níos mó solais isteach " "agus cruthaítear íomhá níos gile agus nach bhfuil an fócas céanna air. Tá an " "réamhshocrú oiriúnach don taobh amuigh i rith an lae (i.e. le húsáid le " "réamhshocrú [DirectionalLight3D]), le haghaidh soilsiú laistigh, tá luach " "idir 2 agus 4 níos oiriúnaí.\n" "Ar fáil ach amháin nuair atá [ball ProjectSettings.rendering/" "lights_and_shadows/use_physical_light_units] cumasaithe." msgid "" "Time for shutter to open and close, evaluated as [code]1 / shutter_speed[/" "code] seconds. A higher value will allow less light (leading to a darker " "image), while a lower value will allow more light (leading to a brighter " "image).\n" "Only available when [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] is enabled." msgstr "" "Am chun an comhla a oscailt agus a dhúnadh, arna mheas mar [code]1 / " "shutter_speed[/code] soicind. Ceadóidh luach níos airde níos lú solais (mar " "thoradh ar íomhá níos dorcha), agus ligfidh luach níos ísle níos mó solais " "(mar thoradh ar íomhá níos gile).\n" "Ar fáil ach amháin nuair atá [comhalta ProjectSettings.rendering/" "lights_and_shadows/use_physical_light_units] cumasaithe." msgid "" "Override value for [member Camera3D.far]. Used internally when calculating " "depth of field. When attached to a [Camera3D] as its [member Camera3D." "attributes], it will override the [member Camera3D.far] property." msgstr "" "Luach sáraithe le haghaidh [comhalta Camera3D.far]. Úsáidtear go hinmheánach " "nuair a bhíonn doimhneacht réimse á ríomh. Nuair a bheidh sé ceangailte le " "[Camera3D] mar a [comhalta Camera3D.attributes], sáróidh sé an t-airí [member " "Camera3D.far]." msgid "" "Distance between camera lens and camera aperture, measured in millimeters. " "Controls field of view and depth of field. A larger focal length will result " "in a smaller field of view and a narrower depth of field meaning fewer " "objects will be in focus. A smaller focal length will result in a wider field " "of view and a larger depth of field meaning more objects will be in focus. " "When attached to a [Camera3D] as its [member Camera3D.attributes], it will " "override the [member Camera3D.fov] property and the [member Camera3D." "keep_aspect] property." msgstr "" "An t-achar idir lionsa an cheamara agus an cró ceamara, tomhaiste i " "milliméadair. Rialaíonn an réimse radhairc agus doimhneacht na páirce. Mar " "thoradh ar fhad fócasach níos mó beidh réimse radhairc níos lú agus " "doimhneacht páirce níos cúinge a chiallaíonn go mbeidh níos lú rudaí i " "bhfócas. Mar thoradh ar fhad fócasach níos lú beidh réimse radhairc níos " "leithne agus doimhneacht páirce níos mó a chiallaíonn go mbeidh níos mó rudaí " "i bhfócas. Nuair a bheidh sé ceangailte le [Camera3D] mar a [member Camera3D." "attributes], sáróidh sé an t-airí [member Camera3D.fov] agus an mhaoin " "[member Camera3D.keep_aspect]." msgid "" "Distance from camera of object that will be in focus, measured in meters. " "Internally this will be clamped to be at least 1 millimeter larger than " "[member frustum_focal_length]." msgstr "" "An fad ó cheamara an ruda a bheidh i bhfócas, arna thomhas i méadair. Go " "hinmheánach déanfar é seo a chlampáil le bheith 1 milliméadar ar a laghad " "níos mó ná [member frustum_focal_length]." msgid "" "Override value for [member Camera3D.near]. Used internally when calculating " "depth of field. When attached to a [Camera3D] as its [member Camera3D." "attributes], it will override the [member Camera3D.near] property." msgstr "" "Luach sáraithe le haghaidh [comhalta Camera3D.near]. Úsáidtear go hinmheánach " "nuair a bhíonn doimhneacht réimse á ríomh. Nuair a bheidh sé ceangailte le " "[Camera3D] mar a [member Camera3D.attributes], sáróidh sé an t-airí [member " "Camera3D.near]." msgid "Camera settings in an easy to use format." msgstr "Socruithe ceamara i bhformáid atá éasca le húsáid." msgid "" "Controls camera-specific attributes such as auto-exposure, depth of field, " "and exposure override.\n" "When used in a [WorldEnvironment] it provides default settings for exposure, " "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " "[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the exposure " "settings will be used." msgstr "" "Rialaíonn sé tréithe ceamara-shonracha amhail uath-nochtadh, doimhneacht " "páirce, agus sáraíocht nochta.\n" "Nuair a úsáidtear é i [Timpeallacht Dhomhanda] cuireann sé socruithe " "réamhshocraithe ar fáil maidir le nochtadh, uath-nochtadh, agus doimhneacht " "réimse a bheidh in úsáid ag gach ceamara gan a gcuid [CameraAttributes] féin, " "lena n-áirítear ceamara an eagarthóra. Nuair a úsáidtear é i [Camera3D] " "sáróidh sé aon [CameraAttributes] atá leagtha síos sa [Timpeallacht " "Dhomhanda]. Nuair a úsáidtear iad in [VoxelGI] nó [LightmapGI], ní úsáidfear " "ach na socruithe nochta." msgid "" "The maximum sensitivity (in ISO) used when calculating auto exposure. When " "calculating scene average luminance, color values will be clamped to at least " "this value. This limits the auto-exposure from exposing below a certain " "brightness, resulting in a cut off point where the scene will remain bright." msgstr "" "An íogaireacht uasta (in ISO) a úsáidtear nuair a bhíonn nochtadh carranna á " "ríomh. Nuair a bheidh meán-luminance radharc á ríomh, déanfar luachanna datha " "a chlampáil go dtí an luach seo ar a laghad. Cuireann sé seo teorainn leis an " "uath-nochtadh ó nochtadh faoi bhun gile áirithe, rud a fhágann go mbeidh " "pointe scoite ann ina bhfanfaidh an radharc geal." msgid "" "The minimum sensitivity (in ISO) used when calculating auto exposure. When " "calculating scene average luminance, color values will be clamped to at least " "this value. This limits the auto-exposure from exposing above a certain " "brightness, resulting in a cut off point where the scene will remain dark." msgstr "" "An íogaireacht íosta (in ISO) a úsáidtear nuair a bhíonn nochtadh do " "ghluaisteáin á ríomh. Nuair a bheidh meán-luminance radharc á ríomh, déanfar " "luachanna datha a chlampáil go dtí an luach seo ar a laghad. Cuireann sé seo " "teorainn leis an uath-nochtadh ó nochtadh os cionn gile áirithe, rud a " "fhágann go mbeidh pointe scoite ann ina bhfanfaidh an radharc dorcha." msgid "" "Sets the maximum amount of blur. When using physically-based blur amounts, " "will instead act as a multiplier. High values lead to an increased amount of " "blurriness, but can be much more expensive to calculate. It is best to keep " "this as low as possible for a given art style." msgstr "" "Socraíonn sé an t-uasmhéid doiléir. Nuair a bheidh méideanna doiléire atá " "bunaithe go fisiciúil á n-úsáid, gníomhóidh sé mar iolraitheoir ina ionad " "sin. Bíonn méadú ar doiléire mar thoradh ar luachanna arda, ach bíonn sé i " "bhfad níos costasaí a ríomh. Is fearr é seo a choinneáil chomh híseal agus is " "féidir le haghaidh stíl ealaíne ar leith." msgid "" "Objects further from the [Camera3D] by this amount will be blurred by the " "depth of field effect. Measured in meters." msgstr "" "Beidh rudaí níos faide ón [Camera3D] den mhéid seo doiléir ag doimhneacht " "éifeacht an réimse. Tomhaistear i méadair." msgid "" "Enables depth of field blur for objects further than [member " "dof_blur_far_distance]. Strength of blur is controlled by [member " "dof_blur_amount] and modulated by [member dof_blur_far_transition].\n" "[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile " "rendering methods, not Compatibility." msgstr "" "Cumasaíonn sé doimhniú réimse le haghaidh réad níos faide ná [member " "dof_blur_far_distance]. Tá neart doiléir á rialú ag [comhalta " "dof_blur_amount] agus modhnaithe ag [comhalta dof_blur_far_transition].\n" "[b]Nóta:[/b] Ní thacaítear le doimhneacht an doimhnigh réimse ach amháin sna " "modhanna Rindreála Ar Aghaidh+ agus Móibíleach, ní Comhoiriúnacht." msgid "" "When positive, distance over which (starting from [member " "dof_blur_far_distance]) blur effect will scale from 0 to [member " "dof_blur_amount]. When negative, uses physically-based scaling so depth of " "field effect will scale from 0 at [member dof_blur_far_distance] and will " "increase in a physically accurate way as objects get further from the " "[Camera3D]." msgstr "" "Nuair a bheidh sé dearfach, déanfar an t-achar doiléirigh (ag tosú ó [member " "dof_blur_far_distance]) a scála ó 0 go [comhalta dof_blur_amount]. Nuair a " "bhíonn sé diúltach, baintear úsáid as scálú fisiciúil-bhunaithe ionas go " "mbeidh doimhneacht na héifeachta páirce ag scála ó 0 ag [member " "dof_blur_far_distance] agus méadóidh sé ar bhealach atá cruinn go fisiciúil " "de réir mar a théann réada níos faide ón [Camera3D]." msgid "" "Objects closer from the [Camera3D] by this amount will be blurred by the " "depth of field effect. Measured in meters." msgstr "" "Beidh rudaí níos dlúithe ón [Camera3D] faoin méid seo doiléir ag doimhneacht " "éifeacht an réimse. Tomhaistear i méadair." msgid "" "Enables depth of field blur for objects closer than [member " "dof_blur_near_distance]. Strength of blur is controlled by [member " "dof_blur_amount] and modulated by [member dof_blur_near_transition].\n" "[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile " "rendering methods, not Compatibility." msgstr "" "Cumasaíonn sé doimhniú réimse le haghaidh réad níos gaire ná [member " "dof_blur_near_distance]. Tá neart an doiléir á rialú ag [comhalta " "dof_blur_amount] agus modhnaithe ag [comhalta dof_blur_near_transition].\n" "[b]Nóta:[/b] Ní thacaítear le doimhneacht an doimhnigh réimse ach amháin sna " "modhanna Rindreála Ar Aghaidh+ agus Móibíleach, ní Comhoiriúnacht." msgid "" "When positive, distance over which blur effect will scale from 0 to [member " "dof_blur_amount], ending at [member dof_blur_near_distance]. When negative, " "uses physically-based scaling so depth of field effect will scale from 0 at " "[member dof_blur_near_distance] and will increase in a physically accurate " "way as objects get closer to the [Camera3D]." msgstr "" "Nuair a bheidh sé dearfach, is é an t-achar a laghdóidh an éifeacht doiléir ó " "0 go [comhalta dof_blur_amount], ag críochnú ag [member " "dof_blur_near_distance]. Nuair a bhíonn sé diúltach, baintear úsáid as scálú " "fisiciúil-bhunaithe ionas go mbeidh doimhneacht na héifeachta páirce ag scála " "ó 0 ag [member dof_blur_near_distance] agus méadóidh sé ar bhealach atá " "cruinn go fisiciúil de réir mar a thagann réada níos gaire don [Camera3D]." msgid "" "A camera feed gives you access to a single physical camera attached to your " "device." msgstr "" "Tugann fotha ceamara rochtain duit ar cheamara fisiceach amháin atá " "ceangailte de do ghléas." 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 "" "Tugann fotha ceamara rochtain duit ar cheamara fisiceach amháin atá " "ceangailte de do ghléas. Nuair a bheidh sé cumasaithe, tosóidh Godot ar " "fhrámaí a ghabháil ón gceamara ar féidir a úsáid ansin. Féach freisin " "[CameraServer].\n" "[b]Nóta:[/b] Tabharfaidh go leor ceamaraí íomhánna YCbCr ar ais atá roinnte " "ina dhá uigeacht agus ar gá iad a chomhcheangal i scáthlán. Déanann Godot é " "seo go huathoibríoch duit má shocraíonn tú an timpeallacht chun íomhá an " "cheamara a thaispeáint sa chúlra." msgid "Returns feed image data type." msgstr "Tuairisceáin fotha cineál sonraí íomhá." msgid "Returns the unique ID for this feed." msgstr "Seoltar ar ais an t-aitheantas uathúil don fhotha seo." msgid "Returns the camera's name." msgstr "Seoltar ainm an cheamara ar ais." msgid "Returns the position of camera on the device." msgstr "Filleann sé suíomh an cheamara ar an bhfeiste." msgid "If [code]true[/code], the feed is active." msgstr "Más [code]true[/code], tá an fotha gníomhach." msgid "The transform applied to the camera's image." msgstr "Chuaigh an claochlú i bhfeidhm ar íomhá an cheamara." msgid "No image set for the feed." msgstr "Níl aon íomhá socraithe don fhotha." msgid "Feed supplies RGB images." msgstr "Soláthraíonn beatha íomhánna RGB." msgid "Feed supplies YCbCr images that need to be converted to RGB." msgstr "Soláthraíonn beathaithe íomhánna YCbCr ar gá iad a thiontú go RGB." msgid "" "Feed supplies separate Y and CbCr images that need to be combined and " "converted to RGB." msgstr "" "Soláthraíonn Feed íomhánna ar leith Y agus CbCr ar gá iad a chomhcheangal " "agus a thiontú go RGB." msgid "Unspecified position." msgstr "Seasamh neamhshonraithe." msgid "Camera is mounted at the front of the device." msgstr "Tá an ceamara suite ar thaobh tosaigh an ghléis." msgid "Camera is mounted at the back of the device." msgstr "Tá an ceamara suite ar chúl an ghléis." msgid "Server keeping track of different cameras accessible in Godot." msgstr "" "Freastalaí ag coinneáil súil ar cheamaraí éagsúla atá inrochtana in Godot." 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. To " "get a [CameraFeed] on iOS, the camera plugin from [url=https://github.com/" "godotengine/godot-ios-plugins]godot-ios-plugins[/url] is required. On other " "platforms, no [CameraFeed]s will be available." msgstr "" "Coinníonn an [CameraServer] súil ar cheamaraí éagsúla atá inrochtana i Godot. " "Is ceamaraí seachtracha iad seo cosúil le ceamaraí gréasáin nó na ceamaraí ar " "do ghuthán.\n" "Úsáidtear go háirithe é chun fotha físe ón gceamara a sholáthar do mhodúil " "AR.\n" "[b]Nóta:[/b] Níl an rang seo curtha i bhfeidhm faoi láthair ach amháin ar " "macOS agus iOS. Chun [CameraFeed] a fháil ar iOS, tá an breiseán ceamara ó " "[url=https://github.com/godotengine/godot-ios-plugins]godot-ios-plugins[/url] " "ag teastáil. Ar ardáin eile, ní bheidh aon [CameraFeed]s ar fáil." msgid "Adds the camera [param feed] to the camera server." msgstr "Cuireann sé an ceamara [param feed] leis an bhfreastalaí ceamara." msgid "Returns an array of [CameraFeed]s." msgstr "Filleann sé raon [CameraFeed]s." msgid "" "Returns the [CameraFeed] corresponding to the camera with the given [param " "index]." msgstr "" "Filleann sé an [CameraFeed] a fhreagraíonn don cheamara leis an [innéacs " "param] a thugtar." msgid "Returns the number of [CameraFeed]s registered." msgstr "Seoltar ar ais líon na [CameraFeed]anna atá cláraithe." msgid "Removes the specified camera [param feed]." msgstr "Baintear an ceamara sonraithe [fotha param]." msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "" "Astaítear nuair a chuirtear [CameraFeed] leis (m.sh. ceamara gréasáin " "plugáilte isteach)." msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "" "Astaítear nuair a bhaintear [CameraFeed] (m.sh. ceamara gréasáin " "díphlugáilte)." msgid "The RGBA camera image." msgstr "Íomhá ceamara RGBA." msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "Íomhá ceamara [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url]." msgid "The Y component camera image." msgstr "Comhpháirt Y íomhá ceamara." msgid "The CbCr component camera image." msgstr "Íomhá ceamara an chomhpháirt CbCr." msgid "Texture provided by a [CameraFeed]." msgstr "Uigeacht curtha ar fáil ag [CameraFeed]." 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 "" "Tugann an uigeacht seo rochtain ar uigeacht an cheamara a sholáthraíonn " "[CameraFeed].\n" "[b]Nóta:[/b] Soláthraíonn go leor ceamaraí íomhánna YCbCr ar gá iad a thiontú " "i scáthlán." msgid "The ID of the [CameraFeed] for which we want to display the image." msgstr "ID an [CameraFeed] ar mian linn an íomhá a thaispeáint dó." msgid "" "Convenience property that gives access to the active property of the " "[CameraFeed]." msgstr "Maoin áise a thugann rochtain ar mhaoin ghníomhach an [CameraFeed]." msgid "" "Which image within the [CameraFeed] we want access to, important if the " "camera image is split in a Y and CbCr component." msgstr "" "Cén íomhá laistigh den [CameraFeed] a theastaíonn uainn rochtain a fháil " "uirthi, tá sé tábhachtach má roinntear an íomhá ceamara i gcomhpháirt Y agus " "CbCr." msgid "Merges several 2D nodes into a single draw operation." msgstr "Cumasctar roinnt nóid 2T in oibríocht tarraingthe amháin." 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 "" "Tarraingítear nóid linbh [CanvasItem] de [CanvasGroup] mar rud amháin. " "Ligeann sé e.g. nóid tréshoilseach 2T forluiteacha a tharraingt gan chumasc " "(socraigh [member CanvasItem.self_modulate] airí de [CanvasGroup] chun an " "éifeacht seo a bhaint amach).\n" "[b]Nóta:[/b] Úsáideann an [CanvasGroup] scáthlán saincheaptha chun léamh ón " "gcúlmhaolán chun a pháistí a tharraingt. Má shannadh [Materila] don " "[CanvasGroup] sáraítear an scáthlán tógtha. Chun iompar an scáthlána tógtha a " "mhacasamhlú i saincheaptha [Shader] bain úsáid as na rudaí seo a leanas:\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]Nóta:[/b] Ós rud é go n-úsáideann [CanvasGroup] agus [member CanvasItem." "clip_children] an maolán droma, tá leanaí de chuid [CanvasGroup] a bhfuil a " "[member CanvasItem.clip_children] socraithe chuig aon rud eile seachas " "[CanvasItem.CLIP_CHILDREN_DISABLED ] ní fheidhmeoidh sé i gceart." msgid "" "Sets the size of the margin used to expand the clearing rect of this " "[CanvasGroup]. This expands the area of the backbuffer that will be used by " "the [CanvasGroup]. A smaller margin will reduce the area of the backbuffer " "used which can increase performance, however if [member use_mipmaps] is " "enabled, a small margin may result in mipmap errors at the edge of the " "[CanvasGroup]. Accordingly, this should be left as small as possible, but " "should be increased if artifacts appear along the edges of the canvas group." msgstr "" "Socraíonn sé méid an chorrlaigh a úsáidtear chun an ceart imréitigh seo a " "leathnú [CanvasGroup]. Leathnaíonn sé seo achar an chúlmhaoláin a úsáidfidh " "an [CanvasGroup]. Laghdóidh corrlach níos lú achar an chúlmhaoláin a " "úsáidtear, rud a fhéadfaidh feidhmíocht a mhéadú, ach má tá [member " "use_mipmaps] cumasaithe, d’fhéadfadh earráidí mipmap a bheith mar thoradh ar " "chorrlach beag ag imeall an [CanvasGroup]. Dá réir sin, ba chóir é seo a " "fhágáil chomh beag agus is féidir, ach ba chóir a mhéadú má tá artifacts le " "feiceáil ar feadh imill an ghrúpa chanbhás." msgid "" "Sets the size of a margin used to expand the drawable rect of this " "[CanvasGroup]. The size of the [CanvasGroup] is determined by fitting a rect " "around its children then expanding that rect by [member fit_margin]. This " "increases both the backbuffer area used and the area covered by the " "[CanvasGroup] both of which can reduce performance. This should be kept as " "small as possible and should only be expanded when an increased size is " "needed (e.g. for custom shader effects)." msgstr "" "Socraíonn sé méid an chorrlaigh a úsáidtear chun an ceart tarraingthe den " "[CanvasGroup] seo a leathnú. Cinntear méid an [CanvasGroup] trí cheart a " "fheistiú timpeall ar a leanaí agus ansin an ceart sin a leathnú faoi [member " "fit_margin]. Méadaíonn sé seo an t-achar maoláin a úsáidtear agus an " "limistéar atá clúdaithe ag [CanvasGroup] agus is féidir leis an dá cheann acu " "feidhmíocht a laghdú. Ba cheart é seo a choinneáil chomh beag agus is féidir " "agus níor cheart é a leathnú ach amháin nuair a bhíonn gá le méid méadaithe " "(m.sh. le haghaidh éifeachtaí scáthaithe saincheaptha)." msgid "" "If [code]true[/code], calculates mipmaps for the backbuffer before drawing " "the [CanvasGroup] so that mipmaps can be used in a custom [ShaderMaterial] " "attached to the [CanvasGroup]. Generating mipmaps has a performance cost so " "this should not be enabled unless required." msgstr "" "Más [code]true[/code], ríomhann sé mipmaps don chúlmhaolán roimh an " "[CanvasGroup] a tharraingt ionas gur féidir mipmaps a úsáid i " "[ShaderMaterial] saincheaptha atá ceangailte leis an [CanvasGroup]. Tá costas " "feidhmíochta ag baint le mipmaps a ghiniúint agus mar sin níor cheart é seo a " "chumasú mura bhfuil gá leis." msgid "Abstract base class for everything in 2D space." msgstr "Bunrang teibí do gach rud sa spás 2d saor in aisce,." msgid "" "Abstract base class for everything in 2D space. Canvas items are laid out in " "a tree; children inherit and extend their parent's transform. [CanvasItem] is " "extended by [Control] for GUI-related nodes, and by [Node2D] for 2D game " "objects.\n" "Any [CanvasItem] can draw. For this, [method queue_redraw] is called by the " "engine, then [constant NOTIFICATION_DRAW] will be received on idle time to " "request a redraw. Because of this, canvas items don't need to be redrawn on " "every frame, improving the performance significantly. Several functions for " "drawing on the [CanvasItem] are provided (see [code]draw_*[/code] functions). " "However, they can only be used inside [method _draw], its corresponding " "[method Object._notification] or methods connected to the [signal draw] " "signal.\n" "Canvas items are drawn in tree order on their canvas layer. By default, " "children are on top of their parents, so a root [CanvasItem] will be drawn " "behind everything. This behavior can be changed on a per-item basis.\n" "A [CanvasItem] can be hidden, which will also hide its children. By adjusting " "various other properties of a [CanvasItem], you can also modulate its color " "(via [member modulate] or [member self_modulate]), change its Z-index, blend " "mode, and more.\n" "Note that properties like transform, modulation, and visibility are only " "propagated to [i]direct[/i] [CanvasItem] child nodes. If there is a non-" "[CanvasItem] node in between, like [Node] or [AnimationPlayer], the " "[CanvasItem] nodes below will have an independent position and [member " "modulate] chain. See also [member top_level]." msgstr "" "Bunrang teibí do gach rud sa spás 2d saor in aisce,. Tá míreanna chanbhás " "leagtha amach i gcrann; Faigheann leanaí oidhreacht agus cuireann siad le " "claochlú a dtuismitheoirí. Leathnaítear [CanvasItem] le [Rialú] le haghaidh " "nóid a bhaineann le GUI, agus le [Node2D] le haghaidh réada cluiche 2T.\n" "Is féidir aon [CanvasItem] a tharraingt. Chuige seo, glaoitear [method " "queue_redraw] ag an inneall, ansin gheobhaidh [NOTIFICATION_DRAW leanúnach] " "in am díomhaoin chun aththarraingt a iarraidh. Mar gheall air seo, ní gá " "míreanna chanbhás a aththarraingt ar gach fráma, rud a chuireann feabhas " "suntasach ar an bhfeidhmíocht. Cuirtear roinnt feidhmeanna ar fáil le " "tarraingt ar an [CanvasItem] (féach feidhmeanna [code]draw_*[/code]). Mar sin " "féin, ní féidir iad a úsáid ach taobh istigh de [method _draw], a [method " "Object._notification] comhfhreagrach nó modhanna atá ceangailte leis an " "comhartha [tarraingt comhartha].\n" "Tarraingítear míreanna chanbhás in ord crann ar a gciseal chanbhás. De réir " "réamhshocraithe, tá leanaí ar bharr a dtuismitheoirí, mar sin tarraingeofar " "fréamh [CanvasItem] taobh thiar de gach rud. Is féidir an iompar seo a athrú " "ar bhonn in aghaidh an mhíre.\n" "Is féidir [CanvasItem] a chur i bhfolach, rud a chuirfidh a leanaí i bhfolach " "freisin. Trí airíonna éagsúla eile de [CanvasItem] a choigeartú, is féidir " "leat a dhath a mhodhnú freisin (trí [member modulate] nó [member " "self_modulate]), a Z-innéacs, modh cumaisc, agus go leor eile a athrú.\n" "Tabhair faoi deara nach ndéantar airíonna cosúil le claochlú, modhnú agus " "infheictheacht a iomadú ach go dtí [i]nóid linbh [/i] [CanvasItem] [/i][/i]. " "Má tá nód neamh-[CanvasItem] eatarthu, amhail [Node] nó [AnimationPlayer], " "beidh suíomh neamhspleách ag na nóid [CanvasItem] thíos agus slabhra [member " "modulate]. Féach freisin [comhalta top_level]." msgid "Viewport and canvas transforms" msgstr "Athraíonn an port amhairc agus an chanbhás" msgid "Custom drawing in 2D" msgstr "Líníocht saincheaptha i 2D" msgid "" "Called when [CanvasItem] has been requested to redraw (after [method " "queue_redraw] is called, either manually or by the engine).\n" "Corresponds to the [constant NOTIFICATION_DRAW] notification in [method " "Object._notification]." msgstr "" "Glaoitear air nuair a iarrtar ar [CanvasItem] aththarraingt (tar éis [method " "queue_redraw] a ghlaoch, de láimh nó ag an inneall).\n" "Freagraíonn sé don fhógra [NOFICATION_DRAW leanúnach] sa [method Object." "_notification]." msgid "" "Subsequent drawing commands will be ignored unless they fall within the " "specified animation slice. This is a faster way to implement animations that " "loop on background rather than redrawing constantly." msgstr "" "Ní thabharfar aird ar orduithe líníochta ina dhiaidh sin ach amháin má " "thagann siad laistigh den slice sonraithe beochana. Is bealach níos tapúla é " "seo chun beochan a lúbann ar chúlra a chur i bhfeidhm seachas a bheith ag ath-" "tharraingt de shíor." msgid "" "Draws an unfilled arc between the given angles with a uniform [param color] " "and [param width] and optional antialiasing (supported only for positive " "[param width]). The larger the value of [param point_count], the smoother the " "curve. See also [method draw_circle].\n" "If [param width] is negative, it will be ignored and the arc will be drawn " "using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when " "the CanvasItem is scaled, the arc will remain thin. If this behavior is not " "desired, then pass a positive [param width] like [code]1.0[/code].\n" "The arc is drawn from [param start_angle] towards the value of [param " "end_angle] so in clockwise direction if [code]start_angle < end_angle[/code] " "and counter-clockwise otherwise. Passing the same angles but in reversed " "order will produce the same arc. If absolute difference of [param " "start_angle] and [param end_angle] is greater than [constant @GDScript.TAU] " "radians, then a full circle arc is drawn (i.e. arc will not overlap itself)." msgstr "" "Tarraingíonn sé stua gan líonadh idir na huillinneacha tugtha le " "haonfhoirmeach [param color] agus [param width] agus frithaliasú roghnach (le " "tacaíocht ach amháin le haghaidh dearfach [param width]). Dá mhéad luach " "[param point_count], is ea is míne an cuar. Féach freisin [method " "draw_circle].\n" "Má tá [param width] diúltach, déanfar neamhaird de agus déanfar an stua a " "tharraingt trí úsáid a bhaint as [renderingServer.PRIMITIVE_LINE_STRIP]. " "Ciallaíonn sé seo, nuair a bheidh an CanvasItem scálaithe, fanfaidh an stua " "tanaí. Mura bhfuil an t-iompar seo inmhianaithe, ansin pas a fháil dearfach " "[param width] cosúil le [code]1.0[/code].\n" "Tarraingítear an stua ó [param start_angle] i dtreo luach [param end_angle] " "mar sin deiseal má tá [code]start_angle < end_angle[/code] agus tuathalach ar " "shlí eile. Má théann tú thar na huillinneacha céanna ach in ord droim ar ais, " "cruthófar an stua céanna. Má bhíonn an difríocht absalóideach idir [param " "start_angle] agus [param end_angle] níos mó ná [constant @GDScript.TAU] " "raidian, ansin tarraingítear stua lánchiorcail (i.e. ní fhorluíonn stua é " "féin)." msgid "Draws a string first character using a custom font." msgstr "" "Tarraingíonn an chéad charachtar teaghrán ag baint úsáide as cló saincheaptha." msgid "Draws a string first character outline using a custom font." msgstr "" "Tarraingíonn sé imlíne teaghrán den chéad charachtar ag baint úsáide as cló " "saincheaptha." msgid "" "Draws a circle. See also [method draw_arc], [method draw_polyline], and " "[method draw_polygon].\n" "If [param filled] is [code]true[/code], the circle will be filled with the " "[param color] specified. If [param filled] is [code]false[/code], the circle " "will be drawn as a stroke with the [param color] and [param width] " "specified.\n" "If [param width] is negative, then two-point primitives will be drawn instead " "of a four-point ones. This means that when the CanvasItem is scaled, the " "lines will remain thin. If this behavior is not desired, then pass a positive " "[param width] like [code]1.0[/code].\n" "If [param antialiased] is [code]true[/code], half transparent \"feathers\" " "will be attached to the boundary, making outlines smooth.\n" "[b]Note:[/b] [param width] is only effective if [param filled] is " "[code]false[/code]." msgstr "" "Tarraingíonn ciorcal. Féach freisin [method draw_arc], [method " "draw_polyline], agus [method draw_polygon].\n" "Má tá [param líonta] [code]true[/code], líonfar an ciorcal leis an [dath " "param] sonraithe. Más [code]bréagach[/code] é [param líonta], tarraingeofar " "an ciorcal mar stróc leis an [dath param] agus [leithead an pharam] " "sonraithe.\n" "Má tá [leithead param] diúltach, tarraingeofar primitives dhá phointe in " "ionad cinn ceithre phointe. Ciallaíonn sé seo nuair a bheidh an CanvasItem " "scálaithe, fanfaidh na línte tanaí. Mura bhfuil an t-iompar seo inmhianaithe, " "ansin pas a fháil dearfach [param leithead] cosúil le [code]1.0[/code].\n" "Má tá [param antialiased] [code]true[/code], beidh “cleití” leath-" "thrédhearcacha ceangailte den teorainn, ag déanamh imlíne míne.\n" "[b]Nóta:[/b] níl éifeacht ag [leithead param] ach amháin má tá " "[code]bréagach[/code] ar [param líonta]." msgid "" "Draws a colored polygon of any number of points, convex or concave. Unlike " "[method draw_polygon], a single color must be specified for the whole polygon." msgstr "" "Tarraingíonn sé polagán daite d’aon líon pointí, dronnach nó cuasach. Murab " "ionann agus [method draw_polygon], ní mór dath amháin a shonrú don pholagán " "iomlán." msgid "" "Draws a dashed line from a 2D point to another, with a given color and width. " "See also [method draw_multiline] and [method draw_polyline].\n" "If [param width] is negative, then a two-point primitives will be drawn " "instead of a four-point ones. This means that when the CanvasItem is scaled, " "the line parts will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code].\n" "If [param antialiased] is [code]true[/code], half transparent \"feathers\" " "will be attached to the boundary, making outlines smooth.\n" "[b]Note:[/b] [param antialiased] is only effective if [param width] is " "greater than [code]0.0[/code]." msgstr "" "Tarraingíonn sé líne bhriste ó phointe 2T go pointe eile, le dath agus " "leithead tugtha. Féach freisin [method draw_multiline] agus [method " "draw_polyline].\n" "Má tá [leithead param] diúltach, ansin tarraingeofar primitives dhá phointe " "in ionad cinn ceithre phointe. Ciallaíonn sé seo, nuair a bheidh an " "CanvasItem scálaithe, fanfaidh na codanna líne tanaí. Mura bhfuil an t-iompar " "seo inmhianaithe, ansin pas a fháil dearfach [param leithead] cosúil le " "[code]1.0[/code].\n" "Má tá [param antialiased] [code]true[/code], beidh “cleití” leath " "thrédhearcacha ceangailte den teorainn, ag déanamh imlíne míne.\n" "[b]Nóta:[/b] níl éifeacht ag [param antialiased] ach amháin má tá [leithead " "an pharam] níos mó ná [code]0.0[/code]." msgid "" "After submitting all animations slices via [method draw_animation_slice], " "this function can be used to revert drawing to its default state (all " "subsequent drawing commands will be visible). If you don't care about this " "particular use case, usage of this function after submitting the slices is " "not required." msgstr "" "Tar éis gach slisne beochana a chur isteach trí [method " "draw_animation_slice], is féidir an fheidhm seo a úsáid chun líníocht a chur " "ar ais go dtí a staid réamhshocraithe (beidh gach ordú líníochta ina dhiaidh " "sin le feiceáil). Mura bhfuil suim agat faoin gcás úsáide áirithe seo, ní gá " "an fheidhm seo a úsáid tar éis duit na slisní a chur isteach." msgid "" "Draws a textured rectangle region of the font texture with LCD subpixel anti-" "aliasing at a given position, optionally modulated by a color.\n" "Texture is drawn using the following blend operation, blend mode of the " "[CanvasItemMaterial] is ignored:\n" "[codeblock]\n" "dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * " "modulate.a);\n" "dst.g = texture.g * modulate.g * modulate.a + dst.g * (1.0 - texture.g * " "modulate.a);\n" "dst.b = texture.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * " "modulate.a);\n" "dst.a = modulate.a + dst.a * (1.0 - modulate.a);\n" "[/codeblock]" msgstr "" "Tarraingíonn sé réigiún dronuilleog uigeach d’uigeacht an chló le frith-" "ailiasú fo-phicteilín LCD ag suíomh tugtha, modhnaithe go roghnach ag dath.\n" "Tarraingítear uigeacht ag baint úsáide as an oibríocht chumaisc seo a leanas, " "ní thugtar aird ar mhodh cumasc an [CanvasItemMaterial]:\n" "[codeblock]\n" "dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * " "modulate.a);\n" "dst.g = uigeacht.g *modulate.g *modulate.a + dst.g * (1.0 - uigeacht.g * " "modulate.a);\n" "dst.b = uigeacht.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * " "modulate.a);\n" "dst.a = modhnú.a + dst.a* (1.0 - modhnú.a);\n" "[/codeblock]" msgid "" "Draws a line from a 2D point to another, with a given color and width. It can " "be optionally antialiased. See also [method draw_multiline] and [method " "draw_polyline].\n" "If [param width] is negative, then a two-point primitive will be drawn " "instead of a four-point one. This means that when the CanvasItem is scaled, " "the line will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code]." msgstr "" "Tarraingíonn sé líne ó phointe 2T go pointe eile, le dath agus leithead " "tugtha. Is féidir é a antialiased go roghnach. Féach freisin [method " "draw_multiline] agus [method draw_polyline].\n" "Má tá [leithead an pharame] diúltach, tarraingeofar primitive dhá phointe in " "ionad pointe ceithre phointe. Ciallaíonn sé seo, nuair a bheidh an CanvasItem " "scálaithe, fanfaidh an líne tanaí. Mura bhfuil an t-iompar seo inmhianaithe, " "ansin pas a fháil dearfach [param leithead] cosúil le [code]1.0[/code]." msgid "" "Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for " "related documentation." msgstr "" "Tarraingíonn [mogalra] i 2T, ag baint úsáide as an uigeacht atá curtha ar " "fáil. Féach [MeshInstance2D] le haghaidh doiciméadú gaolmhar." msgid "" "Draws a textured rectangle region of the multi-channel signed distance field " "texture at a given position, optionally modulated by a color. See [member " "FontFile.multichannel_signed_distance_field] for more information and caveats " "about MSDF font rendering.\n" "If [param outline] is positive, each alpha channel value of pixel in region " "is set to maximum value of true distance in the [param outline] radius.\n" "Value of the [param pixel_range] should the same that was used during " "distance field texture generation." msgstr "" "Tarraingíonn sé réigiún dronuilleog uigeach d’uigeacht réimse an achair " "sínithe ilchainéil ag suíomh tugtha, arna modhnú go roghnach le dath. Féach " "[comhalta FontFile.multichannel_signed_distance_field] le haghaidh tuilleadh " "faisnéise agus caveats faoi rindreáil cló MSDF.\n" "Má tá [imlíne param] deimhneach, socraítear luach gach cainéal alfa de " "phicteilín i réigiún go dtí uasluach an fhíorfhad i nga [imlíne param].\n" "Ba cheart go mbeadh luach an [param pixel_range] mar an gcéanna a úsáideadh " "le linn giniúint uigeachta an chianáirimh." msgid "" "Draws multiple disconnected lines with a uniform [param width] and [param " "color]. Each line is defined by two consecutive points from [param points] " "array, i.e. i-th segment consists of [code]points[2 * i][/code], " "[code]points[2 * i + 1][/code] endpoints. When drawing large amounts of " "lines, this is faster than using individual [method draw_line] calls. To draw " "interconnected lines, use [method draw_polyline] instead.\n" "If [param width] is negative, then two-point primitives will be drawn instead " "of a four-point ones. This means that when the CanvasItem is scaled, the " "lines will remain thin. If this behavior is not desired, then pass a positive " "[param width] like [code]1.0[/code].\n" "[b]Note:[/b] [param antialiased] is only effective if [param width] is " "greater than [code]0.0[/code]." msgstr "" "Tarraingíonn sé línte dícheangailte iolracha le aonfhoirmeach [leithead " "param] agus [dath param]. Sainmhínítear gach líne le dhá phointe as a chéile " "ón eagar [paraphointí], i.e. tá [code]pointí[2 * i][/code], [code]pointí[2 * " "i + 1][/code] i mír I-ú ] críochphointí. Nuair a bhíonn líon mór línte á " "dtarraingt, tá sé seo níos tapúla ná glaonna aonair [method draw_line] a " "úsáid. Chun línte idirnasctha a tharraingt, úsáid [method draw_polyline] ina " "ionad sin.\n" "Má tá [leithead param] diúltach, tarraingeofar primitives dhá phointe in " "ionad cinn ceithre phointe. Ciallaíonn sé seo nuair a bheidh an CanvasItem " "scálaithe, fanfaidh na línte tanaí. Mura bhfuil an t-iompar seo inmhianaithe, " "ansin pas a fháil dearfach [param leithead] cosúil le [code]1.0[/code].\n" "[b]Nóta:[/b] níl éifeacht ag [param antialiased] ach amháin má tá [leithead " "an pharam] níos mó ná [code]0.0[/code]." msgid "" "Draws multiple disconnected lines with a uniform [param width] and segment-by-" "segment coloring. Each segment is defined by two consecutive points from " "[param points] array and a corresponding color from [param colors] array, i." "e. i-th segment consists of [code]points[2 * i][/code], [code]points[2 * i + " "1][/code] endpoints and has [code]colors[i][/code] color. When drawing large " "amounts of lines, this is faster than using individual [method draw_line] " "calls. To draw interconnected lines, use [method draw_polyline_colors] " "instead.\n" "If [param width] is negative, then two-point primitives will be drawn instead " "of a four-point ones. This means that when the CanvasItem is scaled, the " "lines will remain thin. If this behavior is not desired, then pass a positive " "[param width] like [code]1.0[/code].\n" "[b]Note:[/b] [param antialiased] is only effective if [param width] is " "greater than [code]0.0[/code]." msgstr "" "Tarraingíonn sé línte dícheangailte iolracha le dathú aonfhoirmeach " "[paraiméadair] agus dathú deighleog ar dheighleog. Sainmhínítear gach " "deighleog le dhá phointe as a chéile ó [paramphointí] eagar agus dath " "comhfhreagrach ó eagar [param dathanna], i.e. tá [code]pointí[2 * i][/code], " "[code]pointí i ndeighleog i-ú. [2 * i + 1][/code] críochphointí agus tá " "[code]dathanna[i][/code] dath air. Nuair a bhíonn líon mór línte á " "dtarraingt, tá sé seo níos tapúla ná glaonna aonair [method draw_line] a " "úsáid. Chun línte idirnasctha a tharraingt, úsáid [method " "draw_polyline_colors] ina ionad sin.\n" "Má tá [leithead param] diúltach, tarraingeofar primitives dhá phointe in " "ionad cinn ceithre phointe. Ciallaíonn sé seo, nuair a bheidh an CanvasItem " "scálaithe, fanfaidh na línte tanaí. Mura bhfuil an t-iompar seo inmhianaithe, " "ansin pas a fháil dearfach [param leithead] cosúil le [code]1.0[/code].\n" "[b]Nóta:[/b] níl éifeacht ag [param antialiased] ach amháin má tá [leithead " "an pharam] níos mó ná [code]0.0[/code]." msgid "" "Breaks [param text] into lines and draws it using the specified [param font] " "at the [param pos] (top-left corner). 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." msgstr "" "Briseann [téacs param] ina línte agus tarraingíonn sé é ag baint úsáide as an " "[param font] sonraithe ag an [param pos] (cúinne uachtarach ar chlé). " "Méadófar dath an téacs faoi [param modulate]. Má tá [leithead param] níos mó " "ná nó cothrom le 0, gearrfar an téacs má sháraíonn sé an leithead sonraithe." msgid "" "Breaks [param text] to the lines and draws text outline using the specified " "[param font] at the [param pos] (top-left corner). 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." msgstr "" "Briseann [param text] go dtí na línte agus tarraingíonn sé imlíne téacs ag " "baint úsáide as an [param font] sonraithe ag an [param pos] (cúinne " "uachtarach ar chlé). Méadófar dath an téacs faoi [param modulate]. Má tá " "[leithead param] níos mó ná nó cothrom le 0, gearrfar an téacs má sháraíonn " "sé an leithead sonraithe." msgid "" "Draws a [MultiMesh] in 2D with the provided texture. See " "[MultiMeshInstance2D] for related documentation." msgstr "" "Tarraingíonn [MultiMesh] i 2T leis an uigeacht a cuireadh ar fáil. Féach " "[MultiMeshInstance2D] le haghaidh doiciméadú gaolmhar." msgid "" "Draws a solid polygon of any number of points, convex or concave. Unlike " "[method draw_colored_polygon], each point's color can be changed " "individually. See also [method draw_polyline] and [method " "draw_polyline_colors]. If you need more flexibility (such as being able to " "use bones), use [method RenderingServer.canvas_item_add_triangle_array] " "instead." msgstr "" "Tarraingíonn sé polagán soladach d’aon líon pointí, dronnach nó cuasach. " "Murab ionann agus [method draw_colored_polygon], is féidir dath gach pointe a " "athrú ina aonar. Féach freisin [method draw_polyline] agus [method " "draw_polyline_colors]. Má theastaíonn níos mó solúbthachta uait (cosúil le " "bheith in ann cnámha a úsáid), bain úsáid as [method RenderingServer." "canvas_item_add_triangle_array] ina ionad sin." msgid "" "Draws interconnected line segments with a uniform [param color] and [param " "width] and optional antialiasing (supported only for positive [param width]). " "When drawing large amounts of lines, this is faster than using individual " "[method draw_line] calls. To draw disconnected lines, use [method " "draw_multiline] instead. See also [method draw_polygon].\n" "If [param width] is negative, it will be ignored and the polyline will be " "drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that " "when the CanvasItem is scaled, the polyline will remain thin. If this " "behavior is not desired, then pass a positive [param width] like [code]1.0[/" "code]." msgstr "" "Tarraingíonn sé codanna líne idirnasctha le aonfhoirmeach [dath param] agus " "[leithead param] agus antialiasing roghnach (le tacaíocht ach amháin le " "haghaidh dearfach [leithead param]). Nuair a bhíonn líon mór línte á " "dtarraingt, tá sé seo níos tapúla ná glaonna aonair [method draw_line] a " "úsáid. Chun línte dícheangailte a tharraingt, úsáid [method draw_multiline] " "ina ionad sin. Féach freisin [method draw_polygon].\n" "Má tá [leithead an pharam] diúltach, déanfar neamhaird de agus déanfar an " "pholalíne a tharraingt trí úsáid a bhaint as [RenderingServer." "PRIMITIVE_LINE_STRIP]. Ciallaíonn sé seo, nuair a bheidh an CanvasItem " "scálaithe, fanfaidh an polyline tanaí. Mura bhfuil an t-iompar seo " "inmhianaithe, ansin pas a fháil dearfach [param leithead] cosúil le " "[code]1.0[/code]." msgid "" "Draws interconnected line segments with a uniform [param width], point-by-" "point coloring, and optional antialiasing (supported only for positive [param " "width]). Colors assigned to line points match by index between [param points] " "and [param colors], i.e. each line segment is filled with a gradient between " "the colors of the endpoints. When drawing large amounts of lines, this is " "faster than using individual [method draw_line] calls. To draw disconnected " "lines, use [method draw_multiline_colors] instead. See also [method " "draw_polygon].\n" "If [param width] is negative, it will be ignored and the polyline will be " "drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that " "when the CanvasItem is scaled, the polyline will remain thin. If this " "behavior is not desired, then pass a positive [param width] like [code]1.0[/" "code]." msgstr "" "Tarraingíonn sé teascáin líne idirnasctha le aonfhoirmeach [leithead param], " "dathú pointe-ar-phointe, agus antialiasing roghnach (le tacaíocht ach amháin " "le haghaidh dearfach [leithead param]). Meaitseálann dathanna a shanntar do " "phointí líne de réir innéacs idir [paramphointí] agus [dathanna param], i.e. " "líontar gach mírlíne le grádán idir dathanna na gcríochphointí. Nuair a " "bhíonn líon mór línte á dtarraingt, tá sé seo níos tapúla ná glaonna aonair " "[method draw_line] a úsáid. Chun línte dícheangailte a tharraingt, úsáid " "[method draw_multiline_colors] ina ionad sin. Féach freisin [method " "draw_polygon].\n" "Má tá [leithead an pharam] diúltach, déanfar neamhaird de agus déanfar an " "pholalíne a tharraingt trí úsáid a bhaint as [RenderingServer." "PRIMITIVE_LINE_STRIP]. Ciallaíonn sé seo, nuair a bheidh an CanvasItem " "scálaithe, fanfaidh an polyline tanaí. Mura bhfuil an t-iompar seo " "inmhianaithe, ansin pas a fháil dearfach [param leithead] cosúil le " "[code]1.0[/code]." 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 "" "Tarraingíonn primitive saincheaptha. 1 phointe do phointe, 2 phointe do líne, " "3 phointe do thriantán, agus 4 phointe do chuad. Má shonraítear 0 pointe nó " "níos mó ná 4 phointe, ní dhéanfar aon rud a tharraingt agus déanfar " "teachtaireacht earráide a phriontáil. Féach freisin [method draw_line], " "[method draw_polyline], [method draw_polygon], agus [method draw_rect]." msgid "" "Draws a rectangle. If [param filled] is [code]true[/code], the rectangle will " "be filled with the [param color] specified. If [param filled] is [code]false[/" "code], the rectangle will be drawn as a stroke with the [param color] and " "[param width] specified. See also [method draw_texture_rect].\n" "If [param width] is negative, then two-point primitives will be drawn instead " "of a four-point ones. This means that when the CanvasItem is scaled, the " "lines will remain thin. If this behavior is not desired, then pass a positive " "[param width] like [code]1.0[/code].\n" "If [param antialiased] is [code]true[/code], half transparent \"feathers\" " "will be attached to the boundary, making outlines smooth.\n" "[b]Note:[/b] [param width] is only effective if [param filled] is " "[code]false[/code].\n" "[b]Note:[/b] Unfilled rectangles drawn with a negative [param width] may not " "display perfectly. For example, corners may be missing or brighter due to " "overlapping lines (for a translucent [param color])." msgstr "" "Tarraingíonn dronuilleog. Má tá [param líonta] [code]true[/code], líonfar an " "dronuilleog leis an [dath param] sonraithe. Más [code]bréagach[/code] é " "[param líonta], tarraingeofar an dronuilleog mar stróc leis an [dath param] " "agus [leithead an pharam] sonraithe. Féach freisin [method " "draw_texture_rect].\n" "Má tá [leithead param] diúltach, tarraingeofar primitives dhá phointe in " "ionad cinn ceithre phointe. Ciallaíonn sé seo, nuair a bheidh an CanvasItem " "scálaithe, fanfaidh na línte tanaí. Mura bhfuil an t-iompar seo inmhianaithe, " "ansin pas a fháil dearfach [param leithead] cosúil le [code]1.0[/code].\n" "Má tá [param antialiased] [code]true[/code], beidh “cleití” leath-" "thrédhearcacha ceangailte den teorainn, ag déanamh imlíne míne.\n" "[b]Nóta:[/b] níl éifeacht ag [leithead param] ach amháin má tá " "[code]bréagach[/code] ar [param líonta].\n" "[b]Nóta:[/b] Seans nach dtaispeánfar go foirfe dronuilleoga neamhlíonta arna " "dtarraingt le diúltach [leithead param]. Mar shampla, d’fhéadfadh coirnéil a " "bheith in easnamh nó níos gile mar gheall ar línte forluiteacha (le haghaidh " "tréshoilseach [dath param])." msgid "" "Sets a custom transform for drawing via components. Anything drawn afterwards " "will be transformed by this.\n" "[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [param " "scale] into account. This means that scaling up/down will cause bitmap fonts " "and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated. To " "ensure text remains crisp regardless of scale, you can enable MSDF font " "rendering by enabling [member ProjectSettings.gui/theme/" "default_font_multichannel_signed_distance_field] (applies to the default " "project font only), or enabling [b]Multichannel Signed Distance Field[/b] in " "the import options of a DynamicFont for custom fonts. On system fonts, " "[member SystemFont.multichannel_signed_distance_field] can be enabled in the " "inspector." msgstr "" "Socraíonn sé claochlú saincheaptha le haghaidh líníocht trí chomhpháirteanna. " "Déanfar aon rud a tharraingítear ina dhiaidh sin a chlaochlú leis seo.\n" "[b]Nóta:[/b] [ball FontFile.oversampling] ní chuireann [i][/i] [scála param] " "san áireamh. Ciallaíonn sé seo go mbeidh cuma doiléir nó picteilín ar chlónna " "giotánmap agus clónna dinimiciúla rasterized (neamh-MSDF) de bharr scálaithe " "suas/síos. Chun a chinntiú go bhfanann an téacs briosc beag beann ar scála, " "is féidir leat rindreáil cló MSDF a chumasú trí [member ProjectSettings.gui/" "theme/default_font_multichannel_signed_distance_field] a chumasú (baineann " "leis an gcló réamhshocraithe tionscadail amháin), nó trí [b]Réimse " "Cianshínithe Ilchainéil[/b] a chumasú sna roghanna allmhairithe de " "DynamicFont le haghaidh clónna saincheaptha. Ar chlónna córais, is féidir " "[comhalta SystemFont.multichannel_signed_distance_field] a chumasú sa chigire." msgid "" "Sets a custom transform for drawing via matrix. Anything drawn afterwards " "will be transformed by this." msgstr "" "Socraíonn sé claochlú saincheaptha le haghaidh líníochta trí mhaitrís. " "Déanfar aon rud a tharraingítear ina dhiaidh sin a chlaochlú leis seo." 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 "" "Tarraingíonn sé [téacs param] ag baint úsáide as an [param cló] sonraithe ag " "an [param pos] (cúinne ag bun ar chlé ag baint úsáide as bunlíne an chló). " "Méadófar dath an téacs faoi [param modulate]. Má tá [leithead param] níos mó " "ná nó cothrom le 0, gearrfar an téacs má sháraíonn sé an leithead sonraithe.\n" "[b] Sampla ag baint úsáide as an gcló réamhshocraithe tionscadail:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "# Má tá an modh seo á úsáid i script a atarraingíonn de shíor, bog an\n" "# dearbhú `default_font` d'athróg ball sannta in `_ready()`\n" "# mar sin ní chruthaítear an Rialúchán ach uair amháin.\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" "// Más rud é ag baint úsáide as an modh seo i script a redraws i gcónaí, " "bogadh an\n" "// dearbhú `default_font` d'athróg ball sannta in `_Ready()`\n" "// mar sin ní chruthaítear an Rialú ach uair amháin.\n" "Cló defaultFont = ThemeDB.FallbackFont;\n" "int defaultFontSize = ThemeDB.FallbackFontSize;\n" "DrawString(réamhshocraitheFont, Vector2(64, 64), \"Dia duit ar domhan\", " "HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);\n" "[/csharp]\n" "[/codeblocks]\n" "Féach freisin [method Font.draw_string]." msgid "" "Draws [param text] outline 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." msgstr "" "Tarraingíonn sé imlíne [param text] ag baint úsáide as an [param font] " "sonraithe ag an [param pos] (cúinne ag bun ar chlé ag baint úsáide as bunlíne " "an chló). Méadófar dath an téacs faoi [param modulate]. Má tá [leithead " "param] níos mó ná nó cothrom le 0, gearrfar an téacs má sháraíonn sé an " "leithead sonraithe." msgid "Draws a styled rectangle." msgstr "Tarraingíonn dronuilleog stílithe." msgid "Draws a texture at a given position." msgstr "Tarraingíonn sé uigeacht ag suíomh ar leith." msgid "" "Draws a textured rectangle at a given position, optionally modulated by a " "color. If [param transpose] is [code]true[/code], the texture will have its X " "and Y coordinates swapped. See also [method draw_rect] and [method " "draw_texture_rect_region]." msgstr "" "Tarraingíonn sé dronuilleog uigeach ag suíomh tugtha, arna modhnú go roghnach " "le dath. Más [code]true[/code] é [param trasuíomh], déanfar comhordanáidí X " "agus Y na huigeachta a mhalartú. Féach freisin [method draw_rect] agus " "[method draw_texture_rect_region]." msgid "" "Draws a textured rectangle from a texture's region (specified by [param " "src_rect]) at a given position, optionally modulated by a color. If [param " "transpose] is [code]true[/code], the texture will have its X and Y " "coordinates swapped. See also [method draw_texture_rect]." msgstr "" "Tarraingíonn sé dronuilleog uigeach ó réigiún uigeachta (arna sonrú ag [param " "src_rect]) ag suíomh tugtha, arna modhnú go roghnach le dath. Más [code]true[/" "code] é [param transpose], déanfar comhordanáidí X agus Y na huigeachta a " "mhalartú. Féach freisin [method draw_texture_rect]." 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 "" "Cuireann sé iachall ar an athrú a nuashonrú. Níl athruithe claochlaithe san " "fhisic láithreach ar chúiseanna feidhmíochta. Carntar trasfhoirmeacha agus " "ansin socraítear iad. Bain úsáid as seo má tá athrú cothrom le dáta de dhíth " "ort agus tú ag déanamh oibríochtaí fisice." msgid "Returns the [RID] of the [World2D] canvas where this item is in." msgstr "Filleann sé [RID] den chanbhás [World2D] ina bhfuil an mhír seo." msgid "Returns the canvas item RID used by [RenderingServer] for this item." msgstr "" "Seoltar ar ais an RID mír chanbhás a úsáideann [RenderingServer] don mhír seo." msgid "" "Returns the [CanvasLayer] that contains this node, or [code]null[/code] if " "the node is not in any [CanvasLayer]." msgstr "" "Seoltar ar ais an [CanvasLayer] ina bhfuil an nód seo, nó [code]null[/code] " "mura bhfuil an nód in aon [CanvasLayer]." msgid "" "Returns the transform from the coordinate system of the canvas, this item is " "in, to the [Viewport]s coordinate system." msgstr "" "Filleann sé an claochlú ó chóras comhordanáidí an chanbhás, a bhfuil an mhír " "seo isteach, go dtí an córas comhordanáidí [Viewport]s." msgid "" "Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is " "in using the coordinate system of the [CanvasLayer].\n" "[b]Note:[/b] For screen-space coordinates (e.g. when using a non-embedded " "[Popup]), you can use [method DisplayServer.mouse_get_position]." msgstr "" "Filltear ar ais suíomh na luiche sa [CanvasLayer] ina bhfuil an [CanvasItem] " "seo in úsáid córas comhordanáidí an [CanvasLayer].\n" "[b]Nóta:[/b] Le haghaidh comhordanáidí spáis scáileáin (m.sh. nuair a bhíonn " "[Preabfhuinneog] neamhleabaithe in úsáid agat), is féidir leat [method " "DisplayServer.mouse_get_position] a úsáid." msgid "" "Returns the global transform matrix of this item, i.e. the combined transform " "up to the topmost [CanvasItem] node. The topmost item is a [CanvasItem] that " "either has no parent, has non-[CanvasItem] parent or it has [member " "top_level] enabled." msgstr "" "Filleann sé maitrís trasfhoirmithe dhomhanda na míre seo, i.e. an claochlú " "comhcheangailte suas go dtí an nód [CanvasItem] is airde. Is é an mhír is " "airde ná [CanvasItem] nach bhfuil tuismitheoir ar bith aige, nach bhfuil " "tuismitheoir [CanvasItem] aige nó a bhfuil [member top_level] cumasaithe aige." msgid "" "Returns the transform from the local coordinate system of this [CanvasItem] " "to the [Viewport]s coordinate system." msgstr "" "Filleann sé an claochlú ó chóras comhordanáidí áitiúil an [CanvasItem] seo go " "dtí an córas comhordanáidí [Viewport]s." msgid "" "Returns the mouse's position in this [CanvasItem] using the local coordinate " "system of this [CanvasItem]." msgstr "" "Filltear suíomh na luiche sa [CanvasItem] seo ag baint úsáid as an gcóras " "comhordanáidí logánta seo [CanvasItem]." msgid "" "Returns the transform of this [CanvasItem] in global screen coordinates (i.e. " "taking window position into account). Mostly useful for editor plugins.\n" "Equals to [method get_global_transform] if the window is embedded (see " "[member Viewport.gui_embed_subwindows])." msgstr "" "Filleann sé seo claochlú [CanvasItem] i gcomhordanáidí scáileáin dhomhanda (i." "e. ag cur suíomh na fuinneoige san áireamh). Den chuid is mó úsáideach le " "haghaidh breiseán eagarthóir.\n" "Comhionann le [method get_global_transform] má tá an fhuinneog leabaithe " "(féach [comhalta Viewport.gui_embed_subwindows])." msgid "Returns the transform matrix of this item." msgstr "Filleann sé seo maitrís trasfhoirmithe na míre seo." msgid "Returns the viewport's boundaries as a [Rect2]." msgstr "Filleann sé teorainneacha an amhairc mar [Rect2]." msgid "" "Returns the transform from the coordinate system of the canvas, this item is " "in, to the [Viewport]s embedders coordinate system." msgstr "" "Filleann sé an claochlú ó chóras comhordanáidí an chanbhás, a bhfuil an mhír " "seo isteach, go dtí an córas comhordanáidí leabaithe [Viewport]s." msgid "Returns an individual bit on the rendering visibility layer." msgstr "Filleann sé giotán aonair ar an gciseal infheictheachta rindreála." msgid "Returns the [World2D] where this item is in." msgstr "Filleann sé an [World2D] ina bhfuil an mhír seo." msgid "" "Hide the [CanvasItem] if it's currently visible. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" "Folaigh an [CanvasItem] má tá sé le feiceáil faoi láthair. Tá sé seo " "comhionann le socrú [ball infheicthe] go [code]bréagach[/code]." msgid "" "Returns [code]true[/code] if local transform notifications are communicated " "to children." msgstr "" "Filleann sé [code]true[/code] má chuirtear fógraí claochlaithe áitiúla in iúl " "do leanaí." msgid "" "Returns [code]true[/code] if global transform notifications are communicated " "to children." msgstr "" "Filleann sé [code]true[/code] má chuirtear fógraí claochlaithe domhanda in " "iúl do leanaí." msgid "" "Returns [code]true[/code] if the node is present in the [SceneTree], its " "[member visible] property is [code]true[/code] and all its ancestors are also " "visible. If any ancestor is hidden, this node will not be visible in the " "scene tree, and is therefore not drawn (see [method _draw]).\n" "Visibility is checked only in parent nodes that inherit from [CanvasItem], " "[CanvasLayer], and [Window]. If the parent is of any other type (such as " "[Node], [AnimationPlayer], or [Node3D]), it is assumed to be visible." msgstr "" "Filleann sé [code]true[/code] má tá an nód i láthair sa [SceneTree], tá a " "airí [ball infheicthe] [code]true[/code] agus tá a sinsir go léir le feiceáil " "freisin. Má tá aon sinsear i bhfolach, ní bheidh an nód seo le feiceáil sa " "chrann radharc, agus mar sin ní tharraingítear é (féach [method _draw]).\n" "Ní dhéantar infheictheacht a sheiceáil ach amháin i nódanna tuismitheora a " "fhaigheann oidhreacht ó [CanvasItem], [CanvasLayer], agus [Fuinneog]. Más de " "chineál ar bith eile an tuismitheoir (amhail [Node], [AnimationPlayer], nó " "[Node3D]), glactar leis go bhfuil sé sofheicthe." msgid "Assigns [param screen_point] as this node's new local transform." msgstr "Sanntar [param screen_point] mar chlaochlú nua áitiúil an nód seo." msgid "" "Transformations issued by [param event]'s inputs are applied in local space " "instead of global space." msgstr "" "Cuirtear claochluithe arna n-eisiúint ag ionchuir [param event] i bhfeidhm sa " "spás áitiúil in ionad spás domhanda." msgid "" "Moves this node to display on top of its siblings.\n" "Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" "Bogtar an nód seo lena thaispeáint ar bharr a shiblíní.\n" "Go hinmheánach, bogtar an nód go bun liosta leanaí an tuismitheora. Níl aon " "éifeacht ag an modh ar nóid gan tuismitheoir." 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 "" "Ciúnaigh an [CanvasItem] le haththarraingt. Le linn am díomhaoin, má tá " "[CanvasItem] le feiceáil, seoltar [NOTIFICATION_DRAW leanúnach] agus " "glaoitear [method _draw]. Ní tharlaíonn sé seo ach [b]uair[/b] in aghaidh an " "fhráma, fiú má tugadh ar an modh seo go minic." msgid "" "If [param enable] is [code]true[/code], this node will receive [constant " "NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform changes." msgstr "" "Má tá [param enable] [code]true[/code], gheobhaidh an nód seo " "[NOTIFICATION_LOCAL_TRANSFORM_CHANGED leanúnach] nuair a athraíonn a " "chlaochlú áitiúil." msgid "" "If [param enable] is [code]true[/code], this node will receive [constant " "NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes." msgstr "" "Má tá [param enable] [code]true[/code], gheobhaidh an nód seo " "[NOTIFICATION_TRANSFORM_CHANGED leanúnach] nuair a athraíonn a chlaochlú " "domhanda." msgid "" "Set/clear individual bits on the rendering visibility layer. This simplifies " "editing this [CanvasItem]'s visibility layer." msgstr "" "Socraigh/ghlan giotán aonair ar an gciseal rindreála infheictheachta. Déanann " "sé seo eagarthóireacht ar chiseal infheictheachta [CanvasItem] a shimpliú." 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 "" "Taispeáin an [CanvasItem] má tá sé i bhfolach faoi láthair. Tá sé seo " "comhionann le socrú [ball infheicthe] go [code]true[/code]. Maidir le " "rialuithe a thagann le hoidhreacht [Preabfhuinneog], is é an bealach ceart " "chun iad a dhéanamh infheicthe ná ceann de na feidhmeanna iolracha [code] " "aníos * () [/code] a ghlaoch ina ionad." msgid "" "Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" "Ligeann sé don nód reatha nóid leanbh a ghearradh, ag gníomhú go bunúsach mar " "masc." msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." msgstr "" "Na sraitheanna rindreála ina bhfreagraíonn an [CanvasItem] seo do nóid " "[Light2D]." msgid "The material applied to this [CanvasItem]." msgstr "Cuireadh an t-ábhar seo i bhfeidhm ar an [CanvasItem]." msgid "" "The color applied to this [CanvasItem]. This property does affect child " "[CanvasItem]s, unlike [member self_modulate] which only affects the node " "itself." msgstr "" "An dath a cuireadh ar an [CanvasItem] seo. Bíonn tionchar ag an airí seo ar " "leanaí [CanvasItem]s, murab ionann agus [member self_modulate] a chuireann " "isteach ar an nód féin amháin." msgid "" "The color applied to this [CanvasItem]. This property does [b]not[/b] affect " "child [CanvasItem]s, unlike [member modulate] which affects both the node " "itself and its children.\n" "[b]Note:[/b] Internal children (e.g. sliders in [ColorPicker] or tab bar in " "[TabContainer]) are also not affected by this property (see " "[code]include_internal[/code] parameter of [method Node.get_child] and other " "similar methods)." msgstr "" "An dath a cuireadh ar an [CanvasItem] seo. Ní [b]ní[/b] an airí seo difear do " "leanaí [CanvasItem]s, murab ionann agus [member modulate] a chuireann isteach " "ar an nód féin agus ar a leanaí araon.\n" "[b]Nóta:[/b] Níl tionchar ag an airí seo ach oiread ar pháistí inmheánacha (m." "sh. sleamhnáin in [ColorPicker] nó barra cluaisíní i [TabContainer]) (féach " "[code] cuir san áireamh_inmheánach[/code] paraiméadar [method Node." "get_child] ] agus modhanna eile dá samhail)." msgid "If [code]true[/code], the object draws behind its parent." msgstr "" "Más [code]true[/code], tarraingíonn an réad taobh thiar dá thuismitheoir." msgid "The texture filtering mode to use on this [CanvasItem]." msgstr "An modh scagtha uigeachta le húsáid ar an [CanvasItem] seo." msgid "The texture repeating mode to use on this [CanvasItem]." msgstr "An modh athdhéanta uigeachta le húsáid ar an [CanvasItem] seo." 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 "" "Más [code]true[/code], [i]ní[/i] a bheidh an [CanvasItem] seo] a chlaochlú ó " "thuismitheoir [CanvasItem]s. Déanfar a ordú tarraingthe a athrú freisin chun " "é a tharraingt ar bharr [CanvasItem]s eile nach bhfuil [member top_level] " "socraithe go [code]true[/code]. Gníomhóidh an [CanvasItem] go héifeachtach " "amhail is gur cuireadh mar leanbh lom [Nóid] é." msgid "" "If [code]true[/code], the parent [CanvasItem]'s [member material] property is " "used as this one's material." msgstr "" "Más [code]true[/code], úsáidtear airí an tuismitheora [CanvasItem] [ábhar " "ball] mar ábhar an cheann seo." 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 "" "An ciseal rindreála ina bhfuil an [CanvasItem] seo rindreáilte ag nóid " "[Viewport]. Déanfaidh [Viewport] [CanvasItem] a sholáthar má roinneann sé " "féin agus a thuismitheoirí go léir sraith le masc maraithe chanbhás " "[Viewport]." msgid "" "If [code]true[/code], this [CanvasItem] is drawn. The node is only visible if " "all of its ancestors 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 "" "Más [code]true[/code], tarraingítear an [CanvasItem] seo. Níl an nód le " "feiceáil ach amháin má tá a sinsir go léir infheicthe freisin (i bhfocail " "eile, caithfidh [method is_visible_in_tree] [code]true[/code]) a thabhairt ar " "ais.\n" "[b]Nóta:[/b] Maidir le rialuithe a fhaigheann [Preabfhuinneog] mar " "oidhreacht, is é an bealach ceart chun iad a dhéanamh infheicthe ná ceann de " "na feidhmeanna iolracha [code] aníos *()[/code] a ghlaoch ina ionad." msgid "" "If [code]true[/code], this and child [CanvasItem] nodes with a higher Y " "position are rendered in front of nodes with a lower Y position. If " "[code]false[/code], this and child [CanvasItem] nodes are rendered normally " "in scene tree order.\n" "With Y-sorting enabled on a parent node ('A') but disabled on a child node " "('B'), the child node ('B') is sorted but its children ('C1', 'C2', etc) " "render together on the same Y position as the child node ('B'). This allows " "you to organize the render order of a scene without changing the scene tree.\n" "Nodes sort relative to each other only if they are on the same [member " "z_index]." msgstr "" "Má tá [code]true[/code], rindreáiltear é seo agus nóid linbh [CanvasItem] a " "bhfuil suíomh Y níos airde acu os comhair nóid le suíomh Y níos ísle. Más " "[code]bréagach[/code] é seo, agus nóid linbh [CanvasItem] rindreáilte de " "ghnáth in ord crann radhairc.\n" "Le sórtáil Y cumasaithe ar nód tuismitheora ('A') ach díchumasaithe ar nód " "linbh ('B'), déantar an nód linbh ('B') a shórtáil ach a leanaí ('C1', 'C2', " "etc) rindreáil le chéile ar an suíomh Y céanna leis an leanbh nód ('B'). " "Ligeann sé seo duit ord rindreála radharc a eagrú gan crann an radhairc a " "athrú.\n" "Ní shórtáil na nóid i gcoibhneas lena chéile ach amháin má tá siad ar an " "gcéanna [comhalta z_index]." 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 "" "Más [code]true[/code], tá innéacs Z an nód i gcoibhneas le hinnéacs Z a " "thuismitheora. Más é 2 innéacs Z an nód seo agus 3 innéacs Z éifeachtach an " "nód seo, ansin beidh innéacs Z éifeachtach an nód seo 2 + 3 = 5." msgid "" "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 "" "Rialaíonn sé an t-ord ina rindreáil na nóid. Taispeánfar nód a bhfuil innéacs " "Z níos airde aige os comhair daoine eile. Caithfidh sé a bheith idir " "[RenderingServer.CANVAS_ITEM_Z_MIN] agus [RenderingServer.CANVAS_ITEM_Z_MAX] " "(san áireamh).\n" "[b]Nóta:[/b] Ní dhéanann athrú innéacs Z de [Rialú] ach difear don ord " "tarraingthe, ní don ord ina láimhseáiltear teagmhais ionchuir. Féadfaidh sé " "seo a bheith úsáideach chun beochan Chomhéadain áirithe a chur i bhfeidhm, e." "g. biachlár ina bhfuil scálaí ar mhíreanna a bhfuil folús orthu agus ba chóir " "go mbeadh siad ag forluí le cinn eile." 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 "" "Astaítear nuair a chaithfidh an [CanvasItem] a tharraingt siar, [i]i ndiaidh[/" "i] an fógra gaolmhar [freastal NOTIFICATION_DRAW], agus [i]roimh[/i] [method " "_draw] a thugtar air.\n" "[b]Nóta:[/b] Ní cheadaíonn naisc iarchurtha líníocht trí na modhanna " "[code]draw_*[/code]." msgid "Emitted when becoming hidden." msgstr "Astaítear nuair a thagann sé i bhfolach." 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 "" "Astaithe nuair a thagann athrú ar theorainneacha na míre [Rect2] (suíomh nó " "méid), nó nuair a bhíonn gníomh ar siúl a d’fhéadfadh tionchar a bheith aige " "ar na teorainneacha seo (m.sh. ag athrú [member Sprite2D.texture])." msgid "Emitted when the visibility (hidden/visible) changes." msgstr "Astaítear nuair a athraíonn an infheictheacht (i bhfolach/infheicthe)." msgid "" "The [CanvasItem]'s global transform has changed. This notification is only " "received if enabled by [method set_notify_transform]." msgstr "" "Tá athrú tagtha ar chlaochlú domhanda [CanvasItem]. Ní fhaightear an fógra " "seo ach amháin má tá sé cumasaithe ag [method set_notify_transform]." msgid "" "The [CanvasItem]'s local transform has changed. This notification is only " "received if enabled by [method set_notify_local_transform]." msgstr "" "Tá claochlú áitiúil [CanvasItem] athraithe. Ní fhaightear an fógra seo ach " "amháin má tá sé cumasaithe ag [method set_notify_local_transform]." msgid "The [CanvasItem] is requested to draw (see [method _draw])." msgstr "Iarrtar ar an [CanvasItem] líníocht (féach [method _draw])." msgid "The [CanvasItem]'s visibility has changed." msgstr "Tá infheictheacht [CanvasItem] athraithe." msgid "The [CanvasItem] has entered the canvas." msgstr "Tá an [CanvasItem] isteach sa chanbhás." msgid "The [CanvasItem] has exited the canvas." msgstr "Tá an [CanvasItem] imithe as an chanbhás." msgid "The [CanvasItem]'s active [World2D] changed." msgstr "Athraíodh an [World2D] gníomhach [CanvasItem]." msgid "The [CanvasItem] will inherit the filter from its parent." msgstr "" "Gheobhaidh an [CanvasItem] an scagaire le hoidhreacht óna thuismitheoir." msgid "" "The texture filter reads from the nearest pixel and blends between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings." "rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/" "code]). This makes the texture look pixelated from up close, and smooth from " "a distance.\n" "Use this for non-pixel art textures that may be viewed at a low scale (e.g. " "due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth " "out pixels that are smaller than on-screen pixels." msgstr "" "Léann an scagaire uigeachta ón bpicteilín is gaire agus meascann sé idir an 2 " "mipmaps is gaire (nó úsáideann sé an mipmap is gaire má tá [member " "ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] " "[code]true[/code]). Déanann sé seo an uigeacht cuma picteilín ó suas go " "dlúth, agus réidh ó fad.\n" "Úsáid é seo le haghaidh uigeachtaí ealaíne neamhphicteilín ar féidir " "féachaint orthu ar scála íseal (m.sh. mar gheall ar súmáil isteach [Camera2D] " "nó scálú sprite), toisc go bhfuil mipmaps tábhachtach chun picteilíní atá " "níos lú ná picteilíní ar an scáileán a rianúil." msgid "" "The texture filter blends between the nearest 4 pixels and between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings." "rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/" "code]). This makes the texture look smooth from up close, and smooth from a " "distance.\n" "Use this for non-pixel art textures that may be viewed at a low scale (e.g. " "due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth " "out pixels that are smaller than on-screen pixels." msgstr "" "Meascann an scagaire uigeachta idir na 4 phicteilín is gaire agus idir an 2 " "mipmaps is gaire (nó úsáideann sé an mipmap is gaire má tá [member " "ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] " "[code]true[/code]). Déanann sé seo an uigeacht breathnú réidh ó suas go " "dlúth, agus réidh ó fad.\n" "Úsáid é seo le haghaidh uigeachtaí ealaíne neamhphicteilín ar féidir " "féachaint orthu ar scála íseal (m.sh. mar gheall ar súmáil isteach [Camera2D] " "nó scálú sprite), toisc go bhfuil mipmaps tábhachtach chun picteilíní atá " "níos lú ná picteilíní ar an scáileán a rianúil." msgid "" "The texture filter reads from the nearest pixel and blends between 2 mipmaps " "(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/" "default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the " "angle between the surface and the camera view. This makes the texture look " "pixelated from up close, and smooth from a distance. Anisotropic filtering " "improves texture quality on surfaces that are almost in line with the camera, " "but is slightly slower. The anisotropic filtering level can be changed by " "adjusting [member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level].\n" "[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " "TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate in this case." msgstr "" "Léann an scagaire uigeachta ón bpicteilín is gaire agus meascann sé idir 2 " "mipmaps (nó úsáideann sé an mipmaps is gaire má tá [member ProjectSettings." "rendering/textures/default_filters/use_nearest_mipmap_filter] [code]fíor [/" "code]) bunaithe ar an uillinn idir an dromchla agus an radharc ceamara. " "Déanann sé seo an uigeacht cuma picteilín ó suas go dlúth, agus réidh ó fad. " "Feabhsaíonn scagadh anisotrópach cáilíocht uigeachta ar dhromchlaí atá " "beagnach ag teacht leis an gceamara, ach tá sé beagán níos moille. Is féidir " "an leibhéal scagtha anisotrópach a athrú trí [comhalta ProjectSettings." "rendering/textures/default_filters/anisotropic_filtering_level] a " "choigeartú.\n" "[b]Nóta:[/b] Is annamh a bhíonn an scagaire uigeachta seo úsáideach i " "dtionscadail 2T. Is gnách go mbíonn [TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] " "níos oiriúnaí sa chás seo." msgid "" "The texture filter blends between the nearest 4 pixels and blends between 2 " "mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/" "textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) " "based on the angle between the surface and the camera view. This makes the " "texture look smooth from up close, and smooth from a distance. Anisotropic " "filtering improves texture quality on surfaces that are almost in line with " "the camera, but is slightly slower. The anisotropic filtering level can be " "changed by adjusting [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level].\n" "[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " "TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate in this case." msgstr "" "Cumascann an scagaire uigeachta idir na 4 phicteilín is gaire agus meascann " "sé idir 2 mipmaps (nó úsáideann sé an mipmaps is gaire má tá [member " "ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] " "[code]true[/code]) bunaithe ar an uillinn idir an dromchla agus an radharc " "ceamara. Déanann sé seo an uigeacht breathnú réidh ó suas go dlúth, agus " "réidh ó fad. Feabhsaíonn scagadh anisotrópach cáilíocht uigeachta ar " "dhromchlaí atá beagnach ag teacht leis an gceamara, ach tá sé beagán níos " "moille. Is féidir an leibhéal scagtha anisotrópach a athrú trí [comhalta " "ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level] a choigeartú.\n" "[b]Nóta:[/b] Is annamh a bhíonn an scagaire uigeachta seo úsáideach i " "dtionscadail 2T. Is gnách go mbíonn [TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] níos " "oiriúnaí sa chás seo." msgid "Texture will not repeat." msgstr "Ní dhéanfaidh uigeacht arís." msgid "Texture will repeat normally." msgstr "Athdhéanfar an uigeacht de ghnáth." msgid "" "Texture will repeat in a 2×2 tiled mode, where elements at even positions are " "mirrored." msgstr "" "Athdhéanfar an uigeacht i mód tílithe 2×2, áit a léirítear eilimintí ag " "suíomhanna cothroma." msgid "Represents the size of the [enum TextureRepeat] enum." msgstr "Léiríonn sé méid an [enum TextureRepeat] enum." msgid "Child draws over parent and is not clipped." msgstr "Tarraingíonn an leanbh thar tuismitheoir agus ní ghearrtar é." msgid "" "Parent is used for the purposes of clipping only. Child is clipped to the " "parent's visible area, parent is not drawn." msgstr "" "Úsáidtear tuismitheoir chun críche bearradh amháin. Gearrtar an leanbh go dtí " "limistéar infheicthe an tuismitheora, ní tharraingítear an tuismitheoir." msgid "" "Parent is used for clipping child, but parent is also drawn underneath child " "as normal before clipping child to its visible area." msgstr "" "Baintear úsáid as tuismitheoir chun leanbh a ghearradh, ach tarraingítear an " "tuismitheoir faoin leanbh freisin mar is gnách sula ngearrtar an leanbh go " "dtí an áit infheicthe." msgid "Represents the size of the [enum ClipChildrenMode] enum." msgstr "Léiríonn sé méid an [enum ClipChildrenMode] enum." msgid "A material for [CanvasItem]s." msgstr "Ábhar le haghaidh [CanvasItem]s." 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 "" "Soláthraíonn [CanvasItemMaterial]s modh chun na huigeachtaí a bhaineann le " "CanvasItem a mhodhnú. Speisialtóireacht siad i gcur síos a dhéanamh ar " "iompraíochtaí cumaisc agus soilsithe le haghaidh uigeachtaí. Úsáid " "[ShaderMaterial] chun idirghníomhaíochtaí ábhair le [CanvasItem] a " "shaincheapadh ar bhealach níos iomláine." msgid "" "The manner in which a material's rendering is applied to underlying textures." msgstr "" "An modh a chuirtear rindreáil ábhair i bhfeidhm ar uigeachtaí bunúsacha." msgid "The manner in which material reacts to lighting." msgstr "An modh a imoibríonn ábhar don soilsiú." 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 "" "Líon na gcolún sa spritesheet atá sannta mar [Uigeacht2D] do [GPUParticles2D] " "nó [CPUParticles2D].\n" "[b]Nóta:[/b] Ní úsáidtear an t-airí seo agus ní féidir é a fheiceáil san " "eagarthóir ach amháin má tá [code]true[/code] ar [member cáithníní_beochan]." 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 "" "Más [code]true[/code], lúbfaidh beochan na gcáithníní.\n" "[b]Nóta:[/b] Ní úsáidtear an t-airí seo agus ní féidir é a fheiceáil san " "eagarthóir ach amháin má tá [code]true[/code] ar [member cáithníní_beochan]." 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 "" "Líon na sraitheanna sa spritesheet atá sannta mar [Uigeacht2D] do " "[GPUParticles2D] nó [CPUParticles2D].\n" "[b]Nóta:[/b] Ní úsáidtear an t-airí seo agus ní féidir é a fheiceáil san " "eagarthóir ach amháin má tá [code]true[/code] ar [member cáithníní_beochan]." 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 "" "Más [code]true[/code], cumasaigh gnéithe beochana spritesheet-bhunaithe nuair " "a shanntar do nóid [GPUParticles2D] agus [CPUParticles2D]. Ba cheart an " "[comhalta ParticleProcessMaterial.anim_speed_max] nó [comhalta CPUParticles2D." "anim_speed_max] a shocrú freisin chuig luach dearfach chun an beochan a " "imirt.\n" "Níl aon éifeacht ag an airí seo (agus [code]cáithníní_anim_*[/code] eile a " "bhraitheann uirthi) ar chineálacha eile nóid." msgid "" "Mix blending mode. Colors are assumed to be independent of the alpha " "(opacity) value." msgstr "" "Modh cumasc meascán. Glactar leis go bhfuil dathanna neamhspleách ar an luach " "alfa (teimhneacht)." msgid "Additive blending mode." msgstr "Modh chumasc breiseán." msgid "Subtractive blending mode." msgstr "Modh chumasc dealaitheach." msgid "Multiplicative blending mode." msgstr "Modh chumasc iolrach." msgid "" "Mix blending mode. Colors are assumed to be premultiplied by the alpha " "(opacity) value." msgstr "" "Modh cumasc meascán. Glactar leis go ndéantar dathanna a réamhiolrú faoin " "luach alfa (teimhneacht)." msgid "" "Render the material using both light and non-light sensitive material " "properties." msgstr "" "Rindreáil an t-ábhar ag baint úsáide as airíonna éadrom agus neamh-éadrom " "ábhar íogair." msgid "Render the material as if there were no light." msgstr "Rindreáil an t-ábhar amhail is dá mbeadh aon solas." msgid "Render the material as if there were only light." msgstr "Rindreáil an t-ábhar amhail is dá mba solas amháin." msgid "A node used for independent rendering of objects within a 2D scene." msgstr "" "Nód a úsáidtear chun rudaí a rindreáil go neamhspleách laistigh de radharc 2T." msgid "" "[CanvasItem]-derived 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 [code]0[/" "code], so a [CanvasLayer] with index [code]-1[/code] will be drawn below, and " "a [CanvasLayer] with index [code]1[/code] will be drawn above. This order " "will hold regardless of the [member CanvasItem.z_index] of the nodes within " "each layer.\n" "[CanvasLayer]s can be hidden and they can also optionally follow the " "viewport. This makes them useful for HUDs like health bar overlays (on layers " "[code]1[/code] and higher) or backgrounds (on layers [code]-1[/code] and " "lower).\n" "[b]Note:[/b] Embedded [Window]s are placed on layer [code]1024[/code]. " "[CanvasItem]s on layers [code]1025[/code] and higher appear in front of " "embedded windows.\n" "[b]Note:[/b] Each [CanvasLayer] is drawn on one specific [Viewport] and " "cannot be shared between multiple [Viewport]s, see [member custom_viewport]. " "When using multiple [Viewport]s, for example in a split-screen game, you need " "create an individual [CanvasLayer] for each [Viewport] you want it to be " "drawn on." msgstr "" "[CanvasItem]-nóid díorthaithe atá ina leanaí díreacha nó indíreacha de " "[CanvasLayer] a tharraingt sa tsraith sin. Is innéacs uimhriúil é an ciseal a " "shainíonn an t-ord tarraingthe. Déanann an radharc réamhshocraithe 2D le " "hinnéacs [code]0[/code], mar sin déanfar [CanvasLayer] le hinnéacs [code]-1[/" "code] a tharraingt thíos, agus [CanvasLayer] le hinnéacs [code]1[/code] a " "tharraingt thuas. Coinneoidh an t-ordú seo beag beann ar [comhalta CanvasItem." "z_index] na nóid laistigh de gach ciseal.\n" "Is féidir [CanvasLayer]s a chur i bhfolach agus is féidir leo an radharc a " "leanúint go roghnach. Déanann sé seo úsáideach iad do HUDanna cosúil le " "forleagan barraí sláinte (ar shraitheanna [code]1[/code] agus níos airde) nó " "ar chúlraí (ar shraitheanna [code]-1[/code] agus níos ísle).\n" "[b]Nóta:[/b] Cuirtear [fuinneog]anna leabaithe ar shraith [code]1024[/code]. " "Tá [CanvasItem]s ar shraitheanna [code]1025[/code] agus níos airde le " "feiceáil os comhair fuinneoga leabaithe.\n" "[b]Nóta:[/b] Tarraingítear gach [CanvasLayer] ar [Viewport] ar leith amháin " "agus ní féidir é a roinnt idir an iliomad [Viewport]s, féach [member " "custom_viewport]. Nuair a bhíonn [Viewport]anna iolracha á n-úsáid agat, mar " "shampla i gcluiche scáileáin scoilte, ní mór duit duine aonair [CanvasLayer] " "a chruthú do gach [Viewport] ar mhaith leat é a tharraingt air." msgid "Canvas layers" msgstr "Sraitheanna chanbhás" msgid "Returns the RID of the canvas used by this layer." msgstr "Filleann sé RID an chanbhás a úsáideann an ciseal seo." msgid "" "Returns the transform from the [CanvasLayer]s coordinate system to the " "[Viewport]s coordinate system." msgstr "" "Filleann sé an claochlú ó chóras comhordanáidí [CanvasLayer]s go dtí an córas " "comhordanáidí [Viewport]s." msgid "" "Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" "Folaigh aon [CanvasItem] faoin [CanvasLayer] seo. Tá sé seo comhionann le " "socrú [ball infheicthe] go [code]bréagach[/code]." msgid "" "Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]true[/code]." msgstr "" "Taispeáin aon [CanvasItem] faoin [CanvasLayer] seo. Tá sé seo comhionann le " "socrú [ball infheicthe] go [code]true[/code]." msgid "" "The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/" "code], uses the default viewport instead." msgstr "" "An nód saincheaptha [Viewport] a shanntar don [CanvasLayer]. Má úsáideann " "[code] null[/code], an t-amharcmharc réamhshocraithe ina ionad sin." 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 "" "Má tá sé cumasaithe, bainfidh an [CanvasLayer] úsáid as claochlú an " "amhaircport, mar sin bogfaidh sé nuair a bhogann an ceamara in ionad é a " "bheith ar ancaire i suíomh seasta ar an scáileán.\n" "In éineacht le [comhalta follow_viewport_scale] is féidir é a úsáid le " "haghaidh éifeacht bhréige 3D." msgid "" "Scales the layer when using [member follow_viewport_enabled]. Layers moving " "into the foreground should have increasing scales, while layers moving into " "the background should have decreasing scales." msgstr "" "Scálaigh an ciseal agus [member follow_viewport_enabled] in úsáid. Ba cheart " "go mbeadh scálaí méadaitheacha ag sraitheanna a ghluaiseann isteach sa tulra, " "agus ba cheart go mbeadh scálaí laghdaitheacha ag sraitheanna a ghluaiseann " "isteach sa chúlra." msgid "" "Layer index for draw order. Lower values are drawn behind higher values.\n" "[b]Note:[/b] If multiple CanvasLayers have the same layer index, [CanvasItem] " "children of one CanvasLayer are drawn behind the [CanvasItem] children of the " "other CanvasLayer. Which CanvasLayer is drawn in front is non-deterministic." msgstr "" "Innéacs ciseal le haghaidh ordú tarraingthe. Tarraingítear luachanna níos " "ísle taobh thiar de luachanna níos airde.\n" "[b]Nóta:[/b] Má tá an t-innéacs ciseal céanna ag Ilshraitheanna Canbhásacha, " "tarraingítear leanaí [CanvasItem] d’Sraith Chanbhás amháin taobh thiar de na " "leanaí [CanvasItem] den CanvasLayer eile. Tá an CanvasLayer a tharraingítear " "chun tosaigh neamhchinntitheach." msgid "The layer's base offset." msgstr "Fritháireamh bonn an chiseal." msgid "The layer's rotation in radians." msgstr "Rothlú na ciseal i raidians." msgid "The layer's scale." msgstr "Scála na sraithe." msgid "The layer's transform." msgstr "Athraítear an ciseal." 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 "" "Más [code]bréagach[/code], cuirfear aon [CanvasItem] faoin [CanvasLayer] seo " "i bhfolach.\n" "Murab ionann agus [ball CanvasItem.visible], ní iomadaítear infheictheacht " "[CanvasLayer] go sraitheanna bunúsacha." msgid "Emitted when visibility of the layer is changed. See [member visible]." msgstr "" "Astaítear nuair a athraítear infheictheacht na ciseal. Féach [comhalta le " "feiceáil]." msgid "A node that applies a color tint to a canvas." msgstr "Nód a chuireann tint datha ar chanbhás." msgid "" "[CanvasModulate] applies a color tint to all nodes on a canvas. Only one can " "be used to tint a canvas, but [CanvasLayer]s can be used to render things " "independently." msgstr "" "Cuireann [CanvasModulate] datha ar gach nóid ar chanbhás. Ní féidir ach ceann " "amháin a úsáid chun canbhás a dhathú, ach is féidir [CanvasLayer]s a úsáid " "chun rudaí a dhéanamh go neamhspleách." msgid "The tint color to apply." msgstr "An dath tint a chur i bhfeidhm." msgid "Texture with optional normal and specular maps for use in 2D rendering." msgstr "" "Uigeacht le gnáthléarscáileanna roghnacha agus amhantrach le húsáid i " "rindreáil 2T." msgid "" "[CanvasTexture] is an alternative to [ImageTexture] for 2D rendering. It " "allows using normal maps and specular maps in any node that inherits from " "[CanvasItem]. [CanvasTexture] also allows overriding the texture's filter and " "repeat mode independently of the node's properties (or the project " "settings).\n" "[b]Note:[/b] [CanvasTexture] cannot be used in 3D. It will not display " "correctly when applied to any [VisualInstance3D], such as [Sprite3D] or " "[Decal]. For physically-based materials in 3D, use [BaseMaterial3D] instead." msgstr "" "Is rogha eile é [CanvasTexture] seachas [ImageTexture] le haghaidh rindreála " "2T. Ligeann sé gnáthléarscáileanna agus léarscáileanna amhantrach a úsáid in " "aon nód a thagann le hoidhreacht ó [CanvasItem]. Ceadaíonn [CanvasTexture] " "freisin modh scagtha agus athdhéanta an uigeachta a shárú go neamhspleách ar " "airíonna an nód (nó ar shocruithe an tionscadail).\n" "[b]Nóta:[/b] Ní féidir [CanvasTexture] a úsáid i 3D. Ní thaispeánfar i gceart " "é nuair a chuirtear i bhfeidhm é ar aon [VisualInstance3D], mar [Sprite3D] nó " "[Decal]. Maidir le hábhair atá bunaithe go fisiciúil i 3D, úsáid " "[BaseMaterial3D] ina ionad sin." msgid "2D Lights and Shadows" msgstr "2D Soilse agus Scáthanna" msgid "" "The diffuse (color) texture to use. This is the main texture you want to set " "in most cases." msgstr "" "An uigeacht idirleata (dath) le húsáid. Is é seo an príomh-uigeacht is mian " "leat a shocrú i bhformhór na gcásanna." msgid "" "The normal map texture to use. Only has a visible effect if [Light2D]s are " "affecting this [CanvasTexture].\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines." msgstr "" "An gnáth-uigeacht léarscáile le húsáid. Ní bheidh éifeacht infheicthe aige " "ach amháin má tá [Light2D]s ag cur isteach ar an [CanvasTexture] seo.\n" "[b]Nóta:[/b] Tá Godot ag súil go n-úsáidfidh an gnáthléarscáil comhordanáidí " "X+, Y+, agus Z+. Féach ar [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]an leathanach seo[/" "url] chun comparáid a dhéanamh idir na gnáthchomhordanáidí léarscáile a " "bhfuiltear ag súil leo ó innill mhóréilimh." msgid "" "The multiplier for specular reflection colors. The [Light2D]'s color is also " "taken into account when determining the reflection color. Only has a visible " "effect if [Light2D]s are affecting this [CanvasTexture]." msgstr "" "An t-iolraitheoir le haghaidh dathanna machnaimh specular. Cuirtear dath an " "[Light2D] san áireamh freisin agus an dath machnaimh á chinneadh. Ní bheidh " "éifeacht infheicthe aige ach amháin má tá [Light2D]s ag cur isteach ar an " "[CanvasTexture] seo." msgid "" "The specular exponent for [Light2D] specular reflections. Higher values " "result in a more glossy/\"wet\" look, with reflections becoming more " "localized and less visible overall. The default value of [code]1.0[/code] " "disables specular reflections entirely. Only has a visible effect if " "[Light2D]s are affecting this [CanvasTexture]." msgstr "" "An t-easpónant amhantrach le haghaidh machnaimh amhantrach [Light2D]. " "Cruthaíonn luachanna níos airde cuma níos snasta/\"fliuch\", agus éiríonn an " "machnamh níos logánta agus ní bhíonn siad chomh feiceálach ar an iomlán. " "Díchumasaíonn luach réamhshocraithe [code]1.0[/code] machnaimh amhantrach go " "hiomlán. Ní bheidh éifeacht infheicthe aige ach amháin má tá [Light2D]s ag " "cur isteach ar an [CanvasTexture] seo." msgid "" "The specular map to use for [Light2D] specular reflections. This should be a " "grayscale or colored texture, with brighter areas resulting in a higher " "[member specular_shininess] value. Using a colored [member specular_texture] " "allows controlling specular shininess on a per-channel basis. Only has a " "visible effect if [Light2D]s are affecting this [CanvasTexture]." msgstr "" "An léarscáil specular a úsáid le haghaidh [Light2D] machnaimh specular. Ba " "cheart go mbeadh sé seo ina liathscála nó ina uigeacht dhaite, agus go mbeadh " "luach níos airde [member specular_shininess] mar thoradh ar limistéir níos " "gile. Trí úsáid a bhaint as [comhalta specular_texture] daite, is féidir le " "shininess specular a rialú ar bhonn in aghaidh an chainéil. Ní bheidh " "éifeacht infheicthe aige ach amháin má tá [Light2D]s ag cur isteach ar an " "[CanvasTexture] seo." msgid "The texture filtering mode to use when drawing this [CanvasTexture]." msgstr "" "An modh scagtha uigeachta le húsáid agus é seo á tharraingt [CanvasTexture]." msgid "The texture repeat mode to use when drawing this [CanvasTexture]." msgstr "" "An modh athdhéanta uigeachta le húsáid agus é seo á tharraingt " "[CanvasTexture]." msgid "Class representing a capsule-shaped [PrimitiveMesh]." msgstr "Rang a ionadaíonn capsule-chruthach [PrimitiveMesh]." msgid "Total height of the capsule mesh (including the hemispherical ends)." msgstr "" "Airde iomlán an mhogalra capsule (lena n-áirítear na foircinn hemispherical)." msgid "Number of radial segments on the capsule mesh." msgstr "Líon na codanna gathacha ar an mogalra capsule." msgid "Radius of the capsule mesh." msgstr "Ga an mhogalra capsule." msgid "Number of rings along the height of the capsule." msgstr "Líon na bhfáinní feadh airde an capsule." msgid "A 2D capsule shape used for physics collision." msgstr "Cruth capsule 2D a úsáidtear le haghaidh imbhualadh fisice." msgid "" "A 2D capsule shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape2D].\n" "[b]Performance:[/b] [CapsuleShape2D] is fast to check collisions against, but " "it is slower than [RectangleShape2D] and [CircleShape2D]." msgstr "" "Cruth capsule 2D, atá beartaithe le húsáid san fhisic. Úsáidtear é de ghnáth " "chun cruth a sholáthar do [CollisionShape2D].\n" "[b]Feidhmíocht:[/b] Tá [CapsuleShape2D] tapa chun imbhuailtí a sheiceáil, ach " "tá sé níos moille ná [RectangleShape2D] agus [CircleShape2D]." msgid "The capsule's height." msgstr "Airde an capsule." msgid "The capsule's radius." msgstr "Ga an capsule." msgid "A 3D capsule shape used for physics collision." msgstr "Cruth capsule 3D a úsáidtear le haghaidh imbhualadh fisice." msgid "" "A 3D capsule shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape3D].\n" "[b]Performance:[/b] [CapsuleShape3D] is fast to check collisions against. It " "is faster than [CylinderShape3D], but slower than [SphereShape3D] and " "[BoxShape3D]." msgstr "" "Cruth capsule 3D, atá beartaithe le húsáid san fhisic. Úsáidtear é de ghnáth " "chun cruth a sholáthar do [CollisionShape3D].\n" "[b]Feidhmíocht:[/b] Tá [CapsuleShape3D] tapa chun imbhuailtí a sheiceáil. Tá " "sé níos tapúla ná [CylinderShape3D], ach níos moille ná [SphereShape3D] agus " "[BoxShape3D]." msgid "A container that keeps child controls in its center." msgstr "Coimeádán a choinníonn rialuithe leanaí ina lár." msgid "" "[CenterContainer] is a container that keeps all of its child controls in its " "center at their minimum size." msgstr "" "Is coimeádán é [CenterContainer] a choinníonn gach ceann de na rialuithe " "leanaí ina lár ag a n-íosmhéid." msgid "" "If [code]true[/code], centers children relative to the [CenterContainer]'s " "top left corner." msgstr "" "Má tá [code]true[/code], dírítear leanaí i gcoibhneas leis an gcúinne " "uachtarach ar chlé [CenterContainer]." msgid "A 2D physics body specialized for characters moved by script." msgstr "" "Comhlacht fisice 2T speisialaithe do charachtair a bhogtar de réir scripte." msgid "" "[CharacterBody2D] is a specialized class for physics bodies that are meant to " "be user-controlled. They are not affected by physics at all, but they affect " "other physics bodies in their path. They are mainly used to provide high-" "level API to move objects with wall and slope detection ([method " "move_and_slide] method) in addition to the general collision detection " "provided by [method PhysicsBody2D.move_and_collide]. This makes it useful for " "highly configurable physics bodies that must move in specific ways and " "collide with the world, as is often the case with user-controlled " "characters.\n" "For game objects that don't require complex movement or collision detection, " "such as moving platforms, [AnimatableBody2D] is simpler to configure." msgstr "" "Is sainaicme é [CharacterBody2D] do chomhlachtaí fisice atá i gceist a bheith " "rialaithe ag úsáideoirí. Níl tionchar ag an bhfisic orthu ar chor ar bith, " "ach cuireann siad isteach ar chomhlachtaí fisice eile ina gcosán. Úsáidtear " "iad go príomha chun API ardleibhéil a sholáthar chun rudaí a bhogadh le " "braite balla agus fána (modh [method move_and_slide]) chomh maith leis an " "bhrath imbhuailte ginearálta a sholáthraíonn [method PhysicsBody2D." "move_and_collide]. Fágann sé sin go bhfuil sé úsáideach do chomhlachtaí " "fisice an-configurable nach mór dóibh bogadh ar bhealaí sonracha agus " "imbhuailtí leis an domhan, mar a tharlaíonn go minic le carachtair atá faoi " "rialú úsáideoirí.\n" "Maidir le rudaí cluiche nach dteastaíonn gluaiseacht casta nó braite " "imbhuailte uathu, mar ardáin ghluaiste, is é [AnimatableBody2D] níos simplí a " "chumrú." msgid "Kinematic character (2D)" msgstr "Carachtar cineamatach (2T)" msgid "Using CharacterBody2D" msgstr "Ag baint úsáide as CharacterBody2D" msgid "2D Kinematic Character Demo" msgstr "Taispeántas Carachtair Cinematic 2D" msgid "" "Allows to manually apply a snap to the floor regardless of the body's " "velocity. This function does nothing when [method is_on_floor] returns " "[code]true[/code]." msgstr "" "Is féidir Léim a chur i bhfeidhm de láimh ar an urlár beag beann ar threoluas " "an choirp. Ní dhéanann an fheidhm seo faic nuair a fhilleann [method " "is_on_floor] [code]true[/code]." msgid "" "Returns the floor's collision angle at the last collision point according to " "[param up_direction], which is [constant Vector2.UP] by default. This value " "is always positive and only valid after calling [method move_and_slide] and " "when [method is_on_floor] returns [code]true[/code]." msgstr "" "Filleann sé uillinn imbhuailte an urláir ag an bpointe imbhuailte deiridh de " "réir [param up_direction], arb é [Vector2.UP seasmhach] de réir " "réamhshocraithe. Bíonn an luach seo dearfach i gcónaí agus ní bailí ach " "amháin tar éis glaoch ar [method move_and_slide] agus nuair a fhilleann " "[method is_on_floor] [code]true[/code]." msgid "" "Returns the collision normal of the floor at the last collision point. Only " "valid after calling [method move_and_slide] and when [method is_on_floor] " "returns [code]true[/code].\n" "[b]Warning:[/b] The collision normal is not always the same as the surface " "normal." msgstr "" "Filleann sé gnáth imbhualadh an urláir ag an bpointe imbhuailte deiridh. " "Bailí amháin tar éis glao a chur ar [method move_and_slide] agus nuair a " "fhilleann [method is_on_floor] [code]true[/code].\n" "[b]Rabhadh:[/b] Ní bhíonn an normal imbhuailte i gcónaí mar an gcéanna leis " "an normal dromchla." msgid "" "Returns the last motion applied to the [CharacterBody2D] during the last call " "to [method move_and_slide]. The movement can be split into multiple motions " "when sliding occurs, and this method return the last one, which is useful to " "retrieve the current direction of the movement." msgstr "" "Filleann sé seo an tairiscint dheireanach a cuireadh i bhfeidhm ar an " "[CharacterBody2D] le linn an ghlao deiridh chuig [method move_and_slide]. Is " "féidir an ghluaiseacht a roinnt ina il-ghluaiseacht nuair a tharlaíonn " "sleamhnáin, agus cuireann an modh seo an ceann deireanach ar ais, atá " "úsáideach chun treo reatha na gluaiseachta a aisghabháil." msgid "" "Returns a [KinematicCollision2D], which contains information about the latest " "collision that occurred during the last call to [method move_and_slide]." msgstr "" "Filleann sé [KinematicCollision2D], ina bhfuil faisnéis faoin imbhualadh is " "déanaí a tharla le linn an ghlao deiridh chuig [method move_and_slide]." msgid "" "Returns the linear velocity of the platform at the last collision point. Only " "valid after calling [method move_and_slide]." msgstr "" "Filleann sé treoluas líneach an ardáin ag an bpointe imbhuailte deiridh. " "Bailí amháin tar éis glao a chur ar [method move_and_slide]." msgid "" "Returns the travel (position delta) that occurred during the last call to " "[method move_and_slide]." msgstr "" "Filleann sé an taisteal (suíomh deilt) a tharla le linn an ghlao deiridh " "chuig [method move_and_slide]." msgid "" "Returns the current real velocity since the last call to [method " "move_and_slide]. For example, when you climb a slope, you will move " "diagonally even though the velocity is horizontal. This method returns the " "diagonal movement, as opposed to [member velocity] which returns the " "requested velocity." msgstr "" "Filleann sé seo an fíor-treoluas reatha ón nglao deiridh chuig [method " "move_and_slide]. Mar shampla, nuair a dhreapann tú fána, bogfaidh tú go " "trasnánach cé go bhfuil an treoluas cothrománach. Tugann an modh seo an " "ghluaiseacht trasnánach ar ais, i gcomparáid le [treoluas na mball] a thugann " "an treoluas iarrtha ar ais." msgid "" "Returns a [KinematicCollision2D], which contains information about a " "collision that occurred during the last call to [method move_and_slide]. " "Since the body can collide several times in a single call to [method " "move_and_slide], you must specify the index of the collision in the range 0 " "to ([method get_slide_collision_count] - 1).\n" "[b]Example usage:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "for i in get_slide_collision_count():\n" " var collision = get_slide_collision(i)\n" " print(\"Collided with: \", collision.get_collider().name)\n" "[/gdscript]\n" "[csharp]\n" "for (int i = 0; i < GetSlideCollisionCount(); i++)\n" "{\n" " KinematicCollision2D collision = GetSlideCollision(i);\n" " GD.Print(\"Collided with: \", (collision.GetCollider() as Node).Name);\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Filleann sé [KinematicCollision2D], ina bhfuil faisnéis faoi imbhualadh a " "tharla le linn an ghlao deiridh chuig [metho move_and_slide]. Ós rud é gur " "féidir leis an gcorp imbhualadh arís agus arís eile i nglao amháin chuig " "[method move_and_slide], ní mór duit innéacs an imbhuailte a shonrú sa raon 0 " "go ([method get_slide_collision_count] - 1).\n" "[b]Úsáid shamplach:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "for i in get_slide_collision_count():\n" " var collision = get_slide_collision(i)\n" " print(\"Iompaithe le: \", collision.get_collider().name)\n" "[/gdscript]\n" "[csharp]\n" "for (int i = 0; i < GetSlideCollisionCount(); i++)\n" "{\n" " KinematicCollision2D collision = GetSlideCollision(i);\n" " GD.Print(\"Iompaithe le: \", (collision.GetCollider() as Node).Name);\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the number of times the body collided and changed direction during " "the last call to [method move_and_slide]." msgstr "" "Filleann sé an líon uaireanta a bhuail an corp agus d'athraigh sé treo le " "linn an ghlao deiridh go [method move_and_slide]." msgid "" "Returns the collision normal of the wall at the last collision point. Only " "valid after calling [method move_and_slide] and when [method is_on_wall] " "returns [code]true[/code].\n" "[b]Warning:[/b] The collision normal is not always the same as the surface " "normal." msgstr "" "Filleann sé gnáth imbhualadh an bhalla ag an bpointe imbhuailte deiridh. " "Bailí amháin tar éis glaoch ar [method move_and_slide] agus nuair a fhilleann " "[method is_on_wall] [code]true[/code].\n" "[b]Rabhadh:[/b] Ní bhíonn an normal imbhuailte i gcónaí mar an gcéanna leis " "an normal dromchla." msgid "" "Returns [code]true[/code] if the body collided with the ceiling on the last " "call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"ceiling\" or not." msgstr "" "Filleann sé [code]true[/code] má imbhuail an corp leis an tsíleáil ar an " "nglao deiridh ar [method move_and_slide]. Seachas sin, filleann sé " "[code]bréagach[/code]. Úsáidtear an [comhalta up_direction] agus [comhalta " "floor_max_angle] chun a chinneadh an bhfuil dromchla \"uasteorainn\" nó nach " "bhfuil." msgid "" "Returns [code]true[/code] if the body collided only with the ceiling on the " "last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. " "The [member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"ceiling\" or not." msgstr "" "Filleann sé [code]true[/code] má imbhuail an corp leis an tsíleáil amháin ar " "an nglao deiridh ar [method move_and_slide]. Seachas sin, filleann sé " "[code]bréagach[/code]. Úsáidtear an [comhalta up_direction] agus [comhalta " "floor_max_angle] chun a chinneadh an bhfuil dromchla \"uasteorainn\" nó nach " "bhfuil." msgid "" "Returns [code]true[/code] if the body collided with the floor on the last " "call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"floor\" or not." msgstr "" "Filleann sé [code]true[/code] má bhuail an corp leis an urlár ar an nglao " "deiridh ar [method move_and_slide]. Seachas sin, filleann sé [code]bréagach[/" "code]. Úsáidtear an [comhalta up_direction] agus [comhalta floor_max_angle] " "chun a chinneadh an bhfuil dromchla \"urlár\" nó nach bhfuil." msgid "" "Returns [code]true[/code] if the body collided only with the floor on the " "last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. " "The [member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"floor\" or not." msgstr "" "Filleann sé [code]true[/code] má imbhuail an corp leis an urlár amháin ar an " "nglao deiridh ar [method move_and_slide]. Seachas sin, filleann sé " "[code]bréagach[/code]. Úsáidtear an [comhalta up_direction] agus [comhalta " "floor_max_angle] chun a chinneadh an bhfuil dromchla \"urlár\" nó nach bhfuil." msgid "" "Returns [code]true[/code] if the body collided with a wall on the last call " "of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"wall\" or not." msgstr "" "Filleann sé [code]true[/code] má bhuail an corp imbhualadh le balla ar an " "nglao deiridh ar [method move_and_slide]. Seachas sin, filleann sé " "[code]bréagach[/code]. Úsáidtear an [comhalta up_direction] agus [comhalta " "floor_max_angle] chun a chinneadh an bhfuil dromchla \"balla\" nó nach bhfuil." msgid "" "Returns [code]true[/code] if the body collided only with a wall on the last " "call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"wall\" or not." msgstr "" "Filleann sé [code]true[/code] más rud é gur imbhuail an corp le balla amháin " "ar an nglao deiridh ar [method move_and_slide]. Seachas sin, filleann sé " "[code]bréagach[/code]. Úsáidtear an [comhalta up_direction] agus [comhalta " "floor_max_angle] chun a chinneadh an bhfuil dromchla \"balla\" nó nach bhfuil." msgid "" "Moves the body based on [member velocity]. If the body collides with another, " "it will slide along the other body (by default only on floor) rather than " "stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], " "it will also be affected by the motion of the other body. You can use this to " "make moving and rotating platforms, or to make nodes push other nodes.\n" "Modifies [member velocity] if a slide collision occurred. To get the latest " "collision call [method get_last_slide_collision], for detailed information " "about collisions that occurred, use [method get_slide_collision].\n" "When the body touches a moving platform, the platform's velocity is " "automatically added to the body motion. If a collision occurs due to the " "platform's motion, it will always be first in the slide collisions.\n" "The general behavior and available properties change according to the [member " "motion_mode].\n" "Returns [code]true[/code] if the body collided, otherwise, returns " "[code]false[/code]." msgstr "" "Bogann sé an corp bunaithe ar [treoluas ball]. Má imbhuaileann an comhlacht " "le ceann eile, sleamhnóidh sé ar feadh an chomhlachta eile (de réir " "réamhshocraithe ach amháin ar an urlár) seachas stop a chur láithreach. Más " "[CharacterBody2D] nó [RigidBody2D] an corp eile, beidh tionchar aige freisin " "ar ghluaisne an choirp eile. Is féidir leat é seo a úsáid chun ardáin " "ghluaiste agus rothlacha a dhéanamh, nó chun nóid a dhéanamh chun nóid eile a " "bhrú.\n" "Athraíonn [treoluas na mball] má tharla imbhualadh sleamhnáin. Chun an glao " "imbhuailte is déanaí a fháil [method get_last_slide_collision], chun faisnéis " "mhionsonraithe a fháil faoi imbhuailtí a tharla, bain úsáid as [method " "get_slide_collision].\n" "Nuair a théann an comhlacht i dteagmháil le ardán ag gluaiseacht, cuirtear " "treoluas an ardáin go huathoibríoch le tairiscint an choirp. Má tharlaíonn " "imbhualadh mar gheall ar thairiscint an ardáin, beidh sé i gcónaí ar dtús sna " "himbhuailtí sleamhnáin.\n" "Athraíonn an iompar ginearálta agus na hairíonna atá ar fáil de réir an " "[member motion_mode].\n" "Filleann sé [code]true[/code] má imbhuail an corp, ar shlí eile, filleann sé " "[code]bréagach[/code]." msgid "" "If [code]true[/code], the body will be able to move on the floor only. This " "option avoids to be able to walk on walls, it will however allow to slide " "down along them." msgstr "" "Más [code]true[/code], beidh an corp in ann bogadh ar an urlár amháin. " "Seachnaíonn an rogha seo a bheith in ann siúl ar bhallaí, ligfidh sé chun " "sleamhnú síos leo áfach." msgid "" "If [code]false[/code] (by default), the body will move faster on downward " "slopes and slower on upward slopes.\n" "If [code]true[/code], the body will always move at the same speed on the " "ground no matter the slope. Note that you need to use [member " "floor_snap_length] to stick along a downward slope at constant speed." msgstr "" "Má tá [code]false[/code] (de réir réamhshocraithe), bogfaidh an corp níos " "tapúla ar fhánaí anuas agus níos moille ar fhánaí aníos.\n" "Más [code]true[/code], bogfaidh an corp ar an luas céanna i gcónaí ar an " "talamh is cuma cén fána. Tabhair faoi deara go gcaithfidh tú [member " "floor_snap_length] a úsáid le cloí le fána anuas ar luas tairiseach." msgid "" "Maximum angle (in radians) where a slope is still considered a floor (or a " "ceiling), rather than a wall, when calling [method move_and_slide]. The " "default value equals 45 degrees." msgstr "" "Uillinn uasta (i raidian) áit a mbreathnaítear ar fhána fós mar urlár (nó " "síleáil), seachas balla, nuair a ghlaoitear [method move_and_slide]. Is " "ionann an luach réamhshocraithe agus 45 céim." msgid "" "Sets a snapping distance. When set to a value different from [code]0.0[/" "code], the body is kept attached to slopes when calling [method " "move_and_slide]. The snapping vector is determined by the given distance " "along the opposite direction of the [member up_direction].\n" "As long as the snapping vector is in contact with the ground and the body " "moves against [member up_direction], the body will remain attached to the " "surface. Snapping is not applied if the body moves along [member " "up_direction], meaning it contains vertical rising velocity, so it will be " "able to detach from the ground when jumping or when the body is pushed up by " "something. If you want to apply a snap without taking into account the " "velocity, use [method apply_floor_snap]." msgstr "" "Socraíonn sé achar snapping. Nuair a shocraítear é ar luach difriúil ó " "[code]0.0[/code], coinnítear an corp i gceangal le fánaí agus é ag glaoch ar " "[method move_and_slide]. Cinntear an veicteoir snapping ag an achar tugtha " "feadh an treo eile den [ball up_direction].\n" "Chomh fada agus a bhíonn an veicteoir snapping i dteagmháil leis an talamh " "agus a ghluaiseann an corp i gcoinne [comhalta up_direction], fanfaidh an " "corp ceangailte leis an dromchla. Ní chuirtear snap i bhfeidhm má ghluaiseann " "an corp feadh [ball up_direction], rud a chiallaíonn go bhfuil treoluas ardú " "ingearach ann, mar sin beidh sé in ann scaradh ón talamh agus é ag léim nó " "nuair a bhrúitear an corp suas le rud éigin. Más mian leat léim a chur i " "bhfeidhm gan an treoluas a chur san áireamh, úsáid [method apply_floor_snap]." msgid "" "If [code]true[/code], the body will not slide on slopes when calling [method " "move_and_slide] when the body is standing still.\n" "If [code]false[/code], the body will slide on floor's slopes when [member " "velocity] applies a downward force." msgstr "" "Más [code]true[/code], ní sleamhnóidh an corp ar fhánaí nuair a ghlaonn sé ar " "[method move_and_slide] nuair a bhíonn an corp ina sheasamh.\n" "Má tá [code]false[/code], sleamhnóidh an corp ar fhánaí an urláir nuair a " "chuireann [treoluas na mball] fórsa anuas i bhfeidhm." msgid "" "Maximum number of times the body can change direction before it stops when " "calling [method move_and_slide]." msgstr "" "An líon uasta uaireanta is féidir leis an gcorp treo a athrú sula stopann sé " "agus é ag glaoch ar [method move_and_slide]." msgid "" "Sets the motion mode which defines the behavior of [method move_and_slide]. " "See [enum MotionMode] constants for available modes." msgstr "" "Socraíonn sé an modh gluaisne a shainíonn iompar [method move_and_slide]. " "Féach tairisigh [enum MotionMode] le haghaidh na modhanna atá ar fáil." msgid "" "Collision layers that will be included for detecting floor bodies that will " "act as moving platforms to be followed by the [CharacterBody2D]. By default, " "all floor bodies are detected and propagate their velocity." msgstr "" "Sraitheanna imbhuailte a chuimseofar chun coirp urláir a bhrath a " "fheidhmeoidh mar ardáin ghluaiste a bheidh le leanúint ag an " "[CharacterBody2D]. De réir réamhshocraithe, braitear gach corp urláir agus " "iomadaítear a threoluas." msgid "" "Sets the behavior to apply when you leave a moving platform. By default, to " "be physically accurate, when you leave the last platform velocity is applied. " "See [enum PlatformOnLeave] constants for available behavior." msgstr "" "Socraíonn sé an t-iompar atá le cur i bhfeidhm nuair a fhágann tú ardán ag " "gluaiseacht. De réir réamhshocraithe, le bheith cruinn go fisiciúil, nuair a " "fhágann tú an t-ardán deiridh cuirtear treoluas i bhfeidhm. Féach tairisigh " "[enum PlatformOnLeave] don iompar atá ar fáil." msgid "" "Collision layers that will be included for detecting wall bodies that will " "act as moving platforms to be followed by the [CharacterBody2D]. By default, " "all wall bodies are ignored." msgstr "" "Sraitheanna imbhuailte a chuimseofar chun cabhlacha balla a bhrath a " "fheidhmeoidh mar ardáin ghluaiste a bheidh le leanúint ag an " "[CharacterBody2D]. De réir réamhshocraithe, déantar neamhaird ar gach " "comhlacht balla." msgid "" "Extra margin used for collision recovery when calling [method " "move_and_slide].\n" "If the body is at least this close to another body, it will consider them to " "be colliding and will be pushed away before performing the actual motion.\n" "A higher value means it's more flexible for detecting collision, which helps " "with consistently detecting walls and floors.\n" "A lower value forces the collision algorithm to use more exact detection, so " "it can be used in cases that specifically require precision, e.g at very low " "scale to avoid visible jittering, or for stability with a stack of character " "bodies." msgstr "" "Corrlach breise a úsáidtear chun imbhuailtí a aisghabháil agus glaoch ar " "[method move_and_slide].\n" "Má tá an corp ar a laghad chomh gar do chorp eile, measfaidh sé go bhfuil " "siad ag imbhualadh agus déanfar iad a bhrú ar shiúl sula ndéanfar an " "tairiscint iarbhír.\n" "Ciallaíonn luach níos airde go bhfuil sé níos solúbtha chun imbhualadh a " "bhrath, rud a chabhraíonn le ballaí agus urláir a bhrath go comhsheasmhach.\n" "Cuireann luach níos ísle iallach ar an algartam imbhuailte brath níos cruinne " "a úsáid, agus mar sin is féidir é a úsáid i gcásanna a éilíonn cruinneas go " "sonrach, m.sh. ar scála an-íseal chun giodam infheicthe a sheachaint, nó chun " "cobhsaíocht a dhéanamh le stoic de charachtair." msgid "" "If [code]true[/code], during a jump against the ceiling, the body will slide, " "if [code]false[/code] it will be stopped and will fall vertically." msgstr "" "Más [code]true[/code], le linn léime in aghaidh na huasteorann, sleamhnóidh " "an corp, má tá [code]false[/code] stopfar é agus titfidh sé go hingearach." msgid "" "Vector pointing upwards, used to determine what is a wall and what is a floor " "(or a ceiling) when calling [method move_and_slide]. Defaults to [constant " "Vector2.UP]. As the vector will be normalized it can't be equal to [constant " "Vector2.ZERO], if you want all collisions to be reported as walls, consider " "using [constant MOTION_MODE_FLOATING] as [member motion_mode]." msgstr "" "Veicteoir ag díriú aníos, a úsáidtear chun a fháil amach cad is balla ann " "agus cad is urlár (nó síleáil ann) nuair a ghlaonn tú [method " "move_and_slide]. Réamhshocruithe chuig [Vector2.UP leanúnach]. Toisc go " "mbeidh an veicteoir normalaithe ní féidir é a bheith comhionann le [constant " "Vector2.ZERO], más mian leat go ndéanfaí gach imbhualadh a thuairisciú mar " "bhallaí, smaoinigh ar [MOTION_MODE_FLOATING seasmhach] a úsáid mar [member " "motion_mode]." msgid "" "Current velocity vector in pixels per second, used and modified during calls " "to [method move_and_slide]." msgstr "" "Veicteoir treoluas reatha i bpicteilíní in aghaidh an tsoicind, arna úsáid " "agus arna mhodhnú le linn glaonna chuig [method move_and_slide]." msgid "" "Minimum angle (in radians) where the body is allowed to slide when it " "encounters a slope. The default value equals 15 degrees. This property only " "affects movement when [member motion_mode] is [constant MOTION_MODE_FLOATING]." msgstr "" "Uillinn íosta (i raidian) áit a bhfuil cead ag an gcorp sleamhnú nuair a " "bhuaileann sé le fána. Is ionann an luach réamhshocraithe agus 15 céim. Ní " "chuireann an t-airí seo isteach ar ghluaiseacht ach amháin nuair a bhíonn " "[ball motion_mode] [MOTION_MODE_FLOATING leanúnach]." msgid "" "Apply when notions of walls, ceiling and floor are relevant. In this mode the " "body motion will react to slopes (acceleration/slowdown). This mode is " "suitable for sided games like platformers." msgstr "" "Cuir i bhfeidhm nuair a bhíonn nóisean na mballaí, na síleála agus an urláir " "ábhartha. Sa mhodh seo imoibríonn an ghluaisne coirp d'fhánaí (luasghéarú/" "moilliú). Tá an modh seo oiriúnach do chluichí taobhacha cosúil le " "platformers." msgid "" "Apply when there is no notion of floor or ceiling. All collisions will be " "reported as [code]on_wall[/code]. In this mode, when you slide, the speed " "will always be constant. This mode is suitable for top-down games." msgstr "" "Iarratas a dhéanamh nuair nach bhfuil aon nóisean de urlár nó uasteorainn. " "Déanfar gach imbhualadh a thuairisciú mar [code]on_wall[/code]. Sa mhodh seo, " "nuair a shleamhnaíonn tú, beidh an luas tairiseach i gcónaí. Tá an modh seo " "oiriúnach do chluichí ón mbarr anuas." msgid "" "Add the last platform velocity to the [member velocity] when you leave a " "moving platform." msgstr "" "Cuir treoluas an ardáin deiridh leis an [treoluas comhalta] nuair a fhágann " "tú ardán ag gluaiseacht." msgid "" "Add the last platform velocity to the [member velocity] when you leave a " "moving platform, but any downward motion is ignored. It's useful to keep full " "jump height even when the platform is moving down." msgstr "" "Cuir treoluas an ardáin deiridh leis an [treoluas comhalta] nuair a fhágann " "tú ardán ag gluaiseacht, ach ní thugtar aird ar aon ghluaisne anuas. Tá sé " "úsáideach airde léim iomlán a choinneáil fiú nuair a bhíonn an t-ardán ag " "bogadh síos." msgid "Do nothing when leaving a platform." msgstr "Ná déan faic nuair a fhágann tú ardán." msgid "A 3D physics body specialized for characters moved by script." msgstr "" "Comhlacht fisice 3D speisialaithe do charachtair arna n-aistriú de réir " "scripte." msgid "" "[CharacterBody3D] is a specialized class for physics bodies that are meant to " "be user-controlled. They are not affected by physics at all, but they affect " "other physics bodies in their path. They are mainly used to provide high-" "level API to move objects with wall and slope detection ([method " "move_and_slide] method) in addition to the general collision detection " "provided by [method PhysicsBody3D.move_and_collide]. This makes it useful for " "highly configurable physics bodies that must move in specific ways and " "collide with the world, as is often the case with user-controlled " "characters.\n" "For game objects that don't require complex movement or collision detection, " "such as moving platforms, [AnimatableBody3D] is simpler to configure." msgstr "" "Is sainaicme é [CharacterBody3D] do chomhlachtaí fisice atá i gceist a bheith " "rialaithe ag úsáideoirí. Níl tionchar ag an bhfisic orthu ar chor ar bith, " "ach cuireann siad isteach ar chomhlachtaí fisice eile ina gcosán. Úsáidtear " "iad go príomha chun API ardleibhéil a sholáthar chun rudaí a bhogadh le " "braite balla agus fána (modh [method move_and_slide]) chomh maith leis an " "bhrath imbhuailte ginearálta a sholáthraíonn [method PhysicsBody3D." "move_and_collide]. Fágann sé sin go bhfuil sé úsáideach do chomhlachtaí " "fisice an-configurable nach mór dóibh bogadh ar bhealaí sonracha agus " "imbhuailtí leis an domhan, mar a tharlaíonn go minic le carachtair atá faoi " "rialú úsáideoirí.\n" "Maidir le réada cluiche nach dteastaíonn gluaiseacht casta nó braite " "imbhuailte uathu, mar ardáin ghluaiste, is é [AnimatableBody3D] níos simplí a " "chumrú." msgid "" "Returns the floor's collision angle at the last collision point according to " "[param up_direction], which is [constant Vector3.UP] by default. This value " "is always positive and only valid after calling [method move_and_slide] and " "when [method is_on_floor] returns [code]true[/code]." msgstr "" "Filleann sé uillinn imbhuailte an urláir ag an bpointe imbhuailte deiridh de " "réir [param up_direction], arb é [Vector3.UP seasmhach] de réir " "réamhshocraithe. Bíonn an luach seo dearfach i gcónaí agus ní bailí ach " "amháin tar éis glaoch ar [method move_and_slide] agus nuair a fhilleann " "[method is_on_floor] [code]true[/code]." msgid "" "Returns the last motion applied to the [CharacterBody3D] during the last call " "to [method move_and_slide]. The movement can be split into multiple motions " "when sliding occurs, and this method return the last one, which is useful to " "retrieve the current direction of the movement." msgstr "" "Filleann sé seo an tairiscint dheireanach a cuireadh i bhfeidhm ar an " "[CharacterBody3D] le linn an ghlao deiridh chuig [method move_and_slide]. Is " "féidir an ghluaiseacht a roinnt ina il-ghluaiseacht nuair a tharlaíonn " "sleamhnáin, agus cuireann an modh seo an ceann deireanach ar ais, atá " "úsáideach chun treo reatha na gluaiseachta a aisghabháil." msgid "" "Returns a [KinematicCollision3D], which contains information about the latest " "collision that occurred during the last call to [method move_and_slide]." msgstr "" "Filleann sé [KinematicCollision3D], ina bhfuil faisnéis faoin imbhualadh is " "déanaí a tharla le linn an ghlao deiridh chuig [method move_and_slide]." msgid "" "Returns the angular velocity of the platform at the last collision point. " "Only valid after calling [method move_and_slide]." msgstr "" "Filleann sé treoluas uilleach an ardáin ag an bpointe imbhuailte deiridh. " "Bailí amháin tar éis glao a chur ar [method move_and_slide]." msgid "" "Returns a [KinematicCollision3D], which contains information about a " "collision that occurred during the last call to [method move_and_slide]. " "Since the body can collide several times in a single call to [method " "move_and_slide], you must specify the index of the collision in the range 0 " "to ([method get_slide_collision_count] - 1)." msgstr "" "Filleann sé [KinematicCollision3D], ina bhfuil faisnéis faoi imbhualadh a " "tharla le linn an ghlao deiridh chuig [method move_and_slide]. Ós rud é gur " "féidir leis an gcorp imbhualadh arís agus arís eile i nglao amháin chuig " "[method move_and_slide], ní mór duit innéacs an imbhuailte a shonrú sa raon 0 " "go ([method get_slide_collision_count] - 1)." msgid "" "Moves the body based on [member velocity]. If the body collides with another, " "it will slide along the other body rather than stop immediately. If the other " "body is a [CharacterBody3D] or [RigidBody3D], it will also be affected by the " "motion of the other body. You can use this to make moving and rotating " "platforms, or to make nodes push other nodes.\n" "Modifies [member velocity] if a slide collision occurred. To get the latest " "collision call [method get_last_slide_collision], for more detailed " "information about collisions that occurred, use [method " "get_slide_collision].\n" "When the body touches a moving platform, the platform's velocity is " "automatically added to the body motion. If a collision occurs due to the " "platform's motion, it will always be first in the slide collisions.\n" "Returns [code]true[/code] if the body collided, otherwise, returns " "[code]false[/code]." msgstr "" "Bogann sé an corp bunaithe ar [treoluas ball]. Má imbhuaileann an comhlacht " "le duine eile, sleamhnóidh sé ar feadh an chomhlachta eile seachas stop a " "chur láithreach. Más [CharacterBody3D] nó [RigidBody3D] an corp eile, beidh " "tionchar aige freisin ar ghluaisne an choirp eile. Is féidir leat é seo a " "úsáid chun ardáin ghluaiste agus rothlacha a dhéanamh, nó chun nóid a " "dhéanamh chun nóid eile a bhrú.\n" "Athraítear [treoluas ball] má tharla imbhualadh sleamhnáin. Chun an glao " "imbhuailte is déanaí a fháil [method get_last_slide_collision], chun faisnéis " "níos mionsonraithe a fháil faoi imbhuailtí a tharla, bain úsáid as [method " "get_slide_collision].\n" "Nuair a théann an comhlacht i dteagmháil le ardán ag gluaiseacht, cuirtear " "treoluas an ardáin go huathoibríoch le tairiscint an choirp. Má tharlaíonn " "imbhualadh mar gheall ar thairiscint an ardáin, beidh sé i gcónaí ar dtús sna " "himbhuailtí sleamhnáin.\n" "Filleann sé [code]true[/code] má imbhuail an corp, ar shlí eile, filleann sé " "[code]bréagach[/code]." msgid "" "Collision layers that will be included for detecting floor bodies that will " "act as moving platforms to be followed by the [CharacterBody3D]. By default, " "all floor bodies are detected and propagate their velocity." msgstr "" "Sraitheanna imbhuailte a chuimseofar chun coirp urláir a bhrath a " "fheidhmeoidh mar ardáin ghluaiste a bheidh le leanúint ag an " "[CharacterBody3D]. De réir réamhshocraithe, braitear gach corp urláir agus " "iomadaítear a threoluas." msgid "" "Collision layers that will be included for detecting wall bodies that will " "act as moving platforms to be followed by the [CharacterBody3D]. By default, " "all wall bodies are ignored." msgstr "" "Sraitheanna imbhuailte a chuimseofar chun coirp balla a bhrath a fheidhmeoidh " "mar ardáin ghluaiste a bheidh le leanúint ag an [CharacterBody3D]. De réir " "réamhshocraithe, déantar neamhaird ar gach comhlacht balla." msgid "" "Vector pointing upwards, used to determine what is a wall and what is a floor " "(or a ceiling) when calling [method move_and_slide]. Defaults to [constant " "Vector3.UP]. As the vector will be normalized it can't be equal to [constant " "Vector3.ZERO], if you want all collisions to be reported as walls, consider " "using [constant MOTION_MODE_FLOATING] as [member motion_mode]." msgstr "" "Veicteoir ag díriú aníos, a úsáidtear chun a fháil amach cad is balla ann " "agus cad is urlár (nó síleáil) ann nuair a ghlaonn tú [method " "move_and_slide]. Réamhshocruithe chuig [Vector3.UP leanúnach]. Toisc go " "ndéanfar an veicteoir a normalú ní féidir leis a bheith comhionann le " "[constant Vector3.ZERO], más mian leat go ndéanfaí gach imbhualadh a " "thuairisciú mar bhallaí, smaoinigh ar [MOTION_MODE_FLOATING seasmhach] a " "úsáid mar [member motion_mode]." msgid "" "Current velocity vector (typically meters per second), used and modified " "during calls to [method move_and_slide]." msgstr "" "Veicteoir treoluas reatha (méadar in aghaidh an tsoicind go hiondúil), a " "úsáidtear agus a athraíodh le linn glaonna chuig [method move_and_slide]." msgid "" "Minimum angle (in radians) where the body is allowed to slide when it " "encounters a slope. The default value equals 15 degrees. When [member " "motion_mode] is [constant MOTION_MODE_GROUNDED], it only affects movement if " "[member floor_block_on_wall] is [code]true[/code]." msgstr "" "Uillinn íosta (i raidian) áit a bhfuil cead ag an gcorp sleamhnú nuair a " "bhuaileann sé le fána. Is ionann an luach réamhshocraithe agus 15 céim. Nuair " "atá [ball motion_mode] [MOTION_MODE_GROUNDED seasmhach], ní chuireann sé " "isteach ar ghluaiseacht ach amháin má tá [code]true[/code] ar [comhalta " "floor_block_on_wall]." msgid "" "Apply when notions of walls, ceiling and floor are relevant. In this mode the " "body motion will react to slopes (acceleration/slowdown). This mode is " "suitable for grounded games like platformers." msgstr "" "Cuir i bhfeidhm nuair a bhíonn nóisean na mballaí, na síleála agus an urláir " "ábhartha. Sa mhodh seo imoibríonn an ghluaisne coirp d'fhánaí (luasghéarú/" "moilliú). Tá an modh seo oiriúnach do chluichí bunaithe ar nós platformers." msgid "" "Apply when there is no notion of floor or ceiling. All collisions will be " "reported as [code]on_wall[/code]. In this mode, when you slide, the speed " "will always be constant. This mode is suitable for games without ground like " "space games." msgstr "" "Iarratas a dhéanamh nuair nach bhfuil aon nóisean de urlár nó uasteorainn. " "Déanfar gach imbhualadh a thuairisciú mar [code]on_wall[/code]. Sa mhodh seo, " "nuair a shleamhnaíonn tú, beidh an luas tairiseach i gcónaí. Tá an modh seo " "oiriúnach do chluichí gan talamh cosúil le cluichí spáis." msgid "" "Controls how an individual character will be displayed in a [RichTextEffect]." msgstr "Rialaíonn sé conas a thaispeánfar carachtar aonair i [RichTextEffect]." msgid "" "By setting various properties on this object, you can control how individual " "characters will be displayed in a [RichTextEffect]." msgstr "" "Trí airíonna éagsúla a shocrú ar an réad seo, is féidir leat a rialú conas a " "thaispeánfar carachtair aonair i [RichTextEffect]." msgid "BBCode in RichTextLabel" msgstr "BBCode chuig RichTextLabel" msgid "RichTextEffect test project (third-party)" msgstr "Tionscadal tástála RichTextEffect (tríú páirtí)" msgid "The color the character will be drawn with." msgstr "An dath a bheidh an carachtar a tharraingt leis." msgid "" "The time elapsed since the [RichTextLabel] was added to the scene tree (in " "seconds). Time stops when the [RichTextLabel] is paused (see [member Node." "process_mode]). Resets when the text in the [RichTextLabel] is changed.\n" "[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden." msgstr "" "An t-am a chuaigh thart ó cuireadh an [RichTextLabel] leis an gcrann radhairc " "(i soicindí). Stopann an t-am nuair a chuirtear an [RichTextLabel] ar sos " "(féach [member Node.process_mode]). Athshocraigh sé nuair a athraítear an " "téacs sa [RichTextLabel].\n" "[b]Nóta:[/b] Téann an t-am thart fós agus an [RichTextLabel] i bhfolach." 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 "" "Tá na hargóintí a ritheadh sa chlib oscailte BBCode ann. De réir " "réamhshocraithe, is teaghráin iad argóintí; má mheaitseálann a n-ábhar le " "cineál mar [bool], [int] nó [snámhphointe], déanfar iad a thiontú go " "huathoibríoch. Tiontófar cóid datha san fhoirm [code]#rrggbb[/code] nó " "[code]#rgb[/code] go teimhneach [Color]. Seans nach mbeidh spásanna in " "argóintí teaghrán, fiú má luaitear iad. Más ann dóibh, beidh comharthaí " "athfhriotail i láthair sa teaghrán deiridh freisin.\n" "Mar shampla, déanfar an chlib oscailte BBCode [code][example foo=hello " "bar=true baz=42 color=#ffffff][/code] a mhapáil chuig an [Foclóir] seo a " "leanas:\n" "[codeblock]\n" "{ \"foo\": \"hello\", \"barra\": fíor, \"baz\": 42, \"dath\": Dath(1, 1, 1, " "1)}\n" "[/codeblock]" msgid "Font resource used to render glyph." msgstr "Acmhainn cló a úsáidtear chun glyph a sholáthar." 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 "" "Líon na glyphs sa bhraisle grapheme. Tá an luach seo socraithe sa chéad glyph " "de bhraisle. Ní bheidh tionchar ag an airí seo ar líníocht." msgid "" "Glyph flags. See [enum TextServer.GraphemeFlag] for more info. Setting this " "property won't affect drawing." msgstr "" "Bratacha Glyph. Féach [enum TextServer.GraphemeFlag] le haghaidh tuilleadh " "eolais. Ní bheidh tionchar ag an airí seo ar líníocht." msgid "Font specific glyph index." msgstr "Cló-innéacs glyph sonrach." msgid "The position offset the character will be drawn with (in pixels)." msgstr "" "Déanfar suíomh an fhritháirimh an charachtair a tharraingt le (i bpicteilíní)." msgid "" "If [code]true[/code], FX transform is called for outline drawing. Setting " "this property won't affect drawing." msgstr "" "Más [code]true[/code], glaoitear trasfhoirmiú FX le haghaidh líníocht imlíne. " "Ní bheidh tionchar ag an airí seo ar líníocht." msgid "" "Absolute character range in the string, corresponding to the glyph. Setting " "this property won't affect drawing." msgstr "" "Raon carachtar iomlán sa téad, a fhreagraíonn don glyph. Ní bheidh tionchar " "ag an airí seo ar líníocht." msgid "" "The character offset of the glyph, relative to the current [RichTextEffect] " "custom block. Setting this property won't affect drawing." msgstr "" "Fritháireamh carachtar an glyph, i gcoibhneas leis an mbloc saincheaptha " "[RichTextEffect] reatha. Ní bheidh tionchar ag an airí seo ar líníocht." msgid "" "The current transform of the current glyph. It can be overridden (for " "example, by driving the position and rotation from a curve). You can also " "alter the existing value to apply transforms on top of other effects." msgstr "" "Claochlú reatha an glyph reatha. Is féidir é a shárú (mar shampla, tríd an " "seasamh agus an rothlú a thiomáint ó chuar). Is féidir leat an luach reatha a " "athrú freisin chun claochluithe a chur i bhfeidhm de bhreis ar éifeachtaí " "eile." 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 "" "Más [code]true[/code], tarraingeofar an carachtar. Má tá [code]false[/code], " "cuirfear an carachtar i bhfolach. Déanfaidh carachtair timpeall carachtair i " "bhfolach athshreabhadh chun spás na gcarachtar i bhfolach a ghlacadh. Mura " "bhfuil sé seo inmhianaithe, socraigh [dath na mball] go [code]Dath(1, 1, 1, 0)" "[/code] ina ionad sin." msgid "A button that represents a binary choice." msgstr "Cnaipe a sheasann do rogha dhénártha." msgid "" "[CheckBox] allows the user to choose one of only two possible options. It's " "similar to [CheckButton] in functionality, but it has a different appearance. " "To follow established UX patterns, it's recommended to use [CheckBox] when " "toggling it has [b]no[/b] immediate effect on something. For example, it " "could be used when toggling it will only do something once a confirmation " "button is pressed.\n" "See also [BaseButton] which contains common properties and methods associated " "with this node.\n" "When [member BaseButton.button_group] specifies a [ButtonGroup], [CheckBox] " "changes its appearance to that of a radio button and uses the various " "[code]radio_*[/code] theme properties." msgstr "" "Ceadaíonn [CheckBox] don úsáideoir ceann amháin de dhá rogha fhéideartha a " "roghnú. Tá sé cosúil le [CheckButton] i bhfeidhmiúlacht, ach tá cuma difriúil " "aige. Chun patrúin UX seanbhunaithe a leanúint, moltar [CheckBox] a úsáid " "nuair a bhíonn [b] aon[/b] éifeacht láithreach aige ar rud éigin. Mar " "shampla, d'fhéadfaí é a úsáid agus é ag scoránú ní dhéanfaidh sé rud éigin " "ach amháin nuair a bhíonn cnaipe deimhnithe brúite.\n" "Féach freisin [BaseButton] ina bhfuil airíonna agus modhanna coitianta a " "bhaineann leis an nód seo.\n" "Nuair a shonraíonn [ball BaseButton.button_group] [ButtonGroup], athraíonn " "[CheckBox] a chuma go dtí an chuma atá ar chnaipe raidió agus úsáideann sé " "airíonna éagsúla an téama [code]radio_*[/code]." msgid "The vertical offset used when rendering the check icons (in pixels)." msgstr "" "An fritháireamh ingearach a úsáidtear nuair a bhí na deilbhíní seiceála (i " "bpicteilíní) á rindreáil." msgid "The check icon to display when the [CheckBox] is checked." msgstr "An deilbhín seiceála le taispeáint nuair a bheidh an [CheckBox] ticte." msgid "" "The check icon to display when the [CheckBox] is checked and is disabled." msgstr "" "An deilbhín seiceála le taispeáint nuair a bheidh an [CheckBox] ticte agus " "díchumasaithe." msgid "" "The check icon to display when the [CheckBox] is configured as a radio button " "and is checked." msgstr "" "An deilbhín seiceála le taispeáint nuair atá an [CheckBox] cumraithe mar " "chnaipe raidió agus é a sheiceáil." msgid "" "The check icon to display when the [CheckBox] is configured as a radio " "button, is disabled, and is unchecked." msgstr "" "Tá an deilbhín seiceála le taispeáint nuair atá an [CheckBox] cumraithe mar " "chnaipe raidió, díchumasaithe agus díchumasaithe." msgid "" "The check icon to display when the [CheckBox] is configured as a radio button " "and is unchecked." msgstr "" "An deilbhín seiceála le taispeáint nuair atá an [CheckBox] cumraithe mar " "chnaipe raidió agus gan é a sheiceáil." msgid "The check icon to display when the [CheckBox] is unchecked." msgstr "An deilbhín seiceála le taispeáint nuair a dhírítear an [CheckBox]." msgid "" "The check icon to display when the [CheckBox] is unchecked and is disabled." msgstr "" "An deilbhín seiceála a thaispeánfar nuair atá an [CheckBox] díchumasaithe " "agus díchumasaithe." msgid "" "[CheckButton] is a toggle button displayed as a check field. It's similar to " "[CheckBox] in functionality, but it has a different appearance. To follow " "established UX patterns, it's recommended to use [CheckButton] when toggling " "it has an [b]immediate[/b] effect on something. For example, it can be used " "when pressing it shows or hides advanced settings, without asking the user to " "confirm this action.\n" "See also [BaseButton] which contains common properties and methods associated " "with this node." msgstr "" "Is cnaipe scoránaigh é [CheckButton] a thaispeántar mar réimse seiceála. Tá " "sé cosúil le [CheckBox] i bhfeidhmiúlacht, ach tá cuma difriúil aige. Chun " "patrúin UX seanbhunaithe a leanúint, moltar [CheckButton] a úsáid nuair a " "bhíonn éifeacht [b]láithreach[/b] ar rud éigin á scoránú aige. Mar shampla, " "is féidir é a úsáid nuair a bhíonn sé á bhrú léiríonn sé nó má fholaíonn sé " "ardsocruithe, gan iarraidh ar an úsáideoir an gníomh seo a dhearbhú.\n" "Féach freisin [BaseButton] ina bhfuil airíonna agus modhanna coitianta a " "bhaineann leis an nód seo." msgid "The vertical offset used when rendering the toggle icons (in pixels)." msgstr "" "An fritháireamh ingearach a úsáidtear nuair a bhí na deilbhíní scoránaigh á " "rindreáil (i bpicteilíní)." msgid "" "The icon to display when the [CheckButton] is checked (for left-to-right " "layouts)." msgstr "" "An deilbhín le taispeáint nuair a bhíonn an [Seiceáil Button] ticte (le " "haghaidh leagan amach clé go deas)." msgid "" "The icon to display when the [CheckButton] is checked and disabled (for left-" "to-right layouts)." msgstr "" "An deilbhín le taispeáint nuair a bhíonn an [Seiceáil Button] ticte agus " "díchumasaithe (le haghaidh leagan amach clé go deas)." msgid "" "The icon to display when the [CheckButton] is checked and disabled (for right-" "to-left layouts)." msgstr "" "An deilbhín a thaispeánfar nuair a bheidh an [Seiceáil Button] ticte agus " "díchumasaithe (le haghaidh leagan amach ceart go clé)." msgid "" "The icon to display when the [CheckButton] is checked (for right-to-left " "layouts)." msgstr "" "An deilbhín le taispeáint nuair a bhíonn an [Seiceáil Button] ticte (le " "haghaidh leagan amach ceart go clé)." msgid "" "The icon to display when the [CheckButton] is unchecked (for left-to-right " "layouts)." msgstr "" "An deilbhín atá le taispeáint nuair nach bhfuil an [Seiceáil Button] " "díthiceáil (le haghaidh leagan amach clé go deas)." msgid "" "The icon to display when the [CheckButton] is unchecked and disabled (for " "left-to-right layouts)." msgstr "" "An deilbhín le taispeáint nuair atá an [Seiceáil Button] díchumasaithe agus " "díchumasaithe (le haghaidh leagan amach clé go deas)." msgid "" "The icon to display when the [CheckButton] is unchecked and disabled (for " "right-to-left layouts)." msgstr "" "An deilbhín a thaispeánfar nuair a bheidh an [Seiceáil Button] díchumasaithe " "agus díchumasaithe (le haghaidh leagan amach ceart go clé)." msgid "" "The icon to display when the [CheckButton] is unchecked (for right-to-left " "layouts)." msgstr "" "An deilbhín le taispeáint nuair nach bhfuil an [Seiceáil Button] díthiceáil " "(le haghaidh leagan amach ceart go clé)." msgid "A 2D circle shape used for physics collision." msgstr "Cruth ciorcail 2T a úsáidtear don imbhualadh san fhisic." msgid "" "A 2D circle shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape2D].\n" "[b]Performance:[/b] [CircleShape2D] is fast to check collisions against. It " "is faster than [RectangleShape2D] and [CapsuleShape2D]." msgstr "" "Cruth ciorcail 2T, atá beartaithe le húsáid san fhisic. Úsáidtear é de ghnáth " "chun cruth a sholáthar do [CollisionShape2D].\n" "[b]Feidhmíocht:[/b] Tá [CircleShape2D] tapa chun imbhuailtí a sheiceáil. Tá " "sé níos tapúla ná [RectangleShape2D] agus [CapsuleShape2D]." msgid "The circle's radius." msgstr "Ga an chiorcail." msgid "A class information repository." msgstr "Stór faisnéise ranga." msgid "Provides access to metadata stored for every available class." msgstr "" "Soláthraíonn sé rochtain ar mheiteashonraí stóráilte do gach rang atá ar fáil." msgid "" "Returns [code]true[/code] if objects can be instantiated from the specified " "[param class], otherwise returns [code]false[/code]." msgstr "" "Seoltar ar ais [code]true[/code] más féidir réada a chur ar an toirt ón " "[aicme param] sonraithe, nó ar shlí eile filleann sé [code]bréagach[/code]." msgid "Returns whether the specified [param class] is available or not." msgstr "" "Filleann sé cibé an bhfuil an [rang param] sonraithe ar fáil nó nach bhfuil." msgid "" "Returns an array with all the keys in [param enum] of [param class] or its " "ancestry." msgstr "" "Filleann sé eagar ar a bhfuil na heochracha go léir i [param enum] de [aicme " "param] nó a shinsearacht." msgid "Returns an array with all the enums of [param class] or its ancestry." msgstr "" "Filleann sé eagar a bhfuil na héinim go léir de [aicme param] nó a " "shinsearacht." msgid "" "Returns the value of the integer constant [param name] of [param class] or " "its ancestry. Always returns 0 when the constant could not be found." msgstr "" "Tuairisceáin luach an tairiseach slánuimhir [param name] de [aicme param] nó " "a shinsearacht. Filleann sé 0 i gcónaí nuair nach bhféadfaí an tairiseach a " "fháil." msgid "" "Returns which enum the integer constant [param name] of [param class] or its " "ancestry belongs to." msgstr "" "Tuairisceáin lena n-áirítear an tairiseach slánuimhir [param name] de [aicme " "param] nó lena mbaineann a shinsearacht." msgid "" "Returns an array with the names all the integer constants of [param class] or " "its ancestry." msgstr "" "Filleann sé eagar ar a bhfuil na hainmneacha tairisigh slánuimhir uile [aicme " "param] nó a shinsearacht." msgid "" "Returns the number of arguments of the method [param method] of [param class] " "or its ancestry if [param no_inheritance] is [code]false[/code]." msgstr "" "Filleann sé seo líon na n-argóintí a bhaineann leis an modh [method param] de " "[aicme param] nó a shinsearacht más rud é [param no_oidhreacht] [code]false[/" "code]." msgid "" "Returns an array with all the methods of [param class] or its ancestry if " "[param no_inheritance] is [code]false[/code]. Every element of the array is a " "[Dictionary] with the following keys: [code]args[/code], [code]default_args[/" "code], [code]flags[/code], [code]id[/code], [code]name[/code], [code]return: " "(class_name, hint, hint_string, name, type, usage)[/code].\n" "[b]Note:[/b] In exported release builds the debug info is not available, so " "the returned dictionaries will contain only method names." msgstr "" "Filleann sé eagar ina bhfuil na modhanna go léir de [aicme param] nó a " "shinsearacht más rud é [param no_heritance] [code]bréagach[/code]. Is " "[Foclóir] gach eilimint den eagar leis na heochracha seo a leanas: " "[code]args[/code], [code]default_args[/code], [code]bratacha[/code], " "[code]id[/code] , [code]ainm[/code], [code]tuairisceán: (class_name, leid, " "hint_string, ainm, cineál, úsáid)[/code].\n" "[b]Nóta:[/b] Níl an fhaisnéis dífhabhtaithe ar fáil i dtógálacha eisithe " "easpórtála, mar sin ní bheidh sna foclóirí a sheoltar ar ais ach ainmneacha " "modhanna." msgid "Returns the value of [param property] of [param object] or its ancestry." msgstr "Filleann sé luach [airí param] de [param object] nó a shinsearacht." msgid "" "Returns the default value of [param property] of [param class] or its " "ancestor classes." msgstr "" "Filleann sé luach réamhshocraithe [airí param] de [aicme param] nó aicmí a " "sinsear." msgid "" "Returns an array with all the properties of [param class] or its ancestry if " "[param no_inheritance] is [code]false[/code]." msgstr "" "Filleann sé eagar a bhfuil airíonna uile [aicme param] nó a shinsearacht má " "tá [param no_oidhreacht] [code]false[/code]." msgid "" "Returns the [param signal] data of [param class] or its ancestry. The " "returned value is a [Dictionary] with the following keys: [code]args[/code], " "[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/" "code], [code]return: (class_name, hint, hint_string, name, type, usage)[/" "code]." msgstr "" "Filleann sé na sonraí [comhartha param] de [aicme param] nó a shinsearacht. " "Is é [Foclóir] an luach ar ais leis na heochracha seo a leanas: [code]args[/" "code], [code]default_args[/code], [code]bratacha[/code], [code]id[/code], " "[code] ainm [/code], [code]tuairisceán: (class_name, leid, hint_string, ainm, " "cineál, úsáid)[/code]." msgid "" "Returns an array with all the signals of [param class] or its ancestry if " "[param no_inheritance] is [code]false[/code]. Every element of the array is a " "[Dictionary] as described in [method class_get_signal]." msgstr "" "Filleann sé eagar a bhfuil na comharthaí go léir de [aicme param] nó a " "shinsearacht má tá [param no_oidhreacht] [code]false[/code]. Is [Foclóir] é " "gach eilimint den eagar mar a thuairiscítear i [method-rang_get_signal]." msgid "" "Returns whether [param class] or its ancestry has an enum called [param name] " "or not." msgstr "" "Filleann sé cibé an bhfuil enum ar a dtugtar [ainm param] nó nach bhfuil ag " "[param class] nó ag a shinsearacht." msgid "" "Returns whether [param class] or its ancestry has an integer constant called " "[param name] or not." msgstr "" "Filleann sé cibé an bhfuil tairiseach slánuimhir ar a dtugtar [param name] nó " "nach bhfuil ag [aicme param] nó ag a shinsearacht." msgid "" "Returns whether [param class] (or its ancestry if [param no_inheritance] is " "[code]false[/code]) has a method called [param method] or not." msgstr "" "Filleann sé cibé an bhfuil modh ar a dtugtar [param method] nó nach bhfuil ag " "[param class] (nó a shinsearacht más [code]bréagach[/code] é [param " "no_inheritance])." msgid "" "Returns whether [param class] or its ancestry has a signal called [param " "signal] or not." msgstr "" "Filleann sé cibé an bhfuil comhartha ar a dtugtar [comhartha param] nó nach " "bhfuil ag [param class] nó ag a shinsearacht." msgid "Sets [param property] value of [param object] to [param value]." msgstr "Socraíonn [airí param] luach [param oibiacht] go [luach param]." msgid "Returns the names of all the classes available." msgstr "Seoltar ar ais ainmneacha na ranganna go léir atá ar fáil." msgid "" "Returns the names of all the classes that directly or indirectly inherit from " "[param class]." msgstr "" "Seoltar ar ais ainmneacha na n-aicmí go léir a fhaigheann oidhreacht go " "díreach nó go hindíreach ó [rang param]." msgid "Returns the parent class of [param class]." msgstr "Filleann an rang tuismitheora de [rang param]." msgid "Creates an instance of [param class]." msgstr "Cruthaíonn sampla de [rang param]." msgid "Returns whether this [param class] is enabled or not." msgstr "" "Filleann sé cibé an bhfuil an [rang param] seo cumasaithe nó nach bhfuil." msgid "" "Returns whether [param class] (or its ancestor classes if [param " "no_inheritance] is [code]false[/code]) has an enum called [param enum] that " "is a bitfield." msgstr "" "Filleann sé cibé an bhfuil enum ar a dtugtar [param enum] (nó a aicmí sinsear " "más [code]bréagach[/code]) é [param enum]) ar réimse giotán é." msgid "Returns whether [param inherits] is an ancestor of [param class] or not." msgstr "" "Filleann sé cibé an bhfuil [param le hoidhreacht] ina sinsear de [aicme " "param] nó nach bhfuil." msgid "A multiline text editor designed for editing code." msgstr "Eagarthóir téacs illíne deartha chun cód a chur in eagar." msgid "" "CodeEdit is a specialized [TextEdit] designed for editing plain text code " "files. It has many features commonly found in code editors such as line " "numbers, line folding, code completion, indent management, and string/comment " "management.\n" "[b]Note:[/b] Regardless of locale, [CodeEdit] will by default always use left-" "to-right text direction to correctly display source code." msgstr "" "[TextEdit] speisialaithe é CodeEdit atá deartha chun comhaid chóid gnáth-" "théacs a chur in eagar. Tá go leor gnéithe aige a fhaightear go coitianta in " "eagarthóirí cód mar uimhreacha líne, fillte líne, críochnú cód, bainistíocht " "fleasc, agus bainistíocht teaghrán/tuairimí.\n" "[b]Nóta:[/b] Beag beann ar locale, de réir réamhshocraithe úsáidfidh " "[CodeEdit] treo an téacs ó chlé go deas chun an cód foinse a thaispeáint i " "gceart." msgid "" "Override this method to define how the selected entry should be inserted. If " "[param replace] is [code]true[/code], any existing text should be replaced." msgstr "" "Sáraigh an modh seo chun a shainiú conas ba cheart an iontráil roghnaithe a " "chur isteach. Más [code]true[/code] é [param replace], ba cheart aon téacs " "atá ann cheana a chur ina ionad." 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 "" "Sáraigh an modh seo chun a shainiú cad iad na míreanna in [iarrthóirí param] " "ba chóir a thaispeáint.\n" "Is [Eagar] de [Foclóir] é an dá [iarrthóirí param] agus an tuairisceán, féach " "[method get_code_completion_option] le haghaidh ábhar [Foclóir]." msgid "" "Override this method to define what happens when the user requests code " "completion. If [param force] is [code]true[/code], any checks should be " "bypassed." msgstr "" "Sáraigh an modh seo chun a shainiú cad a tharlaíonn nuair a iarrann an t-" "úsáideoir cód a chomhlánú. Más [code]true[/code] é [paramforce], ní mór aon " "seiceálacha a sheachaint." msgid "" "Adds a brace pair.\n" "Both the start and end keys must be symbols. Only the start key has to be " "unique." msgstr "" "Cuireann péire brace leis.\n" "Ní mór siombailí a bheith sna heochracha tosaigh agus deiridh araon. Ní gá " "ach an eochair tosaithe a bheith uathúil." 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" "[param location] indicates location of the option relative to the location of " "the code completion query. See [enum CodeEdit.CodeCompletionLocation] for how " "to set this value.\n" "[b]Note:[/b] This list will replace all current candidates." msgstr "" "Cuireann sé mír isteach sa scuaine d’iarrthóirí ionchasacha don roghchlár " "uathchríochnaithe. Glaoigh ar [method update_code_completion_options] chun an " "liosta a nuashonrú.\n" "Léiríonn [suíomh param] suíomh na rogha i gcoibhneas le suíomh cheist " "chríochnú an chóid. Féach [enum CodeEdit.CodeCompletionLocation] le haghaidh " "conas an luach seo a shocrú.\n" "[b]Nóta:[/b] Gabhfaidh an liosta seo ionad na n-iarrthóirí reatha go léir." msgid "" "Adds a comment delimiter from [param start_key] to [param end_key]. Both keys " "should be symbols, and [param start_key] must not be shared with other " "delimiters.\n" "If [param line_only] is [code]true[/code] or [param end_key] is an empty " "[String], the region does not carry over to the next line." msgstr "" "Cuireann sé teorannóir nóta tráchta ó [param start_key] go [param end_key]. " "Ba chóir go mbeadh an dá eochair ina siombailí, agus níor cheart [param " "start_key] a roinnt le teorannóirí eile.\n" "Más [Teaghrán] folamh é [param line_only] [code]true[/code] nó [param " "end_key], ní aistríonn an réigiún anonn go dtí an chéad líne eile." msgid "" "Defines a string delimiter from [param start_key] to [param end_key]. Both " "keys should be symbols, and [param start_key] must not be shared with other " "delimiters.\n" "If [param line_only] is [code]true[/code] or [param end_key] is an empty " "[String], the region does not carry over to the next line." msgstr "" "Sainmhíníonn sé teorannóir teaghrán ó [param start_key] go [param end_key]. " "Ba chóir go mbeadh an dá eochair ina siombailí, agus níor cheart [param " "start_key] a roinnt le teorannóirí eile.\n" "Más [Teaghrán] folamh é [param line_only] [code]true[/code] nó [param " "end_key], ní aistríonn an réigiún anonn go dtí an chéad líne eile." msgid "" "Returns if the given line is foldable, that is, it has indented lines right " "below it or a comment / string block." msgstr "" "Filleann sé má tá an líne a thugtar infhillte, is é sin, go bhfuil línte " "eangaithe díreach faoina bhun nó bloc nóta tráchta / teaghráin." msgid "Cancels the autocomplete menu." msgstr "Cealaigh an roghchlár uathchríochnaithe." msgid "Clears all bookmarked lines." msgstr "Glanann sé gach líne leabharmharcáilte." msgid "Clears all breakpointed lines." msgstr "Glanann sé gach líne briste." msgid "Removes all comment delimiters." msgstr "Baintear gach teorannóir nótaí tráchta." msgid "Clears all executed lines." msgstr "Glanann sé gach líne a cuireadh chun báis." msgid "Removes all string delimiters." msgstr "Baintear gach teorannóir teaghrán." msgid "" "Inserts the selected entry into the text. If [param replace] is [code]true[/" "code], any existing text is replaced rather than merged." msgstr "" "Ionsáigh sé an iontráil roghnaithe isteach sa téacs. Más [code]true[/code] é " "[param replace], cuirfear téacs nua in ionad aon téacs atá ann cheana seachas " "é a chumasc." msgid "" "Converts the indents of lines between [param from_line] and [param to_line] " "to tabs or spaces as set by [member indent_use_spaces].\n" "Values of [code]-1[/code] convert the entire text." msgstr "" "Tiontaítear fleasc na línte idir [param from_line] agus [param to_line] go " "cluaisíní nó spásanna mar atá socraithe ag [member indent_use_spaces].\n" "Tiontaíonn luachanna [code]-1[/code] an téacs iomlán." msgid "" "Creates a new code region with the selection. At least one single line " "comment delimiter have to be defined (see [method add_comment_delimiter]).\n" "A code region is a part of code that is highlighted when folded and can help " "organize your script.\n" "Code region start and end tags can be customized (see [method " "set_code_region_tags]).\n" "Code regions are delimited using start and end tags (respectively " "[code]region[/code] and [code]endregion[/code] by default) preceded by one " "line comment delimiter. (eg. [code]#region[/code] and [code]#endregion[/code])" msgstr "" "Cruthaíonn sé réigiún cód nua leis an roghnú. Ní mór teorannóir tráchta aon " "líne amháin ar a laghad a shainiú (féach [method add_comment_delimiter]).\n" "Is cuid de chód é réigiún cóid a aibhsítear nuair a filltear é agus is féidir " "leis cabhrú le do script a eagrú.\n" "Is féidir clibeanna tosaigh agus deireadh réigiún an chóid a shaincheapadh " "(féach [method set_code_region_tags]).\n" "Déantar réigiúin chóid a theorannú trí úsáid a bhaint as clibeanna tosaigh " "agus deiridh (faoi seach [code]réigiún[/code] agus [code]endregion[/code] de " "réir réamhshocraithe) agus imeorantóir tráchta líne amháin rompu. (m.sh. " "[code]#region[/code] agus [code]#endregion[/code])" msgid "Deletes all lines that are selected or have a caret on them." msgstr "Scrios gach líne a roghnaítear nó a bhfuil cúram orthu." msgid "" "Perform an indent as if the user activated the \"ui_text_indent\" action." msgstr "" "Déan fleasc amhail is gur chuir an t-úsáideoir an gníomh \"ui_text_indent\" i " "ngníomh." msgid "" "Duplicates all lines currently selected with any caret. Duplicates the entire " "line beneath the current one no matter where the caret is within the line." msgstr "" "Déanann sé gach líne atá roghnaithe faoi láthair a mhacasamhlú le haon " "chúram. Déanann sé an líne iomlán a mhacasamhlú faoin gceann reatha is cuma " "cá bhfuil an airíoch laistigh den líne." msgid "" "Duplicates all selected text and duplicates all lines with a caret on them." msgstr "" "Déanann sé gach téacs roghnaithe a mhacasamhlú agus dúbailt ar gach líne agus " "airíoch orthu." msgid "" "Folds all lines that are possible to be folded (see [method can_fold_line])." msgstr "" "Filltear gach líne is féidir a fhilleadh (féach [method can_fold_line])." msgid "Folds the given line, if possible (see [method can_fold_line])." msgstr "Filleann sé an líne tugtha, más féidir (féach [method can_fold_line])." msgid "Gets the matching auto brace close key for [param open_key]." msgstr "Faigheann sé an eochair dhúnadh brace uathoibríoch do [param open_key]." msgid "Gets all bookmarked lines." msgstr "Faigheann gach líne leabharmharcáilte." msgid "Gets all breakpointed lines." msgstr "Faigheann gach líne briste." 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 "" "Faigheann sé an rogha críochnaithe ag [innéacs param]. Tá na bunluachanna seo " "a leanas ag an tuairisceán [Foclóir]:\n" "[code]cineál[/code]: [enum CodeCompletionKind]\n" "[code]display_text[/code]: Téacs a thaispeántar ar an roghchlár " "uathchríochnaithe.\n" "[code]insert_text[/code]: Téacs atá le cur isteach nuair a roghnaítear an " "mhír seo.\n" "[code]font_color[/code]: Dath an téacs ar an roghchlár uathchríochnaithe.\n" "[code]deilbhín[/code]: Deilbhín le tarraingt ar an roghchlár " "uathchríochnaithe.\n" "[code]default_value[/code]: Luach na siombaile." msgid "" "Gets all completion options, see [method get_code_completion_option] for " "return content." msgstr "" "Faigheann gach rogha críochnaithe, féach ar [method " "get_code_completion_option] le haghaidh ábhar fillte." msgid "Gets the index of the current selected completion option." msgstr "Faigheann sé innéacs na rogha críochnaithe reatha roghnaithe." msgid "Returns the code region end tag (without comment delimiter)." msgstr "Filleann sé clib deiridh réigiún an chóid (gan teorannóir tráchta)." msgid "Returns the code region start tag (without comment delimiter)." msgstr "Filleann sé clib tosaigh réigiún an chóid (gan teorannóir tráchta)." msgid "Gets the end key for a string or comment region index." msgstr "" "Faigheann sé an eochair deiridh le haghaidh teaghrán nó innéacs réigiún " "tráchta." msgid "" "If [param line] [param column] is in a string or comment, returns the end " "position of the region. If not or no end could be found, both [Vector2] " "values will be [code]-1[/code]." msgstr "" "Má tá [param line] [param column] i téad nó i dtrácht, filleann sé suíomh " "deiridh an réigiúin. Mura bhfuarthas deireadh, nó mura bhfuil deireadh ar " "bith ann, beidh an dá luach [Vector2] mar [code]-1[/code]." msgid "Gets the start key for a string or comment region index." msgstr "" "Faigheann sé an eochair tosaigh le haghaidh teaghrán nó innéacs réigiún " "tuairimí." msgid "" "If [param line] [param column] is in a string or comment, returns the start " "position of the region. If not or no start could be found, both [Vector2] " "values will be [code]-1[/code]." msgstr "" "Má tá [param line] [param column] i teaghrán nó nóta tráchta, filleann sé " "suíomh tosaigh an réigiúin. Mura bhfuil nó mura bhféadfaí tús a chur leis, " "beidh an dá luach [Vector2] mar [code]-1[/code]." msgid "Gets all executing lines." msgstr "Faigheann gach líne forghníomhaitheach." msgid "Returns all lines that are current folded." msgstr "Filleann sé gach líne atá reatha fillte." msgid "" "Returns the full text with char [code]0xFFFF[/code] at the caret location." msgstr "" "Seoltar ar ais an téacs iomlán le gualaigh [code]0xFFFF[/code] ag láthair an " "aireach." msgid "" "Returns the full text with char [code]0xFFFF[/code] at the cursor location." msgstr "" "Seoltar ar ais an téacs iomlán le gualaigh [code]0xFFFF[/code] ag suíomh an " "chúrsóra." msgid "" "Returns the full text with char [code]0xFFFF[/code] at the specified location." msgstr "" "Filleann sé an téacs iomlán le char [code]0xFFFF[/code] ag an suíomh " "sonraithe." msgid "Returns [code]true[/code] if close key [param close_key] exists." msgstr "" "Filleann sé [code]true[/code] má tá eochair dhúnadh [param close_key] ann." msgid "Returns [code]true[/code] if open key [param open_key] exists." msgstr "" "Filleann sé [code]true[/code] má tá eochair oscailte [param open_key] ann." msgid "Returns [code]true[/code] if comment [param start_key] exists." msgstr "Filleann sé [code]true[/code] má tá nóta tráchta [param start_key] ann." msgid "Returns [code]true[/code] if string [param start_key] exists." msgstr "Filleann sé [code]true[/code] má tá teaghrán [param start_key] ann." msgid "" "Indents selected lines, or in the case of no selection the caret line by one." msgstr "" "Feannadh línte roghnaithe, nó i gcás aon roghnú an caret líne ar cheann." msgid "" "Returns delimiter index if [param line] [param column] is in a comment. If " "[param column] is not provided, will return delimiter index if the entire " "[param line] is a comment. Otherwise [code]-1[/code]." msgstr "" "Filleann an t-innéacs teorannóir má tá [param line] [param column] i dtrácht. " "Mura gcuirtear [param column] ar fáil, seolfaidh sé an t-innéacs teorannóir " "ar ais más trácht é an [param line] ar fad. Seachas sin [code]-1[/code]." msgid "" "Returns the delimiter index if [param line] [param column] is in a string. If " "[param column] is not provided, will return the delimiter index if the entire " "[param line] is a string. Otherwise [code]-1[/code]." msgstr "" "Filleann sé an t-innéacs teorannóir má tá [param line] [param column] i téad. " "Mura soláthraítear [param column], seolfar an t-innéacs teorannaithe ar ais " "más teaghrán í an [líne pharam] ar fad. Seachas sin [code]-1[/code]." msgid "Returns whether the line at the specified index is bookmarked or not." msgstr "" "Filleann sé cibé an bhfuil an líne ag an innéacs sonraithe leabharmharcáilte " "nó nach bhfuil." msgid "Returns whether the line at the specified index is breakpointed or not." msgstr "" "Tuairisceáin cibé an bhfuil an líne ag an innéacs sonraithe brisphointe nó " "nach bhfuil." msgid "Returns whether the line at the specified index is a code region end." msgstr "" "Tuairisceáin cibé an bhfuil an líne ag an innéacs sonraithe críoch réigiún " "cód." msgid "Returns whether the line at the specified index is a code region start." msgstr "" "Tuairisceáin cibé an bhfuil an líne ag an innéacs sonraithe tús réigiún cód." msgid "" "Returns whether the line at the specified index is marked as executing or not." msgstr "" "Tuairisceáin cibé an bhfuil an líne ag an innéacs sonraithe marcáilte mar " "fhorghníomhú nó nach bhfuil." msgid "Returns whether the line at the specified index is folded or not." msgstr "" "Tuairisceáin cibé an bhfuil an líne ag an innéacs sonraithe fillte nó nach " "bhfuil." msgid "Moves all lines down that are selected or have a caret on them." msgstr "Bogtar gach líne síos a roghnaítear nó a bhfuil cúram air." msgid "Moves all lines up that are selected or have a caret on them." msgstr "Bogtar gach líne suas a roghnaítear nó a bhfuil cúram air." msgid "Removes the comment delimiter with [param start_key]." msgstr "Baintear an teorannóir nótaí tráchta le [param start_key]." msgid "Removes the string delimiter with [param start_key]." msgstr "Baintear an teorannóir teaghrán le [param start_key]." msgid "" "Emits [signal code_completion_requested], if [param force] is [code]true[/" "code] 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 "" "Astaíonn [cod comhartha_completion_requested], má tá [param force] " "[code]true[/code] seachnófar gach seiceáil. Seachas sin seiceálfaidh sé go " "bhfuil an cúram i bhfocal nó os comhair réimír. Neamhairdeofar an t-iarratas " "más cosán cineál comhaid, cosán nód nó comhartha iad na roghanna reatha go " "léir." msgid "Sets the current selected completion option." msgstr "Socraíonn sé an rogha críochnaithe reatha roghnaithe." msgid "Sets the code hint text. Pass an empty string to clear." msgstr "Socraíonn an cód leid téacs. Pas teaghrán folamh a ghlanadh." msgid "Sets if the code hint should draw below the text." msgstr "Socraíonn sé ar cheart an leid cód a tharraingt faoin téacs." msgid "Sets the code region start and end tags (without comment delimiter)." msgstr "" "Socraíonn sé clibeanna tosaigh agus deireadh réigiún an chóid (gan teorannóir " "tráchta)." msgid "Sets the line as bookmarked." msgstr "Socraíonn sé an líne mar leabharmharcáilte." msgid "Sets the line as breakpointed." msgstr "Socraíonn sé an líne mar brisphointe." msgid "Sets the line as executing." msgstr "Socraíonn sé an líne mar fhorghníomhú." msgid "Sets the symbol emitted by [signal symbol_validate] as a valid lookup." msgstr "" "Socraíonn sé an tsiombail a astaíonn [signal symbol_validate] mar chuardach " "bailí." msgid "Toggle the folding of the code block at the given line." msgstr "Scoránaigh fillte an bhloic chóid ag an líne tugtha." msgid "Toggle the folding of the code block on all lines with a caret on them." msgstr "Scoránaigh fillte an bhloic chóid ar gach líne agus airíoch orthu." msgid "Unfolds all lines, folded or not." msgstr "Leathnaíonn gach líne, fillte nó nach bhfuil." msgid "Unfolds all lines that were previously folded." msgstr "Unfolds gach líne a bhí fillte roimhe seo." msgid "" "Unindents selected lines, or in the case of no selection the caret line by " "one. Same as performing \"ui_text_unindent\" action." msgstr "" "Neamhindents línte roghnaithe, nó i gcás aon roghnú an caret líne ar cheann. " "Mar an gcéanna le gníomh \"ui_text_unindent\" a dhéanamh." msgid "" "Submits all completion options added with [method " "add_code_completion_option]. Will try to force the autocomplete menu to " "popup, if [param force] is [code]true[/code].\n" "[b]Note:[/b] This will replace all current candidates." msgstr "" "Cuireann sé isteach gach rogha críochnaithe a cuireadh leis [method " "add_code_completion_option]. Déanfar iarracht an roghchlár uathchríochnaithe " "a bhrú chun aníos, más rud é go bhfuil [param force] [code]true[/code].\n" "[b]Nóta:[/b] Gabhfaidh sé seo ionad na n-iarrthóirí reatha go léir." msgid "Sets whether brace pairs should be autocompleted." msgstr "Socraíonn sé cé acu ar cheart péirí brace a uathchríochnú." msgid "Highlight mismatching brace pairs." msgstr "Aibhsigh péirí brace neamhréireacha." msgid "Sets the brace pairs to be autocompleted." msgstr "Socraíonn sé na péirí brace a uathchríochnú." msgid "Sets whether code completion is allowed." msgstr "Socraíonn sé cé acu an gceadaítear comhlánú an chóid." msgid "Sets prefixes that will trigger code completion." msgstr "Socraíonn sé réimíreanna a spreagfaidh críochnú cód." msgid "" "Sets the comment delimiters. All existing comment delimiters will be removed." msgstr "" "Socraíonn sé na teorainneacha tráchta. Bainfear na teorannóirí tráchta uile " "atá ann cheana féin." msgid "" "Sets the string delimiters. All existing string delimiters will be removed." msgstr "" "Socraíonn sé na teorannóirí teaghrán. Bainfear na teorannóirí teaghrán go " "léir atá ann cheana féin." msgid "" "Sets if bookmarked should be drawn in the gutter. This gutter is shared with " "breakpoints and executing lines." msgstr "" "Ba chóir tacair má tá leabharmharcáilte orthu a tharraingt sa gháitéir. " "Roinntear an gutter seo le brisphointí agus línte forghníomhaithe." msgid "" "Sets if breakpoints should be drawn in the gutter. This gutter is shared with " "bookmarks and executing lines." msgstr "" "Socraíonn sé ar cheart bristephointí a tharraingt sa gháitéir. Roinntear an " "gutter seo le leabharmharcanna agus línte forghníomhaithe." msgid "" "Sets if executing lines should be marked in the gutter. This gutter is shared " "with breakpoints and bookmarks lines." msgstr "" "Socraíonn sé ar chóir línte forghníomhaithe a mharcáil sa gháitéir. Roinntear " "an gáitéar seo le brisphointí agus línte leabharmharcanna." msgid "Sets if foldable lines icons should be drawn in the gutter." msgstr "" "Socraítear ar cheart deilbhíní línte infhillte a tharraingt sa gháitéir." msgid "Sets if line numbers should be drawn in the gutter." msgstr "Socraíonn sé ar cheart uimhreacha línte a tharraingt sa gháitéir." msgid "Sets if line numbers drawn in the gutter are zero padded." msgstr "" "Socraítear an bhfuil stuáil nialasach ag na huimhreacha línte a " "tharraingítear sa gháitéir." msgid "" "Sets whether automatic indent are enabled, this will add an extra indent if a " "prefix or brace is found." msgstr "" "Socraítear cé acu an bhfuil fleasc uathoibríoch cumasaithe, cuirfidh sé seo " "fleasc breise leis má aimsítear réimír nó brace." msgid "Prefixes to trigger an automatic indent." msgstr "Réimíreanna chun fleasc uathoibríoch a spreagadh." msgid "" "Size of the tabulation indent (one [kbd]Tab[/kbd] press) in characters. If " "[member indent_use_spaces] is enabled the number of spaces to use." msgstr "" "Méid an fhleasc táblaithe (brú amháin [kbd]Cluaisín[/kbd]) i gcarachtar. Má " "tá [member indent_use_spaces] cumasaithe líon na spásanna le húsáid." msgid "Use spaces instead of tabs for indentation." msgstr "Úsáid spásanna in ionad cluaisíní le haghaidh eangú." msgid "Sets whether line folding is allowed." msgstr "Socraíonn sé cibé an gceadaítear fillte líne." msgid "" "Draws vertical lines at the provided columns. The first entry is considered a " "main hard guideline and is draw more prominently." msgstr "" "Tarraingíonn línte ingearacha ag na colúin atá curtha ar fáil. Meastar gur " "treoirlíne chrua an chéad iontráil agus tarraingítear níos suntasaí é." msgid "" "Set when a validated word from [signal symbol_validate] is clicked, the " "[signal symbol_lookup] should be emitted." msgstr "" "Socraigh nuair a chliceáiltear ar fhocal bailíochtaithe ó [signal " "symbol_validate], ba cheart an [signal symbol_lookup] a astú." msgid "" "Emitted when a breakpoint is added or removed from a line. If the line is " "moved via backspace a removed is emitted at the old line." msgstr "" "Astaítear nuair a chuirtear brisphointe leis nó nuair a bhaintear as líne é. " "Má bhogtar an líne trí chúlspás astaítear earra a bhaintear ag an tseanlíne." msgid "Emitted when the user requests code completion." msgstr "Astaítear nuair a iarrann an t-úsáideoir críochnú an chóid." msgid "Emitted when the user has clicked on a valid symbol." msgstr "Astaítear nuair a chliceáil an t-úsáideoir ar shiombail bhailí." msgid "" "Emitted when the user hovers over a symbol. The symbol should be validated " "and responded to, by calling [method set_symbol_lookup_word_as_valid]." msgstr "" "Astaítear nuair a aistríonn an t-úsáideoir thar siombail. Ba cheart an " "tsiombail a bhailíochtú agus freagra a thabhairt uirthi, trí ghlao a chur ar " "[method set_symbol_lookup_word_as_valid]." msgid "Marks the option as a class." msgstr "Marcáil an rogha mar rang." msgid "Marks the option as a function." msgstr "Marcanna an rogha mar fheidhm." msgid "Marks the option as a Godot signal." msgstr "Marcáil an rogha mar chomhartha Godot." msgid "Marks the option as a variable." msgstr "Marcáil an rogha mar athróg." msgid "Marks the option as a member." msgstr "Marcáil an rogha mar bhall." msgid "Marks the option as an enum entry." msgstr "Marcáil an rogha mar iontráil enum." msgid "Marks the option as a constant." msgstr "Marcáil an rogha mar tairiseach." msgid "Marks the option as a Godot node path." msgstr "Marcanna an rogha mar chonair nód Godot." msgid "Marks the option as a file path." msgstr "Marcáil an rogha mar chonair comhaid." msgid "Marks the option as unclassified or plain text." msgstr "Marcáil an rogha mar théacs neamhrangaithe nó gnáth-théacs." msgid "" "The option is local to the location of the code completion query - e.g. a " "local variable. Subsequent value of location represent options from the outer " "class, the exact value represent how far they are (in terms of inner classes)." msgstr "" "Tá an rogha áitiúil le suíomh an cheist maidir le comhlánú an chóid - e.g. " "athróg áitiúil. Léiríonn luach suímh ina dhiaidh sin roghanna ón aicme " "sheachtrach, léiríonn an luach cruinn cé chomh fada agus atá siad (i dtéarmaí " "na n-aicmí istigh)." msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " "depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " "parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " "option in the class or a parent class." msgstr "" "Tá an rogha ón rang ina bhfuil nó ó rang tuismitheora, i gcoibhneas le suíomh " "an cheist maidir le comhlánú an chóid. Déan beagán ar bhealach beag NÓ le " "doimhneacht an ranga (m.sh. [code]0[/code] don rang áitiúil, [code]1[/code] " "don tuismitheoir, [code]2[/code] don seantuismitheoir, etc.) chun doimhneacht " "rogha a stóráil sa rang nó i rang tuismitheora." msgid "" "The option is from user code which is not local and not in a derived class (e." "g. Autoload Singletons)." msgstr "" "Tagann an rogha ó chód úsáideora nach bhfuil áitiúil agus nach bhfuil in " "aicme díorthaithe (m.sh. Autoload Singletons)." msgid "" "The option is from other engine code, not covered by the other enum constants " "- e.g. built-in classes." msgstr "" "Tá an rogha ó chód innill eile, nach bhfuil clúdaithe ag na tairisigh enum " "eile - e.g. ranganna ionsuite." msgid "[Color] of the bookmark icon for bookmarked lines." msgstr "[Color] den íocón leabharmharc do línte leabharmharcáilte." msgid "[Color] of the text to highlight mismatched braces." msgstr "[Color] an téacs chun braces mímheaitseála a aibhsiú." msgid "[Color] of the breakpoint icon for bookmarked lines." msgstr "[Color] den íocón brisphointe le haghaidh línte leabharmharcáilte." msgid "[Color] for all icons related to line folding." msgstr "[Color] do gach deilbhín a bhaineann le fillte líne." msgid "Sets the background [Color] for the code completion popup." msgstr "Socraíonn sé an cúlra [Color] don phreabfhuinneog críochnaithe cóid." msgid "" "Background highlight [Color] for matching text in code completion options." msgstr "" "Buaicphointe an chúlra [Color] chun téacs a mheaitseáil i roghanna " "comhlánaithe an chóid." msgid "[Color] of the scrollbar in the code completion popup." msgstr "[Color] an scrollbharra sa phreabfhuinneog críochnaithe cóid." msgid "[Color] of the scrollbar in the code completion popup when hovered." msgstr "" "[Color] an scrollbharra sa phreabfhuinneog críochnaithe cóid nuair a " "ainlítear é." msgid "" "Background highlight [Color] for the current selected option item in the code " "completion popup." msgstr "" "Buaicphointe an chúlra [Color] don mhír roghnach reatha sa phreabfhuinneog " "críochnaithe cóid." msgid "[Color] of the executing icon for executing lines." msgstr "[Color] den deilbhín forghníomhaithe le haghaidh línte forghníomhaithe." msgid "[Color] of background line highlight for folded code region." msgstr "[Color] an bhuaicphointe líne chúlra don réigiún cód fillte." msgid "" "[Color] of the main line length guideline, secondary guidelines will have 50% " "alpha applied." msgstr "" "[Color] den treoirlíne fad príomhlíne, cuirfear 50% alfa i bhfeidhm ar " "threoirlínte tánaisteacha." msgid "Sets the [Color] of line numbers." msgstr "Socraíonn sé [Color] na línte uimhreacha." msgid "" "Max number of options to display in the code completion popup at any one time." msgstr "" "An líon uasta roghanna le taispeáint sa phreabfhuinneog comhlánaithe cóid ag " "aon am amháin." msgid "" "Max width of options in the code completion popup. Options longer than this " "will be cut off." msgstr "" "Leithead uasta na roghanna sa phreabfhuinneog críochnaithe cód. Déanfar " "roghanna níos faide ná seo a ghearradh amach." msgid "Width of the scrollbar in the code completion popup." msgstr "Leithead an scrollbharra sa phreabfhuinneog críochnaithe cóid." msgid "" "Sets a custom [Texture2D] to draw in the bookmark gutter for bookmarked lines." msgstr "" "Socraíonn sé saincheaptha [Texture2D] chun an gutter leabharmharc a " "tharraingt isteach do línte leabharmharcáilte." msgid "" "Sets a custom [Texture2D] to draw in the breakpoint gutter for breakpointed " "lines." msgstr "" "Socraíonn sé saincheaptha [Texture2D] chun an gutter brisphointe a tharraingt " "isteach do línte bristephointe." msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a line can " "be folded." msgstr "" "Socraíonn sé saincheaptha [Texture2D] le tarraingt sa gháitéir fillte líne " "nuair is féidir líne a fhilleadh." msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a code " "region can be folded." msgstr "" "Socraíonn sé saincheaptha [Texture2D] a tharraingt sa gháitéir fillte líne " "nuair is féidir réigiún cód a fhilleadh." msgid "Icon to draw in the executing gutter for executing lines." msgstr "" "Deilbhín le tarraingt sa gháitéir fhorghníomhaithe le haghaidh línte " "forghníomhaithe." msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a line is " "folded and can be unfolded." msgstr "" "Socraíonn sé saincheaptha [Texture2D] le tarraingt sa gháitéir fillte líne " "nuair a bhíonn líne fillte agus nuair is féidir í a dhífhilleadh." msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a code " "region is folded and can be unfolded." msgstr "" "Socraíonn sé saincheaptha [Texture2D] le tarraingt sa gháitéir fillte líne " "nuair a bhíonn réigiún cóid fillte agus nuair is féidir é a dhífhilleadh." msgid "Sets a custom [Texture2D] to draw at the end of a folded line." msgstr "" "Socraíonn sé saincheaptha [Texture2D] le tarraingt ag deireadh líne fillte." msgid "[StyleBox] for the code completion popup." msgstr "[StyleBox] don phreabfhuinneog críochnaithe cóid." msgid "A syntax highlighter intended for code." msgstr "Aibhsitheoir comhréire atá beartaithe le haghaidh cód." msgid "" "By adjusting various properties of this resource, you can change the colors " "of strings, comments, numbers, and other text patterns inside a [TextEdit] " "control." msgstr "" "Trí airíonna éagsúla na hacmhainne seo a choigeartú, is féidir leat dathanna " "teaghrán, nótaí tráchta, uimhreacha agus patrúin téacs eile a athrú laistigh " "de rialú [TextEdit]." msgid "" "Adds a color region (such as for comments or strings) from [param start_key] " "to [param end_key]. Both keys should be symbols, and [param start_key] must " "not be shared with other delimiters.\n" "If [param line_only] is [code]true[/code] or [param end_key] is an empty " "[String], the region does not carry over to the next line." msgstr "" "Cuireann sé réigiún datha (cosúil le tuairimí nó teaghráin) ó [param " "start_key] go [param end_key]. Ba chóir go mbeadh an dá eochair ina " "siombailí, agus níor cheart [param start_key] a roinnt le teorannóirí eile.\n" "Más [Teaghrán] folamh é [param line_only] [code]true[/code] nó [param " "end_key], ní aistríonn an réigiún anonn go dtí an chéad líne eile." msgid "" "Sets the color for a keyword.\n" "The keyword cannot contain any symbols except '_'." msgstr "" "Socraíonn sé an dath le haghaidh eochairfhocal.\n" "Ní féidir aon siombailí a bheith san eochairfhocal ach amháin '_'." msgid "" "Sets the color for a member keyword.\n" "The member keyword cannot contain any symbols except '_'.\n" "It will not be highlighted if preceded by a '.'." msgstr "" "Socraíonn sé an dath d'eochairfhocal comhalta.\n" "Ní féidir siombail ar bith a bheith san eochairfhocal ball ach amháin '_'.\n" "Ní thabharfar aird air má tá ‘.’ roimhe." msgid "Removes all color regions." msgstr "Baintear gach réigiún datha." msgid "Removes all keywords." msgstr "Baintear gach eochairfhocail." msgid "Removes all member keywords." msgstr "Baintear gach eochairfhocal ball." msgid "Returns the color for a keyword." msgstr "Filleann an dath le haghaidh eochairfhocal." msgid "Returns the color for a member keyword." msgstr "Filleann sé an dath le haghaidh eochairfhocal ball." msgid "" "Returns [code]true[/code] if the start key exists, else [code]false[/code]." msgstr "" "Filleann sé [code]true[/code] má tá an eochair tosaithe ann, eile " "[code]bréagach[/code]." msgid "" "Returns [code]true[/code] if the keyword exists, else [code]false[/code]." msgstr "" "Filleann sé [code]true[/code] má tá an eochairfhocal ann, eile " "[code]bréagach[/code]." msgid "" "Returns [code]true[/code] if the member keyword exists, else [code]false[/" "code]." msgstr "" "Filleann sé [code]true[/code] má tá eochairfhocal an bhall ann, eile " "[code]bréagach[/code]." msgid "Removes the color region that uses that start key." msgstr "Bain an réigiún datha a úsáideann an eochair tosaithe." msgid "Removes the keyword." msgstr "Baintear an eochairfhocal." msgid "Removes the member keyword." msgstr "Baintear an eochairfhocal ball." msgid "" "Sets the color regions. All existing regions will be removed. The " "[Dictionary] key is the region start and end key, separated by a space. The " "value is the region color." msgstr "" "Socraíonn na réigiúin dath. Bainfear gach réigiún atá ann faoi láthair. Is í " "an eochair [Foclóir] an eochair tosaigh agus deiridh réigiúin, scartha le " "spás. Is é an luach dath an réigiúin." msgid "" "Sets color for functions. A function is a non-keyword string followed by a " "'('." msgstr "" "Socraíonn sé dath le haghaidh feidhmeanna. Teaghrán gan eochairfhocail is ea " "feidhm agus '(' ina dhiaidh sin)." msgid "" "Sets the keyword colors. All existing keywords will be removed. The " "[Dictionary] key is the keyword. The value is the keyword color." msgstr "" "Socraíonn na dathanna eochairfhocal. Bainfear na heochairfhocail atá ann " "cheana féin. Is é an [Foclóir] an eochairfhocal. Is é an luach an dath " "eochairfhocal." msgid "" "Sets the member keyword colors. All existing member keyword will be removed. " "The [Dictionary] key is the member keyword. The value is the member keyword " "color." msgstr "" "Socraíonn na dathanna eochairfhocal ball. Bainfear gach eochairfhocal ball " "atá ann cheana féin. Is í an eochair [Foclóir] eochairfhocal na mball. Is é " "an luach dath eochairfhocal na mball." msgid "" "Sets color for member variables. A member variable is non-keyword, non-" "function string proceeded with a '.'." msgstr "" "Socraíonn sé dath d'athróga ball. Tá athróg ball gan eochairfhocal, teaghrán " "neamhfheidhme ar aghaidh le '.'." msgid "Sets the color for numbers." msgstr "Socraíonn sé an dath le haghaidh uimhreacha." msgid "Sets the color for symbols." msgstr "Socraíonn sé an dath le haghaidh siombailí." msgid "Abstract base class for 2D physics objects." msgstr "Bunrang teibí le haghaidh rudaí 2d san fhisic." msgid "" "Abstract base class for 2D physics objects. [CollisionObject2D] can hold any " "number of [Shape2D]s for collision. Each shape must be assigned to a [i]shape " "owner[/i]. 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 "" "Bunrang teibí le haghaidh rudaí 2d san fhisic. Is féidir le " "[CollisionObject2D] aon líon [Shape2D]anna a choinneáil le haghaidh " "imbhuailte. Ní mór gach cruth a shannadh d'úinéir [i]crutha[/i]. Ní nóid iad " "úinéirí crutha agus ní bhíonn siad le feiceáil san eagarthóir, ach tá " "rochtain orthu trí chód ag baint úsáide as na modhanna [code] shape_owner_*[/" "code].\n" "[b]Nóta:[/b] Ní thacaítear ach le himbhuailtí idir réada laistigh den " "chanbhás céanna ([Viewport] chanbhás nó [CanvasLayer]). Tá iompar imbhuailtí " "idir rudaí i gcanbhásanna éagsúla neamhshainithe." msgid "" "Accepts unhandled [InputEvent]s. [param shape_idx] is the child index of the " "clicked [Shape2D]. Connect to [signal input_event] 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 "" "Glacann sé le [IonputEvent]s gan láimhseáil. Is é [param shape_idx] an t-" "innéacs leanaí den [Shape2D] a chliceáil. Ceangail le [signal input_event] " "chun na himeachtaí seo a phiocadh suas go héasca.\n" "[b] Nóta:[/b] Éilíonn [method _input_event] go bhfuil [code] true [/code] " "agus go socrófar [member collision_layer] giotán." msgid "" "Called when the mouse pointer enters any of this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this function to be called." msgstr "" "Glaoitear air nuair a chuireann an pointeoir luiche isteach ar aon cheann de " "chruthanna an oibiachta seo. Ní mór [code]true[/code] a bheith ar [comhalta " "ionchuir_pickable] agus ar a laghad giotán [member collision_layer] a shocrú. " "Tabhair faoi deara nach nglaofar an fheidhm seo ar an bhfeidhm seo má " "ghluaistear idir cruthanna éagsúla laistigh d'aon [CollisionObject2D] amháin." msgid "" "Called when the mouse pointer exits all this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this function to be called." msgstr "" "Glaoitear air nuair a scoireann an pointeoir luiche cruthanna uile an " "oibiachta seo. Ní mór [code]true[/code] a bheith ar [comhalta " "ionchuir_pickable] agus ar a laghad giotán [member collision_layer] a shocrú. " "Tabhair faoi deara nach nglaofar an fheidhm seo ar an bhfeidhm seo má " "ghluaistear idir cruthanna éagsúla laistigh d'aon [CollisionObject2D] amháin." msgid "" "Called when the mouse pointer enters any of this object's shapes or moves " "from one shape to another. [param shape_idx] is the child index of the newly " "entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] " "and at least one [member collision_layer] bit to be called." msgstr "" "Glaoitear air nuair a théann an pointeoir luiche isteach i gcruth ar bith den " "réad seo nó nuair a bhogann sé ó chruth amháin go cruth eile. Is é [param " "shape_idx] innéacs leanaí an nua-iontrála [Shape2D]. Ní mór [code]true[/code] " "a bheith ar [comhalta ionchur_pickable] agus ar a laghad ceann amháin [ball " "collision_layer] giotán a bheith le glaoch." msgid "" "Called when the mouse pointer exits any of this object's shapes. [param " "shape_idx] is the child index of the exited [Shape2D]. Requires [member " "input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be called." msgstr "" "Glaoitear air nuair a scoireann an pointeoir luiche aon cheann de chruthanna " "an oibiachta seo. Is é [param shape_idx] an t-innéacs leanaí den fhocal scoir " "[Shape2D]. Ní mór [code]true[/code] a bheith ar [comhalta ionchur_pickable] " "agus ar a laghad ceann amháin [ball collision_layer] giotán a bheith le " "glaoch." msgid "" "Creates a new shape owner for the given object. Returns [code]owner_id[/code] " "of the new owner for future reference." msgstr "" "Cruthaíonn sé úinéir crutha nua don réad tugtha. Seoltar ar ais " "[code]owner_id[/code] an úinéara nua le haghaidh tagartha sa todhchaí." msgid "" "Returns whether or not the specified layer of the [member collision_layer] is " "enabled, given a [param layer_number] between 1 and 32." msgstr "" "Filleann sé cibé an bhfuil nó nach bhfuil an ciseal sonraithe den [member " "collision_layer] cumasaithe, nuair a thugtar [param layer_number] idir 1 agus " "32." msgid "" "Returns whether or not the specified layer of the [member collision_mask] is " "enabled, given a [param layer_number] between 1 and 32." msgstr "" "Filleann sé cibé an bhfuil nó nach bhfuil an ciseal sonraithe den [member " "collision_mask] cumasaithe, nuair a thugtar [param layer_number] idir 1 agus " "32." msgid "Returns the object's [RID]." msgstr "Filleann sé [RID] an réad." msgid "" "Returns the [code]one_way_collision_margin[/code] of the shape owner " "identified by given [param owner_id]." msgstr "" "Seoltar ar ais an [code]one_way_collision_margin[/code] d'úinéir an chrutha a " "shainaithin [param Owner_id]." 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 "" "Seoltar ar ais [Eagar] de [code]owner_id[/code] aitheantóirí. Is féidir leat " "na haitheantais seo a úsáid ar mhodhanna eile a ghlacann [code]owner_id[/" "code] mar argóint." msgid "If [code]true[/code], the shape owner and its shapes are disabled." msgstr "" "Más [code]true[/code], díchumasaítear úinéir an chrutha agus a chruthanna." 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 "" "Filleann [code]true[/code] mura dtuairisceofar imbhuailtí le haghaidh úinéir " "an chrutha a tháinig ón [CollisionObject2D] seo agus [CollisionObject2D]s." msgid "Removes the given shape owner." msgstr "Baintear úinéir an chrutha a thugtar." msgid "" "Based on [param value], enables or disables the specified layer in the " "[member collision_layer], given a [param layer_number] between 1 and 32." msgstr "" "Bunaithe ar [paramluach], cumasaíonn nó díchumasaíonn sé an ciseal sonraithe " "sa [comhalta collision_layer], nuair a thugtar [uimhir layer_number] idir 1 " "agus 32." msgid "" "Based on [param value], enables or disables the specified layer in the " "[member collision_mask], given a [param layer_number] between 1 and 32." msgstr "" "Bunaithe ar [paramluach], cumasaíonn nó díchumasaítear an ciseal sonraithe sa " "[member collision_mask], nuair a thugtar [uimhir ciseal_paraim] idir 1 agus " "32." msgid "Returns the [code]owner_id[/code] of the given shape." msgstr "Seoltar ar ais an [code]owner_id[/code] den chruth a thugtar." msgid "Adds a [Shape2D] to the shape owner." msgstr "Cuireann [Shape2D] le húinéir an chrutha." msgid "Removes all shapes from the shape owner." msgstr "Baineann sé gach cruthanna ó úinéir an chrutha." msgid "Returns the parent object of the given shape owner." msgstr "Filleann an tuismitheoir oibiacht úinéara an chrutha a tugadh." msgid "Returns the [Shape2D] with the given ID from the given shape owner." msgstr "" "Filleann sé an [Shape2D] leis an aitheantas tugtha ó úinéir an chrutha a " "tugadh." msgid "Returns the number of shapes the given shape owner contains." msgstr "Filleann sé líon na gcruthanna atá san úinéir cruthanna tugtha." msgid "" "Returns the child index of the [Shape2D] with the given ID from the given " "shape owner." msgstr "" "Filleann an t-innéacs leanaí den [Shape2D] leis an aitheantas tugtha ó úinéir " "an chrutha a tugadh." msgid "Returns the shape owner's [Transform2D]." msgstr "Filleann sé [Transform2D] úinéir an chrutha." msgid "Removes a shape from the given shape owner." msgstr "Baintear cruth ón úinéir cruth a thugtar." msgid "If [code]true[/code], disables the given shape owner." msgstr "Má tá [code]true[/code], díchumasaítear úinéir an chrutha a thugtar." msgid "" "If [param enable] is [code]true[/code], collisions for the shape owner " "originating from this [CollisionObject2D] will not be reported to collided " "with [CollisionObject2D]s." msgstr "" "Má tá [param-chumas] [code]true[/code], ní thuairisceofar go raibh imbhuailtí " "d’úinéir an chrutha a tháinig ón [CollisionObject2D] seo in imbhualadh le " "[CollisionObject2D]s." msgid "" "Sets the [code]one_way_collision_margin[/code] of the shape owner identified " "by given [param owner_id] to [param margin] pixels." msgstr "" "Socraíonn sé [code]one_way_collision_margin[/code] úinéir an chrutha a " "shainaithnítear leis an [paramowner_id] a thugtar do [margin param] picteilín." msgid "Sets the [Transform2D] of the given shape owner." msgstr "Socraíonn sé [Transform2D] úinéir an chrutha a thugtar." msgid "" "The physics layers this CollisionObject2D is in. Collision objects can exist " "in one or more of 32 different layers. See also [member collision_mask].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision layers " "and masks[/url] in the documentation for more information." msgstr "" "Na sraitheanna fisice ina bhfuil an CollisionObject2D seo istigh. Is féidir " "le réada imbhuailte a bheith ann i gceann amháin nó níos mó de 32 shraith " "dhifriúla. Féach freisin [member collision_mask].\n" "[b]Nóta:[/b] Ní féidir le réad A teagmháil le réad B a bhrath ach amháin má " "tá réad B in aon cheann de na sraitheanna a scanadh réad A. Féach " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Cisealacha imbhuailte agus maisc[/url] sa doiciméadú le haghaidh " "tuilleadh faisnéise." msgid "" "The physics layers this CollisionObject2D scans. Collision objects can scan " "one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision layers " "and masks[/url] in the documentation for more information." msgstr "" "Leagann an fhisic an scanadh seo ar CollisionObject2D. Is féidir le réada " "imbhuailte ceann amháin nó níos mó de 32 sraithe éagsúla a scanadh. Féach " "freisin [member collision_layer].\n" "[b]Nóta:[/b] Ní féidir le réad A teagmháil le réad B a bhrath ach amháin má " "tá réad B in aon cheann de na sraitheanna a scanadh réad A. Féach " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Cisealacha imbhuailte agus maisc[/url] sa doiciméadú le haghaidh " "tuilleadh faisnéise." msgid "" "The priority used to solve colliding when occurring penetration. The higher " "the priority is, the lower the penetration into the object will be. This can " "for example be used to prevent the player from breaking through the " "boundaries of a level." msgstr "" "An tosaíocht a úsáidtear chun imbhualadh a réiteach nuair a tharlaíonn dul i " "bhfód. Dá airde an tosaíocht, is ea is ísle an dul isteach sa réad. Is féidir " "é seo a úsáid mar shampla chun an t-imreoir a chosc ó bhriseadh trí " "theorainneacha leibhéil." msgid "" "Defines the behavior in physics when [member Node.process_mode] is set to " "[constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more " "details about the different modes." msgstr "" "Sainmhíníonn sé an t-iompar san fhisic nuair a shocraítear [ball Node." "process_mode] go [Node.PROCESS_MODE_DISABLED leanúnach]. Féach [enum " "DisableMode] le haghaidh tuilleadh sonraí faoi na modhanna éagsúla." 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 "" "Más [code]true[/code], is féidir an réad seo a phiocadh. Is féidir le réad " "inphioctha pointeoir na luiche a bhrath ag dul isteach/ag imeacht, agus má tá " "an luch istigh ann, tuairisc a thabhairt ar imeachtaí ionchuir. Teastaíonn " "beagán [member collision_layer] amháin ar a laghad a shocrú." msgid "" "Emitted when an input event occurs. Requires [member input_pickable] to be " "[code]true[/code] and at least one [member collision_layer] bit to be set. " "See [method _input_event] for details." msgstr "" "Astaítear nuair a tharlaíonn teagmhas ionchuir. Ní mór [code]true[/code] a " "bheith ar [comhalta ionchuir_pickable] agus ar a laghad giotán [member " "collision_layer] a shocrú. Féach ar [method _input_event] le haghaidh sonraí." msgid "" "Emitted when the mouse pointer enters any of this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this signal to be emitted.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject2D]'s area is small. This signal may also not be emitted " "if another [CollisionObject2D] is overlapping the [CollisionObject2D] in " "question." msgstr "" "Astaítear nuair a théann an pointeoir luiche isteach i gceann ar bith de " "chruthanna an oibiachta seo. Ní mór [code]true[/code] a bheith ar [comhalta " "ionchuir_pickable] agus ar a laghad giotán [member collision_layer] a shocrú. " "Tabhair faoi deara nach mbeidh an comhartha seo astaithe nuair a bhogtar idir " "cruthanna éagsúla laistigh d'aon [CollisionObject2D] amháin.\n" "[b]Nóta:[/b] Mar gheall ar an easpa braite imbhuailte leanúnaigh, seans nach " "n-astú an comhartha seo san ord ionchais má ghluaiseann an luch tapa go leor " "agus má tá achar [CollisionObject2D] beag. Is féidir nach n-astú an comhartha " "seo ach oiread má tá [CollisionObject2D] eile ag forluí ar an " "[CollisionObject2D] atá i gceist." msgid "" "Emitted when the mouse pointer exits all this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this signal to be emitted.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject2D]'s area is small. This signal may also not be emitted " "if another [CollisionObject2D] is overlapping the [CollisionObject2D] in " "question." msgstr "" "Astaítear nuair a scoireann an pointeoir luiche cruthanna uile an oibiachta " "seo. Ní mór [code]true[/code] a bheith ar [comhalta ionchuir_pickable] agus " "ar a laghad giotán [member collision_layer] a shocrú. Tabhair faoi deara nach " "mbeidh an comhartha seo astaithe ag bogadh idir cruthanna éagsúla laistigh " "d'aon [CollisionObject2D] amháin.\n" "[b]Nóta:[/b] Mar gheall ar an easpa braite imbhuailte leanúnaigh, seans nach " "n-astú an comhartha seo san ord ionchais má ghluaiseann an luch tapa go leor " "agus má tá achar [CollisionObject2D] beag. Is féidir nach n-astú an comhartha " "seo ach oiread má tá [CollisionObject2D] eile ag forluí ar an " "[CollisionObject2D] atá i gceist." msgid "" "Emitted when the mouse pointer enters any of this object's shapes or moves " "from one shape to another. [param shape_idx] is the child index of the newly " "entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] " "and at least one [member collision_layer] bit to be set." msgstr "" "Astaítear nuair a théann an pointeoir luiche isteach i gcruth ar bith den " "réad seo nó nuair a bhogann sé ó chruth amháin go cruth eile. Is é [param " "shape_idx] innéacs leanaí an nua-iontrála [Shape2D]. Ní mór [code]true[/code] " "a bheith ar [comhalta ionchuir_pickable] agus ar a laghad giotán [member " "collision_layer] a shocrú." msgid "" "Emitted when the mouse pointer exits any of this object's shapes. [param " "shape_idx] is the child index of the exited [Shape2D]. Requires [member " "input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set." msgstr "" "Astaítear nuair a scoireann an pointeoir luiche aon cheann de chruthanna an " "oibiachta seo. Is é [param shape_idx] an t-innéacs leanaí den fhocal scoir " "[Shape2D]. Ní mór [code]true[/code] a bheith ar [comhalta ionchuir_pickable] " "agus ar a laghad giotán [member collision_layer] a shocrú." 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 "" "Nuair a shocraítear [ball Node.process_mode] go [Node.PROCESS_MODE_DISABLED " "seasmhach], bain den insamhalta fisice chun stop a chur le gach idirghníomhú " "fisice leis seo [CollisionObject2D].\n" "Athchur go huathoibríoch leis an insamhalta fisice nuair a dhéantar an [Nóid] " "a phróiseáil arís." msgid "" "When [member Node.process_mode] is set to [constant Node." "PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area2D]. " "[PhysicsBody2D] can't be affected by forces or other bodies while static.\n" "Automatically set [PhysicsBody2D] back to its original mode when the [Node] " "is processed again." msgstr "" "Nuair a shocraítear [ball Node.process_mode] go [Node.PROCESS_MODE_DISABLED " "seasmhach], cuir an corp ina stad. Ní chuireann sé isteach ar [Area2D]. Ní " "féidir le fórsaí ná comhlachtaí eile dul i bhfeidhm ar [FisicsBody2D] agus " "iad statach.\n" "Socraigh [PhysicsBody2D] go huathoibríoch ar ais go dtí a mhodh bunaidh nuair " "a phróiseáiltear an [Nóid] arís." msgid "" "When [member Node.process_mode] is set to [constant Node." "PROCESS_MODE_DISABLED], do not affect the physics simulation." msgstr "" "Nuair a shocraítear [ball Node.process_mode] go [Node.PROCESS_MODE_DISABLED " "seasmhach], ná cuir isteach ar an insamhalta fisice." msgid "Abstract base class for 3D physics objects." msgstr "Bunrang teibí le haghaidh rudaí san fhisic 3d saor in aisce,." msgid "" "Abstract base class for 3D physics objects. [CollisionObject3D] can hold any " "number of [Shape3D]s for collision. Each shape must be assigned to a [i]shape " "owner[/i]. 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]Warning:[/b] With a non-uniform scale, this node will likely not behave as " "expected. It is advised to keep its scale the same on all axes and adjust its " "collision shape(s) instead." msgstr "" "Bunrang teibí le haghaidh rudaí san fhisic 3d saor in aisce,. Is féidir le " "[CollisionObject3D] líon ar bith [Shape3D]s a choinneáil le haghaidh " "imbhuailte. Ní mór gach cruth a shannadh d'úinéir [i]crutha[/i]. Ní nóid iad " "úinéirí crutha agus ní bhíonn siad le feiceáil san eagarthóir, ach tá " "rochtain orthu trí chód ag baint úsáide as na modhanna [code] shape_owner_*[/" "code].\n" "[b]Rabhadh:[/b] Le scála neamh-éide, is dócha nach n-iompróidh an nód seo mar " "a bhíothas ag súil leis. Moltar a scála a choinneáil mar an gcéanna ar gach " "ais agus cruth(í) an imbhuailte a choigeartú ina ionad." msgid "" "Receives unhandled [InputEvent]s. [param event_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 "" "Faigheann sé [IonputEvent]s gan láimhseáil. Is é [param event_position] " "suíomh an phointeora luiche sa spás domhanda ar dhromchla an chrutha leis an " "innéacs [param shape_idx] agus is é [param normal] gnáthveicteoir an dromchla " "ag an bpointe sin. Ceangail leis an [signal input_event] comhartha chun na " "himeachtaí seo a phiocadh suas go héasca.\n" "[b] Nóta:[/b] Éilíonn [method _input_event] go bhfuil [code]true[/code] agus " "go socrófar [member collision_layer] giotán." msgid "" "Called when the mouse pointer enters any of this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject3D] won't cause this function to be called." msgstr "" "Glaoitear air nuair a chuireann an pointeoir luiche isteach ar aon cheann de " "chruthanna an oibiachta seo. Ní mór [code]true[/code] a bheith ar [comhalta " "ionchur_ray_pickable] agus ar a laghad giotán [member collision_layer] a " "shocrú. Tabhair faoi deara nach nglaofar an fheidhm seo ar an bhfeidhm seo má " "ghluaistear idir cruthanna éagsúla laistigh d'aon [CollisionObject3D] amháin." msgid "" "Called when the mouse pointer exits all this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject3D] won't cause this function to be called." msgstr "" "Glaoitear air nuair a scoireann an pointeoir luiche cruthanna uile an " "oibiachta seo. Ní mór [code]true[/code] a bheith ar [comhalta " "ionchur_ray_pickable] agus ar a laghad giotán [member collision_layer] a " "shocrú. Tabhair faoi deara nach nglaofar an fheidhm seo ar an bhfeidhm seo má " "ghluaistear idir cruthanna éagsúla laistigh d'aon [CollisionObject3D] amháin." msgid "Adds a [Shape3D] to the shape owner." msgstr "Cuireann [Shape3D] le húinéir an chrutha." msgid "Returns the [Shape3D] with the given ID from the given shape owner." msgstr "" "Filltear an [Shape3D] leis an aitheantas tugtha ó úinéir an chrutha a tugadh." msgid "" "Returns the child index of the [Shape3D] with the given ID from the given " "shape owner." msgstr "" "Filleann an t-innéacs leanaí den [Shape3D] leis an aitheantas tugtha ó úinéir " "an chrutha a tugadh." msgid "Returns the shape owner's [Transform3D]." msgstr "Filleann sé [Transform3D] úinéir an chrutha." msgid "Sets the [Transform3D] of the given shape owner." msgstr "Socraíonn sé [Transform3D] úinéir an chrutha a thugtar." msgid "" "The physics layers this CollisionObject3D [b]is in[/b]. Collision objects can " "exist in one or more of 32 different layers. See also [member " "collision_mask].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision layers " "and masks[/url] in the documentation for more information." msgstr "" "Leagann an fhisic an Imbhualadh seo Object3D [b]i[/b]. Is féidir le réada " "imbhuailte a bheith ann i gceann amháin nó níos mó de 32 sraitheanna éagsúla. " "Féach freisin [member collision_mask].\n" "[b]Nóta:[/b] Ní féidir le réad A teagmháil le réad B a bhrath ach amháin má " "tá réad B in aon cheann de na sraitheanna a scanadh réad A. Féach " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Cisealacha imbhuailte agus maisc[/url] sa doiciméadú le haghaidh " "tuilleadh faisnéise." msgid "" "The physics layers this CollisionObject3D [b]scans[/b]. Collision objects can " "scan one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision layers " "and masks[/url] in the documentation for more information." msgstr "" "Leagann an fhisic an Imbhualadh seo Object3D [b]scan[/b]. Is féidir le réada " "imbhuailte ceann amháin nó níos mó de 32 sraithe éagsúla a scanadh. Féach " "freisin [member collision_layer].\n" "[b]Nóta:[/b] Ní féidir le réad A teagmháil le réad B a bhrath ach amháin má " "tá réad B in aon cheann de na sraitheanna a scanadh réad A. Féach " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Cisealacha imbhuailte agus maisc[/url] sa doiciméadú le haghaidh " "tuilleadh faisnéise." msgid "" "If [code]true[/code], the [CollisionObject3D] will continue to receive input " "events as the mouse is dragged across its shapes." msgstr "" "Más [code]true[/code], leanfaidh an [CollisionObject3D] ag fáil teagmhais " "ionchuir de réir mar a tharraingítear an luch trasna a cruthanna." msgid "" "Emitted when the object receives an unhandled [InputEvent]. [param " "event_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." msgstr "" "Astaithe nuair a fhaigheann an réad [InputEvent] gan láimhseáil. Is é [param " "event_position] suíomh an phointeora luiche sa spás domhanda ar dhromchla an " "chrutha leis an innéacs [param shape_idx] agus is é [param normal] " "gnáthveicteoir an dromchla ag an bpointe sin." msgid "" "Emitted when the mouse pointer enters any of this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject3D]'s area is small. This signal may also not be emitted " "if another [CollisionObject3D] is overlapping the [CollisionObject3D] in " "question." msgstr "" "Astaítear nuair a théann an pointeoir luiche isteach i gceann ar bith de " "chruthanna an oibiachta seo. Ní mór [code]true[/code] a bheith ar [comhalta " "ionchur_ray_pickable] agus ar a laghad giotán [member collision_layer] a " "shocrú.\n" "[b]Nóta:[/b] Mar gheall ar an easpa braite imbhuailte leanúnaigh, seans nach " "n-astú an comhartha seo san ord ionchais má ghluaiseann an luch tapa go leor " "agus má tá achar [CollisionObject3D] beag. Seans nach n-astú an comhartha seo " "ach oiread má tá [CollisionObject3D] eile ag forluí ar an [CollisionObject3D] " "atá i gceist." msgid "" "Emitted when the mouse pointer exits all this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject3D]'s area is small. This signal may also not be emitted " "if another [CollisionObject3D] is overlapping the [CollisionObject3D] in " "question." msgstr "" "Astaítear nuair a scoireann an pointeoir luiche cruthanna uile an oibiachta " "seo. Ní mór [code]true[/code] a bheith ar [comhalta ionchur_ray_pickable] " "agus ar a laghad giotán [member collision_layer] a shocrú.\n" "[b]Nóta:[/b] Mar gheall ar an easpa braite imbhuailte leanúnaigh, seans nach " "n-astú an comhartha seo san ord ionchais má ghluaiseann an luch tapa go leor " "agus má tá achar [CollisionObject3D] beag. Seans nach n-astú an comhartha seo " "ach oiread má tá [CollisionObject3D] eile ag forluí ar an [CollisionObject3D] " "atá i gceist." 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 "" "Nuair a shocraítear [ball Node.process_mode] go [Node.PROCESS_MODE_DISABLED " "seasmhach], bain den insamhalta fisice chun stop a chur le gach idirghníomhú " "fisice leis seo [CollisionObject3D].\n" "Athchur go huathoibríoch leis an insamhalta fisice nuair a dhéantar an [Nóid] " "a phróiseáil arís." msgid "" "When [member Node.process_mode] is set to [constant Node." "PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area3D]. " "[PhysicsBody3D] can't be affected by forces or other bodies while static.\n" "Automatically set [PhysicsBody3D] back to its original mode when the [Node] " "is processed again." msgstr "" "Nuair a shocraítear [ball Node.process_mode] go [Node.PROCESS_MODE_DISABLED " "seasmhach], cuir an corp ina stad. Ní chuireann sé isteach ar [Area 3D]. Ní " "féidir le fórsaí ná comhlachtaí eile dul i bhfeidhm ar [FisicsBody3D] agus " "iad statach.\n" "Socraigh [PhysicsBody3D] go huathoibríoch ar ais go dtí a bhunmhodh nuair a " "phróiseáiltear an [Nóid] arís." msgid "A node that provides a polygon shape to a [CollisionObject2D] parent." msgstr "Nód a sholáthraíonn cruth polagán do thuismitheoir [CollisionObject2D]." msgid "" "A node that provides a polygon shape to a [CollisionObject2D] parent and " "allows to edit it. The polygon can be concave or convex. This can give a " "detection shape to an [Area2D], turn [PhysicsBody2D] into a solid object, or " "give a hollow shape to a [StaticBody2D].\n" "[b]Warning:[/b] A non-uniformly scaled [CollisionShape2D] will likely not " "behave as expected. Make sure to keep its scale the same on all axes and " "adjust its shape resource instead." msgstr "" "Nód a sholáthraíonn cruth polagán do thuismitheoir [CollisionObject2D] agus a " "cheadaíonn é a chur in eagar. Is féidir leis an polagán a bheith cuasach nó " "dronnach. Is féidir leis seo cruth braite a thabhairt do [Area2D], " "[FisicBody2D] a iompú ina réad soladach, nó cruth cuasach a thabhairt do " "[StaticBody2D].\n" "[b]Rabhadh:[/b] Is dócha nach n-iompróidh [CollisionShape2D] ar scála neamh-" "aonfhoirmeach mar a bhíothas ag súil leis. Bí cinnte a scála a choinneáil mar " "an gcéanna ar gach ais agus a cruth acmhainn a choigeartú ina ionad." msgid "Collision build mode. Use one of the [enum BuildMode] constants." msgstr "Modh tógála imbhuailte. Úsáid ceann de na tairisigh [enum BuildMode]." msgid "If [code]true[/code], no collisions will be detected." msgstr "Más rud é go bhfuil [code]true[/code], ní bhraithfear aon imbhuailtí." 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 "" "Más rud é [code]true[/code], ní imbhuailfidh ach imill atá os comhair, i " "gcoibhneas le rothlú [CollisionPolygon2D], le réada eile.\n" "[b]Nóta:[/b] Níl aon éifeacht ag an airí seo más leanbh de nód [Area2D] é an " "[CollisionPolygon2D] seo." 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 "" "An corrlach a úsáidtear le haghaidh imbhualadh aontreo (i bpicteilíní). " "Déanfaidh luachanna níos airde an cruth níos tiús, agus oibreoidh siad níos " "fearr do imbhuailteoirí a théann isteach sa pholagán ar ardtreoluas." msgid "" "The polygon's list of vertices. Each point will be connected to the next, and " "the final point will be connected to the first.\n" "[b]Note:[/b] The returned vertices are in the local coordinate space of the " "given [CollisionPolygon2D]." msgstr "" "Liosta rinn na polagán. Beidh gach pointe ceangailte leis an gcéad cheann " "eile, agus beidh an pointe deiridh ceangailte leis an gcéad cheann.\n" "[b]Nóta:[/b] Tá na rinn fillte sa spás comhordanáidí logánta den " "[CollisionPolygon2D] a thugtar." msgid "" "Collisions will include the polygon and its contained area. In this mode the " "node has the same effect as several [ConvexPolygonShape2D] nodes, one for " "each convex shape in the convex decomposition of the polygon (but without the " "overhead of multiple nodes)." msgstr "" "Áireoidh imbhuailtí an polagán agus an limistéar ina bhfuil sé. Sa mhodh seo " "tá an éifeacht chéanna ag an nód agus a bhíonn roinnt nóid " "[ConvexPolygonShape2D], ceann amháin do gach cruth dronnach i ndianscaoileadh " "dronnach an pholagán (ach gan na nóid iolracha a bheith lastuas)." msgid "" "Collisions will only include the polygon edges. In this mode the node has the " "same effect as a single [ConcavePolygonShape2D] made of segments, with the " "restriction that each segment (after the first one) starts where the previous " "one ends, and the last one ends where the first one starts (forming a closed " "but hollow polygon)." msgstr "" "Ní chuimseoidh imbhuailtí ach imill na polagán. Sa mhodh seo tá an éifeacht " "chéanna ag an nód le [ConcavePolygonShape2D] amháin déanta de dheighleoga, " "leis an srian go dtosaíonn gach deighleog (tar éis an chéad cheann) nuair a " "chríochnaíonn an ceann roimhe sin, agus críochnaíonn an ceann deireanach " "nuair a thosaíonn an chéad cheann (foirmiú polagán dúnta ach log)." msgid "" "A node that provides a thickened polygon shape (a prism) to a " "[CollisionObject3D] parent." msgstr "" "Nód a sholáthraíonn cruth polagán tiubhaithe (priosma) do thuismitheoir " "[CollisionObject3D]." msgid "" "A node that provides a thickened polygon shape (a prism) to a " "[CollisionObject3D] parent and allows to edit it. The polygon can be concave " "or convex. This can give a detection shape to an [Area3D] or turn " "[PhysicsBody3D] into a solid object.\n" "[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not " "behave as expected. Make sure to keep its scale the same on all axes and " "adjust its shape resource instead." msgstr "" "Nód a sholáthraíonn cruth polagán tiubhaithe (priosma) do thuismitheoir " "[CollisionObject3D] agus a cheadaíonn é a chur in eagar. Is féidir leis an " "polagán a bheith cuasach nó dronnach. Is féidir leis seo cruth braite a " "thabhairt do [Area3D] nó [FisicBody3D] a iompú ina réad soladach.\n" "[b]Rabhadh:[/b] Is dócha nach n-iompróidh [CollisionShape3D] ar scála neamh-" "aonfhoirmeach é mar a bhíothas ag súil leis. Bí cinnte a scála a choinneáil " "mar an gcéanna ar gach ais agus a cruth acmhainn a choigeartú ina ionad." msgid "" "Length that the resulting collision extends in either direction perpendicular " "to its 2D polygon." msgstr "" "An fad a shíneann an t-imbhualadh dá bharr i gceachtar treo ingearach lena " "pholagán 2T." msgid "If [code]true[/code], no collision will be produced." msgstr "Más [code]true[/code], ní thairgfear aon imbhualadh." msgid "" "The collision margin for the generated [Shape3D]. See [member Shape3D.margin] " "for more details." msgstr "" "An lamháil imbhuailte don [Shape3D] ginte. Féach [comhalta Shape3D.margin] le " "haghaidh tuilleadh sonraí." msgid "Array of vertices which define the 2D polygon in the local XY plane." msgstr "Sraith de rinn a shainíonn an polagán 2T san eitleán áitiúil XY." msgid "A node that provides a [Shape2D] to a [CollisionObject2D] parent." msgstr "Nód a sholáthraíonn [Shape2D] do thuismitheoir [CollisionObject2D]." msgid "" "A node that provides a [Shape2D] to a [CollisionObject2D] parent and allows " "to edit it. This can give a detection shape to an [Area2D] or turn a " "[PhysicsBody2D] into a solid object." msgstr "" "Nód a sholáthraíonn [Shape2D] do thuismitheoir [CollisionObject2D] agus a " "cheadaíonn é a chur in eagar. Is féidir leis seo cruth braite a thabhairt do " "[Area2D] nó [FisicBody2D] a iompú ina réad soladach." msgid "Physics introduction" msgstr "Réamhrá fisic" msgid "" "The collision shape debug color.\n" "[b]Note:[/b] The default value is [member ProjectSettings.debug/shapes/" "collision/shape_color]. The [code]Color(0, 0, 0, 1)[/code] value documented " "here is a placeholder, and not the actual default debug color." msgstr "" "An dath dífhabhtaithe cruth imbhuailte.\n" "[b]Nóta:[/b] Is é an luach réamhshocraithe [comhalta ProjectSettings.debug/" "shapes/collision/shape_color]. Is sealbhóir áite é an luach [code]Dath(0, 0, " "0, 1)[/code] atá doiciméadaithe anseo, agus ní an dath dífhabhtaithe " "réamhshocraithe iarbhír." msgid "" "A disabled collision shape has no effect in the world. This property should " "be changed with [method Object.set_deferred]." msgstr "" "Níl aon éifeacht ag cruth imbhuailte faoi mhíchumas ar fud an domhain. Ba " "cheart an t-airí seo a athrú le [method Object.set_deferred]." 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 "" "Socraítear cé acu ar cheart don chruth imbhuailte seo imbhualadh a bhrath ar " "thaobh amháin (barr nó bun).\n" "[b]Nóta:[/b] Níl aon éifeacht ag an airí seo más leanbh de nód [Area2D] é an " "[CollisionShape2D] seo." 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 "" "An corrlach a úsáidtear le haghaidh imbhualadh aontreo (i bpicteilíní). " "Déanfaidh luachanna níos airde an cruth níos tiús, agus oibreoidh siad níos " "fearr d'imbhuailteoirí a théann isteach sa chruth ar ardtreoluas." msgid "The actual shape owned by this collision shape." msgstr "An cruth iarbhír atá ar úinéireacht ag an gcruth imbhuailte seo." msgid "A node that provides a [Shape3D] to a [CollisionObject3D] parent." msgstr "Nód a sholáthraíonn [Shape3D] do thuismitheoir [CollisionObject3D]." msgid "" "A node that provides a [Shape3D] to a [CollisionObject3D] parent and allows " "to edit it. This can give a detection shape to an [Area3D] or turn a " "[PhysicsBody3D] into a solid object.\n" "[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not " "behave as expected. Make sure to keep its scale the same on all axes and " "adjust its [member shape] resource instead." msgstr "" "Nód a sholáthraíonn [Shape3D] do thuismitheoir [CollisionObject3D] agus a " "cheadaíonn é a chur in eagar. Is féidir leis seo cruth braite a thabhairt do " "[Area 3D] nó [FisicBody3D] a iompú ina réad soladach.\n" "[b]Rabhadh:[/b] Is dócha nach n-iompróidh [CollisionShape3D] ar scála neamh-" "aonfhoirmeach é mar a bhíothas ag súil leis. Déan cinnte a scála a choinneáil " "mar an gcéanna ar gach ais agus a acmhainn [cruth ball] a choigeartú ina " "ionad." msgid "" "Sets the collision shape's shape to the addition of all its convexed " "[MeshInstance3D] siblings geometry." msgstr "" "Socraíonn sé cruth an imbhuailte le céimseata a dheirfiúracha dronnach go " "léir [MeshInstance3D] a chur leis." msgid "Use [signal Resource.changed] instead." msgstr "Úsáid [comhartha Resource.changed] ina ionad sin." msgid "This method does nothing." msgstr "Ní dhéanann an modh seo rud ar bith." msgid "A disabled collision shape has no effect in the world." msgstr "Níl aon éifeacht ag cruth imbhuailte faoi mhíchumas ar fud an domhain." msgid "A color represented in RGBA format." msgstr "Dath a léirítear i bhformáid RGBA." msgid "" "A color represented in RGBA format by a red ([member r]), green ([member g]), " "blue ([member b]), and alpha ([member a]) component. Each component is a 32-" "bit floating-point value, usually ranging from [code]0.0[/code] to [code]1.0[/" "code]. Some properties (such as [member CanvasItem.modulate]) may support " "values greater than [code]1.0[/code], for overbright or HDR (High Dynamic " "Range) colors.\n" "Colors can be created in various ways: By the various [Color] constructors, " "by static methods such as [method from_hsv], and by using a name from the set " "of standardized colors based on [url=https://en.wikipedia.org/wiki/" "X11_color_names]X11 color names[/url] with the addition of [constant " "TRANSPARENT]. GDScript also provides [method @GDScript.Color8], which uses " "integers from [code]0[/code] to [code]255[/code] and doesn't support " "overbright colors.\n" "[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/" "code] if it is 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 "" "Dath a léirítear i bhformáid RGBA le comhpháirt dearg ([ball r]), glas ([ball " "g]), gorm ([ball b]), agus alfa ([ball a]). Is luach snámhphointe 32-giotán " "gach comhpháirt, de ghnáth idir [code]0.0[/code] go [code]1.0[/code]. " "Féadfaidh airíonna áirithe (amhail [ball CanvasItem.modulate]) tacú le " "luachanna atá níos mó ná [code]1.0[/code], do dhathanna rógheala nó HDR (Raon " "Ard Dinimiciúla).\n" "Is féidir dathanna a chruthú ar bhealaí éagsúla: De réir na dtógálaithe " "[Color] éagsúla, trí mhodhanna statacha mar [method from_hsv], agus trí úsáid " "a bhaint as ainm ón tsraith dathanna caighdeánaithe atá bunaithe ar " "[url=https://en.wikipedia. org/wiki/X11_color_names]Ainmneacha datha X11[/" "url] agus [trédhearcach leanúnach] curtha leis. Soláthraíonn GDScript [method " "@GDScript.Color8] freisin, a úsáideann slánuimhreacha ó [code] 0[/code] go " "[code]255[/code] agus ní thacaíonn dathanna geala.\n" "[b]Nóta:[/b] I gcomhthéacs Boole, measúnóidh Dath go [code]bréagach[/code] má " "tá sé cothrom le [code]Dath(0, 0, 0, 1)[/code] ( dubh teimhneach). Seachas " "sin, déanfaidh Dath luacháil go [code]true[/code] i gcónaí.\n" "[url=https://raw.githubusercontent.com/godotenginine/godot-docs/master/img/" "color_constants.png]Bileog cheat na dtairiseach datha[/url]" msgid "2D GD Paint Demo" msgstr "Taispeántas Péint 2D GD" msgid "Tween Interpolation Demo" msgstr "Taispeántas Idirshuíomh Tween" msgid "GUI Drag And Drop Demo" msgstr "Taispeántas Tarraing Agus Buail GUI" 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 "" "Tógann sé réamhshocrú [Color] as dubh teimhneach. Tá sé seo mar an gcéanna le " "[DUBH leanúnach].\n" "[b]Nóta:[/b] in C#, tógann sé dath folamh agus a chuid comhpháirteanna uile " "socraithe go [code]0.0[/code] (dubh trédhearcach)." msgid "" "Constructs a [Color] from the existing color, with [member a] set to the " "given [param alpha] value.\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color(Color.RED, 0.2) # 20% opaque red.\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(Colors.Red, 0.2f); // 20% opaque red.\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Tógann [Color] as an dath atá ann cheana féin, le [comhalta a] socraithe don " "luach [param alfa] tugtha.\n" "[codeblocks]\n" "[gdscript]\n" "var dearg = Dath(Dath.RED, 0.2) # 20% teimhneach dearg.\n" "[/gdscript]\n" "[csharp]\n" "var dearg = Dath nua(Dathanna.Red, 0.2f); // 20% teimhneach dearg.\n" "[/csharp]\n" "[/codeblocks]" msgid "Constructs a [Color] as a copy of the given [Color]." msgstr "Tógann [Color] mar chóip den [Color] a thugtar." msgid "" "Constructs a [Color] either from an HTML color code or from a standardized " "color name. The supported color names are the same as the constants." msgstr "" "Tógtar [Color] ó chód datha HTML nó ó ainm datha caighdeánaithe. Tá na " "hainmneacha dathanna tacaithe mar an gcéanna leis na tairisigh." msgid "" "Constructs a [Color] either from an HTML color code or from a standardized " "color name, with [param alpha] on the range of 0.0 to 1.0. The supported " "color names are the same as the constants." msgstr "" "Tógtar [Color] ó chód datha HTML nó ó ainm datha caighdeánaithe, le [param " "alfa] ar an raon 0.0 go 1.0. Tá na hainmneacha dathanna tacaithe mar an " "gcéanna leis na tairisigh." 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 "" "Tógann [Color] ó luachanna RGB, de ghnáth idir 0.0 agus 1.0. Tá [comhalta a] " "socraithe go 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var dath = Dath(0.2, 1.0, 0.7) # Cosúil le `Color8(51, 255, 178, 255)`\n" "[/gdscript]\n" "[csharp]\n" "dath var = Dath nua(0.2f, 1.0f, 0.7f); // Cosúil le `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 "" "Tógann [Color] ó luachanna RGBA, go hiondúil idir 0.0 agus 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var dath = Dath(0.2, 1.0, 0.7, 0.8) # Cosúil le `Color8(51, 255, 178, 204)`\n" "[/gdscript]\n" "[csharp]\n" "dath var = Dath nua(0.2f, 1.0f, 0.7f, 0.8f); // Cosúil le `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 "" "Filleann sé dath nua a eascraíonn as an dath seo a fhorleagan thar an dath a " "thugtar. I gclár péintéireachta, is féidir leat é a shamhlú mar an dath " "[param over] péinteáilte thar an dath seo (alfa san áireamh).\n" "[codeblocks]\n" "[gdscript]\n" "var bg = Dath(0.0, 1.0, 0.0, 0.5) # Glas le alfa 50%\n" "var fg = Dath(1.0, 0.0, 0.0, 0.5) # Dearg le alfa 50%\n" "var blended_color = bg.blend(fg) # Donn le alfa de 75%\n" "[/gdscript]\n" "[csharp]\n" "var bg = Dath nua(0.0f, 1.0f, 0.0f, 0.5f); // Glas le alfa 50%\n" "var fg = Dath nua(1.0f, 0.0f, 0.0f, 0.5f); // Dearg le alfa 50%\n" "Dath chumascColor = bg.Blend(fg); // Donn le alfa 75%\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns a new color with all components clamped between the components of " "[param min] and [param max], by running [method @GlobalScope.clamp] on each " "component." msgstr "" "Filleann sé dath nua ina bhfuil na comhpháirteanna go léir clampáilte idir na " "comhpháirteanna [param min] agus [param max], trí [method @GlobalScope.clamp] " "a reáchtáil ar gach comhpháirt." 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 "" "Filleann sé dath nua a eascraíonn as an dath seo a dhéanamh níos dorcha faoin " "[méid param] sonraithe (cóimheas ó 0.0 go 1.0). Féach freisin [method " "éadromaithe].\n" "[codeblocks]\n" "[gdscript]\n" "var glas = Dath(0.0, 1.0, 0.0)\n" "var darkgreen = green.darkened(0.2) # 20% níos dorcha ná glas rialta\n" "[/gdscript]\n" "[csharp]\n" "var glas = Dath nua(0.0f, 1.0f, 0.0f);\n" "Dath dorchaghlas = glas.Dorcha(0.2f); // 20% níos dorcha ná glas rialta\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Constructs a color from an [url=https://en.wikipedia.org/wiki/HSL_and_HSV]HSV " "profile[/url]. The hue ([param h]), saturation ([param s]), and value ([param " "v]) are typically between 0.0 and 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var color = Color.FromHsv(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Tógtar dath ó phróifíl [url=https://en.wikipedia.org/wiki/HSL_and_HSV]HSV[/" "url]. Is gnách go mbíonn an lí ([param h]), an sáithiúchán ([para s]), agus " "an luach ([param v]) idir 0.0 agus 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "dath var = Dath.from_hsv(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var dath = Dath.FromHsv(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Constructs a color from an [url=https://bottosson.github.io/posts/" "colorpicker/]OK HSL profile[/url]. The hue ([param h]), saturation ([param " "s]), and lightness ([param l]) are typically between 0.0 and 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var color = Color.FromOkHsl(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Tógann sé dath ó phróifíl [url=https://bottosson.github.io/posts/" "colorpicker/]OK HSL[/url]. Is gnách go mbíonn an lí ([param h]), an " "sáithiúchán ([para s]), agus an t-éadrom ([param l]) idir 0.0 agus 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "dath var = Dath.from_ok_hsl(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var dath = Dath.FromOkHsl(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Decodes a [Color] from an RGBE9995 format integer. See [constant Image." "FORMAT_RGBE9995]." msgstr "" "Díchódaítear [Color] ó shlánuimhir fhormáid RGBE9995. Féach ar [Íomhá " "leanúnach.FORMAT_RGBE9995]." msgid "" "Creates a [Color] from the given string, which can be either an HTML color " "code or a named color (case-insensitive). Returns [param default] if the " "color cannot be inferred from the string.\n" "If you want to create a color from String in a constant expression, use the " "equivalent constructor instead (i.e. [code]Color(\"color string\")[/code])." msgstr "" "Cruthaíonn [Color] as an teaghrán tugtha, is féidir a bheith ina dathchód " "HTML nó dath ainmnithe (cás-íogair). Filleann [param default] mura féidir an " "dath a thuiscint ón teaghrán.\n" "Más mian leat dath a chruthú as Teaghrán i slonn tairiseach, úsáid an " "cruthaitheoir coibhéiseach ina ionad sin (i.e. [code]Dath (\"teaghrán datha\")" "[/code])." msgid "" "Returns the light intensity of the color, as a value between 0.0 and 1.0 " "(inclusive). This is useful when determining light or dark color. Colors with " "a luminance smaller than 0.5 can be generally considered dark.\n" "[b]Note:[/b] [method get_luminance] relies on the color being in the linear " "color space to return an accurate relative luminance value. If the color is " "in the sRGB color space, use [method srgb_to_linear] to convert it to the " "linear color space first." msgstr "" "Filleann déine solais an dath, mar luach idir 0.0 agus 1.0 (san áireamh). Tá " "sé seo úsáideach nuair a bhíonn dath éadrom nó dorcha á chinneadh. Is féidir " "dathanna le luminance níos lú ná 0.5 a mheas go ginearálta dorcha.\n" "[b]Nóta:[/b] braitheann [method get_luminance] ar an dath a bheith sa spás " "datha líneach chun luach gealaithe coibhneasta cruinn a thabhairt ar ais. Má " "tá an dath sa spás datha sRGB, úsáid [method srgb_to_linear] chun é a thiontú " "go spás datha líneach ar dtús." msgid "" "Returns the [Color] associated with the provided [param hex] integer in 32-" "bit RGBA format (8 bits per channel). This method is the inverse of [method " "to_rgba32].\n" "In GDScript and C#, the [int] is best visualized with hexadecimal notation " "([code]\"0x\"[/code] prefix, making it [code]\"0xRRGGBBAA\"[/code]).\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color.hex(0xff0000ff)\n" "var dark_cyan = Color.hex(0x008b8bff)\n" "var my_color = Color.hex(0xbbefd2a4)\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(0xff0000ff);\n" "var dark_cyan = new Color(0x008b8bff);\n" "var my_color = new Color(0xbbefd2a4);\n" "[/csharp]\n" "[/codeblocks]\n" "If you want to use hex notation in a constant expression, use the equivalent " "constructor instead (i.e. [code]Color(0xRRGGBBAA)[/code])." msgstr "" "Filleann sé an [Color] a bhaineann leis an tslánuimhir [param " "heicsidheachúlach] a cuireadh ar fáil i bhformáid RGBA 32-giotán (8 ngiotán " "in aghaidh an chainéil). Is é an modh seo inbhéartach [method to_rgba32].\n" "I GDScript agus C#, is fearr an [int] a léirshamhlú le nodaireacht " "heicsidheachúil ([code]\"0x\"[/code] réimír, rud a fhágann gur " "[code]\"0xRRGGBBAA\"[/code] é).\n" "[codeblocks]\n" "[gdscript]\n" "var dearg = Dath.hex(0xff0000ff)\n" "var dark_cyan = Dath.hex(0x008b8bff)\n" "var my_color = Color.hex(0xbbefd2a4)\n" "[/gdscript]\n" "[csharp]\n" "var dearg = Dath nua(0xff0000ff);\n" "var dark_cyan = Dath nua(0x008b8bff);\n" "var my_color = Dath nua(0xbbefd2a4);\n" "[/csharp]\n" "[/codeblocks]\n" "Más mian leat nodaireacht heicsidheachúlach a úsáid i slonn tairiseach, úsáid " "an cruthaitheoir coibhéiseach ina ionad sin (i.e. [code]Dath(0xRRGGBBAA)[/" "code])." msgid "" "Returns the [Color] associated with the provided [param hex] integer in 64-" "bit RGBA format (16 bits per channel). This method is the inverse of [method " "to_rgba64].\n" "In GDScript and C#, the [int] is best visualized with hexadecimal notation " "([code]\"0x\"[/code] prefix, making it [code]\"0xRRRRGGGGBBBBAAAA\"[/code])." msgstr "" "Filleann sé an [Color] a bhaineann leis an tslánuimhir [param " "heicsidheachúlach] a cuireadh ar fáil i bhformáid RGBA 64-giotán (16 giotán " "in aghaidh an chainéil). Is é an modh seo inbhéartach [method to_rgba64].\n" "I GDScript agus C#, is fearr an [int] a léirshamhlú le nodaireacht " "heicsidheachúil ([code]\"0x\"[/code] réimír, rud a fhágann gur " "[code]\"0xRRRRGGGGBBBBAAAA\"[/code] é)." 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 "" "Filleann sé dath nua ó [param rgba], teaghrán dath heicsidheachúlach HTML. " "Níl [param rgba] cás-íogair, agus féadfar é a réamhshocrú le comhartha hais " "([code]#[/code]).\n" "Caithfidh [param rgba] a bheith ina theaghrán datha heicsidheachúlach trí " "dhigit nó sé dhigit bhailí, agus féadfaidh luach cainéal alfa a bheith ann. " "Mura bhfuil luach cainéal alfa ag [param rgba], cuirtear luach cainéal alfa " "1.0 i bhfeidhm. Má tá [param rgba] neamhbhailí, seol dath folamh ar ais.\n" "[codeblocks]\n" "[gdscript]\n" "var blue = Dath.html (\"#0000ff\") # gorm is Dath(0.0, 0.0, 1.0, 1.0)\n" "var green = Dath.html (\"# 0F0\") # glas is Dath(0.0, 1.0, 0.0, 1.0)\n" "var col = Color.html(\"663399cc\") # col is Dath(0.4, 0.2, 0.6, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var gorm = Color.FromHtml(\"#0000ff\"); // tá dath gorm (0.0, 0.0, 1.0, 1.0)\n" "var green = Dath.FromHtml(\"#0F0\"); // Is dath glas é (0.0, 1.0, 0.0, " "1.0)\n" "var col = Color.FromHtml(\"663399cc\"); // is Dath é col(0.4, 0.2, 0.6, 0.8)\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns [code]true[/code] if [param color] is a valid HTML hexadecimal color " "string. The string must be a hexadecimal value (case-insensitive) of either " "3, 4, 6 or 8 digits, and may be prefixed by a hash sign ([code]#[/code]). " "This method is identical to [method String.is_valid_html_color].\n" "[codeblocks]\n" "[gdscript]\n" "Color.html_is_valid(\"#55aaFF\") # Returns true\n" "Color.html_is_valid(\"#55AAFF20\") # Returns true\n" "Color.html_is_valid(\"55AAFF\") # Returns true\n" "Color.html_is_valid(\"#F2C\") # Returns true\n" "\n" "Color.html_is_valid(\"#AABBC\") # Returns false\n" "Color.html_is_valid(\"#55aaFF5\") # Returns false\n" "[/gdscript]\n" "[csharp]\n" "Color.HtmlIsValid(\"#55AAFF\"); // Returns true\n" "Color.HtmlIsValid(\"#55AAFF20\"); // Returns true\n" "Color.HtmlIsValid(\"55AAFF\"); // Returns true\n" "Color.HtmlIsValid(\"#F2C\"); // Returns true\n" "\n" "Color.HtmlIsValid(\"#AABBC\"); // Returns false\n" "Color.HtmlIsValid(\"#55aaFF5\"); // Returns false\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Filleann sé [code]true[/code] más teaghrán datha heicsidheachúlach HTML bailí " "é [dath param]. Ní mór don téad a bheith ina luach heicsidheachúil (cás-" "íogair) de cheachtar 3, 4, 6 nó 8 ndigit, agus féadfar í a réamhshocrú le " "comhartha hais ([code]#[/code]). Tá an modh seo comhionann le [method String." "is_valid_html_color].\n" "[codeblocks]\n" "[gdscript]\n" "Color.html_is_valid(\"#55aaFF\") # Fill ar ais fíor\n" "Color.html_is_valid(\"#55AAFF20\") # Fill ar ais fíor\n" "Color.html_is_valid(\"55AAFF\") # Fill ar ais fíor\n" "Color.html_is_valid(\"#F2C\") # Fill ar ais fíor\n" "\n" "Color.html_is_valid(\"#ABBC\") # Filleann sé bréagach\n" "Color.html_is_valid(\"#55aaFF5\") # Fill ar ais bréagach\n" "[/gdscript]\n" "[csharp]\n" "Color.HtmlIsValid(\"#55AAFF\"); // Filleann sé fíor\n" "Color.HtmlIsValid(\"#55AAFF20\"); // Filleann sé fíor\n" "Dath.HtmlIsValid(\"55AAFF\"); // Filleann sé fíor\n" "Color.HtmlIsValid(\"#F2C\"); // Filleann sé fíor\n" "\n" "Color.HtmlIsValid(\"#ABBC\"); // Filleann sé bréagach\n" "Dath.HtmlIsValid(\"#55aaFF5\"); // Filleann sé bréagach\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the color with its [member r], [member g], and [member b] components " "inverted ([code](1 - r, 1 - g, 1 - b, a)[/code]).\n" "[codeblocks]\n" "[gdscript]\n" "var black = Color.WHITE.inverted()\n" "var color = Color(0.3, 0.4, 0.9)\n" "var inverted_color = color.inverted() # Equivalent to `Color(0.7, 0.6, 0.1)`\n" "[/gdscript]\n" "[csharp]\n" "var black = Colors.White.Inverted();\n" "var color = new Color(0.3f, 0.4f, 0.9f);\n" "Color invertedColor = color.Inverted(); // Equivalent to `new Color(0.7f, " "0.6f, 0.1f)`\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Filleann sé an dath lena [ball r], [comhalta g], agus [comhalta b] " "comhpháirteanna inbhéartaithe ([code](1 - r, 1 - g, 1 - b, a)[/code]).\n" "[codeblocks]\n" "[gdscript]\n" "var dubh = Color.WHITE.inverted()\n" "dath var = Dath(0.3, 0.4, 0.9)\n" "var inverted_color = color.inverted() # Coibhéiseach le `Dath(0.7, 0.6, " "0.1)`\n" "[/gdscript]\n" "[csharp]\n" "var dubh = Dathanna.White.Inverted();\n" "dath var = Dath nua(0.3f, 0.4f, 0.9f);\n" "Dath invertedColor = color.Inverted(); // Coibhéis le `Dath nua(0.7f, 0.6f, " "0.1f)`\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns [code]true[/code] if this color and [param to] are approximately " "equal, by running [method @GlobalScope.is_equal_approx] on each component." msgstr "" "Filleann sé [code]true[/code] má tá an dath seo agus [param to] thart ar " "cóimhéid, trí [method @GlobalScope.is_equal_approx] a rith ar gach comhpháirt." 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 "" "Filleann sé an t-idirshuíomh líneach idir comhpháirteanna an datha seo agus " "[param le] comhpháirteanna. Ba cheart go mbeadh an fachtóir idirshuíomh " "[meáchan param] idir 0.0 agus 1.0 (san áireamh). Féach freisin [method " "@GlobalScope.lerp].\n" "[codeblocks]\n" "[gdscript]\n" "var dearg = Dath(1.0, 0.0, 0.0)\n" "var aqua = Dath(0.0, 1.0, 0.8)\n" "\n" "red.lerp(aqua, 0.2) # Dath ar ais(0.8, 0.2, 0.16)\n" "red.lerp(aqua, 0.5) # Dath ar Ais (0.5, 0.5, 0.4)\n" "red.lerp(aqua, 1.0) # Dath ar Ais (0.0, 1.0, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var dearg = Dath nua(1.0f, 0.0f, 0.0f);\n" "var aqua = Dath nua(0.0f, 1.0f, 0.8f);\n" "\n" "dearg. Lerp(uisce, 0.2f); // Dath Filleann (0.8f, 0.2f, 0.16f)\n" "dearg.Lerp(uisce, 0.5f); // Dath Filleann (0.5f, 0.5f, 0.4f)\n" "dearg.Lerp(uisce, 1.0f); // Dath Filleann (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 "" "Filleann sé dath nua a eascraíonn as an dath seo a dhéanamh níos éadroime " "leis an [méid param] sonraithe, ar cheart go mbeadh cóimheas idir 0.0 agus " "1.0 ann. Féach freisin [method dorchaithe].\n" "[codeblocks]\n" "[gdscript]\n" "var glas = Dath(0.0, 1.0, 0.0)\n" "var light_green = green.lightened(0.2) # 20% níos éadroime ná glas rialta\n" "[/gdscript]\n" "[csharp]\n" "var glas = Dath nua(0.0f, 1.0f, 0.0f);\n" "Dath éadromGreen = glas.Lightened(0.2f); // 20% níos éadroime ná glas rialta\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the color converted to the [url=https://en.wikipedia.org/wiki/" "SRGB]sRGB[/url] color space. This method assumes the original color is in the " "linear color space. See also [method srgb_to_linear] which performs the " "opposite operation." msgstr "" "Filleann sé seo an dath a tiontaíodh chuig an spás datha [url=https://en." "wikipedia.org/wiki/SRGB]sRGB[/url]. Glacann an modh seo leis go bhfuil an " "dath bunaidh sa spás dath líneach. Féach freisin [method srgb_to_linear] a " "dhéanann an oibríocht eile." msgid "" "Returns the color converted to the linear color space. This method assumes " "the original color already is in the sRGB color space. See also [method " "linear_to_srgb] which performs the opposite operation." msgstr "" "Filleann sé an dath a tiontaíodh go dtí an spás datha líneach. Glacann an " "modh seo leis go bhfuil an dath bunaidh sa spás datha sRGB cheana féin. Féach " "freisin [method linear_to_srgb] a dhéanann an oibríocht eile." 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 "" "Filleann sé an dath a tiontaíodh go slánuimhir 32-giotán i bhformáid ABGR (8 " "ngiotán atá i ngach comhpháirt). Is é ABGR an leagan droim ar ais den " "fhormáid réamhshocraithe RGBA.\n" "[codeblocks]\n" "[gdscript]\n" "dath var = Dath(1, 0.5, 0.2)\n" "print(color.to_abgr32()) # Priontála 4281565439\n" "[/gdscript]\n" "[csharp]\n" "dath var = Dath nua(1.0f, 0.5f, 0.2f);\n" "GD.Print(dath.ToAbgr32()); // Priontaí 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 "" "Filleann sé an dath arna thiontú go slánuimhir 64-giotán i bhformáid ABGR (tá " "gach comhpháirt 16 giotán). Is é ABGR an leagan droim ar ais den fhormáid " "réamhshocraithe RGBA.\n" "[codeblocks]\n" "[gdscript]\n" "dath var = Dath(1, 0.5, 0.2)\n" "priontáil(dath.to_abgr64()) # Priontaí -225178692812801\n" "[/gdscript]\n" "[csharp]\n" "dath var = Dath nua(1.0f, 0.5f, 0.2f);\n" "GD.Print(dath.ToAbgr64()); // Priontaí -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 "" "Filleann sé an dath arna thiontú go slánuimhir 32-giotán i bhformáid ARGB (tá " "gach comhpháirt 8 giotán). Tá ARGB níos comhoiriúnach le DirectX.\n" "[codeblocks]\n" "[gdscript]\n" "dath var = Dath(1, 0.5, 0.2)\n" "print(color.to_argb32()) # Priontála 4294934323\n" "[/gdscript]\n" "[csharp]\n" "dath var = Dath nua(1.0f, 0.5f, 0.2f);\n" "GD.Print(dath.ToArgb32()); // Priontaí 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 "" "Filleann sé an dath arna thiontú go slánuimhir 64-giotán i bhformáid ARGB (tá " "gach comhpháirt 16 giotán). Tá ARGB níos comhoiriúnach le DirectX.\n" "[codeblocks]\n" "[gdscript]\n" "dath var = Dath(1, 0.5, 0.2)\n" "print(color.to_argb64()) # Priontála -2147470541\n" "[/gdscript]\n" "[csharp]\n" "dath var = Dath nua(1.0f, 0.5f, 0.2f);\n" "GD.Print(dath.ToArgb64()); // Priontaí -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 "" "Filleann sé an dath arna thiontú go dath heicsidheachúlach HTML [Teaghrán] i " "bhformáid RGBA, gan an réimír hash ([code]#[/code]).\n" "Má shocraítear [param with_alpha] go [code]bréagach[/code], ní áirítear alfa " "ón teaghrán heicsidheachúlach, ag baint úsáide as formáid RGB in ionad " "formáid RGBA.\n" "[codeblocks]\n" "[gdscript]\n" "var bán = Dath(1, 1, 1, 0.5)\n" "var with_alpha = white.to_html() # Fill ar ais \"ffffff7f\"\n" "var without_alpha = white.to_html(bréagach) # Filleann \"ffffff\"\n" "[/gdscript]\n" "[csharp]\n" "var bán = Dath nua(1, 1, 1, 0.5f);\n" "teaghrán leAlpha = white.ToHtml(); // Filleann \"ffffff7f\"\n" "teaghrán withoutAlpha = bán.ToHtml(bréagach); // Filleann \"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. This method is the " "inverse of [method hex].\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 "" "Filleann sé an dath arna thiontú go slánuimhir 32-giotán i bhformáid RGBA (tá " "gach comhpháirt 8 giotán). Is é RGBA formáid réamhshocraithe Godot. Is é an " "modh seo inbhéartach [heicstíle modh].\n" "[codeblocks]\n" "[gdscript]\n" "dath var = Dath(1, 0.5, 0.2)\n" "print(color.to_rgba32()) # Priontála 4286526463\n" "[/gdscript]\n" "[csharp]\n" "dath var = Dath nua(1, 0.5f, 0.2f);\n" "GD.Print(dath.ToRgba32()); // Priontaí 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. This method is the " "inverse of [method hex64].\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 "" "Filleann sé an dath arna thiontú go slánuimhir 64-giotán i bhformáid RGBA (tá " "gach comhpháirt 16 giotán). Is é RGBA formáid réamhshocraithe Godot. Is é an " "modh seo inbhéartach [method hex64].\n" "[codeblocks]\n" "[gdscript]\n" "dath var = Dath(1, 0.5, 0.2)\n" "priontáil(dath.to_rgba64()) # Priontaí -140736629309441\n" "[/gdscript]\n" "[csharp]\n" "dath var = Dath nua(1, 0.5f, 0.2f);\n" "GD.Print(dath.ToRgba64()); // Priontaí -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 "" "Comhpháirt alfa an datha, go hiondúil ar an raon 0 go 1. Ciallaíonn luach 0 " "go bhfuil an dath iomlán trédhearcach. Ciallaíonn luach 1 go bhfuil an dath " "go hiomlán teimhneach." msgid "Wrapper for [member a] that uses the range 0 to 255, instead of 0 to 1." msgstr "" "Fillteán le haghaidh [comhalta a] a úsáideann an raon 0 go 255, in ionad 0 go " "1." msgid "The color's blue component, typically on the range of 0 to 1." msgstr "Comhpháirt ghorm an datha, sa raon 0 go 1 go hiondúil." msgid "Wrapper for [member b] that uses the range 0 to 255, instead of 0 to 1." msgstr "" "Fillteán le haghaidh [comhalta b] a úsáideann an raon 0 go 255, in ionad 0 go " "1." msgid "The color's green component, typically on the range of 0 to 1." msgstr "Comhpháirt glas an dath, go hiondúil ar an raon 0 go 1." msgid "Wrapper for [member g] that uses the range 0 to 255, instead of 0 to 1." msgstr "" "Fillteán le haghaidh [comhalta g] a úsáideann an raon 0 go 255, in ionad 0 go " "1." msgid "The HSV hue of this color, on the range 0 to 1." msgstr "Lí HSV an datha seo, ar an raon 0 go 1." msgid "The color's red component, typically on the range of 0 to 1." msgstr "Comhpháirt dearg an datha, sa raon 0 go 1 go hiondúil." msgid "Wrapper for [member r] that uses the range 0 to 255, instead of 0 to 1." msgstr "" "Fillteán le haghaidh [comhalta r] a úsáideann an raon 0 go 255, in ionad 0 go " "1." msgid "The HSV saturation of this color, on the range 0 to 1." msgstr "Sáithiú HSV an dath seo, ar an raon 0 go 1." msgid "The HSV value (brightness) of this color, on the range 0 to 1." msgstr "Luach HSV (gile) an datha seo, ar an raon 0 go 1." msgid "Alice blue color." msgstr "Alice dath gorm." msgid "Antique white color." msgstr "Dath bán antique." msgid "Aqua color." msgstr "Dath Aqua." msgid "Aquamarine color." msgstr "Dath Aquamarine." msgid "Azure color." msgstr "Dath azure." msgid "Beige color." msgstr "Dath beige." msgid "Bisque color." msgstr "Dath bisque." msgid "Black color. In GDScript, this is the default value of any color." msgstr "Dath dubh. I GDScript, is é seo an luach réamhshocraithe d'aon dath." msgid "Blanched almond color." msgstr "Dath almond Blanched." msgid "Blue color." msgstr "Dath gorm." msgid "Blue violet color." msgstr "Dath violet gorm." msgid "Brown color." msgstr "Dath donn." msgid "Burlywood color." msgstr "Dath adhmaid Burlywood." msgid "Cadet blue color." msgstr "Dath gorm dalta." msgid "Chartreuse color." msgstr "Dath chartreuse." msgid "Chocolate color." msgstr "Dath seacláide." msgid "Coral color." msgstr "Dath coiréil." msgid "Cornflower blue color." msgstr "Dath gorm cornflower." msgid "Cornsilk color." msgstr "Dath cornsilk." msgid "Crimson color." msgstr "Dath corcairdhearg." msgid "Cyan color." msgstr "Dath Cian." msgid "Dark blue color." msgstr "Dath gorm dorcha." msgid "Dark cyan color." msgstr "Dath cian dorcha." msgid "Dark goldenrod color." msgstr "Dath goldenrod dorcha." msgid "Dark gray color." msgstr "Dath liath dorcha." msgid "Dark green color." msgstr "Dath glas dorcha." msgid "Dark khaki color." msgstr "Dath dorcha khaki." msgid "Dark magenta color." msgstr "Dath dorcha magenta." msgid "Dark olive green color." msgstr "Dath glas olóige dorcha." msgid "Dark orange color." msgstr "Dath oráiste dorcha." msgid "Dark orchid color." msgstr "Dath magairlín dorcha." msgid "Dark red color." msgstr "Dath dearg dorcha." msgid "Dark salmon color." msgstr "Dath bradán dorcha." msgid "Dark sea green color." msgstr "Dath glas farraige dorcha." msgid "Dark slate blue color." msgstr "Dath gorm scláta dorcha." msgid "Dark slate gray color." msgstr "Dath liath scláta dorcha." msgid "Dark turquoise color." msgstr "Dath turquoise dorcha." msgid "Dark violet color." msgstr "Dath dorcha violet." msgid "Deep pink color." msgstr "Dath bándearg domhain." msgid "Deep sky blue color." msgstr "Dath gorm spéir lúide." msgid "Dim gray color." msgstr "Dath liath caol." msgid "Dodger blue color." msgstr "Dath gorm Dodger." msgid "Firebrick color." msgstr "Dath brící dóiteáin." msgid "Floral white color." msgstr "Dath bán bláthanna." msgid "Forest green color." msgstr "Dath glas foraoise." msgid "Fuchsia color." msgstr "Dath fuchsia." msgid "Gainsboro color." msgstr "Dath gainsboro." msgid "Ghost white color." msgstr "Dath bán taibhse." msgid "Gold color." msgstr "Dath óir." msgid "Goldenrod color." msgstr "Dath Goldenrod." msgid "Gray color." msgstr "Dath liath." msgid "Green color." msgstr "Dath glas." msgid "Green yellow color." msgstr "Dath buí glas." msgid "Honeydew color." msgstr "Dath meala." msgid "Hot pink color." msgstr "Dath bándearg te." msgid "Indian red color." msgstr "Dath dearg Indiach." msgid "Indigo color." msgstr "Dath indigo." msgid "Ivory color." msgstr "Dath Eabhair." msgid "Khaki color." msgstr "Dath khaki." msgid "Lavender color." msgstr "Dath lavender." msgid "Lavender blush color." msgstr "Dath blush lavender." msgid "Lawn green color." msgstr "Dath glas faiche." msgid "Lemon chiffon color." msgstr "Dath chiffon líomóide." msgid "Light blue color." msgstr "Dath gorm éadrom." msgid "Light coral color." msgstr "Dath coiréil éadrom." msgid "Light cyan color." msgstr "Dath cian éadrom." msgid "Light goldenrod color." msgstr "Dath órga éadrom." msgid "Light gray color." msgstr "Dath liath éadrom." msgid "Light green color." msgstr "Dath glas éadrom." msgid "Light pink color." msgstr "Dath bándearg éadrom." msgid "Light salmon color." msgstr "Dath bradán éadrom." msgid "Light sea green color." msgstr "Dath glas farraige éadrom." msgid "Light sky blue color." msgstr "Dath gorm spéir éadrom." msgid "Light slate gray color." msgstr "Dath liath scláta éadrom." msgid "Light steel blue color." msgstr "Dath gorm cruach éadrom." msgid "Light yellow color." msgstr "Dath buí éadrom." msgid "Lime color." msgstr "Dath aoil." msgid "Lime green color." msgstr "Dath glas aoil." msgid "Linen color." msgstr "Dath línéadaigh." msgid "Magenta color." msgstr "Dath Mageanta." msgid "Maroon color." msgstr "Dath marún." msgid "Medium aquamarine color." msgstr "Dath meánach aquamarine." msgid "Medium blue color." msgstr "Dath meánach gorm." msgid "Medium orchid color." msgstr "Dath magairlín meánach." msgid "Medium purple color." msgstr "Dath corcra meánach." msgid "Medium sea green color." msgstr "Dath glas meánmhara." msgid "Medium slate blue color." msgstr "Dath gorm scláta meánach." msgid "Medium spring green color." msgstr "Dath glas earrach meánach." msgid "Medium turquoise color." msgstr "Dath turquoise meánach." msgid "Medium violet red color." msgstr "Dath dearg meánach violet." msgid "Midnight blue color." msgstr "Dath gorm meán oíche." msgid "Mint cream color." msgstr "Dath uachtar miontas." msgid "Misty rose color." msgstr "Dath ardaigh misty." msgid "Moccasin color." msgstr "Dath moccasin." msgid "Navajo white color." msgstr "Dath bán Navachóis." msgid "Navy blue color." msgstr "Dath gorm dubhghorm." msgid "Old lace color." msgstr "Sean dath lása." msgid "Olive color." msgstr "Dath olóige." msgid "Olive drab color." msgstr "Dath olóige drab." msgid "Orange color." msgstr "Dath oráiste." msgid "Orange red color." msgstr "Dath dearg oráiste." msgid "Orchid color." msgstr "Dath magairlín." msgid "Pale goldenrod color." msgstr "Dath buí órga." msgid "Pale green color." msgstr "Dath glas pale." msgid "Pale turquoise color." msgstr "Dath turquoise pale." msgid "Pale violet red color." msgstr "Dath dearg violet pale." msgid "Papaya whip color." msgstr "Dath fuipeanna Papaya." msgid "Peach puff color." msgstr "Dath puff peach." msgid "Peru color." msgstr "dath Peiriú." msgid "Pink color." msgstr "Dath bándearg." msgid "Plum color." msgstr "Dath pluma." msgid "Powder blue color." msgstr "Púdar dath gorm." msgid "Purple color." msgstr "Dath corcra." msgid "Rebecca purple color." msgstr "Rebecca dath corcra." msgid "Red color." msgstr "Dath dearg." msgid "Rosy brown color." msgstr "Dath donn rosy." msgid "Royal blue color." msgstr "Dath gorm ríoga." msgid "Saddle brown color." msgstr "Dath donn diallait." msgid "Salmon color." msgstr "Dath bradán." msgid "Sandy brown color." msgstr "Dath donn ghainmheach." msgid "Sea green color." msgstr "Dath glas farraige." msgid "Seashell color." msgstr "Dath seashell." msgid "Sienna color." msgstr "Dath Sienna." msgid "Silver color." msgstr "Dath airgid." msgid "Sky blue color." msgstr "Dath gorm spéir." msgid "Slate blue color." msgstr "Dath gorm scláta." msgid "Slate gray color." msgstr "Dath liath scláta." msgid "Snow color." msgstr "Dath sneachta." msgid "Spring green color." msgstr "Dath glas earraigh." msgid "Steel blue color." msgstr "Dath gorm cruach." msgid "Tan color." msgstr "Chomh ildaite." msgid "Teal color." msgstr "Dath teal." msgid "Thistle color." msgstr "Dath thistle." msgid "Tomato color." msgstr "Dath trátaí." msgid "Transparent color (white with zero alpha)." msgstr "Dath trédhearcach (bán le alfa nialas)." msgid "Turquoise color." msgstr "Dath turquoise." msgid "Violet color." msgstr "Dath violet." msgid "Web gray color." msgstr "Dath liath gréasáin." msgid "Web green color." msgstr "Dath glas gréasáin." msgid "Web maroon color." msgstr "Dath maroon gréasáin." msgid "Web purple color." msgstr "Dath corcra gréasáin." msgid "Wheat color." msgstr "Dath cruithneachta." msgid "White color." msgstr "Dath bán." msgid "White smoke color." msgstr "Dath bán deataigh." msgid "Yellow color." msgstr "Dath buí." msgid "Yellow green color." msgstr "Dath glas buí." 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 "" "Filleann sé [code]true[/code] mura bhfuil na dathanna díreach comhionann.\n" "[b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar " "[method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa." msgid "" "Multiplies each component of the [Color] by the components of the given " "[Color]." msgstr "" "Iolraíonn sé gach comhpháirt den [Color] faoi na comhpháirteanna den [Color] " "a thugtar." msgid "Multiplies each component of the [Color] by the given [float]." msgstr "" "Iolraíonn sé gach comhpháirt den [Color] faoin [snámhphointe] a thugtar." msgid "Multiplies each component of the [Color] by the given [int]." msgstr "Iolraíonn sé gach comhpháirt den [Color] faoin [int] a thugtar." msgid "" "Adds each component of the [Color] with the components of the given [Color]." msgstr "" "Cuirtear gach comhpháirt den [Color] leis na comhpháirteanna den [Color] a " "thugtar." msgid "" "Subtracts each component of the [Color] by the components of the given " "[Color]." msgstr "" "Dealaigh gach comhpháirt den [Color] de réir na gcomhpháirteanna den [Color] " "a thugtar." msgid "" "Divides each component of the [Color] by the components of the given [Color]." msgstr "" "Roinn gach comhpháirt den [Color] ar na comhpháirteanna den [Color] a thugtar." msgid "Divides each component of the [Color] by the given [float]." msgstr "Roinn gach comhpháirt den [Color] ar an [snámhphointe] a thugtar." msgid "Divides each component of the [Color] by the given [int]." msgstr "Roinn gach comhpháirt den [Color] ar an [int] a thugtar." msgid "" "Returns [code]true[/code] if the colors 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 "" "Filleann sé [code]true[/code] má tá na dathanna díreach comhionann.\n" "[b]Nóta:[/b] Mar gheall ar earráidí beachtais snámhphointe, smaoinigh ar " "[method is_equal_approx] a úsáid ina ionad sin, atá níos iontaofa." msgid "" "Access color components using their index. [code][0][/code] is equivalent to " "[member r], [code][1][/code] is equivalent to [member g], [code][2][/code] is " "equivalent to [member b], and [code][3][/code] is equivalent to [member a]." msgstr "" "Rochtain comhpháirteanna dath ag baint úsáide as a n-innéacs. Tá [code][0][/" "code] comhionann le [ball r], tá [code][1][/code] comhionann le [ball g], " "[code][2][/code] comhionann le [ ball b], agus [code][3][/code] comhionann le " "[comhalta a]." msgid "" "Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/" "code] does nothing, but sometimes it can make your code more readable." msgstr "" "Filleann sé an luach céanna agus a bheadh mura raibh an [code]+[/code] ann. " "Ní dhéanann Unary [code]+[/code] faic, ach uaireanta féadann sé do chód a " "dhéanamh níos inléite." msgid "" "Inverts the given color. This is equivalent to [code]Color.WHITE - c[/code] " "or [code]Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)[/code]. Unlike with " "[method inverted], the [member a] component is inverted, too." msgstr "" "Inverts an dath a thugtar. Tá sé seo comhionann le [code]Dath.WHITE - c[/" "code] nó [code]Dath(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)[/code]. Murab ionann " "agus [method inbhéartaithe], tá an chomhpháirt [comhalta a] inbhéartaithe " "freisin." msgid "A widget that provides an interface for selecting or modifying a color." msgstr "Giuirléid a sholáthraíonn comhéadan chun dath a roghnú nó a mhodhnú." msgid "" "A widget that provides an interface for selecting or modifying a color. It " "can optionally provide functionalities like a color sampler (eyedropper), " "color modes, and presets.\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 popup." msgstr "" "Giuirléid a sholáthraíonn comhéadan chun dath a roghnú nó a mhodhnú. Is " "féidir leis feidhmiúlachtaí cosúil le samplóir datha (eyedropper), modhanna " "datha, agus réamhshocruithe a sholáthar go roghnach.\n" "[b]Nóta:[/b] Is é an rialtán seo an ghiuirléid roghnóir dathanna féin. Is " "féidir leat [ColorPickerButton] a úsáid ina ionad sin má tá cnaipe uait a " "thugann suas [ColorPicker] i bpíosa aníos." 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 "" "Cuireann sé an dath a thugtar le liosta de na réamhshocruithe datha. " "Taispeántar na réamhshocruithe sa roghnóir dathanna agus beidh an t-úsáideoir " "in ann iad a roghnú.\n" "[b]Nóta:[/b] Níl an liosta réamhshocruithe ach le haghaidh [i]an roghnóir " "dathanna[/i] seo." msgid "" "Adds the given color to a list of color recent presets so that it can be " "picked later. Recent presets are the colors that were picked recently, a new " "preset is automatically created and added to recent presets when you pick a " "new color.\n" "[b]Note:[/b] The recent presets list is only for [i]this[/i] color picker." msgstr "" "Cuireann sé an dath a thugtar le liosta de na réamhshocruithe datha le déanaí " "ionas gur féidir é a phiocadh níos déanaí. Is éard atá i réamhshocruithe le " "déanaí ná na dathanna a roghnaíodh le déanaí, cruthaítear réamhshocrú nua go " "huathoibríoch agus cuirtear le réamhshocruithe le déanaí nuair a roghnaíonn " "tú dath nua.\n" "[b]Nóta:[/b] Níl an liosta réamhshocruithe le déanaí ach le haghaidh [i]an " "roghnóir datha seo[/i]." msgid "" "Removes the given color from the list of color presets of this color picker." msgstr "" "Baintear an dath a thugtar de liosta na réamhshocruithe datha den roghnóir " "datha seo." msgid "" "Removes the given color from the list of color recent presets of this color " "picker." msgstr "" "Baineann sé seo an dath a thugtar as liosta na réamhshocruithe datha le " "déanaí den roghnóir datha seo." msgid "Returns the list of colors in the presets of the color picker." msgstr "Seoltar ar ais an liosta dathanna i réamhshocruithe an roghnóir datha." msgid "Returns the list of colors in the recent presets of the color picker." msgstr "" "Seoltar ar ais an liosta dathanna sna réamhshocruithe le déanaí den roghnóir " "dathanna." msgid "" "If [code]true[/code], it's possible to add presets under Swatches. If " "[code]false[/code], the button to add presets is disabled." msgstr "" "Más [code]true[/code], is féidir réamhshocruithe a chur leis faoi Swatches. " "Má tá [code]false[/code], díchumasaítear an cnaipe chun réamhshocruithe a " "chur leis." msgid "The currently selected color." msgstr "An dath atá roghnaithe faoi láthair." msgid "The currently selected color mode. See [enum ColorModeType]." msgstr "An mód datha atá roghnaithe faoi láthair. Féach [enum ColorModeType]." msgid "If [code]true[/code], the color mode buttons are visible." msgstr "Más [code]true[/code], tá na cnaipí mód datha le feiceáil." 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 "" "Más rud é [code]true[/code], ní bheidh an dath i bhfeidhm ach amháin tar éis " "don úsáideoir an cnaipe luiche a scaoileadh, nó beidh sé i bhfeidhm " "láithreach fiú i gcás tairiscint luiche (is féidir a bheith ina chúis le " "saincheisteanna feidhmíochta)." msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "" "Más [code]true[/code], taispeántar sleamhnán alfa-chainéil (teimhneacht)." msgid "If [code]true[/code], the hex color code input field is visible." msgstr "" "Más [code]true[/code], tá an réimse ionchuir cód datha heicsidheachúlach le " "feiceáil." msgid "The shape of the color space view. See [enum PickerShapeType]." msgstr "An cruth ar an radharc spás dath. Féach [enum PickerShapeType]." msgid "" "If [code]true[/code], the Swatches and Recent Colors presets are visible." msgstr "" "Más [code]true[/code], tá na réamhshocruithe Swatches agus Dathanna Déanaí le " "feiceáil." msgid "If [code]true[/code], the color sampler and color preview are visible." msgstr "" "Más [code]true[/code], tá an samplóir datha agus an réamhamharc datha le " "feiceáil." msgid "If [code]true[/code], the color sliders are visible." msgstr "Más [code]true[/code], tá na sleamhnáin datha le feiceáil." msgid "Emitted when the color is changed." msgstr "Astaítear nuair a athraítear an dath." msgid "Emitted when a preset is added." msgstr "Astaítear nuair a chuirtear réamhshocrú leis." msgid "Emitted when a preset is removed." msgstr "Astaítear nuair a bhaintear réamhshocrú." msgid "Allows editing the color with Red/Green/Blue sliders." msgstr "Is féidir an dath a chur in eagar le Barraí Sleamhnáin Dearg/Glas/Gorm." msgid "Allows editing the color with Hue/Saturation/Value sliders." msgstr "" "Is féidir an dath a chur in eagar le Barraí Sleamhnáin Lí/Sáithiúcháin/Luach." msgid "" "Allows the color R, G, B component values to go beyond 1.0, which can be used " "for certain special operations that require it (like tinting without " "darkening or rendering sprites in HDR)." msgstr "" "Ligeann sé seo do luachanna comhpháirte dath R, G, B dul níos faide ná 1.0, " "ar féidir a úsáid le haghaidh oibríochtaí speisialta áirithe a éilíonn é " "(cosúil le tinting gan sprites a dhorchaigh nó a rindreáil i HDR)." msgid "" "Allows editing the color with Hue/Saturation/Lightness sliders.\n" "OKHSL is a new color space similar to HSL but that better match perception by " "leveraging the Oklab color space which is designed to be simple to use, while " "doing a good job at predicting perceived lightness, chroma and hue.\n" "[url=https://bottosson.github.io/posts/colorpicker/]Okhsv and Okhsl color " "spaces[/url]" msgstr "" "Is féidir an dath a chur in eagar le Barraí Sleamhnáin Lí/Sáithiúcháin/Gile.\n" "Is spás dathanna nua é OKHSL cosúil le HSL ach a mheaitseálann an dearcadh " "níos fearr trí spás datha Oklab a ghiaráil atá deartha le bheith simplí le " "húsáid, agus jab maith á dhéanamh ag an am céanna ag tuar gile, chroma agus " "lí a bhraitear.\n" "[url=https://bottosson.github.io/posts/colorpicker/]spásanna datha Okhsv agus " "Okhsl[/url]" msgid "HSV Color Model rectangle color space." msgstr "Samhail Dath HSV spás dath dronuilleog." msgid "HSV Color Model rectangle color space with a wheel." msgstr "Samhail Dath HSV spás dath dronuilleog le roth." msgid "HSV Color Model circle color space. Use Saturation as a radius." msgstr "Spás dath ciorcal Múnla Dath HSV. Úsáid Sáithiúchán mar gha." msgid "HSL OK Color Model circle color space." msgstr "HSL OK Dath Múnla spás datha ciorcal." msgid "" "The color space shape and the shape select button are hidden. Can't be " "selected from the shapes popup." msgstr "" "Tá cruth an spáis datha agus an cnaipe roghnaithe cruth i bhfolach. Ní féidir " "é a roghnú as an bpíosa aníos cruthanna." msgid "" "Overrides the [theme_item Slider.center_grabber] theme property of the " "sliders." msgstr "" "Sáraíonn sé an t-airí téama [theme_item Slider.center_grabber] atá ag na " "Barraí Sleamhnáin." msgid "The width of the hue selection slider." msgstr "Leithead an sleamhnáin roghnúcháin lí." msgid "The minimum width of the color labels next to sliders." msgstr "Leithead íosta na lipéid dathanna in aice le sleamhnáin." msgid "The margin around the [ColorPicker]." msgstr "An corrlach timpeall an [ColorPicker]." msgid "The height of the saturation-value selection box." msgstr "Airde an bhosca roghnúcháin sáithiúcháin-luach." msgid "The width of the saturation-value selection box." msgstr "Leithead an bhosca roghnúcháin sáithiúcháin-luach." msgid "The icon for the \"Add Preset\" button." msgstr "An deilbhín don gcnaipe \"Cuir Réamhshocrú\"." msgid "The texture for the arrow grabber." msgstr "An uigeacht le haghaidh an grabber arrow." msgid "Custom texture for the hue selection slider on the right." msgstr "Uigeacht shaincheaptha don sleamhnán roghnóireachta lí ar dheis." msgid "Custom texture for the H slider in the OKHSL color mode." msgstr "Uigeacht saincheaptha don sleamhnán H i mód dath OKHSL." msgid "The icon for color preset drop down menu when expanded." msgstr "" "An deilbhín don roghchlár anuas réamhshocraithe dathanna nuair a leathnaítear " "é." msgid "The icon for color preset drop down menu when folded." msgstr "" "An deilbhín don roghchlár anuas réamhshocraithe dathanna nuair a bheidh sé " "fillte." msgid "" "The indicator used to signalize that the color value is outside the 0-1 range." msgstr "" "An táscaire a úsáidtear chun a chur in iúl go bhfuil an luach dath lasmuigh " "den raon 0-1." msgid "" "The image displayed over the color box/circle (depending on the [member " "picker_shape]), marking the currently selected color." msgstr "" "An íomhá atá ar taispeáint thar an mbosca/ciorcal datha (ag brath ar an " "[member picker_shape]), marcáil an dath atá roghnaithe faoi láthair." msgid "" "Background panel for the color preview box (visible when the color is " "translucent)." msgstr "" "Painéal cúlra don bhosca réamhamharc dath (le feiceáil nuair a bhíonn an dath " "tréshoilseach)." msgid "" "The icon for the revert button (visible on the middle of the \"old\" color " "when it differs from the currently selected color). This icon is modulated " "with a dark color if the \"old\" color is bright enough, so the icon should " "be bright to ensure visibility in both scenarios." msgstr "" "An deilbhín don chnaipe droim ar ais (le feiceáil ar lár an dath \"sean\" " "nuair atá sé difriúil leis an dath atá roghnaithe faoi láthair). Tá dath " "dorcha modhnaithe ar an deilbhín seo má tá an \"sean\" dath geal go leor, mar " "sin ba chóir go mbeadh an deilbhín geal chun infheictheacht a chinntiú sa dá " "chás." msgid "The icon for the screen color picker button." msgstr "An deilbhín don chnaipe roghnóir dathanna scáileáin." msgid "The icon for circular picker shapes." msgstr "An deilbhín le haghaidh cruthanna roghnóir ciorclach." msgid "The icon for rectangular picker shapes." msgstr "An deilbhín le haghaidh cruthanna roghnóir dronuilleogacha." msgid "The icon for rectangular wheel picker shapes." msgstr "An deilbhín le haghaidh cruthanna dronuilleogacha roghnóir rotha." msgid "A button that brings up a [ColorPicker] when pressed." msgstr "Cnaipe a thugann suas [ColorPicker] nuair a bhrúitear é." msgid "" "Encapsulates a [ColorPicker], making it accessible by pressing a button. " "Pressing the button will toggle the [ColorPicker]'s visibility.\n" "See also [BaseButton] which contains common properties and methods associated " "with this node.\n" "[b]Note:[/b] By default, the button may not be wide enough for the color " "preview swatch to be visible. Make sure to set [member Control." "custom_minimum_size] to a big enough value to give the button enough space." msgstr "" "Cuimsíonn sé [ColorPicker], rud a fhágann go bhfuil sé inrochtana ach cnaipe " "a bhrú. Má bhrúnn tú an cnaipe, scoirfear infheictheacht [ColorPicker].\n" "Féach freisin [BaseButton] ina bhfuil airíonna agus modhanna coitianta a " "bhaineann leis an nód seo.\n" "[b]Nóta:[/b] De réir réamhshocraithe, seans nach mbeidh an cnaipe leathan go " "leor le go mbeidh an swatch réamhamhairc dathanna le feiceáil. Bí cinnte " "[comhalta Control.custom_minimum_size] a shocrú go luach mór go leor chun go " "leor spáis a thabhairt don chnaipe." 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 "" "Filleann sé an [ColorPicker] a scoránaigh an nód seo.\n" "[b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé " "timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat é " "nó aon duine dá leanaí a cheilt, bain úsáid as a maoin [member CanvasItem." "visible]." msgid "" "Returns the control's [PopupPanel] which allows you to connect to popup " "signals. This allows you to handle events when the ColorPicker is shown or " "hidden.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it may " "cause a crash. If you wish to hide it or any of its children, use their " "[member Window.visible] property." msgstr "" "Filleann sé [PopupPanel] an rialaitheora a ligeann duit ceangal le comharthaí " "aníos. Ligeann sé seo duit imeachtaí a láimhseáil nuair a thaispeánfar nó " "nuair a fholaíonn an ColorPicker.\n" "[b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé " "timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat é " "nó aon duine dá leanaí a chur i bhfolach, bain úsáid as a maoin [member " "Window.visible]." msgid "" "If [code]true[/code], the alpha channel in the displayed [ColorPicker] will " "be visible." msgstr "" "Más [code]true[/code], beidh an cainéal alfa sa [ColorPicker] atá léirithe le " "feiceáil." msgid "Emitted when the color changes." msgstr "Astaítear nuair a athraíonn an dath." msgid "" "Emitted when the [ColorPicker] is created (the button is pressed for the " "first time)." msgstr "" "Astaítear nuair a chruthaítear an [ColorPicker] (brúitear an cnaipe den chéad " "uair)." msgid "Emitted when the [ColorPicker] is closed." msgstr "Astaítear nuair a dhúntar an [ColorPicker]." msgid "The background of the color preview rect on the button." msgstr "Cúlra an réamhamharc datha ar dheis ar an gcnaipe." msgid "A control that displays a solid color rectangle." msgstr "rialtán a thaispeánann dronuilleog dath soladach." msgid "" "Displays a rectangle filled with a solid [member color]. If you need to " "display the border alone, consider using a [Panel] instead." msgstr "" "Taispeánann sé dronuilleog líonta le solad [dath ball]. Más gá duit an " "teorainn a thaispeáint i d’aonar, smaoinigh ar [Painéal] a úsáid ina ionad." msgid "The fill color of the rectangle." msgstr "Dath líonadh na dronuilleoige." msgid "" "More customization of the rendering pipeline will be added in the future." msgstr "Cuirfear níos mó saincheaptha ar an bpíblíne rindreála sa todhchaí." msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" "Stóráiltear tréithe a úsáidtear chun an chaoi a rindreáiltear Viewport a " "shaincheapadh." msgid "" "The compositor resource stores attributes used to customize how a [Viewport] " "is rendered." msgstr "" "Stórálann acmhainn an chumadóra tréithe a úsáidtear chun an chaoi a " "rindreáiltear [Viewport] a shaincheapadh." msgid "" "The custom [CompositorEffect]s that are applied during rendering of viewports " "using this compositor." msgstr "" "Na saincheaptha [CompositorEffect]s a chuirtear i bhfeidhm le linn rindreáil " "na gcuairteanna ag baint úsáide as an cumadóir seo." msgid "" "The implementation may change as more of the rendering internals are exposed " "over time." msgstr "" "Féadfaidh an cur chun feidhme athrú de réir mar a nochtar níos mó de na " "rindreáil inmheánacha le himeacht ama." msgid "This resource allows for creating a custom rendering effect." msgstr "Ceadaíonn an acmhainn seo éifeacht rindreála saincheaptha a chruthú." msgid "" "This resource defines a custom rendering effect that can be applied to " "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " "happens on the rendering thread. CompositorEffect is an abstract base class " "and must be extended to implement specific rendering logic." msgstr "" "Sainmhíníonn an acmhainn seo éifeacht rindreála saincheaptha is féidir a chur " "i bhfeidhm ar [Viewport]s trí na hamharcphoirt '[Timpeallacht]. Is féidir " "leat aisghlao a chur i bhfeidhm a ghlaoitear le linn rindreála ag céim ar " "leith den phíblíne rindreála agus ligeann sé duit pasanna breise a chur " "isteach. Tabhair faoi deara go dtarlaíonn an aisghlao seo ar an snáithe " "rindreála. Is bunrang teibí é CompositorEffect agus ní mór é a leathnú chun " "loighic rindreála ar leith a chur i bhfeidhm." msgid "" "Implement this function with your custom rendering code. [param " "effect_callback_type] should always match the effect callback type you've " "specified in [member effect_callback_type]. [param render_data] provides " "access to the rendering state, it is only valid during rendering and should " "not be stored." msgstr "" "Cuir an fheidhm seo i bhfeidhm le do chód rindreála saincheaptha. Ba cheart " "go mbeadh [param effect_callback_type] i gcónaí ag teacht leis an gcineál " "aisghlao tionchair atá sonraithe agat i [member effect_callback_type]. " "Soláthraíonn [param render_data] rochtain ar an stát rindreála, níl sé bailí " "ach le linn rindreála agus níor cheart é a stóráil." msgid "" "If [code]true[/code] and MSAA is enabled, this will trigger a color buffer " "resolve before the effect is run.\n" "[b]Note:[/b] In [method _render_callback], to access the resolved buffer " "use:\n" "[codeblock]\n" "var render_scene_buffers : RenderSceneBuffersRD = render_data." "get_render_scene_buffers()\n" "var color_buffer = render_scene_buffers.get_texture(\"render_buffers\", " "\"color\")\n" "[/codeblock]" msgstr "" "Má tá [code]true[/code] agus MSAA cumasaithe, spreagfaidh sé seo réiteach " "maoláin datha sula rithfear an éifeacht.\n" "[b]Nóta:[/b] I [method _render_callback], chun an úsáid maoláin réitithe a " "rochtain:\n" "[codeblock]\n" "var render_scene_buffers : RenderSceneBuffersRD = render_data." "get_render_scene_buffers()\n" "var color_buffer = render_scene_buffers.get_texture (\"render_buffers\", " "\"dath\")\n" "[/codeblock]" msgid "" "If [code]true[/code] and MSAA is enabled, this will trigger a depth buffer " "resolve before the effect is run.\n" "[b]Note:[/b] In [method _render_callback], to access the resolved buffer " "use:\n" "[codeblock]\n" "var render_scene_buffers : RenderSceneBuffersRD = render_data." "get_render_scene_buffers()\n" "var depth_buffer = render_scene_buffers.get_texture(\"render_buffers\", " "\"depth\")\n" "[/codeblock]" msgstr "" "Má tá [code]true[/code] agus MSAA cumasaithe, spreagfaidh sé seo réiteach " "maoláin doimhneachta sula rithfear an éifeacht.\n" "[b]Nóta:[/b] I [method _render_callback], chun an úsáid maoláin réitithe a " "rochtain:\n" "[codeblock]\n" "var render_scene_buffers : RenderSceneBuffersRD = render_data." "get_render_scene_buffers()\n" "var depth_buffer = render_scene_buffers.get_texture(\"render_buffers\", " "\"doimhneacht\")\n" "[/codeblock]" msgid "" "The type of effect that is implemented, determines at what stage of rendering " "the callback is called." msgstr "" "Is é an cineál éifeacht a chuirtear i bhfeidhm a chinneann cén chéim de " "rindreáil an aisghlao a thugtar air." msgid "" "If [code]true[/code] this rendering effect is applied to any viewport it is " "added to." msgstr "" "Más [code]true[/code] a chuirtear an éifeacht rindreála seo i bhfeidhm ar aon " "amharcmharc a gcuirtear leis." msgid "" "If [code]true[/code] this triggers motion vectors being calculated during the " "opaque render state.\n" "[b]Note:[/b] In [method _render_callback], to access the motion vector buffer " "use:\n" "[codeblock]\n" "var render_scene_buffers : RenderSceneBuffersRD = render_data." "get_render_scene_buffers()\n" "var motion_buffer = render_scene_buffers.get_velocity_texture()\n" "[/codeblock]" msgstr "" "Más [code]true[/code] é seo spreagtar veicteoirí gluaisne á ríomh le linn an " "staid rindreála teimhneach.\n" "[b]Nóta:[/b] I [method _render_callback], chun úsáid maolán an veicteora " "gluaisne a rochtain:\n" "[codeblock]\n" "var render_scene_buffers : RenderSceneBuffersRD = render_data." "get_render_scene_buffers()\n" "var motion_buffer = render_scene_buffers.get_velocity_texture()\n" "[/codeblock]" msgid "" "If [code]true[/code] this triggers normal and roughness data to be output " "during our depth pre-pass, only applicable for the Forward+ renderer.\n" "[b]Note:[/b] In [method _render_callback], to access the roughness buffer " "use:\n" "[codeblock]\n" "var render_scene_buffers : RenderSceneBuffersRD = render_data." "get_render_scene_buffers()\n" "var roughness_buffer = render_scene_buffers." "get_texture(\"forward_clustered\", \"normal_roughness\")\n" "[/codeblock]" msgstr "" "Más rud é [code]true[/code] cuireann sé seo faoi deara gnáthshonraí agus " "sonraí gharbh a bheith aschurtha le linn ár réamhphasáil doimhneachta, ní " "bhaineann siad ach leis an rindreálaí Forward+.\n" "[b]Nóta:[/b] I [method _render_callback], chun rochtain a fháil ar an úsáid " "maoláin gharbhais:\n" "[codeblock]\n" "var render_scene_buffers : RenderSceneBuffersRD = render_data." "get_render_scene_buffers()\n" "var roughness_buffer = render_scene_buffers.get_texture(\"ar " "aghaidh_cnuasach\", \"gnáth_roughness\")\n" "[/codeblock]" msgid "" "If [code]true[/code] this triggers specular data being rendered to a separate " "buffer and combined after effects have been applied, only applicable for the " "Forward+ renderer." msgstr "" "Más rud é [code]true[/code] spreagann sé seo sonraí amhantrach a rindreáil " "chuig maolán ar leith agus a chomhcheangal tar éis éifeachtaí a bheith curtha " "i bhfeidhm, ní bhaineann siad ach leis an rindreálaí Forward+." msgid "" "The callback is called before our opaque rendering pass, but after depth " "prepass (if applicable)." msgstr "" "Glaoitear an aisghlao roimh ár bpas rindreála teimhneach, ach tar éis " "réamhbhealach doimhneachta (má bhaineann)." msgid "" "The callback is called after our opaque rendering pass, but before our sky is " "rendered." msgstr "" "Tugtar an aisghlao tar éis ár pas rindreála teimhneach, ach sula ndéantar ár " "spéir a rindreáil." msgid "" "The callback is called after our sky is rendered, but before our back buffers " "are created (and if enabled, before subsurface scattering and/or screen space " "reflections)." msgstr "" "Glaoitear an aisghlao tar éis ár spéir a rindreáil, ach sula gcruthaítear ár " "maoláin cúil (agus má tá sé cumasaithe, sula scaiptear faoin dromchla agus/nó " "frithchaitheamh spáis scáileáin)." msgid "" "The callback is called before our transparent rendering pass, but after our " "sky is rendered and we've created our back buffers." msgstr "" "Tugtar an aisghlao roimh ár bpas rindreála trédhearcach, ach tar éis ár spéir " "a rindreáil agus ár maoláin cúil a chruthú." msgid "" "The callback is called after our transparent rendering pass, but before any " "build in post effects and output to our render target." msgstr "" "Glaoitear an aisghlao tar éis ár bpas rindreála trédhearcach, ach roimh aon " "éifeachtaí postála agus aschur chuig ár sprioc rindreála." msgid "Represents the size of the [enum EffectCallbackType] enum." msgstr "Léiríonn sé méid an [enum EffectCallbackType] enum." msgid "An optionally compressed [Cubemap]." msgstr "[Cubemap] atá comhbhrúite go roghnach." msgid "" "A cubemap that is loaded from a [code].ccube[/code] file. This file format is " "internal to Godot; it is created by importing other image formats with the " "import system. [CompressedCubemap] can use one of 4 compression methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" "Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " "[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " "storage on disk, but they will not reduce memory usage on the GPU as the " "texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D.\n" "See [Cubemap] for a general description of cubemaps." msgstr "" "Ciúbmapa atá luchtaithe ó chomhad [code].ccube[/code]. Tá an fhormáid comhaid " "seo inmheánach do Godot; cruthaítear é trí fhormáidí íomhá eile a allmhairiú " "leis an gcóras allmhairithe. Is féidir le [CompressedCubemap] ceann amháin de " "4 mhodh comhbhrú a úsáid:\n" "- Gan chailleadh (WebP nó PNG, neamh-chomhbhrúite ar an GPU)\n" "- Lossy (WebP, neamh-chomhbhrúite ar an GPU)\n" "- VRAM Comhbhrúite (comhbhrúite ar an GPU)\n" "- VRAM Neamh-chomhbhrúite (neamh-chomhbhrúite ar an GPU)\n" "- Bunús Uilíoch (comhbhrúite ar an GPU. Méid comhaid níos ísle ná VRAM " "Comhbhrúite, ach níos moille le comhbhrú agus cáilíocht níos ísle ná VRAM " "Comhbhrúite)\n" "Ní laghdaíonn ach [b]VRAM Comhbhrúite[/b] an úsáid chuimhne ar an GPU. " "Laghdóidh na modhanna comhbhrú [b] Lossless[/b] agus [b] Lossy[/b] an stóráil " "riachtanach ar diosca, ach ní laghdóidh siad úsáid cuimhne ar an GPU mar go " "seoltar an uigeacht chuig an GPU neamh-chomhbhrúite.\n" "Trí úsáid a bhaint as [b] VRAM Comhbhrúite[/b] feabhsaítear amanna luchtaithe " "freisin, toisc go mbíonn uigeachtaí comhbhrúite VRAM níos tapúla le luchtú i " "gcomparáid le huigeachtaí a úsáideann comhbhrú gan chaillteanas nó gan " "chailliúint. Is féidir le comhbhrú VRAM déantáin shuntasacha a thaispeáint " "agus tá sé beartaithe é a úsáid le haghaidh rindreála 3D, ní 2D.\n" "Féach [Cubemap] le haghaidh cur síos ginearálta ar léarscáileanna ciúb." msgid "An optionally compressed [CubemapArray]." msgstr "[CubemapArray] atá comhbhrúite go roghnach." msgid "" "A cubemap array that is loaded from a [code].ccubearray[/code] file. This " "file format is internal to Godot; it is created by importing other image " "formats with the import system. [CompressedCubemapArray] can use one of 4 " "compression methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" "Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " "[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " "storage on disk, but they will not reduce memory usage on the GPU as the " "texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D.\n" "See [CubemapArray] for a general description of cubemap arrays." msgstr "" "Eagar léarscáile ciúb atá luchtaithe ó chomhad [code].ccubearray[/code]. Tá " "an fhormáid comhaid seo inmheánach do Godot; cruthaítear é trí fhormáidí " "íomhá eile a allmhairiú leis an gcóras allmhairithe. Is féidir le " "[CompressedCubemapArray] ceann de 4 mhodh comhbhrú a úsáid:\n" "- Gan chailleadh (WebP nó PNG, neamh-chomhbhrúite ar an GPU)\n" "- Lossy (WebP, neamh-chomhbhrúite ar an GPU)\n" "- VRAM Comhbhrúite (comhbhrúite ar an GPU)\n" "- VRAM Neamh-chomhbhrúite (neamh-chomhbhrúite ar an GPU)\n" "- Bunús Uilíoch (comhbhrúite ar an GPU. Méid comhaid níos ísle ná VRAM " "Comhbhrúite, ach níos moille le comhbhrú agus cáilíocht níos ísle ná VRAM " "Comhbhrúite)\n" "Ní laghdaíonn ach [b]VRAM Comhbhrúite[/b] an úsáid chuimhne ar an GPU. " "Laghdóidh na modhanna comhbhrú [b] Lossless[/b] agus [b] Lossy[/b] an stóráil " "riachtanach ar diosca, ach ní laghdóidh siad úsáid cuimhne ar an GPU mar go " "seoltar an uigeacht chuig an GPU neamh-chomhbhrúite.\n" "Trí úsáid a bhaint as [b] VRAM Comhbhrúite[/b] feabhsaítear amanna luchtaithe " "freisin, toisc go mbíonn uigeachtaí comhbhrúite VRAM níos tapúla le luchtú i " "gcomparáid le huigeachtaí a úsáideann comhbhrú gan chaillteanas nó gan " "chailliúint. Is féidir le comhbhrú VRAM déantáin shuntasacha a thaispeáint " "agus tá sé beartaithe é a úsáid le haghaidh rindreála 3D, ní 2D.\n" "Féach [CubemapArray] le haghaidh cur síos ginearálta ar eagair léarscáile " "ciúbach." msgid "Texture with 2 dimensions, optionally compressed." msgstr "Uigeacht le 2 thoise, comhbhrúite go roghnach." msgid "" "A texture that is loaded from a [code].ctex[/code] file. This file format is " "internal to Godot; it is created by importing other image formats with the " "import system. [CompressedTexture2D] can use one of 4 compression methods " "(including a lack of any compression):\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" "Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " "[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " "storage on disk, but they will not reduce memory usage on the GPU as the " "texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D." msgstr "" "Uigeacht atá luchtaithe ó chomhad [code].ctex[/code]. Tá an fhormáid comhaid " "seo inmheánach do Godot; cruthaítear é trí fhormáidí íomhá eile a allmhairiú " "leis an gcóras allmhairithe. Is féidir le [CompressedTexture2D] ceann amháin " "de 4 mhodh comhbhrú a úsáid (lena n-áirítear easpa comhbhrú ar bith):\n" "- Gan chailleadh (WebP nó PNG, neamh-chomhbhrúite ar an GPU)\n" "- Lossy (WebP, neamh-chomhbhrúite ar an GPU)\n" "- VRAM Comhbhrúite (comhbhrúite ar an GPU)\n" "- VRAM Neamh-chomhbhrúite (neamh-chomhbhrúite ar an GPU)\n" "- Bunús Uilíoch (comhbhrúite ar an GPU. Méid comhaid níos ísle ná VRAM " "Comhbhrúite, ach níos moille le comhbhrú agus cáilíocht níos ísle ná VRAM " "Comhbhrúite)\n" "Ní laghdaíonn ach [b]VRAM Comhbhrúite[/b] an úsáid chuimhne ar an GPU. " "Laghdóidh na modhanna comhbhrú [b] Lossless[/b] agus [b] Lossy[/b] an stóráil " "riachtanach ar diosca, ach ní laghdóidh siad úsáid cuimhne ar an GPU mar go " "seoltar an uigeacht chuig an GPU neamh-chomhbhrúite.\n" "Trí úsáid a bhaint as [b] VRAM Comhbhrúite[/b] feabhsaítear amanna luchtaithe " "freisin, toisc go mbíonn uigeachtaí comhbhrúite VRAM níos tapúla le luchtú i " "gcomparáid le huigeachtaí a úsáideann comhbhrú gan chaillteanas nó gan " "chailliúint. Is féidir le comhbhrú VRAM déantáin shuntasacha a thaispeáint " "agus tá sé beartaithe é a úsáid le haghaidh rindreála 3D, ní 2D." msgid "Loads the texture from the specified [param path]." msgstr "Lódálann sé an uigeacht ón [cosán param] sonraithe." msgid "The [CompressedTexture2D]'s file path to a [code].ctex[/code] file." msgstr "Conair chomhaid [CompressedTexture2D] chuig comhad [code].ctex[/code]." msgid "Array of 2-dimensional textures, optionally compressed." msgstr "Eagar d'uigeachtaí déthoiseacha, comhbhrúite go roghnach." msgid "" "A texture array that is loaded from a [code].ctexarray[/code] file. This file " "format is internal to Godot; it is created by importing other image formats " "with the import system. [CompressedTexture2DArray] can use one of 4 " "compression methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" "Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " "[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " "storage on disk, but they will not reduce memory usage on the GPU as the " "texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D.\n" "See [Texture2DArray] for a general description of texture arrays." msgstr "" "Eagar uigeachta atá luchtaithe ó chomhad [code].ctexarray[/code]. Tá an " "fhormáid comhaid seo inmheánach do Godot; cruthaítear é trí fhormáidí íomhá " "eile a allmhairiú leis an gcóras allmhairithe. Is féidir le " "[CompressedTexture2DArray] ceann amháin de 4 mhodh comhbhrú a úsáid:\n" "- Gan chailliúint (WebP nó PNG, neamh-chomhbhrúite ar an GPU)\n" "- Lossy (WebP, neamh-chomhbhrúite ar an GPU)\n" "- VRAM Comhbhrúite (comhbhrúite ar an GPU)\n" "- VRAM Neamh-chomhbhrúite (neamh-chomhbhrúite ar an GPU)\n" "- Bunús Uilíoch (comhbhrúite ar an GPU. Méid comhaid níos ísle ná VRAM " "Comhbhrúite, ach níos moille le comhbhrú agus cáilíocht níos ísle ná VRAM " "Comhbhrúite)\n" "Ní laghdaíonn ach [b]VRAM Comhbhrúite[/b] an úsáid chuimhne ar an GPU. " "Laghdóidh na modhanna comhbhrú [b] Lossless[/b] agus [b] Lossy[/b] an stóráil " "riachtanach ar diosca, ach ní laghdóidh siad úsáid cuimhne ar an GPU mar go " "seoltar an uigeacht chuig an GPU neamh-chomhbhrúite.\n" "Trí úsáid a bhaint as [b] VRAM Comhbhrúite[/b] feabhsaítear amanna luchtaithe " "freisin, toisc go mbíonn uigeachtaí comhbhrúite VRAM níos tapúla le luchtú i " "gcomparáid le huigeachtaí a úsáideann comhbhrú gan chaillteanas nó gan " "chailliúint. Is féidir le comhbhrú VRAM déantáin shuntasacha a thaispeáint " "agus tá sé beartaithe é a úsáid le haghaidh rindreála 3D, ní 2D.\n" "Féach [Texture2DArray] le haghaidh cur síos ginearálta ar eagair uigeachta." msgid "Texture with 3 dimensions, optionally compressed." msgstr "Uigeacht le 3 thoise, comhbhrúite go roghnach." msgid "" "[CompressedTexture3D] is the VRAM-compressed counterpart of [ImageTexture3D]. " "The file extension for [CompressedTexture3D] files is [code].ctex3d[/code]. " "This file format is internal to Godot; it is created by importing other image " "formats with the import system.\n" "[CompressedTexture3D] uses VRAM compression, which allows to reduce memory " "usage on the GPU when rendering the texture. This also improves loading " "times, as VRAM-compressed textures are faster to load compared to textures " "using lossless compression. VRAM compression can exhibit noticeable artifacts " "and is intended to be used for 3D rendering, not 2D.\n" "See [Texture3D] for a general description of 3D textures." msgstr "" "Is é [CompressedTexture3D] an comhghleacaí comhbhrúite VRAM de " "[ImageTexture3D]. Is é an síneadh comhad do chomhaid [CompressedTexture3D] ná " "[code].ctex3d[/code]. Tá an fhormáid comhaid seo inmheánach do Godot; " "cruthaítear é trí fhormáidí íomhá eile a allmhairiú leis an gcóras " "allmhairithe.\n" "Úsáideann [CompressedTexture3D] comhbhrú VRAM, a cheadaíonn úsáid chuimhne ar " "an GPU a laghdú agus an uigeacht á rindreáil. Feabhsaíonn sé seo amanna " "luchtaithe freisin, toisc go bhfuil uigeachtaí comhbhrúite VRAM níos tapúla " "le luchtú i gcomparáid le huigeachtaí a úsáideann comhbhrú gan chailliúint. " "Is féidir le comhbhrú VRAM déantáin shuntasacha a thaispeáint agus tá sé " "beartaithe é a úsáid le haghaidh rindreála 3D, ní 2D.\n" "Féach [Uigeacht3D] le haghaidh cur síos ginearálta ar uigeachtaí 3D." msgid "The [CompressedTexture3D]'s file path to a [code].ctex3d[/code] file." msgstr "" "Conair chomhaid [CompressedTexture3D] chuig comhad [code].ctex3d[/code]." msgid "Base class for texture arrays that can optionally be compressed." msgstr "Bunrang d'eagair uigeachta ar féidir iad a chomhbhrú go roghnach." msgid "" "Base class for [CompressedTexture2DArray] and [CompressedTexture3D]. Cannot " "be used directly, but contains all the functions necessary for accessing the " "derived resource types. See also [TextureLayered]." msgstr "" "Bunrang do [CompressedTexture2DArray] agus [CompressedTexture3D]. Ní féidir é " "a úsáid go díreach, ach tá na feidhmeanna go léir ann atá riachtanach chun " "rochtain a fháil ar na cineálacha acmhainní díorthaithe. Féach freisin " "[TextureLayered]." msgid "Loads the texture at [param path]." msgstr "lódálann sé an uigeacht ag [cosán param]." msgid "The path the texture should be loaded from." msgstr "An cosán ar chóir an uigeacht a luchtú as." msgid "A 2D polyline shape used for physics collision." msgstr "Cruth polyline 2D a úsáidtear le haghaidh imbhualadh fisice." msgid "" "A 2D polyline shape, intended for use in physics. Used internally in " "[CollisionPolygon2D] when it's in [constant CollisionPolygon2D." "BUILD_SEGMENTS] mode.\n" "Being just a collection of interconnected line segments, " "[ConcavePolygonShape2D] is the most freely configurable single 2D shape. It " "can be used to form polygons of any nature, or even shapes that don't enclose " "an area. However, [ConcavePolygonShape2D] is [i]hollow[/i] even if the " "interconnected line segments do enclose an area, which often makes it " "unsuitable for physics or detection.\n" "[b]Note:[/b] When used for collision, [ConcavePolygonShape2D] is intended to " "work with static [CollisionShape2D] nodes like [StaticBody2D] and will likely " "not behave well for [CharacterBody2D]s or [RigidBody2D]s in a mode other than " "Static.\n" "[b]Warning:[/b] Physics bodies that are small have a chance to clip through " "this shape when moving fast. This happens because on one frame, the physics " "body may be on the \"outside\" of the shape, and on the next frame it may be " "\"inside\" it. [ConcavePolygonShape2D] is hollow, so it won't detect a " "collision.\n" "[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape2D] is the " "slowest 2D collision shape to check collisions against. Its use should " "generally be limited to level geometry. If the polyline is closed, " "[CollisionPolygon2D]'s [constant CollisionPolygon2D.BUILD_SOLIDS] mode can be " "used, which decomposes the polygon into convex ones; see " "[ConvexPolygonShape2D]'s documentation for instructions." msgstr "" "Cruth polyline 2D, atá beartaithe le húsáid san fhisic.... Úsáidtear go " "hinmheánach i [CollisionPolygon2D] nuair atá sé sa mhód [ConstantPolygon2D." "BUILD_SEGMENTS].\n" "Toisc nach bhfuil ann ach bailiúchán de mhíreanna líne idirnasctha, is é " "[ConcavePolygonShape2D] an cruth 2T aonair is so-chumraithe. Is féidir é a " "úsáid chun polagáin de chineál ar bith a dhéanamh, nó fiú cruthanna nach " "bhfuil limistéar faoi iamh. Mar sin féin, tá [ConcavePolygonShape2D] [i] log[/" "i] fiú má chumhdaíonn na codanna líne idirnasctha achar, rud a fhágann go " "minic nach bhfuil sé oiriúnach don fhisic nó don bhrath.\n" "[b]Nóta:[/b] Nuair a úsáidtear é le haghaidh imbhuailte, tá sé beartaithe go " "n-oibreoidh [ConcavePolygonShape2D] le nóid statacha [CollisionShape2D] mar " "[StaticBody2D] agus is dócha nach n-iompróidh sé go maith do " "[CharacterBody2D]s nó [RigidBody2D]s i mód seachas Statach.\n" "[b]Rabhadh:[/b] Bíonn seans ag coirp atá beag dul tríd an gcruth seo agus iad " "ag gluaiseacht go tapa. Tarlaíonn sé seo mar gheall ar fhráma amháin, " "féadfaidh an comhlacht fisice a bheith ar an \"taobh amuigh\" den chruth, " "agus ar an gcéad fhráma eile d'fhéadfadh sé a bheith \"taobh istigh\" de. Tá " "[ConcavePolygonShape2D] log, mar sin ní bhraithfidh sé imbhualadh.\n" "[b]Feidhmíocht:[/b] Mar gheall ar a chastacht, is é [ConcavePolygonShape2D] " "an cruth imbhuailte 2T is moille chun imbhuailtí a sheiceáil. Ba cheart a " "úsáid a theorannú go ginearálta do chéimseata leibhéal. Má tá an polyline " "dúnta, is féidir mód [CollisionPolygon2D] [ConstantPolygon2D.BUILD_SOLIDS] a " "úsáid, a dhianscaoileann an polagán ina chinn dhronnacha; féach doiciméadú " "[ConvexPolygonShape2D] le haghaidh treoracha." msgid "" "The array of points that make up the [ConcavePolygonShape2D]'s line segments. " "The array (of length divisible by two) is naturally divided into pairs (one " "pair for each segment); each pair consists of the starting point of a segment " "and the endpoint of a segment." msgstr "" "An t-eagar pointí a chomhdhéanann na míreanna líne [ConcavePolygonShape2D]. " "Roinntear an t-eagar (dá fhad atá inroinnte ar dhá cheann) go nádúrtha ina " "mbeirteanna (péire amháin do gach deighleog); is éard atá i ngach péire " "pointe tosaigh míre agus críochphointe míre." msgid "A 3D trimesh shape used for physics collision." msgstr "Cruth trimesh 3D a úsáidtear le haghaidh imbhualadh fisice." msgid "" "A 3D trimesh shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape3D].\n" "Being just a collection of interconnected triangles, [ConcavePolygonShape3D] " "is the most freely configurable single 3D shape. It can be used to form " "polyhedra of any nature, or even shapes that don't enclose a volume. However, " "[ConcavePolygonShape3D] is [i]hollow[/i] even if the interconnected triangles " "do enclose a volume, which often makes it unsuitable for physics or " "detection.\n" "[b]Note:[/b] When used for collision, [ConcavePolygonShape3D] is intended to " "work with static [CollisionShape3D] nodes like [StaticBody3D] and will likely " "not behave well for [CharacterBody3D]s or [RigidBody3D]s in a mode other than " "Static.\n" "[b]Warning:[/b] Physics bodies that are small have a chance to clip through " "this shape when moving fast. This happens because on one frame, the physics " "body may be on the \"outside\" of the shape, and on the next frame it may be " "\"inside\" it. [ConcavePolygonShape3D] is hollow, so it won't detect a " "collision.\n" "[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape3D] is the " "slowest 3D collision shape to check collisions against. Its use should " "generally be limited to level geometry. For convex geometry, " "[ConvexPolygonShape3D] should be used. For dynamic physics bodies that need " "concave collision, several [ConvexPolygonShape3D]s can be used to represent " "its collision by using convex decomposition; see [ConvexPolygonShape3D]'s " "documentation for instructions." msgstr "" "Cruth trimesh 3D, atá beartaithe le húsáid san fhisic. Úsáidtear é de ghnáth " "chun cruth a sholáthar do [CollisionShape3D].\n" "Toisc nach bhfuil ann ach bailiúchán de thriantáin idirnasctha, is é " "[ConcavePolygonShape3D] an cruth aonair 3D is so-chumraithe. Is féidir é a " "úsáid chun polyhedra de chineál ar bith a fhoirmiú, nó fiú cruthanna nach " "gcuireann toirt isteach. Mar sin féin, tá [ConcavePolygonShape3D] [i]log[/i] " "fiú má imfhálann na triantáin idirnasctha toirt, rud a fhágann go minic nach " "bhfuil sé oiriúnach don fhisic nó don bhrath.\n" "[b]Nóta:[/b] Nuair a úsáidtear é le haghaidh imbhuailte, tá sé beartaithe go " "n-oibreoidh [ConcavePolygonShape3D] le nóid statacha [CollisionShape3D] " "cosúil le [StaticBody3D] agus is dócha nach n-iompróidh sé go maith do " "[CharacterBody3D]s nó [RigidBody3D]s i mód seachas Statach.\n" "[b]Rabhadh:[/b] Bíonn seans ag coirp atá beag dul tríd an gcruth seo agus iad " "ag gluaiseacht go tapa. Tarlaíonn sé seo mar gheall ar fhráma amháin, " "féadfaidh an comhlacht fisice a bheith ar an \"taobh amuigh\" den chruth, " "agus ar an gcéad fhráma eile d'fhéadfadh sé a bheith \"taobh istigh\" de. Tá " "[ConcavePolygonShape3D] log, mar sin ní bhraithfidh sé imbhualadh.\n" "[b]Feidhmíocht:[/b] Mar gheall ar a chastacht, is é [ConcavePolygonShape3D] " "an cruth imbhuailte 3D is moille chun imbhuailtí a sheiceáil. Ba cheart a " "úsáid a theorannú go ginearálta do chéimseata leibhéal. Maidir le céimseata " "dronnach, ba cheart [ConvexPolygonShape3D] a úsáid. Maidir le coirp " "dhinimiciúla fisice a dteastaíonn imbhualadh cuasach uathu, is féidir roinnt " "[ConvexPolygonShape3D]s a úsáid chun a imbhualadh a léiriú trí úsáid a bhaint " "as dianscaoileadh dronnach; féach doiciméadú [ConvexPolygonShape3D] le " "haghaidh treoracha." msgid "" "Returns the faces of the trimesh shape as an array of vertices. The array (of " "length divisible by three) is naturally divided into triples; each triple of " "vertices defines a triangle." msgstr "" "Filleann aghaidheanna an chruth trimesh mar raon de rinn. Tá an t-eagar (a " "fhad atá inroinnte ar thrí) roinnte go nádúrtha ina thríaracha; sainmhíníonn " "gach rinn triarach triantán." msgid "" "Sets the faces of the trimesh shape from an array of vertices. The [param " "faces] array should be composed of triples such that each triple of vertices " "defines a triangle." msgstr "" "Socraíonn sé aghaidheanna an chruth trimesh ó raon de rinn. Ba chóir go " "mbeadh an t-eagar [aghaidheanna param] comhdhéanta de thríaracha sa chaoi is " "go sainmhíníonn gach rinn triarach triantán." msgid "" "If set to [code]true[/code], collisions occur on both sides of the concave " "shape faces. Otherwise they occur only along the face normals." msgstr "" "Má shocraítear é go [code]true[/code], tarlaíonn imbhuailtí ar an dá thaobh " "d’aghaidheanna an chruth cuasach. Seachas sin a tharlaíonn siad ach amháin ar " "feadh an normals aghaidh." msgid "" "A physics joint that connects two 3D physics bodies in a way that simulates a " "ball-and-socket joint." msgstr "" "Alt fisice a nascann dhá chorp fisice 3D ar bhealach a shamhlaíonn alt " "liathróid agus soicéad." msgid "" "A physics joint that connects two 3D physics bodies in a way that simulates a " "ball-and-socket joint. The twist axis is initiated as the X axis of the " "[ConeTwistJoint3D]. Once the physics bodies swing, the twist axis is " "calculated as the middle of the X axes of the joint in the local space of the " "two physics bodies. Useful for limbs like shoulders and hips, lamps hanging " "off a ceiling, etc." msgstr "" "Alt fisice a nascann dhá chorp fisice 3D ar bhealach a shamhlaíonn alt " "liathróid agus soicéad. Cuirtear tús leis an ais casta mar X-ais an " "[ConeTwistJoint3D]. Chomh luath agus a luascann coirp na fisice, ríomhtar an " "ais chaidrimh mar lár na n-aiseanna X den alt i spás áitiúil an dá chorp " "fisice. Úsáideach le haghaidh géaga cosúil le guaillí agus cromáin, lampaí ar " "crochadh ó uasteorainn, etc." msgid "Returns the value of the specified parameter." msgstr "Filleann sé luach an pharaiméadar sonraithe." msgid "Sets the value of the specified parameter." msgstr "Socraíonn sé luach an pharaiméadar sonraithe." msgid "" "The speed with which the swing or twist will take place.\n" "The higher, the faster." msgstr "" "An luas lena dtarlóidh an luascadh nó an casadh.\n" "Dá airde, an níos tapúla." msgid "" "Defines, how fast the swing- and twist-speed-difference on both sides gets " "synced." msgstr "" "Sainmhínítear, cé chomh tapa agus a shioncronaítear an difríocht idir " "luascadh agus casadh-luas ar an dá thaobh." 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 "" "A éascaíocht a thosaíonn an t-alt ag casadh. Má tá sé ró-íseal, glacann sé " "níos mó fórsa chun an t-alt a chasadh." msgid "" "Swing is rotation from side to side, around the axis perpendicular to the " "twist axis.\n" "The swing span defines, how much rotation will not get corrected along the " "swing axis.\n" "Could be defined as looseness in the [ConeTwistJoint3D].\n" "If below 0.05, this behavior is locked." msgstr "" "Is é atá i gceist le swing ná rothlú ó thaobh go taobh, timpeall an ais " "ingearach leis an ais twist.\n" "Sainmhíníonn an réise swing, cé mhéad rothlú nach mbeidh a cheartú feadh an " "ais swing.\n" "D’fhéadfaí é a shainmhíniú mar looseness sa [ConeTwistJoint3D].\n" "Más rud é faoi bhun 0.05, tá an iompar seo faoi ghlas." 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 "" "Is é twist an uainíocht ar fud an ais twist, an luach a shainmhínítear cé " "chomh fada agus is féidir leis an comhpháirteach twist.\n" "Tá Twist faoi ghlas má tá sé faoi bhun 0.05." msgid "Represents the size of the [enum Param] enum." msgstr "Is ionann é agus méid an [enum Param] enum." msgid "Helper class to handle INI-style files." msgstr "Rang cúntóir chun comhaid i stíl INI a láimhseáil." msgid "" "This helper class can be used to store [Variant] values on the filesystem " "using INI-style formatting. The stored values are identified by a section and " "a key:\n" "[codeblock lang=text]\n" "[section]\n" "some_key=42\n" "string_example=\"Hello World3D!\"\n" "a_vector=Vector3(1, 0, 2)\n" "[/codeblock]\n" "The stored data can be saved to or parsed from a file, though ConfigFile " "objects can also be used directly without accessing the filesystem.\n" "The following example shows how to create a simple [ConfigFile] and save it " "on disc:\n" "[codeblocks]\n" "[gdscript]\n" "# Create new ConfigFile object.\n" "var config = ConfigFile.new()\n" "\n" "# Store some values.\n" "config.set_value(\"Player1\", \"player_name\", \"Steve\")\n" "config.set_value(\"Player1\", \"best_score\", 10)\n" "config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n" "config.set_value(\"Player2\", \"best_score\", 9001)\n" "\n" "# Save it to a file (overwrite if already exists).\n" "config.save(\"user://scores.cfg\")\n" "[/gdscript]\n" "[csharp]\n" "// Create new ConfigFile object.\n" "var config = new ConfigFile();\n" "\n" "// Store some values.\n" "config.SetValue(\"Player1\", \"player_name\", \"Steve\");\n" "config.SetValue(\"Player1\", \"best_score\", 10);\n" "config.SetValue(\"Player2\", \"player_name\", \"V3geta\");\n" "config.SetValue(\"Player2\", \"best_score\", 9001);\n" "\n" "// Save it to a file (overwrite if already exists).\n" "config.Save(\"user://scores.cfg\");\n" "[/csharp]\n" "[/codeblocks]\n" "This example shows how the above file could be loaded:\n" "[codeblocks]\n" "[gdscript]\n" "var score_data = {}\n" "var config = ConfigFile.new()\n" "\n" "# Load data from a file.\n" "var err = config.load(\"user://scores.cfg\")\n" "\n" "# If the file didn't load, ignore it.\n" "if err != OK:\n" " return\n" "\n" "# Iterate over all sections.\n" "for player in config.get_sections():\n" " # Fetch the data for each section.\n" " var player_name = config.get_value(player, \"player_name\")\n" " var player_score = config.get_value(player, \"best_score\")\n" " score_data[player_name] = player_score\n" "[/gdscript]\n" "[csharp]\n" "var score_data = new Godot.Collections.Dictionary();\n" "var config = new ConfigFile();\n" "\n" "// Load data from a file.\n" "Error err = config.Load(\"user://scores.cfg\");\n" "\n" "// If the file didn't load, ignore it.\n" "if (err != Error.Ok)\n" "{\n" " return;\n" "}\n" "\n" "// Iterate over all sections.\n" "foreach (String player in config.GetSections())\n" "{\n" " // Fetch the data for each section.\n" " var player_name = (String)config.GetValue(player, \"player_name\");\n" " var player_score = (int)config.GetValue(player, \"best_score\");\n" " score_data[player_name] = player_score;\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "Any operation that mutates the ConfigFile such as [method set_value], [method " "clear], or [method erase_section], only changes what is loaded in memory. If " "you want to write the change to a file, you have to save the changes with " "[method save], [method save_encrypted], or [method save_encrypted_pass].\n" "Keep in mind that section and property names can't contain spaces. Anything " "after a space will be ignored on save and on load.\n" "ConfigFiles can also contain manually written comment lines starting with a " "semicolon ([code];[/code]). Those lines will be ignored when parsing the " "file. Note that comments will be lost when saving the ConfigFile. This can " "still be useful for dedicated server configuration files, which are typically " "never overwritten without explicit user action.\n" "[b]Note:[/b] The file extension given to a ConfigFile does not have any " "impact on its formatting or behavior. By convention, the [code].cfg[/code] " "extension is used here, but any other extension such as [code].ini[/code] is " "also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are " "standardized, Godot's ConfigFile formatting may differ from files written by " "other programs." msgstr "" "Is féidir an rang cabhrach seo a úsáid chun luachanna [Athróg] a stóráil ar " "an gcóras comhad ag baint úsáide as formáidiú ar stíl INI. Sainaithnítear na " "luachanna stóráilte le rannán agus le heochair:\n" "[codeblock lang=téacs]\n" "[cuid]\n" "roinnt_eochair=42\n" "string_example=\"Dia duit World3D!\"\n" "a_vector=Veicteoir 3(1, 0, 2)\n" "[/codeblock]\n" "Is féidir na sonraí stóráilte a shábháil nó a pharsáil ó chomhad, cé gur " "féidir oibiachtaí ConfigFile a úsáid go díreach freisin gan rochtain a fháil " "ar an gcóras comhad.\n" "Taispeánann an sampla seo a leanas conas [ConfigFile] simplí a chruthú agus é " "a shábháil ar diosca:\n" "[codeblocks]\n" "[gdscript]\n" "# Cruthaigh réad nua ConfigFile.\n" "var config = ConfigFile.new()\n" "\n" "# Stóráil roinnt luachanna.\n" "config.set_value(\"Player1\", \"player_name\", \"Steve\")\n" "config.set_value(\"Imreoir1\", \"scór_is fearr\", 10)\n" "config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n" "config.set_value(\"Imreoir2\", \"scór_is fearr\", 9001)\n" "\n" "# Sábháil i gcomhad é (forscríobh má tá ann cheana).\n" "config.save (\"úsáideoir://scores.cfg\")\n" "[/gdscript]\n" "[csharp]\n" "// Cruthaigh réad ConfigFile nua.\n" "var config = ConfigFile nua();\n" "\n" "// Stóráil roinnt luachanna.\n" "config.SetValue(\"Player1\", \"player_name\", \"Steve\");\n" "config.SetValue(\"Player1\", \"best_score\", 10);\n" "config.SetValue(\"Player2\", \"player_name\", \"V3geta\");\n" "config.SetValue(\"Player2\", \"best_score\", 9001);\n" "\n" "// Sábháil i gcomhad é (forscríobh má tá ann cheana).\n" "config.Save(\"úsáideoir://scores.cfg\");\n" "[/csharp]\n" "[/codeblocks]\n" "Léiríonn an sampla seo conas is féidir an comhad thuas a luchtú:\n" "[codeblocks]\n" "[gdscript]\n" "var score_data = {}\n" "var config = ConfigFile.new()\n" "\n" "# Luchtaigh sonraí ó chomhad.\n" "var err = config.load (\"úsáideoir://scores.cfg\")\n" "\n" "# Murar lódáladh an comhad, déan neamhaird de.\n" "má tá earráid!= OK:\n" " filleadh\n" "\n" "# Déan aithris ar gach cuid.\n" "don imreoir i config.get_sections():\n" " # Faigh na sonraí do gach rannóg.\n" " var player_name = config.get_value(imreoir, \"imreoir_ainm\")\n" " var player_score = config.get_value(imreoir, \"is fearr_scór\")\n" " scór_sonraí[player_name] = imreoir_scór\n" "[/gdscript]\n" "[csharp]\n" "var score_data = Godot.Collections.Dictionary nua();\n" "var config = ConfigFile nua();\n" "\n" "// Luchtaigh sonraí ó chomhad.\n" "Earráid err = config.Load(\"úsáideoir://scores.cfg\");\n" "\n" "// Murar lódáil an comhad, déan neamhaird de.\n" "má (earráid!= Earráid.Ok)\n" "{\n" " filleadh ;\n" "}\n" "\n" "// Déan aithris ar gach cuid.\n" "foreach (Imreoir teaghrán i config.GetSections())\n" "{\n" " // Faigh na sonraí do gach rannóg.\n" " var player_name = (Teaghrán)config.GetValue(imreoir, \"imreoir_ainm\");\n" " var player_score = (int)config.GetValue(imreoir, \"best_score\");\n" " scór_data[player_name] = imreoir_scór;\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "Ní athraíonn aon oibríocht a shóthraíonn an ConfigFile ar nós [method " "set_value], [method soiléir], nó [method erase_section], ach an méid atá " "luchtaithe sa chuimhne. Más mian leat an t-athrú a scríobh chuig comhad, " "caithfidh tú na hathruithe a shábháil le [method sábháil], [method " "save_encrypted], nó [method save_encrypted_pass].\n" "Coinnigh i gcuimhne nach féidir spásanna a bheith in ainmneacha rannáin agus " "réadmhaoine. Déanfar neamhaird de rud ar bith tar éis spás ar shábháil agus " "ar ualach.\n" "Is féidir le ConfigFiles freisin línte tráchta scríofa de láimh ag tosú le " "leathstad ([code];[/code]). Ní thabharfar aird ar na línte sin agus an comhad " "á pharsáil. Tabhair faoi deara go gcaillfear tuairimí agus an ConfigFile á " "shábháil. Féadann sé seo a bheith úsáideach fós do chomhaid cumraíochta " "freastalaí tiomnaithe, nach ndéantar a fhorscríobh go hiondúil gan gníomh " "sainráite úsáideora.\n" "[b]Nóta:[/b] Níl aon tionchar ag an iarmhír comhaid a thugtar do ConfigFile " "ar a fhormáidiú nó ar a iompar. De réir an ghnáis, úsáidtear an síneadh " "[code].cfg[/code] anseo, ach tá aon síneadh eile ar nós [code].ini[/code] " "bailí freisin. Ós rud é nach bhfuil [code].cfg[/code] ná [code].ini[/code] " "caighdeánaithe, d'fhéadfadh formáidiú ConfigFile Godot a bheith difriúil ó " "chomhaid scríofa ag cláir eile." msgid "Removes the entire contents of the config." msgstr "Baintear inneachar iomlán an chumraíochta." msgid "" "Obtain the text version of this config file (the same text that would be " "written to a file)." msgstr "" "Faigh an leagan téacs den chomhad cumraíochta seo (an téacs céanna a " "scríobhfaí chuig comhad)." msgid "" "Deletes the specified section along with all the key-value pairs inside. " "Raises an error if the section does not exist." msgstr "" "Scrios an chuid sonraithe mar aon leis na péirí eochair-luacha taobh istigh. " "Ardaíonn sé earráid mura bhfuil an chuid ann." msgid "" "Deletes the specified key in a section. Raises an error if either the section " "or the key do not exist." msgstr "" "Scrios an eochair shonraithe i rannán. Ardaíonn sé earráid mura bhfuil an " "chuid nó an eochair ann." 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 "" "Filleann sé sraith de na heochair-aitheantóirí sainithe go léir sa chuid " "sonraithe. Ardaíonn sé earráid agus cuireann sé eagar folamh ar ais mura " "bhfuil an chuid ann." msgid "Returns an array of all defined section identifiers." msgstr "Filleann sé sraith de na haitheantóirí rannáin sainithe go léir." msgid "" "Returns the current value for the specified section and key. If either the " "section or the key do not exist, the method returns the fallback [param " "default] value. If [param default] is not specified or set to [code]null[/" "code], an error is also raised." msgstr "" "Filleann sé an luach reatha don roinn agus eochair sonraithe. Mura bhfuil an " "t-alt nó an eochair ann, filleann an modh an luach cúltaca [param default]. " "Mura bhfuil [param réamhshocraithe] sonraithe nó socraithe mar [code]null[/" "code], ardaítear earráid freisin." msgid "Returns [code]true[/code] if the specified section exists." msgstr "Filleann sé [code]true[/code] má tá an chuid sonraithe ann." msgid "Returns [code]true[/code] if the specified section-key pair exists." msgstr "" "Filleann sé [code]true[/code] má tá an péire eochair roinne sonraithe ann." msgid "" "Loads the config file specified as a parameter. The file's contents are " "parsed and loaded in the [ConfigFile] object which the method was called on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "Luchtaíonn sé an comhad cumraíochta atá sonraithe mar pharaiméadar. Déantar " "inneachar an chomhaid a pharsáil agus a luchtú san oibiacht [ConfigFile] ar " "glaodh an modh air.\n" "Filleann sé [ tairiseach OK ] ar rath, nó ceann de na luachanna [enum Error] " "eile má theip ar an oibríocht." msgid "" "Loads the encrypted config file specified as a parameter, using the provided " "[param key] to decrypt it. The file's contents are parsed and loaded in the " "[ConfigFile] object which the method was called on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "Lódálann sé an comhad cumraíochta criptithe atá sonraithe mar pharaiméadar, " "ag baint úsáide as an [eochair param] chun é a dhíchriptiú. Déantar inneachar " "an chomhaid a pharsáil agus a luchtú san oibiacht [ConfigFile] ar glaodh an " "modh air.\n" "Filleann sé [ tairiseach OK ] ar rath, nó ceann de na luachanna [enum Error] " "eile má theip ar an oibríocht." msgid "" "Loads the encrypted config file specified as a parameter, using the provided " "[param password] to decrypt it. The file's contents are parsed and loaded in " "the [ConfigFile] object which the method was called on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "Lódálann sé an comhad cumraíochta criptithe atá sonraithe mar pharaiméadar, " "ag baint úsáide as an [focal faire param] chun é a dhíchriptiú. Déantar " "inneachar an chomhaid a pharsáil agus a luchtú san oibiacht [ConfigFile] ar " "glaodh an modh air.\n" "Filleann sé [ tairiseach OK ] ar rath, nó ceann de na luachanna [enum Error] " "eile má theip ar an oibríocht." msgid "" "Parses the passed string as the contents of a config file. The string is " "parsed and loaded in the ConfigFile object which the method was called on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "Parsálann sé an teaghrán a ritheadh mar ábhar comhaid cumraíochta. Déantar an " "teaghrán a pharsáil agus a luchtú san oibiacht ConfigFile ar glaodh an modh " "air.\n" "Filleann sé [ tairiseach OK ] ar rath, nó ceann de na luachanna [enum Error] " "eile má theip ar an oibríocht." msgid "" "Saves the contents of the [ConfigFile] object to the file specified as a " "parameter. The output file uses an INI-style structure.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "Sábháiltear inneachar an oibiachta [ConfigFile] leis an gcomhad atá sonraithe " "mar pharaiméadar. Úsáideann an comhad aschuir struchtúr INI-stíl.\n" "Filleann sé [ tairiseach OK ] ar rath, nó ceann de na luachanna [enum Error] " "eile má theip ar an oibríocht." msgid "" "Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " "specified as a parameter, using the provided [param key] to encrypt it. The " "output file uses an INI-style structure.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "Sábháiltear inneachar an oibiachta [ConfigFile] don chomhad criptithe AES-256 " "atá sonraithe mar pharaiméadar, ag baint úsáide as an [eochair param] atá " "curtha ar fáil chun é a chriptiú. Úsáideann an comhad aschuir struchtúr INI-" "stíl.\n" "Filleann sé [ tairiseach OK ] ar rath, nó ceann de na luachanna [enum Error] " "eile má theip ar an oibríocht." msgid "" "Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " "specified as a parameter, using the provided [param password] to encrypt it. " "The output file uses an INI-style structure.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "Sábháiltear inneachar an oibiachta [ConfigFile] don chomhad criptithe AES-256 " "atá sonraithe mar pharaiméadar, ag baint úsáide as an [phasfhocal param] atá " "curtha ar fáil chun é a chriptiú. Úsáideann an comhad aschuir struchtúr INI-" "stíl.\n" "Filleann sé [ tairiseach OK ] ar rath, nó ceann de na luachanna [enum Error] " "eile má theip ar an oibríocht." 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 "" "Sanntar luach ar eochair shonraithe na rannóige sonraithe. Mura bhfuil an " "chuid nó an eochair ann, cruthaítear iad. Má chuirtear luach [code]null[/" "code] ar aghaidh, scriostar an eochair sonraithe má tá sí ann, agus scriostar " "an chuid má chríochnaíonn sé folamh nuair a bheidh an eochair bainte." msgid "A dialog used for confirmation of actions." msgstr "Dialóg a úsáidtear chun gníomhartha a dhearbhú." msgid "" "A dialog used for confirmation of actions. This window is similar to " "[AcceptDialog], but pressing its Cancel button can have a different outcome " "from pressing the OK button. The order of the two buttons varies depending on " "the host OS.\n" "To get cancel action, you can use:\n" "[codeblocks]\n" "[gdscript]\n" "get_cancel_button().pressed.connect(_on_canceled)\n" "[/gdscript]\n" "[csharp]\n" "GetCancelButton().Pressed += OnCanceled;\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Dialóg a úsáidtear chun gníomhartha a dhearbhú. Tá an fhuinneog seo cosúil le " "[AcceptDialog], ach is féidir toradh difriúil a bheith ar an gcnaipe Cealaigh " "a bhrú agus an cnaipe OK a bhrú. Athraíonn ord an dá chnaipe ag brath ar an " "OS óstach.\n" "Chun gníomh cealaithe a fháil, is féidir leat úsáid a bhaint as:\n" "[codeblocks]\n" "[gdscript]\n" "get_cancel_button().pressed.connect(_on_cealed)\n" "[/gdscript]\n" "[csharp]\n" "GetCancelButton().Pressed += Ar Ceal;\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 "" "Filleann an cnaipe cealaithe.\n" "[b]Rabhadh:[/b] Nód inmheánach riachtanach é seo, agus d’fhéadfadh sé " "timpiste a bheith mar thoradh ar é a bhaint agus a shaoradh. Más mian leat é " "nó aon duine dá leanaí a cheilt, bain úsáid as a maoin [member CanvasItem." "visible]." msgid "" "The text displayed by the cancel button (see [method get_cancel_button])." msgstr "" "An téacs a thaispeánann an cnaipe cealaithe (féach [method " "get_cancel_button])." msgid "Base class for all GUI containers." msgstr "Bunrang do gach coimeádán GUI." msgid "" "Base class for all GUI containers. A [Container] automatically arranges its " "child controls in a certain way. This class can be inherited to make custom " "container types." msgstr "" "Bunrang do gach coimeádán GUI. Socraíonn [Coimeádán] a rialuithe leanbh go " "huathoibríoch ar bhealach áirithe. Is féidir an rang seo a oidhreacht chun " "cineálacha coimeádáin saincheaptha a dhéanamh." msgid "" "Implement to return a list of allowed horizontal [enum Control.SizeFlags] for " "child nodes. This doesn't technically prevent the usages of any other size " "flags, if your implementation requires that. This only limits the options " "available to the user in the Inspector dock.\n" "[b]Note:[/b] Having no size flags is equal to having [constant Control." "SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed." msgstr "" "Feidhmigh chun liosta de [enum Control.SizeFlags] cothrománach ceadaithe a " "thabhairt ar ais do nóid linbh. Ní chuireann sé seo cosc go teicniúil ar " "úsáidí aon bhratacha méide eile, má éilíonn do chur chun feidhme é sin. Ní " "chuireann sé seo teorainn ach leis na roghanna atá ar fáil don úsáideoir sa " "duga Cigire.\n" "[b]Nóta:[/b] Is ionann é agus [Constant Control.SIZE_SHRINK_BEGIN] mura " "bhfuil bratacha ar bith agat. Mar sin, ceadaítear an luach seo go hintuigthe " "i gcónaí." msgid "" "Implement to return a list of allowed vertical [enum Control.SizeFlags] for " "child nodes. This doesn't technically prevent the usages of any other size " "flags, if your implementation requires that. This only limits the options " "available to the user in the Inspector dock.\n" "[b]Note:[/b] Having no size flags is equal to having [constant Control." "SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed." msgstr "" "Feidhmigh chun liosta ceartingearach ceadaithe [enum Control.SizeFlags] do " "nóid linbh a thabhairt ar ais. Ní chuireann sé seo cosc go teicniúil ar " "úsáidí aon bhratacha méide eile, má éilíonn do chur chun feidhme é sin. Ní " "chuireann sé seo teorainn ach leis na roghanna atá ar fáil don úsáideoir sa " "duga Cigire.\n" "[b]Nóta:[/b] Is ionann é agus [Constant Control.SIZE_SHRINK_BEGIN] mura " "bhfuil bratacha ar bith agat. Mar sin, ceadaítear an luach seo go hintuigthe " "i gcónaí." msgid "" "Fit a child control in a given rect. This is mainly a helper for creating " "custom container classes." msgstr "" "Cuir smacht linbh i gceartán ar leith. Is cúntóir é seo go príomha chun " "ranganna coimeádán saincheaptha a chruthú." msgid "" "Queue resort of the contained children. This is called automatically anyway, " "but can be called upon request." msgstr "" "Rogha scuaine de na leanaí atá. Tugtar é seo go huathoibríoch ar aon nós, ach " "is féidir glaoch a chur air ach é a iarraidh." msgid "Emitted when children are going to be sorted." msgstr "Astaithe nuair a bhíonn leanaí le bheith sórtáilte." msgid "Emitted when sorting the children is needed." msgstr "Astaítear nuair a bhíonn gá le sórtáil na bpáistí." msgid "" "Notification just before children are going to be sorted, in case there's " "something to process beforehand." msgstr "" "Fógra díreach roimh leanaí le bheith curtha in eagar, ar eagla go mbeidh rud " "éigin le próiseáil roimh ré." msgid "" "Notification for when sorting the children, it must be obeyed immediately." msgstr "" "Fógra maidir le nuair a bhíonn na páistí á sórtáil, ní mór cloí leis " "láithreach." msgid "" "Base class for all GUI controls. Adapts its position and size based on its " "parent control." msgstr "" "Bunrang do gach rialú GUI. Déanann sé a shuíomh agus a mhéid a oiriúnú " "bunaithe ar a rialú tuismitheora." 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 "" "Bunrang do gach nóid a bhaineann le UI. [Rialú] gnéithe dronuilleog teorann a " "shainíonn a mhéid, suíomh ancaire i gcoibhneas lena rialú tuismitheora nó an " "radharcport reatha, agus fritháirimh i gcoibhneas leis an ancaire. " "Nuashonraíonn na fritháirimh go huathoibríoch nuair a athraíonn an nód, aon " "cheann dá thuismitheoirí, nó méid an scáileáin.\n" "Le haghaidh tuilleadh faisnéise ar chóras Chomhéadain Godot, ancairí, " "fritháirimh, agus coimeádáin, féach na ranganna teagaisc gaolmhara sa " "lámhleabhar. Chun Comhéadain Chomhéadain solúbtha a thógáil, beidh meascán " "d’eilimintí Chomhéadain uait a fhaigheann oidhreacht ó nóid [Rialú] agus " "[Coimeádán].\n" "[b]Nóid Chomhéadain Úsáideora agus ionchur[/b]\n" "Iomadaíonn Godot imeachtaí ionchuir trí phoirt amhairc. Tá gach [Viewport] " "freagrach as [InputEvent]s a iomadú chuig a nóid linbh. Toisc gur [Fuinneog] " "é an [ball SceneTree.root], tarlaíonn sé seo go huathoibríoch cheana féin le " "haghaidh gach eilimint Chomhéadain i do chluiche.\n" "Déantar imeachtaí ionchuir a iomadú tríd an [SceneTree] ón bhfréamh nód chuig " "gach nód linbh trí ghlaoch a chur ar [method Node._input]. Maidir le " "heilimintí Chomhéadain go sonrach, is mó ciall an modh fíorúil [method " "_gui_input] a shárú, a dhéanann scagadh ar imeachtaí ionchuir " "neamhghaolmhara, mar shampla trí ordú z, [comhalta luiche_filter], fócas a " "sheiceáil, nó an raibh an t-imeacht taobh istigh den rialú bosca teorann.\n" "Glaoigh ar [method glacadh_event] mar sin ní bhfaighidh aon nód eile an t-" "imeacht. Nuair a ghlacann tú le hionchur, déantar é a láimhseáil mar sin ní " "phróiseálfaidh [method Node._unhandled_input] é.\n" "Ní féidir ach nód [Rialú] amháin a bheith i bhfócas. Ní bhfaighidh ach an nód " "i bhfócas imeachtaí. Chun an fócas a fháil, cuir glaoch ar [method " "grab_focus]. [rialú] cailleann nóid fócas nuair a grabann nód eile é, nó má " "cheiltíonn tú an nód i bhfócas.\n" "Socraíonn sé [comhalta luiche_scagaire] go [MOUSE_FILTER_IGNORE leanúnach] " "chun nód [Rialú] a insint chun neamhaird a dhéanamh ar imeachtaí luiche nó " "tadhaill. Beidh sé uait má chuireann tú deilbhín ar bharr an chnaipe.\n" "Athraíonn acmhainní [Téama] cuma an Rialaithe. Má athraíonn tú an [Téama] ar " "nód [Rialú], bíonn tionchar aige ar a leanaí go léir. Chun cuid de " "pharaiméadair an téama a shárú, cuir glaoch ar cheann de na modhanna [code] " "add_theme_*_override[/code], amhail [method add_theme_font_override]. " "Féadfaidh tú an téama a shárú leis an gCigire.\n" "[b]Nóta:[/b] [i]ní [/i] airíonna [réad] atá sna míreanna téama. Ciallaíonn sé " "seo nach féidir leat rochtain a fháil ar a luachanna trí úsáid a bhaint as " "[method Object.get] agus [method Object.set]. Ina áit sin, úsáid na modhanna " "[code]get_theme_*[/code] agus [code]add_theme_*_override[/code] a chuir an " "rang seo ar fáil." msgid "GUI documentation index" msgstr "Innéacs doiciméadú GUI" msgid "Control node gallery" msgstr "Gailearaí nód rialaithe" msgid "Multiple resolutions" msgstr "Rúin iolracha" msgid "All GUI Demos" msgstr "Gach Taispeántas GUI" 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().ContainsKey(\"expected\");\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Glaonn Godot ar an modh seo chun a thástáil an féidir [param data]] ó [method " "_get_drag_data] rialaithe a scaoileadh ag [param at_position]. Tá [param " "at_position] áitiúil don rialtán seo.\n" "Níor cheart an modh seo a úsáid ach amháin chun na sonraí a thástáil. " "Próiseáil na sonraí i [method _drop_data].\n" "[codeblocks]\n" "[gdscript]\n" "func _can_drop_data(position, data):\n" " # Seiceáil an bhfuil sé ábhartha duit\n" " # Seachas sin, seiceáil na sonraí\n" " return typeof(data) == TYPE_DICTIONARY and data.has (\"ag súil\")\n" "[/gdscript]\n" "[csharp]\n" "sáraíonn poiblí bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" " // Seiceáil an suíomh má bhaineann sé leat\n" " // Seachas sin, seiceáil sonraí\n" " return data.VariantType == Variant.Type.Dictionary && data." "AsGodotDictionary().ContainsKey(\"ag súil\");\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().ContainsKey(\"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 "" "Glaonn Godot ar an modh seo chun na [sonraí param] ó thoradh [modh " "_get_drag_data] rialaithe a thabhairt duit. Glaonn Godot ar [modh " "_can_drop_data] ar dtús chun a thástáil an gceadaítear do [sonraí param] " "titim ag [param at_position] áit a bhfuil [param at_position] áitiúil don " "rialú seo.\n" "[codeblocks]\n" "[gdscript]\n" "func _can_drop_data(position, data):\n" " return typeof(data) == TYPE_DICTIONARY and data.has(\"dath\")\n" "\n" "func _drop_data(position, data):\n" " var dath = data[\"dath\"]\n" "[/gdscript]\n" "[csharp]\n" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" " return data.VariantType == Variant.Type.Dictionary && dict." "AsGodotDictionary().ContainsKey(\"dath\");\n" "}\n" "\n" "public override void _DropData(Vector2 atPosition, Variant data)\n" "{\n" " Color dath = data.AsGodotDictionary()[\"dath\"].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 "" "Glaonn Godot ar an modh seo chun sonraí a fháil ar féidir iad a tharraingt " "agus a ligean isteach ar rialuithe a bhfuiltear ag súil le sonraí titime. " "Filleann [code]null[/code] mura bhfuil aon sonraí le tarraingt. Ba cheart do " "rialuithe ar mian leo sonraí titim a fháil [method _can_drop_data] agus " "[method _drop_data] a chur i bhfeidhm. Tá [param at_position] áitiúil don " "rialtán seo. Seans go gcuirfear iachall ar tharraingt le [method " "force_drag].\n" "Is féidir réamhamharc a leanfaidh an luch ar cheart dó na sonraí a léiriú a " "shocrú le [method set_drag_preview]. Am trátha chun an réamhamharc a shocrú " "ná an modh seo.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_drag_data(suíomh):\n" " var mydata = make_data() # Is é seo do mhodh saincheaptha chun na sonraí " "tarraingthe a ghiniúint.\n" " set_drag_preview(make_preview(mydata)) # Seo é do mhodh saincheaptha a " "ghineann réamhamharc na sonraí tarraingthe.\n" " ais mydata\n" "[/gdscript]\n" "[csharp]\n" "sáraigh poiblí Variant _GetDragData(Vector2 atPosition)\n" "{\n" " var myData = MakeData(); // Seo é do mhodh saincheaptha a ghineann na " "sonraí tarraingthe.\n" " SetDragPreview(MakePreview(myData)); // Is é seo do mhodh saincheaptha a " "ghineann an réamhamharc ar na sonraí tarraing.\n" " moShonraí a thabhairt ar ais;\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Virtual method to be implemented by the user. Returns the minimum size for " "this control. Alternative to [member custom_minimum_size] for controlling " "minimum size via code. The actual minimum size will be the max value of these " "two (in each axis separately).\n" "If not overridden, defaults to [constant Vector2.ZERO].\n" "[b]Note:[/b] This method will not be called when the script is attached to a " "[Control] node that already overrides its minimum size (e.g. [Label], " "[Button], [PanelContainer] etc.). It can only be used with most basic GUI " "nodes, like [Control], [Container], [Panel] etc." msgstr "" "Modh fíorúil le cur i bhfeidhm ag an úsáideoir. Filleann sé an méid íosta don " "rialú seo. Rogha eile seachas [comhalta custom_minimum_size] chun íosmhéid a " "rialú trí chód. Is é an t-íosmhéid iarbhír ná uasluach an dá cheann seo (i " "ngach ais ar leithligh).\n" "Mura ndéantar é a shárú, réamhshocrú go [constant Vector2.ZERO].\n" "[b]Nóta:[/b] Ní thabharfar an modh seo nuair a bheidh an script ceangailte de " "nód [Rialú] a sháraíonn a íosmhéid cheana féin (m.sh. [Lipéad], [Cnaipe], " "[Painéal Coimeádán] etc.). Ní féidir é a úsáid ach leis na nóid GUI is " "bunúsaí, mar [Rialú], [Coimeádán], [Painéal] etc." msgid "" "Virtual method to be implemented by the user. Returns the tooltip text for " "the position [param at_position] in control's local coordinates, which will " "typically appear when the cursor is resting over this control. See [method " "get_tooltip].\n" "[b]Note:[/b] If this method returns an empty [String], no tooltip is " "displayed." msgstr "" "Modh fíorúil le cur i bhfeidhm ag an úsáideoir. Seoltar ar ais an téacs leid " "uirlisí don suíomh [param at_position] i gcomhordanáidí áitiúla an rialaithe, " "a thaispeánfar go hiondúil nuair a bhíonn an cúrsóir ina luí ar an rialú seo. " "Féach ar [method get_tooltip].\n" "[b]Nóta:[/b] Má sheolann an modh seo [Teaghrán] folamh ar ais, ní " "thaispeánfar leid uirlisí ar bith." 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 "" "Modh fíorúil le cur i bhfeidhm ag an úsáideoir. Bain úsáid as an modh seo " "chun ionchuir ar eilimintí Chomhéadain a phróiseáil agus a ghlacadh. Féach ar " "[modh glacadh_imeacht].\n" "[b]Úsáid shamplach chun rialtán a chliceáil:[/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" "sáraithe poiblí ar neamhní _GuiInput(InputEvent @event)\n" "{\n" " más rud é (@event is InputEventMouseButton mb)\n" " {\n" " má (mb.ButtonIndex == MouseButton.Left && mb.Pressed)\n" " {\n" " GD.Print (\"Tá mé cliceáil:\");\n" " }\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "Ní chuirfear tús leis an imeacht más rud é:\n" "* cliceáil lasmuigh den rialú (féach [modh _has_point]);\n" "* tá [ball mouse_filter] socraithe ag an rialú go [MOUSE_FILTER_IGNORE];\n" "* cuireann [Rialú] eile bac ar an rialú ar a bharr, nach bhfuil [comhalta " "luiche_scagaire] socraithe go [MOUSE_FILTER_IGNORE];\n" "* tá [comhalta luiche_filter] socraithe ag tuismitheoir an rialaithe chuig " "[MOUSE_FILTER_STOP leanúnach] nó ghlac sé leis an imeacht;\n" "* tarlaíonn sé lasmuigh de dhronuilleog an tuismitheora agus tá [member " "clip_contents] cumasaithe ag an tuismitheoir.\n" "[b]Tabhair faoi deara:[/b] Tá suíomh an imeachta i gcoibhneas le tionscnamh " "an rialaithe." msgid "" "Virtual method to be implemented by the user. Returns whether the given " "[param point] is inside this control.\n" "If not overridden, default behavior is checking if the point is within " "control's Rect.\n" "[b]Note:[/b] If you want to check if a point is inside the control, you can " "use [code]Rect2(Vector2.ZERO, size).has_point(point)[/code]." msgstr "" "Modh fíorúil le cur i bhfeidhm ag an úsáideoir. Filleann sé cibé an bhfuil an " "[paraphointe] tugtha laistigh den rialú seo.\n" "Mura ndéantar é a shárú, is é an t-iompar réamhshocraithe seiceáil an bhfuil " "an pointe laistigh de Rect an rialaithe.\n" "[b]Nóta:[/b] Más mian leat a sheiceáil an bhfuil pointe laistigh den rialú, " "is féidir leat [code]Rect2(Vector2.ZERO, size).has_point(point)[/code] a " "úsáid." 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(\"res://" "some_tooltip_scene.tscn\").Instantiate();\n" " tooltip.GetNode